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GTA Modification Forums
Adding stuff to my new island Weapon Pickups, Carlocations, Hospital..
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HighD  |
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Player Hater

Group: Members
Joined: Oct 19, 2011

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Hey Guys I suppose, that anyone has already aksed questions like mine, but I didn't find answers... so I try it here  For my new island I wanted to code some new weapon-spawns, some new car-spawns, a hospital point, an ammunation-store, two elevators, a save-pickup and a hotel-entrance... but I didn't find out, how to make it. It would be nice, if someone could give me example code-strings of those things, so that i can code it myself  Thanks a lot! Greets HighD
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ZAZ  |
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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SABuilder isn't the same as sannybuilder download sannybuilder at www.sannybuilder.comYou can modify main.scm with sannybuilder which requires to start new game Or you can create "cleo"scripts with sannybuilder To run "cleo"scripts on your game requires to install the Cleo plugin (Cleo Library) download Cleo 3 or Cleo 4 Library at cleo.sannybuilder.comlook into III Coding DirectoryCleo scripts are much more popular because you can then load available savegames with your current main.scm and run the additional cleoscripts Note: CLEO was developed for three different versions: 1.0 us, 1.0 eu and 1.01 eu you will need another exe if you have GTASA 2.Edition, read the informations at cleo.sannybuilder.com careful read also SCM Coding FAQlearn cleoscripting with CLEO Script Tutorialweapon-spawns, car-spawns, elevators, save-pickup needs a script of main.scm or a cleoscript ammunation-store needs to teleport player into ammunation interior, then the ammunation script of original main.scm will realize the weapon buy The Entrances with yellow triangle are done by Enex lines in the IPL files read here about that method: gtamodding-ENEX| CODE | enex 823.629, -1588.9, 12.5764, 0, 2, 2, 8, 822.629, -1590.4, 12.5784, -1297.58, 0, 4, "BARBER2", 0, 2, 0, 24 |
To modify or add enex entries requires to start a new game otherwise you will get buggy interior accesses With script is it possible to simulate it. The simpliest way is make a red marker and teleport the player to the desired location when the player is gone into the red marker. Additional you can also show a yellow trinangle and disable the red marker. read Teleport into interiorhotel-entrance? there isn't a hotel interior unless the dirty "Jefferson Motel" i assume that you mean entrances to save apartments same as above, enex or teleportscript
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OrionSR  |
Posted: Tuesday, Aug 28 2012, 00:25
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Chain Game Development Team

Group: Members
Joined: May 23, 2007


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| QUOTE (ZAZ @ Monday, Aug 27 2012, 01:32) | | QUOTE (OrionSR @ Sunday, Aug 26 2012, 23:40) | | QUOTE (ZAZ @ Sunday, Aug 26 2012, 13:04) | To modify or add enex entries requires to start a new game otherwise you will get buggy interior accesses |
New enexes can be added to an existing save if they are added after all the other enexes and the save is indoors or far away from any burglary locations. Instead of editing the default IPL files, it is safer to create a new IPL file for enexes with an added reference line in GTA.DAT after all the other IPL references. |
hey, cool this also applies in the case if you add just one exterior enex with existing name, for example "SVLAMD" to get access to the save apartement? | Yes. This won't mess with the destinations of existing connections so if you add an county safehouse when CJ is in an existing country safehouse CJ should still exit to the original location. Also, if you are unhappy with your new enexes you can remove them from the IPL files, start the game, load the save and save again, and they will be removed from the save.
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HighD  |
Posted: Tuesday, Aug 28 2012, 13:24
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Player Hater

Group: Members
Joined: Oct 19, 2011

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| QUOTE (UNRATED69 @ Monday, Aug 27 2012, 22:24) | You can put it anywhere that it will be executed by the script when the game starts, but the easiest way would be to create your own thread for them.
Search for where the other threads are created and insert this line.
| CODE | | create_thread @ISLAND |
Then find the end of the main file, right before the external scripts, and add the thread and your spawns.
| CODE | :ISLAND thread 'ISLAND' //------add the codes to spawn whatever you want here. |
Garages are defined in the IPL files. You can read about how that works here. |
Thanks so much.... that was exactly what I needed  EDIT: Do you know where exatcly is placed the IPL file with the grge section in it? It's hard to find XD This post has been edited by HighD on Tuesday, Aug 28 2012, 19:07
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HighD  |
Posted: Thursday, Aug 30 2012, 22:43
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Player Hater

Group: Members
Joined: Oct 19, 2011

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I've got two little problems. First is about the savepoint. I inserted following code: | CODE | :SAVE_1 03A4: name_thread 'SAVE' 0213: $SAVE_PICKUP = create_pickup #PICKUPSAVE type 3 at -2024.453 1703.622 7.46
:SAVE_5 0001: wait 0 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££SAVE_5 00D6: if 0 0214: pickup $SAVE_PICKUP picked_up 004D: jump_if_false ££SAVE_5 0050: gosub ££SAVE_50 0002: jump ££SAVE_1
:SAVE_50 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 03D8: show_save_screen 00A1: put_actor $PLAYER_ACTOR at -2024.453 1702.0 7.46 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) 0051: return |
to my main.scm into the ;---------MAIN--------- section... little bit above I created this thread: | CODE | ;-------------MAIN---------------
:MAIN_1 03A4: name_thread 'MAIN' 016A: fade 0 () 0 ms 042C: set_total_missions_to 147 030D: set_total_mission_points_to 187 0997: 1339 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check_to 0 (disabled) 00C0: set_current_time 8 0 04E4: unknown_refresh_game_renderer_at 2488.562 -1666.864 03CB: set_camera 2488.562 -1666.864 13.3757 062A: change_stat 165 to 800.0;; floating-point values 062A: change_stat 23 to 50.0;; floating-point values 062A: change_stat 21 to 200.0;; floating-point values 062A: change_stat 160 to 0.0;; floating-point values 0629: change_stat 181 to 0;; integer values 0629: change_stat 68 to 0;; integer values 0053: $PLAYER_CHAR = create_player #NULL at 2488.562 -1666.864 12.8757 0002: jump ££MAIN_20 0053: $155 = create_player #CSPLAY at 2488.562 -1666.864 12.8757 004F: create_thread ££SAVE_1 004F: create_thread ££MAIN_61 |
. I think, like this, it should work, but there is no Savepoint at the place... what went wrong? I work with mission-builder... Second problem is a bit difficult... I work in optimise a mod... this mod contains some files and a new main.scm without missions. Code: | CODE | DEFINE VERSION SA 0.33
0002: jump ££Second_Segment DEFINE MEMORY 43800 ; Equals Mission Builder type global variable range $2 to $10949
:Second_Segment 0002: jump ££Third_Segment DEFINE OBJECTS 7 DEFINE OBJECT OCRAM ; This is an unused object. You can put anything here. DEFINE OBJECT BODYARMOUR ; Object number -1 DEFINE OBJECT BRIBE ; Object number -2 DEFINE OBJECT HEALTH ; Object number -3 DEFINE OBJECT ADRENALINE ; Object number -4 DEFINE OBJECT NTO_B_S ; Object number -5 DEFINE OBJECT WHEEL_OR1 ; Object number -6
:Third_Segment 0002: jump ££Fourth_Segment DEFINE MISSIONS 0
:Fourth_Segment 0002: jump ££Fifth_Segment DEFINE EXTERNAL_SCRIPTS 0
:Fifth_Segment 0002: jump ££Sixth_Segment DEFINE UNKNOWN_FIFTH_SEGMENT DEFINE UNKNOWN1 0
:Sixth_Segment 0002: jump ££MAIN_1 DEFINE UNKNOWN_SIXTH_SEGMENT DEFINE UNKNOWN3 574
;-------------MAIN---------------
:MAIN_1 03A4: name_thread 'MAIN' 016A: fade 0 () 0 ms 042C: set_total_missions_to 0 030D: set_total_mission_points_to 0 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check_to 0 (disabled) 00C0: set_current_time 14 30 0109: player $PLAYER_CHAR money += 1000000 04E4: unknown_refresh_game_renderer_at -2025.38 1706.459 03CB: set_camera -2025.38 1706.459 7.0122 01F0: set_max_wanted_level_to 6 0998: add_respect 3500 062A: change_stat 21 to 0.0;; floating-point values 062A: change_stat 22 to 1000.0;; floating-point values 062A: change_stat 23 to 1000.0;; floating-point values 062A: change_stat 24 to 1454.0;; floating-point values 062A: change_stat 80 to 2000.0;; floating-point values 062A: change_stat 160 to 1000.0;; floating-point values 062A: change_stat 165 to 1000.0;; floating-point values 0629: change_stat 181 to 3;; integer values 062A: change_stat 223 to 1000.0;; floating-point values 062A: change_stat 225 to 1000.0;; floating-point values 062A: change_stat 229 to 1000.0;; floating-point values 062A: change_stat 230 to 1000.0;; floating-point values 062A: change_stat 69 to 1000.0;; floating-point values 062A: change_stat 70 to 1000.0;; floating-point values 062A: change_stat 71 to 1000.0;; floating-point values 062A: change_stat 72 to 1000.0;; floating-point values 062A: change_stat 73 to 1000.0;; floating-point values 062A: change_stat 74 to 1000.0;; floating-point values 062A: change_stat 75 to 1000.0;; floating-point values 062A: change_stat 76 to 1000.0;; floating-point values 062A: change_stat 77 to 1000.0;; floating-point values 062A: change_stat 78 to 1000.0;; floating-point values 0053: $PLAYER_CHAR = create_player #NULL at -2025.38 1706.459 7.0122 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0187: $10949 = create_marker_above_actor $PLAYER_ACTOR 0373: set_camera_directly_behind_player 0173: set_actor $PLAYER_ACTOR z_angle_to 262.0 0180: set_on_mission_flag_to $ON_MISSION 01B6: set_weather 1 087B: set_player $PLAYER_CHAR clothes "PLAYER_TORSO" "TORSO" body_part 0 087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" body_part 2 087B: set_player $PLAYER_CHAR clothes "CONVPROBLU" "CONV" body_part 3 087B: set_player $PLAYER_CHAR clothes "CORNROWSB" "CORNROWS" body_part 1 087B: set_player $PLAYER_CHAR clothes "BBSHORTWHT" "BOXINGSHORT" body_part 2 087B: set_player $PLAYER_CHAR clothes "WATCHCRO2" "WATCH" body_part 14 087B: set_player $PLAYER_CHAR clothes "GLASSES05" "GLASSES03" body_part 15 070D: rebuild_player $PLAYER_CHAR 07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 6 04BB: select_interior 0;; select render area 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) 01B7: release_weather 016C: restart_if_wasted at -2025.38 1706.459 7.0122 angle 0.0 unknown 0 016D: restart_if_busted at -2025.38 1706.459 7.0122 angle 0.0 unknown 0 016A: fade 1 (back) 1000 ms 02A8: $10948 = create_marker 0 at -2249.583 1952.097 12.49844 02A8: $10947 = create_marker 0 at -2424.773 1883.756 12.49844 004F: create_thread ££MAIN_63
:MAIN_61 0001: wait 2000 ms 0002: jump ££MAIN_61
:MAIN_63 0001: wait 0 ms 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -2249.583 1952.097 12.49844 radius 1.0 1.0 2.0 004D: jump_if_false ££MAIN_69 00A1: put_actor $PLAYER_ACTOR at -2261.421 1954.286 428.8172 0002: jump ££MAIN_63
:MAIN_69 0001: wait 0 ms 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -2424.773 1883.756 12.49844 radius 1.0 1.0 2.0 004D: jump_if_false ££MAIN_63 00A1: put_actor $PLAYER_ACTOR at -2436.666 1885.7 429.1172 0002: jump ££MAIN_63 |
. That is the whole new code. Because I don't like this, I play with normal main.scm... at some point, there is now a unvisible wall created, but I didn't change any other file from this mod! What happened? Why does this wall not exist with this shortened main.scm but with the original one it does? Someone any clues? Thanks for your help HighD
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ZAZ  |
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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You're still using Bart Waterducks Missionbuilder, but this tool is out of date since 5 years No support for it, the author has left the community. The actually tool is Sannybuilder. All people of GTA modding scene are using this tool Sannybuilder have another script syntax than BWMissionbuilder, so nobody can or want help fixing BWMissionbuilder-syntax-scripts Further advatages of Sannybuilder: -The one-click-function to compile and copy your main.scm into game directory works well -is faster by compiling as well as decompiling -have an extensive Help documentation -can create scripts for cleo script plugin -have a function to convert BWMissionbuilderscripts into Sannybuilderscripts and much more You can continue riding your old donky but note, it makes much more fun to work with Sannybuilder As newbie should you take Sannybuilder and learn the right coding So go back to my previous post and start from new
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