Silberio Posted December 23, 2006 Share Posted December 23, 2006 hi there i downloaded Terminator player model to GTA3, and i would like to make the player invincible, invulnerable...wellallmost, if not it would be cheat , so could any1 help me plis? Link to comment Share on other sites More sharing options...
Knowledge Novice Posted December 26, 2006 Share Posted December 26, 2006 Hey Silberio. I'm mainly into VC these days (which is where I've done most of my modding). A lot of the opcodes are supposed to be the same in GTA3 and VC. So if you want your character to become invincible you should probably look for the immunities code. If you want to set the immunities on a car 02AC: set car [email protected] immunities 1 1 1 1 1 Or if you want to set the immunities on an actor 02AB: set actor [email protected] immunities 1 1 1 1 1 The five #'s at the end are flags for different immunities (1=On, 0=Off). These codes can come in handy but can sometimes take the fun out of the game when used too much. But anyway these should do the trick. Just experiment a bit and you should see how to use them. Good luck & see ya. Link to comment Share on other sites More sharing options...
Silberio Posted December 27, 2006 Author Share Posted December 27, 2006 hey, thx a lot dude! but where to i write all that? Link to comment Share on other sites More sharing options...
thepcdude Posted January 3, 2007 Share Posted January 3, 2007 Or you could get a trainer or make your own. You just need to use memory allocation to get the health memory address and value and freeze it. There are tutorials you can find. Link to comment Share on other sites More sharing options...
Silberio Posted January 3, 2007 Author Share Posted January 3, 2007 hey, thx, but i realy was thinking like: if normally a Colt 45 bullet takes 5 HP, it should take 1 HP, not completly invincible... Link to comment Share on other sites More sharing options...
Knowledge Novice Posted January 3, 2007 Share Posted January 3, 2007 (edited) hey, thx a lot dude!but where to i write all that? Hey Silberio, sorry for the late post. I got a little sidetracked with writing another mod. To answer your question; like most mods you will need to make a new create thread and then add the code above --Mission 0--. I actually put this code together shortly after my last post, but forgot about it until I now. What it does: This code allows you to turn the player_char's immunities On/Off by pressing the 'Sprint key' + 'Look behind key'. How it works: :Switch label The :Switch label checks to make sure that the player_char is 'defined' (not 'wasted' or 'busted'). Then it checks to see if you are pressing the 'Sprint' + 'Look behind' keys. If you are NOT, then the code will jump back to the :Switch label continuously until you do press them. But if you ARE pressing them, then the code goes to the next label (:0n). * The next two labels use 'Flags' to decide what action to take. Here you will see '[email protected]' this is a Local Variable and is used to set your flags. For flags you can use local variables from [email protected] to [email protected] The locals [email protected] and [email protected] are used for 'Local Timers'. Local timers are similar to the 'Wait' command, but are more flexible. Local variables start out as '0' unless you set them to a different #. If this is a little confusing don't worry. When I first heard about flags and timers I felt totally lost. But it gets a lot easier after you use them a bit. * :0n label The :0n label checks to see if your flag ([email protected]) is equal to '0'. Since you haven't set the flag to any # yet it is still at '0' so the code continues. It sets your flag to '1', turns immunities on, and you will hear 3 sounds letting you know that thay have been turned on. Now the code jumps to the :Loop2 label. And from there to :Switch. (About the :Loop2 label) * You can use a 'loop' to keep the code from running continuously. When you press the keys to trigger the code it would run over and over until you stopped pressing those keys (turning on/off very quicky). The loop checks to see if you are still pressing the keys. If you ARE then the loop will keep checking until you release them. When you DO release them the code jumps back to start of the code to start all over again. * :Off label Now if you press the keys again to trigger the code it goes to the :0n label. It checks if your flag is '0'. Since the code has already ran the flag will now be set to '1' so the code will jump to the :Off label. Here the flag is set to '0' again, turns immunities off, and you will hear 2 sounds letting you know that the immunities are off. Now the code goes to the :Loop label once again and the whole process starts all over again. You may already know some of these things, but if you have a question about any of this just ask. Here is the code. Add to create_threads 004F: create_thread ££Invincible Put just above --Mission 0-- :Invincible03A4: name_thread "Trmnatr" :Switch0001: wait 250 ms 00D6: if 00256: player $PLAYER_CHAR defined 004D: jump if false ££Switch00D6: if 280E0: NOT player $PLAYER_CHAR driving00E1: key_pressed 0 16;;Sprint key00E1: key_pressed 0 19;;Look Behind key004D: jump if false ££Switch:On00D6: if 0 0039: [email protected] == 0;; integer values 004D: jump if false ££Off0006: [email protected] = 1;; integer values02AB: set actor $PLAYER_ACTOR immunities 1 1 1 1 1 018C: play_sound 1 at 0.0 0.0 0.00001: wait 250 ms018C: play sound 1 at 0.0 0.0 0.0 0001: wait 250 ms018C: play sound 1 at 0.0 0.0 0.00002: jump ££Loop2:Off0006: [email protected] = 0;; integer values02AB: set actor $PLAYER_ACTOR immunities 0 0 0 0 0 018C: play sound 1 at 0.0 0.0 0.0 0001: wait 100 ms018C: play sound 1 at 0.0 0.0 0.0 :Loop20001: wait 20 ms00D6: if 1 00E1: key_pressed 0 16 00E1: key_pressed 0 19 004D: jump_if_false ££Switch0002: jump ££Loop2 Edit: Oops. I guess you posted again while I was writing this. I see what you're saying. I haven't tried anything like that before. I'll see if I can work on that. See ya. Edit2: I've been tryin' to put together a code so that the char takes less damage, but I'm not having much luck. It has to be doable, right? Well, if I make any progress or if I find a pre-existing mod I'll be sure to let you know. Later dude. Edited January 4, 2007 by Knowledge Novice Link to comment Share on other sites More sharing options...
Silberio Posted January 4, 2007 Author Share Posted January 4, 2007 thx, but doeas all that goes on pedstat.at, ped.dat, handling.dat, wich file do i edit? Link to comment Share on other sites More sharing options...
Knowledge Novice Posted January 4, 2007 Share Posted January 4, 2007 It goes in your 'Main.scm' file which is found in your 'Data' folder. Link to comment Share on other sites More sharing options...
Silberio Posted January 10, 2007 Author Share Posted January 10, 2007 oook, thanks a lot! Link to comment Share on other sites More sharing options...
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