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Cool Things You Didn't Know About GTA III


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spaceeinstein

AK-73 made a mod called VC:Weather a while back and mentioned that Vice City's weather is based on a hardcoded list. So I figured that GTA III should behave the same way and found out where this list is located. I was updating the time cycle page and, since this is something I haven't seen mentioned anywhere, I wanted to bring it up here.

  • 2 weeks later...

If you do taxi missions in Shoreside Vale, you get paid double the money for crossing the same distance comparing to Portland/Staunton.

 

It's actually in the game code:

http://gtaforums.com/topic/812576-money/?do=findComment&comment=1067825835

Credits to spaceeinstein.

  • Like 3

There's something I wanted to add long time ago and it's related to Rise FM. At first I decided to keep it for myself because it's something that probably only DJs would understand. But now I think that people with basic knowleage about electronic music production and mixing would get it so I'll try to explain it.

 

Basicaly all tracks were really mixed bad. There are huge mistakes and it's a shame for anybody who calls himself a DJ to make them. I love the trance tracks played in Rise FM but just the way everything is mixed really bugs me as a DJ. The one who mixed the tracks just didn't play them in time - they were perfectly synchronized and beatmatched but it's just that every next tarck comes mixed a few beats or bars earlier (or later).

 

To make it more clear for people who still can't understand it I'll explaim some basic things about the structure of a track. The smallest measure in music is the beat. There is a bigger measure which is called a bar (it consists of 4 beats). Even bigger measure is something called a phrase. A phrase is a long piece of the record that may consist of 4,8,16 or 32 bars. Еvery phrase can be clearly distinguished because it begins with a crash or has a drum roll before it. Trance music usually has long 32-bar phrases.

 

When mixing a track the DJ can't just randomly play the track anytime he/she decides even if it is perfectly synched and matched in beat. It should start at the begining of some phrase in the outro of the previous track (well it's not nessesary to be part of the outro but let's explain it that way without going in details).

But in Rise FM this is not the case. You can clearly hear phrases of the next track that begin in the middle of nowhere. I know that mixing with vinyl is more difficult than mixing with CDJs but come on! It's just poorly mixed and that's all I can say.

Edited by stef_92

That reminds me of something similar: when you turn radio off, you hear one more second of the last radio station you listened before getting turned off completely. It also plays at a lower volume. This only happens in GTA 3 but not in any other GTA games.

Edited by GTAGuy1995
  • 2 weeks later...

When you start the mission 'The Exchange' and successfully escape from the mansion - go to the airport instead and steal a Dodo. Then fly to the dam wall and try to crash land it on the roof where Catalina's chopper is. You will find out that it has no collision data and you can walk through it (just like Dead dodo or Airtrain) and it's bulletproof, fireproof, damageproof and pretty much everything proof. Its rotors are spinning and you can see the particle effects around it. You will also find out that there aren't any Columbians spawned yet. You will only see the roadblocks by the Cartel Cruisers far away. When you go down the stairs and start walking, as soon as you reach the middle of the dam wall you will see the cutscene where Catalina gets on the chopper and all Columbians will immediately spawn on their places. There are many with m16s really close to you which means that you will be dead in a second.

If you are too lazy to try it I might make a video soon :)

Edited by stef_92
spaceeinstein

You don't actually need a Dodo. You can get a car with good handling and speed like the Patriot and drive up the western side of the dam wall.

 

wall_th.jpg

Edited by spaceeinstein
  • Like 6

Another thing related to this, finishing "The Exchange" will reset your health to 100. I didn't notice this in my game (since I had 100 health before and after I finished mission) but I noticed on YouTube on speedruns where players finished game with less than 100 health and after credits rolled up, health was 100.

When you pass the second mission by Marty Chonks (The Thieves) the message says 'Mission Complete! 3000$' (but you get 2000$) and when you pass the third mission (The Wife) the message says 'Mission Complete! 2000$' (but you get 3000$). It's the messages that are wrong because Marty Chonks payments increase with 1000$ per mission (1000$, 2000$, 3000$ and 4000$ after 'Her Lover'). I saw this in the game code.

  • Like 4

If the player gets a "Vigilante Bonus" of 10 (10 kills in a row) on the Vigilante mission, Claude will get out of jail for free the next time he's arrested.

 

if  $VIGILANTE_BONUS_KILLS == 10 // integer valuesjf @COPCAR_54010413:  $PLAYER 1               // SET_GET_OUT_OF_JAIL_FREE
Opcode 0413 on GTAModding.com

If the player gets a "Vigilante Bonus" of 10 (10 kills in a row) on the Vigilante mission, Claude will get out of jail for free the next time he's arrested.

if  $VIGILANTE_BONUS_KILLS == 10 // integer valuesjf @COPCAR_54010413:  $PLAYER 1               // SET_GET_OUT_OF_JAIL_FREE
Opcode 0413 on GTAModding.com

 

Nice find! Does that mean that Claude can get to keep his money and weapons after being busted? Or just the money? Also I want to ask, is this stored after saving too? In my last 100% save I did Vigilante 20 kills in a row in Portland and in other 2 islands I did 10 kills in a row in two rounds per island. In my save I never got busted but if I get busted next time, will I get to keep my stuff?

Edited by GTAGuy1995

 

If the player gets a "Vigilante Bonus" of 10 (10 kills in a row) on the Vigilante mission, Claude will get out of jail for free the next time he's arrested.

if  $VIGILANTE_BONUS_KILLS == 10 // integer valuesjf @COPCAR_54010413:  $PLAYER 1               // SET_GET_OUT_OF_JAIL_FREE
Opcode 0413 on GTAModding.com

 

Nice find! Does that mean that Claude can get to keep his money and weapons after being busted? Or just the money? Also I want to ask, is this stored after saving too? In my last 100% save I did Vigilante 20 kills in a row in Portland and in other 2 islands I did 10 kills in a row in two rounds per island. In my save I never got busted but if I get busted next time, will I get to keep my stuff?

 

Unfortunately, Claude only keeps his money; his weapons are still lost. Also, the perk only works one time.

 

The perk is stored after saving! I actualy first discovered this by loading up a Chain Game save in my save file editor and seeing that the "Get out of jail free" checkbox was checked.

 

uL6umtj.png

 

This prompted me to look in the game's script to see which instruction enabled this perk.

  • Like 2
Nah nah nah Gta 6

Decided to screw around in the Mission 'Give Me Liberty', I used an airbreak mod to move around in the ingame cutscenes.

 

 

-The Kuruma will dupe if you kill 8-Ball with the Kuruma during the cutscene.

-8Ball won't get in the car at all if you somehow drive it away.

-8Ball (and possibly other Story characters) Has a lot more health than normal peds, he also drops money.

-If you somehow get any ped in the Crusher they don't die.

Edited by Stoney0503

 

Interesting! But how do you enable the "Free healthcare" perk in normal gameplay? Or that can't be enabled?

probably after finishing paramedic?

 

Why say this right after thehambone provided the answer?

 

 

It can't be enabled in normal gameplay unless you modify main.scm.

  • Like 2
  • 1 month later...

Even though it has no audible horn, pedestrians will react when you press the horn button while in a Dodo.

If you're driving the Coach and have a wanted level, cops can enter it and throw you out. Hostile gang members can't do this, they run around the doors but can't get inside. You can try this with the unarmed Diablos after Uzi Rider. :)

  • 2 weeks later...

If the player gets a "Vigilante Bonus" of 10 (10 kills in a row) on the Vigilante mission, Claude will get out of jail for free the next time he's arrested.

if  $VIGILANTE_BONUS_KILLS == 10 // integer valuesjf @COPCAR_54010413:  $PLAYER 1               // SET_GET_OUT_OF_JAIL_FREE
Opcode 0413 on GTAModding.com

 

Is there any way to check out if those are cumulative? For example, you did 10 in-a-row kills twice, do you get 2 "get out of jail free" bonuses? Or a single one? Also, does a 20 in-a-row kills give something? Or this bonus is just for 10 kills?
spaceeinstein

It's not cumulative. It's a single value that is either switched on or off and the game doesn't keep track how many times it has been switched on.

  • Like 2

Is there any way to check out if those are cumulative?

As spaceeinstein said, the bonus is either on or off, no accumulation.

 

Also, does a 20 in-a-row kills give something? Or this bonus is just for 10 kills?

Interestingly, the bonus is only rewarded for 10 kills in a row.

Dead Skunk in the Trunk (killing the Forelli mobsters that chase you during mission will give you $10000 bonus each)

In fact, every destroyed Forelli car gives you only $5.000, meaning you get $10.000 for destroying both cars (confirmed on PS2)

  • Like 2

Ah yeah my bad, they give $5.000 each, that means $10.000 total. I guess I mixed up the words. :lol:

 

EDIT: thehambone, that means that in my save I did well that I did 10 kills in a row (in 2 rounds) on SI and SV because I have the bonus. If I did 20 in a row in all islands like I did in Portland, then I wouldn't have the bonus, right?

Edited by GTAGuy1995

If I did 20 in a row in all islands like I did in Portland, then I wouldn't have the bonus, right?

There is no way you can attain a 20-in-a-row bonus without attaining a 10-in-a-row bonus first. So you could as well 20 kills in a row on each island and still have the bonus activated.

 

069.jpg

(no offense)

Wait, I think I got confused once again. Before reading the above posts, I knew that you have to do at LEAST 10 kills in a row for bonus. After reading previous posts, I thought that you have to score exactly 10 kills in a row for the bonus to get activated and after that cancel/end mission, which I did on last save I did last summer (10 kills in a row in 2 rounds, in SI and SV). Sorry for confusion.

 

And that image you posted is a BIT offensive. Whatever, I haven't slept well these days. :panic:

 

EDIT: Small fixes.

Edited by GTAGuy1995

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