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Showing results for tags 'SA'.
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Imagine someone developed a AI that generate CLEO Scripts without issues, just like ChatGPT but specified for GTA 3, VC, SA i think a lot of people will come back playing these games after more people create more creative mods
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A mission-making platform for Grand Theft Auto: San Andreas. Created as a spiritual successor of DYOM, it uses C++/Lua external plug-ins and technically is modular in contrast to DYOM's hardcoded features all done in its main script. Making use of visual scripting with some basic programming and node systems, it allows designers to make non-linear missions (here referred as 'Scenes'/'Projects' starting from 0.8) and is overall very flexible and rich with a wide library of nodes covering a plethora of things, from camera settings and audio control to memory read/write functions, to logical operations. SHOWCASE Learning materials Beta 0.7.2 Official documentation Custom animation (video) How To ADD Multiple Animations (video) How to Setup COP Raid Scenario (video) A tutorial on variables and non-linear storytelling (video) Current version Beta 0.9.1 FAQ What is it made on? Previously written entirely in LUA. The core is currently written in C++. The node system is in LUA. What does the first letter L stand for? Previously, it denoted what the mod was written in, namely LUA. Now it's just the letter L, or alternatively denotes legacy. The main differences from DYOM? The first thing that catches your eye is the interface, someone is more comfortable as in dyom the list interface, but alas because of the capabilities of ldyom it would be difficult to add all the functionality to the list. The second is that editing goals, actors, vehicles, etc. is done through the interface, as well as the fact that the order of creation of actors can be arbitrary, and then specify when it should appear. And the third is that there is a node system that seems complicated at first glance, but I try to make it more friendly, with it you can do almost anything, even a non-linear story, due to the fact that you can bind the nodes as you want. In general, the list of differences is long, but that's probably the main thing. DOWNLOAD DEVELOPMENT VERSION Links Site VK Group Discord Telegram Fan forum GitHub
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Hello everyone! I have compiled lists of unused opcodes in 3, VC and SA. Only the first PC versions were checked. Other versions may include additional opcodes or use some from these lists, but I don’t think that’s very important. GTA 3: https://drive.google.com/file/d/1hmEFefHs8tMDRNWYSZkXntn7X8JOexQu/view?usp=sharing GTA VC: https://drive.google.com/file/d/1jFZYm9Mrn11XgApVcUNuvxtQomyVh2Ul/view?usp=sharing GTA SA: https://drive.google.com/file/d/11VlmCpnWPGyvBPFcd08DVsc1KFqg8BuQ/view?usp=sharing
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SA How do I increase the frequency of police car chases via memory editing in CLEO?
gui7814 posted a topic in Coding
Hello, I'd like to know how to increase the frequency of those police car chases where they pursue criminal NPCs (who may or may not be gang members) who are also in a car, and the passenger NPCs do drive-bys at the police while the driver NPC tries to escape. If the police corner them, these NPCs get out of the car and start shooting at the police officers, and the police officers also get out of the car and start shooting at these NPCs. I have no idea which function controls this or what the exact memory address is that points to the frequency of this event. If you know, please let me know. -
Welcome. This thread contains some info about the sounds in SA. Featuring GENRL, SCRIPT, SPC_[something] etc. In order to open the file, you need Alci's SAAT GUI FrontEnd. Get it here. When opening it, you'll see that there's a lot of Bank_[NUMBERHERE] folders. Every one of them is obviously different and contains various sounds. Note that some sounds are still unknown to me soo.. if you know the ones that I don't know, do tell so I can upload this list! Big thank you to @Uzzi47 for finding the actual names for SPC banks and for CJ voicelines. (took 1 week to research them all) Also thank you to @MrFinger for various support for this list. GENRL PAIN_A (CJ and peds' pain sounds) SCRIPT (Mission-related sounds and such) SPC_EA (Public services peds voice lines) SPC_FA (Special peds voice lines) SPC_GA (Generic peds voice lines) SPC_NA (Gang voice lines and story peds) SPC_PA (CJ's voice lines and his generic blabbering. 4108 in total, to be exact)
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Hello everyone! I'm not sure if this is the appropriate section to post this in, but I'll give it a try! We’re reaching out today to let you know that we’re looking for someone who can help us with the modeling department for a GTA SA project. We need someone capable of modifying and creating new structures to enhance the game environment, or creating custom-made mission scenarios. We will also take whoever is capable of creating ped skins and/or capable of working with player.img files. Our team has been more ambitious since our last project Syndicate: The Empire, and we want to make a bigger project than that, so if you're interested to be part of the project or if you know someone who might be able to assist, please tell them to send a message to 'justmixel' on Discord. Thank you! YouTube channel @PrismaStudiosSA
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whenever i go to tune my car and want to apply a paintjob the option is not there even though the vehicle im trying to apply the paintjob to has the paintjob txd files (carname1.txd, carname2.txd..) is there some kind of limit to the amount of paintjobs you can have or something? any help would be appreciated
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This question is literally 17 years in the making. Thats how long I've been playing Vice City and San Andreas on PC instead of on PS2. The whole time, I've been using real playstation controllers. And the whole time, I've been unable to set the D buttons to any functions because they seem to be hard coded to emulate the arrow keys. In addition, the game seems to lack the ability to use a gamepad button to bring up the menu, the menu you would normally bring up just by hitting Start. So I have to reach over to the PC to hit escape to do that. And I have to use three hands to walk up to a hommie and hit a button on my keyboard before he walks away to get him to join my gang. Is there a mod to fix this, finally? Something I should have looked in to a long time ago.
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How can i fix this textures being transparent in some angles. i am currently using skygfx extended with mixsets. This also affects some fences around the map
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the yellow markers at the doors and the red markers on the ground disappeared after i download some mods. i tried removing them but still cant fix it. can someone help or give me some suggestions on this problem?
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I made trains longer in my game, thus they are slower than default and I noticed its more difficult to complete the freight train mission because of this. I checked the part of main.scm that defines the freight train mission and, my limited understanding of SCM could not figure out how the timer works. What I did notice is that moving the objective markers at stations does affect the time, so I guess it's calculated upon distance left to the next objective marker? I'm lost. Could anyone help? I'm pasting the whole vanilla mission code below.
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Got file corruption error code for an addon car, and I'm trying to decipher which
parsa.gh posted a topic in GTA III, VC & SA
I've been replaying gta sa with numerous addon cars I've manually added with fastman's limit adjuster and everything seemed rather fine; On my playthrough, after doing the Green Sabre mission and being left in the countryside, I've been always encountering a game crash with the 0x007FDE84 code, which CrashList suggests that it relates to the texture corruption of some sort for a particular dff model; for the record, I've tested each and every one of the cars beforehands when installing and I've only figured out that it's one of the countryside cars since there are some particular cars I've added to the popcyle_farmers cargrp. There's a long list of codes and such which I sadly cannot understand but I was hoping if there's possibly a way to figure out from the error logs which one of the addon cars is causing this issue? I could go as long as manually removing each car but I can imagine that'd take some considerable time. If so, I'd like your help so I can post the crash log; cheers. -
Hi everyone! I'm struggling with editing this mod in GTA SA. I've been trying for days but it always cause one issue if not the other. Basically I want to make a random NPC on the street get in a taxi as a passenger My first attempt was to use the opcodes 0AE1 and 0AE2 to find the ped and the vehicle. It worked pretty well but I got random crashes because of it for literally unknown reasons. It also seemed to cause some scripted NPCs from my other mods to leave the scene. 0000: NOP :setup TIMERA = 0 3@ = 2000 :find_car wait 0 if Player.Defined($PLAYER_CHAR) jf @setup if and $ONMISSION == 0 $ACTIVE_INTERIOR == 0 001D: TIMERA > 3@ // int jf @find_car 8@ = 0 0AB3: var 369 = -1 Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@) if 0AE2: 0@ = random_vehicle_near_point 21@ 22@ 23@ in_radius 50.0 find_next 1 pass_wrecked 1 jf @find_car if 056E: car 0@ defined jf @find_car if not car.Wrecked(0@) jf @drop_car 08EC: 17@ = car 0@ class if 17@ == 6 jf @drop_car 01E9: 17@ = car 0@ num_passengers if 17@ == 0 jf @drop_car if not Actor.InCar($PLAYER_ACTOR, 0@) jf @drop_car 046C: 31@ = car 0@ driver if 056D: actor 31@ defined jf @drop_car if not actor.Dead(31@) jf @drop_car jump @find_ped :drop_car Car.RemoveReferences(0@) if 056D: actor 31@ defined jf @find_car Actor.RemoveReferences(31@) jump @find_car :find_ped wait 0 if and Player.Defined($PLAYER_CHAR) 056E: car 0@ defined $ONMISSION == 0 $ACTIVE_INTERIOR == 0 jf @find_car Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@) if 0AE1: 1@ = random_actor_near_point 21@ 22@ 23@ in_radius 30.0 find_next 1 pass_deads 1 //IF and SET jf @find_ped if 056D: actor 1@ defined jf @find_ped if not actor.Dead(1@) jf @drop_ped if 0205: actor 1@ near_car 0@ radius 20.0 20.0 25.0 flag 0 jf @drop_ped //only civilians 089F: get_actor 1@ pedtype_to 3@ if or 3@ == 4 3@ == 5 3@ == 20 3@ == 23 jf @drop_ped // excluding tramps and cab drivers 0665: get_actor 1@ model_to 3@ if and not 3@ == 78 not 3@ == 79 not 3@ == 134 not 3@ == 135 not 3@ == 136 not 3@ == 137 not 3@ == 212 not 3@ == 213 jf @drop_ped if and not 3@ == 230 not 3@ == 239 not 3@ == 182 not 3@ == 206 not 3@ == 220 not 3@ == 234 not 3@ == 261 not 3@ == 262 jf @drop_ped 0A96: 14@ = actor 1@ struct 0A8E: 13@ = 14@ + 0x484 0A8D: 12@ = read_memory 13@ size 1 vp 0 if and 12@ <> 2 not Actor.Dead(1@) 80DF: not actor 1@ driving 8457: not player $PLAYER_CHAR aiming_at_actor 1@ jf @drop_ped 062E: get_actor 1@ task 1506 status_store_to 11@ if 11@ == 7 jf @drop_ped 062E: get_actor 1@ task 1466 status_store_to 11@ if 11@ == 7 jf @drop_ped 062E: get_actor 1@ task 1712 status_store_to 11@ if 11@ == 7 jf @drop_ped jump @start :drop_ped Actor.RemoveReferences(1@) jump @find_ped :start wait 0 gosub @safety_check 0639: AS_actor 1@ rotate_to_actor 31@ :start_1 wait 0 gosub @safety_check 062E: get_actor 1@ task 1593 status_store_to 11@ if 11@ == 7 jf @start_1 0568: set_actor 1@ untargetable 1 0605: actor 1@ perform_animation "IDLE_TAXI" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 :start_2 wait 0 gosub @safety_check 062E: get_actor 1@ task 1541 status_store_to 11@ if 11@ == 7 jf @start_2 Car.StorePos(0@, 27@, 28@, 29@) Car.DriveTo(0@, 27@, 28@, 29@) 05CA: AS_actor 1@ enter_car 0@ passenger_seat -1 time -1 0568: set_actor 1@ untargetable 0 :entering wait 0 gosub @safety_check if not Actor.InCar($PLAYER_ACTOR, 0@) jf @drop_clear_task 062E: get_actor 1@ task 1482 status_store_to 11@ if 11@ == 7 jf @entering if Actor.InCar(1@, 0@) jf @drop_all 0209: 9@ = random_int_in_ranges 1 4 if 9@ == 1 jf @speak_A 0947: actor 1@ speak_from_audio_table 225 store_spoken_phrase_id_to 30@ jump @taxi_go :speak_A if 9@ == 2 jf @speak_B 0947: actor 1@ speak_from_audio_table 224 store_spoken_phrase_id_to 30@ jump @taxi_go :speak_B 0947: actor 1@ speak_from_audio_table 222 store_spoken_phrase_id_to 30@ :taxi_go 0209: 3@ = random_int_in_ranges 35000 40000 if not Actor.InCar($PLAYER_ACTOR, 0@) jf @bail Car.DoorStatus(0@, 3) Car.SetToNormalDriver(0@) Car.SetDriverBehaviour(0@, FollowRoad) Car.SetMaxSpeed(0@, 30.0) jump @drop_all :bail 0622: AS_actor 1@ bail_car 0@ jump @drop_all :safety_check if 056E: car 0@ defined jf @drop_taxi if 056D: actor 1@ defined jf @find_ped 046C: 31@ = car 0@ driver if 056D: actor 31@ defined jf @drop_both if and $ACTIVE_INTERIOR == 0 Player.Defined($PLAYER_CHAR) 0104: actor $PLAYER_ACTOR near_actor 1@ radius 50.0 50.0 25.0 flag 0 jf @drop_all if not actor.Dead(1@) jf @drop_all 2@ = Car.Health(0@) if and 2@ > 250 not actor.Dead(31@) jf @drop_clear_task if Actor.InCar(31@, 0@) jf @drop_clear_task if 0202: actor 1@ near_car 0@ radius 20.0 20.0 flag 0 jf @drop_clear_task return :drop_taxi if 056D: actor 1@ defined jf @find_car if not 8@ == 0 jf @drop_ped jump @drop_ped :drop_clear_task 3@ = 1000 0687: clear_actor 1@ task 05DE: AS_actor 1@ walk_around_ped_path Car.SetDriverBehaviour(0@, FollowRoad) :drop_all Actor.RemoveReferences(31@) :drop_both Car.RemoveReferences(0@) Actor.RemoveReferences(1@) :exit TIMERA = 0 jump @find_car Next I tried to use 073E and 073F because according to the library page it seems to be safer and doesn't affect scripted peds. This time however, the NPC leaves the taxi as soon as they enter. 0000: NOP :setup TIMERA = 0 3@ = 2000 :find_car wait 0 if Player.Defined($PLAYER_CHAR) jf @setup if and $ONMISSION == 0 $ACTIVE_INTERIOR == 0 001D: TIMERA > 3@ // int jf @find_car //8@ = 0 04ED: load_animation "MISC" if 04EE: animation "MISC" loaded jf @find_car Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@) 073E: get_car_in_sphere 21@ 22@ 23@ radius 50.0 model #TAXI handle_as 0@ jf @find_car if 056E: car 0@ defined jf @find_car_2 jump @find_car_3 :find_car_2 Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@) 073E: get_car_in_sphere 21@ 22@ 23@ radius 50.0 model #CABBIE handle_as 0@ jf @find_car if 056E: car 0@ defined jf @find_car :find_car_3 if not car.Wrecked(0@) jf @drop_car 01E9: 17@ = car 0@ num_passengers if 17@ == 0 jf @drop_car 046C: 31@ = car 0@ driver if 056D: actor 31@ defined jf @drop_car if not actor.Dead(31@) jf @drop_car jump @find_ped :drop_car Car.RemoveReferences(0@) if 056D: actor 31@ defined jf @find_car Actor.RemoveReferences(31@) jump @find_car :find_ped wait 0 if and Player.Defined($PLAYER_CHAR) 056E: car 0@ defined jf @find_car Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@) 073F: get_actor_in_sphere 21@ 22@ 23@ radius 30.0 with_pedtype_civilian 1 gang 0 criminal/prostitute 1 handle_as 1@ if 056D: actor 1@ defined jf @find_ped if 0205: actor 1@ near_car 0@ radius 20.0 20.0 25.0 flag 0 jf @drop_ped // excluding tramps and cab drivers 0665: get_actor 1@ model_to 3@ if and not 3@ == 78 not 3@ == 79 not 3@ == 134 not 3@ == 135 not 3@ == 136 not 3@ == 137 not 3@ == 212 not 3@ == 213 jf @drop_ped if and not 3@ == 230 not 3@ == 239 not 3@ == 182 not 3@ == 206 not 3@ == 220 not 3@ == 234 not 3@ == 261 not 3@ == 262 jf @drop_ped 0A96: 14@ = actor 1@ struct 0A8E: 13@ = 14@ + 0x484 0A8D: 12@ = read_memory 13@ size 1 vp 0 if and //12@ <> 2 not Actor.Dead(1@) 80DF: not actor 1@ driving 8457: not player $PLAYER_CHAR aiming_at_actor 1@ jf @drop_ped 062E: get_actor 1@ task 1506 status_store_to 11@ if 11@ == 7 jf @drop_ped jump @start :drop_ped Actor.RemoveReferences(1@) jump @find_ped :start wait 0 gosub @safety_check 0639: AS_actor 1@ rotate_to_actor 31@ :start_1 wait 0 gosub @safety_check 062E: get_actor 1@ task 1593 status_store_to 11@ if 11@ == 7 jf @start_1 0568: set_actor 1@ untargetable 1 0605: actor 1@ perform_animation "IDLE_TAXI" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 :start_2 wait 0 gosub @safety_check 062E: get_actor 1@ task 1541 status_store_to 11@ if 11@ == 7 jf @start_2 Car.StorePos(0@, 27@, 28@, 29@) Car.DriveTo(0@, 27@, 28@, 29@) 05CA: AS_actor 1@ enter_car 0@ passenger_seat -1 time -1 0568: set_actor 1@ untargetable 0 :entering wait 0 gosub @safety_check if not Actor.InCar($PLAYER_ACTOR, 0@) jf @drop_clear_task 062E: get_actor 1@ task 1482 status_store_to 11@ //0513: show_text_box_1number 'SLOT_02' number 11@ if 11@ == 7 jf @entering if Actor.InCar(1@, 0@) jf @drop_all 0209: 9@ = random_int_in_ranges 1 4 if 9@ == 1 jf @speak_A 0947: actor 1@ speak_from_audio_table 225 store_spoken_phrase_id_to 30@ jump @taxi_go :speak_A if 9@ == 2 jf @speak_B 0947: actor 1@ speak_from_audio_table 224 store_spoken_phrase_id_to 30@ jump @taxi_go :speak_B 0947: actor 1@ speak_from_audio_table 222 store_spoken_phrase_id_to 30@ :taxi_go 0209: 3@ = random_int_in_ranges 35000 180000 if not Actor.InCar($PLAYER_ACTOR, 0@) jf @bail Car.DoorStatus(0@, 3) Car.SetToNormalDriver(0@) Car.SetDriverBehaviour(0@, FollowRoad) Car.SetMaxSpeed(0@, 30.0) jump @drop_all :bail 0622: AS_actor 1@ bail_car 0@ jump @drop_all :safety_check if 056E: car 0@ defined jf @drop_taxi if 056D: actor 1@ defined jf @find_ped 046C: 31@ = car 0@ driver if 056D: actor 31@ defined jf @drop_both if and $ACTIVE_INTERIOR == 0 Player.Defined($PLAYER_CHAR) jf @drop_all if and 0205: actor $PLAYER_ACTOR near_car 0@ radius 50.0 50.0 25.0 flag 0 0104: actor $PLAYER_ACTOR near_actor 1@ radius 50.0 50.0 25.0 flag 0 jf @drop_all if not actor.Dead(1@) jf @drop_all 2@ = Car.Health(0@) if and 2@ > 250 not actor.Dead(31@) jf @drop_clear_task if Actor.InCar(31@, 0@) jf @drop_clear_task if 0202: actor 1@ near_car 0@ radius 20.0 20.0 flag 0 jf @drop_clear_task return :drop_taxi if 056D: actor 1@ defined jf @find_car jump @drop_ped :drop_clear_task 3@ = 1000 0687: clear_actor 1@ task 05DE: AS_actor 1@ walk_around_ped_path Car.SetDriverBehaviour(0@, FollowRoad) :drop_all Actor.RemoveReferences(31@) :drop_both Car.RemoveReferences(0@) Actor.RemoveReferences(1@) :exit TIMERA = 0 jump @find_car Can anyone help me to fix these issues or suggest any better method to make it work? My other mods of concern are basically: 1. spawning an officer with a spike strip on high wanted level 2. a taxi ride mod where the player can also get in a taxi as a passenger
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SUPER GROVE STREET FAMILIES SWAT STYLE For over the approx. 26 Years after its release of GTA:SA on PC, this is the revolutionary Mod that will change and blow your mind as Grove Street Families especially while flying the Helicopter! Inspired from many mods such as: 1. Grove Goes SWAT Style -> Link 2. MH-6 Passenger -> Link 3. Grove Street Heli Style -> Link 4. Shooting from Helicopter (Police Maverick) -> Link 5. Helicopter Missiles -> Made by myself 6. Shooting from Helicopter Auto-Target Peds -> Link 7. Shooting from Helicopter Auto-Target Vehicle -> Link 8. Helicopter Camera -> Link This is the revolutionary mod all-in-one that completes all that into modpack! The Question from you maybe will asked: Have you searched a long time for a decades the superb tactic for killing those Ballas or any Enemy of Gang Members? Can't you fly and shoot at the same time in the Hunter (Cheat: OHDUDE)? Or are you just bored with the cops in the game that always kick your ass? You want Built-in Helicopter Searchlight is moved freely with your mouse and following camera's angle? Answer: All of that is are ready in one modpack! Get install this modpack and Fly into dangerous area, SHOCK THEM WITH DANGEROUS TACTICS THAT YOU HAVE!! http://media.gtanet.com/gtaforums/images/html/emoticons/devil.gif After you've installed this mod, you must find any helicopter (Maverick), that actually on Easter Bay Airport, or you can type "GROVE4L" to spawn AP (All-Proof) Maverick with Green Colored! 1st Feature: GUNNER ON WAR MACHINE Get into the helicopter (Marverick / ID: 487), and Press the "L" Button, then two Grove members appear on each side of your war machine! They attacking so Aggresive and powerful! Armed with AK47 and 100% Accuracy, anyone enemy became cute and weak on the ground, even Cops too! Haha! In Addition, to remove gunner from your helicopter, simply press Backslash ("\") and your helicopter will done normal again. If you exit from helicopter, those gunner will disappear too. 2nd Feature: RAPPELING/ROPE By pressing the "Combination Button" (ALT + Slash {/}) Together, you will dispenses the 4 Grove members and they will grap their ropes (Update: They grappeling like SWAT that's rope is stick into Helicopter's Skid and following the Heli's Movement!); gliding down to the ground for a more intensive war!! Don't understimate them, they have 100% Accuracy and it's aggresive! What best? You can dispenses your Grove Members Unlimited Times (NO LIMIT)!! 3rd Feature: HELICOPTER GUN The Mod of Helicopter Gun has been upgraded into GOD-TIER!!! If that last mod was not like that, This Helicopter gun will do! A REVENGE FOR NPC Police Maverick Who makes this Unfair, now Player can conquer it! There's 2 Functions: A. Press "ALT" or "LMB" or Primary Weapon Fire to attack Pedestrian (Radius 20 meters) B. Press "CTRL" or Secondary Weapon Fire to attack Vehicle (Cars/Helicopter/Planes) (Radius 30 Meters) It will damage any Characters even BP or immune to Non-Player, so if you do this while mission, BE CAREFUL and ensure not to friendly fire to your friends! 4th Feature: HELICOPTER SPOTLIGHT (.lua MoonLoader) In this mod, Any Maverick has injected and can use Spotlight like Police Maverick (ID: 497)! This is the most great mod, adapt from Helicopter Camera thanks from: dmitriyewich For Source code, i has tweak this into the most revolutionary Adjustable spotlight from camera movement! Now you are free to spot anyone without problem! To use that: 1. Enter Activation Code: "BC" -> Inspired from Helicopter Camera 2. Aim Spotlight into any target (Only works at Night) 3. By pressing "RMB" button, the spotlight will lock target, either Vehicle or Peds 4. To ensure safety, once you exit from helicopter, the function will automatically disabled and you must follow 1st instructions (Enter Activation code) after you get back inside. 5. To use illuminate light, press "P" button. Note: This spotlight use Build-in Spotlight that only available through nighttime (19:00 - 06:00), activate use Action Key (Default: H / CAPS LOCK) 5th Feature: HELICOPTER MISSILES This is what i said, i made this helicopter missiles gun, with keeping their opcodes, just only change their press keys. To launch high-speed deadly missiles, Press "=" button to commit Missiles Projectile Attack. Notes: This was Unguided Missiles so you must precisely and aim carefully (Absolutely adapted from aircraft war game style). REQUIRES: CLEO MOD v4.4.4. (LINK) CLEOPlus (CLEO+) (LINK) MoonLoader v.026.5 beta (LINK) DOWNLOAD LINKS: YOU CAN DOWNLOAD THIS MOD BY FOLLOWING THIS LINK BELOW! (OPEN SPOLIER) THIS IS GUARANTEED 100% NO VIRUS, LEGAL, AND SAFE FOR USE! CONCLUSION: This mod was i made because i want every players can feel this masterpiece of mod, its took a time for testing and upgrades, and finally, at early of 2026, This mod was became one pack ever!
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So i was just ending with my San Andreas modded game, and when i was just doing the first mission, the game crashed the first time it was when the ballas did the drive by on smoke car, fastman limit adjuster said last loaded file was in sfx/script And the second time, it was just reaching Grove in the Bike, again, crash, it said last file loaded was in /sfx/genrl Here's my Mod List: Junior_DJJR Essentials Open Limit Adjuster Animation Fix Story Mode 2.0 Mixsets Enhanced Classic Graphics Proper Radar Pedfuncs Original Peds Vary Slingshot Weapons Pack SkyGFX GPS Redux Here's the Log: Starting fastman92 limit adjuster 6.5, compilation time: May 14 2022 15:55:55 (UTC) Website: http://fastman92.com Launch time: 1-6-2023 2:45:06 (UTC), 22:45 (local) Launched during the night. Solution platform: WIN_X86 FASTMAN92_LIMIT_ADJUSTER_RELEASE_DIRECTORY is not defined. Documentation files will not be written. Game detected: GTA SA 1.0 US HOODLUM 14383616 bytes Game uses dynamic image base? No Game preferred image base: 0x400000 Game current image base: 0x400000 Number of FLA modules: 70 Delayed processing of limits? No Root base directory: Root directory: C:\Users\Fabian Piña\Documents\Grand Theft Auto San Andreas Initial directory: C:\Users\Fabian Piña\Documents\Grand Theft Auto San Andreas INI filename: fastman92limitAdjuster_GTASA.ini Global exception handler has been registered. --------------------------------------------- --------------------------------------------- Error reporting going to be applied. GTA_ERROR_ATTEMPT_TO_LOAD_OBJECT_INSTANCE_WITH_UNDEFINED_ID enabled. GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled. GTA_ERROR_CAR_GENERATOR_WITH_INVALID_MODEL_ID_IS_GETTING_REGISTERED enabled. GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled. GTA_ERROR_STREAM_HANDLES_LIMIT_EXCEEDED enabled. Error reporting is applied now. --------------------------------------------- --------------------------------------------- FLA loading text is disabled. --------------------------------------------- Number of memory changes made: 26 --------------------------------------------- Game has crashed, here's a crash log: Current process ID: 5848 Current thread ID: 4072 Last file to be loaded: C:\Users\Fabian Piña\Documents\Grand Theft Auto San Andreas\audio/sfx/genrl Last library loaded: C:\Windows\system32\QuickTime.qts Exception address: 0x004D464E ("gta_sa.exe"+0xD464E) Exception code: 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) Inaccessible memory address: 0x118A General registers: EAX: 0x00001180 (4480) EBX: 0x00000003 (3) ECX: 0x00000000 (0) EDX: 0x00000000 (0) ESI: 0x00000168 (360) EDI: 0x1937DA68 (423090792) EBP: 0x000000E0 (224) ESP: 0x0177F354 (24638292) EIP: 0x004D464E (5064270) ["gta_sa.exe"+0xD464E] EFL: 0x00010202 (66050)
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Although, I found the "27" theory last year quite annoying, I understood a smidge why it might've come up in the first place. Little is known that Rockstar Games' actual anniversary/founding wasn't December 5, 1998, but Rockstar Games was actually founded today on December 27, 1998, 27 years ago. Rockstar Games special day was today. A day also personal to me like the Housers (and other founders), because it's also my mum's birthday. So, while I know many of us are upset at the recent delay of Grand Theft Auto VI to damn near 2027 , we can at least somewhat celebrate the last 27 years of Rockstar Games and their successful creations via their launch trailers, plus the very first GTA under DMA Design. And of course, the latest (upcoming) GTA VI. 1997-98 - The Original in Progress 1999 - B.G.T.A.III 2000 (As GTA III was in production) 2001+ - The Start of Something Infinite AND OF COURSE!!! I tried to cover as much as possible, but if any admins feel it doesn't belong here, I understand. Just wanted to highlight 27 years of Rockstar Games on the 27th of December in which it was founded.
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Game version: GTA SA 1.0 US Unhandled exception at 0x6E702E36 in gta_sa_compact.exe: 0xC0000005: Access violation reading location 0x6E702E36. Register dump: EAX: 0x00000001 EBX: 0xFFFFFF00 ECX: 0x00EBF270 EDX: 0x00000000 EDI: 0x00000000 ESI: 0x0F708838 EBP: 0x315F7472 EIP: 0x6E702E36 ESP: 0x00EBF26C EFL: 0x00210246 CS: 0x00000023 SS: 0x0000002B GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B Stack dump: 0x00EBF26C: 04720067 00EBF378 0083D55B FFFFFFFF 005B9273 00869B08 0x00EBF284: 00869B20 00000000 00869B30 00EBF374 00EBF338 00EBF2EC 0x00EBF29C: FFFFFFFF 00000000 61746164 70616D5C 6E6F7A2E 00EBF300 0x00EBF2B4: 00000000 00000001 00EBF378 6BC5B281 00000000 00EBF384 0x00EBF2CC: 6BC0B228 00EBF360 00EBF374 00EBF338 00EBF350 00EBF374 0x00EBF2E4: 6BC0BEC0 00000000 00EBF384 6BC0B250 00EBF370 00EBF3CC 0x00EBF2FC: 00EBF38C 6BC6C7D8 4E414DE8 6BA15B6B 005B905E 00000005 0x00EBF314: 00000101 00EBF340 6BC6C7D8 262CA2E8 0000006B 005B92F9 0x00EBF32C: 00000005 6BA80101 005B906A 0F708838 00000000 00000040 0x00EBF344: 0F7AC248 00000010 00000076 6BC6C7F8 00EBF301 0F34D6E8 base: 0x00CC0000 top: 0x00EBF26C bottom: 0x00EC0000 Backtrace (may be wrong): =>0x6E702E36 in unknown (+0x6e702e36) (0x00EBF268) 0x04720067 in unknown (+0x4720067) (0x00EBF270) 0x0083D55B in gta_sa_compact.exe (+0x43d55b) (0x00EBF384) 0x6BC0A733 in std.data.dll (+0x20a733) (0x00EBF3C4) 0x6BC08590 in std.data.dll (+0x208590) (0x00EBF40C) 0x6BC0BE82 in std.data.dll (+0x20be82) (0x00EBF43C) 0x6BC0CB16 in std.data.dll (+0x20cb16) (0x00EBF5B0) 0x6BC0C70C in std.data.dll (+0x20c70c) (0x00EBF620) 0x6BC1829F in std.data.dll (+0x21829f) (0x00EBF678) 0x6BC13E93 in std.data.dll (+0x213e93) (0x00EBF690) 0x6BC0F49C in std.data.dll (+0x20f49c) (0x00EBF6D8) 0x6BC1826F in std.data.dll (+0x21826f) (0x00EBF730) 0x6BC194CE in std.data.dll (+0x2194ce) (0x00EBF878) 0x6B6D5C4A in skygfx.asi (+0x5c4a) (0x00EBF98C) 0x6BECB83B in modloader.asi (+0x1b83b) (0x00EBF9E0) 0x6BECFBBB in modloader.asi (+0x1fbbb) (0x00EBFA30) 0x6BED07BB in modloader.asi (+0x207bb) (0x00EBFBBC) 0x6BED0188 in modloader.asi (+0x20188) (0x00EBFC04) 0x6BECB83B in modloader.asi (+0x1b83b) (0x00EBFC58)
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Heres the interface Remastered files because classicg/classictt doesnt update site
EdgarSIP posted a topic in GTA III, VC & SA
Mega Link to Interface Remastered.zip -
Hello, I have some scripts that I made that use either the opcode "05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000" or the opcode "05DC: AS_actor 94@ run_away_from_point 2336.399 -18.3093 25.4766 stop_at_radius 30.0 timelimit 8000". However, I want pedestrians to panic when they see an actor (who starts running in panic using one of these opcodes) running away, just like in normal gameplay. For example, when CJ hits pedestrian A and pedestrian A runs away, when that pedestrian gets close to pedestrian B, pedestrian B panics and starts running too. And if pedestrian B gets close to pedestrian C, pedestrian C also panics and starts running and so on. But when you use one of the "Flee" Opcodes on an actor, pedestrians don't panic when that actor gets close to them, but I don't want it to be like that. If anyone knows how to get around this, please let me know. -
I'm curious,If I add a new animation group inside this file,will the game recognize the new added animation group? or it simply won't work?
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I downloaded a conversion of the Little Willie from VCS for San Andreas. I always wanted to fly this thing, but didn't feel like trying to emulate VCS just for that express purpose. So I figured, maybe someone already converted it for SA. And they did. I already installed the vehicle (as an addition) following the entire process and it works, but the guns don't shoot. I know how to bring the abilities from other vehicles through the Fastman Limit Adjuster, but I would like to create a special ability specifically for the Little Willie so the fire of the guns comes precisely out of the cannons of the aircraft. I have never done this, not even during my years of SA modding a long, long while ago. The readme of the mod doesn't mention any information about abilities, it just comes with the basic data to make it work.
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Looking to modify Grand Theft Auto San Andreas: The Definitive Edition audio files? This guide will walk you through the entire process from Start to Finish Beginners Friendly! Tools These are all the tools you will need. Unreal Engine 4 UModel (2.02MB) Path Creator (220B) Replacing Audio Grand Theft Auto The Definitive Edition uses Unreal Engine 4.26.2 You can confirm this by going to AppData/Local/UnrealEngine. The game has to have ran once for it to show. UModel 1. Download UModel and open up umodel_64.exe. 2. At Path to game files, click on the ... on the right and navigate to the San Andreas directory. 3. Enable Override game detected and put it on Unreal engine 4 following by Unreal engine 4.26. 4. At the middle-right Export-only types, make sure you have Sounds checkbox enabled since we will need this to export sounds. 5. Optional: You can leave UE3 package compression and Platform on default if you wish and press OK. This is how it should look like once you've completed the steps above: 1. Click on Tools at the bottom-middle and select Options. 2. Optional: Change the Export to this folder path to any location you desire. 3. You can tweak and play around and set it to your preference or keep it as is and press OK. This is how it should look like once you've completed the steps above: UModel - Extracting We are going to extract the Ah sh#t, here we go again dialogue audio file. 1. Navigate to Game/SanAndreas/Audio/SFX/SCRIPT/VO and search for S_000.uasset. 2. Right-click on S_000.uasset and click Export. 3. The exported sound file can be found at your export folder you set up earlier. 4. Grab your custom audio file and rename it exactly as the one we just extracted, so in this case S_000. 5. Make sure that your custom audio file has the .OGG format. You can use tools such as Convertio or Audacity to convert. We need to check what Audio Class the game is using for the audio file we just extracted. I will save you the time and provide a list of what Sound Classes are being used. Sound files located within the SFX folder will have the Sound Class of SA_SFX. SanAndreas/Audio/SFX = SA_SFX Sound files located within the Streams folder will have the Sound Class of SA_Music. SanAndreas/Audio/Streams = SA_Music Our extracted sound file came from SFX so we are going to use SA_SFX as the Sound Class. We are now going to create a Sound Class in Unreal Engine 4.26.2. Unreal Engine 4.26.2 We now need to open up Unreal Engine. Make sure that you have the Engine version 4.26.2 installed. 1. Click on the Launch Unreal Engine 4.26.2 button. 2. Click on Games and then click the green Next button. 3. Select Blank and click the green Next button. 4. At Project Setting, make sure you set it to No Starter Content. 5. Select a location for your project to be saved and name your project. Name is something like GTADEMods. 6. Click the green Create Project button. This is how it should look like: We need to create a specific folder structure in our Unreal Engine project. San Andreas their Sound Classes are located at Common/Audio. 1. At the bottom of Unreal Engine at Content Browser, drag and drop your custom .OGG file(s). 2. Now right-click and select New Folder and name it Common. 2. Inside the Common folder, you create a new folder called Audio. Final path should look like: Content > Common > Audio inside your Content Browser. 3. Inside the Audio folder, right-click and select Sounds > Classes > Sound Class and name it SA_SFX. 4. Go back to the root folder of your project (you can also tap on Content folder) and double click on your audio file(s). (Note: If you have multiple audio files, you can click on the first file and then hold shift and click on the last item to select them all). 5. Under the Sounds section, click on Master and select Sound Class SA_SFX. 6. Click the Save button and close this popup. 7. Click on Save All first before you go to the next step otherwise it wouldn't cook these files. 8. Navigate to the top left and click on File > Cook Content for Windows. Note: This process can take a while depending on your system. 9. Once it's completed cooking, head over to your project folder. (Mine was C:\Users\Havi\Desktop\GTADEMods) 10. Navigate to Saved\Cooked\WindowsNoEditor\GTADEMods\Content and there you will see your Audio files and a bunch of other files. You only need to grab the ones related to the files you imported earlier, in this case S_000.uasset and S_000.uexp File Structure It is very important that we maintain the original game's file structure. We got our file from Game/SanAndreas/Audio/SFX/SCRIPT/VO but the root folder is incorrect. We need to change this. Wrong Path: Game/SanAndreas/Audio/SFX/SCRIPT/VO Correct Path: Gameface/SanAndreas/Audio/SFX/SCRIPT/VO We need to make a new folder with this exact structure. I have created a batch file which easily does this for you without you having to create each and every folder. You can download the Path Creator that was mentioned at the beginning of this guide. 1. Open the Path Creator.bat file and enter in the following path if you followed this exact guide with the same audio files. 2. Press Enter and then press Enter again. Do not click the X button because that won't create the path. 3. A folder is now created following this exact path. Open it all the way up and place your custom audio files in there. 4. Go a few folders back and copy the SanAndreas folder and then go to your game's directory (Default: C:\Program Files\Rockstar Games\GTA San Andreas - Definitive Edition). 5. Open Gameface > Content and paste your SanAndreas folder in there. The game is able to read unpacked files because we put them in the exact folder how the game reads them. San Andreas original Content folder should end up looking like this: And there you go! There is your custom Audio file. Here is the end result
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SA After installing Proper Fixes 2.0, these trash cans truned white. What to do?
spageti posted a topic in GTA III, VC & SA
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Does such thing exist?
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SA [SA] Add animations without Replacing existing ones?
kalikokyle posted a topic in GTA III, VC & SA
Hi there! I have been searching for information on how to add animations to SA, specifically weapon animations, without replacing existing ones. I have a few bullpup weapons added and was hoping to include a custom .ifp for reloads and such but the latest info I can seem to find is old. Does anyone know if this is possible yet with Fastman, and if so, would you mind pointing me in the right direction of a tutorial of some sort? Thanks a bunch for your time