Quadropheniac90 Posted May 27, 2005 Share Posted May 27, 2005 Well, I need documents in which there is information on different walking styles and flags for peds and cars. I also a way to make peds on the street walk in a certain way and follow the player or create random actors and make them do that. I would be very happy with this information. Oh, I searched for it but didn't find anything, so... Link to comment Share on other sites More sharing options...
Y_Less Posted May 28, 2005 Share Posted May 28, 2005 http://vc-db.webtools4you.net/ Has the OpCodes and a list of parameters for all those opcodes. Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted May 28, 2005 Author Share Posted May 28, 2005 (edited) Looked there allready, but there aren't any comments at the walk_type opcode. :-( Edited May 29, 2005 by teun.steenbekkers Link to comment Share on other sites More sharing options...
PatrickW Posted May 29, 2005 Share Posted May 29, 2005 teun, It is very well possible that the parameter values of the that opcode (like many others) has not been researched yet. If you want to use them, you'll have to experiment yourself, to see what the various values do. It's one of the charms of SCM-modding If you find interesting stuff, bu sure to post it here, so that other people can also use it. Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted May 29, 2005 Author Share Posted May 29, 2005 (edited) Well as you advised me, I experimented and here are the values for the walk_style opcode, it starts with 30? and ends with 50?: 30? = Tough Guy 1 31? = I think he's holding the rocket launcher, allthough the model isn't there, I think it should be given to the actor first. 32? = Tough Guy 2 33? = He's carrying a rifle, but the gun model isn't there, maybe that should be given to the actor first. 34? = Tough Guy 3 35? = He's holding the chainsaw, allthough the model isn't there, I think it has to be given to the actor first. 36? = Tramp, walks really like he could drop dead any second now. 37? = Tramp, more like a zombie tho. 38? = Tough Guy 4 39? = Tough Guy 5 40? = I think Fat Man, he has his back way back and walks kinda slow. 41? = I think Construction Worker, he walks quite slow, he's almost relaxing. 42? = Jogger, he jogs 43? = Sexy Woman 1 44? = I think Woman with Shopping Bags, she walks quite slow and has her hands in a position like she's carrying something. 45? = Sexy Woman 2 46? = Sexy Woman 3 47? = Fat Guy, he walk with his arms wide, his back back and his legs wide too. 48? = Tramp 49? = Jogger 50? = Makes the actor run Before you give the weapons to the actors with the weapon holding values of this opcode you should load the weapon model, but I haven't tested it yet. Hope this helps people! Edit: Can someone tell me how to create random actors around the player or make all peds on the street to be killing the player? Don't give me the riot cheat or something, just some info. Edited May 29, 2005 by teun.steenbekkers Link to comment Share on other sites More sharing options...
random_download Posted May 29, 2005 Share Posted May 29, 2005 Nice work you can create an actor with a random model by using the model '-1' instead of say 'PGA'. Link to comment Share on other sites More sharing options...
Opius Posted May 29, 2005 Share Posted May 29, 2005 Well as you advised me, I experimented and here are the values for the walk_style opcode, it starts with 30? and ends with 50?: 30? = Tough Guy 1 31? = I think he's holding the rocket launcher, allthough the model isn't there, I think it should be given to the actor first. 32? = Tough Guy 2 33? = He's carrying a rifle, but the gun model isn't there, maybe that should be given to the actor first. 34? = Tough Guy 3 35? = He's holding the chainsaw, allthough the model isn't there, I think it has to be given to the actor first. 36? = Tramp, walks really like he could drop dead any second now. 37? = Tramp, more like a zombie tho. 38? = Tough Guy 4 39? = Tough Guy 5 40? = I think Fat Man, he has his back way back and walks kinda slow. 41? = I think Construction Worker, he walks quite slow, he's almost relaxing. 42? = Jogger, he jogs 43? = Sexy Woman 1 44? = I think Woman with Shopping Bags, she walks quite slow and has her hands in a position like she's carrying something. 45? = Sexy Woman 2 46? = Sexy Woman 3 47? = Fat Guy, he walk with his arms wide, his back back and his legs wide too. 48? = Tramp 49? = Jogger 50? = Makes the actor run Before you give the weapons to the actors with the weapon holding values of this opcode you should load the weapon model, but I haven't tested it yet. Hope this helps people! Edit: Can someone tell me how to create random actors around the player or make all peds on the street to be killing the player? Don't give me the riot cheat or something, just some info. I've been using this, however, the peds around you will choose a random person to swarm and beat up. I imagine it would be easy enough to replace the stats opcodes with a 'kill_player' one though. (Based off Barton's traffic booster code for Myriad) :opius_emp_poc_ped_Thread00D6: if 1 0256: player $PLAYER_CHAR defined 0038: $TrafficBooster == 1 ;; integer values 004D: jump_if_false ££opius_emp_poc_ped_Thread3 [email protected] += 15.0if [email protected] > 200.0jf ££[email protected] = 0.0:opius_emp_poc_ped_Thread204C4: create_coordinate [email protected] [email protected] [email protected] from_actor $player_actor offset 0.0 [email protected] 0.0 float [email protected] = [email protected] [email protected] = [email protected]@ += [email protected] += [email protected] -= [email protected] -= [email protected] = -1058F: unknown_create_distribution_actor [email protected] at [email protected] [email protected] or_at [email protected] [email protected] flag 1 0 1if not [email protected] == -1jf ££opius_emp_poc_ped_Thread300D6: if 08118: NOT actor [email protected] dead004D: jump_if_false ££opius_emp_poc_ped_Thread3053D: [email protected]: set_actor [email protected] ped_stats_to 30011A: set_actor [email protected] flags 16011A: set_actor [email protected] flags 10001: wait 0 ms 01C2: remove_references_to_actor [email protected] ;; Like turning an actor into a random pedestrian0002: jump ££opius_emp_poc_ped_Thread :opius_emp_poc_ped_Thread30001: wait 0 ms Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted May 29, 2005 Author Share Posted May 29, 2005 (edited) Tnx for that I'll try to change a bit so they'll attack me if I can, but what's the [email protected] thingy, is that the position the actor will be created at? And the [email protected] [email protected] [email protected] [email protected] [email protected] things? I think I shoudl get more into that type of coding, what I'm doing is too easy. I don't even know what float values are for... Edit: If I use it I offcourse will credit you, or should I credit Barton too? Edit: @Opius: OK, thanks! Edited May 29, 2005 by teun.steenbekkers Link to comment Share on other sites More sharing options...
Opius Posted May 29, 2005 Share Posted May 29, 2005 Numbers with '@' after are treated as 'local' variables. Basically, they're the same as normal variables, but they're only used in their own thread. So you can have two threads, both using '[email protected]', and they will both contain different data. If your thread runs on it's own (ie. if it doesn't need to contact any other threads (99% of them don't)), you should use local variables to keep 'global' variables (the ones starting with $) free. Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted May 29, 2005 Author Share Posted May 29, 2005 @Opius: Which flag tells the actors to attack people and what does the value 30? for the pedstats opcode do, because I'm not sure which line to replace with my kill_player opcode. And I really like the code, it's great Link to comment Share on other sites More sharing options...
Opius Posted May 29, 2005 Share Posted May 29, 2005 053D: [email protected]: set_actor [email protected] ped_stats_to 30011A: set_actor [email protected] flags 16011A: set_actor [email protected] flags 1 Delete all of these lines, and in their place, put only one 'kill_player' opcode. (I'm not actually sure what each individual flag or stat does, I just know this combo works ) Link to comment Share on other sites More sharing options...
PatrickW Posted May 30, 2005 Share Posted May 30, 2005 Nice work, teun.... This is the spirit of true SCM coding... find out how stuff works by experimenting.. What about the other value (below 30 and above 50), did they crash the game, or did you not try them, because they aren't used by r* ? BTW: If you publish a list of parameter values, it's always wise to also mention the opcode they belong to in the same post, this makes finding them with out search engine much easier.. Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted May 30, 2005 Author Share Posted May 30, 2005 (edited) OK, here's the same one, but better: Opcode: 0245: set_actor $ACTOR walk_style_to 37? Values: 1?/29? = These values crash the game. I started with 1? and at 7? I stopped and I discovered 29? and 28? didn't work either, so I guess anything between 1? and 30? crashes the game. 30? = Tough Guy 1 31? = Carries the Rocket Launcher 32? = Tough Guy 2 33? = Carries a Rifle 34? = Tough Guy 3 35? = Carries the Chainsaw 36? = Tramp 1 37? = Tramp 2 38? = Tough Guy 4 39? = Tough Guy 5 40? = Fat Guy 41? = Construction Worker 42? = Jog 43? = Sexy Woman 1 44? = Woman with Shopping Bags 45? = Sexy Woman 2 46? = Sexy Woman 3 47? = Fat Guy 48? = Tramp 3 49? = Jog 50? = Run 51? and further = Kinda the same as 1?/29? I presume they crash the game. Tried out 51? and 52? and they crashed the game. Edit: Well, the ped flags are harder I think, because sometimes you don't notice what happens so you won't know when to use it. I hope someone else has the values for those because I haven't . Edited May 30, 2005 by teun.steenbekkers Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted March 17, 2006 Author Share Posted March 17, 2006 OK, most huge bump ever, and double post, but I've found more numbers that could be useful to people. I noticed there wasn't a 'weapon numbers.txt' file in my SAMB folder, but there was one in the VCMB one. So I tested and wrote down which weapon has which integer to be used with opcode 01B2, and what the name of the model of that weapon is. Here are my results: Weapon numbers - SCM integers Weapon Name - SCM Integer - Model Name .:Melee:. Unarmed - 0 - No model, and no need to load it, because it's standard. Brassknuckles - 1 - BRASSKNUCKLE Golfclub - 2 - GOLFCLUB Nightstick - 3 - NITESTICK Knife - 4 - KNIFECUR Baseballbat - 5 - BAT Shovel - 6 - SHOVEL Poolcue - 7 - POOLCUE Katana - 8 - KATANA Chainsaw - 9 - CHNSAW Dildo 1 - 10 - GUN_DILDO1 Dildo 2 - 11 - GUN_DILDO2 Vibrator 1 - 12 - GUN_VIBE1 Vibrator 2 - 13 - GUN_VIBE2 Flowers - 14 - FLOWERA Cane - 15 - CANE .:Thrown Projectiles:. Grenade - 16 - GRENADE Teargas - 17 - TEARGAS Molotov Cocktail - 18 - MOLOTOV .:Handguns:. Colt 45 - 22 - COLT45 Silenced Pistol - 23 - SILENCED Desert Eagle - 24 - DESERT_EAGLE .:Shotguns:. Shotgun - 25 - CHROMEGUN Sawnoff Shotgun - 26 - SAWNOFF Combat Shotgun - 27 - SHOTGSPA .:Machine Guns:. Micro Uzi - 28 - MICRO_UZI Tec 9 - 32 - TEC9 MP5 - 29 - MP5LNG .:Assault Rifles:. AK47 - 30 - AK47 M4 - 31 - M4 .:Heavy Weapons:. Country Rifle - 33 - c*ntGUN Sniper Rifle - 34 - SNIPER Rocket Launcher - 35 - ROCKETLA Heatseeking Rocket Launcher - 36 - HEATSEEK Flamethrower - 37 - FLAME Minigun - 38 - MINIGUN Satchel Charges - 39 - SATCHEL and BOMB (Detonator) .:Gameplay Weapons:. Spraycan - 41 - SPRAYCAN Fire Extinguisher - 42 - FIRE_EX Camera - 43 - CAMERA Night Vision Goggles - 44 - NVGOGGLES Infrared Goggles - 45 - IRGOGGLES Parachute - 46 - GUN_PARA Integers 47 and further aren't used or buggy. .:Teun:. Link to comment Share on other sites More sharing options...
Demarest Posted March 17, 2006 Share Posted March 17, 2006 Perhaps y-less will see fit to merge that post in with the pinned topic here Link to comment Share on other sites More sharing options...
Y_Less Posted March 18, 2006 Share Posted March 18, 2006 (edited) I was thinking more generic SA documentation, I'll add it to the first post of that. Nice work. And don't worry about the double post, there is generally a cut-off of acceptance and this topic was WAAAY past it so you're fine. Edit: as I thought they are already there, sorry. Edited March 18, 2006 by Y_Less Link to comment Share on other sites More sharing options...
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