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 How to move the mission "Doberman" to #1 mission

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stormchaser206  
Posted: Monday, Apr 23 2012, 00:46
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How do you change the mission Doberman (Originally Mission 21) to mission 1? I really need help because i want to be able to take over terrortories.
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fireguy109  
Posted: Monday, Apr 23 2012, 01:27
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You can simply switch where it says "define mission 1 @ blahblah" and "defined mission 21 at halbhalb", though you may end up messing up the game since some scripts might call on variables that aren't defined yet.
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OrionSR  
Posted: Monday, Apr 23 2012, 05:28
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The easier alternative is to simply enable the gang wars with the Savegame Editor v3.1.2. Or use a CLEO script with the following opcode.
CODE
0879: enable_gang_wars 1

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stormchaser206  
Posted: Tuesday, Apr 24 2012, 19:16
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QUOTE (OrionSR @ Monday, Apr 23 2012, 05:28)
The easier alternative is to simply enable the gang wars with the Savegame Editor v3.1.2. Or use a CLEO script with the following opcode.
CODE
0879: enable_gang_wars 1

Thanks it worked smile.gif.

But 2 more things:
-Is there anyway to create zones other then Save game editor?
-Is there anyway to unlock/create properties?
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OrionSR  
Posted: Tuesday, Apr 24 2012, 20:22
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To create completely new zones you would need to alter info.zon. However, I suspect that isn't really what you are after.

To change the gang density of a zone use:
CODE
076C: set_zone 'ELCO1' gang 2 density_to 40

You may also want to change the zone peds to include groups with gang members (see popcycle.dat).
CODE
0874: set_zone 'CHC1A' popcycle_group_for_peds_to 9

pdescobar's zone map might come in handy.

Snippet that allows the game scripts to unlock all clothes shops and make all properties except for Wang's Autos and the airstrip available for purchase.
CODE
:sub_CG_Debug_TempStore
// we need to change these for the OpenUp routine, so we save them now and restore later (@sub_CG_Debug_TempRestore)
0652: 8@ = integer_stat 181  // cities unlocked
008B: 9@ = $23  // internal OPENUP helper var

:sub_CG_OpenUpProperty
//PDE: Late-game Clothes shops and safehouses from OPENUP thread
00D6: if
0038:   $174 == 0
004D: jump_if_false @sub_CG_OpenUpProperty_End
$ONMISSION = 1  // must be on mission before unlocking cities or mobile phone script may end too soon
0629: change_stat 181 to 4
0004: $23 = 1

:sub_CG_OpenUpProperty_Wait
0001: wait 250 ms
0AAA: 0@ = thread 'OPENUP' pointer  // checks if OPENUP thread is active
00D6: if
0039:   0@ == 0  // OPENUP thread not active i.e. thread has ended
004D: jump_if_false @sub_CG_OpenUpProperty_Wait

0001: wait 50 ms  // lots of extra time for next line to unlock the door
0004: $174 = 1    // Flag Didier Sachs as marked and open (doesn't matter, thread has ended)
:sub_CG_OpenUpProperty_End

:sub_CG_Debug_TempRestore
// restore the temp stuff we saved earlier (@sub_CG_Debug_TempStore)
0629: change_integer_stat 181 to 8@  // cities unlocked
008A: $23 = 9@  // internal OPENUP helper var
$ONMISSION = 0


Another method to unlock interiors.
CODE
07FB: set_interior 'AMMUN1' access 1   // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1   // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1   // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1   // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1   // Ammu-Nation
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1   // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1   // Burger Shot
07FB: set_interior 'TATTOO' access 1   // Tattoo Parlor
07FB: set_interior 'CSCHP' access 1    // Binco
07FB: set_interior 'CSSPRT' access 1   // Pro-Laps
07FB: set_interior 'LACS1' access 1    // Sub Urban
07FB: set_interior 'CLOTHGP' access 1  // Zip
07FB: set_interior 'CSDESGN' access 1  // Victim
07FB: set_interior 'CSEXL' access 1    // Didier Sachs

07FB: set_interior 'GYM1' access 1     // Ganton Gym
07FB: set_interior 'GYM2' access 1     // Cobra Martial Arts
07FB: set_interior 'GYM3' access 1     // Below the Belt Gym

07FB: set_interior 'CARLS' access 1    // The Johnson House
07FB: set_interior 'PDOMES' access 1   // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 1  // The Pleasure Domes
07FB: set_interior 'MADDOGS' access 1  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 1   // Madd Dogg's Crib
07FB: set_interior 'GANG' access 1     // Vagos Gang House
07FB: set_interior 'RCPLAY' access 1   // Zero's RC Shop
07FB: set_interior 'PAPER' access 1    // Planning Department
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
07FB: set_interior 'LACRAK' access 1   // Crack Den


Yet another method to unlock properties.
CODE
09B4: set_object_property_at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] radius 10.0 bitmask 16384 flag 1 // Palomino Creek

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stormchaser206  
Posted: Friday, Apr 27 2012, 01:14
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QUOTE (OrionSR @ Tuesday, Apr 24 2012, 20:22)
To create completely new zones you would need to alter info.zon. However, I suspect that isn't really what you are after.

To change the gang density of a zone use:
CODE
076C: set_zone 'ELCO1' gang 2 density_to 40

You may also want to change the zone peds to include groups with gang members (see popcycle.dat).
CODE
0874: set_zone 'CHC1A' popcycle_group_for_peds_to 9

pdescobar's zone map might come in handy.

Snippet that allows the game scripts to unlock all clothes shops and make all properties except for Wang's Autos and the airstrip available for purchase.
CODE
:sub_CG_Debug_TempStore
// we need to change these for the OpenUp routine, so we save them now and restore later (@sub_CG_Debug_TempRestore)
0652: 8@ = integer_stat 181  // cities unlocked
008B: 9@ = $23  // internal OPENUP helper var

:sub_CG_OpenUpProperty
//PDE: Late-game Clothes shops and safehouses from OPENUP thread
00D6: if
0038:   $174 == 0
004D: jump_if_false @sub_CG_OpenUpProperty_End
$ONMISSION = 1  // must be on mission before unlocking cities or mobile phone script may end too soon
0629: change_stat 181 to 4
0004: $23 = 1

:sub_CG_OpenUpProperty_Wait
0001: wait 250 ms
0AAA: 0@ = thread 'OPENUP' pointer  // checks if OPENUP thread is active
00D6: if
0039:   0@ == 0  // OPENUP thread not active i.e. thread has ended
004D: jump_if_false @sub_CG_OpenUpProperty_Wait

0001: wait 50 ms  // lots of extra time for next line to unlock the door
0004: $174 = 1    // Flag Didier Sachs as marked and open (doesn't matter, thread has ended)
:sub_CG_OpenUpProperty_End

:sub_CG_Debug_TempRestore
// restore the temp stuff we saved earlier (@sub_CG_Debug_TempStore)
0629: change_integer_stat 181 to 8@  // cities unlocked
008A: $23 = 9@  // internal OPENUP helper var
$ONMISSION = 0


Another method to unlock interiors.
CODE
07FB: set_interior 'AMMUN1' access 1   // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1   // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1   // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1   // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1   // Ammu-Nation
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1   // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1   // Burger Shot
07FB: set_interior 'TATTOO' access 1   // Tattoo Parlor
07FB: set_interior 'CSCHP' access 1    // Binco
07FB: set_interior 'CSSPRT' access 1   // Pro-Laps
07FB: set_interior 'LACS1' access 1    // Sub Urban
07FB: set_interior 'CLOTHGP' access 1  // Zip
07FB: set_interior 'CSDESGN' access 1  // Victim
07FB: set_interior 'CSEXL' access 1    // Didier Sachs

07FB: set_interior 'GYM1' access 1     // Ganton Gym
07FB: set_interior 'GYM2' access 1     // Cobra Martial Arts
07FB: set_interior 'GYM3' access 1     // Below the Belt Gym

07FB: set_interior 'CARLS' access 1    // The Johnson House
07FB: set_interior 'PDOMES' access 1   // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 1  // The Pleasure Domes
07FB: set_interior 'MADDOGS' access 1  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 1   // Madd Dogg's Crib
07FB: set_interior 'GANG' access 1     // Vagos Gang House
07FB: set_interior 'RCPLAY' access 1   // Zero's RC Shop
07FB: set_interior 'PAPER' access 1    // Planning Department
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
07FB: set_interior 'LACRAK' access 1   // Crack Den


Yet another method to unlock properties.
CODE
09B4: set_object_property_at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] radius 10.0 bitmask 16384 flag 1 // Palomino Creek

I dont get it please explain more about the zones
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SA-Modding  
Posted: Friday, Apr 27 2012, 07:44
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Zone = ## Belt
Find The Zone in Your Sanny Builder Help , Such us This :
CODE

NAME      GXT VALUE          GXT ENTRY
[RED]     [Red County]           [RED]

Write This :
CODE

0767: set_zone 'NAME' type 1 // <-- Zone Name


This post has been edited by SA-Modding on Friday, Apr 27 2012, 07:47
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Bad.boy!  
Posted: Friday, Apr 27 2012, 15:11
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@stormchaser206
If you want to know how to make a cleo script, look it up the tutorial section. Or can you be more specific about the part that you don't get,

@MK (SA-Modding)
OrionSR told him that already, and he doesn't have to change the cars.
And you're german now I see.
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OrionSR  
Posted: Friday, Apr 27 2012, 17:15
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Actually, I posted the wrong code. The code below should be used to change the zone type to one that includes gangs.
CODE
0767: set_zone 'MUL2B' popcycle_group_for_peds_and_cars_to 2


The code below makes subtle changes to which cars or peds appear in a zone, but I don't think anyone has ever figured out exactly what it does. Altering the popcycle group for peds can get the Hispanic drug dealer into a gang zone, or un-muck a zone that only spawns a handful of peds or cars after a change.

CODE
0874: set_zone 'CHC1A' popcycle_group_for_peds_to 9
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Deji  
Posted: Friday, Apr 27 2012, 22:45
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SET_ZONE_POPULATION_TYPE
I assume the other one is the same but only affecting peds. The most of it is defined in the data files.
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stormchaser206  
Posted: Thursday, Jul 19 2012, 16:09
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QUOTE (OrionSR @ Tuesday, Apr 24 2012, 20:22)
To create completely new zones you would need to alter info.zon. However, I suspect that isn't really what you are after.

To change the gang density of a zone use:
CODE
076C: set_zone 'ELCO1' gang 2 density_to 40

You may also want to change the zone peds to include groups with gang members (see popcycle.dat).
CODE
0874: set_zone 'CHC1A' popcycle_group_for_peds_to 9

pdescobar's zone map might come in handy.

Snippet that allows the game scripts to unlock all clothes shops and make all properties except for Wang's Autos and the airstrip available for purchase.
CODE
:sub_CG_Debug_TempStore
// we need to change these for the OpenUp routine, so we save them now and restore later (@sub_CG_Debug_TempRestore)
0652: 8@ = integer_stat 181  // cities unlocked
008B: 9@ = $23  // internal OPENUP helper var

:sub_CG_OpenUpProperty
//PDE: Late-game Clothes shops and safehouses from OPENUP thread
00D6: if
0038:   $174 == 0
004D: jump_if_false @sub_CG_OpenUpProperty_End
$ONMISSION = 1  // must be on mission before unlocking cities or mobile phone script may end too soon
0629: change_stat 181 to 4
0004: $23 = 1

:sub_CG_OpenUpProperty_Wait
0001: wait 250 ms
0AAA: 0@ = thread 'OPENUP' pointer  // checks if OPENUP thread is active
00D6: if
0039:   0@ == 0  // OPENUP thread not active i.e. thread has ended
004D: jump_if_false @sub_CG_OpenUpProperty_Wait

0001: wait 50 ms  // lots of extra time for next line to unlock the door
0004: $174 = 1    // Flag Didier Sachs as marked and open (doesn't matter, thread has ended)
:sub_CG_OpenUpProperty_End

:sub_CG_Debug_TempRestore
// restore the temp stuff we saved earlier (@sub_CG_Debug_TempStore)
0629: change_integer_stat 181 to 8@  // cities unlocked
008A: $23 = 9@  // internal OPENUP helper var
$ONMISSION = 0


Another method to unlock interiors.
CODE
07FB: set_interior 'AMMUN1' access 1   // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1   // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1   // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1   // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1   // Ammu-Nation
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1   // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1   // Burger Shot
07FB: set_interior 'TATTOO' access 1   // Tattoo Parlor
07FB: set_interior 'CSCHP' access 1    // Binco
07FB: set_interior 'CSSPRT' access 1   // Pro-Laps
07FB: set_interior 'LACS1' access 1    // Sub Urban
07FB: set_interior 'CLOTHGP' access 1  // Zip
07FB: set_interior 'CSDESGN' access 1  // Victim
07FB: set_interior 'CSEXL' access 1    // Didier Sachs

07FB: set_interior 'GYM1' access 1     // Ganton Gym
07FB: set_interior 'GYM2' access 1     // Cobra Martial Arts
07FB: set_interior 'GYM3' access 1     // Below the Belt Gym

07FB: set_interior 'CARLS' access 1    // The Johnson House
07FB: set_interior 'PDOMES' access 1   // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 1  // The Pleasure Domes
07FB: set_interior 'MADDOGS' access 1  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 1   // Madd Dogg's Crib
07FB: set_interior 'GANG' access 1     // Vagos Gang House
07FB: set_interior 'RCPLAY' access 1   // Zero's RC Shop
07FB: set_interior 'PAPER' access 1    // Planning Department
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
07FB: set_interior 'LACRAK' access 1   // Crack Den


Yet another method to unlock properties.
CODE
09B4: set_object_property_at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] radius 10.0 bitmask 16384 flag 1 // Palomino Creek

Sorry for the late reply, but the snippet to unlock properties crashed my game.
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OrionSR  
Posted: Friday, Jul 20 2012, 01:33
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Why quote such a large section of text?

Anyway, the snippet works fine. You just need to wrap it properly in a script. It was just a snippet after all.

Edit: Actually, there is a problem. The LA1 mobile thread ended when I tested it. I'll try again and re-post a working script.

This post has been edited by OrionSR on Friday, Jul 20 2012, 01:38
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