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 [Q]Adding things to GTA SA

 How to add hospitals, carlocations...
 
HighD  
Posted: Monday, May 28 2012, 20:13
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Hey guys
I added an island to my GTA SA and now I'd like to make a headquarter there. For that I like to ad the following things:

A savepoint
A hospital
A garage for two vehicles
Some carlocations
A car-route
A hotel
A Safehouse
A Munitionstore
Some Weaponlocations


Can someone please explain me how to do this? It would be the best, if I could make a new external script where I define all this stuff, otherwhise I'll insert it where ever it has to be inserted biggrin.gif

Thanks a lot

Greets HighD
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Ashwin the new boy  
Posted: Tuesday, May 29 2012, 03:38
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-------------- Coding --------------
A savepoint
Create a Pickup & use "03D8: show_save_screen" if it is picked up

Some Weapon locations
Create weapon Pickup

Some carlocations
use some car generators

----------------- Modeling ------------------
A garage for two vehicles //<-- you also have to do a bit of coding after Model
A hospital
A Safehouse
A Munitionstore


A car-route
edit paths.ipl

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HighD  
Posted: Wednesday, May 30 2012, 14:51
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Well, first at all, thanks for the very quick replie biggrin.gif

But The problem is, that I've not much knowledge of all this, so I don't know how to create a pickup for example... it would help a lot, if you could give me a example code for making a pickup (is there any tutorial about how to make this? Would also help biggrin.gif)

I didn't know a car generator but I'll look around for one, thanks for the hint

And for the modeling: I did already all the houses, they all exist, but I don't know how I arrive that they work (for example that I spawn at the hospital if I go dead...)

And how do I have to edit paths.ipl

Thanks and Greets

HighD
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Fable11  
Posted: Wednesday, May 30 2012, 19:28
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Hi there , just tell us the full list of tasks with details you want to achieve and we'll give you the script codes , so you can just past them to your Main script or MPACK ...
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Deji  
Posted: Thursday, May 31 2012, 00:03
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Most of the things you listed aren't usually created by code...
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Ashwin the new boy  
Posted: Thursday, May 31 2012, 00:51
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@HD
open the main.scm file with sanny builder
It is the best way to start learning as it have lots of example in it wink.gif
CODE
016C: restart_if_wasted at 493.5 703.1 11.1 90.0 //for hospital

generator is not a tool, it is a opcode

::Paths::
use a tool name 'KED' to read & edit the Paths, (if it works with SA too)
or read the page of PATHS at gtamodding.com to do it manually

QUOTE
just tell us the full list of tasks with details you want to achieve and we'll give you the script codes,

WE ??
you must be kidding, lol.gif
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HighD  
Posted: Thursday, May 31 2012, 23:10
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Thanks a lot at Ashwin, this was exactly the hint I needed biggrin.gif I'll try it out the next days. Only one more question: Where do I have to insert the code in the main.scm? Whithin the :Main1 or below the mains or doesn't it matter? Can I also make an external script?

Oh, and I forgot one thing: I'd like to make a teleport point, like an elevator for getting on the roof of a building. What is the code for this and where to insert it?



QUOTE
Most of the things you listed aren't usually created by code...

It's like this: I made already the complete map, buildings are in game and they're working. Now I only need to code the rest. So I have to code an entrance for the safehouse, an entrance for the hotel, a spawnplace for weapons and so on biggrin.gif


Thanks

HighD

EDIT: I think I found it: I have to insert the code to :INITIAL1 don't I?

This post has been edited by HighD on Thursday, May 31 2012, 23:20
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Ashwin the new boy  
Posted: Friday, Jun 1 2012, 03:29
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It doesn't matter where you put code, the main thing is Game read it
if you are editing original Main.scm then I'll suggest you to find
CODE
start_mission 1  // Intro

insert a opcode after it
CODE
Create_thread @HighD

so it will look like
CODE
start_mission 1  // Intro
Create_thread @HighD   //Inserted Code
create_thread @O4X4_1
create_thread @TAXI_L
create_thread @FIRE
create_thread @AMBULA
create_thread @COP


then search for this place & insert your Whole Code here
CODE
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1112.0 -372.0 -1104.0 -364.0 spawn_policeA_at -1078.3 -337.0 headed_towards -1101.5 -339.4 spawn_policeB_at -1138.0 -348.4 headed_towards -1117.3 -346.3
end_thread

///////////// Put your code here ///////

//-------------Mission 1---------------
// Originally: Intro

:INTRO
thread 'INTRO'

or you may make some cleo script for this work

QUOTE
I'd like to make a teleport point, like an elevator for getting on the roof of a building.

the code will be something like this
CODE

:0
wait 0
if
////: player $Player_char in_sphere 1 near_point X1 Y1 Z1 radius 2.5 2.5 2.5
jf @0
////: put_player $player_char at X2 Y2 Z2
////: set_player $player_char z_angle Angle1
wait 2500

:1
wait 0
if
////: player $Player_char in_sphere 1 near_point X2 Y2 Z2 radius 2.5 2.5 2.5
jf @0
////: put_player $player_char at X1 Y1 Z1
////: set_player $player_char z_angle Angle2
wait 2500
jump @0

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HighD  
Posted: Saturday, Jun 2 2012, 00:15
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WOW, thanks a lot, I'll try it out this weekend biggrin.gif


EDIT: Do you know, where I'll find the IPL with the grge-section in it? It has to be an IPL into an .IMG file, but I don't know in which... thx

This post has been edited by HighD on Tuesday, Aug 28 2012, 13:53
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HighD  
Posted: Thursday, Aug 30 2012, 00:37
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Most things seem to work... but now i've got a problem. I looked around for an example of a savepoint-adding script and found one. I inserted it to my main.scm and now it looks like this:

CODE
:INT_40
0002: jump ££INT_2

:SAVE_3
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_3

: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

:SWEET_1
03A4: name_thread 'SWEET'

:SWEET_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $SWEETS_MISSIONS_PASSED ==  9;; integer values
004D: jump_if_false ££SWEET_7
004E: end_thread


But I can not find the savedisk at this place... what went wrong? Thanks for answers...
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Dutchy3010  
Posted: Thursday, Aug 30 2012, 10:50
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I believe that the code is for Mission Builder, not SannyBuilder. Do you use SB?

Perhaps you can use my tutorial for making a savepoint: here

Make sure that the thread starts working (if you don't know what I mean, there is also a thread tutorial in my tutorial above). Good luck.
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HighD  
Posted: Thursday, Aug 30 2012, 15:31
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Thanks for your help. I do not use sannybuilder but BW's SA Mission Builder. If I want to compile the main.scm with your save-code in it, it gives me error logs for nearly every line, because there are no opcodes... what to do? Thank you for your help

This post has been edited by HighD on Thursday, Aug 30 2012, 15:35
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