Erem 1 Posted March 18, 2010 Share Posted March 18, 2010 Does passing a random RGBA (in a single DWORD) value still work as it did in San Andreas? I've never modded San Andreas so I can't really say. I just tried creating 20 blips in Alice and used CHANGE_BLIP_COLOUR(blip.a, math.random(0, 65535)) to set each to a random colour in the range 0 - 65535, and each blip was a different shade of blue. I don't know whether that answers your question or not. Link to post Share on other sites
NTAuthority 2,562 Posted March 19, 2010 Share Posted March 19, 2010 I just tried creating 20 blips in Alice and used CHANGE_BLIP_COLOUR(blip.a, math.random(0, 65535)) to set each to a random colour in the range 0 - 65535, and each blip was a different shade of blue. I don't know whether that answers your question or not. Yep, that's supposed to happen if the support for it is still there. Thanks for testing it, I need it for a future IV mod of mine. Link to post Share on other sites
CheaterNo1 0 Posted April 14, 2010 Share Posted April 14, 2010 I have made a complete list of AWARD_ACHIEVEMENT by comparing the list on Rockstar's site and the ones in the game. I don't want to test it right now but is it possible to cheat the achievements? Sure it is and 51 isnt "Taking a Liberty", it just continues with TLAD- and TBoGT-achieves 51 TLAD: One Percenter 52 TLAD: The Lost Boy 53 TLAD: Easy Rider ... 65 TBoGT: Gold Star Link to post Share on other sites
opium_addict 0 Posted April 28, 2010 Share Posted April 28, 2010 (edited) __declspec( noinline ) u32 GTA4_GetHandleFromPed( CPool< void* >* pPool, void *Ped ){_asm mov ecx, pPool;_asm mov eax, Ped;_asm sub eax, [ecx];_asm cdq;_asm idiv dword ptr [ecx+12];_asm mov edx, eax;_asm mov eax, [ecx+4];_asm movzx eax, byte ptr [eax+edx];_asm shl edx, 8;_asm add eax, edx;}// ASSEMBLY FUNCTIONS, MAYBE CAN NOT BE A CLASS FUNCTIONCPool< void* >* RiotThread::GetPedPoolNative(){return reinterpret_cast< CPool< void* >* >( *reinterpret_cast< DWORD* >( Game::GetBase() + 0x18A72BC ) );}u32 RiotThread::GetPedCount(){if( GetPedPoolNative() == NULL ) return 0;return GetPedPoolNative()->Count();}b8 RiotThread::GetPedByIndex( int idx, Ped *Out ){if( !Out ) return false;Out->Set( 0 );if( GetPedCount() == 0 ) return false;void *CurrentPedIdx = GetPedPoolNative()->at( idx );if( CurrentPedIdx == NULL ) return false;Out->Set( GTA4_GetHandleFromPed( GetPedPoolNative(), CurrentPedIdx ) );return Out->IsValid();} for 1.0.6.0, this will allow you to get a Scripting::Ped from CPed, i didn't know where to post it so i picked here, i could probably link to it from aru's scripthook topic also. Credits: Jenksta, listener, without them it would not have been done CPool is here: http://public.sannybuilder.com/sources/rscio-20090115.rar Edited April 28, 2010 by opium_addict Link to post Share on other sites
Drunk Russian 9 3 Posted May 1, 2010 Share Posted May 1, 2010 Has anyone found a function for selecting gears? There must be one . . . Link to post Share on other sites
opium_addict 0 Posted May 1, 2010 Share Posted May 1, 2010 Has anyone found a function for selecting gears? There must be one . . . You could probably memory-search for that type of thing, i might later, but if its not a native then it is likely an offset from your CVehicle somewhere If you want just pickup tsearch or whatever, and use a native trainer to "pause" the game (you might even be able to "pause" in SP, with ESC, and itll freeze the gear state) then search for gear, it is probably likely a single BYTE, WORD or INT (1,2,4 bytes), my bet is on 1 byte since there is always so few of them, anyway, search for the value which is probably 0 (or 1) to GEAR_MAX which is probably 6 or 8 in most vehicles. Link to post Share on other sites
Drunk Russian 9 3 Posted May 6, 2010 Share Posted May 6, 2010 I have no clue as to how to go about searching. If you could help t'would be great. Link to post Share on other sites
opium_addict 0 Posted May 22, 2010 Share Posted May 22, 2010 I updated the wiki bone-related functions and made a new page "Ped_Bones", here is the correct listing from assembly, all bones included: http://www.gtamodding.com/index.php?title=Ped_Bones Link to post Share on other sites
spaceeinstein 1,800 Posted July 16, 2010 Share Posted July 16, 2010 (edited) I'm trying to compile a list of all GXT entries in TBOGT. Only a few tables are completed. http://spaceeinstein.webs.com/GTATBOGT.text Does anyone have or can anyone make a full list? Its tough doing all these by hand. Completed tables: ARN02 CLBPRC1 CLBPRC2 CLBPRC3 CLBPRC4 CLBPRC5 CLBPRC6 CLBPRC7 CLBPRC8 FRI2 MARG2 TONY8 TONY10 Edited July 19, 2010 by spaceeinstein Link to post Share on other sites