Altering Functionality In SandboxPlusPlus

Note: These files are for study do not use them unless you are using my
20 Brand New Stunt Jumps mod or they will not work properly.

Nclok1405's Sandbox++ is an expansion and improvement of Idolninja's Sandbox+.
It add's many things including more warp points and outfit changes. A very handy tool
indeed. For me it makes outfit design much quicker since I can just warp from store
to store or closet to closet.

For anyone who might not know how to change the outfits in the list or how to change
the stores in the warp list I thought I'd just write a few words.

Note: First, I need to thank Nclok1405, he has done some really incredible work
for this game. I should also note that it is my understanding that Nclok1405 is currently
retired from SR2 modding and has left permission that any of his work can be used and expounded
upon as long as proper credit is given.

Here is a line from the outfits section:
elseif codestring == "671" then
spp_outfit_wear("Police Outfit")

the '671' is the code number for the Police Outfit
so to use this "cheat" you would type in 888 which is the
code to activate the cheats then you would enter 671
so you would enter 888671 then you would change into the Police Outfit.

Now let's suppose that you have added new outfits to your game, and you don't care
about the Police Outfit then you could change the outfit into the new one

Example: The Parson

So you would change the name in the Parenthesis

here is a line from the outfits section:
elseif codestring == "671" then
spp_outfit_wear("Cleric")

(Cleric is the name of the outfit

<Name>Cleric</Name>
<Display_Name>The Parson</Display_Name>

(always use the Name line NOT the Display name line
This is for the Suburbs Image As Designed

elseif codestring == "224" then
spp_teleport("shops_sr2_city_$HER_plas_store", "Image as Designed Suburbs")
reset_input_sequence()

According to the codes that are included with the Sandbox++ download
There are warps to multiple locations of the same stores

(Here is the listing for Image As Designed)
223 - Image as Designed Suburbs Expansion
224 - Image as Designed Suburbs
225 - Image as Designed Downtown
226 - Image as Designed Saint's Row

It is very cool to have multiple options of the stores but the trade off is that
some stores do not have warp points listed for instance Impressions has no warp point
So how do we fix this?

Well first you have to determine which store warps that you don't mind replacing
For this example I'll remove the warp to the Suburbs location of Image As Designed
and replace it with the High End Retail location of Impressions.

elseif codestring == "224" then
spp_teleport("shops_sr2_city_$HER_imp_store", "Impressions")

You can find the entries for the stores in the Shops_sr2_city.cts file

Here is the High End Retail Location Information for Impressions

$Navpoint: "shops_sr2_city_$HER_imp_store"
$Type: "ground"
$Pos: <-468.660339 31.714479 -1504.916870>
$Orient: [-1.208922]

in the spp_teleport("shops_sr2_city_$HER_imp_store", "Impressions") line enter
the Navpoint information NOT the coordinates

Here is the original line:
spp_teleport("shops_sr2_city_$HER_plas_store", "Image as Designed Suburbs")

once you change the Navpoint you can also change the Store name.
Let's say that you don't want all the duplicate businesses and would rather have
warps to the Secret Areas instead. Here is what to do.

Open the Exploration.cts file and you will find all of the Secret Area coordinates
Just grab the Navpoint info and replace it just like in the previous section

But suppose that you want to go to a specific point that isn't marked with coordinates, then you find a cts file for the district that contains the location that you want to include.

example: airport.cts

$Navpoint: "airport_$nav-warp"
$Type: "ground"
$Pos: <930.467529 -3.999000 2265.420654>
$Orient: [-3.112116]

The Navpoint is the point that you spawn at when you use 888111 (at the end of the
runway near your hanger)

Now take the coordinates that you have written down for your custom warp point and
change them in the airport.cts file. Then when you key in that code then you will be transported
to your new warp point.

Note: The reason you are using the _$nav-warp entry is because every other warp point is tied to a
location like your penthouse or the businesses inside the airport.
Code:
elseif codestring == "813" then
                cash_add( 100000, LOCAL_PLAYER )
                if COOP_COMMANDS_ACTIVE then
                    cash_add( 100000, REMOTE_PLAYER )
                end
                sandbox_message("Player received $100,000")
                reset_input_sequence()

Change the line cash_add( 100000, LOCAL_PLAYER ) to
cash_add( 1000000, LOCAL_PLAYER ). For coop
also change the cash_add( 100000, REMOTE_PLAYER ) line
then change the sandbox_message("Player received $100,000")
line to sandbox_message("Player received $1,000,000") or whatever
your amount is.

Remember that the game resets at 20,000,000
(Original)
Code:
    -- Collectibles Finder
                spp_remove_collectible_markers()
               
                if SPP_CD_FINDER == 0 then
                    spp_add_cd_markers()
                    sandbox_message("Collectibles Finder: CD")
                    SPP_CD_FINDER = SPP_CD_FINDER + 1
                elseif SPP_CD_FINDER == 1 then
                    spp_add_stunt_jump_markers(false)
                    sandbox_message("Collectibles Finder: Stunt Jump 1-40")
                    SPP_CD_FINDER = SPP_CD_FINDER + 1
                elseif SPP_CD_FINDER == 2 then
                    spp_add_stunt_jump_markers(true)
                    sandbox_message("Collectibles Finder: Stunt Jump 41-80")
                    SPP_CD_FINDER = SPP_CD_FINDER + 1
                elseif SPP_CD_FINDER == 3 then
                    spp_add_barnstorming_markers()
                    sandbox_message("Collectibles Finder: Barnstorming")
                    SPP_CD_FINDER = SPP_CD_FINDER + 1
                else
                    sandbox_message("Collectibles Finder: Disabled")
                    SPP_CD_FINDER = 0
                end

This is the code that controls the collectibles finder. Here is how it works:

First you press the activation code (888) then you type in 828 which activates this piece
of code. For instance:

If you press 888 - 828 one time then markers will high light the places on your map where the CDs are located
If you press 888 - 828 twice than the first 40 stunt jump locations will show up on your map.
If you press 888 - 828 three times the second 40 stunt jump locations will show up on your map.
If you press 888 - 828 Four times the barnstorm locations will show up on your map
If you press 888 - 828 Five Times This Code Will Exit and clear all the markers off your screen.
This code works by reading the item locations from cts files within the game.

I just release a little mod that removes all 80 stunt jumps and added 20 new ones. so in order for
SandboxPlusPlus to work the way I want it to I have to make a change to the code

(modded)
Code:
    -- Collectibles Finder
                spp_remove_collectible_markers()
               
                if SPP_CD_FINDER == 0 then
                    spp_add_cd_markers()
                    sandbox_message("Collectibles Finder: CD")
                    SPP_CD_FINDER = SPP_CD_FINDER + 1
                elseif SPP_CD_FINDER == 1 then
                    spp_add_stunt_jump_markers(false)
                    sandbox_message("Collectibles Finder: Stunt Jump 1-20")
                    SPP_CD_FINDER = SPP_CD_FINDER + 1
                elseif SPP_CD_FINDER == 2 then
                    spp_add_barnstorming_markers()
                    sandbox_message("Collectibles Finder: Barnstorming")
                    SPP_CD_FINDER = SPP_CD_FINDER + 1
                else
                    sandbox_message("Collectibles Finder: Disabled")
                    SPP_CD_FINDER = 0
                end

All I have done here is to remove the second screen of stunt jump markers
(since the 20 that I have added are all shown on the first screen) and told the
program to move on to the barnstorms instead, and changed the number from
1 - 40 to 1 - 20.

This was done by removing the following code snippet:
Code:
     spp_add_stunt_jump_markers(true)
                    sandbox_message("Collectibles Finder: Stunt Jump 41-80")
                    SPP_CD_FINDER = SPP_CD_FINDER + 1
                elseif SPP_CD_FINDER == 3 then

This snippet contains the code that tells Sandbox to activate the second screen of
jump markers. So removing it just causes the code to move on to the next section
Since I have removed the original functionality and moved another one in it's place
the numbers had to be changed accordingly, that is why I removed the
elseif SPP_CD_FINDER == 3 then line. It no longer has a function inside the code
since the code is set to terminate after showing the barnstorms markers

I am including the ameliorated SandboxPlusPlus file that contains all the secret area warps. There is a codes list included with it. If you use it then you will need to install the exploration files as well or else your game will not load. Back up any files before you replace them.

These are the patched secret areas files that remove Bone Island and add the Drive-In fixing the 32 of 32 locations found glitch.

Once again thank you to Nclok1405.
 

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