Quantcast

Jump to content

» «
Photo

GTA:SA Opcodes

874 replies to this topic
steve-m
  • steve-m

  • Members
  • Joined: 26 Jul 2002

#331

Posted 16 September 2005 - 10:54 AM

You can't zing yourself... dozingoff.gif

And to add something not completely off-topic, these are useless as well (and obviously already known):

QUOTE (jarjar @ Sep 16 2005, 08:51)
100% complete:
0004: $100_PERCENT_COMPLETED =  1  ;; integer values

All tags sprayed:
0004: $ALL_TAGS_SPRAYED =  1  ;; integer values

All Photos:
0004: $ALL_PHOTO_OPS_TAKEN =  1  ;; integer values

All horse:
0004: $ALL_HORSESHOES_COLLECTED =  1  ;; integer values

All oysters:
0004: $ALL_OYSTERS_COLLECTED =  1  ;; integer values

jarjar
  • jarjar

    Boss

  • BUSTED!
  • Joined: 07 Aug 2005

#332

Posted 17 September 2005 - 07:54 AM

Sorry, i thought it was just sharing what sertin opcodes did. And what do you mean by zing yourself.

GodGell
  • GodGell

    shlurp my burger, sir

  • Members
  • Joined: 31 Oct 2003

#333

Posted 17 September 2005 - 08:57 AM

QUOTE (jarjar @ Sep 17 2005, 09:54)
Sorry, i thought it was just sharing what sertin opcodes did. And what do you mean by zing yourself.

what do you mean by sertin opcodes.
what do you mean by asking without a question mark.

Y_Less
  • Y_Less

    629

  • Members
  • Joined: 14 Mar 2004

#334

Posted 17 September 2005 - 09:09 AM

QUOTE (GodGell @ Sep 17 2005, 08:57)
QUOTE (jarjar @ Sep 17 2005, 09:54)
Sorry, i thought it was just sharing what sertin opcodes did. And what do you mean by zing yourself.

what do you mean by sertin opcodes.
what do you mean by asking without a question mark.

What do you mean by asking without a question mark? tounge.gif

Compiled opcodes and variables have no description with them, decompiled ones don't untill someone finds out what it does and adds a description, so if there is a description, it has already been found, same with variables - the one you asked about with no description is like I said, undiscovered, thats the one you should be looking for the use of. An OpCode is the code at the start of the line that tells the game what to do.

spaceeinstein
  • spaceeinstein

    巧克力

  • Members
  • Joined: 17 Jul 2003

#335

Posted 17 September 2005 - 07:32 PM Edited by spaceeinstein, 17 September 2005 - 10:33 PM.

066C: attach_particle "CEMENT" to_vehicle @4 offset 0.0 -4.4 0.0 rotation 0.0 -1.0 0.0 1 = @1
0679: put_camera_on_vehicle @1 offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0.0 2 (great for first person camera in a car)
07C0: load_path 201 (I think it's defined in the carrec.img, it loads a pre-made path for cars like when Tenpenny first drops you off)
07C1: path 201 available
05EB: assign_vehicle @1 to_path 201
0873: release_path 201 (someone got this as release_texture, but I can't find any release_texture opcode)
066B: attach_particle "PRT_SPARK" to_car @4 offset -1.69 3.607 -.271 1 = @1
066D: attach_particle "SMOKE_FLARE" to_object @2 offset 0.0 0.0 0.0 1 = @1
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0.0 2

Updated Sascm.ini
If there are any errors or objections, please post here.

Demarest
  • Demarest

    what could be

  • BUSTED!
  • Joined: 12 Jul 2003

#336

Posted 18 September 2005 - 02:33 AM

mirrored

I hereby request that any INTENTIONAL posting of bullsh*t in this thread be punished.

spaceeinstein
  • spaceeinstein

    巧克力

  • Members
  • Joined: 17 Jul 2003

#337

Posted 20 September 2005 - 07:15 PM Edited by spaceeinstein, 21 September 2005 - 10:48 PM.

Hmm...
0627: change_stat 143 to 1 (change insane stunt)
0624: stat 41 add 100.0 (change burglary money made)
0628: stat 40 add 100.0 (change largest burglary swag)
08E7: disable_entrance_markers 1 (0=enable marker/1=diable)
051C: car @1 hit_by_actor $PLAYER_ACTOR (if)

Something is very wierd with opcode 034E. It is used as both conditional and not conditional.

tux.coder
  • tux.coder

    Mission Coder@GTA:SOL

  • Members
  • Joined: 01 Nov 2004

#338

Posted 25 September 2005 - 10:46 AM

034E: doesn't work if you don't loop it:

:loop
wait 50 ms
if
034E: move_object $carrier_door to -1468.492 501.289 11.109 speed .04 .04 .05 flag 0 ; move it a bit in every 50 msecs
004D: jump if false ĢĢloop
;When code gets there, objects is moved to the destination point.

You can make a loop in 0 ms, but it's too fast though.Without a condition, it doesn't work, i tested it.Also the code above moves the aircraft carrier's rear door.

RedFox.com
  • RedFox.com

    Player Hater

  • Members
  • Joined: 29 Aug 2005

#339

Posted 28 September 2005 - 05:07 PM

CODE
009A: $10944 = create_actor  4  7 at  2492.562 -1666.864  12.876
0187: $10942 = create_marker_above_actor $10944


Can the actor walk ?
If he can, what's the code

spaceeinstein
  • spaceeinstein

    巧克力

  • Members
  • Joined: 17 Jul 2003

#340

Posted 28 September 2005 - 06:55 PM Edited by spaceeinstein, 03 October 2005 - 02:02 AM.

If anyone bothers reading an edited post:
09BB: car @1 recieved_heavy_damage 0 (0=front/1=sides and back/2=left side/3=blown) (if)
0726: helictoper @1 follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 (can either follow the car or actor, not both. Use -1 if not followed)
08FB: set_checkpoint @1 type_to 0 (like set marker type to but with radar)
056E: carcass_of_car @1 valid (if)
056D: carcass_of_actor @1 valid (a rewrite of Barton's description) (if)
0458: player $PLAYER_CHAR targeting_object @1 (if)
0723: break_object @1 intensity 0 (0=knocked off/1=shatter)
0716: object_model -1 in_object_group_at X Y Z radius 1.0 destroyed 0 1 (rewritten from 0716: at -1062.1 -1631.7 75.3 1.0 object -2 in_object_group 0 1) (if)
098D: get_car @1 extra_parts_angle @0
054A: set_actor @1 immune_to_car_headshots 0
0547: actor $PLAYER_ACTOR colliding_with_car @1 (if)
051E: @1 = get radio station

I practically found every easy opcode. I'll stop searching for new opcodes for a while now.

spaceeinstein
  • spaceeinstein

    巧克力

  • Members
  • Joined: 17 Jul 2003

#341

Posted 10 October 2005 - 06:41 PM

087A: gang_war_provoking
0619: set_actor @1 collision_detection 0
0968: actor @1 stop_mouth (after using 0967)
087E: set_actor @5 weapon_droppable 0 (0=no weapon dropped/1=weapon can drop)
06A7: put_actor $PLAYER_ACTOR into_turret_on_car @1 at_car_offset -.2 .5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 23 (don't know what second to last param does)
09B8: create_blood_gush_at $73 $74 $75 offset 5.0 -5.0 10.0 density 100 on_actor $PLAYER_ACTOR
cry.gif

ZAZ
  • ZAZ

    Kernlochbohrer

  • Members
  • Joined: 10 Jan 2005
  • European-Union

#342

Posted 12 October 2005 - 09:23 AM Edited by ZAZ, 12 October 2005 - 09:39 AM.

064B: @38 = create_particle "FIRE" at @42 @43 @44 1
064C: make_particle @38visible
Some particle are temporary for a short moment, others are constantly for ever. To stop constantly particle use the following opcode:
CODE
0650: delete_particle @4

after delete itīs not possible to make it visible again without create.
"TEARGAS", "TEARGASAD", "SMOKE50LIT" and "CLOUDFAST" I couldnīt stop.
"WALLBUST" and "EXHALE" are temporary.
"CARWASHSPRAY" can be stoped by 0650:
One more make visible code is:
CODE
064F: make_particle @4 visible;same as 064C,used with Explosions

_____________________________________________________
Ups, I saw itīs already added in the database. Anyway

spaceeinstein
  • spaceeinstein

    巧克力

  • Members
  • Joined: 17 Jul 2003

#343

Posted 15 October 2005 - 06:47 PM Edited by spaceeinstein, 23 October 2005 - 04:00 PM.

08E3: object @1 1955.0 -2413.0 1960.0 -2403.0 radius 20.0 sphere 0
02D6: actor $PLAYER_ACTOR fires_weapon_in_rectangle -2774.03 -1572.78 -2837.13 -1468.24 sphere 0
085E: assign_car @4 looped_path 551

op9080
  • op9080

    Player Hater

  • Members
  • Joined: 19 Sep 2005

#344

Posted 17 October 2005 - 10:57 AM

CODE
0702: var = get_percent_tags_complete x1 y1 x2 y2
x1 y1 x2 y2 - floats defining bounding rectangle
Counts D = total number of gang tags in rectangle (any height) and B = number of completely painted gang tags in rectangle (any height).
Returns var = (int) (100.0 * B / D).  If D = 0 returns (int) (0.0 / 0.0) = (int) NaN !


CODE

0703: set_tags_paint_value x1 y1 x2 y2 v
x1 y1 x2 y2 - floats defining bounding rectangle
v - integer value
Finds all gang tags in rectangle (any height).
If v = 0, sets paint on tags found to 0
if v != 0, sets paint on tags found to 255
Updates stat showing number of tags completed.


Tag paint values are an integer in the range 0 - 255. A paint value >= 228 indicates a completed tag. Note that 0703 can be used to set all gang tags as completed by givinig a rectangle that includes all of LS. Also, if you already got all 100 tags, you can use 0703 to unpaint them. The stat will be updated, but the rewards won't be taken away, and if you repaint all 100 tags, you won't get the rewards twice.

These opcodes are used in Sour's mission "Tagging up Turf".

spaceeinstein
  • spaceeinstein

    巧克力

  • Members
  • Joined: 17 Jul 2003

#345

Posted 23 October 2005 - 03:56 PM Edited by spaceeinstein, 24 October 2005 - 07:09 PM.

Wow, nice. Damn, this forums was down for days.
0A40: create_entrance_marker_at 1955.0 -2416.0 13.5 10 = @0
0A41: destroy_entrance_marker @0
05BB: AS_actor @0 fall_down 0 time_on_ground 500
0803: car @0 have_hydraulics (if)
067A: put_camera_on_car @0 offset 15.0 15.0 10.0 point_to_car @1 tilt 0.0 2
067B: put_camera_on_car @0 offset -1.5 1.5 1.5 point_to_actor @1 tilt 0.0 2

Ignore my last post about that box, it has been already discussed before.

op9080
  • op9080

    Player Hater

  • Members
  • Joined: 19 Sep 2005

#346

Posted 24 October 2005 - 10:54 AM

045C: abort_mission

aborts current running mission.

I could not add this to the database, because the opcode number is not there and the form for adding a new one does not let you enter a number.

spaceeinstein
  • spaceeinstein

    巧克力

  • Members
  • Joined: 17 Jul 2003

#347

Posted 24 October 2005 - 07:06 PM

Ooo, something cool.

08C6: set_actor @1 stay_on_bike 1 (0=stay off/1=stay on)

You can't fall off a bike no matter what unless someone elbow you or wasted you.

demonj0e
  • demonj0e

    Sa Coder In Training

  • Members
  • Joined: 05 Apr 2005

#348

Posted 24 October 2005 - 07:21 PM

verry good space maybe now steed could be made more bug free? keep up the good work space

Y_Less
  • Y_Less

    629

  • Members
  • Joined: 14 Mar 2004

#349

Posted 24 October 2005 - 09:19 PM

Now steed would be like one line, let alone bug free.

Demarest
  • Demarest

    what could be

  • BUSTED!
  • Joined: 12 Jul 2003

#350

Posted 24 October 2005 - 10:26 PM

That's cool. Can you upload the latest scm.ini again?

demonj0e
  • demonj0e

    Sa Coder In Training

  • Members
  • Joined: 05 Apr 2005

#351

Posted 25 October 2005 - 12:15 PM

well i tested that opcode and i can say it works perfectly
much much much better than the original put back on bike code

user posted image


spaceeinstein
  • spaceeinstein

    巧克力

  • Members
  • Joined: 17 Jul 2003

#352

Posted 25 October 2005 - 09:17 PM

SASCM.ini update
Discovering an average of one opcode per day.

Demarest
  • Demarest

    what could be

  • BUSTED!
  • Joined: 12 Jul 2003

#353

Posted 26 October 2005 - 02:15 AM

Thank you, sir. Mirrored.

Craig Kostelecky
  • Craig Kostelecky

    GTA:LC Team Leader

  • The Connection
  • Joined: 28 Jan 2004

#354

Posted 26 October 2005 - 03:52 AM

And the full package is uploaded again with the new ini file. Thanks space.

Eclipse_nl
  • Eclipse_nl

    Grand Tani Islands

  • Members
  • Joined: 11 Sep 2004

#355

Posted 26 October 2005 - 10:50 AM

My first-one biggrin.gif

CODE
038E=8, draw_box_on_screen %1d% %2d% width_height %3d% %4d% color %5h% %6h% %7h% oppacity %8d%


example:

CODE
038E: draw_box_on_screen 200.0 200.0 width_height 100.0 100.0 color 0  0  0 oppacity 255


user posted image

Ofcourse you can play with it:
(here i've used more boxes)
user posted image

You can remove a box from the screen with this code:

CODE
03F0: text draw toggle  0

Y_Less
  • Y_Less

    629

  • Members
  • Joined: 14 Mar 2004

#356

Posted 26 October 2005 - 11:42 AM

That opcode has been "discovered" at least 3 times in this thread now, sorry.

I'm sure there must be a better way to remove it than that, you could try find that OpCode if it exists (although there is no reference to the box)

What happens if you overlay two boxes? One transparent over one opaque, does the transparent one see through to the box or right through to the world?

Eclipse_nl
  • Eclipse_nl

    Grand Tani Islands

  • Members
  • Joined: 11 Sep 2004

#357

Posted 26 October 2005 - 12:21 PM

QUOTE
That opcode has been "discovered" at least 3 times in this thread now, sorry.

Oh, but the opcode isn't updated in the .ini

QUOTE
I'm sure there must be a better way to remove it than that, you could try find that OpCode if it exists (although there is no reference to the box)

I've searched for an opcode but I can't find anything that works.

QUOTE
What happens if you overlay two boxes? One transparent over one opaque, does the transparent one see through to the box or right through to the world?

When you overlay two boxes, the boxes aren't transparent I guess.

This is the code of three boxes:

CODE
038E: 582.7242 356.2812 66.2072 58.2072  0  0  0  255
038E: 582.7242 356.2812 64.2072 56.2072  180  180  180  255
038E: 582.7242 356.2812 60.2072 52.2072 0  0  0  255


The first line is the back one box.

It's just like the layer principe in photoshop...

Y_Less
  • Y_Less

    629

  • Members
  • Joined: 14 Mar 2004

#358

Posted 26 October 2005 - 02:55 PM

I got how you did that, but they're all opaque, none are transparent. And the ini and db and all sorts are out of synch.

spaceeinstein
  • spaceeinstein

    巧克力

  • Members
  • Joined: 17 Jul 2003

#359

Posted 26 October 2005 - 06:49 PM

That opcode really is in the INI. Search it and you'll get a description.

Craig Kostelecky
  • Craig Kostelecky

    GTA:LC Team Leader

  • The Connection
  • Joined: 28 Jan 2004

#360

Posted 26 October 2005 - 07:06 PM

Yeah, here is that opcode in the latest ini that space recently uploaded.
CODE
038E=8,create_box position %1d% %2d% scale %3d% %4d% color %5h% %6h% %7h% alpha %8d%




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users