JernejL 47 Posted July 11, 2005 the car wheels shoot information posted is WRONG, it is NOT at car + 1444 but car + 1445 plus the tire order isn't na/rf/na/lb but all 4 tires at once, one byte for each tire, this is also valid for quad-bikes but not 2 wheel bikes, for 2 wheeled bikes the data for each wheel is at 1628 and 1629. Quote Share this post Link to post Share on other sites
QJimbo 0 Posted July 11, 2005 Anyone found anything for increasing the traffic creation radius? So when skydiving it actually looks realistic ^^ High values would probably really stretch the CPU/RAM/GFX Card, but it'd be interesting to see Quote Share this post Link to post Share on other sites
jacob. 1 Posted July 13, 2005 0xB7CB64 - gamespeed (float) 0xC8131C - weather (dword) 0xB7CEE4 - is infinite run (byte/boolean) 0xB7CEE6 - is player fireproof (byte/boolean) 0x96C009 - is paynspray free (byte/boolean) 0xA444A4 - is radar grey'd out (byte/boolean) 0x8D2530 - pedestrian density multiplier (float) 0x8A5B20 - vehicle density multiplier (float) 0xB6F065 - widescreen (byte/boolean) (the view that is displayed during cutscenes, not the display option) weather values:0 to 7 - different versions of blue skies/clouds08 - storming09 - cloudy and foggy10 - clear blue sky (falls into 0-7 category)11 - scorching hot (las santos heat waves)12 to 15 - very dull, colorless, hazy16 - dull, cloudy, rainy17 to 18 - scorching hot19 - sandstorm20 - foggy/greenish21 - very dark, gradiented skyline, purple22 - very dark, gradiented skyline, green23 to 26 - variations of pale orange27 to 29 - variations of fresh blue30 to 32 - variations of dark, cloudy, teal33 - dark, cloudy, brown34 - blue/purple, regular35 - dull brown36 to 38 - bright, foggy, orange39 - extremely bright40 to 42 - blue/purple cloudy43 - dark toxic clouds44 - black/white sky45 - black/purple sky setting it to anything over this will give you totally randomly f*cked results. (flickering screen, extremely red, etc) 0xB7CD9C - Ignored pointer Ignored + 0x1E - is player ignored by cops (byte/boolean) Ignored + 0x298 - is player ignored by everyone (byte/boolean) Quote Share this post Link to post Share on other sites
Quadropheniac90 2 Posted July 13, 2005 I don't get sh*t of this. I don't think it'd be a good idea if I started learnign what all of this means, allthough it'd be cool to change some things. Guess I'll have to stay with scm modding. Don't flame me, but I think this has something to do with memory hacking, but I don't know anything about it: How can I get the game to do something like this: get_actor_aimed_at_by_player @00326: @1 = create_actor @0 fire So whenever you aim at a ped, it turns on fire. Please help, there's no opcode for this. And also something to store the car the player is aiming at in a variable too? Tnx in advance... Quote Share this post Link to post Share on other sites
AlienX 0 Posted July 13, 2005 teun.steenbekkers: try posting in the mission editing forum Quote Share this post Link to post Share on other sites
Spiralvortex 0 Posted July 14, 2005 Havent found much but this should help someone at least 00B79040=# of Safehouse Visits (4 Byte) 00B79078=# of people dropped off in taxi(the number used for the stats)(4 Byte) 00A49C30=# of people dropped off in taxi(the actual number[used for giving your reward])(4 Byte) hopes this helps someone other than me Quote Share this post Link to post Share on other sites
QJimbo 0 Posted July 14, 2005 0xC8131C - weather (dword) I needed that for my TimeSync tool, thanks! Quote Share this post Link to post Share on other sites
JernejL 47 Posted July 14, 2005 active block + 1444 = train speed float (the number sign is opposite, - is forward, + is reverse) the speeds are minimal, it seems the game scales them, so -0.1 is forward and 0.1 is reverse. Quote Share this post Link to post Share on other sites
spanner3003 0 Posted July 14, 2005 how do i stop gta logo nvidia in gta sa uk version? Quote Share this post Link to post Share on other sites
Stretchnutter 2 Posted July 14, 2005 how do i stop gta logo nvidia in gta sa uk version? Have you tried this method HERE ?! It may say USA exe, but i think it will work for any verision. Give it a try. Quote Share this post Link to post Share on other sites
jacob. 1 Posted July 15, 2005 It may say USA exe, but i think it will work for any verision. Give it a try. Actually, it's only for the USA exe. I tried your method on my EU hoodlum, and all of your offsets were exactly 50 bytes apart from what was actually in my executable.. can't remember if it was +50 or -50 though. Quote Share this post Link to post Share on other sites
Trust 0 Posted July 15, 2005 Handling: block starts at C2B9DC, each block has a size of 0xE0. All of these values are floats, unless stated otherwise: 0x0 = index/identifier (DWord) 0x4 = fMass 0x8 = 1.0 / fMass (ModelingMan) 0xC = fTurnMass 0x10 = fDragMult 0x14 = CentreOfMass.x 0x18 = CentreOfMass.y 0x1C = CentreOfMass.z 0x20 = nPercentSubmerged (Byte) 0x24 = fMass * 8.0000001e-1 / nPercentSubmerged (ModelingMan) 0x28 = fTractionMultiplier 0x74 = TransmissionData.nDriveType (byte) 0x75 = TransmissionData.nEngineType (byte) 0x76 = TransmissionData.nNumberOfGears (byte) 0x7C = TransmissionData.fEngineAcceleration (Multiplied by 3.9999999e-4) (ModelingMan) 0x80 = TransmissionData.fEngineInertia 0x84 = TransmissionData.fMaxVelocity (Multiplied by 5.5555599e-3) (ModelingMan) 0x94 = fBrakeDeceleration (Multiplied by 3.9999999e-4) (ModelingMan) 0x98 = fBrakeBias 0x9C = bABS (byte) 0xA0 = fSteeringLock 0xA4 = fTractionLoss 0xA8 = fTractionBias 0xAC = fSuspensionForceLevel 0xB0 = fSuspensionDampingLevel 0xB4 = fSuspensionHighSpdComDamp 0xB8 = suspension upper limit 0xBC= suspension lower limit 0xC0 = suspension bias between front and rear 0xC4 = suspension anti-dive multiplier 0xC8 = fCollisionDamageMultiplier (multiplier not yet found) 0xCC = modelFlags (in hex) 0xD0 = handlingFlags (in hex) 0xD4 = fSeatOffsetDistance 0xD8 = nMonetaryValue (DWord) 0xDC = front lights (byte) 0xDD = rear lights (byte) 0xDE = vehicle anim group (byte) thanks goes to MM for the multipliers. Quote Share this post Link to post Share on other sites
[IcT]LiX 0 Posted July 15, 2005 Has anyone documented the offsets for peddle bikes like the bmx? Quote Share this post Link to post Share on other sites
spanner3003 0 Posted July 15, 2005 (edited) how do i work out +50 or -50 from the usa version offset? Edited July 15, 2005 by spanner3003 Quote Share this post Link to post Share on other sites
jacob. 1 Posted July 15, 2005 how do i work out +50 or -50 from the usa version offset? Real easy.. if you find the EXE offset 0x40100, +50 would become 0x40150; -50 would become 0x400B0. Windows's scientific calculator is handy for quick hex add/subtraction, or even hex/decimal convertion and vice versa. Quote Share this post Link to post Share on other sites
spanner3003 0 Posted July 15, 2005 ok simpler quesion, here is push ebx pusi edi.... in the uk version of gtasa.exe? Quote Share this post Link to post Share on other sites
Blehbeb 0 Posted July 16, 2005 You can find the patch for the EU version of the GTA exe at: http://www.mtavcsux.net/forums/index.php?showtopic=1496 Hope that helps. Quote Share this post Link to post Share on other sites
nekkerbee 0 Posted July 16, 2005 0x8D2530 - pedestrian density multiplier (float)0x8A5B20 - vehicle density multiplier (float) So... you can change the number of cars & peds here? Fiddling with popcycle.dat only gets you so far, even with cars at 99, I never get more than, 22 or so, and I'm pretty sure peds seem capped at about 50. Has anyone played with these settings to improve the number of cars & peds? On a related note, has anyone found a mem address that dictates when cars/peds/textures appear? I'd like the distance to be farther than what it is. Quote Share this post Link to post Share on other sites
JernejL 47 Posted July 16, 2005 0x8D2530 - pedestrian density multiplier (float)0x8A5B20 - vehicle density multiplier (float) So... you can change the number of cars & peds here? Fiddling with popcycle.dat only gets you so far, even with cars at 99, I never get more than, 22 or so, and I'm pretty sure peds seem capped at about 50. Has anyone played with these settings to improve the number of cars & peds? On a related note, has anyone found a mem address that dictates when cars/peds/textures appear? I'd like the distance to be farther than what it is. it is under graphical options menu > advanced. i wonder if anyone could these functions in san andreas (from gta3 ps2 exe function labels): 0001:0023C470 CDirectory::CDirectory((int))0001:0023C230 CDirectory::FindItem((char const *,uint &,uint &))0001:0023C340 CDirectory::ReadDirFile((char const *)) finding this could make end to img files.. Quote Share this post Link to post Share on other sites
nekkerbee 0 Posted July 16, 2005 ^^^ I have my draw distance maxed out in Display Setup, and I have the timecycle.dat file tweaked so farclp is about 1800 or so under most circumstances (less for rain & fog), but where can I further increase the draw distance? Is one of the values in the dat files changed by the draw distance slider in Display Options? Is the Draw Distance in Display Options the same as farclp? Or does that affect peds & cars? The landscape draw distance is good, but I want the peds/cars, and if possible, textures, to appear farther away than they are. Quote Share this post Link to post Share on other sites
saracoglu 6 Posted July 17, 2005 here is the girlfriend progress mem. locations: 0xA49EFC DWord Denise Progress 0xA49F00 DWord Michelle Progress 0xA49F04 DWord Helena Progress 0xA49F08 DWord Barbara Progress 0xA49F0C DWord Katie Progress 0xA49F10 DWord Millie Progress be careful. these locations are within the scm block, and valid only for original scm. setting a value to 100 (ie. 100 pct) gives you all gifts of that GF (ie. car keys, wardrobe etc.) Quote Share this post Link to post Share on other sites
psf132004 0 Posted July 18, 2005 Hiya everyone, im very new to memorey hacking, im working with artmoney and visual basic. im trying to teleport the playerby giving x,y,z cords: This is how i am reading the cords and this works fine. ******************VB CODE************* Dim returnval As Long Dim pointer As Long Dim X As Single Dim y As Single Dim Z As Single returnval = ReadProcessMemory(lngPHandle, &HB6F5F0, pointer, 4, lpBytesWritten) ReadProcessMemory lngPHandle, pointer + 368, X, 4, lpBytesWritten ReadProcessMemory lngPHandle, pointer + 372, y, 4, lpBytesWritten ReadProcessMemory lngPHandle, pointer + 376, Z, 4, lpBytesWritten Form1.XC.text = X Form1.YC.text = y Form1.ZC.text = Z *************************************** my question is does anyone know how to write to these values to warp the player? Quote Share this post Link to post Share on other sites
random_download 0 Posted July 18, 2005 Dim returnval As LongDim pointer As LongDim X As SingleDim y As SingleDim Z As SingleX = Form1.XC.texty = Form1.YC.textZ = Form1.ZC.textreturnval = ReadProcessMemory(lngPHandle, &HB6F5F0, pointer, 4, lpBytesWritten)WriteProcessMemory lngPHandle, pointer + 368, X, 4, lpBytesWrittenWriteProcessMemory lngPHandle, pointer + 372, y, 4, lpBytesWrittenWriteProcessMemory lngPHandle, pointer + 376, Z, 4, lpBytesWritten At I guess. I am not sure about the exact syntax, but that is the general idea. Quote Share this post Link to post Share on other sites
psf132004 0 Posted July 18, 2005 Sussed it all by myself. *****************VB CODE************** Function WarpPlayer(X As Single, Y As Single, Z As Single) Dim blockaddr As Long Dim Xpoint As Long Dim Ypoint As Long Dim Zpoint As Long playerptr = playerpointer ReadProcessMemory lngPHandle, playerptr + &H14, blockaddr, 4, lpBytesWritten Xpoint = blockaddr + &H30 Ypoint = blockaddr + &H34 Zpoint = blockaddr + &H38 WriteProcessMemory lngPHandle, Xpoint, X, 4, lpBytesWritten WriteProcessMemory lngPHandle, Ypoint, Y, 4, lpBytesWritten WriteProcessMemory lngPHandle, Zpoint, Z, 4, lpBytesWritten End Function Quote Share this post Link to post Share on other sites
J-Fox.GEMM 0 Posted July 19, 2005 Any ideas for next car adress? Quote Share this post Link to post Share on other sites
mattyboy_96 0 Posted July 19, 2005 to get any cars address just use: (all in decimal) First car + (2584 * CarNo) or to get the next car it's just: Car + 2584 (although im sure this has all been mentioned before.) Quote Share this post Link to post Share on other sites
JernejL 47 Posted July 19, 2005 any how do you get the address to the FIRST car in the game? Quote Share this post Link to post Share on other sites
jacob. 1 Posted July 19, 2005 any how do you get the address to the FIRST car in the game? Entity list, but I've yet to find it. I found some sort of list, but it contained random objects and vehicles seemed to be randomly thrown in. Quote Share this post Link to post Share on other sites
mattyboy_96 0 Posted July 19, 2005 (edited) its not hard, but it seems to be scm related. search for a pointer to a pointer to the first car made its usually around... 0xB?????? the two i have had to find for my scms were: 0xB99330 EDIT: 0xB99AE0 it takes a bit to find but its well worth it. Edited July 21, 2005 by mattyboy_96 Quote Share this post Link to post Share on other sites
jacob. 1 Posted July 19, 2005 My solution to getting the first vehicle pointer is based off a post I made earlier in this topic.. 0x969084 = first vehicle you got into0x969088 = second vehicle you got into 0x96908C = third vehicle you get into .. and so on, increasing by 4 after each vehicle. they are 0 if you haven't entered a first/second/third/etc car yet. I use SCM to put the player into the first vehicle created for 3 seconds, then warp him on foot. 0x969088 then contains the first vehicle pointer. Quote Share this post Link to post Share on other sites