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> DoorControl script, Automatically opens the doors & more...
 
SgtRiggs90  
Posted: Feb 23 2009, 22:33
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Hello, guys!

Finally, I compiled the ASI that can be named the DoorControl mod as it is smile.gif It contains ALL the doors that I found in SCOs, I also checked all of them with teleporter and even removed the doors that you will never open (e.g. 5 doors on the roofs that lead to nowhere and even don't open).

Download via GTAGarage (link is below) - latest version is 0.9.6 (2 February 2010)

Installation:
1. Install any ASI loader;
2. Copy DoorControl.asi to your game folder;
3. Install ScriptHook library (ScriptHook.dll), which can be found in aru's ScriptHook thread (link in 'Thanks').

Features:
This mod automatically opens all included doors if they exist, so you haven't to press some key to do that.
Also, there's experimental functionality of restoring Niko's flat and Roman's taxi garage (for now it works only for restoration, but if it's needed, in the future release there'll be a destruction, too sly.gif).
Press F11 to restore Roman's taxi garage, if you are NOT near it.
Press F12 to restore Niko's first flat, so you can walk inside it free. I made it working even if you are already inside the flat.

History of changes:
0.9.6 (RC) - Script was recompiled with ScriptHook 0.4.0 and now works with patch 1.0.0.4. Waiting for Episodes now...
0.9.5 (RC) - Script was recompiled with ScriptHook 0.3.0 and now works with patch 1.0.4.0 (I've overcome my laziness biggrin.gif).
0.9.0 (RC) - Added all the doors that weren't in the script before. Made a new function that also checks the existance of the door's object before opening it.
0.6.0 - Made doors open automatically. Niko's flat now can be restored even from inside.
0.5.5 - Added experimental features of restoring Niko's flat and Roman's taxi garage.
0.5.0 - Moved from Alice to C++.
0.1.0 - First try with Alice.

In the future:
I hope that the final release will be the SCO script, but if not, there'll possibly be the ability to change key bindings, an option to teleport through walls (just like 'Go Through Doors') and, perhaps, some doors will have automatic teleports as they are solid (for now, it's the only one door - it leads to a flat, where you should kill a guy with a sniper riffle).
Also, I'm going to add an ability to open/close the door that is near the player char with an ability to set some options for it. It should allow you to use, for example, door knock or even break animations for new cool movies wink.gif

Known bugs:
Those of you, who read the Enterable Building topic, know, that there are doors that can be opened only by pressing the key when you walk into them. For now, as the script is automatic, it's not a problem, but still there are some doors that can resist smile.gif I found just one such door - it's a flat where you held Gracy, if you find others - tell me.
And, of course, you should know that my mod opens only those doors, that have ever been opened OUT of the cutscenes. That's why you cannot open, for example, Faustin's or Jimmy's house.

Thanks:
Thanks to all guys in [GTAIV][Q]Enterable Building thread. I couldn't do anything without them smile.gif
Thanks to Awwu and Alexander Blade for their advices, for Awwu's inGame Trainer with it's teleporter biggrin.gif and Alexander's Alice.
And, of course, thanks to aru for his C++ Script Hook.


Cheers!

This post has been edited by SgtRiggs90 on Feb 9 2010, 20:00

O This mod is hosted at GTAGarage.com

Downloads:
Download DoorControl (version 0.9.6) - 0.034MB, uploaded on Feb 02 2010, downloaded 437 times
Download DoorControl (version 0.9.5) - 0.035MB, uploaded on Aug 10 2009, downloaded 789 times

Click here to view the mod at GTAGarage

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buzbegone  
Posted: Feb 23 2009, 22:47
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Good job Riggs, a promising mod
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a-k-t-w  
Posted: Feb 23 2009, 23:53
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Grammar nazi.
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Do you want a mirror?

Mirror

I just had to, I hate those sorts of hosting sites.

Edit: Your mod dosn't do anything. None of the doors have unlocked

This post has been edited by a-k-t-w on Feb 24 2009, 00:10
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SgtRiggs90  
Posted: Feb 24 2009, 00:53
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a-k-t-w, err... I have just checked it out and all works. What doors do you try?
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VietnamRebel  
Posted: Feb 24 2009, 00:58
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Mod works perfectly, thank you so much for making this! I was getting tired of having to press F10 about 80 times to open doors with the other door-opener.
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Viscera  
Posted: Feb 24 2009, 03:40
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Trick
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OK i'm digging this mod a lot but i Went to the U.L. Paper building, i think thats the name any how door will not open when Niko try's to push it open it turns Niko around and he is walking towards the street almost like he is walking out of the door with out ever walking thru it. Just thought i bring it to your attention, Perhaps its just my luck again. lol


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a-k-t-w  
Posted: Feb 24 2009, 04:03
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Grammar nazi.
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QUOTE (SgtRiggs90 @ Feb 24 2009, 00:53)
a-k-t-w, err... I have just checked it out and all works. What doors do you try?

Almost all doors I could think of. All of them were locked. I went to romans taxi office, and all I managed to do was punch the door open, not go in.
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DHoff  
Posted: Feb 24 2009, 05:26
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Nice work. icon14.gif

This post has been edited by DHoff on Feb 24 2009, 05:36
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SgtRiggs90  
Posted: Feb 24 2009, 06:38
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Doctor Cox
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Viscera, a-k-t-w, those doors (U.L. Paper's office and Roman's taxi garage office) were used ONLY in the cutscenes, so you cannot open them like the others. Roman's taxi garage office hasn't got the textures, and also it is just a big box with permanent walls. If you'll look closely you will see that those doors swing through the wall!

The same situation is with U.L. Paper's office: it's entrance is permanent for the game, the door was opened (in the first UL's mission) just when it was dinamically created by the cutscene script. However, you still can teleport inside, and there'll be an interesting interior, and on the balcony there'll be a working computer! I think in one of the next release I'll make two markers to teleport there, just like under the highest building in Algonquin.

So, my script still opens the doors that have been opened in missions OUT of the cutscenes.
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Illousion  
Posted: Feb 24 2009, 09:22
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THIS IS EPIC biggrin.gif
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Viscera  
Posted: Feb 24 2009, 15:38
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QUOTE (SgtRiggs90 @ Feb 24 2009, 06:38)
I think in one of the next release I'll make two markers to teleport there, just like under the highest building in Algonquin.



I was thinking it would be cool if you could restore all warp markers back in the game once they are out of the game after you finish what ever mission, so it would be great to go to those interiors even after they aren't suppose to be reached any more. Add all doors plus warp to interiors would be paradise. smile.gif

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SgtRiggs90  
Posted: Feb 24 2009, 20:05
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Viscera, all cutscene interiors are created dinamically. So, first they need to be found. I'm afraid that it'll make the script too heavy, so I hope I will be able to do that with the SCO editor, when it comes out.
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VietnamRebel  
Posted: Feb 24 2009, 20:16
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QUOTE (SgtRiggs90 @ Feb 24 2009, 01:38)
Viscera, a-k-t-w, those doors (U.L. Paper's office and Roman's taxi garage office) were used ONLY in the cutscenes, so you cannot open them like the others. Roman's taxi garage office hasn't got the textures, and also it is just a big box with permanent walls. If you'll look closely you will see that those doors swing through the wall!

The same situation is with U.L. Paper's office: it's entrance is permanent for the game, the door was opened (in the first UL's mission) just when it was dinamically created by the cutscene script. However, you still can teleport inside, and there'll be an interesting interior, and on the balcony there'll be a working computer! I think in one of the next release I'll make two markers to teleport there, just like under the highest building in Algonquin.

So, my script still opens the doors that have been opened in missions OUT of the cutscenes.

If you're able to, could you make a teleport marker in the Majestic hotel to teleport you up to the penthouse and back?? That would be really really cool!
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buzbegone  
Posted: Feb 24 2009, 21:35
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There is an .SCO editor already out here
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Viscera  
Posted: Feb 25 2009, 01:17
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Trick
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QUOTE (SgtRiggs90 @ Feb 24 2009, 20:05)
Viscera, all cutscene interiors are created dinamically. So, first they need to be found. I'm afraid that it'll make the script too heavy, so I hope I will be able to do that with the SCO editor, when it comes out.

Well isnt like San Andreas all the interiors are hidden in the sky where no one can see them out side the cut scene, my friends and i would get the coords and tele to them isnt it similar to that? Or is it much different with Gta 4?
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buzbegone  
Posted: Feb 25 2009, 08:15
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QUOTE (Viscera @ Feb 25 2009, 09:17)
QUOTE (SgtRiggs90 @ Feb 24 2009, 20:05)
Viscera, all cutscene interiors are created dinamically. So, first they need to be found. I'm afraid that it'll make the script too heavy, so I hope I will be able to do that with the SCO editor, when it comes out.

Well isnt like San Andreas all the interiors are hidden in the sky where no one can see them out side the cut scene, my friends and i would get the coords and tele to them isnt it similar to that? Or is it much different with Gta 4?

It is different in GTA IV than San Andreas but IV has the same cutscene system as in LCS and VCS where the interior only loads upon mission selection
There was a trick in VCS you used with the cheatdevice that made the interiors accessible
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a-k-t-w  
Posted: Feb 25 2009, 09:47
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Grammar nazi.
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QUOTE (buzbegone @ Feb 24 2009, 21:35)
There is an .SCO editor already out here

Did you even READ that thread?

mad.gif Some people, I tell ya...
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TheRealPcGamer  
Posted: Feb 25 2009, 13:01
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Same here ths mod doesn't do anything confused.gif

Am I wrong? What programs are required?
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Viscera  
Posted: Feb 25 2009, 16:06
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QUOTE (buzbegone @ Feb 25 2009, 08:15)
QUOTE (Viscera @ Feb 25 2009, 09:17)
QUOTE (SgtRiggs90 @ Feb 24 2009, 20:05)
Viscera, all cutscene interiors are created dinamically. So, first they need to be found. I'm afraid that it'll make the script too heavy, so I hope I will be able to do that with the SCO editor, when it comes out.

Well isnt like San Andreas all the interiors are hidden in the sky where no one can see them out side the cut scene, my friends and i would get the coords and tele to them isnt it similar to that? Or is it much different with Gta 4?

It is different in GTA IV than San Andreas but IV has the same cutscene system as in LCS and VCS where the interior only loads upon mission selection
There was a trick in VCS you used with the cheatdevice that made the interiors accessible

Ahh I see, Thanks for the Info.....
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TheRealPcGamer  
Posted: Feb 25 2009, 16:11
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EDIT:
Whoa sorry finally I can get into buildings such as the Bank, Roman's flat and also the others buildings. Sorry, man.

Very very nice mod! Keep working on the other mods! biggrin.gif
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