GTA Modification Forums
GTA:SA Opcodes, Discussion thread
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Demarest  |
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what could be

Group: BUSTED!
Joined: Jul 12, 2003

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PLPynton  |
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Player Hater

Group: Members
Joined: Jul 9, 2005


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06A3=2,get_vehicle %1d% mass %2d% returns int
0745=1,set_plane_thrust_to_horizontal %1d% used to preset hydra for takeoff, can't really see what it does with different planes
0780=5,heli %1d% hover_above_actor %2d% hover_above_car %3h% altitude %4d% (unknown) %5d% $heliID $actorID $carID $float $float
083F=2,get_vehicle %1d% vertical_deviation %2d% returns float (sinus between env. y axis and x axis of the plane)
088B=2,set_vehicle %1d% form_drag_multiplier %2d% $vehID $float (see handling.cfg for clues, values below the original are used to increase speed and acceleration of the veh and values above well...)
091F=2,get_airplane %1d% landing_gear_status %2d% returns float (0.0= fully extended, 1.0 up/closed)
0945=2,get_player %1d% max_armour %2d% $PLAYER_CHAR, returns int
This post has been edited by PLPynton on Apr 27 2006, 20:14
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PLPynton  |
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Player Hater

Group: Members
Joined: Jul 9, 2005


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04A4=2, %1d% == %2d% ;; integer values OR floating-point values P1: $float or $localFloat or $int or $localInt P2: $float or $localFloat or $int or $localInt or int or float - P1 = P2? works like combined together and can be used instead of: 0038,0039,003A,003B,003C,0042,0043,0044,0045,0046 use float OR integer at once.
04B0=2, %1d% > %2d% ;; integer values OR floating-point values 04B1=2, %1d% > %2d% ;; integer values OR floating-point values same action codes P1: $float or $localFloat or $int or $localInt P2: $float or $localFloat or $int or $localInt or int or float - P1 > P2? works like combined together and can be used instead of: 0018,0019,001C,001D,001E,001F,0020,0021,0024,0025,0026,0027 use float OR integer at once.
04B2=2, %1d% > %2d% ;; integer values OR floating-point values 04B3=2, %1d% > %2d% ;; integer values OR floating-point values same action codes P1: $float or $localFloat or $int or $localInt or int or float P2: $float or $localFloat or $int or $localInt - P1 > P2? works like combined together and can be used instead of: 001A,001B,001C,001D,001E,001F,0022,0023,0024,0025,0026,0027 use float OR integer at once.
04B4=2, %1d% >= %2d% ;; integer values OR floating-point values 04B5=2, %1d% >= %2d% ;; integer values OR floating-point values same action codes P1: $float or $localFloat or $int or $localInt P2: $float or $localFloat or $int or $localInt or int or float - P1 >= P2? works like combined together and can be used instead of: 0028,0029,002C,002D,002E,002F,0030,0031,0034,0035,0036,0037 use float OR integer at once.
04B6=2, %1d% >= %2d% ;; integer values OR floating-point values 04B7=2, %1d% >= %2d% ;; integer values OR floating-point values same action codes P1: $float or $localFloat or $int or $localInt or int or float P2: $float or $localFloat or $int or $localInt - P1 >= P2? works like combined together and can be used instead of: 002A,002B,002C,002D,002E,002F,0032,0033,0034,0035,0036,0037 use float OR integer at once.
This post has been edited by PLPynton on Apr 20 2006, 07:55
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tomworld10  |
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Mark Chump

Group: Members
Joined: Jun 29, 2005


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Hi, Before I forgot : 0508: close_all_doors_car $carID ;; really close it (not like it "spawns" closed, just unlike landing gear opcode) does even the sound of closing it. But doesn't close the boot (trunk), i don't think it will close the bonnet either. And then : @PLPynton : Pretty nice ones. You found opcodes I've been dreaming about !!!! Cool work. It's funny 0745 hasn't been post anywhere before, as you (re)discovered it yourself you'll still diserve the credits, and you diserve them even more than anyone because you posted it. You are not alone at all (so I'm saying that to others too, should add the @everyone ?) but why not updating both here and there http://sa-db.webtools4you.net/. All opcodes will be shown so use "find in the page" of your internet browser to find what you looking for. Don't use the database search tool it won't look in those which havn't been confirmed (most of them ain't). If an opcode is not present (number doesn't exist) write an e-mail to SA-db(at)webtools4you.net, and once Tmb2k as update it you can fill the description (if you do it before it won't remember it). I think it's much much easier to update both at the same time (the sa-db is really fast to update), than later looking back on it and try to synchronized them ( I think actually spaceeinstein and Tmb2k are doing some synchronizing but they won't be done if we add more work for them...) I'm not saying all that only for you PLPynton, but mostly to anyone. It was on my mind for a while. Thanks for your all work all people and please Have fun This post has been edited by tomworld10 on May 6 2006, 18:17
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PLPynton  |
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Player Hater

Group: Members
Joined: Jul 9, 2005


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thanks for clues mate. as you see i have been placing codes not used in original script, but still implemented in engine. i know the database you are talking about, even tried to update but as you said there are not listed codes... let's make long story short: i will wait till tomorrow and update database and next time update both.
tax:
06D9=0,destroy_all_defined_trains all defined trains will disappear even onscreen
p.s. can i edit database entries or i have to post here to original discoverers of some codes. some codes have can be changed in their description.
Edit: more
056A=0, cutscene_interrupted returns 1 when played cutscene broken with space or mouse, X nad so on
07DD=2,set_actor %1d% temper_to %2h% P1: $ActID P2: Int 08AF=2,set_actor %1d% health_indicator_to %2d% color health indication above actors head when targeting, originally 100 for green as max health. when changing energy of an actor you should use this code with same value you used for energy. P1: $ActID P2: Int
0925=0,restore_camera_to_last_used_ingame restores camera parameters to last status from gameplay before camera has been set in different position or on different target point. it resets as well 092F and 0930 settings to 0
092F=1,lock_camera_target_point %1h% more complicated than my description, however fits. maybe someone can bring something better P1: 0 for unlocked, 1 for locked
0930=1,lock_camera_position %1h% more complicated than my description, however fits. maybe someone can bring something better P1: 0 for unlocked, 1 for locked
020d=1, car %1d% not_derailed is the expression NOT_DERAILED good for [not(toutching the ground, but not with any of the wheels)]?. 020d originally was named "flipped" but that is just a mistake
Edit: more
06C4=2,for_existing_object %1d% create_radar_icon %2d% creates a small circle on the map for object P1. created icon will be identified now as marker P2.
068D=3,store_camera_position_to %1d% %2d% %3d% returns X, Y, Z coordinates for present location of the camera. floats naturally
0933=0, is_camera_position_manipulated ;example code 0936 is in progress. does not react to changes from actor nor camera movement from mouse or keyboard, teleport or whatsoever.
0934=0, is_camera_target_point_manipulated ;example code 0920 is in progress. as above code.
Edit: more
0952=1,load_soundtrack %1h% example music when dancing, intro parts 3 speech and so on. P1: int of course
0954=0,start_playing_loaded_soundtrack starts playback, does not require delay for loading, simply queued
0955=0,end_playing_loaded_soundtrack stops and unloads
09C8=0, subtitles_switched_on returns 1 when subtitles are ON in menu
060F=2,set_actor %1d% handcombat_accuracy_to %2d% $actorID, float. set to 0.0 makes actor simply miss with all his attacks.
Edit: more
05F6=7, actor %1d% in_rectangle_ll_corner %2d% %3d% lr_corner %4d% %5d% height %6d% unknown %7h% P: $actorID, $float, $float, $float, $float, $float, int P2,P3- X,Y coordinates of lower left corner. P4,P5- X,Y coordinates of lower right corner. vector x1,y1 to x2,y2 will be base. negative height swaps lower left and right corner.
05F7=7, actor %1d% onfoot_in_rectangle_ll_corner %2d% %3d% lr_corner %4d% %5d% height %6d% unknown %7h% P: $actorID, $float, $float, $float, $float, $float, int as above
05F8=7, actor %1d% incar_in_rectangle_ll_corner %2d% %3d% lr_corner %4d% %5d% height %6d% unknown %7h% P: $actorID, $float, $float, $float, $float, $float, int as above
05F9=7, actor %1d% stopped_in_rectangle_ll_corner %2d% %3d% lr_corner %4d% %5d% height %6d% unknown %7h% P: $actorID, $float, $float, $float, $float, $float, int as above
05FA=7, actor %1d% onfoot_stopped_in_rectangle_ll_corner %2d% %3d% lr_corner %4d% %5d% height %6d% unknown %7h% P: $actorID, $float, $float, $float, $float, $float, int as above
05FB=7, actor %1d% incar_stopped_in_rectangle_ll_corner %2d% %3d% lr_corner %4d% %5d% height %6d% unknown %7h% P: $actorID, $float, $float, $float, $float, $float, int as above
05FC=9, actor %1d% in_cube_fll_corner %2d% %3d% %4d% fur_corner %5d% %6d% %7d% depth %8d% unknown %9h% P: $actorID, $float, $float, $float, $float, $float, $float, $float, int P2,P3,P4- X,Y,Z coordinates of front lower left corner. P5,P6,P7- X,Y,Z coordinates of front upper right corner. vector x1,y1 to x2,y2 will be base of rectangle and P8 will act its height. negative value of P8 swaps lower left and right corner of rectangle, which will be finally used as basis for the net of a cube. difference between Z1 and Z2 creates height of considered cube.
05FD=9, actor %1d% onfoot_in_cube_fll_corner %2d% %3d% %4d% fur_corner %5d% %6d% %7d% depth %8d% unknown %9h% P: $actorID, $float, $float, $float, $float, $float, $float, $float, int as above
05FE=9, actor %1d% incar_in_cube_fll_corner %2d% %3d% %4d% fur_corner %5d% %6d% %7d% depth %8d% unknown %9h% P: $actorID, $float, $float, $float, $float, $float, $float, $float, int as above
05FF=9, actor %1d% stopped_in_cube_fll_corner %2d% %3d% %4d% fur_corner %5d% %6d% %7d% depth %8d% unknown %9h% P: $actorID, $float, $float, $float, $float, $float, $float, $float, int as above
0600=9, actor %1d% onfoot_stopped_in_cube_fll_corner %2d% %3d% %4d% fur_corner %5d% %6d% %7d% depth %8d% unknown %9h% P: $actorID, $float, $float, $float, $float, $float, $float, $float, int as above
0601=9, actor %1d% incar_stopped_in_cube_fll_corner %2d% %3d% %4d% fur_corner %5d% %6d% %7d% depth %8d% unknown %9h% P: $actorID, $float, $float, $float, $float, $float, $float, $float, int as above
03C7=1,set_sensitivity_to_crime %1d% suggesting here changed description to more accurate one because it really concerns not density. set it to 100.0 and killing one cop gives you few stars up to 6 sometimes. (it was "maybe_cops_density" before)
Edit: more
091D=6,remove_forbidden_for_boats_cube %1d% %2d% %3d% %4d% %5d% %6d% P: $float, $float, $float, $float, $float, $float X1, Y1, Z1, X2, Y2, Z2
091E=6,create_forbidden_for_boats_cube %1d% %2d% %3d% %4d% %5d% %6d% P: $float, $float, $float, $float, $float, $float X1, Y1, Z1, X2, Y2, Z2
09B2=3,get_random_available_carmodel %1h% model %2d% dorlock %3d% P: int, $carmodel $int returns available to create immidiatelly P2- #carmodel no (as loaded by engine or script) and returns P3 as $int in range 0-2
068E=3,store_camera_target_point_to %1d% %2d% %3d% P: $float, $float, $float X,Y,Z coordinates
Edit: more
09D0=1, car %1d% on_wheels simply returns 1 when car is on wheels (all of them)
06DB=0,destroy_all_trains makes dissapear random and defined trains
05F1=2,vehicle %1d% follow_vehicle %2d% keep_9o_clock makes vehicle follow and keep short distance. following wehicle will try to stay on 9o clock. it is a porly equipped code and requires some presettings like behaviour in traffic, max velocity, handling and so on. in its default the code forces vehicle to wach out for traffic, traffic lights, pedestrians, police...
05F2=2,vehicle %1d% follow_vehicle %2d% keep_3o_clock as above, just 3o clock
05F3=2,vehicle %1d% follow_vehicle %2d% keep_6o_clock as above, just 6o clock
05F4=2,vehicle %1d% follow_vehicle %2d% keep_12o_clock as above, just 12o clock
Edit: more
06E1=6,actor %1d% using_car %2d% target_car %3d% with_order %4h% max_speed %5d% traffic %6h% $actorID, $carID, $targetcarID, int, float, int P1- can be set to -1 when defining sequence, actor does not need to be boarded, however he has to be in range <30m from car-P2 so he can board the car. if car heavy damaged or out of range actor will try to obtain another vehicle. P2- carID which actor-P1 will use to follow order P3- carID that is going to be target, leaving -1 here brings unexpected behaviour like actor drive or run away from PLAYER P4- order code P5- max velocity, it is overrided to unlimited or default by some order-P4 and some traffic-P6 P6- behaviour when traffic present, some order-P4 overwrite this flag mind that order code sometimes requires special carID to be used. do not mix here, it will not crash game or whatsoever, however it leads to unnormal situations like maverick shots with hellfires. someone named already codes wrongly using this schema. why is it wrong? mind that P4 defines not only things - like onboard weapons - it also defines all and handling factors like thrust, drag also collision data so use it wisely to achieve optimal handling. improve handling for light and fast vehicles it helps them to go back on track. P4: no-vehicle type, action type, primary target 1-any ground vehicle, drive randomly 2,3,21- any ground vehicle, ram - kill, PLAYER 4,5,6- any ground vehicle, intercept - block road - wait for move, PLAYER 8,12,13,14,24,33- any ground vehicle, drive to X=0 Y=0 only non urban areas 15,16,54,55- any ground vehicle, ram - destroy, VEHICLE 17,18,19,26- any ground vehicle, intercept - block road, PLAYER 20- any small heli, fly to X=0 Y=0 22- jet planes, fly around, PLAYER 23,56- hunter, hellfires hot - kill, PLAYER 29,65- any ground vehicle, keep 2m distance - keep 9o clock, PLAYER 30,66- any ground vehicle, keep 2m distance - keep 3o clock, PLAYER 31,67- any ground vehicle, keep 2m distance - keep 6o clock, PLAYER 32,68- any ground vehicle, keep 2m distance - keep 12o clock, PLAYER 35,62,63- hydra, hellfires hot - destroy, VEHICLE 36- planes, fly west 37- planes, fly around, VEHICLE 38- any heli, fly west 39,41- small heli, hover above, PLAYER 40- maverick, activate searchlight&snipers - destroy, VEHICLE 42- any heli, fly away in random direction 43,44,52,53 - anycar, stick close - follow, PLAYER 47,48- small heli, fly to X=0 Y=0 - land 51- heli, fly around, VEHICLE 59- plane, fly away in random direction 60,61,64- any ground vehicle, intercept - drive in circle around target, PLAYER P5: no- to traffic lights - behaviour, to traffic obstacles - behaviour (cars ahead and oncoming traffic included) 0,4- watch, wait for clear route 1- watch, push away 2,5- ignore, find way around or intercept or avoid 3,7- ignore, ram into 6- watch, find way around or intercept or avoid
Edit: more
06B3=1, searchlight %1d% active
06B7=2, searchlight %1d% spotted_actor %2d%
0A02=2,set_searchlight %1d% visible_thru_obstacles %2h% as well solid and as well not solid
081E=1, modelID %1d% is_boat
081F=1, modelID %1d% is_plane
0820=1, modelID %1d% is_heli
0A01=1, modelID %1d% is_minimum_4wheels_vehicle
Edit: more
since there is big mess with stats codes, mistakes, wrong names (do not mean 0623,0624) nad not all has been discovered here you have correct meaning for opcodes necessary to mess with stats
042E=2,downdate_stat %1d% to %2d% ;; integer values 0582=2,downdate_stat %1d% to %2d% ;; integer values 0623=2,increase_stat %1d% by %2d% ;; integer values 0624=2,increase_stat %1d% by %2d% ;; floating-point values 0625=2,decrease_stat %1d% by %2d% ;; integer values 0626=2,decrease_stat %1d% by %2d% ;; floating-point values 0627=2,update_stat %1d% to %2d% ;; integer values 0628=2,update_stat %1d% to %2d% ;; floating-point values 0629=2,change_stat %1d% to %2d% ;; integer values 062A=2,change_stat %1d% to %2d% ;; floating-point values all comands have same: P1: Int or $localInt or $globalInt ;; integer values commands have same P2: Int or $localInt or $globalInt ;; floating-point values commands have same: P2: Float or $localFloat or $globalFloat
downdate means: change when present value greater than P2 update means: change when present value smaller than P2 042E can be used instead 0582 and vice versa
Edit: more
0699=2,vehicle %1d% repair_tire %2h% requires to specify tire number (0 and above)
071E=2,get_object %1d% mass %2d% returns mass in Kg as Int
0665=2,get_actor %1d% modelID %2d% returns modelID
072A=2,teleport_actor %1d% into_driverseat_in_car %2d% driverseat does not need to be free
072B=3,teleport_actor %1d% into_car %2d% passengerseat %3d% seat can be occupied, -1 teleports to first free passengerseat
0731=2,set_vehicle %1d% Y_angle %2d% 0 degree on OX
073E=6,get_random_vehicle %6d% with_modelID %5h% within_sphere_with_center_at %1d% %2d% %3d% radius %4d% P6 can be set to -1 in order to expand searching criteria to all possible models. vehicles controlled by another parts of script can not be assigned by this command
073F=8,get_random_pedestrian %8d% within_sphere_with_center_at %1d% %2d% %3d% radius %4d% unknown %5h% %6h% %7h% works with normal peds and crew of randomly spawned civilian vehicles.
0743=6,heli %1d% fly_to_coordinates %2d% %3d% %4d% altitude %5d% %6d% used for RC heli but can be used with others
This post has been edited by PLPynton on May 1 2006, 00:54
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tomworld10  |
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Mark Chump

Group: Members
Joined: Jun 29, 2005


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Hi,
Wow PLPynton you're just doing awesome work !!!!!
About the opcode database for the ones that ain't listed like 04B0 you got to send an email to SA-db(at)webtools4you.net saying to TbM2k that they ain't listed, TbM2k will update it (when I did he did it fast) and once the database is updated (and only once it's updated otherwise it won't save it) add the description.
If you did all that and waiting for the database update just disregard what've just said.
Anyway not updating the database is not a crime and doesn't depreciate at all the outstanding job you're doing.
here are the ones used in "Bike dealer shop"
0964: create_square_color_panel 'CARM1' position 29.0 45.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID = $PANELID
P: 'CARM1' (colors) $float1 $float2 $float3 (I don't know what they are probalby similar to 08D4) $rows(int) $int1 $int2 $int3 (?? but probalby similar to 08D4) $panelID; If use with the default parameters you will have the color panel you get when you mod your car. 9 parameters.
0A22: set_car_color_to_panel_color $PANELID $CarID $colorslot(int, 1 or 2)
works with 0964 and will paint the car with the color your are selecting just like it does when you change color at the mod shop. It won't change the color back to normal after.
This one was found a while ago but I never posted it here : 066a=10; attach_particle_to_actor2
P: #particle, $actorID, $oX, $oY, $rotZ, $rotX2, $rotY2, $rotZ2, 1, $paticleID - Attaches a particle to the actor with offset points and rotation angles. Goes with 064C. WATCH OUT somehow sometimes it seems that you have to put $particleID as first parameter, if it makes the game crash swap it around eg: 066A: 17@ = attach_particle "PETROLCAN" to_actor $PLAYER_ACTOR offset 0.0 0.58 -0.08 0.0 0.01 0.0 1 // this create the particules that make the little drops tahnks to spaceeinstein to find 0669 which is really close to it
Have fun
This post has been edited by tomworld10 on May 1 2006, 16:29
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PLPynton  |
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Player Hater

Group: Members
Joined: Jul 9, 2005


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hi, well i've sent them an email, waiting now. i will not update as long as i have to face some problems. frankly speaking i have only a bit of time and that is when she isn't looking... i will place codes finally there, just not now. btw thanks and keep up yours as well.
076D=3,get_zone %1d% controlled_by_gang %2d% density_to %3d%
0835=2,get_day_in_game %1d% unknown_get %2d% counted in gametime, maybe second value is counted in real time
0810=9,in_cube %1d% %2d% %3d% %4d% %5d% %6d% get_from_random_parkplace_to_coordinates %7d% %8d% %9d% while it creates coordinates for place to park a car, it will create coordinates of XYZ Origin always when: no parkplace available, not in underground parking, area of cube not rendered, lower corner above ground or upper corner below ground.
077B=3,set_actor %1d% neutral_to_pedgroup %2h% type %3h%
08C7=4,teleport_actor %1d% to_coordinates %2d% %3d% %4d%
Edit: more
07A3=4,AS_actor %1d% run_to_and_follow_actor %2d% wait_radius_between %3d% and %4d% P3,P4 are float or $localFloat or $globalFloat waits for target actor to move when closer than radius
074D=3,AS_actor %1h% turns_to_and_look_at_actor %2d% time %3h%
0751=8,AS_actor %1d% flee_from_actor %2d% run_distance %3d% time %4d% unknown %5h% %6d% %7d% away_radius %8d%
06A8=5,AS_actor %1h% run_to_and_look_at_actor %2d% time %3h% approach_distance %4d% approach_angle %5d%
07CD=6,AS_actor %1d% walk_to_coordinates %2d% %3d% %4d% stop_with_angle %5d% within_radius %6d%
0772=4,AS_actor %1h% run_to_car %2d% time %3d% stop_at_distance %4d%
Edit: more
0612=3,set_actor %1d% animation %2h% paused %3h% paused as 1
0614=3,set_actor %1d% animation %2h% progress_to %3d% P3- float or $localFloat or $globalFloat in range 0.0 to 1.0
0836=3,set_object %1d% animation %2h% at %3d% times_normal_rate P3- float or $localFloat or $globalFloat
0837=2, object %1d% animation == %2h%
0839=3,get_object %1d% animation %2h% progress_to %3d% P3- $localFloat or $globalFloat in range 0.0 to 1.0
083A=3,set_object %1d% animation %2h% progress_to %3d% P3- float or $localFloat or $globalFloat in range 0.0 to 1.0
0804=14,actor %1d% walk_to %2d% %3d% %4d% stop_angle %5d% %6d% perform_animation %7h% file %8h% %9d% loop %10h% %11h% %12h% lock %13h% time %14h% P2,P3,P4,P5- float or $localFloat or $globalFloat
0812=9,actor %1h% perform_animation %2h% from_file %3h% %4d% loop %5h% %6h% %7h% lock %8h% time %9h%
0829=5,actor %1d% perform_animation %2h% from_file %3h% %4d% time %5h% and_dies yes he dies after and even $Player_Actor will.
Edit: more
0604=3,get_point %1d% %2d% angle %3d% P1: float or $localFloat or $globalFloat P2: float or $localFloat or $globalFloat P3: $localFloat or $globalFloat returns P3- angle in degrees. example: returns x_angle for point with coordinates (y;z), where angle is measured from axis OZ in this case.
07DB=4,apply_rotary_impulse_to_vehicle %1d% about_an_axis_X %2d% axis_Y %3d% axis_Z %4d% through_center_of_mass 07DA=4,apply_rotary_impulse_to_vehicle %1d% about_an_axis_X %2d% axis_Y %3d% axis_Z %4d% through_center_of_body P1: vehicleID P2: float or $localFloat or $globalFloat P3: float or $localFloat or $globalFloat P4: float or $localFloat or $globalFloat one new, one old changed to correct meaning. negative values mean pull force while positive means push
07D5=7,apply_momentum_to_vehicle %1d% in_direction_X %2d% direction_Y %3d% direction_Z %4d% %5d% %6d% %7d% P1: vehicleID P2: float or $localFloat or $globalFloat P3: float or $localFloat or $globalFloat P4: float or $localFloat or $globalFloat P5: float or $localFloat or $globalFloat P6: float or $localFloat or $globalFloat P7: float or $localFloat or $globalFloat meaning corrected. negative values mean push force while positive means pull
06A2=4,get_vehicle %1d% velocity_in_direction_X %2d% direction_Y %3d% direction_Z %4d% P1: vehicleID P2: $localFloat or $globalFloat P3: $localFloat or $globalFloat P4: $localFloat or $globalFloat
083C=4,apply_momentum_to_actor %1d% in_direction_X %2d% direction_Y %3d% direction_Z %4d% P1: actorID P2: float or $localFloat or $globalFloat P3: float or $localFloat or $globalFloat P4: float or $localFloat or $globalFloat meaning corrected. negative values mean push force while positive means pull, works in air as original founder said. furthermore all codes which are destinated to apply force to any point have to get condition like reduced friction to work, like when actor performs jump, falls, car slides, object airbone or bounce...
083D=4,get_actor %1d% velocity_in_direction_X %2d% direction_Y %3d% direction_Z %4d% P1: vehicleID P2: $localFloat or $globalFloat P3: $localFloat or $globalFloat P4: $localFloat or $globalFloat
p.s. it is all about anticipation isn't it? so... @everybody and everyone: when you see line "meaning corrected" or "name corrected" you have 2 choices. a- take old name and description, b- take my description. personally and actually i do not care so do not bother pls
Edit: more
these were in progress but i will post as i do not have time to... describe
07C3=5,get_object %1d% axies_angle_relation_to %2d% %3d% %4d% %5d% 07C5=5,get_vehicle %1d% axies_angle_relation_to %2d% %3d% %4d% %5d% P1: vehicleID P2: $localFloat or $globalFloat P3: $localFloat or $globalFloat P4: $localFloat or $globalFloat
07C4=5,set_object %1d% axies_angle_relation_to %2d% %3d% %4d% %5d% 07C6=5,set_vehicle %1d% axies_angle_relation_to %2d% %3d% %4d% %5d% P1: actorID P2: float or $localFloat or $globalFloat P3: float or $localFloat or $globalFloat P4: float or $localFloat or $globalFloat
it is all about math here. if you do get what happens to sinus when you shift it, or why it can get broken and become simetrical about OX or OY - please do not ask questions. well it is too hard to put it in english for me. what the code does? to get to the point you have to mind codes like set_Z or X or Y angle. what they do is they change objects angle X Y or Z. there is a bypass of their work, wanted or unwanted depends. in that point you will notice that for ex. changing of an angle Z of a car to another will reset angle X and Y back to 0. what this code(s) does is setting all 3 at once. frankly speaking if there is a math freaking expert here: show up and show us what you got.
Edit: more
0866=5,get_object %5d% in_sphere_with_center_at %1d% %2d% %3d% radius %4d%
08B3=1,set_zone %1g% as_only_one_available_for_gangwars resets all other zones to not war zones
08AC=1,hide_zones_on_map %1h% it will hide color for zones with 0 and bring back with 1
0874=2,set_zone %1g% popcycle_group_for_peds_to %2h% that is the real code for to change ped group in zone.
0767=2,set_zone %1g% popcycle_group_for_peds_and_vehicles_to %2h% see pedgrp.dat for details. as above all vehicles are changed to specified by ped class.
076A=2,set_zone %1g% wealth_to %2h% P2- int or $localInt or $globalInt was wrongly named as pedgroup or something. acrually it changes welath (citizens) for defined zone. it has obviously then influence on gang strenght in the zone- as wealthy the zone is as weak the gang becomes.
076B=2,get_zone %1d% wealth_to %2d% P2- $localInt or $globalInt returns as above
Edit: more
08EB=7,create_sparks_at_coordinates %1d% %2d% %3d% directionX %4d% directionY %5d% directionZ %6d% density %7h% directions XYYZ are basically velocities to estabilish vector for them so they can be negative
08F1=4,get_zone_string %4d% from_coordinates %1d% %2d% %3d% pretty clear
089E=5,get_random_zone_pedgroup_ped %5d% in_sphere_with_center_at %1d% %2d% %3d% radius %4d% onfoot or onboard of any vehicle. basically 0767&076C members in zone are taken into consideration here. police ect. or 0874 aren't.
05D2=4,AS_actor %1d% run_to_and_hijack_vehicle %2d% max_search_radius %3d% traffic_behaviour %4h% P3: float or $localFloat or $globalFloat - means maximum radius of circle within car P2 has to be or alternative car in search area will be taken as target. taken cars are also objectives for hijacks here.
06FF=2, any_actor_near_actor %1d% in_range %2d% P2: float or $localFloat or $globalFloat pretty clear
0855=5,get_noise_level %5d% at_coordinates %2d% %3d% %4d% unknown %1h% P5: $localFloat or $globalFloat p6 could be a vehicle but too deep and no time to ensure
07E1=4,AS_actor %1d% swim_to_coordinates %2d% %3d% %4d% it might have been posted
Edit:more
0806=2,get_char %1d% kills_from_last_checkpoint %2d% peoples killed using weapons (including handcombat kills).
0A16=2,link_wav %1h% to_car %2d%
08A7=2, vehicle %1d% component %2h% opened_or_not_present
0969=1, vehicle %1d% is_non_civilian_vehicle
095E=4,vehicle %1d% component %2h% manipulation %3h% value %4d% P3: 0-lock axis of rotation 1-close component (by driver ex.) 2-put back on place when not present or smash 3-set free axis of rotation 4- damage completely
0966=2,get_actor %1d% swimming_status %2d% P2: 0-stopped 1-swims 2-swims fast 3-starts to dive 4-underwater
This post has been edited by PLPynton on May 6 2006, 07:17
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PLPynton  |
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Player Hater

Group: Members
Joined: Jul 9, 2005


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| QUOTE (Bigun @ May 6 2006, 10:31) | I seem to have a problem with this new SASCM.ini, if I compile anything with it installed it compiles fine but the game always crashes. Hell, I tried decompiling the original main.scm then recompiling with this SASCM and even that crashes. Am I the only one with this issue? 
I guess old code with old SASCM's isn't compatible with a new. Any quick convienent way to convert the code for new ini's? I guess compiling with old ini then decompiling with new.. |
you are right, 1. compile code with old 2. close builder 3. swap to new 4. open builder and decompile it is because parameters in commands have to be sometimes in different order for sake of their description. Edit. if you decompile in other way nothing happens. code description comes from sascm.ini. label names... no influence on them. only what matters are code parameters- order and quantity. the fact how the opcode is described does not have any impact on output as long as description have allowed form for MB This post has been edited by PLPynton on May 7 2006, 20:15
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