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Mine mod


rstomrs
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I'm posting this code here becuz i don't get it finished if anyone can plz post it here, you're free to use it.

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 04.08.2007DEFINE OBJECTS 2DEFINE OBJECT SANNY BUILDER 3.01      DEFINE OBJECT MINE                     // Object number -1DEFINE MISSIONS 0DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA scriptDEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.1.0023}//-------------MAIN---------------thread 'MAIN' 01F0: set_max_wanted_level_to 6 042C: set_total_missions_to 1 030D: set_max_progress 1 set_wb_check_to 0 00C0: set_current_time_hours_to 8 minutes_to 0 04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84 Camera.SetAtPos(2488.56, -1666.84, 13.38)$PLAYER_CHAR = Player.Create(#NULL, 2488.56, -1666.84, 13.38)$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)Camera.SetBehindPlayerset_weather 0 wait 0 0180: set_on_mission_flag_to $ON_MISSION // Note: your missions have to use the variable defined here Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)Player.Build($PLAYER_CHAR)Player.CanMove($PLAYER_CHAR) = Truefade 1 0 select_interior 0 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 :MAIN_287Model.Load(#MINE)038B: load_requested_models :MAIN_293if   Model.Load(#MINE)jf @MAIN_293 wait 0 jump @MAIN_319 :MAIN_3190001: wait 0 msif and  Actor.Driving($PLAYER_ACTOR)  00E1:   player 0 pressed_key 8else_jump @MAIN_319 :MAIN_3590001: wait 0 msActor.StorePos($PLAYER_ACTOR, $X, $Y2, $Z)$Z += 1.0 $MINE = Object.Create(#MINE, $X, $Y, $Z)071F: set_object [email protected]($MINE,5i) health_to 1 Object.CollisionDetection($MINE) = Truejump @MAIN_424 :MAIN_424wait 0 84DA:   not has_object $MINE collided else_jump @MAIN_424 0948: create_explosion_at $X $Y $Z type 11 camera_shake 1.0 0948: create_explosion_at $X $Y $Z type 11 camera_shake 1.0 0948: create_explosion_at $X $Y $Z type 11 camera_shake 1.0 Object.Destroy($MINE)jump @MAIN_287 

 

 

 

 

Tom

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Hi,

in your code there is a problem and the error can be found in the label MAIN_293. The opcode 0001 must be moved before the "if" because the "else" command returns at the label MAIN_293. In alternative you can apply this change.

 

:MAIN_293if  Model.Load(#MINE)jf @MAIN_319wait 0jump @MAIN_293 

 

Bye Bye

user posted image

012          345
678   9A   BCD
EFG HIJK LMN
OPQR  STUV
WX    YZ

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Doomed_Space_Marine

 

Hi,

in your code there is a problem and the error can be found in the label MAIN_293. The opcode 0001 must be moved before the "if" because the "else" command returns at the label MAIN_293. In alternative you can apply this change.

 

:MAIN_293if  Model.Load(#MINE)jf @MAIN_319wait 0jump @MAIN_293 

 

Bye Bye

user posted image

But this just makes GTA SA freeze until model is loaded. This is a few miliseconds, maybe even less. It doesn't have to freeze. Even I made code to recruit VLA and triads. Opcodes that get actors to variables don't work with gangs for me. Then I did another thing - when you press RMB and G, the game cycles through ids 1000-30000 without wait opcode. And it works without freezing, those 29000 id's of actors are checked quickly. I think that's another problem.

 

And does keyword "else_jump" exist? Isn't it jf? If model #MINE really exists, I don't know what's wrong.

 

edit:I found a mistake. :MAIN_319 change Model.Load(#MINE) to Model.Available(#MINE)

Edited by Doomed_Space_Marine
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Hi,

 

Hi,

in your code there is a problem and the error can be found in the label MAIN_293. The opcode 0001 must be moved before the "if" because the "else" command returns at the label MAIN_293. In alternative you can apply this change.

 

:MAIN_293if  Model.Load(#MINE)jf @MAIN_319wait 0jump @MAIN_293 

 

Bye Bye

user posted image

But this just makes GTA SA freeze until model is loaded. This is a few miliseconds, maybe even less. It doesn't have to freeze. Even I made code to recruit VLA and triads. Opcodes that get actors to variables don't work with gangs for me. Then I did another thing - when you press RMB and G, the game cycles through ids 1000-30000 without wait opcode. And it works without freezing, those 29000 id's of actors are checked quickly. I think that's another problem.

 

And does keyword "else_jump" exist? Isn't it jf? If model #MINE really exists, I don't know what's wrong.

 

edit:I found a mistake. :MAIN_319 change Model.Load(#MINE) to Model.Available(#MINE)

sorry! I have forgotten to add the not line to transform the opcode in negative. I'm sorry if I have caused some conflicts to the computer.

 

Bye Bye

user posted image

012          345
678   9A   BCD
EFG HIJK LMN
OPQR  STUV
WX    YZ

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  • 2 weeks later...

Since you posted this same question also on our dutch forums, I might as well give the solution here.

There are some major design flaws in your code, so I made this code up from scratch (with permission of the original poster).

( well, in fact based on the stinger-drop mode I made some time ago)

 

The MINE-DROP mod in sannybuilder SCM.

To drop a mine, press [fire] while driving a car.

Have fun.

 

 

DEFINE OBJECTS 1DEFINE OBJECT (noname)                DEFINE MISSIONS 0//DEFINE MISSION {ID} 0 AT {LABEL} @DEFINE EXTERNAL_SCRIPTS -1 // Use -1 in order not to compile AAA script//DEFINE SCRIPT {NAME}  AT {LABEL} @DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.0.0000}thread 'MAIN'var $PLAYER_CHAR: Playerend // var01F0: set_max_wanted_level_to 6set_wb_check_to 000C0: set_current_time 8 004E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84Camera.SetAtPos(2488.5601, -1666.84, 13.38)$PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38)$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)07AF: $PLAYER_GROUP = player $PLAYER_CHAR groupCamera.SetBehindPlayerset_weather 0          wait 0 ms$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)$PLAYER_CHAR.Build$PLAYER_CHAR.CanMove = Truefade 1 (out) 0 ms                    select_interior 00629: change_stat 181 (islands unlocked) to 4016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 00180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here ($ONMISSION)03E6: remove_text_box// put your create_thread commands here004F: create thread @Mine_sniff_thread:end_loopwait 100jump @end_loopend_thread// put your mods (threads) here:Mine_thread03A4: name thread "MINE"0247: request_model #MINE038B: load_requested_models0004: [email protected] = 0029B: [email protected] = init_object #MINE at [email protected] [email protected] [email protected]: remove_object_from_mission_cleanup_list [email protected]: [email protected] = [email protected]: [email protected] -= 2.00007: [email protected] = [email protected]: [email protected] += 2.00007: [email protected] = [email protected]: [email protected] -= 2.00007: [email protected] = [email protected]: [email protected] += 2.0:Mine_loop0001: wait 250 ms0007: [email protected] = -1053E: [email protected] = get_random_car_with_actors -1 in_area [email protected] [email protected] [email protected] [email protected]: if 08039: NOT [email protected] == -1// integer values004D: jump_if_false @Mine_timer// create explosions, explode car and create fire0948: create_explosion_at [email protected] [email protected] [email protected] type 11 camera_shake 1.0wait 500 ms08CB: explode_car [email protected] shake 1 effect 1 sound 102CF: [email protected] = create_fire_at [email protected] [email protected] [email protected] propagation 3 size 2wait 500 ms0948: create_explosion_at [email protected] [email protected] [email protected] type 11 camera_shake 1.0:Mine_timer00D6: if 00019: [email protected] > 10000004D: jump_if_false @Mine_loop0249: release_model #MINE0108: destroy object [email protected]: end_thread:Mine_sniff_thread03A4: name thread "MI_SNIF":Mine_sniff_loop0001: wait 100 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Mine_sniff_loop00D6: if 100E1: key pressed 0 1700DF: actor $PLAYER_ACTOR driving004D: jump_if_false @Mine_sniff_loop03C0: [email protected] = actor $PLAYER_ACTOR car0407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset 0.0 -2.5 1.002CE: [email protected] = ground z [email protected] [email protected] [email protected]: [email protected] += 0.1004F: create thread @Mine_thread [email protected] [email protected] [email protected]: wait 500 ms0002: jump @Mine_sniff_loop//-------------Mission 0---------------// put your missions here//-------------External script 0---------------// put your external scripts here

 

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