kozooh Posted Saturday at 04:51 PM Share Posted Saturday at 04:51 PM (edited) I have few problems. First, I want to know where I can find in the files configuration of Lances Infernus color (that one spawned near Vercetti Estate). I found in main.scm line 014B: $83 = init_car_generator 141 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 0.0 I've changed color values (two numbers after car ID 141), and compiled. But it has no effect in game. I tried 100% save and pass Rub Out mission again with other save after changing scripts. Also I've tried with modloader and direct file replacement. Car is always white. Second, same as above but about location in files of markers (with item spheres/arrows) and gui font color settings. I want to change them too. Edited Saturday at 04:54 PM by kozooh Link to comment Share on other sites More sharing options...
ArmanCan Posted Saturday at 06:23 PM Share Posted Saturday at 06:23 PM 1 hour ago, kozooh said: I tried 100% save and pass Rub Out mission again with other save after changing scripts. "main.scm" changes requires a new game so loading the savefile with modified .scm will have no effect.. 014B: $1880 = init_car_generator #INFERNUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 355.5 // Random Infernus at Diaz Estate 014C: set_parked_car_generator $1880 cars_to_generate_to 101 // Infinite times spawning for this car 014B: $83 = init_car_generator #INFERNUS 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 0.0 // White Infernus which you have found 014C: set_parked_car_generator $83 cars_to_generate_to 0 // Spawn disabled .... .... .... :BARON5_12576 ... ... 014C: set_parked_car_generator $1880 cars_to_generate_to 0 // Disabling spawn feature for random Infernus 014C: set_parked_car_generator $83 cars_to_generate_to 101 // Activating spawn feature for white Infernus ... ... If you think you've edited your .scm.. than start a new game and test it by reaching the mission "Rub Out" if you still having a problem you may carefully tweak the random Infernus opcodes.. 1 hour ago, kozooh said: Second, same as above but about location in files of markers (with item spheres/arrows) and gui font color settings. I want to change them too. You mean HUD and Radar.. these are really difficult to edit if you don't know how to do but you may find yourself a convenient "CLEO MOD" so you can carefeully edit them kozooh 1 Link to comment Share on other sites More sharing options...
kozooh Posted Saturday at 07:46 PM Author Share Posted Saturday at 07:46 PM 1 hour ago, ArmanCan said: "main.scm" changes requires a new game so loading the savefile with modified .scm will have no effect.. Ah, so this is the point Well, I'm gonna try this out. And thanks for explaining the code though I kind of figured it out after hours of searching through it hah. It's hard to edit the game when everything is in one file. Quote You mean HUD and Radar.. these are really difficult to edit if you don't know how to do but you may find yourself a convenient "CLEO MOD" so you can carefeully edit them Yup, I've seen CLEO mod for this but I wanted to edit the game by myself to make my mod be "standalone". Anyway I'll try them too. And btw. main.scm file can be replaced by modloader as well? 'cause I've noticed that files from TXD folder can't be loaded (loading screens) with modloader. Link to comment Share on other sites More sharing options...
ArmanCan Posted Saturday at 07:58 PM Share Posted Saturday at 07:58 PM 4 minutes ago, kozooh said: It's hard to edit the game when everything is in one file. It has to be like this because almost all mission and external scripts are connected with each other and must be stayed together 6 minutes ago, kozooh said: I wanted to edit the game by myself to make my mod be "standalone". Anyway I'll try them too. well.. make a research to find out how to prepare an "asi plugin" to make it exclusive 8 minutes ago, kozooh said: And btw. main.scm file can be replaced by modloader as well? I don't think so.. this file is the heart of the game (except exe file) and it controls/coordinates the remaining files so putting it under modloader file may cause unknown bugs/glitches Link to comment Share on other sites More sharing options...
kozooh Posted Saturday at 08:16 PM Author Share Posted Saturday at 08:16 PM Ok, I'll check it out. Thanks again. ArmanCan 1 Link to comment Share on other sites More sharing options...