Author Topic: VC Carspawns  (Read 1833 times)

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Offline Gavran

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VC Carspawns
« on: February 07, 2012, 03:20:28 PM »
Yeah, so I am wondering where the data is stored for the carspawns in VC. Like ambulance spawns at hospital, Squalo spawns in water etc. I need to remove a vehicle from a mapmod because it makes the game crash.

Thanks for your help.

Offline Cooper

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Re: VC Carspawns
« Reply #1 on: February 07, 2012, 05:44:15 PM »
is it the boat in true stories? :rolleyes:

Offline Gavran

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Re: VC Carspawns
« Reply #2 on: February 07, 2012, 06:06:56 PM »
Indeed ^ haha

Offline Flat Face

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Re: VC Carspawns
« Reply #3 on: February 07, 2012, 06:08:24 PM »
SCM, you'll need to use uhh, that car spawner thing..  can't think of the name, spoosh? or something to get the z,x,y location of the vehicle then use sannybuilder to open the scm, find the car spawns, remove the spawn then recompile it.

If you're crashing when you go near the location then double check you have every vehicle installed properly, I used to crash when I went near the skimmers spawn point and after a accepting I'd never see the film studios again, I looked for the skimmer in my img and discovered it was missing, added it and BOOM crash fixed :D

if you've got them all installed and you know what car is supposed to be spawning, replace it with another vehicle in the .img, the vehicle may be corrupted

Offline Gavran

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Re: VC Carspawns
« Reply #4 on: February 07, 2012, 06:11:38 PM »
The vehicle isn't corrupted, it's simply the mapmod's boundary that is low, meaning the vehicle is actually spawning outside of it which of course leads to crashing.

How do I find the z x y location of it? And I still don't know where the data for carspawns is located, please tell me that so I can begin somewhere lol.

Also I tried opening the Main.scm with that sannybuilder but it doesn't work. It keeps asking for my GTA SA directory when I am telling it to open up VC. Kinda retarded?
« Last Edit: February 07, 2012, 06:18:24 PM by Gavran »

Offline Cooper

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Re: VC Carspawns
« Reply #5 on: February 07, 2012, 06:21:45 PM »

Offline Gavran

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Re: VC Carspawns
« Reply #6 on: February 07, 2012, 06:23:33 PM »
Yeah that's the problem. It's quite annoying

Offline kaneda

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Re: VC Carspawns
« Reply #7 on: February 07, 2012, 07:16:34 PM »
You need to find the general area, but if the game is crashing, I guess that could prove a problem. A better bet might be if you know the name of the vehicle, search through the script for that. If that's the only instance of that vehicle as a parked vehicle, that's the only one you'll need to remove.


Offline Gavran

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Re: VC Carspawns
« Reply #8 on: February 07, 2012, 07:28:20 PM »
This mapmod has like 3 or 4 carspawns, and I know for a fact that the boat is a Squalo. I have tested a Squalo ingame which gave me no errors, it's simply this spawn I have to remove.

You tell me to search through "the script" exactly what is that? Which file and which folder? Sorry, but I really have no idea how to do this, so assume I know nothing at all.

If it's the Main.scm you are talking about, how do I open that? sannybuilder asks for a GTA SA install only :/

Offline Cooper

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Re: VC Carspawns
« Reply #9 on: February 07, 2012, 07:33:17 PM »
^how did you tested the squalo? spawned from spawner?

Offline Gavran

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Re: VC Carspawns
« Reply #10 on: February 07, 2012, 07:33:44 PM »
Yes I spawned it using Spoosh. :3

Offline kaneda

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Re: VC Carspawns
« Reply #11 on: February 07, 2012, 08:55:25 PM »
If you're using Sanny Builder 3, there should be a little box in the bottom right of the window with SA icon on it, if you click on that you can change Sanny to VC coding (or GTA III or whatever). You should be able to open the script then. Use 'Find' to look for #SQUALLO and find the spawn line that's causing the problem. Then you can either comment it out by putting ;; at the start of that line of code, or simply delete the whole line.

The problem may occur if you can't zero in on which of the 4 Squallo spawns is the problem one, which is why I mentioned knowing the general area it's in, in terms of it's approximate X Y Z co-ords, would be helpful in spotting the right one. I suppose you could use a process of elimination and just delete them until you hit the right one. That's why commenting the lines out might be preferable, as it'll leave the lines there should you delete the wrong one.

Let me know how you get on.

Offline Gavran

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Re: VC Carspawns
« Reply #12 on: February 08, 2012, 05:40:03 AM »
I found the correct spawn to remove, however typing in ;; before it didn't disable it, it merely caused my sannybuilder to be incapable of compiling it for some reason. However the line is deleted now and it works flawlessly.

Thanks alot Kaneda.  ;)

Offline kaneda

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Re: VC Carspawns
« Reply #13 on: February 08, 2012, 11:41:16 AM »
I guess Sanny has some other method for commenting stuff out. The ;; applies to Mission Builder, so I assumed it would be the same for Sanny.

 

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