Nico Posted March 26 Share Posted March 26 I think this is getting too nitpicky for me in my obsession with fixing things of the game, but even after you finished the game the only highlighted icon on the radar is still the cassette icon of the Ocean View Hotel, which is supposed to be important early in the game when you don't have any other safehouses, but obviously no longer once you become the kingpin of the city. Is there some mod or script that de-emphasizes this icon so it only shows on the radar when I'm close to it? Did you see the frightened ones? Did you hear the falling bombs? Did you ever wonder... ...why we had to run for shelter when the promise of a brave new world unfurled beneath a clear blue sky? Link to comment Share on other sites More sharing options...
ZAZ Posted March 27 Share Posted March 27 It's not recommanded to manipulate stuff of main.scm by cleo, because it can mess up the storable data pool Edit main.scm is just a tiny change search for $221 to find 02A7: $221 = create_icon_marker then just change the opcode infront 02A7: -> 0570: 0570: $221 = create_asset_radar_marker_with_icon 19 at 219.8 -1273.5 11.0 In this case it needs to Start New Game If you don't wanna Start New Game and want continue using existing savegames instead Then it needs first to delete the marker and create it by the other opcode 0164: disable_marker $221 0570: $221 = create_asset_radar_marker_with_icon 19 at 219.8 -1273.5 11.0 put these codes inside a submission script of main.scm then play this submission then save it Or make a cleo script and hope that it works fine {$CLEO} thread 'VCMARK' 0164: disable_marker $221 0570: $221 = create_asset_radar_marker_with_icon 19 at 219.8 -1273.5 11.0 0A93: terminate_this_custom_script Nico 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Nico Posted March 27 Author Share Posted March 27 This was useful, thanks! I have another question, do you know which part of the main.scm controls the spawning of the peds that come out of buses at bus stops? It's a very well known issue that, the passengers coming out of the buses are always the same skin (male01) and I would like to fix that if possible. I saw a major mod including a lot of scripts, and the readme file claimed it fixes this bug along many others. But I couldn't identify any individual script in that mod that fixed this particular bus issue, so I suppose perhaps it was done via editing the scm itself. I did find a script that fixes the male01 skin being used exclusively in car accidents where a driver gets out of their car to see the dead person they just ran over. Did you see the frightened ones? Did you hear the falling bombs? Did you ever wonder... ...why we had to run for shelter when the promise of a brave new world unfurled beneath a clear blue sky? Link to comment Share on other sites More sharing options...
ZAZ Posted March 27 Share Posted March 27 I found codes that spawn 3 actors on passenger seat 1,2 and 3 0561: $1189 = create_random_ped_in_vehicle $1185 passengerseat 1 0561: $1190 = create_random_ped_in_vehicle $1185 passengerseat 2 0561: $1191 = create_random_ped_in_vehicle $1185 passengerseat 3 create_random_ped means that the model is not specified the game choose 3 actors by random selection in practise in choose random models of current active model pool you often can observe that just a part of the ped models (car models also) is used in traffic To have better variety, it needs to write an "own random selection" from a bigger model pool please read this here CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Nico Posted March 27 Author Share Posted March 27 I got a script that fixes the variety issue of the pedestrians run over accidentally by AI drivers. I wonder if it's possible to modify it so it can also work for the pedestrians getting out of the bus. As usual I'm a bit clueless. {$CLEO} 0000: NOP thread 'MALEOIA' while true wait 0 0AA7: call_function 0x53B070 num_params 2 pop 2 0 0 [email protected] if 0248: model [email protected] available then 0A8C: write_memory 5485694 size 1 value [email protected] vp 1 end end Did you see the frightened ones? Did you hear the falling bombs? Did you ever wonder... ...why we had to run for shelter when the promise of a brave new world unfurled beneath a clear blue sky? Link to comment Share on other sites More sharing options...
ZAZ Posted March 27 Share Posted March 27 AI drivers in cars of traffic is given by gta-vc.exe The bus passenger are given by the main.scm script yes of cours by a hardcoded random function but i bet, it's a different mem adress memory coding is not my field, especially finding adresses, sorry Nico 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Nico Posted March 28 Author Share Posted March 28 I did some testing with the script I posted, turns out the only thing it does is pick a random pedestrian at the beginning, but then will only use such pedestrian as a dead victim every time an accident is spawned. So I guess there's no real fix to make this fully random, and maybe the same applies to the bus. Did you see the frightened ones? Did you hear the falling bombs? Did you ever wonder... ...why we had to run for shelter when the promise of a brave new world unfurled beneath a clear blue sky? Link to comment Share on other sites More sharing options...
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