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Territory Defense Investigation


Thomas2026
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Thomas2026

I am referring to Gang Wars, when one of your territories come under attack from an enemy gang. I am currently working on glitching territories through LS and possibly beyond (See my guide): 

 

 

I want to know everything around how territories are attacked, such as which gang attacks them and what the requirements are for a zone to get attacked. I am getting Ballas attacking my zones a lot and would like Vagos to do it more often so i can mix them. Are Ballas attacking more because they currently hold the most zones?

 

Currently, I believe zones in LS will never be attacked when you are not standing in the LS master zone:

https://web.archive.org/web/20150508042804/http://pdescobar.home.comcast.net/~pdescobar/tmp/zone_mapper.png

 

I was standing in Red County for a very long time (I entered precisely one second before a zone was scheduled to be attacked yet a territory attack was never triggered.

I do believe zones can be attacked while you are out of LS though, as Rhan seems to have spread territories far into SF and he could only do this by having zones under attack while he was out there:

https://www.youtube.com/c/Rhans

 

Would it be the case that only if you have a territory in red county, that an attack while happen while standing in Red County? This might actually help control which zones get attacked.

 

So to sum up, my two main questions are:

 

1. How does the game determine which gang attacks which zone (without pomor manouver) and is there a way to increase the likelihood of Vagos attacking?

 

2. Is it possible to get any territory to get attacked while CJ is outside of LS and how does it work?

 

 

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4 hours ago, Thomas2026 said:

So to sum up, my two main questions are:

 

 

How can i say..mmm.. Gang Wars Mechanic or Gang Wars System is so weird.. We all have an idea about the procedure but some random triggers are still hardcoded.. I know that you are playing on console and i liked your videos by the way but i (actually OrionSR's found) have only some CODES for the PC VERSION.. you can just check out our (Actually OrionSR's) work below 😉

 

 

You could test it by using our script if you had PC.. Talking about gang wars i have a question..

 

I've watched your current videos and i'm suprised.. how did you gain THE ENTIRE RED COUNTY with one attack defense? According to this ZONE MAP it was impossible 🤔😃

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Thomas2026
55 minutes ago, ArmanCan said:

 

How can i say..mmm.. Gang Wars Mechanic or Gang Wars System is so weird.. We all have an idea about the procedure but some random triggers are still hardcoded.. I know that you are playing on console and i liked your videos by the way but i (actually OrionSR's found) have only some CODES for the PC VERSION.. you can just check out our (Actually OrionSR's) work below 😉

 

 

You could test it by using our script if you had PC.. Talking about gang wars i have a question..

 

I've watched your current videos and i'm suprised.. how did you gain THE ENTIRE RED COUNTY with one attack defense? According to this ZONE MAP it was impossible 🤔😃

 

Well I f*cked a hooker before I did it so maybe that helped? 

 

Edit:

And thanks for watching :)

 

I think you can take over any zone as long as you are not standing in any nested zones. I haven't tested on the SF zone yet. 

 

I plan on using this big zone soon..

Edited by Thomas2026
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18 hours ago, Thomas2026 said:

So to sum up, my two main questions are:

 

1. How does the game determine which gang attacks which zone (without pomor manouver) and is there a way to increase the likelihood of Vagos attacking?

 

2. Is it possible to get any territory to get attacked while CJ is outside of LS and how does it work?

As mentioned before, I'm not current enough of the details of gang wars and attacks to have much confidence in my reports anymore. Much of this stuff has been documented in various topics over the years. Gathering the relevant details into a single topic might be a good place to start.

 

1a. My working hypothesis is that the zone selected for an attack is usually the first one on the lists of installed zones that is an appropriate target for an attack. Standing in an attackable zone will disqualify it from being selected, even if it's the only attackable zone. One strategy for limiting which zones can be attacked to to control the Grove and Rival density in all zones.

 

Quote

In order to be attacked a zone must have a Grove density of at least 16 and there must be a rival (Ballas or Vagos) density of at least 20 in the same zone or in an adjacent zone.

 

1b. I'm not sure but, I'd expect the attacking gang to be the gang with sufficient density in an adjacent zone, and more than likely defaults to Ballas (gang 0) if all things are equal.

 

2. The next attack timer counts down very slowly whenever CJ is not in LS (15 times slower?). And IIRC, there are lots of activities that prevent the timer from counting down, or counting down below 30 seconds (at LS rate). In an interior. Flying an aircraft. On a mission.

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Thomas2026
3 hours ago, OrionSR said:

As mentioned before, I'm not current enough of the details of gang wars and attacks to have much confidence in my reports anymore. Much of this stuff has been documented in various topics over the years. Gathering the relevant details into a single topic might be a good place to start.

 

1a. My working hypothesis is that the zone selected for an attack is usually the first one on the lists of installed zones that is an appropriate target for an attack. Standing in an attackable zone will disqualify it from being selected, even if it's the only attackable zone. One strategy for limiting which zones can be attacked to to control the Grove and Rival density in all zones.

 

 

1b. I'm not sure but, I'd expect the attacking gang to be the gang with sufficient density in an adjacent zone, and more than likely defaults to Ballas (gang 0) if all things are equal.

 

2. The next attack timer counts down very slowly whenever CJ is not in LS (15 times slower?). And IIRC, there are lots of activities that prevent the timer from counting down, or counting down below 30 seconds (at LS rate). In an interior. Flying an aircraft. On a mission.

 

Thanks for checking this out. If all goes well I will keep editing the first post with concrete facts that I get from this investigation.

Few points/questions of my own:

 

1a: So how do we know which zone is the "First one on the list of installed zones"?

And what exactly is the criteria for a zone being attacked? Is being adjacent to another zone a requirement? I will definitely single this out and put into the first post if we can nail the exact requirements.

So far I know you need to put GSF in there using the satchel glitch twice. I also know if you put GSF into a zone, then a rival gang, then win the gang war, that zone is available to be attacked. Unsure if it needs to be adjacent to another zone at this stage.

 

 

1b: Not exactly true, I have had a GSF zone in Rodeo with 20 Density and it was next to a Ballas zone with 20 density (presuming each hood glitch adds 10) and it got attacked by Vagos. I think Ballas get attacked more if they hold the most zones (in your stats it says which gangs hold the most zones and ranks them.) OR it is the opposite, it is the game you have taken the most territory from. I have no idea but Ballas are very popular when it comes to attacks. They never seem to attack a zone that used to be Vagos initially however.

 

2. Has this actually been tested and shown that zones in LS will get attacked while outside? Here is a test I did.

Gang attacks happened at exactly 18.04. I stood on the very edge of the LS zone on the far eastern highway. I got a gang attack at exactly 18.04. I reloaded.

I went back to the same spot but at 18.03, I moved into Red County, leaving LS. Sure enough I didn't get a gang attack. I left it for about 5 minutes and still no attack. Maybe it takes even longer and I will just leave for 20 minutes.

 

EDIT: I Tested again. Apparently standing in LS was the issue. I stood in Las Colinas, then bolted to red County 10 seconds before the trigger.

It only took an extra minute but a trigger for a battle prompted and it was for LS. So this might work.

 

But in any case 5 minutes is too long for what I have in mind to glitch into SF. I want to start a gang war in Red County, plant satchel charges on the last guards of wave 1. Fly to the tip of the airstrip in SF as it still in Red County, and then detonate. Wave 2 should spawn ballas on the airstrip, or at least the nearest area. I then lose the war and should have lots of ballas in SF from the gang war still around. I then have to survive with 4 stars and hope the ballas don't get killed while waiting for my next gang war. If it is going to take 5 minutes it won't be possible lol. 

 

BUT, I suspect the reason I didn't get a gang war is because I was standing in Red County, and I didn't currently have any zones in Red County that met the requirement for attack. Could it be that Red County sort of has it's own timer, and that the timer runs normally in Red County when you stand in it? Otherwise I have no idea how Rhans managed to glitch so many territories out of LS if the timer is really that slow, even with the bridges and no cops.

 

EDIT: Final Note, it would be good to compile a list of all activities that generate changes in density, and exactly how many points. For instance doing the hoodabuse glitch gives 10 GSF density? Or clearing out a gang war buffs GSF 10? Also how much density does GSF lose if you ignore a gang attack etc.

 

I believe some discussion of the exact figures was in that Mastermind topic, but I can't find it even searching his name. Do you happen to have a link? I will do some reading through it and try buff the first post of this topic.

Edited by Thomas2026
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3 hours ago, Thomas2026 said:

I believe some discussion of the exact figures was in that Mastermind topic, but I can't find it even searching his name. Do you happen to have a link? I will do some reading through it and try buff the first post of this topic.

 

Doesn't that Ultimate topic have a link back to the Mastermind data?

 

The search algorithms seem less effective at finding links to the data I'm looking for than they used to be. I find it helpful to do site specific searches "site:gtaforums.com" and usually include my user name to help narrow the search for notes I once posted. It might be helpful to include "rhans" in the search parameters. You might be able to pickup stray notes from his video research - I generally push these sorts of discussions out of PM where searching isn't practical for anyone.

 

3 hours ago, Thomas2026 said:

1a: So how do we know which zone is the "First one on the list of installed zones"?

Not too easy to get you hands on original data files these days. PC and mobile players can examine info.zon, a plain text file. Do you still have your old PS2 discs available? The data should be identical.  Try Binging:

SUNMA, 0, -2353.17, 2275.79, 0.0, -2153.17, 2475.79, 200.0, 1, SUNMA

SASEv1.00 might provide accurate zone data for a info.zon - download a normal PC save from GTASnP. I'm not sure it properly map the zone density data though. My custom gang zones don't seem be in the expected locations.

 

3 hours ago, Thomas2026 said:

And what exactly is the criteria for a zone being attacked?

Incomplete(?) list: Gang wars active, OnMission is false, below the 950.0 Z floor of most interiors, gang war not in progress, minimum of 16 Grove density, adjacent to a rival gang zone with a minimum Ballas or Vagos density of 20. Adjacency includes the shared zones, zones touching on any side, and zones within zones. I don't remember how the larger SAN_AND zone plays into this.

 

My "working hypotheses" are not terribly reliable, but seem to be on the right track. More observations are required to help refine the theory.

 

Density changes seems like it'd be a straight forward list, but after some thought, there are plenty of odd rules like a limit to the density that can be earned from gang attacks. It would be best to find some notes made immediately after the test. In general though, Grove Density is never lowered my normal means. Grove density can be increased by +10 by defending against a gang attack, or increased by 1/3 of each gang's density after every wave of a gang war. The only way to decrease Grove density is to eventually collect so much density from gang wars that the byte value rolls over to 0 after 255.

 

Without the ability to read the zone densities from a save file it would be very difficult to know the exact densities of each zone. The increased gang density from losing an attack varies depending on how many attackers survive the battle. I found it difficult to know when a stray attacker managed to get ran over or killed by random chaos.

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Thomas2026
16 hours ago, OrionSR said:

 

Doesn't that Ultimate topic have a link back to the Mastermind data?

 

The search algorithms seem less effective at finding links to the data I'm looking for than they used to be. I find it helpful to do site specific searches "site:gtaforums.com" and usually include my user name to help narrow the search for notes I once posted. It might be helpful to include "rhans" in the search parameters. You might be able to pickup stray notes from his video research - I generally push these sorts of discussions out of PM where searching isn't practical for anyone.

 

Not too easy to get you hands on original data files these days. PC and mobile players can examine info.zon, a plain text file. Do you still have your old PS2 discs available? The data should be identical.  Try Binging:

SUNMA, 0, -2353.17, 2275.79, 0.0, -2153.17, 2475.79, 200.0, 1, SUNMA

SASEv1.00 might provide accurate zone data for a info.zon - download a normal PC save from GTASnP. I'm not sure it properly map the zone density data though. My custom gang zones don't seem be in the expected locations.

 

Incomplete(?) list: Gang wars active, OnMission is false, below the 950.0 Z floor of most interiors, gang war not in progress, minimum of 16 Grove density, adjacent to a rival gang zone with a minimum Ballas or Vagos density of 20. Adjacency includes the shared zones, zones touching on any side, and zones within zones. I don't remember how the larger SAN_AND zone plays into this.

 

My "working hypotheses" are not terribly reliable, but seem to be on the right track. More observations are required to help refine the theory.

 

Density changes seems like it'd be a straight forward list, but after some thought, there are plenty of odd rules like a limit to the density that can be earned from gang attacks. It would be best to find some notes made immediately after the test. In general though, Grove Density is never lowered my normal means. Grove density can be increased by +10 by defending against a gang attack, or increased by 1/3 of each gang's density after every wave of a gang war. The only way to decrease Grove density is to eventually collect so much density from gang wars that the byte value rolls over to 0 after 255.

 

Without the ability to read the zone densities from a save file it would be very difficult to know the exact densities of each zone. The increased gang density from losing an attack varies depending on how many attackers survive the battle. I found it difficult to know when a stray attacker managed to get ran over or killed by random chaos.

 

Super useful!

 

I will need time to digest and test. The adjacency rule is particularly useful.

 

My strategy worked btw. I did it this morning, I managed to take over Flint County before Green Sabre. I think it is just the beginning, I will make a fresh topic soon.

Edited by Thomas2026
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On 9/27/2022 at 3:23 AM, Thomas2026 said:

EDIT: I Tested again. Apparently standing in LS was the issue. I stood in Las Colinas, then bolted to red County 10 seconds before the trigger.

It only took an extra minute but a trigger for a battle prompted and it was for LS. So this might work.

 

As i said before you are playing on console so..

 

- You HAVE TO test it on PC because it's really efficient. In PC you can download an "Airbreak Mod" or "Teleport Mod" so you can easily shoot yourself without danger or wasting time.. You can also load your savefile to any editor and check your zones OR you can download this trainer (below) and check your zone/gang density on gameplay..😉

- You SHOULD test it on PC because you can easily compare the differences between PS2 and PC. You should also test our script (above) because it makes the test really easy and i'm looking for another player who can test it and observe the bugs 😀

 

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Thomas2026
8 hours ago, ArmanCan said:

 

As i said before you are playing on console so..

 

- You HAVE TO test it on PC because it's really efficient. In PC you can download an "Airbreak Mod" or "Teleport Mod" so you can easily shoot yourself without danger or wasting time.. You can also load your savefile to any editor and check your zones OR you can download this trainer (below) and check your zone/gang density on gameplay..😉

- You SHOULD test it on PC because you can easily compare the differences between PS2 and PC. You should also test our script (above) because it makes the test really easy and i'm looking for another player who can test it and observe the bugs 😀

 

 

Maybe it will be easier, but you must understand I am glitching a lot of zones on PS2, I am starting to understand it quite well. But il think about it, I will need to buy the game though. On the rockstar site I have to buy the entire trilogy. I have never played on PC lol

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Thomas2026
On 9/28/2022 at 1:57 AM, OrionSR said:

 

Doesn't that Ultimate topic have a link back to the Mastermind data?

 

The search algorithms seem less effective at finding links to the data I'm looking for than they used to be. I find it helpful to do site specific searches "site:gtaforums.com" and usually include my user name to help narrow the search for notes I once posted. It might be helpful to include "rhans" in the search parameters. You might be able to pickup stray notes from his video research - I generally push these sorts of discussions out of PM where searching isn't practical for anyone.

 

Not too easy to get you hands on original data files these days. PC and mobile players can examine info.zon, a plain text file. Do you still have your old PS2 discs available? The data should be identical.  Try Binging:

SUNMA, 0, -2353.17, 2275.79, 0.0, -2153.17, 2475.79, 200.0, 1, SUNMA

SASEv1.00 might provide accurate zone data for a info.zon - download a normal PC save from GTASnP. I'm not sure it properly map the zone density data though. My custom gang zones don't seem be in the expected locations.

 

Incomplete(?) list: Gang wars active, OnMission is false, below the 950.0 Z floor of most interiors, gang war not in progress, minimum of 16 Grove density, adjacent to a rival gang zone with a minimum Ballas or Vagos density of 20. Adjacency includes the shared zones, zones touching on any side, and zones within zones. I don't remember how the larger SAN_AND zone plays into this.

 

My "working hypotheses" are not terribly reliable, but seem to be on the right track. More observations are required to help refine the theory.

 

Density changes seems like it'd be a straight forward list, but after some thought, there are plenty of odd rules like a limit to the density that can be earned from gang attacks. It would be best to find some notes made immediately after the test. In general though, Grove Density is never lowered my normal means. Grove density can be increased by +10 by defending against a gang attack, or increased by 1/3 of each gang's density after every wave of a gang war. The only way to decrease Grove density is to eventually collect so much density from gang wars that the byte value rolls over to 0 after 255.

 

Without the ability to read the zone densities from a save file it would be very difficult to know the exact densities of each zone. The increased gang density from losing an attack varies depending on how many attackers survive the battle. I found it difficult to know when a stray attacker managed to get ran over or killed by random chaos.

 

Something I really need help with:

A map showing the exact border where the cooldown timer increases when leaving LS.

 

The LS zone I'm the usual zone mapper we use doesn't appear to be the actual border where the cooldown timer increases. I have been waiting in the northwestern most Richman zone for a long time now and no gang attack will trigger.

 

Do you think this is something that can be done?

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1 hour ago, Thomas2026 said:

A map showing the exact border where the cooldown timer increases when leaving LS.

I think what you are looking for is a weather region map. I've never seen one, and at this late date it would be difficult to find players with the skill to mine the coordinates from the game, or anyone who could map them properly.  There is a restricted area map, a variation of the zone map that also shows the boundaries of the areas restricted by the Cities Unlocked stat, that was created this way. Town number doesn't match the borders for Next Attack either. (I suspect it can't be zone related because this function needs to be independent of the data files like info.zon.)

 

Weather region makes sense though, because the speed at which the chaos meter counts down increases when CJ is in country or desert weather regions. The Chaos Toolkit HUD script I wrote about a year ago included a weather region field...

 

Hm... Maybe you can talk a PC player, like @ArmanCan, into writing a cleo script that drops weapons with attached blips (so the blip can be removed by picking up the weapon if necessary) and using the Chaos HUD as a guide to create a blip trail along the weather region border of Los Santos, and then post a screenshot from the in game map.

 

Edited by OrionSR
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8 hours ago, OrionSR said:

writing a cleo script that drops weapons with attached blips (so the blip can be removed by picking up the weapon if necessary)

 

If it's a creating a disposable weapon pickup to specific coordinates and put a blip/marker on it(Off course for the PC).. yes it's piece of cake but if it's a specific script.. than i should learn more details from you guys.. 🙂 

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37 minutes ago, ArmanCan said:

if it's a specific script.. than i should learn more details from you guys..

Nothing too specific. You've got the general idea. I was thinking; press a button and place a pickup with a blip 1.0 meters east of CJ's current position. And the Chaos HUD can report the weather region. The missing piece of the puzzle is a strategy to view the next attack timer so we can confirm that the WR is tied to the Next Attack countdown speed.

 

Would you mind modifying your RTSM script to do the job by adding a new entry or temporarily changing something for the test? If you'll post an example of an integer stat from your version of the script I can make the adjustments.

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ArmanCan
On 9/30/2022 at 2:07 PM, OrionSR said:

with a blip 1.0 meters east of CJ's current position.

 

I've never done such things and i've only found this on "SASCM.ini" 🤔

 

00A0=4,get_char_coordinates %1d% store_to %2d% %3d% %4d%

 

On 9/30/2022 at 2:07 PM, OrionSR said:

If you'll post an example of an integer stat from your version of the script I can make the adjustments.

 

I'm copying the basic version of RTSM..

 

Spoiler
{$CLEO .cs}
// PlayerStats.txt
{ 
   Real Time Status Monitor - Player Stats
   by OrionSR & ArmanCan
   Jan 15, 2022
}

{Header - Configuring Sanny Builder}
const {Internal}
  is_right_panel = [email protected] // passed when launched
  
  int_val = [email protected]
  dec_part = [email protected]

  left_x_pos = [email protected]
  right_x_pos = [email protected]
  centered_x_pos = [email protected]
  title_x_pos = [email protected]    
  y_pos = [email protected]
  box_x_pos = [email protected]
  box_y_pos = [email protected]
  box_width = [email protected]
  box_height = [email protected]

  Font_Pricedown = 0
  Font_Aharoni = 1
  Font_Gothic = 2
  Font_Beckett = 3   
end

const {Configuration}
  text_font = Font_Aharoni
  linewidth = 110.0
  linespace = 10.0
  num_lines = 26.0
  topline = 30.0
  margin = 23.0
  centered_offset = 10.0
  box_frame_size = 7.0
  letter_width = 0.22
  letter_height = 1.10
//033F: set_text_draw_letter_size 0.22 1.10  // medium large
//033F: set_text_draw_letter_size 0.18 0.60  // very small
//033F: set_text_draw_letter_size 0.48 1.12  // default

// 218 165 32 255  // Goldenrod
  title_red = 218
  title_green = 165
  title_blue = 32
  title_alpha = 255

// 250 250 250 255  // White
  text_red = 250
  text_green = 250
  text_blue = 250
  text_alpha = 255

// 0 0 0 255  // Black
  outline_red = 0
  outline_green = 0
  outline_blue = 0
  outline_alpha = 255
  
// 0 0 0 60  // Black Tint
  box_red = 0
  box_green = 0
  box_blue = 0
  box_alpha = 60
end

const {List Specific} 
  _ZN17CStuntJumpManager11m_iNumJumpsE = 0xA9A89C
  _ZN11CTagManager10ms_numTagsE = 0xA9AD70
  _ZN6CWorld7Players = 0xB7CD98  // pointer
  Max_health_offset = +0x14F // [byte] 
  health_max = 176
end


/* ========================= Initialize ====================================== */

{debug}
//wait 3000
//is_right_panel = true
is_right_panel = false

{Initialize - Run-once codes to get ready for the While..End loop.}
wait 0

{GXT key, 7 chars max | Case doesn't matter in game}
{Dynamic GXT - Mixed Case | Standard GXT - ALL CAPS}
0ADF: add_dynamic_GXT_entry "int_tni" text "~1~"
0ADF: add_dynamic_GXT_entry "int_int" text "~1~/~1~"
0ADF: add_dynamic_GXT_entry "int1000" text "~1~/1000"
0ADF: add_dynamic_GXT_entry "flt1000" text "~1~.~1~/1000.0"
0ADF: add_dynamic_GXT_entry "flt_tlf" text "~1~"
0ADF: add_dynamic_GXT_entry "flt_1" text "~1~.~1~"  // 1.1
0ADF: add_dynamic_GXT_entry "flt_0" text "~1~.0~1~"  // 1.01
0ADF: add_dynamic_GXT_entry "flt_00" text "~1~.00~1~"  // 1.001
0ADF: add_dynamic_GXT_entry "flt_pct" text "~1~.~1~%"  // (1.1%)

0ADF: add_dynamic_GXT_entry "rtPSttl" text "--== PLAYER STATS ==--"
0ADF: add_dynamic_GXT_entry "rtCoJtl" text "--== COLLECTIBLES/USJ ==--"
0ADF: add_dynamic_GXT_entry "rtGfPtl" text "--== GIRLFRIENDS ==--"
0ADF: add_dynamic_GXT_entry "rtMsctl" text "--== MISC ==--"
0ADF: add_dynamic_GXT_entry "health_" text "Health"

0050: gosub @Panel_Position_Calc


/* =========================== Draw Loop ==================================== */

while true
  0001: wait 0 ms
  03F0: enable_text_draw 1
  038E: draw_box_position box_x_pos box_y_pos size box_width box_height RGBA box_red box_green box_blue box_alpha

  0007: y_pos = topline  // Line 1
  0050: gosub @Format_Title_Centered
  033E: set_draw_text_position title_x_pos y_pos GXT 'rtPSttl'
   
  000B: y_pos += linespace  // Line 2
  0050: gosub @Format_Align_Left
  033E: set_draw_text_position left_x_pos y_pos GXT 'STAT024'  // Max Health
  0653: int_val = float_stat 24  // Max Health
  int_val /= 10.0
  0050: gosub @Split_Float
  0050: gosub @Format_Align_Right
  045B: draw_text_2numbers right_x_pos y_pos GXT 'flt_pct' int_val dec_part  // 1.1%

  000B: y_pos += linespace  // Line 3
  0226: int_val = actor $PLAYER_ACTOR health
  dec_part = _ZN6CWorld7Players
  dec_part += Max_health_offset
  0A8D: dec_part = read_memory dec_part size 1 virtual_protect 0
  0050: gosub @Format_Align_Left
  033E: set_draw_text_position left_x_pos y_pos GXT 'health_'  // Health
  0050: gosub @Format_Align_Right
  045B: draw_text_2numbers right_x_pos y_pos GXT 'int_int' int_val dec_part   // 1.1

  000B: y_pos += linespace  // Line 4
  04DD: int_val = actor $PLAYER_ACTOR armour
  0945: get_player $PLAYER_CHAR max_armour_to dec_part
  0050: gosub @Format_Align_Left
  033E: set_draw_text_position left_x_pos y_pos GXT 'STAT164'  // Armor
  0050: gosub @Format_Align_Right
  045B: draw_text_2numbers right_x_pos y_pos GXT 'int_int' int_val dec_part   // 1.1
   
  000B: y_pos += linespace  // Line 5
  0652: int_val = integer_stat 225 // Lung Capacity
  0050: gosub @Format_Align_Left
  033E: set_draw_text_position left_x_pos y_pos GXT 'STAT225'  // Lung Capacity
  0050: gosub @Format_Align_Right
  045A: draw_text_1number right_x_pos y_pos GXT 'int1000' int_val //  ~1~/1000

  000B: y_pos += linespace  // Line 6
  0653: int_val = float_stat 21  // Fat
  0050: gosub @Split_Float
  0050: gosub @Format_Align_Left
  033E: set_draw_text_position left_x_pos y_pos GXT 'STAT021'  // Fat
  0050: gosub @Format_Align_Right
  045B: draw_text_2numbers right_x_pos y_pos GXT 'flt1000' int_val dec_part
end

/* ============================= Subroutines ================================== */

:Format_Title_Centered
0349: set_text_draw_font text_font
0340: set_text_draw_RGBA title_red title_green title_blue title_alpha
081C: draw_text_outline 1 RGBA outline_red outline_green outline_blue outline_alpha
03E4: set_text_draw_align_right false
0342: set_text_draw_centered true
033F: set_text_draw_letter_size letter_width letter_height 
0343: set_text_draw_linewidth 640.0
0051: return

:Format_Align_Left
0349: set_text_draw_font text_font
0340: set_text_draw_RGBA text_red text_green text_blue text_alpha
081C: draw_text_outline 1 RGBA outline_red outline_green outline_blue outline_alpha
03E4: set_text_draw_align_right false
0342: set_text_draw_centered false
033F: set_text_draw_letter_size letter_width letter_height 
0343: set_text_draw_linewidth 640.0
0051: return

:Format_Align_Right
0349: set_text_draw_font text_font
0340: set_text_draw_RGBA text_red text_green text_blue text_alpha
081C: draw_text_outline 1 RGBA outline_red outline_green outline_blue outline_alpha
03E4: set_text_draw_align_right true
0342: set_text_draw_centered false
033F: set_text_draw_letter_size letter_width letter_height 
0343: set_text_draw_linewidth 640.0
0051: return

:Format_Align_Centered
0349: set_text_draw_font text_font
0340: set_text_draw_RGBA text_red text_green text_blue text_alpha
081C: draw_text_outline 1 RGBA outline_red outline_green outline_blue outline_alpha
03E4: set_text_draw_align_right false
0342: set_text_draw_centered true
033F: set_text_draw_letter_size letter_width letter_height 
0343: set_text_draw_linewidth 640.0
0051: return

:Split_Float
0087: dec_part = int_val // (float)
0092: int_val = float int_val to_integer
008F: int_val = integer int_val to_float
0063: dec_part -= int_val  // (float)
0013: dec_part *= 10.0
0092: int_val = float int_val to_integer
0092: dec_part = float dec_part to_integer  
0051: return


:Panel_Position_Calc
if
  is_right_panel == true
then
  03A4: name_thread 'RTSM_R'
  title_x_pos = linewidth
  title_x_pos /= -2.0
  title_x_pos += 640.0
  title_x_pos -= margin
  left_x_pos = 640.0
  left_x_pos -= margin
  left_x_pos -= linewidth
  right_x_pos = 640.0
  right_x_pos -= margin
  centered_x_pos = linewidth
  centered_x_pos /= -2.0
  centered_x_pos += 640.0
  centered_x_pos -= margin
  centered_x_pos += centered_offset 
  box_x_pos = linewidth
  box_x_pos /= -2.0
  box_x_pos += 640.0
  box_x_pos -= margin  
  box_y_pos = num_lines
  box_y_pos *= linespace
  box_y_pos /= 2.0
  box_y_pos += topline
  box_width = linewidth
  box_width += box_frame_size
  box_height = linespace
  box_height *= num_lines
  box_height += box_frame_size
else
  03A4: name_thread 'RTSM_L'
  title_x_pos = linewidth
  title_x_pos /= 2.0
  title_x_pos += margin
  left_x_pos = margin
  right_x_pos = margin
  right_x_pos += linewidth
  centered_x_pos = linewidth
  centered_x_pos /= 2.0
  centered_x_pos += margin
  centered_x_pos += centered_offset  
  box_x_pos = linewidth
  box_x_pos /= 2.0
  box_x_pos += margin  
  box_y_pos = num_lines
  box_y_pos *= linespace
  box_y_pos /= 2.0
  box_y_pos += topline
  box_width = linewidth
  box_width += box_frame_size
  box_height = linespace
  box_height *= num_lines
  box_height += box_frame_size
end
return

 

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Thomas2026
Posted (edited)

Big Zones can come under attack by rivals:

 

So this just happened to me after adding Ballas to Flint.

 

It has 20 GSF and one attempt at mixing Ballad. It borders Red county which has 10 GSF and one Ballas mix done to it.

 

The attack happened while I was in LS. So this is pretty damn useful for me to get zones outside of LS. 

 

They spawn bang in the middle though so I can only use it to mix nested zones inside it.

 

My next step is to take over the big SF zone. If I start a gang war that encompasses all of SF, then I can easily access the Proofed GF Ranger in the Doherty garage. I can satchel charge enemies of wave 1, and detonate when standing on any zone I want nested within SF.

 

When wave two spawns I will park the Ranger and pin 3 of them to the ground. Then I can trigger Vigilante to cancel the gang war.

 

Then it is just a matter of surviving until the next gang attack, and I just kill the guys pinned down to mix it :)

 

Edit: It will still be good to know the border where the cooldown drops, and if there are some zones that can never be attacked.

 

Edited by Thomas2026
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Thomas2026
Posted (edited)
On 10/1/2022 at 1:07 AM, OrionSR said:

Nothing too specific. You've got the general idea. I was thinking; press a button and place a pickup with a blip 1.0 meters east of CJ's current position. And the Chaos HUD can report the weather region. The missing piece of the puzzle is a strategy to view the next attack timer so we can confirm that the WR is tied to the Next Attack countdown speed.

 

Would you mind modifying your RTSM script to do the job by adding a new entry or temporarily changing something for the test? If you'll post an example of an integer stat from your version of the script I can make the adjustments.

 

 

Not sure how far you guys got in this task, but I managed to succeed in getting SF Rifa into LS (Before Green Sabre)

 

Idk if you guys care for territory glitches but this is so satisfying for me, because 10 years ago I thought it would be insanely impossible. I managed to pull it off fairly quickly once I got a PS5.

 

I will try with the other two gangs and then take a break from territories. 

Edited by Thomas2026
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