This should let you continue duping after failure. It is slow, though and you lose a Sanchez every time you do it, so you need to stockpile a bunch of those beforehand. Maybe you get them the quickest by driving to TbD and warping back to the Hyman Condo a bunch of time, I don't know if the TbD Sanchez respawns immediately.
So you failed rampage starting TbD and have om1. Now you die - om 0, one TbD instance fails. Now you - as Gael commented on YouTube - run to Hyman Condo (I warped in the video, using a replay collecting both a ramapge and save icon), get on your Sanchez and drive back to TbD to continue duping.
Someone test this properly, please, I have to go.
I wanted to make a tutorial but everything takes so long... Here is my script...
Videos: demo: fast call stuff: I am not sure if this is faster than an optimized SMG strat. Edit: route afterwards:
I use Shift and XMB1 (extra mouse button) to hold calls
- Switch to satchels at some point - it is best to always do it at the same point so that you don't forget it.
I) Get onmission 0 call with Blood Bowl (should know how this works, else familiarize yourself with basic duping)
II) getting onmission 0 call to from Blood Bowl to Jizzy You can't just hold shift because then he will take the call after the cutscene
- "Take" the call during the cutscene, as soon as you see something of the cutscene after the black screen [more research when the earliest point is - maybe you can let go during the black screen] if you take it earlier, it takes some time for the call to cancel so you have to wait for longer.
- Wait for 15 seconds (after "look, Woozie" should(!) be safe).
- Hold the call button.
- Skip cutscene. (If you do not use a "special key" to hold(shift, any mouse button), skip it with the mouse button.)
III) avoiding duping Jizzy(mission) [ duping = starting a mission multiple times - we want to have onmission = 0 during the mission so we are not duping yet ]
- Tduva says you just need to hold the call, it is "taken" (cancelled) automatically
- For me, that sometimes duped Jizzy in the many times I did that and cannot be bothered to do the research, so I actually take the call during that 500ms fade, then I mash skip and F. If you are slow, the call might count as taken. You can fail that by letting go off shift too early...
IV) Jizzy
- Hold call after killing the pimp. btw, every single cutscene after the in door intro can be skipped by holding sprint (and sprint only)
V) Jizzy: interesting part Note: a) Don't drive or sprint, else you skip the cutscene (anything that corresponds to the PS2 X button skips the cutscene). [ Holding those buttons before to avoid them skipping the cutscene does not work. ] b) The satchels are despawned after the cutscene. So you have to trigger them before it ends. c) If the girl dies during the Cut Scene, the mission fails (she is still "friendly" then). So you have to skip the cutscene after triggering the satchels, so that the car gets wrecked after the cutscene. The steps: 0) If you don't have satchels equipped, have fun switching weapons during this.
- During the fade, "take" the call and get out.
- Hold W/D and jump twice, don't get run over.^^
- After the scene change [?], hold A and keep pressing S.
- Hold your "hold call" button(s).
- If you are slow, wait for the call - if you throw a satchel during the ringing, the call cancels and shortly later the cutscene ends.
- Blow up the satchels, then skip the cutscene.
- Run to your car.
Backup strat if you cancel the call or have no satchels: Do steps 1-3. Wait for the driver to get into the stretch, get in from the passenger side and hold the jump(not sprint!) button to kill him, stop the stretch. If you don't have the call held already, wait for the call to come in, kill them.
If you don't want to wait for the call, keep the cops in mind: A cop witnessing you throwing the satchel without you seeing him (look for them) is quite unlikely. The cop has to be nearby (roughly 7 CJ W only running steps). Try it yourself, see how near you can get to a cop until it bothers him that you are throwing a satchel. Satchels give you 25 points of chaos level (points is the unit of chaos level) (a chaos level of 50 points gives 1 star, 180 -> 2) sometimes (I don't know why it happens). Getting 50 points from the satchels is quite rare, however. If you had 0 points before throwing the satchels, it does not matter anyways since you lose one point every second there is no cop nearby. But if you had a wanted level before - your chaos level is set to 70 (70 = 50(for one star) + 20) points if there is a cop nearby while you are shooting, you need to keep track of your chaos level - counting the seconds passed, etc.
the numbers again and some more 50 -> 1 star 180 -> 2 stars points lost if no cop is nearby (10 steps) -> 1 per second, 2 in some parts of SA, like the countryside and the desert
cop witnessing you shooting or running someone over -> set to 70 points running someone over -> adds 18 stealing a car -> adds 15 throwing a satchel or causing an explosion PLUS bad luck -> adds 25 points
Nick linked this on IRC, haven't checked it, I want to finally do a run now. ^^ Edit: I am quite sure about the 35, the article says 30 - difference between games, I guess. I'll test again later, maybe I am wrong.
Try this: hold the shift button in the moments you know the game likes to drop caps lock. After that, release and hold caps lock and release shift. I'll try that in my runs except that I use an extra mouse button for the dropping bullshit workaround and caps lock to hold for long periods. Reasoning below.
I just found out that with Windows 98 compatibility mode, Shift does not have a special property I know it has without compatibility mode: it is dropped when you skip the Jizzy(cutscene mission) cutscene with a non-special key.
Special keys are the mouse buttons and - without Windows 98 compatibility mode - the shift buttons.
The reason I did not notice it for that long is that I hold an extra mouse button in addition to shift. So that is another way in which the controls are different (the others are that the mouse works (for me, in combination with disabling desktop composition and visual designs,), and that it does not differentiate between the two shift buttons).
And then there is another important one: "special" keys have this property:without compatibility mode, you can hold the key inside the pause menu and when unpausing it instantly counts as held.
I had linked this on IRC already but this is good enough to be linked again. ^^
You first had very low health and the other thing was a display bug or whatever it is called. Josh and me has it, too. After crashing.
I have linked you some articles in my first post. I could answer your question but then the next question would come up. 10 times. ^^
Is the problem solved if I tell you that timers are unnecessary? See the rules here: www.speedrun.com/gtasa (click "show rules")
Oh nice, I pressed CTRL-r instead of CTRL-t and lost all I typed ...
Try this (I used English search terms and got this :D - just go by position of the things):
Before that, you can try checking the fourth or fifth or both of these checkmarks - I use both
You can also try the affinity thing - use a dictionary to translate that to your language.
Those are all the things I know.
Come back with the new problems caused by a solution that fixed your mouse. Don't be discouraged. ^^ Getting the mouse to work is your priority, then troubleshoot the rest. ^^
You mean this, right? [quote]14ms frame delay has been removed. As a result, game now locks properly on 30 FPS instead of 25 FPS[/quote] So - sorry, we all have to go through the pain that is R¤ style 25 FPS.
The resources section links a Steam downgrader.
Yes, in other words, you need an onmission 0 call.
You could use this instead of holding the call for ages: This starts and ends with an onmission 0 call. You onmission 0 call start vigilante, then save, then hold another call, cancel vigilante, done. Instead of saving, you drive to AA without the need to hold anything.
If you are going to play this game for some time you are going to use the fast strats (keyboard) anyways, so you might as well start now. Whatever, do as you please. :D
You could also hold the space bar with your ellbow or something. :D
Proper Toreno's Last Flight are easy (really!), giving you 60 free missiles. Unless you don't ever use a mouse, then I don't know if they are easy or medium.
V1 with "Silent's script". SilentPatch? That one is banned. Feel free to ask why.
It seems like you started Ran Fa Li with Trucking still running. There is a delay between blowing up the satchel charge and the mission failing. If you don't hold the call when blowing up the satchels, the phone ringing stops and Ran Fa Li starts.
You should make sure that your game supports onmission 0 calls: Start Quarry with a call (just get out of your vehicle into the marker with a call in the queue). Then hold ACTION (tab by default), then fail Quarry. Restart Quarry and finally you can let go off ACTION. If he takes the call, you are fine, else downgrade or something.
Duping involves a lot of concepts, so have fun reading. :) Maybe skim the head lines of this page https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping read the explanations on this page for the dupes themselves https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes and watch the videos. Then, when an unknown concept is mentioned, read the corresponding section of the first article I linked.
Bender: I played around a bit and found some interesting - to me - trivia (nothing useful - even for in-game "hundo"):
If you start Vigilante, get out and then start PCJ Playground, PCJ Playground starts at offset ~4000 bytes. That's where it checks if checkpoints have been collected. If you had already passed the mission at one point, all checkpoints are still set to "collected" - they get set to "not collected" one frame later so it is close^^ -, therefore you get the 24 of 24 and mission pass. Otherwise you just get a "0 of 24" and nothing more. I cannot explain why you only get $100 in your video, though and I did not want to bother testing further (after ~5min :P).
Vigilante has another wait command, though: If you kill a criminal outside your cop car, PCJ Playground starts at offset ~11600 bytes and - since that is bigger than PCJ Playground is - lands in Cone Crazy, at ~4850. That's the part where the game gives the player money when he has beaten his record (a different part handles the very first Cone Crazy completion). The amount of money equals the amount of money you got last completion - in my case $0 since I had never completed it. :D If you cannot beat your record and still want money, you can get a couple Vigilante instances by duping Trial by Dirt and then starting Vigilante. Then kill a criminal outside your cop car and get over to the PCJ in the 60s time limit - that's a hard way to earn your money, though, add to that the fact that Vigilante likes to crash when getting multiple instances. ^^
http://www.speedrun.com/post/9oezl and following posts for clarifications
By starting Pimping during Quarry, you get multiple Pimping instances. How many? How often you started Quarry+1. The advantage is that you get Pimping progress multiple times for each cheapskate you kill. It is that specific. You get as much progress per cheapskate as you have instances. You can overshoot the goal (10x progress), which locks you out of completion and forces you to restart, so it should not be used outside segmented runs, IMO. You "unlock" cheapskates in Level 4, at which point you have a 1 in 4 chance to get them. So the strategy is to start Quarry 6 times, then start Pimping, get 3x progress and pray for a cheapskate to get to 3+7=10x progress.
I am writing this from memory, you need to check my numbers. I feel I would procrastinate forever if I had to test it.
The method is completely different.
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You start a mission with om=0 the way you know it. You cannot get another om0 call with missions (Trucking, etc.), now.
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What you can do is get another om0 call using a script. Scripts and missions co-exist peacefully, so you can start the script during any mission. The only script that can set om to 0 is the Valet parking pseudo-mission - not a mission. You start it with the gf call (more on that later), that gives you om=0 during Valet. Then you wait for a normal call, hold it and set om to 0 by failing Valet. Then you start the mission a second time, end the call to get om0, start a third time.
Starting Valet with om=0 - I have never done it. Try this: http://www.speedrun.com/post/6dvsu The situation has to be that the call "wants" to come in but it cannot because a mission has ended recently and you cannot get calls right after missions. So "the call has to wait" for some time and if in that waiting time you get om1, the call sets om to 0 again - it is a bug.
Play around with the timings and then try to apply that to the valet mission.
E: you havs not messaged me for a long time. ^^ Probably because I was not or less helpful. Feel free to ask again. ^^ I might work a bit on that HSLR cancelling thing this month - maybe, still busy with other gta things, as always in the last weeks, there is so much to do, still. :D
E2: you need an SF gf call, my bad. I think I cannot help you any more than the little in this post. I don't know if setting up a gf call is simple or if there are caveats I am not aware of.
I am not sure if it belongs here since it is only useful for newbies, probably.
I verified that you can get multiple max health increases by duping Shakedown. Since only one instance gets stuck, only one cancelling is required. You can overflow it as well: 250 + 50 = 44 (max is 255, after that it starts at again - 44, 94, 144, 194, 244).
100% adds 50 as well but overflowing then does not matter too much since it additionally sets your current health to 200. Keep Your Friends close sets it to 100 no matter the max health and sets armor to 200, so that's fine as well.
You can complete the mission without picking up any fares. You do some bullshit setup earlier in the run, TbD start Taxi Driver and drive to the destination you had set up. Repeat. Skip to TL;DR, if you are not interested in technicalities. Video: When TbD starting Taxi Driver, all Taxi Driver instances but one start at a point where the game assumes there to be a fare and is in the middle of generating a destination for you. In order to do that, it generates a random number which I call destination_id and then picks the destination based on destination_id. Since TbD starting skip to the middle of this process, it assumes that there is already a destination_id and does not generate a new one. The one from the last fare is used. Due to all this, two things can happen.
- If your last fare has given you a destination_id of 11 or higher, you get the corresponding destination - but from the first island. Bad.
- If you never had a fare or the last fare has given you a destination_id of 10 or lower, the game does not pick a new destination and the destination from the last fare is used instead. If you never had a fare, that destination is (0 | 0 | 0) - unreachable.
TL;DR At any point in the run, start "Taxi Driver" on the second island and pick up a fare. Do this until you get one of the following destinations, the others don't work. Then cancel Taxi Driver and the setup is done. After TbD duping, start Taxi Driver, drive to your destination, repeat. Don't let anything confuse you - like markers disappearing.
[good destinations in bold] destination_id - destination name - coordinates 1 'Ammu-Nation' in Downtown. -679.1 1193.5 9.4 2 'the Terminal' at Escobar International Airport. -1457.7 -825.1 13.1 3 'Sunshine Autos' in Little Havana. -1009.0 -880.9 11.9 4 'Kaufman Cabs' in Little Haiti. -1018.4 195.9 10.1 5 'The Hardware store' in Little Havana. -971.2 -677.2 10.4 6 'Howlin Petes Bike Emporium' in Downtown. -600.6 667.3 9.9 7 'Police Station' in Little Havana. -865.6 -677.0 10.0 8 'Police Station' in Downtown. -661.7 755.7 9.8 9 'Hospital' in Downtown. -800.4 1167.8 9.6 10 'Hospital' in Little Havana. -871.9 -467.2 9.8
The answer to that question is in the first post. ^^ If the "guides section" scm is the "international" one , which it is (afaik, otherwise it is different to both JP and international), then the relevant parts are identical. SCM is short for "main.scm", which is the file responsible for the missions.
Some guide (outside this thread) on how many different SCMs there are would be really nice, just some links to the SCMs and maybe a small description would do. Also, the international SCM would be nice if I could have a link (vice city -> data -> main.scm), I had to build my international SCM from the decompiled one in the guides section and I am not absolutely certain if it adds/simplifies things or something like that.
RC Raider Pickup is 4min long in the IL WR (3:55), your video shows 3:30 from starting StB to re-starting it. Then make less mistakes and route it properly. I'm quite interested to see the time save in the end, all things considered. :)
E: Btw, Pitpo, I looked into a Gun Runner instapass and there is little hope, unfortunately. For Distribution (and Pizza Boy on JP), I think I tried all options I seemed to have.
Do this after beating up the guy on the ship in "Spilling the Beans". The main.scm I used is probably the one from the VC guides section which is probably international retail. I compiled it and replaced the jp scm with it. The relevant parts of the main.scm are identical in the jp and "guides section" scm.