Y_Less 1 Posted October 3, 2004 Share Posted October 3, 2004 0366: object $object destroyed Only works, as far as I've tested, for run over or shot with the 9mm things, which would make sense as its used in the shootist in the gun range and on gun runner when you have to run over the crates and in Cone crazy to see if you hit a cone. Link to post Share on other sites
Barton Waterduck 0 Posted October 6, 2004 Share Posted October 6, 2004 (edited) 0366: object $object destroyed Only works, as far as I've tested, for run over or shot with the 9mm things, which would make sense as its used in the shootist in the gun range and on gun runner when you have to run over the crates and in Cone crazy to see if you hit a cone. I named it 0366: object $object blown up because if an object is destroyed it doesn't exist anymore. I posted my latest findings here. And I guess "blown up" wouldn't be accurate anyway if it's used in cone crazy. Edited October 6, 2004 by Barton Waterduck Link to post Share on other sites
Y_Less 1 Posted October 7, 2004 Share Posted October 7, 2004 Hmm, I thought I checked that list before I posted, I usually check that and the database before postin to see if its been found True about the destroyed thing, its not a very good name, what about: 0366: object $object demolished 0366: object $object smashed (I had to use a thesarus for that!). Link to post Share on other sites
Capushon 0 Posted October 12, 2004 Share Posted October 12, 2004 New ORP - 056A: is_passed_intro 047A: in_pizza_car $PLAYER_ACTOR847A: NO in_pizza_car $actor 044A: is_car_door_open $PLAYER_CHAR844A: NOT car_door_open $PLAYER_CHAR044B: is_car_door_open $PLAYER_ACTOR844B: NOT car_door_open $PLAYER_ACTOR for OPR 0469: ; 1 0 0 0 0 - #COP ; 0 1 0 0 0 - #SWAT ; 0 0 1 0 0 - #FBI ; 0 0 0 1 0 - #ARMY ; 0 0 0 0 1 - unknown Link to post Share on other sites
PatrickW 225 Posted October 13, 2004 Share Posted October 13, 2004 great finds capushon And thanx for the confirmation and clarification on 0469: I'll edit the initial report on it..... Link to post Share on other sites
Y_Less 1 Posted October 13, 2004 Share Posted October 13, 2004 Based on that list, could ; 0 0 0 0 1 be the undercover cops? Im not at home atm so I can't check. Link to post Share on other sites
Barton Waterduck 0 Posted October 13, 2004 Share Posted October 13, 2004 New ORP - 056A: is_passed_intro 047A: in_pizza_car $PLAYER_ACTOR847A: NO in_pizza_car $actor 044A: is_car_door_open $PLAYER_CHAR844A: NOT car_door_open $PLAYER_CHAR044B: is_car_door_open $PLAYER_ACTOR844B: NOT car_door_open $PLAYER_ACTOR for OPR 0469: ; 1 0 0 0 0 - #COP ; 0 1 0 0 0 - #SWAT ; 0 0 1 0 0 - #FBI ; 0 0 0 1 0 - #ARMY ; 0 0 0 0 1 - unknown 056A and 856A is used all over the script, not just in the intro. 047A and 847A is not used in the pizza mission. It's used in 'Rub Out' and 'The Party'. 044A, 844A, 044B and 844B have no references to any car and your suggestion about a car door may be true but I just don't think so. nice try (I guess) Link to post Share on other sites
Capushon 0 Posted October 13, 2004 Share Posted October 13, 2004 056A and 856A is used all over the script, not just in the intro. 047A and 847A is not used in the pizza mission. It's used in 'Rub Out' and 'The Party'. 044A, 844A, 044B and 844B have no references to any car and your suggestion about a car door may be true but I just don't think so. Test this itself! :MyTest_UnknownORP0001: wait 250 ms00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ЈЈMyTest_UnknownORP:Test_0100D6: if 0 047A: in_pazza_car $PLAYER_ACTOR004D: jump_if_false ЈЈTest_0203E5: text_box "WANT_F";; Any text:Test_0200D6: if 0 044B: car_door_open $PLAYER_ACTOR004D: jump_if_false ЈЈTest_0303E5: text_box "WANT_A";; Any text:Test_0300D6: if 0 056A: is_passed_intro004D: jump_if_false ЈЈMyTest_UnknownORP03E5: text_box "WANT_G"0002: jump ЈЈMyTest_UnknownORP Link to post Share on other sites
Barton Waterduck 0 Posted October 14, 2004 Share Posted October 14, 2004 056A and 856A is used all over the script, not just in the intro. 047A and 847A is not used in the pizza mission. It's used in 'Rub Out' and 'The Party'. 044A, 844A, 044B and 844B have no references to any car and your suggestion about a car door may be true but I just don't think so. Test this itself! :MyTest_UnknownORP0001: wait 250 ms00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££MyTest_UnknownORP:Test_0100D6: if 0 047A: in_pazza_car $PLAYER_ACTOR004D: jump_if_false ££Test_0203E5: text_box "WANT_F";; Any text:Test_0200D6: if 0 044B: car_door_open $PLAYER_ACTOR004D: jump_if_false ££Test_0303E5: text_box "WANT_A";; Any text:Test_0300D6: if 0 056A: is_passed_intro004D: jump_if_false ££MyTest_UnknownORP03E5: text_box "WANT_G"0002: jump ££MyTest_UnknownORP Interesting. Pizza got turned into Pazza. Seriously, that code may return the values what you want but it doesn't proove what those opcodes do. They could return anything. This fake code here doesn't proove anything either: :MyTest_UnknownORP0001: wait 250 ms00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££MyTest_UnknownORP:Test_0100D6: if 0 047A: in_supra_bogus_car $PLAYER_ACTOR004D: jump_if_false ££Test_0203E5: text_box "WANT_F";; Any text:Test_0200D6: if 0 044B: car_backdoor_open $PLAYER_ACTOR004D: jump_if_false ££Test_0303E5: text_box "WANT_A";; Any text:Test_0300D6: if 0 056A: is_passed_jailtime004D: jump_if_false ££MyTest_UnknownORP03E5: text_box "WANT_G"0002: jump ££MyTest_UnknownORP Link to post Share on other sites
Capushon 0 Posted October 14, 2004 Share Posted October 14, 2004 for OPR 0469: ; 0 0 0 0 1 - no arrest in cube??? Link to post Share on other sites
Demarest 24 Posted October 15, 2004 Share Posted October 15, 2004 I just tested this :LabelMAIN30001: wait 250& ms00D6: if 0?047A: in_pizza_car $PLAYER_ACTOR004D: jump_if_false ££LabelMAIN3018C: play_sound 1? at 0! 0! 0!0002: jump ££LabelMAIN3 ...along with Car Spaw v3 and ANY 2-wheeled vehicle was chiming. On the surface, this looks just like 047E, although R* used both so A difference is implied. If you'll look at its context in The Party, you'll know from playing the game that if you're escorting Mercedes on a motorbike, she never asks about putting her hand in your lap. Pretty straight forward. [EDIT] Just tested 044B. It was constantly chiming unless Tommy was actively pursuing entering or exiting a vehicle. As in "is_on_foot_and_free_from_commitment" or what have you. NOT like is player controllable because it continues to chime while diving out of the way of oncoming traffic, uncontrollable falls, flying off of a motorbike, etc. I have to assume that 044A is the same, except for players not actors. Link to post Share on other sites
Opius 9 Posted October 18, 2004 Author Share Posted October 18, 2004 04C1 Very strange this opcode. Only used once in the game, during "Cop Land". 04C1: unknown 0 $1248 3 0 $124B 1 It seems to set the variables to the integer numbers following. However, $124B at this point in the mission is already set to 1. I have no idea what the 0's could do either. It might be a broken opcode, or bug in the decompiler, which is why I bring it up. Link to post Share on other sites
PatrickW 225 Posted October 18, 2004 Share Posted October 18, 2004 yeah, I ran in that one also. Figured it's an opcode that has the wrong number of parameters listed and therefore "consumes" the following two opcodes, which seem like two regular assignments. Link to post Share on other sites
Barton Waterduck 0 Posted October 18, 2004 Share Posted October 18, 2004 04C1 Very strange this opcode. Only used once in the game, during "Cop Land". 04C1: unknown 0 $1248 3 0 $124B 1 It seems to set the variables to the integer numbers following. However, $124B at this point in the mission is already set to 1. I have no idea what the 0's could do either. It might be a broken opcode, or bug in the decompiler, which is why I bring it up. I don't know. My opcodes finder can test different amount of parameters to see if the code gets readable with more or less parameters. Maby I could test it again. I don't think it's a bug in the decompiler. Link to post Share on other sites
Y_Less 1 Posted October 18, 2004 Share Posted October 18, 2004 What happens if you change the 0's? Link to post Share on other sites
Barton Waterduck 0 Posted October 18, 2004 Share Posted October 18, 2004 I tested opcode 04C1 with my opcodes finder. The result: 1 parameter failed because next opcode would be 4902 which is out of range. 2 parameters makes the next opcode 0304. That doesn't work because opcode 0304 takes a string as data for the first parameter and there is no string data in this area of the script. 3 parameters makes the next opcode 0004. The parameters following match up to the parameters used by opcode 0004 so it is possible to have 3 parameters on this opcode. 4 parameters makes the next opcode 4902. That is out of range. 5 parameters makes the next opcode 0104. That makes the parameter specifier invalid. New MB code with 3 parameters on opcode 04C1: :Label0B1D920004: $124C = 1;; integer values00BC: text_highpriority "PRO3_08" 5000 ms 1;; ~g~ Get back to ~h~Vercetti Estate~g~ on ~h~Starfish Island~g~.018A: $1246 = create_checkpoint_at -378.2 -549.8 17.604C1: unknown 0 $1248 30004: $124B = 1;; integer values:Label0B1DCC00D6: if 00038: $1248 == 3;; integer values004D: jump_if_false £Label0B21CE Doing this for GTA SA would take some time. Link to post Share on other sites
Un3462 2 Posted October 18, 2004 Share Posted October 18, 2004 1 parameter failed because next opcode would be 4902 which is out of range.2 parameters makes the next opcode 0304. That doesn't work because opcode 0304 takes a string as data for the first parameter and there is no string data in this area of the script. 3 parameters makes the next opcode 0004. The parameters following match up to the parameters used by opcode 0004 so it is possible to have 3 parameters on this opcode. 4 parameters makes the next opcode 4902. That is out of range. 5 parameters makes the next opcode 0104. That makes the parameter specifier invalid. that's pretty funny. it actually has 0 parameters. Link to post Share on other sites
Barton Waterduck 0 Posted October 19, 2004 Share Posted October 19, 2004 1 parameter failed because next opcode would be 4902 which is out of range.2 parameters makes the next opcode 0304. That doesn't work because opcode 0304 takes a string as data for the first parameter and there is no string data in this area of the script. 3 parameters makes the next opcode 0004. The parameters following match up to the parameters used by opcode 0004 so it is possible to have 3 parameters on this opcode. 4 parameters makes the next opcode 4902. That is out of range. 5 parameters makes the next opcode 0104. That makes the parameter specifier invalid. that's pretty funny. it actually has 0 parameters. ye, lol, this is what I've been trying to say all the time, somebody else should do this. anyway, the code should look like this :Label0B1D920004: $124C = 1 ;; integer values00BC: text_highpriority "PRO3_08" 5000 ms 1 ;; ~g~ Get back to ~h~Vercetti Estate~g~ on ~h~Starfish Island~g~.018A: $1246 = create_checkpoint_at -378.2 -549.8 17.604C1: (unknown)0004: $1248 = 3 ;; integer values0004: $124B = 1 ;; integer values:Label0B1DCC00D6: if 00038: $1248 == 3 ;; integer values004D: jump_if_false £Label0B21CE vicescm.ini file 04C1=0, Link to post Share on other sites
sleeper777 0 Posted November 10, 2004 Share Posted November 10, 2004 just thought i would add some thoughts on opcdes 049c, 049d, and 049e ... 04a1 all of these opcodes affect one object in the script and i believe that this object is or is related to the colonel's boat...... the only time the opcode 049e actually gives speed is during ...All Hands On Deck... and something is done to this obect at the end of the mission with opcode 04a1 the only place this opcode used in the original scm just thought this might help in determining these few opcode's descriptions. Link to post Share on other sites
PatrickW 225 Posted November 11, 2004 Share Posted November 11, 2004 Sleeper777, I already found those opcodes when researching how to operate the train in GTA:LC. They are essential for the train Opius reported put them in this topic (date: 28 aug). He also figured out how to use these opcodes with various data-files. Link to post Share on other sites
sleeper777 0 Posted November 12, 2004 Share Posted November 12, 2004 oops sorry about that i must have missed that page entirely.... and i call myself being observent gonna try some other's then after i read this entire topic again and change my notes. Link to post Share on other sites
sleeper777 0 Posted December 13, 2004 Share Posted December 13, 2004 (edited) Just another one i hope i didn't miss in my reread of this thread 84AD: NOT $480004AD: [email protected] I believe this should be something like 84AD: NOT actor $4800 sunk04AD: actor [email protected] sunk the only reason i think this is it is used with the actors who are carrying something important and when it equates true it jumps to a text code that tells you these objects are at the bottom of the sea. it is used also in a couple of other places as 04ad: 'Alloy Wheels of Steel' and i think the firetruck missions. Edited December 13, 2004 by sleeper777 Link to post Share on other sites
Barton Waterduck 0 Posted December 13, 2004 Share Posted December 13, 2004 Should be easy to test, just use player_actor and jump off a bridge. Link to post Share on other sites
Hammer83 0 Posted December 14, 2004 Share Posted December 14, 2004 (edited) 0425: meters %1d to_feet %2d ;; both parameters float Edited December 14, 2004 by Hammer83 Link to post Share on other sites
trx 0 Posted December 15, 2004 Share Posted December 15, 2004 0366=1, is_object_broken %1d% works with breakable objects like: tar_top, glassfx_composh, newstandnew1 Hope I got the MB syntax right though Link to post Share on other sites
Barton Waterduck 0 Posted December 15, 2004 Share Posted December 15, 2004 0366=1, is_object_broken %1d% works with breakable objects like: tar_top, glassfx_composh, newstandnew1 Hope I got the MB syntax right though ye, and much better than 0366=1, is_object_blown_up %1d% Link to post Share on other sites
Y_Less 1 Posted December 15, 2004 Share Posted December 15, 2004 We discussed that OpCode on the last page, you had called it that, but I pointed out it was used in 'Cone Crazy', so we decided that was not the best name for it, but never decided on a good name. Link to post Share on other sites
trx 0 Posted December 15, 2004 Share Posted December 15, 2004 (edited) Ah, you had already found the opcode then (Didn't go through all the pages) Sorry about that. Maybe I'll find a real new opcode someday Edit: A mod may delete my posts if they're in the way. Edited December 15, 2004 by trx Link to post Share on other sites
Y_Less 1 Posted December 16, 2004 Share Posted December 16, 2004 Well we never really named it satisfactorily, you'rs is probably the best suggestion. Link to post Share on other sites
Squiddy 3 Posted December 28, 2004 Share Posted December 28, 2004 (edited) 0464: put_actor $player_actor into_turret_on_car $your_car at_car_offset $x $y $z facing 0 (forward) rotation 180.0 with_weapon 27 Y_Less told me it wasn't known completely so I post here. Facing means the direction you're looking at and rotation limits the amount of degrees you can rotate around this direction. Facing (0-forward/1-left/2-backwards/3-right) Edit: Ah finally, rotation defines the degrees you can turn left, and turn right. So rotation 90 gives you a turn angle of 180. Sorry for my english. Edited December 28, 2004 by _Squiddy_ Link to post Share on other sites