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Lounge for The Chain Game: San Andreas


Ryan
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Actually, I'm not sure if rubregg is handling the gtx files in the newer script switcher. I ran into this problem when I tested this mod for it's save anywhere feature. It didn't work the way I had hoped (it worked great, it just didn't leave the tracers in the save file I was hoping to find) and when I tried to uninstall my messages were still using the modded text file. No harm done, it just confused me for a while.

Actually, swapping the appropriate american.gxt has been part of the script switcher routine ever since the spaceeinstein mod was included. If you switch back to any non-spaceeinstein version, the original american.gxt should be put back in place.

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Sorry for Interuping but not to annoy:

 

Isn't Round 35 Make the Barrier Appear for v1 player but:

 

 

•Bridge barriers will appear for version 2 players, but probably not for version 1 players. This means that a player running the v2 executable must complete the missions Green Sabre and Yay Ka-Boom-Boom.

 

What i see.......is the Quoted text...

 

And nice Round....It's Endless.Keep a Nice Work icon14.gif

Edited by Osiris Knight
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Actually, I'm not sure if rubregg is handling the gtx files in the newer script switcher. I ran into this problem when I tested this mod for it's save anywhere feature. It didn't work the way I had hoped (it worked great, it just didn't leave the tracers in the save file I was hoping to find) and when I tried to uninstall my messages were still using the modded text file. No harm done, it just confused me for a while.

Actually, swapping the appropriate american.gxt has been part of the script switcher routine ever since the spaceeinstein mod was included. If you switch back to any non-spaceeinstein version, the original american.gxt should be put back in place.

That's good to know. I was very inexperienced at the time and did not make the proper backups so the script switcher could not have worked for me either way. Also, I sort of panicked and jumped right to a reinstall before I figured out what the problem was. Sorry to imply that there was something wrong with the tool. The mistakes were all mine.

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Sorry to imply that there was something wrong with the tool.

It was a valid thought & there can always be bugs, so don't worry mate, no offence taken smile.gif

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Just a small hint to those 4-starers: Now, there's no need to stop and search for Armor anymore while you're doing missions or about to attempt some in the restricted areas. The 'Enforcer' truck which follows when you have 4 stars is actually your friend wink.gif . Getting into that vehicle gives you full Armor. So when you're losing armor and you're on verge of being wasted, get a enforcer to follow you and then stop your vehicle and get into that to obtain armor. You need to have atleast some health or armor to withstand the bullets shot at you while you get into that truck smile.gif . Also, When you have no weapons at all, the same enforcer gives not only armor but also a Shotgun with quite less ammo but manageable.

 

For the oldies of the Chain Game the above hint might be known. I think this is present in Rubregg's guide, i'm not able to recollect smile.gif .

 

Have fun.

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Just a small hint to those 4-starers: Now, there's no need to stop and search for Armor anymore while you're doing missions or about to attempt some in the restricted areas. The 'Enforcer' truck which follows when you have 4 stars is actually your friend wink.gif . Getting into that vehicle gives you full Armor. So when you're losing armor and you're on verge of being wasted, get a enforcer to follow you and then stop your vehicle and get into that to obtain armor. You need to have atleast some health or armor to withstand the bullets shot at you while you get into that truck smile.gif . Also, When you have no weapons at all, the same enforcer gives not only armor but also a Shotgun with quite less ammo but manageable.

 

For the oldies of the Chain Game the above hint might be known. I think this is present in Rubregg's guide, i'm not able to recollect smile.gif .

 

Have fun.

Yeah, entering any Enforcer automatically gets you full armor. I read somewhere that using a Pay'n'Spray in 4 star territory, despite not clearing your wanted level, will clear the occupants of any Enforcer, so if there's an Enforcer chasing you you just do a PnS and the Enforcer becomes empty, making it easy to get that armor.

 

Oh, and I didn't know the Enforcer provided shotgun shells.. I always thought that was the police car. Correct me if I'm wrong?

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more cross-topic advertising (c'mon girishb, ban me tounge.gif )

 

Script Switcher Update: v0.7 released

 

Download (http://files.filefront.com/sa+scriptchange+07zip/;11887924;/fileinfo.html)

 

NEW in v0.7:

• Start GTASA from within the script switcher: normal or nosplash (if nosplash.exe present).

• New routine to determine the installed scripts.

• Label file not needed anymore, old one(s) will be deleted.

 

 

--> here's the topic: (http://www.gtaforums.com/index.php?showtopic=244165&view=findpost&p=3688363)

 

Enjoy smile.gif

Edited by rubregg
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Is it just me or does CJ actually run faster if you tap the sprint button instead of holding it down?

He does....

Wow, 2 years of playing SA and I find this out now. facedesk.gif

 

That too I was playing III and I read somewhere that tapping the sprint button does not tire Claude. So, I decided to try it out with CJ too and it worked.

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The major change for Round 35 is that the barriers and objects are switched so that they appear for v1 players but not for v2 players. This means that a v1 player will have to complete the missions Green Sabre, Are You going to San Fierro?, and Yay Ka-Boom-Boom.

 

This means that ONLY v1 EXE + v2 scripts can do YKBB, Green Sabre or Going to SF, and any player with v2 scripts (and v1 or v2 EXE) can do other missions?

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The major change for Round 35 is that the barriers and objects are switched so that they appear for v1 players but not for v2 players. This means that a v1 player will have to complete the missions Green Sabre, Are You going to San Fierro?, and Yay Ka-Boom-Boom.

 

This means that ONLY v1 EXE + v2 scripts can do YKBB, Green Sabre or Going to SF, and any player with v2 scripts (and v1 or v2 EXE) can do other missions?

Right. icon14.gif

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@ Girish

 

Wow, you find this out now man? LOL

 

The game also makes you aware a lot of times of this fact. Well, I don't know about A LOT of times, but it certainly does during the mission "Running Dog"

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Wow, 2 years of playing SA and I find this out now. facedesk.gif
I stopped paying attention to the top-left corner of the screen a long time back. turn.gif

lol lol.gif

Here you go, transferred from top-left to centre screen, in all its beauty:

 

Tap ~PED_SPRINT~ quickly to use the Super Sprint.

You can only use the Super Sprint for a short time before becoming tired.

The more you sprint, the higher your stamina will become, allowing you to exert yourself for longer.

 

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Does that mean if you have max stamina you can super sprint for an infinite amount of time or do you still need to have completed Burglary for that?

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Max stamina gives CJ a very large energy tank to draw on when sprinting. However, this is no substitute for Infinite Sprint, a flag enabled as a burglary mission bonus that disables any drain on energy at all. (I'm not really sure how the flag works, but this operational definition will match observations.)

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Right. You still have to complete Burglary to be able to sprint for an infinite amount of time. However, Max stamina allows you to sprint for a high amount of time.

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It seems that cleo gets loaded by changing vorbisFile.dll

(...)

Phreak's original posting: (http://www.gtaforums.com/index.php?showtopic=298966&view=findpost&p=1058540269)

 

I just posted some insights on this issue over in the script switcher topic: (http://www.gtaforums.com/index.php?showtopic=244165&view=findpost&p=1058570368)

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Mission: Photo Opportunity/Jizzy

Called by: GTASA_passer

Link: http://gtasnp.com/13684 (http://gtasnp.com/13684) (http://gtasnp.com/13684)

Status: Completed

Completion %: 51.87%

Notes: Saved a police maverick on top of Doherty garage.

 

I think this turn is in violation of the rules, as there were 2 missions done, and neither one of them is on the "exempt" missions list. I just double checked the rules before posting this just to make sure and it checked out as a possible violation. Just a heads up.

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Mission: Photo Opportunity/Jizzy

Called by: GTASA_passer

Link: http://gtasnp.com/13684 (http://gtasnp.com/13684) (http://gtasnp.com/13684) (http://gtasnp.com/13684) (http://gtasnp.com/13684) (http://gtasnp.com/13684)

Status: Completed

Completion %: 51.87%

Notes: Saved a police maverick on top of Doherty garage.

 

I think this turn is in violation of the rules, as there were 2 missions done, and neither one of them is on the "exempt" missions list. I just double checked the rules before posting this just to make sure and it checked out as a possible violation. Just a heads up.

I checked the save name of the uploaded file & it's just 'Photo Opportunity'. The '/Jizzy' part was probably just to indicate the mission 'string' that it belongs to.

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Mission: Photo Opportunity/Jizzy

Called by: GTASA_passer

Link: http://gtasnp.com/13684 (http://gtasnp.com/13684) (http://gtasnp.com/13684) (http://gtasnp.com/13684)

Status: Completed

Completion %: 51.87%

Notes: Saved a police maverick on top of Doherty garage.

 

I think this turn is in violation of the rules, as there were 2 missions done, and neither one of them is on the "exempt" missions list. I just double checked the rules before posting this just to make sure and it checked out as a possible violation. Just a heads up.

Some times people get confused writing, and make common mistakes. No biggies. Just check the GTASNP mission and property checklist out, if you are in doubt. It will clear them all = )

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Can someone tell me who completed the Shotgun round of the Ammunation Challenge? *asim* has completed the other 3 but I missed this one.

 

Edit: I just went through the entire topic but can't find anything. Looks like someone forgot to mention it in the Notes section.

Edited by girishb
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I guess if you can't find out who did it, it isn't that big of a deal really. Life will go on.

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Can someone tell me who completed the Shotgun round of the Ammunation Challenge? *asim* has completed the other 3 but I missed this one.

 

Edit: I just went through the entire topic but can't find anything. Looks like someone forgot to mention it in the Notes section.

LOL. I thought the shotgun round was completed by me too, I was a little confused when I saw the completion % for my turn, but well, who cares.

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Can someone tell me who completed the Shotgun round of the Ammunation Challenge? *asim* has completed the other 3 but I missed this one.

 

Edit: I just went through the entire topic but can't find anything. Looks like someone forgot to mention it in the Notes section.

LOL. I thought the shotgun round was completed by me too, I was a little confused when I saw the completion % for my turn, but well, who cares.

Oh, alright then. In your turn 'Doberman', you only mentioned the Micro SMG round and I was not sure if the Shotgun round is unlocked then or later. And, btw, every round accounts for 0.53%.

@Unlimited: I just wanted to keep the checklist accurate, that's all.

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Sorry for the off topic post but Congrats to GIRISH on the double awards. Well done brother cookie.gificon14.gif

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Is the Bayside Armory fairly random about whether or not is is going to me open when CJ visits?

 

I've been playing a lot more with default IPL files and this door isn't as reliable as I thought it was. Perhaps it is just me. However, on my resent tests, if the yellow marker is missing then the only thing that might reset it is quitting and starting again. And even then, I might need to restart a few times before I finally get a start with the door unlocked. Is anyone else experiencing the same thing?

 

FYI, the Bayside Armory is the door farthest to the south on the Bayside houses that are farthest to the west.

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Is the Bayside Armory fairly random about whether or not is is going to me open when CJ visits?

 

I've been playing a lot more with default IPL files and this door isn't as reliable as I thought it was. Perhaps it is just me. However, on my resent tests, if the yellow marker is missing then the only thing that might reset it is quitting and starting again. And even then, I might need to restart a few times before I finally get a start with the door unlocked. Is anyone else experiencing the same thing?

 

FYI, the Bayside Armory is the door farthest to the south on the Bayside houses that are farthest to the west.

About the Bayside Armory, it seems like it is only open from a certain time (20:00 to 06:00, if i'm not mistaken). If i'm not mistaken, you said that that house was used for the Burglury Missions, and thus if true, it would be right for that house to be open at that time only.-I remember asking several rounds back about adding a new armory, and that was one of the ones you added as a result. I have tried it with your modded .ipl file, and with default v.2 scripts, to the same result. Hope this helps.

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