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GTA:SA Opcodes

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Deji
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#751

Posted 22 February 2010 - 03:09 AM Edited by Deji, 22 February 2010 - 03:32 AM.

Less exciting:

CODE
09FC:   unknown_object_check $OBJ


->

CODE
09FC:   anything_entered_objects_position $OBJ


Seems to trigger "true" when something is colliding with it... Even if it's destroyed?

It then stays true for some reason.


When it was used in the main.scm, things were raised whenever it returned true (either by setting the velocity upwards or teleporting it upwards).

And only during the craziness that is the only fun Zero mission, New Model Army.

It's used to control the Barrels after you drop em... And to check if some objects are allowed to be dropped. Still not quite sure about the specifics of this opcode.

I'm on a roll!


"It's 3AM in the mornin... My dog is laying on my bed on the floor and... I don't know why I'm awake but at least I've found opcodes.. opcodes..."





UPDATE:

CODE
0161: 12@ = create_marker_above_car 11@ unknown 4 radar_mode 2


It lies!

CODE
0161: 12@ = create_marker_above_car 11@ unknown 4 visibility 2


Although I'll leave this unchanged and up for debate... Dunno how it could be confused.

0 = don't show
1 = show
2 = don't show

No... I don't know what the unknown one is cryani.gif

Deji
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#752

Posted 22 February 2010 - 11:28 PM Edited by Deji, 23 February 2010 - 12:48 AM.

O-M-G!

CODE
0078=2,%1d% += tripled_random_float_in_range_0_to %2d%;; floating-point values


(From the VCSCM.INI).


Does this apply to SA too?!

CODE
0078=2,%1d% += unknown_float * %2d%; (float)



I thought we'd never find out what these mean... There are about 10 of these math opcodes that are "unknown"... And all along they've been defined in another .ini file?


But I wanted confirmation before I applied the update to the other GTA's in the opcode database...


C'mon people... contribute to this topic smile.gif We might have just found 12 more opcodes... And I'm still testing with a load of others and getting interesting results.

Surely I'm not the only sad person who won't give up?


EDIT

The opcode database now has the ability to provide you with the sascm.ini and opcodes.txt but exclude the CLEO ones. Which may be helpful for some.

Deji
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#753

Posted 23 February 2010 - 02:42 AM

How many years have loads of people left opcodes been unfound?

CODE
0A43: unknown


->

CODE
0A43: unknown_disable_prostitute_invitations


It seems to work when in a loop... It may also do more things than that... But that's what I've found.


Was only used during the dates with girlfriends... Which is what gave me the idea to look around that area. I also noticed it crashed when I activated it during a prostitute invitation and made the pro get out if I activated it after she had got in the car.

It's also the second-to-last opcode in San Andreas smile.gif I'd love to find out what the last opcode does. Something similar, probably..


Oh yeah... I'd like a few confirmations on this opcode too... And I'm leaving it with "unknown" status until either more info is found or it turns out that is all it does.

NTAuthority
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#754

Posted 23 February 2010 - 08:12 AM Edited by NTAuthority, 23 February 2010 - 09:33 AM.

QUOTE (Deji @ Feb 23 2010, 03:42)
It's also the second-to-last opcode in San Andreas smile.gif I'd love to find out what the last opcode does. Something similar, probably..

Not nearly, there's also more than 0A44 outside of CLEO! (EDIT3: but it's the second-to-last unknown)

QUOTE

Oh yeah... I'd like a few confirmations on this opcode too... And I'm leaving it with "unknown" status until either more info is found or it turns out that is all it does.


It only sets a bit in a CTask/CPedIntelligence/something structure, not much more. However, I think it could more likely be 'disable_current_prostitute_invitation', since MTA documents the CPed it changes the data for as either m_pCurrentProstitutePed or m_pLastProstituteShagged.

(EDIT4: GET_RID_OF_PLAYER_PROSTITUTE)

Flag 0A44 defaults to '1', and is checked by various opcodes, such as:

- 03E5: show_text_box
- 0512: show_permanent_text_box
- 0513: show_text_box_1number

Also, opcode 09BD sets the same flag, but combines it with another flag. The other flag from 09BD is used for the same opcodes. This flag seems to do something disabling text boxes, and could possibly be something like 'disallow this script from making text boxes' or 'disallow other scripts from making text boxes'. I'll test it, and will edit this post once/if I find it. smile.gif

EDIT: if my possibility is correct, 09BE could be DOES_THIS_MINIGAME_SCRIPT_ALLOW_NON_MINIGAME_HELP_MESSAGES, and 09BD could be DISPLAY_NON_MINIGAME_HELP_MESSAGES (with 1 being 'no' and 0 being 'yes'). smile.gif

EDIT2: OPCODE PASSED! $5000

For an example, see these two test CLEO cases:

minigamehelp1.cs
CODE

{$CLEO}

const
ENABLED = 1@
end

0000:
:MainLoop
wait 250

if
00E1: 0 11
then
if
ENABLED == 1
then
ENABLED = 0
09BD: 0
03E5: 'CHEATOF'
else
ENABLED = 1
09BD: 1
03E5: 'CHEATON'
end
end

if
00E1: 0 8
then
03E5: 'HELP101'
end
jump @MainLoop


minigamehelp2.cs
CODE

{$CLEO}
0000:
:MainLoop

wait 250

if
00E1: 0 9
then
03E5: 'HOSP_1'
end

jump @MainLoop


Test procedure:

1. Start the game.
2. Press (default) G. The help message HELP101 (about respect) should appear.
3. Press (default) H. The help message HOSP_1 (about the hospital) should appear.
4. Press (default) Y. The message 'Script debug mode ON' should appear, though this is not a test case.
5. Press G again. The help message HELP101 should still appear.
6. Press H again. Note that no help message appears.
7. Press Y again.
8. Press H. The hospital help message should be functional again.

I still haven't tested 0A44, but it could be 0A44 is a temporary override for 09BD.

EDIT5: the unknown flag 0A3F is a NOP flag. it does nothing, likely used for debugging.
EDIT6:

CODE

0A37=1,disable_vehicle_lights %1d%


This opcode disables all vehicle lights from being rendered if enabled, including sirens, tail lights, headlights and brake lights.

As always, a test case:

CODE

{$CLEO}

const
ENABLED = 1@
end

0000:
:MainLoop
wait 250

00C0: 0 0

if
00E1: 0 10
then
if
ENABLED == 1
then
ENABLED = 0
0A37: 0
03E5: 'CHEATOF'
else
ENABLED = 1
0A37: 1
03E5: 'CHEATON'
end
end

jump @MainLoop


1. Get near a vehicle.
2. Press N (default). The lights of the vehicle should turn off.
3. Press N again. The lights should be enabled again.

EDIT7:

0A33 gets the vehicle named by the following entry in CPhysical:

CODE

CEntitySAInterface * pAttachedEntity;


As such, I'd like to rename these to the following:

CODE

0A32=1,unknown_actor %1d% attached_to_car
0A33=2,unknown_get_actor %1d% attached_car_to %2d%


For the .sc freaks, 0A32 is likely IS_PED_ATTACHED_TO_ANY_CAR, and GET_CAR_PED_IS_ATTACHED_TO (does not exist in IV, but is a likely name, right?)

Oddly, this attachment is not possible from script, and is either done a) hardcoded, b) from some DAT files or c) from the external script setting.

EDIT8:

CODE

09EC=1,set_garage_leave_camera_alone %1d%


Rockstar's official name is SET_GARAGE_LEAVE_CAMERA_ALONE, and fits the description perfectly.

Test case (09ec.cs):

CODE

{$CLEO}

const
   ENABLED = 1@
end

0000:
:MainLoop
wait 250

if
   00E1: 0 10
then
   if
       ENABLED == 1
   then
       ENABLED = 0
       09EC: 0
       03E5: 'CHEATOF'
   else
       ENABLED = 1
       09EC: 1
       03E5: 'CHEATON'        
   end
end

jump @MainLoop


1. Go near a garage (one that changes the camera, like CJ's house) and spawn a vehicle.
2. Drive the vehicle in the garage and get out. The camera should zoom out from the player.
3. Get in the vehicle, drive out of the garage, and press N.
4. Redo step 2. Note that the camera stays behind the vehicle/player.

Deji
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#755

Posted 23 February 2010 - 11:22 AM

Verrrry nice..

CODE
0A43: get_rid_of_player_prostitute


Fits what was happening when I tested it and is a better answer than the idea of it only working in a loop. I used it in a loop.. And so the invitation was disabled before the request was visible to me.


Did you say
CODE
0A44: unknown_flag 1

is
CODE
0A44: disable_text 1


Or some sort of "disable_external_script_text"?


CODE
09BD: display_non_minigame_help_text


0A44, 0A32, 0A33, 0A37, 0A3F, 09EC and 09BD modified... I think.

NTAuthority
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#756

Posted 23 February 2010 - 11:48 AM

QUOTE (Deji @ Feb 23 2010, 12:22)
Verrrry nice..

CODE
0A43: get_rid_of_player_prostitute


Fits what was happening when I tested it and is a better answer than the idea of it only working in a loop. I used it in a loop.. And so the invitation was disabled before the request was visible to me.

Well, the GTA IV function list + the gta_sa.idb file is a huge help for unknown scripting stuff. tounge.gif

QUOTE

Did you say
CODE
0A44: unknown_flag 1

is
CODE
0A44: disable_text 1


Or some sort of "disable_external_script_text"?


Well, 0A44 is more 'override_09BD', but I've not tested this completely tounge.gif

QUOTE

CODE
09BD: display_non_minigame_help_text


0A44, 0A32, 0A33, 0A37, 0A3F, 09EC and 09BD modified... I think.


Your current description for 09BD is a bit off, I'd prefer these names for consistency (it has nothing to do with externals):

CODE

09BD=1,allow_other_threads_to_display_text_boxes %1d%
09BE=0,  are_text_boxes_locked_to_any_thread


Also, 0A44 doesn't seem changed... yet tounge.gif There's an useless space in front of 0A32 currently as well.

Another thing is a tiny change to the description of opcode 0A2E:
CODE

0A2E=7,AS_actor %1d% go_to %2d% %3d% %4d% mode %5h% %6h% ms stop_radius %7d% following_paths


-- since this is in SA the only opcode where the ped will follow paths.

Deji
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#757

Posted 23 February 2010 - 01:01 PM

I can't open gta_sa.idb... I think I couldn't get the program required or something.

Also.. Where is this gta_sa.idb file?


Made those opcode changes...


Most of these knew opcodes are really complex tounge.gif - Don't think I've found a useful one yet.



Any info on 0078 and similar math opcodes?

QUOTE
O-M-G!

CODE
0078=2,%1d% += tripled_random_float_in_range_0_to %2d%;; floating-point values



(From the VCSCM.INI).


Does this apply to SA too?!

CODE
0078=2,%1d% += unknown_float * %2d%; (float)




I thought we'd never find out what these mean... There are about 10 of these math opcodes that are "unknown"... And all along they've been defined in another .ini file?


But I wanted confirmation before I applied the update to the other GTA's in the opcode database...

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#758

Posted 23 February 2010 - 02:06 PM

QUOTE (Deji @ Feb 23 2010, 14:01)
Any info on 0078 and similar math opcodes?

0078 and the other 'unknown_float *' multiply the 'frame delta time' by the given value. This is useful for things that are updated every frame (as in 'wait 0'), but need to have a consistent time per second, independent of the frame rate.

Look in a nearby game programming book for information on usage of delta time. (hint: it's the time elapsed since the last frame in milliseconds/seconds, or so) A possible test case could be a call like 0078: 1@ += 1.0 and displaying it, with the frame limiter (25 FPS) on, it should return a value like 0.04 or 400 or something.

QUOTE

I can't open gta_sa.idb... I think I couldn't get the program required or something.

Also.. Where is this gta_sa.idb file?


Even if you had it, it's a bit hard to understand. Harder than C++. wink.gif

QUOTE

Most of these knew opcodes are really complex  - Don't think I've found a useful one yet.


The garage one can be useful, with it you won't need to change the IPL anymore!

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#759

Posted 28 February 2010 - 05:10 AM Edited by spaceeinstein, 28 February 2010 - 05:37 AM.

I somehow mistakenly posted in this topic. Oh well, can someone confirm 0114 works on foot in SA, too? When I tested it in VC, it adds ammo to my weapon. If the weapon number doesn't match but the weapons' group matches, ammo is still added.

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#760

Posted 01 March 2010 - 03:33 PM

QUOTE (Deji @ Feb 23 2010, 16:01)
Any info on 0078 and similar math opcodes?

http://www.gtaforums...dpost&p=4058927

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#761

Posted 03 March 2010 - 09:55 AM

0418=2,set_object %1d% draw_last %2h%

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#762

Posted 03 March 2010 - 05:38 PM

QUOTE (NTAuthority @ Mar 3 2010, 09:55)
0418=2,set_object %1d% draw_last %2h%

Any possible description of what that means?

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#763

Posted 03 March 2010 - 08:34 PM

QUOTE (Deji @ Mar 3 2010, 18:38)
QUOTE (NTAuthority @ Mar 3 2010, 09:55)
0418=2,set_object %1d% draw_last %2h%

Any possible description of what that means?

It sets the object to always draw on top of other objects (or similar), this flag's name is taken from the MTA source, and is equal to GTA IV's command name SET_OBJECT_DRAW_LAST.

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#764

Posted 03 March 2010 - 10:04 PM

Hmm... I guess I understand it kinda... Used in the pool script.

It seems to be supported by GTA3 and VC although they don't have .ini lines for it.

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#765

Posted 03 March 2010 - 10:22 PM Edited by spaceeinstein, 03 March 2010 - 10:24 PM.

The opcode was mainly used in intro custscene in Vice City. If I remembered correctly, I tested it one time used on the helicopter and the only difference I saw was that the blade's alpha transparency was changed.

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#766

Posted 03 March 2010 - 10:49 PM

As far as I know.. In San Andreas interactive objects can get wrongly drawn on top (the balls on the pool table). This opcode was used to make sure the pool cue is always drawn above anything else. Especially useful when the pool cue is colliding with the cue ball.

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#767

Posted 04 March 2010 - 12:33 PM

Hmm...

set_weather
and
force_weather

Seem to do two different things... With force_weather I notice no change... Is it used to set the next weather or something?

set_weather has loads more modes that the Sanny help file doesn't document. I'm looking for the weird colourful ones tounge.gif

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#768

Posted 04 March 2010 - 07:25 PM Edited by spaceeinstein, 04 March 2010 - 08:17 PM.

Sanny doesn't document them because there's no practical use for those values, at least for me. It can go up to hundreds and still look like nothing that can be used.

force_weather sets the next weather variation, so you have to wait for the current weather to change to your set weather. I don't know how to name it better but IV named them FORCE_WEATHER and FORCE_WEATHER_NOW.

It's good that you're testing already described opcodes because there could be unnoticed mistakes. There are already lots of misnamed opcodes in VC so there could be some in SA.

On the subject of misnamed opcodes, can someone check 02F6 and 02F7? 02F6 should be sine and 02F7 should be cosine.
02F7: 1@ = "sine?" 90.0 returns 0.0 so that should have been cosine.

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#769

Posted 05 March 2010 - 08:22 PM

Some camera opcodes which will be known from now. smile.gif
CODE
0944=1,restore_camera_before_player %1d%
09A3=1,show_siterocket_on_bumper_camera %1h%

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#770

Posted 06 March 2010 - 08:11 AM

QUOTE (Wesser @ Mar 5 2010, 20:22)
Some camera opcodes which will be known from now. smile.gif
CODE
0944=1,restore_camera_before_player %1d%
09A3=1,show_siterocket_on_bumper_camera %1h%

show_siterocket_on_bumper_camera ? what should it mean?
I had a look in main.scm and found 09A3 only in mission catalyst when player is in turret mode, but don't know why it's used there
I tried it in a little script and noticed that it displays the reticule for a short moment when player is in turret mode with weapon 0
CODE
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3
00A5: 7@ = create_car #INFERNUS at 11@ 12@ 13@
0249: release_model #INFERNUS
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 225.0 rotation_speed 225.0
0464: put_actor $PLAYER_ACTOR into_turret_on_car 7@ at_car_offset 0.0 0.0 0.9 position 0 shooting_angle_limit 360.0 with_weapon 0  
wait 500
09A3: unknown_camera_flag 1
wait 500
09A3: unknown_camera_flag 1
wait 500
09A3: unknown_camera_flag 1
wait 500
09A3: unknown_camera_flag 1

I thought flag 0 would do the opposite and tried to put player on turret with minigun and flag 0 should disable the reticule but it had no effect.



0944=1,restore_camera_before_player %1d%
0944 shows not only the player front
0944: unknown_camera_lock_unknown_actor $PLAYER_ACTOR
it manipulate the aim mode:
the reticule disappear and player don't move in camara direction(mouse move)

by insert an actor handle
0944: unknown_camera_lock_unknown_actor 1@
the camera get fixed to the last view

merging with turret mode and remove from turret mode creates a first person cam
but rocket and sniper don't work
CODE
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3
00A5: 7@ = create_car #INFERNUS at 11@ 12@ 13@
0249: release_model #INFERNUS
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 225.0 rotation_speed 225.0
0464: put_actor $PLAYER_ACTOR into_turret_on_car 7@ at_car_offset 0.0 0.0 0.9 position 0 shooting_angle_limit 360.0 with_weapon 0  
wait 500
0944: unknown_camera_lock_unknown_actor $PLAYER_ACTOR
0465: remove_actor $PLAYER_ACTOR from_turret_mode

this camera mode is removable with 0373: and 02EB:
I would 0944: describe with manipulate_weapon_camera



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#771

Posted 07 March 2010 - 10:12 PM

CODE
0709: set_decision_maker $1230 on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files


->

CODE
0709: set_decision_maker $1230 on_event 36 taskID 1022 respect 0.0 hate 100.0 chance 0.0 unknown 0.0 in_car 1 on_foot 0


???

The decision makers are set to perform a task dependant on the current situation, so the in_car and on_foot params are almost surely correct. However I really have no clue and I don't even know how these decision makers are supposed to work (what are all these ID's?).

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#772

Posted 08 March 2010 - 08:24 AM Edited by NTAuthority, 08 March 2010 - 08:27 AM.

QUOTE (Deji @ Mar 7 2010, 23:12)
(what are all these ID's?).

I've just posted a list of task IDs, event IDs will (I hope) be added later today since I'll have to go through those manually can be found in data\decision\PedEvent.txt. The decision maker IDs refer to the first field of each line in the .ped files, I assume.

For instance, your example is triggered with event EVENT_ACQUAINTANCE_PED_HATE (36) on task TASK_SIMPLE_GANG_DRIVEBY (1022).

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#773

Posted 08 March 2010 - 07:29 PM Edited by Deji, 08 March 2010 - 07:55 PM.

How do you figure these task names? The .ped files simply contain a bunch of numbers (the same ones used in the opcode).

If I can find a way to get task names like that along with their ID's, not only are they usable but it'll make it a heck of a lot easier to document many more things.


DUH. Tabbed browsing sucks.


I'll start experimenting.

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#774

Posted 09 March 2010 - 09:16 PM Edited by Deji, 09 March 2010 - 11:31 PM.

CODE
08E4=9,  object %1d% in_cube_fll_corner_at %2d% %3d% %4d% fur_corner_at %5d% %6d%   %7d% depth %8d% flag %9h%


Any clue what this means?



EDIT

And why does Sanny list so many integer stats under "floats"... 0-81 doesn't = floats... The id's have nothing to do with it. Some of the others are also floats.

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#775

Posted 10 March 2010 - 08:30 PM

QUOTE (Deji @ Mar 10 2010, 00:16)
CODE
08E4=9, object %1d% in_cube_fll_corner_at %2d% %3d% %4d% fur_corner_at %5d% %6d%   %7d% depth %8d% flag %9h%


Any clue what this means?

fll - front low left?
fur - front up right?


QUOTE (Deji @ Mar 10 2010, 00:16)

And why does Sanny list so many integer stats under "floats"... 0-81 doesn't = floats... The id's have nothing to do with it. Some of the others are also floats.

just because 0-119 are handled as floats in the exe (using special x86 opcodes) and the others are handled as integers.

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#776

Posted 15 March 2010 - 12:50 PM

Could someone say an opcode for the player answering the phone? (So the game would say "Press TAB to pick up the phone")

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#777

Posted 15 March 2010 - 01:15 PM

QUOTE (kristjannuus @ Mar 15 2010, 14:50)
Could someone say an opcode for the player answering the phone? (So the game would say "Press TAB to pick up the phone")

There is no such opcode.

There is a text string in american.gxt, you should find it yourself, and display it as text box.

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#778

Posted 19 March 2010 - 12:32 PM

Corrections of "AS_kill_actor" opcodes description:
CODE
0321=1,AS_actor %1d% die_headshoted
05BE=1,AS_actor %1d% die

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#779

Posted 22 March 2010 - 01:58 AM

Any chance someone has a list of opcodes which don't crash the game on any of the 3 GTA's?

So basically opcodes that work for III, VC and SA... Would speed up my job of fixing up the database and allowing vcscm.ini and scm.ini downloads smile.gif

Seemann
  • Seemann

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#780

Posted 22 March 2010 - 04:42 AM

http://www.gtamoddin...List_of_opcodes
still in progress




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