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Everything posted by JAB HacksouL
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This one? Download here JAB
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IF you properly downgraded, and Sanny Builder shows you have Cleo installed then it should work. But I am guessing you might be running Vista. If you are you will have to talk to someone running Vista, I am using XP. The Vista deals with files differently by putting them in a virtual folder. I think Butters told me that you must install GTA to the desktop instead of the program files. JAB BTW I hear MS is making a new OS called Mohave.
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My brother was saying, his excuse for never finishing the game (storyline) or even playing the game that much, is he has a "problem" with the stereotype blacks and he wanted the protagonist to be a white gangster. But now that GTA 4 is that way his excuse now is he just doesn't care much for GTA.... Basically people have their reasons behind making any mod. Think about it. You don't like the way a car looks so you go looking for one you do like. It is the same with the characters. I am not calling my brother a racist, in fact he believes that the news media is responsible for most of the "evil" in the world. Just because you prefer to alter the main character in the game doesn't make you abnormal. In fact, I would really like to see CJ as the Preditor and all the cops as Aliens. How about this we make all the police females and all the criminals male? Am I being sexist? I don't think so. JAB
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I know GTA III coding isn't much different I will see what is or is not possible. For anyone interested, the way I got the idea for the project, I was showing my Dad a mod I had finished and he said, "Too bad it isn't an interpretative language or an in-game assembler." He explained the two are like this: We are coding at the lowest level using the Op Codes, the next level up would be the interpretative language which is where 1 line of code is a whole procedure. For example this: Pickup DesertEagle with 85 rounds at 508.0762 -71.8294 998.7578 once on mission 10 or this: Pickup DesertEagle with 85 rounds at Bar1 forever on mission main would replace this: 0213: $My_Gun = create_pickup #DESERT_EAGLE type 15 at 508.0762 -71.8294 998.7578 --------SEE CODE ABOVE------ 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 The compiler's job would be to read plain english and convert it to code. Right now we are writing out most of the code. Seemann has done a few things to help us, using what is called keywords and classes but they just reword the same line not entire procedures. This would be a major undertaking and would require an entire library of procedures to be created. So you can see why I didn't choose this for a project. But if there is a team out there GO FOR IT DUDES!! Next there is the "in-game" assembler (or in-game editor) which is where I said hey that might work. There is no need to create a compiler since one exists. There is the GTX database that can be used to display lines to the screen, and using panel options I could have pop-up menus that ask the obvious questions. It would start up at CJ's house and you could just move around town telling it where you want to place something or set down walk paths for peds. You could jump in a car and record a driving sequence. However unless I am wrong there is no way to write the lines out to a text file using a code from the SCM. They would display to the screen and you would have to type them in manually. Now before you get all excited, this is just at the idea stage and there hasn't been anything done and most likely I won't be starting this until January 2009. I did manage to make a panel that tells you CJ's X Y Z location and zAngle but I couldn't get it to display a decimal point and that is really all it does. You can get the code in this thread. JAB
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LOL Looks like Vin Diesel. He might beat you up for the third picture... good texture job. JAB
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Thanks for your kind words. No plans for R* yet, but my immediate plan is to get the Tenpenny Stories completed by end of November or early December. That will be open source meaning I will include my scm source code with notes. The next project is for 2009 I want to make an SCM that makes the source code (if that is possible). In short you would use the game itself to make the mod. Stand CJ where you want to place an object, pickup or ped and press a key. The code you need would appear on the screen and you could Alt+TAB to Sanny and plug it in. It would work even better if you ran a windowed mod. I don't believe there is a way for the SCM to write the file but that would be cool. JAB
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Either my PC is a toaster or I don't know how to set this up. I have tried Hypercam and FRAPS and CamStudio and etc.. But everytime I try to make a video I get choppy crud. One video the cars and various parts of the road disappears. Is it the PC or software settings? JAB
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I hadn't seen that one but I like using this one since you can control the speed. I am sure that there is another code to manipulate the car's speed. I just like the all in one line especially for high speed chases like the ones I am currently working on. Civics class just ended and I have to go eat my lunch. Thanks, JAB
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Ok here is that Deputy thread still a bit buggy. At least they stopped killing me. I activated it with the "Y" keypress from the main loop. They will stop look around and a pistol will appear in their hand and they will jack the nearest car. As soon as you get a car they will follow but they seem to be bad at it. I had to tell them to stop at a certain distance or they run you over or hit your car. This works even if you are driving so I had a guy jump off his bike to join me. :TEST thread 'TEST' //Load the cop pistol Model.Load(#COLT45) 038B: load_requested_models :TEST01 wait 0 if Model.Available(#COLT45) jf @TEST01 //This part grabs the ped nearest you in a 50 radius. :TEST04 wait 0 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 08E5: get_actor_in_sphere 1@ 2@ 3@ radius 50.0 handle_as 24@ 00D6: if 0019: 24@ > 0 jf @TEST04 0665: get_actor 24@ modelID 25@ 0247: load_model 25@ //Loads an exact copy :TEST101 0001: wait 250 ms if 0248: model 25@ available jf @TEST101 //Destroys the original and makes them Grove Street. :TEST102 04C4: store_coords_to 4@ 5@ 6@ from_actor 24@ with_offset 0.0 0.0 -1.0 0172: 9@ = actor 24@ z_angle 009B: destroy_actor 24@ 01C2: remove_references_to_actor 24@ 009A: 24@ = create_actor_pedtype 8 model 25@ at 4@ 5@ 6@ 0173: set_actor 24@ z_angle_to 9@ 0687: clear_actor 24@ task 0639: AS_actor 24@ rotate_to_actor $PLAYER_ACTOR //Gives them the gun 01B2: give_actor 24@ weapon 22 ammo 999999 0001: wait 1000 ms 073E: get_car_in_sphere 4@ 5@ 6@ radius 50.0 model -1 handle_as 29@ 05CB: AS_actor 24@ enter_car 29@ as_driver -1 ms //Green friend marker Marker.CreateAboveActor(20@, 24@) Marker.SetColor(20@, 1) 07E0: set_marker 20@ type_to 1 :TEST103 wait 0 if 00DF: actor $PLAYER_ACTOR driving jf @TEST103 //Drives to your location at 15 Kph :TEST104 wait 0 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 05D1: AS_actor 24@ drive_car -1 to 4@ 5@ 6@ speed 15.0 0 model -1 2 wait 1000 //Stops them 20 from running you over :TEST105 if 00EE: actor 24@ 0 near_point 4@ 5@ radius 20.0 20.0 in_car jf @TEST104 wait 0 //If they are not dead continue if Actor.Dead(24@) jf @TEST105 end_thread
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This was a good find Deji. Here I put it to use just add this to the main loop and when you press Y you can see the player's XYZ coords and angle. I couldn't make the decimal point but it is written in 100ths so just move the decimal point left 2 places. :COORDS_INCAR wait 0 if 00DF: actor $PLAYER_ACTOR driving jf @COORDS_ONFOOT 03C0: $PLAYER_CAR = actor $PLAYER_ACTOR car 00AA: store_car $PLAYER_CAR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z 0174: $PLAYER_Z_ANGLE = car $PLAYER_CAR z_angle 0002: jump @DRAW_COORDS :COORDS_ONFOOT 00A0: store_actor $PLAYER_ACTOR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z 0172: $PLAYER_Z_ANGLE = actor $PLAYER_ACTOR z_angle 0002: jump @DRAW_COORDS //Multiply by 100 :DRAW_COORDS 0011: $PLAYER_X *= 100.0 0011: $PLAYER_Y *= 100.0 0011: $PLAYER_Z *= 100.0 0011: $PLAYER_Z_ANGLE *= 100.0 //Truncate to Integer 008C: $PLAYER_X = float $PLAYER_X to_integer 008C: $PLAYER_Y = float $PLAYER_Y to_integer 008C: $PLAYER_Z = float $PLAYER_Z to_integer 008C: $PLAYER_Z_ANGLE = float $PLAYER_Z_ANGLE to_integer //If the player hits "Y" if 00E1: player 0 pressed_key 11 then :PANEL_1 wait 0 01B4: toggle_player $PLAYER_CHAR can_move 0 0512: show_permanent_text_box 'IE20' 0581: toggle_radar 0 08D4: $PANEL = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 08EE: set_panel $PANEL column 0 row 0 text_1number GXT 'NUMBER' number $PLAYER_X 08EE: set_panel $PANEL column 0 row 1 text_1number GXT 'NUMBER' number $PLAYER_Y 08EE: set_panel $PANEL column 0 row 2 text_1number GXT 'NUMBER' number $PLAYER_Z 08EE: set_panel $PANEL column 0 row 3 text_1number GXT 'NUMBER' number $PLAYER_Z_ANGLE :PANEL_3 wait 0 if 00E1: player 0 pressed_key 15 jf @PANEL_3 jf @ PANEL_3 0581: toggle_radar 1 03E6: remove_text_box 08DA: remove_panel $PANEL 01B4: toggle_player $PLAYER_CHAR can_move 1 end JAB
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Well I almost have you a script where you can recruit just about anyone off the street, I call it the "deputy mod" so far it grabs the ped closest to you. (I want it more selective) It gives them a gun (standard issue) and makes them your dog. Then where I want them to grab a car and follow me... well they either drive off with the car. Which means I armed a car jacking civilian or they run over over me and kill me with the car. It has a few bugs but I will get a working copy sent to this topic soon but you only need change one line to make the mod more selective to just other cops. It is still very funny to watch a cop give someone a gun then the same person jacks a vehicle and runs you down. JAB
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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 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 08E5: get_actor_in_sphere 1@ 2@ 3@ radius 150.0 handle_as 24@ 00D6: if 0019: 24@ > 0 004D: jump_if_false @KILL_ME 0187: 39@ = create_marker_above_actor 24@ 07E0: set_marker 39@ type_to 0 0165: set_marker 39@ 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 1@ 2@ and 3@ then look for an ped with a model value greater than 0. 24@ 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 24@ 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 39@ This shuts down the markers and gives you $2000. :KILL_END 00D8: mission_cleanup 004E: end_thread And finally we end the mission by cleaning it up and destroying the thread. Try compiling what you have and above all else study the code. I am attaching the working demo.txt to this tutorial. I hopes this helps you understand the San Andreas mission code. demo.zip JAB
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There are no "health icons" in SA you must eat at food. It looks like good mod, it makes sense that if you are bleeding you will die. I would limit it to melee attacks such as knifes and clubs. Bullets do enough damage. JAB
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Actually my Dad said it is closer to ASM or assembly code which is much more difficult to master than C++ and he should know since he programs for a living. Does this look similar or what? .model small .stack .data message db "Hello world, I'm learning Assembly !!!", "$" .code main proc mov ax,seg message mov ds,ax mov ah,09 lea dx,message int 21h mov ax,4c00h int 21h main endp end main After the header, proc is short for procedure, mov is short for move, so the line after proc is moving the message into the AX register. Then the location of the message is sent to the DX register on the next line. Next the AH is loaded with a value of 9. lea is load effective address then interrupts (int 21h) is a command for a routine by the processor and there are big books with lists of what each one does. This one happens to write a string to the screen. Then last two lines send 4C00 hexidecimal to the AX which is an exit code telling int 21h to end without error. That to me is too much work to print out "Hello world, I'm learning Assembly !!!" That was my first intro to ASM and I never touched it again. In C++ you can do this same code: main() { cout << "Hello world, I'm learning Assembly !!!"; return 0; } So tell your Mom that there is a 43 year old man in Michigan who says you are learning a great deal more than C++ and you will be ahead of the game. He is kind of hovering in the room... said something about logic, math and lost me after that... I do this because it is fun. JAB
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Oh I believe Ben Feder has spoken, I posted it over in the lounge area. I think it is the gray area of legal. There are some loopholes (fair use) in the copyright law: Fair Use Includes criticism, comment, news reporting - otherwise CNN would be in court all the time. teaching (including multiple copies for classroom use), scholarship, or research - this one is mine! creators of parodies and satire - SNL, MAD TV, Daily Report etc. some internet media can also fall under fair use (such as thumb nails of copyrighted images) - YAY! Avatars!! I am not only learning to write code but I am giving my code out as a learning tool and this is not an infringement of copyright. EAT MY SHORTS Ben Feder! Thanks for looking over the mod, btw there is some kind of a glitch that causes the game to exit. Seems to be centered on mission failure by letting them get away. Let me know of any other bugs. JAB
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VERY IMPORTANT UPDATE!! Tenpenny DEMO mission - Double Boom Download here The reason for this post is not to bump up my topic, but I need player input on this mission (too hard or too soft). Also I want you to know and see, there is much progress being made. This is not a wannabe project or that I am full of a lot of hot air. This mission is about the 5th or 6th in the story. You will start at the station, proceed to the marker. In the finished mission there is a cut scene but I don't have it 100% so you will be taken right into the action. I only hope your driving skills are up to a challenge. Well got to get back at it. JAB
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The PARAnormal - Ghosts, Cryptozoology, etc...
JAB HacksouL replied to ToonSkull's topic in Members' Lounge
Ok this is NOT I repeat NOT my belief and I hate to knock other people's faith or what they believe in but I think this could be potentially dangerous! First let me explain what these people believe: These people believe we are living in an advanced version of GTA or the Matrix!! Check out this guys YouTube saying his TV is growing... or he is on something. So what do I find potentially dangerous? Anyone truly believing that world we exist in is fake could also come to the same belief that since this world is fake, so are the rules we live by, such as randomly killing people at the mall. Or the laws of physics so they decide to jump off the roof. I could equate that the universes known as Heaven and Hell don't exist until you get there and then the Earth would become less than real, but these people (few in number) think this world is computer generated!! JAB -
need MAIN.scm file for my gta sa v.2 script folder
JAB HacksouL replied to xehanort44's topic in GTASA Modding
Everthing is illegal so stop breathing, it is against the law. Do you do everything people tell you to do? Baaa Baaa But for real xehanort44 ... there are 44 of them? Well Mr. Xehanort44 when you reinstall you GTA SA just choose a different directory to install the programs. Then copy your original main.scm back to the fuked up one. You can run both copies of SA on the same HD without much issue I have 2 copies: M:\Rockstar Games\GTA San Andreas Modded and M:\Rockstar Games\GTA San Andreas All you need is about 9GB of drive space and you keep one clean if it happens again. And please don't come back and tell us the sad story about how your dog ate the disks. -
Sounds kind of like the "True Crime - Streets of NY" did that game have any influence on your design? I have both LA and NY but IMO NY is much better. Neither can live up to GTA standards. But they do have the options of being a good cop or bad cop. Do you kill the suspects or cuff them, do you plant drugs or just let them go? I pop TC in the Xbox about as often as GTA but GTA has more custom cars and TC you can only own up to 5 or so. You can't buy property but there are many similarities like the gyms improving your characters ability to fight, jacking any car, and having side missions. There is something about the engine I can't put my finger on it but GTA seems more "real" for some reason. But I don't mod the TC mainly because I own the Xbox version and not the PC version. If you haven't played "True Crime" you might rent it and see what I mean by the pros and cons I mentioned. I also don't care much for the default controls. Good Luck with Vigilante Justice. JAB
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Nah, I was up programming and just hit a bit of writer's block so I come here to free it up. The alternative is to get mad at an inanimate object and hurl it against the wall..... OMG!! The GTA Place can now claim that they saved my PC from certain doom! Thank you GTA Place forums! [insert infomercial here]
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Good Job! At least you are doing it and that is more than most people. JAB
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gnag mebers to follow you on bikes not hop on bikes with you
JAB HacksouL replied to nqcowboy's topic in GTASA Modding
It would take a special command key (since G is built in) and the "special recruits" would look for any available car in a radius of 100 after player is driving a car. Then you would program their car to move while you are moving following your car. The speed would be a math problem and the "special recruits" would disembark when you leave your vehicle. Is that about right? Follow player car but don't collide. "Untested code" 00AA: store_car $player_car position_to 8@ 9@ 10@ if 00EE: actor $special_recruit 0 near_point 8@ 9@ radius 20.0 20.0 in_car then wait 0 else //You could leave them in the dust if you are in a hurry //so you would need math to estimate your speed and pass it on to their car. 05D1: AS_actor $special_recruit drive_car -1 to 8@ 9@ 10@ speed 30.0 0 model #NULL 2 end This code will make a ped jack a car: //You need a key assigned to come here :TEST //Snags a ped between 9 and 14 units away from you. 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 9.0 0.0 08E5: get_actor_in_sphere 1@ 2@ 3@ radius 5.0 handle_as 24@ 0665: get_actor 24@ modelID 25@ 0247: load_model 25@ //Got to replace the ped with its evil twin... :TEST101 0001: wait 250 ms if 0248: model 25@ available jf @TEST101 //Evil Twin creation and seek any car within 50 radius :TEST102 04C4: store_coords_to 4@ 5@ 6@ from_actor 24@ with_offset 0.0 0.0 -1.0 0172: 9@ = actor 24@ z_angle 009B: destroy_actor 24@ 01C2: remove_references_to_actor 24@ 009A: 24@ = create_actor_pedtype 8 model 25@ at 4@ 5@ 6@ 0173: set_actor 24@ z_angle_to 9@ 0687: clear_actor 24@ task 0639: AS_actor 24@ rotate_to_actor $PLAYER_ACTOR 0001: wait 1000 ms 073E: get_car_in_sphere 4@ 5@ 6@ radius 50.0 model -1 handle_as 29@ 05CB: AS_actor 24@ enter_car 29@ as_driver -1 ms 004E: return Now all you need to do is tell evil twin to wait there until you jump into a car and they can follow. JAB -
When you open Sanny Builder 3 if the word CLEO in the lower right has a red box then you don't have it installed. Open the folder Sanny Builder 3\tools\CLEO3 and copy all the vorbisFile.dll, vorbishooked.dll, cleo.asi to your GTA SA root folder. Run Sanny again and look for the CLEO in the lower right to have changed to a green box. The ONLY file you are replacing is the vorbisFile.dll and you should always make a backup. Now Cleo mods and scripts should run fine and assuming you remembered to downgrade your version of GTA it should run too. As for the 83 MB movie try cutting back on the frame rate to 4 frames per second and the size by 50% or use "Screen 2 Exe" a great program you can make screen casts to an exe and no need for a player even! JAB
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The PARAnormal - Ghosts, Cryptozoology, etc...
JAB HacksouL replied to ToonSkull's topic in Members' Lounge
I really don't know what I believe in but I can tell you that his pictures are not faked or crap on the lens. He took many pictures within minutes and the objects only appear in great numbers around our mom and there were none in a photo taken of our dad. He was told by the neighbor to go to the graveyard at night and take pictures there. He did and nothing. So this occurs around people and not the atmosphere or the location, otherwise it would show up in all the photos he took that night. I definitively believe in aliens, when you look at the vastness of our universe and our planet is a tiny speck of dust in all the matter out there. You know something is out there I don't know if they have ever been here but life is out there. My brother wanted to hear other stories but I guess we are somewhat limited. I have never seen anything I couldn't explain but I did pick up an EVP on a digital recording once. It sounds like a faint woman's whisper saying, "You can get up now.". I don't jump on that train that everything is a ghost. It could be caused by anything but has anyone tried this besides me? It is real easy to do just sit in a quite room and hold a conversation with yourself (I was doing a voice over at the time). Next load it in an audio program and amplify it up and listen to the "silence" it helps if you have headphones. I won't quote what macorules94 said, but yes our mom is fat I agree, Dad keeps us all well fed, but I object to my mother or anyone else being called a bitch. Maybe they have a lack of food in Macedonia, or maybe just a lack of maturity. JAB -
Windows XP: Go to My Documents, GTA San Andreas User Files or C:\Documents and Settings\Owner\My Documents\GTA San Andreas User Files Vista is a slightly different animal, I don't have an idea. JAB