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DragonpokeZ

High Stakes, AP Lowriders

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DragonpokeZ

Making a thread so that the other thread doesn't get too flooded

 

We're trying to snatch up those delicious AP Lowriders (and also the B&Y BP/FP/EP/MP Majestic). In this mission, all your opponent's cars are AP, minus the B&Y Majestic. We know how to break in, recruiting homies to pull the drivers out. However, the cars are stuck in the ground. Also, the cars are needed by the mission script, so we need to find how to unneed them in-game. For now, using cheats is fine, but non-cheating methods are always preferred. We know that:

1. Unlike many other vehicles, the game doesn't check if the car is destroyed or not upon mission failure, and it deletes it anyways as long as is needed. Therefore, destroying the car does not help

2. We also know that once we unstuck, unlock, and unneed the vehicles, they can be stored easily, and that starting the race or fail the mission won't neither crash the game nor remove the vehicles. So once we figure out the first part, the second one is done!

 

We want to know mainly how to get them to be unstuck and unneeded. Unlocking them would be nice too, but not a priority, as we can always use some homies to pull the drivers out and leave the door open

 

Here's some things I compiled (mainly hypotheses) during a pointless time in school: US History (seriously, I already took World History last year and we talked a lot about US History, so why retake that?):

 

-Would taking your Lowrider of choice and starting the race with it do anything? (Is that even possible?) Not possible

-Would entering an interior help with unneeding? No, but enexes hel with tthe blackout

-What if the driver gets carjacked and a ped tries to drive off? Can't happen

-What if CJ gets carjacked while in the vehicle? The vehicle is still stuck, but can't be entered anymore

-Can the vehicle be pushed by Sawn-offs/other vehicles? Nope

-What if you kill everyone, including Cesar? Nothing happens, apparently. Gotta test it out to the fullest extent. Yup, nothing

-What if you try to impound the vehicle the moment you fail the mission? (Again, is that even possible?) What was I thinking when I wrote this? Anyways, not possible. Although impounding them does seem possible

-What if we use the Riot cheat?

-Why does the game blackout after destroying Cesar's Savanna? Can gameplay be resumed after that? Yes it can, although nothing can be seen (no sh*t, Sherlock). Entering an enex fixes this. We still don't know why it happens

-What if we store our lowrider of choice while the game is blacked out? The mission is failed aftafter the blackout, so no way

-What if we try all this after PnS/TF/LLR'ing some/all cars? Apparently, rigging a car with a bomb, PnS'inf it, and then modifying it unlocks the doors, at least for Cesar's Savanna. Gotta test that fully. Doesn't do anything

-What if we try the newfound method of stepping on some of the information icons? Again, how's that gonna help?

-What if we undrown the vehicles and leave them underwater? They're still stuck. They're petrified, frozen, immobilized, trapped, stuck, whatever

-What if we do the above with the player's lowrider? OG Viking tried and said the mission fails instantly

 

Info of the vehicles that we're after, courtesy of OrionSR: (quoting failed miserably, so I'll just re-type it)

 

We're not after these vehicles, which show up once you start the race:

-Races: unknown vehicles; 0, 0, 0, 1, 0/0, 1, 0, 0, 0-Races: Woozie's Fortune/Elegy/Cesar's Savanna (others?); 1, 1, 1, 0, 1
We're after these nice ones instead, which show up at the race start BEFORE the actual race:
-High Stakes Lowrider: Cesar's Savanna; 1, 1, 1, 1, 1-High Stakes Lowrider: Majestic;        1, 1, 1, 0, 1 // Black and Yellow-High Stakes Lowrider: Remington;       1, 1, 1, 1, 1-High Stakes Lowrider: Majestic;        1, 1, 1, 1, 1-High Stakes Lowrider: Blade;           1, 1, 1, 1, 1
We're not going to focus on Cesar's Savanna (yeah right) because 1) When destroyed, the game blacks out and 2) There's already an AP Savanna on the mission Photo Opportunity, which can be obtained with an easy yet tedious method (although if my testing ends up in a positive way we could have a method that's a little easier...) (Nah, AP Savanna from HSLR doesn't seem possible. Like I said, there's another method, so oh well)

 

Another hint we have is that user (RIP) HeroBrine007 obtained the AP Savanna with a method of "killing himself and getting the Savanna impounded or something or other". This was done in the Mobile version, so anyone who can either test this out on that version or contact HeroBrine007 is welcome to help. This impounding business seems to be the key to obtaining this beauties, so credit to him for that

 

We also have the Russian forum, where many things we didn't know about are discovered. If anyone feels like their Russian skills are good enough they may browse the website and look for any clues. A bilingual Russian/English translator would've helped with everything in general, but sadly we haven't found one

 

OrionSR also made a topic about changing the scripts a little to facilitate testing of these three things: unlocking, unstucking, and unneeding vehicles. Those are our three main goals (two if you count the essentials: unstucking ad uneeding), and once we achieve them, OrionSR confirmed that the vehicles can be stored normally, so let's get to work! I'll put that to work when testing my new theory, so credits to him too

 

9/26/15 at around 8:00 PM PDT: I discovered a way to break the cars from the mission script: destroying them. We only have one thing left to do: get them to a garage. For this, we can follow two paths: we can try to get the vehicles impounded, or we can try to move them. Both require the same levek of insanity, imo. I'm following the unstucking route for now, as I'm not a fan of the Impounds. Bullsh*t. My theory pursues the Impound theory. Heh

 

9/27/15 at around 5:00 PM PDT: I may have found the way to get this cars. Suck on that, GTA community from 2004 to 2015!

 

Some testing done by OrionSR:

 

Results from first round of testing in HSLR pre-race vehicles:

 

SACC doesn't unlock the doors, but if I recruit a bunch of homies I can get them to pull out the drivers and leave the door open.

(I need a parachute to protect my homies from attack since the drivers are immune to other attacks.)

The cars remain stuck to the ground even when CJ can drive. Nothing I've done yet can fix this, but I can still teleport to useful locations.

(Tow Trucks can't tow them. Wasn't expecting them to either, just saying for the record.)

Painting in a Pay'n'Spray does not release the vehicle from control by the mission. The car paints, nothing useful changes.

Modding a new paintjob doesn't mark the vehicle as unneeded. Still can't save.

First vehicle tested in an impound won't save. The car was invisible but the door remained open.

(Warping to the LSPD impound zone. Slightly modified zone for better spawning in CG saves.)

Keeping the door from closing and locking the vehicle again is a constant problem.

Tires are pop proof.

 

Added Observations:

Pay'n'Sprays and Mod Shops did not unlocked the car doors.

 

Keep this in mind, too, if you're planning on helping with testing:

You can edit a flag in the handling.cfg file to remove the doors of these vehicles. This should make testing easier.

 

There's many things that I propose, some probably already tested, others impossible. I'll keep updating this

 

UPDATE: Testing with Cesar's Savanna, I rigged it with a bomb, brought it to PnS, and modded it at TransFenders. After that I left the vehicle and the doors were unlocked! So it seems like we're making some progress. I'll test this out fully. However, that didn't unneed the vehicle, as the El Corona garage didn't absorb it. This was an error, SACC had unlocked the car's doors. Bomb shop does nothing

 

UPDATE2: Using the replay feature while in Cesar's Savanna crashes the game... There goes 30 minutes of trying to get in -_-

 

BIG UPDATE: I destroyed the four Aztecas' lowriders, left the area, and only the last one I had climbed in was there. If I remember correctly, this could only happen if the cars weren't marked as needed anymore... So... OrionSR, can you confirm my theory? I also tried what Orion told me to fix the blackout (using an enex). It fixed the blackout, but when gameplay resumed there was a text that said I had failed the mission for destroying Cesar's car. So I guess that's not where we want to go. We found a way to unneed them from the script! That means there's only one step left: moving them

 

BIG UPDATE 2: There's an experimental method that may or may not work for obtaining this cars. It is to enter the cars in order of: lowrider of choice-other car-other car, destroy your lowrider of choice, go away from the area, and checking the Impounds. Details are a few posts below. Please test this and let me know if it works or not (hopefully it does)

Other observations: Using the Gravity Gun to throw the lowriders around allows them to be pushed by Sawn-off shotguns to some degree. Might have to do with the mod, might have to do with the game itself. Didn't matter that much

 

Been a while since I updated this. To recap:

If you exit your car INMEDIATELY after the HSLR starting cutscenes and don't get on your car until Cesar arrives at the race spot, the cars won't freeze, but they're still heavy. The lack pf a CP property in the B&Y Majestic and the freezing property means it can be destroyed by crashing a car into it (or a Rhino, although those are unobtainable at this stage in the game)

If you save the cars in a garage, you must make sure they are saved in the garage. Even after unneeding them, they will still disappear if you fail the mission. Once they're in a garage though, you're free to fail the mission by destroying your car (or Cesar's, if you really want to deal with the blackout)

If you experience the blackout, using an enex (yellow floating arrows that take you to interiors) will fix it. They happen when you die or when Cesar's car is destroyed due to a lack of a fade-in when those events happen

Speaking of Cesar's car, don't try to Impound it. It will make the mission fail and produce a blackout. Normal garaging will probably cause the same effect, so just get the one from Photo Opportunity

Any and all ideas for unneeding the cars are welcome. For now, nothing related to mods, although cheats are acceptable for now

Edited by DragonpokeZ

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OG Viking

-Would taking your Lowrider of choice and starting the race with it do anything? (Is that even possible?) Not possible

What is impossible?

 

 

 

-What if we undrown the vehicles and leave them underwater?

-What if we do the above with the player's lowrider?

How are you going to undrown them? First you must get them unstuck.

 

The player's car can't be undrowned. When it lands in water it's mission over. I remember doing that.

 

 

 

Maybe you can edit your post so it's clear when Orion is speaking. Doesn't quote tags work for you? You can use colors as an alternative.

 

But this BB-code should work if you replace the parenthesis with brackets:

(quote name="OrionSR") (/quote)

Turn off the rich text editor if you're using it, it lets you use plain BB-code which gives more control. Toggle BB-code and rich text with the upper left button.

 

 

Edited by OG Viking

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OrionSR

So Dragon, did you get your tweaked mission scripts working on this mission?

 

Maybe we should request a dedicated collection subforum and do a topic for every vehicle.

 

How about... a crane? Cranes do weird things to cars in III, so maybe.

 

Black out? You might be able to fix that by entering the Food Mart. Is Cesar's Savanna stuck? Maybe you could move it next to the BMX for the courier mission before destroying it completely. Then wander back and forth across the north wall until you stumble through the enex. I'm not sure there's a good reason to do this, but enexes are usually good at fixing black screens and the gray hell experience of falling from an interior.

Edited by OrionSR

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DragonpokeZ

Um... I'm sure it wasn't intended this way considering your difficulties with the quote system, but if I was to quote the last quote in the first post out of context it would sound rather insulting.

 

So Dragon, did you get your tweaked mission scripts working on this mission?

 

Maybe we should request a dedicated collection subforum and do a topic for every vehicle.

 

How about... a crane? Cranes do weird things to cars in III, so maybe.

 

Black out? You might be able to fix that by entering the Food Mart. Is Cesar's Savanna stuck? Maybe you could move it next to the BMX for the courier mission before destroying it completely. Then wander back and forth across the north wall until you stumble through the enex. I'm not sure there's a good reason to do this, but enexes are usually good at fixing black screens and the gray hell experience of falling from an interior.

I'll try to fix the quotes later, for now I'll have to go

 

Not yet. I'm trying to test with Cesar's Savanna as his car isn't stuck. However, I might try that when I get sick of trying to open his door

 

Are there any cranes open at that stage of the game?

 

Cesar's Savanna isn't stuck but entering his car is a real bitch. Also, I didn't thought about entering an interior. Will try that. BTW, his car can be pushed by Sawn-off shotguns, albeit at a slower rate than normal cars. I suspect increased car weight

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DragonpokeZ

 

-Would taking your Lowrider of choice and starting the race with it do anything? (Is that even possible?) Not possible

What is impossible?

 

 

-What if we undrown the vehicles and leave them underwater?

-What if we do the above with the player's lowrider?

How are you going to undrown them? First you must get them unstuck.

 

The player's car can't be undrowned. When it lands in water it's mission over. I remember doing that.

 

 

 

Maybe you can edit your post so it's clear when Orion is speaking. Doesn't quote tags work for you? You can use colors as an alternative.

 

But this BB-code should work if you replace the parenthesis with brackets:

(quote name="OrionSR")

Turn off the rich text editor if you're using it, it lets you use plain BB-code which gives more control. Toggle BB-code and rich text with the upper left button.

 

 

Taking an opponent's lowrider and starting the race with it is impossible, since your lowrider also gets tagged

 

Well, we'll figure how to unstuck them later. For now, we could always use trainers to move them

 

I'll fix that once I'm back on my computer

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OG Viking

There is a crane on the Doherty construction site that is open, if you can get into the car you can drive there. During HSLR on PS2 there are no traffic in rural areas, and almost no traffic in cities. It means few or no cop cars and I have used this to access SF when Los Sepulcros or Just Business didn't do the right thing for me. Cops on foot spawns in normal numbers, so bring Tear Gas.

 

I misunderstood what you meant earlier, it had been a long day and I was tired. I thought you meant undrowning your own mission lowrider, but now I see you meant one of the AP ones.

 

Cesar's Savanna have been described as AP a few times lately. That is an error, it is not Crash Proof. And yes it is heavy, you can see it when Cesar is pushing other vehicles.

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DragonpokeZ

You sure it isn't CP? The scripts that Orion posted show that all but the black and yellow Majestic are AP

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Lethal Vaccine

You can already obtain the Savanna in High Stakes, Low Rider and even pass it to obtain Cesar's Savanna. It's BP/EP/FP/MP once the race starts. But while it's sitting at the start line before the race starts, I think THAT is when it's AP. However, the Savanna is the least needed since there already is an easy AP Savanna to obtain in Photo Opportunity. Just need to push the wreck back to Doherty from Angel Pine. It's quite a long ways, but it slides like butter when the wreck of the Savanna is upside down. You just use a Tanker to push it back and it takes about 10 minutes. I am more interested in the Blade, Remington, and Majestic. All of these Vehicles are obtainable, but only in FP form. I have the FP/EC Remington in my current Mobile Save and got it from High Stakes, Low Rider...

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OG Viking

You sure it isn't CP? The scripts that Orion posted show that all but the black and yellow Majestic are AP

It's BP/FP/EP/MP when it's obtained the "normal" way, but perhaps it is AP before the race starts.

Cesar often crash with other cars in the first two intersections near his house, I try to recall if I have seen damages on his car. But it's been so long I don't remember for sure.

 

I could kill myself for an AP Remington.

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DragonpokeZ

I'll kill myself twice for such a heavily moddable car with a full mounty of protection xD

 

I'm trying to use the Savanna because so far I haven't changed the scripts to unstuck any of the other lowriders, so it's the only one I can test on

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OrionSR

Cesar's pre-race Savanna has all 5 proofs applied.

 

I'm not sure the Doherty crane is going to be helpful. Isn't it just a wrecking ball with no magnet? I'm not sure what to expect from the cranes. Someone with III experience might want to mess with this one. I expect the import crane is locked, could be wrong though. I was thinking of the quarry crane, but... I think there's another in a construction site in east LV that might be out of range of ground level cops.

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DragonpokeZ

So like I edited on the OP, entering an enex fixed the blackout but the mission fails if you destroy Cesar's car. I forgot to check outside to see if the car remained there though :(

 

Forgot to add this, but upon teleporting the other lowriders they stayed frozen in midair, so they are completely stuck. We just gotta find a way to move them

Edited by DragonpokeZ

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OG Viking

I had a go with High Stakes now. All NPC lowriders are AP/PP, and the Savanna is very heavy (I don't know if there are various grades of heavy).

 

I almost destroyed the other five lowriders before start, I wanted to see if they would get destroyed after a couple of bumps in the race. But all damage are repaired when the race starts. Except the damage on my own car of course, that was not repaired. Unfair! :p

 

So not only is the game making the cars AP before the race, it also runs a check to repair the damage on cars that cannot be damaged! Talk about double safeguarding. Did R* predict that adept and devious players would learn the Parachute trick? lol.

 

 

 

 

Added:

 

all but the black and yellow Majestic are AP

There are no exceptions. Both the two Majestics are AP/PP before the race, that's for sure. Edited by OG Viking

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Lethal Vaccine

Someone with III experience might want to mess with this one.

 

But there is only ONE Race in III and this was also before PP Tires were a thing. That came into play with VC, but it's not a savable property in the Garages besides for LCS/VCS. I have this Cheetah in III which I obtained from Turismo and I have obtained it both methods with failing and passing to get it. It's NOTHING like the complications in SA.

 

In VC, the FP Race Vehicles are easy too. You just use the look back camera while waiting at the last Corona to pass the Race. When you see the Cheetah, Infernus, or Banshee in sight, you go through the Corona to pass the Race and then simply do a drive-by on the Vehicle you want. They get out scared and run away, and leave the door open.

 

In LCS, they are very tricky. You have to wait until they come back to the finish line, then you gotta push them to a ditching location (water) to flag them as destroyed. BUT, if you push them in too far, they can't be retrieved as Toni can't swim. If you push them in too little, they disappear. I'll be getting the last 3 Race Vehicles in all of LCS today, actually, but I hate these as each one takes 20-30 minutes and if you f*ck up, you gotta re-do it all.

 

In VCS, they are similar to LCS, but a bit easier. The Stinger and the PCJ-600's can just shoot the driver off and quickly get into the Stinger and onto the PCJ before the screen flips back and accelerate a bit so when the screen flips back to normal, you will be sitting on the PCJ or inside the Stinger and it won't disappear. Gotta be quick, though. The other Race Vehicles are a bit more tricky but at the starting line of the Race, you need to SLOWLY push them to a ditching location (water). Once they are in the water, the race will fail. Then snipe the driver out and push the Vehicle all the way back to a Garage.

 

I have obtained ALL Race Vehicles in III, VC, LCS, and VCS one time or another, but never in SA other than the FP/EC Remington from High Stakes, Low Rider by using a Tow Truck and failing the Mission.

Edited by Militia

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OrionSR

Added:

all but the black and yellow Majestic are AP

There are no exceptions. Both the two Majestics are AP/PP before the race, that's for sure.

 

The Yellow and Black Majestic is not CP in any script I've looked at. Which version are you playing?

 

Cesar's Savanna has the heavy property applied. There appears to only be one grade of heavy. The settings can only be on or off.

 

HSLR is a weird mission as there are two parts. The pre-race event is "the mission." The race is part of the racing scripts, and can be repeated later as an option in the race selector. All vehicles except the player's vehicle are destroyed at the end of the mission. When the race starts new opponents cars are created.

 

Thanks for the III input Militia, but I think you misunderstood the question. Tips on racing won't help as we aren't after the race vehicles. The question on III is regarding the use of the crane in the hope of removing properties like locked, frozen, or needed. I remember you telling me of tricks to add proofs to vehicles by using the crane, and this trick had other effects like to make the vehicle larger or to remove clipping so it could drive through stuff (I forget the details, sorry.) I remain baffled as to how the crane could proof a vehicle, and my current hypothesis is that the car becomes an object when attached to the magnet. So... maybe something similar can happen in SA, but the crane scripts in SA are much different than III and VC so I'm not sure what to expect. Can you describe any crane tricks for us? What's the "magic wand" that makes the trick work?

 

Rockstar pushed this game through development and out the door to meet a tight marketing schedule. I seriously doubt they spent much time (money, lots of money - think very large staff working overtime) investing in many of the nuances people want to give them credit for.

Edited by OrionSR

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Lethal Vaccine

Ah, now I see. Btw, OGViking is playing PS2 V2.

 

In III, when you pull up to the Crusher whilst a passenger is in your front seat, you block your door, so when Claude gets out of the Vehicle, he will get out of the passenger side door but your passenger will remain in the Car. The moment Claude gets out, you simply open the door to the passenger side and yank the passenger out, all while the Crane's Magnet is coming down to lift the Vehicle up to be crushed. When Claude re-enters the Vehicle, it will drop down to the ground, now in a Ghost form where it can drive through walls and buildings and fall into Blue Hell and respawn back on land. When you drive through things, though, the Vehicle grows in size and slows down with its speed. To fix it, just fall through Blue Hell and respawn on land again, but once more, it will gradually grow in size again. The moment you put it into your Garage and the Garage closes on it, it's converted to DP. Works in LCS, as well. In III, you use the Taxi Glitch to do this OR (III Mobile ONLY) Mission Scripted Passengers in the front seat. In LCS, you can use Hookers OR Avenging Angels Side Mission. It's really cool and practically ALL Vehicles in III and LCS can be converted into DP.

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OrionSR

Hm... I'm not sure how to adapt that trick when the magnet needs to be controlled manually. Also, the III and VC cranes were engine powered, iirc. I think the SA cranes might be scripted in main.scm. I can't think of how to work a passenger except maybe in the Savanna, but I don't see how a passenger will help. I looks like the passenger is required to break the magnet cycle and get the car back. In SA we can detach the magnet manually.

 

What would happen to a car that was hanging on a crane magnet when the player's car was destroyed?

Can the player's car be destroyed while the race car is in a mod shop or PnS?

 

This crane thing is a bit of a stretch. I'm just trying to think of anything that might have been overlooked before. Any other suggestions?

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DragonpokeZ

The cane can act in weird ways. For example, if you try to lift a Tanker with a trailer, the Tanker vanishes and the trailer falls to the ground. Might be worth a shot.

 

Also, PnS isn't going to help, but having the car on the Interiors Universe (Mod Shop) might help

 

BTW, as you told me in a PM, car wrecks that are marked as important by the script shouldn't disappear, right? So if I destroy one of these lowriders then it shouldn't disappear... Unless destroying it unneeds it. I have yet to do further testing. A good way to test this would be to enter the cars, go to a garage, teleport the lowriders there, torch them and letting the garage door close on them. If the cars are revived, then that would mean we only have to unstuck them! And according to your observations, that's what should happen. So we're drawing closer to those juicy AP Remington, Blade, and Majestic! I also did a little more testing, and when you destroy Cesar's Savanna and fix the blackout, all cars disappear, but saving them in a garage might prevent this... Of course that means Cesar's Savanna would be unobtainable, but who cares? We have the one from Photo Opportunity

Edited by DragonpokeZ

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OrionSR

Repairing or disappearance of a wreck are both good indicators that the car is unneeded and can be/could have been properly saved. You can check if an unwrecked car is unneeded by leaving the door open in a garage. If the door gets closed then the car was saved, and the door locks are gone, the car can move, the tires can pop and the Savanna won't be heavy.

 

I'm guessing that CJ will die when the race car is deleted when the player's car is destroyed, but I've been wrong before, quite often actually so it's worth checking. Is there a way to exit the car while in the mod shop interior so he can detonate an installed bomb? Oh, wait. That won't work on a time bomb. Sorry. I've got all 3 bomb shops in my CG saves and sometimes I forget which type is in which game.

 

YB Majestic is all but CP in my PS2v2 scripts, same as the others I've checked.

Edited by OrionSR

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DragonpokeZ

That's awesome news! I only have one last thing left before I can make my very own "The Devil's Ride" (heavily modded AP Remington, with skulls and fire). So I need ideas. How can we move those cars, preferably while they're intact? Nothing I've tried (really only sawn-off shotguns, minigun, heavy cars, and bailing out of heavy cars) worked, but there's gotta be more. Perhaps the vanishing wrecks can be impounded? Perhaps that's what HeroBrine007 did! Hopefully I will get to test it soon

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LeonTheKiller

 

Also, PnS isn't going to help, but having the car on the Interiors Universe (Mod Shop) might help

 

Tried that, and sadly it doesn't work. I used a trainer to teleport the AP Remington and the player's car(a Voodoo in my case) to LLC, damaged the Voodoo till it caught fire, and quickly entered LLC with the AP Remington. Waited a good 10 minutes in the mod shop, and nothing. Then when i exited the mod shop, Boom, the Voodoo blows up and the AP Remington vanishes with CJ inside. Wasted and Mission failed :p. Also, i tried to destroy the Voodoo with a bomb, and got the same result. The player's car doesn't blow up while CJ is in the mod shop. Tbh i don't think that there's a way to get those Lowriders legitimately.

Edited by _Douglas_

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OrionSR

One note on disappearing needed cars or wrecks. In light of our discussion on garage glitching, a needed car could disappear if it fell through the ground. My observations suggest this doesn't usually happen for cars, but I haven't tried running any tests on wrecks. Enexes, I suspect, would present the most risk unless you are flying around the map at high speed.

 

An option for fixing black screen or gray hell cameras while in a vehicle is to use a mod shop. The teleport codes to the interior and back should make things look right again. An enex would help but the standard game doesn't included any enexes that accept vehicles, and the warps in the CG saves aren't large enough to fit a car.

 

______________ Added ________________

 

Wow, thanks Douglas. I was thinking some of those test might be impossible to perform. And uh... you've got PC too?

 

Have we at least found a way to unlock doors marked as unlocked to NPCs? Sorry, busy weekend at work and not the big game is on.

Edited by OrionSR

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DragonpokeZ

 

 

Also, PnS isn't going to help, but having the car on the Interiors Universe (Mod Shop) might help

 

Tried that, and sadly it doesn't work. I used a trainer to teleport the AP Remington and the player's car(a Voodoo in my case) to LLC, damaged the Voodoo till it caught fire, and quickly entered LLC with the AP Remington. Waited a good 10 minutes in the mod shop, and nothing. Then when i exited the mod shop, Boom, the Voodoo blows up and the AP Remington vanishes with CJ inside. Wasted and Mission failed :p. Also, i tried to destroy the Voodoo with a bomb, and got the same result. The player's car doesn't blow up while CJ is in the mod shop. Tbh i don't think that there's a way to get those Lowriders legitimately.

Negativity, go away D:< That's not the attitude that people like Rustlerr2010 and HolyGrenadeFrenzy (and UltimaRisingPhoenix, how did I forget him?) had. We already found that they can be stored, and how to break them from the script. We are already making more progress than anyone had in the past with these cars (and I know that because I've Googled EXTENSIVELY... I ended up quitting on Page 30, where the first result of the page was about how 9/11 was a hoax and blah blah ._. Google can be weird at times). And, of course, I have an asset by my side: sheer insanity! So I'm getting these cars and making "The Devil's Ride" even if it's the last motherf*cking thing I do D:<

 

BTW, who discovered that bringing homies along to the mission would help with obtaining the cars? I can see why (they probably thought they could make them enter the car and shoot them through the windshield, leaving the door open), but it's been on System Error's guide for a while

Edited by DragonpokeZ

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OrionSR

Whoops, wrong file.

Edited by OrionSR

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DragonpokeZ

Great news, everyone! I'm pretty sure that, technically speaking, we can already obtain this cars, it just requires a lot of luck. I JUST came to realize this as I was reading OrionSR's post about the Impounds. Let me explain myself.

 

The Impounds are the key here. Those little glitchy buggers that OrionSR discovered how to handle are the single key to obtaining this. We know that, if these lowriders are stored in a garage and detached from the script (unneeded), they can be kept. We also now that destroying them detaches them, because when they're destroyed and the area is left, the wrecks disappear. Now, I know Orion said the wrecks of the vehicles could be falling, but they're completely petrified barring mods and to some degree trainers, which I observed myself when teleporting them with SACC (They were FROZEN on midair, period. I tried teleporting them to the Interiors, to Grey Hell, the middle of the sky, underwater, etc. FROZEN). That's what I discovered yesterday, however. What I realized today is WAAAAAAAY better.

 

When CJ's car disappears, there's two options. One, it was on the way of a Clear Area command. If this happened, then you can retrieve them at the Impound. The other option is that they were deleted from memory, because 1) The game can only stand 12 cars and 2) The game only keeps CJ's 2 more recent cars, including the one he's driving, on memory and protects them from being deleted to some degree. So your most recent car can still disappear, especially if it has been destroyed. When this happens, and this is the awesome^awesome part, there's a chance to find them at the impound! That is something that I've observed myself many times, from when I used cheats and spawned lots of Hydras, which I bailed from and later found at the Impound, to more legit times, when I had so much in-game money that I modded every car I jumped on, some of which I found at the Impound. So, if we sum it up, the method for obtaining these juicy AP Lowriders is this (will update to a better format later):

1. Before the mission, recruit a bunch of homies (1-3) and take them with you on your lowrider

2. Start the mission

3. Get to the race start point but DO NOT step on the red marker. Leave your car somewhere safe

4. Get out of the car and go to your opponents' lowriders. Let your homies pull them out of their cars, equip your parachute, and punch them to death

5. Enter all lowriders, but make sure that the one that you want is the first one you enter, for a better chance to Impound it

6. Destroy your lowrider of choice

7. Go away from the area (doesn't matter how) and come back. If your lowrider of choice has vanished, check the Impound and pray to your local deity that it's there

8. If it's there, congratulations! You obtained a car long thought to be impossible to obtain. Now, either fail the mission or pass it, depending on if you want to obtain the other lowriders

9. No, you can't obtain Cesar's Savanna this way

Since, I haven't tested this method, there might be changes. For example, maybe entering your lowrider of choice LAST might give it better chances of it being Impounded. The lowriders might also be invisible. This is still a WIP anyways

Edited by DragonpokeZ

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OG Viking

The Yellow and Black Majestic is not CP in any script I've looked at. Which version are you playing?

 

 

All vehicles except the player's vehicle are destroyed at the end of the mission.

PS2 v2.

Yesterday I tested the cars with all sorts of attacks. Firetrucks arrived and I used them to crash into the cars, and especially the two Majestics.

It's like crashing into bedrock, no damage on either Majestic. No visible damage anyway. Could I be hurting the Majestics health without causing visible damage? Maybe the glue also glues the bodywork in place, but does not protect the car's health?

 

Destroyed = marked as unneeded?

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DragonpokeZ

There is visible damage, at least if you hit them with the parachute

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OG Viking

5. Enter all lowriders, but make sure that the one that you want is the first one you enter, for a better chance to Impound it

Let me be the first to congratulate on the discovery! Good work!

 

5) Should not my desired AP lowrider be the LAST one (or only one) I enter?

 

Btw, what is a WIP?

Edit: Work In Progress I guess.

 

 

 

There is visible damage, at least if you hit them with the parachute

True, so I think I can say for sure they are Crash Proof when a Firetruck can't make a dent in them. Edited by OG Viking

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DragonpokeZ

 

5. Enter all lowriders, but make sure that the one that you want is the first one you enter, for a better chance to Impound it

Let me be the first to congratulate on the discovery! Good work!

 

5) Should not my desired AP lowrider be the LAST one (or only one) I enter?

 

Btw, what is a WIP?

Edit: Work In Progress I guess.

 

 

There is visible damage, at least if you hit them with the parachute

True, so I think I can say for sure they are Crash Proof when a Firetruck can't make a dent in them.

 

Thanks, although no one has tested this yet lol

 

I put that your lowrider should be the first one to be entered because that way it has a better chance of despawning, but you could be right. We'll have to test both

 

Yea, WIP = Work In Progress

 

Maybe they're protected by something other than the immunity codes, like you said. There are many ways to protect a car from damage. That's why the AP Waltons from the mission Don Peyote aren't obtainable, they aren't using an immunity code but other script instead

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OrionSR

Um... I guess I can try to damage my YB Majestic while I'm testing the new Dragon strategy. If I get distracted and don't respond prompt me again. Okay, time to play.

 

Destroyed = deleted from memory by the game

Destroyed = health deduced to 0 and it has blown up and now exists as a wreck

Context = everything

 

I'll try to use delete to describe the coded removal of vehicles. And wrecked for clarification since it's critical for this collection.

 

Added: Is this pure speculation? It sounds like you've done it already.

Edited by OrionSR

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