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Generic SA SCM Documentation

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Seemann
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#91

Posted 26 February 2007 - 07:26 AM

If you have real interest, there's a list of the variables used once (=useless):

http://sannybuilder....s_used_once.txt


You could build up your own list through the Sanny Builder console.

space_einstein
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#92

Posted 03 March 2007 - 05:58 PM

Wow, thanks a lot. You should get a whole lot more karma for all the work you've done.

PLPynton
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#93

Posted 05 March 2007 - 12:15 PM

opcode 032B creates a pickup, here is something fresh about pickup types
CODE
0:  -unused
1:  -unpickable
2:  -item pickup, respawn time 30s, respawn distance 15m
3:  -item pickup, does not respawn.
4:  -item picked-up, does not respawn.
5:  -item pickup, does not respawn.
6:  -unpickable
7:  -unpickable
8:  -item picked-up, does not respawn.
9:  -proximity bomb?, selfdestruct when player driving in proximity 20m, explodes upon contact with vehs
10: -proximity bomb?, selfdestruct when player driving in proximity 20m, explodes upon contact with vehs
11: -proximity bomb?, selfdestruct when player driving in proximity 20m, explodes upon contact with vehs
12: -proximity bomb?, selfdestruct when player in proximity 40m, explodes upon contact with vehs
13: -item photo-op, fake pickup drops slowly down, real visible when photographed.
14: -vehicle pickup, drive thru it to make it dissapear, does not respawn.
15: -item pickup, respawns after time.
16: -unpickable, (originally property)
17: -shows cancel popup. (originally property)
18: -paycash pickup, pay amount to make it dissapear. (originally property)
19: -getcash pickup, get amount to make it dissapear.
20: -snapshot pickup, photograph it to make it dissapear, adds 1 snapshot collected.
21: -2nd player pickup, press second controller to make it dissapear.
22: -invisible
23: -unpickable
24: -unpickable
25: -unpickable
26: -unpickable
27: -unpickable
28: -unpickable
29: -unpickable
30: -unpickable
31: -unpickable

i haven't seen anything like that here so: that is what i gathered until now. it shows a small bit of how you can mess around with this opcode in future- like special pickups only for vehicles... yet, much to discover please contribute.

spaceeinstein
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#94

Posted 18 April 2007 - 08:15 PM Edited by spaceeinstein, 19 April 2007 - 04:47 PM.

Someone vandalized this. Where is TbM2k?

More variables:
CODE
820=Millies_Dildo

1250=player_active_interior

1907=Zero_pickup_cash
1908=Zero_money_pickup

1931=Quarry_money_pickup
1932=Quarry_pickup_cash
1933=RS_Haul_money_pickup
1934=RS_Haul_pickup_cash
1936=Lure_damage_bar
1937=Wang_Cars_pickup_cash
1938=Wang_Cars_money_pickup
1939=House_Party_Part_1_Passed
1940=Bloodring_target_time

1962=unlocked_boat_test
1963=first_boat_test_record
1964=second_boat_test_record
1965=third_boat_test_record
1966=fourth_boat_test_record
1967=fifth_boat_test_record

5271=Valet_money_pickup

7511=Verdant_Meadows_pickup_cash
7512=Verdant_Meadows_money_pickup
7513=Car_X_Angle
7514=Car_X_Angle2

9470=aggressive_in_casino


Seemann, some of the used-only-once variables aren't useless (like weapon pickups and money pickups). Can you also list all variables that doesn't appear in the file?

Biggy Thompson
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#95

Posted 03 August 2007 - 01:46 AM

hi, i'm new here!!! viddy_pirate.gif

i looking for animation ids... is there such a thing? rolleyes.gif


ceedj
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#96

Posted 03 August 2007 - 09:23 AM Edited by ceedj, 03 August 2007 - 11:07 AM.

SA Animation List (only lists animations called by the main.scm file)

In case anyone is looking for the VC list, here it is:

Vice City Animation List

E-ONE firetruck
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#97

Posted 18 August 2007 - 03:45 PM

Hi,

This is very interesting topic but has also raised a question for me to ask about changing the player gang weapons including the "All 100 Tags" sprayed when they get the pistol and tec-9 weapons replaced with:

Weapon ID - 4 (Knife)
Weapon ID - 24 (Desert Eagle)
Weapon ID - 29 (MP-5)

I wonder if anyone would know how to change these weapons over to some more deadly weapons that I would like to use which are

Weapon ID - 8 (Katana)
Weapon ID - 31 (M4)
Weapon ID - 37 (Flamethrower)

If someone could show me how this is done or could send me a main.scm file with this mod in already. I would be very pleased because this would be cool to use in gang wars ne wink.gif . But if I have to start a fresh game again then this won't matter to me colgate.gif .

Thx

1stgenLX-Turbo
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#98

Posted 26 August 2007 - 01:33 PM

Car Component ID
CODE
0=hood
1=trunk
2=front left door
3=front right door
4=rear left door
5=rear right door

Seemann
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#99

Posted 27 August 2007 - 05:24 AM

QUOTE (1stgenLX-Turbo @ Aug 26 2007, 22:33)
Car Component ID
CODE
0=hood
1=trunk
2=front left door
3=front right door
4=rear left door
5=rear right door

CODE
10 = windshield
11 = front bumper
12 = rear bumper


space_einstein
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#100

Posted 30 August 2007 - 03:41 PM

I posted that a long time ago
http://www.gtaforums...dpost&p=3405061

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#101

Posted 11 December 2007 - 11:24 PM

hey, im creating a game mod using pawno, and i need the Pickups codes to put weapons and other things to get on game mods. some one can give me that codes?

tkx dudes

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#102

Posted 17 December 2007 - 01:43 AM

I've finally found a use for stats 302-342. Many of them trigger different radio programs. Current progress of testing is posted in the misc forum since it's not really limited to mission-coding. Eventually when all the radio changes are mapped I'll post a summary of the stats either there or here.

One non-radio note regarding those stats:
stat 337 "Territory Under Control" just controls the display of that statistic (set to 1 so that it appears, 0 so that it doesn't) rather than containing the actual number or pct of territories.

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#103

Posted 27 December 2007 - 03:14 AM Edited by Rapier, 29 September 2008 - 08:54 AM.

BUTTONS IDs:

These are the buttons ids for use with texts commands. Example:
CODE
03E5: text_box 'NITROH1'

Where "NITROH1" is in GXT file "Press ~k~~PED_FIREWEAPON~ to activate the car's nitrous." where in game is displayed "Press LMB to activate the car's nitrous."

The list:
  • HBTAKE_SCREEN_SHOT
  • SWITCH_DEBUG_CAM_ON
  • TOGGLE_DPAD
  • NETWORK_TALK
  • VEHICLE_TURRETDOWN
  • VEHICLE_TURRETUP
  • VEHICLE_TURRETRIGHT
  • VEHICLE_TURRETLEFT
  • GO_BACK
  • GO_FORWARD
  • GO_RIGHT
  • GO_LEFT
  • GROUP_CONTROL_BWD
  • GROUP_CONTROL_FWD
  • CONVERSATION_YES
  • CONVERSATION_NO
  • VEHICLE_ENTER_EXIT
  • VEHICLE_FIREWEAPON_ALT
  • VEHICLE_FIREWEAPON
  • PED_FIREWEAPON_ALT
  • PED_FIREWEAPON
  • CAMERA_CHANGE_VIEW_ALL_SITUATIONS
  • SHOW_MOUSE_POINTER_TOGGLE
  • PED_1RST_PERSON_LOOK_DOWN
  • PED_1RST_PERSON_LOOK_UP
  • PED_1RST_PERSON_LOOK_RIGHT
  • PED_1RST_PERSON_LOOK_LEFT
  • PED_SNIPER_ZOOM_OUT
  • PED_SNIPER_ZOOM_IN
  • TOGGLE_SUBMISSIONS
  • VEHICLE_RADIO_STATION_DOWN
  • VEHICLE_RADIO_STATION_UP
  • VEHICLE_BRAKE
  • VEHICLE_ACCELERATE
  • VEHICLE_HANDBRAKE
  • VEHICLE_HORN
  • VEHICLE_MOUSELOOK
  • VEHICLE_LOOKRIGHT
  • VEHICLE_LOOKLEFT
  • VEHICLE_STEERDOWN
  • VEHICLE_STEERUP
  • VEHICLE_STEERRIGHT
  • VEHICLE_STEERLEFT
  • PED_ANSWER_PHONE
  • PED_DUCK
  • VEHICLE_LOOKBEHIND
  • PED_CENTER_CAMERA_BEHIND_PLAYER
  • PED_CYCLE_TARGET_RIGHT
  • PED_CYCLE_TARGET_LEFT
  • SNEAK_ABOUT
  • PED_SPRINT
  • PED_JUMPING
  • PED_LOCK_TARGET
  • PED_CYCLE_WEAPON_RIGHT
  • PED_CYCLE_WEAPON_LEFT
  • PED_LOOKBEHIND
I hope this helps!

OrionSR
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#104

Posted 02 January 2008 - 07:31 PM

The following IPL streams can be referenced to allow the v1 executable to control v2 IPL Barriers and Objects.
CODE
0776: create_objects_in_object_group "CRACK"            //Truths Farm v2
0776: create_objects_in_object_group "countryw_stream5" //Crack v2
0776: create_objects_in_object_group "sfse_stream0"     //Barriers1 v2
0776: create_objects_in_object_group "sfse_stream1"     //Barriers2 v2
0776: create_objects_in_object_group "vegasn_stream2"   //Carter v2


Police Trigger Types
  • 1 - On Foot with 1 star spawns 2 cop cars moving slowly
  • 2 - In Vehicle with 2 stars spawns 1 cop car moving quickly
  • 3 - In Vehicle with 2 stars spawns 1 cop car at medium speed
  • 4 - On Foot with 1 star spawns 1 cop pedestrian
  • 5 - On Foot with 1 star spawns 2 cop pedestrians
  • 6 - In Vehicle with 2 stars spawns 2 cop cars moving quickly before hitting breaks
  • 7 - In Vehicle with 2 stars spawns 2 cop cars moving quickly
  • 8 - On Foot with 1 star spawns 2 cop cars at medium speed

This bit belongs in the coding section, but is included here for completeness. The 1st line is the standard format from Sanny, the other two lines are clarifications I am considering.
CODE
04F8: unknown_crossroad_type 3 if_player_with_wanted_level_in_car_in_rectangleA 2435.2 -1741.0 2454.9 -1723.4 unknown_rectangleB 2481.0 -1707.0 2480.0 -1732.0 unknown_rectangleC 2481.0 -1707.0 2480.0 -1732.0                                    
04F8:   define_police_trigger_type   6    if_player_with_wanted_level_in_rectangle   1846.25 -2493.75 1839.25 -2509.75   spawn_policeA_at   1780.0 -2575.0   headed_towards   1780.0 -2510.0   spawn_policeB_at   1789.0 -2479.0   headed_towards   1774.0 -2493.0
04F8:   define_police_trigger_type   6    if_player_with_wanted_level_in_rectangle   1846.25 -2493.75 1839.25 -2509.75   spawn_policeA_along_ray   1780.0 -2575.0 1780.0 -2510.0   spawn_policeB_along_ray   1789.0 -2479.0 1774.0 -2493.0


Notes:
  1. Police Triggers are a special zone consisting of a rectangle defined by 2 ends of the rectangle diagonal, and two rays defined by a starting point and point along the ray indicating the initial direction of travel.
  2. When the player is in the police trigger rectangle and meets the requirements of the police trigger type, then a cop will spawn at the endpoint of ray A headed in the direction of the 2nd defined point.
  3. If the police trigger type includes 2 police, then a cop will also spawn along ray B.
  4. The police are not bound to continue in the specified direction after their initial spawn.
  5. In order to trigger In Vehicle trigger types the vehicle must be moving.
  6. Police trigger zones are activated only once per 40 seconds (the first field is used to control this).
  7. Police trigger zones can be created using opcode [[04F8]]

hmvartak
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#105

Posted 22 April 2008 - 03:28 PM Edited by hmvartak, 05 May 2008 - 04:47 AM.

CODE
SA Save format (Global Variable Space))
Stat 598 Desert/LV CRASH Total Missions passed
Stat 599 Mission Madd Dog passed
Stat 1060 Vehicle No. 1 exported from current list
Stat 1061 Vehicle No. 2 exported from current list
Stat 1062 Vehicle No. 3 exported from current list
Stat 1063 Vehicle No. 4 exported from current list
Stat 1064 Vehicle No. 5 exported from current list
Stat 1065 Vehicle No. 6 exported from current list
Stat 1066 Vehicle No. 7 exported from current list
Stat 1067 Vehicle No. 8 exported from current list
Stat 1068 Vehicle No. 9 exported from current list
Stat 1069 Vehicle No.10 exported from current list
Stat 1489 Mission fire fighter passed
Stat 1861 Highest number of shooting challenges passed
Stat 1900 Mission Valet parking passed
Stat 2201 Bike school passed
Stat 2301 Little Loop Won
Stat 2302 Backroad Wanderer Won
Stat 2303 City Circuit Won
Stat 2304 Vinewood Won
Stat 2305 Freeway Won
Stat 2306 Into the Country Won
Stat 2307 Badlands A Won
Stat 2308 Badlands B Won
Stat 2309 Dirtbike Danger Won
Stat 2310 Banito County Won
Stat 2311 Go-Go Carting Won
Stat 2312 San Fierro Fastlane Won
Stat 2313 San Fierro Hills Won
Stat 2314 Country Endurance Won
Stat 2315 San Fierro to Las Venturas Won
Stat 2316 Dam Rider Won
Stat 2317 Desert Tricks Won
Stat 2318 Las Ventuars Ringroad Won
Stat 2319 World War Aces Won
Stat 2320 Barnstorming Won
Stat 2321 Military Service Won
Stat 2322 Chopper Checkpoint Won
Stat 2323 Whirly Bird Waypoint Won
Stat 2324 Heli Hell Won
Stat 2325 8-Track Won
Stat 2326 Dirt Track Won
Stat 5272 Shooting range all levels passed
Stat 8153 Moves Learnt (LS Gym)
Stat 8154 Moves Learnt (SF Gym)
Stat 8158 Moves Learnt (LV Gym)
Stat 8239 Freight Train Total levels passed


Note : For Stat 1060 to 1069 vehicle sequence I have given randomly.

hmvartak
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#106

Posted 09 July 2008 - 05:03 PM Edited by hmvartak, 09 July 2008 - 05:06 PM.

Save File BLOCK 16 DWORD STATS (1 To 223)
CODE
Stat 1  People Wasted by Others
Stat 2  People you've wasted
Stat 3  Road Vehicles destroyed
Stat 4  Boats destroyed
Stat 5  Planes & Helicopters destroyed
Stat 6  Cost of property damaged
.
.
Stat 10  Tires popped with gunfire
Stat 11  Number of headshots
.
.
Stat 15  Days passed in game
.
Stat 17  Safehouse visits
.
.
.
Stat 55  Shooting range levels passed
Stat 56  Most cars parked on 'Valet Parking'
.
Stat 58  Total legitimate kills
Stat 59
.
.
Stat 81  Number of meals eaten
.
.
.
Stat 133  Progress with Denise
Stat 134  Progress with Michelle
Stat 135  Progress with Helena
Stat 136  Progress with Barbara
Stat 137  Progress with Katie
Stat 139  Progress with Millie
Stat 140  Best time in Lowrider Race
Stat 141  Best position in Little Loop
Stat 142  Best time in Little Loop
Stat 143  Best position in Backroad Wanderer
Stat 144  Best time in Backroad Wanderer
Stat 145  Best position in City Circuit
Stat 146  Best time in City Circuit
Stat 147  Best position in Vinewood
Stat 148  Best time in Vinewood
Stat 149  Best position in Freeway
Stat 150  Best time in Freeway
Stat 151  Best position in Into the Country
Stat 152  Best time in Into the Country
Stat 153  Best position in Badlands A
Stat 154  Best time in Badlands A
Stat 155  Best position in Badlands B
Stat 156  Best time in Badlands B
Stat 157  Best position in Dirtbike Danger
Stat 158  Best time in Dirtbike Danger
Stat 159  Best position in Bandito County
Stat 160  Best time in Bandito County
Stat 161  Best position in Go-Go-Kart
Stat 162  Best time in Go-Go-Kart
Stat 163  Best position in San Fierro Fastlane
Stat 164  Best time in San Fierro Fastlane
Stat 165  Best position in San Fierro Hills
Stat 166  Best time in San Fierro Hills
Stat 167  Best position in Country Endurance
Stat 168  Best time in Country Endurance
Stat 169  Best position in SF to LV
Stat 170  Best time in SF to LV
Stat 171  Best position in Dam Rider
Stat 172  Best time in Dam Rider
Stat 173  Best position in Desert Tricks
Stat 174  Best time in Desert Tricks
Stat 175  Best position in LV Ringroad
Stat 176  Best time in LV Ringroad
Stat 177  Best time in World War Aces
Stat 178  Best time in Barnstorming
Stat 179  Best time in Military Service
Stat 180  Best time in Chopper Checkpoint
Stat 181  Best time in Whirly Bird Waypoint
Stat 182  Best time in Heli Hell
.
.
.

List incomplete.

spaceeinstein
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#107

Posted 20 August 2009 - 08:15 AM Edited by spaceeinstein, 21 August 2009 - 06:45 AM.

A reply to PLPynton's post, type 1 is used in GTA3 and Vice City. It is an item pickup with a cost. I've documented the ones from Vice City and GTA3 here. It would be good if someone can document the differences in the pickup types between three games.

Seemann
  • Seemann

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#108

Posted 21 August 2009 - 03:05 AM Edited by Seemann, 21 August 2009 - 03:13 AM.

del. this.

james227uk
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#109

Posted 21 August 2009 - 10:00 AM

Not as such related to the topic, but why was this unpinned? I use this topic alot.

spaceeinstein
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#110

Posted 21 August 2009 - 10:06 AM Edited by spaceeinstein, 21 August 2009 - 10:10 AM.

It gets too cluttered if all useful but not important topics are pinned. This topic is linked through here and in the banner anyways.

james227uk
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#111

Posted 21 August 2009 - 11:13 AM

Ok. Thanks spaceeinstein

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#112

Posted 04 July 2010 - 01:00 PM

I know this is a bit of a bump but I'm in need of a list of radar icon ID's.. does anyone have a link to one?

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#113

Posted 04 July 2010 - 01:02 PM

Look at Sanny Builder help, it's here.

TheSiggi
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#114

Posted 04 July 2010 - 01:04 PM

QUOTE (dingleman @ Jul 4 2010, 14:00)
I know this is a bit of a bump but I'm in need of a list of radar icon ID's.. does anyone have a link to one?

Open Sannybuilder help>SCM DOCUMENTATION> San Andreas / Vice City >Radar icons

Dingleman
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#115

Posted 04 July 2010 - 01:19 PM

You guys are life savers, thanks tounge.gif

OrionSR
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#116

Posted 14 August 2015 - 08:42 PM Edited by OrionSR, 14 August 2015 - 08:45 PM.

Opcode 098E and 09B4 Bit Flags
 
I was looking up the proper name for opcode 098E that controls the enex flags in SA and noticed that the IPL flag information never migrated to the opcode database. This info was generated with the save file research, which led to an investigation into the enex flags in the IPL files. Quoting the Enex Documentation topic.

BIT HEX   DEC NAME                  DESCRIPTION
00 0001     1 unknown interior      Only used for interior markers
01 0002     2 unknown pairing       Used mostly for interior markers; also Big Ear & LS Skyscraper
02 0004     4 create linked pair    Pair with unflagged mate during new game start
03 0008     8 reward interior       Sets flag 0010 on pair mate when used
04 0010    16 used reward entrance  Set by accessing reward interior
05 0020    32 cars and aircraft     Enable for cars and aircraft
06 0040    64 bikes and motorcycles Enable for bikes and motorcycles
07 0080   128 disable on foot       No foot traffic. Use for cars and/or bikes only

08 0100   256 accept NPC group      Group members accepted at destination of pair (passengers stripped)
09 0200   512 food date flag        Set and cleared by food date (cut-scene related)
10 0400  1024 unknown burglary      Set on Bayside and Temporary Burglary doors
11 0800  2048 disable exit          Player can enter but cannot exit a two-way pair
12 1000  4096 burglary access       Enabled and disabled during Burglary
13 2000  8192 entered without exit  Set by Entrance, Cleared by Exit; Applies to one side of a two-way pair
14 4000 16384 enable access         Enabled by default; often cleared by scripts
15 8000 32768 delete enex           Enex is deleted when used 

I forgot how many outstanding issues there are. And I was quite green when I did this research. I' m not sure if there's much point in investigating further. If anyone really cared about modifying enexes this would have been worked out years ago. A few notes:

 

(from the opcode database research)

Known Enex Flags
0x2 - Don't Make Player Perform "Walk Through Door" Task
0x200 - Don't Fade In After Teleport
0x1000 - Is Burglary House
0x4000 - Is Active

 

0x0400, unknown burglary - this flag is weird. It is always read from the IPL file and will ignore anything set in the save. I'm not sure how the opcode might effect things. I suspect it's purpose is to flag a dynamic enex that can be recycled by the engine. Little is known, by me at least, about how the dynamic enexes for burglary work.

0x8000, delete enex - I was not skilled enough to actually look into memory to see what was really going on. I suspect the main purpose is a one-time enex but, iirc, it works across all saves for that session.

It should be noted that the enex flag data will persist in the save. It is the only enex information maintained in the save except for the relative links between the connections.


OrionSR
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#117

Posted 01 October 2015 - 07:07 PM Edited by OrionSR, 01 October 2015 - 08:27 PM.

I made a few observations of the door lock status [020A:] in San Andreas that didn't quite match the current documentation. I think 5 and 8 just don't work in SA, and that the documentation for 4 may be incomplete for all versions. My tests suggest that for status 4 the doors are locked to all from the outside, and locked to the player only from the inside; so player cannot exit. I can't complete this documentation until I can run some tests on III and VC. Might be a while. I'm expecting 5 to be unlocked to cops. I never found anything that seems to be unlocked to player only. Other settings have been confirmed in SA.

020A: set_car 0@ door_status_to 4

1 = unlocked

2 = locked

3 = unlocked for NPCs

4 = locked [player cannot exit]
5 = locked (cop car doors) [unlocked in SA]
6 = unlocked, doors stay on car
7 = locked, doors can fall off
8 = locked [unlocked in SA]


spaceeinstein
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#118

Posted 01 October 2015 - 11:13 PM

You can check out the article at GTAModding which also lists the original names for the locked door values. I expect the behavior to be the same as III/VC.

OrionSR
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#119

Posted 02 October 2015 - 12:55 AM

Okay, I'll repeat a few tests by setting the locks before entering the car, but I'm expecting 5 to be unlocked anyway. I was scanning through SA memory and it seems that police cars spawn with lock 5, and in San Andreas the cop cars aren't locked, so I think the behavior of this lock was changed. I'm expecting lock 5 to be associated with the "player owned" property - which could be applied to reward vehicles with an opcode but display seems to be the preference. Maybe the decision to unlock the cop car forced the duplication for the girlfriend and SF airport vehicles.

 

Door status 8 has popped up a couple of times now but I have yet to track down the vehicle.


Wesser
  • Wesser

    The complexity simplifier, the efficiency optimizer.

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#120

Posted 04 October 2015 - 01:31 PM Edited by Wesser, 04 October 2015 - 01:33 PM.

I wish to expose a solution regarding the forced choice opcode creators do have for enumerating newly created opcodes without facing unavoidable collisions, despite they can still count to a wide range of free slots. One could even be unaware about the existence of another plugin which shares the same enumeration.

 
The opcode number is definitely a 2-byte bit field: the first 7 bits depict the command index, whereas the most significant bit (in big-endian order) signals the presence of a NOT operator. GTA 3 series games collect commands in pairs of 100 units each accessed by the relative index so that the corresponding switch-case is executed, inverting the condition result if the not-flag was set. Index 32767 is the last available and has special meanings such as finalizing the whole list, making it unable to be used.

 
New commands which are outside the occupied range should not keep a fixed index but rather they have to be temporarily assigned to the last one by the compiler. Either a new header embedded inside the reference script or an external file with a particular extension and same file name should hold the script file pointers of the command numbers to substitute at runtime. A CLEO functionality should remember the order in which commands were registered by the various plugins calling the exported function which does the job and write the right indices each time a script file is requested (we can also prevent the same commands naming for GTA3script source codes if the definition is specified).

Everything seems quite easy to implement unless complications arise, the main goal of this post is to bring up the question in the hope that something will take place soon. Using hashes would help somehow but I prefer to find out a vanilla-like way, because we would have to deal with accidental hash collisions anyway. :p
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