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Arsen Vitiuk

Grand Theft Auto III Chain Game Lounge

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zmudziak32

I dont have a PC on colledge. But maybe a week or two and I'll buy a laptop.

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Helegad

All done! Maybe the next round we should strive for 98% shooting accuracy?

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GTAKid667

Yes, I did read the rules, Mr. Bright Blue.

Very good ;)

 

Great work everyone on completing the round!

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Helegad

When does the next one start? :)

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GTAKid667

When does the next one start? :)

It shouldn't be too long before Round 49 starts. Keep an eye on the GTA III forum over the next day or so.
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thehambone

1) Always save after completing Paramedic.

2) Always save after completing Paramedic.

3) If you triggered it while flying the Dodo, I think the only way to end it is to land the Dodo (as if you've landed the Unique Stunt Jump).

Edited by thehambone

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thehambone

Oh okay. Yeah there was a topic in the modding section about a glitch similar to this and we and found it to be related to the game's timer. This is only fixable via save editing, as far as I know.

Edited by thehambone
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Helegad

regarding my turn in round 49...

 

I think I f**ked up... Finished paramedic level 12 and thought it would be good time to go for Dodo. So without saving I went to airport and by accident triggered unique jump camera... Can't exit vehicle, tried falling through ground but that didn't help. Anyone knows if there is any way how to get out of this situation? :(Tried to start the Paramedic and then cancel it. It fixed the camera but still can't exit the vehicle and car drives slow...

 

I don't understand... so you finished Paramedic, went to the airport, got a Dodo, tried to fly back to Portland, hit a unique jump along the way, and then what? You started Paramedic to try and fix the camera? Can't do that from a Dodo... am I missing something here?

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GTAGuy1995

I'm sorry to see that everyone had bad luck in round 49. All the players seemed to have bad luck in the turns from this round.

 

BTW stupid question: Did you do Paramedic in Portland or in Shoreside Vale? If you did in the latter, how did you do here? I thought in Shoreside it's impossible to do Paramedic because of all the roads and sh*t like that. Even Firefighter is f*cking hard here.

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Lethal Vaccine

I did it in Portland while using the crusher glitched Ambulance. I think that's why my game glitched.

 

Probably not. Like thehambone has said, there is a Modding Topic about this very problem with the Stunt Jumps and the camera stuck in place in slow motion and won't go back to normal. Happens on PC. Happens on Mobile. For instance, in my Mobile Save, I have 20/20 Stunt Jumps done in the Starter Save, but lets say I want to jump over to the other side of SSV using that broken bridge (which is a Stunt Jump) no matter what, later in the game, it will do what you described. EVERY Stunt Jump does this. Basically, once they are done with on PC and Mobile, you can't hit them again or this glitch happens. Strangely enough, it doesn't happen whatsoever on PS2, though. Thing is, I probably did my Mobile Save in less than 20 Hours and in the Modding Topic it says something about hitting hours much higher than that for this to occur, but it doesn't matter. It just happens on PC and Mobile and you must be careful.

 

But moral of the story, like others have said, don't waste your time. SAVE the game, especially after something time consuming like Paramedics Level 12. Driving around in Ghost form doesn't do anything, and using the Crusher doesn't do anything either. It's completely safe and doesn't f*ck up the game. I use it to DP all my Special Vehicles in III as well as LCS and never had problems with it. But what you describe happened to countless others on PC and Mobile in regards to III without even using the Crusher. Furthermore, this camera problem with Stunt Jumps ALSO happens in VC for PC and Mobile. Again, not PS2, luckily. But that is why I create a Starter Save so none of these types of glitches occur later on down the road. If it's done in the beginning with the least amount of total playing time, it's less glitchy.

 

Ah, here is the Topic

 

I followed it closely throughout it's life just to see what others have experienced. I don't use Mods and I don't have any glitched Saves.

Edited by Militia

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Lethal Vaccine

Yeah, I know all about what the Crusher does. But what you describe happens in III and VC for PC and Mobile and others have documented these problems in the Topic I posted above without using the Crusher. But yes, when the Vehicle grows in size it slows down and becomes unstable. Sometimes it grows so much that even if you are driving on the road perfectly, it will fall through to Blue Hell cuz it needs to resize itself.

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DragonpokeZ

This round is cursed, then

 

I might re-install III in a few days (if I feel like it, lol), so I might get back on the Chain Game after ~7 rounds of absence, yay :D

 

Found GTA III on my pendrive, so re-installing is done xD But I ain't getting back just yet, I got stuff to do right now

Edited by DragonpokeZ
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Helegad

What's wrong with just playing Paramedic the way it was intended? Sure, it's difficult, but if you can't do it, let someone else. I can understand using the taxi glitch to get a faster car to do fares in, but this ambulance glitch sounds really unnecessary. Paramedic is all about accurate driving and endurance. By the way, how did you get the ambulance from Portland to Shoreside after doing Paramedic?

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Lethal Vaccine

What's wrong with just playing Paramedic the way it was intended? Sure, it's difficult, but if you can't do it, let someone else. I can understand using the taxi glitch to get a faster car to do fares in, but this ambulance glitch sounds really unnecessary. Paramedic is all about accurate driving and endurance. By the way, how did you get the ambulance from Portland to Shoreside after doing Paramedic?

 

Like he already said, you just drive the Ambulance in Ghost Form through the Porter Tunnel barrier to SSV. It's really easy. However, like you said, I never bother doing Paramedics in a Ghost as I also find it unnecessary. For instance, if you drive through a building, at times it can make you fall through Blue Hell and respawn on land. But when doing this, tick, tick, tick, tick time is ticking down. It's probably easier just doing it the legit, normal way. I do it like that every time. Also, if he is worried about bumps, he can just convert the Ambulance into DP form simply by driving it into the Portland Garage after using the Crusher. That removes the Ghost form and converts it to DP. Now he can smash into anything he likes and the Ambulance will never dent, smoke, or catch fire and blow up. But it's easy enough doing it the normal, legit way. The wheels are solid, but the body of the Car isn't, so any little bump in a Ghost or getting it to flip will send you into Blue Hell and wasted time will happen.

Edited by Militia

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WildBrick142

 

What's wrong with just playing Paramedic the way it was intended? Sure, it's difficult, but if you can't do it, let someone else. I can understand using the taxi glitch to get a faster car to do fares in, but this ambulance glitch sounds really unnecessary. Paramedic is all about accurate driving and endurance. By the way, how did you get the ambulance from Portland to Shoreside after doing Paramedic?

Like he already said, you just drive the Ambulance in Ghost Form through the Porter Tunnel barrier to SSV. It's really easy. However, like you said, I never bother doing Paramedics in a Ghost as I also find it unnecessary. For instance, if you drive through a building, at times it can make you fall through Blue Hell and respawn on land. But when doing this, tick, tick, tick, tick time is ticking down. It's probably easier just doing it the legit, normal way. I do it like that every time. Also, if he is worried about bumps, he can just convert the Ambulance into DP form simply by driving it into the Portland Garage after using the Crusher. That removes the Ghost form and converts it to DP. Now he can smash into anything he likes and the Ambulance will never dent, smoke, or catch fire and blow up. But it's easy enough doing it the normal, legit way. The wheels are solid, but the body of the Car isn't, so any little bump in a Ghost or getting it to flip will send you into Blue Hell and wasted time will happen.

 

This.

 

I did it with the ghost method once and I don't think it is any more better. Half the time the Ambulance expands which makes it slow down and then to get it back to normal I would have to find a building that is possible to fall through and wait to respawn. Not to mention the random flips under map because you happen to touch something with the wheels. The real good thing is that the Ambulance can't be damaged at all, but I'd rather risk it and go fast instead of doing it safely and go slow (and potentially failing by running out of time).

 

I approve :^:. :cookie::cookie:

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Lethal Vaccine

Yeah, if anything, it's best to just make a DP Ambulance and do it that way. But when doing that, sometimes the game will glitch out cuz Taxi AND Paramedics can get activated simultaneously. All in all, it's best to just do it legit. To save time and to not glitch the game.

Edited by Militia

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DEALUX

You can save time by falling through the ground by driving in the direction of the patient or hospital. You will move through blue hell in that direction and you won't have to navigate the city as you would normally (the latter takes more time in most cases). This method makes the mission easier because it removes the possibility of failing the mission by running over patients and destroying\flipping over the ambulance. Note that you can still get wasted by driving into water. The ambulance doesn't go through water in ghost form.

 

Here are some tips:

- Don't fall through the ground too much. Use the glitch once per patient or group of patients (multiple patients spawning in close proximity to one another).

- Use it frequently enough so that the ambulance doesn't get too heavy. It gets heavier (and bigger) the more objects you drive through. This influences the handling\speed of the vehicle. Falling through the ground temporarily resets this effect.

- Avoid driving through other vehicles. The wheels of the ambulance and those of other vehicles can collide and cause the ambulance to flip over and fall through the ground. If this happens often enough you will run out of time.

- If there are any enemy gangs on the street try to avoid getting hijacked by its members. Obviously bullets won't hurt the ambulance in ghost form but gang members can throw you out of the ambulance and cause you to fail the mission. Try to leave gang populated areas as fast as possible if they are a problem for you (especially later in the game).

 

Here's a video where I pass the "Paramedic" mission using the crusher\taxi glitch in less than 30 minutes:

 

 

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GTAGuy1995

Oh wow, I had no idea that you can complete the mission that fast with this glitch. I thought it's gonna take more time because of having to go into blue hell to reset ambulance size, so that you will run out of time in some cases. Still, that was very nice.

 

I have a question: What if you try to do later in game when gangs hate you? I know that bullets will go through ghost ambulance but can the patient get hurt by gangs that are shooting at you? Like for example you go to pick up a patient but mafia shoots you with shotgun, the shots will go THROUGH ambulance. Will that hit the patient or not?

 

Oh and why is your HUD so small? What mod you used? Widescreen Patch or Silent Patch?

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DEALUX

No, the characters\peds cannot be hurt while they are in a vehicle in any circumstance. It just wasn't coded into the game. The bullets will just pass through the ambulance with no damage to either the vehicle or Claude and the patients.

 

I used the widescreen fix on this page: https://thirteenag.github.io/widescreen_fixes_pack

 

Edit: The problem with hostile gang members is that they can still pull you out of the ambulance and make you fail the mission. Once that happens you cannot get back in the ghost ambulance. You'll have to redo the glitch.

Edited by Kristian.

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GTAGuy1995

No, I mean if the patients happen to be in front of the gang members when they shoot, I'm sure they can still be hurt.

 

Oh it was widescreen fix. I don't know why but I always confuse the widescreen fix with silent patch because I often see pictures and videos with both being used at same time and for some reason I think that silent patch also has option to make HUD smaller.

 

EDITED because I created confusion, I said "peds" but I meant "patients".

Edited by GTAGuy1995

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WildBrick142

^I think only the player can actually kill the patients. I've seen them getting run over and shot by NPC's plenty of times across 5 GTA games and they never died.

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GTAGuy1995

EDITED

Edited by GTAGuy1995

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DEALUX

No. I think that the programmers made sure that the patients cannot be hurt by other NPCs. I've only seen a car run over one once and it didn't hurt them. I assume they can't get shot either. I've never seen that happen.

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thehambone

There's only one way to answer this. To the game script!

 

 

Yep, Kristian. is right.

 

0376: $INJURED_PED_1 = create_random_actor $PED_COORD_X $PED_COORD_Y $PED_COORD_Z $INJURED_PED_1_FLAG = 1 // $ = int 0332: set_actor $INJURED_PED_1 bleeding_to 1 02A9: set_actor $INJURED_PED_1 immune_to_nonplayer 1
Edited by thehambone
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GTAGuy1995

Oh, you were talking about the PATIENTS that spawn during Paramedic. I thought we were talking about normal peds since I had peds in my mind and not patients. It's nice to know the patients can't be hurt by other peds.

 

I apologize for creating confusion. I don't know why but I had "peds" in my mind when I wrote previous posts.

Edited by GTAGuy1995

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WildBrick142

Another round over! Congrats to all who participated :)

 

This is probably the last round I've participated in, unfortunately, which is a shame since I'll likely miss out on Round 50. Might be back soon or in the future, who knows - unforeseen circumstances are unforeseen... Either way, it was nice playing, and have fun in the future rounds :)

Edited by WildBrick142
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GTAKid667

Hello everyone,

The next round of the GTA III Chain Game starts tomorrow and there are a few things I'd like to quickly mention before the round starts.

Firstly, there are going to be some changes in the opening posts that should be read by all players. The basic rules of the game will remain the same but there will be a new section with additional information near to the end of the opening posts which explains some changes to the game that should be read in order to ensure the game can be played fairly.

Something else I would like to mention is just to remind players that they are not allowed to call a turn until the starter save has been posted. There may be a possibility that the round being posted will be slower than usual tomorrow and so the initial post may be posted as much as 10 minutes before the starter save. During this time, you will not be allowed to call a turn (and even if you did, you wouldn't be able to get the Starter Save to take it!) and need to wait until I post the Starter Save.

And that's all I'm going to say for now. There may some more changes and surprises along the way and you'll all find out why when the round is posted. It'd be great to see a lot of you take turns in the round :)

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GTAKid667

Happy 5th Birthday to the Grand Theft Auto III Chain Game! :)



And a massive Welcome Back to @Arsen Vitiuk!


This Round includes Generated Vehicles - Read the section above the Starter Save for more information!


Edited by GTAKid667
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GTAKid667

Hello!

 

Thanks once again for playing in The 5th Anniversary Round - I didn't realise at the time of writing the closing comment, but we had also managed to make the round the 5th Fastest Ever with such a quick time, so well done everyone!

 

Now I'd like to take the time to explain some important rule changes that all players need to be aware of for the next round of the game. The next round of the GTA III Chain Game will be a Starter Save Round, which is where we attempt to complete all Side Missions at the beginning of the game without any of the Story Missions being completed.

 

The last time there was a Starter Save Round in the Chain Game was back in March 2013 and therefore I am aware that the majority of our current players were not around when they were being played, which is why I feel that it is very important for me to explain the differences in rules so that mistakes are not made accidentally which may cause the round to not run smoothly:

 

No Story Missions - The main change in the Starter Save Rounds is that we are attempting to create a save that has all of the Side Missions Complete at the beginning of the game, meaning that no player should complete a Single Storyline Mission during the round. This is the most important rule of the game and is often broken in these rounds due to players not reading the rules carefully or being aware of the differences in the Starter Save Rounds.

 

Additionally, in this round 'Give Me Liberty' and 'Luigi's Girls' will not be completed and Claude will still be wearing his Prison Overalls, as well as the Callahan Bridge still containing the wreckage from the bomb in the opening intro. This can make the Stunt Jump in the area harder to complete although is still possible with the use of the Dodo Plane. There is also a mission trigger location everyone needs to be aware of so that they do not start this mission by accident - Details will be found in the Opening Posts.

 

One Named Side Mission - Unlike the regular rounds where players are free to do as many Side Missions as they wish, there is a slight rule change for the Starter Save Rounds that is in place to ensure the round is not over in only one or two turns. This is the One Named Side Mission rule where during your turn, you are only able to complete one of the following:

  • "Patriot Playground"
  • "A Ride In The Park"
  • "Gripped!"
  • "Multistorey Mayhem"
  • "Mafia Massacre"
  • "Diablo Destruction"
  • "Casino Calamity"
  • "Rumpo Rampage"
You are still free to do as many of the other Side Missions as you choose, either with or without one of the above.

 

Reduced Turn Limit - This is a new rule that will come into effect for Starter Save Rounds from this round onwards, which has been decided as we feel it will make the game fair and not result in a round that has almost all of the game completed in the first turn. You are only allowed TWO HOURS to complete your turn - One hour less than regular rounds.

 

Regular Rounds of the Grand Theft Auto III Chain Game are not going anywhere or having any rule changes, and will continue with Round 51 after the Starter Save Round is complete. I'm looking forward to the return of the Starter Save Rounds and hope that some of you will join in and play!

 

If anything hasn't made sense, feel free to ask any questions here or through PM!

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MrMateczko

I would rather stick to the original game. To make it a true Starter Save everyone can download and enjoy like in the original game.

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