Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. The Diamond Casino Heist
      2. Find Lobbies & Players
      3. Guides & Strategies
      4. Vehicles
      5. Content Creator
      6. Help & Support
    2. Red Dead Online

      1. Frontier Pursuits
      2. Find Lobbies & Outlaws
      3. Help & Support
    3. Crews

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Redemption

    1. Grand Theft Auto Series

    2. GTA 6

      1. St Andrews Cathedral
    3. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA Chinatown Wars

    6. GTA Vice City Stories

    7. GTA Liberty City Stories

    8. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
    9. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
    10. GTA III

      1. Guides & Strategies
      2. Help & Support
    11. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    3. Gangs

    1. Announcements

    2. Support

    3. Suggestions

Sign in to follow this  
nyolc8

Block siren lights? Memory address for it?

Recommended Posts

nyolc8

Hi, is there a way to block the emergency lights from emergency vehicles? I only want the siren sound, but not the blinking lights. (I would do it in CLEO)

Share this post


Link to post
Share on other sites
nyolc8

Thanks, but that's just works as I would press horn to enable/disable siren... I want it enabled, but without the emergency lights.

Share this post


Link to post
Share on other sites
4sinayousefi

there is a way but not so good. you can create a 3d audio and link it to the car which you want. i repeat it's not so good but an easy way to do this just code if player pressed horn key create a 3d audio and link it to car

Share this post


Link to post
Share on other sites
Guest

Hi, is there a way to block the emergency lights from emergency vehicles? I only want the siren sound, but not the blinking lights. (I would do it in CLEO)

 

Hmm you can edit this texture in photoshop, gimp and add this to txd workshop.

Share this post


Link to post
Share on other sites
nyolc8

there is a way but not so good. you can create a 3d audio and link it to the car which you want. i repeat it's not so good but an easy way to do this just code if player pressed horn key create a 3d audio and link it to car

I would like to have the stock siren enabled to sync that with samp (I want my mod to be samp compatible).

 

 

 

Hi, is there a way to block the emergency lights from emergency vehicles? I only want the siren sound, but not the blinking lights. (I would do it in CLEO)

Hmm you can edit this texture in photoshop, gimp and add this to txd workshop.

 

I think that uses the standard corona texture which used for many other lights too... and it's not just a corona, it's a light effect too (which lighting the near cars red/blue).

Share this post


Link to post
Share on other sites
nyolc8

Anyone have an idea how to find out the memory address for emergency lights? I would really need to block them...

Share this post


Link to post
Share on other sites
nyolc8

I found this:

http://gtaforums.com/topic/194199-documenting-gta-sa-memory-adresses/page-25?do=findComment&comment=1057371157

 

0x6ABA60 : call DrawSirenParticle (NOP to disable sirens appearing)

Please someone tell me how to NOP at a specific memory address with cleo.

 

 

edit: I did "0A8C: write_memory 0x6ABA60 size 1 value 144 virtual_protect 1" but then the game crashes if I enable siren. What am I missing?

Edited by nyolc8

Share this post


Link to post
Share on other sites
Shmoopy
0A8C: write_memory 0x6ABA60 size 4 value 0x90909090 virtual_protect 00A8C: write_memory 0x6ABA64 size 1 value 0x90 virtual_protect 0

It disables the coronas but not the lights

 

To disable lights :

0A8C: write_memory 0x70026C size 4 value 0x90909090 virtual_protect 00A8C: write_memory 0x700270 size 1 value 0x90 virtual_protect 00A8C: write_memory 0x700271 size 1 value 0x90 virtual_protect 00A8C: write_memory 0x700261 size 4 value 0x90909090 virtual_protect 00A8C: write_memory 0x700265 size 1 value 0x90 virtual_protect 00A8C: write_memory 0x700266 size 1 value 0x90 virtual_protect 00A8C: write_memory 0x700257 size 4 value 0x90909090 virtual_protect 00A8C: write_memory 0x70025B size 1 value 0x90 virtual_protect 00A8C: write_memory 0x70025C size 1 value 0x90 virtual_protect [email protected] = 0xC3F12C //CPointLight => RGB0A8C: write_memory [email protected] size 4 value 0.0 virtual_protect 0 // [email protected] += 40A8C: write_memory [email protected] size 4 value 0.0 virtual_protect 0  // [email protected] += 40A8C: write_memory [email protected] size 4 value 0.0 virtual_protect 0  // B
Edited by Shmoopy

Share this post


Link to post
Share on other sites
nyolc8

OMG I love you! Thanks! :D I don't know how you manage to find out these things... Respect to you :)

Share this post


Link to post
Share on other sites
nyolc8

For some reason there is still a yellowish pointlight over the vehicle if siren enabled and viewing from some angles. Any way to fix this little bug?

 

edit: this yellowish light adds additional static shadow udner the car

 

edit2:

 

What is this for?

 

[email protected] = 0xC3F12C //CPointLight => RGB0A8C: write_memory [email protected] size 4 value 0.0 virtual_protect 0 // [email protected] += 40A8C: write_memory [email protected] size 4 value 0.0 virtual_protect 0  // [email protected] += 40A8C: write_memory [email protected] size 4 value 0.0 virtual_protect 0  // B
If I leave it out from the script, no change. Btw I think you made a mistake there, the third write memory is for [email protected] while it should be [email protected] Edited by nyolc8

Share this post


Link to post
Share on other sites
Gramps

Come on mate, keep it tidy and use the edit button in future please :^:

Share this post


Link to post
Share on other sites
nyolc8

As you can see, I used (edit,edit2) -.-

 

on topic: I think there is another light too which produces this extra shadow (same thing as lightpoles do with the extra static shadow thing for car), and this should be NOP-ed too.

 

 

 

EDIT: after hours of testing, I realized that only one pointlight used for the two colored siren, and only the color of it getting changed dynamically (with fading from red to blue and back into red, etc.)

 

But as I see, with these memory writes, the pointlight itself stays there, only it's colors getting NOP-ed. So the light itself still produces extra shadow under the car and it get's bugged sometimes (it somehow copies the closest pointlight - from any ner pointlight to the vehicle - and keeps that... it behaves really weirdly.) and from some camera angles it shows up as yellowish.

 

Is there a way to NOP the pointlight itself and not just it's colors?

 

 

edit2: the light memory things are not changing the pointlight property, but changing the car surface for pointlights. It's somehow changes the way how the car behaves for all pointlights, not just for the siren.

Edited by nyolc8
  • Like 1

Share this post


Link to post
Share on other sites
Shmoopy

I like youre reasoning, as you see i didn't give the best fix for it because i don't know the function responsible for the pointlight drawing of the sirens, i only NOP'ed the color fading and set them to 0.0 to be invisible, but it seems like ,as you said, it didn't work perfectly.

 

If only i knew the pointer to the RpLights for those pointlights so i can disable them, but it seems that the only way is to find and NOP the function responsible for the pointlight showing.

 

I'll give it a look as soon as i get home.

 

As for the shadows, it is an easy task to disable them , here are the elements of the pointlight according to :http://gtamodding.ru/wiki/%D0%90%D0%B4%D1%80%D0%B5%D1%81%D0%B0_%D0%9F%D0%B0%D0%BC%D1%8F%D1%82%D0%B8_%28SA%29#CPointlight

 

0x0000 | RwV3D   pos             // Позиция RwV3D0x000C | RwV3D   direction       // Направление RwV3D0x0018 | float   radius          // Радиус0x001C | float   red             // 0.0 - 1.00x0020 | float   green           // 0.0 - 1.00x0024 | float   blue            // 0.0 - 1.00x0028 | CEntity *entityAffected // Игровой субьект, на который распространяется свет от источника CEntity0x002C | BYTE    type            // Тип источника света0x002D | BYTE    fogType0x002E | BYTE    generateShadows // Включить создание дополнительных теней для автомобиля игрока0x002F | BYTE    _pad

 

Note:Even if you set the Radius to 0.0 , the lights still show up

 

 

Like you said and you were right, the lights are actually one light fading from red to blue and vice versa :

 

From red

0x001C | float   red             // 1.0 0x0020 | float   green           // 0.0 0x0024 | float   blue            // 0.0 

To Blue

0x001C | float   red             // 0.0 0x0020 | float   green           // 0.0 0x0024 | float   blue            // 1.0 
Edited by Shmoopy

Share this post


Link to post
Share on other sites
nyolc8

Thanks for your response, I actually tried to disable the shadow using the same table on the same site that you linked. I tried to read (in every frame with loop) memory address there (that one byte for shadow) and it changed between 1 and 0 as it should dynamically. But if I tried to write it to "0" in a loop for every frame, nothing happened, shadow still showed up. So it looks like that is just a "status report" there about the shadow, not an actual control thing for it. But not the shadow is the main problem, I just want to disable/remove that pointlight :D

Share this post


Link to post
Share on other sites
Shmoopy

After some research :

//NOPs the function that draws the coronnas0A8C: write_memory 0x6ABA60 size 4 value 0x90909090 virtual_protect 00A8C: write_memory 0x6ABA64 size 1 value 0x90 virtual_protect 0//NOPs the function that checks wether the siren was activated or not0A8C: write_memory 0x6FFDFC size 1 value 0x90 virtual_protect 00A8C: write_memory 0x6FFDFD size 1 value 0x90 virtual_protect 00A8C: write_memory 0x6FFDFE size 1 value 0x90 virtual_protect 0//NOPs the function that activates the shadow drawing under the vehicle0A8C: write_memory 0x70802D size 4 value 0x90909090 virtual_protect 0

Share this post


Link to post
Share on other sites
nyolc8

Thank you again, you're awesome! :D

 

Now there is no glitch with the siren pointlight and no additional shadow, which is good!

 

BUT

 

Lost all pointlights (the ones from lampposts and other car headlights,etc) from all vehicles... ><

 

Why there is 3 address for the siren on/off checking?

 

edit: for me it looks like the "the function that checks wether the siren was activated or not" is just removes all pointlight from ALL vehicles, not checking any siren.

Edited by nyolc8

Share this post


Link to post
Share on other sites
Shmoopy

Yes ,unfortunately it seems that the lights of those sirens are the same one used for the lamposts and red/green lights ect, if you disable the sirens, you also disable the other lights because they are the same: for example if you activate the siren in a normal game the siren will show blue and red lights but the lampost lights wont show until you turn off the siren, you see, they are one pointlight projected ontop of the vehicles.

Edited by Shmoopy

Share this post


Link to post
Share on other sites
nyolc8

if I enable siren on an unmodified game, I still see the lamppost pointlight on the car with the siren lights together. I think it's not the same light.

Share this post


Link to post
Share on other sites
Shmoopy

When you stop under a red or green light, do you still see the siren pointlights ?

 

Lets do it the opposite way, it would be better to set the police vehicles models as non-siren models and find a way to keep the siren horn available.

Edited by Shmoopy

Share this post


Link to post
Share on other sites
nyolc8

I see them, or atleast they different:

 

Lbaqk5q.jpg

(siren coronas disabled)

 

but there should be a memory address somewhere which starts this pointlight changing thing... because if the game can turn it on/off then it should be somewhere... :D

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

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