GTA: San Andreas
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Lounge for The Chain Game: San Andreas Off-Topic Chat For The Chain Game
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OrionSR  |
Posted: Thursday, Aug 28 2008, 15:57
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Chain Game Development Team

Group: Members
Joined: May 23, 2007


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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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OrionSR  |
Posted: Thursday, Aug 28 2008, 17:37
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Chain Game Development Team

Group: Members
Joined: May 23, 2007


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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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.

Group: Members
Joined: Aug 21, 2007

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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?  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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Chain Game Development Team

Group: Members
Joined: May 23, 2007


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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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Ryan  |
Posted: Saturday, Aug 30 2008, 13:52
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Resident Ginger

Group: Zaibatsu
Joined: Apr 10, 2006



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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? |
Only if you get down on your knees and bow to me and say please.
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?
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radicell  |
Posted: Saturday, Aug 30 2008, 13:55
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Arsenal Fan

Group: BUSTED!
Joined: Jun 30, 2007

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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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