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Forum Rules GTA: San Andreas

TOPIC TITLE FORMAT
[SnP] Mission name [v1/2]
REQUESTER FORMATHELPER FORMAT
Missions: mission name(s) here
Link: the URL to your saved game here
Notes: anything you want the helper to be aware of when they do your mission for you
For: name of the person whose mission you've done...this will be explained later
Missions: list of missions you completed
Helper: your name...again this be explained later
Link: the URL to the saved game

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 Mission Passers

 the steps to Time Vault
 
Mutha4ka  
Posted: Sunday, Sep 10 2006, 10:48
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Hmm. I only have a main.sc in my data folder.
I have a main.scm in data/scripts. Is this the one to overwrite or is there perhaps a fundamental difference in the UK and US versions?

Here's my main.sc, in case it's of any use to you for the sake of comparison -
http://s1.upload.sc/request/dfa7fcbe97a844...0fc1451e1/owner

[edit] Ah. No worries. Seems to be working. Watching the movies now.
Thanks Dem, you da man. icon14.gif

This post has been edited by Mutha4ka on Sunday, Sep 10 2006, 10:54
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Mutha4ka  
Posted: Sunday, Sep 10 2006, 11:15
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Okay, just as a quick follow-up by way of bug-testing contribution;
I notice that I only have 120 rounds left in my SMGs, where previously I had 1700.

I understand that this may be in the interest of authenticity but thought it best to mention, in case it's an oversight and may cause a problem for the game if a player has less than 1500 rounds or whatever.

If it's intentional then don't mind me. Just tryin' to help a playa out. smile.gif

[edit] Ah no, I see what's happened. It's switched my Tec-9s for Micro SMGs, so it's defaulted back to a standard clip size. Might want to look at that...

This post has been edited by Mutha4ka on Sunday, Sep 10 2006, 12:18
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-/TNT\-  
Posted: Sunday, Sep 10 2006, 11:24
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Dem, you shouldn't ask which missions are difficult and which are not. Everybody has a different style and approach things differently. On some of the easiest missions where you had to take back the hoods when Sweet was out of prison I kept losing just because some idiot ped were getting scared and were running CJ's bro over, while other missions like Vertical Bird are just difficult because the setting is different from the usual missions. Personally I think you should make the mission passer available for all missions, even the Big Smoke and Sweet and Kendl ones (if you wan't to test the new stuff a scm has like PLPyntons blow me away mod it is boring having to escape the Ballas again and again)

PS: When I play SA I have 4 programs running alongside it. Pizzadox for the unlimited sprint, health, ammo, oxygen etc. , a car spawner, the teleporter and the CamHack (cuz when I play 1280x1024 CJ gains a few inches and loses some pounds tounge.gif ). With the first three progs you can pass most of the missions easily, as well as test modified cars without scanning the city for them dozingoff.gif.

Keep the mods coming

-/TNT\-
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Mutha4ka  
Posted: Sunday, Sep 10 2006, 11:29
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QUOTE (-/TNT\- @ Sep 10 2006, 11:24)
Dem, you shouldn't ask which missions are difficult and which are not. Everybody has a different style and approach things differently. On some of the easiest missions where you had to take back the hoods when Sweet was out of prison I kept losing just because some idiot ped were getting scared and were running CJ's bro over, while other missions like Vertical Bird are just difficult because the setting is different from the usual missions. Personally I think you should make the mission passer available for all missions, even the Big Smoke and Sweet and Kendl ones (if you wan't to test the new stuff a scm has like PLPyntons blow me away mod it is boring having to escape the Ballas again and again)

I think he's probably working towards doing them all but just doing them in order of most requested so that more people can get on with their games.

Fwiw, it's easy enough to just use this file to pass a mission, then save and exit the game, enabling you to reinsert your original main.scm to carry on with the rest of the game as normal, in case anyone was wondering.
Otherwise, you won't get to play any of the missions that it supports - you'll just be skipping them all, so don't forget to back up your original file. icon14.gif
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Demarest  
Posted: Sunday, Sep 10 2006, 12:40
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QUOTE (Mutha4ka @ Sep 10 2006, 06:48)
Hmm. I only have a main.sc in my data folder.
I have a main.scm in data/scripts. Is this the one to overwrite or is there perhaps a fundamental difference in the UK and US versions?

Not sure where you got those instructions... which is a good thing because I came to realize that I apparently skipped instructions. The readme has been updated to include that. So thanks for bringing that to my attention. If I did at any point say just the /data/ folder, it's out of habit as that's where GTA3 and VC kept theirs. It wasn't until SA that there was a /script/ folder.

QUOTE (Mutha4ka @ Sep 10 2006, 07:15)
Okay, just as a quick follow-up by way of bug-testing contribution;
I notice that I only have 120 rounds left in my SMGs, where previously I had 1700.

I understand that this may be in the interest of authenticity but thought it best to mention, in case it's an oversight and may cause a problem for the game if a player has less than 1500 rounds or whatever.

If it's intentional then don't mind me. Just tryin' to help a playa out. smile.gif

[edit] Ah no, I  see what's happened. It's switched my Tec-9s for Micro SMGs, so it's defaulted back to a standard clip size. Might want to look at that...

CODE
01B2: give_actor $PLAYER_ACTOR weapon  28 ammo  120
That's part of the original game code, so ANYBODY beating End Of The Line (3) will be left with an Uzi and 120 rounds. If you think that has to do with Mission Passers, I think you misunderstand how it's made. I'm still human, so it will be possible to forget things. But I don't actively ADD anything, so you'll never have to worry about things being changed. Not looking to rewrite the game, just help unstick people wink.gif

QUOTE (-/TNT\- @ Sep 10 2006, 07:24)
Dem, you shouldn't ask which missions are difficult and which are not. Everybody has a different style and approach things differently.
In Vice City, do you know what the hardest mission is? Dildo Dodo. I can tell you the next 2 or 3 as well. Just as I can tell you the most commonly missed UJ is 18 with 24 as a strong second. This has nothing to do with style, it has to do with statistics. SNP was originally intended to help me gather VC experience so that I'd be more qualified to release a Timetwister for it. Yes, it helps people, but it also had nifty side effect of correlating statistics on what people found most challenging. Not all the requests have been for toughies though. There've been a few simply because they were boring. And they've all been filled.

QUOTE (-/TNT\- @ Sep 10 2006, 07:24)
Personally I think you should make the mission passer available for all missions, even the Big Smoke and Sweet and Kendl ones (if you wan't to test the new stuff a scm has like PLPyntons blow me away mod it is boring having to escape the Ballas again and again)
You know, a simple "Big Smoke please" would've sufficed. Think you're the only person that hates having to sit through that every time? Especially when you consider it's not one of those missions where you can warp here, shoot this, warp there, etc.

To set out to make any mod that essentially rewrites the entire game is a BIG project. Meanwhile, I've got Timetwister SA underway, I've released 5 mods in the last week, etc... Maybe it's easier for me on my way to a full blown Time Vault to do a few missions at a time, eh? It's not like I've let any request go unanswered. And you know what? No sooner than I did NOE and Freefall for example, I watched a run on those same missions. So those who requested them did well in pointing out those that are statistically frequently asked for.

On a side note, when you're just fixing to test a script mod out, using a stripped SCM will save you tons of time wink.gif

QUOTE (-/TNT\- @ Sep 10 2006, 07:24)
PS: When I play SA I have 4 programs running alongside it. Pizzadox for the unlimited sprint, health, ammo, oxygen etc. , a car spawner, the teleporter and the CamHack (cuz when I play 1280x1024 CJ gains a few inches and loses some pounds tounge.gif ). With the first three progs you can pass most of the missions easily, as well as test modified cars without scanning the city for them dozingoff.gif.
Half of that can be done with a few lines in the above mentioned stripped SCM wink.gif I'm a developer, so when it comes to tricks on how to get to things fastest, I'm pretty experienced. Feel free to PM me for more tips.
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Mutha4ka  
Posted: Sunday, Sep 10 2006, 13:06
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QUOTE (Demarest @ Sep 10 2006, 12:40)
QUOTE (Mutha4ka @ Sep 10 2006, 06:48)
Hmm. I only have a main.sc in my data folder.
I have a main.scm in data/scripts. Is this the one to overwrite or is there perhaps a fundamental difference in the UK and US versions?

Not sure where you got those instructions... which is a good thing because I came to realize that I apparently skipped instructions. The readme has been updated to include that. So thanks for bringing that to my attention. If I did at any point say just the /data/ folder, it's out of habit as that's where GTA3 and VC kept theirs. It wasn't until SA that there was a /script/ folder.

Well, I checked the readme and as you say, there weren't any instructions, so I checked the page linked in the OP.
QUOTE
Backup your /data/main.scm by renaming it to something like mainORIGINAL.scm. Now put the SCM file from the Tool's ZIP into your data folder and rename it to main.scm like the original was.

Hope that helps. icon14.gif

QUOTE (Demarest @ Sep 10 2006, 12:40)

QUOTE (Mutha4ka @ Sep 10 2006, 07:15)
Okay, just as a quick follow-up by way of bug-testing contribution;
I notice that I only have 120 rounds left in my SMGs, where previously I had 1700.

I understand that this may be in the interest of authenticity but thought it best to mention, in case it's an oversight and may cause a problem for the game if a player has less than 1500 rounds or whatever.

If it's intentional then don't mind me. Just tryin' to help a playa out. smile.gif

[edit] Ah no, I  see what's happened. It's switched my Tec-9s for Micro SMGs, so it's defaulted back to a standard clip size. Might want to look at that...

CODE
01B2: give_actor $PLAYER_ACTOR weapon  28 ammo  120
That's part of the original game code, so ANYBODY beating End Of The Line (3) will be left with an Uzi and 120 rounds. If you think that has to do with Mission Passers, I think you misunderstand how it's made. I'm still human, so it will be possible to forget things. But I don't actively ADD anything, so you'll never have to worry about things being changed. Not looking to rewrite the game, just help unstick people wink.gif

I know next to diddly about how Mission Passers works, hence my mistake. blush.gif Like you, I'm just trying to help. smile.gif
I know how easy it is to overlook something and just happened to notice this small thing, so I thought to point it out. As I mentioned in an earlier post, the game crashed out on me when I completed it properly, so all I had to compare against was my pre-mission save.

Thanks again for this. It's helped me out, fo' sho'. cool.gif cookie.gif
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Demarest  
Posted: Sunday, Sep 10 2006, 13:45
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QUOTE (Mutha4ka @ Sep 10 2006, 09:06)
Hope that helps. icon14.gif

Indeed. user posted image Fixed now. Thanks.

Yeah, there's not many missions that alter your ammo. That just happens to be one of them.
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quartet1977  
Posted: Sunday, Sep 10 2006, 14:26
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i had no idea there were three parts to EotL. thought it was just two. well, you learn something new every day, right? thanks for filling me in!

you can find the version 2 main.scm & script.img here.

QUOTE
Backup your /data/main.scm by renaming it to something like mainORIGINAL.scm. Now put the SCM file from the Tool's ZIP into your data folder and rename it to main.scm like the original was.

a quick suggestion: rather than renaming your main.scm file, simply create 2 directories in your script directory. name one 'original main.scm' and the other 'time passers main.scm' or something similar and place copies of each main.scm in the proper folder. then simply copy and paste whenever you need to swap. that way you don't have to keep renaming files, which could be a pain if you use mission passers a lot. doing it this way also helps make sure you have a copy of the original safely stored away. perhaps someone will write a quick script change program like rubregg's that will work for mission passers.

This post has been edited by quartet1977 on Sunday, Sep 10 2006, 14:38
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-/TNT\-  
Posted: Sunday, Sep 10 2006, 14:39
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Hey, Dem, I didn't mean to piss you off. If it seemed like that I do apologize. I didn't know the mass of stuff you had to do to make the mission passers. I sure respect the things you have offered the GTA community.

So as not to fall out of old traditions a questions is added biggrin.gif : Why is everything stretched skywards a bit when I play with 1280x1024?

Hope everything is straight

-/TNT\-
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Demarest  
Posted: Sunday, Sep 10 2006, 15:38
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QUOTE (quartet1977 @ Sep 10 2006, 10:26)
you can find the version 2 main.scm & script.img here.
Hey, thanks for that. I'm not sure how necessary the script.img is, but that's the point: I don't actually know. Any links to where the differences are discussed? From what I've gathered thus far, the main.scm is just 4 lines off. I'll have to look into it.

QUOTE (quartet1977 @ Sep 10 2006, 10:26)
a quick suggestion: rather than renaming your main.scm file, simply create 2 directories in your script directory. name one 'original main.scm' and the other 'time passers main.scm' or something similar and place copies of each main.scm in the proper folder. then simply copy and paste whenever you need to swap. that way you don't have to keep renaming files, which could be a pain if you use mission passers a lot. doing it this way also helps make sure you have a copy of the original safely stored away. perhaps someone will write a quick script change program like rubregg's that will work for mission passers.
Hey, you are preaching to the choir. Back in the day when Misison Passers was thought to be needed as one file per mission, I released them with batch files that would actually do all the renaming for you. You'd be surprised how much that step meant to help people and actually ended up estranging people. So I'll leave file management to the end user and just provide instructions with strong urges to backup.

QUOTE (-/TNT\- @ Sep 10 2006, 10:39)
Hey, Dem, I didn't mean to piss you off.
Piss me off? Hardly. I just thought it was pretty clear that the aim of this project was to develop to a full blown Time Vault.

QUOTE (-/TNT\- @ Sep 10 2006, 10:39)
I didn't know the mass of stuff you had to do to make the mission passers.
In all honesty, there's not THAT much to do. For missions like Yay Ka-Boom-Boom, you have to be sure not to forget to include stuff like the blown up factory. Otherwise, it's mostly pruning the bulk of the mission code and leaving that which represents the cutscenes (SA), the various behind the scenes items required for the story to progress, and any/all necessary cleanup. While it's not the hardest of things (in MOST missions), it's still the fact that there are so many missions. Then because I have a reputation for quality work, I load it up in a test bed and test it in game. Then before re-release, I'll load up saves from those points in the game and test them "in real life". Again, not hard, just time consuming. Doing it a little bit at a time helps keep it rolling.

QUOTE (-/TNT\- @ Sep 10 2006, 10:39)
So as not to fall out of old traditions a questions is added biggrin.gif : Why is everything stretched skywards a bit when I play with 1280x1024?
Not exactly a Mission Passers question, eh? But the answer is simple math. MOST resolutions are 4:3 and 1280x1024 is 5:4. Hence the apparent distortion.

[EDIT]
Okay, now the download comes with a main.scm and readme.txt like before, but it ALSO has a folder explicitly saying v2 users only. That's my proposed Mission Passers for v2 users. As I do not have v2, I cannot test this myself and need somebody to test it for me. To test, you only need to load a save. If it loads a save, it works, though you're more than welcome to try passing a mission for free if it suits you. Nothing says you have to save. Meanwhile, if you are a v2 user, please check in. Thank you.


This post has been edited by Demarest on Sunday, Sep 10 2006, 16:29
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Plaka  
Posted: Sunday, Sep 10 2006, 20:11
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Demarest,

If you use the v2.0 script.img/main.scm then after saving change file ID with pdescobar's app you should be able to test yourself.
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Demarest  
Posted: Sunday, Sep 10 2006, 21:05
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OR I could ask those who already have them to lend a hand. See, the way you're suggesting would be useful if I wanted to test Big Smoke, or Ryder... What about End Of The Line though? Until now, I've had a VERY strict policy of not caring about the woes of those who joined the scene too late. However, I've of late seen fit to include them as best I can. I don't think asking those same people to help verify is an unrealistic request. Or didn't you realize I'm really busy helping this community out already? tounge.gif smile.gif











Hit the 'edit' button by mistake ... sorry Dem blush.gif

This post has been edited by Plaka on Sunday, Sep 10 2006, 21:31
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Plaka  
Posted: Sunday, Sep 10 2006, 21:36
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QUOTE (Demarest @ Sep 11 2006, 00:05)
... Or didn't you realize I'm really busy helping this community out already?  tounge.gif  smile.gif

I really noticed!

A prelim' verification can be obtained using the method I outlined above HOWEVER for your peace-of-mind a v2.0 owner would provide corroboration.

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radioman  
Posted: Monday, Sep 11 2006, 08:21
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A few more missions that i find hard are: "Running Dog" and "Burning Desire", and the 2nd crash mission in los angeles-I can't remember the name.

ps-The new mission passer programs works great on the 2nd editon game, I tried it out. Good Job. smile.gif
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-/TNT\-  
Posted: Monday, Sep 11 2006, 10:08
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[QUOTE]the 2nd crash mission in los angeles-I can't remember the name

Radioman I believe the mission you mean is Gray Imports, a particulary hard and entertaining mission.

Also Dem the mission passer is neat cookie.gif cookie.gif smile.gif .

PS: Plaka είσαι έλληνας; Πιστεύω να κατάλαβες ότι είμαι και εγώ biggrin.gif .

This post has been edited by -/TNT\- on Monday, Sep 11 2006, 13:42
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Demarest  
Posted: Tuesday, Sep 12 2006, 06:01
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QUOTE (radioman @ Sep 11 2006, 04:21)
ps-The new mission passer programs works great on the 2nd editon game, I tried it out. Good Job. smile.gif

Thank you very much for reporting back! colgate.gif

File is updated with Big Smoke, Running Dog, Burning Desire, Gray Imports, and Body Harvest.

Thank you for everybody's continued support. Am I the only person that thinks of Korn/Static X's Burning Inside chorus every time I read the words Burning Desire?
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radioman  
Posted: Tuesday, Sep 12 2006, 08:49
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One more mission I would like for "mission passers" is "Catalyst", because that mission is hard to do with the mouse that comes with the laptop pc-the mouse is just too sensative and it is hard to aim with from the train. Thanks.

PS-I'm not sure if this is my game or the code tool, but on the mission "Caesar Vialpando", when you first start the mission, the games freezes up for about 10 seconds. This is the version 2 code tool that i'm using.This should be the last mission I need help with. Could you also put "management issues" mission on "mission passers", please and thank you.

This post has been edited by radioman on Wednesday, Sep 13 2006, 09:07
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GTA_Loco  
Posted: Tuesday, Sep 12 2006, 11:02
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Excellent work on this one Dem icon14.gif Some have also found doing BMX & NRG 500 challenges, plus All the Stadium events difficult. Or have they been mentioned already?
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San Anzeas  
Posted: Tuesday, Sep 12 2006, 14:26
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It would be superb if u included the 3 Chiliad Challenges coz more than difficult they are very frustating at times.......
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grove_street_og  
Posted: Tuesday, Sep 12 2006, 23:47
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I used the Mission Passer to do Tanker Commander, and it said I passed the mission, but gave me only $218. It also didn't show me the next mission or give me the next phone call, or show me any of my safe houses. I think it thought I was still on a mission. So I quit and reloaded the original main.scm file, which I will use until I get to Wear Flowers in Your Hair.

Previously, I had done Local Liquor Store, Body Harvest, and Wu Zi Mu, all with the Mission Passer loaded, but at the time they were all unsupported missions. The Mission Passer did not interfere with them in any way.

I had also used the Mission Passer to successfully do the Ambulance and Vigilante missions.

Just thought I'd give you this information in case you wanted to troubleshoot if there's a problem.
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