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[REL | CODE] Chop Shop, Now open for business :-)
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GodGell  |
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shlurp my burger, sir

Group: Members
Joined: Oct 31, 2003


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as i've said on IRC, i modified your mod a bit. now it doesnt give you the 4th of the cars monetary value, but instead it checks the car's health, and gives you that percentage of the original monetary value (that is, if your car has 100% health, you get 100% money, if its 50% health, you get 50% money, etc) somewhere before destroy_car: | CODE | | 0227: @3 = car @0 health |
before add_player_money, replace the @2 /= 4 part with this: | CODE | 0016: @3 /= 100 0068: @2 *= @3;; integer values |
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tsc  |
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Player Hater

Group: Members
Joined: Jun 25, 2005

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Works great, thanks Viper and GodGell. The only way I found of testing it is with the Never Wanted cheat. I changed the code to make the chop shot available from the start of the game. Unfortunately, I was unable to combine this mod with the San Andreas Opened Up mod because decompiling SAOU and then recompiling it gave me the dreaded Label0195A0 error. Hopefully, in the future, the author will provide his source code so we can just plug it into our original main.scm file and combine the mods of our choosing.
Back to this mod: I'd love to see the chop shop have a list, like the import/export missions had a chalkboard with 10 cars listed for import. Even if the chop shop only listed one car at a time, I think it would be cool. Perhaps take the model of the chalkboard from the import/export missions, drop it right outside the garage, and display the car name that's needed for import. Is there a way to do this? Maybe choose a car model from random and have it displayed on the chalk board? If this is possible, maybe put it on a timer, to where the car model changes every day so you have to be quick about finding that particular model.
Just throwing out some ideas of what I'd like to see in this mod. I wish I was talented enough to do this on my own. Thanks again and keep up the good work.
EDIT: looking at the code for IMPEXPM in the main.txt after decompiling main.scm I found this: 029B: @27 = init_object #NF_BLACKBOARD at 0.0 0.0 0.0 ... and this: 029B: @27 = init_object #NF_BLACKBOARD at -1573.881 135.3845 2.535
Looking at the code for the chop shop I'm assuming the sphere outside the garage is at -2033.175 178.6755 27.8516 So, putting in this line of code would put the blackboard right outside the garage: 029B: @27 = init_object #NF_BLACKBOARD at 2033.175 178.6755 27.8516
Is that correct so far?
EDIT 2: I think instead of making the car on the list random, just make a list of most of the car I.D.'s in order and just go down the line one right after the other, and when it gets to the end of the list, looping back to the first car again. The timer would pretty much make it random enough unless you stole the car on the list every day. From the vehicles.ide file it looks like the I.D.'s for the cars start at 400 for a Landstalker and end around 609 for a boxburg van. Some of these id's won't be able to be used for stealing though like the I.D.'s for boats.
EDIT 3: If we dropped the timer idea and just decided to make a list of cars and go through the list one at a time, maybe something like this?:
0811: @10 = "CAR_ON_LIST"
...obviously not even close but just a general idea, there must be a way to make a list of cars and then add 1 each time a car is delivered to get to the next car, then looping back to the beginning when we reach the end of the list
Then put in the following after making sure we're in the radius of the sphere:
0811: @11 = actor $PLAYER_ACTOR car 00D6: if 1 0103 @11 = @10 ;;<--@10 being the car on the list
..if false maybe throw in a:
00BB: text_lowpriority 'IE23' 3000 ms 1 ; ~s~This vehicle is not required for export.
004D: jump_if_false ££SNAKECHOP00 0441: @12 = car @11 model 09E1: @12 @13 0016: @13 /= 10 0109: player $PLAYER_CHAR money += @13 01E3: text_1number_styled 'IE30' @13 5000 ms 1
"CAR_ON_LIST" + 1 then an if statement to see if we reached the end of the list and need to loop back to the beginning.
0002: jump ££SNAKECHOP00
This post has been edited by tsc on Jun 27 2005, 11:47
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