Dielos Posted November 1, 2010 Share Posted November 1, 2010 Hi! Is it possible to remove the main story completely through script? I guess the story is probably very well tied together through internal checks, but maybe there is a magical flag at game end or something like that? Anyway, I know of this command "REGISTER_MISSION _PASSED", but don't know how to use it. I've checked the *.sco files for flags in the missions, but those files are hard to understand. Maybe flagging all missions as done would remove the story? So, if anybody knows anything about this, I would greatly appreciate any hint!!! Thanks! Link to comment Share on other sites More sharing options...
Kucikuc24 Posted November 1, 2010 Share Posted November 1, 2010 why do you want to remove story ? GTA IV is one from games, what have best story ! Link to comment Share on other sites More sharing options...
Dielos Posted November 1, 2010 Author Share Posted November 1, 2010 Yes, the story is great, but I played it already several times. Now it's like watching a movie for the 4th time, it just isn't as fun anymore. And I really like freeplay mode, in my opinion it should be in every sandbox game! Link to comment Share on other sites More sharing options...
coin-god Posted November 1, 2010 Share Posted November 1, 2010 Yes, the story is great, but I played it already several times. Now it's like watching a movie for the 4th time, it just isn't as fun anymore. And I really like freeplay mode, in my opinion it should be in every sandbox game! I dont understand. You can do freeroam without removing the missions dude. If you need a 100% savegame, search in the net. Link to comment Share on other sites More sharing options...
Dielos Posted November 1, 2010 Author Share Posted November 1, 2010 Yes, I know that, but that's not what I want. So I guess it's not possible then? Link to comment Share on other sites More sharing options...
LMS Posted November 1, 2010 Share Posted November 1, 2010 So what do you want then? When starting a new game just spawning next to the boat and then nothing, no calls, no blips etc.? Link to comment Share on other sites More sharing options...
Dielos Posted November 1, 2010 Author Share Posted November 1, 2010 Yes, exactly that. But I've been looking around, and doesn't seem to be easy, so I might drop the idea. My coding capabilities are still very limited, and using functions which aren't yet listed nor seem never to have been used before is way out of my league. Thanks anyway! Link to comment Share on other sites More sharing options...
coin-god Posted November 1, 2010 Share Posted November 1, 2010 Yes, exactly that. But I've been looking around, and doesn't seem to be easy, so I might drop the idea. My coding capabilities are still very limited, and using functions which aren't yet listed nor seem never to have been used before is way out of my league. Thanks anyway! I don't know if it is possible, but I just think it is a worthless effort. Link to comment Share on other sites More sharing options...
Shadow-Link Posted November 1, 2010 Share Posted November 1, 2010 I wish we could get a clean scm like we had in III, VC and SA.. Link to comment Share on other sites More sharing options...
LMS Posted November 1, 2010 Share Posted November 1, 2010 I will try hooking ingame's script start functions to see if I get this working. Link to comment Share on other sites More sharing options...
coin-god Posted November 1, 2010 Share Posted November 1, 2010 I wish we could get a clean scm like we had in III, VC and SA.. Does IV have an equivalent to the III Era SCM? Im a complete noob when it comes to Modding IV Link to comment Share on other sites More sharing options...
Intosia Posted November 1, 2010 Share Posted November 1, 2010 Cant that be accomplished by stopping all game scripts? Something like this? Natives::TerminateAllScriptsWithThisName("taxi_trigger"); Natives::TerminateAllScriptsWithThisName("internet_dating"); Natives::TerminateAllScriptsWithThisName("speechControl"); Natives::TerminateAllScriptsWithThisName("statTracker"); Natives::TerminateAllScriptsWithThisName("happyTShirt"); Natives::TerminateAllScriptsWithThisName("storyTimer"); Natives::TerminateAllScriptsWithThisName("mpTutorialLauncher"); Natives::TerminateAllScriptsWithThisName("sixAxisTutLauncher"); /*Natives::TerminateAllScriptsWithThisName("empiredown"); Natives::TerminateAllScriptsWithThisName("foodserver"); Natives::TerminateAllScriptsWithThisName("garbage_trucks"); Natives::TerminateAllScriptsWithThisName("vendor"); Natives::TerminateAllScriptsWithThisName("nutvendor"); Natives::TerminateAllScriptsWithThisName("ambairpotarea"); Natives::TerminateAllScriptsWithThisName("ambatmq"); Natives::TerminateAllScriptsWithThisName("ambbar"); Natives::TerminateAllScriptsWithThisName("ambbarrier"); Natives::TerminateAllScriptsWithThisName("ambbeggar"); Natives::TerminateAllScriptsWithThisName("ambblkhawk"); Natives::TerminateAllScriptsWithThisName("ambbouncer"); Natives::TerminateAllScriptsWithThisName("ambbridgepatrol"); Natives::TerminateAllScriptsWithThisName("ambbusker"); Natives::TerminateAllScriptsWithThisName("ambcabaret"); Natives::TerminateAllScriptsWithThisName("ambcargoholddoors"); Natives::TerminateAllScriptsWithThisName("ambchurchdoors"); Natives::TerminateAllScriptsWithThisName("ambclublights"); Natives::TerminateAllScriptsWithThisName("ambcomedyclub"); Natives::TerminateAllScriptsWithThisName("ambcontrolloader"); Natives::TerminateAllScriptsWithThisName("ambcontrolmain"); Natives::TerminateAllScriptsWithThisName("ambdealer"); Natives::TerminateAllScriptsWithThisName("ambfloater"); Natives::TerminateAllScriptsWithThisName("ambgerry3doorlock"); Natives::TerminateAllScriptsWithThisName("ambhelicopter"); Natives::TerminateAllScriptsWithThisName("ambhomelandcordon"); Natives::TerminateAllScriptsWithThisName("ambhomelandfed"); Natives::TerminateAllScriptsWithThisName("ambhomelandsirens"); Natives::TerminateAllScriptsWithThisName("ambhotel"); Natives::TerminateAllScriptsWithThisName("ambinternetcafe"); Natives::TerminateAllScriptsWithThisName("ambjerseydocksgates"); Natives::TerminateAllScriptsWithThisName("ambjimslocks"); Natives::TerminateAllScriptsWithThisName("ambliftdoors"); Natives::TerminateAllScriptsWithThisName("ambnightclubext"); Natives::TerminateAllScriptsWithThisName("ambpimpnpros"); Natives::TerminateAllScriptsWithThisName("ambpoledancer"); Natives::TerminateAllScriptsWithThisName("ambpolrdblk"); Natives::TerminateAllScriptsWithThisName("ambpreacher"); Natives::TerminateAllScriptsWithThisName("ambsavebed"); Natives::TerminateAllScriptsWithThisName("ambshowroom"); Natives::TerminateAllScriptsWithThisName("ambstripclub"); Natives::TerminateAllScriptsWithThisName("ambtaxdpt"); Natives::TerminateAllScriptsWithThisName("ambtaxihail"); Natives::TerminateAllScriptsWithThisName("ambtoiletdoors"); Natives::TerminateAllScriptsWithThisName("ambtunnelcops"); Natives::TerminateAllScriptsWithThisName("ambtv"); Natives::TerminateAllScriptsWithThisName("ambunarea"); Natives::TerminateAllScriptsWithThisName("ambwardrobe"); Natives::TerminateAllScriptsWithThisName("ambwindowlift");*/ Link to comment Share on other sites More sharing options...
sjaak327 Posted November 1, 2010 Share Posted November 1, 2010 ^ yes probably, the problem then is that nothing works anymore, no taxi's, no computer, no whatever. It might be that all that is needed is to stop the storytimer script, not sure never actually tried that. Not sure if I actually see the relevance of this, you could simply put the phone in sleepmode and you won't be bothered with any main storyline missions anyway. Link to comment Share on other sites More sharing options...
Dielos Posted November 2, 2010 Author Share Posted November 2, 2010 The thought I had was not to disable everything. Just remove the story, leaving the rest of the game alone, like safehouses and the like. My thought was that it could actually be interesting for mods that are not based at all on the story and which implement different playing modes, like the LCPD First Response mod. You would have a sandbox world where you could probably implement other kind of features which would allow for a completely different game mode without the story interfereing. Link to comment Share on other sites More sharing options...
a-k-t-w Posted November 6, 2010 Share Posted November 6, 2010 Yup, this is indeed possible. You'd just need to take the time to strip down the game scripts. Link to comment Share on other sites More sharing options...
lolleroz Posted November 9, 2010 Share Posted November 9, 2010 I wish we could get a clean scm like we had in III, VC and SA.. Does IV have an equivalent to the III Era SCM? Im a complete noob when it comes to Modding IV Nope mate, GTA IV sucks when it comes to scripting...you couldn't even make a complex mission, because it's too time-taking in C++ or .net... We have .sco's instead of .scms, it's some evilous format, when you open it it looks like you would open a savegame with hex editor, few titles and alot of, hmm how to call that...you know, when SCMs were full of scripts SCO's are like: x202020 <insert total BS here and lots of numbers> etc...making it impossible to make new missions or edit missions and such. That completely sucks, I hope one day we get some pseudo .sco editor, damn you R*. Why can't you be like Obsidian?! Link to comment Share on other sites More sharing options...
Shadow-Link Posted November 9, 2010 Share Posted November 9, 2010 lol, you know scm looks somewhat the same as .sco.. You've got to decompile the files before you can properly read them. You can decompile them with openIV and sparkIV. There is just not way to compile them again. Link to comment Share on other sites More sharing options...
lolleroz Posted November 9, 2010 Share Posted November 9, 2010 lol, you know scm looks somewhat the same as .sco.. You've got to decompile the files before you can properly read them. You can decompile them with openIV and sparkIV. There is just not way to compile them again. ;O So if someone can make a proper (de)compiler editing and making new PROPER scripts without messing around with C++/net/whatever would be possible? We just need to wait for some Russian or Japanese bored *modder* to make something like that then Link to comment Share on other sites More sharing options...
Shadow-Link Posted November 9, 2010 Share Posted November 9, 2010 Why not a dutch modder? Afaik I did do a lot for IV modding. And I've been working on a decompiler too, it's been a while ago since I worked on it tho.. http://www.shadow-link.nl/shadowmission.png Link to comment Share on other sites More sharing options...
lolleroz Posted November 9, 2010 Share Posted November 9, 2010 Dunno, just always felt that these Japanese and Ruskies were always over the top with their modding, remaining silent on their own sites and non-speaking english, like the guy who did CLEO for VC and III. Anyways I knew you are talented after seeing what tools you've done but never thought you would work on a compiler, keep the progress up heh, but seeing as you're busy with the map editor (amazing btw) have some time before actually settling into some serious progress Link to comment Share on other sites More sharing options...
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