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Opius

GTA:SA Opcodes

Recommended Posts

Opius

Yep, only ever used in the mod garages.

 

It sets the radio to your favourite station, measured by listen time.

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Demarest
It sets the radio to your favourite station, measured by listen time.

A ha! I knew there was something different about it.

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spaceeinstein

Hmmm....

0A24: toggle_military_wanted_level 1 (disable) (both Area 69 and Aircraft Carrier)

09E4: toggle_aircraftcarrier_sam 0 (disable)

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cns

09E4: toggle_aircraftcarrier_sam 0 (disable)

what does this function do?!

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ZAZ

 

Hmmm....

0A24: toggle_military_wanted_level 1 (disable) (both Area 69 and Aircraft Carrier)

09E4: toggle_aircraftcarrier_sam 0 (disable)

Huii notify.gif

and whats that ?

07A8: toggle_military_zones 0

 

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Demarest

SAM = Surface to Air Missile. There are 2 on the gunship in the bay. The one you have to board during Vertical Bird.

 

@ZAZ: Military zones are ones that are defined to net you an instant wanted level if you're inside. Area 69 and the military base listed above are the 2 in the original game.

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/Pavel/

I've found these two:

 

077D: @0 = car @1 x_angle

 

06BE: @0 = car @1 y_angle

Edited by /Pavel/

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Opius
Hmmm....

0A24: toggle_military_wanted_level 1 (disable) (both Area 69 and Aircraft Carrier)

09E4: toggle_aircraftcarrier_sam 0 (disable)

Now these are interesting. I haven't done a lot of research into the cull zones around the Aircraft Carrier, but I would think that both Area 51 and the Aircraft Carrier would use the same flags for the cull zone.

 

Since there doesn't appear to be any special flags attached to the SAM sites either, some parts of these opcodes would have to be hardcoded.

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AdTec_224

Once Again I Don't Know Whether Every One Knows This:

 

 

087B: set_player $PLAYER_CHAR clothes "DFF" "TXD"  0

 

 

Should Be Something Like:

 

 

087B: set_player $PLAYER_CHAR clothes "DFF" "TXD"  body_part 0

 

 

0 = Shirt

 

1 = Head

 

2 = lower Body (e.g Trousers)

 

3 = Shoes

 

4 - 16 = Unknown (untested but i think its probably Full Body)

 

17 = Full Body

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Demarest

I would have a hard time believing that simply because GTA3's biggest downfall both in terms of engine efficiency and modability is all the hardcoded effects. Surely SOMETHING determines it, even if it's a hardcoded radius of the SAM models, eh? I could be wrong.

 

Also, every time these zones come up, there's no mention of the police compound where the helipad Toreno uses to escape is. Is this more like a police interior or what?

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Opius

At school, so I can't check to make sure, but I think all the police lockups are garages with a certain flag set.

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/Pavel/

I've just come accross these two:

 

 

06AC: @1 = actor @0 movement_speed

 

 

 

0819: @1 = actor @0 distance_from_ground

 

 

But I still haven't fully tested them. rolleyes.gif

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demonj0e
Once Again I Don't Know Whether Every One Knows This:

 

 

087B: set_player $PLAYER_CHAR clothes "DFF" "TXD"  0

 

 

Should Be Something Like:

 

 

087B: set_player $PLAYER_CHAR clothes "DFF" "TXD"  body_part 0

 

 

0 = Shirt

 

1 = Head

 

2 = lower Body (e.g Trousers)

 

3 = Shoes

 

4 - 16 = Unknown (untested but i think its probably Full Body)

 

17 = Full Body

aint there any more numbers such as ones for shades,hats,haircuts,watches,chains and stuff like that?

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GodGell
aint there any more numbers such as ones for shades,hats,haircuts,watches,chains and stuff like that?

i'm pretty sure shades, hats, watches and chains belong into the "head" section (probably chains aren't). haircuts aren't clothes. biggrin.gif

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Demarest
haircuts aren't clothes.

In what way are they not?

 

And yes, chains are probably chest/torso.

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Un3462

0=torso

1=haircut

2=legs

3=feet

13=chains

14=watches

15=shades

16=hats

17=special (aka full body)

 

following is somewhat speculative:

08f7=4,get_player_clothing

params: $hPlayer, clothing_id, $oModelNum, $hClothing

interesting how it uses numbers instead of names. but i'm sure that works out somehow.

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Quadropheniac90
Ah, ok, that explains why CJ had the gimpsuit on when I used 'GIMPLEG' with '17' and when I only did trousers it looked weird.

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demonj0e
0=torso

1=haircut

2=legs

3=feet

13=chains

14=watches

15=shades

16=hats

17=special (aka full body)

 

following is somewhat speculative:

08f7=4,get_player_clothing

params: $hPlayer, clothing_id, $oModelNum, $hClothing

interesting how it uses numbers instead of names. but i'm sure that works out somehow.

big thanks cyq this helps alot

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DeeZire

Found a conditional;-

 

 

051C:  unknown_car %1d% hit_by_actor %2d%

 

 

Tests if a car was hit by an actor - not sure if this works if you hit one car with another, only tried it by hitting a car with an actor on foot.

 

051D needs some further testing, I've a feeling this could be 'unknown_actor %1d% killed_by_actor %2d%' which would be handy.

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cns

who knows the weather numbers?!

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ZAZ
who knows the weather numbers?!

1, 2, 3, 4

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Un3462
who knows the weather numbers?!

just look in timecyc.dat:

0 = EXTRASUNNY_LA

1 = SUNNY_LA

2 = EXTRASUNNY_SMOG_LA

3 = SUNNY_SMOG_LA

4 = CLOUDY_LA

5 = SUNNY_SF

6 = EXTRASUNNY_SF

7 = CLOUDY_SF

8 = RAINY_SF

9 = FOGGY_SF

10 = SUNNY_VEGAS

11 = EXTRASUNNY_VEGAS

12 = CLOUDY_VEGAS

13 = EXTRASUNNY_COUNTRYSIDE

14 = SUNNY_COUNTRYSIDE

15 = CLOUDY_COUNTRYSIDE

16 = RAINY_COUNTRYSIDE

17 = EXTRASUNNY_DESERT

18 = SUNNY_DESERT

19 = SANDSTORM_DESERT

20 = UNDERWATER

21 = EXTRACOLOURS_1

22 = EXTRACOLOURS_2

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Demarest
I would be interested to see what the extracolors do. Couple days ago I was playing and EVERYTHING looked different. At first I thought that my DirectX or something messed the gamma up somehow. But in actuality, it was like that phenomenon you get to see very rarely where a storm's brewing right around twilight and EVERYTHING has a dull yellow glow to it. God I love those!

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nubbel
I would be interested to see what the extracolors do. Couple days ago I was playing and EVERYTHING looked different. At first I thought that my DirectX or something messed the gamma up somehow. But in actuality, it was like that phenomenon you get to see very rarely where a storm's brewing right around twilight and EVERYTHING has a dull yellow glow to it. God I love those!

Yes I've seen that lots of times (I finished the game 100%).

Have you ever seen everything violet during sunset? Its beautiful ^.^

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spaceeinstein

As for these from the second psot of this topic:

0A49: false

0A4D: false

Those are used in the XBox version of the game. So...

 

0597: actor $PLAYER_ACTOR crouching

0879: toggle_gang_wars 1

Edited by spaceeinstein

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cns
who knows the weather numbers?!

just look in timecyc.dat:

0 = EXTRASUNNY_LA

1 = SUNNY_LA

2 = EXTRASUNNY_SMOG_LA

3 = SUNNY_SMOG_LA

4 = CLOUDY_LA

5 = SUNNY_SF

6 = EXTRASUNNY_SF

7 = CLOUDY_SF

8 = RAINY_SF

9 = FOGGY_SF

10 = SUNNY_VEGAS

11 = EXTRASUNNY_VEGAS

12 = CLOUDY_VEGAS

13 = EXTRASUNNY_COUNTRYSIDE

14 = SUNNY_COUNTRYSIDE

15 = CLOUDY_COUNTRYSIDE

16 = RAINY_COUNTRYSIDE

17 = EXTRASUNNY_DESERT

18 = SUNNY_DESERT

19 = SANDSTORM_DESERT

20 = UNDERWATER

21 = EXTRACOLOURS_1

22 = EXTRACOLOURS_2

Thanks!

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/Pavel/

Here are some codes that I would like to share:

 

 

08B1=1,turn_nightvision_on %1h%

 

 

0826=1,toggle_HUD %1h%

 

 

0446=2,enable_actor %1d% headshot %2h%

 

 

071F=2,set_object %1d% energy %2h%

 

 

0430=3,put_actor %1d% in_car %2d% passenger_seat %3h%

 

 

08D2=2,object %1d% scale %2d%

 

 

05CB=3,action_sequence_actor %1d% enter_car_as_driver %2d% time %3d%

 

 

05CD=2,action_sequence_actor %1h% exit_car %2d%

 

 

06A9=5,action_sequence_actor %1h% look_at_spot %2d% %3d% %4d% time %5d%

 

 

0639=2,action_sequence_actor %1h% rotate_to_actor %2d%

 

 

0676=2,action_sequence_actor %1h% move_from_passenger_to_driver_seat %2d%

 

 

05BE=1,action_sequence_actor %1d% die

 

 

0672=2,action_sequence_actor %1h% attack_car %2d%

 

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Quadropheniac90
I thought I discovered the die one. sad.gif Anyways, gonna test the headshot one, I coulnd't get my actors to shoot heads, thanks! smile.gif

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Opius

Does the headshot one allow the actor to make headshots, or is it used to prevent YOU from headshotting the actor?

 

Because this would be really useful for stopping the player from shooting helicopter pilots and the like in the missions I have planned.

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/Pavel/

It disables actor's headshot, it means that one shot in head doesn't kill that actor.

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