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GTA:SA Opcodes

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spaceeinstein
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#391

Posted 03 February 2006 - 03:00 AM

Hello...
08A5: set_car @0 attractive_to_magnet 0
0 = repels from magnet
1 = attracts to magnet
...Bye

tomworld10
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#392

Posted 10 February 2006 - 01:55 AM Edited by tomworld10, 27 May 2006 - 09:18 PM.

Hi,

some new ones here :
083E : set_actor $PLAYER_ACTOR xyz_rotation 0.0 0.0 0.0 //works only when actor is not touching ground; floats; xrot90´┐Ż=belly button toward the sky; yrot180´┐Ż=head toward the ground; zrot0´┐Ż=north;
083D : get_actor $PLAYER_ACTOR speed $xspeed $yspeed $zspeed //works only when actor is not touching ground; floats; xspeed, yspeed, zspeed, towards game coordinates axles, and for some reasons z axle is inversed (positive values when you "go" towards bottom)
083C : set_actor $PLAYER_ACTOR speed $xspeed $yspeed $zspeed //; floats; xspeed, yspeed, zspeed, towards game coordinates axles, and for some reasons z axle is NOT INVERSED (positive values "drives" you up, negative values down, eg -10 on z allow to land safely)

09A2 : destroy_object_with_fade [email protected] // The object fades away like the parachute when landed

075A : Action_sequence_with_object $object "PARA_LAND_O" "PARACHUTE" 1000.0 0 1

0A1D : $actor1 look_in_the_eyes $actor2 // I haven't seen the difference between 0639 and this one but this one is used only with girlfriend



I've heard a while ago about someone requested a super hero mod well 083C and 083E should help and be a nice spring of fun.


Have fun

tomworld10
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#393

Posted 10 February 2006 - 05:05 AM

Hi,

Have you ever being looking for something for a very very long time ??
Have you looked right under your nose ??? smile.gif
Yes, millions of times !!! but you found it only the millions and one time you've looked biggrin.gif

well for 070F it is the millions and one time i've looked !!!! cool.gif
renamed it to :
070F: set_plane $plane z_angle_east 0.0 height_between 30.0 and 20.0
and
070F: set_plane_automatic_pilot_direction

because it actualy does the work of an automatic pilot, even if it still needs a pilot(actor) inside !!!! The plane doesn't "spawn" to the direction but fly to it, making a nice turn.

you have to watch out for the z angle beacuse it's different than usual : 0░ point to the east not to the north, that why i called it z_angle_east so it reminds of the difference.
This has been confusing me and i think a lot of people but now we caught him the little.... die.gif rampage_ani.gif die.gif rampage_ani.gif

now Shifty41s_beerhatsmilie2.gif


Have fun

spaceeinstein
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#394

Posted 11 February 2006 - 02:54 AM Edited by spaceeinstein, 05 March 2006 - 12:46 AM.

...039E: set_actor @0 jackable 0
0=normal
1=can't jack
Only works on CJ if he on bike

0827: give_obejct @0 lod_object @1 (like giving a created object its lod form)
0A0C: player $PLAYER_CHAR on_jetpack (if)
07F1: player $PLAYER_CHAR performing_wheelie (if)
07F2: player $PLAYER_CHAR performing_stoppie (if)
0A2F: show_first_person_view 0 (0=off/1=show)
060E: car @0 assigned_to_existing_path
09F6: set_actor @0 jackable_through_driver_seat 0 (0=jackable/1=not)
05EC: release_car @0 from_path
0948: create_explosion_at @0 @1 @3 type 0 radius 1.0

I just found out that 04D8 set to 0 for CJ let him stay underwater forever without dying.

For 083C, CJ doesn't has to be in the air.
083C: knock_actor @0 intensity 0.0 0.0 0.0
...

Wild_Flyer3
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#395

Posted 15 March 2006 - 06:40 PM

In the opcode for put camera on car

CODE
0679: put_camera_on_vehicle @1 offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0.0 2


the 5th, 6th and 7th parameters are not rotation. They are the offset coordinates to point the camera towards. It should be renamed to

CODE
0679: put_camera_on_vehicle @1 offset 0.0 0.0 0.0 point_to_offset 0.0 0.0 0.0 0.0 2


The last param sets the camera to pan (1) or cut (2) like the opcode 0160: point_camera. Does anybody know about the second last parameter?

Y_Less
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#396

Posted 15 March 2006 - 09:44 PM

Rotation around line of sight?

GodGell
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#397

Posted 15 March 2006 - 11:33 PM

maybe camera speed for pan mode?

jarjar
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#398

Posted 16 March 2006 - 06:30 AM

@ Wild_Flyer3 - So does this opcode put the camera on the vehicle, like allow you to see the windscreen, or driving view. Simalar to what Racer_s's Camera Hack App does?

Wild_Flyer3
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#399

Posted 16 March 2006 - 09:01 AM

QUOTE
@ Wild_Flyer3 - So does this opcode put the camera on the vehicle, like allow you to see the windscreen, or driving view. Simalar to what Racer_s's Camera Hack App does?

You can see the windscreen like in camera hack. Here's an example

user posted image

CODE
0679: put_camera_on_vehicle [email protected] offset 0.7 5.35 1.2 rotation 0.7 12.0 1.2 0.0 2

This is what R* should have done. Trains are real fun for me now smile.gif The second last parameter is the left/right tilt angle of camera.

Quadropheniac90
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#400

Posted 16 March 2006 - 09:14 AM

That's pretty cool!
.:Teun:.

Quadropheniac90
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#401

Posted 16 March 2006 - 05:54 PM Edited by teun.steenbekkers, 04 April 2006 - 03:58 PM.

Huh? dontgetit.gif

Y_Less
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#402

Posted 16 March 2006 - 06:25 PM

QUOTE (Wild_Flyer3 @ Mar 16 2006, 09:01)
QUOTE
@ Wild_Flyer3 - So does this opcode put the camera on the vehicle, like allow you to see the windscreen, or driving view. Simalar to what Racer_s's Camera Hack App does?

You can see the windscreen like in camera hack. Here's an example

Image removed

CODE
0679: put_camera_on_vehicle [email protected] offset 0.7 5.35 1.2 rotation 0.7 12.0 1.2 0.0 2

This is what R* should have done. Trains are real fun for me now smile.gif The second last parameter is the left/right tilt angle of camera.

So it should be (based on what you've said):

CODE
0679: put_camera_on_vehicle  $vehicle  offset  $xoff  $yoff  $zoff  point_to_offset  $xpoint  $ypoint  $zpoint  roll  $roll  $flag


Yes?

sueey
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#403

Posted 17 March 2006 - 02:49 AM

May i give one??

CODE
0318: set_latest_mission_passed 'textbox'


the code is used for:

when you finish a mission then save ,the savegame's name change! xmas.gif

Craig Kostelecky
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#404

Posted 17 March 2006 - 04:35 AM

That one has been known since GTA3 came out. This thread is for opcodes that haven't been identified yet.

jarjar
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#405

Posted 17 March 2006 - 07:11 AM

QUOTE (Wild_Flyer3 @ Mar 16 2006, 19:01)
QUOTE
@ Wild_Flyer3 - So does this opcode put the camera on the vehicle, like allow you to see the windscreen, or driving view. Simalar to what Racer_s's Camera Hack App does?

You can see the windscreen like in camera hack. Here's an example

user posted image

CODE
0679: put_camera_on_vehicle [email protected] offset 0.7 5.35 1.2 rotation 0.7 12.0 1.2 0.0 2

This is what R* should have done. Trains are real fun for me now smile.gif The second last parameter is the left/right tilt angle of camera.

Nice, great find man, i can't wait to test this. icon14.gif

spaceeinstein
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#406

Posted 17 March 2006 - 01:27 PM

...My mod has that for a long time. I wonder how many people are actually keeping up with my mod......

Wild_Flyer3
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#407

Posted 17 March 2006 - 03:37 PM

QUOTE (Y_Less @ Mar 16 2006, 18:25)
QUOTE (Wild_Flyer3 @ Mar 16 2006, 09:01)
QUOTE
@ Wild_Flyer3 - So does this opcode put the camera on the vehicle, like allow you to see the windscreen, or driving view. Simalar to what Racer_s's Camera Hack App does?

You can see the windscreen like in camera hack. Here's an example

Image removed

CODE
0679: put_camera_on_vehicle [email protected] offset 0.7 5.35 1.2 rotation 0.7 12.0 1.2 0.0 2

This is what R* should have done. Trains are real fun for me now smile.gif The second last parameter is the left/right tilt angle of camera.

So it should be (based on what you've said):

CODE
0679: put_camera_on_vehicle  $vehicle  offset  $xoff  $yoff  $zoff  point_to_offset  $xpoint  $ypoint  $zpoint  roll  $roll  $flag


Yes?

Exactly

Cowpat
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#408

Posted 18 March 2006 - 01:08 AM

I was playing around with Wild_Flyer3's put_camera_on_vehicle opcode when I discovered that if you fed it a non-existant vehicle ID (like 0) then the camera would revert to the player char. The camera stays in the set position even if you enter a vehicle. For most of the camera positions, parameter 6 has to be set to a large number to prevent the player running in a circle. He still is running in a circle, just one with a very large radius.

CODE
int CAR_ID = 0;
//  Camera 10 units behind player
ScriptCommand(&put_camera_on_vehicle, &CAR_ID,  0.0f, -10.0f, 1.0f,  0.0f,  20000.0f, 0.0f,  0.0,  1);

// Camera alongside vehicle
ScriptCommand(&put_camera_on_vehicle, &CAR_ID, -1.0f, -0.5f, 0.5f, 0.0f, 20000.0f, 0.0f, 0.0, 1);

// Roof camera
ScriptCommand(&put_camera_on_vehicle, &CAR_ID, 0.5f, -2.0f, 1.5f, 0.0f, 20000.0f, 0.0f, 0.0, 1);

// Top-down camera
ScriptCommand(&put_camera_on_vehicle, &CAR_ID,  0.0f,  0.0f,  15.0f,  0.0f,  0.0f,  0.0f,  0.0,  2);

user posted image

There are bugs, like the camera goes crazy if your player runs backwards in first person. And when in top-down view, on-foot is ok but driving vehicles is rubbish. When driving with this camera, every bump and tilt of a car is apparent. This is not the case on bikes however, where the tilting-viewpoint is lost when riding round corners.

jarjar
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#409

Posted 18 March 2006 - 01:18 AM

Wow, now that is just too cool. Amazing how this one code can make so many modding opertunities. ONce again Great Find Guys icon14.gif .

Y_Less
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#410

Posted 18 March 2006 - 05:52 PM

QUOTE (spaceeinstein @ Mar 17 2006, 13:27)
...My mod has that for a long time. I wonder how many people are actually keeping up with my mod......

Sorry Space, I don't have SA installed atm so I really don't know. We really need to sync OpCode knowledge.

spaceeinstein
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#411

Posted 18 March 2006 - 08:15 PM

...Oh, alright. If you want to see what I found since the beginning, look here....

jarjar
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#412

Posted 01 April 2006 - 11:20 PM

Just to be off-topic for a second, i just noticed. In the Mission Coding forum it says that Y_Less was the thats guy to post in this topic, but when you click go to last post you can see that it is spaceeinstein. Whats up with that? A glitch mabye? Sorry to be off-topic. smile.gif

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#413

Posted 02 April 2006 - 12:29 AM

@ Cowpat - kickass. even more so with the "real" player shadows, but not exactly ideal for procedural grass.
@ Y_Less -
QUOTE
We really need to sync OpCode knowledge.

i know there's an SA opcode database, as i've been there before. forgot the URL though >_<
edit; Sa Opcode Database
edit 2; Pinned this topic so it can't be missed. re-sorted other pinned topics.
@ Space - excellent contributions indeed, please keep it up smile.gif
@ Jarjar - 'tis a forum glitch, no fix. well, except for your post tounge.gif

Y_Less
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#414

Posted 02 April 2006 - 05:20 PM

DexX: lol, I know about the database, the trouble is it and the MB ini are often out of synch, with some OpCodes in one not the other, that's what I was referring to about syncing.

And cheers for pinning this, I should have done it long ago.

jarjar
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#415

Posted 02 April 2006 - 09:33 PM

QUOTE (DexX @ Apr 2 2006, 10:29)
@ Jarjar - 'tis a forum glitch, no fix. well, except for your post tounge.gif

lol, yeah i didn't realise that my post would fix it untill i clicked "Add Reply". tounge.gif

@Y_Less - Good work man, there are some pinned topics that arn't need no more, and some that really chould be pinned. Good job. icon14.gif

Quadropheniac90
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#416

Posted 04 April 2006 - 03:43 PM

Shouldn't the 3/VC Opcodes topic be pinned too, then? People could be having trouble finding the topic. Just an idea, though. smile.gif

Demarest
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#417

Posted 04 April 2006 - 09:18 PM

It's linked to in the pinned directory topic.

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#418

Posted 14 April 2006 - 08:12 PM

099C: jiggle_camera type 5 duration 5000.0 intensity 50.0
0568: set_actor @0 targetable 1 (0=target/1=can't target actor)
05CF: actor @0 exit_car @1 and_leave_door_opened 119.3556 1069.892 13.665 (someone confirm this please)
067E: put_camera_on_actor @0 offset 0.0 0.0 0.0 point_to_actor @1 tilt 0.0 2

Who want me to release the SASCM.INI separately from my All In One Mod?

Demarest
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#419

Posted 15 April 2006 - 02:03 AM

I do. As always, I'll update my mirror as soon as you do.

tomworld10
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#420

Posted 15 April 2006 - 05:03 PM Edited by tomworld10, 15 April 2006 - 05:06 PM.

Hello,

To keep the topic up to date with http://sa-db.webtools4you.net/ here are those ones:


032A: enable_rcbaron_minigun //P: int (1) enable; 0 disable
Enable RC Baron minigun when player is in rc mode; only works well with the red baron. funky annoying effects on others.

0761: get_object_price //P: $itemID (int but NOT USUAL ONES!!! look in props.ide) $price (int)
when in interior use 075Fb to get the item number. Only works when you are in certain interior and entered it by the door.


078C: get_object_name //P: $itemID (int but NOT USUAL ONES!!! look in props.ide) s$name
place the name of the item in 8byte string, when in interior use 075F to get the item number. Only works when you are in certain interior and entered it by the door.


075F: get_prop_number ; or get_shop_item_number//P: $int (number of the first item in the shop)
In shops object numbers are weird but with this opcode you seem to get the number of the first one. this number is after used with 0761 and 078C.
Eg: in cluckin bell it's kiddys cluckin bell and it's number is 2215=
then big cluck 2216, etc...look in props.ide. Only works when you are in certain interior and entered it by the door.


07B0: get_interior_name // P: s$interiorname
put the name of the interior in a 8 byte string used and tested with junk food shops. And like the other i think it only works when you are in certain interior and entered it by the door.

@space: Thanks for all your findings. And for updating files/database/topic.

Have fun




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