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[SA] Help - How to add new Binco store in custom location


Chorizombie
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Hello, I'm practically in diapers when it comes to modding GTA San Andreas, recently I've been learning how to edit the files in data folder, but I would like to know what do I need to do to "copy/paste" the Binco store marker (and its interior) from Ganton and place it in any given place I desire? I'm thinking this would need the edit of main.scm (I started reading the Zazz bible, but it's very complicated to me so far, still I'm trying). It doesn't has to be Binco store, it could be any enterable store that offers the same items as the original. I'm guessing it would take to copy paste its script, but change the coordinates. Could anyone please help me? Any scripter could please tell me which lines in the SCM should I focus or if anybody with the knowledge to do it, could you please make a basic cleo mod source so I can learn from it? Thanks in advance to anyone intersted in this project.

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San Andreas Enex Documentation

 

The way the game normally handles the interiors is with enexes, or ENtrance/EXit markers -- those bobbing yellow doors. These are loaded from the IPL text files in the maps folder. You'd think that standard text files would be easy to manipulate but enexes tend to be terribly difficult to work with. I'll give you some tips if you really want to pursue the matter but most players find it easier to accomplish the same task using a cleo teleport script. Enexes are the sort of thing you want to learn if you are making a full map mod, using iOS or unrooted phones, or just want to learn how all the data files work.

 

Caution: Be sure to make a backup copy (for easy renaming) and a zipped copy (emergencies) of everything in the maps folder before touching anything. And then try not to change anything anyway. If you alter the sequence of the enexes in the standard IPL files by adding or removing a line you will scramble the links in all existing save files.

 

Suggestion: Make a new IPL folder under the data folder so it doesn't get mixed in with the maps and put all of your test IPL lines in their own files. Add a new reference line to your file at the end of the IPL list in GTA.DAT to make it active after all the standard stuff is loaded. Early tests should be run on a new save created just after starting the game.

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Thanks, man. I'll start reading on basic tutorials for Enex. Recently I found a mod that adds another Barber shop with unique custom haircuts, I know how to add new haircuts and clothing, but it limits in 12 items per page (hats page, glasses page, torso page, etc ), before it replaces or "buries" the item below or above it. so I was thinking in making a new store for custom added items without replacing originals.

 

Here's the link to the mod I'm talking about, I wanted to create something similar, but about clothing:

http://www.gtagarage.com/mods/show.php?id=23935

 

I opened that cleo with Sanny Builder to study it and try to find the "original" script in the Main.scm, but couldn't find it. I'm guessing I would need the source code.

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Okay, so without looking at the mod beyond the link, I would discourage you from trying to solve this problem with enexes, especially if you want any hope of ever trying to share your mod with others. You might be able to figure out how to manage your enexes without scrambling things but it's not a good idea to invite trouble by encouraging others to mess around with it.

 

Enex Issues: Enex links are part of the save and it's difficult to add or remove them on existing saves. There are only a couple dozen possible new enexes. The problems are magnified significantly if more than one mod is trying to use the same strategy.

 

In the long run you are probably better off looking to develop a teleport script for cleo to access your interior. Especially since you will be working on a larger script for a store anyway, teleporting is easy, but also because it's a much more compatible strategy. Remove the mod and everything should go away, as long as you are careful about radar blips and always remove your Entrance Markers (see opcode 0A40 as used by airport ticket gates and keycard scripts in main.scm), There are only 5 possible entrance markers, so everyone must be polite and use them only when CJ is near.

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I assume, it should be a cleo script.

The cloth script of original main.scm/script.img requires

1. a shopping.dat section

2. enex to submit interior name (there hundreds of checks for interior name in the cloth script)

3. global variables

 

It doesn't makes much sense to copy/convert the cloth script as cleo script

it wouldn't have enough locals for getting shopping items by that methode

 

If it should be a cleo script, it makes more sense to write a script from scratch with a "seller" menue

without the need of other file modifications

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Damn, it sounds very complicated for me, I've just started modifying the data files and got to add custom items without replacing, the only problem is that the items page has a limit of 12 per page (for example Old reese barber shop already has 12 haircuts and adding a new one will move below the 12th one leaving it invisible, so I though a good solution was to add a complete new shop of whichever just so I could have my custom clothes avaible and keep the vanilla ones intacts in their stores. I'll better just upload the clothing line for any advanced scripter that wants to complete this.

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You have more chances for help if you also upload the neccesary files. Open a WIP topic in showroom and give a download.

Making the script needs the cloth models and the interior, they must not be final but the file names should be final

 

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