Nabx3n Posted August 13, 2011 Share Posted August 13, 2011 hi guys first of all it's for Xbox, not for the Computer! so i was wondering if there is a possiblity and i wish someone could help me with this, i would be thankful a lot is there a possibility to make extern scripts (out of main.scm file" to work with Xbox, as for example: in main.scm we add a line or an opcode "open.file"...or something like that i'm just sick of the main.scm limit i have many ideas and many mods i made but i just can't get all of them to work at the same time cause of the limit. i could send the default.xbe (wich is the .exe of the Xbox) and help me figure out a way to make a mod just like Cleo "plugin" i would apreciate that a lot Link to comment Share on other sites More sharing options...
ZAZ Posted August 14, 2011 Share Posted August 14, 2011 The Extern Scripts, should also be possible to modify, if you can modify the main.scm because they have the same source. It normally needs a starterthread in the mainpart of the main.scm but you can put script snippets with start codes also in mission 0 or 1 and let the extern script run permanent. So you can keep the mainpart of main.scm without any modification and put all your modscripts in Extern scripts. CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Nabx3n Posted August 14, 2011 Author Share Posted August 14, 2011 so would that do any problem with the game such as example while doing a mission or such? i mean should i add checks such as "$MISSION == 0"? if it's all good and could allow me to add more scripts i'm for it! thanks ZAZ Link to comment Share on other sites More sharing options...
ZAZ Posted August 14, 2011 Share Posted August 14, 2011 (edited) so would that do any problem with the game such as example while doing a mission or such? i mean should i add checks such as "$MISSION == 0"? The check if a mission is running is: 0038: $ONMISSION == 0 depending to the entry at beginning of main.scm: 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here It makes always sense to add such a check to prevent running code while a mission is running. This can be done in the extern script and let the extern script run in an empty loop If your script allready runs and have spawned models or items you should add a check in the following loop and let it jump to a cleanup part when $ONMISSION is 1 Example: :Custom_Externscript_103A4: name_thread 'EXTERN':Custom_Externscript_20001: wait 0 msif0256: player $PLAYER_CHAR definedjf @Custom_Externscript_2if0038: $ONMISSION == 0jf @Custom_Externscript_2if00FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 2491.5 -1667.5 13.35 radius 1.0 1.0 1.0jf @Custom_Externscript_20247: request_model #INFERNUS:Custom_Externscript_30001: wait 0 msif0248: model #INFERNUS availablejf @Custom_Externscript_300A5: [email protected] = create_car #INFERNUS at 2487.5 -1660.5 13.350175: set_car [email protected] z_angle_to 90.00249: release_model #INFERNUS:Custom_Externscript_50001: wait 0 msif0256: player $PLAYER_CHAR definedjf @Custom_Externscript_cleanupif and8119: not car [email protected] wrecked00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2491.5 -1667.5 13.35 radius 90.0 90.0 20.0 0038: $ONMISSION == 0jf @Custom_Externscript_cleanupjump @Custom_Externscript_5:Custom_Externscript_cleanup01C3: remove_references_to_car [email protected] // Like turning a car into any random car0002: jump @Custom_Externscript_2 A permanent running extern script should work fine without problems. For example the parachute externscript runs permanent as soon as the player have the parachute in inventory. Then the parachute-object is attached to player_actor but unvisible. If you modify the parachute script and make the object visible, you will see the player permanent with the open parachute on his back. But consider that i have no knowledge about PS modding, i can only talk about PC modding. Edited August 14, 2011 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Nabx3n Posted August 14, 2011 Author Share Posted August 14, 2011 SWEET! thank you so much ZAZ i always wanted this, thought would cause problems to the game. i have no knowledge about PS modding, i can only talk about PC modding lol well i don't know how to mod PS eather but the there is no much diffrence between Xbox and PC, all you need is a FTP program and crossed network cable. most of the mods that's done in the computer works prfect on the Xbox thanks ZAZ Link to comment Share on other sites More sharing options...
Silent Posted August 14, 2011 Share Posted August 14, 2011 You can always optimize your main.scm to fit in more stuff Link to comment Share on other sites More sharing options...
Nabx3n Posted August 14, 2011 Author Share Posted August 14, 2011 You can always optimize your main.scm to fit in more stuff lol dude, i need to add a LOT of stuff! gonna go for ZAZ's idea. Link to comment Share on other sites More sharing options...
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