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 Adding stuff to my new island

 Weapon Pickups, Carlocations, Hospital..
 
HighD  
Posted: Sunday, Aug 26 2012, 12:47
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Hey Guys
I suppose, that anyone has already aksed questions like mine, but I didn't find answers... so I try it here biggrin.gif

For my new island I wanted to code some new weapon-spawns, some new car-spawns, a hospital point, an ammunation-store, two elevators, a save-pickup and a hotel-entrance...

but I didn't find out, how to make it.

It would be nice, if someone could give me example code-strings of those things, so that i can code it myself biggrin.gif

Thanks a lot!

Greets HighD
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arijitsen  
Posted: Sunday, Aug 26 2012, 12:53
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Have a look at this it may help you if you are a beginner in coding:
http://www.gtaforums.com/index.php?showtopic=403594
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kalonkas  
Posted: Sunday, Aug 26 2012, 14:17
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For cars / weapons pick up i used this script -
CODE
{$CLEO .cs}

//-------------MAIN---------------
thread "PACR"
wait 1000
0A95: enable_thread_saving
014B: 1@ = init_parked_car_generator #INFERNUS color 0 0 1 alarm 0 door_lock 0 0 10000 at -2297.567 622.2812 43.3959 angle 90.0
014C: set_parked_car_generator 2@ cars_to_generate_to 101
014B: 1@ = init_parked_car_generator #NRG500 color 3 0 1 alarm 0 door_lock 0 0 10000 at -2296.541 639.9001 42.0625 angle 90.0
014C: set_parked_car_generator 1@ cars_to_generate_to 101
014B: 1@ = init_parked_car_generator #CHEETAH color 3 3 1 alarm 0 door_lock 0 0 10000 at -2297.567 614.4594 42.0691 angle 90.0
014C: set_parked_car_generator 1@ cars_to_generate_to 101
014B: 1@ = init_parked_car_generator #TURISMO color 3 3 1 alarm 0 door_lock 0 0 10000 at -2297.567 606.6683 42.0525 angle 90.0
014C: set_parked_car_generator 1@ cars_to_generate_to 101
014B: 1@ = init_parked_car_generator #ELEGY color 1 1 1 alarm 0 door_lock 0 0 10000 at -2297.567 599.4879 42.0525 angle 90.0
014C: set_parked_car_generator 1@ cars_to_generate_to 101
014B: 1@ = init_parked_car_generator #MAVERICK color 0 0 1 alarm 0 door_lock 0 0 10000 at -2285.711 599.4604 59.0547 angle 270.0
014C: set_parked_car_generator 1@ cars_to_generate_to 101
032B: 3@ = create_weapon_pickup #DESERT_EAGLE group 15 ammo 10000 at -2329.33 640.498 41.9897
032B: 4@ = create_weapon_pickup #CHROMEGUN group 15 ammo 10000 at -2328.41 640.498 41.9897
0A93: end_custom_thread


For elevator use this, very good script
CODE
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:NONAME_2
wait 0
if
  Player.Defined($PLAYER_CHAR)
jf @NONAME_2
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2288.26 582.877 33.706 radius 80.0 80.0 80.0
jf @NONAME_2
Model.Load(3095)
038B: load_requested_models
1@ = Object.Create(3095, -2288.26, 582.877, 33.706)
Model.Destroy(3065)
Object.Angle(1@) = 0
Object.ToggleInMovingList(1@) = True
2@ = 0

:NONAME_126
wait 0
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2288.26 582.877 33.706 radius 30.0 30.0 30.0
0AB0:   key_pressed 33
jf @NONAME_241

:NONAME_182
wait 0
if
034E: move_object 1@ to -2288.26 582.877 50.906 speed 0.0 0.0 0.04 flag 0
jf @NONAME_182
jump @NONAME_296

:NONAME_241
if
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2288.26 582.877 33.706 radius 80.0 80.0 80.0
jf @NONAME_126
jump @NONAME_466

:NONAME_296
wait 0
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2288.26 582.877 50.906 radius 30.0 30.0 30.0
0AB0:   key_pressed 34
jf @NONAME_411

:NONAME_352
wait 0
if
034E: move_object 1@ to -2288.26 582.877 33.706 speed 0.0 0.0 0.04 flag 0
jf @NONAME_352
jump @NONAME_126

:NONAME_411
if
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2288.26 582.877 50.906 radius 80.0 80.0 80.0
jf @NONAME_296
jump @NONAME_466

:NONAME_466
Object.Destroy(1@)
Object.RemoveReferences(1@)
jump @NONAME_2
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HighD  
Posted: Sunday, Aug 26 2012, 14:30
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wow, thx a lot!

I'll try to write all the stuff I planned to do...

another question... when I've got the whole text, at which place do I have to put it in the main.scm?
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HighD  
Posted: Sunday, Aug 26 2012, 14:50
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and what is this {$CLEO .cs}? If I open the main.scm with SABuilder it looks like this...


;-------------MAIN---------------


:MAIN_1
03A4: name_thread 'MAIN'
016A: fade 0 () 0 ms
042C: set_total_missions_to 147
030D: set_total_mission_points_to 187
0997: 1339
01F0: set_max_wanted_level_to 6
0111: set_wasted_busted_check_to 0 (disabled)
00C0: set_current_time 8 0
04E4: unknown_refresh_game_renderer_at 2488.562 -1666.864
03CB: set_camera 2488.562 -1666.864 13.3757
062A: change_stat 165 to 800.0 ;; floating-point values
062A: change_stat 23 to 50.0 ;; floating-point values
062A: change_stat 21 to 200.0 ;; floating-point values
062A: change_stat 160 to 0.0 ;; floating-point values
0629: change_stat 181 to 0 ;; integer values
0629: change_stat 68 to 0 ;; integer values
0053: $PLAYER_CHAR = create_player #NULL at 2488.562 -1666.864 12.8757
0002: jump ££MAIN_20
0053: $155 = create_player #CSPLAY at 2488.562 -1666.864 12.8757

and not like this:


//-------------MAIN---------------
0000: NOP
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arijitsen  
Posted: Sunday, Aug 26 2012, 15:09
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No need to open main.SCM
Just open a new file with A cleo directive {$CLEO .cs}
Just copy paste the script:
CODE

{$CLEO .cs}

//-------------MAIN---------------
thread "PACR"
wait 1000
0A95: enable_thread_saving
014B: 1@ = init_parked_car_generator #INFERNUS color 0 0 1 alarm 0 door_lock 0 0 10000 at -2297.567 622.2812 43.3959 angle 90.0
014C: set_parked_car_generator 2@ cars_to_generate_to 101
014B: 1@ = init_parked_car_generator #NRG500 color 3 0 1 alarm 0 door_lock 0 0 10000 at -2296.541 639.9001 42.0625 angle 90.0
014C: set_parked_car_generator 1@ cars_to_generate_to 101
014B: 1@ = init_parked_car_generator #CHEETAH color 3 3 1 alarm 0 door_lock 0 0 10000 at -2297.567 614.4594 42.0691 angle 90.0
014C: set_parked_car_generator 1@ cars_to_generate_to 101
014B: 1@ = init_parked_car_generator #TURISMO color 3 3 1 alarm 0 door_lock 0 0 10000 at -2297.567 606.6683 42.0525 angle 90.0
014C: set_parked_car_generator 1@ cars_to_generate_to 101
014B: 1@ = init_parked_car_generator #ELEGY color 1 1 1 alarm 0 door_lock 0 0 10000 at -2297.567 599.4879 42.0525 angle 90.0
014C: set_parked_car_generator 1@ cars_to_generate_to 101
014B: 1@ = init_parked_car_generator #MAVERICK color 0 0 1 alarm 0 door_lock 0 0 10000 at -2285.711 599.4604 59.0547 angle 270.0
014C: set_parked_car_generator 1@ cars_to_generate_to 101
032B: 3@ = create_weapon_pickup #DESERT_EAGLE group 15 ammo 10000 at -2329.33 640.498 41.9897
032B: 4@ = create_weapon_pickup #CHROMEGUN group 15 ammo 10000 at -2328.41 640.498 41.9897
0A93: end_custom_thread

Then click on compile button.It will be saved as a CLEO file.
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HighD  
Posted: Sunday, Aug 26 2012, 16:00
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Do I need a special programm for this? And what to do with the compiled file? Do I have to make a link in the main.scm? Or put it in a special archive?
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kalonkas  
Posted: Sunday, Aug 26 2012, 16:36
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Just put it to sannybuilder and save script at your cleo folder, thats all your mod is in game...
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HighD  
Posted: Sunday, Aug 26 2012, 16:43
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I've got the SABuilder... is this the same as sannybuilder? And I think, it would be bether, if I could insert the whole code in the main.scm. Then can also players without sannybuilder play this mod...


So if I like to put it into the main.scm, can I put it anywhere?

This post has been edited by HighD on Sunday, Aug 26 2012, 17:02
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kalonkas  
Posted: Sunday, Aug 26 2012, 18:21
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you dont need sannybuilder to play that mods, it just compiles em and you need CLEO for em.
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ZAZ  
Posted: Sunday, Aug 26 2012, 20:04
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SABuilder isn't the same as sannybuilder
download sannybuilder at www.sannybuilder.com

You can modify main.scm with sannybuilder which requires to start new game

Or you can create "cleo"scripts with sannybuilder
To run "cleo"scripts on your game requires to install the Cleo plugin (Cleo Library)
download Cleo 3 or Cleo 4 Library at cleo.sannybuilder.com

look into III Coding Directory

Cleo scripts are much more popular because you can then load available savegames with your current main.scm and run the additional cleoscripts
Note: CLEO was developed for three different versions: 1.0 us, 1.0 eu and 1.01 eu
you will need another exe if you have GTASA 2.Edition, read the informations at cleo.sannybuilder.com careful
read also SCM Coding FAQ
learn cleoscripting with CLEO Script Tutorial


weapon-spawns, car-spawns, elevators, save-pickup needs a script of main.scm or a cleoscript

ammunation-store needs to teleport player into ammunation interior, then the ammunation script of original main.scm will realize the weapon buy
The Entrances with yellow triangle are done by Enex lines in the IPL files
read here about that method:
gtamodding-ENEX
CODE
enex
823.629, -1588.9, 12.5764, 0, 2, 2, 8, 822.629, -1590.4, 12.5784, -1297.58, 0, 4, "BARBER2", 0, 2, 0, 24

To modify or add enex entries requires to start a new game otherwise you will get buggy interior accesses

With script is it possible to simulate it.
The simpliest way is make a red marker and teleport the player to the desired location when the player is gone into the red marker.
Additional you can also show a yellow trinangle and disable the red marker.
read Teleport into interior

hotel-entrance? there isn't a hotel interior unless the dirty "Jefferson Motel"
i assume that you mean entrances to save apartments
same as above, enex or teleportscript



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OrionSR  
Posted: Sunday, Aug 26 2012, 22:40
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QUOTE (ZAZ @ Sunday, Aug 26 2012, 13:04)

To modify or add enex entries requires to start a new game otherwise you will get buggy interior accesses

New enexes can be added to an existing save if they are added after all the other enexes and the save is indoors or far away from any burglary locations. Instead of editing the default IPL files, it is safer to create a new IPL file for enexes with an added reference line in GTA.DAT after all the other IPL references.

This post has been edited by OrionSR on Monday, Aug 27 2012, 01:02
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ZAZ  
Posted: Monday, Aug 27 2012, 08:32
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QUOTE (OrionSR @ Sunday, Aug 26 2012, 23:40)
QUOTE (ZAZ @ Sunday, Aug 26 2012, 13:04)

To modify or add enex entries requires to start a new game otherwise you will get buggy interior accesses

New enexes can be added to an existing save if they are added after all the other enexes and the save is indoors or far away from any burglary locations. Instead of editing the default IPL files, it is safer to create a new IPL file for enexes with an added reference line in GTA.DAT after all the other IPL references.

hey, cool
this also applies in the case if you add just one exterior enex with existing name, for example "SVLAMD" to get access to the save apartement?
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HighD  
Posted: Monday, Aug 27 2012, 18:34
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but if I'd like to make a mod wich doesn't requires cleo... where do I have to put the codes in? I know, that I have to put it in the main.scm (and I also know, that savegames wont be playable anymore...), but where belong they to in this script? Right after the ;---------main--------- line? Or anywhere else?

And another question: how to make a garage that stores cars?

THANKS A LOT FOR YOUR HELP!!!

This post has been edited by HighD on Monday, Aug 27 2012, 18:52
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UNRATED69  
Posted: Monday, Aug 27 2012, 22:24
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You can put it anywhere that it will be executed by the script when the game starts, but the easiest way would be to create your own thread for them.

Search for where the other threads are created and insert this line.

CODE
create_thread @ISLAND


Then find the end of the main file, right before the external scripts, and add the thread and your spawns.

CODE
:ISLAND
thread 'ISLAND'
//------add the codes to spawn whatever you want here.


Garages are defined in the IPL files. You can read about how that works here.
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OrionSR  
Posted: Tuesday, Aug 28 2012, 00:25
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QUOTE (ZAZ @ Monday, Aug 27 2012, 01:32)
QUOTE (OrionSR @ Sunday, Aug 26 2012, 23:40)
QUOTE (ZAZ @ Sunday, Aug 26 2012, 13:04)

To modify or add enex entries requires to start a new game otherwise you will get buggy interior accesses

New enexes can be added to an existing save if they are added after all the other enexes and the save is indoors or far away from any burglary locations. Instead of editing the default IPL files, it is safer to create a new IPL file for enexes with an added reference line in GTA.DAT after all the other IPL references.

hey, cool
this also applies in the case if you add just one exterior enex with existing name, for example "SVLAMD" to get access to the save apartement?

Yes. This won't mess with the destinations of existing connections so if you add an county safehouse when CJ is in an existing country safehouse CJ should still exit to the original location. Also, if you are unhappy with your new enexes you can remove them from the IPL files, start the game, load the save and save again, and they will be removed from the save.
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HighD  
Posted: Tuesday, Aug 28 2012, 13:24
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QUOTE (UNRATED69 @ Monday, Aug 27 2012, 22:24)
You can put it anywhere that it will be executed by the script when the game starts, but the easiest way would be to create your own thread for them.

Search for where the other threads are created and insert this line.

CODE
create_thread @ISLAND


Then find the end of the main file, right before the external scripts, and add the thread and your spawns.

CODE
:ISLAND
thread 'ISLAND'
//------add the codes to spawn whatever you want here.


Garages are defined in the IPL files. You can read about how that works here.

Thanks so much.... that was exactly what I needed biggrin.gif

EDIT: Do you know where exatcly is placed the IPL file with the grge section in it? It's hard to find XD

This post has been edited by HighD on Tuesday, Aug 28 2012, 19:07
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HighD  
Posted: Thursday, Aug 30 2012, 22:43
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I've got two little problems.
First is about the savepoint. I inserted following code:
CODE
:SAVE_1
03A4: name_thread 'SAVE'
0213: $SAVE_PICKUP = create_pickup #PICKUPSAVE type  3 at  -2024.453  1703.622  7.46

:SAVE_5
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££SAVE_5
00D6: if  0
0214:   pickup $SAVE_PICKUP picked_up
004D: jump_if_false ££SAVE_5
0050: gosub ££SAVE_50
0002: jump ££SAVE_1

:SAVE_50
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03D8: show_save_screen
00A1: put_actor $PLAYER_ACTOR at  -2024.453  1702.0  7.46
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0051: return
to my main.scm into the ;---------MAIN--------- section... little bit above I created this thread:
CODE
;-------------MAIN---------------


:MAIN_1
03A4: name_thread 'MAIN'
016A: fade  0 ()  0 ms
042C: set_total_missions_to  147
030D: set_total_mission_points_to  187
0997:  1339
01F0: set_max_wanted_level_to  6
0111: set_wasted_busted_check_to  0 (disabled)
00C0: set_current_time  8  0
04E4: unknown_refresh_game_renderer_at  2488.562 -1666.864
03CB: set_camera  2488.562 -1666.864  13.3757
062A: change_stat  165 to  800.0;; floating-point values
062A: change_stat  23 to  50.0;; floating-point values
062A: change_stat  21 to  200.0;; floating-point values
062A: change_stat  160 to  0.0;; floating-point values
0629: change_stat  181 to  0;; integer values
0629: change_stat  68 to  0;; integer values
0053: $PLAYER_CHAR = create_player #NULL at  2488.562 -1666.864  12.8757
0002: jump ££MAIN_20
0053: $155 = create_player #CSPLAY at  2488.562 -1666.864  12.8757
004F: create_thread ££SAVE_1
004F: create_thread ££MAIN_61
.
I think, like this, it should work, but there is no Savepoint at the place... what went wrong? I work with mission-builder...

Second problem is a bit difficult... I work in optimise a mod... this mod contains some files and a new main.scm without missions. Code:
CODE
DEFINE VERSION SA 0.33

0002: jump ££Second_Segment
DEFINE MEMORY  43800  ; Equals Mission Builder type global variable range $2 to $10949

:Second_Segment
0002: jump ££Third_Segment
DEFINE OBJECTS  7
DEFINE OBJECT OCRAM                      ; This is an unused object. You can put anything here.
DEFINE OBJECT BODYARMOUR                ; Object number -1
DEFINE OBJECT BRIBE                      ; Object number -2
DEFINE OBJECT HEALTH                    ; Object number -3
DEFINE OBJECT ADRENALINE                ; Object number -4
DEFINE OBJECT NTO_B_S                    ; Object number -5
DEFINE OBJECT WHEEL_OR1                  ; Object number -6

:Third_Segment
0002: jump ££Fourth_Segment
DEFINE MISSIONS  0

:Fourth_Segment
0002: jump ££Fifth_Segment
DEFINE EXTERNAL_SCRIPTS  0

:Fifth_Segment
0002: jump ££Sixth_Segment
DEFINE UNKNOWN_FIFTH_SEGMENT
DEFINE UNKNOWN1  0

:Sixth_Segment
0002: jump ££MAIN_1
DEFINE UNKNOWN_SIXTH_SEGMENT
DEFINE UNKNOWN3  574

;-------------MAIN---------------


:MAIN_1
03A4: name_thread 'MAIN'
016A: fade  0 ()  0 ms
042C: set_total_missions_to  0
030D: set_total_mission_points_to  0
01F0: set_max_wanted_level_to  6
0111: set_wasted_busted_check_to  0 (disabled)
00C0: set_current_time  14  30
0109: player $PLAYER_CHAR money +=  1000000
04E4: unknown_refresh_game_renderer_at -2025.38  1706.459
03CB: set_camera -2025.38  1706.459  7.0122
01F0: set_max_wanted_level_to  6
0998: add_respect  3500
062A: change_stat  21 to  0.0;; floating-point values
062A: change_stat  22 to  1000.0;; floating-point values
062A: change_stat  23 to  1000.0;; floating-point values
062A: change_stat  24 to  1454.0;; floating-point values
062A: change_stat  80 to  2000.0;; floating-point values
062A: change_stat  160 to  1000.0;; floating-point values
062A: change_stat  165 to  1000.0;; floating-point values
0629: change_stat  181 to  3;; integer values
062A: change_stat  223 to  1000.0;; floating-point values
062A: change_stat  225 to  1000.0;; floating-point values
062A: change_stat  229 to  1000.0;; floating-point values
062A: change_stat  230 to  1000.0;; floating-point values
062A: change_stat  69 to  1000.0;; floating-point values
062A: change_stat  70 to  1000.0;; floating-point values
062A: change_stat  71 to  1000.0;; floating-point values
062A: change_stat  72 to  1000.0;; floating-point values
062A: change_stat  73 to  1000.0;; floating-point values
062A: change_stat  74 to  1000.0;; floating-point values
062A: change_stat  75 to  1000.0;; floating-point values
062A: change_stat  76 to  1000.0;; floating-point values
062A: change_stat  77 to  1000.0;; floating-point values
062A: change_stat  78 to  1000.0;; floating-point values
0053: $PLAYER_CHAR = create_player #NULL at -2025.38  1706.459  7.0122
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0187: $10949 = create_marker_above_actor $PLAYER_ACTOR
0373: set_camera_directly_behind_player
0173: set_actor $PLAYER_ACTOR z_angle_to  262.0
0180: set_on_mission_flag_to $ON_MISSION
01B6: set_weather  1
087B: set_player $PLAYER_CHAR clothes "PLAYER_TORSO" "TORSO" body_part  0
087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" body_part  2
087B: set_player $PLAYER_CHAR clothes "CONVPROBLU" "CONV" body_part  3
087B: set_player $PLAYER_CHAR clothes "CORNROWSB" "CORNROWS" body_part  1
087B: set_player $PLAYER_CHAR clothes "BBSHORTWHT" "BOXINGSHORT" body_part  2
087B: set_player $PLAYER_CHAR clothes "WATCHCRO2" "WATCH" body_part  14
087B: set_player $PLAYER_CHAR clothes "GLASSES05" "GLASSES03" body_part  15
070D: rebuild_player $PLAYER_CHAR
07FE: set_actor $PLAYER_ACTOR fighting_style_to  6  6
04BB: select_interior  0;; select render area
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01B7: release_weather
016C: restart_if_wasted at -2025.38  1706.459  7.0122 angle  0.0 unknown  0
016D: restart_if_busted at -2025.38  1706.459  7.0122 angle  0.0 unknown  0
016A: fade  1 (back)  1000 ms
02A8: $10948 = create_marker  0 at -2249.583  1952.097  12.49844
02A8: $10947 = create_marker  0 at -2424.773  1883.756  12.49844
004F: create_thread ££MAIN_63

:MAIN_61
0001: wait  2000 ms
0002: jump ££MAIN_61

:MAIN_63
0001: wait  0 ms
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -2249.583  1952.097  12.49844 radius  1.0  1.0  2.0
004D: jump_if_false ££MAIN_69
00A1: put_actor $PLAYER_ACTOR at -2261.421  1954.286  428.8172
0002: jump ££MAIN_63

:MAIN_69
0001: wait  0 ms
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -2424.773  1883.756  12.49844 radius  1.0  1.0  2.0
004D: jump_if_false ££MAIN_63
00A1: put_actor $PLAYER_ACTOR at -2436.666  1885.7  429.1172
0002: jump ££MAIN_63
. That is the whole new code. Because I don't like this, I play with normal main.scm... at some point, there is now a unvisible wall created, but I didn't change any other file from this mod! What happened? Why does this wall not exist with this shortened main.scm but with the original one it does? Someone any clues?

Thanks for your help

HighD
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ZAZ  
Posted: Friday, Aug 31 2012, 08:04
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Kernlochbohrer
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Joined: Jan 10, 2005

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You're still using Bart Waterducks Missionbuilder, but this tool is out of date since 5 years
No support for it, the author has left the community.

The actually tool is Sannybuilder. All people of GTA modding scene are using this tool

Sannybuilder have another script syntax than BWMissionbuilder, so nobody can or want help fixing
BWMissionbuilder-syntax-scripts

Further advatages of Sannybuilder:
-The one-click-function to compile and copy your main.scm into game directory works well
-is faster by compiling as well as decompiling
-have an extensive Help documentation
-can create scripts for cleo script plugin
-have a function to convert BWMissionbuilderscripts into Sannybuilderscripts
and much more

You can continue riding your old donky but note, it makes much more fun to work with Sannybuilder
As newbie should you take Sannybuilder and learn the right coding
So go back to my previous post and start from new
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HighD  
Posted: Friday, Aug 31 2012, 13:58
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Player Hater
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Joined: Oct 19, 2011

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Oh, well thanks for your answer. I'll download sannybuilder biggrin.gif
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