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BTTFModMachine

Need For Speed: Most Wanted: San Andreas Edition Mod

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Hello everyone!

I've taken a break from modding BTTFSA and started my own custom mod for SA. Due to the lack of NFS mods for GTA on the web, I've started a NFS Most Wanted mod with custom vehicle edits and some scratch-made CLEO mission(s). I had to do my own voiceovers to adapt the NFS missions to SA.

Official Need For Speed: Most Wanted: San Andreas Forum: http://s13.zetaboards.com/NFS_Most_Wanted_SA/index/

Here are some of my edits:

BMW M3 GTR with custom textures and handling:

gallery55_zpsffc1a7f8.jpg

Heat 6 Undercover Federal Corvette Police:

gallery56_zps8694194c.jpg

gallery57_zps26ff2e43.jpg

gallery58_zps3b90c0e1.jpg

The mission I am working on currently is the final chase scene. I could use some help with this. Here's my problem: Instead of escaping the police by driving across an incomplete bridge, I've set the player to enter a plane created at the Las Venturas airport. However, I have to create the plane when I am not even in close proximity to its spawn location. Therefore, when I actually get to the airport, the plane is not there. Is there a way to keep the plane from despawning? Here is my code:

// This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$CLEO .cs}

//-------------MAIN---------------
thread 'FINAL_CHASE'

:FINAL_CHASE_19
not Player.Defined($PLAYER_CHAR)
else_jump @FINAL_CHASE_42
wait 0
jump @FINAL_CHASE_19

:FINAL_CHASE_42
Audiostream.Load(6@, "CLEO\AUDIO\FINALCHASE.MP3")

:FINAL_CHASE_123
wait 1
Player.Defined($PLAYER_CHAR)
else_jump @FINAL_CHASE_123

:FINAL_CHASE_139
wait 1
Player.Controllable($PLAYER_CHAR)
else_jump @FINAL_CHASE_139
03C0: 0@ = actor $PLAYER_ACTOR car
//not Car.Wrecked(0@)
else_jump @FINAL_CHASE_139
if and
Actor.DrivingVehicleType($PLAYER_ACTOR, #BANDITO)
//Car.Model(0@) == #BANDITO
Actor.InCar($PLAYER_ACTOR, 0@)
else_jump @FINAL_CHASE_139
1@ = -1644.2296
2@ = 50.2073
3@ = 3.1399
4@ = Marker.CreateIconAndSphere(30, 1@, 2@, 3@)

:FINAL_CHASE_318
wait 1
Player.Controllable($PLAYER_CHAR)
else_jump @FINAL_CHASE_318
if and
not Car.Wrecked(0@)
82BF: not car 0@ sunk
else_jump @FINAL_CHASE_123
Actor.InCar($PLAYER_ACTOR, 0@)
else_jump @FINAL_CHASE_123
0629: change_integer_stat 181 to 1
0629: change_integer_stat 181 to 2
0629: change_integer_stat 181 to 3
0629: change_integer_stat 181 to 4
if and
0103: actor $PLAYER_ACTOR in_sphere 1@ 2@ 3@ radius 2.0 2.0 2.0 sphere 1 stopped_in_car
0AB0: key_pressed 84
else_jump @FINAL_CHASE_318
Marker.Disable(4@)
//0169: set_fade_color_RGB 0 0 0
//fade 0 750
//wait 750
0826: enable_hud 1
0581: enable_radar 1

:FINAL_CHASE_487
wait 1
if and
not Car.Wrecked(0@)
not Actor.Dead($PLAYER_ACTOR)
82BF: not car 0@ sunk
8741: not actor $PLAYER_ACTOR busted
else_jump @FINAL_CHASE_19
0629: change_integer_stat 181 to 1
0629: change_integer_stat 181 to 2
0629: change_integer_stat 181 to 3
0629: change_integer_stat 181 to 4
00BA: show_text_styled GXT 'FCSTART' time 4000 style 6
wait 4000
Player.WantedLevel($PLAYER_CHAR) = 5
//Player.SetMinWantedLevel($PLAYER_CHAR, 5)
010E: alter_wanted_level_no_drop $PLAYER_CHAR to 5
0A14: set_no_resprays 1
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0
33@ = 0

:FINAL_CHASE_488
wait 0
if and
8741: not actor $PLAYER_ACTOR busted
not Car.Wrecked(0@)
not Actor.Dead($PLAYER_ACTOR)
82BF: not car 0@ sunk
else_jump @FINAL_CHASE_999
010E: alter_wanted_level_no_drop $PLAYER_CHAR to 5
if
//33@ >= 300000
33@ >= 20000 //for testing purposes, this is set to 20 seconds. It should be 5 minutes in the final mission
else_jump @FINAL_CHASE_488

:FINAL_CHASE_489
12@ = 460
Model.Load(12@)

:FINAL_CHASE_490
wait 0
if
Model.Available(12@)
else_jump @FINAL_CHASE_489
13@ = 1477.4872
14@ = 1731.8276
15@ = 10.0
16@ = 180.5897
5@ = Car.Create(12@, 13@, 14@, 15@)
Car.Angle(5@) = 16@
Car.SetImmunities(5@, 1, 1, 1, 1, 1)
//Model.Destroy(12@)
8@ = 1531.8468
9@ = 1745.7595
10@ = 10.406
11@ = Marker.CreateIconAndSphere(56, 8@, 9@, 10@)
Audiostream.PerformAction(6@, PLAY)

:FINAL_CHASE_491
wait 0
if and
8741: not actor $PLAYER_ACTOR busted
not Car.Wrecked(0@)
not Actor.Dead($PLAYER_ACTOR)
82BF: not car 0@ sunk
else_jump @FINAL_CHASE_999
010E: alter_wanted_level_no_drop $PLAYER_CHAR to 5
if
0103: actor $PLAYER_ACTOR in_sphere 8@ 9@ 10@ radius 2.0 2.0 2.0 sphere 1 stopped_in_car
else_jump @FINAL_CHASE_491
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1
Marker.Disable(11@)

:FINAL_CHASE_510
wait 0
if
not Car.Wrecked(5@)
8741: not actor $PLAYER_ACTOR busted
not Actor.Dead($PLAYER_ACTOR)
82BF: not car 5@ sunk
else_jump @FINAL_CHASE_999
if
Actor.InCar($PLAYER_ACTOR, 5@)
else_jump @FINAL_CHASE_510
00AA: get_car_coordinates 5@ store_to 17@ 18@ 19@
if
19@ >= 129
else_jump @FINAL_CHASE_510
//Player.SetMinWantedLevel($PLAYER_CHAR, 0)
010E: alter_wanted_level_no_drop $PLAYER_CHAR to 0
Player.WantedLevel($PLAYER_CHAR) = 0
0A14: set_no_resprays 0
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1
00BA: show_text_styled GXT 'FCPASS' time 5000 style 1
jump @FINAL_CHASE_19

:FINAL_CHASE_999
wait 0
00BA: show_text_styled GXT 'FCFAIL' time 4000 style 1
//Player.SetMinWantedLevel($PLAYER_CHAR, 0)
010E: alter_wanted_level_no_drop $PLAYER_CHAR to 0
Player.WantedLevel($PLAYER_CHAR) = 0
0A14: set_no_resprays 0
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1
wait 5000
jump @FINAL_CHASE_19

Here is a screenshot of the start of the mission:

vlcsnap-2014-11-08-21h56m36s38_zps0fd296

UPDATE 11/15/14: Here's my in-game features edits:

New loading screens:

gta_sa2014-11-1511-11-04-23_zpse0da6a87.

I tried to find a player model that would match this picture from Need For Speed: Most Wanted:

NFSMWPlayer_zpsf98ebba8.png

I found Claude (Not my mod):

gta_sa2014-11-1511-13-47-55_zps1f657543.

gta_sa2014-11-1511-16-31-50_zps52467957.

UPDATE 11/15/14: Here are some of my vehicle updates:

New HQ BMW M3 GTR Texture (The other one was too choppy)

gallery59_zps66226669.jpg

gallery60_zps02df3e0f.jpg

New Police Corvette Emergency Lights (Non-functional)

gallery61_zps24d926de.jpg

gallery62_zps6185694b.jpg

New Police Corvette Carbon Fiber Spoiler:

gta_sa2014-11-1511-17-40-91_zps88d31684.

And Finally, New Cross Corvette Patriot:

gallery63_zps506172e8.jpg

I also customized the patriot script so that officer Tenpenny comes chasing after you in the Cross Corvette.

UPDATE 12/30/14: Mod Video 1:

http://youtu.be/bke8ISZLKiE

Mod update which includes:
New Loading Screens and Menu Music
2 versions of the BMW M3 GTR (one slow and one fast) fully adapted to Improved Vehicle Features with custom handling, engine sounds taken from NFS Carbon, and a "cutscene accurate" vinyl.
Cutscene vinyl:
GTR2.png?dl=0
Police Corvettes modified by me (includes Cross' Corvette and the Heat 6 Federal Undercover Corvette) with engine sounds taken from NFS Carbon.
Claude Player Model (The only shot of the player in Most Wanted was him in a black motorcycle jacket with black hair).
Time Increasing Wanted Level Script scratch made by me.
Police radio call when wanted level increases (not fully functional yet).
DOWNLOAD: Not yet. Still bugs to be worked out.
Wanted levels:
1,2 - Regular Cop Cars
3 - Regular Cop Cars and NFS Helicopter
4 - Cop Cars and Federal Corvette Enforcers
5 - Cop Cars and Federal Undercover Corvette FBI
NOTES:
Cross comes and chases you (Tenpenny ped) when your wanted level is 4 or higher.
The only way to get a heat level 5 is by playing the final chase mission (similarly to heat level 6 in NFS: Most Wanted).
The wanted level script will remember your max wanted level. So, if you escaped a wanted level 4, the next time you get a wanted level, it will reset to 4.
I am looking for experienced SA coders that can help me make more of this mod a reality. I will need good examples of your proficiency in CLEO and possibly C++ and ASM. If you are interested, please message me on Youtube, GTAForums, or BTTF: HV forums. My username on GTAForums is Agent 86, and my username on BTTF: Hill Valley is BTTFModMachine. The BTTF: HV forums is not accepting any new members, though.
Credits:
Full nitro control mod by Wesser.

Until Next Time,

-BTTFModMachine

Edited by BTTFModMachine
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hmm I do have a solution in the form of making a spawn script so you can emulate the plane being their, set it up so that when you are in the car or out of the car you can make the plane appear.

additionally you can make the escape plane one of the ones already their

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The only way I've seen a car not despawn with distance is if you attach an object to it (BTTF). Is there a way I could implement this in my script?

Also, experimenting with traffic and finalizing the models. Also, if anyone has experimented with creating custom races, I could use some help with that.

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hmm couldn't you attach something to the plane? just like an extra wheel or something of the sort? I'm bad at coding so all I can do is come up with ideas

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Something like this?

	if 03CA: object 0@ exists
	then Object.Destroy(0@)
	end

	if not Car.Wrecked(1@)
	then
		0@ = Object.Create(1582, 0.0, 0.0, -10.0)  // - pizzabox
		0681: attach_object 0@ to_car 1@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
	end

	while not Car.Wrecked(1@)
		wait 10
	end

	if 03CA:   object 0@ exists
	then Object.Destroy(0@)
	end

(untested)

I think there is also an opcode to make map objects invisible.

Edited by uokka

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Yes. That would work. I'll have to find that opcode. Thanks.

Also, working on some updated model edit and script functions. I'm planning to adapt them to IMVehFT, but that won't be anytime soon. I have a script in which if the wanted level is greater than #YourNumberHere then the army joins in the pursuit in the car model #PATRIOT. Haven't worked out all the bugs yet. I found the script a long time ago in a mod whose name I can't remember. All I have is this wierd folder name: PldaULPOL (xD) :P If anyone can tell me what the mod name is, that would be interesting.

Model updates with pictures coming soon.

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I can't even find anything about the mod, I can only find car packs and sorts...this will be interesting to see

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The PldaULPOL mod has a script that puts peds in the news chopper and police maverick. It has another script that allows the swat tank to join in the pursuit. It is quite interesting.

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well I wish you the best of luck now I've got to see why programists time circuits and keypad is crashing my GTA ( multi tasking, porting KATT to DASA again while fixing my own personal copy)

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I have to say, the one thing that did peak my interest was the "Time increasing Wanted Level" script. That is something I haven't seen done, but then again, I've been out of the mod community for a while now... I would like to see how you work out Most Wanted's hiding spots and those things you could drive into to wreck the police into this. Most Wanted was one of my favorite Need For Speed games.

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Yeah, I'll get right on that. ;)

The only problem with the time increasing wanted level script is that the wanted level is not "normalized" on all islands. I go from SF to LA and the wanted level lowers automatically. I have to find a way to change that. If anyone can help me out with that, I would appreciate it.

I would be posting this mod on GTAForums for questions, but mods from NFS games are considered "illegal" there. I can only post general coding questions there, and most of the time I don't get helpful responses. The only person that really helped me out a lot was ZAZ (Maybe you've heard of him). Also, my topics seem to be forgotten after one day on GTAForums.

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