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[SA] Removing vehicle spawn locations


Vills SkyTerror
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Vills SkyTerror

Is there a way to remove all the spawn locations of vehicles? Such that no vehicle of any type ever spawns again automatically.

 

Example: Sweet's greenwood or any random car in parking lot.

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If you want to remove these completely from in-game just use:

0A8C: write_memory 0x6F31A0 size 1 value 0xC3 virtual_protect 1 // CTheCarGenerators::CreateCarGenerator, retn

But you will not able to add any new car generator to game scripts.

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Vills SkyTerror

I guess that will be a problem. Since I want to remove all existing ones and add my new locations.

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Another idea, you'll need to remove IPL car generator spawns from CFileLoader::LoadCarGenerator

0A8C: write_memory 0x5379F2 size 2 value 0x9090 virtual_protect 10A8C: write_memory 0x5379F4 size 2 value 0x9090 virtual_protect 10A8C: write_memory 0x5379F6 size 1 value 0x90 virtual_protect 1

and remove all 0x014B and 0x014C and also 0x09E2 commands from main.scm.

Edited by juarez
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Tested ingame and it's working :)

 

0AB1: call_scm_func @nop_func 1 0x47AF74    // CRunningScript::ProcessCommands2500To25990AB1: call_scm_func @nop_func 1 0x47C20F    // CRunningScript::ProcessCommands300To3990AB1: call_scm_func @nop_func 1 0x5379F2    // CFileLoader::LoadCarGenerator// Replacement for opcode 0x014B0AA7: call_function 0x6F31A0 num_params 14 pop 14 params a14 1 iplId 0 maxDelay -1 minDelay -1 doorLock 0 alarm 0 forceSpawn -1 color2 -1 color1 -1 modelID 602 angle 0.0 z 13.38 y -1666.84 x 2448.56 result [email protected]   014C: set_parked_car_generator [email protected] cars_to_generate_to 101 

 

 

and after end_thread or something:

:nop_func0A8C: write_memory [email protected] size 2 value 0x9090 virtual_protect [email protected] += 20A8C: write_memory [email protected] size 2 value 0x9090 virtual_protect [email protected] += 20A8C: write_memory [email protected] size 1 value 0x90 virtual_protect [email protected] += 20AB2: ret 0
Edited by juarez
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Vills SkyTerror

Looks good I'll try it tonight. :evilgrin::cookie:

Edited by Vills SkyTerror
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And what about removing specific spawn? i want to remove some too.

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This post has info on unallocating scm vehicles like Sweet's Greenwood to remove them from the save. A simpler solution is to simply hide the vehicle with opcode 014C.

 

There are only 208 scm vehicles that are "in" the save. With few exceptions these are story or mission related vehicles - reward cars or trigger vehicles. Most of the random and ambient vehicles are streamed in with the environment.

Edited by OrionSR
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This post has info on unallocating scm vehicles like Sweet's Greenwood to remove them from the save. A simpler solution is to simply hide the vehicle with opcode 014C.

 

There are only 208 scm vehicles that are "in" the save. With few exceptions these are story or mission related vehicles - reward cars or trigger vehicles. Most of the random and ambient vehicles are streamed in with the environment.

can you pls provide me a code that removes the spawn of 2 X cars pls, after ill do the rest editing it to remove other ones

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can you pls provide me a code that removes the spawn of 2 X cars pls, after ill do the rest editing it to remove other ones

Look into http://gtaforums.com/topic/853920-sa-how-to-delete-existing-car-spawn-locations/?p=1068753607and use to remove for example: Sweets car generator

0AB1: call_scm_func @DeleteCarGenerator 1 cargen_index $2765
Edited by juarez
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can you pls provide me a code that removes the spawn of 2 X cars pls, after ill do the rest editing it to remove other ones

Look into http://gtaforums.com/topic/853920-sa-how-to-delete-existing-car-spawn-locations/?p=1068753607and use to remove for example: Sweets car generator

0AB1: call_scm_func @DeleteCarGenerator 1 cargen_index $2765

Ok but custom spawns will work? where can i find these index?

Edited by Diegoti
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