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RationalPsycho

Marked Vehicles

Recommended Posts

RationalPsycho
This topic is about a recently observed mechanic on the PSP version of the game regarding marked vehicles and their attributes, as well as their applications.
What are they?
Under normal circumstances, one can leave up to two vehicles in memory by simply entering them and preferably leaving the driver's door open when going away. Once the player enters a third non-mission vehicle, the "older" vehicle left in memory will vanish when out of sight.
Now, certain vehicles make use of a different part of the game's memory. These vehicles are referred to as mission-important, owned by script, or "marked", as we commonly call them. Recently, a phenomenon was discovered which allows you to fully own vehicles that behave as if they were mission-important, whereas they're not. Their most notable characteristic is that they never disappear, unless you somehow unmark or destroy them (however, wrecks of marked bikes don't disappear for some reason), or save and reload the game with them outside the garage. Plus, you can have as many of them scattered around the map as you like, and more. You can leave as many as 12 at a time, and still have two regular vehicles in memory if you want to for example, but the game starts to behave erratically if too many are loaded. For more details, keep reading. Also, if you are Russian, you might want to check this video by zazaza691 out, which explains all about marked vehicles in detail:

 

 

Attributes of marked vehicles
Immune to "CLEAR_AREA" commands: As mentioned above, since they use a different part of the memory, marked vehicles don't vanish, even being unaffected by "CLEAR_AREA" commands, usually called during missions.
Wasted/Busted is not a factor: That's right. If you respawn outside the Hospital/Police Station after getting wasted/busted, the marked vehicle will remain where you left it. As a plus, if the cops bust you whilst driving your marked vehicle, it will be waiting for you in the exact place you got busted.
Criminals don't attempt to steal them: Now, thieves attempt to steal a wide range of vehicles from the player, or even NPCs, but there are some exceptions; mostly mission-important and emergency vehicles (Rhino, Ambulance etc.), as well as bikes they were not riding in the first place. Marked vehicles are also included in the exception list, meaning that thieves will never attempt to steal one, even if it is a model they would otherwise go for, like the Cheetah.
Ability to teleport inside with both doors blocked off: If you block both side doors of a marked vehicle by parking it in a very tight spot, or just between two cars, you can teleport inside it as soon as you touch it and press Δ.
Respawn back on land when falling through grey hell: If a vehicle somehow glitches through grey hell and you're not the driver, it will normally disappear. However, if it is marked, it will respawn back on the nearest path of land after a while. That said, if a vehicle also possesses the Heavy property and is thrown in the water, since Heavy vehicles usually sink instead of floating, thus falling straight into grey hell (as seafloor is not programmed in this game), it will get teleported back on the closest driveway. Keep in mind that if you fall in the water whilst driving a Heavy marked car, your Health will start going down and you'll eventually drown, and while you'll find your vehicle waiting on the road if you go back to the place you drowned after respawning outside the Hospital, you'll be unable to enter it, and the only way to fix this is by pushing it all the way to a garage and storing it. Another important note about this case is that your vehicle partly counts as destroyed, so if you get careless in front of the garage door, it will disappear, despite its marked status.
Identifying marked vehicles
You'll know whether a vehicle is marked or not by blocking both its side doors off and attempting to enter it. If nothing happens, the vehicle in question is not marked. If you get teleported inside, it is. Teleporting inside vehicles with both doors blocked off is a consistent sign to determine if a vehicle is marked.
Technical information

This phenomenon is caused by two flags: 01CB (found in the script as "remove_car_from_mission_cleanup_list", or "DONT_REMOVE_CAR" when extracted from Sanny Builder) and 0677. The former "marks" the vehicle, and the latter allows garages to process it. Without the 0677 property, marked/mission-important vehicles wouldn't be able to be stored in garages. Now, two very unique vehicles exist in the game which possess both 01CB and 0677 (the former is found on some other vehicles throughout the game, but the latter is only found on these two), namely the prize Avenger from "Avenging Angels" (Portland) and the Landstalker from "See the Sight Before Your Flight". The programmers have probably given these two properties to the aforementioned vehicles to prevent them from vanishing due to the player being too far away from their spawn location, and to allow you to keep them.

 

As for what happens with the garages, there is a theory that has not yet been firmly established, but observed in practice, and works without fail. When you store a vehicle in the garage, its properties (Heavy, improved handling, BP/FP/EP/DP etc.) are stored locally. However, the properties associated with marking (01CB and 0677) are stored globally, meaning that all scripts have access to them. Let's see what this means in practice. A garage can hold a total of 4 vehicles inside in the form of slots. For this example, we will use an Avenger, a PCJ-600, a Stinger and a Banshee, which are stored as follows:

 

Slot 1: Avenger

Slot 2: PCJ-600

Slot 3: Stinger

Slot 4: Banshee

 

The Avenger possesses the 01CB and 0677 properties by default (much like the Landstalker from the tourist missions). Now, we close the garage door and reopen it. As Save Editor users may know, this shuffles the order of the vehicles at random, and after opening the garage, we get this:

 

Slot 1: Stinger

Slot 2: Avenger

Slot 3: Banshee

Slot 4: PCJ-600

 

What happened here? The "marked" properties (01CB and 0677) of the Avenger are stored globally in slot 1. When we closed and reopened the garage door, the Avenger was moved to slot 2, but is still marked, and the Stinger that moved to Slot 1 is marked too! So what we did was essentially "spread the marked virus". Now, the "disease" is stored in both slot 1 and slot 2, meaning that whichever vehicle is stored in either slot 1 or slot 2 after closing and reopening the garage door once again, will be marked. Likewise, we can also "infect" slots 3 and 4 by repeatedly closing and opening the garage. If we take one of our "infected" vehicles to other garages and repeat the process, we'll eventually have a Save File that can mark vehicles without fail. But wait, it doesn't stop here. The "marked virus" spreads among other Save Files as well; if I give you an "infected" Save File, you load it into your game, and then load one of your own, you'll be able to mark vehicles too!

Marking vehicles
As explained above, there are two methods to acquire the so-called "marked virus", which enables you to mark vehicles, as well as store them in the garage.
Method 1: Avenger/Landstalker - This is the most standard method, since it can infect "clean" Save Files without the need of infected ones. Simply obtain and store either the Avenger from "Avenging Angels" or the Landstalker from "See the Sight Before Your Flight" in the garage among three other vehicles, and keep opening and closing the garage door until every single one of them becomes marked. Then store one of your marked vehicles inside other garages and repeat the process until all 12 slots are infected, so you have a Save File that can mark vehicles without fail.
Method 2: Infected Save Files - If you already have at least one infected Save File, you can spread the marked virus to the rest fast and easy. Simply load the infected Save File, and then the one you wish to infect. Confirm your marked vehicles inside the garages and save the game.
Unmarking vehicles
There is a number of ways you can unmark vehicles, usually during missions. Some missions can actually unmark your vehicle under as of yet undetermined circumstances, thus making it prone to vanishing, as well as vulnerable to "CLEAR_AREA" commands again. Below is a list of all currently documented missions that can unmark vehicles:
Contra-Banned: As soon as you start the mission and enter your vehicle to pick up some backup, it becomes unmarked.
A Volatile Situation: Vehicle is unmarked upon driving into the marker next to the casino.
Vigilante: Your Police vehicle becomes unmarked the moment you start the side mission.
Trash Dash: Your Trashmaster becomes unmarked the moment you start the side mission.
Firefighter: Your Firetruck becomes unmarked the moment you start the side mission. As a bonus, although you wouldn't want to manually unmark your vehicle, but rather try to avoid it as much as possible, you can consistently unmark any vehicle by starting "Firefighter" inside it. This can be done by holding the side mission button (Up on PSP, R3 on PS2) down whilst inside the Firetruck, exiting it, and releasing the button as soon as you enter the desired vehicle. If you want to convert vehicles to PP using the "Firefighter" method, you should keep this in mind, as you'll have to mark your vehicle again.
Strangely, some side missions like "Taxi Driver", "Paramedic" and "Karmageddon" don't unmark your vehicle, but others like the aforementioned "Vigilante" and "Firefighter" do. It is currently unknown what are the complete requirements for a vehicle to become unmarked, so this section needs more research.
The PS2 version
As of yet, no case of marked vehicles besides the aforementioned Avenger and Landstalker has been reported outside of missions on the PS2 version of the game. According to ClaudeIzABadAzz, these two remain marked after storing them in a garage. More reports regarding the PS2 and even mobile versions are appreciated.
Applications of marked vehicles
Mission and free roam utility: Since marked vehicles don't disappear and are immune to "CLEAR_AREA" commands, you can drive them around all you want or leave them in one place without fear of getting wasted/busted or a criminal stealing them, and even use them to complete missions, although this needs a more thorough investigation, since, as mentioned above, some missions can unmark them. As a bonus, wrecks of marked bikes don't disappear for some reason, so if one gets destroyed, you can restore it in a garage.
Garage management: The Portland garage in particular poses a problem for storage; if you fit two cars inside, you have to push them out in order to take them for a drive, and this can take time, especially if they possess the Heavy property. Since you can teleport inside marked vehicles with both doors blocked off, you can use this exploit to drive your desired car out in an instant. Additionally, if you turn big vans/trucks such as the Yankee, Triad Fish Van, Mr. Wongs and Mr. Whoopee into "Ghosts" using the crusher glitch and store them inside the Portland garage, assuming the garage successfully marks them, it is possible to get them out by parking a bike in front of the door to keep it open, entering the safehouse and exiting it. The van/truck should glitch through grey hell and respawn on the street behind the garage, as shown in Lennart -'s video here:

 

 

The exact reason why this happens is currently unknown, but it most likely has to do with some parts of the map becoming unsolid when you change interiors, travel to other islands or go down the subway, and the Portland garage being one of them. Needs more investigation.
Special Vehicles: Special Vehicle collectors do face issues with garage storage capacity from time to time, especially early on in the game, often having to resort to leaving vehicles in memory until they unlock the next safehouse, which can be troublesome, as the game tends to delete vehicles stored in regular memory, even if the players do nothing wrong. However, this becomes no issue should collectors be able to mark vehicles, although big trucks that don't fit inside the Portland garage still pose a problem, since they can't be marked when needed to the most. Also, you can use the Ghost Town exploit (see below) to limit or disable traffic, and eventually spawn a No Extra (graffiti-less) Hoods Rumpo XL.
Entering the RC Bandit (PSP only): On PSP, should one manage to obtain the RC Bandit and attempt to enter it, the game will crash, as no entering and exiting animations are programmed for the toy. However, if you mark the Bandit and block both its "doors" off, you can teleport "inside" it and normally drive it around, although this exploit doesn't help with the exiting animation, so in order to exit it without the game crashing, you must once again block both its "doors" off to skip the animation, or make the game use an entirely different animation by building up speed and bailing out. On PS2 and mobile, even though no cases of marked vehicles have currently been reported, the RC Bandit is fixed, thus Toni can enter and exit it like any other car.
Bringing the Landstalker to Portland early: Some players like to do Starter Saves; completing every side quest that can possibly be done before the first or second main storyline mission. That said, it is possible to complete "See the Sight Before Your Flight", the marker of which is located in Shoreside Vale, before "Slacker". Upon completion, the player is awarded a unique Landstalker - also appearing in Shoreside Vale - possessing a multitude of properties, with Heavy and 01CB (marked) being among them, so it is possible to bring it back to Portland before formally unlocking the bridges without fear of losing it, by going to this location;

 

xZXTV5c.jpg

 

building up speed and bailing out right before you fall into the ocean. Then you can use a boat to cross the sea, and the Landstalker will be waiting for you on the other side.
Ghost Town: The more vehicles you have loaded during gameplay, the less traffic spawns. This can be exploited by marking vehicles and leaving them out of the garage until the traffic density reaches zero. If you have a total of 15 vehices in memory, marked or not (you can leave up to two vehicles in regular memory, so you have to mark at least 13), traffic will stop spawning, but this will make the game unstable, like failing to load vehicles with set spawn points such as the Pizzaboy and TOYZ (unless included in the vehicles you marked/left in memory), or crashing when attempting to start missions that involve a lot of vehicles like "Car Salesman", potentially locking you out of some activities that count towards 100% completion. Also, going down the subway if too many vehicles are loaded makes the game crash. You can bring traffic back if you delete vehicles by any means, such as unmarking them, to make the game stable again. Full details about other irregularities caused by having too many vehicles loaded are unknown at this point.
Matters in need of research
More insight on the requirements to unmark vehicles.
More reports of marked vehicles on PS2, as well as mobile versions.
Details on what happens if too many marked vehicles are loaded.
Since it's a pretty rare case, almost nothing is known about marked vehicles driven by NPCs.
Final notes
Special thanks goes to Nick007J for helping with technical information (0677 in particular), as well as Lennart - and zazaza691 for assisting me with my research.
Keep in mind that this information holds true for the Liberty City Stories title of the Grand Theft Auto series (mostly PSP versions, as other platforms are in need of a more thorough research), and might not be the case for other games. For example, in Vice City Stories, you are granted the ability to teleport inside vehicles with both doors blocked off, but the vehicles in question are not necessarily marked.
Also, if you spot any typographical, syntactic, and most importantly, technical error, please let me know.
Edited by RationalPsycho

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Nick007J

Important note regarding 0677. This opcode on its own doesn't "mark" vehicles. It allows garage to process this vehicle. Every property you name is a property of a mission vehicle. Vehicle is normally "marked" (or set owned by script) upon creation in the script, or with certain opcodes. However, at least in previous games of the series such vehicles are added to 'mission cleanup list' and their "marked" property is removed when mission ends normally.

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RationalPsycho

Important note regarding 0677. This opcode on its own doesn't "mark" vehicles. It allows garage to process this vehicle.

 

Vehicle is normally "marked" (or set owned by script) upon creation in the script, or with certain opcodes. However, at least in previous games of the series such vehicles are added to 'mission cleanup list' and their "marked" property is removed when mission ends normally.

 

Does this mean that marked vehicles not flagged as 0677 are not processed by garages?

 

This is exactly what's different with the PSP version of LCS. You can mark vehicles by simply storing them in a garage, especially later in the game. It could be any vehicle; from a spawn point, parking lots, driven by NPCs or from missions. Garages do restore and completely process them just fine, and they remain there after saving and reloading the game. This also happens to Lennart -'s version, and maybe even jam8tone's, since the latter can teleport inside his vehicles when both doors are blocked off as shown in his videos, but he never observed their behaviour. Other PSP users can teleport inside vehicles like zazaza691, although besides me, only Lennart - has reported such vehicles acting as marked so far.

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Lennart -

01EA: PRINT_WITH_NUMBER_NOW 'TOUR_W5' 2500 5000 1  // ~w~Well done! All 'Sights before Flights' missions completed. $~1~ completion bonus awarded!00BB: PRINT 'TOUR_W6' 5000 ms 1  // ~w~Exclusive Armored Landstalker delivered to your safehouse. Keep it safe in your garage!05AE: call in_parameters 1 out_parameters 0 stack_shift 74 label @MDLMAC_14 parameters 131 00A5: CREATE_CAR [email protected] 131 at -841.9 312.47 -100.0 017A: SET_CAR_HEADING [email protected] 319.98 0544: SET_CAN_BURST_CAR_TYRES [email protected] 0 0299: SET_CAN_RESPRAY_CAR [email protected] 0 01F1: SET_CAR_HEAVY [email protected] 1 02B1: SET_CAR_PROOFS [email protected] 1 1 0 0 1 0428: SET_CAR_TRACTION [email protected] 2.0 03B0: SET_CAR_STRONG [email protected] 1 03F2: SET_UPSIDEDOWN_CAR_NOT_DAMAGED [email protected] 1 022E: CHANGE_CAR_COLOUR [email protected] 40 10 01CB: DONT_REMOVE_CAR [email protected] 0677: set_allow_garage_to_store_vehicle [email protected] 1 ^0001: WAIT 10000 ms 0311: PLAYER_MADE_PROGRESS 1 031C: REGISTER_MISSION_GIVEN 059A: REGISTER_ODDJOB_MISSION_PASSED 

I asked Ray Striker if he can report his experience with passing AA to me once he is up to this point. I hope we will soon know more about this topic which is very interesting and should be pinned :lol:

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Lethal Vaccine

To answer the PS2 Question in the OP....Yeah, the Avenger and Landstalker remain on the Map at all times unless you save/reload, of course with them outside of the Garage...

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Nick007J

Lennart, keep in mind that name for command

 

"0677: set_allow_garage_to_store_vehicle [email protected] 1"
has been given by me, as all definitions in lowercase. Command that lets car stay after mission ends is

 

01CB: DONT_REMOVE_CAR [email protected] 

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RationalPsycho

I hope we will soon know more about this topic which is very interesting and should be pinned :lol:

 

While it would be neat to get to the bottom of this, I don't think this topic should be pinned, since it may involve a lot of technical information, is kinda focused, and currently addresses mostly to PSP users, as this phenomenon hasn't been observed to such extent on PS2 and mobile. If anything, the OM0 topic should be pinned :D

 

To answer the PS2 Question in the OP....Yeah, the Avenger and Landstalker remain on the Map at all times unless you save/reload, of course with them outside of the Garage...

 

Nice. Does this happen AFTER storing them in the garage? I mean, if you boot up your game right now and take the Landstalker out of the garage, does it possess all attributes a marked vehicle can have (teleporting inside with both doors blocked off)? Keep in mind that if you decide to test this, please do it with the Landstalker, because I remember you making the Avenger DP, so you most likely drove into the casino marker with it, which may unmark vehicles.

 

Interesting. So now we have a 01CB command to look into. You guys extract it from Sanny Builder as "DONT_REMOVE_CAR", and the script has it as "remove_car_from_mission_cleanup_list". What's weird, 01CB exists in a select few instances, namely "AMBHIT" (probably stands for "Ambush Hit"; Ma's killers), "NONAME something" (could this be it?!) "Avenging Angels", "See the Sight Before Your Flight", "Sindacco Sabotage" (twice), "A Volatile Situation" and "No Son of Mine":

 

 

:AMBHIT_1317
020E: $2728 = random_int 0 10
008B: [email protected] = $2728 // @ = $ (int)
05AE: constant_params 1 variable_params 0 unknown 33 call_with_params @MDLMAC_14 [email protected]([email protected],10)
01CB: remove_car_from_mission_cleanup_list [email protected]
024E: release_model [email protected]([email protected],10)
017A: set_car [email protected] z_angle_to [email protected]
03D1: car [email protected] add_to_stuck_car_check 2.0 = 4000
0195: add_car [email protected] to_flipped_check
02AF: set_car [email protected] immune_to_nonplayer 1
00AE: set_car [email protected] to_ignore_traffic_lights 2
00AD: set_car [email protected] max_speed_to 30.0
04E5: car [email protected] abandon_path_radius 60
0051: return
:NONAME_20_842
05E3: $2878 1 $2917 1 [email protected] [email protected]
03C6: [email protected] = player $536 car
017A: set_car [email protected] z_angle_to [email protected]
0085: [email protected] = [email protected] // @ = @ (int)
01CB: remove_car_from_mission_cleanup_list [email protected]

 

:ANG_14540
01E8: text_1number_styled 'M_PASS' 1500 1000 ms 1 // ~Y~MISSION PASSED! ~n~$~1~
010E: player $536 money += 1500
0399: play_music 1
0115: clear_player $536 wanted_level
$1081 = 1
$260 == 0
004D: jump_if_false @ANG_14889
$3011 == 1
004D: jump_if_false @ANG_14726
$261 == 0
004D: jump_if_false @ANG_14719
059A:
0311: progress_made += 1
00BC: text_highpriority 'ANGCOM1' 8000 ms 1 // ~w~Avenging Angel mission: Portland - level 15 complete! The unique 'Avenger' motorcycle has been delivered to your safehouse!
05AE: constant_params 1 variable_params 0 unknown 59 call_with_params @MDLMAC_14 208
00A5: [email protected] = create_car 208 at 1150.21 -245.03 -100.0
017A: set_car [email protected] z_angle_to 295.0
0544: set_car [email protected] tires_vulnerable 0
0299: unknown_car [email protected] flag 0
02B1: set_car [email protected] immunities 1 1 0 0 1
01CB: remove_car_from_mission_cleanup_list [email protected]
$261 = 1
0001: wait 8000 ms
:TOURIST_3806
0001: wait 5000 ms
0084: $461 = $460 // $ = $ (int)
$459 == 0
004D: jump_if_false @TOURIST_4002
$460 += 1
not 12 > $460
004D: jump_if_false @TOURIST_4002
00BE: text_clear_all
01EA: text_1number_highpriority 'TOUR_W5' 2500 5000 ms 1 // ~w~Well done! All 'Sights before Flights' missions completed. $~1~ completion bonus awarded!
00BB: text 'TOUR_W6' 5000 ms 1 // ~w~Exclusive Armored Landstalker delivered to your safehouse. Keep it safe in your garage!
05AE: constant_params 1 variable_params 0 unknown 74 call_with_params @MDLMAC_14 131
00A5: [email protected] = create_car 131 at -841.9 312.47 -100.0
017A: set_car [email protected] z_angle_to 319.98
0544: set_car [email protected] tires_vulnerable 0
0299: unknown_car [email protected] flag 0
01F1: make_car [email protected] very_heavy 1
02B1: set_car [email protected] immunities 1 1 0 0 1
0428: car [email protected] improve_handling 2.0
022E: set_car [email protected] color_to 40 10
01CB: remove_car_from_mission_cleanup_list [email protected]
0001: wait 10000 ms
0311: progress_made += 1
031C: increment_mission_attempts
059A:
$459 = 1

 

:SAL6_2519
$560 = 1
0001: wait 0 ms
0551: use_GXT_table 'SAL6' // Sindacco Sabotage
0366: close_garage $1267
05AE: constant_params 0 variable_params 0 unknown 24 call_with_params @SAL6_756
024C: request_model 175
024C: request_model 172
0390: load_requested_models
024C: request_model 283
024C: request_model #BODYARMOUR
00A5: $3999 = create_car 172 at 923.9337 -341.7077 8.7825
017A: set_car $3999 z_angle_to 340.3216
00A5: $4000 = create_car 175 at 909.3573 -324.0092 8.2017
017A: set_car $4000 z_angle_to 276.6376
01CB: remove_car_from_mission_cleanup_list $3999
01CB: remove_car_from_mission_cleanup_list $4000
0210: explode_car $3999
0210: explode_car $4000
00A5: $4001 = create_car 172 at 914.7128 -272.5277 3.7824
017A: set_car $4001 z_angle_to 184.8686
00A5: $4002 = create_car 175 at 896.1526 -273.0388 3.7674
017A: set_car $4002 z_angle_to 270.5555
04BF: set_car $4002 speed_instantly 28.0
024C: request_model 283
024C: request_model #BODYARMOUR
0390: load_requested_models
024C: request_model 79
024C: request_model 80
024C: request_model 83
024C: request_model 84
0218: $4003 = create_pickup #BODYARMOUR type 3 at 1432.557 -185.3421 50.5
$4010 = 1
0330: $4004 = create_weapon_pickup 283 3 ammo 300 at 1433.718 -182.7977 50.5
$4011 = 1
025B: player $536 defined
004D: jump_if_false @SAL6_2840
02A8: toggle_widescreen 1
01B9: set_player $536 frozen_state 0
03C4: set_player $536 ignored_by_everyone_to 1
01FC: set_player $536 ignored_by_cops_state_to 1
:JDT3_12386
811E: not car $3914 wrecked
004D: jump_if_false @JDT3_12401
01CB: remove_car_from_mission_cleanup_list $3914

 

 

Now we have to track down this command all the way to the engine if need be, and find out what exactly garages do with this property. My guess is they bestow 01CB unto stored vehicles under certain requirements, and if we can nail them down, I'll be sure to update the OP with credible information.

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Lethal Vaccine

I will try with the Landstalker when I can. Busy doing other GTA Projects for now...

 

However, as I mentioned in the past, I was NEVER EVER EVER EVER EEEVVEERRRR able to teleport into a Vehicle in LCS, only VCS. I can teleport OUT of a Vehicle if the doors are blocked in LCS, but not INTO a Vehicle if the doors are blocked.

 

SpriteFan274 may be able to also check the Landstalker since he has it in his 1st LCS Save, as well. Might be able to do it quicker than me and he has PS2...

Edited by MorsPrincipiumEst

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Lennart -

I can confirm that on my starter save, vehicles from my garage are marked. I have completed all but one STSBYF Levels on there which should! be the reason.

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RationalPsycho

I can confirm that on my starter save, vehicles from my garage are marked. I have completed all but one STSBYF Levels on there which should! be the reason.

 

It's the PSP version, right? Either way, I somewhat doubt the tourist missions are directly involved, because I was able to mark vehicles (inconsistently though) without touching them.

 

EDIT: Having observed marked vehicles throughout the rest of GTA games, they cannot be stored in garages under normal circumstances. If I understood Nick007J's post correctly, the 0677 flag allows the marked Avenger and Landstalker to be successfully stored, something they weren't normally supposed to be capable of. I updated the original post with the new information here and there, and removed the "Ability to be restored in garages during missions" from the "Attributes of marked vehicles" section, as this has nothing to do with the 01CB property per se, but rather, the garages processing the vehicle in question.

 

That said, the 0677 property, which is supposed to be exclusive to the Avenger and Landstalker, raises new questions. How does the whole thing work? Complete certain requirements within the game, and every vehicle is converted to 0677 and garages bestow 01CB? Is 0677 just a dummy, like the fifth digit of a vehicle's standard immunities (BP/FP/EP/DP)?

Edited by RationalPsycho

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ClaudeIzABadAzz

To answer the PS2 Question in the OP....Yeah, the Avenger and Landstalker remain on the Map at all times unless you save/reload, of course with them outside of the Garage...

So they're marked?

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zazaza691

@RationalPsycho, do you remember when you got the ability to mark vehicles? Was it during making SS or after it?

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Lennart -

 

Marking vehicles is a dream :D

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RationalPsycho

After observing the marking mechanism for quite a while and reading reports of others, I developed a theory that might explain what's going on, on the PSP at least. When you store a vehicle in the garage, its properties (Heavy, improved handling, BP/FP/EP/DP etc.) are stored locally. However, the properties associated with marking (01CB and 0677 - the former removes the vehicle in question from mission cleanup list, in other words; marks it, and the latter allows garages to process it) are stored both locally and globally. Let's see what this means in practice. A garage holds a total of 4 vehicles inside in the form of slots. For this example, we will use an Avenger, a PCJ-600, a Stinger and a Banshee, which are stored as follows:

 

Slot 1: Avenger

Slot 2: PCJ-600

Slot 3: Stinger

Slot 4: Banshee

 

The Avenger possesses the 01CB and 0677 properties by default (much like the Landstalker from the tourist missions). Now, we close the garage door and reopen it. As Save Editor users may know, this shuffles the order of the vehicles at random, and after opening the garage, we get this:

 

Slot 1: Stinger

Slot 2: Avenger

Slot 3: Banshee

Slot 4: PCJ-600

 

What happened here? The "marked" properties (01CB and 0677) of the Avenger are stored globally in slot 1. When we closed and reopened the garage door, the Avenger was moved to slot 2, but is still marked, since the properties are also stored locally, and the Stinger that moved to Slot 1 is marked too! So what we did was essentially "spread the marked virus". Now, the "disease" is stored in both slot 1 and slot 2, meaning that whichever vehicle is stored in either slot 1 or slot 2 after closing and reopening the garage door once again, will be marked. Likewise, we can also "infect" slots 3 and 4 by repeatedly closing and opening the garage. If we take one of our "infected" vehicles to other garages and repeat the process, we'll eventually have a Save File that can mark vehicles without fail. But wait, it doesn't stop here. The "marked virus" spreads among other Save Files as well; if I give you an "infected" Save File, you load it into your game, and then load one of your own, you'll be able to mark vehicles too!

 

Unfortunately, all of this is just a theory. While the phenomenon can be observed, and does indeed seem to spread like a disease among garages and even Save Files, I possess no concrete evidence to firmly establish the theory, and am afraid I cannot do it without the aid of the experts anytime soon.

Edited by RationalPsycho

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zazaza691

Should be added in the Guide I believe ;)

 

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Nick007J

For those wondering, I did find the source of the error in the code. Explanation is very technical so I am not planning to describe it now (unless someone wants to know it for some reason, of course) but here are the conclusions.

1) It is PSP-exclusive glitch. This error was fixed in PS2 and even more deadly fixed in mobile.

2) The more times you close and open garage, the more likely it is that a spawned vehicle will become glitched (same applies to more already glitched vehicles in garages).

3) It is impossible to cancel the glitched property of already stored vehicle. However, if you hard reset and don't open a garage with 'marked' vehicle, no glitch will be applied.

4) Effect carries over between loads.

 

Most of it was known but I've found formal proof of all these facts.

Edited by Nick007J

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RationalPsycho

@zazaza691 I updated the topic and included your video for Russian speakers, but from what I watched, even those who are not familiar with the language can pick something up ;)

 

For those wondering, I did find the source of the error in the code. Explanation is very technical so I am not planning to describe it now (unless someone wants to know it for some reason, of course) but here are the conclusions.
1) It is PSP-exclusive glitch. This error was fixed in PS2 and even more deadly fixed in mobile.
2) The more times you close and open garage, the more likely it is that a spawned vehicle will become glitched (same applies to more already glitched vehicles in garages).
3) It is impossible to cancel the glitched property of already stored vehicle. However, if you hard reset and don't open a garage with 'marked' vehicle, no glitch will be applied.
4) Effect carries over between loads.

 

Yes please. I would appreciate a technical explanation if you find the time. I'd like to know about this more than anyone :monocle:

 

1) I've read one report that the Avenger and Landstalker remain glitched after storing them in the garage on PS2, but the "marked virus" doesn't seem to spread to the rest like a disease. How is it "more deadly fixed" on mobile? Did they create an entirely different algorithm for the game to handle these two vehicles?

3) There is a consistent way to "unglitch" vehicles by starting "Firefighter" inside them, but storing them in an infected garage will obviously glitch them again, though. Exactly when do the garages become glitched? When you open or close the door? Because if the disease spreads when the door closes, you can prevent the garage from being infected after hard resetting by carefully taking the vehicles outside without letting the door close.

 

This "glitch" (if you want to call it that) doesn't just mark your vehicles. It allows everything to be stored in garages on the spot, too. For example, you can obtain the Rumpo from "Bringing the House Down" by just storing it in a garage. No need to destroy it or disrupt the mission by any means. When the door closes down on it, the mission will fail for "destroying the van" (it basically removes vehicle from mission script), and the Rumpo will remain inside with its properties intact. There are several more examples, like the race vehicles, Salvatore's Stretch from "Search and Rescue" etc.

Edited by RationalPsycho

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Nick007J

1) This is how this "feature" is supposed to work: Avenger and Landstalker are meant to be un-despawnable even after storing in garage once.

3) The glitch is about the way garage processes those vehicles, and it remains even after Firefighter trick.

In fact, it's not garage that becomes glitched, it's more like game itself, or rather, vehicle pool.

 

 

 

For all dynamic objects 3D era games use pool as a memory storage. It means that memory for all such objects is allocated at the start of the game and this is only done once for whole game session. When game needs to create a new vehicle, for instance, it selects next free pool index, marks the slot as used and uses this slot's memory.

Vehicles' pool size is 70 (it means that creating more than 70 vehicles results in a crash). Algorithm of selecting next free pool slot isn't too obvious but that doesn't matter too much. What is important is that when slot is made free (after vehicle was destroyed - by that I mean completely, without a trace, so that memory is freed) memory of that slot is not cleared. So, if a slot was previously occupied by another vehicle, for small amount of time (right after allocation) it keeps all properties of a vehicle that existed in this slot.

Obviously, this is supposed to be overwritten by initialization of a new vehicle - in case of this game a class constructor clears all data and initialized stuff according to model index of a newly created vehicle.

In case of creating a vehicle from garage, originally there was this code written by devs:

 

v = new CAutomobile(mi, owner);
Which is transformed into

 

CVehicle::operator_new(v);CAutomobile::CAutomobile(v, mi, owner);
It "allocates" memory (see previous remarks about it) and calls class constructor with 2 parameters: model index and owner. Latter doesn't matter much, the most interesting thing is that CAutomobile is inherited from CVehicle and therefore CAutomobile constructor calls CVehicle constructor. The latter contains an error.

In this constructor all the fields are supposed to be initialized. CVehicle contains a bunch of flags, one of which is the one that is responsible for allowing garage to process vehicles owned by script (0677). It is located at offset 25B in bit 0x40 (for PSP version). The problem is that it wasn't initialized - unlike other flags even in the same byte. It means that if this slot previoisly contained a vehicle with this flag set, newly created vehicle (whatever it was) is going to have this flag set as well.

This is what the error is about. By opening one garage with one "marked" vehicle you make one "infected" slot in vehicle pool. If you have multiple vehicles, in most scenarios their order in garage will reverse after closing and opening and it means second time a garage opens, another vehicle from garage gets this flag. Second time the garage opens, two vehicle slots are "infected". By continuing this over and over (since pool index tend to increase), more and more slots are "infected", which eventually makes almost any created vehicle to have this flag.

This error was fixed in PS2 version, where flag is correctly initialized with 0. Mobile version also has same initialization but additionally memory allocating procedure sets all slot memory to 0 on allocating to avoid any potential problems caused by data carried over from previous vehicle (hence the "more deadly fixed" part).

 

 

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