IMG

 
IMG
IMG   IMG
  Welcome to GTAForums! Be sure to check out the GTA IV Forum.

You are not registered! (If you are, click here to login) Registering is fast, free and easy and allows you to instantly reply to any topic on GTAForums.
Why wait? Click here to register your own unique username and become part of the ever-growing community!


( Log In | Register | Revalidate Validation E-mail )
Quick Log-In:
  IMG
       
>
Forum Rules Attention:

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.
GTAGarage.com : Free mod hosting, attach your files and screenshots to your topics
GTAModding.com : A wiki for everything related to GTA modding, including documentation and tutorials

  Reply to this topicStart new topicStart Poll

> Barton's Coordinate Mod
 
spaceeinstein  
Posted: Jul 27 2005, 04:16
Quote Post


Chocolate
Group Icon
Group: Members
Joined: Jul 17, 2003

cn.gif

Member Award




CONVERTED FOR SAN ANDREAS!

Barton Waterduck made this for Vice City (Myriad Islands). I converted it to San Andreas with the code activator as a bonus. This mod will let you see the coordinates in San Andreas. You have to download a GXT editor first.

Find "HELP27"
Change line to "Stand here for three seconds to activate the ~h~Coordinates~w~ mod". Etc.
GF_RAD - Stand here for three seconds to deactivate the ~h~Coordinates~w~ mod.
INTRO2F - ~b~Coords: ~g~X: ~1~.~1~ Y: ~1~.~1~ Z: ~1~.~1~
HELP5_A - ~b~Angle: ~g~~1~

Stand next to the table near the stiarcase in CJ's house. If you can't find it, just walk around the first floor until you see a message.

Installation for intermediate coders with a great understanding in my language only. Please download Barton's mission builder using Craig's link.

Put these in the create_threads area:
CODE
004F: create_thread ££XYZAngle
0004: $CORDOFF = 1


The rest before Mission 0:
CODE
:XYZAngle
0001: wait  0 ms
00D6: if  1
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2497.764 -1694.536  1013.75 radius  1.0  1.0  2.0
;00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2497.764 -1694.536 radius  .9  .9
0038:   $CORDOFF ==  1
004D: jump_if_false ££XYZAOff
03E5: text_box 'HELP27';; Stand here for three seconds to activate the ~h~Coordinates~w~ mod.
0001: wait  3000 ms
00D6: if  1
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2497.764 -1694.536  1013.75 radius  1.0  1.0  2.0
0038:   $CORDOFF ==  1
004D: jump_if_false ££XYZAOff
03E6: remove text box
004F: create_thread ££COORD
0004: $CORDOFF = 0
0002: jump ££XYZAOff

:XYZAOff
0001: wait  0 ms
00D6: if  1
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2497.764 -1694.536  1013.75 radius  1.0  1.0  2.0
0038:   $CORDOFF ==  0
004D: jump_if_false ££XYZAngle
03E5: text_box 'GF_RAD';; Stand here for three seconds to deactivate the ~h~Coordinates~w~ mod.
0001: wait  3000 ms
00D6: if  1
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2497.764 -1694.536  1013.75 radius  1.0  1.0  2.0
0038:   $CORDOFF ==  0
004D: jump_if_false ££XYZAngle
03E6: remove text box
0459: end_thread_named 'COORD'
0004: $CORDOFF = 1
0002: jump ££XYZAngle

:COORD
0001: wait  0 ms
03A4: name_thread 'COORD'
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££COORD
00D6: if  0
0038:   $CORDOFF ==  0
004D: jump_if_false ££COORD
00A0: store_actor $PLAYER_ACTOR position_to @0 @1 @2
008E: @3 = float_to_integer @0
008E: @4 = float_to_integer @1
008E: @5 = float_to_integer @2
0085: @6 = @3
0085: @7 = @4
0085: @8 = @5
0012: @6 *=  100
0012: @7 *=  100
0012: @8 *=  100
0013: @0 *=  100.0
0013: @1 *=  100.0
0013: @2 *=  100.0
008E: @0 = float_to_integer @0
008E: @1 = float_to_integer @1
008E: @2 = float_to_integer @2
0062: @0 -= @6
0062: @1 -= @7
0062: @2 -= @8
0095: make @0 absolute_integer
0095: make @1 absolute_integer
0095: make @2 absolute_integer
0308: text_6numbers 'INTRO2F' @3 @0 @4 @1 @5 @2  200 ms  5;; ~b~Coords: ~g~X: ~1~.~1~   Y: ~1~.~1~   Z: ~1~.~1~|
0172: @0 = player $PLAYER_ACTOR z_angle
008C: @0 = float_to_integer @0
01E3: text_1number_styled 'HELP5_A' @0  0 ms  6;; ~b~Angle: ~g~~1~
0002: jump ££COORD


This post has been edited by spaceeinstein on Jul 28 2005, 14:47
Users WebsitePM
  Top
 

 
thedude777  
Posted: Jul 27 2005, 04:22
Quote Post


Did I say that out loud?
Group Icon
Group: Members
Joined: Mar 10, 2005

cd.gif

XXXXX



Nice work as usual!
PMPlayStation Network
  Top
 

 
SMG  
Posted: Jul 27 2005, 07:56
Quote Post


Mark Chump
Group Icon
Group: Members
Joined: Nov 13, 2002

au.gif

XXXXX



May I please see a screenshot of what this looks like?
PM
  Top
 

 
spaceeinstein  
Posted: Jul 27 2005, 15:06
Quote Post


Chocolate
Group Icon
Group: Members
Joined: Jul 17, 2003

cn.gif

Member Award




Look in my All In One Mod v3 for Vice City topic. Find "Coordintes". There should be a link to an image.
Users WebsitePM
  Top
 

 
brotherbozar  
Posted: Jul 29 2005, 02:17
Quote Post


Rat
Group Icon
Group: Members
Joined: Jul 16, 2005

XXXXX



Hate trainers, love this!
PM
  Top
 

 
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:

Topic Options Reply to this topicStart new topicStart Poll
Search topic for posted by (exact match)



 
IMG IMG
     

 
     
Message Boards and Forums Directory