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> [REL | Beta] Vigilante Anywhere + Infinite Time
 
Viper187  
Posted: Jun 19 2005, 23:08
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Crazy Snake
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Joined: Oct 17, 2002

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I finally found those damn timers and got this setup. If you don't want infinite time, leave out the 2 timer lines (0004: $8222 = 900000) I'm not releasing a compiled SCM right now because I'm currently working with a heavily edited one. If anyone else wants to do a clean SCM and test it with this mod, feel free. Otherwise, it'll be part of my massive mod later, like I did for Vice City.

In non-vigilante vehicles and on foot, press Submission/Look Behind + Horn/Crouch to activate. Submission/Look Behind will deactivate from anywhere.

CODE

find:

:COPCAR_1936
00D6: if  1
856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false £COPCAR_1984

replace with (or just add the 2 lines):

:COPCAR_1936
0004: $8222 =  900000 ;; integer values - timer
0002: jump £COPCAR_1984

find:

:COPCAR_2524
00D6: if  1
856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false £COPCAR_2571

replace with (or just add the 2 lines):

:COPCAR_2524
0004: $8222 =  900000 ;; integer values - timer
0002: jump £COPCAR_2571

find:

:COPCAR_2571
0293: $13 = current_controls
00D6: if  21
056C:   actor $PLAYER_ACTOR driving_police_vehicle
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false £COPCAR_2607
03C0: @34 = actor $PLAYER_ACTOR car
053F: set_car @34 tires_vulnerable  0

REMOVE:

00D6: if  21
056C:   actor $PLAYER_ACTOR driving_police_vehicle
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false £COPCAR_2607
03C0: @34 = actor $PLAYER_ACTOR car
053F: set_car @34 tires_vulnerable  0


find:

:R3_2
0001: wait  70 ms
00D6: if  0
0038:   $ON_MISSION ==  0 ;; integer values
004D: jump_if_false ££R3_659
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££R3_659
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££R3_648
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false ££R3_647
00D6: if  0
08B4: $390  1
004D: jump_if_false ££R3_20
0002: jump ££R3_660
0002: jump ££R3_647

replace with:

:R3_2
0001: wait  70 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $ON_MISSION ==  0 ;; integer values
004D: jump_if_false ££R3_659
00D6: if  27
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  416
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  407
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  609
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  537
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  538
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  575
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  420
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  438
004D: jump_if_false ££R3_2B
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££R3_648
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false ££R3_647
00D6: if  0
08B4: $390  1
004D: jump_if_false ££R3_20
0002: jump ££R3_660
0002: jump ££R3_647

:R3_2B
00D6: if  2
00E1:   key_pressed  0  18;; submission/look behind
00E1:   key_pressed  0  19;; horn/crouch
004D: jump_if_false ££R3_466
00BA: text_styled 'COP_M'  6000 ms  5
0417: start_mission  124  ; Originally: Vigilante sub-mission

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Viper187  
Posted: Jun 21 2005, 17:14
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Crazy Snake
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Group: Members
Joined: Oct 17, 2002

XXXXX



Oh. If you want to be compatible with Barton's IF checker, use this for the R3 labels

CODE

:R3_2
0001: wait  70 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $ON_MISSION ==  0;; integer values
004D: jump_if_false ££R3_659
00D6: if  6
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  416
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  407
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  609
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  537
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  538
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  575
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  420
004D: jump_if_false ££R3_2B
00D6: if  2
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  438
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  425
856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle
004D: jump_if_false ££R3_2B
00D6: if  1
00E1:   key_pressed  0  18;; submission/look behind
00E1:   key_pressed  0  19;; horn/crouch
004D: jump_if_false ££R3_466
00BA: text_styled 'COP_M'  6000 ms  5
0417: start_mission  124 ; Originally: Vigilante sub-mission

:R3_2B
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££R3_648
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false ££R3_647
00D6: if  0
08B4: $390  1
004D: jump_if_false ££R3_20
0002: jump ££R3_660
0002: jump ££R3_647


This post has been edited by Viper187 on Jun 21 2005, 17:21
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varkam  
Posted: Jun 25 2005, 04:52
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Joined: Jun 15, 2002

XXXXX



Lovely. I loved this mod for VC, and I know I'm gonna love it for SA. I'd try it out now if it weren't for work, but I'll look forward to it when I get home. Thanks a bundle man.

Just one question, what file do I need to look in to edit the code? Is it main.scm?
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Viper187  
Posted: Jun 25 2005, 06:36
Quote Post


Crazy Snake
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Group: Members
Joined: Oct 17, 2002

XXXXX



QUOTE (varkam @ Jun 25 2005, 04:52)
Lovely. I loved this mod for VC, and I know I'm gonna love it for SA. I'd try it out now if it weren't for work, but I'll look forward to it when I get home. Thanks a bundle man.

Just one question, what file do I need to look in to edit the code? Is it main.scm?

yeah, main.scm.
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varkam  
Posted: Jun 25 2005, 22:20
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I'm having some trouble. I'm using Barton's SA Mission builder to edit the code. I'm following your instructions, but I was able to get it working once, but I couldn't end the vigilante missions. Also, now that I'm going back and trying to recompile it, I keep getting the error Label not found: BBCHAL_1. Any ideas on what I'm doing wrong, or if I should be using a different program? Thanks
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soraflair  
Posted: Jun 26 2005, 21:05
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Rat
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Joined: Jun 26, 2005

us.gif

XXXXX



Hey I wan't to make something like this but for the taxi,Police,Ambulance and all outher things BUt i don't know how all I want to do is remove the timer how do I do that. And I am not talkingabout that 27 trainer eather.
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Viper187  
Posted: Jun 27 2005, 23:44
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Crazy Snake
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Joined: Oct 17, 2002

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QUOTE (soraflair @ Jun 26 2005, 21:05)
Hey I wan't to make something like this but for the taxi,Police,Ambulance and all outher things BUt i don't know how all I want to do is remove the timer how do I do that. And I am not talkingabout that 27 trainer eather.

Already done. http://www.gtaforums.com/index.php?showtopic=199906
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varkam  
Posted: Jun 28 2005, 05:10
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I can get it working...sort of. I can still only activate it from police cars, and I can't deactivate it anywhere. Also, the timer runs down when I'm in a cop car, but not in a non-vigilante vehicle. Any ideas on what I'm doing wrong?
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varkam  
Posted: Jun 28 2005, 06:25
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Oh, and btw, completing the vigilante missions no longer gives an increase to body armor w/ that code. But who knows, I've been having other problems with it as well (since I'm damn sure no coder)
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Viper187  
Posted: Jun 28 2005, 06:33
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Crazy Snake
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Group: Members
Joined: Oct 17, 2002

XXXXX



QUOTE (varkam @ Jun 28 2005, 05:10)
I can get it working...sort of. I can still only activate it from police cars, and I can't deactivate it anywhere. Also, the timer runs down when I'm in a cop car, but not in a non-vigilante vehicle.  Any ideas on what I'm doing wrong?

Odd. You've tried pressing Horn AND Sub-Mission button together, right? It works for me. Did you notice if anything at all happene at level 12? I thought the text appeared and all when I did it. I didn't look to see if my armor went up.



This post has been edited by Viper187 on Jun 28 2005, 06:37
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varkam  
Posted: Jun 28 2005, 20:06
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I tried pressing them both together, yes. After completing level 12, the mission complete jingle plays, but no message appears, body armor doesn't increase; it just goes right on with the next level.
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Viper187  
Posted: Jun 28 2005, 22:11
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Crazy Snake
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Joined: Oct 17, 2002

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QUOTE (varkam @ Jun 28 2005, 20:06)
I tried pressing them both together, yes. After completing level 12, the mission complete jingle plays, but no message appears, body armor doesn't increase; it just goes right on with the next level.

That's odd. It worked for me.
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bojack  
Posted: Jul 11 2005, 00:23
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Joined: Jun 13, 2005

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QUOTE (varkam @ Jun 25 2005, 22:20)
...Also, now that I'm going back and trying to recompile it, I keep getting the error Label not found: BBCHAL_1. Any ideas on what I'm doing wrong, or if I should be using a different program? Thanks

I'm getting the same problem. Is there any way to fix that?

EDIT: n/m, fixed it. Thanks for the code Viper187, works great.

This post has been edited by bojack on Jul 12 2005, 04:12
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zac8241  
Posted: Aug 2 2005, 05:38
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Player Hater
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Joined: Nov 17, 2004

XXXXX



anyone know how to use this with a stripped main.scm?
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CKY_86  
Posted: Sep 1 2005, 18:36
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Crackhead
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Joined: Dec 14, 2004

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does anyone have this in an scm file please?
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malach  
Posted: Jan 12 2009, 17:29
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Joined: Jul 31, 2006

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i need a scm file too.

can someone who knows sannybuilder, put this code into main.scm and upload?

This post has been edited by malach on Jan 12 2009, 17:36
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Gangsta Killa  
Posted: Jan 12 2009, 18:29
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Dutchy's Partner in Crime
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Joined: Jul 21, 2003

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malach, I think you take the prize of the longest bump! Crikey.

Locked before the spam.
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