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Opius

GTA:SA Opcodes

Recommended Posts

fewking

Hi

 

i dont know if these opcodes are already known, if yes, delete this smile.gif

 

 

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.

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ocram88

I've played around with trains and I must say

trains are fun biggrin.gif

I found this

 

06D7: 0

 

should be named to

 

06D7: toggle_trains 0 (off);; 0=off / 1=on

 

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PatrickW
Hi

 

i dont know if these opcodes are already known, if yes, delete this smile.gif

 

 

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.

 

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Opius

 

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)

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GodGell
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!

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MrTi

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.

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Opius

 

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.

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Quadropheniac90

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.

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Opius

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.

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dpass

 

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!!!)

 

sigh.gif

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Y_Less

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!!!)

 

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fewking

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)

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Quadropheniac90
The mission with Ryder, the 'weekend soldiers' attack him with guns.

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fewking

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.

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mattyboy_96

0430: @18 $48 0

 

is

 

0430: PUT_ACTOR $Actor IN_CAR_AS_PASSENGER $Car $Seat

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flitcroft101

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.

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spaceeinstein
Can someone upload the latest ini file? And someone tell me all the key presses in the game please. Edited by spaceeinstein

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nubbel

 

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 xmas.gif

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/Pavel/

I need a code that checks if the actor is in a passenger seat, anybody knows it? notify.gif

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jacob.
Has anyone found an opcode to make an actor shoot it's currently held weapon, or shoot another actor/player?

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BBumper

Sorry jacob I'm such an idiot

Edited by BBumper

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jacob.

 

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.

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spaceeinstein
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?

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Opius

It seems that the conversation Yes/No and the Gang Forward/Backward will respond to either keypress. confused.gif

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chiefwhosm

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 lol.gif

 

Hope this helps someone escape the nightmare i've had for the last week biggrin.gif

Edited by chiefwhosm

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spaceeinstein
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 by spaceeinstein

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GodGell
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 smile.gif

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nubbel

 

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.

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BBumper

 

05E2=2,unknown_action_sequence %1d% %2d% 

 

 

This code makes the actor (%1d%) leave the car and attack the target (%2d%).

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