- carspawn.png (111.39 KiB) Viewed 67 times
Search found 1437 matches
- 25 Jun 2025, 13:02
- Forum: Modding forum
- Topic: How do I change what vehicles are spawned in the district?
- Replies: 1
- Views: 74
- 24 Jun 2025, 10:52
- Forum: GTA2 Game Hunter
- Topic: GTA2 Game Hunter
- Replies: 309
- Views: 1040065
Re: GTA2 Game Hunter
2025-06-24 v1.5993
- Added default sound alerts
- Skip frontend is unticked on exit
- UPnP is disabled on launch if GH is started with admin permissions
https://gtamp.com/GTA2/gta2gh15993setup.exe
- Added default sound alerts
- Skip frontend is unticked on exit
- UPnP is disabled on launch if GH is started with admin permissions
https://gtamp.com/GTA2/gta2gh15993setup.exe
- 22 Jun 2025, 04:28
- Forum: Modding forum
- Topic: Gta2 any vehicles hp
- Replies: 1
- Views: 102
Re: Gta2 any vehicles hp
nyc.gci has the anti strength value, lower value means stronger. I renamed it to nyc.txt, uploaded to copilot and asked it to make me a list of just the cars and anti stength:
Tank: 0.250
Pacifier: 0.500
G4 Bank Van: 0.500
SWAT Van: 0.500
Box Truck: 0.750
Bus: 0.750
Stretch Limousine: 0.750
Sports ...
Tank: 0.250
Pacifier: 0.500
G4 Bank Van: 0.500
SWAT Van: 0.500
Box Truck: 0.750
Bus: 0.750
Stretch Limousine: 0.750
Sports ...
- 05 Jun 2025, 03:24
- Forum: Modding forum
- Topic: Kill Frenzy/Wang Cars Issues in Residential map
- Replies: 18
- Views: 903
Re: Kill Frenzy/Wang Cars Issues in Residential map
Thanks for testing. Seems that bug is because I zeroed out too many bytes.
Attached a better version that only changes the 3C01's to 0000
Comparing files ste.SCR and STE.BAK
000074FE: 00 3C
000074FF: 00 01
0000750A: 00 3C
0000750B: 00 01
00007516: 00 3C
00007517: 00 01
Attached a better version that only changes the 3C01's to 0000
Comparing files ste.SCR and STE.BAK
000074FE: 00 3C
000074FF: 00 01
0000750A: 00 3C
0000750B: 00 01
00007516: 00 3C
00007517: 00 01
- 04 Jun 2025, 02:38
- Forum: Modding forum
- Topic: Kill Frenzy/Wang Cars Issues in Residential map
- Replies: 18
- Views: 903
Re: Kill Frenzy/Wang Cars Issues in Residential map
I used a hex editor to disable the 3 trailer commands in ste.scr from gta2-v9.6-script-files-wang-cars-respawn.7z and it no longer crashes loading your save on 9.6. I didn't test with asi loader or wide screen patch or any other mods.
edit: bad attachment removed
edit: bad attachment removed
- 04 Jun 2025, 01:39
- Forum: Modding forum
- Topic: Kill Frenzy/Wang Cars Issues in Residential map
- Replies: 18
- Views: 903
Re: Kill Frenzy/Wang Cars Issues in Residential map
There should be no differences using notepad++, scriptpad or mispad to edit the .mis files. I have run into Windows permission issues depending on where you are editing the files and mispad/scriptpad might not report that when saving. The difference comes with the compiling, they handle the storing ...
- 04 Jun 2025, 01:21
- Forum: Modding forum
- Topic: Kill Frenzy/Wang Cars Issues in Residential map
- Replies: 18
- Views: 903
Re: Kill Frenzy/Wang Cars Issues in Residential map
No, I just wanted your save for testing. I won't be modifying the save file.sidneyrz wrote: 04 Jun 2025, 01:18 is it actually possible to change commands just through the save game?
- 04 Jun 2025, 01:11
- Forum: Modding forum
- Topic: Kill Frenzy/Wang Cars Issues in Residential map
- Replies: 18
- Views: 903
Re: Kill Frenzy/Wang Cars Issues in Residential map
I forgot that 2008 me fixed the trailer in bil.mis, not by removing the PUT_CAR_ON_TRAILER commands but by doing this:
IF ( NOT ( IS_CAR_CRUSHED ( KF_3_car ) ) )
PUT_CAR_ON_TRAILER ( KF_3_car , KF_3_trailer_1 )
ENDIF
IF ( NOT ( IS_CAR_CRUSHED ( KF_4_car ) ) )
PUT_CAR_ON_TRAILER ( KF_4_car , KF_4 ...
IF ( NOT ( IS_CAR_CRUSHED ( KF_3_car ) ) )
PUT_CAR_ON_TRAILER ( KF_3_car , KF_3_trailer_1 )
ENDIF
IF ( NOT ( IS_CAR_CRUSHED ( KF_4_car ) ) )
PUT_CAR_ON_TRAILER ( KF_4_car , KF_4 ...
- 04 Jun 2025, 00:53
- Forum: Modding forum
- Topic: Kill Frenzy/Wang Cars Issues in Residential map
- Replies: 18
- Views: 903
Re: Kill Frenzy/Wang Cars Issues in Residential map
Can you post your save? 2 things I can try are just patching out the put_car_on_trailer commands without recompiling the script. Still the best solution will be to figure out what was changed in 11.44 exe to fix the trailers and then do that same change to the 9.6.exe. Finding out what exactly ...
- 02 Jun 2025, 12:09
- Forum: Modding forum
- Topic: Kill Frenzy/Wang Cars Issues in Residential map
- Replies: 18
- Views: 903
Re: Kill Frenzy/Wang Cars Issues in Residential map
I would try decompiling your original ste.mis which should also decompile all the missions. Open ste.mis, remove the PUT_CHAR_ON_TRAILER commands, save, compile with the official compiler https://gtamp.com/GTA2/gta2script.7z and see if you can load your save.
You need all the ste folder and all ste ...
You need all the ste folder and all ste ...
- 01 Jun 2025, 13:01
- Forum: Modding forum
- Topic: Kill Frenzy/Wang Cars Issues in Residential map
- Replies: 18
- Views: 903
Re: Kill Frenzy/Wang Cars Issues in Residential map
I commented out the PUT_CAR_ON_TRAILER commands in the Valps Project Residential script. I enabled the Wang Car glitch.
It has other fixes by Valps: https://github.com/Valps/Project_Open_Residential/releases
edit: attachment removed, we can do it better
I don't know if it will be compatible with ...
It has other fixes by Valps: https://github.com/Valps/Project_Open_Residential/releases
edit: attachment removed, we can do it better
I don't know if it will be compatible with ...
- 01 Jun 2025, 11:20
- Forum: Modding forum
- Topic: Kill Frenzy/Wang Cars Issues in Residential map
- Replies: 18
- Views: 903
Re: Kill Frenzy/Wang Cars Issues in Residential map
Those .scr patches I made were before there was a fully working script decompiler. At the time I didn't know Wang Car glitch was a thing, so I just used the latest version of the scripts which stops them from respawning.
Removing the PUT_CAR_ON_TRAILER commands is easy, I'll do it soon. I think ...
Removing the PUT_CAR_ON_TRAILER commands is easy, I'll do it soon. I think ...
- 22 May 2025, 20:18
- Forum: Modding forum
- Topic: Official script modifying cause certain missions to crash
- Replies: 11
- Views: 461
Re: Official script modifying cause certain missions to crash
Weird things can also happen if the script name is too long
- 22 May 2025, 20:17
- Forum: Modding forum
- Topic: Official script modifying cause certain missions to crash
- Replies: 11
- Views: 461
Re: Official script modifying cause certain missions to crash
Some things need to be created after LEVELSTART command, some before. There could also be an issue if you create an object in the WHILE loop because it will just keep creating them.
- 25 Apr 2025, 13:52
- Forum: Maps
- Topic: Gouranga's Castle by Jones
- Replies: 19
- Views: 34711
Re: Gouranga's Castle by Jones
Fixed the link for this
- 21 Apr 2025, 20:33
- Forum: Modding forum
- Topic: How do I create my own map?
- Replies: 2
- Views: 768
Re: How do I create my own map?
Unfortunately the buggy official map editor is still the only one that can make a proper map. Epic is more a viewer than an editor but it is good for moving existing script objects.
There's are bmp2gmp and cmp2gmp tools but they only create very simple maps.
There's are bmp2gmp and cmp2gmp tools but they only create very simple maps.
- 13 Apr 2025, 08:44
- Forum: Announcements
- Topic: Updated forum software to phpBB v3.3.15
- Replies: 0
- Views: 798
Updated forum software to phpBB v3.3.15
Security fixes or something
- 24 Feb 2025, 01:30
- Forum: Offtopic
- Topic: Best Mods for Classic GTA Games – Share Your Favorites!
- Replies: 1
- Views: 11363
Re: Best Mods for Classic GTA Games – Share Your Favorites!
looks like a bot post but I'll leave it for now to see what they do
- 08 Nov 2024, 09:45
- Forum: Announcements
- Topic: Updated forum software to phpBB v3.3.13
- Replies: 0
- Views: 13232
Updated forum software to phpBB v3.3.13
Let me know if something broke
- 11 Oct 2024, 23:00
- Forum: Modding forum
- Topic: Finally understanding IFs, WHILEs, ANDs, ORs and ELSEs
- Replies: 12
- Views: 16251