"Interior disappears" That is the usual mini cutscene that plays just before a mission starts, with CJ walking towards the door/building of the mission vendor, the mission name on screen, and the screen fading. The difference is that the outside world is invisible (the game only shows one interior at a time, in this case Jizzy's one; the outside world is "interior 0") so that you just see grey around CJ. Put simply, you accidentally duped the mission.
That happens if you drop the call while inside the cutscene interior.
Make sure to either
-
keep holding the call button or
-
drop the call button before the mission starts (in this mini-cutscene I described but with the outside world visible this time ;)).
-
is faster if you want the call to count as taken (for that you have to wait for the conversation to start before pressing F). In 1), the game drops the call button for you the moment you skip the cutscene.
"Would it be faster to do flying school than to fly for a long time ?" Does Flying Skill matter for the rank? From high skill onwards, I mean - perhaps it does for low skill (pure speculation on my part). I have no idea, but the pastebin suggests it is all about flight length.
IMO, you should at max have to fly for 4h or 4:02:
0:05 Flyboy 0:10 Aircraftman 0:20 Pilot Officer 0:30 Ace 1:00 Lieutenant 1:30 Ace 2:00 Captain 2:30 Ace 3:00 Wedge 3:30 Ace 4:00 Maverick <- all possible ranks achieved 4:02 Ace <-- and you are Ace 5:00 Maverick 5:02 Ace 6:00 Maverick 6:02 Ace etc 50:00 Ace
The fact that this is not intended by R* does not matter, IMO. Speedruns are about completing objectives in the fast way, not the intended way.
Sex appeal: You can probably get 100% by putting on a piece of clothing over and over again. Maybe it is more complicated, do research. ^^
I would not ban onmission manipulation, I am fine with disallowing skips enabled by it, though, like Quarry levels or D: the Puncture Wounds instapass. I do not know of uses for it otherwise, but it is a matter of principle, we should not arbitrarily disallow more than necessary.
Tell me where you'd draw the line. Emu would allow this via memory manipulation:
I propose allowing memory manipulation, too, as long as it is an emulator feature.
TL;DR use any GBA emulator and any GTA Advance ROM and use the speed-up feature?
Just saying that the strat I posted a while ago that avoids dumping 300 uzi ammo after Pier 69 does not work "as advertised" (read: don't use it) and I am not sure the version that works is worth it. I have a post ready that I will publish once I get a video of the strat.
This is old news, but some people don't read everything on #gtasa. Wtf is wrong with you? :P
I have searched for the cuts doc. It is not on here, it should be, IMO.
https://docs.google.com/spreadsheets/d/1GGh4NSv2rC2r9E45vTDXPNMIDAU-_Erj1hbwFq4StHo/edit#gid=0
Added text to my previous post:
Edit: In this post, KZ had the same problem at High Jack (call getting stuck, need to cancel it to dupe). He had some "audio system" "fuck ups" right beforehand - they probably caused it. Perhaps saving and loading fixes this but in KZ's case it would have wasted loads of time. E: Saving and loading does not help, at all, it seems.
^ Calls cancelled by "muscle memory": 0 - for now. ^^
Yoshi, I know. Tbh, I find it rather funny. Let's just kill our best friend because he's in the way of the direct route. ;) E: Or because we don't want to waste time talking to him.
Killing children or kin just to save time, for example. I can't contribute, unfortunately, I am not involved in many speedgames.
^ I did that, now.
I also removed the asterisks: [quote] Should add that if you don't have an asterisk before the hotkey it won't work if you're holding down a modifier key (like shift) so eg W should be "(asterisk)w::f5"
E: thanks speedrun.com markdown for being horrible. Hopefully this still makes sense. [/quote]
Both the documentation and my testing disagree. [quote]Holding down a modifier such as Control or Shift while typing the origin key will put that modifier into effect for the destination key. For example, b::a would produce Control-A if you press Control-B. [/quote]
I used this to test (both with and without #UseHook). https://pastebin.com/ghr6ER86
- I should also add #UseHook to my scripts when I reboot back to "general usage" Windows.
E: removed bullshit^^
- There is no need to shoot, just put the gun up with Q or E and you can exit right away (I did not test it fully, I guess you need to wait until you see CJ put it up. Once I held E too short and that did not give me back control).
- Everything is on timers: From the ringing starting to him picking up the phone to the conversation starting. Therefore, I think that cancelling the pick-up-phone animation/doing anything fancy does not speed up getting the Sweet cutscene.
- This is the only place where the game increases air resistance. In Stowaway, it decreases it the closer you get to the center of the runway. It reaches a maximum very quickly, though. I'd like to make an image but Ethan's site is down.
- It is an air resistance opcode, not a "slowdown script". A script is a file full of commands or something like that.
The mission fails if
- you shoot when CJ is too close to some point
- you shoot at anyone
- you aim at the DJ
Standing at this spot covers all problems, partially (I aim at the spot in front of the car first, then the homie, that might be too safe. Try stuff, I guess).
Reset's strat is cool:
Code stuff: https://pastebin.com/XtwjjDQH
Andra got a message about too many hotkeys fired, I raised the limit. The download link is always the same if you need the update. https://www.dropbox.com/sh/iujghjkrock612n/AAC_JvGeSTEc_b6fVqLYGbpza?dl=1
@Kamiks0320 Don't get banned. ^^ Remember, don't be shit or contribute.
It is not clear that rebinding with a script would change SKeys. SKeys could operate at a lower level than AutoHotkey.