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The Save File Companion III


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I think there is a reasonably good chance I can get help with the internals of the 5th immunity, but this won't be soon. There are some larger challenges in this project but eventually we will come back to defining settings a little more closely. I'm a little disappointed that nothing was discovered but only because I was rooting for you guys.

 

Can anyone help me find a detailed mission tree? Preferably something based off a little game knowledge. I'm hoping to get GTASnP updated with a mission analyzer like for SA and starting to gather information.

  • Like 2

A mission tree as in which missions unlock the next?

The one on wikigta.org has been the one I've used and found to be the most accurate http://en.wikigta.org/wiki/Mission_tree_(GTA_III)

 

As far as I'm aware there are only three missions which block the access of any others (as listed at the bottom of that page)

- Last Requests (S) blocks the missions Pump-Action Pimp (L), The Fuzz Ball (L), Dead Skunk in the Skunk (J) and The Getaway (J)

- All of Kenji's missions will be blocked after finishing Waka-Gashira Wipeout (D)

- Two-Faced Tanner (A) will be blocked after finishing Grand Theft Aero (D)

 

Letters in brackets are the mission givers.

 

Look forward to finding out what the internal programming can tell us about the fifth immunity.

Edited by Linc.
  • Like 2
spaceeinstein

The more I look into this, the more I'm convinced that R* badly coded how the fifth proof behaves. If anyone's proficient in exploring the EXE file, the area that controls the proofs of a vehicle is located at CVehicle::InflictDamage (0x551950 in III v1.0 and 0x5B9020 in VC v1.0). All proofs are assigned a weapon that it can be immune to, e.g. first proof means being immune to pistol, uzi, etc (bulletproof). There is a fifth proof that is associated to melee weapons.

 

This is what I did in Vice City. I set the fifth proof of my car, through the SCM for ease:

 

0@ = Actor.CurrentCar($PLAYER_ACTOR)Car.SetImmunities(0@, 0, 0, 0, 0, 1)
Then I assigned the SPAS shotgun to the fifth proof instead of the first proof:

 

0x69C970 - pointer - change to 005B9138 (default is 005B914D)
And then I shot the car with the SPAS shotgun without it exploding! Since the first proof is not set, all other bullet-based weapons damages the car so this shows the fifth proof can have an effect. Then I assigned all melee weapons to other proofs but the car still took damage. I have not yet tested this in III but this essentially means the fifth proof in Vice City is entirely and totally useless. Edited by spaceeinstein

Awesome! That is very useful information.

 

Vehicles in III don't take damage from melee attacks, so if the 5th immunity is melee-proof, it's useless in III. Seems like Rockstar had the idea of being able to inflict melee damage on vehicles in III, but didn't implement the feature until VC (where they still managed to it screw up, as evidenced above).

 

Then I assigned the SPAS shotgun to the fifth proof instead of the first proof:

0x69C970 - pointer - change to 005B9138 (default is 005B914D)

 

You did this in CLEO, right? Can you show me (or us) how you did that? I'm interested in testing this myself. Edited by thehambone
  • Like 2
spaceeinstein

I used a memory editor to do my tests live. If you'd like a CLEO code to try this out:

 

//--VC v1.0--05DF: write_memory 0x69C970 size 4 value 0x5B9138 virtual_protect 1while true    wait 0    if        Actor.Driving($PLAYER_ACTOR)    then        0@ = Actor.CurrentCar($PLAYER_ACTOR)        Car.SetImmunities(0@, 0, 0, 0, 0, 1)    endend
EDIT: I fixed an error in the code. This one should work. Edited by spaceeinstein
  • Like 3

It sure could. If someone could implement a similar melee damage system to Vice City (if I remember correctly they ran on the same, if not very similar engines) then would it be possible that the fifth immunity could then become active, or at least something more than an "untriggered gene"?

 

Awesome finds Spaceeinstein!

Edited by Linc.
  • Like 1
spaceeinstein

Here's the equivalent for III:

 

//-- III v1.0 --0000:while true    wait 0    05DF: write_memory 0x6026DC size 4 value 0x5519AB virtual_protect 1    if        00E0:  player $PLAYER_CHAR driving    then        03C1: 0@ = player $PLAYER_CHAR car        02AC: set_car 0@ immunities 0 0 0 0 1    endend
This one makes it immune to the shotgun. I'll see if I can get the pages at GTAModding.com updated to list all proofs with the assigned weapon numbers.

 

The proofs do not have anything to do with weapon damage to vehicles. It simply makes it immune to damage from specific weapons. You have to explore other areas of the file and find how weapons damage vehicles before you can implement a system similar to VC. I think it should be possible to use the fifth proof as it was intended. Weapon number 46 in VC is damage from all melee weapons. If one can assign the fifth proof to that ID number, then we could have vehicles that can be immune to melee damage.

Edited by spaceeinstein
  • Like 4
spaceeinstein

They are in an array of pointers. Here is the full list if you want to tinker with it. Change the pointer to a different value. There are a few interesting effects like setting the proof of flamethrower to the first proof will allow the car to catch on fire from the flames but takes no damage from it.

 

## address  pointer-- III v1.0 --00 006026CC 005519AB01 006026D0 005519AB02 006026D4 005519BE03 006026D8 005519BE04 006026DC 005519BE05 006026E0 005519BE06 006026E4 005519BE07 006026E8 005519BE08 006026EC 005519E609 006026F0 005519D410 006026F4 005519E611 006026F8 005519E612 006026FC 00551A1013 00602700 005519BE14 00602704 00551A1015 00602708 00551A1016 0060270C 005519FC17 00602710 00551A1018 00602714 005519E619 00602718 005519BE-- VC v1.0 --00 0069C920 005B913801 0069C924 005B913802 0069C928 005B913803 0069C92C 005B913804 0069C930 005B913805 0069C934 005B913806 0069C938 005B913807 0069C93C 005B913808 0069C940 005B913809 0069C944 005B913810 0069C948 005B913811 0069C94C 005B913812 0069C950 005B917913 0069C954 005B91B014 0069C958 005B91B015 0069C95C 005B917916 0069C960 005B917917 0069C964 005B914D18 0069C968 005B914D19 0069C96C 005B914D20 0069C970 005B914D21 0069C974 005B914D22 0069C978 005B914D23 0069C97C 005B914D24 0069C980 005B914D25 0069C984 005B914D26 0069C988 005B914D27 0069C98C 005B914D28 0069C990 005B914D29 0069C994 005B914D30 0069C998 005B91B031 0069C99C 005B916432 0069C9A0 005B914D33 0069C9A4 005B914D34 0069C9A8 005B91B035 0069C9AC 005B914D36 0069C9B0 005B91B037 0069C9B4 005B91B038 0069C9B8 005B91B039 0069C9BC 005B919440 0069C9C0 005B91B041 0069C9C4 005B917942 0069C9C8 005B914D
  • Like 3

A mission tree as in which missions unlock the next?

The one on wikigta.org has been the one I've used and found to be the most accurate http://en.wikigta.org/wiki/Mission_tree_(GTA_III)

That was just what I was looking for. Thanks. I'm still tangled up in all the side-mission stuff that's front loaded in the scripts. Is there a point by point checklist for III? If not, there will be soon. It looks like lots of side-missions will kick in a point after each task, others give a point by sets, and some only give one point for everything, but the guides I keep finding are providing few clues.

042C: set_total_missions_to 73 030D: set_total_mission_points_to 154 
Edited by OrionSR

GTA III Mission Checklist Variables

 

Update: Everything seems to be working out as expected. My main problems right now are figuring out how the Paramedic mission is scored and determining which export vehicle numbers are associated with each vehicle name. I think I can find a shortcut if I can find enough car models in a row on list 1 to make a decent search of the game memory. It still might take a while.

 

Paramedic scoring is difficult to figure out. I found a document with the original source names for the global variables. Hopefully I can find some answers but I need to build a list and figure out how they'd be number. I hope to have a good set of test variables posted soon.

 

The spoiler below represents my current progress towards a mission tally for GTA III. I want to make sure that I have the points correct for these side missions. My hypothesis is that 1 point would be equal to 1/154 or about 0.6493506493506494%. Please confirm:

  1. Each of these points is worth almost 0.65%
  2. Each unique stunt jump is worth 1 point
  3. All rampages must be completed to earn 1 point
  4. Two sets of 16 exported vehicles are worth 1 point each
  5. Emergency Vehicle earn all 7 points when complete
  6. Each set of 10 hidden packages is worth 1 point
  7. 4 RC missions are worth 1 point each
  8. 3 4x4 missions are worth 1 point each
  9. Mayhem mission is worth 1 point
  10. Paramedic mission is worth 1 point for each island (hard to tell in the script)
  11. All firefighter missions must be completed to earn 1 point
  12. Vigilante is worth 6 points, 10 to complete + 10 more for a bribe (?) * 3 islands (best guess for now)
  13. Completing 100 taxi fares will earn 1 point
  14. Each story mission is worth 1 point

I'll continue my investigation and add more details when available. Note that the PC global variable number for the custom variable names in the code-notes listed below can be found in customvariable.ini located in Sanny Builder's data folder for each version.

 

 

 

 

// GTA III Mission Checklist Variables Draft 1042C: set_total_missions_to 73 030D: set_total_mission_points_to 154 :USJ_752350004: $USJ1_COMPLETE = 1  //  030C: set_mission_points += 1 0004: $USJ2_COMPLETE = 1  //  030C: set_mission_points += 1 0004: $USJ3_COMPLETE = 1  //  030C: set_mission_points += 1 0004: $USJ4_COMPLETE = 1  //  030C: set_mission_points += 1 0004: $USJ5_COMPLETE = 1  //  030C: set_mission_points += 1 0004: $USJ6_COMPLETE = 1  //  030C: set_mission_points += 1 0004: $USJ7_COMPLETE = 1  //  030C: set_mission_points += 1 0004: $USJ8_COMPLETE = 1  //  030C: set_mission_points += 1 0004: $USJ9_COMPLETE = 1  //  030C: set_mission_points += 1 0004: $USJ10_COMPLETE = 1 //  030C: set_mission_points += 1 0004: $USJ11_COMPLETE = 1 //  030C: set_mission_points += 1 0004: $USJ12_COMPLETE = 1 //  030C: set_mission_points += 1 0004: $USJ13_COMPLETE = 1 //  030C: set_mission_points += 1 0004: $USJ14_COMPLETE = 1 //  030C: set_mission_points += 1 0004: $USJ15_COMPLETE = 1 //  030C: set_mission_points += 1 0004: $USJ16_COMPLETE = 1 //  030C: set_mission_points += 1 0004: $USJ17_COMPLETE = 1 //  030C: set_mission_points += 1 0004: $USJ18_COMPLETE = 1 //  030C: set_mission_points += 1 0004: $USJ19_COMPLETE = 1 //  030C: set_mission_points += 1 0004: $USJ20_COMPLETE = 1 //  030C: set_mission_points += 1 0004: $VAR_UNIQUE_JUMP_COMPLETE = 20 // 0314: set_total_unique_jumps_to 20 03A4: name_thread 'USJ' :RAMPAGE_8690103A4: name_thread 'RAMPAGE'  0004: $VAR_NUM_RAMPAGES_COMPLETE = 20 // 030C: set_mission_points += 10004: $862 = 1 // Rampage1 Complete0004: $863 = 1 // Rampage2 Complete0004: $864 = 1 // Rampage3 Complete0004: $865 = 1 // Rampage4 Complete0004: $866 = 1 // Rampage5 Complete0004: $867 = 1 // Rampage6 Complete0004: $868 = 1 // Rampage7 Complete0004: $869 = 1 // Rampage8 Complete0004: $870 = 1 // Rampage9 Complete0004: $871 = 1 // Rampage10 Complete0004: $872 = 1 // Rampage11 Complete0004: $873 = 1 // Rampage12 Complete0004: $874 = 1 // Rampage13 Complete0004: $875 = 1 // Rampage14 Complete0004: $876 = 1 // Rampage15 Complete0004: $877 = 1 // Rampage16 Complete0004: $878 = 1 // Rampage17 Complete0004: $879 = 1 // Rampage18 Complete 0004: $880 = 1 // Rampage19 Complete0004: $881 = 1 // Rampage20 Complete:IMPORT_940530004: $CREATED_EV_CRANE_PICKUPS = 1 //0004: $PORTLAND_IE_GARAGE_CARS_DELIVERED = 1 // 03A4: name_thread 'IMPORT' 0004: $931 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 1     // 030C: set_mission_points += 10004: $932 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 2     // 030C: set_mission_points += 10004: $933 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 3     // 030C: set_mission_points += 10004: $934 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 4     // 030C: set_mission_points += 10004: $935 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 5     // 030C: set_mission_points += 10004: $936 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 6     // 030C: set_mission_points += 10004: $937 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 7     // 030C: set_mission_points += 10004: $938 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 8     // 030C: set_mission_points += 10004: $939 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 9     // 030C: set_mission_points += 10004: $940 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 10    // 030C: set_mission_points += 10004: $941 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 11    // 030C: set_mission_points += 10004: $942 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 12    // 030C: set_mission_points += 10004: $943 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 13    // 030C: set_mission_points += 10004: $944 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 14    // 030C: set_mission_points += 10004: $945 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 15    // 030C: set_mission_points += 10004: $946 = 1 // $PORTLAND_IE_GARAGE contains_neededcar 16    // 030C: set_mission_points += 10004: $930 = 1 // $PORTLAND_IE_GARAGE change_to_type 19  :IMPORT2_10054003A4: name_thread 'IMPORT2' 0004: $SHORESIDE_IE_GARAGE_CARS_DELIVERED = 1 // 0004: $982 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 1    // 030C: set_mission_points += 10004: $983 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 2    // 030C: set_mission_points += 10004: $984 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 3    // 030C: set_mission_points += 10004: $985 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 4    // 030C: set_mission_points += 10004: $986 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 5    // 030C: set_mission_points += 10004: $987 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 6    // 030C: set_mission_points += 10004: $988 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 7    // 030C: set_mission_points += 10004: $989 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 8    // 030C: set_mission_points += 10004: $990 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 9    // 030C: set_mission_points += 10004: $991 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 10   // 030C: set_mission_points += 10004: $992 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 11   // 030C: set_mission_points += 10004: $993 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 12   // 030C: set_mission_points += 10004: $994 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 13   // 030C: set_mission_points += 10004: $995 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 14   // 030C: set_mission_points += 10004: $996 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 15   // 030C: set_mission_points += 10004: $997 = 1 // $SHORESIDE_IE_GARAGE contains_neededcar 16   // 030C: set_mission_points += 10004: $981 = 1 // $SHORESIDE_IE_GARAGE change_to_type 19  :PACKAGE_10314103A4: name_thread 'PACKAGE' 03E1: $VAR_NUM_HIDDEN_PACKAGES_FOUND = packages_found 0004: $FLAG_10_HIDDEN_PACKAGES = 1 //  030C: set_mission_points += 10004: $FLAG_20_HIDDEN_PACKAGES = 1 //  030C: set_mission_points += 10004: $FLAG_50_HIDDEN_PACKAGES = 1 //  030C: set_mission_points += 10004: $FLAG_40_HIDDEN_PACKAGES = 1 //  030C: set_mission_points += 10004: $FLAG_30_HIDDEN_PACKAGES = 1 //  030C: set_mission_points += 10004: $FLAG_60_HIDDEN_PACKAGES = 1 //  030C: set_mission_points += 10004: $FLAG_70_HIDDEN_PACKAGES = 1 //  030C: set_mission_points += 10004: $FLAG_80_HIDDEN_PACKAGES = 1 //  030C: set_mission_points += 10004: $FLAG_90_HIDDEN_PACKAGES = 1 //  030C: set_mission_points += 10004: $FLAG_100_HIDDEN_PACKAGES = 1 // 030C: set_mission_points += 1//-------------Mission 3---------------// Originally: RC Diablo Destruction:RC1_12155403A4: name_thread 'RC1'0004: $409 = 1 // RC Diablo Destruction Passed  // 030C: set_mission_points += 10318: set_latest_mission_passed 'RC1'//-------------Mission 4---------------// Originally: RC Mafia Massacre:RC2_12282903A4: name_thread 'RC2' 0004: $410 = 1 // RC Mafia Massacre Passed      // 030C: set_mission_points += 10318: set_latest_mission_passed 'RC2' //-------------Mission 5---------------// Originally: RC Rumpo Rampage:RC3_12410403A4: name_thread 'RC3' 0004: $411 = 1 // RC Rumpo Rampage Passed       // 030C: set_mission_points += 10318: set_latest_mission_passed 'RC4' //[sic]//-------------Mission 6---------------// Originally: RC Casino Calamity:RC4_12536003A4: name_thread 'RC4'0004: $412 = 1 // RC Casino Calamity Passed     // 030C: set_mission_points += 10318: set_latest_mission_passed 'RC3' //[sic]//-------------Mission 7---------------// Originally: Patriot Playground:T4X4_1_12662403A4: name_thread 'T4X4_1' 0318: set_latest_mission_passed 'T4X4_1'        0004: $378 = 1 // Patriot Playground Passed     // 030C: set_mission_points += 1//-------------Mission 8---------------// Originally: A Ride In The Park:T4X4_2_130612 03A4: name_thread 'T4X4_2'0318: set_latest_mission_passed 'T4X4_2' 0004: $379 = 1 // A Ride In The Park Passed     // 030C: set_mission_points += 1//-------------Mission 9---------------// Originally: Gripped!:T4X4_3_13405603A4: name_thread 'T4X4_3' 0318: set_latest_mission_passed 'T4X4_3' 0004: $380 = 1 // Gripped! Passed               // 030C: set_mission_points += 1//-------------Mission 10---------------// Originally: Multistorey Mayhem:MAYHEM_13895103A4: name_thread 'MAYHEM'0318: set_latest_mission_passed 'MM_1' 0004: $381 = 1 // Multistorey Mayhem Passed     // 030C: set_mission_points += 1//-------------Mission 11---------------// Originally: Paramedic:AMBULAN_14382203A4: name_thread 'AMBULAN'                 // weird stuff going on0038:   $PARAMEDIC_MISSION_LEVEL == 13      // 030C: set_mission_points += 10004: $1079 = 0 // Paramedic 1,2            // 030C: set_mission_points += 10004: $PARAMEDIC_MISSIONS_DONE = 1          // 030C: set_mission_points += 1//-------------Mission 12---------------// Originally: Firefighter:FIRETRU_15626203A4: name_thread 'FIRETRU' 0018:   $PORTLAND_FIRE_MISSIONS > 19 // 0018:   $STAUNTON_FIRE_MISSIONS > 19 //0018:   $SHORESIDE_FIRE_MISSIONS > 19 // 0004: $ALL_FIRE_MISSIONS_DONE = 1 //       // 030C: set_mission_points += 1 //-------------Mission 13---------------// Originally: Vigilante:COPCAR_16074003A4: name_thread 'COPCAR' 0004: $VIGILANTE_KILLS = 0 // 0004: $PORTLAND_VIGILANTES_DONE = 0                  // 030C: set_mission_points += 10004: $STAUNTON_VIGILANTES_DONE = 0                  // 030C: set_mission_points += 10004: $SHORESIDE_VIGILANTES_DONE = 0                 // 030C: set_mission_points += 10004: $NUM_PORTLAND_POLICE_BRIBES_AT_HIDEOUT = 6     // 030C: set_mission_points += 10004: $NUM_STAUNTON_POLICE_BRIBES_AT_HIDEOUT = 6     // 030C: set_mission_points += 10004: $NUM_SHORESIDE_POLICE_BRIBES_AT_HIDEOUT = 6    // 030C: set_mission_points += 1//-------------Mission 14---------------// Originally: Taxi Driver03A4: name_thread 'TAXI'0038:   $TAXIMISSIONS_COMPLETED == 1000004: $100TAXIMISSIONS_COMPLETED = 1 // 030C: set_mission_points += 1//-------------Mission 15---------------// Originally: The Crook//(in progress...)

 

 

Edited by OrionSR
  • Like 2
spaceeinstein

For Paramedic, the variable name for $1078 is incorrect. It should be $total_saved_peds and set to 70 or greater so that the health and adrenaline can be rewarded. $1079 ($ambulance_pager_flag) does not need to be considered.

Edited by spaceeinstein
  • Like 1

Yeah, I know. I'm all messed up on paramedic. I don't understand how the mission progresses so I don't know what to expect from the codes. I've got >69 and >34 marked for later evaluation. What I was shooting for there is a point total (3) which seems to align with expectations now that I've got a full list, and tracking variables to be looked up later. Is there anything island related with the paramedic missions or can they all be done in the same place? How to tell if they are done out of order? It may be a while before I can run any in game tests.

 

Samutz isn't ready for this info yet so I'm going to clean up my notes a little better before posting. I hope to have source names for each of these variables as well as the legacy name and global number. Eventually I'd like to add reference for III mobile if the numbers aren't exactly the same. I need III mobile scripts to work with though. Maybe when I get my phone back.

If I remember correctly, GTA III only cares if you save 78 patients; it doesn't matter if you reached level 12 (unlike subsequent games in the series). I may be wrong though.

 

Islands don't have an effect on Paramedic missions, but they do matter for Vigilante and Firefighter. You need to kill 20 criminals on each island to pass Vigilante and extinguish 20 fires on each island to pass Firefighter.

Edited by thehambone

Maybe, but... could it be 1 point for 35, another point for 70, and the final point at level 13 (level 12 is complete). That would at least align with the special evaluations I can identify.

Lethal Vaccine

Wrong. GTA III makes you do Paramedics Level 12, which is 78 total patients. But you still must complete Level 1 through Level 12 all in one go.

 

When it comes to Fire Truck and Vigilante, this is where it does NOT have to be done consecutively. Fire Truck is good to find rare Vehicles for the Import/Export Garage in Portland like the Mr. Whoopee, or Blista (it's found in SI, not Portland), etc, etc. So whenever a rare Vehicle comes up, I just cancel the Fire Truck Mission and take the Vehicle to the Import/Export Garage in Portland after putting out the fire on the rare Vehicle. You simply just need to put out 20 fires on all 3 islands, totaling 60 fires extinguished. As for Vigilante, same thing, 20 kills per island, totaling 60 vigilante kills.

  • Like 2

Thanks for the clarification, Militia! :)I don't know what got it in my head that the Paramedic mission doesn't need to be done in one go. I always do it in one go anyway lol.

 

EDIT: I think I know why I thought that.

From GrandTheftWiki:

[table]

RewardRequirement

 

Health pickup delivered to all active hideoutsRescue 35 patients

 

Adrenaline Pill pickup delivered to all active hideoutsRescue 70 patients

 

Infinite sprintComplete level 12[/table]

 

Orion, maybe this will answer some of your questions.

Edited by thehambone
  • Like 1
Lethal Vaccine

It's confusing in III. III makes you do Paramedics Level 12, just like VC, SA, LCS, and VCS (Level 15), but when it comes to Fire Truck and Vigilante, III is completely different and much easier than the usual Fire Truck Level 12 and Vigilante Level 12, which exists in VC, SA, LCS, and VCS (Level 15), but not in GTA III for some reason.

 

I prefer III's Fire Truck and Vigilante :p

Okay, but what about the points? Is it 1 for 35, 1 for the next 35, and another 1 for finishing level 12?

 

BTW, my strategy for figuring the required car variables work pretty well. I am reasonably confident the the export cars are numbered the same way they are listed, top to bottom, left column then right.

Edited by OrionSR
Lethal Vaccine

1 point meaning, 1% of Game Completion? I passed "Give Me Liberty," "Luigi's Girls," and did Paramedics Level 12, and I only was 2-3% with those 2 missions included. I think Paramedics is only 1% for the whole thing in one go. 35 doesn't count for anything...

Okay, but what about the points? Is it 1 for 35, 1 for the next 35, and another 1 for finishing level 12?

Check my previous post. Edited by thehambone

 

Each of these points is worth almost 0.65%

But it looks like the game doesn't give decimals so 2-3% isn't close enough and doesn't tell me if the points kick in at 35 and later at 70 but not level 12, or all at once with level 12. Also, if paramedic doesn't give 3 points in total I need to find some more as everything is currently balanced. There aren't any extra mission points beyond 100% in this game, are there?

 

That list of points in my previous post should be considered questions. Please confirm that I've got the general idea. Given that the game doesn't show mission points or percentages with decimals: do you usually get 1% for each pair of jumps, vehicles, missions, etc. You don't need to check each one, just let me know if that's the way it works in general.

 

I could use a little more information on how firefighter and vigilante are scored in III, please. How to the bribes work?

Edited by OrionSR

There aren't any extra mission points beyond 100% in this game, are there?

No, not that I am aware of.

 

I could use a little more information on how firefighter and vigilante are scored in III, please. How to the bribes work?

Vigilante:

You receive a police bribe at your safehouses after every 10 criminals killed on the Vigilante mission.

 

Since you need 20 kills on each island to complete the mission altogether, it can be inferred that police bribes are only rewarded for the first 20 kills on each island.

For example, you start off with 0 Vigilante kills. You get 20 kills on Portland, thus 2 police bribes now spawn at all safehouses. You get 10 more kills on Portland. No more police bribes are awarded because you fulfilled the Portland requirement of the Vigilante mission. In order to get more police bribes (and complete the Vigilante mission), you must move to either Staunton Island or Shoreside Value and continue. Consider the following code snippet from main.scm:

 

 

:COPCAR_5483if   $NUM_PORTLAND_POLICE_BRIBES_AT_HIDEOUT == 0 // integer values else_jump @COPCAR_5547 if   $PORTLAND_VIGILANTES_DONE == 10 // integer values else_jump @COPCAR_5547 014D: text_pager 'PAGEB12' 140 100 1  // Police Bribe delivered to hideout030C: set_mission_points += 1 $NUM_PORTLAND_POLICE_BRIBES_AT_HIDEOUT = 1 // integer values :COPCAR_5547if   $NUM_PORTLAND_POLICE_BRIBES_AT_HIDEOUT == 1 // integer values else_jump @COPCAR_5611 if   $PORTLAND_VIGILANTES_DONE == 20 // integer values else_jump @COPCAR_5611 014D: text_pager 'PAGEB12' 140 100 1  // Police Bribe delivered to hideout030C: set_mission_points += 1 $NUM_PORTLAND_POLICE_BRIBES_AT_HIDEOUT = 2 // integer values :COPCAR_5611if   $NUM_STAUNTON_POLICE_BRIBES_AT_HIDEOUT == 0 // integer values else_jump @COPCAR_5675 if   $STAUNTON_VIGILANTES_DONE == 10 // integer values else_jump @COPCAR_5675 014D: text_pager 'PAGEB12' 140 100 1  // Police Bribe delivered to hideout030C: set_mission_points += 1 $NUM_STAUNTON_POLICE_BRIBES_AT_HIDEOUT = 1 // integer values :COPCAR_5675if   $NUM_STAUNTON_POLICE_BRIBES_AT_HIDEOUT == 1 // integer values else_jump @COPCAR_5739 if   $STAUNTON_VIGILANTES_DONE == 20 // integer values else_jump @COPCAR_5739 014D: text_pager 'PAGEB12' 140 100 1  // Police Bribe delivered to hideout030C: set_mission_points += 1 $NUM_STAUNTON_POLICE_BRIBES_AT_HIDEOUT = 2 // integer values :COPCAR_5739if   $NUM_SHORESIDE_POLICE_BRIBES_AT_HIDEOUT == 0 // integer values else_jump @COPCAR_5803 if   $SHORESIDE_VIGILANTES_DONE == 10 // integer values else_jump @COPCAR_5803 014D: text_pager 'PAGEB12' 140 100 1  // Police Bribe delivered to hideout030C: set_mission_points += 1 $NUM_SHORESIDE_POLICE_BRIBES_AT_HIDEOUT = 1 // integer values :COPCAR_5803if   $NUM_SHORESIDE_POLICE_BRIBES_AT_HIDEOUT == 1 // integer values else_jump @COPCAR_5867 if   $SHORESIDE_VIGILANTES_DONE == 20 // integer values else_jump @COPCAR_5867 014D: text_pager 'PAGEB12' 140 100 1  // Police Bribe delivered to hideout030C: set_mission_points += 1 $NUM_SHORESIDE_POLICE_BRIBES_AT_HIDEOUT = 2 // integer values
You can also see that mission points are awarded after a police bribe is delivered to the safehouses.

 

 

Firefighter:

 

:FIRETRU_4065if   $ALL_FIRE_MISSIONS_DONE == 0 // integer values else_jump @FIRETRU_4143 if and  $PORTLAND_FIRE_MISSIONS > 19 // integer values   $STAUNTON_FIRE_MISSIONS > 19 // integer values   $SHORESIDE_FIRE_MISSIONS > 19 // integer values else_jump @FIRETRU_4143 014D: text_pager 'PAGEB11' 140 100 1  // Flamethrower delivered to hideout030C: set_mission_points += 1 $ALL_FIRE_MISSIONS_DONE = 1 // integer values 
Reading through the Firefighter mission code in main.scm, this is the only place I found the "set_mission_points" command used. It appears that the mission points are only incremented after the mission is complete (that is, 20+ fires extinguished on all islands).
spaceeinstein

Okay, but what about the points? Is it 1 for 35, 1 for the next 35, and another 1 for finishing level 12?

Yes, that is correct. The 3 mission points from Paramedic are from achieving those. Edited by spaceeinstein

Thanks everyone. I think I have what I need for a reasonably good draft. This is formatted for display. I'll try to get Samutz something better to work with.

 

GTA III Checklist Draft 2 - PC

 

The left-most column are the mission points earned. The header used a sum function so 154 mission points total. In addition to a mission point checklist I also tried to include other useful information for progressing towards completion or save analysis type info that was handy.

 

El Burro and King Courtney missions appear to loop. Did I get this right and are there similar missions I may have missed? The problem is that the first mission gets un-completed, which I suspect restarts the loop, so I need to find alternative detection strategies. So far I only have one OR exception.

 

 

 

   89    mNum  mAgent            mName                               $num  ReqVal       Notes      CustomVar                   1                             USJ 1                               $783       1                  $USJ1_COMPLETE              1                             USJ 2                               $784       1                  $USJ2_COMPLETE              1                             USJ 3                               $785       1                  $USJ3_COMPLETE              1                             USJ 4                               $786       1                  $USJ4_COMPLETE              1                             USJ 5                               $787       1                  $USJ5_COMPLETE              1                             USJ 6                               $788       1                  $USJ6_COMPLETE              1                             USJ 7                               $789       1                  $USJ7_COMPLETE              1                             USJ 8                               $790       1                  $USJ8_COMPLETE              1                             USJ 9                               $791       1                  $USJ9_COMPLETE              1                             USJ 10                              $792       1                  $USJ10_COMPLETE             1                             USJ 11                              $793       1                  $USJ11_COMPLETE             1                             USJ 12                              $794       1                  $USJ12_COMPLETE             1                             USJ 13                              $795       1                  $USJ13_COMPLETE             1                             USJ 14                              $796       1                  $USJ14_COMPLETE             1                             USJ 15                              $797       1                  $USJ15_COMPLETE             1                             USJ 16                              $798       1                  $USJ16_COMPLETE             1                             USJ 17                              $799       1                  $USJ17_COMPLETE             1                             USJ 18                              $800       1                  $USJ18_COMPLETE             1                             USJ 19                              $801       1                  $USJ19_COMPLETE             1                             USJ 20                              $802       1                  $USJ20_COMPLETE                                           Unique Stunt Jumps completed        $778      20                  $VAR_UNIQUE_JUMP_COMPLETE                                 Rampage 1                           $862       1                                                   Rampage 2                           $863       1                                                   Rampage 3                           $864       1                                                   Rampage 4                           $865       1                                                   Rampage 5                           $866       1                                                   Rampage 6                           $867       1                                                   Rampage 7                           $868       1                                                   Rampage 8                           $869       1                                                   Rampage 9                           $870       1                                                   Rampage 10                          $871       1                                                   Rampage 11                          $872       1                                                   Rampage 12                          $873       1                                                   Rampage 13                          $874       1                                                   Rampage 14                          $875       1                                                   Rampage 15                          $876       1                                                   Rampage 16                          $877       1                                                   Rampage 17                          $878       1                                                   Rampage 18                          $879       1                                                   Rampage 19                          $880       1                                                   Rampage 20                          $881       1                     1                             Rampages Completed                  $841      20                  $VAR_NUM_RAMPAGES_COMPLET   1                             Portland Export 1                   $931       1  Securicar          1                             Portland Export 2                   $932       1  Moonbeam           1                             Portland Export 3                   $933       1  Coach              1                             Portland Export 4                   $934       1  Flatbed            1                             Portland Export 5                   $935       1  Linerunner         1                             Portland Export 6                   $936       1  Trashmaster        1                             Portland Export 7                   $937       1  Patriot            1                             Portland Export 8                   $938       1  Mr Whoopee         1                             Portland Export 9                   $939       1  Blista             1                             Portland Export 10                  $940       1  Mule               1                             Portland Export 11                  $941       1  Yankee             1                             Portland Export 12                  $942       1  Bobcat             1                             Portland Export 13                  $943       1  Dodo               1                             Portland Export 14                  $944       1  Bus                1                             Portland Export 15                  $945       1  Rumpo              1                             Portland Export 16                  $946       1  Pony                                             Number of Portland IE Cars Deliver  $928      16                  $PORTLAND_IE_GARAGE_CARS_   7                             All Emergency Vehicles Delivered   $1035       1                                                   EV Crane Flag 1                    bit 0       1  0x01 Fire                                        EV Crane Flag 2                    bit 1       1  0x02 Ambulance                                   EV Crane Flag 3                    bit 2       1  0x04 Enforcer                                    EV Crane Flag 4                    bit 3       1  0x08 FBICar                                      EV Crane Flag 5                    bit 4       1  0x10 Rhino                                       EV Crane Flag 6                    bit 5       1  0x20 Barracks                                    EV Crane Flag 7                    bit 6       1  0x40 Police        1                             Shoreside Export 1                  $982       1  Sentinel           1                             Shoreside Export 2                  $983       1  Cheetah            1                             Shoreside Export 3                  $984       1  Banshee            1                             Shoreside Export 4                  $985       1  Stinger            1                             Shoreside Export 5                  $986       1  Infernus           1                             Shoreside Export 6                  $987       1  Esperanto          1                             Shoreside Export 7                  $988       1  Kuruma             1                             Shoreside Export 8                  $989       1  Stretch            1                             Shoreside Export 9                  $990       1  Perennial          1                             Shoreside Export 10                 $991       1  Landstalker        1                             Shoreside Export 11                 $992       1  Manana             1                             Shoreside Export 12                 $993       1  Idaho              1                             Shoreside Export 13                 $994       1  Stallion           1                             Shoreside Export 14                 $995       1  Taxi               1                             Shoreside Export 15                 $996       1  Cabbie             1                             Shoreside Export 16                 $997       1  BF Injection                                     Number of Shoreside IE Cars Deliv   $979      16                  $SHORESIDE_IE_GARAGE_CARS                                 Var Hidden Packages Found          $1043     100                  $VAR_NUM_HIDDEN_PACKAGES_                                 Player Info Block Packages Found    0x13     100                     1                             10 Packages                        $1045       1                  $FLAG_10_HIDDEN_PACKAGES    1                             20 Packages                        $1046       1                  $FLAG_20_HIDDEN_PACKAGES    1                             30 Packages                        $1047       1                  $FLAG_50_HIDDEN_PACKAGES    1                             40 Packages                        $1048       1                  $FLAG_40_HIDDEN_PACKAGES    1                             50 Packages                        $1049       1                  $FLAG_30_HIDDEN_PACKAGES    1                             60 Packages                        $1050       1                  $FLAG_60_HIDDEN_PACKAGES    1                             70 Packages                        $1051       1                  $FLAG_70_HIDDEN_PACKAGES    1                             80 Packages                        $1052       1                  $FLAG_80_HIDDEN_PACKAGES    1                             90 Packages                        $1053       1                  $FLAG_90_HIDDEN_PACKAGES    1                             100 Packages                       $1054       1                  $FLAG_100_HIDDEN_PACKAGES                                 Pickup Just Before Hidden Package   $110                             1                             RC Diablo Destruction               $409       1                     1                             RC Mafia Massacre                   $410       1                     1                             RC Rumpo Rampage                    $411       1                     1                             RC Casino Calamity                  $412       1                     1                             Patriot Playground                  $378       1                     1                             A Ride In The Park                  $379       1                     1                             Gripped!                            $380       1                     1                             Multistory Mayhem                   $381       1                     1                             Paramedic                          $1078      40                  $PARAMEDIC_MISSIONS_DONE    1                             Paramedic                          $1078      70                  $PARAMEDIC_MISSIONS_DONE    1                             Paramedic                          $1295      13                  $PARAMEDIC_MISSION_LEVEL                                  Portland Firefighter               $1083      20                  $PORTLAND_FIRE_MISSIONS                                   Staunton Firefighter               $1084      20                  $STAUNTON_FIRE_MISSIONS                                   Shoreside Firefighter              $1085      20                  $SHORESIDE_FIRE_MISSIONS    1                             All Firefighter Missions           $1055       1                  $ALL_FIRE_MISSIONS_DONE     1                             Vigilante Portland 10              $1075      10                  $PORTLAND_VIGILANTES_DONE   1                             Vigilante Staunton 10              $1076      10                  $STAUNTON_VIGILANTES_DONE   1                             Vigilante Shoreside 10             $1077      10                  $SHORESIDE_VIGILANTES_DON   1                             Vigilante Portland 20              $1075      20                  $PORTLAND_VIGILANTES_DONE   1                             Vigilante Staunton 20              $1076      20                  $STAUNTON_VIGILANTES_DONE   1                             Vigilante Shoreside 20             $1077      20                  $SHORESIDE_VIGILANTES_DON                                 Portland Hideout Bribes            $1080       6                  $NUM_PORTLAND_POLICE_BRIB                                 Staunton Hideout Bribes            $1081       6                  $NUM_STAUNTON_POLICE_BRIB                                 Shoreside Hideout Bribes           $1082       6                  $NUM_SHORESIDE_POLICE_BRI                                 Vigilante Kills                    $1409                          $VIGILANTE_KILLS            1                             100 Taxi Fares completed            $399       1                  $100TAXIMISSIONS_COMPLETE                                 Taxi Fares dropped off              $395     100                  $TAXIMISSIONS_COMPLETED                                                                                                        65    mNum  mAgent            mName                               $num  ReqVal       Notes      CustomVar                   1      15   Marty Chonks      The Crook                           $289       1                     1      16   Marty Chonks      The Thieves                         $290       1                     1      17   Marty Chonks      The Wife                            $291       1                     1      18   Marty Chonks      Her Lover                           $292       1                     1      19   Luigi Goterelli   Give Me Liberty and Luigi's Girls   $248       1                     1      20   Luigi Goterelli   Don't Spank My Bitch Up             $249       1                     1      21   Luigi Goterelli   Drive Misty For Me                  $250       1                     1      22   Luigi Goterelli   Pump-Action Pimp                    $251       1                     1      23   Luigi Goterelli   The Fuzz Ball                       $252       1                     1      24   Joey Leone        Mike Lips Last Lunch                $254       1                     1      25   Joey Leone        Farewell 'Chunky' Lee Chong         $255       1                     1      26   Joey Leone        Van Heist                           $256       1                     1      27   Joey Leone        Cipriani's Chauffeur                $257       1                     1      28   Joey Leone        Dead Skunk In The Trunk             $258       1                     1      29   Joey Leone        The Getaway                         $259       1                     1      30   Toni Cipriani     Taking Out The Laundry              $261       1                     1      31   Toni Cipriani     The Pick-Up                         $262       1                     1      32   Toni Cipriani     Salvatore's Called A Meeting        $263       1                     1      33   Toni Cipriani     Triads And Tribulations             $264       1                  $PASSED_TRIADS_AND_TRIBUL   1      34   Toni Cipriani     Blow Fish                           $265       1                  $PASSED_BLOW_FISH           1      35   Salvatore Leone   Chaperone                           $267       1                     1      36   Salvatore Leone   Cutting The Grass                   $268       1                     1      37   Salvatore Leone   Bomb Da Base: Act I                 $269       1                     1      38   Salvatore Leone   Bomb Da Base: Act II                $270       1                     1      39   Salvatore Leone   Last Requests                       $271       1                     1      40   El Burro          Turismo                             $300       1                     1      41   El Burro          I Scream, You Scream                $279       1                     1      42   El Burro          Trial By Fire                       $280       1                     1      43   El Burro          Big'N'Veiny                         $281       1                  $PASSED_BIG_N_VEINY         1      44   Asuka Kasen       Sayonara Salvatore                  $316       1                     1      45   Asuka Kasen       Under Surveillance                  $317       1                     1      46   Asuka Kasen       Paparazzi Purge                     $318       1                     1      47   Asuka Kasen       Payday For Ray                      $319       1                     1      48   Asuka Kasen       Two-Faced Tanner                    $320       1                     1      49   Kenji Kasen       Kanbu Bust-Out                      $329       1                     1      50   Kenji Kasen       Grand Theft Aut                     $330       1                     1      51   Kenji Kasen       Deal Steal                          $331       1                     1      52   Kenji Kasen       Shima                               $332       1                     1      53   Kenji Kasen       Smack Down                          $333       1                     1      54   Ray Machowski     Silence The Sneak                   $322       1                     1      55   Ray Machowski     Arms Shortage                       $323       1                     1      56   Ray Machowski     Evidence Dash                       $324       1                     1      57   Ray Machowski     Gone Fishing                        $325       1                     1      58   Ray Machowski     Plaster Blaster                     $326       1                     1      59   Ray Machowski     Marked Man                          $327       1                     1      60   Donald Love       Liberator                           $335       1                     1      61   Donald Love       Waka-Gashira Wipeout!               $336       1                     1      62   Donald Love       A Drop In The Ocean                 $337       1                     1      63   King Courtney     Bling-Bling Scramble                $339       1  Or $342 = 1        1      64   King Courtney     Uzi Rider                           $340       1                     1      65   King Courtney     Gangcar Round-Up                    $341       1                     1      66   King Courtney     Kingdom Come                        $342       1                  $PASSED_KINGDOM_COME        1      67   Donald Love       Grand Theft Aero                    $349       1                     1      68   Donald Love       Escort Service                      $350       1                     1      69   Donald Love       Decoy                               $351       1                     1      70   Donald Love       Love's Disappearance                $352       1                     1      71   Asuka Kasen       Bait                                $354       1                     1      72   Asuka Kasen       Espresso-2-Go!                      $355       1                     1      73   Asuka Kasen       S.A.M.                              $356       1                     1      74   D-Ice             Uzi Money                           $359       1                     1      75   D-Ice             Toyminator                          $360       1                     1      76   D-Ice             Rigged To Blow                      $361       1                     1      77   D-Ice             Bullion Run                         $362       1                     1      78   D-Ice             Rumble                              $363       1                     1      79   Catalina          The Exchange                        $368       1                  

 

 

 

Hidden Package Locations

 

The hidden packages don't have any global variables to identify them with but they should always appear after the pickup spawned with global $110. I'm hoping there is a map somewhere that uses the same numbering system.

 

 

// 02EC: put_hidden_package_at 1105.25 -1020.0 25.0625 // 05 00 00 00 AE 00 00 00 00 00 00 00 29 05 02 00 00 28 8A 44 00 00 7F C4 00 80 C8 41 // new// 00 01 00 00 00 00 00 00 00 00 00 00 29 05 02 00 00 28 8A 44 00 00 7F C4 00 80 C8 41 // collected// offset 0x00 is type 5, hidden package. any other type is collected// hidden packages should begin immediately after the in-shop molotov created with $1100213: $110 = create_pickup 174 type 1 at -1210.563 -6.5625 53.25 02ED: set_total_hidden_packages_to 100 02EC: put_hidden_package_at 1105.25 -1020.0 25.0625 02EC: put_hidden_package_at 877.5625 -788.0 27.5625 02EC: put_hidden_package_at 1254.0 -611.1875 22.75 02EC: put_hidden_package_at 1045.75 -967.0625 16.0 02EC: put_hidden_package_at 942.0625 -793.375 14.875 02EC: put_hidden_package_at 934.0 -718.875 14.75 02EC: put_hidden_package_at 898.0625 -414.6875 26.5 02EC: put_hidden_package_at 846.875 -442.5 23.1875 02EC: put_hidden_package_at 927.0625 -404.375 29.0625 02EC: put_hidden_package_at 864.25 -171.5 3.5 02EC: put_hidden_package_at 1538.25 -174.375 19.1875 02EC: put_hidden_package_at 1213.063 -127.0625 15.0625 02EC: put_hidden_package_at 753.5625 137.0 3.5 02EC: put_hidden_package_at 1162.0 -101.75 12.0 02EC: put_hidden_package_at 1155.563 -191.5 14.375 02EC: put_hidden_package_at 1285.5 -247.5 42.375 02EC: put_hidden_package_at 1007.188 -219.5625 6.6875 02EC: put_hidden_package_at 1138.188 -250.0 24.25 02EC: put_hidden_package_at 1023.563 -423.6875 14.875 02EC: put_hidden_package_at 1237.5 -854.0625 20.5625 02EC: put_hidden_package_at 1478.25 -1150.688 12.0 02EC: put_hidden_package_at 1018.875 -56.75 21.0 02EC: put_hidden_package_at 1465.688 -166.5 55.5 02EC: put_hidden_package_at 1120.188 -926.1875 16.0 02EC: put_hidden_package_at 1206.5 -821.5 15.0 02EC: put_hidden_package_at 940.1875 -199.875 5.0 02EC: put_hidden_package_at 979.25 -1143.063 13.0625 02EC: put_hidden_package_at 1195.5 -908.75 14.875 02EC: put_hidden_package_at 1470.375 -811.375 22.375 02EC: put_hidden_package_at 1320.5 -365.5 15.1875 02EC: put_hidden_package_at 932.5625 -477.25 -10.75 02EC: put_hidden_package_at 1305.875 -380.875 39.5 02EC: put_hidden_package_at 938.1875 -1258.25 3.5 02EC: put_hidden_package_at 36.75 -530.1875 26.0 02EC: put_hidden_package_at 414.375 -279.25 23.5625 02EC: put_hidden_package_at 203.5 -1252.563 59.25 02EC: put_hidden_package_at 77.6875 -352.25 16.0625 02EC: put_hidden_package_at 120.875 243.6875 11.375 02EC: put_hidden_package_at 49.375 36.25 16.6875 02EC: put_hidden_package_at 68.0625 -773.25 22.75 02EC: put_hidden_package_at -4.0 -1129.063 26.0 02EC: put_hidden_package_at -134.6875 -1386.875 26.1875 02EC: put_hidden_package_at -23.5 -1472.375 19.6875 02EC: put_hidden_package_at 112.0625 -1227.563 26.0 02EC: put_hidden_package_at 218.25 -1237.75 20.375 02EC: put_hidden_package_at 308.0 -1533.375 23.5625 02EC: put_hidden_package_at 468.5625 -1457.188 44.25 02EC: put_hidden_package_at 355.0625 -1085.688 25.875 02EC: put_hidden_package_at 312.375 -483.75 29.0 02EC: put_hidden_package_at 322.25 -447.0625 23.375 02EC: put_hidden_package_at 586.6875 -795.0 1.5625 02EC: put_hidden_package_at 504.25 -1027.75 1.6875 02EC: put_hidden_package_at 174.0625 -1259.5 32.0625 02EC: put_hidden_package_at 248.75 -958.25 26.0 02EC: put_hidden_package_at 54.75 -566.5 26.0625 02EC: put_hidden_package_at -77.0 -1490.063 26.0 02EC: put_hidden_package_at 556.0 -231.375 22.75 02EC: put_hidden_package_at -38.1875 -1434.25 31.75 02EC: put_hidden_package_at 194.75 -0.5 19.75 02EC: put_hidden_package_at 223.0625 -272.1875 16.0625 02EC: put_hidden_package_at -18.0625 -222.25 29.75 02EC: put_hidden_package_at -69.25 -469.1875 16.0625 02EC: put_hidden_package_at -270.6875 -631.5625 72.25 02EC: put_hidden_package_at -59.1875 -579.75 15.875 02EC: put_hidden_package_at 392.75 -1135.563 15.875 02EC: put_hidden_package_at 145.0 -1584.0 30.6875 02EC: put_hidden_package_at 428.0625 -340.375 16.1875 02EC: put_hidden_package_at 351.0625 -980.5 33.0625 02EC: put_hidden_package_at -221.75 -1487.563 5.75 02EC: put_hidden_package_at -1193.063 -75.75 47.375 02EC: put_hidden_package_at -1090.5 131.6875 58.6875 02EC: put_hidden_package_at -1015.5 -13.0 49.0625 02EC: put_hidden_package_at -821.75 -184.875 33.75 02EC: put_hidden_package_at -849.0625 -209.375 41.75 02EC: put_hidden_package_at -736.375 304.6875 54.0625 02EC: put_hidden_package_at -678.0625 308.5625 59.75 02EC: put_hidden_package_at -609.1875 286.6875 65.0625 02EC: put_hidden_package_at -329.5625 320.0625 60.6875 02EC: put_hidden_package_at -1221.063 562.75 68.5625 02EC: put_hidden_package_at -1131.875 605.375 68.5625 02EC: put_hidden_package_at -1098.375 471.25 35.5 02EC: put_hidden_package_at -1208.063 325.1875 3.375 02EC: put_hidden_package_at -1216.188 347.875 30.375 02EC: put_hidden_package_at -1211.875 -166.875 58.6875 02EC: put_hidden_package_at -1195.188 -7.6875 59.75 02EC: put_hidden_package_at -206.875 328.75 3.375 02EC: put_hidden_package_at -753.1875 142.0 10.0625 02EC: put_hidden_package_at -697.875 -182.0625 9.1875 02EC: put_hidden_package_at -748.375 -807.0 -13.5625 02EC: put_hidden_package_at -489.875 -44.875 3.75 02EC: put_hidden_package_at -632.875 67.5625 18.75 02EC: put_hidden_package_at -546.75 10.6875 3.875 02EC: put_hidden_package_at -1032.563 -573.375 10.875 02EC: put_hidden_package_at -542.0 -1046.563 3.375 02EC: put_hidden_package_at -1556.375 -905.75 14.5 02EC: put_hidden_package_at -1327.0 -624.6875 11.0625 02EC: put_hidden_package_at -737.375 -745.375 9.6875 02EC: put_hidden_package_at -1278.688 -776.0 11.0625 02EC: put_hidden_package_at -1494.688 -1097.25 3.375 02EC: put_hidden_package_at -837.75 -469.1875 10.75 018D: $111 = create_sound 41 at 850.75 -663.6875 15.0 

 

 

 

Rampage Locations

 

Rampages just need to be tracked by global, but this data could be used for mapping. Is there a map with the same numbering system?

 

 

0213: $PICKUP_RAMPAGE1 = create_pickup #KILLFRENZY type 3 at 958.0 -431.0 14.5 0213: $PICKUP_RAMPAGE2 = create_pickup #KILLFRENZY type 3 at 1076.875 -859.875 15.1875 0213: $PICKUP_RAMPAGE3 = create_pickup #KILLFRENZY type 3 at 1312.25 -315.6875 42.5625 0213: $PICKUP_RAMPAGE4 = create_pickup #KILLFRENZY type 3 at 883.25 -806.1875 15.0 0213: $PICKUP_RAMPAGE5 = create_pickup #KILLFRENZY type 3 at 1274.688 -742.6875 15.0 0213: $PICKUP_RAMPAGE6 = create_pickup #KILLFRENZY type 3 at 1195.25 -497.875 39.25 0213: $PICKUP_RAMPAGE7 = create_pickup #KILLFRENZY type 3 at 204.0625 -1237.375 45.0625 0213: $PICKUP_RAMPAGE8 = create_pickup #KILLFRENZY type 3 at -22.0625 -1526.875 26.0625 0213: $PICKUP_RAMPAGE9 = create_pickup #KILLFRENZY type 3 at 8.0 -910.0 26.5 0213: $PICKUP_RAMPAGE10 = create_pickup #KILLFRENZY type 3 at 181.0625 -338.1875 16.5 0213: $PICKUP_RAMPAGE11 = create_pickup #KILLFRENZY type 3 at -57.5 -1070.75 26.25 0213: $PICKUP_RAMPAGE12 = create_pickup #KILLFRENZY type 3 at 392.875 -795.375 31.25 0213: $PICKUP_RAMPAGE13 = create_pickup #KILLFRENZY type 3 at -41.5625 -451.75 16.5625 0213: $PICKUP_RAMPAGE14 = create_pickup #KILLFRENZY type 3 at -585.375 284.6875 64.0 0213: $PICKUP_RAMPAGE15 = create_pickup #KILLFRENZY type 3 at -560.25 -23.5625 9.25 0213: $PICKUP_RAMPAGE16 = create_pickup #KILLFRENZY type 3 at -867.0 -145.375 49.75 0213: $PICKUP_RAMPAGE17 = create_pickup #KILLFRENZY type 3 at -705.875 -617.5 16.375 0213: $PICKUP_RAMPAGE18 = create_pickup #KILLFRENZY type 3 at -987.6875 -206.0625 33.5625 0213: $PICKUP_RAMPAGE19 = create_pickup #KILLFRENZY type 3 at -1186.25 41.0 68.75 0213: $PICKUP_RAMPAGE20 = create_pickup #KILLFRENZY type 3 at -431.5625 110.875 15.5625 

 

 

 

Unique Stunt Jump Locations

 

These are starting coordinates for the USJs. I'm not sure how this numbering system aligns with other maps. Note that the first 6 USJs have a 2nd set of coordinates. It looks like there might be two methods for triggering these jumps.

 

 

 

$CURRENT_USJ_NUMBER == 1 // 946.5 -934.0625 26.75 radius 1.0 4.0 6.0 // 993.5 -933.75 21.75 radius 1.0 4.0 6.0 $CURRENT_USJ_NUMBER == 2 // 1190.0 -1154.0 25.0 radius 1.0 10.0 10.0 // 1243.563 -1154.0 13.5 radius 20.0 15.0 3.0 $CURRENT_USJ_NUMBER == 3 // 789.3125 -563.25 29.1875 radius 10.0 0.5 5.0 // 789.3125 -558.875 29.1875 radius 10.0 0.5 5.0 $CURRENT_USJ_NUMBER == 4 // 470.6875 -931.6875 24.8125 radius 9.0 0.5 8.0 // 470.5 -962.8125 16.5625 radius 6.5 14.5 2.0 $CURRENT_USJ_NUMBER == 5 // 1205.563 -1124.813 25.8125 radius 1.0 15.0 10.0 // 1182.75 -1124.813 25.8125 radius 1.0 15.0 10.0 $CURRENT_USJ_NUMBER == 6 // 1127.438 -978.875 29.125 radius 1.0 15.0 10.0 // 1104.75 -978.875 29.125 radius 1.0 15.0 10.0 $CURRENT_USJ_NUMBER == 7 // 376.938 -984.625 23.5 radius 8.0 0.5 7.5 $CURRENT_USJ_NUMBER == 8 // -1197.688 -41.8125 63.6875 radius 30.0 5.5 8.0 $CURRENT_USJ_NUMBER == 9 // -1095.625 116.75 60.25 radius 16.5 4.0 2.5 $CURRENT_USJ_NUMBER == 10 // 995.1875 -440.1875 26.4375 radius 4.25 0.5 5.0 $CURRENT_USJ_NUMBER == 11 // 879.6875 -933.75 26.8125 radius 30.0 5.5 0.5 $CURRENT_USJ_NUMBER == 12 // 130.25 -999.8125 32.375 radius 0.5 6.0 7.5 $CURRENT_USJ_NUMBER == 13 // 271.8125 -656.375 radius 5.0 5.0 $CURRENT_USJ_NUMBER == 14 // 308.1875 -942.1875 radius 23.0 5.0 $CURRENT_USJ_NUMBER == 15 // 1073.688 246.75 radius 38.0 22.0 $CURRENT_USJ_NUMBER == 16 // -706.3125 -91.0625 radius 18.0 30.0 $CURRENT_USJ_NUMBER == 17 // -1067.938 -847.6875 27.5 radius 0.5 14.5 10.0 $CURRENT_USJ_NUMBER == 18 // -1342.625 -847.8125 26.875 radius 0.5 14.5 10.0 $CURRENT_USJ_NUMBER == 19 // -1380.25 -573.4375 22.625 radius 14.25 0.5 10.0 $CURRENT_USJ_NUMBER == 20 // -1184.0 -569.875 24.25 radius 0.5 6.0 8.0 

 

 

Edited by OrionSR

Does anyone have the mobile scripts for III or VC? I'm not sure where they'd be located but I'm looking for specifically for main.scm and also script.img if available.

 

My Draft 2 post has been updated with a little more info on hidden packages and rampages.

Lethal Vaccine

do you usually get 1% for each pair of jumps, vehicles, missions, etc. You don't need to check each one, just let me know if that's the way it works in general.

 

I could use a little more information on how firefighter and vigilante are scored in III, please. How to the bribes work?

 

Yes. There is 20 Stunt Jumps and those 20 Stunt Jumps rewarded me around 12-14%. As for the Import/Export GARAGES, not the EV Crane, those gave me 1% every time I delivered a Vehicle to each Garage, pretty much. It's the EV Crane that doesn't give you the percent until you bring all 7 Vehicles. Btw, that is 5% worth, cuz the only thing for 100% I needed to do was bring a Tank to the EV Crane, and I was 95% exactly before doing this, and 100% after I brought the last Vehicle there, the Tank...

 

The Police Bribes are given at your Safehouse, like the Weapons are for each set of 10 Hidden Packages you do. 10 Kills = 1 Police Bribe. 60 Kills = All 6 Police Bribes. After all 60 Fires are extinguished, you get the Flamethrower delivered to your Safehouse. But remember, 20 kills and fires put out PER ISLAND. It won't count if you do 60 in Portland. It's 20 PER ISLAND.

El Burro and King Courtney missions appear to loop. Did I get this right and are there similar missions I may have missed? The problem is that the first mission gets un-completed, which I suspect restarts the loop, so I need to find alternative detection strategies. So far I only have one OR exception.

 

"Turismo" is the only El Burro Mission that can be re-played, I believe. That is the mission with the BP/EP/FP Cheetah. Which I always obtain AFTER 100% Completion. I am not aware of any other Pay Phone Missions that can be re-done. However, in LCS, the Pay Phone Races are ALWAYS active once you complete them, so you can obtain numerous amounts of FP/TP/PP/EC Vehicles and convert them to DP/FP/PP/TP/EC.

Edited by Militia

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