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 Barton's Save Anywhere Mod

 Me = SUCCESS!
 
spaceeinstein  
Posted: Tuesday, Jul 5 2005, 22:30
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巧克力
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CONVERTED FOR SAN ANDREAS!

Created by Barton Waterduck for Vice City. Converted for San Andreas by spaceeinstein. This is a script mod that lets you save anywhere, anytime (except during missions). Press the CROUCH and LOOK BEHIND buttons at the same time to save anywhere.

Installation for intermediate scripters only. Please download Barton's mission builder using Craig's link.

CODE
004F: create_thread ££SaveAnywhereMod

:SaveAnywhereMod
0001: wait 250 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££SaveAnywhereMod
00D6: if  0
0038:   $ON_MISSION ==  0;; integer values
004D: jump_if_false ££SaveAnywhereMod
00D6: if  3
00E1:   key_pressed  0  18
00E1:   key_pressed  0  19
03EE:   player $PLAYER_CHAR controllable
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SaveAnywhereMod
0050: gosub ££PSAVE1_106
016A: fade  1 (back)  1000 ms
0050: gosub ££PSAVE1_121
0002: jump ££SaveAnywhereMod

Two of the gosubs may vary in your file. The first gosub should lead to this:
CODE
:PSAVE1_106
0004: $ON_MISSION =  1;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03D8: show_save_screen

The second gosub should lead to this:
CODE
:PSAVE1_121
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££???
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player


This post has been edited by spaceeinstein on Friday, Jul 22 2005, 23:50
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tigerx  
Posted: Tuesday, Jul 5 2005, 22:33
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awesome mod, but i have no idea what to do with scripts. can someone just upload a pre coded one?
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spaceeinstein  
Posted: Tuesday, Jul 5 2005, 22:44
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Doesn't tutorials help?
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LeeDFXP  
Posted: Wednesday, Jul 6 2005, 01:40
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QUOTE (spaceeinstein @ Jul 5 2005, 22:44)
Doesn't tutorials help?

No not really blink.gif For some reason i can't get that tool to work here, and i've tried every way explained around here, it just won't open suicidal.gif

It would be nice to have a main.scm downloadable coz i'm pretty sure i'm not the only one with problems running the mission builder confused.gif
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spaceeinstein  
Posted: Wednesday, Jul 6 2005, 14:29
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Ok I realized most of them are out-of-date and doesn't really cover create_threads mods. Try Demarest's website and search around there.

Do ANY of you all ever heard of the All In One Mod?


This post has been edited by spaceeinstein on Wednesday, Jul 6 2005, 14:32
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Craig Kostelecky  
Posted: Thursday, Jul 7 2005, 20:58
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space, my tut does that exact same thing (adding threads). Feel free to link to it in future posts.
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LeeDFXP  
Posted: Sunday, Jul 10 2005, 23:22
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QUOTE (spaceeinstein @ Jul 5 2005, 22:30)
Two of the gosubs may vary in your file. The first gosub should lead to this:
CODE
:???
0004: $ON_MISSION =  1;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03D8: show_save_screen

The second gosub should lead to this:
CODE
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££???
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
[/color]

well i managed a bit further now, but i honestly don't have a clue of what to do with those 'gosub' things ... does it need further editing or so?
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spaceeinstein  
Posted: Monday, Jul 11 2005, 02:39
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If you CTRL+F the threads in the gosubs, it should lead to the place I posted, if you know what I mean. After installing that, CTRL+F "PSAVE1_106". You should see
:PSAVE1_106
0004: $ON_MISSION = 1;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03D8: show_save_screen
Do the same for the other one. If it's similar, then the game will save right.
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ripple  
Posted: Thursday, Jul 21 2005, 19:32
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nevermind, got it working.

This post has been edited by ripple on Friday, Jul 22 2005, 17:41
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shrift  
Posted: Monday, Aug 1 2005, 03:06
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I found this thread while searching for a save-anywhere mod, and was quite pleased to find it. I inserted the script and it worked like a charm. However, I have encountered a problem with its use.

Using this script causes San Andreas to drop-to-desktop on a specific mission (Life's A Beach), on my machine. I initially did not blame the script for this problem, until some searching found that others were having the same problem on the same mission when using a modified main.scm file. I do not know if the problem has anything to do with this specific script or if it's some other general problem with using an altered main.scm. I have not altered my main.scm in any other way.

Anyhow, I'd really love it if I could continue to use this script, but I need some help getting around the crash. Anyone else having the same problem?
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ripple  
Posted: Monday, Aug 1 2005, 03:47
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QUOTE (shrift @ Aug 1 2005, 03:06)
Using this script causes San Andreas to drop-to-desktop on a specific mission (Life's A Beach), on my machine.


Hmm....I added this script to my scm (along with tons of other scripts), and I experienced no problems with the "Life's a Beach" mission, so I am not sure if this is strictly a problem caused by this script. You might try saving at a savegarage before and after that mission? The forum you linked to requires registration to read, so I do not know if anyone there has tried this.
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spaceeinstein  
Posted: Tuesday, Aug 2 2005, 05:07
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The scripts.img goes with the main.scm.
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San andreas master  
Posted: Tuesday, Aug 2 2005, 22:48
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request for me to release a compiled version? fully credited to you and barton just makes this a dowload for people who cant compile. biggrin.gif
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ZAZ  
Posted: Monday, Aug 15 2005, 18:35
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The script above is uncompleted, i think.
I added returns and changed key press code, because i couldn´t activate by pressing keys.
CODE
:SaveAnywhereMod
0001: wait 250 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££SaveAnywhereMod
00D6: if  0
0038:   $ON_MISSION ==  0;; integer values
004D: jump_if_false ££SaveAnywhereMod
00D6: if  2
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 365.44 2537.108 16.66 radius  2.0  2.0  2.0
03EE:   player $PLAYER_CHAR controllable
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SaveAnywhereMod
0050: gosub ££PSAVE1_106
016A: fade  1 (back)  1000 ms
0050: gosub ££PSAVE1_121
0395: clear_area  1 at 331.44 2522.108 16.86 range  1.0
00A1: put_actor $PLAYER_ACTOR at 331.44 2522.108 16.86
0173: set_actor $PLAYER_ACTOR z_angle_to 180
0002: jump ££SaveAnywhereMod

:PSAVE1_106
0004: $ON_MISSION =  1;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03D8: show_save_screen

0051: return

:PSAVE1_121
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££PSAVE1_132
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player

:PSAVE1_132
0051: return

I tried it in my very stripped main script without missions and externals (off course the orig.script.img is in SA\data\scripts)
I went in my point and got the savescreen and made a save and after that, the player was uncontrollable.
I load the save and it was succesful within player controlling.
But only one time. I can´t save again.
Do you know the reason ? cookie.gif rolleyes.gif



This post has been edited by ZAZ on Monday, Aug 15 2005, 19:12
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DaEllum67  
Posted: Monday, Aug 15 2005, 19:45
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QUOTE (ZAZ @ Aug 15 2005, 12:35)
The script above is uncompleted, i think.
I added returns and changed key press code, because i couldn´t activate by pressing keys.
CODE
:SaveAnywhereMod
0001: wait 250 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££SaveAnywhereMod
00D6: if  0
0038:   $ON_MISSION ==  0;; integer values
004D: jump_if_false ££SaveAnywhereMod
00D6: if  2
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 365.44 2537.108 16.66 radius  2.0  2.0  2.0
03EE:   player $PLAYER_CHAR controllable
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SaveAnywhereMod
0050: gosub ££PSAVE1_106
016A: fade  1 (back)  1000 ms
0050: gosub ££PSAVE1_121
0395: clear_area  1 at 331.44 2522.108 16.86 range  1.0
00A1: put_actor $PLAYER_ACTOR at 331.44 2522.108 16.86
0173: set_actor $PLAYER_ACTOR z_angle_to 180
0002: jump ££SaveAnywhereMod

:PSAVE1_106
0004: $ON_MISSION =  1;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03D8: show_save_screen

0051: return

:PSAVE1_121
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££PSAVE1_132
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player

:PSAVE1_132
0051: return

I tried it in my very stripped main script without missions and externals (off course the orig.script.img is in SA\data\scripts)
I went in my point and got the savescreen and made a save and after that, the player was uncontrollable.
I load the save and it was succesful within player controlling.
But only one time. I can´t save again.
Do you know the reason ? cookie.gif rolleyes.gif

When you copied the gosubs from your original SCM, you didn't copy the entire thing. You must copy up until the next return, not just that code block.
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Demarest  
Posted: Monday, Aug 15 2005, 19:50
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Also, you meant to say frozen. When player is in fact uncontrollable, you cannot even bring up the pause menu and must use Ctrl+Alt+Del to close it out.
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ZAZ  
Posted: Tuesday, Aug 16 2005, 02:46
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Ok,sorry, I edited the post more time.
At the last, I forgot something, but the result is the same.
CODE
:SaveAnywhereMod
0001: wait 250 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££SaveAnywhereMod
00D6: if  0
0038:   $ON_MISSION ==  0;; integer values
004D: jump_if_false ££SaveAnywhereMod
00D6: if  2
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 365.44 2537.108 16.66 radius  2.0  2.0  2.0
03EE:   player $PLAYER_CHAR controllable
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SaveAnywhereMod
0050: gosub ££PSAVE1_106
016A: fade  1 (back)  1000 ms
0050: gosub ££PSAVE1_121

0395: clear_area  1 at 331.44 2522.108 16.86 range  1.0
00A1: put_actor $PLAYER_ACTOR at 331.44 2522.108 16.86
0173: set_actor $PLAYER_ACTOR z_angle_to 180

0002: jump ££SaveAnywhereMod

:PSAVE1_106
0004: $ON_MISSION =  1;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03D8: show_save_screen
:PSAVE1_109
00D6: if  0
83D9:   NOT   save_done
004D: jump_if_false ££PSAVE1_114
0001: wait  0 ms
0002: jump ££PSAVE1_109

:PSAVE1_114
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££PSAVE1_120
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:PSAVE1_120
0051: return

:PSAVE1_121
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££PSAVE1_126
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player

:PSAVE1_126
0001: wait  500 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££PSAVE1_132
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $ON_MISSION =  0 ;; integer values

:PSAVE1_132
0051: return


Two frozen and one unfrozen like the Original, why ?

Uncontrollable, I mean : CJ appears in the game, but can´t move him.
Mybe frozen is the right word, but then what´s controllable ?
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Demarest  
Posted: Tuesday, Aug 16 2005, 03:42
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I too have never liked the way they handle saves. It's not perfect code and as you're showing, without a full load of threads to go with it, it escapes itself. The key is in the final player defined check. ONLY if that's satisfied will you become unfrozen. So you should rewrite it to ONLY proceed once player is defined.

As for the difference in terms of frozen and uncontrollable, I think Barton's description of 01B4 is more accurate than the database. It toggles player frozen. While frozen, you are still able to say, bring up the pause menu. 03EF (which should be toggle player controllable) will not only freeze the player, but take total control away from you. 03EF gets used going into cutscenes. There's no command to escape it either. I suspect that it's hardcoded to the end_cutscene command. That's for commands. For conditionals, is player controllable will return false during times like diving out of the way, in mid jump, falling, etc.
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willyiscool  
Posted: Tuesday, Jul 3 2007, 22:04
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how the hell do u download these ones with the x pitures and i want the hot coffie mod but i want one that acculy shows nudity and do these mods work on macs??????? some one help me ahhhhhhhhhhhhh angry.gif alien.gif suicidal.gif muppetmaster_karma.gif rah.gif sad.gif mad.gif cry.gif mercie_blink.gif rampage_ani.gif rampage_ani.gif rampage_ani.gif rampage_ani.gif rampage_ani.gif rampage_ani.gif
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Justin  
Posted: Wednesday, Jul 4 2007, 08:02
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QUOTE (willyiscool @ Jul 4 2007, 08:04)
how the hell do u download these ones with the x pitures and i want the hot coffie mod but i want one that acculy shows nudity and do these mods work on macs??????? some one help me ahhhhhhhhhhhhh angry.gif alien.gif suicidal.gif muppetmaster_karma.gif rah.gif sad.gif mad.gif cry.gif mercie_blink.gif rampage_ani.gif rampage_ani.gif rampage_ani.gif rampage_ani.gif rampage_ani.gif rampage_ani.gif

Installation is stated as being for intermediate coders only. It doesn't take much time to learn how to install a script into your game, but judging by your post you won't be willing to do it. I'm sure a precompiled script is out there, but I'd think it a better learning experience should you be forced to put forth some effort of your own.

Hot Coffee is no longer supported by its author PatrickW, nor GTANet. You won't find links here. Even if you did, you'd not be able to use both mods together unless you installed this script into Hot Coffee's existing main.scm.

The GTA series aren't manufactured for use with Macs, so mods created for them won't work either.
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