Author Topic: SA mods, trainers, and tools.  (Read 75613 times)

0 Members and 1 Guest are viewing this topic.

Offline Dannye

  • Veteran Member
  • Posts: 3567
    • View Profile
SA mods, trainers, and tools.
« Reply #225 on: January 17, 2006, 03:13:43 PM »
I agree i find SA Control Centre to be good enough.

It CAN be done by changing the main.scm, but i cant see the point in having a whole new scm just for that.

Offline cyrix

  • Veteran Member
  • Posts: 706
    • View Profile
SA mods, trainers, and tools.
« Reply #226 on: January 17, 2006, 03:43:00 PM »
Quote
I agree i find SA Control Centre to be good enough.

It CAN be done by changing the main.scm, but i cant see the point in having a whole new scm just for that.
Shouldn't have to change the main.scm

There's a file with the rain and other weather effects in it.

Offline finallight

  • Posts: 3581
    • View Profile
    • vids
SA mods, trainers, and tools.
« Reply #227 on: January 18, 2006, 06:45:55 AM »
Has eAi made a teleporter for SA? If he hasn't, could someone please ask him to?  

Offline Juan

  • Veteran Member
  • Posts: 5956
  • TMS
    • View Profile
SA mods, trainers, and tools.
« Reply #228 on: January 18, 2006, 08:45:01 AM »
Quote
Has eAi made a teleporter for SA? If he hasn't, could someone please ask him to?
SA control center has a teleporter too, but i think it only remembers 3 spots. The good thing about it is that it remembers the direction you were facing when you inicially marked the spot. :)  

Offline finallight

  • Posts: 3581
    • View Profile
    • vids
SA mods, trainers, and tools.
« Reply #229 on: January 18, 2006, 08:58:11 AM »
SA control center looks complicated, and I think I might mess up something by pressing the wrong buttons. eAi's VC teleporter was easy, and worked super well, I'd like to have it for SA too.

Offline Juan

  • Veteran Member
  • Posts: 5956
  • TMS
    • View Profile
SA mods, trainers, and tools.
« Reply #230 on: January 18, 2006, 09:05:54 AM »
Quote
SA control center looks complicated, and I think I might mess up something by pressing the wrong buttons. eAi's VC teleporter was easy, and worked super well, I'd like to have it for SA too.
alt plus 1-3 remembers up to 3 locations, then to teleport to the location you press ctrl plus 1-3.
Example- Your at a point where you want to start your runup, you press alt and 1 simultaneously so that its saved as a teleport spot then to teleport to that spot you just press ctrl 1.
SA control center also supports a customizeable spawner. :grin:  

Offline Buzzsaw

  • Veteran Member
  • Posts: 1666
    • View Profile
SA mods, trainers, and tools.
« Reply #231 on: January 18, 2006, 10:21:09 AM »
you can create as many teleport locations as you want with SACC. just go to the teleporter tab and click "read from GTASA" and it will import the coordinates of your current in-game position, then click "insert as new". you can also create hotkeys for each location or use a key to cycle through your locations without having to tab out of the game.

Offline Dannye

  • Veteran Member
  • Posts: 3567
    • View Profile
SA mods, trainers, and tools.
« Reply #232 on: January 18, 2006, 03:02:54 PM »
Quote
SA control center looks complicated, and I think I might mess up something by pressing the wrong buttons. eAi's VC teleporter was easy, and worked super well, I'd like to have it for SA too.
As said, you should try SACC, i find its a really good teleporter, for the fact that it (unlike VCT) has customizable hotkeys, so you can make the buttons whatever you want them to be  ;) .

And as Buzz said you CAN have as many locations as you want - and as well as what he said, you can also have up to 10 teleport locations using the 'markup locations' method (that Juan was talking about) - its just that by default the hotkeys have only been created to deal with just 3 of them (but you can add hotkeys for the rest of them quite easilly using the combo boxes on the right).

Offline Buzzsaw

  • Veteran Member
  • Posts: 1666
    • View Profile
SA mods, trainers, and tools.
« Reply #233 on: January 18, 2006, 03:40:54 PM »
cyrix, i just remembered that SA Ultimate Editor has a weather editor in it, so you might want to try that.

http://www.gtaforums.com/index.php?showtopic=197265

Offline yellow please

  • Posts: 2162
    • View Profile
SA mods, trainers, and tools.
« Reply #234 on: January 22, 2006, 09:59:23 PM »
Hey buzzsaw can you pleasee fix the link for your pack at the top of the first page

Offline Buzzsaw

  • Veteran Member
  • Posts: 1666
    • View Profile
SA mods, trainers, and tools.
« Reply #235 on: January 23, 2006, 03:09:03 PM »
fixed.

Offline yellow please

  • Posts: 2162
    • View Profile
SA mods, trainers, and tools.
« Reply #236 on: January 23, 2006, 05:44:37 PM »
thanks but i just found version 3.1 so sorry for the trouble if i caused any

Offline Buzzsaw

  • Veteran Member
  • Posts: 1666
    • View Profile
SA mods, trainers, and tools.
« Reply #237 on: January 23, 2006, 06:23:20 PM »
no trouble, i didn't realize the link in this thread was for the old version. so thanks for pointing it out. :)

Offline finallight

  • Posts: 3581
    • View Profile
    • vids
SA mods, trainers, and tools.
« Reply #238 on: February 24, 2006, 01:45:05 AM »
TXD workshop has been updated to version 4.0...it owns :o

+ inside-IMG editing ability
+ Fixed some more bugs that should reduce crashes and memory leaks
+ Fixed the file asociation checkbox, now works on XP too
+ Fixed a nasty bug if txd file was empty or corrupt

The link on the first page for TXD workshop leads to the download. This makes modifying txd's easy and quick, just thought I should say so people know... :unsure:

Offline Kert

  • Veteran Member
  • Posts: 3875
    • View Profile
SA mods, trainers, and tools.
« Reply #239 on: February 24, 2006, 02:22:13 AM »
Awesome, thanks for the link... :)  

 

SimplePortal 2.3.7 © 2008-2024, SimplePortal