Jump to content

Object/Pickup IDs


Recommended Posts

Hey there,

 

I'm developing a save game editor for San Andreas and I'm looking for a list of the object/pickup IDs, anyone know where I could obtain such a thing?

 

I already have the weapons, oysters, horseshoes and snapshots, but I'm really after things like bribes, armour, health icons...

 

Thanks in advance

Link to comment
https://gtaforums.com/topic/266830-objectpickup-ids/
Share on other sites

i'm not sure how the data in the save file is stored, so i don't know how helpful this info will be; the bodyarmor, health and bribe icons are generic objects, defined in data\maps\generic\dynamic.ide, and they list the item definition numbers, along with the model name;

 

1240, health, icons5, 100, 1281241, adrenaline, icons8, 100, 1281242, bodyarmour, icons7, 100, 1281247, bribe, icons9, 100, 128

 

otherwise, how did you get the other data? surely the same technique would be applicable, no ?

 

Link to comment
https://gtaforums.com/topic/266830-objectpickup-ids/#findComment-4043587
Share on other sites

 

otherwise, how did you get the other data? surely the same technique would be applicable, no ?

Many hours of painfull trial & error, searching through the SA Addresses topic (and many happy hours of playing biggrin.gif )

 

Thanks for the info, what are the 100, 128 numbers for? (I assume the 1240, 1241... are the actual IDs)

 

Link to comment
https://gtaforums.com/topic/266830-objectpickup-ids/#findComment-4047328
Share on other sites

Thanks for the info, what are the 100, 128 numbers for? (I assume the 1240, 1241... are the actual IDs)

yea. the ide format for map objects is like this:

id number

model name

txd name

draw distance

ide flags

 

the number/model name is probably of the most use to you.

Link to comment
https://gtaforums.com/topic/266830-objectpickup-ids/#findComment-4047395
Share on other sites

Ok, thanks.

I've mapped the following items on my GIU map:

 

Health - Only detected in a completed game in Los Santos

Armour

Bribes

Oysters

H-shoes

Photo-ops

Can't seem to detect any adrenaline yet.

 

They seem to be in the correct places...

 

The structure of each pickup is the same to that of the memory dump (described in the "Documenting SA Addresses" thread), but there are quite a few pickup IDs that I'm not sure about in the pool. I haven't mapped the weapons yet, but I was wondering if there is any way of identifying these items bar mapping them and going to that location in the game? dozingoff.gif

 

Any suggestions?

(I can provide a list if you like...)

Link to comment
https://gtaforums.com/topic/266830-objectpickup-ids/#findComment-4049991
Share on other sites

  • 2 weeks later...

Finished mapping all the items in the pickup pool:

 

1239 - Info Icon1274 - $ Symbol1277 - Disk 1272 - Green House Icon1272 - Blue House IconItem data is 32 bytes wide with:0x08 = Ammo (dword) - Ammount of ammo for each weapon, cost of house (green icon), ammount of cash ($ symbol)0x10 = X pos (word) - Stored in x8 format, divide by 8 to get GTASA coord0x12 = Y pos (word) - Stored in x8 format, divide by 8 to get GTASA coord0x14 = Z pos (word) - Stored in x8 format, divide by 8 to get GTASA coord0x18 = Pickup ID (word)0x1A = Reference Count - Not sure, may be time of creation??0x1C = Pickup Type (byte) - Determines the type of pickup (values in integer format):           0: Free slot in pool           2: Special Weapon (not sure exactly, still experimenting with this one)           3: One-shot pickup, can only be collected once (oysters, info icons, etc)           4, 5, 8: item has been picked-up and not re-spawning (5 is generally used in missions, gang-wars)           15: Weapon type, will respawn after time.           16: $ Symbol, never disappears ammo data represents current cash value           17: Blue House icon           18: Green House icon, ammo data represents value of house           20: Snapshot, collected by photographing0x1D = Availability, depends on type, but represents if the item is present, waiting to respawn or not coming back           

 

 

 

Things I’ve tried/noticed:

 

Blue House Icon: Initially availability is 32, once walked through is 36. I changed a blue icon to a green and it asked me if I wanted to buy, but when I did the icon disappeared, but I did not have the property.

Green House Icon: Can change ammount by adjusting the ammo data.

Weapons: Availability is 0 when item is present, goes to 1, 9, 4, 13 when picked up. I’m not sure about the difference between these numbers yet.

$ Symbol: ammo data represents the current cash value; I changed the 1st courier one to $20,000, but the maximum value it displayed was just under $5000 and wouldn’t increase.

Oysters, Horseshoes & Snapshots: Availability goes from 0 to 9 when collected; type goes from 3 to 0. I changed an oyster back to 3/0 and it re-appeared, but oysters collected stat did not decrease. I created another oyster next to it using a free slot and stat continued to increase. I haven’t tried to collect 51+ oysters yet to see what will happen.

Night/Thermal goggles: have an ammo ammount of 1.

You can create items using the free slots.

Items with a Z coord above 1000 appear in the interiors map only.

 

 

Things I may try for fun/knowledge:

 

Changing a weapon type from 15 to 20 to see if you can collect it by photographing.

Changing an oyster/horseshoe to type 15 to see if it respawns.

Giving a weapon a negative value for ammo, hey, why not!?!

Creating 51 oysters and see what happens.

Create a new house/$ symbol to see what happens.

 

I’ll keep you updated.

 

Link to comment
https://gtaforums.com/topic/266830-objectpickup-ids/#findComment-4069554
Share on other sites

OK, so after a bit more playing around:

 

1212 - cash pickup

 

 

I can spawn a cash pickup and collect it, but even when I assign an ammo amount of, say 20, it doesn't increase the players cash. Not sure what type to assign it to, I'm using type 3 (one-time pickup - same as oysters, horseshoes).

 

I created a disk icon and placed it in the middle of the road, but it wouldn't let me save the game.

 

Link to comment
https://gtaforums.com/topic/266830-objectpickup-ids/#findComment-4076818
Share on other sites

I'm using a combination of the topics on the save file format and the GTASA memory adresses

 

The save file is broken into blocks and one of them is the 620x32 byte pickup pool.

 

I am slowly writing a C# program that can edit the pickups in the save file (among other things...) and display them on a GUI map. I have just added the ability to change the status of the pickup, like availability, ammo/value and location. I am now wokring on being able to add a new pickup to the pool in one of the empty slots.

 

It's a slow process, and I've just realised that a save game editor for PC saves already exists:

Here

Link to comment
https://gtaforums.com/topic/266830-objectpickup-ids/#findComment-4079083
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 0 User Currently Viewing
    0 members, 0 Anonymous, 0 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.