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 small change in smc file vice city

 can anyone help?
 
ViceCityMamba80  
Posted: Saturday, Jul 14 2012, 02:44
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Hey all,

I was trying to make a small change in spaceeinsteins all in one mod for vice city when you do the mission martha's mug shot where the shutters open in the building they close after the mission ends, is there a way to make the shutters in the building remain open kind of like he did with the mission cap the collecter where the small printworks door stays open even after the mission?

I read the tut but its pretty hard to sift through the codes, and i figure for someone who has the experience this would be an easy thing to do. Thanks to anyone who takes the time to read this. smile.gif

VCM-
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JACK JONES  
Posted: Sunday, Jul 15 2012, 14:53
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Try to find opcodes that are containing a word "Object" in that mission.
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ViceCityMamba80  
Posted: Sunday, Jul 15 2012, 17:39
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QUOTE (JACK JONES @ Sunday, Jul 15 2012, 14:53)
Try to find opcodes that are containing a word "Object" in that mission.

Thanks for responding back to my question. I know that this is something simple to do probably for most people. Im a super noob at this stuff and not afraid to admit it haha. I took a look and think i found something, any help with the next steps would be greatly appreciated. biggrin.gif
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JACK JONES  
Posted: Monday, Jul 16 2012, 17:37
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If you mean that blue door on the building with the stairs and floors where FBI agents are trying to eliminate you in the Martha's Mug Shot mission then find this:
CODE
$1645 = Object.Init(#PH_BUILD_DR_CLOSED, 569.925, 52.0, 14.616)
Object.RemoveFromMissionCleanupList($1645)
034D: rotate_object $1645 from_angle 270.0 to_angle 270.0 flag 0

and remove it from the main.scm.txt file, save it and open it with Sanny Builder then hit run, compile. By the way my main.scm file is modified so number 1645 is probably diferent in your file.

This post has been edited by JACK JONES on Tuesday, Jul 17 2012, 07:53
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ViceCityMamba80  
Posted: Thursday, Jul 19 2012, 01:55
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thanks for the reply. its actually the window in the hotel when you do the mission marthas mugshot that opens for you to take pictures across the street.

The door opens and stays open after the mission, i was more trying to make it where the window stays open permanently even after the mission. I cant find the codes to make the window stay open. Is the door and the window affected by that block of code being removed?

Thanks again for putting up with my noob questions and hope to hear from you soon. biggrin.gif

VCM-
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JACK JONES  
Posted: Thursday, Jul 19 2012, 10:34
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These two lines are responsible for that window:
CODE
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_CHARIOT to #OD_WTSIGN

The first one puts the window in the game and the second one removes it. So there are two objects:
#OD_CHARIOT - window object,
#OD_WTSIGN - emty space.
So you just remove the first line from that mission and input the second line in the main part of main.scm file and the window is gone. The bad news: unleas you have something like a save game editor you're gonna have to start the game from the begining. I tried to built a CLEO by using object numbers (-155 and -156) but it ain't gonna work, I don't know why whatsthat.gif.
EDIT: I figured out what's the problem and here's the CLEO code:
CODE
{$CLEO .cs}
thread 'Jack'

:Check
wait 0
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
if and
8443:   not player $PLAYER_CHAR in_a_car
0021:   2@ > 50.0 // floating-point values
jf @Check
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -158 to -157
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -156 to -155


:Check1
wait 0
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
if
8021:   NOT   2@ > 50.0 // floating-point values
jf @Check1
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -157 to -158
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -155 to -156
jump @Check

Put that in some text document, save it, install Sanny Builder and CLEO for VC and put the document in the CLEO folder, open it with SB then run, compile. The window is now history smile.gif.

This post has been edited by JACK JONES on Thursday, Jul 19 2012, 14:29
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ViceCityMamba80  
Posted: Thursday, Jul 19 2012, 20:41
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youll have to excuse my ignorance lol. confused.gif what is CLEO? Also i might have to add that i am using the xbox version of gta and spaceeinsteins all in one mod so i figured a simple scm edit would do the trick just fine for me. smile.gif

So if i remove the first line and just do a simple recompile that will let the window remain there correct? I have a reason as to why i want the window always there and open instead of sh*t. Once i can get through this i have a few ideas in my head.

thanks again for even answering my noob questions, i just really want to get this going and ill be a happy camper. haha. smile.gif

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JACK JONES  
Posted: Friday, Jul 20 2012, 11:16
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Just put my code in main.scm. Instructions:
Find the first "create_thread" opcode in the main.scm.txt and put new 004F opcode above it:
CODE
004F: create_thread @Glass

Then go to that CLEO code I gave you and replace "{$CLEO .cs}" with this label:
CODE
:Glass

Copy that whole code from the text document and put it in main.scm.txt above this:
CODE
//-------------Mission 0---------------

Save the main.scm.txt, open it with SB and compile. For more details about the inputing threads in main.scm read this:
http://www.gtamodding.com/index.php?title=Create_a_thread
And you will probably have to click "start new game" otherwise the game will crash because the main.scm is now modified. If you are planing to make something more complex then read this:
http://www.gtaforums.com/index.php?showtopic=403790

This post has been edited by JACK JONES on Friday, Jul 20 2012, 11:19
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