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GTA Modification Forums
GTA:SA Opcodes Discussion thread
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Capushon  |
Posted: Wednesday, Jun 15 2005, 00:01
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Player Hater

Group: Members
Joined: Apr 19, 2003


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As it is correct?  | CODE | (scm_sa.ini GTA:SA Mission Editing Tools) 04c1=6, 06E2=5, 09E9=3, 0A3D=4, 088E=3,
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or | CODE | (sascm.ini BW's GTA SA Mission Builder version v0.33) 04c1=0, 06E2=4,%1d% %2d% %3h% %4d% 09E9=1,%1d% 0A3D=1,%1h% 088E=0,
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Y_Less  |
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629

Group: Members
Joined: Mar 14, 2004



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| CODE | | 0788: enable_heli $MAGNET_HELI magnet 1;; Turn it on |
No its not.
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ceedj  |
Posted: Tuesday, Jun 21 2005, 03:24
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PEDS Creator

Group: Members
Joined: May 21, 2005



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I'm sorry to interupt with such a newbish question, but I'm just not sure... Am I to understand that the engines use the same opcodes? Of course Vice wouldn't use SA opcodes, but in comparing the database with my PEDS code, everything matches up. Does this mean that with a few IDE reference changes (ped and car selection) that I could just drop this script into SA Builder and compile it and do PEDS from SA? If this is the case, I'll play with the animation states, since I use those the most... And this explaination: | CODE | 011C: clear_actor_objective P: $actorID - how to explain... like taking a rope away from a person... (?)
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just bugs me. This opcode resets the actor for a new task. For example, if I have a ped running, unless I invoke this after an animation: | CODE | 011C: actor $Grp1Ped1 clear_objective
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The ped will just do the animation and keep on running. This has been tested and works with the walk and run codes in Vice. (handy if your stupid peds run in the wrong direction)
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steve-m  |
Posted: Tuesday, Jun 21 2005, 17:15
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Group: Members
Joined: Jul 26, 2002



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| QUOTE (Viper187 @ Jun 20 2005, 20:48) | | For those who wan tto mess with car mods, check out these ops... | Does anyone have an idea how multiple car textures are handled? The uranus for example has an uranus.txd, but also uranus1.txd, uranus2.txd and uranus3.txd (with additional body textures) which are not defined in any ide or (apparently) the main.scm. Don't tell me this is hardcoded...
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Y_Less  |
Posted: Tuesday, Jun 21 2005, 21:53
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629

Group: Members
Joined: Mar 14, 2004



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| QUOTE (ashdexx @ Jun 20 2005, 21:29) | nah, the magnet is hardcoded. but you can still reactivate it for the chopper of your choice:
| CODE | | 0788: enable_heli $yourheli magnet 1 |
bah, y_less beat me  |
Hehe 
| QUOTE (ashdexx @ Jun 20 2005, 21:29) | i think i found the code to attach one vehicle to another as well..
| CODE | | 0683: $car1 $car2 0.0 -4.6 .65 15.0 0.0 0.0 |
car1 gets attatched to car2
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Im guessing its:
| CODE | | 0683: attatch $car1 to $car2 at $xoffset $yoffset $zoffset rotation $xrot $yrot $zrot |
yes?
Also, a bit offtopic, but who was it who discovered how to merge cars in VC, I remember hearing about it, but never found any info.
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