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Forum Rules GTA: San Andreas

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 Lounge for The Chain Game: San Andreas

 Off-Topic Chat For The Chain Game
 
cacarla  
Posted: Thursday, Aug 28 2008, 12:16
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QUOTE (aFinn @ Aug 28 2008, 17:44)
QUOTE (rubregg @ Aug 28 2008, 14:19)
In my last turn the Admiral was gone from Doherty and there was a Premier in there instead. Maybe some players used garaged vehicles after all...?!?

WHAT???!!

There's a Phoenix right by the garage and FRC-900 across the street, why would someone use up stashed export vehicles?

I am seriously discouraged now sad.gif

Maybe the new players dont know the additional vehicles spawning nearby Afinn. Relax wink.gif
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OrionSR  
Posted: Thursday, Aug 28 2008, 15:57
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QUOTE (aFinn)
I've also seen the sunken submarine by Palomino Creek once when I was hunting down oysters.

Finally! I've been waiting a very long time for someone to mention this object. I think we are down to one more secret left in the current save, and it's hidden where no one is supposed to find it.

QUOTE (rubregg)
Wasn't Katie already a girlfriend? ...or was that last round & I'm mixing things up?

It looks like I messed up my Date-Down trick with Katie. Somehow I let her icon slip off the map after she hit 0% so she had to be re-met. She is at 45% progress from the Oyster bonus until you get her number.

QUOTE (aFinn re: garaged export cars)
I am seriously discouraged now

I know what you mean, but this is the nature of the chain game. I usually don't store many cars anymore, but I thought I'd try to help this round as other players are putting more of a priority on the collection. I had a Sentinel, Slamvan, and Mesa stored at Doherty from my 4 star explorations. I'm not sure what happened to them but I could look up the turn where they disappeared.

Notes on Export Vehicles:

Use the SAM Java map with the filter set to Export to get a map of the vehicles enabled for this mission - early display on the custom chain game save. The Chain Game vehicles are pretty much in the same locations except the Sanchez in Angel Pine was moved to Catalina's and some of the cars were nudged a few meters to avoid spawn conflicts.

http://www.gtasanandreas.net/sam/ (http://www.gtasanandreas.net/sam/)

* Storage Value

[ ]Patriot - Chem Plant or Navy Base
[ ]Sanchez - Hashbury
[ ]Stretch - SF Street Races
[ ]Feltzer - Way off in Flint County *
[ ]Remington - Unity Station *
[ ]Buffalo - Gas Station across from Navy Base (nudged)
[ ]Sentinel - LS Studio *
[ ]Infernus - Juniper Hill (frequently locked, bring a tow truck)
[ ]Camper - Juniper Hollow Diner
[ ]Admiral - Downtown LS *

[ ]Slamvan - El Corona *
[ ]Blista Compact - SF Airport
[ ]Stafford - Queens Hotel
[ ]Sabre - Zero's Ball Park
[ ]FCR 900 - Cranberry Station
[ ]Cheetah - Prickle Pine, Rockshore *
[ ]Rancher - Blueberry Acres *
[ ]Stallion - SF Pick 'n Save
[ ]Tanker - Tierra Robada Diner *
[ ]Comet - Country Club (frequently locked, but spawns in the area)

[ ]Blade - El Corona, frequent gang car spawn
[ ]Freeway - Hippy Shopper
[ ]Mesa - Angel Pine *
[ ]ZR 350 - Las Venturas *
[ ]Euros - Paradiso, Mt Chilliad added
[ ]Banshee - SF Gym
[ ]Super GT - Driving School
[ ]Journey - El Que *
[ ]Huntley - Driving School
[ ]BF Injection - Verona Beach, Beach SW of Country Club

Also note that Cranberry Station has an alternate zone type. Try standing across the street from the Doherty garage if you are looking for a nice ride.

This post has been edited by OrionSR on Thursday, Aug 28 2008, 17:40
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ArcAngel  
Posted: Thursday, Aug 28 2008, 16:40
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QUOTE (cacarla @ Aug 28 2008, 08:16)
Maybe the new players dont know the additional vehicles spawning nearby Afinn. Relax wink.gif

As a personal rule, I leave the garages alone. There are enough other vehicles that spawn that can suit my purposes that I don't need to ruin someones hard work at gaining an "exotic" vehicle to use it up on a mission - that's just rude in my book.
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OrionSR  
Posted: Thursday, Aug 28 2008, 17:37
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QUOTE (ArcAngel @ Aug 28 2008, 09:40)
As a personal rule, I leave the garages alone. There are enough other vehicles that spawn that can suit my purposes that I don't need to ruin someones hard work at gaining an "exotic" vehicle to use it up on a mission - that's just rude in my book.

This is probably a good idea for saves in the SF mission strand. The export missions are the primary reason I didn't put many special cars in the SF garages. I kind of figured the Engineless NRGs would get used up during the round so I put extras in the game, but players tend to treat them as special. It's always nice for me to find one moved to another city, then I know it got used. Also, it has occasionally been a chain game tradition to leave custom modified cars, aircraft, or a hot bike for the next player so I often check the garages just to see what's there. Not many players have been collecting bulletproof vehicles from missions in the chain game rounds. The proofed chain game vehicles have green paintjobs (except the FBI Truck and Swat Van) to make them easier to identify.
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aFinn  
Posted: Thursday, Aug 28 2008, 17:50
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QUOTE (OrionSR @ Aug 28 2008, 18:57)
QUOTE (aFinn)
I've also seen the sunken submarine by Palomino Creek once when I was hunting down oysters.

Finally! I've been waiting a very long time for someone to mention this object. I think we are down to one more secret left in the current save, and it's hidden where no one is supposed to find it.

One more secret? wow.gif Is it accessible in normal gameplay, without cheats?


QUOTE (OrionSR @ Aug 28 2008, 18:57)
QUOTE (aFinn re: garaged export cars)
I am seriously discouraged now

I had a Sentinel, Slamvan, and Mesa stored at Doherty from my 4 star explorations. I'm not sure what happened to them but I could look up the turn where they disappeared.

I had moved Sentinel and Mesa to Hashbury garage, from Doherty we lost Slamvan and Cheetah the first go, then Admiral and Sanchez the second go. I think it's still possible the garage just ate them, if no other explanation can be found. In any case, they're gone, so I guess no more investigating is necessary as nothing can be done about it now. I don't think there is a fix for the garage glitch?
I am calmer now, but at first I was really bummed because we had managed to gather many of the vehicles that usually have to be gathered away from SF and we lost 3 of them. It's still possible to gather them in SF I suppose, or whoever does exports will find them anyway, at their usual spawn point if nowhere else.

BTW: Tip for future rounds: In addition to the tip of collecting the Sentinel from mission Mountain Cloud Boys, it's also worth storing the Rancher from mission Lure. And the person doing Photo Opportunity can drive the Mesa to an SF garage on their way back. Same as the person doing Snail Trail could pick up Admiral, Remington or Slamvan to bring back to SF. The export spawn places are early-enabled so the vehicles can be found before export list is opened up.


I'm a little surprised that Driving School hasn't been done yet.



BTW2: If someone is wondering why girishb is showing as busted right now, it is due to this thread:
(http://www.gtaforums.com/index.php?showtopic=369473)
more reading: (http://www.gtaforums.com/index.php?showtopic=368597&st=180)
I am hoping and expecting him to be unbanned when the joke wears off.

This post has been edited by aFinn on Thursday, Aug 28 2008, 18:57
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OrionSR  
Posted: Thursday, Aug 28 2008, 19:33
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QUOTE (rubregg @ Aug 28 2008, 04:19)
Tried the new Foster Valley Jump again but without success. I can jump the creek but I got the unique bonus to trigger only once so far. Where do I have to land it? Am I missing distance? Here's a screenshot from just after landing (no bonus triggered):
http://www.isarapix.org/pix38/1219921510.jpg (http://www.isarapix.org/pix38/1219921510.jpg) (http://www.isarapix.org/pix38/1219921510.jpg) (http://www.isarapix.org/pix38/1219921510.jpg)
What about increasing the size of the landing zone?

CODE
0814:  define_unique_jump_start  -1903.50 -1403.50 39.50 radius 9.0 8.0 3.0 land -1916.00 -1488.50 21.0 radius 21.00 18.00 9.0 camera -1906.75 -1395.40 40.5 reward 1250  // Foster River


Here, save this as jumpdiag.ipl and add a reference line in gta.dat. The objects marking the zone should display on any save. If anything, the zone is too large. Let me know if you have any suggestions.

CODE
#jumpdiag.ipl
inst
#Foster River Landing Zone
1877, chip_stack02, 0, -1895.0 , -1470.5 , 30.0 , 0, 0, 0, 1, -1
1882, chip_stack01, 0, -1895.0 , -1470.5 , 12.0 , 0, 0, 0, 1, -1
1882, chip_stack01, 0, -1895.0 , -1506.5 , 30.0 , 0, 0, 0, 1, -1
1882, chip_stack01, 0, -1895.0 , -1506.5 , 12.0 , 0, 0, 0, 1, -1
1882, chip_stack01, 0, -1937.0 , -1470.5 , 30.0 , 0, 0, 0, 1, -1
1882, chip_stack01, 0, -1937.0 , -1470.5 , 12.0 , 0, 0, 0, 1, -1
1882, chip_stack01, 0, -1937.0 , -1506.5 , 30.0 , 0, 0, 0, 1, -1
1877, chip_stack02, 0, -1937.0 , -1506.5 , 12.0 , 0, 0, 0, 1, -1
#Distance Line
1878, chip_stack03, 0, -1895.0 , -1470.5 , 13.0 , 0, 0, 0, 1, -1
1879, chip_stack04, 0, -1897.0 , -1470.5 , 13.0 , 0, 0, 0, 1, -1
1880, chip_stack05, 0, -1899.0 , -1470.5 , 13.0 , 0, 0, 0, 1, -1
1881, chip_stack06, 0, -1901.0 , -1470.5 , 13.0 , 0, 0, 0, 1, -1
1878, chip_stack03, 0, -1903.0 , -1470.5 , 14.0 , 0, 0, 0, 1, -1
1879, chip_stack04, 0, -1905.0 , -1470.5 , 14.0 , 0, 0, 0, 1, -1
1880, chip_stack05, 0, -1907.0 , -1470.5 , 14.0 , 0, 0, 0, 1, -1
1881, chip_stack06, 0, -1909.0 , -1470.5 , 15.0 , 0, 0, 0, 1, -1
1878, chip_stack03, 0, -1911.0 , -1470.5 , 15.0 , 0, 0, 0, 1, -1
1879, chip_stack04, 0, -1913.0 , -1470.5 , 15.0 , 0, 0, 0, 1, -1
1880, chip_stack05, 0, -1915.0 , -1470.5 , 16.0 , 0, 0, 0, 1, -1
1881, chip_stack06, 0, -1917.0 , -1470.5 , 16.0 , 0, 0, 0, 1, -1
1878, chip_stack03, 0, -1919.0 , -1470.5 , 16.0 , 0, 0, 0, 1, -1
end


Added: The main problem seems to be distance. However, with a little practice I managed to land the jump with a PCJ, BF-400, HPV-1000, Freeway, Wayfarer, Bullet, and Sandking. Relaxing the distance requirement just a bit would make the jump much easier, but the lower Z might also need a bit of adjustment.

This post has been edited by OrionSR on Thursday, Aug 28 2008, 20:27
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OrionSR  
Posted: Friday, Aug 29 2008, 05:02
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QUOTE (aFinn @ Aug 28 2008, 10:50)
One more secret? wow.gif Is it accessible in normal gameplay, without cheats?

Yes. No cheats or trainers are required and it is available anytime, but don't knock yourself out looking for a needle in a haystack. The secret really wasn't supposed to be feature. PD and I were worried about one of the modifications and the secret was put in place to help us avoid editing the save after the round had started if we got into trouble. When I first started working on the custom save I had hoped to add several "hidden packages" to the map until I learned about the limits of the pickup pool. Just as well too, I think I was hiding things far too well. Players didn't notice a large spinning UFO for the longest time. I don't think any of the testers ever found the test packages in the early versions. Anyway, if you find it, I'll move it.
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aFinn  
Posted: Friday, Aug 29 2008, 07:51
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Oh I won't be going on a search, since it's not supposed to be found, was just curious as to how you have hidden it if it's not supposed to be found. Thought maybe it wouldn't be accessible in normal game play then. Thanks.
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rubregg  
Posted: Friday, Aug 29 2008, 10:27
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Congrats aFinn on figuring out all that stuff, excellent job icon14.gif

QUOTE (OrionSR @ Aug 29 2008, 07:02)
Players didn't notice a large spinning UFO for the longest time.

...that would be players like me... biggrin.gif ...so a large spinning UFO, right...?? mercie_blink.gif

Thanks OrionSR for the Foster River Jump IPL - it's very interesting to actually see the landing zone. Yup, distance is my problem. Or landing too far to the right, with the landing zone going diagonally with respect to the shoreline. So it might just be another of those long distance jumps I just can't seem to do anymore (see pyramid jumps). Still no idea why.

Are other players having trouble landing this jump?
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Ryan  
Posted: Friday, Aug 29 2008, 17:13
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QUOTE (rubregg @ Aug 29 2008, 07:27)
Are other players having trouble landing this jump?

I haven't tried the jump in ages, but I do remember doing it before without any problems.

QUOTE (OrionSR)
Yes. No cheats or trainers are required and it is available anytime, but don't knock yourself out looking for a needle in a haystack. The secret really wasn't supposed to be feature. PD and I were worried about one of the modifications and the secret was put in place to help us avoid editing the save after the round had started if we got into trouble.


dontgetit.gif Hmm, was this discussed alot during the development stages?
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radicell  
Posted: Saturday, Aug 30 2008, 01:13
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Hey Unlimited, now that you're back, could you possibly "update" the first two posts with the new officer, please? tounge.gif
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Ryan  
Posted: Saturday, Aug 30 2008, 01:21
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QUOTE (radicell @ Aug 29 2008, 22:13)
Hey Unlimited, now that you're back, could you possibly "update" the first two posts with the new officer, please?  tounge.gif

Only if you get down on your knees and bow to me and say please. tounge.gif

Done. Sorry about the wait.
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cacarla  
Posted: Saturday, Aug 30 2008, 10:21
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Alright guys, this is one prblem frequently encountered by me during the 4-staring in this round.. Constant Police choppers spawning during the Gang wars? I read somewhere that the police dont spawn during the wars. Is this normal or was this the speciality of this round? Also

@Orion, could you please make another teleporter from LS to Ange Pine? We could use the Tattoo shop in idlewood and take it through to the pizza stack in Angel pine.
OR

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JAJ  
Posted: Saturday, Aug 30 2008, 12:04
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QUOTE (cacarla @ Aug 30 2008, 06:21)
Alright guys, this is one prblem frequently encountered by me during the 4-staring in this round.. Constant Police choppers spawning during the Gang wars? I read somewhere that the police dont spawn during the wars. Is this normal or was this the speciality of this round?
It's probably a function of having a 4-star wanted level; you get the choppers just for having the 4-star wanted level. I don't recall that anything special was adjusted for the police during 4-star gang wars.


QUOTE (cacarla @ Aug 30 2008, 06:21)
Also

@Orion, could you please make another teleporter from LS to Ange Pine? We could use the Tattoo shop in idlewood and take it through to the pizza stack in Angel pine. 
OR
It's good that you have have come up with the two 'ends' for the new warp. The Pizza Stack (actually a Cluckin Bell in Angel Pine) is the only restaurant in the area. Are you sure that you'd want to lose that restaurant location? Also other factors to consider is what will adding another wrap do to the stability of the save file, is there a limit to how many warps that the game can handle & since we have a good stable save will OrionSR even be inclined to make this change/addition? Do we really need this warp? These concerns would be best answered by OrionSR though.
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Girish  
Posted: Saturday, Aug 30 2008, 13:12
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Can someone tell me who completed the first three levels of the Ammunation Shooting Range Challenge?

Edit: And I would also like to know how I got a percentage increase of 1.60 in the following turn:
(http://www.gtaforums.com/index.php?showtopic=368306&view=findpost&p=1058499529)

This post has been edited by girishb on Saturday, Aug 30 2008, 13:16
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Ryan  
Posted: Saturday, Aug 30 2008, 13:43
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QUOTE (girishb @ Aug 30 2008 @ 10:12)
Can someone tell me who completed the first three levels of the Ammunation Shooting Range Challenge?

I can't tell you that as there is now way of figuring it out and the checklist on gtasnp doesn't tell you. The only way to figure that one out is for the person who did them to come forward.

QUOTE (girishb @ Aug 30 2008 @ 10:12)
Edit: And I would also like to know how I got a percentage increase of 1.60 in the following turn:
(http://www.gtaforums.com/index.php?showtopic=368306&view=findpost&p=1058499529)

My guess for that would be becasue you did Interdiction which counts as .53%, then you did the mission Verdant Meadows which counts as .53% and then actually buying the place probably counted as .53% also. That would be my explanation.

EDIT: Just checked the math and it supports it also. 71.12 take away 69.52 leaves you with 1.60 left. .53 times 3 = 1.59 or you could just round it up to 1.60.

This post has been edited by Unlimited on Saturday, Aug 30 2008, 13:46
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radicell  
Posted: Saturday, Aug 30 2008, 13:47
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QUOTE (Unlimited @ Aug 30 2008, 09:21)
QUOTE (radicell @ Aug 29 2008, 22:13)
Hey Unlimited, now that you're back, could you possibly "update" the first two posts with the new officer, please?  tounge.gif

Only if you get down on your knees and bow to me and say please. tounge.gif

Done. Sorry about the wait.

I had a feeling you'd forget, but there's a list of officers in the second post too (FAQ).
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Ryan  
Posted: Saturday, Aug 30 2008, 13:52
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QUOTE (radicell @ Aug 30 2008, 10:47)
QUOTE (Unlimited @ Aug 30 2008, 09:21)
QUOTE (radicell @ Aug 29 2008, 22:13)
Hey Unlimited, now that you're back, could you possibly "update" the first two posts with the new officer, please?  tounge.gif

Only if you get down on your knees and bow to me and say please. tounge.gif

Done. Sorry about the wait.

I had a feeling you'd forget, but there's a list of officers in the second post too (FAQ).

I didn't forget. After I edited the first post I was reminded by John about the URL tags not working and how everything gets messed up, so he suggested I just wait and fix it once they are up and working again. I figured it was the best thing to do.

Do you have anything else for me to fix while I'm at it? tounge.gif
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epoxi  
Posted: Saturday, Aug 30 2008, 13:52
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Just to check...

In the rules I thought it said that only one of the Chain Game Moderators can say:
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It haw been more than 6 hours since the last turn was completed. The 3-mission wait rule has been reset, and anyone may now call a turn


But I've seen people calling it and then taking their own turn. Have I misread the rules?

After all, it's fair if someone calls it themself as long as it really has been 6 hours.
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radicell  
Posted: Saturday, Aug 30 2008, 13:55
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QUOTE (epoxi @ Aug 30 2008, 21:52)
Just to check...

In the rules I thought it said that only one of the Chain Game Moderators can say:
QUOTE
It haw been more than 6 hours since the last turn was completed. The 3-mission wait rule has been reset, and anyone may now call a turn


But I've seen people calling it and then taking their own turn. Have I misread the rules?

After all, it's fair if someone calls it themself as long as it really has been 6 hours.

As long as 6 hours have indeed passed since the last turn was done, anyone can make that statement, and if they choose to take a turn afterwards, that is certainly acceptable, as long as a 6-hour gap has elapsed between turns.
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