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Opius

GTA:SA Opcodes

Recommended Posts

Astral47
This is little off-topic, but how can you run San Andreas in a window, Craig Kostelecky?

Check out GTAGarage. There's a window mode/coordinates mod made by Smithers (along with many other mods)

You can use Sacky's Limit Adjuster,just open the "SAlimits.ini" file and search for "windowed mode" if it is "0" change to "1" and save the file.

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archey

 

This is little off-topic, but how can you run San Andreas in a window, Craig Kostelecky?

Check out GTAGarage. There's a window mode/coordinates mod made by Smithers (along with many other mods)

You can use Sacky's Limit Adjuster,just open the "SAlimits.ini" file and search for "windowed mode" if it is "0" change to "1" and save the file.

I want to run in windowed mode. is SA limit adjuster a download?

 

Sorry for the offtopicness

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X_ATP_X

Is there an OpCode with that I can use the watergun of the firetruck in a script?

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spaceeinstein

Unfortunately no such opcode exists.

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cj360

No but you can use alexander's special vehicles mod not sure where to find it but it would give you the desired affect.

If you wanted to put it on another car at least.

Edited by cj360

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X_ATP_X
No but you can use alexander's special vehicles mod not sure where to find it but it would give you the desired affect.

If you wanted to put it on another car at least.

I don´t want to put in on another car, I only want to put the water gun of the firetruck with script on and off.

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cj360

sry not sure about that. Are the cars with guns in main.scm or hardcoded somewhere else?

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spaceeinstein

What? I said no such opcode exists. That means it's hardcoded.

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640509-040147

 

06D7: toggle_train_traffic <#param>

 

 

What does that, with the first(the only) parameter 1000 do? I tried different values, but there was trains running around the state and not random spawn after I put that code in, I thought.

Edited by 640509-040147

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coin-god

1 and 0. 1 on, 0 off.

 

Thats what i think. As it says "toggle"

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640509-040147

Edit: Yeah, it is meant to toggle. But it has some other effects for the param 1000, in my opinion.

I don't have SA now, so, cannot try. That is the partial reason of this post.

 

 

 

Edit

I've a doubt. Are the scripts for cheats (like CPKTNWT = all cars get exploded) in the SCM or hardcoded in the exe? Thanks.

 

Somebody, please answer or BUMP! user posted image

Edited by 640509-040147

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Deji

Opcode Find...

 

088A: $PLAYER_ACTOR do_anim "CAR_fallout_LHS" IFP "PED" 4.0 loop 0 lockX 0 lockY 0 lock 1 time -1 disable_force 0 disable_lockz 0

 

Second to last parameter disables animation force meaning that the animation will not be performed if you're doing certain things. Example: When you're climbing, if the force anim is set to 1 then the animation will not be performed. If set to 0, it will.

 

Last parameter disables the Z Lock if set to 1. If left at 0 the actor will stay at the height of when he finishes the animation smile.gif

 

I feel big. biggrin.gif

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Wesser

Some knowledges about what a value means. I'm talking about the bones number of 09A0 opcode (sixth param).

 

09A0: actor $PLAYER_ACTOR attach_object $object01 with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -10 - crashes the game1 - spine 22 - head3 - left upper arm4 - right upper arm5 - left hand6 - right hand7 - left thigh8 - right thigh9 - left foot10 - right foot11 - right calf12 - left calf13 - left fore arm14 - right fore arm15 - left clavicle16 - right clavicle17 - neck18 - jaw19 - crashes the game

 

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DBZRocks

Okay...

This is a little mewbish....

But how do you create save pickups?

I know the co ordinates

I have sanny builder

I opened main.scm

Now what?

confused.gif

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ZAZ

 

09BD: Extern_Script_Status_flag 1

 

This opcode give the value to the check Extern Script state in the Extern Script starter scripts like this:

0926: $Script_Status = external_script_status 66 (CARMOD1)

00D6: if

0038: $Script_Status == 0

004D: jump_if_false @MAIN_60305

 

____________________________________________________________________________

 

 

 

09D5: play_sound_of_actor $PLAYER_ACTOR soundslot 342 flags 1  1  1 as [email protected]

 

first param, $PLAYER_ACTOR is the actor variable name

second param, 342 is slot with some different phrases sounds

third, fourth, fift param of flags are unknown

last param, [email protected] is variable name of this sound function, isnt need to release or deload it in any way

and cant used further more in any other opcode.

 

Note: the soundslots includes more sounds which are changed automaticly if the same soundslot runs again

The soundslot with same number includes different sounds for different actors

 

PLAYER_ACTOR, Females and males have different sounds

only with the special girlfriends actors (GANGRL2) is it possible to play the sex voices of GFSEX script

The shop sellers have own sounds and can not played with other actors

 

opcode 09D5 is the only way to play these voice sounds which are also mostly used from exe for random peds on street

like pain sounds, breathing, coughing ect...

presumable uses PAIN_A SFX, SPC_FA SFX, SPC_PA SFX Archive Directory,

 

look at GTA:SA SFX Directory

http://pdescobar.home.comcast.net/~pdescob...at/sfx_dir.html

 

 

____________________________________________________________________________

 

 

 

With all newer sascm.ini we can find the 2 codes of carmod script:

06EC: get_car $CARMOD_Car number_of_color_indices_to $10446

097D: get_car $CARMOD_Car number_of_possible_paintjobs_to $10084

 

but the meaning of these codes are invers. It should be:

 

 

06EC: get_car [email protected] number_of_possible_paintjobs_to [email protected]: get_car [email protected] number_of_color_indices_to [email protected]

 

 

096B: set_present_modparts_as_backup_for_remove_command

 

the opcode description

096B: set_present_mod_apply

is not informativ enough

its used in carmod script to save the present tuningparts and allows to reset to the saved state by using

 

096C: set_present_mod_remove

 

more informations here:

http://www.gtaforums.com/index.php?showtop...entry1058401947

 

 

 

Edited by ZAZ

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r-style

Hi , can you please tell me the opcode (if there is one) for the animation where CJ takes his phone out ?

 

Oh and if possible how to make it hold the phone liike 3 seconds b4 putting it away ...

 

Ty in advance and cheers !

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Wesser

Well, I discovered something about 2 opcodes (maybe someone has already known their functionality).

 

0341: unknown_text_draw_flag 0 03E0: unknown_text_draw_flag 1 

 

 

0341: disable_text_draw_redefinition 0 03E0: set_text_number_to_be_drawn_antialiased 1 

 

The first make text draw readable more time so you can modify its values and read it everytime. The second works like the same opcode but for texture (I mean 03E3). It works only for text draw which uses a value (like 045A, 045B, ...).

Edited by Wesser

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Vicolaships

Hi everybody, I'm searching an opcode to attach an object to the player, I read what Wesser posted:

 

09A0: actor $PLAYER_ACTOR attach_object $object01 with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1

 

0 - crashes the game

1 - spine 2

2 - head

3 - left upper arm

4 - right upper arm

5 - left hand

6 - right hand

7 - left thigh

8 - right thigh

9 - left foot

...

 

on_bone 5 16

What is the first parameter? Always 5 ?

And it don't works, the object is never attached to the player on any bone, can someone help me?

 

And http://sa-db.webtools4you.net/ website is down, any other site like this? Thanks

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Wesser

Maybe you didn't understand something well. The first parameter means the number of each actor bone so the second has to be always the same (16). Are you really sure that opcode doesn't work? I don't know if you can post your code here since this is a topic about opcodes knowledges.

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ZAZ

 

Maybe you didn't understand something well. The first parameter means the number of each actor bone so the second has to be always the same (16). Are you really sure that opcode doesn't work? I don't know if you can post your code here since this is a topic about opcodes knowledges.

I use allways 070A:

 

070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.04 0.1 0.05 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1

 

 

09A0: is to attach a second object and needs to use first 070A:

CJ can not fight then and he loose then the second object if he hold a weapon

09A0: is only used in GYMDUMB

 

 

029B: [email protected] = init_object 3065 at 2511.04  -2734.34  5.9029B: [email protected] = init_object 3065 at 2511.04  -2734.34  5.9070A: actor $PLAYER_ACTOR attach_object [email protected] with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -109A0: actor $PLAYER_ACTOR attach_object [email protected] with_offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1

 

 

 

 

on_bone 5 16

What is the first parameter? Always 5 ?

first param is the bone like in your table

second param is the orientation

its not possible to keep the x,y, or z angle if the object is attached on bone

therefor is that param but I allways noticed only 2 different orientations, either with 16 as param or not 16, mostly 1 if not 16

 

 

 

Edited by ZAZ

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Wesser

Maybe I did a great find or it was already known. Task "2128" can be defined like "TASK_COMPLEX_FOLLOW_ACTOR". Make a look at the code posted down here.

 

062E: unknown_get_actor [email protected] task 2128 status_store_to [email protected] if 84A4:  not [email protected] == 7 jf @label05DE: AS_actor [email protected] walk_around_ped_path :label//some code here...

 

This task is the same used with the "0850" opcode. As I see, this should be different than the one used by who want to kill you.

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n4z1_f0rum

With which Opcode I can check if the height of the player has passed a value?

For example, this is bad:

 

 0006: [email protected] = 26 if 002E: $TEMPVAR_Z_COORD> = 6 @ 

 

and either:

 

 if 0028: $TEMPVAR_Z_COORD> = 26 

 

$TEMPVAR_Z_COORD is 24, but for the program is more than 26...

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ZAZ

 

With which Opcode I can check if the height of the player has passed a value?

For example, this is bad:

 

This topic is not for coding questions.

Its for posting descriptions of unknown opcodes

 

Read in CLEO Script Tutorial/Math coding the theme:Integer values and floating points

how to check the player height

 

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n4z1_f0rum

Ops! Sorry and thanks! wink.gif

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Deji

 

04E4: unknown_refresh_game_renderer_at 0.0 0.0

 

 

It sets the render of the game JUST LIKE if CJ was in that position.

 

Wheras this...

 

 

03CB: set_rendering_origin_at 0.0 0.0 0.0

 

 

Seems to be a more forceful approach... It lags the game like hell, though...

 

Maybe this is known already... If so, what's with the "unknown" part? Seems to me this opcodes use is fully understood.

Edited by Deji

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Deji

Sorry for double posting... Anyone have any clue about this opcode?

 

 

889B:   not unknown_actor_check [email protected]

 

 

It crashed my game on use...

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spaceeinstein

Holy crap, something new I found!

 

03ED: $car 1

 

Prevents the car from blowing up while flipped over! But one catch: you cannot be inside it! If you are inside the flipped car, it will burn and blow like any other regular cars. Only empty and NPC-driven cars won't blow up while flipped. This also works in GTA3 and VC.

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Adler

^ Wow still discovering new things eh? cookie.gif

 

Wonder how you figured that one out. Just decided to flip a car to see? tounge.gif

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NTAuthority

 

0588=2,disable_char %1d% validate_position %2h% 

 

 

Known for a few months, but never actually public seemingly, like 0587 - but the parameter is the inverse. The same documentation section called 0589 the same for objects; but it might be that was incorrect/added in IV... I'd love for aru to release his opcode-to-function mappings to the public!

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spaceeinstein

I'm going to unpin this. For future reference, look at the giant banner in the top of the forum.

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