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 About a stripped Main.scm

 
yair1221  
Posted: Friday, Jul 2 2010, 21:49
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Why when I create a stripped Main.scm some of the functions are still there?
For example: The hangar doors in V. Meadows are still moving when I am there
I wanted to create a special sphere for that
How do I change stuff like that?
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SilentPL  
Posted: Friday, Jul 2 2010, 21:53
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QUOTE (yair1221 @ Jul 2 2010, 23:49)
For example: The hangar doors in V. Meadows are still moving when I am there

Because garages are defined in map files, and its opening is hardcoded.

Edit:
Try to add this somewhere in script:
CODE
Garage.Deactivate('DHANGAR')


This post has been edited by SilentPL on Friday, Jul 2 2010, 22:01
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yair1221  
Posted: Sunday, Jul 4 2010, 10:55
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Garage Deactivate...OK
But I need to change the garage itself
For example every time the garage will open there will be a sound
All the options I could see were these:

garage.IsClosed() - Only a check,not helping me
garage.IsOpen() - ,,
garage.Activate() - Have no idea what does it means,perhaps if the hangar ever opens or something,still not helping
garage.Deactivate() - ,,
garage.ChangeType() - Dont know what it does
garage.Close() - Possible future applications,not helping right now
garage.Close() - ,,
garage.SetToAcceptCar() - That could be useful,but not helping me right now

How am I supposed to make a sound when the hangars are open?
Which command will be helpful?

This post has been edited by yair1221 on Sunday, Jul 4 2010, 11:06
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SilentPL  
Posted: Sunday, Jul 4 2010, 12:00
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You can check that by memory reading, see:
http://www.gtamodding.com/index.php?title=...resses_%28SA%29

QUOTE
There are 50 garages in the game. Each garage has:-

Position
Details
Usage information
Location in game
Location of door
Width
Depth
Height
Direction it looks
Coordinates of lower left corner
Coordinates of upper right corner,
Usable by the player
Which property (safe house) it belongs
Number of vehicles which can be parked inside
The door state (closed, opening, open and closing)
These are found in the garage object of 212 bytes. The memory locations where the garages start are:

0x96C048 (start of first garage)
+0xD4 (offset for second garage - offset this much again for third garage, again for fourth, etc.)
0x96C120 (start of final garage)

Here is the known garage offsets:

[...]

+77 = [byte] Garage Door State values:
0 = closed
1 = open
2 = closing
3 = opening
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yair1221  
Posted: Sunday, Jul 4 2010, 13:09
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?!!?!?!!?!?!?!?!?!?!?!
Im Talking About A CLEO Code Not About Changing The Game's Code Itself
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The_Siggi  
Posted: Sunday, Jul 4 2010, 13:16
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SilentPL too... but about a bit more advanced stuff, its memory hacking
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yair1221  
Posted: Sunday, Jul 4 2010, 13:18
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ok never mind
im lost here
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