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Attention:
MISSION CODING IV Official main.scm discussion, releases
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lolleroz  |
Posted: Tuesday, Feb 22 2011, 00:29
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Playa

Group: Members
Joined: Jul 29, 2010


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Hey guys, I'm seriously sorry for bumpin' all the topics here but I just love the mod and can't resist. What I wanted to invent in GTA III was properties, but it was very hard to do - cooldude invented something like that in his mod, altough it's still pretty unstable. So I just want to ask, could I just copy a random asset script from original VC's main.scm, change it abit of course and past it in GTA:LC's main.scm? Would that work out? And if yes, I wonder if there is an exact place where I should paste it in?  I have sanny builder and all, I just guess implementing a new asset would be pasting VC's code and changing things such as coordinates. At least, I hope so.
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theNGclan  |
Posted: Thursday, Apr 11 2013, 23:57
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Coded. Not stirred.

Group: Members
Joined: Apr 6, 2011


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| QUOTE (ITBTD @ Thursday, Apr 11 2013, 22:01) | For some reason, I haven't been able to get my mouse to work at all no matter what I do. I tested it with Vice City and it gets stuck sometimes but when i either pause or alt+tab out then back in, it finally works but here I can't seem to do anything. When I set the VC exe to compatibility mode, gta-lc.exe fails to load it properly and comes up with an error. Same goes with Administrator mode.
Also, I get to the point where 8-Ball is supposed to say "I know a place at the edge of the red light district where we can lay low" But all i see is the text for that line with no audio and then the game doesn't go any further. It's completely stuck at that point. |
Huh, do you have MVL installed? These happen to me when I have MVL installed on VC/LC.
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ITBTD  |
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I'm quite aware; my screen name SUCKS...

Group: Members
Joined: Dec 28, 2005


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| QUOTE (theNGclan @ Thursday, Apr 11 2013, 17:57) | | QUOTE (ITBTD @ Thursday, Apr 11 2013, 22:01) | For some reason, I haven't been able to get my mouse to work at all no matter what I do. I tested it with Vice City and it gets stuck sometimes but when i either pause or alt+tab out then back in, it finally works but here I can't seem to do anything. When I set the VC exe to compatibility mode, gta-lc.exe fails to load it properly and comes up with an error. Same goes with Administrator mode.
Also, I get to the point where 8-Ball is supposed to say "I know a place at the edge of the red light district where we can lay low" But all i see is the text for that line with no audio and then the game doesn't go any further. It's completely stuck at that point. |
Huh, do you have MVL installed? These happen to me when I have MVL installed on VC/LC. | Nope. It's a fresh install. I cannot determine the problem.
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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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I found two threads that I had borked up pretty well. One of them was the lfit bridge's code. That had a few errors which kept it up indefinitely. The other was with me trying to change space's audio workaround code into the same syntax I'm using elsewhere. That's the one that caused the big issues with GML and PD4R (among many others). Below is the new code for those sections. Not sure when I'll get around to updating the package formally. This week will be pretty busy for me at work. When I do upload it next, it'll have all of the 1st set of Asuka missions completed. Down to just Kenji, Love, Ray, Auska2, and Catalina to do. Lift Bridge: | CODE | :LIFT_BRIDGE 03A4: name_thread 'SSVBRIG' 0005: $SSV_BRIDGE_SPEED = 0.05 // Disable IPL models 0363: toggle_model_render_at -618.159 -629.847 80.7116 radius 50.0 object #BRIDGE_LIFTSEC 0 0363: toggle_model_render_at -614.438 -631.564 49.0088 radius 50.0 object #SUBBRIDGE_LIFT 0 0363: toggle_model_render_at -618.637 -630.543 134.071 radius 70.0 object #BRIDGE_LIFTWEIGHT 0 0363: toggle_model_render_at -618.159 -629.847 80.7116 radius 50.0 object #LODDGE_LIFTSEC 0 0363: toggle_model_render_at -618.637 -630.543 134.071 radius 70.0 object #LODDGE_LIFTWEIGHT 0 03B6: replace_model_at -618.159 -629.847 80.7116 radius 50.0 from #BRIDGE_LIFTSEC to #LOD_LAND014 03B6: replace_model_at -614.438 -631.564 49.0088 radius 50.0 from #SUBBRIDGE_LIFT to #LOD_LAND014 03B6: replace_model_at -618.637 -630.543 134.071 radius 70.0 from #BRIDGE_LIFTWEIGHT to #LOD_LAND014 03B6: replace_model_at -618.159 -629.847 80.7116 radius 50.0 from #LODDGE_LIFTSEC to #LOD_LAND014 03B6: replace_model_at -618.637 -630.543 134.071 radius 70.0 from #LODDGE_LIFTWEIGHT to #LOD_LAND014 // Create scripted objects instead 029B: $BRIDGE_LIFTSEC = init_object #BRIDGE_LIFTSEC at -618.159 -629.847 105.7116 029B: $SUBBRIDGE_LIFT = init_object #SUBBRIDGE_LIFT at -614.438 -631.564 74.0088 029B: $BRIDGE_LIFTWEIGHT = init_object #BRIDGE_LIFTWEIGHT at -618.637 -630.543 109.071 029B: $LODDGE_LIFTSEC = init_object #LODDGE_LIFTSEC at -618.159 -629.847 105.7116 029B: $LODDGE_LIFTWEIGHT = init_object #LODDGE_LIFTWEIGHT at -618.637 -630.543 109.071 01C7: remove_object_from_mission_cleanup_list $BRIDGE_LIFTSEC 01C7: remove_object_from_mission_cleanup_list $SUBBRIDGE_LIFT 01C7: remove_object_from_mission_cleanup_list $BRIDGE_LIFTWEIGHT 01C7: remove_object_from_mission_cleanup_list $LODDGE_LIFTSEC 01C7: remove_object_from_mission_cleanup_list $LODDGE_LIFTWEIGHT 0392: object $BRIDGE_LIFTSEC toggle_in_moving_list 0 0392: object $SUBBRIDGE_LIFT toggle_in_moving_list 0 0392: object $BRIDGE_LIFTWEIGHT toggle_in_moving_list 0 0392: object $LODDGE_LIFTSEC toggle_in_moving_list 0 0392: object $LODDGE_LIFTWEIGHT toggle_in_moving_list 0 022B: clear_area_of_chars -665.0 -700.0 46.0 -565.0 -558.0 51.0 01E8: create_forbidden_for_cars_cube -665.0 -700.0 46.0 -565.0 -558.0 51.0
// Wait until 'Drop in the Ocean' is completed (only if not MASTERLCDEBUG) while true if and 0038: $A_DROP_IN_THE_OCEAN_COMPLETED == 0 // integer values 0038: $MASTERLCDEBUG == 0 // integer values jf break wait 1000 ms end
//Loops for controlling bridge going up and down while true wait 0 ms //Bridge going down while true if or 834E: NOT slide_object $BRIDGE_LIFTSEC to -618.159 -629.847 80.7116 angle 0.0 0.0 $SSV_BRIDGE_SPEED 0 834E: NOT slide_object $SUBBRIDGE_LIFT to -614.438 -631.564 49.0088 angle 0.0 0.0 $SSV_BRIDGE_SPEED 0 834E: NOT slide_object $BRIDGE_LIFTWEIGHT to -618.637 -630.543 134.071 angle 0.0 0.0 $SSV_BRIDGE_SPEED 0 834E: NOT slide_object $LODDGE_LIFTSEC to -618.159 -629.847 80.7116 angle 0.0 0.0 $SSV_BRIDGE_SPEED 0 834E: NOT slide_object $LODDGE_LIFTWEIGHT to -618.637 -630.543 134.071 angle 0.0 0.0 $SSV_BRIDGE_SPEED 0 jf break wait 0 ms end 022A: switch_ped_roads_on -665.0 -700.0 46.0 -565.0 -558.0 51.0 01E7: switch_roads_on -665.0 -700.0 46.0 -565.0 -558.0 51.0 018E: stop_sound $BRIDGEDOWNAUDIO end_thread_named 'SSVAUD' 018E: stop_sound $BRIDGEALARM wait 40000 ms create_thread @LIFT_BRIDGE_BELL 022B: clear_area_of_chars -665.0 -700.0 46.0 -565.0 -558.0 51.0 01E8: switch_roads_off -665.0 -700.0 46.0 -565.0 -558.0 51.0 wait 10000 ms 03BA: clear_cars_from_cube -665.0 -700.0 46.0 -565.0 -558.0 51.0 018D: $BRIDGEUPAUDIO = create_sound 38 at -542.0 -627.0 48.0 //Bridge moving up while true if or 834E: NOT slide_object $BRIDGE_LIFTSEC to -618.159 -629.847 105.7116 angle 0.0 0.0 $SSV_BRIDGE_SPEED 0 834E: NOT slide_object $SUBBRIDGE_LIFT to -614.438 -631.564 74.0088 angle 0.0 0.0 $SSV_BRIDGE_SPEED 0 834E: NOT slide_object $BRIDGE_LIFTWEIGHT to -618.637 -630.543 109.071 angle 0.0 0.0 $SSV_BRIDGE_SPEED 0 834E: NOT slide_object $LODDGE_LIFTSEC to -618.159 -629.847 105.7116 angle 0.0 0.0 $SSV_BRIDGE_SPEED 0 834E: NOT slide_object $LODDGE_LIFTWEIGHT to -618.637 -630.543 109.071 angle 0.0 0.0 $SSV_BRIDGE_SPEED 0 jf break wait 0 ms end 018E: stop_sound $BRIDGEUPAUDIO wait 10000 ms 018D: $BRIDGEDOWNAUDIO = create_sound 43 at -542.0 -627.0 48.0 end
:LIFT_BRIDGE_BELL 03A4: name_thread 'SSVAUD' var 0@ : float 1@ : float 2@ : float 3@ : float 4@ : float 5@ : float 6@ : float end 0@ = -604.0 // sound x pos 1@ = -631.0 // y pos 2@ = 53.0 // z pos 6@ = 1.3 // radius - the smaller the number, the farther you can hear, up to minimum of 1.0 while true wait 50 if 0256: player $PLAYER_CHAR defined then if 00F5: player $PLAYER_CHAR in_sphere 0 near_point 0@ 1@ 2@ radius 400.0 400.0 400.0 then 0054: store_player $PLAYER_CHAR position_to 3@ 4@ 5@ 3@ -= 0@ 4@ -= 1@ 5@ -= 2@ 3@ /= 6@ 4@ /= 6@ 5@ /= 6@ 3@ += 0@ 4@ += 1@ 5@ += 2@ 018D: $BRIDGEALARM = create_sound 40 at 3@ 4@ 5@ end wait 1558 // twice the duration of sound 018E: stop_sound $BRIDGEALARM end end |
Space's 041C workaround | CODE | :RANDOM_AUDIO 03A4: name_thread 'RAUD' //00A0: store_actor $SCRIPT_CONTROLLED_PLAYER position_to 1@ 2@ 3@
:RANDOM_AUDIO_LOOP wait 250 { if $AUDIO_ENABLE == 95 // chunky then 00A0: store_actor $CHUNKY position_to 1@ 2@ 3@ 03CF: load wav 'XXX' as 1 //find wave file jump @RANDOM_AUDIO_PLAY end } if $AUDIO_ENABLE == 96 // van heist passenger then 00A0: store_actor $VAN_MAN2_JM3 position_to 1@ 2@ 3@ // WILL CRASH if actor not available, did this on purpose 0209: 0@ = random_int 1 9 // doesn't include 9 if 0@ == 1 then 03CF: load wav 'VH1' as 1 jump @RANDOM_AUDIO_PLAY end if 0@ == 2 then 03CF: load wav 'VH2' as 1 jump @RANDOM_AUDIO_PLAY end if 0@ == 3 then 03CF: load wav 'VH3' as 1 jump @RANDOM_AUDIO_PLAY end if 0@ == 4 then 03CF: load wav 'VH4' as 1 jump @RANDOM_AUDIO_PLAY end if 0@ == 5 then 03CF: load wav 'VH5' as 1 jump @RANDOM_AUDIO_PLAY end if 0@ == 6 then 03CF: load wav 'VH6' as 1 jump @RANDOM_AUDIO_PLAY end if 0@ == 7 then 03CF: load wav 'VH7' as 1 jump @RANDOM_AUDIO_PLAY end 03CF: load wav 'VH8' as 1 jump @RANDOM_AUDIO_PLAY end { :LabelSwat1Audio if $AUDIO_ENABLE == 101 // unforunately needs different numbers for each swat jf @LabelSwat2Audio :LabelSwat2Audio if $AUDIO_ENABLE == 101 jf @LabelSwat3Audio :LabelSwat3Audio if $AUDIO_ENABLE == 101 jf @LabelSwat4Audio :LabelSwat4Audio if $AUDIO_ENABLE == 101 jf @LabelAmmuAudio1 }
if $AUDIO_ENABLE == 103 // sam 1 then 00A0: store_actor $AMMU_SHOP_BLOKE1 position_to 1@ 2@ 3@ // WILL CRASH if actor not available, did this on purpose 03CF: load_wav 'AMU1' as 1 jump @RANDOM_AUDIO_PLAY end if $AUDIO_ENABLE == 104 // sam 2 then 00A0: store_actor $AMMU_SHOP_BLOKE1 position_to 1@ 2@ 3@ // WILL CRASH if actor not available, did this on purpose 03CF: load_wav 'AMU2' as 1 jump @RANDOM_AUDIO_PLAY end if $AUDIO_ENABLE == 105 // sam 3 then 00A0: store_actor $AMMU_SHOP_BLOKE1 position_to 1@ 2@ 3@ // WILL CRASH if actor not available, did this on purpose 03CF: load_wav 'AMU3' as 1 else jump @RANDOM_AUDIO_LOOP end
:RANDOM_AUDIO_PLAY while 83D0: NOT wav 1 loaded wait 0 end 03D7: set_wav 1 location 1@ 2@ 3@ 03D1: play_wav 1 while 83D2: NOT wav 1 ended wait 0 end 040D: unload_wav 1 $AUDIO_ENABLE = 0 jump @RANDOM_AUDIO_LOOP end_thread |
Edit: I have uploaded the package with everything I have as of now. Please test these files out and let me know if any bugs remain. Also let me know if traffic seems better. I couldn't tell if it's different yet (and nothing I did was directly done to fix that) This post has been edited by Craig Kostelecky on Monday, Apr 15 2013, 15:04
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