OrionSR Posted April 15, 2008 Share Posted April 15, 2008 I prefer a method that allows the user full control with minimal error checking. what ??? i dont understand The program should allow the user full control, even if the settings do not function. I don't think it is a good idea to double check each IPL to see what changes the user has made. I don't think the enex connections are understood well enough to write a program to handle all exceptions and properly error check new entries. I really like the idea of named places, but don't want to mess with things too much at this time. I need to use the tool a little more before I feel comfortable about commenting on more modifications. I suggest refining the current feature set. Allow people to use the tool for a while, and then add features that make common tasks easier. Link to comment Share on other sites More sharing options...
xmen Posted April 15, 2008 Author Share Posted April 15, 2008 The program should allow the user full control where is the restriction??? Allow people to use the tool for a while, and then add features that make common tasks easier. hehe, i m not going to add any feature in enex right now because double checking will take a long...and exam is near Link to comment Share on other sites More sharing options...
OrionSR Posted April 15, 2008 Share Posted April 15, 2008 Sorry. Our problems with miscommunication persist. No specific restrictions have been identified; I was stating a general preference. However, I still need to sit down and practice using many of the tools. If I notice something I will try to provide a very specific example for you to check. Link to comment Share on other sites More sharing options...
xmen Posted April 16, 2008 Author Share Posted April 16, 2008 (edited) Our problems with miscommunication persist. yeah i see If I notice something I will try to provide a very specific example for you to check. thats a good idea currently im stuck in API, both tools IPL Helper and Cords Compass are in progress... im trying to release them soon Edited April 16, 2008 by xmen Link to comment Share on other sites More sharing options...
OrionSR Posted April 22, 2008 Share Posted April 22, 2008 IPL Helper - Blue Edition (Beta 3) Enex Placer Tool 0) Enex Placer does not alter existing lines - thank you. 1) Type dialog box appears "as an underlay". Only the bottom of the box is visible, just enough to cancel. 2) Enter Info: lists X coord, Y coord, Z coord in one column, and X radius, Y radius, Unknown in the next column. I find this to be very confusing as the IPL line from left to right is X, Y, Z, Unknown, X radius, Y radius. 3) Lack of labels makes it difficult to identify information already entered. 4) Rotation Arrow: East and West is inverted (same problem as before). 5) Sky colors need numbers in the label to assist with debugging and field identification. 6) Option Line: different sequence of fields is making debugging difficult. Options Line from left to right in Enex Placer is: Sky, Type/Flags, Target, On, Off, Name, Comment Options Line in the IPL format from left to right: Target, Type/Flags, Name, Sky, (unknown), On, Off 7) I find no examples of Time On or Time Off as floats. Expect integer values of 0 through 24. Entry box seems to be sized for integers. (Should I test floats for Time On and Off, or was this an oversight?) 8) Suggest defaults that will allow enex to function if options are not adjusted. X radius = 2, Y radius = 2, Blue Sky = 0, Time Off = 24 9) Request option to copy a line from within Enex Placer. Currently need to back out to duplicate lines before editing. 10) Enex markers and destinations could use a slight Z offset or they will be too high; at pickup level. Suggest no change; document how to adjust Z offset in Cords Compass. (Perhaps add a nudge down option, or include a proper Z offset if the feature set is updated.) Notes for Vehicle Placer and Pickup Placer: maximum resolution is 1/8 of a unit. Float values will be rounded accordingly during encoding. Link to comment Share on other sites More sharing options...
xmen Posted April 22, 2008 Author Share Posted April 22, 2008 0) Enex Placer does not alter existing lines - thank you. 2) Enter Info: lists X coord, Y coord, Z coord in one column, and X radius, Y radius, Unknown in the next column.I find this to be very confusing as the IPL line from left to right is X, Y, Z, Unknown, X radius, Y radius. 5) Sky colors need numbers in the label to assist with debugging and field identification. 10) Enex markers and destinations could use a slight Z offset or they will be too high; at pickup level. Suggest no change; document how to adjust Z offset in Cords Compass. (Perhaps add a nudge down option, or include a proper Z offset if the feature set is updated.) Notes for Vehicle Placer and Pickup Placer: maximum resolution is 1/8 of a unit. Float values will be rounded accordingly during encoding. i dont understand properly 1) Type dialog box appears "as an underlay". Only the bottom of the box is visible, just enough to cancel. hehe, i see and i fixed that problem after release 3) Lack of labels makes it difficult to identify information already entered. oh yeah this is the true lack 4) Rotation Arrow: East and West is inverted (same problem as before). already fixed 6) Option Line: different sequence of fields is making debugging difficult.Options Line from left to right in Enex Placer is: Sky, Type/Flags, Target, On, Off, Name, Comment Options Line in the IPL format from left to right: Target, Type/Flags, Name, Sky, (unknown), On, Off will be fixed 7) I find no examples of Time On or Time Off as floats. Expect integer values of 0 through 24. Entry box seems to be sized for integers. (Should I test floats for Time On and Off, or was this an oversight?) oohhh, it was a bad mistake xD 8) Suggest defaults that will allow enex to function if options are not adjusted.X radius = 2, Y radius = 2, Blue Sky = 0, Time Off = 24 ok will be fixed 9) Request option to copy a line from within Enex Placer. Currently need to back out to duplicate lines before editing. no need to go back, just double click and press Add Line, isnt it a better way ? Link to comment Share on other sites More sharing options...
OrionSR Posted April 22, 2008 Share Posted April 22, 2008 (edited) 10) Enex markers and destinations could use a slight Z offset or they will be too high; at pickup level. Suggest no change; document how to adjust Z offset in Cords Compass. (Perhaps add a nudge down option, or include a proper Z offset if the feature set is updated.) Notes for Vehicle Placer and Pickup Placer: maximum resolution is 1/8 of a unit. Float values will be rounded accordingly during encoding. i dont understand properly Problem: If I take a coordinate reading with SACC or Cords Compass using an "Adjustment" (offset) of 0 0 0, then my Enex door will be too high and won't function for cars or bikes unless adjusted down a little. I'm still experimenting with One-Way doors that don't have yellow markers. I will try to provide more information as it becomes available. Update: A Z offset of -1 compares favorably to coordinate readings taken with Cords Compass and placement of standard doors. The Train Track example from cords compass works quite well for enex locations. Possible Solutions: Provide documentation to the user. Something like, "Subtract 1.0 from coordinate readings that would place pickups at the center of CJ's body." Add a little minus button that subtracts 1.0 from the current Z value (I'm not sure I like this idea) If a coordinate tool is incorporated into future versions of IPL Helper, I suggest that a Z offset of -1 be automatic when used with the Enex Placer tool. Vehicle and Pickups - Details of how information is encoded The locations for vehicles and pickups is encoded in the save file in a 2 byte word rather than a 4 byte float. All coordinates are multiplied by 8 and rounded to integer values. Placement of these items is not terribly precise. Choose 1111.5 or 1111.625, anything in between will be rounded. No suggestions at this time. Information is offered in case it is useful. 9) Request option to copy a line from within Enex Placer. Currently need to back out to duplicate lines before editing. no need to go back, just double click and press Add Line, isnt it a better way ? Yes, that makes sense. I was worried that I would lose the original line, but that is no longer a concern. The copied line is formatted for Enex Placer, but if I intend to edit with Enex Placer it's going to be formatted anyway. 5) Sky colors need numbers in the label to assist with debugging and field identification. Change InfoVault to read 0 - Blue Sky, 1 - White sky fading to black, etc. so I can look on the line and in the entry field and identify the values that correspond. 2) Enter Info: lists X coord, Y coord, Z coord in one column, and X radius, Y radius, Unknown in the next column.I find this to be very confusing as the IPL line from left to right is X, Y, Z, Unknown, X radius, Y radius. The entry fields are not in the same sequence as the IPL line. The Unknown (radian) value should be listed before (above) X radius and Y radius to conform with the format of the IPL line. Also, the rotation of Exit Info is listed at the top of the box, so the fields align visually. I'm sorry, I don't mean to be too picky about these issues. However, I feel I have a fairly strong grasp of the Enex connections, but still I find them confusing. I keep several reference pages and IPL examples handy while editing to help make sure I don't mess something up. If the visual formatting of Enex Placer doesn't correspond to the IPL examples and Enex documentation it introduces another level of confusion, and the Enex Connections are confusing enough as it is. Edited April 23, 2008 by OrionSR Link to comment Share on other sites More sharing options...
OrionSR Posted April 22, 2008 Share Posted April 22, 2008 (edited) Type Field: This is an old comment that I want to revisit in the hopes that we will reach an understanding. I can't use the Type function but it appears to operate differently than I was expecting. So different in fact that you may as well consider this a completely different function. Can you build a Type field editor as described below: I click on the Type field editor and am presented with a list of 16 possible choices. These descriptions will probably need to be cleaned up a little so they look nice. I would also invert the list so the common flags are at the bottom. Reference Link ENEX Marker FlagsBit Value Description or use in unmodified game--- ----- -------------------------------------00 1 ?? Only used for interior markers01 2 ?? Used mostly for interior markers; also Big Ear & LS Skyscraper02 4 ?? Used with almost all exterior markers that link to interiors03 8 ?? Used with unlockable non-mission interior markers04 16 -- Never used in standard game05 32 XX Marker transports cars06 64 XX Marker transports bikes/motorcycles07 128 -- Never used in standard game08 256 ?? Only used 3 times: Ganton Bar Ext, Vegas Club Ext, a Diner Int09 512 -- Never used in standard game10 1024 ?? Only used in some Burglary House Exterior markers11 2048 -- Never used in standard game12 4096 XX Marker only accessible on Burglar mission13 8192 -- Never used in standard game14 16384 -- Never used in standard game15 32768 -- Never used in standard game From this list I select the options I want (by placing check marks next to the option). In this example I want flag 4 because it's an outdoor location, and also 64 for bikes and 32 for cars. When I close the option list the program will add all bits for the options selected - in this case a sum of 100 is entered in the Type field. If I decide that I don't want to allow cars, I can click on the Type Field editor, unselect the cars flag (32) and when the dialog box is closed a new sum of 68 is computed. (When I enter a value of 102 and then open the Type Editor, I will find Flags 2, 4, 32, and 64 selected.) A Type Editor that performs these functions would be complete. No new flags can be entered, and all possible values can be selected. Updates to this feature would be made primarily to the descriptions if new information was learned about the flags and what they do. Notes on Type Flags: 14 16384 -- Never used in standard game = Enable Enex Marker (no effect) This flag is set by default, but standard markers are frequently disabled by the scripts. Most of the information in the Enex IPL line is read from disk each time the game is started. However, the connections between enex links (sequence of enex connections) and the Type Flags are recorded in the save file when a new game save is created. Programmers can alter individual enex Type flags with Opcode 09B4. Edited April 22, 2008 by OrionSR Link to comment Share on other sites More sharing options...
xmen Posted April 25, 2008 Author Share Posted April 25, 2008 (edited) Provide documentation to the user. Something like, "Subtract 1.0 from coordinate readings that would place pickups at the center of CJ's body." i cant write help documents since i dont have time Add a little minus button that subtracts 1.0 from the current Z value (I'm not sure I like this idea) If a coordinate tool is incorporated into future versions of IPL Helper, I suggest that a Z offset of -1 be automatic when used with the Enex Placer tool. both are useless and will be buggy The locations for vehicles and pickups is encoded in the save file in a 2 byte word rather than a 4 byte float. All coordinates are multiplied by 8 and rounded to integer values. Placement of these items is not terribly precise. Choose 1111.5 or 1111.625, anything in between will be rounded. why you always want changes if there is no error at all Change InfoVault to read 0 - Blue Sky, 1 - White sky fading to black, etc. so I can look on the line and in the entry field and identify the values that correspond. no, numbers looks odd, however i changed the view of Enex Place... The entry fields are not in the same sequence as the IPL line. The Unknown (radian) value should be listed before (above) X radius and Y radius to conform with the format of the IPL line. Done In this example I want flag 4 because it's an outdoor location, and also 64 for bikes and 32 for cars. When I close the option list the program will add all bits for the options selected - in this case a sum of 100 is entered in the Type field its possible Edited April 25, 2008 by xmen Link to comment Share on other sites More sharing options...
OrionSR Posted April 25, 2008 Share Posted April 25, 2008 The locations for vehicles and pickups is encoded in the save file in a 2 byte word rather than a 4 byte float. All coordinates are multiplied by 8 and rounded to integer values. Placement of these items is not terribly precise. Choose 1111.5 or 1111.625, anything in between will be rounded. why you always want changes if there is no error at all I never asked for any changes. This was a clarification of a note I had made and was not understood. At least I think that was the intent. You had quoted several statements with only one response. I tried to clarify each statement quoted. Sorry if this lead to additional confusion. The next line reads: No suggestions at this time. Information is offered in case it is useful. I've made fairly good progress of decoding many of the other Type flags. You can find more information at the link below: http://www.gtaforums.com/index.php?showtopic=331835 Link to comment Share on other sites More sharing options...
xmen Posted April 25, 2008 Author Share Posted April 25, 2008 The next line reads: No suggestions at this time. Information is offered in case it is useful. oh i didnt read that one I've made fairly good progress of decoding many of the other Type flags. You can find more information at the link below: http://www.gtaforums.com/index.php?showtopic=331835 damn... you wrote too much and what do you think about it Link to comment Share on other sites More sharing options...
OrionSR Posted April 25, 2008 Share Posted April 25, 2008 (edited) Nice, very nice. I've tried to create a more complete list that has short descriptive names, but perhaps a 4-6 word description would be more appropriate. I encourage you to include all 16 flags, even if their function is controlled by the game or is unknown. BIT HEX DEC NAME DESCRIPTION00 0001 1 unknown interior Only used for interior markers01 0002 2 unknown pairing Used mostly for interior markers; also Big Ear & LS Skyscraper02 0004 4 create linked pair Pair with unflagged mate during new game start03 0008 8 reward interior Sets flag 0010 on pair mate when used04 0010 16 used reward entrance Set by accessing reward interior05 0020 32 cars and aircraft Enable for cars and aircraft06 0040 64 bikes and motorcycles Enable for bikes and motorcycles07 0080 128 disable on foot No foot traffic. Use for cars and/or bikes only08 0100 256 accept NPC group Group members accepted at destination of pair 09 0200 512 food date flag Set and cleared by food date (cut-scene related)10 0400 1024 unknown burglary Set on Bayside and Temporary Burglary doors11 0800 2048 disable exit Player can enter but cannot exit a two-way pair12 1000 4096 burglary access Enabled and disabled during Burglary13 2000 8192 entered without exit Set by Entrance, Cleared by Exit; Applies to one side of a two-way pair14 4000 16384 enable access Enabled by default; often cleared by scripts15 8000 32768 delete enex Enex is deleted when used Recent Revisions: 07 0080 128 disabled on foot Use for cars and/or bikes only 08 0100 256 accept NPC group Group members accepted at destination of pair 11 0800 2048 exit disabled Player can enter but cannot exit a two-way pair 15 8000 32768 delete enex Enex is deleted when used Comments that indicate my confidence or progress on each flag: user set, and handled by game imply high confidence. unknown interior - hope to investigate soon unknown pairing - hope to investigate soon create linked pair - subject of next test reward interior - users set used reward entrance - handled by the game cars and aircraft - user set bikes and motorcycles - user set unobserved 128 - need more testing disabled on foot Use for cars and/or bikes only - user set bar date flag - need more testing, can't tell what it does accept NPC group Group members accepted at destination of pair - user set food date flag - need more testing, causes black screen without crash (waiting for cut-scene) unknown burglary - need more testing, can't tell what it does unobserved 2048 - need more testing exit disabled Player can enter but cannot exit a two-way pair - user set burglary access - user set entered without exit - handled by game enable access - handled by game or scripts unobserved 32768 - need more testing delete enex Enex is deleted when used - user set Unobserved Flags: I suspect one of these may cause the enex to be disabled after use, but I haven't had a chance to follow through with a proper test. Edited April 25, 2008 by OrionSR Link to comment Share on other sites More sharing options...
xmen Posted April 25, 2008 Author Share Posted April 25, 2008 I've tried to create a more complete list that has short descriptive names, but perhaps a 4-6 word description would be more appropriate. that was just a demo, however its working internally I encourage you to include all 16 flags, even if their function is controlled by the game or is unknown. damn... i did that but i thought "never used..." mean its completely useless Link to comment Share on other sites More sharing options...
OrionSR Posted April 25, 2008 Share Posted April 25, 2008 (edited) damn... i did that but i thought "never used..." mean its completely useless The initial documentation was created by pdescobar and was based on an examination of the flag sums in the enex IPL lines. So in this case "never used" means never set in an text IPL. In my discussion with pdescobar regarding this documentation he indicated that inconsistent results encouraged him to investigate a more productive line of research so the enex documentation remained incomplete. However, there is just enough information for users to glean how to set an enex properly and get it working. My early efforts with save file editing included an investigation of the enex links and flags. Again, inconsistent results encouraged research in other areas. However, your efforts into creating a working Enex Placer has prompted me to take another shot at working out the purpose of these flags. PD's flag labels describe "how the flag was used" in text IPLs. I intend to rename the labels for "operational flags" (user set) to something that describes "what the flag will do." Labels for "internal flags" (handled by game) will describe "what the flag means." Many flags are still confusing the hell out of me. Also, the Enex Placer should be able to read all possible flags in case the user has entered an incorrect or experimental value. Update: 07 0080 128 unobserved 128 Unobserved in standard game 08 0100 256 bar date flag Set and cleared during bar dates 11 0800 2048 unobserved 2048 Unobserved in standard game 15 8000 32768 unobserved 32768 Unobserved in standard game 07 0080 128 disabled on foot Use for cars and/or bikes only 08 0100 256 accept NPC group Group members accepted at destination of pair 11 0800 2048 exit disabled Player can enter but cannot exit a two-way pair 15 8000 32768 delete enex Enex is deleted when used Delete Enex: Deleted upon exit (or ?). Deletes enex record from save file. Also deletes cached information from memory so the only way to get the enex back is to restart the game. Sorry, I'm having no luck at all decoding the 1st 2 flags. I don't know what they do and I've run out of ideas for things to check. Edited April 25, 2008 by OrionSR Link to comment Share on other sites More sharing options...
xmen Posted April 26, 2008 Author Share Posted April 26, 2008 So in this case "never used" means never set in an text IPL. im confused, why you want then ??? i mean if these flags(i.e. "never used") arnt for IPL then why you want them for IPL??? Link to comment Share on other sites More sharing options...
OrionSR Posted April 26, 2008 Share Posted April 26, 2008 So in this case "never used" means never set in an text IPL. im confused, why you want then ??? i mean if these flags(i.e. "never used") arnt for IPL then why you want them for IPL??? 1) Who is to say what is not for IPL? A user may want to use the Disable On Foot flag even though Rockstar did not. 2) All sixteen flags are required to account for all possible number combinations for the dword. If a user enters the incorrect flag information and loads the line with the Flag Tool then they will easily recognize that they have set the incorrect flags. If the tool omits some flags then how will it display the "incorrect" setting? (A simple reversal of digits might cause this type of user error) 3) Our understanding of the proper use of the flags is limited. I suspect some are for internal use, but I might be wrong. 4) The Internal list is very short. Only 3 or 4 may qualify, so you don't save much screen space. 5) If a new purpose is discovered for an omitted flag then the tool will be outdated. If all flags are included then only the label will be out of date. I considered suggesting a color coding scheme for the flag labels that might provide hints that some flags are more useful than others. But I didn't want to risk complicating the discussion so I deleted the comment. Besides, I just discovered the possible and relatively untested function of 4 new flags, so what I wrote then would already need updating. Link to comment Share on other sites More sharing options...
xmen Posted April 26, 2008 Author Share Posted April 26, 2008 A user may want to use the Disable On Foot flag even though Rockstar did not. i will add this one If a user enters the incorrect flag information and loads the line with the Flag Tool then they will easily recognize that they have set the incorrect flags. so user want to use it for scm coding ?? this is not a separate tool, its a subtool of IPL Helper Link to comment Share on other sites More sharing options...
OrionSR Posted April 26, 2008 Share Posted April 26, 2008 (edited) Who said anything about scm coding? This tool would not be useful for that purpose. Coders will manipulate 1 flag at a time so a sum of bytes is not necessary. A hex editor displays easy to read hex flags, so this tool is not needed for that purpose either. Incorrect settings from the user may be from manual editing and calculations. I do not understand why you would write a flag tool that was incomplete. There are 16 flags in the dword. It just seem really odd to leave some out. Why would you not list all possible flags? I don't understand your concern. Edited April 26, 2008 by OrionSR Link to comment Share on other sites More sharing options...
xmen Posted April 26, 2008 Author Share Posted April 26, 2008 (edited) There are 16 flags in the dword i was thinking that pdescobar only checked 16 values it can be more than 16, so i thought last 2 are useless since they have been unobserved by game, forget all, just tell me one thing that is game used these flags on which you have write "unobserved....." ??? nevermind, i read your post Edited April 26, 2008 by xmen Link to comment Share on other sites More sharing options...
TidusXIII Posted April 27, 2008 Share Posted April 27, 2008 IPL Helper V.5.0 has encountered a problem and needs to close. We are sorry for the inconvenience. Im guessing My Framework too new XD Link to comment Share on other sites More sharing options...
xmen Posted April 27, 2008 Author Share Posted April 27, 2008 IPL Helper V.5.0 has encountered a problem and needs to close. We are sorry for the inconvenience. Im guessing My Framework too new XD download from this post Link to comment Share on other sites More sharing options...
Deji Posted April 28, 2008 Share Posted April 28, 2008 any updates? also, how would i add save game locations? looks like there is alot i could do with this! Link to comment Share on other sites More sharing options...
xmen Posted April 28, 2008 Author Share Posted April 28, 2008 yeah lots of updates, hoping for soon release of BETA 4, nah, you cant add save game location through ipl, scm coding is able to this task Link to comment Share on other sites More sharing options...
Deji Posted April 28, 2008 Share Posted April 28, 2008 yeah lots of updates, hoping for soon release of BETA 4, nah, you cant add save game location through ipl, scm coding is able to this task Yea... im crap at modding main.scm but im loving IPL... just gotta make sure i don't go crazy and fk up ma game Link to comment Share on other sites More sharing options...
OrionSR Posted April 28, 2008 Share Posted April 28, 2008 (edited) Actually, creating new save locations isn't that difficult. All you need to do is connect your enex to a safe house. Creating a new save disk is the part that requires mission coding. Examples: Connecting the West Mulholland 24-7 to the Queens Interior: 1000.33, -919.924, 41.2368, 0.0790591, 2, 2, 8, 998.327, -919.924, 41.2368, 97, 0, 4, "SVHOT1", 0, 2, 0, 24 // connect to Queens Hotel I tend to reuse existing connection for the chain game since players are expected to be using default scripts and files. Here's an added enex I've been messing with at a large house near the Vinewood sign. 1497.062, -687.8919, 94.55, 0, 2, 2, 8, 1497.154, -691.2832, 93.75, 180.0, 0, 4, "SVVGMD", 0, 2, 0, 24 // Prickle Pine Save I only use Queens, Prickle Pine, and Hashbury for custom safe houses. This helps maintain compatibility with the savegame editor. Since these safe houses are unique (only 1 entrance) there isn't the risk of my hideout getting cut-off when the savegame editor messes with the links as it changes the save location. Edited April 28, 2008 by OrionSR Link to comment Share on other sites More sharing options...
xmen Posted April 28, 2008 Author Share Posted April 28, 2008 (edited) im crap at modding main.scm not too difficult, i wrote code for save pickup in a blank main.scm, the require lines are bold so that you can learn easily DEFINE OBJECTS 1 DEFINE OBJECT PICKUPSAVE DEFINE MISSIONS 0 DEFINE EXTERNAL_SCRIPTS 0 DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 1000 thread 'MAIN' 042C: set_total_missions_to 0 030D: set_total_mission_points_to 0 set_wb_check_to 0 00C0: set_current_time 14 30 $PLAYER_CHAR = Player.Create(#NULL, 2513.38, -1650.10, 14.5) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) Camera.SetBehindPlayer Actor.Angle($PLAYER_ACTOR) = 135.0 Player.Build($PLAYER_CHAR) 07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 6 select_interior 0 Player.CanMove($PLAYER_CHAR) = True 01B7: release_weather 016C: restart_if_wasted at 2513.38 -1650.10 14.5 angle 135.0 unknown 0 016D: restart_if_busted at 2513.38 -1650.10 14.5 angle 135.0 unknown 0 wait 10 $SAVE_PICKUPS = Pickup.Create(#PICKUPSAVE, 3, 2493.15, -1684.83, 13.8) create_thread @NONAME_1 :MAIN_2319 wait 2000 jump @MAIN_2319 :NONAME_1 wait 0 if and Player.Defined($PLAYER_CHAR) Pickup.Picked_up($SAVE_PICKUPS) jf @NONAME_1 Pickup.Destroy($SAVE_PICKUPS) wait 800 03D8: show_save_screen :NONAME_1_37 wait 0 if 03D9: save_done jf @NONAME_1_37 Actor.PutAt($PLAYER_ACTOR, 2491.15, -1684.83, 13.8) Actor.Angle($PLAYER_ACTOR) = 90.0 Camera.SetBehindPlayer Camera.Restore_WithJumpCut $SAVE_PICKUPS = Pickup.Create(#PICKUPSAVE, 3, 2493.15, -1684.83, 13.8) jump @NONAME_1 you will start new game from Groove street and save pickup will be near CJ's house hope it will help Edited April 28, 2008 by xmen Link to comment Share on other sites More sharing options...
Deji Posted April 28, 2008 Share Posted April 28, 2008 interesting... the only things i understand are the co-ords but i guess that's the only thing i'll need from what you gave me... Thanks. I see there is a 'after busted/wasted' thing so i can start anywhere. I'll be using this! you must know just about every type of coding in SA! oh, and what's the 'blank main.scm' i have to make and how do i refer to it after i made it? should be simple to edit with notepad... Link to comment Share on other sites More sharing options...
xmen Posted April 29, 2008 Author Share Posted April 29, 2008 what's the 'blank main.scm' here blank mean, it just has code that can only run game... I see there is a 'after busted/wasted' thing so i can start anywhere. if you are going to edit original main.scm then it will be already there... and for more info PM me or read some tuts Link to comment Share on other sites More sharing options...
Deji Posted April 29, 2008 Share Posted April 29, 2008 (edited) unless at some point you already added Licence Plate thingying, here's something that makes a car with a certain licence plate... 09E2: $GTAG = parked_car_generator_w_numberplate 567 93 03 0 alarm 1 door_lock 0 0 10000 plate "_GTAG_" at 2504.047 -1678.798 13.37605 angle 16.0014C: set_parked_car_generator $GTAG cars_to_generate_to 101 damn... forgot, is this IPL. I made this ages ago but never finished it... it might be main.scm ??? God it took me ages to crack! Edited April 29, 2008 by Deji Link to comment Share on other sites More sharing options...
xmen Posted April 29, 2008 Author Share Posted April 29, 2008 unless at some point you already added Licence Plate thingying, here's something that makes a car with a certain licence plate... 09E2: $GTAG = parked_car_generator_w_numberplate 567 93 03 0 alarm 1 door_lock 0 0 10000 plate "_GTAG_" at 2504.047 -1678.798 13.37605 angle 16.0014C: set_parked_car_generator $GTAG cars_to_generate_to 101 God it took me ages to crack! Deji, please do not change the topic direction, PM me or start new topic Link to comment Share on other sites More sharing options...
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