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Master Mind's Territory Glitch

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ric-013
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#91

Posted 29 April 2011 - 02:10 PM

today is a good day ! ... i finally got my new ps2 ( actually its a used one but it feels like new to me ) and its time to do long due ps2v1 testings.

will report later today !

on the testing list :
- GAN1 & GAN2 density requirements for getting attacked
- attack time out values ( ill try values to extend the time out to 10 , 15 , 20 and 30 minutes )
- Attack/War Gang ID , War Gang ID 2 , Gang Strength ( address & values )
- redo flight glitch from a stable flight path and attempt to do a small savedump

all this may take some time . ill have to write some codes and manually input them into cheat-device , ill be using gameshark for its raw format support , its better for me cuz i can edit codes on the cheat-device itself .

devil.gif





OrionSR
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#92

Posted 29 April 2011 - 03:50 PM

What are you hoping to learn from a savedump of the flight glitch test? If you are looking for zone density data, wouldn't it be easier to pull it out of a save file with a hex editor? (I've been using HxD - HexEditor recently. It's been working out fairly well. With only a little work in OpenOffice I can get some nice neat looking data.

CODE
00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 05 0F SAN_AND
00 00 00 00 00 00 00 01 01 00 00 00 00 00 00 04 0F SUNMA
01 01 00 00 00 00 00 00 00 00 01 87 64 64 37 25 0F SUNNN
00 00 00 19 01 00 00 00 00 00 00 00 00 00 00 02 0F BATTP
00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 04 0F PARA
1F 00 00 00 00 00 00 00 00 00 01 C8 00 C8 5D 25 0F CIVI
00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 05 0F BAYV
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0F CITYS
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 08 0F OCEAF1
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 05 0F OCEAF2
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 08 0F OCEAF3


This was taken from a PS2 save I've been working with. It's not a very good save, but it's the only one I could find that was during the early LS gang wars. However, the initial test looks good. You may notice that Ballas have a density of 31 in that zone around the SF hospital. This was accomplished without editing the save, although I did use the Lock Wanted Level cheat for the test. I've also got the Aztecas with a density of 1 in neighboring Paradiso. I'm currently running down the Next Attack Timer to take a practice shot at it.

The timing didn't work out as expected. I checked the hold and reset values for interiors, missions, and aircraft while in LS and everything worked out as expected. However, I had to wait a lot longer than expected for the Attack Notice while in SF, and the Attack Timeout took forever. I eventually gave up and returned to LS to save.

And the key factor to this experiment is I think it can be repeated. I set the map marker on the street in East Beach that has the garage with the NRGs and used that as a flight path off and back on to the map. About 45 seconds out (Shamal, mostly full throttle) I picked up a Grove density in Bayside Marina. About 1 minute later I picked up the Balla density in Santa Flora. I used a half-loop, half-roll (Immelmann turn) to retrace my steps back to land without creeping too far north or south. Somewhere along the line I picked up another Balla, also at Bayside Marina so it doesn't really matter. I'm not sure when the Azteca density was bumped.

Anyway, I'm hoping this can be repeated by other players. Note that the map colors don't appear right away. You'll need to save, toggle a mission, die, etc. to see the color changes on the map.

BTW, GTA SA Savegame Editor v3.0 by Paul Breeuwsma has been working fairly well for examining PS2 zone data.
http://www.paulinternet.nl/sa

ric-013
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#93

Posted 29 April 2011 - 04:07 PM

well , i need to do a test savedump using this ps2 ... to see if it works fine . the territory flight glitch seemed like a nice subject for that. im a bit curious to see how many zones will get other gangs density ( rifa , danang , mafia , triads , azrecas , unused8 , unused 9 )

OrionSR
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#94

Posted 29 April 2011 - 06:33 PM

I guess I need to rerun my tests on the Attack Timeout values. My experience on PS2 is that the Attack Timeout is much longer when it is triggered in SF and CJ waits in SF until it runs out (~22 minutes) than when CJ is in LS the whole time (almost 7 minutes). I also get the impression that the Attack Timeout runs faster in LS - similar to the way the Next Attack Timer works. When I examine the data in the save files after a timeout the value was a fairly small negative number.

Proof of Concept: The scores are in. Azteca 31 and Grove 10 in Paradiso. Ballas have Santa Flora to themselves, 31 to nothing. Cheats were used, but the save has not been modified by editors, scripts, or codes.

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#95

Posted 29 April 2011 - 09:00 PM

some testing results and observations :

re-re-re-tested GAN2 ... 16+ groove density needed for attacks to occur !!
how the hell was i able to get attacked at 10 density is a mystery ... was it a glitch ? i doubt it , i blame damaged ps2 and / or bad interaction between cheat-device and game.

tested GAN1 ... suicidal.gif tryed :
gsf at 10
gsf at 16
gsf at 32
gsf at 64
with near-by ballas / vagos at 40 , never gets attacked !!! icon13.gif

begun testing on Attack/War Gang ID , War Gang ID 2 , Gang Strength ( address & values )
CODE

0x66C7B4 // Attack/War Gang ID
0x66C7DC // War Gang ID 2
0x66C7D4 // Gang Strength

addresses are ok ...started testing some values (im not done )

Attack/War Gang ID :
tested value 04 ( da nang ) in both hood attacks and gang-war , works like you described icon14.gif they attack hoods alone and share gang-war with territory owner . dots on map for them were white and no gang car shown up.

War Gang ID 2 :
im not sure what to think about this one yet , like you reported it does variation in ped models used ...tested in hoods attack situations only and using Attack/War Gang ID = da nang
set to 00 = seems to use less gang members models ,only 1 model used.
set to 01 = atleast 2 models used
set to 02 = atleast 2 models used ( no same pattern as above )
set to 03 = 3 models
however , im not sure about this , thoses changes could have been triggered by density increase when i failed to defend the hood ... need further testings !

Gang Strength :
seems to be working fine ! exacly like you decribed icon14.gif however , value 03 testing not finished , crashed game when i died on wave 2 ... need further testings

thats all for today ...more tomorrow.

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#96

Posted 30 April 2011 - 11:53 AM

War Gang ID 2 :

War Gang ID 2, and Gang Strength, do not appear to be used during an Attack. The values remain unchanged after an attack. I did not observe any changes to attacks when the values were altered.

War Gang ID 2 appears to be a copy of War Gang ID that is used to distinguish between different groups of a war. The two groups tend to spawn so that CJ gets caught in the middle of a crossfire.

Correction: More than 1 model will appear for warring Aztecas. Non-LS gang only have 1 model appear in a war.

Gang War Car:

I ran some more tests on the gang car that occasionally spawns during a war. At least one model of car appeared for each gang. The car is usually the first model in the list, but occasionally another model will load. The Sabre never showed up for the Rifa during my tests. I got the impression that the gang war car tends to glitch out and not appear again until the game is restarted.

Attack Timeout

The Attack Timeout is not a target time. It counts down past 0 in a manner similar to the Next Attack Timer. The rate is about 1000 per second. I have not found a way to reset or pause Attack Timeout in-game.

When an attack begins the game sets Attack Timeout to 250,000, plus the distance between CJ and the center of the zone under attack multiplied by 200.

ric-013
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#97

Posted 30 April 2011 - 12:08 PM Edited by ric-013, 01 May 2011 - 01:01 AM.

QUOTE (OrionSR)

Correction: More than 1 model will appear for warring Aztecas. Non-LS gang only have 1 model appear in a war.


iv seen all 3 danang models yesterday... im 100% sure of that. will re-test right now.

EDIT :

re- tested WAR GANG ID 1 & 2 in gang-war situation this time , you were right #2 is for the 2nd gang group in a war.

however im positive , more than 1 models can show up in gang-war ...

i used da nang ID ( again ) for testing , there seems to be 2 spawning pattern :
- spawn type a = 1 model used ( danang army looking dude )
- spawn type b = 2 models used ( danang with asian clothing and danang with black bandana )

thoses spawning models variation seems to happend quite randomy , i had to gang-war 3 territory before " spawn type b " occured ... could variation be location based ? all territory were at same ballas / vagos density 40

in " hoods under attack " situation using da nang in ID #1 iv seen all 3 models , but there seems to be spawning pattern similar to what i described in previous post when i misunderstood " WAR GANG ID 2 " for a model flag .

will do more testings later...
still on testing list :
- Gang Strength value = 03
- attack time out values ( not sure what to do , given latest info's you provided )
- redo flight glitch from a stable flight path and attempt to do a small savedump ( last on the list for a reason, flight glitch full effect takes long time to do , and i see no rush atm )

2ND EDIT :
current cheat-device test codes
ps2v1 ntsc

next attack time = ? ( press L2 + right )
D0700942 0000FEDF
2066C7E4 ????????

under attack time out = ? ( press L2 + left )
D0700942 0000FE7F
2066C7E8 ????????

???????? = miliseconds in hex
CODE

note : value 00000000 tested , work fine ! ... need testing on higher or negative value ?



Gang Strength ( press L1 + L3 )
D0700942 0000FBFD
0066C7D4 000000??

?? = strenght digits
CODE

strenght digits :

00 =  armed with bats, 9mm pistols, Micro-SMG, and SMG ( rival density of 1 to 14 ) note : work fine !
01 =  armed with 9mm pistols, Micro-SMGs, SMG, and AK-47 ( rival density of 15 to 29 ) note : work fine !
02 = armed with Micro-SMGs, SMGs, and AK-47s ( rival density of 30 and above ) note : work fine !
03 = armed with SMGs, AK-47s, and Desert Eagles ( not seen without modification ) note : work fine !
04 =  froze game at 2nd wave



hoods under attack & gang-war ID #1 ( press L1 + up )
D0700942 0000FBEF
0066C7B4 000000??

gang-war ID #2 ( press L1 + down )
D0700942 0000FBBF
0066C7DC 000000??

?? = gangs digits
CODE

gangs digits :

00 = ballas
01 = grove
02 = vagos
03 = rifa ... note : tested , work fine !
04 = da nang ... note : tested , work fine !
05 = mafia ... note : tested , work fine !
06 = triads ... note : tested , work fine !
07 = aztecas ... note : tested , work fine !
08 = unused 8 ( aztecas by default )
09 = unused 9 ( aztecas by default )

note : i will do a multi jokered code to activate any of them at will , once im done with testings .

also id like to try them with a conditional joker attached to :
CODE

0x08    dword           current gang war stage
                           0: no war
                           1: war provoked
                           2: first wave
                           3: first wave passed
                           4: second wave
                           5: second wave passed
                           6: third wave

OrionSR is this located at 0066C7A8 for ps2v1 ?

Secro
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#98

Posted 30 April 2011 - 02:18 PM Edited by Secro, 30 April 2011 - 05:01 PM.

Good to see OrionSR found a way to do it too. I was about to report my results, but I noticed my account (Secronom President) was under status: Awaiting Authorization.

I managed to get it working with the Aztecas, but I have a question. Will it work with other gangs such as; San Fierro Triads; Da Nang Boys; Mafia and San Fierro Rifa?

I also have another one. If we kill three Ballas or Vagos on a Grove Street zone, will Grove Street attack its own territory or it will stay to the blips color (purple for Ballas or yellow of Vagos)?

EDIT: I forgot to mention the territory that was attacked was one of East Beach ones. The Vagos were attacking, I went to El Corona, lured some Ballas from Willowfield, went to the attacked zone and it showed blue blips, meaning the Aztecas were attacking, and they were there. The three skins (type of Aztecas) were assaulting my 'hood. It was on PS2.

I will try to test it with the Triads, Rifa and Da Nang Boys. If I suceed, I will try with Grove Street.

EDIT 2: I think we finally found out what he meant. It's just he didn't describe it accurately or didn't know it was about this factor, killing three Ballas or Vagos in Aztecas zones I mean.

EDIT 3: Just to make things clear; yes, I am Secronom President.

EDIT 4: I have another question; now that the Aztecas attacked my territory and that I let them kill me, how much density do they get? 5? 6? 10? I want to know so I can experiment more to see if the zone color will come to blue or something else.

EDIT 5: Now that we've found the way to get the Aztecas and other gangs attacking our turfs, I'm thinking of something; if we put all the gangs in one same area, it will spawn them all in there and will create a big gang war. It'll be like the gang-related cheat codes. If we put their densities to like 40 and that I take it over from the Ballas or Vagos, or vice-versa, will they disapear too?

EDIT 6: I will do a video walkthrough of it as I only a small camera to record my PS2 playthroughs. Still, I don't think it's different at all for both versions.

ric-013
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#99

Posted 01 May 2011 - 12:35 AM Edited by ric-013, 01 May 2011 - 01:30 AM.

QUOTE (OrionSR)

I'm still considering methods to detect when a gang war is triggered or attack notice is given in order to automatically make the adjustments - nothing practical comes to mind. Implementing the adjustment with a joker shouldn't be difficult.


i came up with somthing .... im using conditional joker on :
CODE

0x10    dword           index of warzone in ZonePop array

ps2v1 adress = 0066c7ac

basicly it apply aztecas ( 07 ) on gang-war ID 1 & 2 when its equal to territory address in zonepop ( in this case ELCO1 , ELCO2 , LMEX1a , LMEX1B ) this way if a gang-war or a hood attack occur within thoses territory's , aztecas ID are selected.

note : zone require ballas / vagos density for gang-war and 16+ groove density for hood attacks

ps2v1 ntsc
aztecas gang-war & hoods under attack in ELCO1 , ELCO2 , LMEX1a ,LMEX1b
E002AED8 0066C7AC
0066C7B4 00000007
0066C7DC 00000007
E002AFA4 006C7AC
0066C7B4 00000007
0066C7DC 00000007
E002B092 0066C7AC
0066C7B4 00000007
0066C7DC 00000007
E002B0A3 0066C7AC
0066C7B4 00000007
0066C7DC 00000007

- kill 3 ballas / vagos within ELCO1 , ELCO2 , LMEX1a ,LMEX1b territory 's and aztecas will gang-war at 1st wave
- if " hood under attack " occur in ELCO1 , ELCO2 , LMEX1a ,LMEX1b aztecas will be the attackers



also , i re-tested Gang Strength :
value = 03 work fine !!
value = 04 froze game at 2nd war

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#100

Posted 01 May 2011 - 03:57 AM

QUOTE
OrionSR is this located at 0066C7A8 for ps2v1 ?

It looks like the PS2v1 address for current gang war stage is located at 0x66C7C8. The PC address is 0x96ab64. I hope you find a good use for this information; it was not easy to obtain. Seeded data was ignored, so I had to tweak an outdoor save (exiting a safehouse isn't working in my emulator) with enabled gang wars, find a weapon, start a war, and play through the various stages at 4 frames per second while making periodic savestates.

Data repeated for easy skimming.

0x66C7C8 // current gang war stage PS2v1
0x96ab64 // current gang war stage PC


Grove Attacks

I was not able to get Grove to attack using the same methods that worked for getting the Azteca to attack. I had no trouble getting the other gangs to attack by using an editor to switch up the ELCO2 zone pop data. I'll leave it to someone else to test this in game since similar test have proved to be reliable.


ric-013
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#101

Posted 01 May 2011 - 04:07 AM

QUOTE

I hope you find a good use for this information; it was not easy to obtain. Seeded data was ignored, so I had to tweak an outdoor save (exiting a safehouse isn't working in my emulator) with enabled gang wars, find a weapon, start a war, and play through the various stages at 4 frames per second while making periodic savestates.

Data repeated for easy skimming.

0x66C7C8 // current gang war stage PS2v1
0x96ab64 // current gang war stage PC


thanks , i needed this for some conditional joker codes like the one in previous post.

inlove.gif

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#102

Posted 01 May 2011 - 04:10 AM

Here's a list of the gangs we managed to get to attack our zones;

-Ballas, by default.
-Los Santos Vagos, by default.
-Varrios Los Aztecas, by using our (OrionSR and my) method.
-Da Nang Boys, by using the method.
-San Fierro Triads, unsure.
-San Fierro Rifa, unsure.
-Italian Mafia, they are not having set by default zones nor spawning points.
-Russian Mafia, they are not having any set by default zones nor spawning points.
-Orange Grove Families, doesn't work.

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#103

Posted 01 May 2011 - 05:52 AM

QUOTE (Secro @ Apr 30 2011, 21:10)
our (OrionSR and my) method

It's awfully rude to show up 4 days late and try to share credit for figuring out a glitch. You should either post your results first or shut up about it. I had someone try to claim credit for discovering the proofed girlfriend cars after I made a topic about it. I didn't believe him either.

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#104

Posted 01 May 2011 - 06:00 AM Edited by Secro, 01 May 2011 - 06:02 AM.

QUOTE (OrionSR @ May 1 2011, 01:52)
QUOTE (Secro @ Apr 30 2011, 21:10)
our (OrionSR and my) method

It's awfully rude to show up 4 days late and try to share credit for figuring out a glitch. You should either post your results first or shut up about it. I had someone try to claim credit for discovering the proofed girlfriend cars after I made a topic about it. I didn't believe him either.

It's not my fault if my other account, Secronom President, was under status; Awaiting Authorisation with an unknown e-mail adress to me.

Only yesterday I decided to make a new one.

Anyway, remember this post?;

QUOTE (Posted on Apr 30 2011 @ 10:18)
Good to see OrionSR found a way to do it too. I was about to report my results, but I noticed my account (Secronom President) was under status: Awaiting Authorization.


EDIT: If you're not happy about it, do what you want, I don't care. I found it first.

EDIT 2: Didn't mean to offend you or anything.

ric-013
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#105

Posted 01 May 2011 - 02:03 PM

QUOTE (Secro @ May 1 2011, 02:00)
QUOTE (OrionSR @ May 1 2011, 01:52)
QUOTE (Secro @ Apr 30 2011, 21:10)
our (OrionSR and my) method

It's awfully rude to show up 4 days late and try to share credit for figuring out a glitch. You should either post your results first or shut up about it. I had someone try to claim credit for discovering the proofed girlfriend cars after I made a topic about it. I didn't believe him either.

It's not my fault if my other account, Secronom President, was under status; Awaiting Authorisation with an unknown e-mail adress to me.

Only yesterday I decided to make a new one.

Anyway, remember this post?;

QUOTE (Posted on Apr 30 2011 @ 10:18)
Good to see OrionSR found a way to do it too. I was about to report my results, but I noticed my account (Secronom President) was under status: Awaiting Authorization.


EDIT: If you're not happy about it, do what you want, I don't care. I found it first.

EDIT 2: Didn't mean to offend you or anything.

listen , Landstalker a.k.a Socronom President a.k.a Secro ... and maybe even more useless i.d's

this glitch is not yours !!!

and your contribution , if any , was very small .

all you did was finding a small variation to " hood abuse " glitch a year ago and you created a new topic
http://www.gtaforums...howtopic=449982
so, claiming credit for it instead of posting it into hood abuse topic were it belong .

OrionSR did all the hard work here !


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#106

Posted 01 May 2011 - 02:10 PM

QUOTE (ric-013 @ May 1 2011, 10:03)
QUOTE (Secro @ May 1 2011, 02:00)
QUOTE (OrionSR @ May 1 2011, 01:52)
QUOTE (Secro @ Apr 30 2011, 21:10)
our (OrionSR and my) method

It's awfully rude to show up 4 days late and try to share credit for figuring out a glitch. You should either post your results first or shut up about it. I had someone try to claim credit for discovering the proofed girlfriend cars after I made a topic about it. I didn't believe him either.

It's not my fault if my other account, Secronom President, was under status; Awaiting Authorisation with an unknown e-mail adress to me.

Only yesterday I decided to make a new one.

Anyway, remember this post?;

QUOTE (Posted on Apr 30 2011 @ 10:18)
Good to see OrionSR found a way to do it too. I was about to report my results, but I noticed my account (Secronom President) was under status: Awaiting Authorization.


EDIT: If you're not happy about it, do what you want, I don't care. I found it first.

EDIT 2: Didn't mean to offend you or anything.

listen , Landstalker a.k.a Socronom President a.k.a Secro ... and maybe even more useless i.d's

this glitch is not yours !!!

and your contribution , if any , was very small .

all you did was finding a small variation to " hood abuse " glitch a year ago and you created a new topic
http://www.gtaforums...howtopic=449982
so, claiming credit for it instead of posting it into hood abuse topic were it belong .

OrionSR did all the hard work here !

Wathever... I found it first, nonetheless.

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#107

Posted 01 May 2011 - 02:24 PM

QUOTE

Wathever... I found it first, nonetheless.


hell no ... you didnt !

now i see why you had many i.d 's ... you probably got banned from this forums for trolling and trying to take credits for someone else work .


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#108

Posted 01 May 2011 - 02:28 PM

QUOTE (ric-013 @ May 1 2011, 10:24)
QUOTE

Wathever... I found it first, nonetheless.


hell no ... you didnt !

now i see why you had many i.d 's ... you probably got banned from this forums for trolling and trying to take credits for someone else work .

How is having an account under Awaiting Authorisation status is beeing a banned member? Did you ever see me lying or trying to take credits I don't deserve? No! I'm only fighting for causes that I have credits to get. I don't fight battles already lost.

Now I understand why none of us like people from Montreal (I understand myself)...

End of discussion!

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#109

Posted 01 May 2011 - 02:40 PM

QUOTE

Now I understand why none of us like people from Montreal (I understand myself)...


WTF !! your insulting me on where i come from ?? ... you obviously lack arguments to prove your point .

im done wasting my time .

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#110

Posted 01 May 2011 - 02:47 PM Edited by Secro, 01 May 2011 - 02:50 PM.

http://www.gtaforums...entry1060458150

How about that?

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#111

Posted 04 May 2011 - 05:26 AM Edited by Jack Reacher, 04 May 2011 - 05:39 AM.

Its funny because you also did the same thing to me. I decided to post a new glitch I found, losing the final wave in a gang war to mix a territory. A day later you post in the topic saying you also found it but didnt bother to post it. If you have no proof why even bother saying you found it first? Its a funny co incidence that this has happened twice now and both your accounts were down. You could also have used that Guest account you created that you PMed me with...

Anyway im done arguing about who gets credit for what. I have had internet down for a while but now I can join in again.

So basically the only density of a 3rd party gang to a zone is to help they get a density of 1 from the flight glitch added to a zone that can get attacked. I have seen the Da Nang group standing around in willowfield. So here is my understanding of it.

I take over the zone normally that has Da Nang 1 in willowfield, it now has GSF density and Da Nang 1. That zone then gets attacked. Before triggering the attack I kill 3 ballas in that zone. When I go trigger the attack, Da Nang spawn as the attackers. I let it time out, and they get density in that willowfield zone. So would that work? The thing is its next to El Corona. So I could get Da Nang, ballas, Vagos and GSF in that zone. If I then go back and fourth across El Corona, well il probably get all 5 gangs spawning in that one area, would be a fun project for me to make.

Only problem is I have to make the flight glitch to give gang density to zones that can be attacked. This can be solved if us PS2 owners can figure out how to get additional territories ( created from hood abuse glitch) to get attacked somehow, so thats what im going to be focusing on from now on

EDIT: Ok I know I said I would leave this alone but the you saying on your youtube video that you found the glitch in 2010 is just ridiculous. For one I made this topic this year asking for help to find the glitch, and your second post on the first page, on the account Secronem President, says you failed getting the glitch to work. Its hard to take you seriously now, its a shame you went down this path trying to take credit for everything.

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#112

Posted 04 May 2011 - 06:12 PM

QUOTE (Jack Reacher @ May 4 2011, 01:26)
Its funny because you also did the same thing to me. I decided to post a new glitch I found, losing the final wave in a gang war to mix a territory. A day later you post in the topic saying you also found it but didnt bother to post it. If you have no proof why even bother saying you found it first? Its a funny co incidence that this has happened twice now and both your accounts were down. You could also have used that Guest account you created that you PMed me with...

Anyway im done arguing about who gets credit for what. I have had internet down for a while but now I can join in again.

So basically the only density of a 3rd party gang to a zone is to help they get a density of 1 from the flight glitch added to a zone that can get attacked. I have seen the Da Nang group standing around in willowfield. So here is my understanding of it.

I take over the zone normally that has Da Nang 1 in willowfield, it now has GSF density and Da Nang 1. That zone then gets attacked. Before triggering the attack I kill 3 ballas in that zone. When I go trigger the attack, Da Nang spawn as the attackers. I let it time out, and they get density in that willowfield zone. So would that work? The thing is its next to El Corona. So I could get Da Nang, ballas, Vagos and GSF in that zone. If I then go back and fourth across El Corona, well il probably get all 5 gangs spawning in that one area, would be a fun project for me to make.

Only problem is I have to make the flight glitch to give gang density to zones that can be attacked. This can be solved if us PS2 owners can figure out how to get additional territories ( created from hood abuse glitch) to get attacked somehow, so thats what im going to be focusing on from now on

EDIT: Ok I know I said I would leave this alone but the you saying on your youtube video that you found the glitch in 2010 is just ridiculous. For one I made this topic this year asking for help to find the glitch, and your second post on the first page, on the account Secronem President, says you failed getting the glitch to work. Its hard to take you seriously now, its a shame you went down this path trying to take credit for everything.

They are "down" because I changed their e-mail adresses.

Everybody knows, I hope so, that when you die while attackign a territory, there will be a change of density in this specific turf.

Care to read my comment on YouTube? My style is my style; I, most of the time, keep things for myself. I won't change it because of some [...]. If you're not happy of whatever, then that it'd be. I won't change my status anyway.

OrionSR
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#113

Posted 04 May 2011 - 10:49 PM

QUOTE
I take over the zone normally that has Da Nang 1 in willowfield, it now has GSF density and Da Nang 1.
Nope. When a war is won Grove gets the density from all gangs in that zone, so Da Nang is back to zero. You will need to find a way to flight glitch Da Nang back into the zone without adding any density to Ballas, Vagos, or Rifa if you want to try to increase the density of Da Nang in that zone.

BTW, GAN1 is not a zone that can be flight glitched on PC.

In the posted linked below I describe a method to flight glitch Ballas into Santa Flora and Aztecas into Paradiso. I was able to apply the various glitches to increase Balla density to 31, and then use them to glitch up the density of the Aztecas. I used a no-wanted-level cheat, but otherwise the save is unmodified. The concept works. I believe this trick can be repeated since I tried to record a planned flight path.

http://www.gtaforums...st&p=1060454430




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#114

Posted 05 May 2011 - 03:28 AM

Yeah I read your youtube comment and it still makes no sense. At the beginning of this topic you said you had no success of getting the glitch to work, yet now you are saying you found it in 2010? Doesn't add up. Also your wrong about just dieing in an area to add density of the attacking gang, you have to do a little more than that. Yes your style is your style, which is finding a glitch and not telling anyone about it, and as soon as someone else discovers it you claim it for yourself and make a youtube video on it, nice style.

Anyway thanks Orion, so i guess i gotta take over the willowfield territory that gets Da Nang BEFORE I do the flight glitch. This way they are in a GSF zone and it can be attacked and their density can be added. Also I can repeat the flight glitch right? Right now the willowfield zone has Da nang 1 and the original ballas in it. If I take over it to make it GSF, the Da nang goes away like you say. I can then go and repeat the flight glitch to get them back right?

Also I found some Mountain cloud Boys in El Corona ( the one with the safehouse) which is useless, but also some in ocean docks. So i gotta hood abuse ocean docks and then somehow get it attacked, so we are back to where we started, finding the attack requirements for PS2 on additional territories.

Finally we know that if a zone is surrounded by Balla zones and no Vagos zones, then it will only get attacked by Ballas. However should I take over one of those Balla zones and then mix it with Vagos, will the zone that was originally surrounded by Ballas be able to be attacked by Vagos? Il try give a better example, I dont know the name of the zone, but see the zone directly to the west of GAN2, one with the hairdressers and tatoo parlour. Say I mix GAN2 with Vagos and then take over the zone with the tatoo parlour, will that zone be able to be attacked by Vagos?

OrionSR
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#115

Posted 05 May 2011 - 09:39 AM Edited by OrionSR, 05 May 2011 - 09:44 AM.

We definitely need to organize all of the discoveries. This glitch has gotten very complex.

As far as I can tell, all the zones act the same as any other except for GAN1 and SAN_AND. This leads me to believe that the Vagos will attack if their density is sufficiently high. The minimum density for a rival gang to attack is probably 20. This is the minimum I found on PC, but I don't remember if ric ever checked the minimum rival density since he got hung up on the strange results for the minimum Grove density (16).

I keep forgetting to remind you of this, but it keeps coming up, even if it seems a bit off topic at the moment. Since adding enemy gang density is the primary goal of losing an attack, the best method to lose would be to timeout the attack notice because then they would gain a density of 30, as apposed to 18 or less depending on how many get killed before you forfeit by triggering an R3 mission or one of the other methods. Perhaps a smaller density would be desired from added rival gangs if you don't want them to be able to attack.

It doesn't matter where the attack occurs. You will be switching what the game thinks is the turf under attack anyway when you do the 3rd kill thing. The difficult part is getting the 3 kills if there are no Ballas or Vagos near where you want to do the glitch. Hm... I need to practice with the satchel kills again and make sure I know where the density gets applied.

What worries me about the flight glitch is the apparent randomness. Flying around and glitching everything that can be glitched sounds like a plan that can't be repeated by anyone else. I was experimenting with exploring just off shore in the hopes of glitching specific zones with specific gangs. I had some luck with quickly glitching appropriate zones in San Fierro by probing off the east coast.

Again, I managed to add Ballas to Santa Flora and Aztecas to Paradiso. I think you could do the same thing if you followed the same flight path (1:45 east of the LS car park with the NRGs, then return). I was using a save that hadn't previously been flight glitched. I'm not sure what effect random glitches might have. It would probably be necessary to have a war in Paradiso in order to clear out any other gangs before doing the flight path that adds only the Aztecas. It shouldn't matter if there are other gangs mixed in with the Ballas in Santa Flora.

QUOTE
I set the map marker on the street in East Beach that has the garage with the NRGs and used that as a flight path off and back on to the map. About 45 seconds out (Shamal, mostly full throttle) I picked up a Grove density in Bayside Marina. About 1 minute later I picked up the Balla density in Santa Flora. I used a half-loop, half-roll (Immelmann turn) to retrace my steps back to land without creeping too far north or south. Somewhere along the line I picked up another Balla, also at Bayside Marina so it doesn't really matter. I'm not sure when the Azteca density was bumped.


So the plan is:

Set the map marker on the road in front of the NRG parking garage.
Fly a east of the marker in Shamal at mostly full speed for 1 minute and 45 seconds.
Flip the plane over and fly straight back towards the marker.
Save.

Try to start and win a war in Paradiso by targeting the density 1 Ballas that should now be in Santa Flora.
Wait for an attack to begin anywhere. (Time it so CJ is in SF when the attack occurs).
Go to Santa Flora and kill 3 of the density 1 Ballas.
Let the attack notice time out so Ballas end up with a density of 31.
Save.

Time it again so attack occurs anywhere while CJ is in SF.
Target 3 Santa Flora Ballas from Paradiso.
Return to the attack and win so Grove gets some density in Paradiso.
Save.

Time another attack while CJ is in San Fierro.
Target 3 Santa Flora Ballas from Paradiso.
Let the attack notice time out so Aztecas end up with a density of 31.
Save.

Note that random flight glitching might have a non-rival gang other than Aztecas in Paradiso unless you could win a war and clean up any strays. If there is a stay non-rival density then the lowest numbered gang would get the extra density.

ric-013
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#116

Posted 05 May 2011 - 01:02 PM Edited by ric-013, 05 May 2011 - 01:48 PM.

QUOTE (OrionSR)

but I don't remember if ric ever checked the minimum rival density since he got hung up on the strange results for the minimum Grove density (16).

no , i didnt do that ... i only tested minimum groove. i can test minimum rival for attacks tomorrow.

btw, OrionSR ... i did some codes but i posted them in my topic , do you want me to post them here aswell ?

also, i did peek into memory abit , heres some info i found out :
CODE

0x30    dword           unknown time

seems to be 3rd kill timer ( time allowed to kill 3 gang members ) it gets activated at 1st gang member killed and stops at 3rd gang member killed ...it also stop on its own ( about 5 minutes ) if you let it go after 1st kill .
ps2v1 ntsc address = 0066c7d0
CODE

0x34    dword           hood under attack stage (?)

works exactly like gang-war stage ...
00 = no attack
01 = hood attacked
02 = defending hood ( set when you trigger defence )
ps2v1 ntsc address =0066c7e0


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#117

Posted 05 May 2011 - 02:29 PM

No, I don't think it is necessary to post full length codes in this topic. I can find them in your main territory codes topic if I need them. However, I think this is the appropriate place document addresses and other key information since that's what we've been doing all along.

Nice work on the hood attack stage and 3rd kill timer. I'll try to confirm your results on PC when I get a chance, but it might be a while; I've got another project or two I need to finish up.

I'm very curious if my experiments with glitching Ballas and Aztecas into Santa Flora and Paradiso can be repeated. Have you had any luck with stable flight paths?

ric-013
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#118

Posted 05 May 2011 - 02:58 PM Edited by ric-013, 05 May 2011 - 05:42 PM.

QUOTE

I'm very curious if my experiments with glitching Ballas and Aztecas into Santa Flora and Paradiso can be repeated. Have you had any luck with stable flight paths?


it still on my " to do " list ... im sure you noticed , i work way slower than you are lol , also i felt i had enuff info to start doing codes , so i kind of forgot about it . ill give it a try tomorrow , ill repeat same path you did ... lets hope my skills are not too rusty for that " half-loop , half-barrel-roll " trick to turn around .

about gang-war stage & hood under attack stage , i used them only as target value for my conditional joker , i didnt try to overwrite thoses values in any way . i used a copybyte code to display in $ on screen values stored ( like you did ) .

EDIT :

QUOTE (ric-013)

also, i did peek into memory abit , heres some info i found out :

CODE
0x30    dword           unknown time



seems to be 3rd kill timer ( time allowed to kill 3 gang members ) it gets activated at 1st gang member killed and stops at 3rd gang member killed ...it also stop on its own ( about 5 minutes ) if you let it go after 1st kill .
ps2v1 ntsc address = 0066c7d0


ill need to re-test that one , just found out i copied too much bytes into $ address ...might be XYZ for 3rd kill you already found, i would get same type of results in testing.

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#119

Posted 05 May 2011 - 09:35 PM

Wow! Just wow. Great finds. And I've overslept the party again. I hope you guys don't mind if I also give it some tries.
Is there any way to shorten the waiting for the next attack? Or it have to be 27 minuts again and again? Last time I gave up on testing the gang wars' glitches due to all of the time I have wasted, waiting for attackers to show up.

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#120

Posted 05 May 2011 - 11:00 PM Edited by OrionSR, 06 May 2011 - 02:47 AM.

The next attack timer isn't always reset to 27 minutes after an attack. The range is between about 10.5 and 27 minutes. It is possible to alter the next attack timer with save editing or device codes; I haven't found a method to change the timer in-game. I did a little testing on PS2 but didn't want to edit the save or use codes so I just had CJ stand inside of a safehouse while I did something else for a while. Then I'd save, go outside, and wait 30 seconds to see if the attack would trigger. If not, then I'd wait inside for a bit longer, save again, and recheck. I used an R3 vehicle and aircraft to hold the next attack timer while I traveled to SF because that where I was trying an experiment.




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