nubbel Posted August 1, 2005 Share Posted August 1, 2005 yea ha ha i would love to know how to do that Getting help: 0605: unknown_action_sequence @9 "BJ_COUCH_LOOP_P" "BLOWJOBZ" 4.0 1 0 0 0 -1 Offering help: 0605: unknown_action_sequence @10 "BJ_COUCH_LOOP_W" "BLOWJOBZ" 4.0 1 0 0 0 -1 lol Link to comment Share on other sites More sharing options...
Opius Posted August 1, 2005 Author Share Posted August 1, 2005 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? Posted this at the opcode database, but forgot to post it here. 06CA: attach_objects_to_search_light(LHandle=Tower=Housing=Bulb=XOff=YOff=ZOff)LHandle is the handle of the search light to which the objects will be attachedTower is the object handle of any objectHousing is the object handle of any object. Note that this object will rotate on all axis to follow the search light.Bulb is the object handle of any object. Note that this object will rotate on all axis to follow the search light.XYZ Off is the offset from the search light's source for the objects to be placed Tower, Housing and Bulb are all just objects that have already been created. The tower object doesn't move no matter what, but the Housing and Bulb objects will be placed offset to the source of the search light and will automagically rotate to follow the beam. I'm not sure how the game allows you to only shoot out the bulb to disable the search light, without destroying the whole set of objects. [EDIT]Updated my first post about search lights with suggested names. Link to comment Share on other sites More sharing options...
BBumper Posted August 2, 2005 Share Posted August 2, 2005 06B6: @58 $ACTOR 100.0 This makes the light (@58) follow the actor from a stationary or mobile location, if the actor is moving fast changing the last part of the code (100.0) to a lower number will make the light catch up with the actor slowly, keep in might its used in conjuction with the other searchlight opcodes. Example of code in action: DIVX Video XVID Video Link to comment Share on other sites More sharing options...
nubbel Posted August 2, 2005 Share Posted August 2, 2005 BBumper: What about the displayed text in your video (Distance: xxx), whats the opcode for this? Also i would love to find some more opcodes for text display in the opcode database. Link to comment Share on other sites More sharing options...
BBumper Posted August 2, 2005 Share Posted August 2, 2005 (edited) BBumper: What about the displayed text in your video (Distance: xxx), whats the opcode for this?Also i would love to find some more opcodes for text display in the opcode database. I got it from the freight train mission Edit: This is just a sample. 00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $750509: @134 = distance between point $73 $74 and point 1698.826 -1953.750090: $8241 = float_to_integer @13604F7: status_text $8241 0 line 1 'FREI_10' Edited August 4, 2005 by BBumper Link to comment Share on other sites More sharing options...
justa_newbie Posted August 4, 2005 Share Posted August 4, 2005 hope this is till on topic, but my question is how are you guys able to read what's inside the .ifp file once extracted from the .img ? or are you able to read these animation calls from another text file? i've tried to search thru all the .ide, .dat, etc. and can't seem to figure out what animations are inside each extracted .ifp.... help? cheers, justa_newbie Link to comment Share on other sites More sharing options...
Opius Posted August 4, 2005 Author Share Posted August 4, 2005 Just use a hex editor. It's pretty easy to spot the plain-text animation names amoung the random data. Link to comment Share on other sites More sharing options...
justa_newbie Posted August 4, 2005 Share Posted August 4, 2005 danke, Opius Link to comment Share on other sites More sharing options...
deltadude Posted August 4, 2005 Share Posted August 4, 2005 (edited) About the search light, I just want to create one on its own, no othere models attached etc. I use this code 06B1: create_search_light -901.9055 -2029.544 166.8354 -901.9055 -2029.544 146.8354 25.0 1.0 $CJBEAM1 But I don't see any search light, or just a glowing orb. Am I messing up the target r and source r? Edited August 4, 2005 by deltadude Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 4, 2005 Share Posted August 4, 2005 (edited) New description: 07F7: set_object @7 indestructible 0 (enabled) 07F7: set_object @7 indestructible 1 (disabled) (As seen in "End of the Line") Can someone help me here? Edited August 4, 2005 by spaceeinstein Link to comment Share on other sites More sharing options...
BBumper Posted August 4, 2005 Share Posted August 4, 2005 When is the opcode database going to be updated and is there an opcode that makes the actor run away? Link to comment Share on other sites More sharing options...
Opius Posted August 4, 2005 Author Share Posted August 4, 2005 About the search light, I just want to create one on its own, no othere models attached etc. I use this code 06B1: create_search_light -901.9055 -2029.544 166.8354 -901.9055 -2029.544 146.8354 25.0 1.0 $CJBEAM1 But I don't see any search light, or just a glowing orb. Am I messing up the target r and source r? Unless you've edited the INI files, you shouldn't actually put the names of newly-found opcodes in your code. That's the only thing that really jumps out at me. As for the opcode database, you do realize anyone can submit descriptions now, don't you? They just don't show up in a search. Link to comment Share on other sites More sharing options...
BBumper Posted August 4, 2005 Share Posted August 4, 2005 As for the opcode database, you do realize anyone can submit descriptions now, don't you? They just don't show up in a search. I just figured that out after I asked Link to comment Share on other sites More sharing options...
steve-m Posted August 4, 2005 Share Posted August 4, 2005 Unless you've edited the INI files, you shouldn't actually put the names of newly-found opcodes in your code. AFAIK the builder ignores the text completely, as long as there is an opcode. Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 4, 2005 Share Posted August 4, 2005 More new descriptions: 0936: set_camera X1 Y1 Z1 position_to X2 Y2 Z2 duration 0 ms 1 0920: point_camera X1 Y1 Z1 transverse_to X2 Y2 Z2 duration 0 ms 1 I don't know what the last number do. It's either 1 or 0 in the game. I think transverse is the right word. The camera points to XYZ then slowly points to XYZ2. Link to comment Share on other sites More sharing options...
BBumper Posted August 5, 2005 Share Posted August 5, 2005 (edited) I set the '05E2' opcode to kill another actor but the target actor doesnt flinch when shot but if I set the same opcode to kill the player I die is there another opcode that makes the actor kill another actor? Edit: Ah-ha! I figured it out you can't set another actor to kill a 'COP' I didnt want that to happen anyway I just spawned the 'COP' model when I used the wrong model numbers. Edited August 5, 2005 by BBumper Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 6, 2005 Share Posted August 6, 2005 One new one: 04A9: actor $PLAYER_ACTOR driving_helicopter Link to comment Share on other sites More sharing options...
BBumper Posted August 6, 2005 Share Posted August 6, 2005 One new one: 04A9: actor $PLAYER_ACTOR driving_helicopter Is that used with 'if' opcodes? Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 6, 2005 Share Posted August 6, 2005 (edited) Yeah it's a conditional opcode. I wonder what description to give for this: 08C7: $PLAYER_ACTOR 2185.739 1677.396 10.0946 It puts player at X Y Z but there's already an opcode for it. Edited August 8, 2005 by spaceeinstein Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 8, 2005 Share Posted August 8, 2005 More new stuff! 04C8: actor $PLAYER_ACTOR driving_flying_vehicle 04AB: actor $PLAYER_ACTOR driving_plane 04AD: actor $PLAYER_ACTOR touching_water 0965: actor $PLAYER_ACTOR swimming_in_water 04A7: actor $PLAYER_ACTOR driving_boat 0513: text_1number_text_box 'SLOT_02' $number Link to comment Share on other sites More sharing options...
GodGell Posted August 8, 2005 Share Posted August 8, 2005 More new stuff! 04C8: actor $PLAYER_ACTOR driving_flying_vehicle 04AB: actor $PLAYER_ACTOR driving_plane 04AD: actor $PLAYER_ACTOR touching_water 0965: actor $PLAYER_ACTOR swimming_in_water 04A7: actor $PLAYER_ACTOR driving_boat wow! i always missed such conditional opcodes from VC. nice find! Link to comment Share on other sites More sharing options...
Opius Posted August 8, 2005 Author Share Posted August 8, 2005 I'm thinking 08C7 would probably be used to remove an actor from a certain mode. Like the 'remove_actor_from_car_and_place_at' opcode. Where in the code is it used? Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 8, 2005 Share Posted August 8, 2005 (edited) It's used everywhere. f*ck, I made a big mistake. 0657 is open_car_component. Sorry BBumper. 067F: control_car @1 lights 0 0, 3, and 4 = normal lights 1 and 5 = off permanently 2 = on permanently The game uses 0, 1, and 2. Edited August 9, 2005 by spaceeinstein Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 9, 2005 Share Posted August 9, 2005 Uhh... 06AF: set_player $PLAYER_CHAR sprint 0 (enabled)/ 1 (disabled) I found out what the last param of 0689 is. 1 made the car's component visibly drop off. 0 just removes the car component. Link to comment Share on other sites More sharing options...
GodGell Posted August 9, 2005 Share Posted August 9, 2005 wow spaceeinstein, how are you finding all this good stuff out so quick? i only managed to find out 1 opcode in total (stop_car for VC), and that took me quite a while, even though it only has 1 pretty obvious parameter.. Link to comment Share on other sites More sharing options...
Opius Posted August 9, 2005 Author Share Posted August 9, 2005 I like this. 0A1E: 1 The parameter does not matter. No matter what it is this opcode still works. Whenever this opcode is executed, it takes a photo and may save it in your gallery depending on your settings. What's really interesting it's a screendump. Normal users won't notice this, but when you're playing in a window... That's EXACTLY what the game saved as a photo. It won't, however, detect extra monitors. Link to comment Share on other sites More sharing options...
demonj0e Posted August 9, 2005 Share Posted August 9, 2005 sweet dose it do the same as print screen or dose it do the same as the camera? btw how did u get ure window so small? Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 9, 2005 Share Posted August 9, 2005 You can download it somewhere. I found these when I was trying to find codes for my mod. The door breaking off is for "Home Invasion" so Ryder won't open a locked door. The check if player is in boat is for the God Mode mod so the boat won't become heavy. Etc. So as I try to find these, I found a lot of new ones. Link to comment Share on other sites More sharing options...
mbell Posted August 9, 2005 Share Posted August 9, 2005 (edited) It looks to be equivalent to Print Screen, with the exception that it doesn't grab multiple monitors. And windowed mode is achieved by using this DirectX hook. Not strictly a new opcode, but I've tried figuring out the last parameter: 04C0: create police roadblock at $X1 $Y1 $Z1 $X2 $Y2 $Z2 0 This opcode creates a roadblock consisting of 2 cop cars, 4 cops, and some of those barrier things. The last parameter seems to have some kind of control over the types of vehicles. Setting it to 0 results in standard police vehicles. 1-3 (and probably for higher numbers as well) results in weird behavior. Sometimes one of those generic wrecked cars spawns, sometimes it's a taxi with 2 guys carrying Uzis that shoot at you no matter what, and once I saw some random other car with the Uzi guys. I've only been testing this in the desert; maybe it creates a specific roadblock for the gang controlling the current area? EDIT: The roadblock will be facing in the direction from which the player is approaching. If you approach from one direction, drive away, and come back from the opposite direction, it will have switched directions. Edited August 9, 2005 by mbell Link to comment Share on other sites More sharing options...
demonj0e Posted August 9, 2005 Share Posted August 9, 2005 ye i got the window hook for sa but my window is the size of my screen Link to comment Share on other sites More sharing options...
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