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[Q] Adding garages using garage eXtender


max1zzz
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Hopeing you guys can point me in the right direction here, i'm trying to add another garage to the abandoned airfield (and am currentley failing misribly)

 

I have the easy stuff done (aka i have cleared an area can copied the hanager into it, but i haven't actually managed to define it as a garage yet)

 

From what i have read what i need to do is add the line to define the garage to the .ipl of the area then add the command to load it to main.scm or a cleo script (i'm trying to use a cleo script so i can use my current save game)

 

So this is the line i have in the grge section contN2.ipl

2575.45, 15.07, 357.18, 2432.78, 304.68, 2432.78, 23.77, 8, -1, craftha, -1, 3, 1

Then in sanny builder i have this:

{$CLEO .cs}{$INCLUDE grgx.txt}:Crt_grge03A4: name_thread "CRT_GRGE"0299: activate_garage 'craftha'0A93: end_custom_thread

however whenever i try to compile i get a error saying " Incorrect expression 0219 = CREATE_GARAGE.
One of the variables has unknown type, or operands are incompatible."

I assume this error is becuse i have screwed up something configureing sanny builder

 

So thats where i'm at, i think what i have done is correct (but something must be wrong as it's spitting a error)

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Never mind, I am unfamiliar with this mod. Good luck.

Edited by OrionSR
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I'm pretty sure the mod ships with SASCM.ini entries you need to add in order for Sanny to be able to recognize the opcodes.

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Yes it does, it has entries to add to both to sascm.ini and opcodes.txt, i have added both and it is still failing

 

I'll do a clean install and try again, hopefully i have just screwed up the install

 

Edit: Just done a clean install, no dice, still gives the same error

Edited by max1zzz
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It looks like your IPL line is missing the first coordinate. Copy and Paste error or is it in the IPL that way?

 

Added: A suggestion that shouldn't make a difference for this particular error, but might help with long term file management: If you don't need to make adjustments to the standard IPL lines then consider adding your garage in a new IPL file stored in a new folder off the DATA directory. I use data\ipl\*.ipl. Add a new reference line to your custom ipl after all other ipl lines in GTA.DAT so all the standard stuff gets loaded to their default slots before your mods kick in.

Edited by OrionSR
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That was a copy / paste error (a combination of it being around midnight and haveing to copy from a virtual machiene and then through remote desktop caused that)

 

It should read:

304.68, 2575.45, 15.07, 357.18, 2432.78, 304.68, 2432.78, 23.77, 8, -1, craftha, -1, 3, 1

And thanks for that suggestion, i will concider that in the future as once i have this working i will proabley add a load more :)

 

And am i right in thinking you need to activate these like you do with normal garages? (hence the need for the cleo script)

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Again, I have no experience with this mod, but normally garages are active when created and closed by the intro script until activated by missions and buy scripts. They are closed by name, so this shouldn't be an issue for your garage.

 

Added: Normally you need a new save for garage modifications to be installed.

 

More: From what I can tell from the mod documentation the IPL version should be sufficient. Default seems to be active, so I don't see why the cleo script would be necessary at this time.

Edited by OrionSR
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hmm, very intresting, guess the asi isn't getting loaded then

 

I'll have to try the game on real windows and see if it makes a difference (i'm running it under wine on Mac OSX) although i haven't had any problems with any mods before

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Reducing variables: Always run 1st tests on a new save. Move your IPL modifications after all standard garages; map location shouldn't matter for these files. Comment out one of the existing save garages and install your garage using standard IPL so you can troubleshoot coordinates.

 

Another thought... The newer versions of Windows tend to protect anything in the program folder. IPL modifications took a little extra effort to implement and frequently files were loading from (saving to ?) a virtual store. After wrestling with admin rights for a while I finally just made a copy of SA off the root, which seems to have solved most of the problems -- although most of my apps still have security privileges enabled.

Edited by OrionSR
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But it's CLEARLY a Sanny error. You didn't insert the new entries correctly, I guess.

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seems to be that a new game is needed, stated a new game and flew over and it seems to work

 

cords are wrong though (but thats not a error as much as it is me screwing up reading them)

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Dillimore (burbdo2) is the last normal garage zone and should probably be tested to make sure you've added a garage rather than replaced one. You'll need to unlock it with that activate opcode, or consider setting integer stat 181 (Cities Unlocked) to 6 and the buy scripts will unlock all the country safehouses for purchase. This will break the story in the middle of the LS strand, but it is a handy trick for testing since it also unlocks all the islands.

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Seems it isn't working, i get the camara freezing and following the player when i enter, but it dosen't save when i save the game

 

Can you elaborate a little on how to do that? (i'm very new to doing this kind of modification to GTA). Becuse that soulds just the ticket for me, becuse even when all the mods are compleated that is how i would like to play the game (just haveing everything unlocked by day one, i'm not bothered about the missions, if i want to play them i will load a stock copy of the game)

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Elaborate? Below are a selection of codes I may use to help with debugging. There's still a lot that can be done to unlock things on a starter save but this seems like too much already. Some things missing would be; properties in SF and LV available for purchase, reward vehicles displayed, and launch street races and side mission threads.

0629: change_stat 181 to 6 // cities unlocked (closes la1 mobile call thread).:sub_CG_Debug_Garages//0299: activate_garage 'cjsafe'   // Johnson House garage (already active)0299: activate_garage 'carlas1'  // El Corona0299: activate_garage 'CEsafe1'  // Muholland Garage  0299: activate_garage 'beacsv'   // Santa Maria Garage //0299: activate_garage 'LCKSfse'  // Doherty garage (already active)  0299: activate_garage 'sav1sfw'  // Paradiso0299: activate_garage 'svgsfs1'  // Hashbury0299: activate_garage 'sav1sfe'  // Calton Heights0299: activate_garage 'vEsvgrg'  // Rockshore West0299: activate_garage 'blob6'    // Redsands West garage - Dock Garage0299: activate_garage 'blob69'   // Prickle Pine0299: activate_garage 'blob7'    // Whitewood Estates Garage    0299: activate_garage 'cn2gar1'  // Fort Carson0299: activate_garage 'cn2gar2'  // Verdant Meadows garage0299: activate_garage 'dhangar'  // Verdant Meadows Hangar0299: activate_garage 'burbdoo'  // Palomino Creek Garage0299: activate_garage 'burbdo2'  // Dillimore Garage0299: activate_garage 'BODLAWN'  // LS Transfender0299: activate_garage 'MODLAST'  // Loco Low Co0299: activate_garage 'MDSSFSE'  // SF Transfender0299: activate_garage 'MDS1SFS'  // Wheel Arch Angels0299: activate_garage 'VECMOD'   // LV Transfender0777: delete_objects_in_object_group "BARRIERS1"         // v1 (SF barriers)0777: delete_objects_in_object_group "BARRIERS2"         // v1 (LV barriers)$ONMISSION = 1   //  needed to avoid autowarp to Angel Pine0001: wait 0 ms   0004: $Total_Available_Save_Pickups = 18  // All Outdoor Disks available$ONMISSION = 0   0109: player $PLAYER_CHAR money += 200000055F: set_player $PLAYER_CHAR max_armour += 100//035F: actor $PLAYER_ACTOR armour += 200   01F0: set_max_wanted_level_to 6062A: change_float_stat 24 to 1000.0       // max health0001: wait 0 ms   // needed between stat change & health change0223: set_actor $PLAYER_ACTOR health_to 1760330: set_player $PLAYER_CHAR infinite_run 1055D: make_player $PLAYER_CHAR fireproof 1062A: change_float_stat 22 to 1000.0   // stamina062A: change_float_stat 21 to 150.0    // fat//062A: change_float_stat 23 to 1000.0   // muscle062A: change_float_stat 23 to 150.0   // muscle062A: change_float_stat 64 to 1000.0   // total respect062A: change_float_stat 65 to 1000.0   // girlfriend respect062A: change_float_stat 66 to 1000.0   // clothes respect062A: change_float_stat 67 to 1000.0   // fitness respect062A: change_float_stat 68 to 2500.0   // running respect0629: change_integer_stat 225 to 1000  // lung capacity0629: change_integer_stat 160 to 1000  // driving skill0629: change_integer_stat 229 to 1000  // bike skill0629: change_integer_stat 230 to 1000  // cycle skill0629: change_integer_stat 223 to 1000   // flying skill062A: change_float_stat 69 to 1000.0  // pistol skill062A: change_float_stat 70 to 1000.0  // SILENCED skill062A: change_float_stat 71 to 1000.0  // DESERT EAGLE skill062A: change_float_stat 72 to 1000.0  // SHOTGUN skill062A: change_float_stat 73 to 1000.0  // SAWNOFF skill062A: change_float_stat 74 to 1000.0  // SPAS12 skill062A: change_float_stat 75 to 1000.0  // MICRO UZI skill062A: change_float_stat 76 to 1000.0  // MP5 skill062A: change_float_stat 77 to 1000.0  // AK47 skill062A: change_float_stat 78 to 1000.0  // M4 skill0879: enable_gang_wars 10629: change_integer_stat 337 to 1 // toggles the "territories under control" stat08DD: lose_stuff_after_wasted 008DE: lose_stuff_after_busted 007FB: set_interior 'AMMUN1' access 1   // Ammu-Nation07FB: set_interior 'AMMUN2' access 1   // Ammu-Nation07FB: set_interior 'AMMUN3' access 1   // Ammu-Nation07FB: set_interior 'AMMUN4' access 1   // Ammu-Nation07FB: set_interior 'AMMUN5' access 1   // Ammu-Nation07FB: set_interior 'BARBERS' access 1  // Barber07FB: set_interior 'BARBER2' access 1  // Barber07FB: set_interior 'BARBER3' access 1  // Barber07FB: set_interior 'FDPIZA' access 1   // Pizza Stack07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell07FB: set_interior 'FDBURG' access 1   // Burger Shot07FB: set_interior 'TATTOO' access 1   // Tattoo Parlor07FB: set_interior 'CSCHP' access 1    // Binco07FB: set_interior 'CSSPRT' access 1   // Pro-Laps07FB: set_interior 'LACS1' access 1    // Sub Urban07FB: set_interior 'CLOTHGP' access 1  // Zip07FB: set_interior 'CSDESGN' access 1  // Victim07FB: set_interior 'CSEXL' access 1    // Didier Sachs07FB: set_interior 'GYM1' access 1     // Ganton Gym07FB: set_interior 'GYM2' access 1     // Cobra Martial Arts07FB: set_interior 'GYM3' access 1     // Below the Belt Gym07FB: set_interior 'CARLS' access 1    // The Johnson House07FB: set_interior 'PDOMES' access 1   // The Pleasure Domes07FB: set_interior 'PDOMES2' access 1  // The Pleasure Domes07FB: set_interior 'MADDOGS' access 1  // Madd Dogg's Crib07FB: set_interior 'MDDOGS' access 1   // Madd Dogg's Crib07FB: set_interior 'GANG' access 1     // Vagos Gang House07FB: set_interior 'RCPLAY' access 1   // Zero's RC Shop07FB: set_interior 'PAPER' access 1    // Planning Department07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir07FB: set_interior 'LACRAK' access 1   // Crack Den0A8C: write_memory 0x0ba372c size 4 value 0x010000 virtual_protect 0 // Ungray the map
Edited by OrionSR
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Main.scm? I prefer not to edit main.scm unless I need to, and these modifications will work just fine in a cleo script, so lets try that. For something like this I prefer to use a trigger script - something that sits idle until the correct keys are pressed. The issue here is that every time a save is loaded all the scripts reset and you probably don't want to add a bunch of money every time you load. Also, adding yet another 100 to max armor will roll it over; CJ will have about 45 max armor until the script runs again. Other types of codes can have much more serious consequences (too many car generators, radar blips, or pickups).

 

Trigger Script Template:

{$CLEO .cs}//F8Patch.txt0000:wait 10while true  wait 0  if    0AB0:   key_pressed 0x77    // F8  then    :Wait    wait 0    if      0AB0:   key_pressed 0x77    // F8    then      jump @Wait    end00BB: show_text_lowpriority GXT 'FELD_WR' time 3000 flag 1 // Loading data, please wait...// --------- patching codes go here ---------// --------- patching codes end here -------00BB: show_text_lowpriority GXT 'FESZ_LS' time 2000 flag 1  // Load Successful.  endend

What I do is keep all the codes I accumulate for testing and patching within the scripts, but everything is disabled by comments except what I'm currently testing. Then I can dig out old codes when I need them.

 

One problem with the Patching script is that you need to reload a save to update the script if you make changes and recompile. To make changes on the fly I use a similar script that loads a custom mission. The custom mission is read when triggered so any changes are always applied. Custom missions also allow the uses of the full range of local variables, so they can handle much more complex scripts. The disadvantage to the custom mission strategy is that it will crash the game if CJ is on a mission. (I suppose I should just add an $ONMISSION check but I've already tweaked these scripts quite a bit without running any tests, so let's get this running and add the check later.)

{$CLEO .cs}//F7Test.txt0000:wait 10while true  wait 0  if    0AB0:   key_pressed 0x76    // F7  then    :Wait    wait 0    if      0AB0:   key_pressed 0x76    // F7    then      jump @Wait    end    0A94: start_custom_mission "Testing"  endend
{$CLEO .cm}//testing.txt:CG_Testing thread "Testing"00BB: show_text_lowpriority GXT 'FELD_WR' time 3000 flag 1  // Loading data, please wait...wait 10// --------- test codes go here ---------// --------- test codes end here -------00BB: show_text_lowpriority GXT 'FESZ_LS' time 2000 flag 1  // Load Successful.0A93: end_custom_thread

There's a reasonably good chance I messed something up while trimming the fat out of my scripts, so you might need to fiddle with things a little to get them to work properly. Please let me know what you find so I can make corrections. Also, for some reason my custom missions stopped working correctly when I upgraded Sanny and changed to Cleo4. I'm still not sure what the problem is.

Edited by OrionSR
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Brilliant, thanks, Really appreciate having someone who know what their doing explain this to me :) Will get cracking trying that later tonight

 

and I have also figured out the Garge eXtender problem, there where two problems 1) it didn't like the 1.01 EU exe and 2) it dosen't like my wine wrapper. Switched to real windows and the 1.0 US exe and it worked perfectly

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Sweet. Now that you know the eXtender is working you should revisit that create garage opcode and avoid all this nonsense of patching your starter save. You may still want to unlock some of those mission interiors just to provide post-game access.

 

Thanks, but I'm sure some of the more experienced coders are cringing at everything I haven't mentioned. As you get more into it there are lot's of exceptions, alternatives, and standard practices that should be investigated. You may want to check into some of the cleo tutorials to get a broader perspective on things. The examples above are in the context of how to tweak a starter save you don't care about so you can run some tests.

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Seems to actually be working with my old save fine, which is really good :) Just need to see if i can find a better visual editor for the .ipl files, the one i am using currently (MEd 0.32 displays everything as one shade of gray which makes things harder...)

 

hehe :) what you have given me looks fine to me, and will be very useful in stage 2 of my mods (Where i'll be spawning new objects)

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Dashing off to work but.... For clarification, do the IPL eXtentions work on existing saves?

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Yep they work on existing saves, just add the string to the .ipl and your set

 

is it me or dose SA sometimes stop working for no good reason? just had it quit working, luckily have a working copy on my server from copying the game onto my PC...

 

Edit: seems when i edit vegasS.ipl it breaks the game, and restoring the old file dosen't fix it, weird.

Edited by max1zzz
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Yeah, weird. I had a similar restoration problem when I first started using Win7. Are you familiar enough with the virtual store to eliminate that as a source of the issue? I haven't looked into the details; it's another Microsoft strategy for protecting program and data files. Backup files are kept in a hidden folder. Anyway, if you aren't sure then look it up, (I'm really tired and figure it's safer to stop there.)

 

I used to use heavily modified ipl files to create custom saves intended to by played by people with unmodified games. The modified files ended up making it really difficult for the coding team to properly test the saves unless we replaced all the original files. Picking the files one at a time isn't practical, so instead we renamed the maps folder and un-renamed the original folder. Well, a copy of the original folder, which always remains in it's original state.

 

I know I mentioned this before, but... Is there's something you don't like that was already in vegasS.ipl so you are changing it? If not, consider putting all your custom IPL files in their own folder and leaving maps alone. As far as I can tell, the text IPL files are always active; they don't turn on and off when CJ is near like the binary ipl files buried in the main data archive. At the very least, this seems to be true for all of my custom ipl files.

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Ahh, wasn't aware of that, will look it up

 

And sorta, i was trying to delete some of the closed hangers from the airfield to replace them with the open models (as i wanted to add save garages to all of the airfields) and that seems to be what breaks it. Adding a hanger from elsewhere in the game also made it freeze, but simply deleting the hanger fixed it

 

I'll try using a separate ipl file for all my additions and see how that goes

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Okay, that make sense then. If stuff is in the way then you might need to commit to managing the map folder contents. Awkward to start out but I'm sure you'll figure it out. I don't have all that much experience with mapping. You may need to take these questions to the Mapping sub-forum. My only thought is that perhaps the associated IDE file also needs to be adjusted, but I'm not at all sure how those work.

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