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JAB HacksouL

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Everything posted by JAB HacksouL

  1. JAB HacksouL

    My Mission Script Tutorial

    I have been using Sanny Builder 3.04 to edit and modify the MAIN.SCM since late August. Yes, a whole 2 months! Many of you are now scratching you head saying wtf is this JABhacksoul going to teach me? I have been using it forever!! Well, put your ego on hold and check out my tutorial and you just might see something you like. This is NOT a Sanny or CLEO tutorial but I will be using Sanny as the editor compiler. I will try to stick with the original SASCM and not use the Sanny Opcodes although they operate much the same. Part 1 - Setting up your work area. After installing Sanny Builder, I have myself a complete copy of my GTA SA on in a seperate folder named: "M:\Rockstar Games\GTA San Andreas Modded" so my workarea is set to "M:\Rockstar Games\GTA San Andreas Modded\data\script" and it might sound like overkill but inside this directory I have created a folder called Backup and it contains an original SCM and SCRIPT.IMG Next I copied the stripped.txt from the "Sanny Builder 3\data\sa" folder and made it read only. I made a text file called snippets.txt where I keep any code I find useful on the internet forums. Now I can load the stripped main and start a new file with it. When making a new file use a name that allows you to remember the mission. Avoid using generic names like Mission05. Part 2 - Study the MAIN.SCM Decompile the MAIN.SCM and keep it available to use as a study guide. Let's look at the various parts and layout. Part A - The Defined Objects DEFINE OBJECTS 389 DEFINE OBJECT SANNY BUILDER 3.04 DEFINE OBJECT INFO // Object number -1 DEFINE OBJECT KEYCARD // Object number -2 DEFINE OBJECT AD_FLATDOOR // Object number -3 This is models that are being defined as objects in the game. For example the first line tells the program there are 389 objects in this list. The object INFO are those little question mark icon pick ups and they are assigned an object number of 1 by the location in this listing. Adding some unknown object to the top would have the effect of shifting all the objects value up one. So if you plan to add any objects it should be done at the bottom. Down at line number 759 you can see this: 0107: $2706 = create_object #AD_FLATDOOR at 1833.36 -1995.45 12.5 or $2706 = Object.Create(#AD_FLATDOOR, 1833.36, -1995.45, 12.5) Where they install about 12 of these flatdoors. Without this code certain doors will be missing in the game. Part B - The Defined Missions. DEFINE MISSIONS 135 DEFINE MISSION 0 AT @INITIAL // Initial 1 DEFINE MISSION 1 AT @INITIL2 // Initial 2 DEFINE MISSION 2 AT @INTRO // Intro DEFINE MISSION 3 AT @NONE // Video Game: They Crawled From Uranus These are the games 135 missions and you will notice they start numbering them at zero so they end at 134. The first two missions are not real missions at all they set up a bunch of variables and stats, place guns and other pickups, and just get the game up to start. Mission 2 is ran automatically when you start begin a new game. This is where CJ gets off his plane and is grabbed by Tenpenny. Then you must bike home. You will notice the next mission is a mini game. Everything you do from shopping, getting a tat, going to the bar and shooting pool are all missions. Part C - External Script Missions. DEFINE EXTERNAL_SCRIPTS 78 // Use -1 in order not to compile AAA script DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0 DEFINE SCRIPT PARACHUTE AT @PARACH // 1 DEFINE SCRIPT BCESAR2 AT @BCESAR2 // 2 DEFINE SCRIPT BCESAR3 AT @COKEC // 3 These are just like the missions above but are compiled to the SCRIPT.IMG as a bunch of individual scm files. For example the parachute is a mini mission and is placed outside the MAIN.SCM read from the SCRIPT.IMG These are some basic things you do from going to the gym or getting a phone call from Cesar about the drugs. Part D - The MAIN thread or loop //-------------MAIN--------------- 03A4: name_thread 'MAIN' 016A: fade 0 time 0 042C: set_total_missions_to 147 030D: set_max_progress 187 0997: set_total_respect_points_to 1339 01F0: set_max_wanted_level_to 6 The main thread starts around line 617 and has a thread ID of 'MAIN' just like a mission thread with one exception; there is no call to end this thread. It continues to loop forever. Next the fade 0 is to make the screen turn black and the time it takes to turn black in thousandths of a second so 1000 is one second. To fade up from black we just say fade 1 and give the time. Then it goes on to set up the stats. Part E - The Rest The missions follow the main and are accessed by the code inside the main. Accessing the External scripts are slightly different than the missions contained inside the main.scm but now let's look at a stripped scm. Part 3 - The Stripped Main DEFINE MISSIONS 0 //DEFINE MISSION {ID} 0 AT {LABEL} @ DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script //DEFINE SCRIPT {NAME} AT {LABEL} @ DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 {$VERSION 3.0.0000} var $PLAYER_CHAR: Player end // var 03A4: name_thread 'MAIN' 01F0: set_max_wanted_level_to 6 0111: toggle_wasted_busted_check 0 00C0: set_current_time_hours_to 8 minutes_to 0 04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84 03CB: set_rendering_origin_at 2488.56 -1666.84 13.38 0053: $PLAYER_CHAR = create_player #NULL at 2488.56 -1666.84 13.38 01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 0373: set_camera_directly_behind_player 01B6: set_weather 0 0001: wait 0 ms 087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1 087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0 070D: rebuild_player $PLAYER_CHAR 01B4: toggle_player $PLAYER_CHAR can_move 1 016A: fade 1 time 0 04BB: select_interior 0 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 0180: set_on_mission_flag_to $ONMISSION 0004: $DEFAULT_WAIT_TIME = 250 03E6: remove_text_box // put your create_thread commands here :MAIN_LOOP 0001: wait $DEFAULT_WAIT_TIME ms 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 0002: jump @MAIN_LOOP That's it, there are some things I want to point out. That op code 087B will dress up CJ otherwise if you left this out he will be in his underwear. The obscure line that reads: 0629: change_integer_stat 181 to 4 Makes it ok to run all over the 4 cities without getting stars on your head. Lowering the value will make travel a pain. If you play this, you will quickly notice how much the MAIN.SCM does in the game. There will be no pickups so the only weapons are the ones the cops have. There are no bribes but you can beat up enough peds to collect $100 and drive to a paint and spray to get the stars off. But that's is about it. No gangs, nothing to buy, can't even save, and no real money. Not much fun. Part 4 - Building your first mission from the stripped main. Part A - Save Game Pickup I am just going to add most of my commands below the stripped main above. In this simple example we are going to make a save game pick up, a weapon pickup, and interact with a ped. Starting above the line: ":MAIN_LOOP" I am going to add this: 0213: $My_Save = create_pickup #PICKUPSAVE type 15 at 230.5896 74.5512 1005.0391 0570: $Marker_Save = create_asset_radar_marker_with_icon 35 at 1560.68 -1675.49 14.51 The first line created a pickup item out of model #PICKUPSAVE this is the spinning blue diskette model you could use any model like a cop bribe. Type 15 will respawn the 3 numbers that follow are the X Y Z location of the LSPD near the desks. The second line is a radar icon value 35 makes the disk (safe house) appear on the radar. Notice the Z value of the interior is over 1000 high? The interiors are nicknamed "Heavens" because you are not really inside the building at all. When you fade out and in the game teleports you not only to a new location but another dimension of the game. When you enter an interior your radar goes blank and all the icons disappear. Just because you made a pickup and a way to locate it the game won't save just yet. Now inside the main loop just above the line: 0002: jump @MAIN_LOOP add this: 00D6: if 0214: pickup $My_Save picked_up 004D: jump_if_false @MAIN_SAVE_END 03D8: show_save_screen :MY_SAVE_CHECK 0001: wait 0 ms 00D6: if 83D9: not save_done 004D: jump_if_false @MAIN_SAVE_END 0002: jump @MY_SAVE_CHECK :MAIN_SAVE_END The first 3 lines ask if the player has picked up the $My_Save item then it shows the save game screen. The last part simply waits until the game is saved or the user cancels. The game then saves at this point with the player's location and stats. Part B - Weapon Pickup Back up where we added the Save Game pickup we add this line: 0213: $My_Gun = create_pickup #DESERT_EAGLE type 15 at 508.0762 -71.8294 998.7578 This places the Desert Eagle pistol inside the Bar. You will find it near the booth on the left. Again this doesn't allow you to have the gun. In the main loop add: 00D6: if 0214: pickup $My_Gun picked_up 004D: jump_if_false @MAIN_GUN_END 0247: load_model #DESERT_EAGLE 038B: load_requested_models :MY_GUN_CHECK 0001: wait 0 ms 00D6: if 0248: model #DESERT_EAGLE available 004D: jump_if_false @MY_GUN_CHECK 01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 85 :MAIN_GUN_END Now at this point you can actually save the game and get a real cool pistol in a bar with 85 rounds of ammo. Now that you picked up a weapon the mission will be simple "Kill a Pedestrian". We are going to make a standard mission marker below the line you added the gun pickup. 02A7: $Marker_Mission = create_icon_marker_and_sphere 47 at 2073.5681 -1620.5205 13.5469 $ONMISSION = 0 Mission marker OPcode 02A7 shows the icon on the radar at all times until you begin the mission. Again the fist number is the icon design and the 3 remaining are X Y and Z location. 47 is Zero's Mission but I could have used any. Now in the main loop we cut to the mission thread like this: 00D6: if and 0038: $ONMISSION == 0 00ED: actor $PLAYER_ACTOR 0 near_point 2073.5681 -1620.5205 radius 1.0 1.0 on_foot 004D: jump_if_false @MAIN_MISSION_END 0417: start_mission 0 :MAIN_MISSION_END Here two conditions are checked if you omit the on mission check then the mission will run over and over and you could end up with a clone army just prior to the game crashing. The second check is to see if the actor is standing in the mission sphere at X Y. Up at the very top edit this: DEFINE MISSIONS 0 //DEFINE MISSION {ID} 0 AT {LABEL} @ to this: DEFINE MISSIONS 1 DEFINE MISSION 0 AT @KILLONE At the very bottom we add the new thread: :KILLONE 03A4: name_thread 'KILLONE' This is the first mission thread and threads run with each other. The mission loop is still looping and during this time you can still go to the bar get the gun or go to the police station and save. But remember the game only saves the stats and not the mission. Now we add this: $ONMISSION = 1 :KILL_ME 0001: wait 0 ms 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 150.0 handle_as [email protected] 00D6: if 0019: [email protected] > 0 004D: jump_if_false @KILL_ME 0187: [email protected] = create_marker_above_actor [email protected] 07E0: set_marker [email protected] type_to 0 0165: set_marker [email protected] color_to 0 The $ONMISSION = 1 line shuts down that start mission otherwise we could have 100 missions running. We get the location of the play and store them in [email protected] [email protected] and [email protected] then look for an ped with a model value greater than 0. [email protected] becomes our target and a RED marker is placed over his head. The type 0 is an enemy threat. Type 1 is a friend. :KILL_LOOP 0001: wait 0 ms 00D6: if 0112: wasted_or_busted 004D: jump_if_false @KILL_CHECK 0002: jump @KILL_END This checks to see if you got killed or arrested on the mission. :KILL_CHECK 00D6: if 0118: actor [email protected] dead 004D: jump_if_false @KILL_LOOP Meanwhile this checks to see if your target is alive :KILL_SUCCESS 01E3: show_text_1number_styled GXT 'M_PASS' number 2000 time 5000 style 1 0109: player $PLAYER_CHAR money += 2000 0164: disable_marker $Marker_Mission 0164: disable_marker [email protected] This shuts down the markers and gives you $2000. :KILL_END 00D8: mission_cleanup 004E: end_thread And finally we end the mission by cleaning it up and destroying the thread. Try compiling what you have and above all else study the code. I am attaching the working demo.txt to this tutorial. I hopes this helps you understand the San Andreas mission code. demo.zip JAB
  2. JAB HacksouL

    New Open Source Tool for Modding Textures

    Actually I was thinking along the lines of those poor souls with unmoddable versions of GTA or lacking technical skillz. This program never accesses the game itself. It works like this; [uMod] <--IO--> [DirectX 9] <--IO--> [Video Game] DirectX is being manipulated and not the game. You save a list of images inside a zip file and it paints over the top of your game. Same effect as digging into the database for those TXD files. It also can load and dump images from the game while the game is still running. This will even work on Steam accounts. How many times have you told Steam users they can't mod their GTA? They are working on DirectX 8, 10 and 11 compatibility.
  3. My good friend King Brace Blane has added this video to the arsenal of modding tools. They now plan to name this "Universal Modding Engine" or uMod for short. Note: This video is closed caption and can be translated. http://youtu.be/wio00l_mL7g King Brace Blane said he hopes to add mesh deform to the program once they get it out of beta. The only drawback (if you call it that) is the method used for searching the textures. You have to scroll though roughly 2000 textures until the one you want lights up green. They save as dds so far, which can be edited using the gimp. The program never accesses the game but actually uses the DX9 as a go between. I haven't done much more than redo some signs. But the program works pretty well.
  4. JAB HacksouL

    Tenpenny Stories

    The mod is complete, 57 MB download 24 MB download here: Download for The GTA Place GTA Garage There is also a 16MB Audio Fix (if your game crashes at the beginning of mission 1) see the tutorial below on how to use it. If you can't download from here or File Front I have it posted on GTA Garage as well. My Dad is having ntework problems with the LAN and said the new part should arrive on Monday. If you have any bugs let me know below. The program has some random crashes due to characters doing odd ball things, but they seem rare. I will add more download links as they become available. Feel free to upload this mod to any server you like. You don't need my permission to mod my mod. I did this for you to learn it has little to nothing to do with my ego. JAB
  5. JAB HacksouL

    Some questions about "fixing" broken mods

    Welcome, 1. If the mod is mine? Yes go ahead fix away. My mods include source code so people can do what they want. I don't encourage "mod theft" but if the modder has abandoned his project, can't be reached, or died. Then others have been known to step in and repair or upgrade the mod and give the author of the original version credit. 2. The best way to decide this is to view the number of downloads and read any reviews. Ex: Go to downloads -> GTA VC -> Mission Scripts at the bottom of the list choose Downloads in the "Order by" box and Z-A in the "Sort by" box. The top dog seems to be "New Vice City 2004" with 92,900+ downloads. I better check it out. 3. No. My brother plays VC more than I do. I doubt he has either. 4. Not applicable. 5. This really depends on the types of mods. You can't use 2 banshee based mods, one would have to be altered to be used on another vehicle. Just the same you can't use 2 total conversion mods. Merging mods that use the same files would be difficult but not impossible. 6. Yeah well that goes without saying. Because if they never see it the modder can't really complain. Bottom line is modding can't and never will fall under copyright laws. No modder is ever going to take someone to court. I feel "mod theft" is just pathetic and everyone gets to point and laugh. If for example, someone said they modded a new freeway system for VC. I might think they have just ripped off the one that already exists. However if they used that one and altered aspects of it, they could add their name to the creds stating what they changed. But it remains a collective effort not their mod alone. JAB
  6. JAB HacksouL

    tenpenny missions

    tnx man,,,,,i'l sent him a msg,,, Sorry, I haven't been here in a while but as always I am lurking in the dark corners of your room. Actually I got an email from someone who had (has) this same problem. I just uploaded "Tenpenny ALL in One" mod so people can install the files all at once without using the compiler or other 3rd party software. There are instructions and be patient with the loader it takes time. There is a large file that takes time to copy. There are manual instructions on where to place files if you choose not to use the loader. People have beat my missions and some minor bugs persist. If you get stuck on any level a user known as King Brace Blane has youtubed the more difficult missions. www.youtube.com/kingbraceblane If the mission is not present he might make another video for it. Meanwhile I have been up to no good, going to school, planning to graduate, etc..
  7. JAB HacksouL

    Trainer Tutorial

    JABhacksoul's GTA Trainer Tutorial Tenpenny's bugs are driving me insane and I read a posting asking how this is done. Since I know how to make trainers I thought this would be a nice break to clear my head. Trainers manipulate the smallest parts of a game. Your score, wanted level or what type of car you have in a certain area. They are not able to make the major changes to the games as mods do. You will need: Trainer Maker Kit - Available on my Filefront Page TSearch - Available on my Filefront Page Optional: San Andreas Ultimate Editor - Available in the Download Section Note: There is an ocx in this program that gives off a false virus warning. Set your anti-virus to ignore the file. After installing all the programs, run TSearch it will look like this; There are many tools here you won't always need or use, but you will need to understand that hexidecimal are numbers that use letters as values. We count 0 - 9 using the decimal system the computer counts 0 - 15 using the hex system and to replace the double digit numbers 10 - 15 it uses A - F so A = 10 and F = 15. So 10 hex = 16 decimal but there are converters in all these apps. Start up GTA SA and then open the process here. A listing showing all the processes your PC is running will appear. Choose GTA_SA.EXE and proceed to the search. I played my SA until I found a drug dealer and beat him up for his gun and money. My cash at this point is 2359 so this is the value I searched for and the program found 47 of this value inside the GTA memory. So I played some more shot a drug dealer in the back of his head and picked up his money. ALT+TAB back to the TSearch. And ran the "Continue Search" with my new value 4365. This time the new value shows up 1 time. The location is B7CE54 hex or 12045908 decimal. I will make a note of the location and test it. (I know this location is incorrect but this is to show you how to find out the hard way.) I test this location with the TSearch by entering a new value and jumping back into GTA SA to see if the money has changed. It went up but rapidly decreased back to the 4365 dollars? So the address is in error how? I did an 8 byte search and that is not large enough to hold that much money, so my address is about 4 bytes too high. I changed the memory value to B7CE50 or 12045904 and punch in the new value and it holds. The little blue smilely will freeze the value in memory and it won't change. Well that was a bit of work to find an address so here is the easy way. Running "San Andreas Ultimate Editor" I click on the |Code Editor| tab at the top. I click on the sub tab set |View Code Values| and then from the listing I expand Player--> Money--> Value and there is the decimal value we got from TSearch and I can use the convertor to get the hex value. Running "Trainer Maker Kit" you will be prompted for a project name and then this will pop open. Looks hard but it is not. Press add button from the toolbar and add some buttons. Add some text also on the same toolbar this will help identify things. Add an edit box to put our value inside. Expand text on the left and click go to properties. In the properties box click on the function tab and choose poke then the value. The money is not a float it doesn't use decimal points. It is an unsigned long integer. The address value is B7CE50 also at this point go to the styles tab and change the default value to 0 or blank it out. Next I change Button1 to the Exit Button like this; Then I changed Button2 to my Help or Info Button. Save your project and make sure it is attached to the GTA_SA.EXE process. You can then test and/or build your trainer. You can make your trainer very flashy with the Trainer Maker Kit. It has bitmap options and sounds etc... But as you can tell my trainer worked just fine and looks like crap. In my opinion there are too many GTA trainers available so go make some for other games while you are at it. Keep it cool, JAB
  8. JAB HacksouL

    Tenpenny Stories

    If anyone is getting a solid blue screen on the "Gray Exports" mission I would like them to try this test main.scm. Thanks, JAB http://www.filefront.com/14431965/test.zip/ or test.zip
  9. JAB HacksouL

    Tenpenny Stories

    A final release is posted to the Downloads. If you already have the JOE distro keep it and download the smaller PRO distro to update your files. The JOE disro is being uploaded as I type. ToonSkull and I will continue to answer questions about the mod but we have given you all our code in the PRO release. PLEASE use it to learn, we are not going to come chase you down saying you stole our code. King Brace Blane on YouTube has beat this mod and said he will post all the mission walkthroughs on his site some time next month: www.youtube.com/kingbraceblane Not all the stuff made it, into this mission. Some missions a two year old could beat. But we made this for you to learn. There are far too many mods that have no point. Be creative and keep working at it until you feel it is complete. Thanks, JAB - Joshua Black EDIT: My uploads crashed but it says PRO made it. I will upload JOE again later. Has anyone besides King Brace Blane (youtube) beat my mod?
  10. JAB HacksouL

    can anyone help me plz

    He didn't add the textures because I will need to add them when I convert it to GTA. I thought the model would be closer to the Wayfarer but PCJ 600 it is. I will let you know how it goes. JAB
  11. The forum is functional but my pic and avatar are switched around.

  12. JAB HacksouL

    Damaging particles...

    You need to change this to reflect the variable used to create YOUR car, [email protected] was used as an example. 00AA: store_car [email protected] position_to [email protected] [email protected] [email protected] [email protected] = Car.Angle([email protected]) Since you used [email protected] as the car it should read: 00AA: store_car [email protected] position_to [email protected] [email protected] [email protected] [email protected] = Car.Angle([email protected])
  13. JAB HacksouL

    Damaging particles...

    So basically you want to do fire damage. Create fire in front of your hotring using this; Assume [email protected] is your hotring racer. 5.0 is the distance from your car. 00AA: store_car [email protected] position_to [email protected] [email protected] [email protected] [email protected] = Car.Angle([email protected]) 02F6: $TEMPVAR_FLOAT_1 = cosine [email protected] 02F7: $TEMPVAR_FLOAT_2 = sine [email protected] $TEMPVAR_FLOAT_1 *= 5.0 //distance $TEMPVAR_FLOAT_1 *= 5.0 //distance 0059: [email protected] -= $TEMPVAR_FLOAT_1 0059: [email protected] += $TEMPVAR_FLOAT_2 02CF: [email protected] = create_fire_at [email protected] [email protected] [email protected] propagation 0 size 1 //Size will make it bigger propagation is true or false This remains untested but if the flames appear too close try increasing the distance. Propagation makes smaller fires around the primary. There are a few unknowns working with fires let me know if there are any problems.
  14. JAB HacksouL

    Damaging particles...

    I would like to ask what exactly are you attempting? I can find no single opcode to get a particle's position. But there may be a way to work out your problem if we know why you need a particle to injure or damage. For example; if particle is attached to an object or actor then I could go from there.
  15. JAB HacksouL

    Custom Vehicle parking?

    Paths are called nodes so look for editing tools for node paths or examine the files in Rockstar Games\Vice City\data\paths If you have downloaded Sanny Builder and know how to decompile you main.scm, then look for: 014B: $87 = init_parked_car_generator #DELUXO -1 -1 1 alarm 0 door_lock 0 0 10000 at -1022.6 -868.6 12.2 angle 175.0 014C: set_parked_car_generator $87 cars_to_generate_to 101 This parks a deluxo random color at -1022.6 -868.6 12.2 x y z coordinates in your game.
  16. JAB HacksouL

    Traffic Help

    The popcycle.dat is what needs to be edited. Nothing in the handling.cfg controls traffic. http://grandtheftauto.filefront.com/file/R...pcycle%3B101067 The mod above modifies the flow of traffic by changing the popcycle.dat which is a text file you could edit yourself. Each line is a 2 block starting at midnight and running to 10pm.
  17. JAB HacksouL

    Opcodes heeeeeeelp!

    There are no simple answers for opcodes. The quickest way to see how an opcode works is to search the original main.scm. This opcode is first used in the drugs mission and later on some other missions. 04C4: store_coords_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD from_actor $PLAYER_ACTOR with_offset $TEMPVAR_FLOAT_1 -10.0 $TEMPVAR_FLOAT_3 06BC: create_M4_shoot_from 1269.668 -778.8566 94.9557 target $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD energy 0 The code above is from the invasion of MD's mansion. 04C4 is used to get the player's position. Then the player's position is fed into 06BC to create M4 gunfire at the player's position from the X Y Z (1269.668 -778.8566 94.9557) position with an energy of 0. I can only guess that raising the energy will make the gun fire more intense. The use of such an opcode could be used for making tank gun turrets or gun fire from unseen attackers. However I would use this code to make an actor fire an M4 at the player: [email protected] = Actor.Create(Gang10, #CWFYHB, -1016.771, -2626.34, 96.769) 01B2: give_actor [email protected] weapon 31 ammo 99999 Actor.WeaponAccuracy([email protected]) = 70 //This number gives your 70% chance of hitting. //This will define the actors actions you can assign up to 8 actions per pack 0615: define_AS_pack_begin [email protected] 0638: AS_actor -1 stay_put 1 07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 0638: AS_actor -1 stay_put 0 0605: actor -1 perform_animation_sequence "GUN_STAND" IFP_file "PED" 8.0 loop 0 1 1 0 time 1500 0643: set_AS_pack [email protected] loop 1 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected]
  18. JAB HacksouL

    can anyone help me plz

    Well that is a nice bike, converted a bike from Vice City to GTA III. I will see if my brother can help by making the model and go from there. He is sleeping now and I will let him know about your request. JAB
  19. JAB HacksouL

    i need help...with animation in gta sa.

    Wow! Good luck with that. I don't mean to rain on your parade but what you are describing just doesn't exist in GTA SA. You are describing POP (Prince of Persia) animation. And that just doesn't exist anywhere else. There are a few good coders that hang out in here and you could ask over at GTAforums. The place is kind of rough (like a biker bar) so be careful what you ask them and offer them, they get real touchy. Other than that, you can't really copyright any mod because you don't really own it. I know some modders think they can but it just doesn't hold water. I really do wish you the best on trying to animate a wall run. JAB
  20. JAB HacksouL

    Tenpenny Stories

    Make certain you have version 1 if not you will need to patch version 2 with the downgrade patch. This will modify the exe to modding. Next run the installer, as you said select your gta_sa.exe using browse or type the directory in the box. Press install and it will make backups of 3 files and replace them. (READ the docs) next make a back up of you sound SCRIPT and modify using the sound mod tutorial. If you don't the game will sound odd and you can just mute the volume. It is much more entertaining with the sound mods. JAB
  21. JAB HacksouL

    Tenpenny Stories

    You are welcome. We are leaving today at 1pm and supposed to be back Sunday unless Bigfoot eats us. We are traveling about 250 miles up North to go disperse camping (aka roughing it). My Dad's idea not mine. Personally I like my shower and flush toilet but that's another story. I posted the new JOE package last night (early am) to this board and the GTA Garage. 24MB download. For those of you into the game I might suggest you try replacing the main.scm and script.img but all the other files are the same. I had no problem loading the saved game but I imagine the more changes I make that will eventually change. I have found that there is a missing save in Tenpenny's Condo in Temple (supposed to be in his kitchen). Also when you load this and other "custom saves" the interior markers are turned back on and this may cause you to teleport to a totally different area on the map. Such as the apartment in Queens will send you to Creek unless you hit the interior marker first. The game still saves your progress you can just walk back inside and exit again. This stuff has little to do with the actual game play. JAB If I am not back by Monday send in the Forest Rangers.
  22. JAB HacksouL

    Tenpenny Stories

    You are not an idiot or French. Hopefully that's a joke the French will understand. Read ToonSkull's tutorial back on page one of this thread. JAB
  23. JAB HacksouL

    Tenpenny Stories

    I guess I would try the audio fix for it. Some are reporting no troubles running it on Xp others say it crashes on both Xp and Vista. I have it running on 3 machines here at the house. 1. XP SP3 (mine) which has minor crashes mainly when or if I don't save between missions. 2. XP SP2 an older Emachine in my dad's LAN room he said I can use for experimenting. The sound gargles but doesn't cause the game to crash. I put this off due to the poor quality of in monitor speakers and sound card. 3. Linux Kubuntu 8, Vincent's Linux box running WINE which is a silly acronym for WINE Is Not an Emulator. His doesn't crash but he doesn't hear any sound so this issue is cause by a conflict between WINE and his OS. Vincent put it on the neighbor's PC a Dell running Vista (Dad is dead set against Vista) and yes it needed to have the Audio Fix installed. But runs with some minor crashes Vincent is trying to play it through at the neighbor's right now. If you find and submit bugs I will be adding an ending credit sequence to this mod with you name under beta testing. If you submit a code fix for the bug I will include your name in the debuggers section above that. How your name will read is up to you. Such as Jabhacksoul or Joshua "JAB" Black etc.. Thanks for your help, JAB
  24. JAB HacksouL

    Tenpenny Stories

    No but I did use a sloppy in-game editor that gave me xyz coordinates of objects I needed to place. I plan to refine it and make it available as a modding tool. Vinny and I came up with the general concept then we cut back some stuff I thought was "over the top". Vincent still got a zombie mission in there but I explained it as homeless people being used as lab subjects. You go right ahead, you won't hear any crap from me about mod theft this is all public domain now. Have fun with it. But I wanted to let you all know that a user contacted us with a bug that is not a bug. "Path of the Snake" - Spoiler JAB
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