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Attention:
MISSION CODING IV Official main.scm discussion, releases
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Craig Kostelecky  |
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GTA:LC Team Leader

Group: The Connection
Joined: Jan 28, 2004



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GTA:LC Mission CodingCurrent LC scm sourceThe info on this post is not up-to-date. This is the location where we will discuss and release updates to the mission code. Any questions related to the code should be posted here. This section is for official code only. So any code additions would go in the unofficial mods section. These missions require some audio files as well. They can be found on your GTA3 CD, or you can download them here. Missions:| Mission | Status |
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| Mission 0 Setup | Done, but no JB cutscene cars | | Mission 1 Hospital Help | Done and bug free | | Mission 2 Police Help | Done and bug free | | Mission 3 Diablo Destruction | Done and bug free | | Mission 4 Mafia Massacre | Done and bug free | | Mission 5 Rumpo Rampage | Done and bug free | | Mission 6 Casino Calamity | Done and bug free | | Mission 7 Patriot Playground | Done and bug free | | Mission 8 A Ride in the Park | Done and bug free | | Mission 9 Gripped! | Done and bug free | | Mission 10 Multistory Mayhem | Done and bug free | | Mission 11 Paramedic sub-mission | Done with no known bugs | | Mission 12 Firefighter sub-mission | Done with no known bugs | | Mission 13 Vigilante sub-mission | Done with no known bugs | | Mission 14 Taxi sub-mission | Done with no known bugs | | Mission 15 The Crook | Done and bug free | | Mission 16 The Thieves | Done and bug free | | Mission 17 The Wife | Done and bug free | | Mission 18 Her Lover | Done and bug free | | Mission 19 Give Me Liberty | Done and bug free | | Mission 20 Dont Spank Ma Bitch Up | Done with no known bugs | | Mission 21 Drive Misty For Me | Done with no known bugs | | Mission 22 Pump Action Pimp | Done with no known bugs | | Mission 23 The Fuzzball | Done with no known bugs | | Mission 24 Mike Lips Last Lunch | Done. | | Mission 25 Farewall Chunky Lee Chong | Done with no known bugs | | Mission 26 Van Heist | Done. | | Mission 27 Cipriani's Chauffeur | Done with no known bugs | | Mission 28 Dead Skunk In The Trunk | Done with no known bugs | | Mission 29 The Get Away | Done with no known bugs | | Mission 30 Taking Out The Laundry | Done with no known bugs | | Mission 31 The Pick Up | Done with no known bugs | | Mission 32 Salvatore's Called A Meeting | Done with no known bugs | | Mission 33 Triads And Tribulations | Done with no known bugs | | Mission 34 Blow Fish | Done. | | Mission 35 Chaperone | Done, with no gameplay bugs | | Mission 36 Cutting The Grass | Done and bug free | | Mission 37 Bomb Da Base Act I | Done and bug free | | Mission 38 Bomb Da Base Act II | Done, no foam animation | | Mission 39 Last Requests | Done | | Mission 40 Turismo | Done and bug free | | Mission 41 I Scream, You Scream | Done | | Mission 42 Trial By Fire | Done and bug free | | Mission 43 Big 'N' Veiny | Done and bug free | | Mission 44 Sayonara Salvatore | Done with no known bugs | | Mission 45 Under Surveilance | Done with no known bugs | | Mission 46 Paparazzi Purge | Done and bug free | | Mission 47 Pay Day For Ray | Done and bug free | | Mission 48 Two Faced Tanner | Done and bug free | | Mission 49 Kanbu Bust Out | Done with no known bugs | | Mission 50 Grand Theft Auto | Done with no known bugs | | Mission 51 Deal Steal | Done with no known bugs | | Mission 52 Shima | Done with no known bugs | | Mission 53 Smackdown | Done with no known bugs | | Mission 54 Silence The Sneak | Done with no known bugs | | Mission 55 Arms Shortage | Done with no known bugs | | Mission 56 Evidence Dash | Done, with no known bugs | | Mission 57 Gone Fishing | Done, with no known bugs | | Mission 58 Plaster Blaster | Done, minor issues with bodycast (hardcoded) | | Mission 59 Marked Man | Done with no known bugs | | Mission 60 Liberator | Done with no known bugs | | Mission 61 Waka Gashira Wipeout | Done, with no known bugs | | Mission 62 A Drop In The Ocean | Done with no known bugs | | Mission 63 Bling-Bling Scramble | Done and bug free | | Mission 64 Uzi Rider | Done with no known bugs | | Mission 65 Gangcar Roundup | Done with no known bugs | | Mission 66 Kingdom Come | Done with no known bugs | | Mission 67 Grand Theft Aero | Done. | | Mission 68 Escort Service | Done, with no known bugs | | Mission 69 Decoy | Done with no known bugs | | Mission 70 Loves Disapperance | Done and bug free | | Mission 71 Bait | Done with no known bugs | | Mission 72 Espresso 2 Go | Done with no known bugs | | Mission 73 SAM | Done, with no known bugs | | Mission 74 Uzi Money | Done and bug free | | Mission 75 Toyminator | Done and bug free | | Mission 76 Rigged to Blow | Done and bug free | | Mission 77 Bullion Run | Done. | | Mission 78 Rumble | Done and bug free | | Mission 79 The Exchange | Done with no known bugs | Other bits:| Item | Status |
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| Train | Code is final, there're issues with the models and lack of sounds though | | Subway | Code is final, there're issues with the models and lack of sounds though | | Car crusher | Done | | Emergency vehicle crane | Done | | Import/Export garage | Done | | SSV Bridge Animation | Done, range of SFX to be simulated in next release | | Any other | Don't know |
If you want to convert a mission, post in this topic or PM me, saying which mission you want to do and any other relavent information. Mission conversion info:There are a few things you need to know before doing a conversion. The city has been moved for sea alignment reasons, so the code must be moved accordingly. The x has been moved -335 and the z has been +6, all co-ordinates must be moved accordingly. Weapon numbers - the weapons have changed, so the numbers must be changed too: | GTA3 | LC | Weapon |
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| 1 | 6 | Bat | | 2 | 17 | Colt45 | | 3 | 23 | Uzi | | 4 | 21 | Shotgun | | 5 | 25 | AK47 | | 6 | 26 | M16 | | 7 | 28 | Sniper Rifle | | 8 | 30 | Rocket Launcher | | 9 | 31 | Flamethrower | | 10 | 15 | Molotov cocktails | | 11 | 12 | Grenades | | 12 | 34 | Detonator |
Radar icons - these have also changed (note: this list was never previously published): | SCM | Pic | GXT | GXT String |
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| 4 | A | LG_02 | Asuka | | 5 | 8-Ball | LG_03 | el Burro | | 6 | C | LG_04 | Catalina | | 8 | PolCar | LG_06 | Police Car | | 9 | D | LG_07 | Donald Love | | 10 | 8 | LG_08 | 8-Ball | | 11 | B.Phn | LG_03 | el Burro (notice the repeated LG_03) | | 12 | R.Phn | LG_09 | D-Ice | | 13 | J | LG_10 | Joey | | 14 | K | LG_11 | Kenji | | 15 | G.Ph | LG_12 | King Courtney | | 16 | L | LG_13 | Luigi | | 18 | R | LG_15 | Ray | | 19 | S | LG_16 | Salvatore | | 20 | House | LG_37 | Hideout | | 21 | Can | LG_17 | Pay 'n' Spray | | 22 | T | LG_18 | Toni | | 23 | Gun | LG_19 | Ammunation | | 27 | Can | LG_27 | Pay 'n' Spray | | 28 | M | LG_23 | Marco's Bistro |
Some z-co-ordinates are -100, in GTA 3, this was used as a land finding co-ordinate, but this doesn't always work in VC, so you will need to find the correct co-ordinates yourself. OpCodes - this is the main thing that needs changing in the script. Alot of the GTA 3 OpCodes were not transferred over to VC as they were not needed, unfortunately, we do need them, but cannot use them, so we have had to find alternative methods, most of these are listed below: Not working OpCodes and their replacements: | Broken OpCode | Replacement |
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| 00A2: is_char_still_alive | 8118: NOT is_actor_dead | | 00AC: is_car_still_alive | TODO: USE 8119! | | 00BD: text_soon text_mediumpriority | ??? Another text one | | 0130: is_player_busted | This now works | | 0135: change_car_lock | 020A | | 0149: is_car_crushed | 0119: is_car_wrecked \\ Possibly with area check | | 014D: text_pager | Added into VC engine by ModelingMan | | 0156: set_ped_density | I used a forbidden_for_peds cube, but that depends on the desity you want | | 016F: draw_shadow | ??? | | 0178: has_player_picked_up_object | This now works | | 0182; set_contact_base_brief | ??? | | 01EE: activate_crane | ??? | | 01EF: deactivate_crane | ??? | | 0218: text_1number_styled_now | 01E5: text_1number_now | | 021D: toggle_free_bomb_shop | This now works | | 0228: is_car_bomb_status | This now works | | 0240: flash_object | This now works | | 0242: set_car_bomb_status | This now works | | 0250: draw_light | ??? | | 0255: critical_mission_restart | This now works | | 029C: is_boat | This now works | | 02A0: is_actor_stopped | 0101: is_actor_near_point_3d_still \\ usse the actors own co-ordinates | | 02A1: message_wait | unknown | | 02A2: add_particle_effect | ??? | | 02BC: set_swat_required | ??? | | 02C3: create_donkey_mags | This now works | | 02C5: get_donkey_mags_picked_up | This now works | | 02C6: remove_items_from_ground | This now works | | 02C7: scatter_platinum scatter | This now works | | 02C8: get_platinum_in_car | This now works | | 02C9: remove_platinum_from_car | This now works | | 02CD: call @Label00FEAD @Label00FEAD | ??? | | 02D9: clear_donkey_mags_picked_up | This now works | | 02EE: is_projectile_in_cube | This now works | | 02EF: remove_projectile_in_cube | This now works | | 02F0: create_explosive_barrel_1 | This now works | | 02F1: create_explosive_barrel_2 | This now works | | 02F4: create_cutscene_actor_from_head_and_body | ??? | | 02F5: set_head_anim | ??? | | 02FB: create_crusher_crane | ??? | | 02FE: text_2numbers_soon | 02FD: text_2numbers_now | | 032D: set_car_to_block | This now works | | 033A: create_incoming_cessna | 00A5: create_car \\ The plane | | 033B: has_incoming_cessna_landed | Vehicle area check | | 033C: has_incoming_cessna_been_destroyed | 0119: is_car_wrecked \\ Plane name | | 0344: set_text_centre_size | unknown | | 0346: set_text_draw_background_color | ??? | | 0349: set_text_font | ??? | | 034A: set_portland_complete | 0004: setgi \\ Just use a variable | | 034B: set_staunton_complete | 0004: setgi | | 034C: set_shoreside_complete | 0004: setgi | | 0351: is_gore_enabled | ??? | | 0354: set_up_chase_scene | ??? | | 0355: clean_up_chase_scene | ??? | | 0358: create_drop_off_cessna | 00A5: create_car \\ Again | | 0359: is_drop_off_cessna_destroyed | 0119: is_car_wrecked \\ Again | | 035A: get_drop_off_cessna_coords | 00AA: get_car_coords | | 035B: create_drop_off_package | 0213: create_pickup | | 0368: create_ev_crane | ??? | | 0374: set_motion_blur | ??? | | 037F: give_player_detonator | 01D1: give_player_weapon \\ Detonator | | 0399: disable_ped_nodes_in_angled_cube | ??? | | 03A5: set_garage_type | 02FA: change_garage_to_type Garage types need to be converted/emulated | | 03A6: get_drug_plane_coords | 00AA: get_car_coords | | 03B2: start_catalina_flyby | ??? | | 03B3: catalina_take_off | ??? | | 03B4: remove_catalina_heli | 00A6: destroy_car | | 03B5: is_catalina_shot_down | 0119: is_car_wrecked \\ Again | | 03B9: create_catalina_heli | 00A5: create_car \\ Again | | 03C6: is_collision_in_memory | 0038: $LCCURRENTISLAND == (island) | | 03C9: is_car_visibly_damaged | This now works | | 03DD: show_pickup_on_radar | 0570: create_radar_marker_icon \\ Same co-ordinates | | 03EC: has_ev_crane_collected_all_cars | ??? | | 03F7: load_collision | Not needed? | | 03F8: get_bodycast_health | workaround by SCM? 0339 for car_on_bodycast check? | | 03FB: set_car_stays_in_current_level | This now works | | 03FC: set_char_stays_in_current_level | This now works | | 03FF: save_offroadIII_time | ??? | | 0406: save_dodo_flight_time | ??? | | 040A: remove_car_from_chase | 02D4: stop_car \\ Maybe | | 0410: set_gang_ped_model_preference | 0235: set_gang_peds \\ Standard replacement | | 041C: make_actor_say | ??? | | 041F: override_hospital_level | This now works | | 0420: override_police_station_level | This now works | | 0421: toggle_rain | 01B5: force_weather | | 0422: does_garage_contain_car | 00B1: is_car_in_cube \\ Co-ordinates of garage | | 0426: create_save_cars_between_levels | ??? | | 042A: is_threat_for_ped_type | ??? | | 0438: set_char_ignore_level_transitions | This now works | | 043A: start_boat_foam_animation | ??? | | 043B: update_boat_foam_animation | ??? | | 043D: set_intro_is_playing | ??? | | 0444: set_script_fire_audio | 018C: play_sound \\ Fire wav | | 0447: is_player_lifting_a_phone | unknown | | 044C: load_collision_with_screen | ??? | | 044E: set_car_ignore_level_transitions | This now works | | 044F: make_car_a_bit_stronger | This now works |
Changed format OpCodes: | GTA III format | VC format |
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| 01B2: actor $actor weapon = 2?; actor $actor ammo = 100? | 01B2: actor $actor weapon = 17? ammo = 100? |
If you know of any other things that need changing between to 2, just say. Hopefully this will help the conversion go faster. Mission coding related links:MISSION CODING 3 - for all post beta code official main.scm discussion, releases The train Back on Track(s) MISSION CODING 2 - for the moved city main.scm status for LC -350X Train Conversion Topic (Copy of Dodo) MISSION CODING main.scm status Mission Coding ForumHUGE thanks to Y_Less for organizing all of this and formatting it like it is. God knows I didn't have the time to do it. Ninja edit: Updated opcode list. It's more accurate now but the list seems to also include opcodes that worked with the latest but glitchy and excluded .asi file. -space This post has been edited by Craig Kostelecky on Tuesday, Sep 11 2012, 18:20
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Samutz  |
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if ($lol) { die(rofl()); }

Group: Members
Joined: Sep 17, 2003



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| QUOTE (Y_Less @ Mar 6 2005, 08:31) | | Cheers Hammer, and Samutz, not exactly, as stated in the post, the /10 - not x10 rule is still used, but the city has now been moved -335 on the x axis and +6 on the z. | Ok, so its x = gta3 reward money y = gtalc reward money x/10 = y ? Or is it paid money (eg. paynspray, ammunation, etc)?
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Y_Less  |
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629

Group: Members
Joined: Mar 14, 2004



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| QUOTE (BuYcKie @ Mar 6 2005, 15:25) | wich file is replacing txd.img in gta lc ? sorry for my bad english, i am dutch i can change the skin of misty to the original one |
Completely wrong topic. And samutz, yes, x/10=y Edit: I appologise, I said that info was in the topic, apparently Craig removed it, it was in the original, I'll have to query that. This post has been edited by Y_Less on Sunday, Mar 6 2005, 16:14
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Black-hawk  |
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Boss

Group: The Connection
Joined: Mar 28, 2004

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Can we report other bugs in here?
If yes then while playing the "Sayanara Salvatore" mission, the game hung when the clock hit 20:29. I first thought it was a "One of those bugs that pass" thing, then I re-played the mission, and it hung again at 20:29. Here's the report from the debuger (Or what's it called correctly?)
Click for .txt
I am sorry if I posted in the wrong thread, just say so if I have.
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