Guest Posted October 14, 2003 Share Posted October 14, 2003 I would be interested in doing some mission coding for this project... you don't really have anywhere else to ask about this so i am making an area... one thing i would like to see is different mod servers running different scripts would not be that hard to put a mod identifier in the name of the server .... just an idea (yeah right more like a demand) Anyway any one else interested in working on different types of mods for MTA please express your willingness to join a team of modders... List some skills you have...(don't know if these will be that big.) models, textures (these on the other hand are the meat of it) mission coding, handling, weapons.... etc. I myself am skilled in the following areas (*primary focus) mission coding* handling weapons textures Link to comment
Kent747 Posted October 14, 2003 Share Posted October 14, 2003 lol yea not hard to put an identifier.. but try writing a parser/interpreter for the scripts not going to happen Link to comment
Oyst Posted October 14, 2003 Share Posted October 14, 2003 Although not for MTA i would like to learn "coding" for GTA in general, i have no experince at all and i would like to know where to start or if its possible for me to learn from online tutorials at all without classes of somesort. Thanks a lot. *edit* Oh, yea if it is possible can you point me to some tutorials, thanks. Link to comment
Cray Posted October 14, 2003 Share Posted October 14, 2003 We are looking into ways to expand the modability and mission coding of MTA in the future, so you will just have to wait and see what happens. We are still learning what we can do every single day. Link to comment
[->>CURLY<<-] Posted October 14, 2003 Share Posted October 14, 2003 Although not for MTA i would like to learn "coding" for GTA in general, i have no experince at all and i would like to know where to start or if its possible for me to learn from online tutorials at all without classes of somesort. Thanks a lot.*edit* Oh, yea if it is possible can you point me to some tutorials, thanks. ======================================================== PLEASE REMEMBER TO BACKUP ANY FILES BEFORE CHANGING THEM ======================================================== ================================================== BITTE VOR DEM BEGIN ALLE BETEILIGTEN DATEN SICHERN ================================================== VC Car Parking Tutorial by DiCanio This tutorial teaches you how to add extra parked cars to Vice City and to change those already defined in the Main.scm file. Programs you will need: Vice Mission Builder v0.14 deluxe (or latest version) - Barton Waterduck grab it here - or at many of the sites at the end of this Readme: http://home.no.net/barton57/ http://www.home.no/bobby-stalefish/ 1. Setting Up Vice Mission Builder: I tend to set up a 'dummy' Rockstar directory when working with Vice Mission Builder (referred to as vMB from now on). This is simple enough to do. Just have a folder called Rockstar Games with another folder inside called Grand Theft Auto Vice City and inside this two folders called DATA and TEXT. Place an original main.scm plus the default.ide inside the DATA folder. Next place an original American.GXT inside the TEXT folder. You will also need to put a copy of your gta-vc.exe in the Grand Theft Auto Vice City folder. Now add this Rockstar 'dummy' directory to your vMB folder. When you start vMB just select the Grand Theft Auto Vice City folder inside the vMB folder when asked for the GTA Vice Directory. What does this achieve? It means you don't have to mess around in vMB with your installed game main.scm file and it's easier working this way - I think. Easier to keep track of your work too etc. -=-=-=-=-=-=-=-=- A 'dummy' Rockstar directory for use with Vice Mission Builder is included in this Mod. Copy the main.scm and default.ide from the Original Files zip file to the DATA folder, then copy the american.gxt file from the Original Files zip file to the TEXT folder. Now add the Rockstar Games folder from this Mod to the vMB folder and copy your gta-vc.exe and put it in the Grand Theft Auto Vice City folder. When you start vMB just select the Grand Theft Auto Vice City folder inside the vMB folder when asked for the GTA Vice Directory - ) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2. Fire up vMB and Open your Main.scm with it. The program will then turn the scm file into a readable text file of about 5mb. This is the file you will be editing. 3. As a simple exercise we'll change the Oceanic model outside the Ocean View Hotel Save Point for a Patriot. Click Find or alt + F3 and enter Oceanic. This will take you to this entry 014B: 7328?? = init_parked_car_generator #OCEANIC 6? 1? 0? alarm 0? door_lock 0? 0? 10000& at 242.6! -1274.6! 10! angle 165! 014C: set_parked_car_generator 7328?? cars_to_generate_to 101? Just add PATRIOT instead of OCEANIC - like this: 014B: 7328?? = init_parked_car_generator #PATRIOT 6? 1? 0? alarm 0? door_lock 0? 0? 10000& at 242.6! -1274.6! 10! angle 165! 014C: set_parked_car_generator 7328?? cars_to_generate_to 101? -=-=-=-=-=-=-=-=-=-=-= Make sure the spaces between entries in these lines remain as they appear in the vMB. The spaces are important. It's perhaps best to highlight the part you are replacing and then type over it. That way the chances of creating extra spaces or taking a vital space away will be minimized. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4. Now click the Run entry at the top of your vMB and choose Compile. This will produce a new Main.scm file with your changes. Add it to your DATA folder (backing up your original main.scm file) and start a new game. Go round to your Save Point at the hotel and if the Patriot isn't there then save a game. It should be there when you come out ;o) Your old save games won't work with your new main.scm hence the need to make a new save game. This is standard procedure with Main.scm file Mods. =-=-=-=-=-=-=-=-=-=-=-=-=- That was a simple Mod to get you into the hang of things. Now we'll try re-locating a model by changing the co-ordinates. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5. We'll park an Admiral on the grass area across from the Ocean View Hotel. See the screenshots which show how to get the co-ordinates. Notice you'll need to get out the vehicle in order to gauge the angle. We'll be covering the methods of obtaining co-ordinates in the next sections. Here's some co-ordinates for the grass across from the Ocean View. 271.56 -1286.14 10.93 90 6. Right click on the vMB screen or press Alt + F3 for Find. Type in Admiral and this will take you to where almost all the details for the parked vehicles in-game are stored. You'll find the vehicle entries in Barton's latest Vice Mission Builder looking like this: 014B: 7968?? = init_parked_car_generator #ADMIRAL 8? 8? 0? alarm 50? door_lock 0? 0? 10000& at -401.2715! -534.6655! 11.7534! angle 149.2032! 014C: set_parked_car_generator 7968?? cars_to_generate_to 101? 014B: is the opcode for Initialising the Parked Car Generator 014C: is the opcode that sets the parked vehicle. Notice the 101? at the end. Some entries have 0? which means the game doesn't immediately create the vehicle. You can just change the 0? entry to 101? if needs be. You need to change these entries in the Admiral example above: -401.2715! -534.6655! 11.7534! angle 149.2032! These are the X, Y & Z co-ordinates with the last entry the direction of the parked vehicles - in this case it means the Admiral is facing roughly South East (149.2032 degrees). -401.2715 = x -534.6655 = y 11.7534 = z 149.2032 = direction The X, Y & Z actually stand for: x = east/west y = north/south z = height North = 0 degrees East = 90 degrees South = 180 degrees West = 270 degrees If you add the co-ordinates for the Ocean View grassy area your entry for the Admiral will now look like this 014B: 7968?? = init_parked_car_generator #ADMIRAL 8? 8? 0? alarm 50? door_lock 0? 0? 10000& at 271.56! -1286.14! 10.93! angle 90! 014C: set_parked_car_generator 7968?? cars_to_generate_to 101? 7. Remember not to put in any extra spaces or to take any spaces out when you are putting in new co-ordinates or this will screw things up. When you've finished adding the new grassy area co-ordinates click Run (at the top of the screen) then choose Compile. This will produce a new Main.scm file which will contain details of your changes. Remember to carefully check your entries before compiling. 8. Grab a copy of your newly altered main.scm file and replace the one in your VC directory - remember to save your original one as a back-up. Fire up the game and choose to start a new game. Now go save your game and then check your parked vehicle. -=-=-=-=-=-=-=-=-= Your old save games won't work with your new main.scm hence the need to make a new save game. This is standard procedure with Main.scm file Mods. =-=-=-=-=-=-=-=-=-=-=-=-=-=- 9. Now you're ready to try parking vehicles with co-ordinates you get yourself from the game. First thing you'll need to do is get the co-ordinates of where you want to park your vehicles. As a first trial I would advise you to do just one or two vehicles for starters. Remember that the game seems to spawn vehicles in a cycle so if the vehicle/s you just parked doesn't show up teleport or drive to another part of the island and then come back a bit later - it will eventually appear if you've done it all correctly. Also, don't park vehicles too close together. 10. The easiest way to get the co-ordinates of any position you wish to park a vehicle is to use the included Co-ordinates-Speedo Mod. This will give you co-ordinates AND angle on-screen. We could have done with this Mod for GTA3 as obtaining co-ordinates was a drawn out affair and guessing the angle was always a problem. Just replace your Main.scm file and your American.GXT with the one in the Co-ordinates-Speedo Mod folder - remember to backup your existing ones. If you want to add the Co-ordinates-Speedo Mod by hand see the text file in this Mods folder. Grab a vehicle and drive to where you want to place it. Copy down the co-ordinates that are on-screen when you have parked. You will need to get out the vehicle in order to get the angle. Just face front and judge roughly. You'll get the hang of it after a few tries. Another way of getting co-ordinates is to use the Teleporter option in Lithe Joes Ultimate Trainer. Just fire it up and when you're parked at the co-ordinates you wish to know, minimize Vice City, and go to the Teleporter and click READ XYZ. This will give you your current co-ordinates - but - there's always a but ;o) - you will then have to guess the angle, which can be a right pain at times. =-=-=-=-=-=-=-=-=-=- If you want to keep adding vehicles or you are in the process of creating a new Mod then you would be best to actually Mod the Co-ordinates-Speedo Mod Main.scm file. Just note where the Co-ordinates-Speedo Mod lines are in the Main.scm.txt and take them out when you're finished making your Mod. Rather than force a Co-ordinates-Speedo Mod onto people. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 11. After you get all your co-ordinates and angles go back to vMB. As a first test I would replace existing vehicles - more on adding NEW vehicles later. Just choose any of the spawned vehicle entries - like the Admiral one - and change it to your needs. Remember to check whither the Health entry reads 0? or 101? - changing it to 101? if needs be. If you want to change the ADMIRAL for a PATRIOT (or whatever) then type over the ADMIRAL entry - checking for extra spaces if the new entry has less letters in the name etc. As mentioned previously it's probably best to highlight the vehicle name you are replacing - then type over it. 12. When you've changed all the co-ordinates and names etc - and double checked for extra or missing spaces - do your Run and Compile thing. Grab the new main.scm and go through the same procedure as before. Saving a new game etc. Now go check those parked cars. You'll maybe find that you didn't quite get the angles right first time you park so you can now tweak the angle if needs be. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- In order to gain access to the other island, seeing as you just started a new game, replace your Object.dat file with the one in the VC Death to Roadblocks Mod folder. This will allow access to the second island via any of the bridges. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 13. Things to remember about parked vehicles. The game doesn't seem to like too many vehicles parked together and will only spawn a handful at any one time. Parked vehicles don't always appear. Sometimes you'll find, for example, that only two have been spawned where you tried to park three. I think this is because the game has a certain random order for which vehicles get spawned - it cycles through them so to speak. Also, if the vehicles are parked too close together they won't spawn at the same time. 14. Adding NEW vehicles: If you want to add extra vehicles on top of all those the game already spawns in the main.scm then you can use this text for any NEW vehicle: EXAMPLE A: 014B: $CAR01 = init_parked_car_generator #ADMIRAL 8? 8? 0? alarm 50? door_lock 0? 0? 10000& at -401.2715! -534.6655! 11.7534! angle 149.2032! 014C: set_parked_car_generator $CAR01 cars_to_generate_to 101? That is: use $CAR01 instead of number?? (i.e. 7968??) The following are the standard lines for the Admiral entry. You'll see exactly where $CAR01 has replaced 7968?? by comparing the two. EXAMPLE B: 014B: 7968?? = init_parked_car_generator #ADMIRAL 8? 8? 0? alarm 50? door_lock 0? 0? 10000& at -401.2715! -534.6655! 11.7534! angle 149.2032! 014C: set_parked_car_generator 7968?? cars_to_generate_to 101? Just use the lines in EXAMPLE A and change the Model you want to appear and also add your own co-ordinates and angles. Insert your new vehicles at the end of the spawn listing in order to keep track of what you are adding - e.g. after these lines: 014B: init_car 336?? model #POLMAV -1? -1? 0? alarm 0? lock 0? 0? 10000& at -614! 804! 30! angle 0! 014C: car 336?? health = 101? Once you've added your new vehicles compile the main.scm.txt file by choosing Compile from the Run menu in vMB. -=-=-=-=-=-=-=-=-=-=-= Make sure the spaces between entries in lines remain as they appear in the vMB. The spaces are important. It's perhaps best to highlight the part you are replacing and then type over it. That way the chances of creating extra spaces or taking a vital space away will be minimized. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= And that's basically it ) 15. Things to Note: a. There are 'forbidden_for_cars_cubes' in Vice City where you can't park vehicles. So, if an added vehicle isn't appearing it might be worth checking if you are in one of these Cubes. Just search the main.scm.txt file. b. There are random car parking entries for some spawned vehicles in car parks etc. To find these do a search in the main.scm.txt for - 03C5: create_random_car_for_carpark You could add a new random car entry by adding your own co-ordinates c. There is a catch-all entry you can use for the height (the Z entry). This is the figure -100 This 'catch-all' co-ordinate tells the game to place the vehicle level on the ground at those X & Y co-ordinates. You can use this for any parked vehicles that don't have anything overhead. For example any car parked on the first floor of an overhead car park couldn't use this catch-all or the game would spawn it on the roof of the building. If you are parking inside a building or under something you must have the genuine Z (height) co-ordinates. Also remember to get out your car and check what's overhead when you are gathering your co-ordinates. A few times i didn't do this and cars spawned onto overhead buildings and other odd places ;o) So, to sum up, you can use -100 for the Z co-ordinate (height) in any opcode that needs a Z and the game will calculate the height on its own. See the example below. 014B: $CAR01 = init_parked_car_generator #ADMIRAL 8? 8? 0? alarm 50? door_lock 0? 0? 10000& at -401.2715! -534.6655! -100! angle 149.2032! ======================================================= ======================================================= No one has put a tutorial like this together before so there may be omissions and mistakes - I'll correct anything as it comes to light. All information regarding parked vehicles is very welcome. It will be added to this tutorial. Also included in this download are any original files you will be modding, a Co-ordinates-Speedo Mod, VC Death to Roadblocks Mod, Parking Mod and a 'dummy' Rockstar directory - plus a few screenshots ;o) File size should be roughly 1.8mb If you are missing any of these parts then try to obtain the full version from another site. That's All Folks! Have Fun! DiCanio July 12th 2003 [email protected] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Check whither your files are Read-Only. This is a common problem with Vice City. Grab this wee program and let it change your Read-Only files for you with no fuss. CROA - http://www.davidcrowell.com/croa.html Just right click on the main Vice City dir after install and choose Clear Read-Only Attributes. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Tip of the Week: -=-=-=-=-=-=-=-= GTA MOD INSTALLER For all you Modders out there - and there's quite a few! Take a look at cpmusicks GTA Mod Installer. Not only will it install cars automatically in GTA3 and Vice City but it will also change the handling, default and carcol entries if these are included in the Mod! Pretty kool stuff. It will install other Mods too which require DFF or TXD replacement etc in the GTA3.img file, or indeed ANYWHERE in the Rockstar Games directory. It will save you quite a bit of work and anyone who installs Mods on a regular basis will find the job easier if a Mod comes with an Install Script for the GTA Mod Installer. Grab it here: http://vicecity.gta3hq.com - )) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=- =-=-=-=-=-=-=- Game Play Tip: Fed up with your car disappearing as soon as you turn your back? Just press the Exit button along with the Run button and the door will be left open when you leave a vehicle. Your car will remain just where you left it for a long time. It's an old trick but well worth remembering ) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ======================================================== PLEASE REMEMBER TO BACKUP ANY FILES BEFORE CHANGING THEM ======================================================== ================================================== BITTE VOR DEM BEGIN ALLE BETEILIGTEN DATEN SICHERN ================================================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BIG SHOUTS to the following sites for hosting my humble Mods =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Over 100,000 people have downloaded my Mods and Tutorials so far! Thanks to everyone for the encouragement ) And to ALL our great GTA3 Modding sites - keep on doing it! http://rappovice.gtavice-city.com http://www.gta3mods.net http://www.codenamevice.co.uk http://www.gta3.net http://www.gtareactor.daddeltreff.de http://gta-xtreme.de http://www.modding-universe.com http://gtavicehq.clans-uk.co.uk http://www.vicepc.com http://www.thirdperson.de http://vicecity.no http://www.gta-action.com http://www.wingstxd.cjb.net http://www.easycreditautos.tk http://home.wanadoo.nl/ro.wil.boerman/modseng.htm http://www.gtagaming.com http://3dactionplanet.com/gta/rlm http://darkvice.web1000.com/tools.html http://www.gta-op.de.vu http://www.grandtheftau.cjb.net http://www.vicecity-site.tk http://www.gtavice-city.com http://deathsquad.waterdeepmud.com Link to comment
MAD_BOY Posted October 14, 2003 Share Posted October 14, 2003 a aginst the rule post, it's LONG and ANNOYING! Link to comment
Oyst Posted October 14, 2003 Share Posted October 14, 2003 It's also very informative and exactly what i was looking for so butt out, thanks. Cheers curly. Link to comment
trx Posted October 14, 2003 Share Posted October 14, 2003 We are really looking to make the game more stable, before we can think about adding game modes. A lot of game modes/suggestions have been made already, most of them very wortwhile and interesting. When we start adding game modes, I'm pretty sure not many of you will be looking for new things to add. Suggestions are always welcome, but to be honest, I don't really look at that part of the forum as much as I did before, since I'm already chockfull of ideas about what to implement for missions, or just things to do for fun. As for our current release, you will not be able to add more code since first of all, you'd need to synchronize between clients the gamedata/status, and second, there simply is no room left in the scm. We're working on a complete rewrite of the scm to allow for extra code, but like mentioned above already, stability before gameplay. Link to comment
Oyst Posted October 14, 2003 Share Posted October 14, 2003 Just a bit curious here, did the MTA team know each other before hand or did you all meet on a forum or something before you started MTA? Link to comment
RobZGod Posted October 14, 2003 Share Posted October 14, 2003 It's also very informative and exactly what i was looking for so butt out, thanks.Cheers curly. Its also huge, unneeded and a pain to be in this post. POST A LINK! Link to comment
StAnToN Posted October 14, 2003 Share Posted October 14, 2003 thnx for the tutorial!!! Link to comment
Oyst Posted October 14, 2003 Share Posted October 14, 2003 Simple Solution:Dont look or read it Link to comment
Cray Posted October 14, 2003 Share Posted October 14, 2003 Just a bit curious here, did the MTA team know each other before hand or did you all meet on a forum or something before you started MTA? We have all met along the way, not in real life. Link to comment
Magus Posted October 14, 2003 Share Posted October 14, 2003 MTA shouldn't be modded until its out of beta, period. Link to comment
vulcan Posted October 19, 2003 Share Posted October 19, 2003 Thanks Curly Wonderful, Excellent , Great Thanks !!!!!! Link to comment
ldrancer Posted October 19, 2003 Share Posted October 19, 2003 there should be an option in the server to allow mods. like, take the crc check off and on. and option to have crc check or no. then u can use mods. more mods. and it wouldnt matter, everyones game would be weird. Link to comment
Kent747 Posted October 19, 2003 Share Posted October 19, 2003 this has already been discussed.... Kent Link to comment
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