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trickstar34

Setting Last Mission names in Save File

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trickstar34

I can't find any opcode to change the name of the last mission passed for a save game mod I am making, does anybody know what it is, or do I have to hex edit it?

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ZAZ
I can't find any opcode to change the name of the last mission passed for a save game mod I am making, does anybody know what it is, or do I have to hex edit it?

 

0318: set_latest_mission_passed 'SWEET_5'

 

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trickstar34

It's not working. It saves the game but it still says "In The Beginning" when I load. Also when I load with an exe that didn't make it, it goes to the airport like a new game and doesn't add them.

Edited by trickstar34

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ZAZ

 

It's not working. It saves the game but it still says "In The Beginning" when I load. Also when I load with an exe that didn't make it, it goes to the airport like a new game and doesn't add them.

 

FXT

 

SAVEGM Extra Gang Wars

 

 

 

It works by me

I have Extra Gang Wars as gameload slot name

 

 

{$CLEO .cs}:SAVEGMthread "SAVEGM" :SAVEGM_10wait 0 0AB0:   key_pressed 67//--- key C jf @SAVEGM_10 0318: set_latest_mission_passed 'SAVEGM' Player.CanMove($PLAYER_CHAR) = False03D8: show_save_screen :SAVEGM_45wait 100 03D9:   save_done jf @SAVEGM_45 :SAVEGM_58wait 100   Player.Defined($PLAYER_CHAR)jf @SAVEGM_58 Camera.Restore_WithJumpCutCamera.SetBehindPlayerPlayer.CanMove($PLAYER_CHAR) = True0A93: end_custom_thread

 

 

 

Btw. look to my save script:Tut savescipt

So much $ONMISSION = 0 and $ONMISSION = 1

Yes its nesssary. Otherwise the colored gangwar teritories will not be shown if a save was done while gangwar is activ.

 

Edited by ZAZ

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trickstar34

Can you upload it? Just tell me which script version you saved as, because when I load it it goes to the opening scene.

 

(Save Game)

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ZAZ

 

Can you upload it? Just tell me which script version you saved as, because when I load it it goes to the opening scene.

 

(Save Game)

hope it works

GTASAsf5.b

Had still your limit exe inthere, all other cleo scripts removed, original main.scm and script.img of V1

save done with script of my previous post

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trickstar34

Yours works, but the gang wars arent working, same with mine, any reasons why its not saving the Gang turfs?

 

http://gtasnp.com/18329 (v2 scripts)

 

@ZAZ

You don't need to upload to your server, you can just use gtasnp.com next time.

 

OK, I think I got things to work, but for only v1 exe, can someone with regular v1 exe test this for me so I know if it works?

 

http://gtasnp.com/18329 (v2 scripts)

Edited by trickstar34

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ZAZ

 

Yours works, but the gang wars arent working, same with mine, any reasons why its not saving the Gang turfs?

 

http://gtasnp.com/18329 (v2 scripts)

Why should the gangwar be active with my savegame?

Please read my previous post and the post before the previous post carefull

 

 

You don't need to upload to your server, you can just use gtasnp.com next time.

oh, cool

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trickstar34

Oh, didn't know that, can you test out my save on the exe that came with v1 so I know its ready to be released? It should have the "Extra Gang Wars" and gang wars enabled with a couple extra territories in the residential ares in all of the major cities.

Edited by trickstar34

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ZAZ
Oh, didn't know that, can you test out my save on the exe that came with v1 so I know its ready to be released? It should have the "Extra Gang Wars" and gang wars enabled with a couple extra territories in the residential ares in all of the major cities.

I tried GTASAsf4.b and GTASAsf5.b, both have Extra Gang Wars as gameload slot name.

Both crashed then after loading. I tried my V1 hudlum exe and your limit exe

 

 

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trickstar34

OK, I have some that worked after finally noticing your post about your tutorial, I guess the $ONMISSION really does effect it, on several exe's for me and nerner, can you try the v1 one on my GTAGarage?

Edited by trickstar34

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Deji

 

OK, I have some that worked after finally noticing your post about your tutorial, I guess the $ONMISSION really does effect it, on several exe's for me and nerner, can you try the v1 one on my GTAGarage?

Really mercie_blink.gif

 

I managed to change save game name in my trainer without the use of that variable...

 

 

06D2: [email protected] = 'SAVENME' // @v = string0318: set_latest_mission_passed [email protected]  // Custom Save Name03E5: show_text_box [email protected]

 

 

It allows the user to turn the save name into whatever they want, including the use of colours and other stuff that is in gxt/fxt.

 

I can't see why it won't work unless another script is changing it back...

 

 

EDIT: Oops, just noticed you fixed it xD I don't pay attention tounge2.gif

Edited by Deji

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ZAZ
OK, I have some that worked after finally noticing your post about your tutorial, I guess the $ONMISSION really does effect it, on several exe's for me and nerner, can you try the v1 one on my GTAGarage?

Ok, I tested. Savefile works so far.

It has Extra Gang Wars as gameload slot name

CJ appears at original Gamestart location without any weapon.

Territories are colored.

 

But gangwar is not startable.

No missionstarter available, no enex of Grovestreet hous. Vigilante is not startable.

Game seems to be in onmission state.

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trickstar34

OK here is my code. I think I found it, but if I change it, it would get rid of gang wars. The $ONMISSION variable isn't taken off 1 until the player has already saved the game.

 

{$CLEO .cs}thread "SAVE":RESTARTwait 0if $ONMISSION == 1then jump @RESTARTend{014B: [email protected] = init_parked_car_generator #FBITRUCK color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2488.937 -1661.29 13.3359 angle 90.0 014C: set_parked_car_generator [email protected] cars_to_generate_to 101}076A: set_zone 'RIH1a' dealer_density_to 0076C: set_zone 'RIH1a' gang 2 density_to 70076A: set_zone 'RIH1b' dealer_density_to 0076C: set_zone 'RIH1b' gang 2 density_to 70076A: set_zone 'RIH2' dealer_density_to 0076C: set_zone 'RIH2' gang 2 density_to 70076A: set_zone 'RIH3a' dealer_density_to 0076C: set_zone 'RIH3a' gang 2 density_to 70076A: set_zone 'RIH3b' dealer_density_to 0076C: set_zone 'RIH3b' gang 2 density_to 70076A: set_zone 'RIH4' dealer_density_to 0076C: set_zone 'RIH4' gang 2 density_to 70076A: set_zone 'RIH5a' dealer_density_to 0076C: set_zone 'RIH5a' gang 2 density_to 70076A: set_zone 'RIH5b' dealer_density_to 0076C: set_zone 'RIH5b' gang 2 density_to 70076A: set_zone 'RIH5a' dealer_density_to 0076C: set_zone 'RIH6a' gang 2 density_to 70076A: set_zone 'RIH6b' dealer_density_to 0076C: set_zone 'RIH6b' gang 2 density_to 70076A: set_zone 'MUL1a' dealer_density_to 0076C: set_zone 'MUL1a' gang 0 density_to 70076A: set_zone 'MUL1b' dealer_density_to 0076C: set_zone 'MUL1b' gang 0 density_to 70076A: set_zone 'MUL1c' dealer_density_to 0076C: set_zone 'MUL1c' gang 0 density_to 70076A: set_zone 'MUL2a' dealer_density_to 0076C: set_zone 'MUL2a' gang 0 density_to 70076A: set_zone 'MUL2b' dealer_density_to 0076C: set_zone 'MUL2b' gang 0 density_to 70076A: set_zone 'MUL3' dealer_density_to 0076C: set_zone 'MUL3' gang 0 density_to 70076A: set_zone 'MUL4' dealer_density_to 0076C: set_zone 'MUL4' gang 0 density_to 70076A: set_zone 'MUL5a' dealer_density_to 0076C: set_zone 'MUL5a' gang 0 density_to 70076A: set_zone 'MUL5b' dealer_density_to 0076C: set_zone 'MUL5b' gang 0 density_to 70076A: set_zone 'MUL5c' dealer_density_to 0076C: set_zone 'MUL5c' gang 0 density_to 70076A: set_zone 'MUL6' dealer_density_to 0076C: set_zone 'MUL6' gang 1 density_to 70076A: set_zone 'MUL7a' dealer_density_to 0076C: set_zone 'MUL7a' gang 0 density_to 70076A: set_zone 'MUL7b' dealer_density_to 0076C: set_zone 'MUL7b' gang 0 density_to 70076A: set_zone 'CITYS' dealer_density_to 0076C: set_zone 'CITYS' gang 0 density_to 70076A: set_zone 'OCEAF1' dealer_density_to 2076C: set_zone 'OCEAF1' gang 0 density_to 70076A: set_zone 'OCEAF2' dealer_density_to 2 076C: set_zone 'OCEAF2' gang 2 density_to 70076A: set_zone 'OCEAF3' dealer_density_to 2076C: set_zone 'OCEAF3' gang 2 density_to 70076A: set_zone 'BAYV' dealer_density_to 0  076C: set_zone 'BAYV' gang 0 density_to 70076A: set_zone 'PARA' dealer_density_to 0076C: set_zone 'PARA' gang 2 density_to 70076A: set_zone 'CALT' dealer_density_to 2076C: set_zone 'CALT' gang 0 density_to 70076A: set_zone 'DOH1' dealer_density_to 0076C: set_zone 'DOH1' gang 1 density_to 70076A: set_zone 'DOH2' dealer_density_to 0076C: set_zone 'DOH2' gang 1 density_to 70076A: set_zone 'JUNIHI' dealer_density_to 2076C: set_zone 'JUNIHI' gang 0 density_to 70076A: set_zone 'JUNIHO' dealer_density_to 2076C: set_zone 'JUNIHO' gang 2 density_to 70076A: set_zone 'LDM' dealer_density_to 2076C: set_zone 'LDM' gang 0 density_to 70076A: set_zone 'RSW1' dealer_density_to 2076C: set_zone 'RSW1' gang 0 density_to 70076A: set_zone 'RSW2' dealer_density_to 2076C: set_zone 'RSW2' gang 0 density_to 70076A: set_zone 'RSE' dealer_density_to 2076C: set_zone 'RSE' gang 0 density_to 70076A: set_zone 'GGC1' dealer_density_to 0076C: set_zone 'GGC1' gang 2 density_to 70076A: set_zone 'GGC2' dealer_density_to 0076C: set_zone 'GGC2' gang 2 density_to 70076A: set_zone 'BFLD1' dealer_density_to 2076C: set_zone 'BFLD1' gang 2 density_to 70076A: set_zone 'BFLD2' dealer_density_to 2076C: set_zone 'BFLD2' gang 2 density_to 70076A: set_zone 'WWE' dealer_density_to 2076C: set_zone 'WWE' gang 2 density_to 70076A: set_zone 'WWE1' dealer_density_to 2076C: set_zone 'WWE1' gang 2 density_to 70076A: set_zone 'REDW1' dealer_density_to 2076C: set_zone 'REDW1' gang 0 density_to 70076A: set_zone 'REDW2' dealer_density_to 2076C: set_zone 'REDW2' gang 0 density_to 70076A: set_zone 'REDW2' dealer_density_to 2076C: set_zone 'REDW2' gang 0 density_to 70076A: set_zone 'REDW2' dealer_density_to 2076C: set_zone 'REDW2' gang 0 density_to 70076A: set_zone 'PRP1' dealer_density_to 0076C: set_zone 'PRP1' gang 0 density_to 70076A: set_zone 'PRP2' dealer_density_to 0076C: set_zone 'PRP2' gang 0 density_to 70076A: set_zone 'PRP3' dealer_density_to 2076C: set_zone 'PRP3' gang 2 density_to 70076A: set_zone 'PRP4' dealer_density_to 2076C: set_zone 'PRP4' gang 2 density_to 70076A: set_zone 'CREE' dealer_density_to 0076C: set_zone 'CREE' gang 2 density_to 70076A: set_zone 'DRAG' dealer_density_to 0076C: set_zone 'DRAG' gang 1 density_to 70076A: set_zone 'MEAD' dealer_density_to 0076C: set_zone 'MEAD' gang 1 density_to 7008A3: update_respect_while_on_mission 10879: enable_gang_wars 1 090D: highlight_all_inactive_gang_zones_as_available_for_gangwars:SAVErepeatwait 0until 0AB0:   key_pressed 6700D6: if  00038:   $ONMISSION ==  0  // integer values004D: jump_if_false @SAVE055F: set_player $PLAYER_CHAR max_armour += 100 035F: actor $PLAYER_ACTOR armour += 2000004: $ONMISSION =  1  // integer values01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0001: wait  350 ms0318: set_latest_mission_passed 'SAVEGM1'Player.CanMove($PLAYER_CHAR) = False03D8: show_save_screenrepeat  wait 100until 03D9:   save_donerepeat  wait 100until Player.Defined($PLAYER_CHAR)Camera.Restore_WithJumpCutCamera.SetBehindPlayerPlayer.CanMove($PLAYER_CHAR) = True0004: $ONMISSION =  1  // integer values0001: wait  350 ms0004: $ONMISSION =  0  // integer valuesjump @SAVE0A93: end_custom_thread

 

Edited by trickstar34

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ZAZ

I think you understand that it needs onmission = 1 for the zone colores.

But to switch back into onmission = 0 it needs the script

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trickstar34

So if I take the current saves and just put a script in that says "$ONMISSION = 0" it will work?

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ZAZ

 

So if I take the current saves and just put a script in that says "$ONMISSION = 0" it will work?

this must be the solution, but let the script wait some seconds before it executes the change

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trickstar34

I'll try now.

 

OK, try this, v2 scripts.

I did it, the territories disapeared. It looks like I can't keep them can I?

 

http://gtasnp.com/18350

Edited by trickstar34

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ZAZ
I'll try now.

 

OK, try this, v2 scripts.

I did it, the territories disapeared. It looks like I can't keep them can I?

 

http://gtasnp.com/18350

I´m confused now and to lazy for testing savegames.

If you provide only a savegame, either the zones are not colored or the onmission state is activ.

You need to provide a cleo script to realize your plan.

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trickstar34

OK, code I used to fix.

 

thread 'Save'0004: $ONMISSION =  0:SAVErepeatwait 0until 0AB0:   key_pressed 6700D6: if  00038:   $ONMISSION ==  0  // integer values004D: jump_if_false @SAVE//055F: set_player $PLAYER_CHAR max_armour += 100 //035F: actor $PLAYER_ACTOR armour += 2000004: $ONMISSION = 1  // comment out in development, keep for fixing mission glitch01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0001: wait  350 ms0318: set_latest_mission_passed 'SAVEGM1'Player.CanMove($PLAYER_CHAR) = False0004: $ONMISSION =  003D8: show_save_screenrepeat  wait 100until 03D9:   save_donerepeat  wait 100until Player.Defined($PLAYER_CHAR)Camera.Restore_WithJumpCutCamera.SetBehindPlayerPlayer.CanMove($PLAYER_CHAR) = True0004: $ONMISSION =  1  // integer values0001: wait  350 ms0004: $ONMISSION =  0  // integer valuesjump @SAVE0A93: end_custom_thread

 

 

 

I'm going to have to give up on activating gang wars at the very start because it causes glitches, so I'll just set those without enabling gang wars.

And ZAZ, can you do me a favor and give me the v1 IPL barrier files? I just remembered that that will cause problems using a v1 game when the save was set up with v2 barriers, it will cause the weed in Are You Going to San Fierro and the factory from Yay Ka Boom Boom not to be there.

Edited by trickstar34

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ZAZ

 

And ZAZ, can you do me a favor and give me the v1 IPL barrier files? I just remembered that that will cause problems using a v1 game when the save was set up with v2 barriers, it will cause the weed in Are You Going to San Fierro and the factory from Yay Ka Boom Boom not to be there.

I have no barrier IPL

the barriers are set in the intro mission

 

0776: create_objects_in_object_group "BARRIERS1" 0776: create_objects_in_object_group "BARRIERS2"

 

additional settings are the forbidden_for_cars_cube

 

01E8: create_forbidden_for_cars_cube_cornerA -2696.464 1239.866 40.7599 cornerB -2665.359 2190.96 70.8125 01E8: create_forbidden_for_cars_cube_cornerA -2740.694 2233.618 40.8431 cornerB -2720.91 2338.224 80.4822 01E8: create_forbidden_for_cars_cube_cornerA -2695.584 1237.981 40.7328 cornerB -2664.417 1454.767 60.8126 01E8: create_forbidden_for_cars_cube_cornerA -2670.173 1203.331 50.4297 cornerB -2662.66 1237.707 60.5781 01E8: create_forbidden_for_cars_cube_cornerA -995.0013 -416.2032 30.4207 cornerB -940.5399 -251.8564 40.6762 01E8: create_forbidden_for_cars_cube_cornerA -205.8387 250.7443 7.2472 cornerB -131.0039 481.8496 15.9152 01E8: create_forbidden_for_cars_cube_cornerA -100.7515 -927.8298 18.0 cornerB -68.3752 -891.9871 14.0 01E8: create_forbidden_for_cars_cube_cornerA 609.7595 327.3437 15.8783 cornerB 429.8884 616.0168 20.289 01E8: create_forbidden_for_cars_cube_cornerA 317.1688 707.7672 7.0 cornerB 437.5726 709.0657 20.5578 01E8: create_forbidden_for_cars_cube_cornerA 391.1194 640.015 7.0 cornerB 402.2627 664.798 18.5098 01E8: create_forbidden_for_cars_cube_cornerA 289.2904 636.3991 7.8675 cornerB 409.4943 702.3849 20.0345 01E8: create_forbidden_for_cars_cube_cornerA 300.3153 718.7909 7.7846 cornerB 316.7906 781.0926 14.0795 01E8: create_forbidden_for_cars_cube_cornerA 254.9982 837.029 10.1731 cornerB 270.7453 929.2404 30.2553 01E8: create_forbidden_for_cars_cube_cornerA 210.7811 939.2068 10.9062 cornerB 249.4799 959.1111 30.2141 01E8: create_forbidden_for_cars_cube_cornerA 230.4545 946.0961 20.6674 cornerB 255.9772 969.2755 30.4776 01E8: create_forbidden_for_cars_cube_cornerA 249.4279 899.7975 10.5871 cornerB 268.6826 933.5995 30.3975 01E8: create_forbidden_for_cars_cube_cornerA 312.1081 694.1089 6.0 cornerB 324.0811 733.0005 10.0 01E8: create_forbidden_for_cars_cube_cornerA 324.4526 804.9198 9.6186 cornerB 332.8747 814.356 14.3925 01E8: create_forbidden_for_cars_cube_cornerA 1690.819 376.5103 28.1103 cornerB 1730.223 445.2955 30.8414 01E8: create_forbidden_for_cars_cube_cornerA 1643.536 227.3723 27.4457 cornerB 1673.062 295.5788 30.0815 01E8: create_forbidden_for_cars_cube_cornerA 1673.765 388.1013 40.2331 cornerB 1815.862 804.9291 10.0 01E8: create_forbidden_for_cars_cube_cornerA 1705.156 308.3448 20.0 cornerB 1710.948 316.4094 23.5612 01E8: create_forbidden_for_cars_cube_cornerA -12.7067 -1522.455 1.0 cornerB 80.8463 -1517.111 5.0 01E8: create_forbidden_for_cars_cube_cornerA -16.3392 -1532.882 0.0394 cornerB 69.3401 -1523.771 5.922 01E8: create_forbidden_for_cars_cube_cornerA 618.7253 -1189.606 18.0 cornerB 623.5441 -1161.981 22.0 01E8: create_forbidden_for_cars_cube_cornerA -33.4208 -1341.84 9.0 cornerB 35.3764 -1303.948 13.0 01E8: create_forbidden_for_cars_cube_cornerA -41.2393 -1385.87 8.0 cornerB -3.5883 -1368.856 10.5 01E8: create_forbidden_for_cars_cube_cornerA -1690.705 539.6102 30.3278 cornerB -1100.567 1140.569 50.735 01E8: create_forbidden_for_cars_cube_cornerA -1799.541 379.7155 16.0 cornerB -1780.199 392.2779 18.0 01E8: create_forbidden_for_cars_cube_cornerA -1092.429 1286.505 30.0 cornerB -1077.038 1319.495 35.0 01E8: create_forbidden_for_cars_cube_cornerA -1860.133 314.7891 38.0 cornerB -1638.563 557.4354 40.0 01E8: create_forbidden_for_cars_cube_cornerA -1737.333 455.9431 30.3573 cornerB -1710.363 500.6261 40.4891 01E8: create_forbidden_for_cars_cube_cornerA -1689.229 513.0995 30.2597 cornerB -1679.124 524.8383 40.25 01E8: create_forbidden_for_cars_cube_cornerA -1742.906 500.7302 30.4679 cornerB -1650.312 551.8201 40.7455

 

 

 

BARRIERS1 will be removed in LA1FIN2:

 

0777: delete_objects_in_object_group "BARRIERS1"

 

 

BARRIERS2 in SYN7

 

0777: delete_objects_in_object_group "BARRIERS2"

 

fourthermore the forbidden_for_cars_cube are removed

 

01E7: remove_forbidden_for_cars_cube_cornerA -2696.464 1239.866 40.7599 cornerB -2665.359 2190.96 70.8125 01E7: remove_forbidden_for_cars_cube_cornerA -2740.694 2233.618 40.8431 cornerB -2720.91 2338.224 80.4822 01E7: remove_forbidden_for_cars_cube_cornerA -2695.584 1237.981 40.7328 cornerB -2664.417 1454.767 60.8126 01E7: remove_forbidden_for_cars_cube_cornerA -995.0013 -416.2032 30.4207 cornerB -940.5399 -251.8564 40.6762 01E7: remove_forbidden_for_cars_cube_cornerA -205.8387 250.7443 7.2472 cornerB -131.0039 481.8496 15.9152 01E7: remove_forbidden_for_cars_cube_cornerA -100.7515 -927.8298 18.0 cornerB -68.3752 -891.9871 14.0 01E7: remove_forbidden_for_cars_cube_cornerA 609.7595 327.3437 15.8783 cornerB 429.8884 616.0168 20.289 01E7: remove_forbidden_for_cars_cube_cornerA 317.1688 707.7672 7.0 cornerB 437.5726 709.0657 20.5578 01E7: remove_forbidden_for_cars_cube_cornerA 391.1194 640.015 7.0 cornerB 402.2627 664.798 18.5098 01E7: remove_forbidden_for_cars_cube_cornerA 289.2904 636.3991 7.8675 cornerB 409.4943 702.3849 20.0345 01E7: remove_forbidden_for_cars_cube_cornerA 300.3153 718.7909 7.7846 cornerB 316.7906 781.0926 14.0795 01E7: remove_forbidden_for_cars_cube_cornerA 254.9982 837.029 10.1731 cornerB 270.7453 929.2404 30.2553 01E7: remove_forbidden_for_cars_cube_cornerA 210.7811 939.2068 10.9062 cornerB 249.4799 959.1111 30.2141 01E7: remove_forbidden_for_cars_cube_cornerA 230.4545 946.0961 20.6674 cornerB 255.9772 969.2755 30.4776 01E7: remove_forbidden_for_cars_cube_cornerA 249.4279 899.7975 10.5871 cornerB 268.6826 933.5995 30.3975 01E7: remove_forbidden_for_cars_cube_cornerA 312.1081 694.1089 6.0 cornerB 324.0811 733.0005 10.0 01E7: remove_forbidden_for_cars_cube_cornerA 324.4526 804.9198 9.6186 cornerB 332.8747 814.356 14.3925 01E7: remove_forbidden_for_cars_cube_cornerA 1690.819 376.5103 28.1103 cornerB 1730.223 445.2955 30.8414 01E7: remove_forbidden_for_cars_cube_cornerA 1643.536 227.3723 27.4457 cornerB 1673.062 295.5788 30.0815 01E7: remove_forbidden_for_cars_cube_cornerA 1673.765 388.1013 40.2331 cornerB 1815.862 804.9291 10.0 01E7: remove_forbidden_for_cars_cube_cornerA 1705.156 308.3448 20.0 cornerB 1710.948 316.4094 23.5612 01E7: remove_forbidden_for_cars_cube_cornerA -12.7067 -1522.455 1.0 cornerB 80.8463 -1517.111 5.0 01E7: remove_forbidden_for_cars_cube_cornerA -16.3392 -1532.882 0.0394 cornerB 69.3401 -1523.771 5.922 01E7: remove_forbidden_for_cars_cube_cornerA 618.7253 -1189.606 18.0 cornerB 623.5441 -1161.981 22.0 01E7: remove_forbidden_for_cars_cube_cornerA -33.4208 -1341.84 9.0 cornerB 35.3764 -1303.948 13.0 01E7: remove_forbidden_for_cars_cube_cornerA -41.2393 -1385.87 8.0 cornerB -3.5883 -1368.856 10.5 01E7: remove_forbidden_for_cars_cube_cornerA -1690.705 539.6102 30.3278 cornerB -1100.567 1140.569 50.735 01E7: remove_forbidden_for_cars_cube_cornerA -1799.541 379.7155 16.0 cornerB -1780.199 392.2779 18.0 01E7: remove_forbidden_for_cars_cube_cornerA -1092.429 1286.505 30.0 cornerB -1077.038 1319.495 35.0 01E7: remove_forbidden_for_cars_cube_cornerA -1860.133 314.7891 38.0 cornerB -1638.563 557.4354 40.0 01E7: remove_forbidden_for_cars_cube_cornerA -1737.333 455.9431 30.3573 cornerB -1710.363 500.6261 40.4891 01E7: remove_forbidden_for_cars_cube_cornerA -1689.229 513.0995 30.2597 cornerB -1679.124 524.8383 40.25 01E7: remove_forbidden_for_cars_cube_cornerA -1742.906 500.7302 30.4679 cornerB -1650.312 551.8201 40.7455 01E8: create_forbidden_for_cars_cube_cornerA -1761.95 507.8931 35.0533 cornerB -1751.361 531.5917 41.3335

 

 

 

 

 

 

object_group names BARRIERS1 and BARRIERS2 are no object names which are defined in a IDE file

I dont no the names of these objects and I dont know the ipl or coords

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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trickstar34

Hmmm, I'll ask OrionSR, he knows a lot about this.

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ZAZ
Hmmm, I'll ask OrionSR, he knows a lot about this.

I assume that they are DYN_ROADBARRIER_(number) of Dynamic2.ide but I have no Idea how to find coords

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