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Pages: (27) « First ... 24 25 [26] 27   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 MISSION CODING IV

 Official main.scm discussion, releases
 
lolleroz  
Posted: Tuesday, Feb 22 2011, 00:29
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Playa
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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? tounge.gif
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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Craig Kostelecky  
Posted: Tuesday, Feb 22 2011, 01:02
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Adding assets should be done just as they were in Vice City. Why don't you give it a try and if it crashes, post your code and maybe we can troubleshoot the problem.
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lolleroz  
Posted: Tuesday, Feb 22 2011, 11:29
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I will try, thanks alot Craig.
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SilentPL  
Posted: Thursday, Aug 2 2012, 18:35
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Reviving the thread.

Find

CODE
004F: create_thread @LabelDontSpankMaBitchUpMonitor
004F: create_thread @LabelMarkerHelpMonitor
004F: create_thread @LabelLuigiHelpMonitor


add below

CODE
004F: create_thread @LabelBikesHelpMonitor


Find

CODE
//#####################################################################################
//#####################################################################################
// END BUILDING WARP / BEGIN LUIGI HELP
//#####################################################################################
//#####################################################################################

[some older code I've lost now]
   
//#####################################################################################
//#####################################################################################
// END LUIGI HELP / BEGIN AMMUNATION PISTOL MONITOR
//#####################################################################################
//#####################################################################################


replace with

CODE
//#####################################################################################
//#####################################################################################
// END BUILDING WARP / BEGIN LUIGI HELP
//#####################################################################################
//#####################################################################################

:LabelLuigiHelpMonitor
03A4: name_thread 'LUIHELP'
0001: wait 1000 ms
if
   0256:   player $PLAYER_CHAR defined
then
   if
       0038:   $LC36 == 0
   then
       if
           0038:   $LUIGIS_GIRLS_COMPLETED == 1
       then
           03E5: text_box 'LM1_8'   // You can go and see Luigi for more work or check out Liberty City.
           0004: $LC36 = 1
       end
   end
   if
       0038:   $LC36 == 1
   then
       0006: 16@ = 0
       0004: $LC36 = 2
   end
   
   while true
       if
           001B:   6000 > 16@
       jf break
       0001: wait 0 ms
   end
   
   if
       0038:   $LC36 == 2
   then
       if
           0038:   $ONMISSION == 0
       then
           03E5: text_box 'LM1_8A'   // To earn some extra cash why not 'borrow' a taxi...
           0006: 16@ = 0
           0004: $LC36 = 3
       end
   end
   
   while true                
       if                    
           001B:   10000 > 16@
       jf break              
       0001: wait 0 ms      
   end  
   
   // No $LC36 == 3 check to prevent from bike help box not being showed if player skipped LM1_8A                    
   0004: $LC36 = 4
end
004E: end_thread
   
//#####################################################################################
//#####################################################################################
// END LUIGI HELP / BEGIN BIKE CONTROLS HELP
//#####################################################################################
//#####################################################################################

:LabelBikesHelpMonitor
03A4: name_thread 'BIKHELP'

while true
   0001: wait 1000 ms
   if
       0256:   player $PLAYER_CHAR defined
   then
       if
           047E:   player $PLAYER_CHAR driving_a_motorbike
       then
           if
               0038:   $LC36 == 4
           then
               0001: wait 2000 ms
               if
                   0256:   player $PLAYER_CHAR defined
               then
                   0293: $CURRENT_CONTROLS = current_controls
                   if
                       0038:   $CURRENT_CONTROLS == 0
                   then
                       03E5: text_box 'HELP27'  // Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the ~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike.
                   else
                       03E5: text_box 'HELP28'  // Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the ~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike.
                   end
                   004E: end_thread
               end
           end
       end
   end
end

//#####################################################################################
//#####################################################################################
// END BIKE CONTROLS HELP / BEGIN AMMUNATION PISTOL MONITOR
//#####################################################################################
//#####################################################################################


Since all vehicle controls get help messages for III, and LC has bikes added, this VC help could be re-enabled too.
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SilentPL  
Posted: Tuesday, Aug 21 2012, 17:44
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Grand Theft Aero & Give Me Liberty cutscenes fixes.

Find

CODE
039D: scatter_particles 18 1.0 0 0 0 0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z


Replace with

CODE
058A: create_gun_flash_from $PARTICLE_X $PARTICLE_Y $PARTICLE_Z to $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z


Find

CODE
0005: $PARTICLE_TARGET_X = 34.0  // floating-point values
0009: $PARTICLE_TARGET_X += 2.375  // floating-point values
0005: $PARTICLE_TARGET_Y = -327.5  // floating-point values
000D: $PARTICLE_TARGET_Y -= 4.0625  // floating-point values
0005: $PARTICLE_TARGET_Z = 24.4375  // floating-point values
0009: $PARTICLE_TARGET_Z += 47.3125  // floating-point values
0086: $TEMP_VAR = $PARTICLE_TARGET_X  // floating-point values only
0086: $PARTICLE_TARGET_X = $PARTICLE_X  // floating-point values only
0061: $PARTICLE_TARGET_X -= $TEMP_VAR  // floating-point values
0086: $TEMP_VAR = $PARTICLE_TARGET_Y  // floating-point values only
0086: $PARTICLE_TARGET_Y = $PARTICLE_Y  // floating-point values only
0061: $PARTICLE_TARGET_Y -= $TEMP_VAR  // floating-point values
0086: $TEMP_VAR = $PARTICLE_TARGET_Z  // floating-point values only
0086: $PARTICLE_TARGET_Z = $PARTICLE_Z  // floating-point values only
0061: $PARTICLE_TARGET_Z -= $TEMP_VAR  // floating-point values
0061: $PARTICLE_TARGET_X -= $PARTICLE_X  // floating-point values
0061: $PARTICLE_TARGET_Y -= $PARTICLE_Y  // floating-point values
0061: $PARTICLE_TARGET_Z -= $PARTICLE_Z  // floating-point values
0011: $PARTICLE_TARGET_X *= 0.0  // floating-point values
0011: $PARTICLE_TARGET_Y *= 0.0  // floating-point values
0011: $PARTICLE_TARGET_Z *= 0.0  // floating-point values
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z
0437: scatter_particle 65 0.1875 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.0


Replace with

CODE
0437: scatter_particle 76 0.1 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.0
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 7 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 8 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.1 0.03
0437: scatter_particle 8 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.1 0.03
0437: scatter_particle 8 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.1 0.03
0437: scatter_particle 8 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.1 0.03
0437: scatter_particle 8 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.1 0.03
0437: scatter_particle 8 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.1 0.03
0437: scatter_particle 8 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.1 0.03
0437: scatter_particle 41 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 41 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 41 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 41 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
0437: scatter_particle 41 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.03
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Craig Kostelecky  
Posted: Tuesday, Sep 11 2012, 18:19
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No new functionality has been added, but I've done quite a bit of work to the scm and I thought it would be a good idea to upload it. As I convert more missions to the high level code, I'll update this file. This could be very useful to people who may want to attempt to convert missions for the SALC mod as they have their map offset the same as ours.

Here is the script file.
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Craig Kostelecky  
Posted: Thursday, Apr 11 2013, 14:19
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I've been doing a TON of recoding in the last several months to make our mission script look more like Rockstar's. As of now, I'm 62% through with the entire code. But since I've changed so much, it's very possible I messed up something that was previously working. I haven't had the time to fully test everything either, so I'm asking for help in that area. There's very little that you'd notice differently from playing the game, but if you look a the script, you'll see it's much easier to understand now.

You can get the latest script files (I also included Rockstar's sources in case anyone is interested in seeing them) from the link in the previous post or on the first page.
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ITBTD  
Posted: Thursday, Apr 11 2013, 22:01
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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.

This post has been edited by ITBTD on Thursday, Apr 11 2013, 22:04
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theNGclan  
Posted: Thursday, Apr 11 2013, 23:57
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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  
Posted: Friday, Apr 12 2013, 00:06
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I'm quite aware; my screen name SUCKS...
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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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Frank.s  
Posted: Friday, Apr 12 2013, 00:10
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I get that problem on all 3d GTA's, it's something to do with mouse drivers i guess.

I workaround the issue by repeatedly pressing esc to pause and unpause loads of times while moving the mouse around. As soon as the camera starts moving with the mouse again (providing you're using "standard" controls and not "classic") then you know it's fixed.
Until you pause again, then it f*cks up and you need to do the whole process again. angry.gif
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SteaVor  
Posted: Saturday, Apr 13 2013, 12:58
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See here - in short: "Disable Visual Themes" for gta-vc.exe (NOT gta-lc.exe) to make it work.

Craig, thanks for the original script files. Pretty interesting stuff.
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DigBuild  
Posted: Saturday, Apr 13 2013, 13:43
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QUOTE (Frank.s @ Friday, Apr 12 2013, 00:10)
I get that problem on all 3d GTA's, it's something to do with mouse drivers i guess.

I workaround the issue by repeatedly pressing esc to pause and unpause loads of times while moving the mouse around. As soon as the camera starts moving with the mouse again (providing you're using "standard" controls and not "classic") then you know it's fixed.
Until you pause again, then it f*cks up and you need to do the whole process again.  angry.gif

I fixed mine by downloading this DLL, works with III, VC and SA.
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Craig Kostelecky  
Posted: Saturday, Apr 13 2013, 14:28
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Is anyone able to complete Payday For Ray? I'm running into issues with it now where it won't get past the first phone. And each old scm I try to restore gives me the same issues. It's something I should be able to fix given enough time, just haven't gotten it yet.

Edit: this may be similar to the issue that ITBTD was having with the opening mission. I haven't tested it with debug off in a while. And I'm almost positive other audio files have played fine though. Weird

This post has been edited by Craig Kostelecky on Saturday, Apr 13 2013, 17:55
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ITBTD  
Posted: Sunday, Apr 14 2013, 00:33
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A lot of the time when I'm using the debug SCM, I get the feeling there is a distinct lack of traffic. It's still there but it seems like cars appear way less frequently.
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Craig Kostelecky  
Posted: Sunday, Apr 14 2013, 01:04
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I've noticed that too. No idea where in the code the holdup might be. It's very possible one of the main threads was mixed up. I can test them later by replacing them with the old code one-by-one
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ITBTD  
Posted: Sunday, Apr 14 2013, 02:26
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'Give Me Liberty' seems a little broken. I managed to get past the part I got stuck on bit it skipped straight to "but my hands are all messed up so you better driver brother" line instead and when I drove to the safe house, I stopped in the marker but nothing triggers what so ever. So once again the game gets stuck.
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Craig Kostelecky  
Posted: Sunday, Apr 14 2013, 03:26
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It seems there are bugs whenever the load/play wav 1 opcodes are used. I changed the parameters to 2 in Payday for Ray and it plays fine now. I am looking through the threads in the main section to see if there's something messed up with one of the theads that's always running.

If you ignore this bug (which is pretty damn hard to overlook) the Asuka1 missions are converted. I even found and fixed a bug in Sayonara Salvatore which I believe now FINALLY plays as it's supposed to in all occasions.
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Craig Kostelecky  
Posted: Monday, Apr 15 2013, 04:42
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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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Craig Kostelecky  
Posted: Thursday, Apr 18 2013, 18:37
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Group: The Connection
Joined: Jan 28, 2004

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Code uploaded again. I have all but 2 of the main threads converted (Y_Less is looking at the car crusher, and Silent's looking at the Securicar garage code). I'll start to the missions again pretty soon. I'll let you know if I find any more goodies hidden in Rockstar's code.

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