Generic SA SCM Documentation
Posted 26 February 2007 - 07:26 AM
You could build up your own list through the Sanny Builder console.
Posted 03 March 2007 - 05:58 PM
Posted 05 March 2007 - 12:15 PM
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.
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.
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.
Posted 18 April 2007 - 08:15 PM Edited by spaceeinstein, 19 April 2007 - 04:47 PM.
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?
Posted 03 August 2007 - 01:46 AM
i looking for animation ids... is there such a thing?
Posted 03 August 2007 - 09:23 AM Edited by ceedj, 03 August 2007 - 11:07 AM.
In case anyone is looking for the VC list, here it is:
Vice City Animation List
Posted 18 August 2007 - 03:45 PM
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 . But if I have to start a fresh game again then this won't matter to me .
Posted 26 August 2007 - 01:33 PM
2=front left door
3=front right door
4=rear left door
5=rear right door
Posted 27 August 2007 - 05:24 AM
|QUOTE (1stgenLX-Turbo @ Aug 26 2007, 22:33)|
|Car Component ID|
|10 = windshield|
11 = front bumper
12 = rear bumper
Posted 11 December 2007 - 11:24 PM
Posted 17 December 2007 - 01:43 AM
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.
Posted 27 December 2007 - 03:14 AM Edited by Rapier, 29 September 2008 - 08:54 AM.
These are the buttons ids for use with texts commands. Example:
|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."
Posted 02 January 2008 - 07:31 PM
|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.
|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
- 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.
- 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.
- If the police trigger type includes 2 police, then a cop will also spawn along ray B.
- The police are not bound to continue in the specified direction after their initial spawn.
- In order to trigger In Vehicle trigger types the vehicle must be moving.
- Police trigger zones are activated only once per 40 seconds (the first field is used to control this).
- Police trigger zones can be created using opcode [[04F8]]
Posted 22 April 2008 - 03:28 PM Edited by hmvartak, 05 May 2008 - 04:47 AM.
|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
Statá2325 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.
Posted 09 July 2008 - 05:03 PM Edited by hmvartak, 09 July 2008 - 05:06 PM.
|Stat 1 áPeople Wasted by Others|
Stat 2 áPeople you've wasted
Stat 3 áRoad Vehicles destroyed
Stat 4 áBoats destroyed
Stat 5 áPlanes & Helicopters destroyed
Stat 6 áCost of property damaged
Stat 10 áTires popped with gunfire
Stat 11 áNumber of headshots
Stat 15 áDays passed in game
Stat 17 áSafehouse visits
Stat 55 áShooting range levels passed
Stat 56 áMost cars parked on 'Valet Parking'
Stat 58 áTotal legitimate kills
Stat 81 áNumber of meals eaten
Stat 133 áProgress with Denise
Stat 134 áProgress with Michelle
Stat 135 áProgress with Helena
Stat 136 áProgress with Barbara
Stat 137 áProgress with Katie
Stat 139 áProgress with Millie
Stat 140 áBest time in Lowrider Race
Stat 141 áBest position in Little Loop
Stat 142 áBest time in Little Loop
Stat 143 áBest position in Backroad Wanderer
Stat 144 áBest time in Backroad Wanderer
Stat 145 áBest position in City Circuit
Stat 146 áBest time in City Circuit
Stat 147 áBest position in Vinewood
Stat 148 áBest time in Vinewood
Stat 149 áBest position in Freeway
Stat 150 áBest time in Freeway
Stat 151 áBest position in Into the Country
Stat 152 áBest time in Into the Country
Stat 153 áBest position in Badlands A
Stat 154 áBest time in Badlands A
Stat 155 áBest position in Badlands B
Stat 156 áBest time in Badlands B
Stat 157 áBest position in Dirtbike Danger
Stat 158 áBest time in Dirtbike Danger
Stat 159 áBest position in Bandito County
Stat 160 áBest time in Bandito County
Stat 161 áBest position in Go-Go-Kart
Stat 162 áBest time in Go-Go-Kart
Stat 163 áBest position in San Fierro Fastlane
Stat 164 áBest time in San Fierro Fastlane
Stat 165 áBest position in San Fierro Hills
Stat 166 áBest time in San Fierro Hills
Stat 167 áBest position in Country Endurance
Stat 168 áBest time in Country Endurance
Stat 169 áBest position in SF to LV
Stat 170 áBest time in SF to LV
Stat 171 áBest position in Dam Rider
Stat 172 áBest time in Dam Rider
Stat 173 áBest position in Desert Tricks
Stat 174 áBest time in Desert Tricks
Stat 175 áBest position in LV Ringroad
Stat 176 áBest time in LV Ringroad
Stat 177 áBest time in World War Aces
Stat 178 áBest time in Barnstorming
Stat 179 áBest time in Military Service
Stat 180 áBest time in Chopper Checkpoint
Stat 181 áBest time in Whirly Bird Waypoint
Stat 182 áBest time in Heli Hell
Posted 20 August 2009 - 08:15 AM Edited by spaceeinstein, 21 August 2009 - 06:45 AM.
Posted 21 August 2009 - 03:05 AM Edited by Seemann, 21 August 2009 - 03:13 AM.
Posted 21 August 2009 - 10:00 AM
Posted 04 July 2010 - 01:00 PM
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
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.
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]
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.
Posted 04 October 2015 - 01:31 PM Edited by Wesser, 04 October 2015 - 01:33 PM.
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.
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