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
@piko: It's not strange at all. There really is a Tractor, Sanchez and a Cropduster.
Yes, but I saw it first time ever which is odd cause I have played this game for years.
Question: Where can I find a burglary house that has the same interior as the chain games armory hideouts? I have visited quite a few houses around Mulholland and none has this interior.
This post has been edited by piko on Tuesday, Jul 17 2012, 21:14
I don't think there are any other houses like that since the armory hideouts are modifications on the save file based on anything else than robbable safe houses, such likes the small 24-7 or the Caligula's.
@ 123Robot: Regarding this. The save files were created to work on V2 scripts. Now, since you have the V2 of the game, and always used that, you didn't need to know about this since we always use the V2 script and the saves will work on them without problems. But when you have V1, you'll get the save file crashing, because, as I said, those save files were made to work on V2 script. On V1, you obviously have the V1 script, so you'll have to use V2 script on the V1 game to make it work. First off all, download the V2 scripts here. Make a new folder in you main San Andreas directory called "Script V2" (I think you said that you've done that already) and keep on switching that with your V1. How you do that? Well, create also a folder called "Script V1" and copy paste the main.scm & script files (located in San Andreas directory --> data --> script) and paste them in your V1 folder. Now, you can switch them by either copy pasting each version from your V1 or V2 folders in the data --> script folder, and replace those files, or simply cut and paste. Hope this helps.
@ 123Robot: Regarding this. The save files were created to work on V2 scripts. Now, since you have the V2 of the game, and always used that, you didn't need to know about this since we always use the V2 script and the saves will work on them without problems. But when you have V1, you'll get the save file crashing, because, as I said, those save files were made to work on V2 script. On V1, you obviously have the V1 script, so you'll have to use V2 script on the V1 game to make it work. First off all, download the V2 scripts here. Make a new folder in you main San Andreas directory called "Script V2" (I think you said that you've done that already) and keep on switching that with your V1. How you do that? Well, create also a folder called "Script V1" and copy paste the main.scm & script files (located in San Andreas directory --> data --> script) and paste them in your V1 folder. Now, you can switch them by either copy pasting each version from your V1 or V2 folders in the data --> script folder, and replace those files, or simply cut and paste. Hope this helps.
Hm, ok thanks. I thought by V1 it meant plain V1 with no scripts. Also, that's a good question, lzw3. I've never really understood that either.
Out of what I understood during the past years playing the Chain Game, they're referring to missions and side missions that are done in areas where you get 4 stars. For instance, these so called "4star mods" mean side missions such like the Bike School which can be done in Las Venturas at the beginning of the game, having a 4 star wanted level. Mainly, doing side missions on 4 star wanted level, in areas that haven't been unlocked yet, but these modifications, or "mods" added on the Chain Game save unlocked those missions from the very beginning of the game, best example being the Race Tournaments.
Out of what I understood during the past years playing the Chain Game, they're referring to missions and side missions that are done in areas where you get 4 stars. For instance, these so called "4star mods" mean side missions such like the Bike School which can be done in Las Venturas at the beginning of the game, having a 4 star wanted level. Mainly, doing side missions on 4 star wanted level, in areas that haven't been unlocked yet, but these modifications, or "mods" added on the Chain Game save unlocked those missions from the very beginning of the game, best example being the Race Tournaments.
That's right, it also means that 4-star gang wars can be done when they start in Los Santos after the Doberman mission.
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QUOTE (piko @ Wednesday, Jul 11 2012, 05:41)
Question: Where can I find a burglary house that has the same interior as the chain games armory hideouts? I have visited quite a few houses around Mulholland and none has this interior.
The interior for the armory hideouts in the Chain Game saves is an unused interior, the LA Big House (SVLABIG). This unused interior is unique in that it has a working wardrobe, so it has access to the armor in the wardrobe. Burglary houses make poor save houses; any pickups inside get deleted the first time CJ exits the interior.
4-Star Mods: I consider the extra armor and teleportals to be 4-star mods as well. Also, the Super Cabbie in the Doherty Garage is intended for 4-star Taxi missions, and the Pimpmobile in the airstrip garage is intended for 4-star Pimping missions. I don't think anyone has managed Pimping in restricted LV.
This post has been edited by OrionSR on Saturday, Jul 21 2012, 16:54
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Not quite. The Bayside Armory uses what was an entrance to a burglary house. This entrance is unique in that it is not in restricted territory. Unfortunately, the 4 fixed burglary entrances in Bayside, which were probably added later in the game, use an enex flag that is usually reserved for the engine generated burglary doors, which means one of these 4 is disabled when the game first starts up. I'm fairly certain that the only way to enable a disabled entrance to the Bayside Armory is to shut down the game and hope you get the lucky dice roll when you start again, but if you notice that time is a factor then I'll run some more tests.
If you'd like, I can post how to modify your IPL file so the Bayside Armory is always available. You just need to remove the offending flag. This is one of the few tested-and-approved mods for the Chain Game, and won't effect your normal gameplay in any way.
And speaking of Chain Game mods: Do you still use the optional armory objects file? I think I now know how to check for that missing-ped glitch I thought might be happening, although I now think the glitch is probable. I suppose I should just remove the offending objects.
And speaking of Chain Game mods: Do you still use the optional armory objects file?
If you're talking about me, then Yes, I use it on my XP Pro PC, but I don't have it on my Windows 7 machine though...I was debating on whether to install it on my Windows 7 machine, as I got used to saving in the armories, and I remember something about a possible glitch that can occur if you save in the armory with the added objects(don't recall what exactly it was, but it was either you or Rubregg that mentioned it?) Great mod though...
About the Armory in Bayside, i'll double check that one for the time, as I haven't used that one in a long time.....i'll get back to you with that one... It appears to be open all the time when I checked it on this test-loading multiple saves to check....Here's some screenshots of it open at various times( I only have two, as apparently Fraps didn't save the others)...here, and here..
However, on the Sherman Dam(not sure of the in-game name) armory, Why does it go through the generator room on exit before it takes you back outside-as seen here?: Curious..
This post has been edited by radioman on Sunday, Jul 22 2012, 08:01
I'm not sure if it matters or not, but certain missions and sub-missions that magneto did have been incorrectly labeled on the checklist as me having done them. Just thought I'd point that out.
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QUOTE (radioman @ Saturday, Jul 21 2012, 11:52)
However, on the Sherman Dam(not sure of the in-game name) armory, Why does it go through the generator room on exit before it takes you back outside
Oops. I didn't see your update until just now. Sorry for the slow reply.
If you need more information on how the ENtrances and EXits work, check out the SA Enex Documentation topic.
Most ENEXes are two-way connections: EnterA is marked by a yellow marker at a door, and ExitA is a meter or two away from the door. EnexA has a two-way connection with EnexB, usually an interior; with EnterB marked by a yellow marker at the door, and ExitB is just inside the hall. When CJ walks into EnterA he is teleported to ExitB. He can then turn around and walk into EnterB to be teleported to back to ExitA.
The cool thing about two-way enexes is that they can change their destination to whichever enex was last used to access it. So if the wardrobe enex is connected to the Jefferson/Willowfield interior, but you access it from the Hashbury interior, the wardrobe enex will change it's destination to the Hashbury interior. This allows one interior to be used by multiple entrances, like the wardrobe, country savehouse, or fast food joints.
One-way enexes simply move the player from one point to another, and are fairly rare. They are unusual in that most of them, the ones that connect from the outside to outside, don't display a yellow marker. For example, the lifts (up and down) at the Pointy Building in SF and Pier 69, and the lift up to the base jumping tower south of the big ear. The Sherman Dam usually has two one-way connections. One in to and another out of the dam. The yellow markers are displayed because the one-way connection leads from inside to outside or the other way around.
Okay...(context): So pdescobar and I had just figured out how all that worked and were trying to figure out how to exploit changes to the destinations of enexes to enhance the CG saves. The only information recorded in the saves are the flags that control access and the destinations, everything else is read from the data files and off limits for modification for CG purposes. We came up with the idea of armories because we wanted to add a lot of pickups with extra ammo, but the pickup pool is very limited, so armories would allow us to place the most valuable weapons in one location and have access to them from many locations around the map. But where to put them where they would have minimal impact for normal gameplay?
The Mulholland West 24-7 was the original armory, and the only really easy choice. The interior is unique but doesn't include any video games or vending machines, and there's another 24-7 just down the road so we just altered the destination of it's two-way connection. SF didn't present any easy choices so we had to get creative. We changed the one-way down enex at the Pointy Building into a two-way with the armory since we figured most players would "normally" parachute down, so this would make a nice surprise for someone and have little impact on normal play. The change made a yellow marker appear for the down enex which looks kind of weird, but there's nothing we could do about it so we counted it as a clue. It wasn't until later that we added the Queens armory. We wanted a save disk in the armory and had to borrow an existing disk. Since Queens and Hashbury are the only unique save houses we decided to steal the Queens disk since Hashbury has a garage so it is more likely to be used.
The Sherman Dam enexes were the best option for a desert armory; the base jumping tower would get yellow markers at the bottom which ruined it's hidden nature, and the 24-7 in Fort Carson has time restrictions. The in enex was changed because we wanted the armory to remain hidden during the mission. Unfortunately, the yellow marker disappeared, which was chalked up as a clue, but rubregg thought it looked weird so he put in a fake marker at the door when he got control of the save modifications.
So, the reason the Dam armory goes through the generator room is because that is the ExitA for the dam's original one-way in enex. If the dam used two-way enexes then the armory would have cut off access to the generator room until after Dam and Blast, and then that armory would get cut off - which wouldn't be acceptable and the desert armory would be at the base jumping tower.
This post has been edited by OrionSR on Wednesday, Aug 1 2012, 06:10
Hey everybody. Just a note. I got an FBI virus and have spent 3 days trying to get it off my computer. It completely screws with your computer by locking it onto a supposed FBI page. It ask for money to get it unlocked. I don't know where it came from but it showed up as I was looking at the mission help page. Just a heads up. I will not be able to update the checklist until I get home from work tonight. So be patient.
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QUOTE (chinaskii in Round 76)
And guys,one last thing..I failed 1 time at BMX Challenge and saved cuz I did all other stuffs but the BMX and didnt save before..so sorry guys
We prefer to keep the mission attempts low, but this is a low priority. Besides the fact that the game doesn't track this stat properly so extra attempts are added no matter what we do, we also pick up attempts when collecting special vehicles. Also, it's pretty difficult to avoid a few extra attempts when racing in restricted territory, so don't worry about a extra failure here and there.
Same thing goes for saves. Making an extra save just to advance the clock is discouraged, but it's always a good idea to save whenever you have made progress that you don't want to lose.
Also, welcome to you and all the new CG players.
This post has been edited by OrionSR on Monday, Aug 6 2012, 20:21
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Weird... I was putting a vehicle in a garage to fix it. (The garage said it was full. But when the door opened there was nothing in it.) Anyway... While CJ is in the garage there were multiple explosions. When I exited there was a jumbo jet crashed across the street so I took a picture, when I turned around there was a second jumbo jet behind the garage, crashed, too.
Ha ha, the El Corona safe house prank by rubregg. He set it to happen by putting the jets at altitude and when the garage is accessed they fall to the ground. I think this explains it correctly.
Check around back of the garage and/or on top of the garage (at El Corona & other garages too) & you'll see why you got the garage full message. The garage limits were extended a little to allow what's parked there.
@rubregg, we miss you!
An unrealated subject; I sent a PM to chinaskii about doing the 3 race + a named mission... we'll let his turn be good as it's a first time player's mistake.
This post has been edited by JAJ on Thursday, Aug 9 2012, 00:08