Shadow_Dog: I do not feel like timing it and it is an extra risk. Therefore, I stopped setting up after Farewell.
Are You Going to San Fierro: You drop the call in the fade, so that you get it hands-free. Since you throw satchels during the conversation, the call does not take as taken.
Things to consider: Wear Flowers: at some point, get out of your car, hold a call, and get back in. A bit before the final checkpoint, stop holding the call while inside the car, so that it cancels. Skip the final cutscene as soon as the call is "due" (exactly 15s after cancelling it). You have to do this because the phone can ring just before the final cutscene after everyone left the car. You cannot hold the call at that point, so the final cutscene cancels it because it is inside an interior.
555: You have to hold the call before the final cutscene starts because you cannot start holding it during it.
Deconstruction: An optimization is to drop the call in the final cutscene in order to gain control. It is long enough to get another one. When you have to kill the toilet guy, make sure that you trigger the satchels to the left of the hole, else you will/could get a wanted level.
One instance can get stuck, the ultimate cause is unknown. I have a technical post about it here, it will not help you but maybe someone feels like looking into it. http://www.speedrun.com/post/xesm5
I took some time to investigate how this works and how precise the timing is. I copied/pasted/adapted some AutoHotkey script that I had used earlier.
I'm not done, yet. With pause buffering, I only checked a 1320ms delay because I got the first success that way. It gave me everything: crashes, softlocks, only one of Vigilante/Bet&Dance starting, dupes.
Without pause buffering, I got results that were more consistent:
1160ms delay: 100% softlocks(5/5) 1200ms delay: 100% softlocks(4/4) 1240ms delay: 50% successes (6/12) / 50% softlocks (can be salvaged by suicide but that wastes too much time) 1280ms delay: 85% successes (5/6) / 15% crashes 1360ms delay: 90% too late¤ (7/8) ¤ "too late" as in "only Bet&Dance start"
I am going to test pause buffering more.
It seems to work by having both missions start at the same frame. That way, both threads execute Bet and Dance code from the very beginning which is safe.
That also means that probably all sub-missions work, I have not tested that, yet.
Btw, talking to the guy instapasses the Bet&Dance game. Free $100 hype. :D
That's a 2:30 save if you get rid of Denise faster - talk to the guy, drive awaywith Denise, shoot her, drive back to him. Minus the time lostdue to weapon loss and having no NRG.
How many times can you do this until she dumps you?
How does this duping setup work, btw? You start Vigilante just before the actual Low-Rider mission starts - and when it starts, the Vigilante thread starts to execute Low-Rider code - so you get om=0 by dying, one thread remains. Then you get an om0 call by failing the mission while the phone rings. Right? Well, no. You'd have one thread with 7 on the stack and one with 18(or sth. like that) - one would crash when returning. Haha, it's right there in the video, though. So why doesn't it crash... Is it a huge coincidence that it doesn't crash despite a bad stack? I rather think there is something I am missing.
System -> Game.exe
Edit: You can read that information by reading the path the link links to: it should say something like "C:\x\y\z\System\Game.exe"
You do get a Catalina call. It is unlocked by N.O.E. (ignoring duping).
Making a better tutorial of the proper strat would take ages. Would you even use it?
I don't feel like analyzing that problem of your second to last post, after all, sorry.
I mash F when I am at the van and while CJ is entering the building. I don't know which presses matter but I did not have problems since, IIRC.
I feel that sliding should be faster for all crates outside if your movement is optimal, that includes that you slide as soon as possible.
Interesting, Monster repairs your car on each checkpoint.
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 08FB: set_checkpoint 82@ type_to 2
:TORENO1_7469 if not Car.Wrecked(80@) jf @TORENO1_7536 39@ = Car.Health(80@) 39@ += 200 if 39@ > 1000 jf @TORENO1_7528 39@ = 1000
:TORENO1_7528 Car.Health(80@) = 39@
http://www.speedrun.com/post/own0w Broken pinky strats are the solution, ofc (I think).
More trolling. :D http://www.speedrun.com/post/u3ynl and two following posts Should be solved by following my instructions (holding the call until you are near the airport).
You can also get trolled by reset posting in the wrong thread again. :P How does the trolling work? Does it reset the call timer so you have to wait 15s for kt to come in?
Derek: the problem is that Cesar can be left behind om the bridge. Also, he does not survive the fall so if he falls off the bike to the ground below he dies; maybe, if you fall down alone, he even jumps down to you and dies. I don't know if he reacts to H ("stay command").
If you don't get a cop spawn for a while, you get two stars in Snail Trail, get the cop car and complete the mission.
Christian from SDA made a scripted cop spawns map from main.scm code I copied. http://m.imgur.com/9pFtzrr Red = triggers, green/yellow = spawns At least one is usable. They are all cop cars, though.
The last resort if you don't have one after Snail Trail is getting two stars, driving to the Pay'n'Spray at the beach, killing the cop(s) inside the cop vehicle and then spraying, I guess. I did not see good bribes nearby.
Maybe the wanted level vanishes fast enough that you can just steal a cop vehicle from traffic and do the strat as normal - maybe it vanishes in the 1min after getting out. If it does not vanish, you get into the plane without a call and get another om0 call (=restart the run :D).
Remember to despawn cars like crazy dueing Snail Trail. Also, you can "lose" the reporter for 15s or so until it fails, so if you stay close to him, any cop vehicle should be stealable.
I forgot to pick up AK during Outrider in two runs by now FailFish BibleThump. Don't be an idiot like me, guys. :D You cannot buy it at that point so you need to get one from a spawn in LS. http://en.m.wikigta.org/wiki/AK_47_locations_(GTA_San_Andreas) Or you use the RPG - you cannot hold the call then, though.
Can you upload all saves from the run? I can read if the call is available in each of the savegames, then.
https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Snail_Trail#Taxi_Spawn
You can pick up the chainsaw from near the second road block in Outrider; it is useful for Stowaway. There's also a satchel pickup in SF, I never looked for it, though (it is hard to find for me and I forgot its exact location). Maybe it makes sense to pick it up in that mission as well.
I messed up so I heavily edited my post. ^^
Jizzy (cs mission) and Jizzy are the same mission. Duping any of them leaves you with one instance stuck in the "has cutscene finished?" loop.