Seemann Posted February 26, 2007 Share Posted February 26, 2007 If you have real interest, there's a list of the variables used once (=useless): http://sannybuilder.com/dev/sa_variables_used_once.txt You could build up your own list through the Sanny Builder console. Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
space_einstein Posted March 3, 2007 Share Posted March 3, 2007 Wow, thanks a lot. You should get a whole lot more karma for all the work you've done. Link to comment Share on other sites More sharing options...
PLPynton Posted March 5, 2007 Share Posted March 5, 2007 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. Link to comment Share on other sites More sharing options...
spaceeinstein Posted April 18, 2007 Share Posted April 18, 2007 (edited) 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 April 19, 2007 by spaceeinstein Link to comment Share on other sites More sharing options...
Biggy Thompson Posted August 3, 2007 Share Posted August 3, 2007 hi, i'm new here!!! i looking for animation ids... is there such a thing? Link to comment Share on other sites More sharing options...
ceedj Posted August 3, 2007 Share Posted August 3, 2007 (edited) SA Animation List (only lists animations called by the main.scm file) In case anyone is looking for the VC list, here it is: Vice City Animation List Edited August 3, 2007 by ceedj I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets Link to comment Share on other sites More sharing options...
E-ONE firetruck Posted August 18, 2007 Share Posted August 18, 2007 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 . But if I have to start a fresh game again then this won't matter to me . Thx Link to comment Share on other sites More sharing options...
1stgenLX-Turbo Posted August 26, 2007 Share Posted August 26, 2007 Car Component ID 0=hood1=trunk2=front left door3=front right door4=rear left door5=rear right door Link to comment Share on other sites More sharing options...
Seemann Posted August 27, 2007 Share Posted August 27, 2007 Car Component ID 0=hood1=trunk2=front left door3=front right door4=rear left door5=rear right door 10 = windshield11 = front bumper12 = rear bumper Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
space_einstein Posted August 30, 2007 Share Posted August 30, 2007 I posted that a long time ago http://www.gtaforums.com/index.php?showtop...dpost&p=3405061 Link to comment Share on other sites More sharing options...
Texugo Posted December 11, 2007 Share Posted December 11, 2007 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 Link to comment Share on other sites More sharing options...
pdescobar Posted December 17, 2007 Share Posted December 17, 2007 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. Link to comment Share on other sites More sharing options...
Rapier Posted December 27, 2007 Share Posted December 27, 2007 (edited) 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 September 29, 2008 by Rapier Link to comment Share on other sites More sharing options...
OrionSR Posted January 2, 2008 Share Posted January 2, 2008 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 speedThis 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]] Link to comment Share on other sites More sharing options...
hmvartak Posted April 22, 2008 Share Posted April 22, 2008 (edited) 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 May 5, 2008 by hmvartak Link to comment Share on other sites More sharing options...
hmvartak Posted July 9, 2008 Share Posted July 9, 2008 (edited) 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 July 9, 2008 by hmvartak Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 20, 2009 Share Posted August 20, 2009 (edited) 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 August 21, 2009 by spaceeinstein Link to comment Share on other sites More sharing options...
Seemann Posted August 21, 2009 Share Posted August 21, 2009 (edited) del. this. Edited August 21, 2009 by Seemann Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
james227uk Posted August 21, 2009 Share Posted August 21, 2009 Not as such related to the topic, but why was this unpinned? I use this topic alot. Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 21, 2009 Share Posted August 21, 2009 (edited) 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 August 21, 2009 by spaceeinstein Link to comment Share on other sites More sharing options...
james227uk Posted August 21, 2009 Share Posted August 21, 2009 Ok. Thanks spaceeinstein Link to comment Share on other sites More sharing options...
Dingleman Posted July 4, 2010 Share Posted July 4, 2010 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? Link to comment Share on other sites More sharing options...
Silent Posted July 4, 2010 Share Posted July 4, 2010 Look at Sanny Builder help, it's here. Link to comment Share on other sites More sharing options...
TheSiggi Posted July 4, 2010 Share Posted July 4, 2010 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 Link to comment Share on other sites More sharing options...
Dingleman Posted July 4, 2010 Share Posted July 4, 2010 You guys are life savers, thanks Link to comment Share on other sites More sharing options...
OrionSR Posted August 14, 2015 Share Posted August 14, 2015 (edited) Opcode 098E and 09B4 Bit FlagsI 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 Flags0x2 - Don't Make Player Perform "Walk Through Door" Task0x200 - Don't Fade In After Teleport0x1000 - Is Burglary House0x4000 - 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 August 14, 2015 by OrionSR Link to comment Share on other sites More sharing options...
OrionSR Posted October 1, 2015 Share Posted October 1, 2015 (edited) 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 car7 = locked, doors can fall off8 = locked [unlocked in SA] Edited October 1, 2015 by OrionSR Link to comment Share on other sites More sharing options...
spaceeinstein Posted October 1, 2015 Share Posted October 1, 2015 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. Link to comment Share on other sites More sharing options...
OrionSR Posted October 2, 2015 Share Posted October 2, 2015 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. Link to comment Share on other sites More sharing options...
Wesser Posted October 4, 2015 Share Posted October 4, 2015 (edited) 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. Edited October 4, 2015 by Wesser Juarez 1 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
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