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OM0

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RationalPsycho
  • RationalPsycho

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#1

Posted 16 September 2017 - 10:25 AM Edited by RationalPsycho, 16 September 2017 - 05:17 PM.

What is OM0?
 
OM0 stands for "On Mission = 0". The $ON_MISSION variable is the game's way to determine whether you are on a mission or not, and can be either 0 or 1. If the $ON_MISSION value is 0, you are in free roam as we know it. When you start any task (mission, Rampage etc.), the value changes to 1 (OM1), and once it does, you can not save the game or perform any other activity that can alter the OM state, until it reverts back to 0 (mission passed/failed). OM0 is commonly referred to by the community as the ability to trick the game into changing the OM state to 0 when on a mission.
 
How to change the OM state to 0
 
There are three currently known methods to do this, and all of them involve Rampages, as they never initially crash/freeze the game when blended with other missions. Don't worry though, as, unlike in other games, Rampage icons do not disappear after completion, so you can perform the OM0 exploit any time you desire. Most people use the first method, as it's the fastest and more efficient one, but I'll explain the other two in case you feel like trying them out.
 
Method 1 (found by Powdinet): Get a Police vehicle, start "Vigilante", exit the vehicle, stand on where a Rampage icon is supposed to be before the "Vigilante" timer expires, and cancel the side mission by tapping Up (PSP)/R3 (PS2) twice. You will now notice that you have a Rampage timer counting down and the ability to start missions. If the timer runs out when on a mission, the OM state will change back to 0.
Video by Lennart -:
Method shown from 0:34 to 1:02
 
Method 2 (founder currently unknown): Pick up a Rampage icon and get a vehicle capable of starting a side mission (Taxi, VCPD Cruiser/WinterGreen, Firetruck, Ambulance etc.), stand on where ANOTHER Rampage icon is supposed to be, wait for the timer to run out, and once it does, QUICKLY enter your vehicle and start a side mission. If done right, you'll be having the side mission and Rampage timer running at the same time. Cancel the former to change the OM state back to 0, and you're good to go.
Video by Bender.:
Method shown from 1:31 to 3:43. As a bonus, he shows an alternative method on how to obtain the H/EC Boxville from "Domo Arigato Domestoboto".
 
Method 3 (found by Powdinet): This one is a bit tricky to get down, and you need an Empire Building owned by a rival gang for this to work (preferably the one shown in the video), so if you have all Empire Sites taken over, you can't use this method. Throw a Remote Grenade right next to the enemy gang vehicle, detonate it, and step on the Rampage icon the moment the vehicle gets destroyed. If done right, you should have successfully launched an attack on the Empire Site with a Rampage timer counting down. Now simply leave the area to fail the attack, and do your desired thing. Watch out for random gang attacks though.
 
Applications of OM0
 
You can use OM0 for several things, but keep in mind that when blending scripts together, the game might crash or freeze more often than not, but sometimes works, and when it does, it often yields unexpected results. The good news is that usually every undesirable effect caused by this exploit disappears after saving and reloading the game.
 
Not everything has been tested yet, so unveiling the full capabilities of OM0 is a work in progress. Jump in and who knows; you might find the next best thing :)
 
Special Vehicles: Some Special Vehicles can be obtained much more easily, or exclusively with the use of OM0, which allows us to duplicate missions, and subsequently the otherwise unobtainable vehicle in question and take it for ourselves, or interrupt mission scripts, which dumps the first one (assuming the game does not crash), effectively enabling us to extract our desired vehicles from missions. More details in the Special Vehicle guide.
 
Mission duplicating: When the Rampage timer expires the moment you step on a mission marker or during motion cutscenes, it is possible to start the same mission twice at the same time. This process is called duplicating, or duping in general. If you pass duped missions, you might get double rewards, such as money and completion percentage, which enables you to reach 100% progress earlier than you are supposed to. Keep in mind that not all missions can be duplicated, and of those that can, some don't affect the percentage, while others can skip certain missions of a chain, potentially locking you out of desirable awards. As far as duping is concerned, a person named REDLOF_ tested a lot of missions a long time ago and posted the results, but there is still a lot of stuff that remains untested.
 
Unlimited percentage: Since duping missions can be unreliable at times, Powdinet discovered a method to start and complete a mission as many times as you wish, with the difference being NOT simultaneously. All you have to do is change the OM state to 0 during a mission (by letting the Rampage timer expire), and pass it like normal. You will be awarded with money and percentage, but the mission marker will remain available until you pass it with the OM state to 1! So just rinse and repeat (keep passing the mission with OM0) until you get your desired percentage.
 
Make note that this doesn't work with all missions. Typically, the final missions of a chain tend to work, with "Got Protection?", "From Zero to Hero" and "Kill Phil" being some working examples, but not always, as missions like "Conduct Unbecoming" can freeze the game if started again. In some cases, it is possible to unlock missions earlier than you were supposed to. A good example is "Takin' Out the White-Trash", where it can unlock "D.I.V.O.R.C.E." before completing Marty's and Phil's missions, as shown here: https://www.youtube.com/watch?v=Ss6xy-ilJwM
However, in this particular case, nothing is unlocked after passing "To Victor, the Spoils", so progressing without completing "Marked Men" and "Got Protection?" is impossible. This section needs more research.
 
Unlimited ammo: Get OM0 with the Rampage that gives you your desired weapon and start "Phil's Shooting Range". When the timer expires, the side mission will fail, and the weapon the Rampage gave you will remain in your arsenal with the ammo set to high above the 9999 limit, making it practically unlimited. If you have a different weapon of the same type, it will be replaced by the one the Rampage gives you after performing this trick, so keep that in mind. Discovered by Lennart - and a video with a 9mm Pistol as an example can be seen here: https://www.youtube.com/watch?v=iOLfuf_SFng
 
Instapass: Short for "Instant Pass", which refers to the act of blending scripts to instantly pass a mission. A few examples include Playground missions (only tested on PS2), where you change the OM state to 0 in "So Long Schlong", and after getting the message to save Reni, you start a Playground mission, which causes the side mission to instapass as shown here: https://www.youtube.com/watch?v=n3MZc7byeXk
Or "Hyman Memorial O.D.T.", where you get OM0 during "Light My Pyre", and start "Hyman Memorial O.D.T." after Lance reaches the Mendez mansion. This will instapass the side mission, and will add a permanent bleeping noise and reduce the player's movement, but these effects go away after saving and reloading the game. Video of the "Hyman Memorial O.D.T." instapass is shown here: https://www.youtube.com/watch?v=Engxk0JEmXw
Credit for these instapasses goes to Powdinet
 
Miscellaneous: If you change the OM state to 0 during "Unfriendly Competition" and start "Mashin' Up The Mall", the coronas are glitched in a funny way, effectively turning the Vice Point Mall into a nightclub. However, the side mission becomes impossible to complete until you save and reload. Video of this glitch can be seen here: https://www.youtube.com/watch?v=pSXDFVnkxvM
Found by Powdinet
 
If you dupe and pass "Cleaning House", "Conduct Unbecoming" will be skipped, which allows you to keep the weapons you have collected beforehand. The 101 Bayshore Avenue safehouse will be normally unlocked, so you don't have to worry about that. A stray blip will remain outside Martinez's barracks on the map, which will go away after saving and reloading the game. However, the Army Fatigues will still be taken away, so watch yourself as you exit Fort Baxter.
Thanks to Lennart - for bringing this to my attention.
 
The Purchase Icon Teleportation Trick
 
As you may have noticed, there are various padlock icons scattered throughout Vice City which are unlocked as you progress the game. When picking one up, you are given the option to purchase vehicles in exchange for money. Now, if you change the OM state to 0 during a side mission like "Vigilante" (races and Empire missions work too), step on a purchase icon, and cancel the side mission by tapping R3/Up twice, you regain control of Victor (who would normally be immobilized), and the 

 

Pay $$$ to buy *vehicle*?
X to buy.
O (PSP)/Δ (PS2) to exit.
window disappears, but is still functional, meaning you can buy a vehicle anywhere and anytime, and once you do so, you get teleported to where the padlock icon was. This exploit can be used to do a few things, but before naming them, I should explain the...
 
Configuration: Okay, so now you cancelled a side mission after stepping on a padlock icon, are able to freely move around, but want to press O or Δ without cancelling the setup. It's simple; hold X down and press your desired buttons. Note that the O button only cancels the setup on PSP. On PS2, the only "forbidden" buttons are X and Δ.
 
There is a little problem though. If you press X, you MUST have it held down until you decide the time to buy a vehicle is right. This means that after entering vehicles, you cannot exit them the traditional way, as pressing Δ with X held down just acts as a brake. For you to exit a car, either by normally using the door or bailing out, you have to let go of X, so if you don't want to move around on foot, you have to use only bikes, the BMX or Quad, since you can exit them without the need to press Δ; by falling off.
 
But wait, there is more! When you hold down X, many missions (like "Steal the Deal" for example) make you buy vehicles during cutscenes even if you DON'T let go of the button. So how to get around this? By not pressing X with the buy menu active, BUT if you press and hold down X BEFORE picking the padlock icon up, you can act as if you had pressed the button AFTER picking the icon and cancelling the side mission, except YOU DON'T TOUCH THE SETUP this way. Which basically means, you can release X at your leisure, and if you press and let go of it again, vehicle is purchased, thus giving yourself a second chance. In other words:
- Start holding X down
- Pick the padlock icon up (don't release X)
- Cancel the side mission (X is still held down)
- Enter your bike/BMX/Quad
- Go to a mission marker
- Fall off the vehicle (remember; no releasing X yet)
- Release X when about to enter the marker (nothing will happen)
- Start the mission
- Wait for the cutscenes to end
- Press and hold down X a second time when necessary
- The rest is as you know it
Unfortunately, this doesn't help you skip the cutscene, but at least you can get there fast.
 
Okay, now you know how to handle the setup, so let's get to the good stuff, which is...
 
Movement during cutscenes: If you buy a vehicle when a cutscene is about to kick in or during it, you are sometimes able to gain control of Victor. This has the potential to help, especially for Special Vehicles, but hasn't done much so far, except the AP conversion for all helicopters but the Hunter and Little Willie. More detailed description of how this can be done in the Special Vehicle guide, and a video can be seen here: https://www.youtube.com/watch?v=CTq9Sn7r2kQ
It's up to you to find more working cases.
 
Ghost Town glitch: If you dupe a side mission with a padlock icon on the WEST island and buy a vehicle inside the Mall, you will find yourself in a city where no traffic spawns, and has a darker background, giving it a "creepy" vibe, akin to a Ghost Town, hence the glitch's name. The minimap will be almost blank, with only the player's marker showing, and the on-foot camera will be stuck in close view, as if you were inside an interior. Although pedestrians still spawn, no soldiers are present inside Fort Baxter. During a high wanted level, only pedestrian cops and Police roadblocks spawn, but with some differences; during 5 and 6 stars, only regular VCPD Cruisers with ordinary cops are forming the roadblocks instead of the FBI (with FBI Washingtons) and the military (with Barracks OL). Strangely, during 4 stars, Enforcers are present in roadblocks, but with regular cops again, shooting at you with 9mm Pistols. Additionally, the water is glitched; only the seafloor is visible (which is not actually solid, but just a texture), so if you jump into the water, Victor is seen swimming in midair, but this does not affect gameplay in any way. A picture of what the Ghost Town looks like can be seen here:
Spoiler
To get rid of the Ghost Town, simply enter an interior such as a safehouse or Phil's Shooting Range and exit it, or cross a bridge to the east island.
 
You can use the Ghost Town to complete races and side missions like "Vigilante", "Taxi Driver" and "Paramedic", as well as the races without traffic getting in your way, or just cruise and have fun around the city. Sadly, you can't enter Empire buildings (nor Empire vehicles spawn by the way), therefore you're unable to start Empire missions. Also, unfortunately, the Ghost Town glitch currently only works with the west island. Finding a way to make it happen on the east is a work in progress.
 
Transporting vehicles to the west island early (PS2): You can use the padlock teleportation trick to bring vehicles that only spawn on the east, such as the Gang Rancher and Stretch, back to the west before completing "From Zero to Hero", by using a method to cross the bridge to the other island (BMX method recommended), and buying a vehicle as soon as you enter your desired car. Make note that this mainly works on PS2, since on PSP, your vehicle usually spawns upside down upon teleporting due to a glitch, and, as wrecks are not restored in garages, the boat method remains the most reliable one. The main reason you would need to bring vehicles back to the west island early is to convert them to EP in "Got Protection?" (4 seats only).
 
Sanchez/BMX/Quad Time Trials: If you buy a vehicle the moment you start either of the three time trials, you will get teleported away, and freely able to move around with the course menu still functional. This doesn't help much, since starting any mission with the course menu will crash the game, but can be used to start and complete a course with your desired vehicle in case you're having trouble with one (especially Quad courses), but this is pushing it too far; if you're capable of managing this setup, you sure as hell are skilled enough to complete any time trial the game has to offer. Helps for world records though. Keep in mind that you can't start "Watersports" with any other vehicle, since you always get teleported on a Jetski upon starting a course for some reason.
 
Matters in need of research
 
Some main and side missions remain untested regarding whether they can be duped with themselves, give double rewards, or skip other missions.
 
How does every single mission behave when passed with OM0?
 
Ghost Town glitch on the east island.
 
Special Vehicles. There are several of them still unobtainable, and as long as it involves OM0, every method and idea regarding Special Vehicles is allowed here.
 
More instapasses, as well as testing them on both PSP and PS2.
 
Permapass. Short for "Permanent Pass". The act of forcing the game into executing an endless "Mission Passed!" loop, which can lead to 100% completion, lots of money, and even high Criminal Record within minutes. No permapass has been found yet.
 
Tripling. The act of starting a mission thrice at the same time, or at least changing the OM state to 0 when two mission scripts are running. There is currently no way how to do this.
 
Credits. If I missed something, or gave credit to the wrong person, please notify me. Also, the founder of the second OM0 method.
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Powdinet
  • Powdinet

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#2

Posted 16 September 2017 - 12:49 PM Edited by Powdinet, 16 September 2017 - 12:50 PM.

A few notes:

 

I was the person who found Methods 1 and 3 described. I was also who found you could do the same mission over and over.

 

 

Make note that this doesn't work with all missions. Typically, the final missions of a chain tend to work, with "Got Protection?", "From Zero to Hero" and "Kill Phil" being some working examples, but not always, as missions like "Conduct Unbecoming" can freeze the game if started again. In some cases, it is possible to unlock missions earlier than you were supposed to. A good example is "Takin' Out the White-Trash", where it can unlock "D.I.V.O.R.C.E." before completing Marty's and Phil's missions, as shown here: https://www.youtube.com/watch?v=Ss6xy-ilJwM

However, in this particular case, nothing is unlocked after passing "To Victor, the Spoils", so progressing without completing "Marked Men" and "Got Protection?" is impossible. This section needs more research.

 

I also looked into this. In this game, unlike other games, when each story mission passes it jumps to a generic function that all story missions use, regardless of the mission chain. This means that the game has to keep track of the chain the mission is attached to somehow, and it does this by storing the value in a variable. This value changes in 3 ways

 

1) Every time a mission starts, the value is set to that chain's value (Example: Start a Umberto mission and it'll set it to 5)

2) Every time the mission icons are created when you are onmission 0, the value is set to the last icon created. So for example, if you start Got Protection with Louise unlocked and obtain om0 during the mission, completing Got Protection will increment Louise's counter instead, allowing you to skip one or more Louise missions, and redo Got Protection

3) This one I didn't research fully why it happens, but after the first chapter of the game is complete (To Victor the Spoils being the final mission of the chapter) it will always default to the value 5, which refers to Umberto's chain. This means that at any point in the game after To Victor the Spoils, obtaining om0 during a mission and then completing it will cause Umberto's chain to be incremented. This can be used to skip Umberto missions in early chapter 2, but not much else. Also, skipping more than one Umberto mission using Hose the Hoes will tend to crash the game for unknown causes

 

On instapasses and permapasses:

 

Playground on the Park instapass (only tested on PS2)

Starting any Playground mission during this part of So Long Schlong will instapass Playground on the Park (all playground missions use the same mission code, so it's irrelevant which one you start)

 

Hyman Memorial IDT instapass (only tested on PS2)

Starting Hyman Memorial IDT during this part of Light My Pyre will instapass it. It will aslo give you a permanent blipping noise and your movement on foot will be reduced, because the mission keeps looping itself back into this section of the code, playing a blip and giving the player movement over and over again

(no ingame sound because my capture card audio was broken, here's a emulator version memory edited to start Hyman instead of Vigilante when you press R3 on a cop bike https://www.youtube.com/watch?v=d3D4jShQHro)

 

Vigilante "instapass" (PS2 only?)

Simply dupe Vigilante and it skips levels by itself. It'll crash if too many things are spawned in, so just cancel it every time you hit a checkpoint and start again

https://www.youtube.com/watch?v=7TKIEBPoptY

 

On tripling:

This is possible with Vigilante using the same method as above, but using a second rampage setup. Doing so makes the game so unstable it crashes the game in a few seconds

 

Random things:

Starting Mashin Up the Mall during Unfriendly Rivalry will glitch out the mission's coronas and turn the mall into a light shot. Unfortunately, this makes the mission impossible to complete.

https://www.youtube.com/watch?v=pSXDFVnkxvM

 

On a final note, getting om0 during certain missions, at least on the PS2 version, will cause the mission to fail at a later point, because either a vehicle or character isn't spawned correctly, or it is spawned but the game just despawns it for some reason. This happens in LCS as well sometimes. An example is High Wire, which fails after the cutscene with the flatbed because "the vehicle is destroyed"

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RationalPsycho
  • RationalPsycho

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#3

Posted 16 September 2017 - 01:45 PM Edited by RationalPsycho, 16 September 2017 - 02:24 PM.

I was the person who found Methods 1 and 3 described. I was also who found you could do the same mission over and over.

 

Starting Hyman Memorial IDT during this part of Light My Pyre will instapass it. It will aslo give you a permanent blipping noise and your movement on foot will be reduced, because the mission keeps looping itself back into this section of the code, playing a blip and giving the player movement over and over again

 

Vigilante "instapass" (PS2 only?)

Simply dupe Vigilante and it skips levels by itself. It'll crash if too many things are spawned in, so just cancel it every time you hit a checkpoint and start again

 

On tripling:

This is possible with Vigilante using the same method as above, but using a second rampage setup. Doing so makes the game so unstable it crashes the game in a few seconds

 

On a final note, getting om0 during certain missions, at least on the PS2 version, will cause the mission to fail at a later point, because either a vehicle or character isn't spawned correctly, or it is spawned but the game just despawns it for some reason. This happens in LCS as well sometimes. An example is High Wire, which fails after the cutscene with the flatbed because "the vehicle is destroyed"

 

Fixed the credits. Thanks for letting me know.

 

These effects do go away after saving and reloading, right?

 

I think I tried this on PSP, and it doesn't immediately skip all Levels, but rather, only the first one. Don't remember very well though. I'll check it again.

 

I recall doing something with "Vigilante", where I somehow got the side mission running twice alongside a Rampage, and managed to bring the Empire icons back on the map, but that's about it. I couldn't even enter these buildings or start other missions. The game didn't crash either.

 

Oops? "High Wire"? On PSP, getting OM0 during the mission works just fine until the very end. In fact, the Flatbed and Sentinel XS from this mission are special (the former is Strong and the latter is PP/TP/Strong), and are both obtainable by killing the final part of the mission with "Beach Patrol" whilst having them in sight.

 

EDIT: About Umberto's mission chain, does this mean it is possible to skip "Havana Good Time" and keep the Cholo warehouse intact forever (it is scripted to blow up during the mission)?


Powdinet
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#4

Posted 16 September 2017 - 04:36 PM

 

These effects do go away after saving and reloading, right?

 

EDIT: About Umberto's mission chain, does this mean it is possible to skip "Havana Good Time" and keep the Cholo warehouse intact forever (it is scripted to blow up during the mission)?

 

 

The effects do disappear after save/reload.

 

Havana Good Time being skippable is indeed possible (you even get the radio announcement about the warehouse exploding, even though it never happened)

 

As for Vigilante dupe and High Wire acting different, I think it's merely version differences, though I haven't researched on what causes this.


Several People
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#5

Posted 16 September 2017 - 05:58 PM Edited by Lennart -, 16 September 2017 - 05:58 PM.

I just tested it, the factory is blown up after reloading. That is good or bad, depending on your point of view.
Great topic @RationalPsycho! Someone gathering all the information about om0/duping in one topic should be useful.




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