Astral47 Posted December 7, 2008 Share Posted December 7, 2008 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. Link to comment Share on other sites More sharing options...
archey Posted December 7, 2008 Share Posted December 7, 2008 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 Link to comment Share on other sites More sharing options...
X_ATP_X Posted January 3, 2009 Share Posted January 3, 2009 Is there an OpCode with that I can use the watergun of the firetruck in a script? Link to comment Share on other sites More sharing options...
spaceeinstein Posted January 3, 2009 Share Posted January 3, 2009 Unfortunately no such opcode exists. Link to comment Share on other sites More sharing options...
cj360 Posted January 3, 2009 Share Posted January 3, 2009 (edited) 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 January 3, 2009 by cj360 Link to comment Share on other sites More sharing options...
X_ATP_X Posted January 4, 2009 Share Posted January 4, 2009 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. Link to comment Share on other sites More sharing options...
cj360 Posted January 4, 2009 Share Posted January 4, 2009 sry not sure about that. Are the cars with guns in main.scm or hardcoded somewhere else? Link to comment Share on other sites More sharing options...
spaceeinstein Posted January 4, 2009 Share Posted January 4, 2009 What? I said no such opcode exists. That means it's hardcoded. Link to comment Share on other sites More sharing options...
640509-040147 Posted January 5, 2009 Share Posted January 5, 2009 (edited) 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 January 5, 2009 by 640509-040147 Link to comment Share on other sites More sharing options...
coin-god Posted January 5, 2009 Share Posted January 5, 2009 1 and 0. 1 on, 0 off. Thats what i think. As it says "toggle" Link to comment Share on other sites More sharing options...
640509-040147 Posted January 5, 2009 Share Posted January 5, 2009 (edited) 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! Edited January 12, 2009 by 640509-040147 Link to comment Share on other sites More sharing options...
Deji Posted January 23, 2009 Share Posted January 23, 2009 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 I feel big. Link to comment Share on other sites More sharing options...
Wesser Posted February 17, 2009 Share Posted February 17, 2009 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 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
DBZRocks Posted February 26, 2009 Share Posted February 26, 2009 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? Link to comment Share on other sites More sharing options...
ZAZ Posted March 4, 2009 Share Posted March 4, 2009 (edited) 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 July 5, 2009 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
r-style Posted May 3, 2009 Share Posted May 3, 2009 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 ! Link to comment Share on other sites More sharing options...
Wesser Posted June 11, 2009 Share Posted June 11, 2009 (edited) 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 June 11, 2009 by Wesser 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
Vicolaships Posted June 22, 2009 Share Posted June 22, 2009 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 Link to comment Share on other sites More sharing options...
Wesser Posted July 5, 2009 Share Posted July 5, 2009 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. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
ZAZ Posted July 5, 2009 Share Posted July 5, 2009 (edited) 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 16What 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 July 5, 2009 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Wesser Posted August 4, 2009 Share Posted August 4, 2009 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. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
AVTOMAN Posted August 4, 2009 Share Posted August 4, 2009 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... Link to comment Share on other sites More sharing options...
ZAZ Posted August 4, 2009 Share Posted August 4, 2009 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 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
AVTOMAN Posted August 4, 2009 Share Posted August 4, 2009 Ops! Sorry and thanks! Link to comment Share on other sites More sharing options...
Deji Posted August 17, 2009 Share Posted August 17, 2009 (edited) 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 August 17, 2009 by Deji Link to comment Share on other sites More sharing options...
Deji Posted August 18, 2009 Share Posted August 18, 2009 Sorry for double posting... Anyone have any clue about this opcode? 889B: not unknown_actor_check [email protected] It crashed my game on use... Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 21, 2009 Share Posted August 21, 2009 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. Link to comment Share on other sites More sharing options...
Adler Posted September 11, 2009 Share Posted September 11, 2009 ^ Wow still discovering new things eh? Wonder how you figured that one out. Just decided to flip a car to see? Link to comment Share on other sites More sharing options...
NTAuthority Posted November 30, 2009 Share Posted November 30, 2009 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! Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
spaceeinstein Posted December 17, 2009 Share Posted December 17, 2009 I'm going to unpin this. For future reference, look at the giant banner in the top of the forum. Link to comment Share on other sites More sharing options...
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