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Removing the airport/Tenpenny cutscenes


Brit_Bllt
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I'm trying to delete the cutscenes from Mission 2 in San Andreas (really the intro, it's just called Mission 2 in the scm file) so that when you start a new game, it drops you right into the game with no airport cutscene, no meeting Tenpenny, no instructions in the alley on how to ride a bike to Grove Street and all that. The game does what it needs to as far as marking CJ's house and handling interior access goes, and then just starts the player at a specific location. But however I try to mod around the cutscenes, the game just freezes on startup. I've tried deleting the cutscene code altogether, removing the start mission command and jumping straight to the skipped cutscene thread with no luck.

 

I've had the most luck by adding this to the start of the mission...

 

 

//-------------Mission 2---------------// Originally: Intro:INTROthread 'INTRO' select_interior 0 $5353 = 1 jump @INTRO_6707 

 

 

Which jumps right to the huge block of world-setting code that starts after the last fade...

 

 

:INTRO_67070871: init_jump_table $5353 total_jumps 4 default_jump 0 @INTRO_7240 jumps 0 @INTRO_6770 1 @INTRO_6787 2 @INTRO_6787 3 @INTRO_6787 -1 @INTRO_7240 -1 @INTRO_7240 -1 @INTRO_7240 :INTRO_677000BE: text_clear_all 040D: unload_wav 1 040D: unload_wav 2 jump @INTRO_7240 :INTRO_6787fade 0 0 :INTRO_6793if fading else_jump @INTRO_6817 wait 0 jump @INTRO_6793 :INTRO_681700BE: text_clear_all 040D: unload_wav 1 040D: unload_wav 2 00C0: set_current_time_hours_to 6 minutes_to 30 set_weather 14 0792: disembark_instantly_actor $PLAYER_ACTOR 0A0B: set_rendering_origin_at_3D_coord 2239.367 -1261.939 22.9375 angle 272.5814 if   Actor.Driving($PLAYER_ACTOR)else_jump @INTRO_6907 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2239.367 -1261.939 22.9375 jump @INTRO_6927 :INTRO_6907Actor.PutAt($PLAYER_ACTOR, 2239.367, -1261.939, 22.9375):INTRO_6927Actor.Angle($PLAYER_ACTOR) = 272.5814if  $5353 == 2 else_jump @INTRO_7031 0955: end_playing_loaded_soundtrack 06D9: destroy_defined_trains 06D7: enable_train_traffic 1 Model.Destroy(#COPCARLA)Model.Destroy(#FREIGHT)Model.Destroy(#FREIFLAT)0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Car.Destroy([email protected])Model.Destroy(#GANGSHOPS4_LAE2)Model.Destroy(#CE_HILLSEAST06)Model.Destroy(#c*ntEGROUND23)Model.Destroy(#HILLSEAST05_LAE)0687: clear_actor $PLAYER_ACTOR task :INTRO_7031if  [email protected] == 0 else_jump @INTRO_7145 Model.Load(#BMX):INTRO_7054if   not Model.Available(#BMX)else_jump @INTRO_7081 wait 0 jump @INTRO_7054 :INTRO_70810395: clear_area 1 at 2246.508 -1263.087 22.9531 radius 500.0 $60 = Car.Create(#BMX, 2246.508, -1263.087, 22.9531)Car.Angle($60) = [email protected] = 1 :INTRO_7145Camera.Restore_WithJumpCut0925: restore_camera_to_user_defined Camera.SetBehindPlayer02A3: enable_widescreen 0 [email protected] = 0 :INTRO_7162if  500 > [email protected] else_jump @INTRO_7192 wait 0 jump @INTRO_7162 :INTRO_719200BE: text_clear_all 040D: unload_wav 1 040D: unload_wav 2 fade 1 1500 :INTRO_7209if fading else_jump @INTRO_7233 wait 0 jump @INTRO_7209 :INTRO_7233jump @INTRO_7240 :INTRO_7240if fading else_jump @INTRO_7264 wait 0 jump @INTRO_7240 :INTRO_726402A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = Truecreate_thread @A_TERM 09BA: show_entered_zone_name 1 091E: create_forbidden_for_boats_cube_cornerA 2380.682 -1274.528 22.0 cornerB 2375.945 -1239.356 26.0 091E: create_forbidden_for_boats_cube_cornerA 2358.383 -1372.666 22.0 cornerB 2382.969 -1379.457 25.0 091E: create_forbidden_for_boats_cube_cornerA 2151.603 -1380.375 22.0 cornerB 2184.704 -1374.71 26.0 091E: create_forbidden_for_boats_cube_cornerA 2180.731 -1286.328 22.0 cornerB 2153.527 -1315.797 26.0 01B7: release_weather 03F0: enable_text_draw 0 0629: change_integer_stat 181 to 0 Player.CanMove($PLAYER_CHAR) = True041D: set_camera_near_clip 0.1 select_interior 0 076C: set_zone 'GAN1' gang 1 density_to 10 076C: set_zone 'GAN2' gang 1 density_to 10 0776: create_objects_in_object_group "BARRIERS1" 0776: create_objects_in_object_group "BARRIERS2" 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 00BE: text_clear_all 02A8: $439 = create_marker $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE 07FB: set_interior 'CARLS' access 0  // The Johnson House07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation07FB: set_interior 'AMMUN2' access 0  // Ammu-Nation07FB: set_interior 'AMMUN3' access 0  // Ammu-Nation07FB: set_interior 'AMMUN4' access 0  // Ammu-Nation07FB: set_interior 'AMMUN5' access 0  // Ammu-Nation07FB: set_interior 'BARBERS' access 0  // Barber07FB: set_interior 'BARBER2' access 0  // Barber07FB: set_interior 'BARBER3' access 0  // Barber07FB: set_interior 'FDPIZA' access 0  // Pizza Stack07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell07FB: set_interior 'FDBURG' access 0  // Burger Shot07FB: set_interior 'TATTOO' access 0  // Tattoo Parlor07FB: set_interior 'CSCHP' access 0  // Binco07FB: set_interior 'CSSPRT' access 0  // Pro-Laps07FB: set_interior 'LACS1' access 0  // Sub Urban07FB: set_interior 'CLOTHGP' access 0  // Zip07FB: set_interior 'CSDESGN' access 0  // Victim07FB: set_interior 'CSEXL' access 0  // Didier Sachs07FB: set_interior 'GYM1' access 0  // Ganton Gym07FB: set_interior 'GYM2' access 0  // Cobra Marital Arts07FB: set_interior 'GYM3' access 0  // Below the Belt Gym07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib07FB: set_interior 'GANG' access 0  // Vagos Gang House07FB: set_interior 'RCPLAY' access 0  // Zero's RC Shop07FB: set_interior 'PAPER' access 0  // Planning Department07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir07FB: set_interior 'LACRAK' access 0  // Crack DenGarage.Deactivate('BODLAWN')Garage.Deactivate('MODLAST')Garage.Deactivate('MDSSFSE')Garage.Deactivate('MDS1SFS')Garage.Deactivate('VECMOD')Garage.Deactivate('DHANGAR')00BE: text_clear_all Actor.Health($PLAYER_ACTOR) = 100Player.Money($PLAYER_CHAR) += 350Player.InfiniteRun($PLAYER_CHAR) = False048F: actor $PLAYER_ACTOR remove_weapons $INTRO_TOTAL_PASSED_MISSIONS = 0 $SWEET_TOTAL_PASSED_MISSIONS = 0 $CRASH_LS_TOTAL_PASSED_MISSIONS = 0 $SMOKE_TOTAL_PASSED_MISSIONS = 0 $OG_LOC_TOTAL_PASSED_MISSIONS = 0 $RYDER_TOTAL_PASSED_MISSIONS = 0 $MISSION_LOWRIDER_PASSED = 0 $LS_FINAL_TOTAL_PASSED_MISSIONS = 0 $HELP_DRIVEBY_SHOWN = 0 $HELP_BICYCLE_2_SHOWN = 0 $120 = 0 $HELP_CAMERA_AND_RADIO_SHOWN = 0 $HELP_FOLLOW_ICON_SHOWN = 0 [email protected] = 0 :INTRO_9205if   not [email protected] > 1000 else_jump @INTRO_9369 wait 0 gosub @INTRO_10144 if   not Car.Wrecked($60)else_jump @INTRO_9306 if 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 else_jump @INTRO_9306 jump @INTRO_9992 :INTRO_9306if   Actor.Driving($PLAYER_ACTOR)else_jump @INTRO_9362 03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.03D5: remove_text 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.03D5: remove_text 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.jump @INTRO_9992 :INTRO_9362jump @INTRO_9205 :INTRO_9369fade 1 1500 :INTRO_9376if fading else_jump @INTRO_9538 wait 0 00BE: text_clear_all 03E6: remove_text_box gosub @INTRO_10144 if   not Car.Wrecked($60)else_jump @INTRO_9475 if 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 else_jump @INTRO_9475 jump @INTRO_9992 :INTRO_9475if   Actor.Driving($PLAYER_ACTOR)else_jump @INTRO_9531 03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.03D5: remove_text 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.03D5: remove_text 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.jump @INTRO_9992 :INTRO_9531jump @INTRO_9376 :INTRO_953803E5: show_text_box 'HELPMO'  // Use ~k~~GO_FORWARD~, ~k~~GO_BACK~, ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to move Carl.if   not Car.Wrecked($60)else_jump @INTRO_9587 $61 = Marker.CreateAboveCar($60)07E0: set_marker $61 type_to 1 018B: set_marker $61 radar_mode 1 :[email protected] = 0 :INTRO_9594if   not [email protected] > 5000 else_jump @INTRO_9763 wait 0 gosub @INTRO_10144 if   not Car.Wrecked($60)else_jump @INTRO_9695 if 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 else_jump @INTRO_9695 jump @INTRO_9992 :INTRO_9695if   Actor.Driving($PLAYER_ACTOR)else_jump @INTRO_9756 Marker.Disable($61)03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.03D5: remove_text 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.03D5: remove_text 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.jump @INTRO_9992 :INTRO_9756jump @INTRO_9594 :INTRO_976300BC: show_text_highpriority GXT 'INTROB' time 4000 flag 1  // ~s~Get on the [email protected] = 0 :INTRO_9786if   not [email protected] > 5000 else_jump @INTRO_9823 wait 0 gosub @INTRO_10144 jump @INTRO_9786 :INTRO_9823if   not Actor.InCar($PLAYER_ACTOR, $60)else_jump @INTRO_9992 wait 0 gosub @INTRO_10144 if   not Car.Wrecked($60)else_jump @INTRO_9924 if 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 else_jump @INTRO_9924 jump @INTRO_9992 :INTRO_9924if   Actor.Driving($PLAYER_ACTOR)else_jump @INTRO_9985 Marker.Disable($61)03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.03D5: remove_text 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.03D5: remove_text 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.jump @INTRO_9992 :INTRO_9985jump @INTRO_9823 :INTRO_9992return :INTRO_9994return :INTRO_9996create_thread @A_TERM Model.Destroy(#COPCARLA)Model.Destroy(#FREIGHT)Model.Destroy(#FREIFLAT)create_thread @INT create_thread @MOB_LA1 end_thread_named 'MOB_RAN' create_thread @MOB_RAN end_thread_named 'INTROST' create_thread @INTROST Marker.Disable($439)$439 = Marker.CreateIconAndSphere($ICON_CJ, $X_JOHNSON_HOUSE, $Y_JOHNSON_HOUSE, $Z_JOHNSON_HOUSE)Model.Destroy(#BMX)if   not Car.Wrecked($60)else_jump @INTRO_10126 Car.RemoveReferences($60)Marker.Disable($61):INTRO_10126$ONMISSION = 0 $MISSION_INTRO_PASSED = 1 mission_cleanup return :INTRO_10144if   not Car.Wrecked($60)else_jump @INTRO_10280 if  [email protected] == 0 else_jump @INTRO_10280 if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 2.0 2.0 2.0 else_jump @INTRO_10280 if  $13 == 2 else_jump @INTRO_10262 03E5: show_text_box 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.jump @INTRO_10273 :INTRO_1026203E5: show_text_box 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.:[email protected] = 1 :INTRO_10280return :INTRO_102820871: init_jump_table [email protected] total_jumps 3 default_jump 0 @INTRO_10680 jumps 0 @INTRO_10345 1 @INTRO_10352 2 @INTRO_10377 -1 @INTRO_10680 -1 @INTRO_10680 -1 @INTRO_10680 -1 @INTRO_10680 :[email protected] += 10 :INTRO_10352if  [email protected] == 1 else_jump @INTRO_10377 [email protected] -= 10 :INTRO_10377if  [email protected] == 0 else_jump @INTRO_10615 033F: set_text_draw_letter_size 0.8 1.8 0340: set_text_draw_RGBA 255 255 255 [email protected] 0342: enable_text_draw_centered 1 0343: set_text_draw_linewidth 600.0 060D: draw_text_shadow 0 color_RGBA 0 0 0 255 033E: set_draw_text_position 320.0 180.0 GXT 'LOAD_01'  // Francis INTL. Airport,033F: set_text_draw_letter_size 0.8 1.8 0340: set_text_draw_RGBA 255 255 255 [email protected] 0342: enable_text_draw_centered 1 0343: set_text_draw_linewidth 600.0 060D: draw_text_shadow 0 color_RGBA 0 0 0 255 033E: set_draw_text_position 320.0 200.0 GXT 'LOAD_03'  // Liberty City,033F: set_text_draw_letter_size 0.8 1.8 0340: set_text_draw_RGBA 255 255 255 [email protected] 0342: enable_text_draw_centered 1 0343: set_text_draw_linewidth 600.0 060D: draw_text_shadow 0 color_RGBA 0 0 0 255 033E: set_draw_text_position 320.0 220.0 GXT 'LOAD_04'  // 1992.jump @INTRO_10680 :INTRO_10615033F: set_text_draw_letter_size 0.6 1.6 0340: set_text_draw_RGBA 255 255 255 [email protected] 0342: enable_text_draw_centered 1 0343: set_text_draw_linewidth 600.0 060D: draw_text_shadow 1 color_RGBA 0 0 0 [email protected] 033E: set_draw_text_position 320.0 200.0 GXT [email protected] :INTRO_10680return 

 

 

That gets me as far as the game starting in the alley with the bike instructions and everything working fine for a few seconds. When you try to get on the bike, it crashes, and it crashes anyway after thirty seconds.

 

I'd really like to just get rid of all the cutscene junk and have the Mission 2 thread do nothing but set the @INTRO_7264 stuff (the interior, barriers and stat setting) and then just spawn CJ and start the game. I tried just tossing all the rest of the code in that thread, but the result was an otherwise playable game with a completely black screen. confused.gif

 

This has to be easier than I'm making it...

Edited by Brit_Bllt
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spaceeinstein

That's a terrible way to skip a mission. The labeled you jumped to has a "return" opcode later in the code meant for gosub, not jump.

 

Below

:INTRO_129

 

add

jump @INTRO_7031

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Yeah, that code's just the wild guess I made that got closer to working than anything else. Your answer worked perfectly - thanks! smile.gif

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