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Pages: (13) 1 [2] 3 4 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Opcodes for Bartons Editor (GTA3 + VC)

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Barton Waterduck  
Posted: Wednesday, Aug 6 2003, 21:04
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QUOTE (BodyBumper @ Aug 6 2003, 09:09 AM)
QUOTE (Barton Waterduck @ Aug 5 2003, 11:08 PM)

In what mission ? I did a search for it and I only found boats used with it. Same goes for gta 3.

That is true that the only "vehicles" that uses that particular code is boat but the same code does work for any car in the game example I did two tests one with the FBIRANCH and I set the speed at 0 and the other at 100 and it worked like it should without any crashes.

1 dozingoff.gif
CODE
00A5:  9208?? = create_car #FBIRANCH at XX??  XX??  XX?  
0175: set_car  9208?? z_angle_to  XX??
0224: set_car  9208?? health_to  3500&
02DB: set_boat  9208?? speed_to  0!


2 tounge2.gif
CODE

00A5:  9208?? = create_car #FBIRANCH at XX??  XX??  XX?  
0175: set_car  9208?? z_angle_to  XX??
0224: set_car  9208?? health_to  3500&
02DB: set_boat  9208?? speed_to  100!

As long as Rockstar didn't do that, I don't see any reason why I or anybody else should do that. It doesn't crash the game, true, but it's still not a very good idea. I'm not changing those particular codes without a very good reason.
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brokenfish  
Posted: Thursday, Aug 7 2003, 00:46
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QUOTE (Demarest @ Aug 6 2003, 01:21 AM)
As for your vehicle comment before, they're discussing codes that VC and Mission Builder understand. You can't just go throwing in whatever words you think sound better.

I wasn't going to say it before because I would just be adding to the clutter. But since I can see you're eager to get your name up in this thread you clearly cannot contribute to, I feel I have to share it with you. Opius started a very good thread and posts like ours are only watering down how useful it really is. So anybody who posts on this that isn't about opcodes and what they do shouldn't be posted. So even if you insist on smearing your feces all over this once again, I am hereby pledging to those who will benefit from this thread that I will not post on it again unless I have something to add that is on topic.

ok ok i get it. wow.gif
yeah i am sorry for adding useless things.

ill add useful things from now.
heres one, i hope...

CODE
04BA: unknown_car  $car  *!

$car is the car that is created, and the * indicates the speed of the car.
this is used during cutscenes. if you set the speed too high for kens admiral in the intro cutscene, for example, he will crash into the wall rather than turning into the alley and parking. you will still be let go though. i ended up standing on top of the roof of the car. turn.gif

this isnt in the database either, i double-checked to be sure.
i hope nobody else found that before, otherwise im going to take another beating from demarest... suicidal.gif nervous.gif

This post has been edited by brokenfish on Thursday, Aug 7 2003, 00:56
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Barton Waterduck  
Posted: Thursday, Aug 7 2003, 09:30
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QUOTE (brokenfish @ Aug 7 2003, 01:46 AM)
QUOTE (Demarest @ Aug 6 2003, 01:21 AM)
As for your vehicle comment before, they're discussing codes that VC and Mission Builder understand. You can't just go throwing in whatever words you think sound better.

I wasn't going to say it before because I would just be adding to the clutter. But since I can see you're eager to get your name up in this thread you clearly cannot contribute to, I feel I have to share it with you. Opius started a very good thread and posts like ours are only watering down how useful it really is. So anybody who posts on this that isn't about opcodes and what they do shouldn't be posted. So even if you insist on smearing your feces all over this once again, I am hereby pledging to those who will benefit from this thread that I will not post on it again unless I have something to add that is on topic.

ok ok i get it. wow.gif
yeah i am sorry for adding useless things.

ill add useful things from now.
heres one, i hope...

CODE
04BA: unknown_car  $car  *!

$car is the car that is created, and the * indicates the speed of the car.
this is used during cutscenes. if you set the speed too high for kens admiral in the intro cutscene, for example, he will crash into the wall rather than turning into the alley and parking. you will still be let go though. i ended up standing on top of the roof of the car. turn.gif

this isnt in the database either, i double-checked to be sure.
i hope nobody else found that before, otherwise im going to take another beating from demarest... suicidal.gif nervous.gif

What you said is very interresting. Any codes that can change the car handlings are very interresting. You should test it more. It doesn't have to be related to the speed of the car. If the car goes faster, it could be related to anything that makes a car go faster, like acceleration, mass, grip or anything else. If it isn't going faster, but crashes into the wall, it could be related to the stearing or the navigation (the car paths). Saying it changes the speed without testing it properly is like jumping to conclusions.

EDIT: WOW!!! YOU DID IT!!! YOU FOUND IT!!! It sets the speeds of ANY cars instantly. Even the car the player is driving. It makes lots of stuff possible, like NOS mods, gear change mods, flying cars mods, cruise control mods, bad car engine mods...


This post has been edited by Barton Waterduck on Thursday, Aug 7 2003, 15:25
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TbM2k  
Posted: Thursday, Aug 7 2003, 15:34
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So thats why i wrote in the comment: "used after 04a2 'fly_to'", it simply sets the speed of the helicopter in some missions (instantly) so the helicopter is already flying at full-speed when the game fades the mission in... (you know, this mission where you have to shoot out of the helicopter)

http://vice-city.gibteshier.de/?search=04ba&show=all

But i was not very interested in trying this opcode to see what it really does, so i left it at only one comment and nothing else...
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spinnie  
Posted: Thursday, Aug 7 2003, 15:59
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Wh00h00, that's one mystery solved.

Let's all get cracking at those other unknowns. Who knows what's all still possible. devil.gif
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sanangeles  
Posted: Thursday, Aug 7 2003, 16:26
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I'd thought jump in and post something.

I was messing about with the awesome speed code, it works really well with boats and heli's.

Boats just shoot off, even on the land, like some force is pushing it, and fly in the air until it slowly hits the water.

And look, I was pulling up on the helicopter, I even manged to leave the invisible helicopter "roof".

Screenshot here:
http://www.sanangeles.net/heli1.jpg
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Demarest  
Posted: Thursday, Aug 7 2003, 16:54
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While everyone is rushing to their new VC mods involving brokenfish's discovery, I have but one humble question: do these codes work for GTA3?
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TbM2k  
Posted: Thursday, Aug 7 2003, 16:59
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last used opcode in gta3: 0452

so 04ba cant be used because it isnt doing anything in gta3 (like all other opcodes above 0452) i think they simply crash GTA3...

This post has been edited by TbM2k on Thursday, Aug 7 2003, 17:00
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brokenfish  
Posted: Thursday, Aug 7 2003, 17:00
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wait. i dont get it. what did i 'discover' thats so important?
were you people 'looking' for this code (barton said IT)?

could we make it so that once a key is pressed/held down, we could use that one code to speed up the vehicle?

(off topic, please dont bash me demarest bored.gif )
why dont you stay with vc modding? i think its better than gta3 (opinion).

This post has been edited by brokenfish on Thursday, Aug 7 2003, 17:03
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TbM2k  
Posted: Thursday, Aug 7 2003, 17:04
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Some people needed such an opcode to set the speed of a vehicle by themselves so they can do mods which "affect" the car-speed (not only by decreasing it until the car stops)

You can now press a key and simply "boost" your car to maximum-speed or just have an "automated" driver that pushes the speed-button for you (in this modern cars, you press a button and the car stays at this speed)

Endless possibilities... (up to now we only could READ how fast a car was)
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spinnie  
Posted: Thursday, Aug 7 2003, 17:08
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QUOTE (Demarest @ Aug 7 2003, 05:54 PM)
While everyone is rushing to their new VC mods involving brokenfish's discovery, I have but one humble question: do these codes work for GTA3?

I'd say add them to your scm.ini and find out.

Think BW wouldn't mind you reporting back on it wink.gif

QUOTE (brokenfish @ Aug 7 2003, 06:00 PM)
wait. i dont get it. what did i 'discover' thats so important?
were you people 'looking' for this code (barton said IT)?

could we make it so that once a key is pressed/held down, we could use that one code to speed up the vehicle?


Yeah, the 2 known speed affecting opcodes didn't control any car the player was driver. Yours does! rah.gif

This post has been edited by spinnie on Thursday, Aug 7 2003, 17:09
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sleeper777  
Posted: Friday, Aug 22 2003, 03:38
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this opcode is used at the level 12 completion of vigilante missions
CODE
035F: (unknown) $PLAYER_ACTOR 150&


this code has something to do with armor numbers i believe it to be something like this


CODE
035F: set_actor $PLAYER_ACTOR armour 150&


I just noticed that when i completed 12 missions in my vigilante mod that you get + 50 added to my armor but i had to go pickup armor to get it full it always default set it to 100 maybe htis code has something to with that. when i set it to 200 it seems to work just fine it was at 150.
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Demarest  
Posted: Friday, Aug 22 2003, 10:43
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QUOTE (brokenfish @ Aug 7 2003, 12:00)
wait. i dont get it. what did i 'discover' thats so important?
were you people 'looking' for this code (barton said IT)?

could we make it so that once a key is pressed/held down, we could use that one code to speed up the vehicle?

(off topic, please dont bash me demarest bored.gif )
why dont you stay with vc modding? i think its better than gta3 (opinion).

(Sorry everybody. Somehow I missed that the conversation kept going.)

@brokenfish: As stated, you discovered something that many were looking for and the existence of such makes MANY different types of mods realistic now. I can't STAY with VC modding because I was never there. Why? GTA3 has a better feel in my opinion. It's modding history is more substantiated (which I realize is only a chronological thing). Not to mention that I DON'T like VC. R* wasted a good opportunity. I'm not saying the game is bad, but they could have done a lot better with the time and consumer base that they had. I've always been a programmer (once a member of a video game company), and have always enjoyed VR. With the GTA3 platform, I have a chance to be all of that since I can't be professionally. My obssession is in overhauls, and VC just has way too much in it to mod altogether. I'm not saying I won't one day, but for now, GTA3 is satisfying to me.

@spinnie: I didn't bother to test it out because like everybody else, I have my own projects going on. The question could be answered based on knowledge of opcodes. I'm not anywhere near as familiar with the similarities and differences between the opcode sets of GTA3 and VC. That's all.
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Demarest  
Posted: Monday, Sep 1 2003, 08:26
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nervous.gif
Damn. I came here all eager to post a "new" discovery only to find it's already been half-discovered! In the mission Triads And Tribulations, you can find this:
CODE
035F: (unknown) $TONI4_TRIAD1,  100?

I already knew that the underbosses in this mission were harder to kill than the average Triad, so I suspected that the code had to do with an armor rating. So I added this line into the mission:
CODE
035F: (unknown) $TONI4_MAFIA1,  100?

Sure enough, one of my protectors took twice as many of my bullets to kill. Then I tried:
CODE
035F: (unknown) $PLAYER_ACTOR,  100?

And it worked! So this is definitely a set actor's armor to X opcode. BTW, I tried:
CODE
035F: (unknown) $PLAYER_ACTOR,  300&

as a test and it gave me 100 armor. So this is presumably an opcode whose useable values are 1-100. Then again, the game.exe knows that the player's max armor is 100. In VC, it's probably either 1-200 or dependent on whatever your current max armor is.

This post has been edited by Demarest on Monday, Sep 1 2003, 09:05
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TbM2k  
Posted: Monday, Sep 1 2003, 18:01
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Nice, but to change the players armour (or armor like US people say) you can use:

CODE
035e $player_char, int (0-200)


This post has been edited by TbM2k on Monday, Sep 1 2003, 18:01
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INH  
Posted: Monday, Sep 1 2003, 22:39
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Fantastic work, Demarest. cookie.gif cookie.gif cookie.gif

It really helps with my mod, instead of giving the black market dealers and guards 200 health, I can give them 100 health and 100 armor.
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Demarest  
Posted: Monday, Sep 1 2003, 22:56
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QUOTE (TbM2k @ Sep 1 2003, 13:01)
Nice, but to change the players armour (or armor like US people say) you can use:

CODE
035e $player_char, int (0-200)

While that may be, it does nothing for setting the armor of other actors. With all the interest in bodyguard mods, etc, I (and INH obviously agrees) feel that this can be helpful indeed.

@INH: For weeks I was spending most of my free time working on my website. Now that I spend a little time on modding, isn't it surprising how much I'm helping your mod? smile.gif I warned you our work would be coproductive! Glad to help. Hope I will continue to do so.
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INH  
Posted: Monday, Sep 1 2003, 23:55
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Sorry to burst your bubble, but I tried it on Cortez. He still takes two 9mm and he's dead.

And on an unrelated note, I can't get actors to look at the player. Any of them.
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sleeper777  
Posted: Tuesday, Sep 2 2003, 00:59
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QUOTE
Posted on Sep 1 2003, 12:01

Nice, but to change the players armour (or armor like US people say) you can use:

CODE
035e $player_char, int (0-200)



as i stated before the o35f opcode is used at the end of the vigilante missions in vice on the player character if the 035e opcode was the only thing that made this change to the player then why is it used in conjunction witht the o35f at the end of the vigilante 12th level thread...


what is the point of setting the player's armour twice as my post above stated i was just experimenting and i think demarest is the only one who has played with it...... "on his own i might add" .. dont' be to sure that you have the definitive answer on opcodes since rockstar tends to leave some things undone or incomplete...... i am willing to bet that this opcode has something to do iwh tthe ingame usage of the neforcer which also gives the player full armour.... or it could be that it is used when the player is driving.....granted that it's most likely usage is with actors ... and meant for such it was just interesting to see that when the opcodes work together the vigilante armour bonus did not fill it up after you got the +50 as a matter of fact in my mod you start with 150 armour and after it tells you you have 200 armour it then sets it -50 of what the game started at that is the only reason i even noticed this opcode because it fell in the block with my vigilante missions..... ph34r.gif yin-yang.gif

This post has been edited by sleeper777 on Tuesday, Sep 2 2003, 06:49
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INH  
Posted: Tuesday, Sep 2 2003, 03:28
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So...035F sets maximum armor and 035E sets actual armor? I'm a little confused, now.
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