Author Topic: SA/VC Mission Coding Troubleshooting  (Read 19107 times)

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Offline kaneda

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SA/VC Mission Coding Troubleshooting
« on: September 08, 2008, 05:41:09 AM »
I thought this might be a good idea as more and more people are getting into mission coding.

Post your questions about coding problems or coding ideas you can't quite figure out how to make work. Ensure that you post your code along with a description about the problem you're encountering. Keep in mind that this isn't meant to act as a holy saviour for you, as not all problems can be overcome. This thread is open to everyone for both questions and answers.

« Last Edit: September 08, 2008, 06:13:08 AM by kaneda »

Offline Raining

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« Reply #1 on: September 18, 2008, 09:22:52 AM »
I have always wondered one thing, how you can get 2 Tommy or more?
You play with 1 Tommy, and its 1 and the only in vc, so how the hell you can but to intro 100 Tommy? + Nitzkit

Offline kaneda

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« Reply #2 on: September 18, 2008, 01:56:32 PM »
The easiest way would be to replace one ped model with the tommy model, and spawn that ped in repeatedly. Ya obviously can't get more than one 'player' into the game, but you can change out the models.

Offline Dannye

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« Reply #3 on: September 18, 2008, 05:37:38 PM »
Another option should be something along these lines (works in VC, I haven't tried in SA):

009A: $DUDE1  = create_actor 4? #NULL at 1@ 2@ 3@
(using VC Mission Builder syntax)

Offline kaneda

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« Reply #4 on: September 18, 2008, 05:50:11 PM »
That's for lamers who wanna do it quickly and with a great degree of ease, Dan...geez.

 

Offline Dannye

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« Reply #5 on: September 18, 2008, 06:43:54 PM »
Sorry   . Actually the only time I've used it was for the comm vid where I didn't wanna overwrite alot of the peds with everyone's different Tommy's, because I still wanted to be able to use alot of the peds.

Offline kaneda

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« Reply #6 on: September 18, 2008, 08:10:07 PM »
I've never actually tried the #NULL before, to be honest. But I'll definitely give it a whirl now.


Offline Dannye

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« Reply #7 on: September 18, 2008, 09:04:25 PM »
Yeah, I am not sure if there's any difference in result between the two methods (ie. whether or not all things you can do to Tommy's created using the ped replace method also work when used on Tommy's created using the NULL method), as I've only tried the NULL method that once, and haven't done much testing on it.

Offline Flat Face

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« Reply #8 on: September 18, 2008, 09:11:29 PM »
oh i feel so at home in this topic  

Lol

just a quick question, i've seen the scm's layed out a bunch of different ways, does it really matter where i stick codes or can i just stick say a car spawning code in at random?

This is really more of a request  would either dan or kan  be able to post some basic codes like the car spawning, weapon spawning, ped spawning, teliport marker placing codes etc and break them down and explain them? like what each $COLT45 etc part/section of the code means? someone made a similar post at gtaf a while back but it only consisted of like how to place a marker on the mini map.

Offline kaneda

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« Reply #9 on: September 18, 2008, 09:34:37 PM »
Neo's Tut

This should cover a lot of that.

Offline Flat Face

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« Reply #10 on: September 18, 2008, 09:37:16 PM »
Actually (nothing against neo) but that tuts done nothing but confuse me, i managed to teach myself to make some basic spawns in the PedRising scm myself and found it easier just trial and erroring it.

EDIT: ohh i see what you mean, no i meant like.. hang on i'll give an example


014B: $COP2 = init_parked_car_generator #POLICE -1 -1 1 alarm 100 door_lock 0 0 10000 at -397.9 -485.0 22.5 angle 297.0
014C: set_parked_car_generator $COP2 cars_to_generate_to 101

014B: *no idea what this means*

$COP2 = init_parked_car_generator *what you've named your spawn and i think it telling you that its a car spawn*

#POLICE *the type of car*

-1 -1 1 *no idea what this means*

alarm 100 *i think this means the alarm is off, not sure what to edit in the numbers to change them*

door_lock 0 0 10000 *this determines whether the cars doors are locked or not, no idea what to edit the numbers to*

at -397.9 -485.0 22.5 angle 297.0 *this is where your car spawns the 1st 3 numbers are the coordinates and the last number is the angle it spawns on you can use spoosh to get, moo mapper, something else o.o or if your awesome at coding (why your here then i don't know) you can code your scm to display your coordinates when you press a button (like out old coder did) you have to assume the angle though, north is 0.0 just go from there*

014C: set_parked_car_generator $COP2 cars_to_generate_to 101 *no idea what most of tis means.. but you have to name it the same as the 1st part of the code
« Last Edit: September 18, 2008, 09:46:32 PM by Flat Face »

Offline kaneda

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« Reply #11 on: September 18, 2008, 09:40:58 PM »
Well I code cars in differently...but if you wanted your list of explanations completed - here goes:

014B: (that's just the opcode's hex number. It can't be altered)

-1 -1 1 (According to the VC database, the digits refer to the following; car color 1, car color 2, does car belong to player yes/no)

« Last Edit: September 18, 2008, 09:52:30 PM by kaneda »

Offline Flat Face

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« Reply #12 on: September 18, 2008, 09:47:47 PM »
lulwat? but do you understand what i mean? like break the code down and explain the different parts.

Offline kaneda

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« Reply #13 on: September 18, 2008, 09:53:33 PM »
Ah...I got ya now, sorry. I'll throw something in here as soon as I get the chance

Offline Raining

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« Reply #14 on: September 18, 2008, 09:56:16 PM »
Quote from: kaneda
The easiest way would be to replace one ped model with the tommy model, and spawn that ped in repeatedly. Ya obviously can't get more than one 'player' into the game, but you can change out the models.
But then models have same skin, right?

 

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