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JonSyn

help with main.scm

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JonSyn

i posted this in the wrong thread i guess lol so i reposted here.

 

 

i been working on a mod for gta sa and im getting along pretty good, till i got to the main.scm part. im using spaceeinsteins all in one modded main.scm and im trying to remove the main story missions and intro with the airport and tenpenny but keep the mini game things. like pool and the slots and poker and arcade games and such and the extra gta2 missions that are in it. but i cant figure out how to do it . been going at just that part for over 2 weeks now and i cant make it work at all. i even tryed starting with a stripped main.scm and adding the spaceeinstein parts i want but still no go. i been reading tutorials and posts and everything and it really makes no sence to me. so i broke down and decided to ask for help and i hope someone is willing to help me out . if someone could please do this for me i would greatly appreciate it .

 

i uploaded the rar'ed main.scm and script.img im using to megaupload so i dunno if its ok to use here, if not please remove the link but not my post im very desperate .

 

 

Edited by PatrickW

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trickstar34

Well can you put your main.scm in a .zip so I can access it easier?

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JonSyn

yep

sorry im so used to rar'ing everything i didnt even think about it

 

<<<REMOVED>>>

 

thanks for any help

Edited by PatrickW

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ZAZ

 

i posted this in the wrong thread i guess lol so i reposted here.

 

 

i been working on a mod for gta sa and im getting along pretty good, till i got to the main.scm part. im using spaceeinsteins all in one modded main.scm and im trying to remove the main story missions and intro with the airport and tenpenny but keep the mini game things. like pool and the slots and poker and arcade games and such and the extra gta2 missions that are in it. but i cant figure out how to do it . been going at just that part for over 2 weeks now and i cant make it work at all. i even tryed starting with a stripped main.scm and adding the spaceeinstein parts i want but still no go. i been reading tutorials and posts and everything and it really makes no sence to me. so i broke down and decided to ask for help and i hope someone is willing to help me out . if someone could please do this for me i would greatly appreciate it .

 

i uploaded the rar'ed main.scm and script.img im using to megaupload so i dunno if its ok to use here, if not please remove the link but not my post im very desperate .

 

 

You´re not allowed to provide a download of other peoples work.

Do you wonna just skip the intro mission or do you wonna remove all missions?

Edited by PatrickW

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PatrickW

Indeed, download links removed.

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JonSyn

i want all the main story line missions removed , including the intro at the air port.

but i wanna keep the gta2 missions and the spaceeinstein mod

 

sorry i didnt know i couldnt post that.

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ZAZ

 

i want all the main story line missions removed , including the intro at the air port.

but i wanna keep the gta2 missions and the spaceeinstein mod

 

sorry i didnt know i couldnt post that.

It´s a complex work to remove the missions and its starterscripts and keep the sidefeatures working.

You need experience of editing main.scm and should start with a stripped main.

Then read tutorial to learn how to insert scripts.

And if you got it you can download my Stripped main with externscripts and submissions and insert it in that.

 

Another way could be to set the mission check variables to the "acomplish"-value

exemple:

 

0004: $SWEET_TOTAL_PASSED_MISSIONS = 9 

 

but this will be the same like playing the game from beginning and ingnore just the missions.

 

The settings to make side features work or to give access to the whole SA are mostly in the mission scripts itself.

Or in the CELLFON and Mobile threads.

 

the start code for the Intro mission is in the main thread, search for

0417: start_mission 2

this mission script includes also important settings for the following gameplay

especially settings for the parachute script, so you can´t play parachuting if the intro mission was not executed.

 

 

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JonSyn

i tryed using a stripped main.scm and taking the parts of the spaceeinstein mod out of the main.scm i have but it didnt work right. it would freeze randomly. i was looking for just the spaceeinstein all in one mod that wasnt already added to the main.scm so i could just add that to the stripped main but i cant find one so i doubt there is one. and trying to pull it out of one and add it to another isnt a task for a n00b lol. just sucks i put alot of time into this and now im stuck on this. i have replaced almost every vehicle , a ton of textures and loads of ped skins and othere stuff. i just wanted to make a good gta sa mod for xbox but its starting to look like its not gunna happen. cryani.gif been nice if i could find a stripped main with the spaceeinstein mod allready on it.

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james227uk

When you say for xbox limits the possibilities.

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JonSyn

how so? i cant run cleo mods is all iv found.

i can redo the whole map, add new cars if i drop the poly counts , change skins, add scripts to main.scm....etc. as long as i dont go over a 740mb gta3.img im golden. which with almost all ehicles replaced and tons of new textures for the world im at 738mb. and othere then a slight slow down in frame rate when theres storm weather , which im sure i can fix if i resize the images in the vehicle txd's ,i havent had a freeze or a crash till i started messing with the main.scm to nix the main story. as of right now if i could just find the few scripts that the spaceeinstein mod has i use , petrol, speddometer, the car and ped spawner, enerable interiors, and dual guns , id be a happy pappy. biggrin.gif

Edited by JonSyn

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ZAZ
and trying to pull it out of one and add it to another isnt a task for a n00b lol.

your whole plan isnt a task for a n00b

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JonSyn

well everyone was a n00b at one point. and xbox may not be able to run high poly hi res vehicles and cleo mods i feel what i have done so far is pritty awesome since every gta sa mod iv played is a handful of cars and mcD's and burgerking textures. basicly and without the main missions in the game im free to rearrange the world as i see fit without worring that a part of the story line is gunna crash. as it is like i said if i could find the few scripts that match the ones in spaceeinsteins all in one mod i would gladly just use a stripped main.scm since it would most likly be alot easier. but i cant find the mods i need and not do to lack of searching, possably do to searching in the wrongs spots tho.

 

and as for my whole plan not being a task for a n00b, i guess youve always been a coder and gta modder ? since birth? i mean you started somewhere right? had a idea of what u wanted to do and found a way to do it. so i think ill just start with the stripped main and build up it may take longer but ill have a better chance at grasping the scripting process that way on my own. thanks for the help guys and i totaly dig the site and community biggrin.gif thanks guys

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ZAZ
well everyone was a n00b at one point. and xbox may not be able to run high poly hi res vehicles and cleo mods i feel what i have done so far is pritty awesome since every gta sa mod iv played is a handful of cars and mcD's and burgerking textures. basicly and without the main missions in the game im free to rearrange the world as i see fit without worring that a part of the story line is gunna crash. as it is like i said if i could find the few scripts that match the ones in spaceeinsteins all in one mod i would gladly just use a stripped main.scm since it would most likly be alot easier. but i cant find the mods i need and not do to lack of searching, possably do to searching in the wrongs spots tho.

 

and as for my whole plan not being a task for a n00b, i guess youve always been a coder and gta modder ? since birth? i mean you started somewhere right? had a idea of what u wanted to do and found a way to do it. so i think ill just start with the stripped main and build up it may take longer but ill have a better chance at grasping the scripting process that way on my own. thanks for the help guys and i totaly dig the site and community biggrin.gif thanks guys

I started also as n00b, and read first the readme of the editor, first trails with parked cars then used a stripped main and insert a mod thread, then started to write my first little thread to spawn an actor with weapon.

I needed a long time to understand everything of Bart Waterducks readme of BWMissionBuilder.

Looking in original script to adapt fragments, writing own scripts, trail and error lets grow a knowledge of praxis but step step and needs it´s time.

Thread integration into main.scm is basic knowledge. Install extern scripts is a bit more advanced.

Spaceeinsteins mods are for a part normal threads and for another part extern scripts.

But its really no problem to find these in his main script.

A problem could be if he set global variabel checks to communicate with other scripts.

I looked into your uploaded main and saw that you deleted all create_thread lines of gamestart inclusiv the mod threads.

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JonSyn

i can find spaceeinstens mods in the original main and i actualy got it to work with a stripped main but it stil crashs on parts. so i tryed using your stripped main with eternals and subs and adding a petrol/speedo mod i found but when i try to recompile i get this error .......

 

memory beyond the defined range has been accessed.

 

 

DEFINE MEMORY 45441

 

 

or higher to alocate enough memory. then recompile.

 

im using BW's SA mission builder v0.33

 

 

i didnt mess with the main i uploaded it was the original of what i had started with.

but i think once i figure out this error and how to recompile successfuly ill have made a good step forward on this.

 

EDIT: im such a moron lol , i fixed the error now it compiles tounge.gif

but it freezes after a fee seconds into the game.

Edited by JonSyn

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ZAZ

 

i can find spaceeinstens mods in the original main  and i actualy got it to work with a stripped main but it stil crashs on parts. so i tryed using your stripped main with eternals and subs and adding a petrol/speedo mod i found but when i try to recompile i get this error .......

 

memory beyond the defined range has been accessed.

 

 

DEFINE MEMORY 45441

 

 

or higher to alocate enough memory. then recompile.

 

im using BW's SA mission builder v0.33

 

 

i didnt mess with the main i uploaded it was the original of what i had started with.

but i think once i figure out this error and how to recompile successfuly ill have made a good step forward on this.

 

EDIT: im such a moron lol , i fixed the error now it compiles  tounge.gif

but it freezes after a fee seconds into the game.

A reason can be that you hit the limit of the main size because of adding much threads.

The missionbuilder normaly give you the info by compiling

user posted image

size 4 first segments, the limit is by 200 000

 

other reason can be like I said before:

A problem could be if he set global variabel checks to communicate with other scripts

do you have the game now on pc or only the console version?

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JonSyn

i just changed this line to have the same define memory as the error said to have

 

DEFINE MEMORY 45441 ; Equals Mission Builder type global variable range $2 to $11224

 

and it compiled. but the issue im having now is with the script i added not working. the script i found came with the source and directions how to install it to a scm and i folowed them and it crashs my game. im using your stripped main with externscripts and submissions . i have a pc version and console version.

ill test it out in that see what happens

 

EDIT: my god man, i forgot to clear the cache and delete the savgame from the xbox after i switched the script. it was freezing everytime id get the phone call from ceasar. seams to be working now and the gas/speedometor mod is working. i think i need to get some sleep , been going at this since like 3am , almost 24 hours. lol

Edited by JonSyn

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ZAZ

 

i just changed this line to have the same define memory as the error said to have

and it compiled.

 

 

 

yes, thats correct.

 

but the issue im having now is with the script i added not working. the script i found came with the source and directions how to install it to a scm and i folowed them and it crashs my game. im using your stripped main with externscripts and submissions . i have a pc version and console version.

ill test it out in that see what happens

 

so I must see that script, post it here if you have permission or give a link to the source

or is it a part of the All in one?

 

Please note:

Its possible to compile and copy the main.scm while game is running, and update the game by starting new game

but just for testing

Generaly it needs allways the main.scm and script.img of the same compiling process.

But the script.img can not copied into game while game is running.

So you must first quit the game and copy main and script into game.

 

Reasons which needs main.scm and script.img of the same compiling process are:

- testing a extern script which starts a thread in the main part like Basketball script.

- editing extern scripts

- adding threads, mission scripts or extern scripts

- adding subroutines

 

the Allinone mod includes an extern script which starts a thread in the main part

its the externscript:

 

03A4: name_thread 'CARDRV'

 

and it starts:

 

004F: create_thread ££INTROSH_1

 

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JonSyn

i used the AKMOD from gtagarage.com the source is in the download. i got it to work after i tested it on the pc and it worked it hit me that i had to clear the xbox's cache and delete the save game file it makes automaticly. its nice to finaly acomplish something, even tho it would have took anyone else minutes lol im still happy i got it workin

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ZAZ
i used the AKMOD from gtagarage.com the source is in the download.

there are more than one downloads

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JonSyn

oh lol, its the 3rd download in the list the AKMod FULL v1.8 i linked to it.

i think theres gunna be a dificulty using mods that involve key presses since the xbox controller is way difrent then a keyboard and mouse. but im reading theu the link to the script tutorial you gave me hopefully itll help

Edited by JonSyn

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ZAZ
oh lol, its the 3rd download in the list the AKMod FULL v1.8 i linked to it.

i think theres gunna be a dificulty using mods that involve key presses since the xbox controller is way difrent then a keyboard and mouse. but im reading theu the link to the script tutorial you gave me hopefully itll help

this download file includes Source.txt

did you copied the scripts from Source.txt or did you decompile the main.scm to copy the scripts ?

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JonSyn

i used the source.txt to put it into the stripped main.scm, then i decompiled the main.scm that cam with the mod and checked it against my version to make sure i had it setup right. but i was a little sketchy on it since in the scm its way difrent looking then in the source

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ZAZ

 

i used the source.txt to put it into the stripped main.scm, then i decompiled the main.scm that cam with the mod and checked it against my version to make sure i had it setup right. but i was a little sketchy on it since in the scm its way difrent looking then in the source

yes, the decompiling process gives the global variables new names.

take the source text!

I did it also and added the scripts into my stripped main with externscripts and submissions

I downloaded it and decompiled it to have the same base as you.

Akmod in_stippedmain_with_externscripts_and_submissions.txt works without problems.

 

look into the source.txt and copy these lines:

 

004F: create_thread ££SpeedCounter004F: create_thread ££FuelManagement004F: create_thread ££PetrolCar004F: create_thread ££PetrolStation004F: create_thread ££SlowTime   004F: create_thread ££HeliMagnet004F: create_thread ££WeaponSelect 004F: create_thread ££CarSelect004F: create_thread ££GivenTake

 

and add them to list of create_thread lines at the beginning of the main part

 

now the scripts of the source.txt, it beginns with the instruction:

Put these lines before:

;-------------Mission 0---------------

; Originally: Initial 1

 

the scripts itself for copy beginns with

 

; ======================================================================================; SpeedCounter; ======================================================================================:SpeedCounter0004: $SC_Driving = 0;; integer values

 

 

and ends with

 

:CS_WaitUnpressKey_End0001: wait  0 ms00D6: if  180E1:   key_pressed  0  16  ;; sprint pressed80E1:   key_pressed  0  18  ;; crouch pressed004D: jump_if_false ££CS_WaitUnpressKey_End03E6: remove_text_box018C: play_sound  1052 at  0.0  0.0  0.0015D: set_gamespeed  1.004D7: lock_actor $PLAYER_ACTOR in_current_position  001B4: set_player $PLAYER_CHAR frozen_state  1 (frozen)0002: jump ££CS_Loop

 

 

after that are only additional instructions:

 

And to finish, the GXT files modifications:

-------------------------------------------

 

To modify GXT files, use for example 'GTA SA GXT Editor' by Hammer.

 

 

 

 

Add the script above of

;-------------Mission 0---------------

 

 

the end of your addon should look like that:

 

 

 

:CS_WaitUnpressKey_End0001: wait  0 ms00D6: if  180E1:   key_pressed  0  16  ;; sprint pressed80E1:   key_pressed  0  18  ;; crouch pressed004D: jump_if_false ££CS_WaitUnpressKey_End03E6: remove_text_box018C: play_sound  1052 at  0.0  0.0  0.0015D: set_gamespeed  1.004D7: lock_actor $PLAYER_ACTOR in_current_position  001B4: set_player $PLAYER_CHAR frozen_state  1 (frozen)0002: jump ££CS_Loop;-------------Mission 0---------------; Originally: Initial 1

 

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JonSyn

yep it works great my sons been running around for almost 5 hours now without a crash biggrin.gif

ZAZ did you get the "save anywhere mod" to work n your stripped main? i seen a few years back you had a post about issues with it. and thats the next mod im trying to add but im not sure on the gosub things so im still searching for help

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ZAZ

 

yep it works great my sons been running around for almost 5 hours now without a crash  biggrin.gif

ZAZ did you get the "save anywhere mod" to work n your stripped main? i seen a few years back you had a post about issues with it. and thats the next mod im trying to add but im not sure on  the gosub things so im still searching for help

No, I didnt add it. You mean Bart Waterducks script of the All in one mod.

He just made a gosub to R* original PSavescript

0050: gosub ££PSAVE1_118

How old are your sons?

 

 

Edited by ZAZ

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JonSyn

my son is 3 1/2.

ahh tried adding some missions and now i get entirely random crashs

 

 

Edited by JonSyn

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ZAZ
my son is 3 1/2.

ahh tried adding some missions and now i get entirely random crashs

please describe a bit more detailed, what have done?

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