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 MISSION CODING IV

 Official main.scm discussion, releases
 
Craig Kostelecky  
Posted: Sunday, Mar 6 2005, 05:56
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GTA:LC Mission Coding

Current LC scm source

The 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:

MissionStatus
Mission 0 SetupDone, but no JB cutscene cars
Mission 1 Hospital HelpDone and bug free
Mission 2 Police HelpDone and bug free
Mission 3 Diablo DestructionDone and bug free
Mission 4 Mafia MassacreDone and bug free
Mission 5 Rumpo RampageDone and bug free
Mission 6 Casino CalamityDone and bug free
Mission 7 Patriot PlaygroundDone and bug free
Mission 8 A Ride in the ParkDone and bug free
Mission 9 Gripped!Done and bug free
Mission 10 Multistory MayhemDone and bug free
Mission 11 Paramedic sub-missionDone with no known bugs
Mission 12 Firefighter sub-missionDone with no known bugs
Mission 13 Vigilante sub-missionDone with no known bugs
Mission 14 Taxi sub-missionDone with no known bugs
Mission 15 The CrookDone and bug free
Mission 16 The ThievesDone and bug free
Mission 17 The WifeDone and bug free
Mission 18 Her LoverDone and bug free
Mission 19 Give Me LibertyDone and bug free
Mission 20 Dont Spank Ma Bitch UpDone with no known bugs
Mission 21 Drive Misty For MeDone with no known bugs
Mission 22 Pump Action PimpDone with no known bugs
Mission 23 The FuzzballDone with no known bugs
Mission 24 Mike Lips Last LunchDone.
Mission 25 Farewall Chunky Lee ChongDone with no known bugs
Mission 26 Van HeistDone.
Mission 27 Cipriani's ChauffeurDone with no known bugs
Mission 28 Dead Skunk In The TrunkDone with no known bugs
Mission 29 The Get AwayDone with no known bugs
Mission 30 Taking Out The LaundryDone with no known bugs
Mission 31 The Pick UpDone with no known bugs
Mission 32 Salvatore's Called A MeetingDone with no known bugs
Mission 33 Triads And TribulationsDone with no known bugs
Mission 34 Blow FishDone.
Mission 35 ChaperoneDone, with no gameplay bugs
Mission 36 Cutting The GrassDone and bug free
Mission 37 Bomb Da Base Act IDone and bug free
Mission 38 Bomb Da Base Act IIDone, no foam animation
Mission 39 Last RequestsDone
Mission 40 TurismoDone and bug free
Mission 41 I Scream, You ScreamDone
Mission 42 Trial By FireDone and bug free
Mission 43 Big 'N' VeinyDone and bug free
Mission 44 Sayonara SalvatoreDone with no known bugs
Mission 45 Under SurveilanceDone with no known bugs
Mission 46 Paparazzi PurgeDone and bug free
Mission 47 Pay Day For RayDone and bug free
Mission 48 Two Faced TannerDone and bug free
Mission 49 Kanbu Bust OutDone with no known bugs
Mission 50 Grand Theft AutoDone with no known bugs
Mission 51 Deal StealDone with no known bugs
Mission 52 ShimaDone with no known bugs
Mission 53 SmackdownDone with no known bugs
Mission 54 Silence The SneakDone with no known bugs
Mission 55 Arms ShortageDone with no known bugs
Mission 56 Evidence DashDone, with no known bugs
Mission 57 Gone FishingDone, with no known bugs
Mission 58 Plaster BlasterDone, minor issues with bodycast (hardcoded)
Mission 59 Marked ManDone with no known bugs
Mission 60 LiberatorDone with no known bugs
Mission 61 Waka Gashira WipeoutDone, with no known bugs
Mission 62 A Drop In The OceanDone with no known bugs
Mission 63 Bling-Bling ScrambleDone and bug free
Mission 64 Uzi RiderDone with no known bugs
Mission 65 Gangcar RoundupDone with no known bugs
Mission 66 Kingdom ComeDone with no known bugs
Mission 67 Grand Theft AeroDone.
Mission 68 Escort ServiceDone, with no known bugs
Mission 69 DecoyDone with no known bugs
Mission 70 Loves DisapperanceDone and bug free
Mission 71 BaitDone with no known bugs
Mission 72 Espresso 2 GoDone with no known bugs
Mission 73 SAMDone, with no known bugs
Mission 74 Uzi MoneyDone and bug free
Mission 75 ToyminatorDone and bug free
Mission 76 Rigged to BlowDone and bug free
Mission 77 Bullion RunDone.
Mission 78 RumbleDone and bug free
Mission 79 The ExchangeDone with no known bugs
Other bits:

ItemStatus
TrainCode is final, there're issues with the models and lack of sounds though
SubwayCode is final, there're issues with the models and lack of sounds though
Car crusherDone
Emergency vehicle craneDone
Import/Export garageDone
SSV Bridge AnimationDone, range of SFX to be simulated in next release
Any otherDon'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:

GTA3LCWeapon
16Bat
217Colt45
323Uzi
421Shotgun
525AK47
626M16
728Sniper Rifle
830Rocket Launcher
931Flamethrower
1015Molotov cocktails
1112Grenades
1234Detonator
Radar icons - these have also changed (note: this list was never previously published):

SCMPicGXTGXT String
4ALG_02Asuka
58-BallLG_03el Burro
6CLG_04Catalina
8PolCarLG_06Police Car
9DLG_07Donald Love
108LG_088-Ball
11B.PhnLG_03el Burro (notice the repeated LG_03)
12R.PhnLG_09D-Ice
13JLG_10Joey
14KLG_11Kenji
15G.PhLG_12King Courtney
16LLG_13Luigi
18RLG_15Ray
19SLG_16Salvatore
20HouseLG_37Hideout
21CanLG_17Pay 'n' Spray
22TLG_18Toni
23GunLG_19Ammunation
27CanLG_27Pay 'n' Spray
28MLG_23Marco'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 OpCodeReplacement
00A2: is_char_still_alive8118: NOT is_actor_dead
00AC: is_car_still_aliveTODO: USE 8119!
00BD: text_soon text_mediumpriority??? Another text one
0130: is_player_bustedThis now works
0135: change_car_lock020A
0149: is_car_crushed0119: is_car_wrecked \\ Possibly with area check
014D: text_pagerAdded into VC engine by ModelingMan
0156: set_ped_densityI 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_objectThis now works
0242: set_car_bomb_statusThis now works
0250: draw_light???
0255: critical_mission_restart This now works
029C: is_boatThis now works
02A0: is_actor_stopped 0101: is_actor_near_point_3d_still \\ usse the actors own co-ordinates
02A1: message_waitunknown
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_upThis now works
02EE: is_projectile_in_cubeThis now works
02EF: remove_projectile_in_cubeThis now works
02F0: create_explosive_barrel_1This now works
02F1: create_explosive_barrel_2This 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_blockThis now works
033A: create_incoming_cessna 00A5: create_car \\ The plane
033B: has_incoming_cessna_landedVehicle area check
033C: has_incoming_cessna_been_destroyed0119: is_car_wrecked \\ Plane name
0344: set_text_centre_sizeunknown
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_destroyed0119: is_car_wrecked \\ Again
035A: get_drop_off_cessna_coords00AA: get_car_coords
035B: create_drop_off_package0213: 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_memory0038: $LCCURRENTISLAND == (island)
03C9: is_car_visibly_damagedThis now works
03DD: show_pickup_on_radar 0570: create_radar_marker_icon \\ Same co-ordinates
03EC: has_ev_crane_collected_all_cars???
03F7: load_collisionNot needed?
03F8: get_bodycast_health workaround by SCM? 0339 for car_on_bodycast check?
03FB: set_car_stays_in_current_levelThis now works
03FC: set_char_stays_in_current_levelThis 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_preference0235: set_gang_peds \\ Standard replacement
041C: make_actor_say ???
041F: override_hospital_levelThis now works
0420: override_police_station_levelThis 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_transitionsThis now works
043A: start_boat_foam_animation???
043B: update_boat_foam_animation???
043D: set_intro_is_playing???
0444: set_script_fire_audio018C: play_sound \\ Fire wav
0447: is_player_lifting_a_phoneunknown
044C: load_collision_with_screen???
044E: set_car_ignore_level_transitionsThis now works
044F: make_car_a_bit_strongerThis now works
Changed format OpCodes:

GTA III formatVC format
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 Forum

HUGE 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  
Posted: Sunday, Mar 6 2005, 07:09
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Wow, I didn't realize there was that much incompleted. I'll try to start helping out again tomorrow. I need to sleep right now.

A few questions though:
What scm editor is everyone using now and days?
And are the -350X and reward money x10 rules still in effect?
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Hammer83  
Posted: Sunday, Mar 6 2005, 07:54
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This is a great layout! inlove.gif
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Y_Less  
Posted: Sunday, Mar 6 2005, 13:31
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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.
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Marklund  
Posted: Sunday, Mar 6 2005, 14:12
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BuYcKie  
Posted: Sunday, Mar 6 2005, 15:25
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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
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Samutz  
Posted: Sunday, Mar 6 2005, 15:37
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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  
Posted: Sunday, Mar 6 2005, 16:11
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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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Hammer83  
Posted: Sunday, Mar 6 2005, 16:44
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As far as I know they money is NOT divided by 10, it's original money from GTA3 for each mission. So P & S and bombs now cost copecks smile.gif
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Y_Less  
Posted: Sunday, Mar 6 2005, 16:54
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Ahh, I do like it when this stuff is documented.

Maybe he should put that fact in the first post.
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Samutz  
Posted: Sunday, Mar 6 2005, 16:55
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Well, I was looking back at my old posts in the last mission coding topic because I thought I remembered multiplying the RC missions reward money by 10, but it turns out I divided by 10 instead. I still don't quite understand the reason for this conversion, but whatever.

I'd still like to know what scm editor I should be using. Last time, I was using the latest from BW (at the time) and everyone else was using an older version. confused.gif
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Y_Less  
Posted: Sunday, Mar 6 2005, 17:00
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The current original code has been upgraded to v1.4, there may be older 0.22 versions about, but thats the official one.
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Black-hawk  
Posted: Sunday, Mar 6 2005, 18:01
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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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Samutz  
Posted: Sunday, Mar 6 2005, 18:59
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On 'Dont Spank Ma Bitch Up' after I respray the car and take it to the lockup, the garage door doesn't close and the mission doesn't end.
user posted image

Also, is there any easy way to skip around missions? It's a pain in the ass to have to start over from the starting mission just to test something changed in a later mission. I'm using the latest scm from the download on Y_Less's hosting.
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Y_Less  
Posted: Sunday, Mar 6 2005, 19:20
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What is the masterdebug variable set to?
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Samutz  
Posted: Sunday, Mar 6 2005, 19:22
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Is it actually called masterdebug? Because there isn't one, infact I can't find 'debug' anywhere in it.

Edit: Nevermind, I see what I screwed up.

Edit 2: It was set to 0. I changed it to 1 but it didn't seem to change anything.

Edit 3: Sorry, I'm an idiot. I haven't messed with scm coding since the RC missions.

This post has been edited by Samutz on Sunday, Mar 6 2005, 19:42
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Craig Kostelecky  
Posted: Sunday, Mar 6 2005, 20:53
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As Hammer stated the money is no longer changed from GTA3. It originally was decided that we should divide the money by 10 to match certain hard coded aspects of VC. But we were able to change most of those limitations so it's not that big of an issue. Plus in the Bomb Da Base cutscene 8-Ball says he needs $100,000 to start the mission. So it was either find a way to edit the wave file, or make the player earn 10 times as much money as they had to in GTA3 to play that mission. Plus money in GTA3 doesn't matter too much, so I decided to just leave it as it was in GTA3.

Also, the code is now in MB 1.41X. I'm not sure if it works in the regular 1.41. Barton noticed a bug in 1.41 that he updated. It's possible that the same code will work in 1.41, but to be safe you should upgrade to the newest version.
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Samutz  
Posted: Sunday, Mar 6 2005, 21:38
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I'm using 1.5. I couldn't find 1.4, but the readme says code doesn't need to converted from 1.4.

Edit: Could I get a conversion list for actor ids? Like I noticed Luigi's is IGSonny.

This post has been edited by Samutz on Sunday, Mar 6 2005, 21:44
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Craig Kostelecky  
Posted: Monday, Mar 7 2005, 05:59
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I just editted the first post with some minor tweaks (mostly the comments about the mission progress). You may notice some of the bad opcodes are now in red and it says they now work. Well, that's because Hammer was able to enable those opcodes with the launcher. Also the first Joey mission is now coded. I'll likely release an update in the next few days so you guys can test it as well. Plus I redid the earlier missions that used the bomb opcodes (Kanbu Bust-Out, Last Requests, and I Scream You Scream) to how they originally were coded.

@Samutz: And I'm now using MB 1.5 to compile the code. And the actors that we're using for the the cutscenes are probably just temporary names. But if you want I gave get a list together. If you don't want to wait for me you can just search the scm for "02E6:" Then you'll see exactly which filename is being used for each actor (with the original name in the comments)

Also, I'm starting to get the itch to code some missions again. So in the next few days I' probably try to convert some of the Toni or Joey missions. No promises though.
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Opius  
Posted: Monday, Mar 7 2005, 06:33
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Just a little idea: For the previously-hardcoded vehicles (Catalina's helicopter, Drug Cessna etc.) couldn't you just copy the relevant flight*.dat path into a new spath*.dat, create an invisible, non-solid object on this wanderer, then just have a small loop telling the vehicle to fly to the current location of the invisible object?

This would save you having to script a path, and once the wanderer is initilialised, you would only need around a ten line loop to get the vehicle to follow it.

What do you think?
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