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Enabling Unused Pay'n Spray at Las Venturas [SA] [Classic]


ArmanCan

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Hello dear Modders..

 

I'm just trying to enable Pay'n Spray at Las Venturas and i've already downloaded the CLEO Script but it would be better if i can put these codes into the "main.scm". My question is..

 

How am i going to copy and adapt these two opcodes to my main.scm?

 

Marker.CreateIconWithoutSphere($PNSI, RadarSprite.Spray, 2390.0, 1495.0, 1.0)
Garage.Activate("TIMY1")

 

Thanks in advance and have a nice cheesy day 😎

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Remove the line for the duplicate Binco's blip in Juniper and reuse that variable for your blip. That way it won't be removed by the BlipFix tool. IIRC, there's another unused blip variable but I forget which it is.

Marker.CreateIconWithoutSphere($2646, RadarSprite.Spray, 2390.0, 1495.0, 1.0)

Put the codes in the beginning mission with similar commands.

 

There's more to it though. IIRC, the door is on backwards and won't open without additional modifications that I don't remember, but can probably be found by searching the forums.

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15 minutes ago, OrionSR said:

Put the codes in the beginning mission with similar commands.

  $2656 == 0 
jf @SWEET2_20717 
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
Marker.CreateIconWithoutSphere($2638, 45, -2376.4, 909.2, 45.4)
Marker.CreateIconWithoutSphere($2639, 45, 1654.0, 1733.4, 11.0)
Marker.CreateIconWithoutSphere($2640, 45, 2105.7, 2257.4, 11.0)
Marker.CreateIconWithoutSphere($2646, 45, -2371.1, 910.2, 47.2) // This is the global variable/blip that you were recommending me to reuse..
Marker.CreateIconWithoutSphere($2641, 45, 501.7, -1358.5, 16.4)
Marker.CreateIconWithoutSphere($2642, 45, 2818.6, 2401.5, 11.0)
Marker.CreateIconWithoutSphere($2636, 45, 2112.8, -1214.7, 23.9)
Marker.CreateIconWithoutSphere($2637, 45, 2772.0, 2447.6, 11.0)
Marker.CreateIconWithoutSphere($2648, 45, -2489.0, -26.9, 32.6)
<<<--- Garage.Activate("TIMY1") i think it's safe to put this garage opcode to here :) 
$2656 = 1

 

19 minutes ago, OrionSR said:

There's more to it though. IIRC, the door is on backwards and won't open without additional modifications that I don't remember, but can probably be found by searching the forums.

I forgot the mention.. there are only two "ide" and "ipl" files (vegasE.IDE - vegasE.IPL) which needs to be replaced by originals.. after that i think i will enable it properly 😉

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Nah, not there. Comment out the duplicate binco there but search for -103.6 1112.4 18.7 (mission INITIAL) and place the blip after the other PNS's with icon 63. PnS's don't need mission progress like clothing blips.

 

I don't think you need to activate the unused PnS; garages are active by default. It looks like it also has the correct type.

 

IIRC, the door for the Camel Toe PNS is place by a binary IPL contained in GTA3.IMG. But I seem to remember someone showing me a relatively easy fix, so keep searching.

Edited by OrionSR
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@OrionSR hello again..🙂  i had someting to take care off.. so.. as a result of your explanation i think i will just change the coordinates of this variable for main.scm

 

Marker.CreateIconWithoutSphere($449, 63, 2067.4, -1831.2, 13.5)
Marker.CreateIconWithoutSphere($450, 63, 488.0, -1734.0, 34.4)
Marker.CreateIconWithoutSphere($451, 63, 720.016, -454.625, 15.328)
Marker.CreateIconWithoutSphere($2649, 63, -1420.547, 2583.945, 58.031)
Marker.CreateIconWithoutSphere($2650, 63, 1966.532, 2162.65, 10.995)
Marker.CreateIconWithoutSphere($2651, 63, -2425.46, 1020.83, 49.39)
Marker.CreateIconWithoutSphere($2652, 63, 1021.8, -1018.7, 30.9)
Marker.CreateIconWithoutSphere($2653, 63, -1908.9, 292.3, 40.0)
Marker.CreateIconWithoutSphere($2654, 63, -103.6, 1112.4, 18.7) // just like this... Marker.CreateIconWithoutSphere($2654, 63, 2390.0, 1495.0, 1.0)

 

For the enabling.. according to ZAZ's Tutorial and my downloaded example script; changing "Object Flags" of "vegasE.ide" and changing "Garage Type" of "vegasE.ipl" will be enough..

 

go to line 562 //---// 8957, vgsEspdr01, vgsegarage, 150, 128 // change the object flags value from "128" to "2048"

vegasE.ide

 

go to line 728 //---// 2389.6, 1483.26, 9.81843, 2398.11, 1483.26, 2389.6, 1497.84, 15.6841, >> 5 << , 5, timy1 // change "5" to "1" 

vegasE.ipl

 

I have also a question to you.. for the Sanny Builder you can comment out the values or info by typing "//".. i'm trying to keep the original values in these files so can i type this character "#" or should i type another one?

 

I've also found another cleo mod which has binary Ipl's for "GTA3.img" but to be honest i don't wanna touch this file..it looks like a sensitive stuff to me 😃

Edited by ArmanCan
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3 hours ago, ArmanCan said:

i'm trying to keep the original values in these files

Really good idea. Yes, the # symbol will comment out the line in IPL. 

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spacer.png

It seems the Pay'n Spray icon has been placed nicely..

spacer.png

Pay'n Spray is also functional but somehow camera follows the player.. i've checked the tutorial above and digged the initiated files but i couldn't find a way to keep the camera away 🤔 anyway.. it is functional so i don't care if the camera follows me or not but still if anyone has a solution i will apply it immediately 😉

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4 hours ago, ArmanCan said:

if anyone has a solution i will apply it immediately 😉

Modified IPL for new game start:

#vegasE.ipl
#2389.6, 1483.26, 9.81843, 2398.11, 1483.26, 2389.6, 1497.84, 15.6841, 5, 5, timy1
2389.6, 1483.26, 9.81843, 2398.11, 1483.26, 2389.6, 1497.84, 15.6841, 1, 5, timy1

 

Editing existing garage:

0A8C: write_memory 0x96DB96  size 1 value 0x08 virtual_protect 0  // unused LV PnS door flags

 

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1 hour ago, OrionSR said:

Editing existing garage:

Thank you so much for your return and the code.. i gotta ask the final an obvious question..

 

How am i going to insert this into the main.scm? 

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5 hours ago, ArmanCan said:

How am i going to insert this into the main.scm? 

Huh! I would have expected fixing the IPL file was the ideal option for a custom main.scm.

 

You can use Cleo opcodes in main.scm if you add the {$USE cleo} directive.

 

To make this modification using only SCM commands (test segment used in cleo script):

//0A8C: write_memory 0x96DB96  size 1 value 0x08 virtual_protect 0  // unused LV PnS door flags
0A8D: 0@ = read_memory 0x96DB96 size 1 virtual_protect 0            // normally 0x28
0ace: "Timy door flags: 0x%02X" 0@
wait 3000

//==============================================
0@ = 0x96DB96  // door flags of timy garage
0@ -= 0xA49960 // _ZN11CTheScripts11ScriptSpaceE
0@ /= 4        // convert to aDMA index
08C3: clear &2(0@,1i) bit 5  
{&2 because target address is not doubly-even}
//==============================================

0A8D: 0@ = read_memory 0x96DB96 size 1 virtual_protect 0
0ace: "Timy door flags: 0x%02X" 0@

More information on aDMA memory addressing.

 

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