just Gesha Posted December 19, 2015 Share Posted December 19, 2015 So I'm trying to restore the garage in Doherty and I really need someone's help. All the strings for this garage are left and acording to them, this garage had to work as all others(of safehouse). I bringed back the interior and eventually removed one of the doors(the one which is listed in the data files through, wich you would be entering the garage - hbgdSFS). Because everything for this garage was left I tought that you could save vehicles in it, but sadly seems to be impossible. I think that the problem is that I removed the door, because it makes no sense this garage not work properly when everything is wrote in the way like all other garages of safehouses, so maybe this door has to stay there and when a vehicle is putted in the garage it's closing and vehicle/s is/are staying in there, saved. However here is the main thing I'm writing this post about - how to make this garage door open like all others(when player is approaching it's opening, then when player is away it's closing). I tried by putting the door name in object.dat, but without success. Maybe a cleo script will help or there is an easier way. Please help with this - it's important. Link to comment Share on other sites More sharing options...
ZAZ Posted December 19, 2015 Share Posted December 19, 2015 open SFse.ipl and add this to the end of the inst block 11391, dummy, 0, -2056.20313, 158.54688, 29.09375, 0.00000, 0.00000, 0.00000, 1.00000, -111388, dummy, 0, -2048.17969, 166.71875, 34.51563, 0.00000, 0.00000, 0.00000, 1.00000, -111389, dummy, 0, -2048.11719, 166.71875, 30.97656, 0.00000, 0.00000, 0.00000, 1.00000, -111390, dummy, 0, -2048.17969, 166.71875, 32.22656, 0.00000, 0.00000, 0.00000, 1.00000, -111392, dummy, 0, -2047.75781, 168.14063, 27.88281, 0.00000, 0.00000, 0.00000, 1.00000, -111394, dummy, 0, -2048.16406, 168.31250, 31.73438, 0.00000, 0.00000, 0.00000, 1.00000, -111393, dummy, 0, -2043.51563, 161.34375, 29.33594, 0.00000, 0.00000, 0.00000, 1.00000, -1 write a script to open the garage door by key press 0360: open_garage 'hbgdSFS' load savegame at doherty and open the door, then go inside the camera will be fixed then, because of the grge definition grge-2057.35, 150.803, 27.8286, -2038.91, 150.803, -2057.35, 182.876, 33.2286, 1, 1, hbgdSFSend edit or deactivate the grge definition requires new gamestart because the grge definition will be saved with the first savegame also, if the grge definition is removed, then you can't open the door, you can't play the SF missions maybe play around with 02FA: garage 'hbgdSFS' change_to_type 5? or other values in the garage definitions Sweet Bellic 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
just Gesha Posted December 19, 2015 Author Share Posted December 19, 2015 Ok will try it. Damn man you have a lot of f'cking knowledge about everything. Link to comment Share on other sites More sharing options...
ZAZ Posted December 20, 2015 Share Posted December 20, 2015 flag 5 makes the camera normal grge-2057.35, 150.803, 27.8286, -2038.91, 150.803, -2057.35, 182.876, 33.2286, 5, 1, hbgdSFSbut requires new gamestart just Gesha and Sweet Bellic 2 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
OrionSR Posted December 20, 2015 Share Posted December 20, 2015 It's possible to alter the garage's camera, and any other property of a garage, using memory write functions in cleo. I've got notes on the procedures should it become necessary, but when learning and testing, the IPL strategies and new game starts are much easier to work with. You should be able to make that garage save vehicles by changing it's type to that of a save garage using opcode 02FA:. However, since all 20 save garages are already in use, you'll need to give up an existing save garage or the contents of duplicate garage types get lost when the other is opened. Garage editors have a difficult time placing vehicles if you move the location of the garages. FDORSFE, Wu Zi's garage in Chinatown, is not used or altered by any missions. This makes is a good choice for experimenting. Pay'n'Sprays and bomb shops tend to be the only safe choices. Note that all 50 garages are used in a standard game. If you try to add new garages you may disable the ones at the end of the list. Link to comment Share on other sites More sharing options...
just Gesha Posted December 20, 2015 Author Share Posted December 20, 2015 (edited) Ok if someone can now help me by telling me why this is not saving the vehicle putted in it, will be very greatful. As I already said it's listed everywhere like a garage but it doesn't work like a garage - vehicles in it are dissapearing after some time, or after loading a save game. Edit: Just posted this and saw that some one else already wrote about what I'm asking. Edit2: So how should I use Wuzi's garage for Doherty's one. Binary IPL, or again scripting? Edit3: There is a Garage eXtender by LINK/2012 which is allowing you to make more than 50 garages. Edited December 20, 2015 by blackalienHD Link to comment Share on other sites More sharing options...
OrionSR Posted December 20, 2015 Share Posted December 20, 2015 SFSe.IPL - # Commenting original line. Swapping the types of the Doherty Garages. IPL changes require a new game start. #-2043.1, 118.609, 27.821, -2021.91, 118.609, -2043.1, 129.609, 32.821, 1, 41, LCKSfse-2043.1, 118.609, 27.821, -2021.91, 118.609, -2043.1, 129.609, 32.821, 1, 1, LCKSfse#-2057.35, 150.803, 27.8286, -2038.91, 150.803, -2057.35, 182.876, 33.2286, 1, 1, hbgdSFS-2057.35, 150.803, 27.8286, -2038.91, 150.803, -2057.35, 182.876, 33.2286, 1, 41, hbgdSFS The same thing can be accomplished with scripting (untested). 02FA: set_garage 'hbgdSFS' type 410299: activate_garage 'hbgdSFS'02FA: set_garage 'LCKSfse' type 102B9: deactivate_garage 'LCKSfse' Revision: I forgot that Woozie's garage needs to be renamed to keep a mission from messing with it. That's the problem with modifying most of the garages. Few remain unaltered from start to finish. ZAZ, just Gesha and Sweet Bellic 3 Link to comment Share on other sites More sharing options...
ZAZ Posted December 20, 2015 Share Posted December 20, 2015 nice script codes, OrionSR but camera need fixed i prefer the ipl change with flag 5, 5, 1, hbgdSFS <--> 5, 41, LCKSfse but keep names, keep hbgdSFS as story garage but with coords of LCKSfse and LCKSfse as save garage -2043.1, 118.609, 27.821, -2021.91, 118.609, -2043.1, 129.609, 32.821, 5, 1, hbgdSFS-2057.35, 150.803, 27.8286, -2038.91, 150.803, -2057.35, 182.876, 33.2286, 5, 41, LCKSfse would be awesome if that could be as an "save file patch" Sweet Bellic 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
just Gesha Posted December 20, 2015 Author Share Posted December 20, 2015 I used a script but wrote it in the MAIN. Did it like this since I'm not very good with CLEO scripting and because I want this garage to get open after unlocking San Fierro. I'll probably now add the line ''Garage.Open'' so garage stays open all the time after unlocking SF. Anyway, thank you again so much. Both of you have a lot of knowledge about everything for this game so keep helping people, they will appreciate it! And you know, you don't have those helpfulness awards for nothing haha. Wish both of you have great holidays Link to comment Share on other sites More sharing options...
OrionSR Posted December 20, 2015 Share Posted December 20, 2015 (edited) nice script codes, OrionSR but camera need fixed would be awesome if that could be as an "save file patch" I figured one change at a time would make it easier to pick out the required changes. I don't know much about the properties of the extra Doherty garage. I messed with a lot of SA's garages but left that one alone due to potential conflicts with the game scripts. Really? You want to do this? Save file patches are relatively easy to implement using cleo, but I've never been able to generate much interest in the topic. I've got tried and true codes that can completely rewrite a garage in memory. IIRC, I barely had enough local script variables to get the job done on Cleo for Android; on PC I use a custom mission to make managing the variables easier. My current strategy uses garage indexes to calculate the required memory offsets, but this procedure can probably be updated to call for the starting address of a particular garage by name. My strategy for garage modifications is to implement the changes through IPL for initial testing. If things work out I copy the hex data into existing saves for more testing. To implement with cleo I transpose the hex data into something Sanny can easily write to memory. Garage data in memory is much different than the IPL lines, so I always start with IPL modifications and work with the data produced in the save. Edited December 20, 2015 by OrionSR Link to comment Share on other sites More sharing options...
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