sjaak327 Posted February 2, 2009 Share Posted February 2, 2009 So I guess we need to actually load the relevant cutscene if we want to have furniture and stuff. Not exactly. We need to load all the objects used in the cutscene, they are being loaded in SCOs, so we can get there native functions. But it needs a lot of work because in the SCOs the hashes and Local variables are used instead of model names, so we can only guess what we need. a good idea would be to release a compiled ASI with all of the above being opened by say F10 Well, we're trying to do something like that, but I'm working with Alice But it's a bit difficult without SCO editor. Right, so if hashes are used, it shouldn't be a problem, as there is a comprehensive list of hashes over at gtamodding.com Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 2, 2009 Share Posted February 2, 2009 THIS? only a few door hashes there Link to comment Share on other sites More sharing options...
sjaak327 Posted February 2, 2009 Share Posted February 2, 2009 more like this Link to comment Share on other sites More sharing options...
SgtRiggs90 Posted February 2, 2009 Share Posted February 2, 2009 (edited) sjaak327, I'm not sure that it's all. Here's an example, it's how the church's doors open in SCO: FREEZE_OBJECT_POSITION(Local[17], 0);FREEZE_OBJECT_POSITION(Local[18], 0);SET_OBJECT_COORDINATES(Local[17], Local[9]._f0, Local[9]._f4, Local[9]._f8);SET_OBJECT_HEADING(Local[17], Local[12]);FREEZE_OBJECT_POSITION(Local[17], 1);SET_OBJECT_COORDINATES(Local[18], Local[13]._f0, Local[13]._f4, Local[13]._f8);SET_OBJECT_HEADING(Local[18], Local[16]);FREEZE_OBJECT_POSITION(Local[18], 1);null_01C4("bOpenChurchDoors\n");Local[21] = 0; But Local[17] and Local[18] are created dinamically, perhaps, they are the church doors. So we need to find all operations that create these doors before performing the natives I wrote above. P.S. The easiest to understand var here is Local[21] - it's a state of doors (0 for open) Added: And here's how Local[17] and Local[18] are created: CREATE_OBJECT_NO_OFFSET(Local[19], Local[1]._f0, Local[1]._f4, Local[1]._f8, &Local[17], 1);SET_OBJECT_HEADING(Local[17], Local[4]);FREEZE_OBJECT_POSITION(Local[17], 1);CREATE_OBJECT_NO_OFFSET(Local[20], Local[5]._f0, Local[5]._f4, Local[5]._f8, &Local[18], 1);SET_OBJECT_HEADING(Local[18], Local[8]);FREEZE_OBJECT_POSITION(Local[18], 1); But I'm not sure how to make it in Alice And, perhaps, if we make it, the new doors will be over the old ones, so we still won't be able to enter the church. I think we need remove existing objects first and make new, but then we need to get doors' variables from the game. Any suggestions?.. Edited February 2, 2009 by SgtRiggs90 Link to comment Share on other sites More sharing options...
jojllman Posted February 2, 2009 Share Posted February 2, 2009 SetStateOfClosestDoorOfType(0xA0583D78,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xED9F86C6,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x1D0E65A3,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xE64CF26A,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x33A00D13,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x71056188,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xB448AFC1,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x3EA24472,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xF5411096,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x95B7AB30,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x6E067039,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xDA58C8E0,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xA96F0F0F,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xABBB242F,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x301F2CE5,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x0F5E06B2,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x4170CF74,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x820550A0,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x959BF7CD,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x4BFD4A54,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x02753731,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x3DA14691,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x7EA03976,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x19056E42,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x155FC327,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x0F0D8432,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xC63CD5E1,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xDE316DB9,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x2154F3F3,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x6A393178,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x88F96EF8,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x5C58553C,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xC7C612C1,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xC3326B70,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xECB45FC5,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x9EE94424,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x62EFA672,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xB2BFC60D,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xF228EAA2,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x08E79743,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x3E908284,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x171BD4FB,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x294EF961,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x0F979408,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xF8006406,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xDC1BAC55,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x571AE7DD,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x7B3B301D,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x7638B2E3,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xF12751DC,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xA289AAA3,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x43AF35C4,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xCDC2CA01,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x0380B821,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x192E637C,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x1686E847,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xE041FB8A,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x411E7CC1,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xF6754B91,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x12AD398D,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x00681503,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xF5A16A96,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xF5F2C70B,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x1BD24D4D,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x1849AC53,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xA4A99B70,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x765C3ED2,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0xCF42FCF5,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x92E48439,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x4C11C88D,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x8CFDCA78,x,y,z,0,0.0);SetStateOfClosestDoorOfType(0x0D4E5801,x,y,z,0,0.0); Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 2, 2009 Share Posted February 2, 2009 (edited) yo this actually worked! to throw all in one mix (gtamodding/jojllman and all the ppl who helped here ) ive made this script: if ((GetAsyncKeyState(VK_F10) & 1) != 0){ //f10 key Char c; f32 x,y,z; u32 playerIndex = ConvertIntToPlayerIndex(GetPlayerId()); GetPlayerChar(playerIndex, &c); GetCharCoordinates(c, &x, &y, &z);SetStateOfClosestDoorOfType(4160775174, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(866127123, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3986654918, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(487482787, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3863802474, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(866127123, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4160775174, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3692801109, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2690137464, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4134882193, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4134882193, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(419786306, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(387699963, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(387699963, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2181386400, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3971243973, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3971243973, x, y, z, 0, 0.00); //faustin - does nothing =[setStateOfClosestDoorOfType(3477273845, x, y, z, 0, 0.00); //michel - to lazy to searchSetStateOfClosestDoorOfType(3024662465, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1050821746, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1845915705, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3663251680, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4114682006, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(261592072, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(4160775174, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3692801109, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1845915705, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4114682006, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3727781305, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(559215603, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(1782133112, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2298048248, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(261592072, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4160775174, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1983427299, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2726931107, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(1135556036, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3452094977, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4023998671, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3029793422, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2698422678, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(554140271, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(2530944097, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(2543310055, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(957096072, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1285262331, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3232592925, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(883784678, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(883784678, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(4003407080, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(800753474, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3070497359, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(880887899, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(641313740, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(106751028, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2882084587, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(2719685554, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(1325004141, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(2026257965, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(3407311171, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2764368063, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3573550141, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(641001253, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3082658574, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3801121836, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4071831581, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3048719242, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3869956964, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4118640905, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(499299867, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1769537787, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4177731605, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3691320234, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4055580438, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(898797634, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1291748589, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3684617482, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(17045464, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1304916102, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(340908471, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4146055363, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2416203613, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(504564062, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2017803713, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2820988037, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4070732159, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3299317130, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(905079460, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1835533091, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(415707643, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(2118003033, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(919600917, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1667998832, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2204787466, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4035777488, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4278634279, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2984941112, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(948346586, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1170398630, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2071251213, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x19F1C5DE, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x2EAA9ECA, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0xFAF08F25, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x87792834, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x0D58AEE0, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0xA3FCD225, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x7C4A82B9, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x99992CEA, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(0xF8FD483A, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x1E99E29C, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1981698119, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x88DFF5CA, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0xC01AE463, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0xAEE041EE, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x8C1070F9, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x4B918C5C, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x9D17BA39, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1542565804, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0xD402D783, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2090584072, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2257968128, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0xEFEF1EB5, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0xD3756822, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x5BCFCF5C, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(609350323, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2323235170, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(0xE2F08747, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1086906535, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1607184142, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x0A45B932, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1943833694, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(1185749008, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0xB643607E, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x9E529C50, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0xE2219F08, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0x2E2E7174, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2467041501, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2790644556, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(490261213, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(2987965748, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(540275132, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(0xED05E835, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(159031582, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3274577030, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(3489144381, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(4092709387, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(976876217, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(812637989, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3472497462, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(30401623, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(3634474977, x, y, z, 0, 0.00);SetStateOfClosestDoorOfType(804737190, x, y, z, 0, 0.00); SetStateOfClosestDoorOfType(0xA0583D78,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xED9F86C6,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x1D0E65A3,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xE64CF26A,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x33A00D13,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x71056188,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xB448AFC1,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x3EA24472,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xF5411096,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x95B7AB30,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x6E067039,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xDA58C8E0,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xA96F0F0F,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xABBB242F,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x301F2CE5,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x0F5E06B2,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x4170CF74,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x820550A0,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x959BF7CD,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x4BFD4A54,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x02753731,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x3DA14691,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x7EA03976,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x19056E42,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x155FC327,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x0F0D8432,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xC63CD5E1,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xDE316DB9,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x2154F3F3,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x6A393178,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x88F96EF8,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x5C58553C,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xC7C612C1,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xC3326B70,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xECB45FC5,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x9EE94424,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x62EFA672,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xB2BFC60D,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xF228EAA2,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x08E79743,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x3E908284,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x171BD4FB,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x294EF961,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x0F979408,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xF8006406,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xDC1BAC55,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x571AE7DD,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x7B3B301D,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x7638B2E3,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xF12751DC,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xA289AAA3,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x43AF35C4,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xCDC2CA01,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x0380B821,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x192E637C,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x1686E847,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xE041FB8A,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x411E7CC1,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xF6754B91,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x12AD398D,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x00681503,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xF5A16A96,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xF5F2C70B,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x1BD24D4D,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x1849AC53,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xA4A99B70,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x765C3ED2,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0xCF42FCF5,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x92E48439,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x4C11C88D,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x8CFDCA78,x,y,z,0,0.00);SetStateOfClosestDoorOfType(0x0D4E5801,x,y,z,0,0.00); } this opens: layers/offices/museum/MAJESTIC!!(great interior!)/bank/projects/every door i could find! (when pressing F10, most times hold button while walking through) dont remember where most of them doors at... didnt find any doors in prison tough there are many refrences any1 want a new ASI? Edited February 3, 2009 by HippieCommunist Link to comment Share on other sites More sharing options...
JKM Posted February 2, 2009 Share Posted February 2, 2009 me :> Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 2, 2009 Share Posted February 2, 2009 HERE ya go... Link to comment Share on other sites More sharing options...
JKM Posted February 2, 2009 Share Posted February 2, 2009 thanks forks fine ... but i forgot most of the places xD i visited the church take a look xD Link to comment Share on other sites More sharing options...
SgtRiggs90 Posted February 2, 2009 Share Posted February 2, 2009 (edited) HippieCommunist, thanks a lot! Do Michelle's and Faustin's doors open, too? I tried to open them in my script but I couldn't. P.S. And could you remake this script replacing all -1.00 with 0.00, please? This will make the doors swing in both sides. Edited February 2, 2009 by SgtRiggs90 Link to comment Share on other sites More sharing options...
sjaak327 Posted February 2, 2009 Share Posted February 2, 2009 HippieCommunist, thanks a lot! Do Michelle's and Faustin's doors open, too? I tried to open them in my script but I couldn't. P.S. And could you remake this script replacing all -1.00 with 0.00, please? This will make the doors swing in both sides. Yep, otherwise, you can only enter in some place, but not exit or vice versa Link to comment Share on other sites More sharing options...
SgtRiggs90 Posted February 2, 2009 Share Posted February 2, 2009 sjaak327, why? With -1.00 door swings to open, with 0.00 it swings to close. The difference is just default position of the door. Link to comment Share on other sites More sharing options...
sjaak327 Posted February 2, 2009 Share Posted February 2, 2009 (edited) sjaak327, why? With -1.00 door swings to open, with 0.00 it swings to close. The difference is just default position of the door. Well, I tried the lawer's office, I can only open the door from one side not from the other side, so clearly the parm is wrong, as before using the code I have posted earlier, I could open the door from both sides. It might just be a case of wrong hash though in the code posted by Hippie communist. also this is what I'm using on the lawer doors (there are only two doors that need opening by the way, probably only one in fact: SetStateOfClosestDoorOfType(0xed9f86c6,x1,y1,z1,0,1); SetStateOfClosestDoorOfType(0x1d0e65a3, x1, y2, z1,0,1); This enables me to open them from both sides, in the code from hippiecommunist, I could only open the door when I was outside the office, of course I'm explicitely passing the coords. Edited February 2, 2009 by sjaak327 Link to comment Share on other sites More sharing options...
SgtRiggs90 Posted February 2, 2009 Share Posted February 2, 2009 sjaak327, as I said, the only difference between swing sides is default position of the door. I'm convering now all the HEX to INT for my script now and I'll check both scripts. Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 3, 2009 Share Posted February 3, 2009 oh! sure... i can confirm that the prison gates are opened, the project where you have noose raid with playboy also opened... pretty sure all openable doors are openable ^_^ *edit so should i put 0.0 or 1?? Link to comment Share on other sites More sharing options...
DHoff Posted February 3, 2009 Share Posted February 3, 2009 (edited) Ok. I'm Completely confused about this. Where would I edit this? Edited February 3, 2009 by DHoff Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 3, 2009 Share Posted February 3, 2009 (edited) ok setting it to 0.0 it opens both sides... so and confirmation about Vlad's restorant opening from both sides oh and as for the prison gates... to get them to open, you need to stand near the gate's linchpin (near the wall end of the gate) then push it and get through fast meaning that the coords are of that point Edited February 3, 2009 by HippieCommunist Link to comment Share on other sites More sharing options...
SgtRiggs90 Posted February 3, 2009 Share Posted February 3, 2009 (edited) HippieCommunist, your code doesn't open Michelle's and Faustin's doors. And what you meant when you said that the Majestic's interior opens? From the roof or from the entrance? And there's problem when entering interiors such as bank: it loads only when the door opens, so we need some time before entering to see a nice picture Also, I think, it's better when we use the exact door's coordinates instead of player's, because, also in a bank, you must open each door separately, and still you can't open the doors when you're in a car (you should be right about the door). P.S. I have converted your script to Alice, with converting all HEX to DEC, and I want to say it crashes the game. So some hashes don't belong to the doors that can be opened with SET_STATE_OF_CLOSEST_DOOR_OF_TYPE. We have to check them. Edited February 3, 2009 by SgtRiggs90 Link to comment Share on other sites More sharing options...
sjaak327 Posted February 3, 2009 Share Posted February 3, 2009 (edited) HippieCommunist, your code doesn't open Michelle's and Faustin's doors. And what you meant when you said that the Majestic's interior opens? From the roof or from the entrance? And there's problem when entering interiors such as bank: it loads only when the door opens, so we need some time before entering to see a nice picture Also, I think, it's better when we use the exact door's coordinates instead of player's, because, also in a bank, you must open each door separately, and still you can't open the doors when you're in a car (you should be right about the door). Correct, to explicitely open the bank doors use something like: x=-27,57;y=-463,55;z=16,27;SetStateOfClosestDoorOfType(0xe64cf26a, x, y, z,0,-1); //openSetStateOfClosestDoorOfType(0xe64cf26a, x, y, z,1,0); //close this will open the most left door at the bank, to close use the second line. The interiors get loaded regardless of the status of the door, as I teleported to places like the bank and the lawers office, it takes a while (like in a second or so) but they do load. Indeed using explicit coords, will let you open the doors, without being right in front of them. Edited February 3, 2009 by sjaak327 Link to comment Share on other sites More sharing options...
SgtRiggs90 Posted February 3, 2009 Share Posted February 3, 2009 Here are the exact doors of the bank, I've already wrote such code in this thread: SetStateOfClosestDoorOfType(3863802474, -27.90, -462.90, 15.60, 0, 0.00)SetStateOfClosestDoorOfType(866127123, -27.57, -465.90, 16.27, 0, 0.00)SetStateOfClosestDoorOfType(3863802474, -27.57, -466.55, 16.27, 0, 0.00)SetStateOfClosestDoorOfType(866127123, -27.57, -469.55, 16.27, 0, 0.00) The interiors get loaded regardless of the status of the door, as I teleported to places like the bank and the lawers office, it takes a while (like in a second or so) but they do load. No, when I use my script, as I already said, it gets loaded before I enter. Actually, I see a transparent line above the door when I open it - that means the interior is being joined the world at this time, and it's getting loaded while I'm approaching the bank. Link to comment Share on other sites More sharing options...
sjaak327 Posted February 3, 2009 Share Posted February 3, 2009 Here are the exact doors of the bank, I've already wrote such code in this thread: SetStateOfClosestDoorOfType(3863802474, -27.90, -462.90, 15.60, 0, 0.00)SetStateOfClosestDoorOfType(866127123, -27.57, -465.90, 16.27, 0, 0.00)SetStateOfClosestDoorOfType(3863802474, -27.57, -466.55, 16.27, 0, 0.00)SetStateOfClosestDoorOfType(866127123, -27.57, -469.55, 16.27, 0, 0.00) The interiors get loaded regardless of the status of the door, as I teleported to places like the bank and the lawers office, it takes a while (like in a second or so) but they do load. No, when I use my script, as I already said, it gets loaded before I enter. Actually, I see a transparent line above the door when I open it - that means the interior is being joined the world at this time, and it's getting loaded while I'm approaching the bank. Well the code for the bank doors were written about two weeks ago in this thread and well, you seem to agree with me, as I said that the interiors get loaded regardless of the state of the doors, you just confirmed it Link to comment Share on other sites More sharing options...
SgtRiggs90 Posted February 3, 2009 Share Posted February 3, 2009 the interiors get loaded regardless of the state of the doors No, I just rechecked it. For some reason, when I open the doors with the script that uses player's coordinates, when I enter the bank Niko disappears for one second and appears again with all the interior, and it happens every time I enter the bank. But, when I open the bank with my script that uses the exact coords of the door, it loads normally every time ...I see you don't trust me , I will now make a video to prove it. Also, I have corrected the script I have done by converting Hippie's one. It now doesn't crash the game, and the only thing I did is removing commands for hashes less than 9 digits. They are not the doors for sure. Link to comment Share on other sites More sharing options...
sjaak327 Posted February 3, 2009 Share Posted February 3, 2009 the interiors get loaded regardless of the state of the doors No, I just rechecked it. For some reason, when I open the doors with the script that uses player's coordinates, when I enter the bank Niko disappears for one second and appears again with all the interior, and it happens every time I enter the bank. But, when I open the bank with my script that uses the exact coords of the door, it loads normally every time ...I see you don't trust me , I will now make a video to prove it. Also, I have corrected the script I have done by converting Hippie's one. It now doesn't crash the game, and the only thing I did is removing commands for hashes less than 9 digits. They are not the doors for sure. I do trust you, I'm just claiming that it doesn't matter whehter or not the doors are open, the interiors is loaded when I: - Open the door using exact coords - Teleport inside from anywhere - Go through the door teleport style. And trust me on this, as I have been entering that building in those three ways many times. Of course maybe you're saying that the loading is better when you open the door using exact coords, but the overall result is the same, you're inside the building with full interior loaded, it will just take a second or so. Link to comment Share on other sites More sharing options...
SgtRiggs90 Posted February 3, 2009 Share Posted February 3, 2009 I've just uploaded my video. It shows opening the bank doors with using the script with player's coords and with door's nearest coords. It's not to prove something, but it's to show what's the problem. Here's my video on YouTube. Please, watch it because we need to solve this. Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 3, 2009 Share Posted February 3, 2009 the chinese restaurant also opens and so does the back kitchen door... we can now totally do missions our way!! Link to comment Share on other sites More sharing options...
DHoff Posted February 3, 2009 Share Posted February 3, 2009 (edited) NVM... Edited February 3, 2009 by DHoff Link to comment Share on other sites More sharing options...
r3df0x Posted February 3, 2009 Share Posted February 3, 2009 Is it possible to save in the flat in hove beach? Great work but the way^^ Now i only need a script to get Romans taximissions alive. Link to comment Share on other sites More sharing options...
buzbegone Posted February 3, 2009 Share Posted February 3, 2009 What interiors are confirmed so far or are expecter to be opened in your mod, Hip? Link to comment Share on other sites More sharing options...
sjaak327 Posted February 3, 2009 Share Posted February 3, 2009 Is it possible to save in the flat in hove beach? Great work but the way^^ Now i only need a script to get Romans taximissions alive. No, but you might want to check out the register_save_house native. And possibly the enable_save_house native A bit uneccessary as there is a save everywhere option in any case. Link to comment Share on other sites More sharing options...
sjaak327 Posted February 3, 2009 Share Posted February 3, 2009 I've just uploaded my video. It shows opening the bank doors with using the script with player's coords and with door's nearest coords. It's not to prove something, but it's to show what's the problem. Here's my video on YouTube. Please, watch it because we need to solve this. Right, so the player disappears for a minute, of course this is no biggy, it doesn't happen with teleporting or going through the door using teleport like feature, which I believe is the easiest way to make them accessible. Also the interior gets loaded when you first enter the room (by any means possible) and will only be reloaded if you move away far enough. Link to comment Share on other sites More sharing options...
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