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Opius

GTA:SA Opcodes

Recommended Posts

nubbel
yea ha ha i would love to know how to do that tounge.gif

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 suicidal.gif

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Opius

 

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.

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BBumper

 

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

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nubbel

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.

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BBumper

 

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 by BBumper

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justa_newbie

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 smile.gif

 

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Opius

Just use a hex editor. It's pretty easy to spot the plain-text animation names amoung the random data.

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justa_newbie

danke, Opius smile.gif

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deltadude

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 by deltadude

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spaceeinstein

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 by spaceeinstein

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BBumper

When is the opcode database going to be updated and is there an opcode that makes the actor run away?

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Opius
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. confused.gif

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BBumper
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. confused.gif

I just figured that out after I asked confused.gif

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steve-m
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.

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spaceeinstein

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.

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BBumper

 

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 by BBumper

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spaceeinstein

One new one:

 

04A9: actor $PLAYER_ACTOR driving_helicopter

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BBumper
One new one:

 

04A9: actor $PLAYER_ACTOR driving_helicopter

Is that used with 'if' opcodes?

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spaceeinstein

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 by spaceeinstein

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spaceeinstein

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

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GodGell
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! cookie.gif

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Opius

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?

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spaceeinstein

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 by spaceeinstein

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spaceeinstein

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.

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GodGell

wow spaceeinstein, how are you finding all this good stuff out so quick? biggrin.gif 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..

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Opius

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...

user posted image

That's EXACTLY what the game saved as a photo.

 

It won't, however, detect extra monitors.

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demonj0e

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?

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spaceeinstein

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.

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mbell

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 by mbell

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demonj0e
ye i got the window hook for sa but my window is the size of my screen

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