Author Topic: Ultimate Stunters Main SCM  (Read 295175 times)

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Offline Torque

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« Reply #825 on: March 22, 2008, 05:15:06 PM »
Every single mission is possible with the latest release of the mod.

Offline boxXx

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« Reply #826 on: March 22, 2008, 05:15:09 PM »
dannye, do you think you could create a SCM for SAiVC ?

Offline BullzEye

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« Reply #827 on: March 22, 2008, 07:04:55 PM »
Quote from: Dannye
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  

Offline Dannye

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« Reply #828 on: March 23, 2008, 02:27:54 AM »
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).

Offline Shotgun

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« Reply #829 on: March 23, 2008, 04:57:32 AM »
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


Offline Dannye

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« Reply #830 on: March 23, 2008, 06:37:52 AM »
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?

Offline Shotgun

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« Reply #831 on: March 23, 2008, 06:46:25 AM »
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).

Offline Flat Face

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« Reply #832 on: March 23, 2008, 07:05:23 AM »
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  

Offline Shotgun

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« Reply #833 on: March 23, 2008, 07:26:37 AM »
Oh well, i'm on it

Code: [Select]
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
« Last Edit: March 23, 2008, 07:27:54 AM by Shotgun »

Offline Flat Face

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« Reply #834 on: March 23, 2008, 07:39:51 AM »
i ment dannye send you his lmao

Offline Dannye

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« Reply #835 on: March 23, 2008, 07:47:50 AM »
Quote from: Shotgun
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?

Offline Shotgun

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« Reply #836 on: March 23, 2008, 02:47:37 PM »
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..
« Last Edit: March 23, 2008, 02:50:50 PM by Shotgun »

Offline ℛocky

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« Reply #837 on: March 24, 2008, 08:19:54 AM »
The VC2SA one doesnt work

Offline Pendji

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« Reply #838 on: March 24, 2008, 08:24:12 AM »
it does

Offline Turtle Boy

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« Reply #839 on: March 25, 2008, 08:43:28 PM »
AtenShun has made a working version of Dannye's for SAiVC. I am awaiting Dannye's approval on its release.


Released!


HERE!!!!!!!!!
« Last Edit: March 25, 2008, 11:22:30 PM by Turtle Boy »

 

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