spinnie 0 Posted August 7, 2003 Share Posted August 7, 2003 (edited) While everyone is rushing to their new VC mods involving brokenfish's discovery, I have but one humble question: do these codes work for GTA3? I'd say add them to your scm.ini and find out. Think BW wouldn't mind you reporting back on it wait. i dont get it. what did i 'discover' thats so important?were you people 'looking' for this code (barton said IT)? could we make it so that once a key is pressed/held down, we could use that one code to speed up the vehicle? Yeah, the 2 known speed affecting opcodes didn't control any car the player was driver. Yours does! Edited August 7, 2003 by spinnie Link to post Share on other sites
sleeper777 0 Posted August 22, 2003 Share Posted August 22, 2003 this opcode is used at the level 12 completion of vigilante missions 035F: (unknown) $PLAYER_ACTOR 150& this code has something to do with armor numbers i believe it to be something like this 035F: set_actor $PLAYER_ACTOR armour 150& I just noticed that when i completed 12 missions in my vigilante mod that you get + 50 added to my armor but i had to go pickup armor to get it full it always default set it to 100 maybe htis code has something to with that. when i set it to 200 it seems to work just fine it was at 150. Link to post Share on other sites
Demarest 24 Posted August 22, 2003 Share Posted August 22, 2003 wait. i dont get it. what did i 'discover' thats so important?were you people 'looking' for this code (barton said IT)? could we make it so that once a key is pressed/held down, we could use that one code to speed up the vehicle? (off topic, please dont bash me demarest ) why dont you stay with vc modding? i think its better than gta3 (opinion). (Sorry everybody. Somehow I missed that the conversation kept going.) @brokenfish: As stated, you discovered something that many were looking for and the existence of such makes MANY different types of mods realistic now. I can't STAY with VC modding because I was never there. Why? GTA3 has a better feel in my opinion. It's modding history is more substantiated (which I realize is only a chronological thing). Not to mention that I DON'T like VC. R* wasted a good opportunity. I'm not saying the game is bad, but they could have done a lot better with the time and consumer base that they had. I've always been a programmer (once a member of a video game company), and have always enjoyed VR. With the GTA3 platform, I have a chance to be all of that since I can't be professionally. My obssession is in overhauls, and VC just has way too much in it to mod altogether. I'm not saying I won't one day, but for now, GTA3 is satisfying to me. @spinnie: I didn't bother to test it out because like everybody else, I have my own projects going on. The question could be answered based on knowledge of opcodes. I'm not anywhere near as familiar with the similarities and differences between the opcode sets of GTA3 and VC. That's all. Link to post Share on other sites
Demarest 24 Posted September 1, 2003 Share Posted September 1, 2003 (edited) Damn. I came here all eager to post a "new" discovery only to find it's already been half-discovered! In the mission Triads And Tribulations, you can find this: 035F: (unknown) $TONI4_TRIAD1, 100? I already knew that the underbosses in this mission were harder to kill than the average Triad, so I suspected that the code had to do with an armor rating. So I added this line into the mission: 035F: (unknown) $TONI4_MAFIA1, 100? Sure enough, one of my protectors took twice as many of my bullets to kill. Then I tried: 035F: (unknown) $PLAYER_ACTOR, 100? And it worked! So this is definitely a set actor's armor to X opcode. BTW, I tried: 035F: (unknown) $PLAYER_ACTOR, 300& as a test and it gave me 100 armor. So this is presumably an opcode whose useable values are 1-100. Then again, the game.exe knows that the player's max armor is 100. In VC, it's probably either 1-200 or dependent on whatever your current max armor is. Edited September 1, 2003 by Demarest Link to post Share on other sites
TbM2k 0 Posted September 1, 2003 Share Posted September 1, 2003 (edited) Nice, but to change the players armour (or armor like US people say) you can use: 035e $player_char, int (0-200) Edited September 1, 2003 by TbM2k Link to post Share on other sites
INH 0 Posted September 1, 2003 Share Posted September 1, 2003 Fantastic work, Demarest. It really helps with my mod, instead of giving the black market dealers and guards 200 health, I can give them 100 health and 100 armor. Link to post Share on other sites
Demarest 24 Posted September 1, 2003 Share Posted September 1, 2003 Nice, but to change the players armour (or armor like US people say) you can use: 035e $player_char, int (0-200) While that may be, it does nothing for setting the armor of other actors. With all the interest in bodyguard mods, etc, I (and INH obviously agrees) feel that this can be helpful indeed. @INH: For weeks I was spending most of my free time working on my website. Now that I spend a little time on modding, isn't it surprising how much I'm helping your mod? I warned you our work would be coproductive! Glad to help. Hope I will continue to do so. Link to post Share on other sites
INH 0 Posted September 1, 2003 Share Posted September 1, 2003 Sorry to burst your bubble, but I tried it on Cortez. He still takes two 9mm and he's dead. And on an unrelated note, I can't get actors to look at the player. Any of them. Link to post Share on other sites
sleeper777 0 Posted September 2, 2003 Share Posted September 2, 2003 (edited) Posted on Sep 1 2003, 12:01 Nice, but to change the players armour (or armor like US people say) you can use: 035e $player_char, int (0-200) as i stated before the o35f opcode is used at the end of the vigilante missions in vice on the player character if the 035e opcode was the only thing that made this change to the player then why is it used in conjunction witht the o35f at the end of the vigilante 12th level thread... what is the point of setting the player's armour twice as my post above stated i was just experimenting and i think demarest is the only one who has played with it...... "on his own i might add" .. dont' be to sure that you have the definitive answer on opcodes since rockstar tends to leave some things undone or incomplete...... i am willing to bet that this opcode has something to do iwh tthe ingame usage of the neforcer which also gives the player full armour.... or it could be that it is used when the player is driving.....granted that it's most likely usage is with actors ... and meant for such it was just interesting to see that when the opcodes work together the vigilante armour bonus did not fill it up after you got the +50 as a matter of fact in my mod you start with 150 armour and after it tells you you have 200 armour it then sets it -50 of what the game started at that is the only reason i even noticed this opcode because it fell in the block with my vigilante missions..... Edited September 2, 2003 by sleeper777 Link to post Share on other sites
INH 0 Posted September 2, 2003 Share Posted September 2, 2003 So...035F sets maximum armor and 035E sets actual armor? I'm a little confused, now. Link to post Share on other sites
Demarest 24 Posted September 2, 2003 Share Posted September 2, 2003 So...035F sets maximum armor and 035E sets actual armor? I'm a little confused, now. I know this isn't true because as I said, when I told it to set it to 300&, in game I still only had 100. Maybe this is a limitation and the gta3.exe recognizes that a player's max armor is never above 100. Somebody needs to play with this more in VC and report back. Link to post Share on other sites
Barton Waterduck 0 Posted September 2, 2003 Share Posted September 2, 2003 This code sort of says it all: 03E5: text_box "C_COMP1" \\ Vigilante mission level 12 complete: Your max Body Armor increased to 150030C: set_mission_points += 1?055F: set_player $PLAYER_CHAR max_armor += 50?035F: (unknown) $PLAYER_ACTOR 150& 055F is tested. It sets the MAX armor of the PLAYER. Look like 035F sets the armor of ACTORS. I don't think it sets the max armor, but changes the "current" armor of actors. In this case, it looks like it sets the player_ACTOR's armor to 150 instantly. Link to post Share on other sites
sleeper777 0 Posted September 2, 2003 Share Posted September 2, 2003 i do believe this opcode has a amximum of 100 because even when i change it for the vigilante missions it sets it to 100.... could be that this code is not supposed to be left in the vigilante thread the only other place i see it in VC is in the funeral thread...to give an actor 100 armor Link to post Share on other sites
Demarest 24 Posted September 2, 2003 Share Posted September 2, 2003 (edited) Maybe 035f is limited to 100 because it is limited to actors. There's a dif opcode to set player's armor, which is the only person who can get more than 100 evidently. Edited September 2, 2003 by Demarest Link to post Share on other sites
Opius 9 Posted September 9, 2003 Author Share Posted September 9, 2003 Excuse the BUMP, but I've found another one. 056C: $PLAYER_ACTOR MY new description 056C: actor $PLAYER_ACTOR driving_police_vehicle Link to post Share on other sites
Demarest 24 Posted September 9, 2003 Share Posted September 9, 2003 Excuse the BUMP, but I've found another one. 056C: $PLAYER_ACTOR MY new description 056C: actor $PLAYER_ACTOR driving_police_vehicle I'm assuming that police vehicle refers to anything the default install will allow you to launch a vigilante mission from? Think it works in GTA3? Link to post Share on other sites
Un3462 2 Posted September 9, 2003 Share Posted September 9, 2003 Think it works in GTA3? NO. Link to post Share on other sites
Demarest 24 Posted September 9, 2003 Share Posted September 9, 2003 Think it works in GTA3? NO. You missed the humor. That's okay. Most of the people here who know me would expect such a question. So Link to post Share on other sites
Un3462 2 Posted September 9, 2003 Share Posted September 9, 2003 k. i wasn't sure if you were joking. the concept of you and humor is just a bit difficult for me to grasp, as you always respond so seriously to everything. Link to post Share on other sites
JasonB 0 Posted September 10, 2003 Share Posted September 10, 2003 (edited) EDIT: i was wrong, dont worry Edited September 10, 2003 by JasonB Link to post Share on other sites
Demarest 24 Posted September 10, 2003 Share Posted September 10, 2003 k. i wasn't sure if you were joking. the concept of you and humor is just a bit difficult for me to grasp, as you always respond so seriously to everything. Awww... aren't you a sweetheart. That has to be the nicest thing anybody's ever said to me! BTW, the above is also humor. You clearly don't know me. That's okay, I still respect you and your work. Thanks for all the help you've given me directly and otherwise. Link to post Share on other sites
Barton Waterduck 0 Posted September 10, 2003 Share Posted September 10, 2003 Excuse the BUMP, but I've found another one. 056C: $PLAYER_ACTOR MY new description 056C: actor $PLAYER_ACTOR driving_police_vehicle how did you test it ? Link to post Share on other sites
Demarest 24 Posted September 10, 2003 Share Posted September 10, 2003 k. i wasn't sure if you were joking. the concept of you and humor is just a bit difficult for me to grasp, as you always respond so seriously to everything. Sorry to continue off topic. CyQ, you don't think that my choice of name and avatar speaks of my sense of humor? Or the fact that I change my signature all the time to remain "in character" with the same? I've thought a bit about it, and I think I have an answer. I think I was more serious before because I knew what I was doing, but wasn't contributing to the community beyond my posts, so I wanted to be taken seriously. Now that I'm releasing things that people enjoy and getting praise for some of the things I DO post, I don't feel the need to remain as serious. I could be wrong. Link to post Share on other sites
Un3462 2 Posted September 10, 2003 Share Posted September 10, 2003 well, you can try to be funny all you want, and possibly succeed most of the time, but it's just that i've seen you respond very seriously to jokes and get a little aggravated at semi-joking comments before. your humor a few posts ago was just one of those borderline cases where i couldn't tell if you were being serious, so i eventually assumed you were. anyway, let's stop being all unproductive; i'll take your posts a little more light-hardedly in the future. Link to post Share on other sites
Opius 9 Posted September 10, 2003 Author Share Posted September 10, 2003 how did you test it ? Vigilante mode has many checks for this, along with two extras for the Hunter and FBI Washington, which aren't counted as police vehicles. I've confirmed this by changing the initial checks for the taxi missions to this. But this only apples to the Police car, the Enforcer, the Vice Squad Cheetah, the FBI Rancher and the Rhino. They're teh only ones counted as 'police vehicles'. Link to post Share on other sites
Demarest 24 Posted September 16, 2003 Share Posted September 16, 2003 I'm working on an overhaul mod on the side that is going to make weapons and money very scarce. So we were going through the missions today stripping down cash and whatnot. I had to do a lot of reprogramming with the Firefighter mission. The idea was to limit a player to ONLY what they HAVE to do to qualify for 100%--namely extinguish 20 fires per island. Once you had attained 20 on that island, it was supposed to cancel the mission and make it to where you couldn't reinitiate it any more on that island. Eventually I got it to work, but not until after I figured out what an opcode does. The original code had this for what to do in the event that the mission was cancelled or you ran out of time: :Label02735A014F: stop_countdowntimer($FIRE_MISSION_TIMER)0151: remove_status_text($NUMBER_FIRES_EXTINGUISHED)00BA: text_styled("F_FAIL1", 5000&ms, 5?) \\ Fire Truck mission ended.01E3: text_1number_styled("TSCORE", 5512??, 6000&ms, 6?) \\ EARNINGS: $~1~031A: remove_all_fires0164: marker($FIRE_MISSION_MARKER).disable03E6: (unknown)03C7: (unknown) 1!00D6: if( 0?,0038: ( 5488?? == 1?)004D: ) jump_if_false(£Label0273CD)00D6: if( 0?,8119: NOT car($FIRE_MISSION_CAR).wrecked004D: ) jump_if_false(£Label0273C1)02AA: car($FIRE_MISSION_CAR).immune_to_nonplayer 0?020B: explode_car($FIRE_MISSION_CAR):Label0273C101C3: remove_references_to_car($FIRE_MISSION_CAR)0004: 5488?? = 0?:Label0273CD0249: release_model( 5480??)0004: $ONMISSION = 0?0004: 1492?? = 0?00D8: mission_cleanup()0051: return() Whether you ran out of time or pressed the submission button, there would be a car in memory and on fire. But I was going to be making it happen when the car was already put out. So I thought commands relating to that might not be such a good idea, so I tried this (some addressing is different unintentionally): :Label026BBB014F: stop_countdowntimer($FIRE_MISSION_TIMER)0151: remove_status_text($NUMBER_FIRES_EXTINGUISHED)00BA: text_styled("F_FAIL1", 5000&ms, 5?) \\ Fire Truck mission ended.01E3: text_1number_styled("TSCORE", 5512??, 6000&ms, 6?) \\ EARNINGS: $~1~031A: remove_all_fires0164: marker($FIRE_MISSION_MARKER).disable03E6: (unknown)03C7: (unknown) 1!00D6: if( 0?,0038: ( 5488?? == 1?)004D: ) jump_if_false(£Label026C2E)00D6: if( 0?,8119: NOT car($FIRE_MISSION_CAR).wrecked004D: ) jump_if_false(£Label026C22)02AA: car($FIRE_MISSION_CAR).immune_to_nonplayer 0?020B: explode_car($FIRE_MISSION_CAR)0002: jump(£Label026C22):LabelISLANDFIREDONE0001: wait( 5000& ms)018C: play_sound( 94?) at( 0!, 0!, 0!)014F: stop_countdowntimer($FIRE_MISSION_TIMER)0151: remove_status_text($NUMBER_FIRES_EXTINGUISHED)00BA: text_styled("F_FAIL1", 5000&ms, 5?) \\ Fire Truck mission ended.01E3: text_1number_styled("TSCORE", 5512??, 6000&ms, 6?) \\ EARNINGS: $~1~:Label026C2201C3: remove_references_to_car($FIRE_MISSION_CAR)0004: 5488?? = 0?:Label026C2E0249: release_model( 5480??)0004: $ONMISSION = 0?0004: 1492?? = 0?00D8: mission_cleanup()0051: return() Upon extinguishing fire 20 on the same island, the code continued to run and even used the last car as the next car on fire. A buddy suggested I look up the opcodes for the two unknowns in the code I had left out. One was a simple clear text. The other was still marked as unknown while indicating it was a gosub return for firefighter. That's when I realized that I saw it do the same thing, but with .5 in the very beginning. And so, 03C7 is a return for the Firefighter mission whereby .5! is an indication that the mission is still live while 1! is an indication that the mission is in fact over. Link to post Share on other sites
Barton Waterduck 0 Posted September 16, 2003 Share Posted September 16, 2003 You end missions prematurely by using return commands. The original missions work like this: 1. The mission code is started by a gosub command (in the mission part of the code), meaning the entire mission runs as a subroutine. 2. If the player dies or gets arrested, the game "sends" a return command to the script so the code returns to the gosub command that started the mission subroutine. 3. If the mission should end for some other reason than death or arrest, a return code is used so the code jumps to the line after the gosub command started in (1) 4. When the return code in (3) has been used, or if the player has died or got arrested, the code checks if the player failed the mission by dying or getting himself arrested. If the player got arrested or died, a subroutine for handling that will be started using another gosub command. 5. If the player died, got arrested or not, a subrountine for cleaning up the mission is now started. In your code, label Label02735A / Label026BBB does this. DO NOT use any jump commands to jump to this code. Use a return code to end the mission as explained in (3). Believe me, this is the way. The Rockstar way. It's the reason the missions are build up the way they are build up. The readme file for the builder says something about this. Link to post Share on other sites
Demarest 24 Posted September 16, 2003 Share Posted September 16, 2003 That's valuable information. I remember you saying something along those lines in the readme. When I simply returned (as seen in the second code), the mission continued on as if nothing happened except that the next burning car it presented was the one directly in front of me (that should've marked the end of my mission). As soon as I said "03C7: (unknown) 1!" and returned, the mission ended just as I asked it to. I'm not sure what you were warning against, but the first code sample came directly from an unmodified GTA3 main.scm. I couldn't help but notice that the code did an awful lot of jumping directly to it. Is the Firefighter different somehow? I noticed it only had two gosubs instead of the usual(? I think) 3. Link to post Share on other sites
Demarest 24 Posted September 22, 2003 Share Posted September 22, 2003 While developing Neo v4, I found that I wasn't totally accurate before, but I am now. Opcode 035F does not SET the actor's health, it INCREMENTS it. That's why when I tried with values greater than 100, it would only display 100. Can somebody update the database so it reflects this? Link to post Share on other sites
Demarest 24 Posted December 20, 2003 Share Posted December 20, 2003 buuuUUUMP! AND triple post For shame! Anyways, opcode 0445 is no longer an unknown cheat check. It checks to see if the improved handling cheat is enabled. CORNERSLIKEMAD in GTA3 and GRIPISEVERYTHING in VC. This is evidenced by the fact that both scripts contain the check only once and that's during the insane stunt jump thread. If you test it in game, you'll find that you forfeit your ability to cash in on insane stunt jumps while the cheat is enabled, but is restored once you turn it back off. This has no effect on Unique stunt jumps as that is monitored by a separate thread without such a check. Link to post Share on other sites