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Inf ammo, health in main scm


timmyvermisely
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timmyvermisely

I recently installed GTA3 on my dad's PC. Used to play with me all the time back in the ps2 days. Hell I had to set it up with a 360 gamepad so he could use the ps2 controls. Anyways he would always use a gameshark and just go crazy. Whats the easiest way to replicate that on PC? Trainers and sh*t like that is out of the question. He's just not tech savy enough to set it up every time (just doesn't want to). I'm looking for hard coded mods. I'm looking for like a main.scm or maybe cleo mods that I can just install and forget about and know they'll work everytime he loads up the game. Just looking for the basics, inf health and ammo. I already figured out no police on my own

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timmyvermisely

For the life of me I couldn't find that inf health one. Thanks though!

 

If anone does know how to make that in the main scm please let me know. I've been toyng around with a stripped main scm and would like to know all the same

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For the life of me I couldn't find that inf health one. Thanks though!

 

If anone does know how to make that in the main scm please let me know. I've been toyng around with a stripped main scm and would like to know all the same

Check the opcode library for any opcode to change player health, or write value to memory pointer.
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For the life of me I couldn't find that inf health one. Thanks though!

 

If anone does know how to make that in the main scm please let me know. I've been toyng around with a stripped main scm and would like to know all the same

The "infinite health" link given is the inf health one. It`s name is "Auto Heal", it provides you with infinite health also it doesnot needs any key pressing.

Another thing, why you are wanting these stuff in SCM file cause CLEO scripts are lot better? If modding the SCM you cannot use your old save games. :lol: If anymore help need ask me. I can create an all-in-one script for you.

 

For the life of me I couldn't find that inf health one. Thanks though!

 

If anone does know how to make that in the main scm please let me know. I've been toyng around with a stripped main scm and would like to know all the same

Check the opcode library for any opcode to change player health, or write value to memory pointer.

 

Health Upcode- 0222: set_player $PLAYER_CHAR health_to 100

Armour Upcode- 035F: set_actor $PLAYER_ACTOR armour_to 100

Edited by gtafan2u
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timmyvermisely

I want it in the main scm just because I'm setting it up so a bunch of tanks spawn in one place and a few other tweaks. Rather just keep it all in one file so if I ever need to reinstall its just one file I need to plunk somewhere

 

Health Upcode- 0222: set_player $PLAYER_CHAR health_to 100

Armour Upcode- 035F: set_actor $PLAYER_ACTOR armour_to 100

 

That only sets it once...how do I get it to keep it at 100?

Edited by timmyvermisely
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I want it in the main scm just because I'm setting it up so a bunch of tanks spawn in one place and a few other tweaks. Rather just keep it all in one file so if I ever need to reinstall its just one file I need to plunk somewhere

 

Health Upcode- 0222: set_player $PLAYER_CHAR health_to 100

Armour Upcode- 035F: set_actor $PLAYER_ACTOR armour_to 100

 

That only sets it once...how do I get it to keep it at 100?

I doesnot uses SCM much to make scripts but you can use the below code->

:1

0001: wait 0 ms

0226: [email protected] = actor $PLAYER_ACTOR health

00D6: if

0019: [email protected] < 100

004D: jump_if_false @1

0222: set_player $PLAYER_CHAR health_to 100

0002: jump @1

 

This code checks the player health and if it is below 100 then it sets player health to 100. It will keep your health at 100 all the time. :santa:

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timmyvermisely

I tried to compile it and got parameter not set.

Edited by timmyvermisely
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timmyvermisely

Well I got infinate ammo taken care of, I just had the game give me the weapons I want with 99999 rounds. Two birds with one stone

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I tried to compile it and got parameter not set.

Do you know anything about scripting? I thinks that you might be a newbie to these stuffs.

I had given just a cut piece of the code that you need to setup in the SCM file, you cannot directly compile it. You needs to connect this code using the go_sub function or anything else. :santa:

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I tried to compile it and got parameter not set.

Do you know anything about scripting? I thinks that you might be a newbie to these stuffs.

I had given just a cut piece of the code that you need to setup in the SCM file, you cannot directly compile it. You needs to connect this code using the go_sub function or anything else. :santa:

 

This was no help whatsoever. If he isn't script savvy then telling him to use the go_sub function is pointless.

 

I tried to compile it and got parameter not set.

So you're trying to add these features to the vanilla main, yes?

Edited by ED-E
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This was no help whatsoever. If he isn't script savvy then telling him to use the go_sub function is pointless.

 

So, you just tell what is the other way of connecting a script that loops itself! It`s fairly easy to do that in CLEO but SCM......

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timmyvermisely

 

 

I tried to compile it and got parameter not set.

Do you know anything about scripting? I thinks that you might be a newbie to these stuffs.

I had given just a cut piece of the code that you need to setup in the SCM file, you cannot directly compile it. You needs to connect this code using the go_sub function or anything else. :santa:

 

This was no help whatsoever. If he isn't script savvy then telling him to use the go_sub function is pointless.

 

I tried to compile it and got parameter not set.

So you're trying to add these features to the vanilla main, yes?

 

I do know about what subroutines do, but writing one of my own....not so much. Yes, well a stripped SCM but otherwise yes. More or less the ultimate (cheating) free roam

Edited by timmyvermisely
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I tried to compile it and got parameter not set.

Do you know anything about scripting? I thinks that you might be a newbie to these stuffs.

I had given just a cut piece of the code that you need to setup in the SCM file, you cannot directly compile it. You needs to connect this code using the go_sub function or anything else. :santa:

 

This was no help whatsoever. If he isn't script savvy then telling him to use the go_sub function is pointless.

 

I tried to compile it and got parameter not set.

So you're trying to add these features to the vanilla main, yes?

 

I do know about what subroutines do, but writing one of my own....not so much. Yes, well a stripped SCM but otherwise yes. More or less the ultimate (cheating) free roam

 

If you are working on a stripped SCM then it`s very easy thing to do. Copy paste the below code at the last of the stripped SCM file.

 

:1

0001: wait 0 ms

0226: [email protected] = actor $PLAYER_ACTOR health

00D6: if

8184: not actor $PLAYER_ACTOR health >= 100

004D: jump_if_false @1

0222: set_player $PLAYER_CHAR health_to 100

0002: jump @1

 

Tell if it works or if you need any more help. :lol:

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timmyvermisely

SCM builder....Sanny wouldn't open the gta3 scm for me. I searched and saw a few people had the same issue

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No No No! Use Sanny. Set the game to gta3 by clicking the icon on the down right corner. Then it will work fine for you and will show no problem while compiling.

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Try this:

 

1. Open Sanny Builder

2. Click "New"

3. Copy and paste my code into your new Sanny Builder project.

4. Make sure you have 'GTA 3' selected, in the bottom right hand corner menu.

5. Make sure you have GTA 3 directory selected in the options menu.

6. Press 'F6' to compile it.

7. It might have compiled as 'Untitled1.scm', if so then just rename it to 'main', overwriting the old file.

 

Also, I'm not sure if I could have just used 0222: in a loop without having to make checks but I don't script frequently any more and I don't have III installed so I couldn't test it.

// complete by DemarestDEFINE OBJECTS 3DEFINE OBJECT (noname)                DEFINE OBJECT INDHELIX_BARRIER         // Object number -1DEFINE OBJECT LOD_LAND014              // Object number -2DEFINE MISSIONS 0{$VERSION 1.1.0000}//-------------MAIN---------------03A4: name_thread 'MAIN' 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check_to 0 00C0: set_current_time 12 0 03F7: load_island_data 0 0053: $PLAYER_CHAR = create_player #NULL at 811.875 -939.9374 35.75 0171: set_player $PLAYER_CHAR z_angle_to 180.0 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0373: set_camera_directly_behind_player 0363: toggle_model_render_at 1027.25 -933.7499 15.0 radius 50.0 object #INDHELIX_BARRIER 0 03B6: replace_model_at 1027.25 -933.7499 15.0 radius 50.0 from #INDHELIX_BARRIER to #LOD_LAND014 01B6: set_weather 0 034B: staunton_complete 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 0353: refresh_actor $PLAYER_ACTOR 016A: fade 1 1000 ms 01B4: set_player $PLAYER_CHAR frozen_state 1 01B7: release_weather 0109: player $PLAYER_CHAR money += $PLAYER_CHAR 0054: store_player $PLAYER_CHAR position_to $var1 $var2 $var3create_thread @InfAmmocreate_thread @InfHealth :MAIN_1380001: wait 250 ms 0002: jump @MAIN_138 :InfAmmowait 0if or02D7:   player $PLAYER_CHAR currentweapon == 0 //Unarmed02D7:   player $PLAYER_CHAR currentweapon == 1 //Batjf @InfAmmo1jump @InfAmmo:InfAmmo1wait 0if02D7:   player $PLAYER_CHAR currentweapon == 2 //Pistoljf @InfAmmo2017A: set_player $PLAYER_CHAR weapon 2 ammo_to 999999jump @InfAmmo:InfAmmo2wait 0if02D7:   player $PLAYER_CHAR currentweapon == 3 //Uzijf @InfAmmo3017A: set_player $PLAYER_CHAR weapon 3 ammo_to 999999jump @InfAmmo:InfAmmo3wait 0if02D7:   player $PLAYER_CHAR currentweapon == 4 //Shotgunjf @InfAmmo4017A: set_player $PLAYER_CHAR weapon 4 ammo_to 999999jump @InfAmmo:InfAmmo4wait 0if02D7:   player $PLAYER_CHAR currentweapon == 5 //AK47jf @InfAmmo5017A: set_player $PLAYER_CHAR weapon 5 ammo_to 999999jump @InfAmmo:InfAmmo5wait 0if02D7:   player $PLAYER_CHAR currentweapon == 6 //M16jf @InfAmmo6017A: set_player $PLAYER_CHAR weapon 6 ammo_to 999999jump @InfAmmo:InfAmmo6wait 0if02D7:   player $PLAYER_CHAR currentweapon == 7 //Sniperjf @InfAmmo7017A: set_player $PLAYER_CHAR weapon 7 ammo_to 999999jump @InfAmmo:InfAmmo7wait 0if02D7:   player $PLAYER_CHAR currentweapon == 8 //Rocket Launcherjf @InfAmmo8017A: set_player $PLAYER_CHAR weapon 8 ammo_to 999999jump @InfAmmo:InfAmmo8wait 0if02D7:   player $PLAYER_CHAR currentweapon == 9 //Motolov Cocktailjf @InfAmmo9017A: set_player $PLAYER_CHAR weapon 9 ammo_to 999999jump @InfAmmo:InfAmmo9wait 0if02D7:   player $PLAYER_CHAR currentweapon == 10 //Flamethrowerjf @InfAmmo10017A: set_player $PLAYER_CHAR weapon 10 ammo_to 999999jump @InfAmmo:InfAmmo10wait 0if02D7:   player $PLAYER_CHAR currentweapon == 11 //Flamethrowerjf @InfAmmo017A: set_player $PLAYER_CHAR weapon 11 ammo_to 999999jump @InfAmmo:InfHealth0226: $PLAYER_ACTOR_HEALTH = actor $PLAYER_ACTOR health wait 0if$PLAYER_ACTOR_HEALTH < 100jf @InfHealth0222: set_player $PLAYER_CHAR health_to 100jump @InfHealth
Edited by ED-E
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timmyvermisely

That is awesome! I have set up a spawn for the Rhino and have the force spawn set to 1 but I still have to go around the block for it to spawn...ideas?

Edited by timmyvermisely
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That is awesome! I have set up a spawn for the Rhino and have the force spawn set to 1 but I still have to go around the block for it to spawn...ideas?

Try spawning it a couple of seconds after the world around Claude has rendered, something like this:

:SpawnRhino                0247: request_model #RHINOwait 0if and0256:   player $PLAYER_CHAR defined 0248:   model #RHINO available jf @SpawnRhinowait 1500                                                      00A5: $RHINO = create_car #RHINO at 1504.0625 -680.0624 12.062501C3: remove_references_to_car $RHINOend_thread

Note: Not sure if the model name #RHINO is correct because I cannot check.

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timmyvermisely

It worked but I had to add a opcode to unlock the doors

Edited by timmyvermisely
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timmyvermisely

Whats the code for creating the mission markers? The blue ones that you walk into to start a mission

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Whats the code for creating the mission markers? The blue ones that you walk into to start a mission

You can either create a sphere without an icon:

:103BC: $SPHERE = create_sphere 925.0625 -350.4999 9.25 2.5 :2wait 0if00FA:   player $PLAYER_CHAR stopped 1 925.0625 -350.4999 9.25 radius 2.5. 2.5 2.5jf @2//Do stuff

Or create a sphere with an icon:

:102A7: $LUIGI_MISSION_MARKER = create_icon_marker_and_sphere 13 at 892.75 -425.7499 13.875 :2wait 0if00FA:   player $PLAYER_CHAR stopped 1 892.75 -425.7499 13.875 radius 2.5. 2.5 2.5jf @2//Do stuff

Icons are the markers on the radar that have the initial of the character who assigns you that mission.

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timmyvermisely

So I had been trying to do this my own way for a while but couldn't get it to work. So I tried yours. Also doesn't work. I give up haha

// complete by DemarestDEFINE OBJECTS 3DEFINE OBJECT (noname)                DEFINE OBJECT INDHELIX_BARRIER         // Object number -1DEFINE OBJECT LOD_LAND014              // Object number -2DEFINE MISSIONS 0//-------------MAIN---------------03A4: name_thread 'MAIN' 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check_to 0 00C0: set_current_time 12 0 03F7: load_island_data 0 0053: $PLAYER_CHAR = create_player #NULL at  826.529 -280.097  3.9920171: set_player $PLAYER_CHAR z_angle_to 180.0 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0373: set_camera_directly_behind_player 0363: toggle_model_render_at 1027.25 -933.7499 15.0 radius 50.0 object #INDHELIX_BARRIER 0 03B6: replace_model_at 1027.25 -933.7499 15.0 radius 50.0 from #INDHELIX_BARRIER to #LOD_LAND014 01B6: set_weather 0 034B: staunton_complete 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 0353: refresh_actor $PLAYER_ACTOR 016A: fade 1 1000 ms 01B4: set_player $PLAYER_CHAR frozen_state 1 01B7: release_weather 0109: player $PLAYER_CHAR money += $PLAYER_CHAR 0054: store_player $PLAYER_CHAR position_to $var1 $var2 $var30247: request_model #m16   01B1: give_player $PLAYER_CHAR weapon 6 ammo 99999 :MAIN_1380001: wait 250 ms 0002: jump @MAIN_138 create_thread @1create_thread @2:102A7: $LUIGI_MISSION_MARKER = create_icon_marker_and_sphere 13 at 892.75 -425.7499 13.875 :2wait 0if00FA: player $PLAYER_CHAR stopped 1 892.75 -425.7499 13.875 radius 2.5. 2.5 2.5jf @20110: clear_player $PLAYER_CHAR wanted_level
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So I had been trying to do this my own way for a while but couldn't get it to work. So I tried yours. Also doesn't work. I give up haha

// complete by DemarestDEFINE OBJECTS 3DEFINE OBJECT (noname)                DEFINE OBJECT INDHELIX_BARRIER         // Object number -1DEFINE OBJECT LOD_LAND014              // Object number -2DEFINE MISSIONS 0//-------------MAIN---------------03A4: name_thread 'MAIN' 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check_to 0 00C0: set_current_time 12 0 03F7: load_island_data 0 0053: $PLAYER_CHAR = create_player #NULL at  826.529 -280.097  3.9920171: set_player $PLAYER_CHAR z_angle_to 180.0 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0373: set_camera_directly_behind_player 0363: toggle_model_render_at 1027.25 -933.7499 15.0 radius 50.0 object #INDHELIX_BARRIER 0 03B6: replace_model_at 1027.25 -933.7499 15.0 radius 50.0 from #INDHELIX_BARRIER to #LOD_LAND014 01B6: set_weather 0 034B: staunton_complete 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 0353: refresh_actor $PLAYER_ACTOR 016A: fade 1 1000 ms 01B4: set_player $PLAYER_CHAR frozen_state 1 01B7: release_weather 0109: player $PLAYER_CHAR money += $PLAYER_CHAR 0054: store_player $PLAYER_CHAR position_to $var1 $var2 $var30247: request_model #m16   01B1: give_player $PLAYER_CHAR weapon 6 ammo 99999 :MAIN_1380001: wait 250 ms 0002: jump @MAIN_138 create_thread @1create_thread @2:102A7: $LUIGI_MISSION_MARKER = create_icon_marker_and_sphere 13 at 892.75 -425.7499 13.875 :2wait 0if00FA: player $PLAYER_CHAR stopped 1 892.75 -425.7499 13.875 radius 2.5. 2.5 2.5jf @20110: clear_player $PLAYER_CHAR wanted_level

 

The first thing I spot straight away is the two create_thread functions are after :MAIN_138. They need to be before it otherwise the game never reaches them.

 

Also, you don't need a create_thread function for :2 because the script continues on from :1 anyway..

Edited by ED-E
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My bad, the script I wrote would only ever execute once because I forgot to add a jump back.

:102A7: $LOSE_WANTED_SPHERE = create_icon_marker_and_sphere 13 at 892.75 -425.7499 13.875 :2wait 0if00FA: player $PLAYER_CHAR stopped 1 892.75 -425.7499 13.875 radius 2.5. 2.5 2.5jf @203BD: destroy_sphere $LOSE_WANTED_SPHERE0110: clear_player $PLAYER_CHAR wanted_level :3wait 0if80FA: not player $PLAYER_CHAR stopped 1 892.75 -425.7499 13.875 radius 5.0. 5.0 5.0jf @3jump @1

This should work.

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