fewking 0 Posted June 27, 2005 Hi i dont know if these opcodes are already known, if yes, delete this 05CD=2,unknown_action_sequence %1h% %2d% should be named to 05CD=2,actor %1h% leave_car %2d% This opcode makes an actor (%1h%) leaving the car (%2d%) 05CB=3,unknown_action_sequence %1d% %2d% %3d% should be named to 05CD=2,actor %1h% enter_car %2d% %3d% Actor %1h% enters the car %2d%.....i only dont know what %3d% is doing. ill make some tests with it. Quote Share this post Link to post Share on other sites
ocram88 2 Posted June 27, 2005 I've played around with trains and I must say trains are fun I found this 06D7: 0 should be named to 06D7: toggle_trains 0 (off);; 0=off / 1=on Quote Share this post Link to post Share on other sites
PatrickW 219 Posted June 27, 2005 Hi i dont know if these opcodes are already known, if yes, delete this 05CD=2,unknown_action_sequence %1h% %2d% should be named to 05CD=2,actor %1h% leave_car %2d% This opcode makes an actor (%1h%) leaving the car (%2d%) 05CB=3,unknown_action_sequence %1d% %2d% %3d% should be named to 05CD=2,actor %1h% enter_car %2d% %3d% Actor %1h% enters the car %2d%.....i only dont know what %3d% is doing. ill make some tests with it. Watch out while renaming these opcodes.... These opcodes with "action_sequence" in their names, are sometimes special versions of other existing opcodes, but they can be used in so-called action sequences. So there's no problem renaming them, but the "action sequence" reference should stay in the name somehow. Quote Share this post Link to post Share on other sites
Opius 9 Posted June 29, 2005 076C: set_zone_as_gang_territory 'PLS' 1 0 Parameter 1 is the zone (defined in /DATA/info.zon) to apply this to. Parameter 2 is the gang that initially owns the zone. Parameter 3 is unknown, but I suspect it has something to do with the gangs influence in that area (ie. larger numbers, more likely to try to invade neighbouring zones) Quote Share this post Link to post Share on other sites
GodGell 0 Posted June 29, 2005 076C: set_zone_as_gang_territory 'PLS' 1 0 Parameter 1 is the zone (defined in /DATA/info.zon) to apply this to. Parameter 2 is the gang that initially owns the zone. Parameter 3 is unknown, but I suspect it has something to do with the gangs influence in that area (ie. larger numbers, more likely to try to invade neighbouring zones) wow, that really reminds me of GTA2! yey! Quote Share this post Link to post Share on other sites
MrTi 0 Posted June 29, 2005 heres another one i found 07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 6 this sets the actor's fighting style. the first integer changes the fighting style. i have no idea what the second one is for. these are the styles when u change the first int. 4 standard style 5 boxing 6 kung fu 7 knee head style 8-14 different weapon styles 15 the first style u start off with 16 elbows only any other number crashes the game. Quote Share this post Link to post Share on other sites
Opius 9 Posted June 30, 2005 07A8: toggle_military_zones 0 Turns on/off SAM sites and the hard-coded wanted level around Area 69 and Easter Basin. 0 - Turned off, no wanted level, SAMs do not fire. 1 - Turned on, wanted level when in area, SAMs fire regardless. Quote Share this post Link to post Share on other sites
Quadropheniac90 2 Posted June 30, 2005 First @MrTi: Have you tried giving CJ another fighting style besides Kungfu, Boxing, Standard, and ?? Better Boxing Second @Opius: This is cool, but there must be a single opcode for turning on SAM Sites, because in the mission from Toreno you can switch them on and off, but you don't get a wanted level. Quote Share this post Link to post Share on other sites
Opius 9 Posted July 1, 2005 Hmm, I assumed that the script overrode the wanted level while in those areas, but it doesn't look it does. So that opcode works as I say it does, but there must be another opcode which ONLY controls the SAM sites, OR another opcode which ONLY disableds the wanted level. Quote Share this post Link to post Share on other sites
dpass 0 Posted July 2, 2005 Hmm, I assumed that the script overrode the wanted level while in those areas, but it doesn't look it does. So that opcode works as I say it does, but there must be another opcode which ONLY controls the SAM sites, OR another opcode which ONLY disableds the wanted level. 0A24: toggle_military_zones_wantedlevel 1 ; 1 = Area69 wanted level off, 0 = on (1 = disable!!!!) 09E4: toggle_military_zones_wantedlevel 0 ; 0 = SanFierrow aircraft carrier wanted level off, 1 = on (0=Disable!!!) Quote Share this post Link to post Share on other sites
Y_Less 1 Posted July 2, 2005 That is odd that they are opposite ways round, if that is as it should be, but I suggest a slighht name change so people don't confuse them: 0A24: toggle_area_69_wanted_level 1; 1 = Area69 wanted level off, 0 = on (1 = disable!!!!)09E4: toggle_aircraft_carrier_wanted_level 0; 0 = SanFierrow aircraft carrier wanted level off, 1 = on (0=Disable!!!) Quote Share this post Link to post Share on other sites
fewking 0 Posted July 3, 2005 i found out what this opcode is doing. i think this hasnt been posted here before: 05D3=6,unknown_action_sequence %1d% %2d% %3d% %4d% %5h% %6d% 1st param: an actor 2nd to 4th param: coordinates (x,y,z) 5th param: kind of movement (1-3 is nothing, 4 is walk, 5 nothing, 6 run, for more i dont know) 6th param: time given to the actor to reach his position (in ms). if this time has passed, the actor will be teleported the rest of his way to the target. if this is set to -2, there is no time limit. Example: 05D3: unknown_action_sequence $ACT 2495.038 -1686.857 13.513 6 -2 The actor $ACT will run to the destination with no time limit. By the way: Does anyone an opcode which makes an actor to kill (attack) another actor or the player (player_actor)? Or does anyone of u know a mission where an actor attacks another one (both on foot, not in a cutscene) Quote Share this post Link to post Share on other sites
Quadropheniac90 2 Posted July 3, 2005 The mission with Ryder, the 'weekend soldiers' attack him with guns. Quote Share this post Link to post Share on other sites
fewking 0 Posted July 3, 2005 i found this one: 05CA: unknown_action_sequence $ACT($ZAEHLER,50i) $CAR -2 -1 the given actor enters the car as passenger on a free passenger seat. dont know the function of the last to parameters, but used -2 and -1 as in the above code and it worked. Quote Share this post Link to post Share on other sites
mattyboy_96 0 Posted July 4, 2005 0430: @18 $48 0 is 0430: PUT_ACTOR $Actor IN_CAR_AS_PASSENGER $Car $Seat Quote Share this post Link to post Share on other sites
flitcroft101 111 Posted July 5, 2005 Ive been through all tuts and now the basics(barely) but I don't get how you can tell what each code does? can you help me out please. Quote Share this post Link to post Share on other sites
spaceeinstein 1,772 Posted July 5, 2005 (edited) Can someone upload the latest ini file? And someone tell me all the key presses in the game please. Edited July 7, 2005 by spaceeinstein Quote Share this post Link to post Share on other sites
nubbel 1 Posted July 9, 2005 07F5: @1 1.0 1.0 1.0 1.0 This controls the hydraulics of a car (if it is a Lowrider). @1 is the handle to the car, each "1.0" parameter is one wheel. I made a little Lowrider-game using this code, quite fun Quote Share this post Link to post Share on other sites
/Pavel/ 0 Posted July 9, 2005 I need a code that checks if the actor is in a passenger seat, anybody knows it? Quote Share this post Link to post Share on other sites
BBumper 0 Posted July 9, 2005 Can someone upload the latest ini file? And someone tell me all the key presses in the game please. http://sa-db.webtools4you.net/?search=key_pressed&show=all Quote Share this post Link to post Share on other sites
jacob. 1 Posted July 11, 2005 Has anyone found an opcode to make an actor shoot it's currently held weapon, or shoot another actor/player? Quote Share this post Link to post Share on other sites
BBumper 0 Posted July 11, 2005 (edited) Sorry jacob I'm such an idiot Edited July 30, 2005 by BBumper Quote Share this post Link to post Share on other sites
jacob. 1 Posted July 11, 2005 Has anyone found an opcode to make an actor shoot it's currently held weapon, or shoot another actor/player? This is not a thread for mod requests I didn't request a modification, I asked if a particular opcode has been found. Think before posting. Quote Share this post Link to post Share on other sites
spaceeinstein 1,772 Posted July 11, 2005 Can someone upload the latest ini file? And someone tell me all the key presses in the game please. http://sa-db.webtools4you.net/?search=key_pressed&show=all Well, I HAD tried those keys (which was directly from Vice City) and it doesn't work for some keys. Key 9 is H (hold gang), key 10 is Y (yes), etc. Or is it just me? Quote Share this post Link to post Share on other sites
Opius 9 Posted July 13, 2005 It seems that the conversation Yes/No and the Gang Forward/Backward will respond to either keypress. Quote Share this post Link to post Share on other sites
chiefwhosm 0 Posted July 25, 2005 (edited) okay after much hunting (and just as i'd posted for help on the forums which is typical) I found the op code for playing the answering,talking and ending cell phone calls. So here it is (I havn't seen/found it anywhere else but sorry if it's been already done before). 0247: request_model #CELLPHONE 0729: unknown_action_sequence $PLAYER_ACTOR 1 ;play mobile phone animation 0729: unknown_action_sequence $PLAYER_ACTOR 0 ;end call mobile phone animation 0249: release_model #CELLPHONE It's handy to note a wait so many ms op code is useful after starting the animation because other wise he hasn't got the phone out of his pocket fully when the conversation starts Hope this helps someone escape the nightmare i've had for the last week Edited July 25, 2005 by chiefwhosm Quote Share this post Link to post Share on other sites
spaceeinstein 1,772 Posted July 27, 2005 (edited) Why does many minigames crashes the game if I edit the SCM? Is it the mission builder's fault? It's like every mission mods out there has crashed the game if you tried out the minigames. Edited July 27, 2005 by spaceeinstein Quote Share this post Link to post Share on other sites
GodGell 0 Posted July 27, 2005 Why does many minigames crashes the game if I edit the SCM? Is it the mission builder's fault? It's like every mission mods out there has crashed the game if you tried out the minigames. i think all minigames are in script.img, so if you modify main.scm but not script.img (which is typical for mission mods to only distribute the scm) the offsets could be f*cked up. but just guessing Quote Share this post Link to post Share on other sites
nubbel 1 Posted July 27, 2005 07F8: @1 @0 10.0 This code lets car @1 follow car @0 (e.g. your car). The car tries to follow in a radius of 10.0. Quote Share this post Link to post Share on other sites
BBumper 0 Posted July 30, 2005 05E2=2,unknown_action_sequence %1d% %2d% This code makes the actor (%1d%) leave the car and attack the target (%2d%). Quote Share this post Link to post Share on other sites