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 Bank Account

 store money at ATMs, earn interest
 
qiangqiang101  
Posted: Sunday, Jul 3 2011, 22:09
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Dead Link, Please renew it.
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AngryAmoeba  
Posted: Monday, Jul 4 2011, 17:01
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Fixed. Sorry!
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AngryAmoeba  
Posted: Tuesday, Jul 26 2011, 07:42
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Small update in first post...

By the way, if you want something to spend money on, you might be interested in my latest mod. It makes you pay bribes to keep notoriety down, among other things. See "Criminal Record" in my sig.

Changes in v1.2.1
- Added 1 ATM location at Star Junction
- Numbers are now shown with commas
- Changed save file to BankAccount.dat
- Changed version numbering scheme

This post has been edited by AngryAmoeba on Tuesday, Jul 26 2011, 15:55
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Mlnecrafter  
Posted: Tuesday, Apr 3 2012, 22:42
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Registered, just to say thanks for a great mod!

"Didn't even test yet" , going to do so now, pretty excited biggrin.gif!

supported by ad link).

thanks again.
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AngryAmoeba  
Posted: Thursday, Jul 26 2012, 01:06
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So apparently I put out an "update" on July 18 that contained the wrong version. The file was called BankAccount_v1.2.7.zip, but it contained v1.2.6 of the mod. This is now corrected. Very sorry! blush.gif
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paulicabos  
Posted: Saturday, Aug 4 2012, 11:43
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Does this work on RPG servers ? ON SAMP?
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AngryAmoeba  
Posted: Saturday, Aug 4 2012, 17:41
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I've never tried it on multiplayer, but I doubt it would work. (And if SAMP is only for San Andreas, then no, it definitely won't work with that. This is a GTA4 mod.)
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onetidd  
Posted: Monday, Aug 6 2012, 20:14
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Hello i'm wondering what for ppl who use controllers?! Can it have the shortcut for us?! Blessup
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NudasPriest  
Posted: Friday, Sep 14 2012, 17:46
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I noticed there are some ATMs that aren't registered somewhere on Alderney. There are probably quite a lot but all I remember is that I saw some nearby ATMs wherever the hell I was on Alderney and they didn't work, pressing M showed some ATM on the map pretty far away, too.

@onetidd
Try Xpadder at least version 5.7, that's what I use for my controller + GTA IV with mods.

About the mod:

I can say there are only two things that would make this mod perfect for me and one of them is obviously getting all the ATMs in the game registered in the mod;

#2 is a suggestion:
Right now the ATMs (vanilla ATMs) show you your "balance" which is really just the cash you have on hand. This suggestion is basically just polishing the mod to feel more in line with the game: When you press action (left bumper or E by default) near an ATM, to see your balance, you could have the mod switch our money temporarily to whatever is stored in the account, and then the ATM's screen in game would read our account balance correctly, and closing the ATM interface would revert to the money on hand. I hope I'm being clear enough with this. It's not too important but it would just be a little something that I feel would only add to the experience and make it feel more like the game and less like a mod.
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ch3y3zze  
Posted: Friday, Sep 14 2012, 19:05
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2. is a good idea and check the script i believe he uses an array of vector3 for atms, i think u could simply add postions to the array and his logic should work with the bigger array, i havent reviewed but im sure he wrote it in such a way

for the cash he could save your cash on hand before using atm and change to your account balance so display is correct, then give your money back when ur done, or he can use perframe draw to draw over the atm screen and write whatever he likes
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AngryAmoeba  
Posted: Saturday, Sep 15 2012, 04:32
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If you can narrow down where the unsupported ATMs are, I'll add them immediately. I've added every ATM that I've found, but I knew I probably missed some, especially in Alderney. Thanks for the report!

I agree that the vanilla ATM screen is a big blemish for the mod. I always just ignored it, since you can check your balance by pressing B, but I understand your idea and I like it. I'm just not sure how to perfectly detect when the vanilla ATM screen is displayed. I could check for a nearby ATM every time E is pressed, but it might trigger when you pick up an object or whistle for a taxi near an ATM, for instance.

Another problem is that the starting and ending animations are never perfectly aligned with the ATM. Usually, your hand clips through the ATM. I know there's a way to fix this, but never figured it out.

@ch3y3zze: Previously, it was indeed possible to add ATM locations to the code by yourself. Unfortunately, now the script is compiled into a DLL file, which can't be directly edited in Notepad. You can decompile it, but I've never tried that so I don't know how easy it is.

This post has been edited by AngryAmoeba on Saturday, Sep 15 2012, 04:34
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ch3y3zze  
Posted: Saturday, Sep 15 2012, 04:37
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yeah download ILSpy and add scripthookdotnet to it then all .net scripts will be open source for u ;D

if u really want to protect your source u need to obfuscate, compiling isnt enough

AngryAmoeba, for clipping u can get appropriate offset from atm vector3 and control distance u can access atm, perhaps if too close, u remove control from player and task them to go where ur offset is, face the correct heading and then play animation, u can loop these instructions and dont move to next instruction until a condition is satisfied, if u need help let me know ;D

This post has been edited by ch3y3zze on Saturday, Sep 15 2012, 04:43
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AngryAmoeba  
Posted: Saturday, Sep 15 2012, 20:55
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No need for me to obfuscate, since I'm not trying to keep the code secret. This script is compiled only because it has multiple .CS source files.

Thanks for the suggestion, though it's pretty much what I've already tried to do. Right now when the player starts a transaction, I make them turn toward the proper heading, looping if necessary (can't loop until the heading is exact, though, because sometimes it's just not possible and the loop continues forever). I tried making the player walk to the correct Vector3, but that wasn't precise — the task seemed to end once he was just near the correct position. I'll revisit this and see if I can do better.
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AngryAmoeba  
Posted: Friday, Nov 16 2012, 05:56
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Alright, I've been sitting on this update for a while. Just making sure the improvements didn't break anything.

Changes in v1.2.8
- Improved animation alignment by sliding the player into place.
- Partially fixed bug where ATMs wouldn't work if they weren't individually coded for.
. . . . Now they should all work when they're nearby (i.e. when they're loaded into the game world).
. . . . To mark them on the map from far away, I still have to code for them individually.
- Partial workaround for bug where the ATM screen showed your cash instead of your balance.
. . . . Can't display more than $999,999,999 (because that's the max cash amount).
. . . . Makes the cash displayed in the top-right count up/down obnoxiously.
- Changed default ResetKey INI setting to X (previously Delete).
- Added INI setting LoseCashOnChaseDeath (applies only to deaths during chases, instead of all deaths).
- Cash isn't deposited or withdrawn until transactions are actually complete.
- Fixed jerky cop car movement during transactions.
- Refactored code to improve its structure somewhat, and compiled to DLL file.
- Simplified BankAccount.dat file.
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The Loot  
Posted: Wednesday, Feb 27 2013, 08:18
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Finally installed the new version and I'm getting an error.

CODE
2013-02-26 23:37:52 - Error in constructor of script 'BankAccount':
                     System.ArgumentNullException: Value cannot be null.
                     Parameter name: String
                        at GTA.ScriptThread.LoadScriptNow()


INI here if needed.
CODE

; You earn this % of your balance every day
InterestRate = 1.0

; Mark nearest ATM on map when you try to start a transaction too far from ATMs
MarkNearestATM = true
IconScale = 1.5

; Lose all the cash you're carrying when you die or get arrested
LoseCashOnArrest = true
LoseCashOnChaseDeath = true
LoseCashOnDeath = true

; "Mission complete" sound effect for earning interest
PlaySound_Interest = true

; Messages for earning interest, marking ATMs, and being a bit too far from an ATM
ShowMsg_Interest = true
ShowMsg_MarkedATM = true
ShowMsg_MoveCloser = true
MsgDurationSeconds = 4

; See here for all key names:
; msdn.microsoft.com/en-us/library/system.windows.forms.keys.aspx
StartAndEndKey = B
ResetKey = X

DepositKey = A
WithdrawKey = D
DefaultMoveAmount = 1000

; Adjusting the move amount
MoveMoreKey = W
MoveLessKey = S
ChangeAmount = 1000
ChangeFastModifier = ShiftKey
ChangeFastAmount = 10000
ChangeSlowModifier = ControlKey
ChangeSlowAmount = 100
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AngryAmoeba  
Posted: Wednesday, Feb 27 2013, 09:36
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I think I figured it out, but you almost stumped me! Never saw that error before — it didn't even make sense to me (because the script constructor has no parameters). Your INI settings worked fine, and Google turned up nothing useful...

Turns out you probably still have the old BankAccount.cs file (replaced by BankAccount.net.dll in the latest version). I bet the new version of the script is running fine, even though the old one is crashing when it tries to read the new, simplified BankAccount.dat file. smile.gif
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MeGusta90  
Posted: Saturday, Mar 2 2013, 15:25
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I like this mod, makes wrecks more fun and realistic.
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AngryAmoeba  
Posted: Saturday, Mar 2 2013, 19:20
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I think you meant to post that here. wink.gif
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The Loot  
Posted: Saturday, Mar 2 2013, 23:07
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QUOTE (AngryAmoeba @ Wednesday, Feb 27 2013, 02:36)
Turns out you probably still have the old BankAccount.cs file (replaced by BankAccount.net.dll in the latest version). I bet the new version of the script is running fine, even though the old one is crashing when it tries to read the new, simplified BankAccount.dat file. smile.gif

That could be, but I swore I had removed all the old files. I'll give it another try.
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Darlyn  
Posted: Saturday, Mar 9 2013, 18:00
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Wait, why'd you remove the auto-save function? I recall you only needing to end the transaction for the dat to be written to in previous versions. I can help you modify it so that it saves at the end of the transaction, like I've done with other script mods.

Also, why'd you make it a DLL? I could've fixed it myself if I had the source.

This post has been edited by Darlyn on Saturday, Mar 9 2013, 18:09
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