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P.I.M.P_PL

Main.scm with deleted all missions

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ZAZ

is there a way to make girlfriends love the player no matter what size and weight they are?

yes, add this thread to the main part

 

 

 

00D7: create_thread @LOVE1_66
:LOVE1_6603A4: name_thread 'LOV'0006: [email protected] =  0  // integer values:LOVE1_6000001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @LOVE1_600:LOVE1_60100D6: if  00154:   actor $PLAYER_ACTOR in_zone 'GAN'004D: jump_if_false @LOVE1_60200D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  2402.664  -1712.32  14.20 radius  3.0  3.0  3.0 sphere  1004D: jump_if_false @LOVE1_6020004: $389 = 0  // integer values0002: jump @LOVE1_662:LOVE1_60200D6: if  00154:   actor $PLAYER_ACTOR in_zone 'SFDWT'004D: jump_if_false @LOVE1_60300D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  -1799.58  1202.5  24.10 radius  2.0  2.0  3.0 sphere  1004D: jump_if_false @LOVE1_6030004: $389 = 1  // integer values0002: jump @LOVE1_662:LOVE1_60300D6: if  00154:   actor $PLAYER_ACTOR in_zone 'FLINTR'004D: jump_if_false @LOVE1_60400D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  -368.3978  -1428.692  25.72 radius  2.0  2.0  3.0 sphere  1004D: jump_if_false @LOVE1_6040004: $389 = 2  // integer values0002: jump @LOVE1_662:LOVE1_60400D6: if  00154:   actor $PLAYER_ACTOR in_zone 'PER1'004D: jump_if_false @LOVE1_60500D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  1579.101  -1635.873  13.56 radius  2.0  2.0  3.0 sphere  1004D: jump_if_false @LOVE1_6050004: $389 = 3  // integer values0002: jump @LOVE1_662:LOVE1_60500D6: if  00154:   actor $PLAYER_ACTOR in_zone 'PARA'004D: jump_if_false @LOVE1_60600D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  -2574.808  1151.744  55.70 radius  2.0  2.0  3.0 sphere  1004D: jump_if_false @LOVE1_6060004: $389 = 4  // integer values0002: jump @LOVE1_662:LOVE1_60600D6: if  10038:   $ONMISSION ==  0  // integer values0154:   actor $PLAYER_ACTOR in_zone 'PRP'004D: jump_if_false @LOVE1_60000D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  2037.362  2724.411  10.82 radius  2.0  2.0  3.0 sphere  1004D: jump_if_false @LOVE1_6000004: $389 = 5  // integer values0002: jump @LOVE1_662:LOVE1_6620004: $1219 =  0  // integer values0004: $1232 =  0  // integer values0050: gosub @LOVE2_5300001: wait  0 ms0926: $SCRIPT_STATUS = external_script_status  26 (GF_SEX) 00D6: if  00038:   $SCRIPT_STATUS ==  0  // integer values004D: jump_if_false @LOVE1_66308A9: load_external_script  26 (GF_SEX)00D6: if  008AB:   external_script  26 (GF_SEX) loaded004D: jump_if_false @LOVE1_6660913: run_external_script  26 (GF_SEX) $389  0 [email protected] [email protected] [email protected] [email protected] [email protected] :LOVE1_6630001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @LOVE1_66300D6: if  00038:   $SCRIPT_STATUS ==  0  // integer values004D: jump_if_false @LOVE1_663090F: end_external_script  26 (GF_SEX):LOVE1_6640001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @LOVE1_66400D6: if  580EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2402.664  -1712.67  radius  10.5  10.580EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  -1799.5  1202.5  radius  10.5  10.580EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  -368.3978  -1428.692  radius  10.5  10.580EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1579.101  -1635.873  radius  10.5  10.580EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  -2574.808  1151.744  radius  10.5  10.580EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2037.362  2724.411  radius  10.5  10.5004D: jump_if_false @LOVE1_6650006: [email protected] =  0  // integer values0002: jump @LOVE1_600:LOVE1_6650001: wait  1000 ms00D6: if  2500FE:   actor $PLAYER_ACTOR  0 ()near_point 2402.664  -1712.67  14.20 radius  5.0  5.0  3.000FE:   actor $PLAYER_ACTOR  0 ()near_point -1799.58  1202.5  24.10 radius  5.0  5.0  3.000FE:   actor $PLAYER_ACTOR  0 ()near_point -368.3978  -1428.692  25.72 radius  5.0  5.0  3.000FE:   actor $PLAYER_ACTOR  0 ()near_point 1579.101  -1635.873  13.56 radius  5.0  5.0  3.000FE:   actor $PLAYER_ACTOR  0 ()near_point -2574.808  1151.744  55.70 radius  5.0  5.0  3.000FE:   actor $PLAYER_ACTOR  0 ()near_point 2037.362  2724.411  10.82 radius  5.0  5.0  3.0004D: jump_if_false @LOVE1_66400D6: if  00039:   [email protected] ==  0  // integer values004D: jump_if_false @LOVE1_6640006: [email protected] =  1  // integer values0002: jump @LOVE1_664:LOVE1_6660002: jump @LOVE1_600:LOVE2_5300871: init_jump_table $389 total_jumps  6  0 @LOVE2_561 jumps  0 @LOVE2_531  1 @LOVE2_536  2 @LOVE2_541  3 @LOVE2_546  4 @LOVE2_551  5 @LOVE2_556 -1 @LOVE2_561 :LOVE2_5310007: [email protected] =  2402.664  // floating-point values0007: [email protected] = -1712.67  // floating-point values0007: [email protected] =  14.20  // floating-point values0007: [email protected] =  180.0  // floating-point values0002: jump @LOVE2_561:LOVE2_5360007: [email protected] = -1799.5  // floating-point values0007: [email protected] =  1202.5  // floating-point values0007: [email protected] =  24.1094  // floating-point values0007: [email protected] =  180.0  // floating-point values0002: jump @LOVE2_561:LOVE2_5410007: [email protected] = -368.3978  // floating-point values0007: [email protected] = -1428.692  // floating-point values0007: [email protected] =  25.7209  // floating-point values0007: [email protected] =  270.0  // floating-point values0002: jump @LOVE2_561:LOVE2_5460007: [email protected] = 1579.101  // floating-point values0007: [email protected] =  -1635.873  // floating-point values0007: [email protected] =  13.56  // floating-point values0007: [email protected] =  75.0  // floating-point values0002: jump @LOVE2_561:LOVE2_5510007: [email protected] = -2574.808  // floating-point values0007: [email protected] =  1149.744  // floating-point values0007: [email protected] =  54.7422  // floating-point values0007: [email protected] =  164.0  // floating-point values0002: jump @LOVE2_561:LOVE2_5560007: [email protected] =  2037.362  // floating-point values0007: [email protected] =  2724.411  // floating-point values0007: [email protected] =  10.8203  // floating-point values0007: [email protected] =  0.0  // floating-point values0002: jump @LOVE2_561:LOVE2_5610051: return

you'll find then new red spots at entrance of gf apartments

 

 

 

and can i change the day to monday as a start?

there's this code

 

07D1: SET_CURRENT_DAY_OF_WEEK 1
but it seems not working

 

then there's this code

 

088E: set_next_day

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Razor_Vermillion

 

is there a way to make girlfriends love the player no matter what size and weight they are?

yes, add this thread to the main part

 

 

 

00D7: create_thread @LOVE1_66
:LOVE1_6603A4: name_thread 'LOV'0006: [email protected] =  0  // integer values:LOVE1_6000001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @LOVE1_600:LOVE1_60100D6: if  00154:   actor $PLAYER_ACTOR in_zone 'GAN'004D: jump_if_false @LOVE1_60200D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  2402.664  -1712.32  14.20 radius  3.0  3.0  3.0 sphere  1004D: jump_if_false @LOVE1_6020004: $389 = 0  // integer values0002: jump @LOVE1_662:LOVE1_60200D6: if  00154:   actor $PLAYER_ACTOR in_zone 'SFDWT'004D: jump_if_false @LOVE1_60300D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  -1799.58  1202.5  24.10 radius  2.0  2.0  3.0 sphere  1004D: jump_if_false @LOVE1_6030004: $389 = 1  // integer values0002: jump @LOVE1_662:LOVE1_60300D6: if  00154:   actor $PLAYER_ACTOR in_zone 'FLINTR'004D: jump_if_false @LOVE1_60400D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  -368.3978  -1428.692  25.72 radius  2.0  2.0  3.0 sphere  1004D: jump_if_false @LOVE1_6040004: $389 = 2  // integer values0002: jump @LOVE1_662:LOVE1_60400D6: if  00154:   actor $PLAYER_ACTOR in_zone 'PER1'004D: jump_if_false @LOVE1_60500D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  1579.101  -1635.873  13.56 radius  2.0  2.0  3.0 sphere  1004D: jump_if_false @LOVE1_6050004: $389 = 3  // integer values0002: jump @LOVE1_662:LOVE1_60500D6: if  00154:   actor $PLAYER_ACTOR in_zone 'PARA'004D: jump_if_false @LOVE1_60600D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  -2574.808  1151.744  55.70 radius  2.0  2.0  3.0 sphere  1004D: jump_if_false @LOVE1_6060004: $389 = 4  // integer values0002: jump @LOVE1_662:LOVE1_60600D6: if  10038:   $ONMISSION ==  0  // integer values0154:   actor $PLAYER_ACTOR in_zone 'PRP'004D: jump_if_false @LOVE1_60000D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  2037.362  2724.411  10.82 radius  2.0  2.0  3.0 sphere  1004D: jump_if_false @LOVE1_6000004: $389 = 5  // integer values0002: jump @LOVE1_662:LOVE1_6620004: $1219 =  0  // integer values0004: $1232 =  0  // integer values0050: gosub @LOVE2_5300001: wait  0 ms0926: $SCRIPT_STATUS = external_script_status  26 (GF_SEX) 00D6: if  00038:   $SCRIPT_STATUS ==  0  // integer values004D: jump_if_false @LOVE1_66308A9: load_external_script  26 (GF_SEX)00D6: if  008AB:   external_script  26 (GF_SEX) loaded004D: jump_if_false @LOVE1_6660913: run_external_script  26 (GF_SEX) $389  0 [email protected] [email protected] [email protected] [email protected] [email protected] :LOVE1_6630001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @LOVE1_66300D6: if  00038:   $SCRIPT_STATUS ==  0  // integer values004D: jump_if_false @LOVE1_663090F: end_external_script  26 (GF_SEX):LOVE1_6640001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @LOVE1_66400D6: if  580EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2402.664  -1712.67  radius  10.5  10.580EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  -1799.5  1202.5  radius  10.5  10.580EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  -368.3978  -1428.692  radius  10.5  10.580EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1579.101  -1635.873  radius  10.5  10.580EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  -2574.808  1151.744  radius  10.5  10.580EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2037.362  2724.411  radius  10.5  10.5004D: jump_if_false @LOVE1_6650006: [email protected] =  0  // integer values0002: jump @LOVE1_600:LOVE1_6650001: wait  1000 ms00D6: if  2500FE:   actor $PLAYER_ACTOR  0 ()near_point 2402.664  -1712.67  14.20 radius  5.0  5.0  3.000FE:   actor $PLAYER_ACTOR  0 ()near_point -1799.58  1202.5  24.10 radius  5.0  5.0  3.000FE:   actor $PLAYER_ACTOR  0 ()near_point -368.3978  -1428.692  25.72 radius  5.0  5.0  3.000FE:   actor $PLAYER_ACTOR  0 ()near_point 1579.101  -1635.873  13.56 radius  5.0  5.0  3.000FE:   actor $PLAYER_ACTOR  0 ()near_point -2574.808  1151.744  55.70 radius  5.0  5.0  3.000FE:   actor $PLAYER_ACTOR  0 ()near_point 2037.362  2724.411  10.82 radius  5.0  5.0  3.0004D: jump_if_false @LOVE1_66400D6: if  00039:   [email protected] ==  0  // integer values004D: jump_if_false @LOVE1_6640006: [email protected] =  1  // integer values0002: jump @LOVE1_664:LOVE1_6660002: jump @LOVE1_600:LOVE2_5300871: init_jump_table $389 total_jumps  6  0 @LOVE2_561 jumps  0 @LOVE2_531  1 @LOVE2_536  2 @LOVE2_541  3 @LOVE2_546  4 @LOVE2_551  5 @LOVE2_556 -1 @LOVE2_561 :LOVE2_5310007: [email protected] =  2402.664  // floating-point values0007: [email protected] = -1712.67  // floating-point values0007: [email protected] =  14.20  // floating-point values0007: [email protected] =  180.0  // floating-point values0002: jump @LOVE2_561:LOVE2_5360007: [email protected] = -1799.5  // floating-point values0007: [email protected] =  1202.5  // floating-point values0007: [email protected] =  24.1094  // floating-point values0007: [email protected] =  180.0  // floating-point values0002: jump @LOVE2_561:LOVE2_5410007: [email protected] = -368.3978  // floating-point values0007: [email protected] = -1428.692  // floating-point values0007: [email protected] =  25.7209  // floating-point values0007: [email protected] =  270.0  // floating-point values0002: jump @LOVE2_561:LOVE2_5460007: [email protected] = 1579.101  // floating-point values0007: [email protected] =  -1635.873  // floating-point values0007: [email protected] =  13.56  // floating-point values0007: [email protected] =  75.0  // floating-point values0002: jump @LOVE2_561:LOVE2_5510007: [email protected] = -2574.808  // floating-point values0007: [email protected] =  1149.744  // floating-point values0007: [email protected] =  54.7422  // floating-point values0007: [email protected] =  164.0  // floating-point values0002: jump @LOVE2_561:LOVE2_5560007: [email protected] =  2037.362  // floating-point values0007: [email protected] =  2724.411  // floating-point values0007: [email protected] =  10.8203  // floating-point values0007: [email protected] =  0.0  // floating-point values0002: jump @LOVE2_561:LOVE2_5610051: return

you'll find then new red spots at entrance of gf apartments

 

 

 

and can i change the day to monday as a start?

there's this code

 

07D1: SET_CURRENT_DAY_OF_WEEK 1
but it seems not working

 

then there's this code

 

088E: set_next_day

I'm having trouble adding threads to the main and i need help.

Edited by Razor1096

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AlbertWesker

hey, i know this is a old topic and all, but i was wondering if its possible to have a stripped main scm where the game starts with the original cutscene and start CJ off at the same place as the original and then being free roam without missions from that point. Is there a way to do that? :)

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ZAZ

shure, add the Intro mission script to the mission part and the mission start code to the main thread

Edited by ZAZ

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AlbertWesker

shure, add the Intro mission script to the mission part and the mission start code to the main thread

Thanks for the reply, however when i try adding the intro mission script to the main it just refuses to compile, i'm doing it wrong i think.

 

I gonna try and edit the original main SCM in a way that it has no missions anymore, that's possible right?

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ZAZ

however when i try adding the intro mission script to the main it just refuses to compile, i'm doing it wrong i think.

i assume that you're talking about this stipped main

it need also to add the mission label to the mission table

 

 

I gonna try and edit the original main SCM in a way that it has no missions anymore, that's possible right?

shure, start here

but if you wanna have also the side features, this would be a very hard work

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AlbertWesker

 

however when i try adding the intro mission script to the main it just refuses to compile, i'm doing it wrong i think.

i assume that you're talking about this stipped main

it need also to add the mission label to the mission table

 

 

I gonna try and edit the original main SCM in a way that it has no missions anymore, that's possible right?

shure, start here

but if you wanna have also the side features, this would be a very hard work

Thanks, i don't need any side missions at all, no externscripts, i only need the intro vid and start of the first mission, where CJ is standing next to the bike, and free roam after that, but i've been making a mess of it really, i don't know where and how to add the intro, and i don't even know where to place the missions, clumsy me XD

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ZAZ

Use the template of a total stripped main inside the spoiler

 

DEFINE OBJECTS  1DEFINE OBJECT (dummyobject) // This is an unused object. You can put anything here.DEFINE MISSIONS  1//  <------------------------- set amount of available mission scriptsDEFINE MISSION 0 AT @TestMission_1//  <-------- register mission by mission labelDEFINE EXTERNAL_SCRIPTS  -1DEFINE UNKNOWN_EMPTY_SEGMENT  0DEFINE UNKNOWN_THREADS_MEMORY  0//-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade  0 (in)  0 ms042C: set_total_missions_to  0030D: set_total_mission_points_to  001F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  23  004E4: unknown_refresh_game_renderer_at  2494.5 -1668.503CB: set_camera  2494.5 -1668.5 13.40053: $PLAYER_CHAR = create_player #NULL at  2494.5 -1668.5 13.407AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0173: set_actor $PLAYER_ACTOR z_angle_to  7.00373: set_camera_directly_behind_player070D: $PLAYER_CHAR0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat01B6: set_weather  104BB: select_interior  0  // select render area01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)01B7: release_weather016C: restart_if_wasted at  2494.5 -1668.5 13.4 angle  180.0 unknown  0016D: restart_if_busted at  2494.5 -1668.5 13.4 angle  180.0 unknown  00629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat0998: add_respect 1000062A: change_stat 165 (energy) to 800.0 // float062A: change_stat 23 (muscle) to 800.0 // float062A: change_stat 21 (fat) to 200.0 // float0629: change_stat 225 (lung capasity) to 1000 // integer see statdisp.dat0629: change_stat 22 (stamina) to 1000 // integer see statdisp.dat0629: change_stat 156 (dance skill) to 1000 // integer see statdisp.dat062A: change_stat 81 (gambling skill) to 1000.0 // integer see statdisp.dat087B: set_player $PLAYER_CHAR clothes_texture "HAWAIIRED" model "HAWAII" body_part 0 087B: set_player $PLAYER_CHAR clothes_texture "BASK2HEATBAND" model "BASK1" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "GLASSES05DARK" model "GLASSES03" body_part 15 087B: set_player $PLAYER_CHAR clothes_texture "LEATHERTR" model "LEATHERTR" body_part 2 070D: rebuild_player $PLAYER_CHAR0109: player $PLAYER_CHAR money += 350000016A: fade  1 (out)  1000 ms0001: wait  100 ms03E6: remove_text_box0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here0417: start_mission  0// <------------------------------ start mission script at gamestart:MAIN_30001: wait 2500 ms//end_thread0002: jump @MAIN_3//-------------Mission 1---------------     ADD MISSION SCRIPT// Originally: TestMission:TestMission_1014B: [email protected] = init_parked_car_generator #PCJ600 0 17 1 alarm 0 door_lock 0 0 10000 at 2490.0 -1682.0 13.5 angle 90.0014C: set_parked_car_generator [email protected] cars_to_generate_to 101032B: [email protected] = create_weapon_pickup #AK47 15 ammo 3000 at 2490.0 -1662.0 13.5032B: [email protected] = create_weapon_pickup #JETPACK 15 ammo 0 at 2492.0 -1662.0 13.50213: [email protected] = create_pickup #BODYARMOUR type 15 at 2494.0 -1662.0 13.50213: [email protected] = create_pickup #GUN_PARA type 15 at 2496.0 -1662.0 13.50213: [email protected] = create_pickup #BRIBE type 15 at 2498.0 -1662.0 13.500BA: show_text_styled GXT 'fem_ok' time 1000 style 4004E: end_thread

 



1. register mission by mission label in mission table and set amount of available mission script
2. add start mission code at gamestart
3. add mission script

decompile originally main.scm and find the Intro mission script at line number 27431

//-------------Mission 2---------------// Originally: Intro:INTRO03A4: name_thread 'INTRO'

copy this big script, it ends at line number 28884

Edited by ZAZ

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AlbertWesker

Use the template of a total stripped main inside the spoiler

 

 

DEFINE OBJECTS  1DEFINE OBJECT (dummyobject) // This is an unused object. You can put anything here.DEFINE MISSIONS  1//  <------------------------- set amount of available mission scriptsDEFINE MISSION 0 AT @TestMission_1//  <-------- register mission by mission labelDEFINE EXTERNAL_SCRIPTS  -1DEFINE UNKNOWN_EMPTY_SEGMENT  0DEFINE UNKNOWN_THREADS_MEMORY  0//-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade  0 (in)  0 ms042C: set_total_missions_to  0030D: set_total_mission_points_to  001F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  23  004E4: unknown_refresh_game_renderer_at  2494.5 -1668.503CB: set_camera  2494.5 -1668.5 13.40053: $PLAYER_CHAR = create_player #NULL at  2494.5 -1668.5 13.407AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0173: set_actor $PLAYER_ACTOR z_angle_to  7.00373: set_camera_directly_behind_player070D: $PLAYER_CHAR0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat01B6: set_weather  104BB: select_interior  0  // select render area01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)01B7: release_weather016C: restart_if_wasted at  2494.5 -1668.5 13.4 angle  180.0 unknown  0016D: restart_if_busted at  2494.5 -1668.5 13.4 angle  180.0 unknown  00629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat0998: add_respect 1000062A: change_stat 165 (energy) to 800.0 // float062A: change_stat 23 (muscle) to 800.0 // float062A: change_stat 21 (fat) to 200.0 // float0629: change_stat 225 (lung capasity) to 1000 // integer see statdisp.dat0629: change_stat 22 (stamina) to 1000 // integer see statdisp.dat0629: change_stat 156 (dance skill) to 1000 // integer see statdisp.dat062A: change_stat 81 (gambling skill) to 1000.0 // integer see statdisp.dat087B: set_player $PLAYER_CHAR clothes_texture "HAWAIIRED" model "HAWAII" body_part 0 087B: set_player $PLAYER_CHAR clothes_texture "BASK2HEATBAND" model "BASK1" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "GLASSES05DARK" model "GLASSES03" body_part 15 087B: set_player $PLAYER_CHAR clothes_texture "LEATHERTR" model "LEATHERTR" body_part 2 070D: rebuild_player $PLAYER_CHAR0109: player $PLAYER_CHAR money += 350000016A: fade  1 (out)  1000 ms0001: wait  100 ms03E6: remove_text_box0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here0417: start_mission  0// <------------------------------ start mission script at gamestart:MAIN_30001: wait 2500 ms//end_thread0002: jump @MAIN_3//-------------Mission 1---------------     ADD MISSION SCRIPT// Originally: TestMission:TestMission_1014B: [email protected] = init_parked_car_generator #PCJ600 0 17 1 alarm 0 door_lock 0 0 10000 at 2490.0 -1682.0 13.5 angle 90.0014C: set_parked_car_generator [email protected] cars_to_generate_to 101032B: [email protected] = create_weapon_pickup #AK47 15 ammo 3000 at 2490.0 -1662.0 13.5032B: [email protected] = create_weapon_pickup #JETPACK 15 ammo 0 at 2492.0 -1662.0 13.50213: [email protected] = create_pickup #BODYARMOUR type 15 at 2494.0 -1662.0 13.50213: [email protected] = create_pickup #GUN_PARA type 15 at 2496.0 -1662.0 13.50213: [email protected] = create_pickup #BRIBE type 15 at 2498.0 -1662.0 13.500BA: show_text_styled GXT 'fem_ok' time 1000 style 4004E: end_thread

 

 

1. register mission by mission label in mission table and set amount of available mission script

2. add start mission code at gamestart

3. add mission script

 

decompile originally main.scm and find the Intro mission script at line number 27431

//-------------Mission 2---------------// Originally: Intro:INTRO03A4: name_thread 'INTRO'
copy this big script, it ends at line number 28884

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AlbertWesker

Use the template of a total stripped main inside the spoiler

 

 

DEFINE OBJECTS  1DEFINE OBJECT (dummyobject) // This is an unused object. You can put anything here.DEFINE MISSIONS  1//  <------------------------- set amount of available mission scriptsDEFINE MISSION 0 AT @TestMission_1//  <-------- register mission by mission labelDEFINE EXTERNAL_SCRIPTS  -1DEFINE UNKNOWN_EMPTY_SEGMENT  0DEFINE UNKNOWN_THREADS_MEMORY  0//-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade  0 (in)  0 ms042C: set_total_missions_to  0030D: set_total_mission_points_to  001F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  23  004E4: unknown_refresh_game_renderer_at  2494.5 -1668.503CB: set_camera  2494.5 -1668.5 13.40053: $PLAYER_CHAR = create_player #NULL at  2494.5 -1668.5 13.407AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0173: set_actor $PLAYER_ACTOR z_angle_to  7.00373: set_camera_directly_behind_player070D: $PLAYER_CHAR0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat01B6: set_weather  104BB: select_interior  0  // select render area01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)01B7: release_weather016C: restart_if_wasted at  2494.5 -1668.5 13.4 angle  180.0 unknown  0016D: restart_if_busted at  2494.5 -1668.5 13.4 angle  180.0 unknown  00629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat0998: add_respect 1000062A: change_stat 165 (energy) to 800.0 // float062A: change_stat 23 (muscle) to 800.0 // float062A: change_stat 21 (fat) to 200.0 // float0629: change_stat 225 (lung capasity) to 1000 // integer see statdisp.dat0629: change_stat 22 (stamina) to 1000 // integer see statdisp.dat0629: change_stat 156 (dance skill) to 1000 // integer see statdisp.dat062A: change_stat 81 (gambling skill) to 1000.0 // integer see statdisp.dat087B: set_player $PLAYER_CHAR clothes_texture "HAWAIIRED" model "HAWAII" body_part 0 087B: set_player $PLAYER_CHAR clothes_texture "BASK2HEATBAND" model "BASK1" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "GLASSES05DARK" model "GLASSES03" body_part 15 087B: set_player $PLAYER_CHAR clothes_texture "LEATHERTR" model "LEATHERTR" body_part 2 070D: rebuild_player $PLAYER_CHAR0109: player $PLAYER_CHAR money += 350000016A: fade  1 (out)  1000 ms0001: wait  100 ms03E6: remove_text_box0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here0417: start_mission  0// <------------------------------ start mission script at gamestart:MAIN_30001: wait 2500 ms//end_thread0002: jump @MAIN_3//-------------Mission 1---------------     ADD MISSION SCRIPT// Originally: TestMission:TestMission_1014B: [email protected] = init_parked_car_generator #PCJ600 0 17 1 alarm 0 door_lock 0 0 10000 at 2490.0 -1682.0 13.5 angle 90.0014C: set_parked_car_generator [email protected] cars_to_generate_to 101032B: [email protected] = create_weapon_pickup #AK47 15 ammo 3000 at 2490.0 -1662.0 13.5032B: [email protected] = create_weapon_pickup #JETPACK 15 ammo 0 at 2492.0 -1662.0 13.50213: [email protected] = create_pickup #BODYARMOUR type 15 at 2494.0 -1662.0 13.50213: [email protected] = create_pickup #GUN_PARA type 15 at 2496.0 -1662.0 13.50213: [email protected] = create_pickup #BRIBE type 15 at 2498.0 -1662.0 13.500BA: show_text_styled GXT 'fem_ok' time 1000 style 4004E: end_thread

 

 

 

1. register mission by mission label in mission table and set amount of available mission script

2. add start mission code at gamestart

3. add mission script

 

decompile originally main.scm and find the Intro mission script at line number 27431

//-------------Mission 2---------------// Originally: Intro:INTRO03A4: name_thread 'INTRO'

copy this big script, it ends at line number 28884

Thank you for your help, ZAZ, it really means a lot to me! :)

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Razor_Vermillion

Use the template of a total stripped main inside the spoiler

 

 

DEFINE OBJECTS  1DEFINE OBJECT (dummyobject) // This is an unused object. You can put anything here.DEFINE MISSIONS  1//  <------------------------- set amount of available mission scriptsDEFINE MISSION 0 AT @TestMission_1//  <-------- register mission by mission labelDEFINE EXTERNAL_SCRIPTS  -1DEFINE UNKNOWN_EMPTY_SEGMENT  0DEFINE UNKNOWN_THREADS_MEMORY  0//-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade  0 (in)  0 ms042C: set_total_missions_to  0030D: set_total_mission_points_to  001F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  23  004E4: unknown_refresh_game_renderer_at  2494.5 -1668.503CB: set_camera  2494.5 -1668.5 13.40053: $PLAYER_CHAR = create_player #NULL at  2494.5 -1668.5 13.407AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0173: set_actor $PLAYER_ACTOR z_angle_to  7.00373: set_camera_directly_behind_player070D: $PLAYER_CHAR0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat01B6: set_weather  104BB: select_interior  0  // select render area01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)01B7: release_weather016C: restart_if_wasted at  2494.5 -1668.5 13.4 angle  180.0 unknown  0016D: restart_if_busted at  2494.5 -1668.5 13.4 angle  180.0 unknown  00629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat0998: add_respect 1000062A: change_stat 165 (energy) to 800.0 // float062A: change_stat 23 (muscle) to 800.0 // float062A: change_stat 21 (fat) to 200.0 // float0629: change_stat 225 (lung capasity) to 1000 // integer see statdisp.dat0629: change_stat 22 (stamina) to 1000 // integer see statdisp.dat0629: change_stat 156 (dance skill) to 1000 // integer see statdisp.dat062A: change_stat 81 (gambling skill) to 1000.0 // integer see statdisp.dat087B: set_player $PLAYER_CHAR clothes_texture "HAWAIIRED" model "HAWAII" body_part 0 087B: set_player $PLAYER_CHAR clothes_texture "BASK2HEATBAND" model "BASK1" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "GLASSES05DARK" model "GLASSES03" body_part 15 087B: set_player $PLAYER_CHAR clothes_texture "LEATHERTR" model "LEATHERTR" body_part 2 070D: rebuild_player $PLAYER_CHAR0109: player $PLAYER_CHAR money += 350000016A: fade  1 (out)  1000 ms0001: wait  100 ms03E6: remove_text_box0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here0417: start_mission  0// <------------------------------ start mission script at gamestart:MAIN_30001: wait 2500 ms//end_thread0002: jump @MAIN_3//-------------Mission 1---------------     ADD MISSION SCRIPT// Originally: TestMission:TestMission_1014B: [email protected] = init_parked_car_generator #PCJ600 0 17 1 alarm 0 door_lock 0 0 10000 at 2490.0 -1682.0 13.5 angle 90.0014C: set_parked_car_generator [email protected] cars_to_generate_to 101032B: [email protected] = create_weapon_pickup #AK47 15 ammo 3000 at 2490.0 -1662.0 13.5032B: [email protected] = create_weapon_pickup #JETPACK 15 ammo 0 at 2492.0 -1662.0 13.50213: [email protected] = create_pickup #BODYARMOUR type 15 at 2494.0 -1662.0 13.50213: [email protected] = create_pickup #GUN_PARA type 15 at 2496.0 -1662.0 13.50213: [email protected] = create_pickup #BRIBE type 15 at 2498.0 -1662.0 13.500BA: show_text_styled GXT 'fem_ok' time 1000 style 4004E: end_thread

 

 

 

1. register mission by mission label in mission table and set amount of available mission script

2. add start mission code at gamestart

3. add mission script

 

decompile originally main.scm and find the Intro mission script at line number 27431

//-------------Mission 2---------------// Originally: Intro:INTRO03A4: name_thread 'INTRO'

copy this big script, it ends at line number 28884

Last question

How do i remove the 2 missions from GTA Vice City?

 

"Check in the check out" and "Loose Ends" from the main.scm?

 

UPDATE!

I actually learned it now. but however thank you for the support guys with san andreas :)

Edited by Razor1096

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MtaxyZ

Hello, im finding something like Razon, and im trying to add "Buy propeties mission" and i think all is okay but when i compile the program says "A jump to zero offset found" how can i fix this.

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ZAZ

Hello, im finding something like Razon, and im trying to add "Buy propeties mission" and i think all is okay but when i compile the program says "A jump to zero offset found" how can i fix this.

There's missing something at script end, something like a "jump back to beginning"

You have to post your script that you added and explain exactly where you added

Edited by ZAZ

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MtaxyZ

 

Hello, im finding something like Razon, and im trying to add "Buy propeties mission" and i think all is okay but when i compile the program says "A jump to zero offset found" how can i fix this.

There's missing something at script end, something like a "jump back to beginning"

You have to post your script that you added and explain exactly where you added

 

better, can you tell me how desactivate the missions, no intro, no missions i tried other mains.scm with the option to buy houses but when you save and load the save, the game crash!!. its no better just cancel the missions?

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Strs

hey guys sorry to bumping old topic but yesterday i downloaded so i want to again gta sa from beginning and want to skip some of mission and i downloaded

San Andreas Storyline and Sub mission skipper v2.1
-by herbie49 and now i am stuck at (Air Raid) ZERO1 mission after cutscene zero and CJ go's to roof of building then Zero do lookers anim and CJ near minigun stay put nothing happen i can't play or skip this mission i love this modded main script so anyone here who have completed zero mission ? i just want save file after zero ill play all mission please help i really like this skippable Main.scm And Thanks for this mod :):cookie::cookie::cookie::cookie::cookie::cookie::cookie::cookie::cookie:
To
The Authors
Mission mods by: herbie49, ZAZ, Demarest and Pavel.
Special thanks to: Rockstar games, Spaceeinstein, Demarest, Tomworld10, Pavel, Seemann, ZAZ and Barton Waterduck.

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lsnoop
Posted (edited)

Main scm mods seem to be either broken or delusional. Or both!

 

Is there a main scm with

 

- no story, sidemissions / collectibles etc

- ability to actually save game

- no boosted stats, extra money and other schizophrenia. Just default CJ stats.

 

It's been 15 years come on guys...

 

 

Edited by lsnoop

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Razor_Vermillion
10 hours ago, lsnoop said:

Main scm mods seem to be either broken or delusional. Or both!

 

Is there a main scm with

 

- no story, sidemissions / collectibles etc

- ability to actually save game

- no boosted stats, extra money and other schizophrenia. Just default CJ stats.

 

It's been 15 years come on guys...

 

 

I did upload a mod that does that.

just released it a few days ago.

want me to give you the link?

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lsnoop

Thanks for the link but I already commented on those extra bonus features which everyone tries to add up the wazoo... I just don't need them.

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