Craig Kostelecky Posted March 6, 2005 Share Posted March 6, 2005 (edited) Grand Theft Auto: Liberty City -- Mission Coding This is the location where we will discuss and release updates to the mission script and related files. Any questions on it should be posted here. This section is for official code only, so any unofficial additions go in the unofficial mods topic.These missions require some audio files as well. They can be found on your GTA3 CD.Missions[table]MissionStatusMission 0 SetupDone, requires latest updatesMission 1 Hospital HelpDone and bug freeMission 2 Police HelpDone and bug freeMission 3 Diablo DestructionDone and bug freeMission 4 Mafia MassacreDone and bug freeMission 5 Rumpo RampageDone and bug freeMission 6 Casino CalamityDone and bug freeMission 7 Patriot PlaygroundDone and bug freeMission 8 A Ride in the ParkDone and bug freeMission 9 Gripped!Done and bug freeMission 10 Multistory MayhemDone and bug freeMission 11 Paramedic sub-missionDone with no known bugsMission 12 Firefighter sub-missionDone with no known bugsMission 13 Vigilante sub-missionMostly done -- there's a chance cars will cross to other islandsMission 14 Taxi sub-missionDone with no known bugsMission 15 The CrookDone and bug freeMission 16 The ThievesDone and bug freeMission 17 The WifeDone and bug freeMission 18 Her LoverDone and bug freeMission 19 Give Me LibertyDone and bug freeMission 20 Dont Spank Ma Bitch UpDone with no known bugsMission 21 Drive Misty For MeDone with no known bugsMission 22 Pump Action PimpDone with no known bugsMission 23 The FuzzballDone with no known bugsMission 24 Mike Lips Last LunchDone.Mission 25 Farewall Chunky Lee ChongDone with no known bugsMission 26 Van HeistDone.Mission 27 Cipriani's ChauffeurDone with no known bugsMission 28 Dead Skunk In The TrunkDone with no known bugsMission 29 The Get AwayDone with no known bugsMission 30 Taking Out The LaundryDone with no known bugsMission 31 The Pick UpDone with no known bugsMission 32 Salvatore's Called A MeetingDone with no known bugsMission 33 Triads And TribulationsDone with no known bugsMission 34 Blow FishDone.Mission 35 ChaperoneMostly done -- no SWAT speechMission 36 Cutting The GrassDone and bug freeMission 37 Bomb Da Base Act IDone and bug freeMission 38 Bomb Da Base Act IIDoneMission 39 Last RequestsDoneMission 40 TurismoDone and bug freeMission 41 I Scream, You ScreamDoneMission 42 Trial By FireDone and bug freeMission 43 Big 'N' VeinyDone and bug freeMission 44 Sayonara SalvatoreDone with no known bugsMission 45 Under SurveillanceDone with no known bugsMission 46 Paparazzi PurgeDone and bug freeMission 47 Pay Day For RayDone and bug freeMission 48 Two Faced TannerDone and bug freeMission 49 Kanbu Bust OutDone with no known bugsMission 50 Grand Theft AutoDone with no known bugsMission 51 Deal StealDone with no known bugsMission 52 ShimaDone with no known bugsMission 53 SmackdownDone with no known bugsMission 54 Silence The SneakDone with no known bugsMission 55 Arms ShortageDone with no known bugsMission 56 Evidence DashDone, with no known bugsMission 57 Gone FishingDone, with no known bugsMission 58 Plaster BlasterMostly done -- damage by vehicle not recognizedMission 59 Marked ManDone with no known bugsMission 60 LiberatorDone with no known bugsMission 61 Waka Gashira WipeoutDone, with no known bugsMission 62 A Drop In The OceanDone with no known bugsMission 63 Bling-Bling ScrambleDone and bug freeMission 64 Uzi RiderDone with no known bugsMission 65 Gangcar RoundupDone with no known bugsMission 66 Kingdom ComeDone with no known bugsMission 67 Grand Theft AeroDone.Mission 68 Escort ServiceDone, with no known bugsMission 69 DecoyDone with no known bugsMission 70 Loves DisapperanceDone and bug freeMission 71 BaitDone with no known bugsMission 72 Espresso 2 GoDone with no known bugsMission 73 SAMDone, with no known bugsMission 74 Uzi MoneyDone and bug freeMission 75 ToyminatorDone and bug freeMission 76 Rigged to BlowDone and bug freeMission 77 Bullion RunDone.Mission 78 RumbleDone and bug freeMission 79 The ExchangeDone with no known bugs[/table]Other bits[table]ItemStatusTrainCode is final, there are issues with the models and lack of sounds thoughSubwayCode is final, there are issues with the models and lack of sounds thoughCar crusherCrane is done and bug free, crusher needs full conversionMilitary (emergency vehicle) craneDone and bug freeImport/Export garageDone and bug freeSSV Bridge AnimationDone and bug freePed speechAlmost done!Any otherDon't know[/table]Mission conversion infoThere are a few things you need to know before doing a conversion.The city has been moved for sea alignment reasons, so the code must be moved accordingly. The x has been moved -335 and the z has been +6, all co-ordinates must be moved accordingly.Weapon numbers - the weapons have changed, so the numbers must be changed too:[table]IIILCWeapon16Bat217Colt45323Uzi421Shotgun525AK47627M16728Sniper Rifle830Rocket Launcher931Flamethrower1015Molotov cocktails1112Grenades1234Detonator[/table]Radar icons - these have also changed:[table]SCMSpriteGXTGXT String4ALG_02Asuka5LG_03el Burro6CLG_04Catalina8LG_06Police Car9DLG_07Donald Love108LG_088-Ball11LG_03el Burro (notice the repeated LG_03)12LG_09D-Ice13JLG_10Joey14KLG_11Kenji15LG_12King Courtney16LLG_13Luigi18RLG_15Ray19SLG_16Salvatore20LG_37Hideout21LG_17Pay 'n' Spray22TLG_18Toni23LG_19Ammunation27CanLG_27Pay 'n' Spray28MLG_23Marco's Bistro[/table]Some z-coordinates are -100.0 in GTA 3 -- this is used to find the ground z coordinate, but this doesn't always look right in VC (due to the way the game loads collision now), so you will need to find the correct coordinates yourself.III-specific opcodesMany of the GTA III's opcodes did not carry over to Vice City as R* deemed them unnecessary. Fortunately we have gained enough knowledge to recreate most of these opcodes faithfully. If you are interested in these opcodes independent of the mod, check out the Opcodes Restoration Project. All recreated opcodes are handled by the dinput8.dll file.[table]OpcodeStatus00A2: is_char_still_aliveThis now works00AC: is_car_still_aliveThis now works00BD: print_soonThis now works0130: is_player_bustedThis now works0135: change_car_lockThis now works0149: is_car_crushed0119: is_car_wrecked \\ Possibly with area check014D: text_pagerThis now works0156: set_ped_densityI used a forbidden_for_peds cube, but that depends on the density you want015E: is_car_in_airThis now works016F: draw_shadowThis now works0178: is_player_touching_objectThis now works0181; declare_mission_flag_for_contactno effect in III, is ignored here0182; set_contact_base_briefno effect in III, is ignored here01EE: activate_craneThis now works01EF: deactivate_craneThis now works0218: print_with_number_big_qThis now works021D: set_free_bombsThis now works0228: is_car_armed_with_bombThis now works0240: flash_objectThis now works0242: arm_car_with_bombThis now works024C: set_phone_messageThis now works0250: draw_lightThis now works0255: restart_critical_missionThis now works0299: activate_garageThis now works029C: is_boatThis now works02A0: is_char_stoppedThis now works02A1: message_waitThis now works02A2: add_particle_effectThis now works02B9: deactivate_garageThis now works02BC: set_swat_requiredThis now works02C3: start_pacman_raceThis now works02C5: get_number_of_power_pills_eatenThis now works02C6: clear_pacmanThis now works02C7: start_pacman_scrambleThis now works02C8: get_number_of_power_pills_carriedThis now works02C9: clear_number_of_power_pills_carriedThis now works02CD: gosub_file @Label00FEAD @Label00FEADThis now works, but gosub is still better to use02D9: clear_number_of_power_pills_eatenThis now works02EE: is_projectile_in_cubeThis now works02EF: remove_projectile_in_cubeThis now works02F0: drop_mineThis now works02F1: drop_nautical_mineThis now works02F4: create_cutscene_actor_from_head_and_body???02F5: set_head_anim???02FB: activate_crusher_craneThis now works02FE: print_with_2_numbers_soonThis now works032D: set_car_to_blockThis now works033A: create_incoming_cessnaThis now works033B: has_incoming_cessna_landedThis now works033C: has_incoming_cessna_been_destroyedThis now works0344: set_text_centre_size???0346: set_text_draw_background_color???0349: set_text_font???034A: set_portland_completeThis now works034B: set_staunton_completeThis now works034C: set_shoreside_completeThis now works0351: is_gore_enabledThis now works0354: set_up_chase_sceneThis now works0355: clean_up_chase_sceneThis now works0356: is_explosion_in_areaThis now works0358: create_drop_off_cessnaThis now works0359: is_drop_off_cessna_destroyedThis now works035A: get_drop_off_cessna_coordsThis now works035B: create_floating_packageThis now works0367: start_kill_frenzy_headshotThis now works0368: activate_military_craneThis now works0374: set_motion_blurThis now works037F: give_player_detonatorThis now works0399: disable_ped_nodes_in_angled_cube???03A0: is_crane_lifting_carThis now works03A5: change_garage_type_with_car_modelThis now works03A6: find_drug_plane_coordinatesThis now works03B2: start_catalina_heliControlled by the CAT_FB script03B3: catalina_heli_take_offControlled by the CAT_FB script03B4: remove_catalina_heliControlled by the CAT_FB script03B5: has_catalina_heli_been_shot_downControlled by the CAT_FB script03B9: grab_catalina_heliControlled by the CAT_FB script03C6: is_collision_in_memoryThis now works03C9: is_car_visibly_damagedThis now works[/table]Due to the 550 cells per post limit, see the post below for the rest of the table.DevelopmentIf you want to help develop the script, these are the files required to get it compiled in Sanny Builder. main.sc, place in vc\data default.ide, place in vc\data source directory, place in vc\data LCSCM.INI, place in sb\data\vc If you want to help debug the script, you can enable debug by adding these lines into the gta-lc.ini file under the "Debug" section.[Debug]MasterDebug=1MasterExtras2=1MasterPackagesCompleted=0MasterParamedicCompleted=0MasterVigilanteCompleted=0MasterFirefighterCompleted=0MasterIEGaragesCompleted=0Master100Completed=0SkipHelp=0ViceCity=0 Mission coding related linksPrevious mission coding topic, from the Wayback MachineCoding forumHUGE thanks to Y_Less for organizing all of this and formatting it like it is. God knows I didn't have the time to do it.09-2012 update: Updated opcode list. It's more accurate now but the list seems to also include opcodes that worked with the latest but glitchy and excluded .asi file. -space02-2016 update: Table is now updated post-forum upgrade, updated some really outdated information especially opcodes table, added 018D information. -space06-2016 update: New opcodes from dinput8.dll added. -space08-2016 update: vcopcode.asi has been replaced with dinput8.dll. -space Edited August 18, 2017 by spaceeinstein spartaque12 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/ Share on other sites More sharing options...
spaceeinstein Posted April 4, 2015 Share Posted April 4, 2015 (edited) (Continued from above) [table] Opcode Status 03C2: is_phone_displaying_message This now works 03DD: show_pickup_on_radar This now works 03EC: has_ev_crane_collected_all_cars This now works 03F7: load_collision Not needed? 03F8: get_bodycast_health This now works 03FB: set_car_stays_in_current_level This now compiles, but level transitions are not available 03FC: set_char_stays_in_current_level This now compiles, but level transitions are not available 03FD: register_4x4_one_time 042E: register_fastest_time 16 03FE: register_4x4_two_time 042E: register_fastest_time 17 03FF: register_4x4_three_time 042E: register_fastest_time 18 0400: register_4x4_mayhem_time 042E: register_fastest_time 19 0406: register_longest_dodo_flight This now works 0407: register_time_taken_defuse_mission 042E: register_fastest_time 1 040A: remove_car_from_chase This now works 0410: set_gang_ped_model_preference This now works 041C: make_actor_say This now mostly works, sans the SWAT speech 041F: override_hospital_level This now compiles, but level transitions are not available so use 016E 0420: override_police_station_level This now compiles, but level transitions are not available so use 016E 0421: force_rain This now works 0422: does_garage_contain_car This now works 0426: create_save_cars_between_levels ??? 042A: is_threat_for_ped_type This now works 0438: set_char_ignore_level_transitions This now compiles, but level transitions are not available 043A: start_boat_foam_animation no effect in III, is ignored here 043B: update_boat_foam_animation This now mostly works, simplified form of III 043D: set_intro_is_playing ??? 0444: set_script_fire_audio This now works 0447: is_player_lifting_a_phone This now works 044C: load_collision_with_screen ??? 044E: set_car_ignore_level_transitions This now compiles, but level transitions are not available 044F: make_car_a_bit_stronger This now works 0452: enable_player_control_camera This now works [/table] Togglable features New! There are many (optional) entries for the gta-lc.ini settings file that lets you control various features in the latest updates. Place these lines in the "Misc" section. [Misc]AllowHorizonShips=0UseVCCarAlarm=0AllowPlaneTrailsBanners=0UseVCWantedSystem=0UseVCAutoAimTexture=0ShowArrowMarkerGlow=1AllowDeadPedInFrontOfCar=1UseTommySfx=0UseShortcutDropoff=1UseVCTrails=0UseVCWeather=0UseRCBaron=0AdditionalStats=1UseVCEnvironmentMap=0RandomLoadScreen=1UseVCFontStyles=0UseVCFontColors=0 Script file update (last updated 2015-06-09)Changes: Proper gun flashes during the introduction scene and Grand Theft Aero Proper smoke particle during Kanbu Bust-out The Yakuza Stinger replaces the Hotrinb while the Phoenix is reverted back to original During Paramedic, the patients will scream properly when hurt Better city loading when starting a new game with debug mode on A new game is always required when the main script is modified. Edited August 18, 2017 by spaceeinstein Silent, Craig Kostelecky, Agem and 4 others 7 Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067248050 Share on other sites More sharing options...
Jeansowaty Posted April 4, 2015 Share Posted April 4, 2015 Why does the Yakuza Stinger still have the wrong audio? Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067251128 Share on other sites More sharing options...
spaceeinstein Posted April 4, 2015 Share Posted April 4, 2015 Audio was not included in this update. Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067251811 Share on other sites More sharing options...
Craig Kostelecky Posted April 6, 2015 Author Share Posted April 6, 2015 (edited) Awesome space. Thank you. I see you updated planes.sc in Dropbox and main.sc. Could you please update the other source files so I can sync up? Thanks. Edited April 7, 2015 by Craig Kostelecky Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067260346 Share on other sites More sharing options...
spaceeinstein Posted April 7, 2015 Share Posted April 7, 2015 I don't understand what you mean. The source files have already been updated and were used to generate this main.scm file. Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067267227 Share on other sites More sharing options...
Craig Kostelecky Posted April 7, 2015 Author Share Posted April 7, 2015 I see it now. Looks like these files changed: ambulance.sc, asub2.sc, intro.sc, kenj1.sc, love4,sc, planes.sc, and of course main.sc. Not sure how I missed it before. Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067267613 Share on other sites More sharing options...
Jeansowaty Posted April 8, 2015 Share Posted April 8, 2015 No, that's not what I mean. I mean, it uses the Hotrinb slot, but it has incorrect sounds. I used the Virgo slot and it's almost like it was in GTA3, except for the horn. Just saying ._. Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067274379 Share on other sites More sharing options...
spaceeinstein Posted April 8, 2015 Share Posted April 8, 2015 I don't think it should matter what car is being replaced when it comes to sounds since a way to fix them was posted in another topic. I think Silent is working on implementing those fixes. Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067276192 Share on other sites More sharing options...
Jeansowaty Posted April 9, 2015 Share Posted April 9, 2015 Oh, sorry man, I forgot about it Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067279612 Share on other sites More sharing options...
Silent Posted April 9, 2015 Share Posted April 9, 2015 Would be good if MM didn't dissapear again, though Ss4gogeta0 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067280274 Share on other sites More sharing options...
spaceeinstein Posted May 27, 2015 Share Posted May 27, 2015 (edited) While we await a permanent update, I have set up a temporary update so that you can test all the car SFX. You can post any inconsistencies you discover in the sounds of the cars. In your gta-lc.ini file, change the UseDebugSCM setting to 1 in order to use this update. It is only accessible using debug mode. Edited June 10, 2015 by spaceeinstein Craig Kostelecky 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067518855 Share on other sites More sharing options...
Craig Kostelecky Posted May 28, 2015 Author Share Posted May 28, 2015 As usual, thank you space. I'm still amazed at some of the things you can do in the scm these days. Speaking of sound altering scm code, would you know how to mute the helicopter sound (or swap it with the driving engine sound) from the flying DeLorean? And also the horn in the General Lee? Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067522441 Share on other sites More sharing options...
spaceeinstein Posted May 29, 2015 Share Posted May 29, 2015 (edited) It's not possible to change the sound of a helicopter using this hack (but it's possible through traditional ways, at 0x5F3DB0 for those who know how to change it). For the General Lee, I can assign a blank SFX as its horn. I discovered this hack relatively recently so I think few knows such hack is even possible. But it's very impractical compared to other ways. You can check out 042E/042F for more practical uses. Edited May 29, 2015 by spaceeinstein Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067524443 Share on other sites More sharing options...
Silent Posted May 29, 2015 Share Posted May 29, 2015 Thanks for this, I have doubts whether I'll ever remember to implement the DAT customization for without being constantly nagged Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067525354 Share on other sites More sharing options...
Craig Kostelecky Posted May 29, 2015 Author Share Posted May 29, 2015 I try to keep my nagging to a minimum while you're occupied with other projects. And so much of our development here is dependent on MM's work, so I'm fine waiting at a standstill for as long as we need to. Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067525651 Share on other sites More sharing options...
spaceeinstein Posted June 21, 2015 Share Posted June 21, 2015 (edited) Script file update (last updated 2015-06-21) Changes: Workaround for creating smoke particles during "Chaperone" When starting "Bomb Da Base: Act I", the message "Salvatore wants you to help Toni deal with the Triads first!" will not appear when "Blow Fish" is already completed Debug mode: Portland Ammu-Nation no longer duplicate weapon pickups when missions unlock them Debug mode: Removed Toni's blip after completing "Salvatore's Called A Meeting", readded after completing "Chaperone" Debug mode: Two clothes pickup at the Portland hideout, one is the default outfit and the other is the prison outfit, in order to test the change below For modders: Initial progress on preventing crashes when starting cutscenes using different player character models Source code: Removed extraneous spaces in frank1.sc Source code: Initial progress to rename opcode 03C8 to its proper name A new game is required as usual. Edited September 13, 2016 by spaceeinstein theNGclan, Igor Bogdanoff, Jago and 5 others 8 Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067634741 Share on other sites More sharing options...
Silent Posted June 21, 2015 Share Posted June 21, 2015 (edited) Source code: Initial progress to rename opcode 03C8 to its proper name Help what's regex replace I'll handle it on dropbox. EDIT: Done. This command is paramless so why on Earth would you even want to rename it by hand? EDIT2: What did you change regarding cutscenes so they work with custom models? Edited June 21, 2015 by Silent Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067635207 Share on other sites More sharing options...
Craig Kostelecky Posted June 21, 2015 Author Share Posted June 21, 2015 Awesome work guys. I wondered what all of those updates were on Dropbox last night. I even scanned a few but did not notice the changes until they were pointed out this morning. Very happy to see you plugging away at these little things that you are so good at finding and fixing, space. I'm happy to see a clothes pickup used. I'd even like to see people make more clothing options that we can include like in Vice City. If they look as good as the models in game, I'll likely accept them as official. Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067635373 Share on other sites More sharing options...
spaceeinstein Posted June 21, 2015 Share Posted June 21, 2015 (edited) EDIT2: What did you change regarding cutscenes so they work with custom models? In GTA III, it uses #NULL as the model to use for the player. In Vice City, it uses special character models #SPECIALxx instead. So I tried using the technique Vice City uses and found that it made cutscenes work. I think somehow the 'PLAYER' model doesn't stay in memory and would crash the game when cutscenes try to create it. All fixed cutscenes right now use the default player model regardless of the model you are playing. I don't know how Vice City manages to allow different models to appear on the same cutscene model yet. Edited June 21, 2015 by spaceeinstein Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067636927 Share on other sites More sharing options...
FidoX Posted June 22, 2015 Share Posted June 22, 2015 Vice city loads the player model as a special actor if I remember correctly.Back then I managed to give Claude a different outfit in cutscenes by loading his body as a special actor and changed the lines to use that model. The only problem was that in the mission where you meet Salvatore, the cutscene uses 6 special actors(or 12, maybe the heads are counted as special actors too) and that's the most the game can load without crashing.So you're kinda limited in some cutscenes, unless you change the lines to get two actors share the same body model. Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067637970 Share on other sites More sharing options...
spaceeinstein Posted June 23, 2015 Share Posted June 23, 2015 (edited) All the cutscenes are completely done! Now you can use different player model names without a game crash. Cutscenes will use the default player model "player.dff" regardless of the model you use. I found that Vice City looks through a list of hardcoded model names to determine what player model to use during cutscenes. If the model is not in the list, it will use the default player model. I'm unsure how to implement that feature though. It requires renaming many things or some memory editing for it to work here. Script file update (last updated 2015-06-23) Changes: Uzi uses pistol's animation to avoid random crashes Correctly positioned cutscene offset in "Silence The Sneak" Currectly positioned camera angles of McAffrey's hideout in "Silence The Sneak" Fixed game crash during "Silence The Sneak" when the escaping car is immediately blown up Fixed height of destination blip in "I Scream, You Scream" As a workaround, all peds are forced to spawn as Triads during "Trial By Fire" (I am unsure why the density is so low) Debug mode: Phil's compound gate remains opened during "Arms Shortage" For modders: Different player character model names can be used without the game crashing at cutscenes (cutscenes use the default player model) Source code: Updated names of opcode 0168 Edited September 13, 2016 by spaceeinstein Blackbird88, Jago, Craig Kostelecky and 1 other 4 Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067642824 Share on other sites More sharing options...
Redride' s OG Posted June 24, 2015 Share Posted June 24, 2015 All the cutscenes are completely done! Now you can use different player model names without a game crash. Cutscenes will use the default player model "player.dff" regardless of the model you use. I found that Vice City looks through a list of hardcoded model names to determine what player model to use during cutscenes. If the model is not in the list, it will use the default player model. I'm unsure how to implement that feature though. It requires renaming many things or some memory editing for it to work here. Script file update (last updated 2015-06-23) Changes: Uzi uses pistol's animation to avoid random crashes Correctly positioned cutscene offset in "Silence The Sneak" Currectly positioned camera angles of McAffrey's hideout in "Silence The Sneak" Fixed game crash during "Silence The Sneak" when the escaping car is immediately blown up Fixed height of destination blip in "I Scream, You Scream" As a workaround, all peds are forced to spawn as Triads during "Trial By Fire" (I am unsure why the density is so low) Debug mode: Phil's compound gate remains opened during "Arms Shortage" For modders: Different player character model names can be used without the game crashing at cutscenes (cutscenes use the default player model) Source code: Updated names of opcode 0168 when i reached hideout, screen flashes Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067645422 Share on other sites More sharing options...
spaceeinstein Posted June 24, 2015 Share Posted June 24, 2015 (edited) Thanks for noticing it. I have uploaded the fix at the same link. EDIT: Craig, would you like the Distribution mission be officially supported? Edited June 24, 2015 by spaceeinstein Silent 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067645534 Share on other sites More sharing options...
Silent Posted June 24, 2015 Share Posted June 24, 2015 IMO it could fit better as some sort of a semi-official expansion with ALL VC side missions in. So Pizzaboy, RC planes and stuff. But that might be too much additional content for the vanilla. Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067646601 Share on other sites More sharing options...
Redride' s OG Posted June 24, 2015 Share Posted June 24, 2015 You can add gta 3 alarm from car alarm cleo mod, spaceeinstein. Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067646862 Share on other sites More sharing options...
Craig Kostelecky Posted June 24, 2015 Author Share Posted June 24, 2015 EDIT: Craig, would you like the Distribution mission be officially supported?I'd like that. Have it enabled when $MASTERLCEXTRAS2 is on. I like Silent's idea of Pizza Boy as well. Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067646921 Share on other sites More sharing options...
zmudziak32 Posted June 24, 2015 Share Posted June 24, 2015 I would like also GTA VC Style Vigilante and FireFighter Missions with same bonuses as GTA III. Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067647249 Share on other sites More sharing options...
Craig Kostelecky Posted June 24, 2015 Author Share Posted June 24, 2015 I'm not sure how we'd do that and keep the III system in place. Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067647552 Share on other sites More sharing options...
zmudziak32 Posted June 24, 2015 Share Posted June 24, 2015 Maybe in same way as in Paramedic Missions? Link to comment https://gtaforums.com/topic/743524-mission-coding/#findComment-1067647860 Share on other sites More sharing options...
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