GTAStunting
GTA Series => GTA Modding => Topic started by: Dannye on December 05, 2005, 08:54:12 PM
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Ultimate Stunter's Main SCM, By Dannye:
The Ultimate Stunter's SCM (or USCM) is a "main.scm" mod with the goal of making stunting in Vice City and San Andreas more user-friendly, by providing features that may be used to streamline some of the tedious processes surrounding finding/preparing stunt attempts, without affecting the performance of the stunts themselves.
Supported Games:
Features Include:
- Vehicle Spawners (8x multi-vehicle spawner sets, plus a Random Vehicle spawner)
- Fly around the game-world quickly with 'jetpack'
- Remember ('spoosh') vehicle, Flip upside-down vehicle, Change vehicle colours, Warp vehicle from water back to land
- Toggle player and/or vehicle vulnerabilities
- Toggle 'ghost town' (no peds/traffic), change weather, freeze/unfreeze time
- Show/warp/view a prior vehicle, determine desired 'prior' vehicle
- Save + Load two Teleport Locations; Toggle force-cut-replay on all teleport loads; Toggle teleport loads able to recreate lost vehicles
- Show statistics overlay (coordinates, vehicle health, vehicle speed)
- Modify your Wanted Level status
- Save your game whenever you want (if not in a vehicle or not a mission)
- SA: Bike Teleport Snap-to-North, Toggle Offroad Wheels and/or Hydraulics, Trigger shot of NOS
- And more...
Note some features may be restricted/differ between the VC and SA versions of the USCM.
Automatic Features:
- Unlimited Player Health/Armour (includes not being decreased by Fire)
- Unlimited Player Sprint
- Player can exit a (non-water-based) vehicle while it is in/under water (via standard "Exit Vehicle" button)
- Player cannot be carjacked
- Perfect Weapon Accuracy/Reload
- Taxi Boost/Nitro available unlocked
- "Unique Jump" slow-motion/camera removed
- Various object pickups (rampages, hidden packages, unavailable-property markers etc) removed
- 'Start Unlocked' (most game-progression-gated items/areas available from start)
Other Information:
- Multiple 'variants' are included in each release package, providing differing mappings for the in-game actions which trigger the USCM features - hopefully one of them will suit your stunting setup.
- All the features are described in much more detail in the included Documentation file, as are installation/usage instructions, background information, variant comparisons, and other helpful information. So be sure to check this out if you have any questions.
- With the source code extracts provided in these releases, feel free to customise the USCM as you see fit, to better make it work for you! Add/change/remove features (perhaps enabling some that are inactive in the limited-feature variant - the functionality is all there, just the detection code to trigger them is commented out), swap some button mappings around, or anything.
- If you still have any questions, feel free to ask.
Downloads: (source code included)
- VC-engine USCM v7b: (Changelog (https://www.gtastunting.net/index.php?topic=9046.msg1373340#msg1373340))
- VC + LC + SAiVC: Download (https://www.moddb.com/mods/ultimate-stunters-scm/downloads/vice-city-uscm-v7b)
- Special "Simple Stats/Speedo" version: Download (https://drive.google.com/file/d/1bFASmU4nm_76n-Yp93FFDUZp5vaW39-T/view?usp=sharing)
- TDRVC: Download (https://drive.google.com/file/d/16Qe6jgeMM5dsnajjJNqWDYFQCt4viaj-/view?usp=sharing)
- SA-engine USCM v4c: (Changelog (https://www.gtastunting.net/index.php?topic=9046.msg1376645#msg1376645))
- SA + AC + UN: Download (https://www.moddb.com/mods/ultimate-stunters-scm-for-san-andreas/downloads/sa-uscm-v4c)
Acknowledgements:
- Thanks to Kaneda, M3rrix, Nitzkit, bj070893, Turtle Dick, Buzzsaw, Xtramus, Aries, Psycho, Torque, Rainbow, Kingjad, Haywire, Demo00n, Sheeptea, Ltab and Przemoo for their feedback and support throughout the development and testing. Thanks also to everyone who have shared their experiences and feedback here on the forums - including those who helped keep this project alive via providing working download links while I wasn't around.
Happy stunting!
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Updates:
- April 2023: SA USCM v4c (https://www.gtastunting.net/index.php?topic=9046.msg1376645#msg1376645)
- March 2023: SA USCM v4b (https://www.gtastunting.net/index.php?topic=9046.msg1376575#msg1376575)
- Sept 2022: VC USCM v7b "Simple Stats" version & TDRVC-compatible release
- August 2021: VC USCM v7b (https://www.gtastunting.net/index.php?topic=9046.msg1373426#msg1373426)
- April 2021: SA USCM v4 (https://www.gtastunting.net/index.php?topic=9046.msg1372172#msg1372172)
- October 2020: VC USCM v7 (https://www.gtastunting.net/index.php?topic=9046.msg1369858#msg1369858)
- June 2009: VC USCM v6b
- June 2009: SA USCM v3b
- January 2008: SA USCM v3
- February 2007: VC USCM v6 (https://www.gtastunting.net/index.php?topic=9046.msg352707#msg352707)
- November 2006: VC USCM v5 and SA USCM v1 (https://www.gtastunting.net/index.php?topic=9046.msg297496#msg297496)
- February 2006: VC USCM v4 (https://www.gtastunting.net/index.php?topic=9046.msg191916#msg191916)
- January 2006: VC USCM v3 (https://www.gtastunting.net/index.php?topic=9046.msg176164#msg176164)
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THANK YOU! finally someone makes a great spawner thanks again Danyee <3 :P
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Nice work man.
Everyone get this, it owns all.
The teleport function is great!!
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Really sweet scm
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^Ahem... look at the list again.
It not only spawns packers and pcj's, but also 14 other vehicles too. (In two seperate 8-way spawners).
Anyway, thanks for the comments so far ppl! :)
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this is awesome. :D
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Yeah, I'm using it from now, most probably.
GJ.
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What do u mean "simple user feedback"
eg. OMFG U SUCK AT STUNTING KANEDA IS MUCH BETTER THAN U HE DID IT WITH A KRAIL
Ie. Jetpack Turned On, Jetpack Turned Off, Ghosttown Turned On, Ghosttown Turned Off, Teleport Location 1 Saved etc etc (text appears on screen when press the buttons).
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What do u mean "simple user feedback"
eg. OMFG U SUCK AT STUNTING KANEDA IS MUCH BETTER THAN U HE DID IT WITH A KRAIL
Don't be silly...
Everyone knows Kaneda can't krail. :P
Ok then
OMFG U SUCK AT STUNTING KANEDA IS MUCH BETTER THAN U HE DID IT WITH AN AG
EDIT: aha makes sense
Mine woulkd've been cooler though :P
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Yeah true, perhaps Kaneda did put that in there as an easter egg and didnt tell anybody :ph34r: :P
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But I wanted to test :( Oh well. GJ.
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i cant use it ;)
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Why not to both above?
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Sorry BJ but i just wanted to get this out, and m3rrix had managed to help me get rid of a fair few bugs, so i am hoping there aint many (if any) left. Thing of this as a public test, now everyone is a tester :)
28: You cant because you tried it and it didnt work (i hope not), or for another reason?
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Does it include a savefile so the city is open by default...?
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oh nothing i get it its very cool
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Does it include a savefile so the city is open by default...?
Yep, savegame with pretty much everything done, so all stuff is unlocked (islands etc). :)
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Awesome, good job on the mod :)
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Dannye didn't say this in his first post but his teleporter saves the angle too, so it is mighty useful for packer set up and maximising the efficiency of your runup.
I still use VCtport to remember prospective stunts but not in game anymore. :)
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^^ Thanks Daffy.
^ Cheers for mentioning that M3rrix. I had to cut down on my initial post cause it seemed to be getting rather long :P . But yeah, wat M3rrix said is the best way to do it. (use a combination of both this and VCT - because mine remembers angles and automatically puts you on your bike (unlike VCT) and VCT remembers stunts forever (unlike mine).
EDIT: Woah i just noticed something, my one does seem to actually remember the spots, so long as you save the game after creating them, then even if you quit the game and load up that save, they will still exist, yay! (of course still handy to use VCT for ppl who wanna remember more than 2 spots).
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Nice work man very nice
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I have a suggestion. It maybe hard to do, if not impossible, but maybe you code a mission chooser into it?
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omg the v2's just awesome.. it has everything u need.
good job dannye
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I used a custom made MAIN.SCM I might have to check this one out.
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I had posted this over at the temp forums earlier today, i guess i should post it here to:
I have found a pretty significant bug in this, and i will try to release a patch for it asap. Until i do, to avoid any problems, make sure, as soon as you do a good stunt, save the replay STRAIGHT away, dont go teleporting before saving the rep.
The Bug Is: Whenever you do the foot teleporter when last car DOES exist (that is, when you teleport from on foot, and it teleports you to the location and automatically puts you in/on your last vehicle) it seems that the game CUTS you replay off (like when going between islands, you know, where after the splash screen pops up quickly the replay is gone, and only begins from after the splash). For example, if you were to do a stunt in a bike, after doing it you were to fall off your bike, then teleport, then try to save the rep.... bad luck. (Sorry about the dodgy explanation, if ya dont get it, do wat i said and see for yourself).
I am not sure if this happens in all versions or not - i have only noticed this in patch2 (latest version) but it could still exist in the older ones too, i dont know. As i said i will try to fix this asap.
I am hoping no one will run into any problems with this (ie. lose stunts), mainly because usually when i do an awesome stunt i save the rep straight away... but still, i will definately TRY to fix this.
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Dannye if its posible make 4 or 6 spawners!!!! To match vehicles in one!!! Its big problem!
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finnaly I have find out how to use.......
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Dannye if its posible make 4 or 6 spawners!!!! To match vehicles in one!!! Its big problem!
2x.
P.S. sorry for the double post
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I have found a pretty significant bug in this, and i will try to release a patch for it asap. Until i do, to avoid any problems, make sure, as soon as you do a good stunt, save the replay STRAIGHT away, dont go teleporting before saving the rep.
I was actually using this to make my reps small and compact, which is nice come recording time. I kinda like it.
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:blink: Do this program works 2 for LC :blink:
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Nah man, its just for VC at the moment.
I will probably make a LC version once all the kinks are ironed out of this one.
@M3rrix: Thats an interesting point...
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^PMed you dude :D ......the cutting the reps thing is a god sent xD
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I got your pm man, i will start working on it tomorrow - since its just past midnight here i want to go to bed :P
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Lazy bones. Its Friday, who needs sleep. :P
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Dude it's just perfect,you are a god :bowdown: .
There is just a little problem : i can't load a teleporter in car because i can't lookbehind in car without 2 button,i can't configure a new button for this in my game :( .I've tried to reinstall vc,but it still doesn't work.
What can i do?
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There is a specific button for 'look behind' when in a vehicle, are you saying the game wont let you set a button for that? If so, then I got no idea what the problem is, sorry.
Sorry for the lack of updates on this recently folks, i will hopefully be releasing a 3rd patch soon (hopefully the last), i just gotta put the finishing touches on the one for Nitz and then i can work on next version.
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yeah !!!!! thanx it's perfect it's the revolution of the spawner :D :D :D :D :D :D :D :D :D :D :D
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I'd like a function that gives the ability to to lower or raise the wanted level since it's impossible to get a wanted level in case i wanna do a stunt with a wanted level without having to change the main.scm file :)
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It does have that function.
(Action+Shoot+NextWeapon = Lower Wanted Level)
(Action+Shoot+PrevWeapon = Raise Wanted Level)
Also, when you set it to 0 (zero stars), the player is set to 'ignored by all' (hence no gang problems, no random peds stealin your vehicles, and no cop problems). And since default level is set to 0, this is also on by default.
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I have a custom MAIN.scm from Dannye! and it's awesome! :wub:
Thanks DUDE! :grin:
(i think Dannye is gonna get mobbed by people wanting custom ones xD )
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Glad I could help :)
Yee-haa, this is my 500th post, i took my bloody time :lol:
I am officially 'Privelaged' :D
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Yay for Dannye.
Now about my custom main. :P
Edit:
Could you post Nitz's as an alternative perhaps.
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@M3rrix: Your gonna have to send me a pm (or msn me) 'bout that, i cant remember any of the buttons you wanted :P .
Thats a good idea i guess, i can post all the custom ones I have made...
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It does have that function.
(Action+Shoot+NextWeapon = Lower Wanted Level)
(Action+Shoot+PrevWeapon = Raise Wanted Level)
Also, when you set it to 0 (zero stars), the player is set to 'ignored by all' (hence no gang problems, no random peds stealin your vehicles, and no cop problems). And since default level is set to 0, this is also on by default.
Aah damn, awesome :ph34r:
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I know but i'm double posting anyway.
How about a feature that disables/enables the mission since i gotta break the 2-car-rule sometimes by starting a mission but it kinda sucks when there's a time limit on the mission :P
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I need the LC spawner, cause now i dont want to stunt in LC.
Its too tiring without your spawner, it really is that great. :P
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I have a custom MAIN.scm from Dannye! and it's awesome! :wub:
Thanks DUDE! :grin:
(i think Dannye is gonna get mobbed by people wanting custom ones xD )
Dannye, can you make me a custon main.scm, for LC and VC?
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I want one that says "Hi Daf-Fy!" everytime i press Crtl :P
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@Daffy: I recall that Lithjoe's trainer has a freeze mission timer function, is that the kinda thing you are thinking of? If so, can ya just use that (or spoosh) :P ? I can try and look into adding that to my scm, but I am not sure how, i will look into it though :)
@Juan: I havnt started working on a LC version yet, will start working on a LC version soon okay :)
@finallight: I can do you a custom VC one (not yet for LC due to what i said above ^ ). PM me with everything you want me to do to it - exactly what buttons (combos) you want for the features, and what features you want/dont want - be as detailed as possible to make it easier for me :)
@Daffy: No :P
(I actually cant anyway, lol, i dont know how to do the text stuff (changing the gxt's), Kaneda did that part for me ;) ).
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I don't wanna use LithJoes trainer, the mission timer thingy is the only reason why i'm still using it :(
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God dammit, my stunter's invisible. This is a problem already known by dannye apparently - but for me the problem keeps persisting! First replay, one moment stunter is there and next it's a Harry Houdini disappearing act!
Please help :(
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I know about this :huh: ... Not that I know of :blink:
Seriously, i dont think i know of this problem, nor what causes it... Anyone else experiencing it? More details on it would be handy.
If i do know about this and have forgotten, please somebody remind me... I do hope my memory isnt that bad :P
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God dammit, my stunter's invisible. This is a problem already known by dannye apparently - but for me the problem keeps persisting! First replay, one moment stunter is there and next it's a Harry Houdini disappearing act!
Please help :(
That happens when you press F1 sometimes, it just happens if you dont want it to happen press F2 instead.
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IMO the player disappearing has nothing to do with Dannye's SCM. It has happended to me with the original SCM as well. It usually happens when zooming in/out during a replay. Must be some bug of the replay system I guess.
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Yeah^ Krailer is right.
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Never happened to me before I had dannye's MAIN.SCM, but then again I was only told about hitting F1 recently...will experiment some more with this and avoid hitting F1, if it stops happening then I'll know it's that to blame instead of the kick-arse mod :)
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Umm where do I extract this to? Sorry for the stupid question.
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Replace the main.scm in the data subdirectory with the one found in the zip. Replace the american.gxt found in the text subdirectory. Replace your save game, which you will find in my documents, VC user files.
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Im assuming I should back up my files?
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Yeah.
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You can if you want to ;) - but yes, it would be a logical thing to do.
For those who are wonderin what I've been up to...
LC version is almost done B)
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Im having a problem..After using the spawn 8 cheat thing the camera zooms out after enter or exiting a vehicle or when I fall off one...This is kinda annoying any help?
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For those who are wonderin what I've been up to...
LC version is almost done B)
GIIIIMMEEEEEE!!!!!!! :o :o :o
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awsome i cant wait! :D
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Im having a problem..After using the spawn 8 cheat thing the camera zooms out after enter or exiting a vehicle or when I fall off one...This is kinda annoying any help?
Yeah thats a pain in the arse, it can happen sometimes with spawners. The best way to aviod it is to use the scope on your sniper rifle to spawn vehicles.
Oh and is anybody else unable to go to the stadium. I get near it and my game crashes. I haven't swapped main.scms around yet to find out what it is, but if anyone else is having problems, thatd make my search easier.
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Hmm
I thought I pinned this a while back... Great work.
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@blah: Thanks for the 'pinnage' dude :wub:
@M3rrix: If you just mean 'near' the stadium, then thats something I have never experienced - I was doing a stunt pretty much right at the stadium yesterday, and was at it for a while, and had no problems. Or do you mean when you actually step IN to the stadium (ie. to do the sub-missions)?
@thecameraproblem: I wish i could fix this for you guys, I really do, but i most likely wont be able to - i wont be able to 'see if i have fixed it' correctly unless i can 'attempt to fix it', and i wont be able to 'attempt to fix it' without 'knowing what is causing it', and i wont be able to 'work out what actually causes it' because i have never experienced the bug myself (seriously, with every main.scm i have used, mine, Kaneda's ones etc, i have never had this problem, its weird how it only appears to happen to some people). I am curious, to those who do experience this, does it happen every time, or just sometimes?
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Near the stadium.
Lol.
At least this time after reinstall il only have to add one mod.
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EDIT
It doesn't matter now... :side:
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Well, I've been using this (and the LC-version) for about two days now and what can I say..
Forking ownage!!!! The shizzey and other l33t-exclamations!!!!
The teleporter saves somuch time...
I'm nominating Dannye, Kaneda and m3rrix for 'most helpful member of 2006' :grin:.
:P
Thanks fellas, it really got me going again after a short stunting-crisis.
(btw, I have experienced no problems whatsoever. And the teleporter does not always cut-off the replay, but often)
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Thanks for the awesome comments dude :)
Yeah the replay cut only occurs when doing the 'on foot' teleport where it TP's you to the spot and puts you in your last vehicle, all of the other teleport types dont cut the rep (ie. teleporting when 'on foot and last vehicle is not available' or 'in car').
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Dannye is there a way I can make rep's shorter so I can save space AND have just enough time to save 1 stunt cause it get's annoying having to wait to find the stunt when it's done watching all the falls and stuff.
WITHOUT using your teleporter?
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You know, perhaps i could actually do something like that, thats a really good idea Enigma !!
Probably the closest i could do to that is have a button (combination) that cuts the replay when you press it... so you could just press it every now and then while attempting a stunt over and over (keeping the replay resonably short) or you could press it at the start of every attempt (so the replay would only include that one stunt), or you could just press it before the time that you think you are gonna get the stunt right (if you are phsycic :P).... well you get the drift.
What does everyone else think of this idea, should i make a function of this spawner that when a certain key (combination) is pressed it cuts the replay (asuming that i actually can do it).... what do ya reckon?
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It's only 1 extra combination your keyboard is only like a foot and a half length wise... we can't be utterly lazy :P
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Just thought I'd give you guys an update on this:
I am working on a new version and it'll be out soon.
Its gonna have more features, you'll just have to wait and see (trust me, you will like them ;) ) and dont worry about having annoying button combo's for 'some' of them either... B) :ph34r:
Anyway, is there anything that you guys want me to add to this, just post any ideas you have (think of this as a brainstorming session) - and then i may add some of them (based on whether its a good idea or not, and whether its actually possible for me to do :P).
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I have 1 idea, have 24/7 midday off for default? Cause I press the button and it won't work.
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is it possible to turn off and on the headlights with the press of a button?
(not something important, just thought i'd mention it....lol)
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@Torque: I fixed up the code for the 'always midday' thing, so dont worry about that, i have already made it alot better.
@nitzkit: I am not sure if there is a way or not... i cant think of anything off the top of my head (i think there is a way i can code to turn the sirens on/off if in a emergency vehicle, i think, but i cant remember anything for headlights). My guess would be probably not - they only come on when the time reaches a certain point of the night (as with street lights etc), and i doubt i can change that. If you wanted to do something like that (have the headlights go on->off or off->on) for a themed vid/or an intro or something, the only way i can think of would be to use 24/7 Sunshine/Night Mods (the actual timcyc mods) and start recording just before it hits that 'magic' time where they turn on, and then a couple seconds later they will go on, and since u would be using 24-7 S/N you could have it happen either at night or in the day, your choice based on what you use. EDIT: Another possibility would be for you to use the timcyc 24/7 mod (either night or day, based on what kind of shot you want for the vid) and i can whip up a little scm that at the touch of a button takes you to the time 'just' before that 'magic time' where the lights go on, so you just load your game, press the button, and record the headlights going from off-to-on (or other way round)... ofcourse it would still be a little annoying to do... but thats probably all i could do... as far as i know - still, i will look into it further to see if there is a good way of doing it.
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i just read wat this thing has 2 offer, and its pretty much wat DevConsole has to offer, only DevConsole has more options and is a program so you can choose when u want to use it. maybe u should try makin the .scm into a program aswell, so the dumbasses who get it dont come back sayin "duhhh whats an .scm?" :blink:
good job anyway, coding is something i could never master :D
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I just got a nice simple idea when I scrolled through this last page, an add-on for an already existing mod and it isn't the GTAS ped and texture mod..
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Glad we inspired you :P .
I hope it isnt something that i am gonna render unnecessary after this next release.
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Dankan .SCMs... I can see it now.
Darness Kaneda = Darkan
Dannye Kan = Dankan
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oh shit sometimes when i want to teleport when I felling down of the motor its freez out for me ;)
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Just another little update to get ya all excited:
I am getting close to a release, i just gotta put the finishing touches on my mission selector B)
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Hehe, can't wait! ;)
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From Dannye comes the latest & greatest version of VC Ultimate Stunters Main.Scm, heres list of new stuff...
[span style=\'color:orange\']Release 3[/span]
[span style=\'color:red\']Changes/Fixes From Last Releases:[/span]
* Changed 'Always Midday' to a 'Freeze/Unfreeze Time' feature (same controls)
* Fixed key press timing issues on Ghosttown & Freeze Time functions
* Changed jetpack controls to a toggle, "CAMERA" for on & off
* Includes a GXT entry for Freeze Time (unlike previous versions)
* Fixed some minor errors that existed in the older versions
[span style=\'color:red\']All New Features:[/span]
* 'Start Unlocked' - Start new game & everything you want is unlocked so u can stunt without needing a savegame
* Spoosh-Style Spawning - Spawn most common vehicles & have them never disapear, ala Nitzkit's method & Spoosh
* Cut Replay - Cut your replay whenever you wish (to keep replay shorter)
* Clear Text - Clears any text/messages on the screen
* Show Player Coordinates - Display the player coords on screen up to 3 decimal places
* Set Weather Cheats - Set weather: Sunny, Rainy, Cloudy & Foggy (default=sunny)
* Set Time Cheats - Set time to Midnight (12am) or Midday (12pm) (default=midday)
* Change Car Colour - Change colour of car you are in on the spot (picks random colour each time)
* Set Player On Fire - Set Tommy on fire with ease, in case you want to for some reason :P
* Toggle Widescreen - Turn widescreen on & off in a snap (default=off)
* Toggle Tire Vulnerability - Set tires to be poppable or not (default=invulnerable)
* Toggle Vehicle Damage - Set vehicle to show visible damage or not (default=no damage)
* Toggle Player Ignored By All - Feature from old version, now can turn off/on (default=on)
* Spawn Helicopter - Spawn a maverick whenever you want
* Spawn Squalo - Spawn a Squalo whenever you want
* Toggle Player Hold Cellphone - For all you intro people
* THE MISSION CHOOSER: Play any mission you want at any time. For all you intro ppl again :)
[span style=\'color:red\']Note:[/span] All above 'New Features' use 'Custom Cheats'. Instead of having annoying (& limited) button combinations, now you can map to sequences of (any) button presses, like 'cheats'. It is possible that none of these above new features will work with VC v1.1 users, If true (can someone confirm) I will try to release a 1.1 compatible version asap.
* For complete list of all features & their buttons/cheatstrings check the readme in the zip.
* Once again i must thank Kaneda and M3rrix for their help with my earlier versions of this mod, and new for this version i would also like to thank Nitzkit for helpin me get off my arse & do the 'start unlocked' feature, i finally did it man :P. Also Y_less from GTAF who discovered how to use 'custom cheats' in mainscm coding.
* And thanks to all you fellow stunters who provided me with nice comments, bug reports & new ideas, thank you.
Happy stunting, enjoy!
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Just when you think it couldn't possibly get any better...
:o AWESOME!!!!
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Woot!!!
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Oh hell yeah! :grin: :grin: :grin: :grin: :grin: :grin: :grin: :grin: :grin:
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I LOVE THE NEW SPAWNER , YOU ARE MY GOD DANNYE :grin: :grin: :grin: :grin: :grin: :grin: :grin: :grin: :grin: :grin:
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Great job on the updates Dannye :D
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Thanks people :) . Glad you like.
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how do the mission chooser works????? :D
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Ownage in a simple file, dude this is too good for words :D :D :D
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does the new version get rid of the camera zoom glitch?
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O-M-G...
Dannye... YOU RULE!
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@boxXx: Check the readme included in the zip, it has everything ya need to know ;)
@InsomPsycho: One word - nope. Because since it only happens to some ppl, i probably will never be able to figure out wat causes it (sa its never happend to me, ever) - which i would need to do before fixing it. Sorry dude.
Me download hungry, more more more :D . Tell everyone about this (shoutbox is down so i cant continually pimp it in there :P)
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Sweet job dude! I love it! :D
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Ohh, yes, man, u awsome, and rule.. :)
Really nice job, thankies, thankies! :D
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Once again thanks for the continued comments on the new version people.
I hope the whole thing is working okay for all of you, how about the new custom cheats, are they working okay, and do ya like them?
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Wow.
Looks awesome d00d.
Good job.
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I have a few more ideas you might want to put in the next version.
-More animations, like hailing a cab, sitting down etc.
-Spawn peds feature, it'd be useful for people like me who don't really like using Spoosh or Vice Studios.
-Save anywhere ingame (could be useful if you had found a nice spot and want to go back to it later)
-Ability to make Tommy "speak" (loading a .wav file in the Audio folder, could be kinda difficult)
-Allow access to hidden interiors. Without transparent doors.
I dunno if any are actually possible apart from the animation one. Also, can you adjust spawn points in the .scm? If ya can, I might have a job for you, as long as you're up for it.
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All are really good ideas .::bj070893::. , I will definately look into implementing some in my next release (may not be for a while yet).
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Very nice work dude, i really like it. could you put in a GravityMod for those people who like to mess around with it like me :)
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I dont think that would be a good idea dude theres been enough modding scandals latley
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I dont think that would be a good idea dude theres been enough modding scandals latley
EDIT:damn browser fucked up <_<
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Short Answer: No
Long Answer: For starters, changing gravity is one of the few things that CANT (to my knowledge) be done with mainscm modding. And i also agree with KiD_A, even if i could do it, i think it would be better not to, for obvious reasons.
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For Sure, but good ideas bj as Dannye said.
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Thanks Enig and Dan. If I have anymore worth mentioning, I'll post 'em :)
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You know ViceStudios? It's a programme that allows you to use more animations, control peds.. That type of stuff. Maybe you could implement that as well, for themed vids.
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A few bugs:
-If you fly through a vehicle in jetpack mode, it will disappear.
-If you start a new game and save, then load, it works fine. If you try to load the save after you've quit the game once, it doesn't work.
There was another, but I forgot it. lol
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A few bugs:
-If you fly through a vehicle in jetpack mode, it will disappear.
-If you start a new game and save, then load, it works fine. If you try to load the save after you've quit the game once, it doesn't work.
There was another, but I forgot it. lol
(i) Its not a problem that can be fixed, its just how the game works, it appears. Just like if you were to teleport right on the spot where there was a parked vehicle (for example) it would disapear and you would appear. So theres no way around this.... But i actually like it this way myself :P ....
For example, if i am doing a bike stunt that requires two vehicles (ie a bsm or a pb) and i didnt think ahead enough at the beginning to make one of them (the packer or the bsm'd pcj) a spoosh-style-spawn, then what if i want to change vehicles (ie, instead of a pcj, do it in a freeway) ..... all you have to do is turn on jetpack, go through the pcj to make it dissapear, get a freeway and i'm off, and i dont have to worry about the packer (or bsm'd pcj) dissapearing. I like it :)
(ii) Woah this sounds quite bad.... i will look into this.
Thanks for the help dude, cheers :)
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Can someone tell me how to take off the 24/7 sunshine.
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A few bugs:
-If you fly through a vehicle in jetpack mode, it will disappear.
-If you start a new game and save, then load, it works fine. If you try to load the save after you've quit the game once, it doesn't work.
There was another, but I forgot it. lol
(i) Its not a problem that can be fixed, its just how the game works, it appears. Just like if you were to teleport right on the spot where there was a parked vehicle (for example) it would disapear and you would appear. So theres no way around this.... But i actually like it this way myself :P ....
For example, if i am doing a bike stunt that requires two vehicles (ie a bsm or a pb) and i didnt think ahead enough at the beginning to make one of them (the packer or the bsm'd pcj) a spoosh-style-spawn, then what if i want to change vehicles (ie, instead of a pcj, do it in a freeway) ..... all you have to do is turn on jetpack, go through the pcj to make it dissapear, get a freeway and i'm off, and i dont have to worry about the packer (or bsm'd pcj) dissapearing. I like it :)
(ii) Woah this sounds quite bad.... i will look into this.
Thanks for the help dude, cheers :)
No problem, and thanks for explaining the teleport thing.
Also, some cop cars spawn revving and moving very slowly, almost as if it was in the wrong gear. I'm pretty sure that wasn;t inteded... was it? :unsure:
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Can someone tell me how to take off the 24/7 sunshine.
^ If you have got version 3 then the answer is yes you can turn it off - kinda.
There are cheats to change the weather to 24/7 sunny, raining, cloudy and foggy (seperate cheats for all of them), so essentially it can be turned off, but only if you change it to something else.
I really should do a cheat that just puts the weather back to normal (ie. random) - perhaps in a later release.
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in 11 pages, i dunno if this was answered or not, but why cant i load a save file, i saved it with this main.scm, but i have to start a new one every time...
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BJ just mentioned that problem a few posts earlier too (i assume you guys are talking bout the same problem).
Is this version 3 you are talking about?
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BTW, is it possible to have the boob spotlight turned in the beginning of the game as well?
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yeah version 3...saving and loading was easy with version 1 but i cant do it with 3.
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Do you still need a V1.1 test on the newest version d00d?
Also reading through your features reminded me of an amusing trick with the phone from Kan's old script... try pulling it out while on a bike. :D
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Another two bugs. Type in "pyromaniac" to set Tommy on fire and:
If you teleport, Tommy ain't on fire no more (probably just the way the game works, not sure)
If you get in a car, whether it's fireproof, explosion proof and bullet proof or not, it blows up.
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Progress Update: (23/Feb/06)
* I have decided I will have 2 main versions of this mod now.
(i) A 'CLEAN' version which has everything except the custom cheats (because i am not very happy with the cheats version anyway, it made things waaaay to complicated, and made more bugs).
(ii) The "CHEATS' version which has everything including the cheats.
* The CLEAN version will be my suggestion for people to download, as i think it is a better package, its 'cleaner', less complicated, allows you to make savegames, and has alot less bugs.
* If people agree that the 'cheats' version really was too complicated, and a turn for the worse for the Ultimate Stunters SCM (which is what i think) - i could stop working on that one all together, and put all my focus into developing the 'clean' version, which is much simpler.
What do you guys think?
* Also, for the clean version i am working on atm, since everyone seems to like the 'replay cutting bug' (if you teleport so that you are 'put on' your last vehicle, the replay gets cut), do you think i should make it so that it also cuts your replay when you teleport when 'in/on a vehicle' ?? This would basically mean that the replay cutting bug would now work for car stunts too (where after a failed attempt you stay in the vehicle), as well as bike stunts (where you usually fall off).
What do ya think about that idea? (I like it)
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Fantastic, make sure that the Lonely Mod comes with the clean version though please?
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I liked the cheats, but the save games were a bit of a pig. The clean version is a nice idea, but isn't there a limit to how many keys can be defined?
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Thanks for the quick responses dudes :)
@Aenima: Dont worry, that will definately be included.
@BJ: Yeah there is only a certain few keys that can be defined, which is why i created the cheats version in the first place (it was a workaround that allowed any key to be defined).
Which is why in this new 'clean' version, none of the 'cheat' features from my latest release will be included - except for a few important ones, which will be set back to normal keypresses.
Anyone else got any thoughts? (on the replay cut feature/the two versions/dumping the cheat version/etc - check my last post)
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That's all for me... good enough :) You rock my socks, let's make a collab.
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A NEW VERSION IS HERE... [waits till crowd finishes cheering] :P ...
Almost a month since my last update, here is the latest and greatest version of the VC Ultimate Stunters Main.scm:
[span style=\'color:orange\']Release 4 (Codenamed: 'Clean')[/b][/span]
[span style=\'color:red\'] New Stuff And Changes: [/span]
* Some bugs from way back in release two are now gone
* All of the problems from release three are history
* No more of this 'custom cheat' stuff - as it made the whole thing more buggy and more complicated.
* Now its a more 'clean' package with no unneccessary crap, and no annoying bugs.
* Some of the features from version three have been dropped, but the important ones have been kept.
* Player ignored by all can be turned on and off
* Car immunities can be turned on and off (includes damage to body and wheels)
* Now can freeze and unfreeze time whenever you want
* Jetpack controls are more simplified
* Change the weather with ease (now you can stunt in any weather you want)
* Change the colour of your car - dont like the paint, well now you change it
* Even more entries in the american.gxt so you know what you are doing.
* A savegame for this new version, with everything done and unlocked etc
For a full list of all the features and controls check the first page of this thread (i have updated it), and, more importantly, the readme file included in the zip - it explains everything.
Comments are welcome.
And yes, i will do an update for the LC version with all this stuff.
I would like to thank, for their help with this project in numerous ways: Kaneda, M3rrix, Nitzkit and .::bj070893::.
Why are you still reading this, go download it :P , and happy stunting B)
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Awesome downloading and trying it out right away! :)
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Dannye I love you.
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lol, thanks ppl's
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One question, how do you say your name? I say it like... Don-yay
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Danny (pause) E
(my first name is dan, and the e is from my initials)
think of the E as a capitol letter, so say it just after the first part, but seperate.
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I will still call you Don-yay :P Sounds awesome, should be your nickname.
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you will always be just danny to me (silent E), just as ZX will always be pronounced xerox... hard habits to break
good work on this btw
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Nice work on the .SCM. I miss setting Tommy on fire but for stability and save purposes, this version IMO is better. Good job on it :)
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Yeah, lol. I'm viewing the posts by looking at the last 10 posts whn I post a reply :P
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In the next version, add a feature that lets you disable/enable the Insane Stunt Bonus feature... it fucks with my attention on short run-ups.
I'll do a american.gtx without place,weapons and vehiclenames as thanks for you :P
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Okey dokey, I'll add that to the list of stuff for next release (I'll either include it in the main release, or add it in to a custom version just for you, depends on how many other ppl want the feature too). NB. Currently, the next version is a minor update, which has: (i) fixed the bug that caused it to crash often, and (ii) Spoosh spawn of PCJ and Packer, that is all at the moment.
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I thought about "Stunting Modes", in which the .SCM would automatically adjust the enviroment around you to the stunt you're doing. For example, for a high p2b you'd need a good, uninterrupted run up, so, by pressing a few keys, the weather would be set to clear, the lonely mod activated, and, a PCJ, Freeway, Sanchez and Packer spawn.
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I managed to remove the Insane Stunt Bonus in the LC american.gtx that came with v4.
I can send it to you so you can put it in the package as an alternative american.gtx?
I drove around a little in LC and saw that i missed some placenames so i'll get that done soon.
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Got another idea too. Maybe you could replace side missions like the PCJ Playground with stunting challenges, like p2bs, and on the building there is a marker where you have to drive into to finish the mission and gain a certain sum of money.
And also, I think it'd be cool not to start with the story missions, but be able to activate them if you don't like the alternative stuff, which I'll come onto now.
I may be getting a bit ambitious, but is it possible to play videos in game? If so, you could make the start at the mansion or somewhere, with a few markers, each of them is a different stunting tutorial, this is where Nitz and Aries come in with their tutorials :P
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Ok now im really getting pissed.
Most of the time when i use jetpack and then spawn a car my game crashes. <_< :angry:
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An idea for the next version.
A feature that lets you change the time to dawn, day, evening, dusk and night quick.
The colours ingame at around 18:00 are beautiful :D
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The link is broken :S
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Plz someone who have this mod uploud it somewhere because I cant stunt with out it =[
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Ultimate Main SCM Public Release 4 Clean (http://www.filefactory.com/get/v3/f2.php?f=9dc32b)
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THANK YOU!!!
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Not sure if you know about this but you gotta fix the bug that doesn't let you zoom in using the sniper scope in the next version, thanks
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Dannye, will you give me permission to upload a 100% Savegame made with your SCM next Saturday perhaps?
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Wow this mod rocks! I don't normally stunt VC, but this thing really comes in handy when I do now.
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Dannye, will you give me permission to upload a 100% Savegame made with your SCM next Saturday perhaps?
I thought Dannye's scm had everything unlock, pretty pointless to do the missions.
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Dannye, will you give me permission to upload a 100% Savegame made with your SCM next Saturday perhaps?
I thought Dannye's scm had everything unlock, pretty pointless to do the missions.
Well it's an option...I aint telling you you have to download it...but It's more for the Frankie skin, which has the T-shirt and you HAVE to get it at 100%....And i wanna use that skin...since i made a kick ass one for it...anyway, besides who doesnt want a 100% one, Dannye's it's up to 45%
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I dont like the new one, it dont have spoosh. Its still kick ass and I wouldent stunt with out it.
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i just downloaded this and it sounds really cool, but when i installed it the savefile froze when ever i tryed to load it, and when i started a new game, none of the cool features worked. does anyone know what the problem is?
Edit: Never mind im a dumbass i put the scm in the wrong folder.
BTW this thing is really cool.
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how can i put this mod and the steed mod to work together???
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Hey man thanks for making this mod, I really like it, it's great.
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senara: I dunno how that mod works, but if it is also a main.scm mod, then 'short answer' = no.
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thanks for the answer.
good job
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My VC crashes ALOT when I use the teleporter, or when I want to use the jetpack. Any chance this is caused by some bug in your main.scm?
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My VC crashes ALOT when I use the teleporter, or when I want to use the jetpack. Any chance this is caused by some bug in your main.scm?
Same here.
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I havnt heard of a jetpack-related bug, so i am not sure about that... Can you tell me any more about it?
But there is a bug with the teleporter, when you try to teleport to a location when your vehicle is 'in a tight spot' (such a spot where: if you were to press enter to get on it, Tommy wouldnt even try to), then it may crash the game. I think i have fixed it in the (unreleased) latest version.
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When I set a teleport point, and teleport to it, I'm not in the exact same position. It's horrible if you're doing a drop bump and have a tight run up on a wall.
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Yeah I have noticed similar phenominon, tell me if you are experiencing similar:
(On a bike) Save a spot, load it => get put a tiny bit behind the point where you saved it (moved back a bit)
(In a car, eg. Infernus) Save a point, load it => get put a tiny bit to the left of the point where you saved it (moved left a bit)
(In a packer) Save a point, load it => get put a tiny in front of the point where you saved it (moved forward a bit)
etc
I know its quite annoying, especially when you need the 'exact' spot (ie. when starting runnup on a thin ledge etc). I have thought about the problem a bit, and I have thought it may be to do with the difference between the position of the vehicle Tommy is in, compared to the position Tommy is in when sitting in the vehicle (the coords of the car he is in VS the coords of tommy himself when in it), but I am not sure. If i can narrow the problem down to an extent where i know exactly what happens in each situation, i should be able to either: (i) fix it, (ii) improve it a bit, or (iii) make a 'work-around' (Eg. if what i said back up the top of this post is right, do an 'if player driving bike' then teleport to coords slightly forward of what they should be, or something).
Sorry I couldnt be more helpful. I am not sure if it will be fixable or not, but I promise I will try to figure it out.
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Yep, that's what's happening. I can live with it though, just gets a bit annoying on tight runups. When can we expect a new release, and what new features will it have?
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Hello ,
I had a quick question about this mod , it works very well but since I installed it I always have to start a new game when I run GTA VC and it gets annoying .
I even tried to save a game with the MOD installed , but when I load it , the game still crashes
Could anyone help me resolve this please ?
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Yep, that's what's happening. I can live with it though, just gets a bit annoying on tight runups. When can we expect a new release, and what new features will it have?
I have fixed it Yay.
Latest version (version 5, currently unreleased) now includes:
(i) (BUGFIX) Removes the main teleporting bug that caused game crashes on occasion
(ii) (BUGFIX) Fixed teleporting so its now EXACT position (* new)
(iii) (NEW FEATURES) Added spoosh-style spawning of PCJ and Packer
As you can see, they are only minor updates, which is why I have not been in any rush to release it (and also because I am lazy... actually, its mostly just my laziness ).
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@Bender: I wasnt 100% sure what you were saying, nevertheless i'll try to help: large main.scm mods like this dont work with savegames made with any other main.scm (including the original one). So, to use it, you either must start a new game each time, or use a savegame created using this scm (either using the one provided in the zip file of the package, or by making your own (starting a new game with this scm, and saving it)).
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Little requests, I don't know if it's possible:
Spoosh for Sanchez + Freeway
Toggle player vulnerability, that'd mean I don't have to change to that dreadful standard main.scm for GBing.
Good work so far Dannye
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Where is the new version with spoosh ? , is it in the first post ?
ahh i see , unreleased
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You want sum help? I have made some stunting SCM's SA (VC too but cant find them ) for myself which got some kewl code i think.
I m really gd in SCM. Helped finding Opcodes and made research which could be usefull for GTA: Rumble
//Edit:
Could add a cmd box (Spoosh like ) in the upper left or sthin and get full user input maybe (using memory access when using the hack CyQ (?) made)
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Sounds like a nice idea. I had a go at using the memory access stuff with my previous version = i was able to map functions to any key combination (rather than just those 20 or so buttons that you can refer to in the scm normally), so it was quite cool. But I found it to be a little 'unstable' (I cant remember what the exact issues with it were at the moment). With the latest version I cut that stuff back out due to: the problems mentioned, and also due to the fact that most of the new stuff i added wasnt entirely necessary anyway (for a 'stunting' scm).
I can tell you have a lot of knowledge in the area, from reading about your project 'Ultimate Stunting Tool' (when its completed i guess we wont even need my scm anymore ), its clear you know heaps, alot more than me .
Thankyou for offering your help, I will make sure if I ever need help I will go to you for advice. Until then, keep the ideas coming, new ideas are good, cause at the moment I cant think of anything else worth adding .
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Mh can u send me the source maybe? uncompiled version isnt that great due var namings. I could convert to an SCM hook, GUS plugin or an SA version..
Oh and i want to add some commands fore make peds acting n stuff
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@Bender: I wasnt 100% sure what you were saying, nevertheless i'll try to help: large main.scm mods like this dont work with savegames made with any other main.scm (including the original one). So, to use it, you either must start a new game each time, or use a savegame created using this scm (either using the one provided in the zip file of the package, or by making your own (starting a new game with this scm, and saving it)).
Ok thanks I tried that and it works fine
PS : Sorry about my english , I'm french so I don't speak it very well
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Well i have looked at the source for a bit know and it seems to be useless to have a special script/plugin for this cause ALL of these functions can be done via other GUS plugins too (Both - VC and SA).
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Code one yourself using SCM or the GTAStudio sources or simply wait for GUSStudio (Mix of both)
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lol, I'm too busy And the only thing I can code at the moment is camera views and stuff. Anyway, I'm sticking to Dannye's .SCM because it's convenient Just drop it in your data folder and away you go. I hope he continues to make them, 'cos I'll be using them for a long time to come
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i tryed several other main scm and they were pwn3d by this one
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Lol,Hehe.Did you try Lithjoe's Ultimate Trainer??
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someones probably asked this but; does this work even if you install the patch for vice city?
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SCM mods work with 1.0 and 1.1 cause its not an external process or dll. It changes existing files only.
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ah yea, i fuigured that out the other day. thanks though.
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great mod its mint dude
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Can someone upload this somewhere else?
I dont have the file on this comp and I cant get to my main PC right now.
Thanks in advance whoever does this <3
EDIT: NVM, Filefront decided to start working for me
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WTH? Links are jacked... nothing works... where do i get it?
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Nevermind, i found it on a Spanish GTA Site.... ironic that i know a little spanish huh? If anyone wants a link, ill host it. Lemme Know... oh and uhh, Im back! Go watch Confined at Thegameralliance, and keep a heads up for the next video!
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You found a link on a Spanish GTA site...
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lol what's the link
is it www.unitedstunters.com?
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idk, i took the filename, and googled it. And there was ,like 2 sites, one was spanish, and idk what the other was, but i had to register in spanish to get the damn mod. lol... but i have version 4 and 3 now... and personally, i like version 3 better than 4.
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Heres a link to the combo.
http://www.yousendit.com/transfer.php?acti...9E6F9A378172ABB (http://www.yousendit.com/transfer.php?action=download&ufid=C9E6F9A378172ABB)
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woah...
triple digits bitch
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You mean here?: http://www.gta-center.net/public/index.php...mp;topic=29.new (http://www.gta-center.net/public/index.php?PHPSESSID=3b925bd237c3eaadf5b9a7501e8830d9&topic=29.new)
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yes that's it
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All new versions, for all three games, for keyboard users and gamepad users, will be out asap, so the 'no working links' problem should be over soon. Thanks for your patience.
asdf[attachment=3543:Jetpack_...ing_Test.zip]
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Is there an SA SCM too ? or only vc und lc ?
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afaik its VC/LC Only.
Well you can make ur SA one urself or check gta-action or gtagarage as they got alot of cheating SCM for spawning cars via menu n shit
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New ones gonna be for SA too
I dont care if there's bigger/better other ones available, I will still use mine for the consistancy (i will be able to stunt using the exact same methods in all three games), and... well... its mine, so I like it
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Hey Dannye, First off, this is sweet. Nice going. I've been playing with it for a couple of hours now.
Secondly, my friend reccommended me to download this, saying that you can spawn bikes and stuff, and also it has a never fall off your bike thing.
Now, where is this never fall off your bike thing? I can't really.. trigger it? Y'know?
Any help will be appreciated.
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Hey Dannye, First off, this is sweet. Nice going. I've been playing with it for a couple of hours now.
Secondly, my friend reccommended me to download this, saying that you can spawn bikes and stuff, and also it has a never fall off your bike thing.
Now, where is this never fall off your bike thing? I can't really.. trigger it? Y'know?
Any help will be appreciated.
This doesn't have the Steed Mod built into it -- in other words, it doesn't have that feature. We're pretty much against any modding that affects your performance during stunts (only of course you put a modded stunt in a video and claim it's unmodded).
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Dannye, do you think you can add something so it disables the loading screens? That drawdistance mod that disables the loadscreens doesnt work with your scm.
EDIT: Haha, forgot to start a new game. Everything works now.
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Dannye, do you think you can add something so it disables the loading screens? That drawdistance mod that disables the loadscreens doesnt work with your scm.
Thats not what you said on msn.
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1) Really, are you talking about the one where you have to replace all those ide files? Because I've gotten that to work for me before. Although I did notice that when I did it, for some reason the mod didnt take effect until after I started a new game, I got no idea why, but that made it work like it should (no loadscreens). I hope this works for ya.
2) I have tried to find ways to get rid of it using the scm, I really wish it was possible to do so, because if it was possible I would definately do it (because I dont really like the draw distance mod or the hassle of installing it ). Unfortunately I am yet to find a way to stop the loading screens cutting the reps using just the scm. But as always, I'll keep it in mind whenever I am browsing scm code and continue to look for a solution.
3) New scm's update: all is done, I sent out the gamepad version for (private) testing... yes, this time I will release a normal and a gamepad version, so no more having to hassle Nitzkit for him to give you his custom version . I'll probably send out the normal version to someone to quickly test also. And once I get that done release will be imminent
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Great news to hear dannye, as always you've been keeping up with times and updating this, I recently learned some java since school started and it's quite complex and simple in some spots. The main.scm is split up into over 10,000 lines of code (or so) and I really admire the time and effort you put into your ultimate SCMs. Good job man.
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Thanks for the kind words dude
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I wanna request a stript scm with stats. So that I can start adding the parked cars in SV....seems easier to add the parked cars as we make each lot.
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---Ultimate VC Stuner's Main.scm, By Dannye ---
The main purpose of creating this main.scm is to be the ultimate Vice City stunter’s companion. It includes a variety of numerous useful features that previously required many separate trainers/exes to be run. Now all of these features, plus a few more, have been enhanced and made better, and then combined into one giant VC stunter’s main.scm. Enjoy! I would like to thank Kaneda,M3rrix,Nitzkit and .::bj070893::. for all their help, you guys rock heaps !!!
Features:[/color]
* Immunities (car,person,tires etc) - can be turned on/off
* Taxi Boost Enabled
* Unlim Health+Armour
* Quick Reload Enabled
* No Unique Jump Cam
* Fireproof
* Unlimited Run
* Player Ignored By All - can be turned on/off
* Water Respawn - Respawn on clostest land if in water
* 8WaySpawner 1 - Freeway,PCJ,Sanchez,Taxi,Cabbie,Infernus,Packer,Hotring
* 8WaySpawner 2 - Zebra,Coach,Faggio,Caddy,Pizza,Flatbed,Angel,Rhino
* FlipOntoWheels - Flip vehicle onto wheels if on roof
* BringLastCarToMe - Teleports last vehicle to player
* TakeMeToLastCar - Teleports player to last vehicle
* Ghost-Town - Can be turned on/off within game
* Freeze/Unfreeze Time
* Jetpack - Fly around the city with ease.
* Teleporter - Saves two locations
* Set Wanted Level
* Change Weather
* Change Car Colour
* Custom American.gxt to provide user feedback
* 'Start Unlocked' feature - now you can stunt straight away.
* If you find any bugs or problems, or have any questions. feel free to let me know.
* Dont forget to read the readme/feature list included in the zip for a complete list of everything.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[/b]
UPDATE: 26th February 06
NEWEST VERSION IS HERE - PUBLIC RELEASE 4 - 'Clean'
Its the best version yet!
DOWNLOAD HERE:::::::
(GTAS LINK) VCUltimateSCM_Release4.zip (http://www.gtastunting.com/forums/index.php?act=Attach&type=post&id=2151)
(FF LINK) VCUltimateSCM_Release4.zip (http://www.filefactory.com/get/v3/f2.php?f=9dc32b)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[/b]
yo link no working i want the main scm
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the FF link works fine.
great job on this dannye.
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why cant i download it =[ it says there was an error for GTAS link and the FF link says theres no more download mirrors =[
somebody help?
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Hey Dannye, can you make a feature whether you want to enable or disable cinematic cam? I really appreciate it if you do because I like VC's physics stock
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No cinematic view in reps... nah, soz dude I dont think it can be done in the scm (as far as I know). That sort of shit is over my head... but there was talk about a mod that did this a couple weeks ago, check the vc chat suprt section I think..
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No cinematic view in reps... nah, soz dude I dont think it can be done in the scm (as far as I know). That sort of shit is over my head... but there was talk about a mod that did this a couple weeks ago, check the vc chat suprt section I think..
Nono, the slowmo camera
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thats gonna be 1 huge "if"......dannye knows what i'm talking about.
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Actually now I am even more confused
As far as I know there is no unique jump cinnematic camera because I got rid of that a while ago .........
You do mean the one for unique jumps yes....?
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Actually now I am even more confused
As far as I know there is no unique jump cinnematic camera because I got rid of that a while ago .........
You do mean the one for unique jumps yes....?
Yeah, I want it back Can you please make an option for enabling the stunt cam and disabling it?
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What happened to version 5?
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That's a good question.
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Heres a better one, what happened to the SA version?
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They are all done, and coming out of private beta testing very soon.
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They are all done, and coming out of private beta testing very soon.
Will they have same config as VC and fix the crappy crashes?
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Oooh yay cant wait for it dannye . Im a noob to scm to will old reps work when we install it?
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thats awesome man a sa scm then i go start the real stunting shizzle in sa man
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This SCM is a great tool to use, can't wait for the next update.
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So they're finally here, the newest Ultimate SCMs are out. Includes version 5 of the LC and VC ones, and an ALL NEW SA Ultimate SCM version 1. All of the USCMs for each game are pretty much equivalent in terms of features and controls, with a few minor differences in the SA version only where necessary.
Okay, so first things first...
Download Links:[/color]* VC USCM Rel 5 - Standard Version:
Here (http://rapidshare.com/files/1887676/VC_USCM_Standard_Rel5.zip.html) Here2 (http://www.gtastunting.com/forums/index.php?act=Attach&type=post&id=3270)
* LC USCM Rel 5 - Standard Version: Here (http://rapidshare.com/files/1886748/LC_USCM_Standard_Rel5.zip.html) Here2 (http://www.gtastunting.com/forums/index.php?act=Attach&type=post&id=3267)
* SA USCM Rel 1 - Standard Version: Here (http://rapidshare.com/files/1887215/SA_USCM_Standard_Rel1.zip.html) Here2 (http://www.gtastunting.com/forums/index.php?act=Attach&type=post&id=3274)
* VC USCM Rel 5 - Gamepad Version: Here (http://rapidshare.com/files/1887584/VC_USCM_Gamepad_Rel5.zip.html) Here2 (http://www.gtastunting.com/forums/index.php?act=Attach&type=post&id=3269)
* LC USCM Rel 5 - Gamepad Version: Here (http://rapidshare.com/files/1886693/LC_USCM_Gamepad_Rel5.zip.html) Here2 (http://www.gtastunting.com/forums/index.php?act=Attach&type=post&id=3266)
* SA USCM Rel 1 - Gamepad Version: Here (http://rapidshare.com/files/1887046/SA_USCM_Gamepad_Rel1.zip.html) Here2 (http://www.gtastunting.com/forums/index.php?act=Attach&type=post&id=3273)
* VC USCM Rel 5 - Dannye Version: Here (http://rapidshare.com/files/1887487/VC_USCM_Dannye_Rel5.zip.html) Here2 (http://www.gtastunting.com/forums/index.php?act=Attach&type=post&id=3268)
* LC USCM Rel 5 - Dannye Version: Here (http://rapidshare.com/files/1886649/LC_USCM_Dannye_Rel5.zip.html) Here2 (http://www.gtastunting.com/forums/index.php?act=Attach&type=post&id=3265)
* SA USCM Rel 1 - Dannye Version: Here (http://rapidshare.com/files/1886891/SA_USCM_Dannye_Rel1.zip.html) Here2 (http://www.gtastunting.com/forums/index.php?act=Attach&type=post&id=3271)[/li][/list]Changes In This Latest Version:* Removed the main bug that can cause the game to crash upon teleporting.
* Fixed teleport positioning with vehicles, position is now saved exactly.
* NEW FEATURE: Spoosh Bikes and Spoosh Packer are back!
* NEW FEATURE: Toggle Player Vulnerabilities (Grenade stunters rejoice!)[/li]
Known Bugs/Problems Issues:* In VC/LC gamepad versions, there is no way for the player to turn while in the air with jetpack on.
* In all versions, if teleport loading while in the water, you will have to press the button twice to get it to work.
* The usual spawning-camera bug we all know and love (to ignore) which thankfully doesnt happen very often.
* There is currently no 'car checking' on the NOS SA feature, so you guys will have to play the honesty game, if you want your stunt to count as "unmodded" DONT add NOS to a vehicle which normally wouldnt allow it.[/li]
So, Whats With All The (9) Versions:* Okay, its all about controls and button presses and making the scm easier and more comfortable to use in different situations:
* "Standard" = Exactly the same control layout as all the previous versions. If you are happy with/used to the way all the previous versions work then stick with this.
* "Gamepad" = Very different control layout and some of the features excluded. The point of this version is to make the ultimate scm comfortable for gamepad users. If you are a gamepad user who never really found the old controls very comfortable to use then use this. (If you had been using Nitzkit's custom gamepad version from a while back, this is very similar so you'll like it)
* "Dannye" = Exactly the same features as the standard release, and only slight control changes. I had initially made this for myself since back in version 2 just to make some of the functions (such as teleporting) easier to use, by centering many of the functions around a small set of useable keys. If you are a keyboard user who has always thought the controls for my scms could be better and are willing to make a few changes to your control setup to make it perfect, then try this. I use this.
* For more info on these, check the README's included in the zips that you download ![/li]
Hmm, What Else:* I'll update the first post with all the important stuff (and add a few more guys to my list of THANKYOUS)
* No savegames included this time, mainly due to lack of time for me (and I probably would've had to do a seperate one for each version). So either START A NEW GAME each time you load up, or start a new game the first time, save it, then load that one every time. DO NOT use savegames made with older/different scms.
* If you find any bugs that I dont already know of, POST THEM. If you've got any (GOOD) ideas about potential changes I should make pm me.
* I may do another release in Dec/Jan because I have been wanting to re-code the whole thing from scratch for a while now (to improve code efficiency etc), but I have decided to relese these now anyway, because I know you guys have patiently waited long enough for this already.[/li]
God, why are you still reading this:* For more info on anything, check the first post, or the README's (yes, there is one in each zip).
* Happy Stunting, Stay Sane![/li]
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awesome.....glad I have my custom SA one ......btw you do know rapidshare has a 30 day DL limit (i think).....or did you upload them there like a sort of "get them while they are hot" deal?
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PWNAGE!
EDIT: Bah, after DLing the VC one i got this message
You have reached the download-limit for free-users.
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Thanks Dannye.
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Dannye you own, and Im gonna make you custom bike. I think I speak for everyone when I say, HELL FUCKING YEAH FINALLY A USCM FOR SA!
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@ Nitzkit: Yeah, it says 45 days after no download, so we should be okay for a while.
@ Daffy: Sorry dude, thats rapidshare for ya. It'll probably let you download more after X number of minutes.
If anyone has a good suggestion for somewhere else I could upload it then let me know and I will have alternate links
I hope everything works and goes well for you guys, I spent a fair bit of time on this, part of which was spent just being confused at having to do everything nine different times
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you need a save for the VC one...
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Did ya wanna wait any longer for it...?
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How about this, compress all the VC, LC, and SA in one zip, and make it a pack so it would be easier just to click one link other than 3. Oh, Filefront please I can't donwload from Rapid share, it gives me shitty errors that Icannot fix.
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Okay, I've added secondary links for each of them now, for those having rapidshare problems.
@Kenny: Hmm, that probably would've been a good idea to combine them and just have 3 downloads, then in the zip I could have the explanation of what each of them is, instead of having to explain it here. I guess I'm just not smart enough to think of that . Maybe I'll do it later.
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Okay, I've added secondary links for each of them now, for those having rapidshare problems.
@Kenny: Hmm, that probably would've been a good idea to combine them and just have 3 downloads, then in the zip I could have the explanation of what each of them is, instead of having to explain it here. I guess I'm just not smart enough to think of that . Maybe I'll do it later.
If it's okay with you, I can host them on my website. No need to mess around with verifications or anything, just a direct download link. Let me know if I can host them for you.
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Huge sack of thanks dude.
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w00t trying it right now !
EDIT:
hmm...Not good..
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Well, I cant help you if I dont know what caused it... (tell me ).
I hope you weren't trying to use a savegame... I am pretty sure I mentioned that in my massive post above.
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Awesome! Going to try SA version right now
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Awesome, I will try that today for sure
Thanks Dannye
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Cool. Thanks for letting me beta-test them Dannye.
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Well, i personally would think it was better if it had spoosh vehicles and forklifts on the SA version Forklifts for my method , also can u disable camera going in and out when pressing jetpack, its annoying. Also, you forgot to remove replay from the gxt
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Old SCM > new scm..
The teleport contoles for me suck.. i use space to jump and to get ovet to tab to save location i usualy hit alt and boom freezes my game -_-..
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OMG OMG OMG OMG OMG OMG OMG !!!!!!!
YES finally the sa scm
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One complaint..
Whenever I teleport to a location I get ISB stats..
edit: And the teleporting seems kinda jerky now..
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Well, good news all 'round then
@TD: Thanks for doing it, you will noticed I made the changes you suggested
@Sniper: I wanted to include spoosh bikes/packer just like in the VC/LC versions but I couldnt, blame Rockstar for that! (For some ungodly reason they dont let you distinguish between LEFT and RIGHT, they only let you ask if the player pressed LEFTorRIGHT, they dont let you ask if the player just pressed LEFT, same goes for up and down... and hence that alone restricted the number of things I could do with the up/down/left/right keys). About the jetpack, yeah well thats because in VC the camera button has no effect when on foot, so it was good for being used as the jetpack toggle, but in SA cleary it does do something.
@Storm: Dude, the controls should be EXACTLY the same as the old versions of my scm's as long as you got the "STANDARD" version.
@Torque: Hmm, I'll look into that, the only thing I changed with the teleporting was to remove one line of code to remove the bug that often crashed the game...
@EVERYONE: Hey, if you notice any problems, keep letting me know, although its slightly annoying it is very usefull, when I get time in a month or so I will get working at a more perfect release. (I thought releasing it now was a good idea, since you guys had already been waiting so long and I didnt wanna make you have to wait about a month more, but perhaps I made the wrong decision...). Anyways, THANKYOU for everyone who finds and lets me know of any problems/bugs/issues, and ofcourse if you do find a problem that annoys you alot, then (after telling me of it ), feel free to go back to using an older version if you wish. Sorry if you dont like it
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*Decompiling*
*Improving*
*Hook version*
*Permission*
*Release maybe?*
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*Decompiling*
*Improving*
*Hook version*
*Permission*
*Release maybe?*
Sorry Fox, but I think that's kind of lame, it's Dannye's project, you always seem to be all like 'I'll make one like yours but better, because I can'
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I seen that, and I chose to not comment on it.
*Waits for what is going to follow* I love GTAS drama, got my popcorn.
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, also Dannye have you got plans to make a savegame for the scm's
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^ Sorry dude, I posted this on my last day of real free time for a few weeks now. Out of the two options: release now without savegames, or make you guys wait even longer (a month, possibly more) for a release. I figured you guys would prefer something than nothing. Ofcourse all versions have the 'start unlocked' crap, so most of the stuff you might wanna do should be do-able even from the start... hopefully. Ofcourse if someone wants to do a savegame and post it here feel free.
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Well, I cant help you if I dont know what caused it... (tell me ).
I hope you weren't trying to use a savegame... I am pretty sure I mentioned that in my massive post above.
I opened GTA Vice City clicked "NEW GAME" adn i loads finnish the screen gets black and it comes.....
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*BUMB*
Im sorry but i really want me VC to work again.
Can someone give me a link to v.4 to VC ?
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I LOVE U DANNYE!
Dling the SA version
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^me to
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When I downloaded version 4 (VC) a save was included. Though there isn't one for version 5. The old save doesn't work anymore, so is there a new one to download somewhere?
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i wanted to ask that to
p.s.sa save game to
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^ Sorry dude, I posted this on my last day of real free time for a few weeks now. Out of the two options: release now without savegames, or make you guys wait even longer (a month, possibly more) for a release. I figured you guys would prefer something than nothing. Ofcourse all versions have the 'start unlocked' crap, so most of the stuff you might wanna do should be do-able even from the start... hopefully. Ofcourse if someone wants to do a savegame and post it here feel free.
Sorry people
EDIT: For those who prefer the old version, feel free to stick with it if its easier for you.
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THANKS!LOVE YOU now i can normally stunt
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(VC/LC only) Spoosh Spawn Bikes and Packer - Spawn them so they wont dissapear on you
GREAAAAAAAAAAAAAAAAAAT
i ahte when my packer dissapear
tanks you so much
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Holly makaroni
aaaawsome thx danny
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Okay, I am re-releasing the sa version because I was stupid enough not to get rid of the replay . No other changes though, for anything else you're gonna have to wait a few weeks (but dont forget to keep telling me of any problems you may have with it, that I should look at when doing the next version). Here are the links:
Standard SA - Here (http://rapidshare.com/files/3116058/SA_USCM_Standard_Rel1.zip.html)
Gamepad SA - Here (http://rapidshare.com/files/3116344/SA_USCM_Gamepad_Rel1.zip.html)
Dannye SA - Here (http://rapidshare.com/files/3116560/SA_USCM_Dannye_Rel1.zip.html)
I've updated the first post with these new links
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I read that some people were requesting the 4th release of Dannye's SCM.
You can download the ones for LC and VC from here (http://files.filefront.com/SCMsrar/;4953254;;/fileinfo.html)
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^ Thanks dude
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The problem I have with SA is that I have version 2. And I got a version 1 gta-sa.exe, script.img and a main.scm. They worked well and the version 1 100% game saves worked well. And now when I replace them with the Danney's main.scm and script.img SA freezes... And when I had my version 2 stuff WITH the USCM and script.img the saves didn't work, but the USCM worked... So Dannye, do I need to get a version 2 game save or download GTA SA version 1 or do YOU need to include a game save?
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Unfortunately I didnt have time to make the savegames, which is why none were inclcuded in any of these latest versions (ofcourse they will be included in future versions). Although I have tried to make sure everything is unlocked/open from the start so if you start a new game you can do most of the stuff you would want to, hopefully.
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Sorry for bump, but I can't download it.
Someone upload it to YSI or to somewhere else.
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Dannye: I can save in the desert part of LV, but not in the city, and nowhere in SF. Just for telling you.
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Happy 1 year Birthday to the Ultimate Stunter's Main SCM (I guess thats an average of 21 pages a year )
To celebrate I would like to announce the following:
Ever since I started this scm every update has been mearly modifications to the original code from my first version. Now, a year later, I have learnt a great deal about programming (in gta as well as in general) and its clear for me that there are many aspects of my code that are (in one word) bad.
So I have decided to remake the entire scm from scratch, using the ideas and methods of my older versions along with my new knowledge and understanding to produce the best release ever. And while this new release may not have any new additions in regards to features it will be the 'best' ever in that it will be: the most efficient, take the least toll on your computer processing, the most consistent, the most bug-free, and the best performing. I am in the middle of this process right now and am at the stage where I have finished coding and am starting bug testing/squashing, and I assure you that before release it will undergo intense testing to ensure it performs up to the standards as mentioned above.
So, if you use the ultimate main scm (even if you don't see the need to get a newer version) I do recommend that when this is released you should download it, and you will be greater off for doing so.
Anyways, back to work
*Blows out the one candle on the birthday cake*
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awwwwwwww.......good luck with the new scm...and here...
[img]http://www.whatintarnation.net/blog/archives/images/1st%20Birthday%20Cake.jpg\" border=\"0\" alt=\"IPB Image\" /]
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Hey Dannye, can you make the new SCM have everything opened up? Eg the construction site building, in the latest version it wasn't blown up, and some gates. I'd really appreciate it and I could do some stunts off those buildings too.
PWWWWWWEASSEEEE????
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Happy birthday
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That was just because, unlike previous versions, the current one didnt come with a savegame (which had all that stuff done). Don't worry, I'm not gonna rush this new one so it will have savegames.
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what happend to file factory i do not get this website
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And I do not get what you are trying to say.
If you want a working link goto the GTAS FF Account (another "GTA Modding" Pinned thread), as I beleive a couple of my versions of this were kindly uploaded there.
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And I do not get what you are trying to say.
If you want a working link goto the GTAS FF Account (another "GTA Modding" Pinned thread), as I beleive a couple of my versions of this were kindly uploaded there.
Lazy ass mofos these days.
Heres a link, http://hosted.filefront.com/GTAStuntingMods (http://hosted.filefront.com/GTAStuntingMods)
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[attachment=3487:Ultimate...Release3.zip]
Thats the best SCM right there.
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What features are in that which you use the most, which aren't in any of the future releases?
I just wanna know, maybe I'll consider putting them into the new versions, like I have for Spoosh bikes and packer.
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Dan. I have an idea. Instead of spoosh-spawning, you could get on/in a vehicle, then press a button which would give the players car an ID, making it Spooshed! I'm a genious.
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That IS genious . I will definately give that a try in my new versions.
Brilliant.
BTW: Message to anybody: Feel free to post any more ideas you have, I may or may not use them, but we'll never know if you never tell me about it . Also, any bugs/issues/problems feel free to let me know about them. I DO plan on making this next release the best one so far
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i will make a vc savegame for version 5, in case anyone's interested. tell me what progress you want (i will eventually have a 100%, unless version 6 comes out before then.)
want the construction building blown up?
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I like the spoosh basically. The one in the new version is cool, but I dont like having to get rid of the sanchez and the freeway by driving them out of sight. BJ's idea sounds better then typing "spooshpcj" and "spooshpacker" tho. And I can spoosh all the vehicles I experiment with also.
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i will make a vc savegame for version 5, in case anyone's interested. tell me what progress you want (i will eventually have a 100%, unless version 6 comes out before then.)
want the construction building blown up?
That would be great, thanks in advance.
Oh suggestions.
Maybe a slow jetpack on vehicles so that we could set up PSMs precisely?
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Dan. I have an idea. Instead of spoosh-spawning, you could get on/in a vehicle, then press a button which would give the players car an ID, making it Spooshed! I'm a genious.
It sure did sound like an awesome idea.
But I can't get it to work
I tried everything, including testing some unknown codes to see if magically they did what we wanted. But alas, nothing worked. It appears thus far that if you had the line "remove_references ..." when you spawned the vehicle (which I need because otherwise every vehicle spawned will never dissapear) then there is no way to 'save' the car from being lost due to the 'two car rule'.
I'll keep looking into it though, because it would be a great feature.
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Maybe this will help, please don't tell me how it can be improved, it's the .SCM for my mod, Advent City. I know it's set out like crap but here you go, look at the label highlighted.
:Label0087F7
0222: set_player $PLAYER_CHAR health_to 1000
00D6: if 1
00E0: player $PLAYER_CHAR driving
004D: jump_if_false ££Label008824
03C1: $9 = player $PLAYER_CHAR car
0224: set_car $9 health_to 2000
01C3: remove_references_to_car $9 \\ Like turning a car into any random car
EDIT: I didn't understand at first. Now I do. Well... maybe you could use the parked car generator? That doesn't give vehicles an ID. I think you have to go away and come back to your co-ords for vehicles to spawn though.
Otherwise, you could have the .SCM spawn them all (with IDs), then wait for about 30 seconds (enough time to grab your vehicle, 30 in case you're drunk and don't know what vehicle you wanted). After 30 seconds, it can check each ID and see if you're driving that car, and remove references if you aren't. If you are, it asks if you want it Spooshed and you press one of two buttons to say yes or no. It's a very bad idea IMO, but that's the only way I can think of it being done.
Or... oh god another crap idea... You could let your spawner run as normal, but with a marker placed offset to the players co-ords, however much you like. Then you get the vehicle you want spooshed, and park in the marker. The .SCM then checks what vehicle you're driving, and removes you from the current vehicle and destroys it. Then a vehicle of the same type is respawned and the player is placed on it. A lot less stupid than the previous method, but still a bit of a bitch. You'd need to do that "is player driving car type PCJ600" then the same with the Freeway, Sanchez, Infernus etc. and in the end, you'd have a very long line of code.
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what do you guys want the last mission to be on my 100% save file? (what you select when you load the game) should it just be "keep your friends close..." or something else?
EDIT: Is it possible to do the one where you have to get the cops to follow you into the lockup? if so... how?
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Thanks for the San andreas's SCM
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Dannye, im thinking of starting to use USCM, but this would be a great idea if I do, imo. Have a spawn for vehicles used in other methods, like Firetruck, Ambulance, Dumper, Forklift (PBM ) etc. Also, a way of exporting details from an original main.scm save (clothes) over to USCM if that's poss .
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Is it possible (using the USCM) to do the one where you have to get the cops to follow you into the lockup? if so... how?
Anybody know?
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Sorry, I must have missed that post the first time around.
For pretty much any missions, I suggest using the "Change Wanted Level" feature to set it to "0 Stars - Not Ignored". This means when you do stuff to the cops they will notice, and you are able to get starts for shooting at them etc. The defaul level of this feature is "0 Stars - Ignored" (meaning you never get stars, noticed by gangs, etc), so to get to the level that you want (not ignored), you want to go "up" by one. If I remember the controls correctly, that would correspond to doing Action+Shoot+PrevWeapon once (you will know when you got it right because the custom gxt states which level you are on when changing it.
Hope that helps.
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My stars were going up anyway, but the cops were ignoring me.
Oh well, I'll try that, hopefully it works.
Something interesting that happened: When I was completing the mission "Sir, Yes, Sir!", i got the hunter and shot a few missiles at the soldiers, landed, and went to get the tank. When I got there, the soldiers were all frozen in mid-air... I got a pic, but lost it. It was like they were being thrown by the explosion, then stopped moving. Tried shooting them down, but the bullts just went through them, but when I shot at the ground below them, the blood started pouring, but they still didn't move. weird...
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Dan. I have an idea. Instead of spoosh-spawning, you could get on/in a vehicle, then press a button which would give the players car an ID, making it Spooshed! I'm a genious.
It sure did sound like an awesome idea.
But I can't get it to work
I tried everything, including testing some unknown codes to see if magically they did what we wanted. But alas, nothing worked. It appears thus far that if you had the line "remove_references ..." when you spawned the vehicle (which I need because otherwise every vehicle spawned will never dissapear) then there is no way to 'save' the car from being lost due to the 'two car rule'.
I'll keep looking into it though, because it would be a great feature.
Good news! I figured out a way to do it
So now instead of having a crappy little 3 way spoosh spawner (like in the previous version), the new version will now have a feature where: ...
You can make ANY vehicle stay forever, all ya gotta do is just get in the vehicle and press the buttons I am very happy now.
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Fuck yer.
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Awesome work Dan! Can't wait for the next release
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im at 50% in version 5, is there any point in completing the 100% or is six xoming out soon?
The last mission I do will either be "Keep Your Friends Close..." or "Loose Ends"... which one?
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im at 50% in version 5, is there any point in completing the 100% or is six xoming out soon?
The last mission I do will either be "Keep Your Friends Close..." or "Loose Ends"... which one?
Keep your Friends Close
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Yeah, you don't need to go too far with it.
I dont really know how long it'll be until the the next release but hopefully not too long, it all depends on how thoroughly I want to test it before release, as I have pretty much finished the code of it.
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OK... one other thing i noticed... there are no hidden packages on the map, but it says 0 of 100 on stats...
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Yeah I got rid of them ... I figured who would actually want to see them in a video, I reckon it looks better without them.
Perhaps I should also do the same with rampages ... what do you guys think?
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Go for it, I'm fed up of bailing off my PCJ into a Rampage (it's happened, especially on those stairs downtown)
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Yeah alright, I'll do that.
I must admit I've had it happen to me a few times and it is irritating... for me its often that one near the docks/warf on the first island, just above the steps of one of the buildings.
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Never happened to me . Well, great news that you got spoosh vehicles working in SA, and its actually a better system all around too . I dont use scm for SA atm, but surely I will once v6 is out .
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1) Leave them there but make them invisible (you can still accidentally bump into them, but they wont show up in videos.
OR
2) Instead of removing them from the game, make it so that you already start with them already done (seems like it would make the prizes easier)
that way, 100% will still be possible.
And I won't continue to 100% until you make ver. 6, for that reason. in case anybody wants it, here's what I have. It's around 50% done.
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1) Leave them there but make them invisible (you can still accidentally bump into them, but they wont show up in videos.
OR
2) Instead of removing them from the game, make it so that you already start with them already done (seems like it would make the prizes easier)
that way, 100% will still be possible.
And I won't continue to 100% until you make ver. 6, for that reason. in case anybody wants it, here's what I have. It's around 50% done.
YOU ROCK Thanks
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no problem...
...except that now my game crashes whenever I start it and I have no FUCKING idea why...
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Don't worry about doing a savegame for the next version, I'll do it. The only reason I didnt do one for the current release is lack of time. Although I might ask for help in doing a savegame for the SA version of the next release because SA is such a ridiculously big game and I dont know if I could be bothered doing all of (or, the majority of) it again in a hurry.
About the Rampages, I may as well just get rid of them all together. Its not like it matters that you can't get 100%, its a "stunters" scm
EDIT:
Something else I wanted to throw out there...
With the last release I posted 3 versions (the normal one, one made for gamepad users, and the 'dannye' one). The Dannye version was just like the standard version with a few minor changes which I made for myself to make the whole scm easier to use (in my opinion) for keyboard users. I am wondering if anyone actually used it, and if so, what they thought of it? Because obviously the more versions I have with each release the more confusing it is for those who wanna use it - and if you guys are happy choosing between just the 'standard' and 'gamepad' then thats fine, I'll keep my custom one to myself and save any confusion. Let me know your thoughts...
EDIT2:
Another thing I would really appreciate your thoughts on...
I found out how to make it so the player can never be car-jacked. Sure it doesnt happen very often, but on the ocasion that it does, its annoying. So I figure this would be a nice little addition to the scm. What I would like your opinions on is: when to have it enabled/disabled...? I'll obviously have it enabled by default, but what I would really like to know is whether or not you want it enabled when you have wanted stars (more than zero)? When I think about it, I cant think of a reason why a stunter 'would' want a cop to be able to pull them out of their vehicle. But if you can... let me know.
Cheers.
BTW> Progress on the next version is moving along quite nicely. I might compile a list of the changes I've made thus far and post it here in a day or so. But for now, I'd appreciate discussion on these two topics. Thanks
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I'd say we dont need Dannye's version, and with the option to not be jacked, make it so we can toggle it if we want to play missions through. I can complete SA on the SCM pretty quickly if you like .
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I dont really wanna make it a toggle, because its such a really small feature, and we got enough confusing button combo's and keypresses already, and I dont want to have to add to that unless its strictly necessary. Its alright, I am pretty sure that any mission which involves the player having to be pulled out of their vehicle will use this code to ensure it can be done anyway.
EDIT:
What I could do is: make it so when you set your wanted level to "0 Stars - Not Ignored" you can be carjacked, and make it so when you set your wanted level to "0 Stars - Ignored" (which is default) you cannot be carjacked. That way it has a default of being non-carjackable, and you can also turn it off if you want (for missions etc). Hows that sound? And if you like that idea what do you think I should set it to for when the wanted level is between 1 and 6 stars? (I reckon have it un-carjack-able because it means cops can't hassle you while stunting).
What do ya think with that idea?
BTW> Feel free to discuss any other issues (etc) you want here also, I am really trying my best to make this the best release ever.
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I think that's a great idea Dannye. And remember this is a stunting .scm first, the missions are second.
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I'd love to do the SA savegame for ya...
playing the missions is considerably easier with teleport, jetpack, spawning, and invincibility
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I appreciate you guys hanging around and helping me with ideas and such.
And as promised...
Changes I've Made In The Upcomming Version So Far:- Whole entire code re-written from scratch to make it: More efficient/smooth/reliable/less bugs/etc (most important aspect of this release).
- Alot less code in body of main loop (less of a performance hit).
- Sets player unjackable by default (and on all wanted levels except '0 - Not Ignored').
- Fixed water respawn so more accurate and can be used in all 3 games (previously it was a VC only feature because it didnt work with variable water levels).
- Fixed waits on many functions (easier toggles).
- Removed spoosh spawn of bikes and packer functions (in favor of below...).
- Replaced with awesome function 'Remember Car': get in any car, press the buttons, and it will never disapear.
- Jetpack improved so now much much smoother (and noticably so).
- Fixed potential bugs in spawner code (incorrect use of conditionals).
- Removed rampages (no longer will they interfere with you while stunting).
- Made it so can't use 'flip car' when driving a motorbike. Since there is no need to be able to do it, and to not tempt people to try to do it.
- Improved 'last car' functions so car no longer spawns floating in mid air, and makes so car is always put infront (distance slightly increased to fix problem of longer vehicles) of you, facing same direction.
- More GXT entries for some functions that previously didnt have any (improved user feedback).
- Overhaul of teleporting code: ALL bugs squashed, now more efficient, quick and reliable. Game 'should' now never crash on teleport. Ofcourse I still have kept everyone's favourite 'replay cutting' bug because its handy.
- Probably more that I've forgotten also.
- This may not seem like a major release on the surface, but I can assure you that it is. As long as nothing goes horribly wrong, this is going to be the best release, and, upon release, I will INSIST everybody who uses this mod to update.
Ofcourse, please continue to make suggestions, tell me your ideas, etc.
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Fucking sweet.
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wow very cool wil download
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make it so that the stats say you have all hidden packages, rampages, and whatever else you get rid of that will prevent 100%.
Oh, and the boats still hame the slow-mo cinema camera when going off a ramp.
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(i) Why does it matter?
(ii) I'll look into the boat thing.
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I dunno, i guess it just wont feel the same not haveing "Percent Complete: 100%" on there, but other than that, it makes no difference.
So as soon as I get version 6 for SA, I will start making that save file. (but now that I think of it, what do you want a 100% save file for if you have DUSCM?)
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When wondering why need 'any' savegame at all.... Its a good question: because they are stunting (not playing the actual game), and its got the 'start unlocked' stuff anyways. The way I see it there are a couple reasons...
- Although I try to make everything unlocked from the start, ofcourse there are some things that I dont do (because they ain't that important, or, they're actually quite difficult for me to do). So in that respect it makes sense to have a savegame included with each release. Then there's another aspect ... The fact that savegames made with one scm may not work with another - sure, most of us know that, but some don't - and including a savegame in the package is gonna decrease the number of people asking the question 'why does it freeze when I try to load my savegame'
Ofcourse when wondering why they need a '100%' save game when using the scm, you are right, they don't.- Any savegames included never need to be 100%, they only need to be enough of the way through the game so I can be relatively sure that any thing I forgot/didnt unlock from the start will be properly unlocked. Eg. Be at the stage where all islands would be accessable, and have the important save-houses bought, etc. Thus, the importance of savegames is not the number of missions done, its just to make sure the stunter can do everything he/she could possibly want to do whilst stunting
Oh, and btw, since you seem willing to make a SA save for me, I'll let you know before I release it publically so I can include it in the full release, if you are happy for me to do so.
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I know how busy you are at the moment Dannye, but I was just wondering. Once you've got these new .SCMs out, I was thinking you should have a look at the multiplayer .SCM used in VCMP. When you install it, the .SCM is in the data folder, I think it's called VCMP.SCM. I haven't had a chance to have a look at it in Mission Builder though. If you could implement the features of your .SCM into that, and then somebody makes a config file for VCMP (spawn points etc.), we'd have one hell of a stunting server.
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fuck yeah, that would be cool. my vcmp still doesn't work, neither does mta, and i still don't knbow what the problem is, because i use a copmpletely clean game and now im getting offtopic so I'll just shut up
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I don't (and never have) use VCMP, so I don't have access to the scm.
Once this is released, if I am bored, maybe I'll ask someone to send it to me so I can look at it.
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I guess thats fine.
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I don't (and never have) use VCMP, so I don't have access to the scm.
Once this is released, if I am bored, maybe I'll ask someone to send it to me so I can look at it.
Not sure if you'd be able to actually. I've tried modifying it and it loads, then as soon as it gets to the part where you're supposed to spawn and choose your character, it just quits. No message, no nothing. I think this is caused by checks that are made somehow. I had modified the handling.cfg once with superleans and VCMP would not start without the original handling.
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Alright, perhaps I wont bother then.
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I'll ask about it on the VCMP forum, see what they have to say.
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Updates:
I think I have found a way to fix the problem with the gamepad version where you couldnt turn while in the air with jetpack on (hopefully Aries will give me the A.Okay with it once he tests it).
I have now fully coded the VC and LC versions (standard and gamepad forms of each).
So that means, its pretty much time for testing to begin. I'll might pm a few guys to help me out, if they are happy to. That way they might pick up any problems I may have missed.
While that's going on I'll test it also myself, and work on updating the SA one.
And then, IF nothing goes horribly wrong ( ), we may get a release
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I wanna test it (and I need to make that SA save file)
what about making it so that you can go left, right, and backward w/ jetpack?
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I can also test the VC and LC .SCMs again if you like. 'twas fun testing last time
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uh dannye could you remake the normal main.scm to can damage the vechicles? plz
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@Psycho: Well, since its so easy to change direction (in the standard version) by just moving the mouse. I figured it wasnt really necessary . The SA one will be difficult to create because it'll require more attention than just copy and paste of the VC one (which is what the LC one is), so I am not sure how long it'll take for me to get it working. But yep, I'll give it to ya when done for testing/savegamecreation.
@BJ: Sure, I'll send them to ya as soon as possible. You can double check that all the features work, but the most important thing (I am guessing) is to just stunt with it, and make sure nothing goes wrong, nothing strange happens.
@28: By "damage vehicles" do you mean: (i) Make them show physical damage, like the bonet falling off when running into a wall. Or (ii) Actually able to blow up after running into a wall multiple times ...?
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@Psycho: Well, since its so easy to change direction (in the standard version) by just moving the mouse. I figured it wasnt really necessary . The SA one will be difficult to create because it'll require more attention than just copy and paste of the VC one (which is what the LC one is), so I am not sure how long it'll take for me to get it working. But yep, I'll give it to ya when done for testing/savegamecreation.
@BJ: Sure, I'll send them to ya as soon as possible. You can double check that all the features work, but the most important thing (I am guessing) is to just stunt with it, and make sure nothing goes wrong, nothing strange happens.
@28: By "damage vehicles" do you mean: (i) Make them show physical damage, like the bonet falling off when running into a wall. Or [size="3"](ii) Actually able to blow up after running into a wall multiple times ...?[/size]
yeah I want it to be able to blow up and if you culd make it for the newest VC/LC Keyboard main.scm then you could make me very happy thanks
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@BJ: Sure, I'll send them to ya as soon as possible. You can double check that all the features work, but the most important thing (I am guessing) is to just stunt with it, and make sure nothing goes wrong, nothing strange happens.
Awesome. Oh and I can test both the keyboard and gamepad ones. I'm a little rusty on the keyboard now but it shouldn't prevent me testing.
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If it's ok, could I test the SA one? Really want to see how PBM works with it and things . You should move jetpack to something other than camera in SA too, in VC the camera button doesnt have an effect on foot, SA it does.
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Yeah I've thought about that too, I kinda don't want to because I liked the idea of consistency over all the versions... but I'm sure its quite annoying for anyone who uses the jetpack often... so I'll look into it. Hopefully I can find another good button like Change Camera was (in that its a single button, thats not one you press too often, and thus you wont have to worry about doing it by accident)...
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Dannye I'll test the game pad versions for each game if you want.
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Yeah I've thought about that too, I kinda don't want to because I liked the idea of consistency over all the versions... but I'm sure its quite annoying for anyone who uses the jetpack often... so I'll look into it. Hopefully I can find another good button like Change Camera was (in that its a single button, thats not one you press too often, and thus you wont have to worry about doing it by accident)...
why not go back to ACTION + LOOKLEFT like the first one (i think) ?
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0 on the numpad for SA anyone?
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If I could pick any key we wouldnt have a problem, but unfortunately its just not that easy. In the scm the only type of keypresses you can look for are not specific keys (a,b,c,etc) they are game functions (sprint,jump,strafe left, etc) and not even all of them, a limited number of them.
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so could you make me a version of your VC/LC keyboard main.scm to can blow up the cars please?
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(A question to anyone who may stunt with the 'vehicle invulnerability' turned OFF)..:
At the moment when its turned off I make it so the vehicle can take physical damage (doors,windows,tires, etc) but I keep the health unlimited, meaning that you cant (well, you can, but it takes a lot of gunfire, and can only be done when not in the vehicle) blow it up. Do you think I should make it so I disable the unlimited health thing when invulnerability is turned off? It certainly sounds to me like a logical thing to do. I know BK will definately agree because he asked me to customise his one to do this exact thing. So, do ya reckon I should do this as standard in the scms from now on?
A couple updates:
* No luck unfortunately with the gamepad jetpack turning, everything I've tried has failed (thanks to Aries for putting up with me - testing all those dud scms I kept on sending him).
* I have a major problem with my SA one, and I spent a fair amount of the day trying to figure out what the hell was causing it, I tried everything. I finally figured out what it is: my mod is too big for the scm . It shouldnt be a major problem, I'll just look through the code (mine, and even R*'s) to find unimportant bits I can cull.
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Feck . Well I do hope you set the camerain SA to something other than camera if poss, and for vehicle damage, I'd say it's a good idea .
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When i downlaod and extract this file, i get the main.scm and the text file, but i dont get the save game? what a, i doing wrong? because i beleive that the scm will not work with previously saved games, is that right? if so how can i fix it.
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start a new game my man, everything is unlocked from the start anyway ;)
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thx, im such an idiot, luckily there are nice people out there
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Tails, with the newest version of the VC/SA main.scm there is no save game, unfortunately. You will just have to start a new game. But I should worry since there will be new versions soon, with save games.
Shit didn't see this last page I'm nice but damn I'm dumb
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Tails, with the newest version of the VC/SA main.scm there is no save game, unfortunately. You will just have to start a new game. But I should worry since there will be new versions soon, with save games.
Shit didn't see this last page I'm nice but damn I'm dumb
Also you made that mistake .
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Annoying news people .... woohoo
Since the standard version and gamepad versions are just so different, I ain't gonna be able to get a single savegame that'll work for both, and I'm sure you can guess what that means ... yep, gonna have to do a bloody savegame for each version for each game (well, each game except LC). That is unless I'm able to convince gamepad users to allow me to add more stuff to their scm, but I cant see that happening (unless I had a gamepad myself [which i dont] and could come up with some decent gamepad-applicable key-combo's for the new features).
On another note - about the people wanting me to make it so you can make cars explode ... you can do that at the moment anyways, just as long as you arent in the car And honestly, if you were wanting to be able to get your car to explode surely you wouldnt want to be in it at the time...
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ok, thanks to you guys iv got it working now, and its great oly problem is, when i go to a safehouse and save the game, it doesnt save in a new slot, and if i save over an old save, it just delete its then says its empty, is this normal or what?
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Ooooh i can't wait for the release of this
I guess i can do some testing but not right now, maybe in a week or so.
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I can do some testing if you want
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I've managed to freeze the time in the .SCM at 18:00 instead of 12:00, looks a lot nicer . I have to say Dannye, great way of doing things, you've gave me some ideas
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Yeah I often find myself stunting at sunset cause it looks so cool.
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Dannye check your PMs. (Don't post about it here since I don't want many people to find out)
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I found a save game editor for SA, its got a few cool features. Only thing I used it for was get all clothes. Would it be any use?
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Hey Dannye so what's gonna be new in the next version.
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I found a save game editor for SA, its got a few cool features. Only thing I used it for was get all clothes. Would it be any use?
Definatly, he should include it in the SA rar so we can reset the clothes we use imo.
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I cant just go and include someone else's mod with mine
If ya want it you're just gonna have to get it yourselves
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Or you could just include a save game you have edited with that mod and give him creds in your readme.
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when i click vice city link for scm it just goes to imageshack.us for some reason, anyway all i need is the readme and features.txt i deleted it, or if sum1 can tell me the
Save location
Load location < teleporter controls
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Well I dunno about that whole imageshack thing, I just checked all the VC version links on page 1 and they all send me to the correct place . Anyways, I cant tell you what the controls are straight up - I need to know which version you use first...
If you use the standard version:
* TP Save (Fot) = Sprint + LookB + Left/Right
* TP Load (Fot) = Sprint + Shoot + Left/Right
* TP Save (Car) = Horn + LookB + Left/Right
* TP Load (Car) = Horn + Shoot + Left/Right
If you use the gamepad version:
* TP Load (Fot) = Jump + Previous Weapon
* TP Save (Car) = Shoot + Radio
* TP Load (Car) = Hbrake + Radio
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didnt realise u could save in ur car ;o i always had to jump on and b4 i was on, save it-thanks dannye
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Glad I could help.
Btw, just ignore the word 'fot' , it's 'foot' shortened to make the controls part of each one line up.
EDIT:
I've got a (kinda important) question I'd like to pose to anyone out there who uses the 'gamepad versions'. Are you all happy with the fact that its got many features not included in it? You guys only get 1 teleport location instead of 2, you cant save teleport while on foot, you cant change car colour, you cant toggle on/off car vulnerability, you cant change the wanted level, you cant use water respawn, you cant freeze time, you cant change the weather... etc. Would you prefer if it had all (or most) the features of the standard scm? (ofcourse that would only be "if" I am able to find keypresses that aren't difficult for you guys to use). Also, are the majority of you happy with the controls setup of the current gamepad scm you use?
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I have no problem with the controls, they work great for me. As for features, well I guess we all use the .SCM for 4 things- the 8 way spawners, ghost town, teleporter and jetpack. That's my opinion anyway.
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Alright then, I'll leave it as is
Everything is pretty much done now, I might send out some test versions to a few guys soon.
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I've been testing, I have to say, a lot smoother. Everything works quickly, it's plain awesome I might make a save game, which part do you need it up to?
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Hi,
i cant get this work. I replaced the MAIN.SCM with the one in pack, and american.gtx too, but when i load game, it just says "Unhandled exception" any ideas why?
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You either forgot to put the file "GTAVCsf1.b" into your GTA Vice City User files folder and load that game, if you don't have it then you need to load a new game.
Hope that helps.
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Now working, thanks! This rules.
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Why cant i just play on saved game ? it sucks :/
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It is on a different MAIN.SCM thats why .
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Just saying thanks for the v.5 scm's Dannye. Last time i was here they were still v.4, and i see theres a SA version too.
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The upcoming v6 is gonna be better too, so be sure to check back here every so often
Thanks for the kind words.
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please re-upload SA main scm .. thanks
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I love it, but.. out of curiosity, could a traffic toggler be added? For example, it would either use the custom traffic or the default traffic.
Edit: For Vice City, that is.
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I love it, but.. out of curiosity, could a traffic toggler be added? For example, it would either use the custom traffic or the default traffic.
Edit: For Vice City, that is.
By custom you mean, some traffic paths you created? Or do you just mean no traffic?
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What I mean is, the original traffic and the traffic already in the mod. A traffic on/off toggle could work fine as well. I just want to be able to access normal traffic in some way.
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I am slightly confused. The traffic in my mod by default IS 'normal traffic', as far as I know. There is a function which allows you to effectively turn traffic off, but that function itself is a toggle so you can switch it off and on as much as you want (and you will be essentially switching between 'normal traffic' and 'no traffic').
Is this what you meant?
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I think he means he wants to be able to alter what vehicles roam around
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If he does mean that, then doesnt that mean he is implying that my mod 'does' effect what specific vehicles roam around? (Which, unless I am mistaken, it does not do).
On a different, more productive note:
Pretty much everything is done in the upcomming versions. There's just one bug left that I have to squash. (Well, only one that I know of ).
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Really? I only see sports vehicles spawn on the beach side and nothing on the mainland or islands except tons of busses in the downtown area. Unless there's an update in the middle of the thread I don't know about which doesn't do this.
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I am pretty sure my mod doesnt do that, because, I dont even know if its possible to do that in scm coding (and if it is, I dont know how). The only easy way to do that sort of modding is with cheats or changing the default.ide file, which my mod doesnt do. Sorry dude, either its just a co-incidence, or something else is causing the problem. And yes, the link on the front page is the latest version released.
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That's really weird then. I have nothing else changed but main.scm. I'll mess around and see if I can get it to work normally..
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I reinstalled Vice City and copied the mod back over it and the issue disappeared. Again, I only changed main.scm. Not sure what was up with that. Sorry for the trouble.
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No harm done. I am glad its working for ya now.
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It was so strange though. I had nothing but normal parked vehicles, sports cars and busses. If you can see the reason why I thought it was part of the mod and all.
So now it's perfect and I'm happy. Thanks for the work, I mean it.
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---------------------------------------------------
NEW VERSIONS HERE, NOW, CHECK FIRST POST FOR LINKS
---------------------------------------------------
A copy of the changelog:
* Less code in body of main loop.
* Player unjackable by default (on all wanted levels except 'Not Ignored').
* Fixed water respawn so more accurate and can be used in all 3 games.
* Made function toggles easier.
* Jetpack improved so now much much noticably smoother.
* Fixed potential bugs in spawner code.
* Removed rampages.
* Now can't use 'flip car' when driving a motorbike.
* Improved the way the 'last car' functions work.
* More GXT entries for functions.
* Major overhaul of teleporting code: Bugs squashed, more efficient, quick and reliable.
* Fixed car vulnerability bugs.
* Minor gamepad version fixes and improvements.
* Removed spoosh spawn of bikes and packer functions (in favor of...).
* Replaced with 'Remember Car': get in any car, press the buttons, and it will never disapear.
* Whole code re-written from scratch to make it: More efficient/smooth/reliable/less bugs/etc (most important aspect of this release).
* Probably more that I've forgotten also.
* This may not seem like a major release on the surface, but I can assure you that it is.
* I recommend to anyone who uses an older version to try out this new one.
---------------------------------------------------
HAVE YA DOWNLOADED IT YET??? FIRST POST, REMEMBER!
---------------------------------------------------
Spread the word
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lol and just when i re-downloaded the old one yesterday. I'll check it out are the button funtions for spawning and teleporting the same? I don't wanna memorize new hotkeys XD
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FUCK YEAH DOLWINNG THANKS DANYE
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The clean version (4) has always been my favorite Dannye, will you make me a believer...will you!?!
*DLs number 6*
Goodbye old friend (D USCM 4)
edit: Ok so I checked out version 6, and everything was smooth. A bit too smooth for my taste. It was kinda weird using it, it just felt weird and awkward.
The SCM is great but I'll stick to version 4, it's been my favorite one and it'll still be the best one for me. Thanks for making it in the first place Dannye.
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@Torque: You should be a beleiver now, I know I am (I'd say its cleaner now too). Thanks heaps dude for the FF links and the kind words over in the FF topic
@Yayo: Yep, controls havent changed.
@Anyone: If you read the changelog you will notice that technically there is only one 'new' feature (that of 'Remember Car' - where you press a button once in a car and that car is rememberred, like Spoosh). But please trust me when I say that the whole package is much better now, in regards to performance, stability, reliability and usability. And while alot of those changes you wont be able to notice, there are some you will notice that emphasise the changes/advances made - the jetpack is one example. So, if you use an older version and don't care much for the new feature, I still must insist you at least try the new version
EDIT: Btw, sorry for the crappy RS link for the SA version, it happens that it was 1mb too big to attach here.
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LOL oh my god Dannye, I had been so naive, I love your new SCM my favorite function is holding the middle mouse button while jetpacking foward. If you haven't done this yet try it out!!! Great job man. I can get from The edges of each island in a mere 10 seconds instead of the usual 30 or so.
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Ah yes, I love the new jetpack too! Making Tommy have have hillarious convultions is a nice distraction while flying around the map. You can get different variations of it too, holding up and forward at same time, using left and right keys, looking directly down while going forward, etc .
I am glad you like. I am also glad you posted, because I really am serious in how this is the 'best' version, and I really would like anyone with an older version to update - I think it will be of great service to them. Compared to this, the older versions are like test versions, this is the real deal. If there were a way to harass every single person who uses an older version via email to tell them of this release I would do it .
EDIT: Btw, now that you've seen the light lol, I dare ya to briefly fire up an old version and use the jetpack, it'll be so annoying you will want to break something
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Major thanks Dannye, you're the best!
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I still like the 4 version but I will check out the new one
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Damn, when is it gonna be a 100% save file to SA?
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Damnit... no mission selector this time too
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How often would you use it (and for what reason) if I were to include it?
@Ralleee - Dear god, no way I am doing that, that'd take fricking ages . What would be easier is for you guys to tell me what I have forgotten to 'unlock' from the start, so in the future I can fix those things until we get to the stage where a 100% save is no loner needed.
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One thing that I REALLY seemed to like about the old versions was when you bring a car back to yourself it spawns like 3 ft from the ground up. Same thing when you teleport. It made it a lot easier to measure the height of something.
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How often would you use it (and for what reason) if I were to include it?
So i could use the BMA (Biker Mission Angel) without completing half the game.
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Dannye: I can't buy houses in either SF or LV, that means I can't save in SF or LV.
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@Torque: Interesting point... I always thought it was something I should 'fix', so with this version I fixed it... do you really think I should have left it how it was? It seemed kinda silly making the vehicle float in the air
@Daffy: Fair enough point I guess, I'll look into potential a button combo that might suit it (and fit in with all the others).
I like that you guys are doing this, feedback is always helpful !
EDIT:
@Ral: Okay, I will definately look into the possibility of enabling all savehouses from the start, thanks for letting me know.
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Thanks in advance.
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Dannye, in SA try having all territory opened for you too, and maybe so all the icons for burger shot, Victim etc show up please. Also there is a big prob with ur SA save, u can barely get out the safehouse without walking into mission.
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somebody reupload the gamepad version 5 release, apparently it vanished from existence.
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I can do it, but only if you tell me why you don't want version 6.
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Thank you Dannye
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Holey moley, that looks sweet!
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I got some more griping to do Dannye . How come in VC/LC ones the spawner has D as option 2, but in SA A + D are option one and W is option 2? Please make it like VC . Also MTB isn't included in SA spawns? I have an idea, maybe have a third spawn option? That way you could have other vehicles used like forklift, dozer, Hydra etc.
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In VC/LC the spawners are: Sprint + Aim + Left (spawner 1) and Sprint + Aim + Right (spawner 2).
I obviously TRIED to make it the same for the SA version, but stupid R* made that impossible .
They made it so you cannot (in the scm) distinguish between Left and Right - you can only check if the player is pressing EITHER left or right (whereas in VC you can check if they are pressing left and also check seperately whether they are pressing right). Same goes for Up and Down.
As such, I was forced to change the code for the spawner and teleporter.
So in SA the spawners are: Sprint + Aim + LeftORRight (Spawner 1) and Sprint + Aim + UpORDown (spawner 2).
As you can see, it wasnt my decision, I would have loved (obviously) to have consistency throughout all my versions of this but unfortunately rockstar made that impossible.
And thats also why I am not planning on having a 3rd spawner in sa, because all of the arrow keys are already taken up. If SA was like VC (which it isnt) then yes, I could have introduced a 3rd spawner (say using Sprint + Aim + Down), but as already discussed, I am unable to do that.
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Hmm you spelled stunters on the first post wrong lol.
Awesome Dannye, the teleport tool is really great and it didn't crash once since I used it
Great job lol
Brb gonna take a shit
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Thanks !
This is awesome !!
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Kenny hasnt posted here to say he was back, does that mean he fell in?
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sweet job on all the scm's i like em!!!
"Kenny hasnt posted here to say he was back, does that mean he fell in?"
its been hours either he fell in or he just liked it there...
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Awsome new features dude!
One thing... when I push my teleport buttons the time begins to run very fast... when I release buttons, time stops... wtf?
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You can ignore it. In the main loop (and some of the other common loops such as the jetpack) I have the code to set the time if the time is set to frozen. Thus as the game goes through those loops constantly, the time essentially stays constant. Ofcourse there were a few tiny spots where I didnt bother to put the code (such as the spot where you are pressing some of the teleporting buttons) and thus when you hold some of them down the time will count, as if it is unfrozen, but you dont have to worry, as soon as you let go the time will go back to frozen at the correct spot.
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Great work Dannye, thanks for letting me test it as well. I have another idea for a future version. Some of the features cannot toggle on or off in the gamepad version so I was thinking maybe you could program the .SCM to get the players co-ords and spawn labeled markers infront of the player. Each marker toggles a different feature. It'd be like a menu thing. It's complicated but I think it's worth it.
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If there's any features from the Standard version that you would like to see in the Gamepad version feel free to let me know of any keypress combo's that you reckon would work well and I will definately look into including them.
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Just one question Dannye: Is it possible that you can make so you can buy houses in SF and LV from the begining? If, it would be awesome if you can make it.
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Yeah man, I'll look into it.
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Awesome.
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it dident work.. after the loading gta close
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Start a new game, or use the save games that come with it. Your trying to use a save game that isn't included.
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Start a new game, or use the save games that come with it. Your trying to use a save game that isn't included.
thanks.. dam the raods in vc god glitchy but good anyway
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What do you mean look glitchy?
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Try turning up your resolution and draw distance, maybe that might help you out.
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What do you mean look glitchy?
its like driving under a grey roof and the camera view is over it..
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Your probably using the wrong save game. Use the no loading screen one and rename it to "GTAVCsf1.b" or whatever
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^ Torque said it perfectly. If you need any more info check the "Quick Notes.txt" file included in the zip.
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One more thing Dannye. Could you make it so the car that you're driving in can turn hydraulics on and off? It would be awesome when you're car stunting.
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is there something wrong with the topic?
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Holey Moley - the first X pages (I honestly don't know how many) are totally vanished. Inlcuding the 'first post' which was the one that had all the links and info in it.
Man, that sucks, I enjoyed going back and reading peoples posts from when it was first released. Geese, I thought the current problems only happened to newer posts... apparently not
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Aww man, what the fuck. That sucks. I'm sorry for you Dannye.
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I was able to look at the first few pages via google (aah the memories ), but its not really the same as seeing them here.
But I did find this --> http://www.historymania.com/american_history/SCM (http://www.historymania.com/american_history/SCM) .
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Where can we get the SCM now.
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Here (http://www.gtastunting.com/forums/index.php?showtopic=17455&st=0&start=0)
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I don't really understand exactly what went on in regards to the loss of pages in topics, so bare with me. Is there anyway to retreive a copy of this thread (say, from a backup before the loss) and replace it over this new one? Having a 'first post' made things very handy in regards to updates and having all the info in one easy to find spot.
Until another solution is found, here's a list of links to all of the current versions:
(These links have been kindly provided by Torque and are the same ones that appear on the GTAS Mods FF Account):
* VC (Release Version 6) - http://files.filefront.com/VC_UltimateSCM_...;/fileinfo.html (http://files.filefront.com/VC_UltimateSCM_RELEASE6zip/;6804816;/fileinfo.html)
* LC (Release Version 6) - http://files.filefront.com/LC_UltimateSCM_...;/fileinfo.html (http://files.filefront.com/LC_UltimateSCM_RELEASE6zip/;6804823;/fileinfo.html)
* SA (Release Version 2) - http://files.filefront.com/SA_UltimateSCMz...;/fileinfo.html (http://files.filefront.com/SA_UltimateSCMzip/;7027754;/fileinfo.html)
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I'll do my best to find the thread in the backup and overwrite this one. It's gonna be damned hard so I want the name changed to 'Aries' SCM' after
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^Aries Post of Dannys SCM^
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Thanks man, I appreciate it.
It already is named after you, thats where the "ultimate" came from
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Dannye come on MSN please. I'm gonna need your help.
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First post added back in. I'll try work on some more, at least the main one is back.
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Thanks heaps Aries
Only noticed your post just now - I've been gone all day since then till now.
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How do you change the max wanted level?
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TAB + left click + scroller
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^ Correct. (Also known as: action + shoot + change weapon)
Readme's can be handy too
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Oh ok I seen that there thought it did something else with the wanted level.
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I asked this before but.. Dannye, can you make so I can turn on/off the hydraulics in the car I'm in? That would be awesome for some car stunting.
EDIT: Please unblock me Dannye.
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Dude there's a MAJOR glitch in a certain SCM, I've PMed you about it.
Edit: Rall, Dannye doesn't use MSN so theres no way he could block you.
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I'm on msn all the time, what are you guys talking about...
Yeah man, what Torquey said was true, I ain't on much at all. Nevertheless, its possible that you are blocked (perhaps I didnt recognise the email), if ya wanna pm me your email I can check it out for ya, but still don't expect to see me online too often .
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@Torque: I replied. Let me know what ya think.
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Your taking it the wrong way Colddeath.
VC has the ability to only remember 2 vehicles you were on unless your doing a mission. If you go on a 3rd vehicle one of your previous 2 will be "forgotten" and will disappear. But if you do that "Remember Car" function VC will remember your vehicle forever, so you can spawn and "remember" as many vehicles as you want and they won't disappear. You can put a vehicle at 1 corner of the map and go to the other and come back to the other corner and it will still be there. It has the same function as Spoosh's vehicle spawner except it's better.
@Dannye, send the first version over to me, please (along with what I stated in the PM) Thanks man
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Add me to MSN, bool33t@hotmail.com, I need to talk about gamepad version, lol.
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Great main.scm! Thanks a lot Dannye.
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Hey Dannye,
Seeing as how v.5 had the up and down spawn features assigned to spooshspawn PCJ/Sanchez/Freeway and Packer, and in v.6 you left the up and down spawn functions unused because of the remember car function.
Now my idea is to use the up and down spawns to spawn heli's/skimmers and a range of boats, seeing as how it can get quite annoying to go and jetpack all the way to the film studios or the docks to get a boat/skimmer. Could you look into the possibility of this idea?
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How about a save anywhere feature?
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And have all properties available to be purchased from the start.
Also do you have me ignored Dannye cause you haven't replied to my last 30 PMs.
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How about a button you can press so that you can jet pack slowly? I find it frustrating to try to set spawns on small objects with the current jetpack.
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@X: Good idea, I'll think about it.
@BJ: I haven't looked much into this, but (ages ago) when I first found out that there was a mod out there to do this, I tried it, and couldnt even ever get it to work. So I dunno whether that was the mod-maker's fault, mine, or that it was a hard thing to do properly. I guess I can look into it if everyone likes the idea.
@Feron: Very nice idea, I should have thought of this myself but I didn't. Should be easy to do also. I will most likely (unless I run into problems) try to get this in the next release.
@Torque: Yeah I know about the properties thing, just too lazy to do it all, as it would take some effort. About the pm's, haha, sorry man, but sometimes it was overwhealming (I'd come to gtas and find 3 new pms all from you ). I don't know how to fix that problem you had when trying to decompile them. I will try to look into fixing it myself (hopefully I'll have some free time over the next week or two) since I have the uncompiled scms (where its easier to understand the code). The problem is though, if I uncomment the 'important' lines, I am gonna have to find some other 'unimportant' ones to comment out to keep it under the size limit - and I don't know how easy its gonna be to find them (unless ofcourse I just remove some of my code... maybe I could cull a few of my functions, and release it as a 'lite' edition that has most of the important features yet still allows you to properly play through the game... what do ya think).
(For those wondering what I was talking about - Torque pointed out to me that the storyline of SA is not playable with my scms).
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Nah Dannye don't worry about the gameplay, just make this the best stunting tool it's supposed to be.
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Hey Dannye, I don't know if anyone gave you this idea, so you could take off the vigilante missoins of the .scm
It's quite annoying, every time get out of the rhino after I place somewhere for a bump, the vigilante mission starts, and the ghosttown mode goes off, so I have to enter the tank again to end the mission and turn ghosttown on again
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i want the SA version but wen i try to download it i have no idea wat its talkin about or wat im sposed to do does it want me to sign up? wenever i try to do sumthin i comes up in german or whatever language it is?!?!?!?!
can sum1 pleez help me
like PM me or add me on msn:frogg_138@hotmail.com
hope u can help
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I really need the one for the LC mod for VC now, maybe some1 can add my MSn (Pm and i give it to u) and send it to me?
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I forgot to *comment here , so you 're the best danny!! XD this .scm is the best for GTA 'stunters
Very thnx
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Okey, this is the third time I'm asking this question, so I hope I will get an answer now.
Anyway, Dannye; I wonder if you can make so you can turn on and off the hydraulics in the car you're driving? It would be good for car stunting.
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Okay man, I will put it on my 'will-look-into' list. I can't say a definate answer yet cause I haven't had any experience working with hyrdaulics in the scm, but I will give it a shot.
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Great. And Dannye, add me on msn as soon as you're on, please.
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Hey Dannye, i love the VC and LC mod for Vice City. But what the hell with the SA 1.. i mean the keys are different and u took away the best thing i liked with your scm, that when u fall of your vechile u get back onto/in it when u tele back. Can u plz fix that?
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Dannye is there anyway you can add a function so that you set a static vehicle spawn by pressing a few buttons? EX: You set up a tank bump and every time you go far enough for it to dissapeer, it will respawn in position as you return. It would be good for caddy bumps also, that way you dont have to set it up each time. Dont forget that this would also get rid of that annoying fucking glitch where in some spots the car dissapeers when you go so far away. If this is possible, dont replace it with the current method just please make it a differnt feature. I hope that this is possible. (Please dont laugh at me if this is not possible because I know nothing about coding)
Thanks for looking into the slow jetpack btw.
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I really need the one for the LC mod for VC now, maybe some1 can add my MSn (Pm and i give it to u) and send it to me?
Please check the GTAStunting Mods Filefront account, which is pinned in this section.
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THIS SHIT LNK IS NOT WORKING GET IT WORKING OR I WILL KILL U BITCHES >(
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THIS SHIT LNK IS NOT WORKING GET IT WORKING OR I WILL KILL U BITCHES >(
I think you should get warned of that post man.
Feron: Great idea man, I want to try a bsm in San Fierro but it always dissapear when I'm taking run-up, and when I "remember" the bike it spawns in the middle of the road, very annoying.
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THIS SHIT LNK IS NOT WORKING GET IT WORKING OR I WILL KILL U BITCHES >(
Woah buddy. Dannye never had to start making his SCM in the first place, to make mine, everyone else's and YOUR life easier when it comes to stunting. Give him a little respect since it takes hard work and patience to code the perfect SCM. As I said before there are working links to his current SCMs in the GTAStunting Mods Filefront Account, if your too lazy to check that out then don't bother clicking that Add Reply button on these forums. You've gotten a warn for your disrespect towards Dannye and to the community with that ill statement of yours. You may be new but that doesn't mean you can get off the hook easier than others and by signing up on these forums you've agreed to everything the forum law says. If you do not wish to follow those laws, further action will be taken.
Edit: Dannye I updated the first post for you, hope you don't mind.
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realx ppl, relax!
It was a "funny?" joke
Dont take everything too seriously....
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Edit: Dannye I updated the first post for you, hope you don't mind.
Thanks man, I appreciate the help.
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There have been 2 things that have annoyed me about the SA version ever since its first release. (i) Due to differences between how scms worked in VC and SA, for the SA version I was unable to have a jetpack like the VC one did so I was forced to just use the standard part-of-the-game-slow-as-hell-annoying-peice-of-crap ( ) jetpack. (ii) Also due to scm differences, I was forced to change the controls on some of my features that involved using left/right keypresses, which not only annoyed me because the new keys I was forced to use were worse, but more importantly annoyed me because it took away that element of consistency between the versions of all games (and thats something which I had always striven for with these mods).
Good news is (I seriously couldn't beleive it when I found out), I think I have found a way to fix both of them!! I am 100% sure I have found a way to fix (ii), and thus all future SA versions will have the good 'ol VC/LC controls for spawning, teleporting, etc. And I am 90% sure I have found a way to fix (i) also, while it may not be as perfect as the VC/LC ones, I reckon its still much better than the current SA implementation, and thus, in all future versions you will have the good 'ol VC/LC jetpack back in action, so you can quickly fly around the map and through buildings to your heart's content.
My free time is much less nowedays than in the past, so I have no idea how long it will be until the next version(s) of my mod, but I promise you they will come (one day ), and they will include these fixes, and hopefully many more (yes, I have recorded all of your suggestions, and I promise I will either: implement, or at least consider implementing, each of them). I will try to keep you updated with progress as it (slowely ) happens.
Thanks for your time!
Ps. Woohoo!
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I love all your scms but dannye but , u can do a special scm to VC2SA mod¿? i have little problems with it
thanks
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I think I orgasmed reading that Dannye. Can't wait for the new releases!
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Can you add 2 more teleport points so we can use Forward and Backwards to teleport too?
I'd like that.
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No Daffy. That'd just be stupid.
I'm sure he can make you a custom one for that. Unless theres something R* did to prevent that.
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I think with all the map mods that are being made Dan (Vice Andreas, VC2SA), there's gonna be a lot of SCM requests, and as amazing and god like as you are with SCMs, it will pile up I'm sure and it'll take a lot longer to update ALL of the SCMs. You ought to release a stripped .SCM for mods like those which can easily be implemented into an .SCM, I'm sure it'd save you a lot of hassle Of course, the person who is in charge of the mod would have to get permission from you etc. I need to catch you on MSN sometime (do you use it anymore nowadays?), I gotta question to do with being busted or wasted that you could perhaps help me with if you aren't busy. Again, great work.
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Once I have the code for the VC and SA versions its all good. Since any mod is a mod on either one of those two games, all I pretty much gotta do is open the new scm, and copy and paste my code into it (and for some mods, enable stunt stats, but thats not hard either). I've already done it to SV, very nice and straightforward. Shit, now that I've said that I have no excuse for taking so long to port it to VC2SA . The only slightly difficult part is trying to manage 3 versions of each game's version, because it adds up to a ridiculous amount of versions, lol.
About the 4 teleporter points, would people actually want that? I am pretty happy with 2. Heck, even the gamepad guys only have one... don't ask me why, I thought it was a crazy idea . But you are right, since I have the buttons free it wouldn't be difficult to do (well for SA it would, but thats a whole other issue).
Stupid Rockstar
@BJ: Well, I'm not on much more than usual, but I'll try to catch up with ya, I am curious about what you wanted to talk to me about.
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I fail to see why the Gamepad version lacks a million features that the Keyboard version has
Seriously dude I need to be able to change weather and stop clock and everything
I can't even change it with weather trainers because the main.scm is constantly locking perfect weather on, so the weather just flickers.
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Make half keyboard half gamepad thing so we can rly change weather, stop time... and add 2nd teleport location.
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About the 4 teleporter points, would people actually want that?
I would
But honestly, it'd only give us more freedom, when i do a P2B i usually have a teleport point for a good set-up so if i'm starting to not get any good bumps at all i teleport back to a good position and then there's one for the start of the run-up of course.
Now if i want to take a break from that stunt and try something else i have to jetpack, perhaps across the whole town and then overwrite one of the teleport points i need
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I fail to see why the Gamepad version lacks a million features that the Keyboard version has
Seriously dude I need to be able to change weather and stop clock and everything
I agree 100%. I never could understand why Aries didn't want all that stuff (since I don't have a gamepad I went to him to get advice regarding keypresses that would be usable on gamepads). I always thought it was disapointing how I had all these useful features, but so many people (the gamepad stunters) could not use them.
I would be quite happy to work with you gamepad users to include all of the functions in the gamepad version (or most of them).
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Yeah I want the features as well now Dannye
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Well I am gonna need your guys's help in figuring out what keypress (combos) to use and stuff. Here's a list showing all the features and their gamepad controls (the ones left blank are the ones that are currently not in the gamepad verison, and thus they are the ones we need to come up with ideas for)...
- Spawner 1 = Enter/Exit + Previous Weapon
- Spawner 2 = Enter/Exit + Next Weapon
- Remember Car = Horn + Submission
- Flip Car = Look Left + Look Right
- Me To Car = Enter/Exit + Shoot
- Car To Me = Look Behind
- Ghost Town Toggle = Crouch
- Player Vulnerable Toggle = Change Camera
- Weather Changer = ???
- Freeze Time Toggle = ???
- Water Respawn = ???
- Jetpack Toggle = Aim + Enter/Exit
- Wanted Level Changer = ???
- Car Colour Changer = ???
- Car Vulnerable Toggle = ???
- (SA ONLY) Refresh NOS = Trip Skip
- TP Save (Foot) = (Location 1) ??? (Location 2) ???
- TP Load (Foot) = (Location 1) Jump + Previous Weapon (Location 2) ???
- TP Save (Car) = (Location 1) Shoot + Radio (Location 2) ???
- TP Load (Car) = (Location 1) Hbrake + Radio (Location 2) ???
The important thing is trying to come up with control ideas for these ??? ones, but if you have ideas for the others that you are pretty confident are better than the current setup, you can let me know of them too. Try to keep in mind that for multi-button combos you want buttons that are confortable (+possible) to press at the same time on a gamepad. I realise we have the issue of people having different gamepad key definitions, so something may be good for one person but not another, there's not really any way around this, lets just hope most of you have a similar setup.
For a list of possible controls, go here --->
(VC) http://vc-db.webtools4you.net/?search=00E1&show=all (http://vc-db.webtools4you.net/?search=00E1&show=all)
(as you can see, you are defining them in terms of GTA functions, NOT actual specific buttons)
In regards to the teleporter controls, I like the idea of having similar controls for Location 1 and 2 (with just one difference), and similar controls for Save and Load (with just one difference). And thus, using TP Save/Load Car...
* TP Save (Car) = (Location 1) Shoot + Radio (Location 2) Shoot + <X>
* TP Load (Car) = (Location 1) Hbrake + Radio (Location 2) Hbrake + <X>
(where X is the same in both cases, and can be anything except radio)
... you see what I am getting at?
[None of that is really necessary, but I like the idea, as it makes the teleporter buttons easier to remember]
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I'll give you some combos that I think are suitable later
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We can use the keyboard to change the features aswell you know Dannye?
It's no big deal using the keyboard to change the weather or something it's not something you're gunna be doing every time you bail the stunt you are trying
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Very good point.
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Alright, time for another update.
I beleive earlier I spoked of two big problems with the SA version and that I was pretty sure I was going to be able to finally fix them.
Well, now I can say that they have both been fixed.
Problem (i) was regarding how I was forced to change the controls for spawning + teleporting due to differences in the scm which no longer allowed me to say things like "is player pressing left" or "is player pressing right". A solution has been implemented to fix this, and while I was testing it last night, everything appeared to be working great. So now your controls in the SA version will be exactly the same as what you are used to in VC/LC.
Problem (ii) was regarding the jetpack in SA. Its always been a problem, because of differences in SAs engine I could no longer have a jetpack like in VC where you could do things like turn with the mouse. Anyways, thanks to some help from a guy over at gtaf, I have implemented a nice little workaround that solves the problem perfectly, and now the SA jetpack is exactly the same as the VC one - in regards to speed, movement, control, going through buildings, etc. Again, I was testing this solution last night and everything went perfectly.
So, this is good news to me. Because both of those problems have been pissing me off ever since the first release of the SA version of this mod.
I will probably release a little 'beta' scm in a few days, which will be the same as the current SA version, but will include these two new fixes, so I can possibly get some feedback from you guys to ensure it all works as its supposed to.
Till' next time...
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Can't wait.
A small thing thats always bugged me is the camera change when you start teleporting, is there a way to get around that Dannye, and also the fact that you can't purchase any property from the start, it would be greatly appreciated if you could fix that instead of us teleporting for minutes and minutes around the 3 cities to get to where we want.
Edit: Also if you could fix the little thing, so you can teleport back to your saved location without having to get off your bike after each attempt that'd be sweet.
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Camera Issue: Haha, yeah I was sick of that myself too. And yes, I found a way to 'kinda' fix it. Unfortunately I couldnt find a way to see what the camera mode was before the press and reset the camera back to that mode afterwards. But I can do the next best thing, after each press, reset the camera to the default mode (so for anyone [me for example] who is happy with the standard camera mode then technically it will never change). [This is only a sa-thing by the way for anyone who is confused].
Property Thing: Yeah, I guess this one annoys everybody. I don't know exactly what the codes are to do it in SA (no doubt they are stupidly confusing), which is why I havent done it yet, and I really cant be bothered stepping through lines of mission code to figure it out... meh, I'll search round gtaf and maybe I'll get lucky.
Last Thing: I honestly have no idea what you are talking about . You can do teleport loads while on/in a vehicle... is this not what you were talking about?
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Damn,I can't download anything from FF
another link plz
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Dannye is there anyway you can add a function so that you set a static vehicle spawn by pressing a few buttons? EX: You set up a tank bump and every time you go far enough for it to dissapeer, it will respawn in position as you return. It would be good for caddy bumps also, that way you dont have to set it up each time. Dont forget that this would also get rid of that annoying fucking glitch where in some spots the car dissapeers when you go so far away. If this is possible, dont replace it with the current method just please make it a differnt feature. I hope that this is possible. (Please dont laugh at me if this is not possible because I know nothing about coding)
Thanks for looking into the slow jetpack btw.
I never got a response to that so please read. If thats not possible is there anyway you can "Freeze" a vehicle so that it cant move if you try to bump it?
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That would just be cheating Feron.
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I dont really want to get into a arguement about this in Dannyes beautifull topic but I think your wrong. Mabey it would be cheating with the unmovable vehicle. But making a car spawn to bump would not be taking it over the line in anyway. And dont say cheating lol, because using teleporters is the same deal.
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I never got a response to that so please read. If thats not possible is there anyway you can "Freeze" a vehicle so that it cant move if you try to bump it?
Yeah, hadn't said anything about that yet because I was still trying to think whether I wanted to include it or not...
EDIT:
When I was stunting for Get Tanked (a video in which lots of stunts used that packer explosion method, and such after each attempt I had to manually get a new packer and put it in its spot) my brother kept on saying to me things like "why don't you use spc it to place a new packer in that spot, and do that after each attempt... it'll be much quicker... your just wasting time this way...". I never ended up doing what he said, I kept doing it the (slightly) more natural way.
I couldn't really think of a reason why I chose to do it this way, and thus I am finding it hard to make a decision (and explain it) on what you suggested.
(Btw, I said spc because thats what he calls scm )
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I think it would be a great addition because theres ALOT of spots that are made impossible due to a run up to short because once you get so far away the vehicle falls through the ground.
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I'd prefer to work on trying to fix that problem.
But ofcourse I have no idea how to do that, because it seems so random (in that it happens to some people all the time, and to others [like me] it hardly ever happens) that it must be a bug in the game's engine itself.
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Found a random bug that lets you camhack, press LEFT + Sprint (Bring car to you) just before you finish the getting in/on bike/car animation, it camhacks you xD, when you want out get out.
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Just one question, can you change the SA jetpack to the VC jetpack? Since the SA jetpack is so slow.
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Its all fixed now! (I beleive I mentioned it somewhere on the last page).
Anyways, SA jetpack is now identicle to VC jetpack.
And SA controls for spawning/teleporting are now identicle to VC controls.
Now time to start working on everything else.
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That's awesome Dannye! Now, just a button to turn hydraulics on/off and I love you. Or wait... I already do.
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To save button presses (something which we are already runnin low on), what would you think if I combined the 'add hydraulics to car' feature you have suggested to the already present 'add nos to car' feature. So with the one button combo you can make your car have nos and hyrdraulics. I like it, what about you?
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Thanks Man i can now better stunten
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To save button presses (something which we are already runnin low on), what would you think if I combined the 'add hydraulics to car' feature you have suggested to the already present 'add nos to car' feature. So with the one button combo you can make your car have nos and hyrdraulics. I like it, what about you?
Yeah that's great. Since I don't think anyone here stunts with Infernus without NOS. And you can turn the hydraulics on and off with another button. So it's a great idea!
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What about "one button" save and TP thing?
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When i drive from the city to another city my map isnt loading .
The map textures and roads are not loading, they look weird . Btw i use the newest release and NoLoad savegame .
edit: i tried to use other savegames and release versions , now i fucked up my VC . I can't load the game or when i load it and try to spawn vehicles it starts to lag and MAIN.SCM isnt working anymore. Reinstalling vc...
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Also, can you make the default for "Ghost Town" on? It gets kind of annoying pressing Ctril + Shift every time you start a game.
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Also, can you make the default for "Ghost Town" on? It gets kind of annoying pressing Ctril + Shift every time you start a game.
Exactly , i tried to save the game while using Ghost Town on , but it`s not working
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I just converted it for the VC2SA mod. Here's the download:
--> http://www.gtastunting.net/forums/index.ph...ost&id=4639 (http://www.gtastunting.net/forums/index.php?act=attach&type=post&id=4639)
Since I don't have the mod myself, this was kind of a 'blind' creation, so its quite possible that there are many problems, you will just have to let me know if you find any.
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Of course i daeled this new scm ^^
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I can't download! it appears that there isn't any server to down... =( help me
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Sent you a PM.
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Dannye, you might want to post the updated SCM I sent you.
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I dunno how to install i did'nt find any data/script/
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Go to your Rockstar Games / GTA San Andreas folder.Then go to data. There will be a folder named "script" put the stuff in there. And put the amercan.gxt in the folder labled "text"
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but i have vice city o.o
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Then go to your Rockstar Games / GTA Vice City folder and throw the main.scm into the data folder and the american.gct to the text folder.
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ill try.. ad how i open it? its a spawner or just to remove the boring REPLAY
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very strange o.o my gta doesn't open! what i do
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ill try.. ad how i open it? its a spawner or just to remove the boring REPLAY
Read the first post.
very strange o.o my gta doesn't open! what i do
Start a new game.
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the gta don't open not the game =P
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Are you using a different exe? What are you doing when you try to open it.
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I just open gta-vc.exe..
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Try putting the .exe that I connected into your root VC folder.
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or it should be because i have Multi theft auto?
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^ Well that explains a lot.
You can't have ANY mods installed to the game in MTA or else it will not work. You need a clean install of VC to play MTA.
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but i dont want mta..
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I just converted it for the VC2SA mod. Here's the download:
--> http://www.gtastunting.net/forums/index.ph...ost&id=4639 (http://www.gtastunting.net/forums/index.php?act=attach&type=post&id=4639)
Since I don't have the mod myself, this was kind of a 'blind' creation, so its quite possible that there are many problems, you will just have to let me know if you find any.
I downloaded it from here =P
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and.. if is all right... i extract the files from standard version or gameplay version?
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It's not gameplay version. It's "gamepad version". If you use a gamepad to stunt then you extract those files. Otherwise extract the Standard files.
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but.. where i put that script.img?
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probably u forfeit helping me :'(
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Slow down everybody.
If I am reading this correctly, you downloaded the version called "VC2SA" and are trying to use it in "Vice City".
Well there is your problem. The "VC2SA" version is made for those who use the VC2SA mod which is a San Andreas Total Conversion Mod.
If you want a version that works in "Vice City" then go to the first page of this thread and download the one labelled "Vice City".
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Little update, you can use this version now:
VC2SA Ultimate SCM
Release Version 1
Subversion 1.2
Download ---> http://www.gtastunting.net/forums/index.ph...ost&id=4669 (http://www.gtastunting.net/forums/index.php?act=attach&type=post&id=4669)
(It fixes the FAT + MUSCLE stat problems, cheers Torque)
(And fixes a couple other stat things)
It should be all good now
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Will you fix the problem that the secondary vehicle is always dissapearing? Sometimes when I'm trying a bsm or iBSM, which are both stuck methods, either way, if I don't remember the car, it will dissapear if you're too far away from it, or if I remember it, it won't dissapear but it will just spawn in the middle of the road. It's like it dissapears but spawns in the road again. This is very annoying, but I hope it can be fixed. Sorry if this has been asked before.
EDIT: Whoa, thanks for the update Dannye. Is it the new teleporter in it too?
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Doesn't yet include the new jetpack/teleporter control updates I mentioned above. When I release a new beta of the SA version with those updates I will do the same for the VC2SA version. So, at the moment its exactly the same as the current SA version.
About your query. I don't know what to do. Its not like I have code in my scm saying "make vehicle disapear and spawn in middle of road" - I am starting to think that its a game engine thing and I can't do anything about it. I honestly don't know
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It's okey if you can't do it man. But you have to add the hydraulics, that's and order.
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Sir Yes Sir.
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On the other side of the note, how's the progress on making the new .scm's at the moment?
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i will try thank you
But can u send me the download of the vice city? i cant dwonload in that site i dunno why
"Your download has failed. There were no available download servers. Click here to try your download again."
can anybody upload the vice city version and send me the link or some other link? please :|
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http://files.filefront.com/VC_UltimateSCM_...;/fileinfo.html (http://files.filefront.com/VC_UltimateSCM_RELEASE6zip/;6804816;/fileinfo.html)
That link works perfectly fine.
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will u stop 4x posting.
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I duno.. here appears "Your download has failed. There were no available download servers. Click here to try your download again."
"
Cant u upload the files of gta vc in the rapishare for me? i can download from rapidshare.. please upload there and send me please www.rapidshare.com
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I've attached the file.
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YEAH! NOW LETS ROCK!
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its working normaly with spawner ful health wow very good
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Cheers Torque.
Not very quickly Ral, I just don't have much free time on my hands at the moment. But I will try to keep this thread updated as I progress.
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If you ever need anyone to test out the new SCMs for any bugs or something. You know who to ring up.
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I sure do.
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Yeah, like Torque said, ring me up....
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oh I want a music for my new vid
hmm i will sereach for rammstein musics.. it's very cool ^^
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Butler please refrain from using Dannye's topic as a source for your posting. This topic is mainly a discussion about his Ultimate SCMs so please do not bring common posts such as the ones mentioned above into this topic. If you have a question of the sort please use the General Discussion section.
Also you may not know this but the forum lets you edit your posts so if you have another question or need to make a change of remark or statement please use the edit button to change your post instead of creating a new one and posting 3 to 5 posts in a row.
Thank you.
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I have a problem with mine! it wont work i did everything it says but nothing
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Please clarify which version and which game of the USCM you are using along with clear instructions of what you've done.
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LC2SA UltimateSCM coming soon Dannye?
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yeah it could be nice if u make an LC2SA scm
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LC2SA UltimateSCM coming soon Dannye?
He doesn't have the base SCM, script or american.gxt for the LC Beta 4 mod so if someone could send those original files to him he could easily make the changes in a day.
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does the VC SCM works for GTA-SOL to ?
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Yes
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k thnks cause i go try to install it
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Dannye could you make a V6 VC SCM with the first intro scenes removed please? Getting sick of going through it everytime I want to load up SOL.
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hey their all sick man...would you be able 2 make an scm for the san an liberty city's? n mayby gta s.o.l? u pwn dannye
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Dannye could you make a V6 VC SCM with the first intro scenes removed please? Getting sick of going through it everytime I want to load up SOL.
Are you using the SOL's scm (does it come with its own scm file?) with my code in it, or are you just using my vc scm?
If you are doing the second one, I can do the first one for ya and that would fix the problem.
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dannye deserves something for putting so much time and effort into this...
everyone at GTAS pitch in a dollar/euro/pound/kroner/pesos or w/e the fuck your currency is and lets buy dannye a car or something
awesome work dannye, im lovin the VC style jetpack in SA, and also, i love you
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As soon as my holidays start I can work on releasing a new SA version with the updates I have mentioned (fixed jetpack, fixed controls, added hydro function).
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hmm could you please add a link for your s.o.l scm when your finished it?because i deleted the origonal 1 and...i didnt have any mods in it... lol
dannye help!
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How's it going Dannye? I'm not trying to push you into doing this, just want to know how it is going.
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If I remember it, it won't dissapear but it will just spawn in the middle of the road. It's like it dissapears but spawns in the road again. This is very annoying, but I hope it can be fixed. Sorry if this has been asked before.
Same happens to me in normal SA lol .
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eemm, do the original SA scm have the same controls as VC now?
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I have NOT YET released a new SA version.
Although I have discussed changes I have been working on (including the jetpack and control fixes), I have not yet released any.
When I do, you will know. I have the date next to the download links on the first page for a reason, and this is it
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Can you please add the feature that lets you freeze and unfreeze the clock in the gamepad version of the LC and VC scm?
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Sure can, I am willing to add any or all of the standard features to the gamepad version, I just need to know what controls you want it to be
For more info on that, check this post out: http://www.gtastunting.net/forums/index.ph...st&p=387487 (http://www.gtastunting.net/forums/index.php?showtopic=9046&view=findpost&p=387487)
By the way, I just finished getting the hyrdaulics thing in the SA version, I also edited how the nos function works. But I figure before I give that one the "okay" I should get a speedo mod to check that nothing gets accidently fucked up, so my question to you guys, can anyone link me to a SA speedo mod (an non-scm-based one). That'd be great.
EDIT: Nevermind, Torque reminded me that camhack shall do the job, and gave me a link to it, cheers man. Updates to this mod will hopefully start flowing again in about 3-4 weeks once my holidays begin.
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Dannye could you make a V6 VC SCM with the first intro scenes removed please? Getting sick of going through it everytime I want to load up SOL.
Are you using the SOL's scm (does it come with its own scm file?) with my code in it, or are you just using my vc scm?
If you are doing the second one, I can do the first one for ya and that would fix the problem.
Im using the VC SCM. Do you need me to send you the stock SOL SCM or do you have it?
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I don't have it, so yeah, could you send it to me? (that is, the stock SOL scm, as well as the stock SOL gxt). Then I should be able to do it for you.
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http://download.yousendit.com/C07D09F34407FBDC (http://download.yousendit.com/C07D09F34407FBDC)
Thats the SCM. The normal VC GXT will work.
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why does ghost town not work it prompts but does nothing.
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Ghost town won't work if you saved a game file while it was enabled.
You need to re-enable it each time. Just load your game and turn ghost town off, and turn it on again and it should work.
BTW what game are you talking about.
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Awesome, I searched for something like this looooooong time. Thanks
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Wow this is amazing!! Thanks alot man
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Can you please add the feature that lets you freeze and unfreeze the clock in the gamepad version of the LC and VC scm?
Sure can, I am willing to add any or all of the standard features to the gamepad version, I just need to know what controls you want it to be
For more info on that, check this post out: http://www.gtastunting.net/forums/index.ph...st&p=387487 (http://www.gtastunting.net/forums/index.php?showtopic=9046&view=findpost&p=387487)
By the way, I just finished getting the hyrdaulics thing in the SA version, I also edited how the nos function works. But I figure before I give that one the "okay" I should get a speedo mod to check that nothing gets accidently fucked up, so my question to you guys, can anyone link me to a SA speedo mod (an non-scm-based one). That'd be great.
EDIT: Nevermind, Torque reminded me that camhack shall do the job, and gave me a link to it, cheers man. Updates to this mod will hopefully start flowing again in about 3-4 weeks once my holidays begin.
Just add it to any button. I just love watching the time change instead of it beeing stuck on that blue sky all day.
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http://download.yousendit.com/D6BFFA60088CF483 (http://download.yousendit.com/D6BFFA60088CF483)
Theres the SOL scm agian, the other link expired.
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Sorry man, been kinda busy lately. I'll download it now, so as you wont have to upload it for a third time, but I wont be able to do it just yet. I'll let ya know (should have a lot more free time in a week from now). Cheers for waiting.
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scm for liberty city is for what version? LC mod is BETA2.7 now
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I made it with beta 1 in mind (if I remember correctly). But I guess there's no harm in you trying it for your version, I got no idea whether it'll work or not though.
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I had the weirdest dream that Dannye's Ultimate Main.SCM [Version 7] was released.
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I thought it was when I just read your post, but nope, it turns out I ain't that good at remembering numbers
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When i use that mod, the second city i VC is very ugly :/
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Are you using one of the save games provided with the package? Because there are two provided, and if you are getting that effect with one of them, try using the other one The other option (that almost certainly should fix the problem) is to just go to "New Game". Hope that helps.
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I have this crazy idea! maybe you should add the feature to change weather in the gamepad version too!
I tried to get nice weather with KB version, save game and load it with gamepad version and it crashes
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I'm happy to add any or all of the features into the gamepad version. Since I don't have a gamepad its hard for me to come up with decent ideas for controls. Thus when I was first doing it I asked Aries for ideas on the controls, and he only covered some of the features, and thus, others were left out. But yes, I am happy to include any of them for ya guys, I will just need your assistance perhaps in coming up with key combos that aren't impossible to press.
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Hmm, im having some troubles with the LC ultimate scm
I can start the game fine, and when i get in everything is running nicely, but then when i watch a replay, and it ends, the game freezes, and i get this error.
(http://img292.imageshack.us/img292/1025/erroruc2.png) (http://imageshack.us)
What am i doing wrong/how can i fix this?
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I dunno any details, but apparently there is something about watching a rep while on the bridge (which you start on) that makes the game crash. I don't 'think' it has anything to do with my mod (or at least, I hope it doesn't).
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It doesn't, and it's not that your own the bridge Dannye, Vic, just get a PCJ and drive for about 15 seconds, then you can view reps without crashing
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It doesn't, and it's not that your own the bridge Dannye, Vic, just get a PCJ and drive for about 15 seconds, then you can view reps without crashing
K thanks for the help.
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That's not the problem, the reason why your reps were crashing because you were viewing the reps while on a bridge. Just jetpack away from the bridge and then watch your reps.
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Wondering, is there a SOL scm out?
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Yes ^
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Link? .
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No link.
Because I didn't make it, someone else just used one of the other game's ones to fit SOL, so you'd probably have to ask around.
Although I did get sent the SOL SCM so I could make a proper conversion, just haven't done so yet.
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Thats copyrighted infringement right there Dannye, heres my plan.
We hire a good aussie lawyer, since their so much better than these cheap ass american ones you find here. We file a lawsuit against these SOL guys and split the money 99-1. What do you say.
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Sounds like a plan
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All you really need to make is a no intro VC scm. I would use that for both anyways.
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Sounds like a plan
Damn straight!
So now what...
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All you really need to make is a no intro VC scm. I would use that for both anyways.
Wouldn't using a LC scm then be suffice? Seeing as it could be seen as a VC scm without the intro, in a way. (Admittedly, I did not think about this for more than a second, so its probably a false assumption, and isn't really that important anyways, seeing I can simply do it properly myself once I can be bothered).
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hey Dannye, i downloaded and istalled yesterday that Myriad Island, and i started to think that. Would it it be possibole to make Main.SCM to Myriad Islands, because VC's normal scm wont work in it.
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hey Dannye, i downloaded and istalled yesterday that Myriad Island, and i started to think that. Would it it be possibole to make Main.SCM to Myriad Islands, because VC's normal scm wont work in it.
LoL
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the SA one is corrupted all files but save and script is corrupt
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is there an SALC scm ? i would like to see one
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All you really need to make is a no intro VC scm. I would use that for both anyways.
Wouldn't using a LC scm then be suffice? Seeing as it could be seen as a VC scm without the intro, in a way. (Admittedly, I did not think about this for more than a second, so its probably a false assumption, and isn't really that important anyways, seeing I can simply do it properly myself once I can be bothered).
I cant use the LC scm with VC so it dont work with SOL either.
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Here is a SOL version of the ultimate scm:
--> [attachment=5669:SOL_USCM.rar]
Since I don't have the mod myself, I am unable to test it, so if someone could let me know whether it works or not that would be great.
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hey Dannye, i downloaded and istalled yesterday that Myriad Island, and i started to think that. Would it it be possibole to make Main.SCM to Myriad Islands, because VC's normal scm wont work in it.
I think you should be able to use something called Lithjoe's Ultimate Trainer. Search for it.
Love the scm btw Dannye.
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Thank you UL.
Regarding the MI scm, well, I had actually made one at the request of some people a while ago, but never got around to updating it for my more recent versions (and thus never properly released it in this thread).
But that changes now!
Myriad Islands Ultimate SCM is now properly done:
---> [attachment=5670:MI_USCM.rar]
Once again, I don't have the mod so I cannot test it, so if someone could let me know whether it works or not that'd be great.
EDIT:
Download links for the last three ones I did today/yesterday, for the game mods SOL, SA:LC, and MI, are now also in the first post.
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WOOSAAAA FUCK YER SOL SCM DANNYE YOUR GOD DUDE!!!
You want a SA bike? lulz?
FUCK THAT
IM MAKING YOU A VC ONE MADE OF... SECRET STUFF!!
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Umm... thanks?
If someone is able to confirm whether or not the MI and SOL ones work that'd be cool!
EDIT:
I am going through the SA scm at the moment, trying to fix some things (such as: making it so you can purchase garages from the start, making it so you can enter all stores from the start, making it so you can use all mod garages from the start ... etc). I seem to vaguely recall someone saying that with the uscm they were unable to play through the SA storyline missions. Could someone confirm this? Because if it is the case, I am in the scm mood at the moment, so I will try to see if I can fix it.
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Man I'm so confused...How do i install this?
I know I'm stupid...
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In the root VC/LC/SA folder, there is a folder called "data", get in that folder. If it's VC or LC you want to change your .scm of, just replace your old main.scm with the new one, remember to ALWAYS back up your old files. If it's in SA you want to change your .scm, just get to the "data" folder, the same way as VC and LC, and in that folder there is a folder called "script", get in to that folder and replace "main.scm" and "script.img" with the old ones. And for the american.gxt, get to the VC/LC/SA root folder, there it is a folder called "text", get in to that folder and replace the old "american.gxt" with the old one.
And remember, ALWAYS back up your old files.
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SOL USCM works perfectly now, if I notice any bugs I'll hit you up .
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In the root VC/LC/SA folder, there is a folder called "data", get in that folder. If it's VC or LC you want to change your .scm of, just replace your old main.scm with the new one, remember to ALWAYS back up your old files. If it's in SA you want to change your .scm, just get to the "data" folder, the same way as VC and LC, and in that folder there is a folder called "script", get in to that folder and replace "main.scm" and "script.img" with the old ones. And for the american.gxt, get to the VC/LC/SA root folder, there it is a folder called "text", get in to that folder and replace the old "american.gxt" with the old one.
And remember, ALWAYS back up your old files.
Lol Thanks, One thing i forgot to do was backup my old files
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Thanks Ral for clearing that up for him.
Alrighty, I'll take SS's word that the SOL scm seems to be fine. Could I also get confirmation of the MI one too, anybody?
And if someone could also confirm to me whether or not (with the current SA scm), it is possible to complete all the storyline missions? (If its not I wanna fix that)
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The MI one works fine dannye, i didn't notice any bugs yet and i'm playing for 3 hours straight
I've tryed allmost every option and no crash !
GJ and thnks !
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San Andreas USCM link no longer works
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I gather its due to this:
Maintenance - Some files may be temporarily inaccessible while we perform some system maintenance. Our apologies for the inconvenience!
So it should be fine again soon. But if you want I can try to get a temp link up until then.
EDIT:
Thanks boxXx for confirming that it works.
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Yeah, double post I know, but its to post a fix, so:
Thanks to Torekk I was able to figure out that there was a problem in all the SA-based SCMs, which may or may not have been the cause for people's inability to edit the SCMs themselves, I don't know (either way, its still a fix for the better).
Here are the new links:
* SA v2.1: http://files.filefront.com/8105399 (http://files.filefront.com/8105399)
* SALC v1.1: http://files.filefront.com/8105422 (http://files.filefront.com/8105422)
* VC2SA v1.1: http://files.filefront.com/8105439 (http://files.filefront.com/8105439)
(the first post has been updated with these new links)
Keep in mind this is only a very minor update, so if you aren't experiencing any problems with the current versions you are using, you don't need to get it.
I am in the middle of a more significant update to SA ones, I'll keep you updated as I progress with it.
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I was kinda boored so i made something that might help you dannye
Well i dunno if this is needed but i just made you some packs :
Vc engine pack (all the scm's for vc and map mods included)
SA engine pack (all the scm's for SA and map mods included)
All engine pack (all the scm's for All games and map mods included)
All Engine Pack : Click (http://rs76tl2.rapidshare.com/files/44145182/All_Engines_UltimateSCM_Pack.rar) , Click (http://9.mihd.net/dl/1266412ac311a5cd3fcbc4287ecc8823/46a1d287/9-vhqayf-11388733/all_engines_ultimatescm_pack.rar)
Sa Engine Pack : Click (http://rs118l32.rapidshare.com/files/44144355/SA_Engine_UltimateSCM_Pack.rar) , Click (http://9.mihd.net/dl/a90ff1c36e47b8d9fe6b9b2250acc567/46a1d4bd/9-c6bfl0-11389186/sa_engine_ultimatescm_pack.rar)
VC Engine Pack : Click (http://rs110l33.rapidshare.com/files/44143482/Vc_Engine_UltimateSCM_Pack.rar) , Click
(http://9.mihd.net/dl/3ca566335d33220b739ad45b6a006724/46a1d2fb/9-c1wjyl-11388843/vc_engine_ultimatescm_pack.rar)
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Cheers boxXx, with all this we should never again have a problem of nowhere to download them!
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haha np man i'd like to help
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Updates for the up-coming SA-based release:
* Fixed jetpack (now works just like the jetpack in the VC/LC versions of the mod).
* Fixed control issues (controls are now just like in the VC/LC versions of the mod, for example, previously the spawner controls in the SA versions were different to that of the VC/LC versions, but not anymore).
* Changed "Refresh NOS" function to "Add NOS and Hydraulics" function. Do it once and the car you are in gets both those added to it. I have also modified the boost button so you can use another shot as soon as one shot has run out (rather than having to get out/in or wait, until you could use your next shot).
* Significantly improved "Opened Up" aspect, meaning, many more things are available from the start (garages, mod shops, save houses to buy, clothes shops... etc)
* Fixed all known problems that were causing the inability to play through the storyline missions while using this mod. I was able to figure out and fix each of the things that were causing this problem and now I am pretty confident that the storyline aspect of the game is playable (I have done a partial test up until SF and everything seems perfectly fine).
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VC2SA FF Link is kinda broken... The download won't work...
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Big thanks for the SA:LC Scm works fine
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Those SA fixes sound great Dannye! Keep up the good work .
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This Script Roxxx... I think is the best Script for GTA
GJ
-=EDIT=-
What Keys i must use to:
* TP Save (Car) = Horn + LookB + LR/UD
* TP Load (Car) = Horn + Shoot + LR/UD
I dont know only LR/UD
its , Left Right /up down?? :/
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Yeah I know its confusing, I'll elaborate a bit for ya:
* TP Save (Car) Location 1 = Horn + LookB + Left_or_Right
* TP Save (Car) Location 2 = Horn + LookB + Up_or_Down
* TP Load (Car) Location 1 = Horn + Shoot + Left_or_Right
* TP Load (Car) Location 2 = Horn + Shoot + Up_or_Down
Wherever you see an "or" it means you can press either of those to do the same thing.
I know its a tad confusing, but its not a problem you will have to worry about for long, as I have found a workaround, so for future releases the controls will be more straightforward (just like they are in the VC/LC versions).
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Oki , big THX
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Great job so far Dannye. In my eyes you are one of the sole reasons that stunting still exists at this point. A true innovator and revolutionary.
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wow, very nice and useful
Thx for sharing
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Can u make a cmd for adding hydraulick to car ?
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^^ Yes I can. Its already one of the features in the new, upcoming, yet-to-be-released-because-still-working-on SA versions.
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Great job so far Dannye. In my eyes you are one of the sole reasons that stunting still exists at this point. A true innovator and revolutionary.
Dannyes great and all, but stop kissing his ass. People still stunt with trainers.
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^word
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^^ Yes I can. Its already one of the features in the new, upcoming, yet-to-be-released-because-still-working-on SA versions.
You could also hit me up on MSN.
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I need a hydraulicks in SA-LC becuse i cant add there this. In San Andreas that not proble go to garage.
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When I say SA version I also mean any version that is a TC mod for SA (including SA:LC)
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So how's about that gamepad version:
Features =
What the basic one has now
+ everything the keyboard version has (@ same hotkeys)
just cause a guy uses a gamepad doesn't mean he doesn't have a keyboard so changing weather and time and shit can be changed using keyboard, seeing as it's something you're only gunna do once each session...
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Okay, I'll do that for next release and onwards.
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You got thinking about good teleporter? Like there would be about 50 targets where you can teleport, the jetpack sometimes feels to damn slow
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Is there a 100% savefile to the VC scm somewhere?
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Nope
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Probably a common problem but I cant grenade boost in SA (I just dont get the boost). Some Ideas ?
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Dont use SACC.
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Probably a common problem but I cant grenade boost in SA (I just dont get the boost). Some Ideas ?
There is a feature in my mod that toggle's player vulnerability on and off.
By default this feature is on - meaning that the player is invulnerable to things like: bullets, explosions, etc.
So, if you want to do something like Grenade Boosting (this goes for either SA/VC/LC etc) you'd first want to toggle this feature off.
If you are unsure of the control combination to do so, just check the readme, that should explain it.
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Updates for the up-coming SA-based release:
* Fixed jetpack (now works just like the jetpack in the VC/LC versions of the mod).
* Fixed control issues (controls are now just like in the VC/LC versions of the mod, for example, previously the spawner controls in the SA versions were different to that of the VC/LC versions, but not anymore).
* Changed "Refresh NOS" function to "Add NOS and Hydraulics" function. Do it once and the car you are in gets both those added to it. I have also modified the boost button so you can use another shot as soon as one shot has run out (rather than having to get out/in or wait, until you could use your next shot).
* Significantly improved "Opened Up" aspect, meaning, many more things are available from the start (garages, mod shops, save houses to buy, clothes shops... etc)
* Fixed all known problems that were causing the inability to play through the storyline missions while using this mod. I was able to figure out and fix each of the things that were causing this problem and now I am pretty confident that the storyline aspect of the game is playable (I have done a partial test up until SF and everything seems perfectly fine).
That sounds great! Can't wait!
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Big thanks, Dannye! I love you.
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this helped get all stunt bikes and cars cause i had to roam around for taxis pcj600 and stuff gr8 job
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Updates for the up-coming SA-based release:
* Fixed jetpack (now works just like the jetpack in the VC/LC versions of the mod).
* Fixed control issues (controls are now just like in the VC/LC versions of the mod, for example, previously the spawner controls in the SA versions were different to that of the VC/LC versions, but not anymore).
* Changed "Refresh NOS" function to "Add NOS and Hydraulics" function. Do it once and the car you are in gets both those added to it. I have also modified the boost button so you can use another shot as soon as one shot has run out (rather than having to get out/in or wait, until you could use your next shot).
* Significantly improved "Opened Up" aspect, meaning, many more things are available from the start (garages, mod shops, save houses to buy, clothes shops... etc)
* Fixed all known problems that were causing the inability to play through the storyline missions while using this mod. I was able to figure out and fix each of the things that were causing this problem and now I am pretty confident that the storyline aspect of the game is playable (I have done a partial test up until SF and everything seems perfectly fine).
That sounds great! Can't wait!
DANNYE I FUCKING LOVE YOU!!!!! NOW I DONT HAVE TO REMOVE THE SCM TO MOD MY CARS.
Sorry i just had to
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Is there a way to make it so whenever you teleport to your saved position the rep is cut automatically (instead of you having to not be on your vehicle), it would save a lot of time when viewing car stunts, and taxi and cabbie stunts.
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Just tap F3 twice.
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Scratch that, I skipped the line for player vulnerability in the notes.
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It's nice
but it didn't have
hydra & mtb
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Unfortunately it can't have everything.
I suggest using it in combination with something like SACC (or some other trainer/car spawner) if you want to be able to spawn any vehicle.
Also keep in mind there is an easy-to-remember cheat to automatically spawn a hydra.
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If I understood what you wanted to say then you need to put all files in folders where they need to be. For example Main.scm in Data folder etc.
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Dannye, am I allowed to play around with your main.scm a bit? I want to see if I can change the VC version so that the jetpack speed can be increased and decreased whenever needed, thanks . i wont share it, its just for personal use.
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Dannye, am I allowed to play around with your main.scm a bit? I want to see if I can change the VC version so that the jetpack speed can be increased and decreased whenever needed, thanks . i wont share it, its just for personal use.
Sure thing man, no worries.
When I ever got 'round to making a new version I was planning on adding support for slowing the jetpack down, as had been suggested, perhaps something along the lines of - if the player is holding shift don't move them as far - or something. I just haven't been able to work on it in a while.
If ya need any help making the changes just let me know (as I obviously have the raw decompiled txt version which has all of my meaningful variable names, label names, and even comments).
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Dannye i have a little question about ur last relase , GTA SOL USCM , why i cant watch my reps? its problem of the mod of its about ur scm? why if i spawn a car two times gta sol crashes?
Thanks.
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very good, i need a car spawner for vc but i havent been able to find one
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This "SaRaH" is a insignificant pimple of the butt of Dannye's SCM.
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Hi, you might have noticed that i have been around the forums again the last days. I was wondering if you have reached anything with my sources. Would be cool to see this thing with a graphical interface in "exe" form like spoosh
(I m still ready for helping if you want to try..)
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I recall looking at the stuff you posted a while back, I recall thinking it was all way over my head (heck, I've got next to no experience in the field of memory editing [etc] - the most I have ever done in that is create my own little [very very basic] trainer for disabling the cut to unique cam on replays [exactly the same as gunners tool]).
I must admit I am intrigued to discover what new levels this mod could possibly be taken to, and thus I am interested to talk to you further about it (especially in the areas of increased user interaction/customisation, Eg. choosing their own controls for functions, which functions they want/don't-want etc, [or for a more specific example] choosing which cars the spawner should spawn, etc). If it leads to further development of the mod for the betterment of the community, then there can't be anything wrong with that. Once I get some free time on my hands (from the beginning of December, and onwards) I'd be happy to discuss this with you further (you may need to remind me again then so I don't forget ).
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Sounds great! I m looking forward to it
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hey where is the lc mod for vc?
and is the main.scm lc for gta III ?
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Dannye in your SCM:
//-------------MAIN---------------
thread "MAIN"
fade 0 0
042C: set_total_missions_to 1
030D: set_total_mission_points_to 1
01F0: set_max_wanted_level_to 6
set_wb_check_to 0
00C0: set_current_time 12 0
04E4: unknown_refresh_game_renderer_at 476.875 -939.938
Camera.SetAtPos(476.875, -939.938, 41.75)
062A: change_stat 165 to 0.0 // float
062A: change_stat 23 to 0.0 // float
062A: change_stat 21 to 0.0 // float
062A: change_stat 163 to 1000.0 // float
062A: change_stat 160 to 1000.0 // float
062A: change_stat 229 to 1000.0 // float
062A: change_stat 223 to 1000.0 // float
062A: change_stat 230 to 1000.0 // float
0629: change_stat 181 to 4 // integer
0629: change_stat 68 to 0 // integer
062A: change_stat 24 to 1000.0 // float
0A1F: set_stat 24 max_to 1000.0
0998: add_respect 1000
$PLAYER_CHAR = Player.Create(#NULL, 476.875, -939.938, 41.75)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
Camera.SetBehindPlayer
Actor.Angle($PLAYER_ACTOR) = 180.0
0489: unknown_actor $PLAYER_ACTOR flag 1
Which one of those is for muscles.
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Don't know if I've said this before, but thanks a lot for making these
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yes <3
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Yes <3
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Yes. <3
Anyway, have you made any progress on the new SA version of the uscm, Dannye? It'll rock!
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Thanks guys!
@CD: Cheers for that.
@Torque: Sorry for being slow to reply to your pm, does your post imply that its not a problem anymore?
@Hoff: Yeah its pretty much done, just need to check a few things and convert it for the different versions (keyboard/gamepad/etc). Should be able to get it out as soon as I get some free time on my hands.
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Looking really forward to the release of the new SA version, keep up the great work! Youre making stunting a lot more fun and easier with the features of your excellent SCM. Thank you!
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@Hoff: Yeah its pretty much done, just need to check a few things and convert it for the different versions (keyboard/gamepad/etc). Should be able to get it out as soon as I get some free time on my hands.
Woo-to the mothersucking-hoo!
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Thanks Dannye!
PS: Yes <3
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<3 whats with all the <3 ?
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Coz I'm cool and used my mod powers to edit <3 into all their posts
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Exactly <3
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Hey Dannye, can you send me the code from your newest sa scm? I know one way to script, i would like to see in what way you script
WTF would be the use of that?
SCM is opcode based meaning it can be disambled all the time, with no problemo. The only advantage you would get from the source file is the authors syntax and variable namings (which doesnt matter at all)
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lol <3 xD
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danny can u make it to GTA united?
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The following was a pm, but judging from the above post it seemed worth posting here for anyone thats also curious...
Question:
Hello there. i was wondering wich SCM i should use with GTA United.
VC2SA or LC2SA. if none fits, could you create a special one?
Answer:
I don't really know. If you get lucky, one of them might work, but it also might make it so alot of the GTA United stuff that wasn't working in VC2SA/LC2SA (such as shops, basketball, I don't know what else) not work anymore.
So I guess you can try them and see what happens, if it doesn't work, or causes too many problems, you may have to resort to using something like SACC temporarily.
I say temporarily because, while I do plan on making a special scm just for GTA United, it probably wont be for a few weeks still (just too busy at the moment).
Hope that answers any questions.
I'll obviously let people know as soon as I get working on it, but as I said above, that wont be for a few weeks at least.
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The following was a pm, but judging from the above post it seemed worth posting here for anyone thats also curious...
Question:
Hello there. i was wondering wich SCM i should use with GTA United.
VC2SA or LC2SA. if none fits, could you create a special one?
Answer:
I don't really know. If you get lucky, one of them might work, but it also might make it so alot of the GTA United stuff that wasn't working in VC2SA/LC2SA (such as shops, basketball, I don't know what else) not work anymore.
So I guess you can try them and see what happens, if it doesn't work, or causes too many problems, you may have to resort to using something like SACC temporarily.
I say temporarily because, while I do plan on making a special scm just for GTA United, it probably wont be for a few weeks still (just too busy at the moment).
Hope that answers any questions.
I'll obviously let people know as soon as I get working on it, but as I said above, that wont be for a few weeks at least.
awsome =P
btw i was wondering if you could send me the scm you made for nitzkit, the 1 he used to do the races, i've tried asking him but he never reply's to pm's and he wasnt online when i asked metaknight
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I don't think I made that for him. Or if I did, then I didn't keep it (which is why I think I probably didn't, as I have backups of most of my older versions).
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yeah thanks
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Dannye's Ultimate SCMs have officially been!
(http://img.photobucket.com/albums/v245/Torque-/Other/meapprovedsig.jpg)
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Haha, thanks Torque
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For some reason this does not work even when its installed. I got my GTA_VC.set proper, but it just don't act like its installed. It works in VC, but not LC.
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Well thats odd. So its like you press the buttons but nothing happens?
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Did you trying running LC from the .exe in the root folder, maybe one of your shortcuts is messed up.
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marry me
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Fuck yes, go Dannye, I guess ill just have to use crazy trainer or somthing for now
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Hmm, I don't know if I've missed something or if I'm just stupid.. But how do I get hydraulics when using Dannye's scm? Transfender isn't accessable and there is yet no funktion in the scm that adds them to your vehicle, right?
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Yeah sorry about that. The problem is fixed, and will be in next update. Its fixed in both ways too, that is, now there is a function that adds them to your current car, and also, the transfender's should be accessible.
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Wow, that's some great news! I can't wait!
Keep up the good work, Dannye.
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Well thats odd. So its like you press the buttons but nothing happens?
Sorry about that. I have to set my GTA:LC in windows 98 mode, it created a new folder where it routes the settings to that.
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if u look from above and down in jetpack mode and fly and press A or D, ur legs spin
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Welcome to several months ago, would you like fries with that.
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Somebody please post a 100% save for the gamepad version of D's scm.
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It's impossible to get 100% in SA with Dannye's SCM.
It contains codes that cut out majority of the sequences in the game so even if you did everything in the world to go around it, there will still be something preventing you.
Some things I had noticed when I started around March was that:
a] Major cut-scene codes were cutout
b] The cellphone code was cutout
c] The ability to recieve calls was cutout
d] AI was messed up (One example would be that train mission with Smoke, your supposed to stay on the side and let Smoke shoot them, but with Dannye's SCM all Smoke does is sit around like a lazy asshole)
e] Invincibility made that one Smoke mission, where your on the back of a PCJ, shooting the Russians who are chasing you, impossible. (Only way around would be using that "One shot vehicles blow up" cheat in Crazy Trainer and hoping that the fire, close to the end of the mission, doesn't blow you up. Another problem is when your jumping over the packer you will blow up no matter what.)
There's several more but last I heard about it from Dannye, he's got all the bugs fixed in the new release and is testing it (to make sure you can get 100%) as we speak.
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If you are talking about the SA version, then yeah, what Torque said. I have the updated version which fixes everything as far as I can tell (not only should you now be able to play through the entire storyline, also, more of the stuff like shops/savehouses/etc are available from the start), just need to convert it for the different versions (keyboard/gamepad/customs/etc) and then double check nothing seems fucked.
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fucked.
Oooooh Dannye said a bad word.
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fucked.
Oooooh Dannye said a bad word.
LOLZ
Dannye i'm looking forward for the update
I want to change my clothes XD
And why is the save game is in ths begining? I dont want to finish the game on my own XD
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Dannye do you think it would be possible to create a USCM for the VA team keyboard users? Or atleast tell me what I need to do to convert the VC one. Well the LC one crashes when it spawns so I guess its because of the coordinates? What value are the spawn coords in the SCM?
0053: $PLAYER_CHAR = create_player #NULL at 461.875! -939.938! 35.75!
is that them?
Well, I changed that and a few other things and it still crashes. I don't think I'm the man for the job.
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I'm relatively new to the whole PC stunting thing, I usually play GTA's on consoles, and I have a question.
The NOTES say that Spawner 1 is Sprint + Aim + Left, I know how to use the commands, but I don't know which button "Aim" is. I have the controls set to Default.
Help would be appreciated.
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I'm relatively new to the whole PC stunting thing, I usually play GTA's on consoles, and I have a question.
The NOTES say that Spawner 1 is Sprint + Aim + Left, I know how to use the commands, but I don't know which button "Aim" is. I have the controls set to Default.
Help would be appreciated.
right mouse button
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Thanks Morbid.
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danny pls make in teh sa scm a sandking + mtb +monstertruck thx
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^ You can use Crazy Trainer to add custom spawns for any vehicle of your choice with any custom hotkeys.
http://files.filefront.com/CrazyTrainerrar...;/fileinfo.html (http://files.filefront.com/CrazyTrainerrar/;7027474;/fileinfo.html)
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^ You can use Crazy Trainer to add custom spawns for any vehicle of your choice with any custom hotkeys.
http://files.filefront.com/CrazyTrainerrar...;/fileinfo.html (http://files.filefront.com/CrazyTrainerrar/;7027474;/fileinfo.html)
ya thx Torque i have crazyyyyy trainer thx again
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I think that this mod should be made into a trainer/program. It would be good if we could choose what the hotkeys are.
Is any of this possible?
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I think that this mod should be made into a trainer/program. It would be good if we could choose what the hotkeys are.
Is any of this possible?
Not really...it is, but it would involve changing the code of the SCM, which I doubt many have the skills to do.
If you want your own hotkeys you can make your own SCM.
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I think that this mod should be made into a trainer/program. It would be good if we could choose what the hotkeys are.
Is any of this possible?
Not really...it is, but it would involve changing the code of the SCM, which I doubt many have the skills to do.
If you want your own hotkeys you can make your own SCM.
Hmmm thats easier said than done.
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Is there any way to get right back on the bike when you fall of it in SA, just like in VC. That's the thing I hate the most in SA (I mean beeing forced to respawn the bike in front of you, getting on it etc..) so it would be more than great if it was possible to do the same as VC.
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Is there any way to get right back on the bike when you fall of it in SA, just like in VC. That's the thing I hate the most in SA (I mean beeing forced to respawn the bike in front of you, getting on it etc..) so it would be more than great if it was possible to do the same as VC.
Sprint + Fire + Left/Right if I remember correct.
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Yeah Makrame I had that problem for ages too, you need to redefine the FOOT commands as well as the vehicle ones . Thats the main reason I didn't stunt SA for ages....oh, and it sucks.
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Dannye can you make USCM for the new SOL version? The VC version doesn't work there anymore
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Does the Main.SCM set the settings for controls? Caus damn my controls are fucked up!
Thats my question
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COMPLETLY IGNORED DOT COM
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I think that this mod should be made into a trainer/program. It would be good if we could choose what the hotkeys are.
Is any of this possible?
Not really...it is, but it would involve changing the code of the SCM, which I doubt many have the skills to do.
If you want your own hotkeys you can make your own SCM.
I hope me and Dannye find some time to work on this. We said around x-mas eh?
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Cd, I am reading your question now, and unfortunately I still cannot answer it, because I am not sure what you are asking, sorry.
@Fox: Yeah I said around now, as I am on my holidays. I ain't really in the gta mood at the moment, but I'll let ya know.
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I can answer Cdarmy's question for you Dannye.
@CD, not really. The SCM commands are embedded into in-game commands such as horn, sprint, fire, handbrake, etc. In the SCM for the command to teleport to your first saved location you need to press "horn" + "fire" + "left", so for me I would have to press shift (my horn key) + left mouse button (my fire key) + left (my left key). If you want to change it to something simpler for yourself then you would have to go to the controls menu and change the keys for "horn" "fire" and etc.
So lets from the control menu you change:
"horn" to y
"fire" to b
and "left" to num8
You would have to press y + b + num8 to teleport to your saved location.
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mad file thx
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nice ava
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where i find the .SCM for liberty city mod for VC is that just the liberty city V.6 one?
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By Version 6, he means that it's the 6th release version of the SCM, the SCM is for LC Beta 1.
Just download the SCM for LC from the first post.
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Nice
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How teleport works at vice city?
* TP Load (Fot) = Jump + Previous Weapon = 14 + 5
* TP Save (Car) = Shoot + Radio = 17 + 4
* TP Load (Car) = Hbrake + Radio = 6 + 4
I'm not understand this
(Started play vc today, so I can be little noob at vc )
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With the teleporter, before you can teleport to a position ("load") you first must go to that position and "save" it. You do the "save"ing once, and then can do the "load"ing many times. For example, you "save" at the start of the run-up of the stunt you are trying, and after each failed attempt, instead of driving all the way back to the start, you do a "load".
The functions themselves have different controls (to trigger them) based on whether you are in a vehicle or not (thus the "car" and "foot"). The controls themselves are usually combinations of two or so different buttons. For example, to "Load" your teleport position while on foot, press both the Jump button and the Previous Weapon button at the same time.
If you are unsure which button on your keyboard (or other gaming device) is bound to "Jump", for example, then check the in-game controls menu to determine it.
Hope that helps.
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Any chance of a VA version of the version 6 keyboard SCM? The mapping is done, and its time for the team members to stunt.
-
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Erm the SCM removes the other weathers i see...Is there anyway to get this thing removed?I would like to play with all kind of weathers
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remove the time freeze ?
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its prolly been mentioned but.. i dont really want to search through 50 pages or bug dannye with pm's but has there allready been a bmx replaced with a MTB SA scm done? im a much bigger mtb fan
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Erm the SCM removes the other weathers i see...Is there anyway to get this thing removed?I would like to play with all kind of weathers
remove the time freeze ?
If you guys would read the documents included with the SCM it would tell you how to do these things.
its prolly been mentioned but.. i dont really want to search through 50 pages or bug dannye with pm's but has there allready been a bmx replaced with a MTB SA scm done? im a much bigger mtb fan
Shut up, the VA SCM is far more important, use fucking spoosh or something fgt.
j/k
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Sorry Feron, I've been enjoying my time away from the stunting scene recently. I'll see what I can do and perhaps post it in the private VA forum so any of the contributors can get it. That sound good?
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Sounds great man. Can't wait. I tryed to do it myself BTW, fixed a few of the errors but never found them all. Not sure, might have been the car spawns. If you could tell me what you changed, that would be good. Trying to learn a bit of SCM
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Sounds great man. Can't wait. I tryed to do it myself BTW, fixed a few of the errors but never found them all. Not sure, might have been the car spawns. If you could tell me what you changed, that would be good. Trying to learn a bit of SCM
coding is the most complex thing i've ever started learning.. modeling, texturing and all that is pussy compared to coding ... its a bitch anyway GL learning it .. a tut would also help seeing as this is dfferent to what im trying to learn to code.. but this would help me understand more about the scm
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It's all trial and error when your trying to learn your self. I'm just trying to get to the point to where I can understands Kan's tut.
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I find this a relatively straightforward kind of scm coding... scripted intro's and stuff are where it gets insane.
I tryed to do it myself BTW, fixed a few of the errors but never found them all. Not sure, might have been the car spawns. If you could tell me what you changed, that would be good. Trying to learn a bit of SCM
When I do it, I figure I'll start by asking Nitz for the scm he uses (Assuming if any other non-USCM-based scm changes were made for the mod, that he would have the most up-to-date version. The only change I know of is different starting co-ords, but its possible there's been more, since I know very little.), delete the gamepad USCM code from it, and replace it with the keyboard USCM code. Since its just a map mod, I should actually be able to just copy and paste the code from the latest VC keyboard one into this.
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I find this a relatively straightforward kind of scm coding... scripted intro's and stuff are where it gets insane.
I tryed to do it myself BTW, fixed a few of the errors but never found them all. Not sure, might have been the car spawns. If you could tell me what you changed, that would be good. Trying to learn a bit of SCM
When I do it, I figure I'll start by asking Nitz for the scm he uses (Assuming if any other non-USCM-based scm changes were made for the mod, that he would have the most up-to-date version. The only change I know of is different starting co-ords, but its possible there's been more, since I know very little.), delete the gamepad USCM code from it, and replace it with the keyboard USCM code. Since its just a map mod, I should actually be able to just copy and paste the code from the latest VC keyboard one into this.
The starting co-ords was the first thing I changed, it got me into the game but it crashed soon after. If you could just pm me the code and tell me where to add it I could do it myself. I was not sure where the code was in your SCM, seemed a bit scrambled about. I will send you the SCM I have been going through hell using lol. Keyboard with a game pad SCM... ugh......
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LOL....learn to love it ... Dannye will do it (he has mah pee em)
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Dannye is the man! It's done, thanks man!
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I updated the San Andreas Ultimate SCM to version 3.
Changes include:- Jetpack now works exactly like it does in VC (fast, maneuverable, and has the same controls as VC).
- Changes to the key-combo controls for the Spawner and Teleporter functions so they now are 100% consistent with the VC and LC versions of the mod (unlike their previous, more annoying, controls).
- "Refresh NOS" function changed to "Add NOS and Hydraulics".
- "Apply NOS" function introduced. If in a taxi, or the car you last applied the "Add NOS and Hydraulics" function to, the NOS button is overridden such that you can press it whenever you want - once you use a shot you can press it again for another one immediately, without having to wait in between for recharge. And since its the same button you would usually press for a NOS shot, its convenient and easy to use.
- Opened up more of the shops, safehouses, garages, etc from the beginning (for example, you can start a new game and go into any clothes shop you want to purchase your preferred outfit).
- Fixed storyline! Now you can actually play through the entire storyline of the game. It is now a more transparent mod.
Thats all for now. I'd say the jetpack is the best aspect... I don't know about you, but I thought my implementation of jetpacks in the prior SA versions was crap, and made the jetpack a real annoyance to use.
Anyways, if anyone wants to download here's the link:
--> [attachment=7620:SA_USCM_Rel3.zip]
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GREAT!! Gonna try it out right now, thank you, it sounds awesome!
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I was the first to download . Epic, anyways just as a start trying something in SA it seems one of these comes out. Thanks Dannye.
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All hail Dannye
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Thank you thank you thank you thank you Dannye!
I've looked forward to this, will try it now!
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Dannye , thank you that you help us all
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LETS GANG HUG DANNYE !
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starting sa.... :B
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yo dannye, i cant use my old savegame and in your rar isnt a new one
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yo dannye, i cant use my old savegame and in your rar isnt a new one
With the new jetpack mode it doesn't take much time to get your clothes anyway.
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pilots doesnt like if u jetpack up to em, i did and he did salto and hitted tree but came up to normal again ^^
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Souzuk - if so, just start a new game and save it. Nothing too hard.
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oh yes xD thank you
btw. dont forget to send your stuff for the best of in , DarkPhoenix
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Ah yes, sorry about that, I did forget to include a savegame, and yes, old savegames probably wont work due to the large amount of code changes.
Nevertheless, starting a new game has never been more rewarding, its all open. So as someone else already suggested, if ya start a new game, grab your favourite clothes, save it, and from then on you can just load that.
Thanks for the comments guys, I appreciate it.
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Thanks for the comments guys, I appreciate it.
No, thank you. I haven't been arsed to get other trainers and such just because I wanted hydraulics. But now I can get them easily and I must say it makes Infernus stunting way more fun..
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Exactly
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Thanks Dan. =)
This is going to be somewhat of a nuisance to get used to the new SA teleportation and vehicle spawn scheme, since I found pressing the up arrow more convenient for some reason.
Still a awesome update! Now I can finally play the storyline (The first 20 missions in LS are so boring and repetitive since I've done them so many times! )
Also can you upload the mod to the GTAStuntingMods Filefront account, I'm having problems atm.
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Awesome Dannye , I Love you
Before this came out , I always needed to have SACC running to get to other city faster etc. And when I wanted to do a stunt with a infernus and needed nos , I needed to place an infernus in the garage and tune it somehow from there using SACC.
Just great.
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Glad I can help
@Torque: I don't know the login details (or whatever) to use the FF account.
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hmm.. i dloaded the scm and it wont work, game loads n crashes
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Thanks for the update Dannye (http://img147.imageshack.us/img147/452/goedkv7.gif)
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Flat face u need to start new game...
Dannye, the "Ghosttown" function doesn't work? o_O is it supposed to make all peds/cars disappear?
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it works at me
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New download location available below, with thanks to VenomX:
http://files.filefront.com/SA+UltimateSCM+...;/fileinfo.html (http://files.filefront.com/SA+UltimateSCM+Release3zip/;9422472;/fileinfo.html)
I'll also add it to the first post.
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THE NEW realese3 to SA pwn
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I don't like A/D save pos command. :3 I prefered the S/W and A/D one. Its ok though.
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Yeah. I've waited for this. The old SA SCM was so annoying. Great job on the new one Dannye.
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I LOVE the new SA Jetpack!
I was doing the story missions with Catalina and where you have to take her around with you, I just use the jetpack and she was flying around with me. It works with all other characters who follow you around also!
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^ Rofl, I'm going to try that
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What relase work on GTA United without crash ?
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Noticed the "Happy stunting dudes" in the topic post is misspelled
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Thats odd, theres another really obvious one there with the second word of the post, I swear I didn't write that ... However, spelling 'Acknowledgments' wrong does sound exactly like me
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SA Release 3. NICE
Gonna download
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sry offtopic but dannye, what is that thing on ur sig picture ? a angel with some sort of circle as head ?
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Not really sure. If I recall correctly (which I might not, it was quite a while ago) it was a segment of an early Unreal Engine 3 piece of concept art.
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rofl..
OT; any new vc uscm coming out or is it bugfree ?
you could maybe work on a spawner like, vehicle arrives in front of you and can scroll wich one you want
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I have two things I wanna say about the main.scm's, and maybe you can add the features in upcoming versions.
Second, could you replace the bmx in SA to mountain bike instead? The mountain bike is way more popular than the bmx, from what I've seen. At least just add the mountain bike in any vehicle spawn.
That's what I had to say, I got another thing in mind but I forgot it, I will come up with it if it pops up in my head
EDIT: Nevermind the first one, Taz told me a way how to do it, I forgot that you could turn off the "invulnerable" cheat
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Hey Dannye
Everytime I spawn 2 packers and remember them with your main.scm and out them over each other to do a packer bump , they just spawn back onto the road. Do you think you can fix that in some way? It works with that mission
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when is the GTA UNITED scm coming? i fucking need it =(
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where do i have to put this .. i see a Changelog.txd and QuickNotes.txd file
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and 2 folders named standard and gamepad
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where do i have to put this .. i see a Changelog.txd and QuickNotes.txd file
You don't put them anywhere. The installation instructions do not mention the need to put these files anywhere.
They are both text (*.txt not *.txd) files, and they are not required for the mod to work.
They act as user documentation.
All installation instructions are contained within the Quick Notes file, as is information regarding the differences between Standard and Gamepad versions.
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For some reason when I tried to use this new SCM it just crashes my game, any ideas? or maybe just a link to an older version would be fine.
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Cool. Best main.scm evahhhh!!!
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So Dannye, how about making an USCM for GTA:United please? I would appreciate it very much.
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Ultimate Stuner's Main.scm, By Dannye:
The main purpose of creating this main.scm is to be the ultimate stunter's companion. It includes a variety of numerous useful features that previously required many separate trainers/exes to be run. Now all of these features, plus a few more, have been enhanced, made better, and then combined into one giant stunter's main.scm. Enjoy!
Games Ultimate SCM's Have Been Made For:[/color] - Vice City
- The Liberty City Mod For Vice City
- San Andreas
Features Include:[/color]- Car Spawning, Car Flipping, Car Teleporting, Player Teleporting, Ghosttown Toggling, Wanted Level Changing, Jetpack Enabling, Weather Controlling, Car Remembering, Vulnerability Toggling, Water Respawning, Car Bringing, Time Freezing, Colour Changing, Player Ignored Toggling, Player Unjackable Toggling, Unlimited Running, Taxi Boosting Enabling, No Unique Jump Caming, Unlimited Health/Armour Toggling, Quick Reload Enabling, Fireproof Enabling, Rampage Removing, Hidden Package Removing, Statistic Maxing, and MORE.
- Custom American.gxt to provide user feedback
- 'Start Unlocked' feature - now you can stunt straight away.
* If you find any bugs or problems, or have any questions. feel free to let me know.
* Dont forget to read the readme/feature list included in the zip for a complete list of everything.
Downloads:
Latest Versions Of The Ultimate SCMs :: Links as follows:- Main Game Versions
- Vice City (Release v6) -> Download! (http://files.filefront.com/VC_UltimateSCM_RELEASE6zip/;6804816;/fileinfo.html)
- Liberty City (Release v6) -> Download! (http://files.filefront.com/LC_UltimateSCM_RELEASE6zip/;6804823;/fileinfo.html)
- San Andreas (Release v3) -> Download! (http://www.gtastunting.net/forums/index.php?act=attach&type=post&id=7620) - Alternate Download! (http://files.filefront.com/SA+UltimateSCM+Release3zip/;9422472;/fileinfo.html)
- TC Mod Game Versions
- VC2SA (Release v1.1) -> Download! (http://files.filefront.com/8105439)
- SA:LC (Release v1.1) -> Download! (http://files.filefront.com/8105422)
- SOL (Release v1.0)-> Download! (http://www.gtastunting.net/forums/index.php?act=attach&type=post&id=5669)
- Myriad Islands (Release v1.0) -> Download! (http://www.gtastunting.net/forums/index.php?act=attach&type=post&id=5670)
Hapy Stunting Dudes.
Acknowledgements:- Thanks to Kaneda,M3rrix,Nitzkit, bj070893, Turtle Dick, Buzzsaw, Xtramus, Aries, Psycho and Torque for all their help.
Last Updated 12th January 2008 (New SA Version)
Wow this roxxxx
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Dude, seriously. Don't quote the whole first post. Just press the Fast Reply or Add Reply button. If you keep quoting the first post of every topic you post it will annoy people.
Edit: Now please press the Quick Edit or Full Edit button at the bottom of your post and remove the whole quote from the first post.
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What is car flipping?
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For some reason when I tried to use this new SCM it just crashes my game, any ideas? or maybe just a link to an older version would be fine.
Make sure you're creating a new game. Your old savegame won't work with a new main.scm..
What is car flipping?
It puts the vehicle on its wheels.
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Can you change it so instead of it spawning hotring b it spawns hotring a. Hotring a has a cooler grill and sounds better.
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I cant start a new game, my GTA is fucked, can you please send me a saved game for this SCM
It would help if you mentioned which GTA you're talking about.
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Hmmmm, i would if i HAD YOUR EMAIL, which i dont, so i wont.... hey they rhyme's rofl
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I'll upload a saved game for the latest SA release when I get home.
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Here you go, JaTochNietDan. Make sure to change the clothes though, I don't want you to look like me.
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Whenever I watch a replay, the weather changes back. Please fix that. >
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beautiful work dannye
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Ok...
On my SA Version not work jetpack, ghost town, teleport and other...
ONLY SPAWNER WORK!
So wtf is problem with that?
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I downloaded the sol one, and whenever i put it in and start a NEW game the load bar makes it halfway across then i get an unhandled exception i tried it with the normal scm and it works fine but with the sol one it kapoots. any help pl0x?
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may i ask why tires can blow, cant change cops to ignore you in uscm gamepad vc
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may i ask why tires can blow, cant change cops to ignore you in uscm gamepad vc
Some features don't work with gamepad.
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The gamepad versions have a limited subset of the features.
I have never stunted with a gamepad myself, so when it came to figuring out controls for each of the functions I had no idea where to start. After talking to a couple avid gamepad users, I took their advice and cut down on the feature set (I can only assume that was because it would have been tricky to get decent [ie. easy to perform when trying to do it, but not something you can do by mistake] controls for every feature on a gamepad) and chose the controls which they suggested.
^ Hence the differences between the versions
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well, i got some suggestions
(foot) jump + sprint = load loc
maybe always invicible tires ?
default : ignored by police, sprint + shoot = not ignored 1 2 3 4 5 6 7 8 ignored not ignored and so on
jump, get out of water
i got no idea on how you do this so dunno if can be possible
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Dannye please make main.scm with Add Hydro/nos to SA-LC.
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This is a GRRRRREAT help :D:D
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So Dannye, how about making an USCM for GTA:United please? I would appreciate it very much.
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dannye ya should make special version for gtau which will not delete icons on the radar...
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Wath are the command for Remember Vehicles?
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I want a savegame 100% for this main.scm! for change the clothes
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handbrake(spacebar)+radio®
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Wath are the command for Remember Vehicles?
Next time use the "Edit" post button rather than making two posts in a row only 20 minutes apart.
To answer your first question, check the readme file included with the mod.
In regards to your second post, there isn't one, but I would like to know which version you are talking about, the VC or SA one?
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Wath are the command for Remember Vehicles?
Next time use the "Edit" post button rather than making two posts in a row only 20 minutes apart.
To answer your first question, check the readme file included with the mod.
In regards to your second post, there isn't one, but I would like to know which version you are talking about, the VC or SA one?
I have SA and search a savegame 100%
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Yeah sorry there is no 100% savegame for it. But if all you want to get is clothes, I am not sure why you are unable to do that - with my mod I tried to make sure that every shop is open right from the start of the game.
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This is exactly what we need, outstanding work dannye
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It's an amazing feature of San Andreas, been using it for 3 months and I've never had a problem (except with the taxi's, but I resolved that by doing the taxi missions)
However, I can't seem to enter the crane/magnet in San Fierro next to the big ship and "half pipe" There is no red marker to enter in
And also, is it possible to get passed the mission "Just business" without setting on fire half way through the shoot-out part, I've got a video if you don't understand
Thanks, Dannye, your a great guy
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Hmm I thought it was possible to get past it, I am pretty sure I remember testing that mission when I made my latest version (because I knew it had been impossible to pass on previous versions of the mod), and I thought I remembered it working for me... Have you got the latest version of the mod?
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Every single mission is possible with the latest release of the mod.
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dannye, do you think you could create a SCM for SAiVC ?
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Hmm I thought it was possible to get past it, I am pretty sure I remember testing that mission when I made my latest version (because I knew it had been impossible to pass on previous versions of the mod), and I thought I remembered it working for me... Have you got the latest version of the mod?
Oh so sorry, I downloaded it from December, I didn't realize there was a new mod, thanks for your help
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No worries man, glad you appreciate it.
@boxXx: Yeah I guess I probably can - I'll wait a little bit first because (if I remember correctly) I heard the team were making some scm updates soon (so if I did it before then, it'd become worthless as soon as the update comes along).
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Dannye! If you'd be kind enough to code some stunting functions in our SCM, i'd be glad for it... Since i'm only working on the interiors and other things, and it would save time for me too.. Of course you'd be credited for your work
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What, you mean like a kind of 'lite' version of this thing, say with a couple teleporters, a water respawn, a couple other things like that?
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It's really up to you! If you do it, i can focus on other mission scripting related things (eg. Interors, garages and other stuff).
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i think he means so he can copy your code into newer versions would be a good idea maybe copy out the code you use and send him it, would help all us wana be SA - VC stunters alot
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Oh well, i'm on it
DEFINE VERSION VICE 1.3
0002: jump ŁŁLabel008620
DEFINE MEMORY 34329
:Label008620
0002: jump ŁŁLabel008644
DEFINE OBJECTS 1
DEFINE OBJECT (no name) ; This is an unused object. You can put anything here.
:Label008644
0002: jump ŁŁLabel008658
DEFINE MISSIONS 0
;-------------MAIN---------------
:Label008658
03A4: name_thread "MAIN"
016A: fade 0 () 0 ms
01F0: set_max_wanted_level_to 0
016C: restart_if_wasted at 2495.286 -1686.879 12.58 90.0
0111: set_wasted_busted_check_to 0 (disabled)
00C0: set_current_time 20 20
04E4: unknown_refresh_game_renderer_at 2495.221 -600.527
03CB: set_camera 2495.221 -600.527 131.922
032B: $6 = create_weapon_pickup #MP5LNG 15 ammo 500 at -1754.1 884.6 4295.88
0053: $PLAYER_CHAR = create_player #NULL at -1754.1 884.6 4295.88
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0247: request model #M4
0001: wait 0 ms
0330: set_player $PLAYER_CHAR infinite_run_to 1 (true)
01B6: set_weather 0
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false ŁŁLabel00871A
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
0001: wait 50 ms
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR
:Label00871A
016A: fade 1 (back) 1000 ms
00D6: if 1
0256: player $PLAYER_CHAR defined
0248: model #M4 available
004D: jump_if_false ŁŁLabel00873E
04BB: select_interiour 0 ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle widescreen 1 (on)
015F: set camera position -1754.1 890.6 4292.88 0.0 0.0 0.0
0160: point camera -1754.1 884.6 4295.88 1
0001: wait 40000 ms
01B7: release_weather
:Label00873E
032B: $7 = create_weapon_pickup #CHROMEGUN 15 ammo 99999 at 2482.4 -1691.4 13.5
01B2: give actor $PLAYER_ACTOR weapon 26 ammo 9999
032B: $8 = create_weapon_pickup #MINIGUN 15 ammo 99999 at 2482.4 -1791.4 13.5
014B: $9 = init_parked_car_generator #MAVERICK -1 -1 1 alarm 0 door_lock 0 0 10000 at 2430.9 -1639.5 27.3 angle 0.0
014C: set_parked_car_generator $9 cars_to_generate_to 101
014B: $A = init_parked_car_generator #RHINO -1 -1 1 alarm 0 door_lock 0 0 10000 at 2473.1 -1698.2 13.5 angle 0.0
014C: set_parked_car_generator $A cars_to_generate_to 101
014B: $B = init_parked_car_generator #PCJ600 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2511.8 -1670.7 13.5 angle 0.0
014C: set_parked_car_generator $B cars_to_generate_to 101
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0001: wait 50 ms
0055: put_player $PLAYER_CHAR at 2495.286 -1686.879 12.58
02EB: restore camera with jumpcut
0001: wait 50 ms
004F: create_thread ŁŁLabel008842
004F: create_thread ŁŁLabel0088A0
004F: create_thread ŁŁSWEETIN
004F: create_thread ŁŁSWEETOUT
:Label008842
0001: wait 20 ms
00D6: if 1
00F6: player $PLAYER_CHAR 1 ()near_point_on_foot 2495.341 -1690.552 13.825 radius 1.3 1.3 1.3
00E1: key_pressed 0 15
004D: jump_if_false ŁŁLabel008842
016A: fade 0 (back) 1000 ms
0001: wait 4000 ms
04BB: select_interiour 5 ;; select render area
0055: put_player $PLAYER_CHAR at 2496.016 -1695.120 1013.7
016A: fade 1 (in) 1000 ms
0001: wait 2000 ms
:Label0088A0
0001: wait 20 ms
00D6: if 1
00F6: player $PLAYER_CHAR 1 ()near_point_on_foot 2496.05 -1692.93 1013.75 radius 1.3 1.3 1.3
00E1: key_pressed 0 15
004D: jump_if_false ŁŁLabel0088A0
016A: fade 0 (back) 1000 ms
0001: wait 4000 ms
04BB: select_interiour 0 ;; select render area
0055: put_player $PLAYER_CHAR at 2495.177 -1687.521 12.581
016A: fade 1 (in) 1000 ms
0001: wait 2000 ms
0002: jump ŁŁLabel008842
:SWEETIN
0001: wait 20 ms
00D6: if 1
00F6: player $PLAYER_CHAR 1 ()near_point_on_foot 2522.638 -1679.242 14.556 radius 1.3 1.3 1.3
00E1: key_pressed 0 15
004D: jump_if_false ŁŁSWEETIN
016A: fade 0 (back) 1000 ms
0001: wait 4000 ms
04BB: select_interiour 5 ;; select render area
0055: put_player $PLAYER_CHAR at 2526.46 -1679.09 1014.5
016A: fade 1 (in) 1000 ms
0001: wait 2000 ms
:SWEETOUT
0001: wait 20 ms
00D6: if 1
00F6: player $PLAYER_CHAR 1 ()near_point_on_foot 2524.920 -1679.355 1014.5 radius 1.3 1.3 1.3
00E1: key_pressed 0 15
004D: jump_if_false ŁŁSWEETOUT
016A: fade 0 (back) 1000 ms
0001: wait 4000 ms
04BB: select_interiour 0 ;; select render area
0055: put_player $PLAYER_CHAR at 2520.753 -1679.049 14.233
016A: fade 1 (in) 1000 ms
0001: wait 2000 ms
0002: jump ŁŁSWEETIN
004E: end thread
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i ment dannye send you his lmao
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It's really up to you! If you do it
Well I'd probably create a version of my mod for your conversion anyways (since people have asked for it), so I guess there's no point including the whole thing in your conversion (because most of your users might not even want it, so let those who do get it seperately). But I'd be happy to work on a 'lite' version for inclusion in your mod if thats what ya want - where by lite I mean just a small subset of functions that the average user (not necessarilly an avid stunter) might like - such as a couple spawner sets, a jetpack, taxiboost/infiniterun/etc, isb stats (if not already there), water respawn... etc. Hows that sound?
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My idea was to release two seperate scms... The one with your modification in it [stunting functions and other things], and one with the mainy functions with missions etc.. Of course i'd need to update your mission script when i do something less important [like interiors, so stunters don't have to restart the game and swap the files when they want to go into..let's say, the johnson house].. BTW, i've already did some coding which enables vending machines.. just gotta finish that...
So basicly, you should just release your code or PM it to me, and i'll simply paste it in the mission script, especially made for stunters..
But the most powerful way of doing this is just to implement everything in one scm, and create a custom cheat [i'm pretty sure you are capable of doing that], which'll the players type and the stunting related threads get created.
It could be IAMASTUNTER or something similar..
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The VC2SA one doesnt work
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it does
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AtenShun has made a working version of Dannye's for SAiVC. I am awaiting Dannye's approval on its release.
Released!
HERE!!!!!!!!! (http://www.gtastunting.net/forums/index.php?showtopic=33564)
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great !
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Dannye, i am thinking of doing a SCM for Myriad island in SA, do you mind if i use some of your codes from the SA one ?
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There's a MI mod for SA now too?
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yeah there is
LINK (http://www.myriadislands.com/)
I hope you can do one, else i guess i have to mess around
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Its really easy man, go open up a SCM of Dannye's then a regular and you can figure out ALOT.
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Its even easier for me because I get to look at my source files which have comments and proper names, so sucked in to you losers
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I got a problem with the SA USCM release 3, when it's installed I start a new game and after the end of the loading (when I'm supposed to see CJ) my SA crashes, but it works with the release 2.1 =/
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That sounds strange, Umm Maybe talk to me on MSN if Dannye cant help.: /
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WTF ... i have a problem with the latest SA realease ! when i remember a veichle - a moto(for bsm's) packer , tank etc. after couple of goings it turns sideways and 5-6 meters to a random side ... it hapends when im using a verry large run up and i cant see the veichle :/ HELP i dont want to make a how topic about it
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I got a problem with the SA USCM release 3, when it's installed I start a new game and after the end of the loading (when I'm supposed to see CJ) my SA crashes, but it works with the release 2.1 =/
You've either replaced a file incorrectly or have a messed up gta-sa.exe, use this one; http://files.filefront.com/GTASA+NoIntrosC...;/fileinfo.html (http://files.filefront.com/GTASA+NoIntrosCutscenesCDrar/;7027684;/fileinfo.html)
If that doesn't seem to work then just reinstall a FRESH copy of SA and then the exe and then the scm, and see if it crashes then.
WTF ... i have a problem with the latest SA realease ! when i remember a veichle - a moto(for bsm's) packer , tank etc. after couple of goings it turns sideways and 5-6 meters to a random side ... it hapends when im using a verry large run up and i cant see the veichle :/ HELP i dont want to make a how topic about it
It's probably SACC running in your background thats causing this, try remembering a vehicle with only your sa open and no other programs.
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What button is Aim for the spawner???
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Check VenomX's last post in your topic where you first asked this question:
http://www.gtastunting.net/forums/index.ph...st&p=673739 (http://www.gtastunting.net/forums/index.php?s=&showtopic=33994&view=findpost&p=673739)
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hehe i didnt know it was target
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Dannye please make the version of your SCM for GTA United i want to make a stunt movie in GTAU but it sucks without your scm
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Awesome Dannye i love your SCM
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SAiVC please? <.<
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Krow, there is a SAiVC version. I´ll message you on MSN.
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Sorry for bumping but I just want to thank you, Dannye.
Thanks very much
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I think, if its okay with Dannye I could make the GTA United one.
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Im in need of serious help:
(Put a yes or no beeside the "is this" questions)
Is this virus free?
Is this guy a reliable and trustworthy person?
Is this SCM going to permanently mess up my game?
How do I use each feature?
How to I install and to what directory do I put the files in?
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Is this virus free?
Is this guy a reliable and trustworthy person?
Is this SCM going to permanently mess up my game?
How do I use each feature?
How to I install and to what directory do I put the files in?
1. No viruses. The file you download doesn't even contain any executable files.
2. I'd like to say so
3. Just backup your old main.scm file, that way if ya wanna go back to how it used to be, just delete the one that came with this, and restore your backed up one.
4&5. There is a comprehensive readme included in the download, that should explain everything.
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Im in need of serious help:
(Put a yes or no beeside the "is this" questions)
Is this virus free?
Is this guy a reliable and trustworthy person?
Is this SCM going to permanently mess up my game?
How do I use each feature?
How to I install and to what directory do I put the files in?
Do you wipe your ass with plastic gloves on your hands to avoid bacterial diseases too?
Take a chance, or get a antivirus software and backup the original files.
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Danney. Can you please make a youtube video with Hypercam and show me what you do on screen.
Can you have it up as soon as possible?
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Not quickly no. What are you having trouble with?
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Can you make it.
Take as much time as you want.
I tried to backup the smc but i loaded up VC and it said not responding and makes a noise. i uninstaleld.
help!
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Try these steps:
0. There are two different versions of the mod, Standard and Gamepad (the Quick Notes .txt file included in the mod will explain the differences). You must decide which one you want to use. Since you are new to the mod I suggest using the "Standard" one.
1. Goto \Vice City\data folder
2. Locate the "main.scm" file in that folder and back it up (Eg. make a copy of it somewhere else, or leave it where it is and rename it say to "mainBackup.scm")
3. Get the "main.scm" file that you downloaded as a part of this mod, and put it in the \Vice City\data folder
4. Goto \Vice City\text folder
5. Locate the "american.gxt" file in that folder and back it up (Eg. make a copy somewhere else, or rename it)
6. Get the "american.gxt" file that you downloaded as a part of this mod, and put it in the \Vice City\text folder
7. Open up Vice City, and go to "New Game" (DO NOT load an old savegame, as it will not work)
8. Play game and use mod. Note each feature is controlled/used by performing a certain button/key combination. The readme file included in the mod says exactly which combinations are required for which feature. For example: If you are using the "Standard Version", pressing Sprint + Aim/Target + Left (which may, by default, correspond to the following keys on your keyboard: Shift + Right Mouse + Left Arrow - but to be sure what they are, check the in-game controls menu) at the same time will execute the "Spawner 1" feature.
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Im in need of serious help:
(Put a yes or no beeside the "is this" questions)
Is this virus free?
Is this guy a reliable and trustworthy person?
Is this SCM going to permanently mess up my game?
How do I use each feature?
How to I install and to what directory do I put the files in?
Do you wipe your ass with plastic gloves on your hands to avoid bacterial diseases too?
Take a chance, or get a antivirus software and backup the original files.
Geez. No need to be an ass about it.
Thanks for the directions Dannye BTW.
Im trying it right now
Where do I have to extract all the files to?
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is this better than crazytrainer?
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yea
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yea
ok dl'ed.
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why does the packer keep disappearing? Help!
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1. whered you place it?
2. the gameonly saves the last two vehichles you got in so say you had a p2b set-up. then you bailed your pcj and you spawn another. it will delete that packer and instead save the two pcj's. catch my drift? and usually if its in a spot itss not sposed to be itll dissapear
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why does the packer keep disappearing? Help!
Sometimes packers "fall through" the ground and get deleted, and if the packer is spooshed it'll just respawn. Could be your problem or it could be the above.
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i'm going back to using crazytrainer.
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Ughh.
This program gave me problems.
To hard to use. There's a glitch in it where your trapped a wall and can't get out .
Im just going to use Ultimate Trainer V2.
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may sound like noob question but on the readme, it says stuff like
Features
<feature> = Default <on/off>
etc.
if they are off, how can I enable them?
and theres
* Taxi Boost Enabled : Always On
how do I use that?
they dont tell me keys
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To 'boost' while in a taxi, press the HORN button.
In regards to your first question, check the "Functions With Controls" part of the readme (just above the "Features With Defaults" you quoted from). Most of those with default settings will have a function that will toggle it on/off (by this I mean it has the same controls to turn it OFF and ON, it just sets it to the opposite of its current state). For example: In the defaults section you'll see "Player Invulnerable: Default = On", and in the functions section you'll see "Player Vul = Crouch + LookBehind". So, in this example, pressing the Crouch and LookBehind buttons at the same time will make use of this function, and will either turn it off (if it is already on), or turn it on (if it is already off). Unfortunately, if you use the Gamepad version of the mod (rather than the Standard version), then not all of the 'defaults' will have functions which allow you to change them, that's just the way it is, sorry.
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i just read through that last page.. SK909 or w/e please shut up.. dannye made these out of kindness for us stunters.. it comes with instruction... don't ask a busy person to make a useless tut because your a retard and don't understand copy and paste..
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Ughh.
This program gave me problems.
To hard to use. There's a glitch in it where your trapped a wall and can't get out .
Im just going to use Ultimate Trainer V2.
theres a thing called jetpack....
THIS is like.. the best thing in GTA stunting!
i cant live with out this!!
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the main is great for stunting but i hate it that sometimes the packer and infy keep disappearing. tele bug doesnt bother me much.
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use remember car!
(handbrake + radio)standard version..
uhmm.. dannye could you upload the vc2sa ucsm to a diff site..
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What is Ultimate Trainer exactly?
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wow..... okay press V and us eth emove aroudn keys to get away from tthe wall first of all. second crazy traine rimo sucks compared to this.
2. the only reason your vehichles dissapear is because your spawning more than 2 cars.... jebus christ.... ima join haywire
BURN THE NOOBS!!!!!!!! :angry:
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I have a problem. Whenever I try to save position in a car with
TP Save (Car) = Horn + LookB + Left/Right
it doesn't work.. Can someone tell me the EXACT keys i need to press? (Like LSHIFT, SPRINT, D, or whatever.)
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I press:
Right Shift + A or D + Middle Mouse button
Cody says:
YOU ARE GOD
He got it.
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im also god
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i use
save car loc - lshift(sprint) + rmb(aim) + a
load car loc - lshift(sprint) + ctrl(lookB) + a
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Finally now i can stunt in peace!:) THANK YOU DANNEYE!!
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Finally now i can stunt in peace!:) THANK YOU DANNEYE!!
Payton Manning YAY!!!!!!
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i there one for the SAiVC you know that mod from ASWA or must i just use the ultimate VC for that?
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I got a problem when i use the save file you get when you download this scm. It won't work, when I click on it, i got back to my desktop and it says that there are some problem with my san andreas.exe or something like that
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try deleting the gta_sa.set in my docs.
if that doesnt work, start a new game..
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I deleted gta_sa.set, and It still got the same problem, it says that gta_sa.exe got a problem or something.
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I CAN'T DOWNLOAD FROM FILEFRONT.COM WHAT THE FUCK?
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I CAN'T DOWNLOAD FROM FILEFRONT.COM WHAT THE FUCK?
Maybe create there account ?
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Filefront doesn't require account, he just does something wrong.
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Bug Found ! : it was mentioned 2 or 3 posts up.. I can load or save games because the game crashes, i took the advice of kidwild in deleting the gta_sa.set file from my doc's but that had no effect.
is there some way to fix this or is there a patch for it or what.
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omg..... firstly. that blue is hella hard to read. use a nice color! second you must start a new game.
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omg..... firstly. that blue is hella hard to read. use a nice color! second you must start a new game.
yea ! pinky gay ftw !
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wooo!!!! i just like being different and this was the only color that i could clearly seeeeee
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btw.. i start a new game but i cant save it because the game crashes
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wooo!!!! i just like being different and this was the only color that i could clearly seeeeee
YOU can be my firefighter anytime.
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The reason why you may not be able to load certain savegames is explained in the documentation included in the mod.
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i know that. im using the savegame that was made for the mod you made...it still isn't working
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Btw, wheres this savegame included?
I downloaded from filefront and theres no sign of it.
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dont need one for sa
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maybe this question have been asked before but,.. is it a MAIN.SCM to united beta?it's so boring to play with crazytrainer
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Fuck, i can't download LC and VC Main Game Versions...
Can you send me it? ( MSN, etc. )
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what do I use for sa in vc? do I use the vc main.SCM and american.gxt ?
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How can i turn off god and turn on wanted level ? [in san andreas]
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hey dannye good job but i cant find the main of gta united , have you start to do it?
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How can i turn off god and turn on wanted level ? [in san andreas]
Its in the notes that come with the scm...
If by god you mean invincibility then - Crouch + LookBehind
For wanted level - Action + Shoot + Weapons
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Dannye!i love you!
the SCM's well
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At VC USCM I cant save 2 positions, always when I save position, it saves the 1st one. Whats the problem?
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Press Left instead of right (or otherwise).
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the VC SCM link doesn't work anymore with me:(
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It does.
http://files.filefront.com/VC+UltimateSCM+...;/fileinfo.html (http://files.filefront.com/VC+UltimateSCM+RELEASE6zip/;6804816;/fileinfo.html)
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A suggestion:
Would it be possible to spawn a grenade where you're standing and have them keep respawning there after you hit one and it disappears so another one spawns right away.
It's annoying to have to throw one every time...
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That's not a bad idea, I'd love something like that except for BIGBANG stunts, so I don't die.
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Dan-Dan-Dan... my suggestion...?
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Yea if there was some way to make bigbang stunts longer even if you still die that would be great, Ive clearly landed some awesome ones as the rep fades out : /
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Yesterday my internet went down and i played trough vc storyline. Half the missions doesnt have text (what to do), car just suddenly stopped spawning and when unfreezed time, it only worked if i moved with jetpack, and if i stopped it reseted. e// stuck at last film mission because doesnt show when to come, and stood in the light all night and nothing happend
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Danny did you make Ultimate SCM for United? And can I in SA save more than one position with your Ultimate SCM?
Please answer.
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Yesterday my internet went down and i played trough vc storyline. Half the missions doesnt have text (what to do), car just suddenly stopped spawning and when unfreezed time, it only worked if i moved with jetpack, and if i stopped it reseted. e// stuck at last film mission because doesnt show when to come, and stood in the light all night and nothing happend
Could you upload that save file mate?
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Here, Godson my friend
EDIT: its actually pretty awesome, gives the aura of humanity without getting knocked by cars
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Hey is there any chance I can see the "Insane stunt bonus" info after stunt? I really need it for natural bumps.
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This mod does not get rid of the ISB (Insane Stunt Bonus) text. So it should be appearing for ya...
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strange... I only noticed the that it's dissapeared after getting USCM. Well now that I know that it's not because of it I'll try to find the causing factor.
Edit: Everything's fine now. There was something wrong with the amercian.gxt so I just replaced it with the one in your script
Edit 2: K now i got it right, it was because of sacc because right after I turn it on the "Stunt bonuses" dissapear.
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You should write which mod you should use for the LC conversion mod in the first post Dannye
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Would it be possible to make an SCM for Alien City Dannye? Click (http://gta-worldmods.planet-multiplayer.de/phpkit/start/include.php?path=content/download.php&contentid=3611)
I'm not requesting one or demanding it, I'm just curious.
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Would it be possible to make an SCM for Alien City Dannye? Click (http://gta-worldmods.planet-multiplayer.de/phpkit/start/include.php?path=content/download.php&contentid=3611)
I'm not requesting one or demanding it, I'm just curious.
not bad idea...
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Danny did you make Ultimate SCM for United? And can I in SA save more than one position with your Ultimate SCM?
Please answer.
You can save 2 positions
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Would it be possible to make an SCM for Alien City Dannye? Click (http://gta-worldmods.planet-multiplayer.de/phpkit/start/include.php?path=content/download.php&contentid=3611)
I'm not requesting one or demanding it, I'm just curious.
Try this. I made it a while ago for a pm requesting the same thing. My mind was on other things so I didn't think to post it here too. I vaguely recall having some problems while doing the conversion, so I wasn't 100% sure that it worked (I didn't have the mod myself, so couldn't test it), but I think I was informed that it did indeed work.
--> USCM for Alien City: [attachment=10816:Test.rar]
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Thank you Dannye!
I'm sure that it'll work.
Edit: Works perfectly, thanks Dannye.
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Would it be possible to make an SCM for Alien City Dannye? Click (http://gta-worldmods.planet-multiplayer.de/phpkit/start/include.php?path=content/download.php&contentid=3611)
I'm not requesting one or demanding it, I'm just curious.
I could have someone put it on another page, because I have problems with this ?
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Dannye, will there be an USCM for gta:united? I think that gta:united is enough popular & many people use it for sure. And It would be awesome if the would be one.
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hey i had an idea for the game pad versions, change weapon last + fire could be save position 1 on foot, i had other ideas but thats the only one that i know would work without problems.
oh and can you make jetpacking forward forward rather than jump?
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I've always wanted to do a major redesign of the gamepad versions - one which includes all features. I know it'd be possible to do, but the problem is, since I have no experience with VC PC + Gamepad, I can't really comprehend what would (and wouldn't) be good controls.
Also, I dunno, if alot of the gamepad users have their own control setups that are quite different to each other, then that's another problem - coming up with a setup that somehow works for (at least 'almost') everyone. On the other hand however, if most gamepad users use a similar setup, then perhaps it would be possible to come up with a decent redesign which does work, and does include all features.
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Dannye, will there be an USCM for gta:united? I think that gta:united is enough popular & many people use it for sure. And It would be awesome if the would be one.
-
so?
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thankyou very much
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Dannye, you do realise gamepad stunters also happen to have a keyboard hooked up to there computer, right?
So just put all the shit on there, it's not like we expect you to create a main.scm that has every single option capable of being changed from the gamepad only, it's not like we need to change the locking of the time/weather on the fly, we have time to stop and change it using the keyboard.
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I can't download from FF, can anyone put an alternate VC SCM link?
Edit: nvm, asked a friend to do it for me
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In kaneda's SAiVC solo he says he uses your USCM, but i can't find the link to the SAiVC version
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Heres The Link :-
http://www.moddb.com/mods/san-andreas-in-vice-city/downloads/dannyes-stunter-scm-for-saivc-v60 (http://www.moddb.com/mods/san-andreas-in-vice-city/downloads/dannyes-stunter-scm-for-saivc-v60)
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Someone please give me a link for the SA.scm that actually works.
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New links:
http://rapidshare.com/files/308280774/SA_Dannye_Main_SCM.rar.html (http://rapidshare.com/files/308280774/SA_Dannye_Main_SCM.rar.html)
http://www.megaupload.com/?d=MGDAC1BG (http://www.megaupload.com/?d=MGDAC1BG)
http://www.zshare.net/download/68588069679ee910/ (http://www.zshare.net/download/68588069679ee910/)
http://www.mediafire.com/?emwjv03mzum (http://www.mediafire.com/?emwjv03mzum)
http://www.badongo.com/file/18432025 (http://www.badongo.com/file/18432025)
http://depositfiles.com/en/files/7rkw0w4c7 (http://depositfiles.com/en/files/7rkw0w4c7)
http://hotfile.com/dl/17814621/22e650c/SA_Dannye_Main_SCM.rar.html (http://hotfile.com/dl/17814621/22e650c/SA_Dannye_Main_SCM.rar.html)
http://www.2shared.com/file/9227798/cef995d8/SA_Dannye_Main_SCM.html (http://www.2shared.com/file/9227798/cef995d8/SA_Dannye_Main_SCM.html)
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Thanks a bunch, much appreciated.
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ty for new upload link for sa.scm
-
adding to 1st post :P
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where is the SAiVC one? i need the gamepad please
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aha thanks
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Just made a temp fix to the first post, to advise of its out-of-date-ed-ness (yeah!) and provide a FF link to newest versions (not that new anymore, but still, newer than the ones that had been referenced in the out-of-date part of the first post).
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Well, how about changing the jetpack key from SA(don't know if it exists in VC too, haven't played VC with the USCM for a long time)? Like from the camera change key to the "yes" key(which is ID 11).
I mean, just an advice, would be cool so you still can change the camera on foot.
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can someone reupload the main.scm for vice city..
NVM: found it in neo's post.
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anyone got vc2sa ultimate scm link? the one in the first post is dead. :/
-
Gotta upload in a min
E: http://www.megaupload.com/?d=47JHBM1I (http://www.megaupload.com/?d=47JHBM1I)
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Liberty City - Main.scm ? Link is broke :P LCiVC
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anyone send me the united USM ?
-
Gotta upload in a min
E: http://www.megaupload.com/?d=47JHBM1I (http://www.megaupload.com/?d=47JHBM1I)
lol late reply. thanks dood! <3
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Where's SAiVC at? :X
-
a wroking AC USM ?
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anyone got working salc mod uscm link plz?
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anyone got working salc mod uscm link plz?
http://www.megaupload.com/?d=NKYKFOS9 (http://www.megaupload.com/?d=NKYKFOS9)
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made a little feature on my scm I've been using.... thought maybe you can add it to the VC SCM dannye (if you wish).
Its a reposition of cars that you have already set up, so for the lazys like me dont have to re-set up cars and shit.
:add0
0001: wait 200 ms
0004: $car = -1 ;; integer values
0005: $carx = 0.0 ;; floating-point values
0005: $cary = 0.0 ;; floating-point values
0005: $carz = -1.0 ;; floating-point values
0005: $cara = 0.0 ;; floating-point values
0002: jump ££add
:add
0001: wait 200 ms
00D6: if 2
00E0: player $PLAYER_CHAR driving
00E1: key_pressed 0 4
00E1: key_pressed 0 5
004D: jump_if_false ££add
03C1: $car = player $PLAYER_CHAR car
0001: wait 1000 ms
00AA: store_car $car position_to $carx $cary $2carz
0174: $cara = car $car z_angle
0002: jump ££add
:add2
0001: wait 200 ms
00D6: if 2
80E0: NOT player $PLAYER_CHAR driving
00E1: key_pressed 0 6
00E1: key_pressed 0 7
004D: jump_if_false ££add2
0001: wait 100 ms
00AB: put car $car at $carx $cary $2carz
0175: set_car $car z_angle_to $cara
;;00A7: car $car drive_to $carx $cary $2carz
02C2: car $car drive_to_point $carx $cary $2carz
0002: jump ££add2
you might have to change the keypress values and add in a on screen text thingy
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Dannye how can i disable the NO POLICE function or ignored by everybody.I want barrack bumping :ajaja: :cheersad:
-
wow nitz you are great
-
It says so in the read me Mr.White
-
@nitz
does that mean i dont have to set up my packer again everytime i crash into it ?
-
What do you mean by "crash in to it"?
As long as the packer or which ever vehicle
Doesn't blow up you won't have to set it up again.
-
thats awesome ;D
now i could land all the stunts on which i hate the setup ... if i had my vc :ninja:
-
made a little feature on my scm I've been using.... thought maybe you can add it to the VC SCM dannye (if you wish).
Its a reposition of cars that you have already set up, so for the lazys like me dont have to re-set up cars and shit.
Are ya able to do this for SA also?
-
It's possible for SA aswell.
You should know it doesn't work for
"stuck methods".
-
sounds awesome nitz, maybe you could be so kind as to update it for us? :D
-
The links for the SA version dont work. :cheersad:
-
It says so in the read me Mr.White
greetz
-
can someone upload the vc one on speedyshare or something?
-
http://gtad.tk/ (http://gtad.tk/)
-
thanks
-
Anyone got a working dannye's scm. for Myraid Islands? I have been searching everywhere, but I can't seem to find a download.
-
Anyone got a working dannye's scm. for Myraid Islands? I have been searching everywhere, but I can't seem to find a download.
i know just the person who has it :cc_detective:
-
use the saivc one, it will work
-
pls refresh sa main link.
-
http://gtad.tk/ (http://gtad.tk/)
-
pls refresh sa main link.
x2.. both SA main links are dead. :ajaja:
-
http://gtad.tk/ (http://gtad.tk/)
Oh ffs, it's right above you! :angry:
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Sorry for bump but, how do you install lol? I saved it and stuff, I tried ghosttown, doesnt work, and i dont get how to save position and stuff lol.
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Sorry for bump but, how do you install lol? I saved it and stuff, I tried ghosttown, doesnt work, and i dont get how to save position and stuff lol.
there's a thing called readme you should read it.
-
I think i know that.
-
GTA SA ULTIMATE STUNTERS MAIN.SCM REUPLOADED
http://www.megaupload.com/?d=3OC6CWGZ (http://www.megaupload.com/?d=3OC6CWGZ)
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Awesome :cheernutz:
-
thanks people
-
http://gtad.tk/ (http://gtad.tk/)
:| Use this dammit
-
Awesome :cheernutz:
1000th reply on this topic and you said the right thing :lol:.
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The link to the VC SCM isnt working, can anyone upload or send me a copy of the gamepad version?. Thanks.
-
http://gtad.tk/ (http://gtad.tk/)
Can you at least check the last page before asking?
Thanks.
-
Howdy guys. Right at the top of the first post has a link to the latest SCMs (well, for VC/LC/SA not any of the gazillion map mods) for the and Freeplays - I think it still works fine, no?
-
made a little feature on my scm I've been using.... thought maybe you can add it to the VC SCM dannye (if you wish).
Its a reposition of cars that you have already set up, so for the lazys like me dont have to re-set up cars and shit.
:add0
0001: wait 200 ms
0004: $car = -1 ;; integer values
0005: $carx = 0.0 ;; floating-point values
0005: $cary = 0.0 ;; floating-point values
0005: $carz = -1.0 ;; floating-point values
0005: $cara = 0.0 ;; floating-point values
0002: jump ££add
:add
0001: wait 200 ms
00D6: if 2
00E0: player $PLAYER_CHAR driving
00E1: key_pressed 0 4
00E1: key_pressed 0 5
004D: jump_if_false ££add
03C1: $car = player $PLAYER_CHAR car
0001: wait 1000 ms
00AA: store_car $car position_to $carx $cary $2carz
0174: $cara = car $car z_angle
0002: jump ££add
:add2
0001: wait 200 ms
00D6: if 2
80E0: NOT player $PLAYER_CHAR driving
00E1: key_pressed 0 6
00E1: key_pressed 0 7
004D: jump_if_false ££add2
0001: wait 100 ms
00AB: put car $car at $carx $cary $2carz
0175: set_car $car z_angle_to $cara
;;00A7: car $car drive_to $carx $cary $2carz
02C2: car $car drive_to_point $carx $cary $2carz
0002: jump ££add2
you might have to change the keypress values and add in a on screen text thingy
How to use Nitzkit's modification and Where to place those codelines ? haha
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Dannye?Can't you add this link in the topic?
http://gtad.tk/ (http://gtad.tk/)
Got all your work+some other stuff.
...I'm just sayin'...
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Dannye I think you must fix the links
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Dannye I'm your fan :wub:
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Hello :wub:
I need the Ultimate Stunters main SCM for Myriad Islands and Alien city can someone send me a linkt for these too?
Thanks
A next question is :What is SOL
i didnt hear about that
Greetz
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.
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on of the best gta mods :mellow:
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Need help.
Supossed told me to do this
switch the american.gtx, main.scm and script.img from gta..
now my gamme crashes whenever i load game
Anyone? :euro:
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Both links are down for SA. Anyone got one?
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Both links are down for SA. Anyone got one?
http://www.sendspace.com/file/kgxccd (http://www.sendspace.com/file/kgxccd)
e: Just tried the link at the top of the first post and it redirects me to gamefront saying the user doesn't exist.
When I try typing the link manually it says I have no authentication or something.
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you should upload to megaupload, links never die :ajaja:
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Need help
Uninstalled for a bit..but reinstalled. I got a diffrent link from a friend on mediafire but it wont let me save/load pos.
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http://gtad.tk/ (http://gtad.tk/)
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http://gtad.tk/ (http://gtad.tk/)
thanks streem :mellow:
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Can somebody please give me A link to the vc scm :)
found it :3
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BUMP.
Please, can someone do that cleo scm for gamepad? It would be helpful. c:
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thank you so much for creating this amazing tool! :wub:
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Bump!! ;D
Well, I've had some problems with GTA SA since the last time I formated my PC and I think the issues come from dannye's USCM.
Everytime I load position or use some of the USCM function my SA freezes for some seconds.
This is really wierd cuz this never happened before, and the PC and the SA version are the same (the USCM is the same too!)
I've reinstalled everything, and the problems still stands up!
If you have anyway to help me, please do it! I'd apreciate it a lot :D
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Will ultimate stunters uscm for GTA IV? :)
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Will ultimate stunters uscm for GTA IV? :)
use native trainer ;)
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Will ultimate stunters uscm for GTA IV? :)
use native trainer ;)
ultimate uscm would better :P
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Yes, would.
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Yes, would.
unfortunately just "would" :L
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Sorry fellas, I don't even have IV for the PC (let alone have a clue about modding in that game). Ain't gonna happen from me.
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Can you tell me how to use all function of the main ? I knew only quick move funtion :(
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Link are broken , does someone can reupload the VC and LC one ?
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www.gtad.tk (http://www.gtad.tk)
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Thaaaanks a lot !
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How do you change toggle the vehicle vulnerability? I don't have the readme :(
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press look left and +
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Submission plus Look-Left (if you're using the standard version).
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Sry for bumping but can some1 upload his SAiVC SCM? Thanks :cc_detective: Only found dead links so far.
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Sry for bumping but can some1 upload his SAiVC SCM? Thanks :cc_detective: Only found dead links so far.
http://www.multiupload.com/CFT6PT98YK (http://www.multiupload.com/CFT6PT98YK)
there
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Thanks and thanks for the fast reply. :a-cheer:
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Vice City (Release v6) -> Download!
There is no files,please fix it
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The links are dead..please re-upload them. :wub:
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http://www.gtad.tk/ (http://www.gtad.tk/)
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Well, since I can't find it anywhere, can someone give me the gamepad version of SAiVC and LC ? Thanks.
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I have full link 3 version main for vice city & LC & SAiVC lastest version :P
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It's ok, I have the LC gamepad version. Does anyone have SAiVC gamepad version?
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I can't get this to work.. I guess I'm just supposed to replace the original files with these three (SA Original), but when I try to load a game, it crashes.
Ideas?
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I can't get this to work.. I guess I'm just supposed to replace the original files with these three (SA Original), but when I try to load a game, it crashes.
Ideas?
Start a new game...
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please guys send me dannye main scm for GTA SOL State Of Liberty.
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please guys send me dannye main scm for GTA SOL State Of Liberty.
There isn't one. Download CLEO 3 or 4 and get the Dannyes CLEO mod by Ice I think. It's on the first post of this thread.
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please guys send me dannye main scm for GTA SOL State Of Liberty.
http://www.multiupload.com/JDG7ZGHHW4 (http://www.multiupload.com/JDG7ZGHHW4)
and@METHOD
no,sol is the vc mod
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anyone have v3 or v4?
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anyone have v3 or v4?
Yeah let's get the SCM that wasn;t mainstream.
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Anyone has a working link of the LC mod uscm?
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http://www.gtad.tk/ (http://www.gtad.tk/)
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Tsundere-chan already helped me! Thank you anyway :P
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I can't download
This link is die ;D
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I can't download
This link is die ;D
http://gtad.tk/ (http://gtad.tk/)
someone update first post with this ? D:
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Done :3
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http://searchmagnified.com/?dn=GTAD.TK&pid=7POX57615&_=1330861828 (http://searchmagnified.com/?dn=GTAD.TK&pid=7POX57615&_=1330861828)
this happens when i go there :|
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http://searchmagnified.com/?dn=GTAD.TK&pid=7POX57615&_=1330861828 (http://searchmagnified.com/?dn=GTAD.TK&pid=7POX57615&_=1330861828)
this happens when i go there :|
same problem here.
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me too
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Updated links in first post for VC, LC and SA USCMs.
I believe the hosting I'm using takes files down after 180 days of inactivity, so at least should be good for half a year or so.
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Still thanking me after all this time? I don't even remember what I did. :)
Is the SA for GTA:SA or is it SAiVC?
@Godson I have an older version of LC and VC, not sure what version though. I had set up a separate vc folder for ultimate, and don't know where the readme is.
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Hah, I don't remember why half those names are there anymore. I assume testing, bug-spotting, inspiration and/or handy ideas?
The SA one mentioned in the first post is for GTA:SA. I have no official version of the SCM for SAiVC - though I am sure there are some floating around which were converted by other people from the VC/LC versions.
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alive link for SOL ? :unsure:
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sorry for being dumb but
On vc-
Sprint + Aim + Left
I had a old mouse I would use aim as button 4 but now there is none on this considering old one doesnt work. just reinstalled and can't find a aim in redefining controls, so what do I place this as for spawner 1? :cheersad:
f + 1 works for me, but then who knows what controls you have set up :lol:.
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sorry for being dumb but
On vc-
Sprint + Aim + Left
I had a old mouse I would use aim as button 4 but now there is none on this considering old one doesnt work. just reinstalled and can't find a aim in redefining controls, so what do I place this as for spawner 1? :cheersad:
Aim = Target
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sorry for being dumb but
On vc-
Sprint + Aim + Left
I had a old mouse I would use aim as button 4 but now there is none on this considering old one doesnt work. just reinstalled and can't find a aim in redefining controls, so what do I place this as for spawner 1? :cheersad:
Aim = Target
hmm, only spawner 2 works, which is right + sprint + aim, but left + sprint + aim (spawner 1) doesnt work :(
dunno why, any help would be appreicated
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Maybe your keyboard can't input that combination, you should change your aim button to right mouse click, if you haven't already.
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I had it on tab, then changed it and now works. Thanks alot :)
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is there a way to prevent my cabbie from using nitro?
apparently its bound to the same controls that cause teleportation, and it can actually get in the way really bad. the different handling while using nitro kinda kills the runup on certain stunts. also i dont use rollboost, so its vital to do the stunt without nitro...
help's appreciated, cheers
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Get out of the vehicle & use the on foot teleporter, it will also cut your replays, so it starts at your spawn, it's a win/win.
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Get out of the vehicle & use the on foot teleporter, it will also cut your replays, so it starts at your spawn, it's a win/win.
tried that, still toggles the nitro
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Start rollboosting maybe? D: I don't think there is anything epic to land with the H key.. Most of them are already landed. so yeah.. I guess you know :P
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^ i'll use rollboost only if it's absolutely necessary :happy: and thats gonna be rare, i dont care for landing the tower in LS at all
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^ i'll use rollboost only if it's absolutely necessary :happy: and thats gonna be rare, i dont care for landing the tower in LS at all
Not saying you must land something high with the rollboost :P You can land lowheight stunts aswell. Depends of the speed you're turning your wheel. I tried to do 2-3 boosts with the H, I totally hate it compared to the rollboost. Did you already use this?
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^ i'll use rollboost only if it's absolutely necessary :happy: and thats gonna be rare, i dont care for landing the tower in LS at all
Not saying you must land something high with the rollboost :P You can land lowheight stunts aswell. Depends of the speed you're turning your wheel. I tried to do 2-3 boosts with the H, I totally hate it compared to the rollboost. Did you already use this?
yeah but it barely has any effect, because my FPS are very unstable if i turn the FL off.
i just dont like using it. fine if others like to do it, but not using it personally feels right :ajaja:
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I landed my Untolerant stunts with nitro, why don't you want to use it?
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I think the car remembering will never be 100% working on AlienCity Ultimate Stunters Main SCM <_<
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Sorry but links are broken. Can someone re-upload again.(I need LC)
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Need update for 1.2 United. :(
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Link doesnt work, i need San Andreas SCM :(
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Yeah, I need SA main..
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Found it! http://gtasd.cba.pl/gtad/dannye/SA_USCM.rar (http://gtasd.cba.pl/gtad/dannye/SA_USCM.rar) if you need :)
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Dunno if this was asked already but would it be possible to do a USCM for the Android version of Vice City?
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Dunno if this was asked already but would it be possible to do a USCM for the Android version of Vice City?
That
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http://www.mediafire.com/?oqx46a5odzk3nac (http://www.mediafire.com/?oqx46a5odzk3nac)
SA USCM Uploaded by me :ajaja:
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Can someone send me the MAIN SCM for SAN ANDREAS? After years, I finally have on my own pc lol
jessiesali @ yahoo dot com
please send it there.. i'd really appreciate it.. thank you :wub:
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Dude the links on the first page are still up :P
http://www.gamefront.com/files/21416770 (http://www.gamefront.com/files/21416770)
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ok thanks man, i didn't see the latest posts lol..
btw, what's the best Trainer for san andreas??? wanna cheat all through out this before i start stuntin' :D
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thx :D this will help me
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could someone please upload the VC SCM for me? link on the first page does not work for me.
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could someone please upload the VC SCM for me? link on the first page does not work for me.
http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
First link on the top.
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could someone please upload the VC SCM for me? link on the first page does not work for me.
http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
First link on the top.
how the fuck can't I notice, thanks
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Can't download SA version. Can someone reupload it, please ?
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http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
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http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
Tried. Doesn't work :(
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Hmm, it works for me actually.
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got someone united 1.2 scm ?
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got someone united 1.2 scm ?
Nope xD , use iCy's cleo version one : http://www.sendspace.com/file/j8ms2i (http://www.sendspace.com/file/j8ms2i) http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
Tried. Doesn't work :(
change your ip to other country with spotflux or something . i got that problem too but solved with this method
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I thought there was supposed to be a couple save games that came with the download? (v6) VC
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Can someone explain me what is rollboost? And how to do it?
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Can someone explain me what is rollboost? And how to do it?
Bind horn to mouse scroll up or down.
btw, on SA there seems to be a problem. basically, when I have compatability mode on, I can use load to vehicle on foot, but not without it. Compatability mode lags for me now I guess and sometimes resets game modes, which is very frustrating
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Reup lc/sa/vc USCM Gamepad version please!!
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for game pad version
http://translate.google.fr/translate?hl=fr&sl=vi&tl=en&u=http%3A%2F%2Fsicrew.weebly.com%2F1%2Fpost%2F2012%2F10%2Fultimate-stunters-main-scm.html (http://translate.google.fr/translate?hl=fr&sl=vi&tl=en&u=http%3A%2F%2Fsicrew.weebly.com%2F1%2Fpost%2F2012%2F10%2Fultimate-stunters-main-scm.html)
Ciao++
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thank u dude
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sa ultimate stunters scm Can you upload the Replay
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http://www.sendspace.com/file/qtlm24 (http://www.sendspace.com/file/qtlm24)
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anyone has LC SCM?
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http://www.sendspace.com/file/dr4wpb (http://www.sendspace.com/file/dr4wpb)
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someone know if cleo scm by iCy work on united 1.2 ?
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Yes.
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Can't download ??? :blink: :blink:
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Can't download ??? :blink: :blink:
http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
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:(I'm from Viet Nam so gamefront block my ip..It's so sad.. :( :(
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his link has direct downloads from their server
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use proxy sites like ninjacloak.com etc. to connect on the website that you wish, it works :ajaja:
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can someone ANDERIUS(Alien city scm ?) i try scm from united but game crash every time :/
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Hi, i'm new. Someone can help me? I install USCM on Cleo mod but when i go in game(SA) mod doesn't work. I don't know how to make him work.
P.S: Sorry for my english.
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Look at the readme.txt :)
Otherwise, do a quick presentation here. Just so we know you a little more on the forum :) http://www.gtastunting.net/index.php?board=34.0 (http://www.gtastunting.net/index.php?board=34.0)
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i cant use it when i donlow vc theere is no clit or somthing i cant enter to hack please helpppppppppppppppp
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http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
Many thanks :wub:
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put a new link please?
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put a new link please?
http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
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http://gtasd.cba.pl/
Thank you :)
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Need SA one. gtasd and gtad doesn't work.
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Need SA one. gtasd and gtad doesn't work.
http://www.gamefront.com/files/21416770 (http://www.gamefront.com/files/21416770)
not hard to search :ninja:
http://speedy.sh/Dkgeu/SA-USCM-Release-3b.zip (http://speedy.sh/Dkgeu/SA-USCM-Release-3b.zip)
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Need SA one. gtasd and gtad doesn't work.
http://www.gamefront.com/files/21416770 (http://www.gamefront.com/files/21416770)
not hard to search :ninja:
http://speedy.sh/Dkgeu/SA-USCM-Release-3b.zip (http://speedy.sh/Dkgeu/SA-USCM-Release-3b.zip)
gamefront is dead i think?
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I cant download the VC ultimate scm :(
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Of course some of the links have broken lol I mean look at the date of the last edit :cc_detective:
Anyways here you go (http://speedy.sh/URcWK/DANNYE-MAIN.SCM.rar)
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My SA crashes when i put the dannye scm, my SA is part of the of the GTA The Trilogy pack, not a single game. May that me causing the crash?
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Your old savegames will not work with different .scm files. You'll have to start a new game and overwrite the older savefiles instead.
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Your old savegames will not work with different .scm files. You'll have to start a new game and overwrite the older savefiles instead.
Im not loading an old game, im creating a new one and it crashes
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Your old savegames will not work with different .scm files. You'll have to start a new game and overwrite the older savefiles instead.
Im not loading an old game, im creating a new one and it crashes
does the game work with the original SCM files_
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Your old savegames will not work with different .scm files. You'll have to start a new game and overwrite the older savefiles instead.
Im not loading an old game, im creating a new one and it crashes
does the game work with the original SCM files_
Yes it does
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What version of SA is this? You have to downgrade if it isn't version 1.0 or do some other magic if it is the Steam version.
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What version of SA is this? You have to downgrade if it isn't version 1.0 or do some other magic if it is the Steam version.
Yes, it is the version 1.01
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somebody please help this guy out...
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I dled another SA 1.0, and it still crashes.... im getting out of ideas
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Can you printscreen the RAR with dannyes and your SA folder? Just want to make sure everything is as it should be.
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Can you printscreen the RAR with dannyes and your SA folder? Just want to make sure everything is as it should be.
nevermind all that i helped him out over skype. turns out he was missing the script file
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^That's what I was hoping to find out from the screenshots :happy: Good that it's all sorted :jajaja:
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Can someone reupload both SA and VC? :unsure:
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http://gtasd.cba.pl
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In SA it would be really nice if you can remove all text, like: nrg-500 when u fail from bike and teleporting to spot on bike, location 1-2 loaded, radio, location etc. It could help if stunter use real-time frapsing, so he do not need to wait until all this text expires.
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In SA it would be really nice if you can remove all text, like: nrg-500 when u fail from bike and teleporting to spot on bike, location 1-2 loaded, radio, location etc. It could help if stunter use real-time frapsing, so he do not need to wait until all this text expires.
just use standard american.gxt and those texts wont show anymore :P
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In SA it would be really nice if you can remove all text, like: nrg-500 when u fail from bike and teleporting to spot on bike, location 1-2 loaded, radio, location etc. It could help if stunter use real-time frapsing, so he do not need to wait until all this text expires.
Use GXT editor to remove the things you don't want.
http://www.gtagarage.com/mods/show.php?id=1074
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Ok, wht about nitro in SA?
When you teleport to spot, u use fire. When u use fire, u activate nitro s well, even if you do not need it at the moment.
How can i remove nitro from taxi (it has nitro by default). And how can i refresh it so i do not need to wait couple of minutes to activaate it again. :sleep:
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Ok, wht about nitro in SA?
When you teleport to spot, u use fire. When u use fire, u activate nitro s well, even if you do not need it at the moment.
How can i remove nitro from taxi (it has nitro by default). And how can i refresh it so i do not need to wait couple of minutes to activaate it again. :sleep:
About nitro check this https://www.youtube.com/watch?v=wMj1t-bzreM
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is there a downloadlink for the SA scm anywhere that's not dead? plis help
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https://www.mediafire.com/file/crhv7m25e2n29o5/SA_USCM.rar/file
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thanks man.
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Anyone has a wokring link to San Andreas Performace Tool 3? SAPT3?
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How can I enter a 100% savegame or does anyone have one to share? in san andreas it doesn't work with dannyes
script
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you don't need 100% save game, just install dannye's main.scm start new game and fuck tricks.
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Apologies for the bump but anyone got this for SAiVC and LC maps for VC engine?
I have the normal MAIN.SCM for them but I wish to use gamepad versions instead of keyboard, which I don't have for either map. Got it for VC though as it was included in the download I had for that.
Cheers.
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Apologies for the bump but anyone got this for SAiVC and LC maps for VC engine?
I have the normal MAIN.SCM for them but I wish to use gamepad versions instead of keyboard, which I don't have for either map. Got it for VC though as it was included in the download I had for that.
Cheers.
I have packaged up my folder of my last versions of the LC USCM (includes 2 variations meant for gamepad use - hopefully consistent with whatever versions you had found for VC). No idea where to upload things to anymore, so I've just tried this for now: https://easyupload.io/yvls8y (https://easyupload.io/yvls8y) (it says it'll only stay up for 30 days). Hope that helps, and works, if you're still on the lookout for it.
Re the SAiVC variants, looking through my old folders and unfortunately all I can find is one version of it, a keyboard-and-mouse focused version that I must have quickly hacked together for myself. I'm not even sure what SA-in-VC conversion mod it was made for... were there more than one? I got download folders for 'SAiVC' and 'Vice Andreas' - not sure what's what. I would've thought I had made a proper release for that, if not surely there must be some floating around, hopefully someone else has something?
Oh and hi by the way, its cool to see ya around here KJ, and nice that the forum is still going strong!
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Apologies for the bump but anyone got this for SAiVC and LC maps for VC engine?
I have the normal MAIN.SCM for them but I wish to use gamepad versions instead of keyboard, which I don't have for either map. Got it for VC though as it was included in the download I had for that.
Cheers.
I have packaged up my folder of my last versions of the LC USCM (includes 2 variations meant for gamepad use - hopefully consistent with whatever versions you had found for VC). No idea where to upload things to anymore, so I've just tried this for now: https://easyupload.io/yvls8y (https://easyupload.io/yvls8y) (it says it'll only stay up for 30 days). Hope that helps, and works, if you're still on the lookout for it.
Re the SAiVC variants, looking through my old folders and unfortunately all I can find is one version of it, a keyboard-and-mouse focused version that I must have quickly hacked together for myself. I'm not even sure what SA-in-VC conversion mod it was made for... were there more than one? I got download folders for 'SAiVC' and 'Vice Andreas' - not sure what's what. I would've thought I had made a proper release for that, if not surely there must be some floating around, hopefully someone else has something?
Oh and hi by the way, its cool to see ya around here KJ, and nice that the forum is still going strong!
As far as I remember, Vice Andreas was the Vice City map in the San Andreas engine? I might be ridiculously wrong here but I think SAiVC has always been known as that, even though others have worked on modifications to the mod to tweak things and improve it.
Thanks for the updates, hope you're doing well, if I was smart enough I'd try to mock up my own gamepad version of SAiVC - keyboard stunting is fine in small doses but I had forgotten how sore it gets on the wrists after a while!
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Interesting, the thing I have called Vice Andreas is the SA map in the VC engine. I suppose with a name like that which can indicate a conversion in either direction, maybe two opposite mods both shared it. As for why I have it and how it differs from SAiVC, I got no idea, maybe it was from before SAiVC came around, or there was something different about it which lead to both existing.
Anyway, I'd be willing to try creating the scm for you (assuming I can still get the editor/compiler to run, and I can remember how it all worked). To ensure I have the right starting point, would you be able to upload whatever working main.scm file you're currently running on your SAiVC? Unless it happens to be around 43KB and having a last modified date of around Jan 11 2008 or Feb 20 2009, in which case I might have it already (they are two I can see in the SAiVC download folder I had from way back, but could be from a different version of the mod).
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If I remember correctly Vice Andreas was a project started by Nitzkit which was the first attempt at converting the SA map to VC however I think he encountered LOD/texture problems and other issues so he scrapped the project. I don't think a full version of VA was ever released, however around the same time it was cancelled another team of modders had started their own project which was San Andreas in Vice City aka the SAiVC we currently know.
https://www.moddb.com/mods/san-andreas-in-vice-city
There's a few different repackaged versions of the SAiVC mod put out by stunters over the years, but at the core they're all based on the same map. This is the Main SCM from Gavran's version, 15kb and an edit date of 2015.
https://easyupload.io/k3n6wc
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Thanks Blaze for clearing that up! That stuff with Nitz being involved with VA definitely rings a bell now that you've mentioned it.
For a starting point with the scm I could use either the one from that moddb link or the one you uploaded directly - they both do seem to be slightly different so I am not sure which would be best. Thoughts? Do either of those seem to match yours KJ?
Other than that, there's a bit of a hurdle that they were all compiled using a different IDE/editor than I originally used (Sanny Builder, instead of the outdated [even back when I was last using it] VC Mission Builder). Not a deal-breaker, just means I can't simply copy/paste my usual plaintext code in there after decompiling the scm, as its the wrong syntax. But I should be able to make do, just might take a bit longer.
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Thanks Blaze for clearing that up! That stuff with Nitz being involved with VA definitely rings a bell now that you've mentioned it.
For a starting point with the scm I could use either the one from that moddb link or the one you uploaded directly - they both do seem to be slightly different so I am not sure which would be best. Thoughts? Do either of those seem to match yours KJ?
Other than that, there's a bit of a hurdle that they were all compiled using a different IDE/editor than I originally used (Sanny Builder, instead of the outdated [even back when I was last using it] VC Mission Builder). Not a deal-breaker, just means I can't simply copy/paste my usual plaintext code in there after decompiling the scm, as its the wrong syntax. But I should be able to make do, just might take a bit longer.
I have recently begun using AllBeast's version of SAiVC which fixed a bunch of texture issues but I still use your original MAIN.SCM for it. Notes say 'final beta 0.1'? Created 24th June 2008.
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I have recently begun using AllBeast's version of SAiVC which fixed a bunch of texture issues but I still use your original MAIN.SCM for it. Notes say 'final beta 0.1'? Created 24th June 2008.
Okay cool, that seems consistent with the one from the ModDB link, so perhaps I'll start with that one at least.
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I have recently begun using AllBeast's version of SAiVC which fixed a bunch of texture issues but I still use your original MAIN.SCM for it. Notes say 'final beta 0.1'? Created 24th June 2008.
Okay cool, that seems consistent with the one from the ModDB link, so perhaps I'll start with that one at least.
Thanks bud, appreciate your efforts, know lots of others will to.
You considering a possible comeback? ;D
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Cheers, and nah not expecting any sort of proper return, though I did randomly jump into the game for a spot of stunting a couple months ago, which was a bit of fun. Muscle memory came back quickly, as did a serious question about why on earth I always did it with keyboard/mouse (and with arrow keys too, instead of WASD, yikes) - I think you have the right idea, haha!
Here's the files for the SAiVC-compatible USCM (using the latest code I have, and including all 4 variants):
https://easyupload.io/dh1472 (https://easyupload.io/dh1472)
Not sure which gamepad variant you go for, everything is there (both gamepad ones, and the two keyboard and mouse ones too), so hopefully something in there works for ya - or anyone else interested. Though that leads to the big question, whether it works AT ALL - since I don't have the mod installed I cannot test it to confirm. Fingers-crossed I guess! Let me know how it goes, and if no luck I'll see what I can do.
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Cheers, and nah not expecting any sort of proper return, though I did randomly jump into the game for a spot of stunting a couple months ago, which was a bit of fun. Muscle memory came back quickly, as did a serious question about why on earth I always did it with keyboard/mouse (and with arrow keys too, instead of WASD, yikes) - I think you have the right idea, haha!
Here's the files for the SAiVC-compatible USCM (using the latest code I have, and including all 4 variants):
https://easyupload.io/dh1472 (https://easyupload.io/dh1472)
Not sure which gamepad variant you go for, everything is there (both gamepad ones, and the two keyboard and mouse ones too), so hopefully something in there works for ya - or anyone else interested. Though that leads to the big question, whether it works AT ALL - since I don't have the mod installed I cannot test it to confirm. Fingers-crossed I guess! Let me know how it goes, and if no luck I'll see what I can do.
It works.
I had to reinstall SAiVC cos I broke mine haha, but clean fresh install, with your MAIN.SCM, works like a dream.
Gamepad wouldn't even respond using AllBeast's version of SAiVC though so may have to stick to the original version. Outstanding effort though Dannye, decade on and yer still a bloody hero to stunters haha.
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Hah thanks, I'm glad I randomly decided to check back here again and see your post only a week or so old! Great to hear that it works for ya, happy stunting!
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Hah thanks, I'm glad I randomly decided to check back here again and see your post only a week or so old! Great to hear that it works for ya, happy stunting!
A heluva lucky coincidence, really!
Loved yer wee best-of video, Rainbow sent me a huge list of the best stunt videos of the last decade since I missed most of it and that was included. Always appreciated your creative eye for spots to bring something different to videos.
Apologises for slightly de-railing the topic.
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(https://d2j1wkp1bavyfs.cloudfront.net/wp-content/uploads/2018/11/lotr3-movie-screencaps.com-.jpg)
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Dannye, I have a big favour to ask. Is there a USCM that works with a map cleaned VC? The standard one doesn't work now that the map has nothing in it.
EDIT: Nevermind! I found one in another map mod that works. :rolleyes:
But I may ask for a second favour eventually. Nothing extreme, just to change the spawn point.
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A heluva lucky coincidence, really!
Loved yer wee best-of video, Rainbow sent me a huge list of the best stunt videos of the last decade since I missed most of it and that was included. Always appreciated your creative eye for spots to bring something different to videos.
Apologises for slightly de-railing the topic.
All good KJ, I appreciate kind words, glad ya enjoyed the vid! I had a blast putting that one together, experimenting with the Freeplay stuff.
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(image)
Haha, thanks.
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Dannye, I have a big favour to ask. Is there a USCM that works with a map cleaned VC? The standard one doesn't work now that the map has nothing in it.
EDIT: Nevermind! I found one in another map mod that works. :rolleyes:
But I may ask for a second favour eventually. Nothing extreme, just to change the spawn point.
No problem, I should be able to do that for you. If you could upload the scm that you have found and want to use (perhaps via easyupload if thats okay? That's seemed to work well for me so far), then I'll download it and make the modifications. Then I'll just need the new spawn coordinates you would like, if you know them, or a description of the area in the map so I can try to figure them out.
(I must admit I probably should've made the whole thing on a stripped/clean scm from the very beginning. That probably would've made things easier, and the only loss being that people couldn't play through the missions - but thats not what we do anyway so I doubt many would've minded, haha)
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A heluva lucky coincidence, really!
Loved yer wee best-of video, Rainbow sent me a huge list of the best stunt videos of the last decade since I missed most of it and that was included. Always appreciated your creative eye for spots to bring something different to videos.
Apologises for slightly de-railing the topic.
All good KJ, I appreciate kind words, glad ya enjoyed the vid! I had a blast putting that one together, experimenting with the Freeplay stuff.
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(image)
Haha, thanks.
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Dannye, I have a big favour to ask. Is there a USCM that works with a map cleaned VC? The standard one doesn't work now that the map has nothing in it.
EDIT: Nevermind! I found one in another map mod that works. :rolleyes:
But I may ask for a second favour eventually. Nothing extreme, just to change the spawn point.
No problem, I should be able to do that for you. If you could upload the scm that you have found and want to use (perhaps via easyupload if thats okay? That's seemed to work well for me so far), then I'll download it and make the modifications. Then I'll just need the new spawn coordinates you would like, if you know them, or a description of the area in the map so I can try to figure them out.
(I must admit I probably should've made the whole thing on a stripped/clean scm from the very beginning. That probably would've made things easier, and the only loss being that people couldn't play through the missions - but thats not what we do anyway so I doubt many would've minded, haha)
As a gamepad stunter, Im kinda jealous of what standards stunters can achieve with their features just like standard can change weather, load 2 position unlike gamepad (kingjad and I and others) having a tough time dealing with it. I wish the gamepad version of SA SCM will get a lovely update. I just can't play others like United, Alien City of any other map mods as it contains/have only a standard version.
Ps; I mean having the option of Standard scm to gamepad too
welcome back dannye, I just watched your stunts video weeks ago and never expected to see the guy now logging in again to gtas and it's dannye :wub:
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btw, is there a working gamepad scm for LC?
so that i don't have to anguish with the keyboard on car stunts :rolleyes:
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btw, is there a working gamepad scm for LC?
so that i don't have to anguish with the keyboard on car stunts :rolleyes:
Here's the one I uploaded for KJ recently: https://easyupload.io/yvls8y (https://easyupload.io/yvls8y)
Hopefully this works for you, it includes all the variants of the LC USCM, including the gamepad/controller ones.
As a gamepad stunter, Im kinda jealous of what standards stunters can achieve with their features just like standard can change weather, load 2 position unlike gamepad (kingjad and I and others) having a tough time dealing with it. I wish the gamepad version of SA SCM will get a lovely update. I just can't play others like United, Alien City of any other map mods as it contains/have only a standard version.
Ps; I mean having the option of Standard scm to gamepad too
welcome back dannye, I just watched your stunts video weeks ago and never expected to see the guy now logging in again to gtas and it's dannye :wub:
Hey, thanks! And that's completely understandable, I'm not a fan of that original gamepad variant of the USCM myself! I vaguely recall having to rely on feedback from other stunters in those early days to help figure out ideal controls for each of the features (as I don't use a gamepad), and some features were left out due to a combination of those people specifically not desiring them and me being hesitant to bundle them in and risk either making people have to contort their fingers to use them or being too easy to accidentally activate.
That's why, a few years later, I ended up trying to have a proper go at making a full-featured gamepad version. I got a gamepad up and running for myself and worked through trying to come up with a usable setup that supported all features. Most USCMs I released from 2009 onward should have included it, called 'Gamepad Version B' or something like that. I expect everyone has slightly different button mappings, so while I thought it worked well for me, perhaps not so for others (especially since it worked best with some buttons shared specific pairings of game actions - as noted in the documentation included, I think).
I assume that you are currently using the original (not "version B") version of the gamepad scm? If so, have you tried the B one? I'd be happy to take feedback on it, from anybody, especially if it only requires a few changes to work well enough that people can move over to that feature-rich one instead of the lackluster older one.
(Oh, and unfortunately I only ever made that 'Version B' scm for the Vice City engine USCMs, not San Andreas. Maybe I could look into porting a "B" version into SA too - but I'll hold off for now in-case any feedback does come in about that version being useful/not)
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I may be completely off base with what you guys are talking about exactly, but a standard ps4 gamepad works on SA for me. Plug n play with SA and V and probably VC.
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Wow, this place is tripping me out lol
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btw, is there a working gamepad scm for LC?
so that i don't have to anguish with the keyboard on car stunts :rolleyes:
Sorry I'm quite late. But as a gamepad (DualShock3) main, I thought my input might be of use for you. I have never played with Keyboard, but have always used the Keyboard SCM and it works perfectly fine on my controller. The gamepad version seems a bit odd to me as the controls are super wonky for controller, but the Keyboard version is phenomenal.
I may be completely off base with what you guys are talking about exactly, but a standard ps4 gamepad works on SA for me. Plug n play with SA and V and probably VC.
Same for me. Despite me using a DualShock3 controller for PC. Getting it to work was quite a hassle, but managed to get it fixed by an online friend of Playz who helped us to get it working. He downloaded some drivers from some external place and put that over the standard drivers. Now it works great. And if it doesn't show up, I put the drivers over it again and it's solved. The only small issue I have is that I have to re do this all if I plug it into a different USB Hub. If I keep it in the same one, there's no issues at all.
Random appreciation for Dannye:
Honestly, this might be a bit off-topic in some way, but I feel like I should thank you for this tool. If it weren't for the main.scm, I doubt many people would even be stunting. Figured I should let you know this as it feels to me like you do not get the recognition you deserve. Just kinda wish the spawner would include a MTB
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I may be completely off base with what you guys are talking about exactly, but a standard ps4 gamepad works on SA for me. Plug n play with SA and V and probably VC.
My question was more specifically regarding the use of the USCM while gamepad stunting. Early on in development I was told the USCM did not adapt well to gamepad stunters so I made one which had less features and different key mappings, to try and help. I never liked the 'less features' aspect so later I built and included an additional version in my (VC-engine) USCM releases - also intended for gamepad stunters, but which did support all features. I was curious about was which of those versions of the USCMs were used by any still-stunting gamepad users, and if they were still using the older/less-features one, then why - was there anything I could improve in the newer/full-featured one to let them move onto that?
(All that said, I am happy to hear that at least for Amaluna it sounds like using the original/keyboard-designed USCM on a gamepad worked fine, and thus got access to all the features that way, nice!)
Random appreciation for Dannye:
Honestly, this might be a bit off-topic in some way, but I feel like I should thank you for this tool. If it weren't for the main.scm, I doubt many people would even be stunting. Figured I should let you know this as it feels to me like you do not get the recognition you deserve. Just kinda wish the spawner would include a MTB
Thanks! I know I certainly wouldn't have stunted for as long as I did without it. By "MTB" I am guessing you mean Mountan Bike? And so the SA-engine USCM? Looks like I had BMX instead, sorry about that. If you would like a quick/custom fix where I replace one of the other vehicles in the spawner with the MTB, let me know and I could (hopefully) do that.
Wow, this place is tripping me out lol
Haha, hi Nitz!
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Hi Dannye! Have you open sourced the code for USCM at any point? I'm interested in fiddling with some bits.
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Hi Dannye! Have you open sourced the code for USCM at any point? I'm interested in fiddling with some bits.
I kinda assumed I had bundled the source with the releases, like I ended up doing for Freeplay, but looking back now I guess it doesn't look like it, sorry about that. I am absolutely happy to provide the source now.
For all variants (keyboard-standard, keyboard-mine, gamepad-old and gamepad-new) of the Vice City and Liberty City USCMs, I currently have access to the source as I wrote it, using the older syntax of BW's Vice City Mission Builder (version 0.22). In addition, for just the Vice City USCMs, I also have a copy of the source I recently converted to the syntax of Seemann's Sanny Builder (admittedly still based off an old-ish version, v3.03). For the San Andreas USCMs, I currently only have the original source written in BW's San Andreas Mission Builder (v0.33). If you also need to know which version of the opcode-list (vicescm.ini) I was using for each at the time, let me know and I can try to look into it, but it may be a bit of a guess at this point.
If any of that is useful, let me know and I should be able to upload what you need. Otherwise I can try and convert into something else for you if I can (though it looks like Sanny Builder might have good back-compat/conversion support, so it may not matter too much?). In addition, let me know if it is okay just to provide the portion of the source file that contains the primary USCM logic, or if you would like the entire plaintext scm so it sits in context.
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I'm specifically interested in the VC keyboard USCM. The older format is fine, I'm going to use it as a reference more than anything else, so I'm not too worried if I can build it or not.
Just provide the USCM stuff, I'll figure out the rest. You are most helpful, thanks Dannye! :wub:
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I'm specifically interested in the VC keyboard USCM. The older format is fine, I'm going to use it as a reference more than anything else, so I'm not too worried if I can build it or not.
Just provide the USCM stuff, I'll figure out the rest. You are most helpful, thanks Dannye! :wub:
Cheers VenomX, happy to be able to help! If you have any questions about it let me know.
Source code file: https://easyupload.io/7wby44 (https://easyupload.io/7wby44)
(Of note: years ago I made a couple minor additions I never got around to fully releasing, which are present in this source code, and they include: two more vehicle spawners [using up and down keys where the original ones used left and right], and the ability to use the original two spawners while jetpacking [and they'll spawn water/air vehicles instead of the usual stuff])
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Thanks again Dannye!
This was failing to load in the latest version of Sanny Builder due to some updated syntax and slight changes in opcodes (like you mentioned would be problemmatic).
I wrote a small shell script to convert it to work with the latest version (3.5.1 at the time of writing) and now it is fine!
If you're interested, converter is here https://pastebin.com/dypC8U1h and the converted version of the SCM is here: https://pastebin.com/raw/1bqzXem6. I haven't fully tested every feature but the main stuff at least works for now.
Cheers for your help :).
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Cheers, and thank you for sharing those notes on how to make it compatible for Sanny Builder!
When I first looked at a decompiled USCM via Sanny Builder I found the differences quite daunting - heaps of lines of code replaced with versions that more resembled calling functions on classes/objects, and excluding the opcode prefix completely. While nice in theory (it looking more like a normal programming language), it seemed too inconsistent to be worth it for me, as so many other lines of code still remained in the older format.
From the looks of what you've shared, it seems likely that while Sanny Builder supports that sort of advanced format for some opcodes, it is also cool with the older approach for them too. That's great, as then the only MB->SB differences are minor ones, and it looks like all very nice/convenient too (loving the removal of data-type suffixes, and double-slash comments being reversed). I've been considering making a few changes to the USCM, and I think this seals it - if I do it, it'd definitely be worth me doing it via Sanny Builder.
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So I have ended up doing some more work on the (Vice City engine) USCM project. Not only were a few old bugs, strange behviours, and missing features bothering me, but also the source code was horrible and I really wanted to make it better. I'm still in the middle of it, but being excited for the improvements I thought I'd share some of the user-facing changes coming soon:
- Ghost-town setting will be correctly remembered on save/load.
- Weather changing now cycles sequentially through each weather type. Is not random anymore. Also there is an option to let the game take control back of the weather instead of having it locked-in.
- More spawners (looking at 8 sets of them - the usual two, which use left/right keys, now include two more on up/down - and now you can use spawners while jetpack is enabled, and it spawns different vehicles [including boats/skimmer] and that should mean 4 more sets).
- ALL functions work while in/under-water. It used to be that you could use the teleport functions but nothing else. Not anymore! When on foot, you can even enable jetpack and fly out of the water (and thus I have removed the on-foot 'water respawn' function, because jetpacking out is so much more useful).
- If trigger jetpack during certain player animations (eg. crashing off a bike), you previously might not have been able to use the mouse to turn - now you can. Jetpacking will also include strafe-left/right and move-backwards, as well as a button which if held will decrease jetpack speed.
- With the on-foot functions that interact with your last car (teleport into vehicle, bring vehicle to player, bring player to vehicle), there will now be a separate setting that can be toggled to affect which vehicle these functions interact with, your last one OR your second last one.
- (and maybe some more, not sure yet)
Also included will be the significant behind-the-scenes improvements, and as such with the source I'll include on release, it would be much simpler for anyone who desires to jump-in and make any changes and/or copy it into the scm of a different map mod, or whatever.
But an important note, anyone who is using the really old gamepad version, the one with most features excluded, I am currently not thinking of making any changes to that (it is too much trouble to maintain such a significantly different version), so hopefully you are happy to stick with what you have already, or consider trying one of the other fully-featured variants (which includes another one designed with gamepads in mind) that will come with the new release and hopefully will work okay for you.
Cheers all, stay tuned!
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The big dawg!!
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(https://i.imgur.com/y5nCoVM.png)
Always gave me a chuckle :lol:
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(https://i.imgur.com/y5nCoVM.png)
Always gave me a chuckle :lol:
Haha yes, that silly mistake has done well to stick around all these years, but I think perhaps now it is time to finally say goodbye to it.
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All the new features/fixes I wanted have now been implemented, yay! The next steps for me will be trying to setup all the variants for the different control layouts, and for each of the main games/mods (VC, LC and probably SAiVC if I can). Other than that just some changes to american.gxt and getting the documentation up to scratch, and that should be about it hopefully!
Regarding gamepad stuff I am now thinking I will include *both* gamepad variants: the fully-featured one (previously called version B ) plus the original less-features one. The latter will continue to have many features turned off, but I will include ALL the features in the code, just without the button combinations to trigger them. This makes it easier for me to maintain the codebase with all variants intact, plus now anyone who prefers that version also has the option to jump into the code and activate any of the disabled features with (relative) ease - they just gotta decide what game actions to map them to (and be keen to dabble in some scm coding).
Now for the fun part, here's some more new stuff I've been able to add to the project (in addition to bug fixes and code simplification):
- (the stuff from my earlier post https://www.gtastunting.net/index.php?topic=9046.msg1369708#msg1369708 (https://www.gtastunting.net/index.php?topic=9046.msg1369708#msg1369708)), plus...
- While jetpacking, you'll now be able to use any other (on-foot) feature, including teleporting. Also you can now jetpack along multiple axes at once (eg. you can now hold left + forward to go diagonally; this also acts as a way of going faster).
- Along with the 8 sets of 8-vehicle spawners, there is one additional 'random vehicle spawner'. In case you want the game to help you decide your next stunt!
- You can now also save your game at any time, while on foot :D (yep, even while jetpacking, if you desire). Just press the button combination and up pops the save screen, no more needing to head to a safehouse.
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Great work, Dannye ;D That save feature is awesome!
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Thanks Aries!
Things have progressed well, and now the main thing left is documentation. But while I work on that, I was wondering if I could get a little help from anyone here regarding the potential SAiVC version I am making.
It seems there are a number of different proper/customised versions of 'SA map in VC'-type map mods out there, and multiple different base main.scm files floating around for each. So in my attempt to build the v7 USCM with support for SAiVC, there are some unknowns there. The one I have built thus far seems to work great for me in the two different such map mods I have tried it on, but I don't want to assume that will be the case for everyone.
So, here's a link to my current/potential v7 USCM for SAiVC: https://easyupload.io/bywpq6 (https://easyupload.io/bywpq6)
If anyone wants to have a quick try of this on their SAiVC installation, and see whether it works okay, let me know how it goes. If it seems to have decent compatibility then I will incorporate it into my upcoming proper v7 USCM release (along with the VC and LC versions), otherwise I might just keep it a separate thing.
Thanks!
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Am I allowed to suggest things to add to the SCM? There's something I'm sure a lot of stunters would LOVE to have. And if it's possible to make, it'd be freaking fantastic.
I'd love to see save warps and load warps, where in your runup you can save location somewhere and upon loading, it keeps the speed you had at the time. It'd make stunt testing significantly easier. Not sure if it's realistic to make. But I know this works on MTA. You know better than I if it's a possibility or not.
I'm sorry if you don't accept suggestions, I'm just opportunistic right now.
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I'd love to see save warps and load warps, where in your runup you can save location somewhere and upon loading, it keeps the speed you had at the time. It'd make stunt testing significantly easier. Not sure if it's realistic to make. But I know this works on MTA. You know better than I if it's a possibility or not.
it already exists, but for me it is modding.
the stunt is already easier nowadays, taking a run up is an integral part of a try.
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I'd love to see save warps and load warps, where in your runup you can save location somewhere and upon loading, it keeps the speed you had at the time. It'd make stunt testing significantly easier. Not sure if it's realistic to make. But I know this works on MTA. You know better than I if it's a possibility or not.
it already exists, but for me it is modding.
the stunt is already easier nowadays, taking a run up is an integral part of a try.
For me it is modding as well. Loading the warp with the speed saved will also show in the rep. Hence why I specified I wanted it for testing. Sorry if it was unclear.
And you say it exists, do you happen to have a link to it? I'd like to test some stuff with it!
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Awesome to see how the community's kind of coning back together. Thanks for still putting work into the scm 15 years down the line, Dannye 🙌🏼
Have you ever considered adding a perfect north/south keybind to it by the way?
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Am I allowed to suggest things to add to the SCM? There's something I'm sure a lot of stunters would LOVE to have. And if it's possible to make, it'd be freaking fantastic.
I'd love to see save warps and load warps, where in your runup you can save location somewhere and upon loading, it keeps the speed you had at the time. It'd make stunt testing significantly easier. Not sure if it's realistic to make. But I know this works on MTA. You know better than I if it's a possibility or not.
I'm sorry if you don't accept suggestions, I'm just opportunistic right now.
Happy to hear suggestions, and I appreciate the feedback! Regarding your idea, that's not something I have looked into before and I am not sure how to go about it (nor certain whether I would want to include it in the primary USCM project or not). But the best part of the upcoming release is that the source code will be included and is much more accessible than its ever been (aka no longer a horrible mess of undecipherable code :lol: ), so hopefully that opens the door to anyone willing/able to customise it, and since it sounds like the code you are after may already exist (based on Prog's reply), then perhaps someone else could create an alternate version of base USCMs which includes it for you?
Awesome to see how the community's kind of coning back together. Thanks for still putting work into the scm 15 years down the line, Dannye 🙌🏼
Have you ever considered adding a perfect north/south keybind to it by the way?
Thank you for the support puzzLe :happy: . Regarding your suggestion I am not certain what you mean by it - something like a button which rotates your player/vehicle to face those precise directions when you press it? If so, what kind of use-cases do you have in mind for it?
All that said, I am leaning towards the whole thing being feature-complete for now, and hopefully having a release over the weekend, so not thinking about any other changes (at least at the moment), other than bug-fixes if necessary/possible. But, as I mentioned above, I would have no objection to anyone taking the source code I bundle with the release and making any additions they see fit!
Thanks all, fingers crossed I'll be able to get the whole thing up soon for ya
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Would it be posaible to convert your updated code into SA USCM? Not specifically asking you to do so, but rather if the games are somewhat compatible in that regard.
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@Dannye you can do perfect front/backflips with bikes if you go directly to north/south in SA engine.
There was cleo mod made by Ptrvy afaik. Maybe having it in uscm its easier to use? No idea
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Re Sheep/PrzemOO: Thanks for the explanation about the north/south thing, I never knew about that quirk of the SA engine. It would be nice if the SA USCM could be brought up to the same level as the VC ones, but its been a very long time since I last looked at the SA USCM, so I really don't know how easy it would be. I am not going to commit to anything, but maybe I'll look into it at some point. (Sorry to all the SA stunters who have been a bit let down in the USCM department, I admit my focus has always leant more towards VC)
Anyways: :a-cheer:
A new version, v7, of the Vice City engine Ultimate Stunter's SCM is finally here, 15 years since the very first release (yikes! :blink: ). It includes the USCM for Vice City, Liberty City and SAiVC (I can't be sure of how well it works for the latter, with many different versions about, but it seems to be okay for 2 I tested it on).
Download here: https://www.moddb.com/mods/ultimate-stunters-scm/downloads/vice-city-uscm-v7 (https://www.moddb.com/mods/ultimate-stunters-scm/downloads/vice-city-uscm-v7)
(hopefully with this hosting I won't have to worry about dead links anymore)
I've already mentioned some of the changes recently, and its all covered in the documentation file I've included in the download (don't feel like you have to read it all, it goes on a bit - there's lots you can expand in there for even more detail), but here's a quick rundown of some of the main stuff:
- Can make a savegame at any time while on-foot
- Can toggle between your last and 2nd-last vehicle, for which will be used by certain on-foot Features that interact with a prior-vehicle
- All USCM variants do better at accepting the use of any type of input device, aka better support for gamepads regardless of which variant you use (as a result, the old names I had for each variant made no sense anymore, but dont worry, all 4 are still included, and I note their old names as well as their new ones, so you should be able to find what you are after)
- Can use any Feature while jetpacking or in/underwater (including using jetpack while underwater, thus no need for on-foot-based Water Respawn Feature anymore)
- Jetpack has more movement options (more directions, simultaneous movement on multiple axes, slow/fast, etc) and wont be able to get stuck in an animation that prevents turning anymore
- A bunch more vehicle spawners (4 while on foot, each of them spawning different vehicles if performed while jetpacking), including an extra one which spawns a single random vehicle
- Weather changing will go sequentially through the supported weather types, instead of randomly, and includes one extra step of letting the game take over (aka allowing weather to change naturally)
- Bug fixes!! (eg. ghosttown wont get forgotten on loading a saved game; you will no longer be able to teleport into a destroyed car that had been underwater; and more)
- Massive source code overhaul - the code is included in release, and is much more accessible for anyone wanting to get in and change stuff
- Please see the changelog section of the included Documentation file for a more thorough run-down of all the changes.
Regressions in v7, and/or things to consider before using, in case you would prefer the behaviour of older verions instead:
- Old savegames wont work, and I haven't included new ones, sorry, so you will have to start a New Game the first time you use this (for VC, it still includes the [not perfect, but better than nothing] attempt at ensuring most things are open/unlocked from the start at least; for LC and SAiVC it shouldn't matter anyway, well, outside of the loss of previous savegames you may of had been using for the purpose of Teleport Locations)
- I removed the second 0-stars case in the Wanted Level Up/Down feature, which set you as having '0 stars, not ignored, and can be carjacked'. It was the only step which allowed the latter (but surely no-one wanted that while stunting anyway), and as for the prior the 1-6 stars steps all still support that. I am hoping this isn't a dealbreaker and was a relatively unused feature, with most people either staying on '0 stars and ignored' or picking a specific star level, which is all still possible.
- You should never have been able to have jetpack enabled while in a vehicle, but previously it was possible, if you really tried. It had no effect once in the vehicle, but as soon as you got/fell out you could immediately, and possibly accidentally, start jetpacking again. None of this was ever intended, and thus now I have added the 'Enter Vehicle' button as an additional trigger to disable jetpacking. In addition, if you perform a Teleport Load (into a vehicle) while jetpacking, it will also disable it.
- Because you can now perform other in-vehicle functions while underwater in a vehicle, there was a conflict with the old button used for the vehicle-based Water Respawn Feature - it could be accidentally activated while trying to press a button combo for a different feature. As such, I have changed the trigger for vehicle water respawns to 'Camera' - which I admit may be a little annoying (as it will also change your camera angle), but at least no other Features conflict with that. Hopefully this also wont be a big deal as it won't get used much - it's only relevant for car (not bike) stunting, and in most cases you've probably already got a Teleport Location you could Load instead.
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I still believe that you're going to pimp the SA version! but enjoy anything you do! :wub:
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Thanks a bunch man, it's amazing! Already tested and it works great!
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Fuckin' NIIIICE dude! Can't wait to give it a spin tomorrow, thanks again for all the hard work!
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Thanks for the effort Dannye. Getting it on somewhere that isn't likely to go down within 5 nanoseconds is great. Even if the SA version doesn't get any updates, would be great to have that on moddb too :ajaja:
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You're the man, man!
Super work, can't wait to finish work and give it a whirl, some big features in this release
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Thanks for the effort you put into this! and keeping us sane all these years
Works great :ajaja:
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I'm surprised the new version of SAiVC's USCM has ISB unlike old ones, now I don't have to roam around and look for the old version with the ISB anymore :D Awesome new features, would do a review FeelsGoodMan <3
Also, I was playing LC to try the new spawns, and 2 of the new ones crashes the game... (spawners 3a and 4b i think)
EDIT: I just realized that I have been using the GTA 3 XBOX wheels all the time, that might be the #1 culprit of the crashes. All works now. This is some cool new shit. Good job Dannye :D
EDIT 2: and speaking of the xbox wheels, somebody should make it so it's compatible with the new .scm and fixes the crashing issue (unless you have a workaround...)
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Thanks for the feedback everyone! :wub:
Re San Andreas: I have started dipping my toes into the SA USCM, looking at the old SA code just to get my head around it again, and trying to focus on what the primary differences are between how the VC and SA USCMs operate. I still can't say for sure if/when I'll get properly stuck into it though. One of my next steps would be to actually install SA on my computer again, if I can. That's a great suggestion you made DeathCobra about uploading the current SA USCM to the better hosting environment in the meantime, I will try to do that soon (and the same for Freeplay too).
I'm surprised the new version of SAiVC's USCM has ISB unlike old ones, now I don't have to roam around and look for the old version with the ISB anymore :D Awesome new features, would do a review FeelsGoodMan <3
Also, I was playing LC to try the new spawns, and 2 of the new ones crashes the game... (spawners 3a and 4b i think)
EDIT: I just realized that I have been using the GTA 3 XBOX wheels all the time, that might be the #1 culprit of the crashes. All works now. This is some cool new shit. Good job Dannye :D
EDIT 2: and speaking of the xbox wheels, somebody should make it so it's compatible with the new .scm and fixes the crashing issue (unless you have a workaround...)
Glad to hear you are happy with having the ISB in there! I noticed that many of the previous SAiVC USCMs floating around excluded it, and while some stunters may prefer it that way, for myself, having always stunting with them, I couldn't help but ensure I included them again in this USCM.
I am also very relieved to hear the problems you were having with the USCM have been somewhat resolved! I am not familiar with the 'xbox wheels' mod - I guess for some reason it is not compatible with certain vehicles? (Though I'm not sure why that would be, certainly not to the degree that the game then crashes on spawning them). It is possible that the only way to make the USCM work with that mod (if desired) would be to make an additional USCM version which excludes the problematic vehicles, which isn't exactly ideal, but I don't know what else, at least without taking a proper look at that other mod myself.
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Progress Update - San Andreas (yes, finally!):
I've been working on updating the aging SA-engine USCM code-base, with the goal to incorporate all the improvements/additions (where appropriate) from the various VC-engine USCM releases that have been made since the last time I did any work on the SA one, which was a very long time ago. The main overhaul of the code (which includes the new syntax, efficiency improvements, streamlining, and being much easier to manage/modify) is complete, as is the porting over of all the VC feature improvements and additions (better flexibility on input device, better jetpack movement options, more spawners, save-on-demand, and more - that I'll write-up into a changelog at some point).
Regarding SA-specific changes, I am planning a potential new feature to assist with those who wish to take advantage of perfect-north bike flipping (probably a modifier on Teleport Load behaviour: when the toggle is enabled, any on/to-bike Teleport Location loads within some degrees either side of perfect-north will instead load you at perfect-north). I have also made some changes to the NOS/Hydraulics features, which are significant enough changes to the existing SA USCM functionality that I would like to describe them here, and invite any feedback.
- Previously:
- TRIGGER NOS only worked on vehicles where it was NOS was installed via the USCM's own feature for doing so (or Taxi's). It wouldn't work if installed via a mod garage. In addition, sometimes it would even fail to work on vehicles where NOS had been installed by the USCM feature for doing it (most common to occur when swapping between multiple cars).
- ADD NOS + HYDRAULICS was a single combined feature, adding them both as a package - you could not opt for just one without the other. In addition it wasn't a toggle, so they could not be subsequently removed. The biggest issue with this feature however is that it was 'dumb', it did only the bare minimum to try and prevent attaching these components to vehicles that shouldn't have them. Thus there were many vehicles which did not properly support them and yet this feature would add them (for some, the game would ignore the request, which is okay; for others it would follow-through, adding them to the vehicles it shouldn't, which is definitely against the idea of the USCM).
- Now:
- TRIGGER NOS will always work if the vehicle has a NOS component installed, regardless of how/when tit was done.
- 1 feature, "ADD NOS + HYDRAULICS", splits into two separate ones, "TOGGLE NOS" and "TOGGLE HYDRAULICS". They each act as toggles now, so the components can be removed as well as added. They now also fully abide by each vehicle's proper support for such components, never adding them unless it is naturally supported in-game.
- Special case: Taxi-type vehicles will, as always with the USCM, have NOS equipped, and as such this feature will not affect that
- Special case: Despite the Sandking reporting as not supporting Hydraulics, and being unable to be modified at a Mod-shop to add it, I have included an exception to allow the USCM install it, if requested, because one of its specific 'parked car' spawn locations for (under the satellite dish in the desert) can legitimately spawn one with HYDRAULICS included. [If you know any other vehicles that may need a similar exception, let me know]
Okay, that'll do for now, there's still lots to do, but I am happy with how things are going, and I'll try to keep you all informed as things continue. And again, any feedback is welcome, even in regards to the VC versions (especially since I have incorporated most of the latest work from them into this). If there was something in them you weren't a fan of, let me know - perhaps it was a mistake I can fix, or something I shouldn't have changed, something I need to better explain in the documentation, or something I can assist with you making your own customisations, who knows.
Cheers
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Thank you for your work and for making it better, more 'user friendly' for us even in 2021, after such a long time!
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Cheers Diaz! :happy:
All desired features/improvements have now been coded, and I've just finished setting up the different button-combo variants. All that's left is to test those variants to make sure they work as intended, and then to deal with the documentation side of things. Until then, here's some more highlights of the upcoming release...
Brand New Stuff:
- NOS + Hydraulics can be toggled separately, and they both work more reliably and properly now (see my previous post (https://www.gtastunting.net/index.php?topic=9046.msg1371878#msg1371878) for info)
- Bike Teleport Snap-to-North (when loading a teleport location in/onto a bike, if the saved location's angle was within 15degrees of North and this feature is enabled, it will load you at perfect-north instead)
- See current/previous car (use when on foot to get camera to go and aim/follow the coresponding vehicle; toggle on/off or switch between them; example use = see what happened to vehicle after you bailed from it during a stunt). With thanks to Nitz on this one!
- Always cut replay on teleport load (the USCM has always cut replays on foot-to-car teleport loads, and still does; but if enabled, this makes it so it will cut the replay no matter what kind of teleport is performed)
- Show Stats Overlay (when enabled, constantly shows the coordinates/angle of player/active-car on screen; also shows vehicle speed + health subject to availability)
(these last 3 I'll be porting into the VC USCM for a future update too)
Some of the other stuff brought over from VC USCM:
- Save Game at any time (if not on a mission). And note that savegames will save the state of many of the USCMs features, the status of toggles, your teleport locations, etc.
- All 8 vehicle spawners (customised for vehicles appropriate for SA stunting, as best I could) + the Random Vehicle spawner feature
- Toggle Last/Previous Vehicle Preference (will be utilised by other features that are triggered on-foot and interact with your last-used vehicle, letting them interact with your 2nd-last-used one instead; I have found it handy with secondary-vehicle-setup stunts where you need to reset its position every few attempts)
- Jetpack has more movement options, can be triggered underwater, and it (nor being in the water) prevents you from using any other features anymore
- Weather changing now consistently cycles through all available weather types rather than being random
- All variants of the USCM will work regardless of your input device (k/m or gamepad). The only reason to preference one variant vs the other (other than familiarity for what you've always used up until now) should now be which has button combos that work best for your button mappings.
- Significantly improved source code (to be included in the release), which should be easier than ever to customise if you would like to do so.
If I can, I might try to mock up a video to show off some of this stuff, for anyone who'd like to see some of the new features in action.
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Cheers Diaz! :happy:
All desired features/improvements have now been coded, and I've just finished setting up the different button-combo variants. All that's left is to test those variants to make sure they work as intended, and then to deal with the documentation side of things. Until then, here's some more highlights of the upcoming release...
Brand New Stuff:
- NOS + Hydraulics can be toggled separately, and they both work more reliably and properly now (see my previous post (https://www.gtastunting.net/index.php?topic=9046.msg1371878#msg1371878) for info)
- Bike Teleport Snap-to-North (when loading a teleport location in/onto a bike, if the saved location's angle was within 15degrees of North and this feature is enabled, it will load you at perfect-north instead)
- See current/previous car (use when on foot to get camera to go and aim/follow the coresponding vehicle; toggle on/off or switch between them; example use = see what happened to vehicle after you bailed from it during a stunt). With thanks to Nitz on this one!
- Always cut replay on teleport load (the USCM has always cut replays on foot-to-car teleport loads, and still does; but if enabled, this makes it so it will cut the replay no matter what kind of teleport is performed)
- Show Stats Overlay (when enabled, constantly shows the coordinates/angle of player/active-car on screen; also shows vehicle speed + health subject to availability)
(these last 3 I'll be porting into the VC USCM for a future update too)
Some of the other stuff brought over from VC USCM:
- Save Game at any time (if not on a mission). And note that savegames will save the state of many of the USCMs features, the status of toggles, your teleport locations, etc.
- All 8 vehicle spawners (customised for vehicles appropriate for SA stunting, as best I could) + the Random Vehicle spawner feature
- Toggle Last/Previous Vehicle Preference (will be utilised by other features that are triggered on-foot and interact with your last-used vehicle, letting them interact with your 2nd-last-used one instead; I have found it handy with secondary-vehicle-setup stunts where you need to reset its position every few attempts)
- Jetpack has more movement options, can be triggered underwater, and it (nor being in the water) prevents you from using any other features anymore
- Weather changing now consistently cycles through all available weather types rather than being random
- All variants of the USCM will work regardless of your input device (k/m or gamepad). The only reason to preference one variant vs the other (other than familiarity for what you've always used up until now) should now be which has button combos that work best for your button mappings.
- Significantly improved source code (to be included in the release), which should be easier than ever to customise if you would like to do so.
If I can, I might try to mock up a video to show off some of this stuff, for anyone who'd like to see some of the new features in action.
Still not on my PC yet but looking forward!
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:a-cheer: San Andreas USCM v4 is out now! :cheernutz:
Download it from here:(includes source code)
https://www.moddb.com/mods/ultimate-stunters-scm-for-san-andreas/downloads/san-andreas-uscm-v4 (https://www.moddb.com/mods/ultimate-stunters-scm-for-san-andreas/downloads/san-andreas-uscm-v4)
Watch a video highlighting some of the changes/additions here:
https://www.youtube.com/watch?v=hYOljO71vs0 (https://www.youtube.com/watch?v=hYOljO71vs0)
See description of changes/additions here:
https://www.gtastunting.net/index.php?topic=9046.msg1372071#msg1372071 (https://www.gtastunting.net/index.php?topic=9046.msg1372071#msg1372071)
(for a more in-depth changelog, see the documentation included in the download)
It's been a (very) long time since SA stunters had any reason to check back here for updates, so for anyone reading this, if you would like to give a heads-up to anyone else you know might be interested, please do, cheers!
Happy stunting!
(I'll make some updates to the 1st-post in a little bit)
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:a-cheer: San Andreas USCM v4 is out now! :cheernutz:
Download it from here:(includes source code)
https://www.moddb.com/mods/ultimate-stunters-scm-for-san-andreas/downloads/san-andreas-uscm-v4 (https://www.moddb.com/mods/ultimate-stunters-scm-for-san-andreas/downloads/san-andreas-uscm-v4)
Watch a video highlighting some of the changes/additions here:
https://www.youtube.com/watch?v=hYOljO71vs0 (https://www.youtube.com/watch?v=hYOljO71vs0)
See description of changes/additions here:
https://www.gtastunting.net/index.php?topic=9046.msg1372071#msg1372071 (https://www.gtastunting.net/index.php?topic=9046.msg1372071#msg1372071)
(for a more in-depth changelog, see the documentation included in the download)
It's been a (very) long time since SA stunters had any reason to check back here for updates, so for anyone reading this, if you would like to give a heads-up to anyone else you know might be interested, please do, cheers!
Happy stunting!
(I'll make some updates to the 1st-post in a little bit)
thank you so much dude, it works fantastic!
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keybinds?
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keybinds?
I think you can find them in the zip file as Documentation.html or something
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Already found it ehehhehe but i prefer the old scm im more comfertable with it
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thank you so much dude, it works fantastic!
Thanks Erney, I'm very happy to hear it!
Already found it ehehhehe but i prefer the old scm im more comfertable with it
Do you mean an older version of this scm mod, or one made by someone else?
If you mean this one, I'd be curious to hear what makes the older version more preferable for you, if you don't mind me asking. Were there new features introduced that are problematic, changes made to existing features for the worse, or was it in regard to the button mappings? I certainly don't recall making much in the way of changes to the controls over the years - other than in-car Water Respawn (which I doubt gets much use, since Teleporters are more useful), and additional combos being added for new features (perhaps I picked buttons for these that were inconvenient for certain setups?). My intention has been to try and keep things consistent, which is why at a certain point I started including additional 'variants' within the project, so I could experiment with different controls while still supporting the original ones.
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Hi Dannye! Thanks for the hard work on the USCM over the years and especially the recent additions. It is great that you have found the time to update the code and include the source code snippets.
Something that may interest you is PluginSDK: https://github.com/DK22Pac/plugin-sdk, This is a development kit for all the GTA games from III to SA for C++. You can create cross-compatible code for the games as they use mostly the same engine. It is very useful as you can directly access the entities of the game and all their fields and methods. You can also directly call script/native functions.
I've been using it for various project and recently I made my own version of your USCM using this plugin. I mostly just copied the functionality I use most from the USCM and wrote it myself using PluginSDK. The code is available here: https://github.com/ReynoldsGTA/StuntingScript
It might be interesting for you and especially the stunting community to port your USCM to PluginSDK. We can then more easily work on the code collectively, as it can be contained in a simple C++ project and shared on GitHub or similar. Anyways, the code may be of use to you or someone else so I thought I should share it.
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Thanks Reynolds, and cheers for the heads up about that plugin, it looks quite comprehensive! I can certainly see the advantages of a USCM developed via that approach, and I quite like the look of what you have setup with it so far. The thought of no longer having to worry about incompatible savegames, nor maintaining separate code for each of the map-mods/game-engines, plus the potential for increased customisation (re keybinds, supported features, defaults, etc) and incorporation of functionality that wouldn't be feasible via basic scm (there's definitely a few Freeplay things that'd be handy while stunting; also the potential to print text on screen without needing to mess with american.gxt)... it all sounds rather lovely.
While I feel like I might not be up for attaching myself to such an undertaking in any major capacity, I'd be more than happy for anyone to have a go at it (and perhaps I could take a more relaxed role along the lines of testing, minor contributions, etc), then we could have it promoted in this thread as an alternate/enhanced version of the USCM.
Regarding the current status of the USCM, for anyone curious, my only plans at the moment for pending updates is one more minor one to the VC-engine release, bringing it up to par with some of the additions I made for the more recent SA USCM. The changes would be:
- New Feature: Toggle Always Cut Replay on Teleport Load
- New Feature: Toggle Stats Overlay (coords, angle, car speed, car health)
- New Feature: Show 2nd/last Used Vehicle
- Control Change: Toggle Last Vehicle Preference having an extra key in its combo
- Other: Possible improvements to loading/LOD stuff for SAiVC
- (Edit) Other: Possible fix to jetpack sometimes not holding your height properly and constantly dropping down (hard to say whether fix will work as I can't replicate the bug reliably, it just happens 'sometimes'... if anyone experiences it enough to find a way to reliably trigger it, let me know, then I can better test the potential fix)
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VC USCM v7b is in-progress and nearing completion.
Here's a look at the changes/updates implemented:
New Features:
- Show Prior Vehicle - have camera go and look at your vehicle/s while you are on foot (ported from SA)
- Teleport Load Always Cut Replay - toggle whether you want all teleport loads to do this or not (when off it will still do it for foot-to-car teleports as always) (ported from SA)
- Show Stats - display player coords/angle and car speed/health on screen (ported from SA)
- Teleport Loads Can Respawn Lost Vehicles - toggle whether on-foot loads should try and do a foot-to-car load even when the assoc car is unavailable (eg. despawned), instead spawning a replacement to use (note this can even work after loading a savegame to restore the vehicle you'd last used when the savegame was made)
- Get Out Of Car When In Water - always-on access to the standard "Exit Vehicle" button/functionality to leave your in/underwater vehicle (normally prevented by the game)
Modified Features:
- Set Prior Vehicle Preference - button combo to trigger this toggle now includes extra button (was Aim+Action, now Aim+Action+Left, to free up combos for the other new features) (ported from SA)
- Water Respawn - now more useful in map-mods without paths (like SAiVC). In these cases, instead of placing you in the same useless/undesired location (x=0, y=0, z=0) every time, it will take you out of the vehicle and automatically enable jetpack
Bug Fixes:
- Show Stats - now ensures correct display of negative sign for X/Y coords between 0 and -1
- SAiVC loading improvements - still takes "quick" approach as per previous release, now hopefully reducing any issues relating to low-quality "LOD" models not being updated to their proper versions when you get close to them
- Teleport Loads - reduced/removed cases of pre-teleport vehicle rotation/momentum affecting the teleport destination position/angle; plus no more being taken off your bike by a teleport load triggered just before you were about to fall off it
- Vehicle Vulnerability - a "vulnerable" tank is now correctly invulnerable to bullets, as that's how tanks are supposed to be (like they are with explosions - which the USCM was already handling correctly)
Other:
- The 'Legacy' variant finally includes support for a number of additional features from the primary USCM feature-set that it was missing (still doesn't cover everything, but gains quite a few that it was missing)
- Removal of some more unnecessary pickups in the Vice City version (the "you cannot purchase this property yet" ones)
- Just a note: The USCM's "Save Game" feature, present since v7, is sadly useless in some copies of SAiVC where the main menu entries to get to "Load Game" have been stripped out. While outside the scope of the SCM, it should be possible to restore these menu items, allowing you to load saved games in SAiVC again (I have been able to do this, though without much testing nor the knowledge of why it was removed, so I can't be sure whether this is a good idea or not)
Coming soon :)
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New Features:
- Teleport Load Always Cut Replay - toggle whether you want all teleport loads to do this or not (when off it will still do it for foot-to-car teleports as always) (ported from SA)
This will save a ton of time for things like taxi stunts where I sometimes just forget to get out and then force the editor to look at 10-15 tries before the landing. If you can fix the bug where your rotation speed is kept and/or you instantly bail after teleporting that would be the all my wishes granted :D I have even developed an automatic habit of teleporting twice to get around it. Anyway, awesome additions!
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New Features:
- Teleport Load Always Cut Replay - toggle whether you want all teleport loads to do this or not (when off it will still do it for foot-to-car teleports as always) (ported from SA)
This will save a ton of time for things like taxi stunts where I sometimes just forget to get out and then force the editor to look at 10-15 tries before the landing. If you can fix the bug where your rotation speed is kept and/or you instantly bail after teleporting that would be the all my wishes granted :D I have even developed an automatic habit of teleporting twice to get around it. Anyway, awesome additions!
I FUCKING AGREE can't wait for this shit to drop
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New Features:
- Teleport Load Always Cut Replay - toggle whether you want all teleport loads to do this or not (when off it will still do it for foot-to-car teleports as always) (ported from SA)
This will save a ton of time for things like taxi stunts where I sometimes just forget to get out and then force the editor to look at 10-15 tries before the landing. If you can fix the bug where your rotation speed is kept and/or you instantly bail after teleporting that would be the all my wishes granted :D I have even developed an automatic habit of teleporting twice to get around it. Anyway, awesome additions!
that happens to me very often, but I gotten used to it. :lol:
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(re: the momentum/rotation speed being sometimes kept after a teleport load)
Haha yeah I had gotten so used to it as well that honestly it never even occurred to me to try and fix it!
So today I have been trying to finally sort it out and I think I've been successful, yay!
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I think I recall people telling me how to utilize that back in the day, but I never did, I just named shit "BorgnineBoost2RoofAttempt14" lol sorry editors.
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I mean Dannye did kindly mock up a version of that replay cutting thing for me a while back purely to make stunting in rhinos a lot easier, as I had to constantly get out and back in after each attempt.
It's honestly so much better for replays.
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Yup, its so much more convenient - sometimes I'd be doing car stunts where to try and get a cleaner rep I'd jump out every so often, or hammer F3 between attempts, but quite often I just couldn't be bothered, so this will be much nicer. That said - and I never thought I'd make this mistake - but a few months ago I was doing a car stunt where I did indeed accidentally trigger a teleport after landing it (I found myself often holding handbrake during the landing part, and when I finally got it, to get a better look at my landing spot I hit look-right, and bam, teleport load!). Needless to say I was thankful I hadn't yet been using this feature, so instead of a lost stunt I just have one with a very abrupt ending :lol: . I gotta be more careful now!
A little bit more progress:
- Jetpack bugfix is out. Caused more problems than it fixed, infact I am no longer sure it fixed anything. So goodbye to that.
- Teleport Load momentum/rotation cancelling is in, so say hello to this instead, with thanks to Rainbow :) . Foot-to-car and in-car loads should both be improved in this department - the teleport should now always put you exactly where its supposed to. And yep, no more cases of an on-bike teleport load taking you off it (usually because it was triggered moments before a collision) - that shouldn't happen anymore either.
Always nice to add something if I have to take something away :D
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Does anyone else have issues with old uscm and new version having replays crashing? I stunt with new version and sent my stunts to editor (SkilZ) and replay crashes every time press F3.
I sent my uscm files and still same issue... what is going on?
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- Teleport Load momentum/rotation cancelling is in, so say hello to this instead, with thanks to Rainbow :) . Foot-to-car and in-car loads should both be improved in this department - the teleport should now always put you exactly where its supposed to. And yep, no more cases of an on-bike teleport load taking you off it (usually because it was triggered moments before a collision) - that shouldn't happen anymore either.
:cheernutz:
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Does anyone else have issues with old uscm and new version having replays crashing? I stunt with new version and sent my stunts to editor (SkilZ) and replay crashes every time press F3.
I sent my uscm files and still same issue... what is going on?
Damn, sorry to hear that. I've tried replicating this on my end (playing back replays created on v7 uscm's while running on an older version) but haven't seen any resulting crashes. Since it sounds like they still occur when you have provided the exact scm you were using then I guess something else is likely the cause? Sadly I have no idea what.
The closest thing I have experienced to this is with my copy of LC. Whenever I start a new game in LC and immediately try to load a replay, the game will 100% crash every time the replay stops. I'm pretty sure however this is just an issue with my copy of LC, as it happens even when I run the original scm it came with, and regardless of whether I use new/old replays. Thankfully the solution for me is to just to wait and move around a little bit before trying to playback any replays (or normally I'd just load from a savegame instead of a newgame), as then all is good.
As for the issue you're having, I'm not sure what to suggest re trying to solve it, best I can think to do is try and see if we can narrow it down at all:
- Does every single one of your reps you've sent to SkilZ cause a crash, or only some of them? If only some, does it seem related to which map/mod they were created in (and/or the vehicles involved)?
- Presumably SkilZ has no trouble watching back reps of their own stunts, and it's only an issue with yours? Is there someone else whose reps could be tried out on SkilZ's system to see if they trigger crashes too?
- Since you've already tried having SkilZ watch your replays with the exact same scm you use, and it still cause crashes, how about the other way around? If SkilZ can send you the scm they normally use, you create a replay file using it, send it back, and then see if that replay crashes for SkilZ?
- Do the crashes occur immediately on first pressing F3 to start viewing the replay, or only on pressing F3 a second time to end the replay (or when it ends naturally)?
- If you'd like, you could also send me an example of one of the problematic replays (and maybe even the old scm that SkilZ normally uses) and I could see if it works on my end.
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Vice City USCM v7b is out now!
Download it from here: (includes source code)
https://www.moddb.com/mods/ultimate-stunters-scm/downloads/vice-city-uscm-v7b (https://www.moddb.com/mods/ultimate-stunters-scm/downloads/vice-city-uscm-v7b)
See description of changes/additions here: (post updated since originally made)
https://www.gtastunting.net/index.php?topic=9046.msg1373340#msg1373340 (https://www.gtastunting.net/index.php?topic=9046.msg1373340#msg1373340)
(for a more in-depth changelog, see the documentation included in the download)
With thanks to Rainbow and Kingjad for their suggestions/advice which helped improve this release :happy:
Happy stunting!
(but do be careful with the "All Teleport Loads Cut Replay" feature... accidentally triggering a teleport after a successful stunt with it enabled would be a damn shame - this is also why the feature is off by default; though note that even when off, replay cuts will still occur when doing a foot-to-car teleport, as they always have with all prior versions of the mod)
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Crashes when I load into a game... It is downgraded to 1.0 of course, none of my mods I have should be making it crash, just a widescreen & gui fix and already removed a cheat menu. Tried it on a clean copy and it didn't work, then crashed my PC right after I closed it. Not sure what the issue could be. :(
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Are you trying to load from an existing savegame? The one issue with scm mods like this (at least the way I write them) is they are not compatible with savegames that were created using different scm files. When you first use it you will need to start a New Game to avoid any crashes (you can then create save games from that point on and they will work fine). Hopefully that's the issue/solution here, as otherwise I am not sure at the moment what else could be the cause.
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Are you trying to load from an existing savegame? The one issue with scm mods like this (at least the way I write them) is they are not compatible with savegames that were created using different scm files. When you first use it you will need to start a New Game to avoid any crashes (you can then create save games from that point on and they will work fine). Hopefully that's the issue/solution here, as otherwise I am not sure at the moment what else could be the cause.
Should of tried that, it works, thank you!
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Sorry for not replying dannye.
Well overall its the button mappings and just the new functions in general that i dont understand
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A new minor release of the San Andreas USCM, v4b:
San Andreas USCM v4b, via ModDB (https://www.moddb.com/mods/ultimate-stunters-scm-for-san-andreas/downloads/sa-uscm-v4b)
And I do mean minor, containing:
- A few feature updates/fixes to be consistent with VC USCM improvements made since the last SA release (eg. teleport momentum carryover prevention, and the less-limited Limited variant)
- The official inclusion of an enhanced Stats Overlay feature (not just off/on now, but a few different modes, and one being equivalent to VC's custom 'Simple Stats' USCMs)
- The bundling of equivalent USCMs for both the SA map-mods of Alien City and GTA United.
See the included documentation for specifics.
(Also, for reference, details from the original v4 release: Changelog (https://www.gtastunting.net/index.php?topic=9046.msg1372071#msg1372071), Video (https://www.youtube.com/watch?v=hYOljO71vs0))
Note that you may prefer to continue using your existing USCM version instead - if you don't need these updates and/or don't want to lose support for any of your current savegames (because, as always, this newest release will likely not be compatible with the savegames of any prior ones).
If you encounter any issues please let me know.
Cheers
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Dannye the GOAT ;D
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A new minor release of the San Andreas USCM, v4b:
San Andreas USCM v4b, via ModDB (https://www.moddb.com/mods/ultimate-stunters-scm-for-san-andreas/downloads/sa-uscm-v4b)
And I do mean minor, containing:
- A few feature updates/fixes to be consistent with VC USCM improvements made since the last SA release (eg. teleport momentum carryover prevention, and the less-limited Limited variant)
- The official inclusion of an enhanced Stats Overlay feature (not just off/on now, but a few different modes, and one being equivalent to VC's custom 'Simple Stats' USCMs)
- The bundling of equivalent USCMs for both the SA map-mods of Alien City and GTA United.
See the included documentation for specifics.
(Also, for reference, details from the original v4 release: Changelog (https://www.gtastunting.net/index.php?topic=9046.msg1372071#msg1372071), Video (https://www.youtube.com/watch?v=hYOljO71vs0))
Note that you may prefer to continue using your existing USCM version instead - if you don't need these updates and/or don't want to lose support for any of your current savegames (because, as always, this newest release will likely not be compatible with the savegames of any prior ones).
If you encounter any issues please let me know.
Cheers
Glad I could help a little with the testing in United :D
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Glad I could help a little with the testing in United :D
Since I don't have any of SA's map-mods installed on my pc, getting USCMs working for them has required some assistance, so yes cheers for that, and to Ltab & Sheeptea for the AC version. Thanks all.
And now some quick fixes and small additions brings us to SA USCM v4c:
San Andreas USCM v4c, via ModDB (https://www.moddb.com/mods/ultimate-stunters-scm-for-san-andreas/downloads/sa-uscm-v4c)
Changes mainly relate to car stunting:
- "Trigger NOS" can now be done at any time while in an appropriate vehicle (no more strange quirks regarding that, and no more requiring that the vehicle has the NOS-bottle actually installed on it - in fact you'll get the best experience if you don't have it, aka no more unintentional NOS activations on teleport!)
- Removed the "Toggle NOS installed on vehicle" feature (it is not needed anymore - see above)
- New "Toggle Offroad Wheels" feature that adds/removes those potentially-beneficial alternate wheels to supported cars (triggered via the button combo that used to be for toggling a NOS install)
Other than some behind-the-scenes efficiency improvements regarding those car-mod-related features, the only remaining change is a bug fix relating to the Stats Overlay feature (in v4b a game crash could occur if loading a save that had been made while Stats were enabled in certain modes; this is fixed now).
Once again we are dealing with a release that is not compatible with older savegames, sorry about that. If you hadn't already updated to v4b, and you aren't interested in the new car-mod-feature changes, then you may prefer to just continue with the version you are already using. If you had updated to v4b already, then it may depend on how many saves you made for it already that you wanna keep vs how much you want the car stuff and/or the stats fix.
If you encounter any issues please let me know.
Cheers
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someone still have the old version of SA?
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The last three releases (v4, v4b, v4c - thus those from the last couple years) can all be found on ModDB.
If you want something older than that, I've temporarily uploaded v3b (from 2009) here:
https://drive.google.com/file/d/1e3aYIXiwp86tR6BD1Z6EuRUIRIFfdS3B/view?usp=sharing (https://drive.google.com/file/d/1e3aYIXiwp86tR6BD1Z6EuRUIRIFfdS3B/view?usp=sharing)
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Is it something like this mod available for GTAV?
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Is it something like this mod available for GTAV?
I have not done any modding or stunting outside of the VC/SA engine(s), so I can't be of much help in answering this, but I can only assume there are other mods/tools out there for the later games that do have similar features to the USCM, seeing as people still stunt in them. It might be worth asking around in the GTAS Discord?
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I need the command list for SAiVC.
Can't stunt without knowing what to push.
Does someone have the file saying what things it triggers?
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I need the command list for SAiVC.
Can't stunt without knowing what to push.
Does someone have the file saying what things it triggers?
Inside the scm zip its a html with all the features and key combos