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Opius

GTA:SA Opcodes

Recommended Posts

spaceeinstein

New descriptions for opcodes discovered by me! (Look how much!)

067F: control_car @1 lights 0

0689: car @1 break_car_component 0 visible 0/1 (non visible/visible damage)

0657: car @1 open_car_component 0

0950: trip_skip X Y Z angle 0

07F7: set_object @1 indestructible 0/1 (enabled/disabled)

0936: set_camera X1 Y1 Z1 position_to X2 Y2 Z2 0 ms 1

0920: point_camera X1 Y1 Z1 transverse_to X2 Y2 Z2 0 ms 1

04A9: actor $PLAYER_ACTOR driving_helicopter (if)

04C8: actor $PLAYER_ACTOR driving_flying_vehicle (if)

04AB: actor $PLAYER_ACTOR driving_plane (if)

04AD: actor $PLAYER_ACTOR touching_water (if)

0965: actor $PLAYER_ACTOR swimming_in_water (if)

04A7: actor $PLAYER_ACTOR driving_boat (if)

0513: text_1number_text_box 'SLOT_02' @1

06AF: set_player $PLAYER_CHAR sprint 0 (enabled) / 1 (disabled)

0707: start_scene_skip_to £LABEL

0701: end_scene_skip

09AD: vehicle_camera_mode 0

07A7: put_jetpack_on_actor $PLAYER_ACTOR

07FF: set_car @1 hydraulics 0 (0 = off / 1 = on)

07E0: set_marker @1 type 0 (0 = enemy / 1 = friendly)

07CC: player $PLAYER_CHAR disable_key_15 0 (0 = disable / 1 = enable)

05BC: action_sequence actor @15 jump 0 (0 = small jump / 1 = large jump)

0A19: display_zone_text 'MARKS' (CAN ONLY BE SEEN IF SCREEN IS FADED)

0583: player $PLAYER_CHAR in_zone 'GAN1' (was not sure by Barton)

0638: action_sequence actor @1 stand_still 1

09CA: set_object @1 immunities 1 1 1 1 1

0A24: toggle_military_wanted_level 1 (disable) (both Area 69 and Aircraft Carrier)

09E4: toggle_aircraftcarrier_sam 0 (disable)

08B2: toggle_thermal_vision 0

069B: attach_object @1 to_actor $PLAYER_ACTOR at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0

0474: actor $PLAYER_ACTOR near_object @1 radius 30.0 10.0 100.0 unknown 0

0A2A: text_box 'SGPUNT' displayed (if)

06E3: action_sequence actor @1 roll_sideways 0 (0=left 1=right)

0597: actor $PLAYER_ACTOR crouching 05BA: action_sequence actor @1 chew_gum -1 ms

0669: attach_particle "TEARGAS" to_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 1 @1 (always goes with 064C)

064C: make_particle @1 visible

0967: actor $PLAYER_ACTOR move_mouth_for 30000 ms

064B: create_particle "TEARGASAD" at 2351.718 -1170.982 26.7609 1 @1 (always goes with 064C)

05DD: action_sequence actor @1 fear_actor $PLAYER_ACTOR from_origin_radius 100.0 -1 ms

0917: audio_zone 'BEACH' toggle_sound 1 (Audio zone are defined in the IPL)

0905: toggle_door @12 openable 0 (0=open/1=not open)

07EE: car @1 toggle_tire_marks 1 (0=off/1=on)

069A: attach_object @1 to_object @2 offset 0.0 0.0 0.0 roatation 0.0 0.0 0.0

0924: set_world_lighting 1 for -1 ms

0737: actor $PLAYER_ACTOR lifting_object @1

096F: car @1 street_racer (you know, cars only moddable in Wheels Arch Angels) (if)

0975: car @1 emergency_vehicle (like cars that look like it's for the EV Crane, including the Predator, but not Hunter!) (if)

08DE: keep_stuff_after_busted 0 (0=on/1=off)

08DD: keep_stuff_after_wasted 0 (0=on/1=off)

08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 1500.0 angle 170.6194

08DF: override_restart_if_wasted_at -2570.511 1139.582 54.8547 within_radius 1500.0 angle 160.0

093A: set_paynspray 'sprLAe' type_to_girlfriend 1 (0=regular/1=girfriend)

0294: set_car @1 sprayable 0 (0=can't spray/1=can spray)

0684: detach_car @1 0.0 0.0 0.0 collision_detection 0

08FE: text_box_displayed (if)

076F: text_priority_displayed (if)

0686: car @1 attached (if)

0939: attach_car @1 to_object @2 at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0

0673: AS_actor @5 dive_to_offset 1.0 -3.0 time_on_ground 1000 ms

0992: set_player $PLAYER_CHAR weapons_scrollable 0 (0=can't scroll/1=can scroll)

09AE: actor $PLAYER_ACTOR driving_train (if)

066C: attach_particle "CEMENT" to_vehicle @4 offset 0.0 -4.4 0.0 rotation 0.0 -1.0 0.0 1 = @1

0679: put_camera_on_vehicle @1 offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0.0 2

07C0: load_path 201

07C1: path 201 available

05EB: assign_vehicle @1 to_path 201

0873: release_path 201

066B: attach_particle "PRT_SPARK" to_car @4 offset -1.69 3.607 -.271 1 = @1

066D: attach_particle "SMOKE_FLARE" to_object @2 offset 0.0 0.0 0.0 1 = @1

067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0.0 2

0627: change_stat 143 to 1

0624: stat 41 add 100.0

0628: stat 40 add 100.0

08E7: disable_entrance_markers 1 (0=enable marker/1=diable)

051C: car @1 hit_by_actor $PLAYER_ACTOR (if)

09BB: car @1 recieved_heavy_damage 0 (0=front/1=sides and back/2=left side/3=blown) (if)

0726: helictoper @1 follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0

08FB: set_checkpoint @1 type_to 0

056E: carcass_of_car @1 valid

056D: carcass_of_actor @1 valid

0458: player $PLAYER_CHAR targeting_object @1 (if)

0723: shatter_object @1 intensity 0

0716: object_model -1 in_object_group_at X Y Z radius 1.0 destroyed 0 1 (organized version, not original)

098D: get_car @1 extra_parts_angle @0

054A: set_actor @1 immune_to_car_headshots 0

0547: actor $PLAYER_ACTOR colliding_with_car @1 (if)

051E: @1 = get radio station

087A: gang_war_provoking

0619: set_actor @1 collision_detection 0

0968: actor @1 stop_mouth (after using 0967)

087E: set_actor @5 weapon_droppable 0 (0=no weapon dropped/1=weapon can drop)

06A7: put_actor $PLAYER_ACTOR into_turret_on_car @1 at_car_offset -.2 .5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 23 (don't know what second to last param does)

09B8: create_blood_gush_at $73 $74 $75 offset 5.0 -5.0 10.0 density 100 on_actor $PLAYER_ACTOR

08E3: object @1 1955.0 -2413.0 1960.0 -2403.0 radius 20.0 sphere 0

02D6: actor $PLAYER_ACTOR fires_weapon_in_rectangle -2774.03 -1572.78 -2837.13 -1468.24 sphere 0

085E: assign_car @4 looped_path 551

0A40: create_entrance_marker_at 1955.0 -2416.0 13.5 10 = @0

0A41: destroy_entrance_marker @0

05BB: AS_actor @0 fall_down 0 time_on_ground 500

0803: car @0 have_hydraulics (if)

067A: put_camera_on_car @0 offset 15.0 15.0 10.0 point_to_car @1 tilt 0.0 2

067B: put_camera_on_car @0 offset -1.5 1.5 1.5 point_to_actor @1 tilt 0.0 2

08C6: set_actor @1 stay_on_bike 1 (0=stay off/1=stay on)

09E7: player $PLAYER_CHAR not_frozen (if)

050F: @0 = get_max_wanted_level

0560: car @1 create_random_driver @0 (actor doesn't need to be loaded, actor can be treated just like any other actors created)

09C0: get_random_car_in_area $oX1, $oY1, $oX2, $oY2, $oZ with_actors -1 = @0

0852: set_car @0 visible_damage 0 (0=not visible/1=visible) (like the car won't get visible damage when hitting stuff but it'll still be damaged)

09C4: set_car @0 gas_tank_explosion 0 (0=hit gas tank does't blow/1=hit gas tank blow up)

04D8: set_actor @0 ability_to_swim 0 (0=swim/1=Tommy)

0668: AS_actor @0 rotate_to_point @1 @2 @3 10000 ms

07AC: detach_trailer @0 from_cab @1

08CB: char_car @0 sound 0 0 0 (it doesn't have explosion, 1 1 1 makes sound of explosion)

0337: set_actor @0 visibility 0 (0=invisi/1=visi, cj cant)

0489: set_actor @0 audible 0 (0=talkative/1=quiet)

0635: AS_actor @0 aim_at_actor @1 10000 ms

08A5: set_car @0 attractive_to_magnet 0 (0 = repels from magnet/1 = attracts to magnet)

039E: set_actor @0 jackable 0 (0=normal/1=can't jack)

0827: give_obejct @0 lod_object @1 (like giving a created object its lod form)

0A0C: player $PLAYER_CHAR on_jetpack (if)

07F1: player $PLAYER_CHAR performing_wheelie (if)

07F2: player $PLAYER_CHAR performing_stoppie (if)

 

Numbers for 067F:

0 = normal lights

1 = always lights on

2 = always lights off

 

Numbers for 0657 and 0689's second parameter:

0 = hood

1 = trunk (same as 04E1 if you use 067F)

2 = driver's door

3 = front passenger door

4 = left passenger door

5 = right passenger door

 

Numbers for 09AD:

0 = first person

1 = close camera

2 = default camera

3 = far camera

4 = cinematic camera

 

Numbers for 0730:

0 - hood

1 - trunk

2 - driver door

3 - front passenger door

4 - left rear door

5 - right rear door

6 - left bulb

7 - right bulb

8 - ???

9 - ???

10 - window

11 - front bumper

12 - rear bumper

 

For 073C, left bulb start with 0, then right bulb as 1, and keep going through the list above with different numbers.

 

Last param for 0936, and 0920 are unknown.

 

SASCM form:

 

067F=2,control_car %1d% lights %2h% 0689=3,car %1d% break_car_component %2h% visible %3h% 0657=2,car %1d% open_car_component %2h% 0950=4,trip_skip %1d% %2d% %3d% angle %4d% 07F7=2,set_object %1d% indestructible %2h% 0936=8,set_camera %1d% %2d% %3d% position_to %4d% %5d% %6d% duration %7d% unknown %8h% 0920=8,point_camera %1d% %2d% %3d% transverse_to %4d% %5d% %6d% duration %7d% unknown %8h% 04A9=1,  actor %1d% driving_helicopter04C8=1,  actor %1d% driving_flying_vehicle04AB=1,  actor %1d% driving_plane04AD=1,  actor %1d% touching_water0965=1,  actor %1d% swimming_in_water04A7=1,  actor %1d% driving_boat0513=2, text_1number_text_box %1g% %2d% 06AF=2,player %1d% sprint_mode %2h% 0707=1,start_scene_skip_to %1p% 09AD=1,vehicle_camera_mode %1h% 

 

Edited by spaceeinstein

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BBumper
I don't know what the numbers mean but I know what the opcode does.

067F: car @12 open_door 2 (As seen in "Jizzy")

0689: car @11 break_door_open 2 1 (As seen in "Stowaway")

When I used 0 1 at the end of the 'break door open' opcode the car hood disappeared instantly.

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Opius

Maybe it can be used for setting damage parts? Like damaged/gone completely?

 

Although it's obvious it doesn't apply to just doors. Perhaps damage_car_component would be a better name?

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spaceeinstein

Ok

 

I tested out these middle numbers for 0689 and 067F.

0 = hood (same as 0657 if you use 067F)

1 = trunk (same as 04E1 if you use 067F)

2 = driver's door

3 = front passenger door

4 = left pass door

5 = right pass door

Any higher have no effect.

 

The right number seems to have no effect.

 

So 067F is open_car_component and 0689 is break_car_component.

Edited by spaceeinstein

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Opius

What about the last parameter? I reckon that would probably control the type of damage done.

 

(Would test myself, but I'm at work at the moment)

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spaceeinstein

Read my constantly edited post. Somehow GTAForums takes a LONG time to load the reply/editing page. I used the numbers 0 to 4 for the last param and nothing different happens. The game uses 0 and 1.

 

Somehow I like car-related stuff.

0657: open_and_freeze_hood_of_car @10

 

There's one for trunk, too, but Barton already got that.

Edited by spaceeinstein

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BBumper

 

04EB=2,unknown_action_sequence %1d% %2h%

 

 

This opcode makes the actor (%1d%) crouch in its current position and (%2h%) acts as an on/off switch, (1) activates the action (0) deactivates it, anything other than (1) and (0) appears to have no effect.

 

Once we can confirm this I'm in favor of renaming it to:

 

 

04EB=2,actor %1d% crouch %2h%

 

 

example:

 

04EB: actor @65 crouch 1

 

Edited by BBumper

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ckc

Excuse me, what is the opcode for showing the gang territories and enabling gang war? (just like after the mission of "doberman")

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BBumper

 

05BA=2,unknown_action_sequence %1d% %2h% 

 

 

Makes actor (%1d%) stand still there appears to be no way of turning it off using (%2h%), I tried 0-5.

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BBumper
Excuse me, what is the opcode for showing the gang territories and enabling gang war? (just like after the mission of "doberman")

Check page 3 post 12 made by Opius

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ckc

That opcode "076C" sets the gang territory. But it does not show the colours on the map in a new game nor enables the player to start a gang war.

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DeeZire

A change from VC.

 

 

009A: VAR = create_actor  INT{ped type} #MODEL at  X Y Z

 

 

{ped type} param is now;-

0 = PLAYER1

1 = PLAYER2

2 = PLAYER_NETWORK

3 = PLAYER_UNUSED

4 = CIVMALE

5 = CIVFEMALE

6 = COP

7 = GANG1

8 = GANG2

9 = GANG3

10 = GANG4

11 = GANG5

12 = GANG6

13 = GANG7

14 = GANG8

15 = GANG9

16 = GANG10

17 = DEALER

18 = MEDIC

19 = FIREMAN

20 = CRIMINAL

21 = BUM*

22 = PROSTITUTE

23 = SPECIAL

24 = MISSION1

25 = MISSION2

26 = MISSION3

27 = MISSION4

28 = MISSION5

29 = MISSION6

30 = MISSION7

31 = MISSION8

 

*Whenever I added BUM to ped.dat and assigned relationships to it, the game crashed when I then assigned BUM to a ped in peds.ide. Go figure. Pity really as I wanted all peds to dislike bums (the tramps in the game).

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Opius

Some action sequence related stuff. Thanks in part to DeeZire for bringing up the 'bum pissing' thing.

 

 

0615: define_action_sequence P1(int) 

 

 

0616: define_action_sequence_end P1(int) 

 

 

0618: assign_actor P1(actor) to_action_sequence P2(int) 

 

 

Basically, any action sequence opcodes BETWEEN a set of opcodes 0615 and 0616 will be saved as the variable. However, you will note that nearly all action sequence opcodes have a parameter for an actor handle. For these opcodes to be loaded into a saved action sequence, the actor handle must be set to -1.

 

Example of working code.

 

0615: $actionsequence1 0605: unknown_action_sequence -1 "PISS_IN" "PAULNMAC"  4.0  0  0  0  0 -1 0605: unknown_action_sequence -1 "PISS_LOOP" "PAULNMAC"  4.0  0  0  0  0 -1 0605: unknown_action_sequence -1 "PISS_OUT" "PAULNMAC"  4.0  0  0  0  0 -1 05DE: unknown_action_sequence -1 0616: $actionsequence1 0618: $actor $actionsequence1 

 

This assigns the action sequence $actionsequence (which consists of the pissing animations) to the actor $actor, who will then follow the action_sequence commands in a loop until other stimuli effects him.

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DeeZire

Ah, now that makes sense - I submitted this to the database some time back;-

 

 

0605: unknown_action_sequence {actor ID} "SEQUENCE" "IFP_FILE_NAME"  4.0  {int}  0  0  0  {timer}

 

 

Params seem to be;-

"SEQUENCE" = the anim sequence name from the IFP file

"IFP_FILE_NAME" = IFP filename without extension

 

First number is always 4.0?

 

{int} = 0(once only?) or 1(loop?)

 

Third & fourth numbers are always 0?

 

{timer} = time to play anim in ms (-1 = loop continuously or until told to stop)

 

If -1 is specified for {actorID} then you must use opcodes 0615 and 0616 to begin and end the action sequence for that actor.

Edited by DeeZire

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steve-m
Why IPL file name? It has nothing to do with IPLs, it's the name of the IFP file (which holds the anims).

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DeeZire

Ack, my bad - corrected smile.gif

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BBumper
New descriptions for opcodes!

067F: car @1 open_car_component 2 (As seen in "Jizzy")

0689: car @1 break_car_component 2 1 (As seen in "Stowaway")

0657: open_and_freeze_hood_of_car @1

 

For 067F and 0689's second parameter, the numbers are as defined:

0 = hood (same as 0657 if you use 067F)

1 = trunk (same as 04E1 if you use 067F)

2 = driver's door

3 = front passenger door

4 = left passenger door

5 = right passenger door

I found out 067F: (2) actually turns on the car head & break lights when the actor is in the vehicle and (0) turns them off so it might not be an opcode that controls the doors.

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BBumper

Example Code:

 

 

0633: unknown_action_sequence $actor

 

 

 

The actor leaves the car and stands still, in alot of mission the script checks if the actor is still driving before activating this code.

 

example:

 

 

00D6: if  000DF:   actor $132 driving004D: jump_if_false £SWEET1B_2770633: unknown_action_sequence $132 0002: jump £SWEET1B_278

 

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spaceeinstein

^I tried 067F and there was nothing special about the lights. Are you sure you didn't do this late in the afternoon/morning?

 

 

Found new one code!

 

0950: trip_skip 1242.659 -748.503 94.33 angle 191.586

 

The text box, key press, and arrow are hardcoded.

 

 

I tested out 020A's door status. numbers

1 = unlock door

2-5 = locked door (no difference...)

6 = doors can't fall off but unlocked

7 = locked door but doors fall off

8 = locked door

 

 

 

Can someone contact Tbm2k?

Edited by spaceeinstein

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BBumper

 

^I tried 067F and there was nothing special about the lights. Are you sure you didn't do this late in the afternoon/morning?

I set the clock to 11AM but I can provide a video tomorrow if you have doubts.

 

 

user posted image

 

Edit: Here's the video and a list of the opcodes I used to make it happen:

 

Video:

http://www.putfile.com/media.php?n=gta_sa_mc

 

Opcodes:

 

Lights:067F: $TESTVEHICLE  2  Doors:0657: $TESTVEHICLE  20657: $TESTVEHICLE  3 0657: $TESTVEHICLE  4 0657: $TESTVEHICLE  5 

Edited by BBumper

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Opius

Oooh, search lights!

 

 

06B1: create_search_light(SourceX=SourceY=SourceZ=TargetX=TargetY=TargetZ=TargetR=SourceR=LHandle)Source XYZ is the postition from which the light is emitted from.Target XYZ is the postition to where the light will pointSource R is the size of the light beam at it's sourceTarget R is the size of the light beam at it's targetLHandle is the handle used to refer to this particular search light06B2: destroy_search_light(LHandle)LHandle is the handle of the search light you want to destroy.NOTE: Must destroy all attached objects (opcode 06CA) or it will be regenerated!06B4: set_search_light_path(LHandle=X1=Y1=Z1=X2=Y2=Z2=Speed)Lhandle is the handle used to refer to this particular search lightXYZ 1 is the start of the line that the search light will followXYZ 2 is the end of the line that the search light will followSpeed is the speed at which the search light will travel along the line06C1: create_search_light_on_vehicle(VHandle=XOff=YOff=ZOff=TargetX=TargetY=TargetZ=TargetR=SourceR=LHandle)Vhandle is the handle of the vehicle to create the search light onXYZ Off is the offset from the vehicles center that the search light should be emitted fromTarget XYZ is the postition in the world where the search light should pointSource R is the size of the light beam at it's sourceTarget R is the size of the light beam at it's targetLHandle is the handle used to refer to this particular search lightNOTE: The source of the light will move with the vehicle but the target will not!

 

Opcode database turned all my commas into equal signs, so please excuse that.

 

Basically, these opcodes are for controlling the search lights used in missions like 'Black Project' and 'Amphibious Assault'.

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steve-m

Great find! Do they also create the spotlights, or only light beams? If the latter, how are the spotlight models rotated to match the beam? Can they be linked?

 

Edit: I guess they also override the lighting information in col files, so you get spotted easier, or was that coded in those missions?

 

Edit 2: Spotted!! tounge2.gif

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demonj0e

umm steve what are they doing in that picc sarcasm.gifblink.gif

 

also could someone post working code so iknow what it looks like

 

opius has to much text

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BBumper

 

umm steve what are they doing in that picc  sarcasm.gif    blink.gif

 

also could someone post working code so iknow what it looks like

 

opius has to much text

 

Its not that hard to figure out his explanation/examples made it so much easier but do a search in your main.scm file there are plenty of examples plus stuff that wasnt covered here in the forums.

Edited by BBumper

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BBumper

 

06B2: Handle

 

 

This destroys all reference to the spotlight at the end of the mission.

 

 

Edit

0726: $heli $actor -1  70.0

 

 

Makes the heli follow the actor at a designated amount of feet in this case its set to 70.

Edited by BBumper

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steve-m
umm steve what are they doing in that picc sarcasm.gifblink.gif

Looks like some R AO rated stuff! catspider.gif

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GodGell

yey, searchlights! this will make an excellent addition to my mod! smile.gif nice find Opius! inlove.gif

 

 

about the "spotted" pic, wtf? biggrin.gif is that part of hot coffee, is it in the original SCM, or did you do that yourself? biggrin.gif

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demonj0e
yea ha ha i would love to know how to do that tounge.gif

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GodGell
yea ha ha i would love to know how to do that tounge.gif

just find a volunteer biggrin.gif

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