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Opius

Generic SA SCM Documentation

Recommended Posts

space_einstein

Wow, thanks a lot. You should get a whole lot more karma for all the work you've done.

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PLPynton

opcode 032B creates a pickup, here is something fresh about pickup types

 

0:  -unused1:  -unpickable2:  -item pickup, respawn time 30s, respawn distance 15m3:  -item pickup, does not respawn.4:  -item picked-up, does not respawn.5:  -item pickup, does not respawn.6:  -unpickable7:  -unpickable8:  -item picked-up, does not respawn. 9:  -proximity bomb?, selfdestruct when player driving in proximity 20m, explodes upon contact with vehs10: -proximity bomb?, selfdestruct when player driving in proximity 20m, explodes upon contact with vehs11: -proximity bomb?, selfdestruct when player driving in proximity 20m, explodes upon contact with vehs12: -proximity bomb?, selfdestruct when player in proximity 40m, explodes upon contact with vehs13: -item photo-op, fake pickup drops slowly down, real visible when photographed.14: -vehicle pickup, drive thru it to make it dissapear, does not respawn.15: -item pickup, respawns after time.16: -unpickable, (originally property)17: -shows cancel popup. (originally property)18: -paycash pickup, pay amount to make it dissapear. (originally property)19: -getcash pickup, get amount to make it dissapear.20: -snapshot pickup, photograph it to make it dissapear, adds 1 snapshot collected.21: -2nd player pickup, press second controller to make it dissapear.22: -invisible23: -unpickable24: -unpickable25: -unpickable26: -unpickable27: -unpickable28: -unpickable29: -unpickable30: -unpickable31: -unpickable

 

i haven't seen anything like that here so: that is what i gathered until now. it shows a small bit of how you can mess around with this opcode in future- like special pickups only for vehicles... yet, much to discover please contribute.

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spaceeinstein

Someone vandalized this. Where is TbM2k?

 

More variables:

 

820=Millies_Dildo1250=player_active_interior1907=Zero_pickup_cash1908=Zero_money_pickup1931=Quarry_money_pickup1932=Quarry_pickup_cash1933=RS_Haul_money_pickup1934=RS_Haul_pickup_cash1936=Lure_damage_bar1937=Wang_Cars_pickup_cash1938=Wang_Cars_money_pickup1939=House_Party_Part_1_Passed1940=Bloodring_target_time1962=unlocked_boat_test1963=first_boat_test_record1964=second_boat_test_record1965=third_boat_test_record1966=fourth_boat_test_record1967=fifth_boat_test_record5271=Valet_money_pickup7511=Verdant_Meadows_pickup_cash7512=Verdant_Meadows_money_pickup7513=Car_X_Angle7514=Car_X_Angle29470=aggressive_in_casino

 

 

Seemann, some of the used-only-once variables aren't useless (like weapon pickups and money pickups). Can you also list all variables that doesn't appear in the file?

Edited by spaceeinstein

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Biggy Thompson

hi, i'm new here!!! viddy_pirate.gif

 

i looking for animation ids... is there such a thing? rolleyes.gif

 

 

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E-ONE firetruck

Hi,

 

This is very interesting topic but has also raised a question for me to ask about changing the player gang weapons including the "All 100 Tags" sprayed when they get the pistol and tec-9 weapons replaced with:

 

Weapon ID - 4 (Knife)

Weapon ID - 24 (Desert Eagle)

Weapon ID - 29 (MP-5)

 

I wonder if anyone would know how to change these weapons over to some more deadly weapons that I would like to use which are

 

Weapon ID - 8 (Katana)

Weapon ID - 31 (M4)

Weapon ID - 37 (Flamethrower)

 

If someone could show me how this is done or could send me a main.scm file with this mod in already. I would be very pleased because this would be cool to use in gang wars ne wink.gif. But if I have to start a fresh game again then this won't matter to me colgate.gif.

 

Thx

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1stgenLX-Turbo

Car Component ID

 

0=hood1=trunk2=front left door3=front right door4=rear left door5=rear right door

 

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Seemann

 

Car Component ID

 

0=hood1=trunk2=front left door3=front right door4=rear left door5=rear right door

 

 

10 = windshield11 = front bumper12 = rear bumper

 

 

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Texugo

hey, im creating a game mod using pawno, and i need the Pickups codes to put weapons and other things to get on game mods. some one can give me that codes?

 

tkx dudes

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pdescobar

I've finally found a use for stats 302-342. Many of them trigger different radio programs. Current progress of testing is posted in the misc forum since it's not really limited to mission-coding. Eventually when all the radio changes are mapped I'll post a summary of the stats either there or here.

 

One non-radio note regarding those stats:

stat 337 "Territory Under Control" just controls the display of that statistic (set to 1 so that it appears, 0 so that it doesn't) rather than containing the actual number or pct of territories.

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Rapier

BUTTONS IDs:

 

These are the buttons ids for use with texts commands. Example:

 

03E5: text_box 'NITROH1'

 

Where "NITROH1" is in GXT file "Press ~k~~PED_FIREWEAPON~ to activate the car's nitrous." where in game is displayed "Press LMB to activate the car's nitrous."

 

The list:

  • HBTAKE_SCREEN_SHOT
  • SWITCH_DEBUG_CAM_ON
  • TOGGLE_DPAD
  • NETWORK_TALK
  • VEHICLE_TURRETDOWN
  • VEHICLE_TURRETUP
  • VEHICLE_TURRETRIGHT
  • VEHICLE_TURRETLEFT
  • GO_BACK
  • GO_FORWARD
  • GO_RIGHT
  • GO_LEFT
  • GROUP_CONTROL_BWD
  • GROUP_CONTROL_FWD
  • CONVERSATION_YES
  • CONVERSATION_NO
  • VEHICLE_ENTER_EXIT
  • VEHICLE_FIREWEAPON_ALT
  • VEHICLE_FIREWEAPON
  • PED_FIREWEAPON_ALT
  • PED_FIREWEAPON
  • CAMERA_CHANGE_VIEW_ALL_SITUATIONS
  • SHOW_MOUSE_POINTER_TOGGLE
  • PED_1RST_PERSON_LOOK_DOWN
  • PED_1RST_PERSON_LOOK_UP
  • PED_1RST_PERSON_LOOK_RIGHT
  • PED_1RST_PERSON_LOOK_LEFT
  • PED_SNIPER_ZOOM_OUT
  • PED_SNIPER_ZOOM_IN
  • TOGGLE_SUBMISSIONS
  • VEHICLE_RADIO_STATION_DOWN
  • VEHICLE_RADIO_STATION_UP
  • VEHICLE_BRAKE
  • VEHICLE_ACCELERATE
  • VEHICLE_HANDBRAKE
  • VEHICLE_HORN
  • VEHICLE_MOUSELOOK
  • VEHICLE_LOOKRIGHT
  • VEHICLE_LOOKLEFT
  • VEHICLE_STEERDOWN
  • VEHICLE_STEERUP
  • VEHICLE_STEERRIGHT
  • VEHICLE_STEERLEFT
  • PED_ANSWER_PHONE
  • PED_DUCK
  • VEHICLE_LOOKBEHIND
  • PED_CENTER_CAMERA_BEHIND_PLAYER
  • PED_CYCLE_TARGET_RIGHT
  • PED_CYCLE_TARGET_LEFT
  • SNEAK_ABOUT
  • PED_SPRINT
  • PED_JUMPING
  • PED_LOCK_TARGET
  • PED_CYCLE_WEAPON_RIGHT
  • PED_CYCLE_WEAPON_LEFT
  • PED_LOOKBEHIND
I hope this helps! Edited by Rapier

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OrionSR

The following IPL streams can be referenced to allow the v1 executable to control v2 IPL Barriers and Objects.

 

0776: create_objects_in_object_group "CRACK"            //Truths Farm v20776: create_objects_in_object_group "countryw_stream5" //Crack v20776: create_objects_in_object_group "sfse_stream0"     //Barriers1 v20776: create_objects_in_object_group "sfse_stream1"     //Barriers2 v20776: create_objects_in_object_group "vegasn_stream2"   //Carter v2

 

 

Police Trigger Types

1 - On Foot with 1 star spawns 2 cop cars moving slowly 2 - In Vehicle with 2 stars spawns 1 cop car moving quickly 3 - In Vehicle with 2 stars spawns 1 cop car at medium speed 4 - On Foot with 1 star spawns 1 cop pedestrian 5 - On Foot with 1 star spawns 2 cop pedestrians 6 - In Vehicle with 2 stars spawns 2 cop cars moving quickly before hitting breaks 7 - In Vehicle with 2 stars spawns 2 cop cars moving quickly 8 - On Foot with 1 star spawns 2 cop cars at medium speed

This bit belongs in the coding section, but is included here for completeness. The 1st line is the standard format from Sanny, the other two lines are clarifications I am considering.

 

04F8: unknown_crossroad_type 3 if_player_with_wanted_level_in_car_in_rectangleA 2435.2 -1741.0 2454.9 -1723.4 unknown_rectangleB 2481.0 -1707.0 2480.0 -1732.0 unknown_rectangleC 2481.0 -1707.0 2480.0 -1732.0                                     04F8:   define_police_trigger_type   6    if_player_with_wanted_level_in_rectangle   1846.25 -2493.75 1839.25 -2509.75   spawn_policeA_at   1780.0 -2575.0   headed_towards   1780.0 -2510.0   spawn_policeB_at   1789.0 -2479.0   headed_towards   1774.0 -2493.004F8:   define_police_trigger_type   6    if_player_with_wanted_level_in_rectangle   1846.25 -2493.75 1839.25 -2509.75   spawn_policeA_along_ray   1780.0 -2575.0 1780.0 -2510.0   spawn_policeB_along_ray   1789.0 -2479.0 1774.0 -2493.0

 

 

Notes:

Police Triggers are a special zone consisting of a rectangle defined by 2 ends of the rectangle diagonal, and two rays defined by a starting point and point along the ray indicating the initial direction of travel. When the player is in the police trigger rectangle and meets the requirements of the police trigger type, then a cop will spawn at the endpoint of ray A headed in the direction of the 2nd defined point. If the police trigger type includes 2 police, then a cop will also spawn along ray B. The police are not bound to continue in the specified direction after their initial spawn. In order to trigger In Vehicle trigger types the vehicle must be moving. Police trigger zones are activated only once per 40 seconds (the first field is used to control this). Police trigger zones can be created using opcode [[04F8]]

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hmvartak

 

SA Save format (Global Variable Space))Stat 598 Desert/LV CRASH Total Missions passedStat 599 Mission Madd Dog passedStat 1060 Vehicle No. 1 exported from current listStat 1061 Vehicle No. 2 exported from current listStat 1062 Vehicle No. 3 exported from current listStat 1063 Vehicle No. 4 exported from current listStat 1064 Vehicle No. 5 exported from current listStat 1065 Vehicle No. 6 exported from current listStat 1066 Vehicle No. 7 exported from current listStat 1067 Vehicle No. 8 exported from current listStat 1068 Vehicle No. 9 exported from current listStat 1069 Vehicle No.10 exported from current listStat 1489 Mission fire fighter passedStat 1861 Highest number of shooting challenges passedStat 1900 Mission Valet parking passedStat 2201 Bike school passedStat 2301 Little Loop WonStat 2302 Backroad Wanderer WonStat 2303 City Circuit WonStat 2304 Vinewood WonStat 2305 Freeway WonStat 2306 Into the Country WonStat 2307 Badlands A WonStat 2308 Badlands B WonStat 2309 Dirtbike Danger WonStat 2310 Banito County WonStat 2311 Go-Go Carting WonStat 2312 San Fierro Fastlane WonStat 2313 San Fierro Hills WonStat 2314 Country Endurance WonStat 2315 San Fierro to Las Venturas WonStat 2316 Dam Rider WonStat 2317 Desert Tricks WonStat 2318 Las Ventuars Ringroad WonStat 2319 World War Aces WonStat 2320 Barnstorming WonStat 2321 Military Service WonStat 2322 Chopper Checkpoint WonStat 2323 Whirly Bird Waypoint WonStat 2324 Heli Hell WonStat 2325 8-Track WonStat 2326 Dirt Track Won Stat 5272 Shooting range all levels passedStat 8153 Moves Learnt (LS Gym)Stat 8154 Moves Learnt (SF Gym)Stat 8158 Moves Learnt (LV Gym)Stat 8239 Freight Train Total levels passed

 

 

Note : For Stat 1060 to 1069 vehicle sequence I have given randomly.

Edited by hmvartak

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hmvartak

Save File BLOCK 16 DWORD STATS (1 To 223)

Stat 1  People Wasted by OthersStat 2  People you've wastedStat 3  Road Vehicles destroyedStat 4  Boats destroyedStat 5  Planes & Helicopters destroyedStat 6  Cost of property damaged.. Stat 10  Tires popped with gunfireStat 11  Number of headshots..Stat 15  Days passed in game. Stat 17  Safehouse visits...Stat 55  Shooting range levels passedStat 56  Most cars parked on 'Valet Parking'.Stat 58  Total legitimate killsStat 59..Stat 81  Number of meals eaten...Stat 133  Progress with DeniseStat 134  Progress with MichelleStat 135  Progress with HelenaStat 136  Progress with BarbaraStat 137  Progress with KatieStat 139  Progress with MillieStat 140  Best time in Lowrider RaceStat 141  Best position in Little LoopStat 142  Best time in Little LoopStat 143  Best position in Backroad WandererStat 144  Best time in Backroad WandererStat 145  Best position in City CircuitStat 146  Best time in City CircuitStat 147  Best position in VinewoodStat 148  Best time in VinewoodStat 149  Best position in FreewayStat 150  Best time in FreewayStat 151  Best position in Into the CountryStat 152  Best time in Into the CountryStat 153  Best position in Badlands AStat 154  Best time in Badlands AStat 155  Best position in Badlands BStat 156  Best time in Badlands BStat 157  Best position in Dirtbike DangerStat 158  Best time in Dirtbike DangerStat 159  Best position in Bandito CountyStat 160  Best time in Bandito CountyStat 161  Best position in Go-Go-KartStat 162  Best time in Go-Go-KartStat 163  Best position in San Fierro FastlaneStat 164  Best time in San Fierro FastlaneStat 165  Best position in San Fierro HillsStat 166  Best time in San Fierro HillsStat 167  Best position in Country EnduranceStat 168  Best time in Country EnduranceStat 169  Best position in SF to LVStat 170  Best time in SF to LVStat 171  Best position in Dam RiderStat 172  Best time in Dam RiderStat 173  Best position in Desert TricksStat 174  Best time in Desert TricksStat 175  Best position in LV RingroadStat 176  Best time in LV RingroadStat 177  Best time in World War AcesStat 178  Best time in BarnstormingStat 179  Best time in Military ServiceStat 180  Best time in Chopper CheckpointStat 181  Best time in Whirly Bird WaypointStat 182  Best time in Heli Hell...

 

List incomplete.

Edited by hmvartak

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spaceeinstein

A reply to PLPynton's post, type 1 is used in GTA3 and Vice City. It is an item pickup with a cost. I've documented the ones from Vice City and GTA3 here. It would be good if someone can document the differences in the pickup types between three games.

Edited by spaceeinstein

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Seemann

del. this.

Edited by Seemann

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james227uk

Not as such related to the topic, but why was this unpinned? I use this topic alot.

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spaceeinstein

It gets too cluttered if all useful but not important topics are pinned. This topic is linked through here and in the banner anyways.

Edited by spaceeinstein

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james227uk

Ok. Thanks spaceeinstein

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Dingleman

I know this is a bit of a bump but I'm in need of a list of radar icon ID's.. does anyone have a link to one?

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Silent

Look at Sanny Builder help, it's here.

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TheSiggi
I know this is a bit of a bump but I'm in need of a list of radar icon ID's.. does anyone have a link to one?

Open Sannybuilder help>SCM DOCUMENTATION> San Andreas / Vice City >Radar icons

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Dingleman

You guys are life savers, thanks tounge.gif

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OrionSR

Opcode 098E and 09B4 Bit Flags

I was looking up the proper name for opcode 098E that controls the enex flags in SA and noticed that the IPL flag information never migrated to the opcode database. This info was generated with the save file research, which led to an investigation into the enex flags in the IPL files. Quoting the Enex Documentation topic.

BIT HEX   DEC NAME                  DESCRIPTION00 0001     1 unknown interior      Only used for interior markers01 0002     2 unknown pairing       Used mostly for interior markers; also Big Ear & LS Skyscraper02 0004     4 create linked pair    Pair with unflagged mate during new game start03 0008     8 reward interior       Sets flag 0010 on pair mate when used04 0010    16 used reward entrance  Set by accessing reward interior05 0020    32 cars and aircraft     Enable for cars and aircraft06 0040    64 bikes and motorcycles Enable for bikes and motorcycles07 0080   128 disable on foot       No foot traffic. Use for cars and/or bikes only08 0100   256 accept NPC group      Group members accepted at destination of pair (passengers stripped)09 0200   512 food date flag        Set and cleared by food date (cut-scene related)10 0400  1024 unknown burglary      Set on Bayside and Temporary Burglary doors11 0800  2048 disable exit          Player can enter but cannot exit a two-way pair12 1000  4096 burglary access       Enabled and disabled during Burglary13 2000  8192 entered without exit  Set by Entrance, Cleared by Exit; Applies to one side of a two-way pair14 4000 16384 enable access         Enabled by default; often cleared by scripts15 8000 32768 delete enex           Enex is deleted when used 

I forgot how many outstanding issues there are. And I was quite green when I did this research. I' m not sure if there's much point in investigating further. If anyone really cared about modifying enexes this would have been worked out years ago. A few notes:

 

(from the opcode database research)

Known Enex Flags
0x2 - Don't Make Player Perform "Walk Through Door" Task
0x200 - Don't Fade In After Teleport
0x1000 - Is Burglary House
0x4000 - Is Active

 

0x0400, unknown burglary - this flag is weird. It is always read from the IPL file and will ignore anything set in the save. I'm not sure how the opcode might effect things. I suspect it's purpose is to flag a dynamic enex that can be recycled by the engine. Little is known, by me at least, about how the dynamic enexes for burglary work.

0x8000, delete enex - I was not skilled enough to actually look into memory to see what was really going on. I suspect the main purpose is a one-time enex but, iirc, it works across all saves for that session.

It should be noted that the enex flag data will persist in the save. It is the only enex information maintained in the save except for the relative links between the connections.

Edited by OrionSR

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OrionSR

I made a few observations of the door lock status [020A:] in San Andreas that didn't quite match the current documentation. I think 5 and 8 just don't work in SA, and that the documentation for 4 may be incomplete for all versions. My tests suggest that for status 4 the doors are locked to all from the outside, and locked to the player only from the inside; so player cannot exit. I can't complete this documentation until I can run some tests on III and VC. Might be a while. I'm expecting 5 to be unlocked to cops. I never found anything that seems to be unlocked to player only. Other settings have been confirmed in SA.

020A: set_car [email protected] door_status_to 4

1 = unlocked

2 = locked

3 = unlocked for NPCs

4 = locked [player cannot exit]
5 = locked (cop car doors) [unlocked in SA]
6 = unlocked, doors stay on car
7 = locked, doors can fall off
8 = locked [unlocked in SA]

Edited by OrionSR

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spaceeinstein

You can check out the article at GTAModding which also lists the original names for the locked door values. I expect the behavior to be the same as III/VC.

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OrionSR

Okay, I'll repeat a few tests by setting the locks before entering the car, but I'm expecting 5 to be unlocked anyway. I was scanning through SA memory and it seems that police cars spawn with lock 5, and in San Andreas the cop cars aren't locked, so I think the behavior of this lock was changed. I'm expecting lock 5 to be associated with the "player owned" property - which could be applied to reward vehicles with an opcode but display seems to be the preference. Maybe the decision to unlock the cop car forced the duplication for the girlfriend and SF airport vehicles.

 

Door status 8 has popped up a couple of times now but I have yet to track down the vehicle.

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Wesser

I wish to expose a solution regarding the forced choice opcode creators do have for enumerating newly created opcodes without facing unavoidable collisions, despite they can still count to a wide range of free slots. One could even be unaware about the existence of another plugin which shares the same enumeration.

 

 


The opcode number is definitely a 2-byte bit field: the first 7 bits depict the command index, whereas the most significant bit (in big-endian order) signals the presence of a NOT operator. GTA 3 series games collect commands in pairs of 100 units each accessed by the relative index so that the corresponding switch-case is executed, inverting the condition result if the not-flag was set. Index 32767 is the last available and has special meanings such as finalizing the whole list, making it unable to be used.

 

 


New commands which are outside the occupied range should not keep a fixed index but rather they have to be temporarily assigned to the last one by the compiler. Either a new header embedded inside the reference script or an external file with a particular extension and same file name should hold the script file pointers of the command numbers to substitute at runtime. A CLEO functionality should remember the order in which commands were registered by the various plugins calling the exported function which does the job and write the right indices each time a script file is requested (we can also prevent the same commands naming for GTA3script source codes if the definition is specified).

 

Everything seems quite easy to implement unless complications arise, the main goal of this post is to bring up the question in the hope that something will take place soon. Using hashes would help somehow but I prefer to find out a vanilla-like way, because we would have to deal with accidental hash collisions anyway. :p

Edited by Wesser

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