ReeceMix Posted July 9, 2009 Share Posted July 9, 2009 (edited) EDIT: All Questions Solved Ive started learning rigging & map modeling, but now I need some pointers with coding. I want to start a new game playing as a 'modified pedestrian' because no-one seems to know how to rig the main CJ character. (I assume that it will be able to climb, swim, shoot, parachute, etc?) I want this character to be unique, so I dont want a bunch of peds looking like it. Do I use one type of ped and remove the rest or add in a new pedestrian 'slot'? I dont want to use any other mods to select or change to peds, I'd like to attempt a Total Conversion Mod and want the game to start as my character EDIT: DONE! Code below Thnx guys How do I get this character to start at specific map coordinates? Rather then where CJ starts next to the bicycle. EDIT: DONE, USED SANNY3 TO LOCATE THE COORDS I WANTED AND CHANGED CODE LINES 23,24+25 (took a while to find as i was changing the $7$6$5 lol) Its not as important right now but eventually I'd like to delete the original missions (with no crashing lol) so eventually I can start coding my own EDIT: DONE, JUST COPIED MAIN.SCM FROM MAPCLEANER Edited July 10, 2009 by ReeceMix Link to comment Share on other sites More sharing options...
gtasearcher Posted July 9, 2009 Share Posted July 9, 2009 Did you read Dutchy3010's Mission Coding For Dummies? If not, I advice you to do that to learn coding. On-topic: You should use a stripped main.scm, go to Sanny Builder folder\data\sa\stripped.txt and copy that to GTA SA\data\script. Then back-up main.scm and script.img Open Sanny Builder and open that stripped.txt. Continue from there, look at the player clothes [also available in Sanny Builder help] and change the coordinates [get new ones by pressing CTRL+SHIFT+C while the game is running for X Y Z and CTRL+SHIFT+E for angle] Also use this opcode 09C7: change_player $PLAYER_CHAR model_to #NULL To change the player's model; but first load that model! Link to comment Share on other sites More sharing options...
Deji Posted July 9, 2009 Share Posted July 9, 2009 I also find, before changing the model to use: 070D: rebuild_player $PLAYER_CHAR So that if the player has excercised, eaten or changed any stat like muscle or fat... It will actually apply the changes (if they aren't already applied) so that you don't have a weird alien-spider like creature when you change the model and then change interiors or get in a car or something Link to comment Share on other sites More sharing options...
ZAZ Posted July 9, 2009 Share Posted July 9, 2009 I also find, before changing the model to use: 070D: rebuild_player $PLAYER_CHAR So that if the player has excercised, eaten or changed any stat like muscle or fat... It will actually apply the changes (if they aren't already applied) so that you don't have a weird alien-spider like creature when you change the model and then change interiors or get in a car or something i think the exe does it by leaving shops CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Deji Posted July 9, 2009 Share Posted July 9, 2009 I also find, before changing the model to use: 070D: rebuild_player $PLAYER_CHAR So that if the player has excercised, eaten or changed any stat like muscle or fat... It will actually apply the changes (if they aren't already applied) so that you don't have a weird alien-spider like creature when you change the model and then change interiors or get in a car or something i think the exe does it by leaving shops Exactly... Which is not good. If the player has gained muscle, which is applied AFTER the skin has changed, the player will become distorted as the new skin doesn't support changing of apperence stats... Where as if you rebuild before you apply the stats, there will only be a little distortion (i.e if you change to certain female models with muscle, she'll be breastless... lol). Link to comment Share on other sites More sharing options...
ZAZ Posted July 9, 2009 Share Posted July 9, 2009 ah, you mean do 070D before the exe do it if I use 09C7, I make player thin first because he will applied wrong if he is fat or have muscles, the breasts lifts up, doesnt matter if female or male 062A: change_stat 23 (muscle) to 50.0 // float062A: change_stat 21 (fat) to 200.0 // float070D: $PLAYER_CHAR0001: wait 1000 ms09C7: $PLAYER_CHAR #SPECIAL02 // change_player_model CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ReeceMix Posted July 9, 2009 Author Share Posted July 9, 2009 Thanks guys Im slowly getting there, Im going to finish my rig of a pedestrian model and then hopefully insert it as a player model, I'll be back (actually a terminator TC mod would be pretty cool lol) Link to comment Share on other sites More sharing options...
ZAZ Posted July 9, 2009 Share Posted July 9, 2009 Thanks guys Im slowly getting there, Im going to finish my rig of a pedestrian model and then hopefully insert it as a player model, I'll be back (actually a terminator TC mod would be pretty cool lol) BTW. I have a tut to rigg player playerbody parts. It was done by Ocain but it's nevermore online available. Give answer if you want it. CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ReeceMix Posted July 9, 2009 Author Share Posted July 9, 2009 (edited) BTW. I have a tut to rigg player playerbody parts. It was done by Ocain but it's nevermore online available.Give answer if you want it. Can you post it here? EDIT: Got SWF Vid Thnx , I will post another tutorial explaining when I figure it out Edited July 10, 2009 by ReeceMix Link to comment Share on other sites More sharing options...
ReeceMix Posted July 10, 2009 Author Share Posted July 10, 2009 (edited) Ive finally got my rigged character into the game by replacing 'fam1' EDIT: & Finally Got it to start off as my new character Thanks for all your help guys !, Im gonna forget about coding for awhile and work on importing new models, Then eventually I will be back to learn to code the missions An example of my code for any other newbies // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007DEFINE OBJECTS 1DEFINE OBJECT SANNY BUILDER 3.04 DEFINE MISSIONS 0DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA scriptDEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.1.0027}//-------------MAIN---------------thread 'MAIN' fade 0 0 042C: set_total_missions_to 0 030D: set_max_progress 0 01F0: set_max_wanted_level_to 6 set_wb_check_to 0 00C0: set_current_time_hours_to 10 minutes_to 0 $7 = 1361.459 $6 = -1656.727 $5 = 13.3828 04E4: unknown_refresh_game_renderer_at $7 $6 Camera.SetAtPos($7, $6, $5)062A: change_float_stat 165 to 999.0 062A: change_float_stat 23 to 999.0 062A: change_float_stat 21 to 0.0 062A: change_float_stat 163 to 999.0 062A: change_float_stat 160 to 999.0 062A: change_float_stat 229 to 999.0 062A: change_float_stat 223 to 999.0 062A: change_float_stat 230 to 999.0 0629: change_integer_stat 181 to 4 0629: change_integer_stat 68 to 0 $PLAYER_CHAR = Player.Create(#NULL, $7, $6, $5)07AF: $PLAYER_GROUP = player $PLAYER_CHAR group $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)Camera.SetBehindPlayerActor.Angle($PLAYER_ACTOR) = 262.0set_weather 1 Player.SetClothes($PLAYER_CHAR, "BBALLJACKRSTAR", "BBJACK", Torso)Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)Player.Build($PLAYER_CHAR)select_interior 0 070D: rebuild_player $PLAYER_CHARModel.Load(#FAM1)038B: load_requested_models09C7: change_player $PLAYER_CHAR model_to #FAM1Player.CanMove($PLAYER_CHAR) = True01B7: release_weather 016C: restart_if_wasted_at $7 $6 $5 angle 0.0 town_number 0 Model.Load(#BULLET):MAIN_383wait 0 if Model.Available(#BULLET)else_jump @MAIN_383 $4 = Car.Create(#BULLET, $7, $6, $5)036A: put_actor $PLAYER_ACTOR in_car $4 fade 1 1000 wait 100 03E6: remove_text_box :MAIN_441wait 2500 jump @MAIN_441 I just added 070D: rebuild_player $PLAYER_CHAR Model.Load(#FAM1) 038B: load_requested_models 09C7: change_player $PLAYER_CHAR model_to #FAM1 Edited July 11, 2009 by ReeceMix Link to comment Share on other sites More sharing options...
gtasearcher Posted July 11, 2009 Share Posted July 11, 2009 Man! Why do you use the main.scm from map cleaner? Use the stripped one provided with Sanny Builder [sanny Builder Folder\data\sa\stripped.txt] And first, you must check if the model is loaded #FAM1.Loadwhile not #FAM1.Availablewait 0end09C7: change_player $PLAYER_CHAR model_to #FAM1Player.Build($PLAYER_CHAR) (load_requested_models is absolutely innutile) Link to comment Share on other sites More sharing options...
ReeceMix Posted July 16, 2009 Author Share Posted July 16, 2009 Man! Why do you use the main.scm from map cleaner? Use the stripped one provided with Sanny Builder [sanny Builder Folder\data\sa\stripped.txt] And first, you must check if the model is loaded #FAM1.Loadwhile not #FAM1.Availablewait 0end09C7: change_player $PLAYER_CHAR model_to #FAM1Player.Build($PLAYER_CHAR) (load_requested_models is absolutely innutile) The code I posted works ingame , I dont know enough about coding at this time to know why sannybuilders txt file is better or a model check is needed, ( i just used the first advice i was given) BUT i will take your word for it and try your way. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now