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The Mod Showroom is only for posting previews/downloads of completed or near finished mods. All help topics should be posted in the Editing Discussion forums. Help topics and mod requests posted here will be locked or binned. Thank you.
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Barton's Save Anywhere Mod Me = SUCCESS!
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spaceeinstein  |
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巧克力

Group: Members
Joined: Jul 17, 2003



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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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spaceeinstein  |
Posted: Wednesday, Jul 6 2005, 14:29
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巧克力

Group: Members
Joined: Jul 17, 2003



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Ok I realized most of them are out-of-date and doesn't really cover create_threads mods.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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DaEllum67  |
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Liberty City Coder

Group: Members
Joined: Oct 2, 2004


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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 ? | 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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ZAZ  |
Posted: Tuesday, Aug 16 2005, 02:46
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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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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what could be

Group: BUSTED!
Joined: Jul 12, 2003

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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  |
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Player Hater

Group: Members
Joined: Jul 3, 2007

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Justin  |
Posted: Wednesday, Jul 4 2007, 08:02
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have a cigar

Group: Retired Staff
Joined: Jun 30, 2004


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