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GTA: San Andreas
"Official" Unofficial System Error Guide Updates Collecting data for guide updates
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pomor  |
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Stainless Steel Rat

Group: Members
Joined: Jun 5, 2007


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| QUOTE (GTA_Loco @ Mar 15 2010, 09:00) | Orion is right. Some of those in the list actually did not have the proofings applied all, well at least on PS2 v1.0.
I made some tests last night on at least two of them and nowhere did I encounter the proofings, like the Sanchez courier and the Runnig Dog Sentinel.
I just thought that it's really kind of strange that bikes are proofed also. Well in VCS the bike can get destroyed. | Yeah, I have sometimes destroyed courier's Sancherz with heat seeking missilie. Still, when you close up to the courier, you get the message that you have to kill him, etc, at this point proofings can be removed (latter you cannot let this Sanchez go too far, or the mission fails). But Sanchez is moot point, anyway. The Lowrider Game and HotCoffee are interesting. I remember that these two remove proofings from your car, game probably first puts proofing on the car and then removes it all, so you loose the ones you had earlier. We need somehow to break one of these cutscenes, without killing CJ. I wonder if jelaous girlfriend can catch up with CJ during hot coffee's hovering cam cutscene.
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OrionSR  |
Posted: Tuesday, Mar 16 2010, 00:04
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Chain Game Development Team

Group: Members
Joined: May 23, 2007


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The Running Dog Sentinel gets proofed during the cut-scene when the target has reached the destination and is running up the ramp. After the cut-scene the car is gone but perhaps a blow up all cars cheat can keep the wreck on the map so it can be pushed to a garage. I tried a number of non-cheat methods, including tow-truck and tractor (won't connect), and sniping the driver out of the car at various stages of the chase, but didn't have any luck.
The Robbing Uncle Sam Patriots are only proofed long enough for the game to put the army peds in the vehicle. I doubt there will ever be enough time to prevent the removal of the immunities.
Mountain Cloud Boys Sentinel is the car brought to be used by CJ and Woozie to escape. It is proofed while the enemy Triads are still alive. During this time the car's doors are locked and the vehicle is stuck in place. I couldn't move it by pushing with cars or on foot, towing, or shotgun. Oops, this is listed in 7.03 or 7.04 (numbering seems off a bit).
The Photo Opportunity cars are proofed while CJ is stuck in camera view. They are always gone when he can move again. Blow Up All Cars didn't leave any wrecks lying about.
The strategy I'm using to identify when the immunities are added or removed is to edit the scripts to add text messages after the immunity codes are implemented.
This post has been edited by OrionSR on Wednesday, Mar 17 2010, 01:34
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Krawk  |
Posted: Thursday, Mar 25 2010, 22:02
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Peon

Group: Members
Joined: Sep 23, 2009

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| QUOTE (System Error @ Mar 13 2010, 18:06) | - I did mention quite a bit of the unreliability in the guide. It's just that it's so inconvenient to deal with Doherty all the time, to the point where it's not really worth it. | Show of hands please, up for yes or down for no, who has had problems with the Doherty garage? My hand is down, I have never had a problem with it but then again I also follow my own advice which is posted as the topic opener. The biggest thing is not using the road that goes behind it, you have to think hard to remember not to. Driving down the main road/side is a little safer but I still cut it a bit wide just to be sure. With a few more unique vehicles to snatch and all the GF cars, using this garage is unavoidable even to you
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Krawk  |
Posted: Thursday, Mar 25 2010, 22:24
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Peon

Group: Members
Joined: Sep 23, 2009

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Thanks OrionSR,
RE: Smoke's Courier: Sanchez; 1, 1, 1, 1, 1
Wonder when it is proofed/not proofed? Going off memory, does the blip show up when you get the call and Cesar is waiting for a Yes/No answer? If it does, I'd suspect it's proofed until you answer the question. Obviously not worth looking into though, Wrong Side of the Tracks has a relatively easy way to acquire one.
Looks like most of the DP cars we know about are better known as CP/MP and that would better explain why certain vehicles appear only CP OR MP.
Should this line, High Stakes Lowrider: Cesar's Savanna; 1, 1, 1, 1, 1 actually say High Stakes Lowrider: Cesar's Savanna; 1, 1, 1, 1, 1 / 1, 1, 1, 0, 0 I know the one in the guide anyway is not CP, I didn't check to see if it's MP.
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OrionSR  |
Posted: Thursday, Mar 25 2010, 22:50
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Chain Game Development Team

Group: Members
Joined: May 23, 2007


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I found something on Smoke's Courier: Sanchez; 1, 1, 1, 1, 1. It loses the proofing when CJ gets within 80 units of the target, The target is stuck on the bike and there are stuck vehicle checks and various other settings that makes it look like this vehicle will be very difficult to acquire. Besides, the Badlands Sanchez looks easy enough to nab.
High Stakes Lowrider: Cesar's Savanna; 1, 1, 1, 1, 1 is correct but deceptive. I'm not sure how to get at the vehicle when that mission and those immunities are in place. The vehicle we've been nabbing is part of the Race vehicles and comes from the racing scripts. It appears to have the same settings as Woozie's Fortune and Elegy, so I revised that line accordingly.
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HolyGrenadeFrenzy  |
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drrnage E ih unarEy

Group: Members
Joined: Jul 5, 2006

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| QUOTE (Krawk @ Mar 25 2010, 17:02) | | QUOTE (System Error @ Mar 13 2010, 18:06) | - I did mention quite a bit of the unreliability in the guide. It's just that it's so inconvenient to deal with Doherty all the time, to the point where it's not really worth it. |
Show of hands please, up for yes or down for no, who has had problems with the Doherty garage? My hand is down, I have never had a problem with it but then again I also follow my own advice which is posted as the topic opener. The biggest thing is not using the road that goes behind it, you have to think hard to remember not to. Driving down the main road/side is a little safer but I still cut it a bit wide just to be sure.
With a few more unique vehicles to snatch and all the GF cars, using this garage is unavoidable even to you |
I use the Doherty garage and the rest of them regularly. There are some occasional problems with it dumping cars and stealing paint jobs more regularly than many of the other garages. I have decided that the reason for this seems to be that you pass this garage often during game play and during missions even. The same can be said of all of the garages that have these difficulties. Are these the causes as we have discussed before? Who knows? I figure that it is ok with me to the extent that I do not maintain checking my garages after each save and saving after each acquisition and after each mission. Never save over the last previous save. Seriously, double checking may take time but that is the cost of having such neat rides. Does Michael Knight have the right to bitch if K.I.T.T. vanishes when it is shut down and he leaves his ride unlocked in an easy access garage? Serves him right! Does he think that he is the only dude that likes the special features? Protect your rides by running security runs after your saves with these instructions and you'll only have to redo something one mission at a time if you ever have to redo any of them. --------------- I have been attempting the HSLR Savanna BP/EP/FP/DP or BP/EP/FP/MP/CP as it seems that is so vital to express these days......so, I am full of piss and vinegar as I fail so often at the many things I attempt when it strikes me to give this ride a go once more. I tried something completely new today with an unexpected result that was still a failure and a very strange one at that. I'll get back to you guys tomarrow or the next day with things but....I have to try one more thing. This post has been edited by HolyGrenadeFrenzy on Friday, Mar 26 2010, 17:32
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GTA_Loco  |
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Make Things Differently

Group: Members
Joined: Feb 22, 2006


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| QUOTE (OrionSR @ Mar 25 2010, 22:50) | | High Stakes Lowrider: Cesar's Savanna; 1, 1, 1, 1, 1 is correct but deceptive. I'm not sure how to get at the vehicle when that mission and those immunities are in place. The vehicle we've been nabbing is part of the Race vehicles and comes from the racing scripts. It appears to have the same settings as Woozie's Fortune and Elegy, so I revised that line accordingly. | Not only the Savanna but the others as well except the orange majestic. This was noted already is SE's guide. They can be snathced 1,1,1,1,1, if you didn't start the race and have approached the cars with a different one (not the mission assigned one)but they can't be kept as such in any way. Methods have been drawn how to obtain them, but they'll always disappear upon mission failure. Cesar's particularly will screw your screen into literally blacking out if you destroy it while it's 1,1,1,1,1(PS2 v1.0). You can view your menu but not the free roam game environment.
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HolyGrenadeFrenzy  |
Posted: Saturday, Mar 27 2010, 04:15
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drrnage E ih unarEy

Group: Members
Joined: Jul 5, 2006

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OK, I have finally done something that isn't a success yet it is a different type of obstacle than the previous outcome in regards to acquisition of the BP/EP/FP/DP Savanna of High Stakes Low Rider. Before you go to the race area you and your homie must dump your racing ride in a location that is in route to a unique jump location. I choose the bridge jump near the tracks just south west of the Ganton Gym. The dump location is the facing east west with your ride near the tracks between the palm trees yet giving enough room for the north to south jump. Damage your ride before you and your homie leave it in that area to the point of dark black smoke so that one tiny jolt will set it ablaze in passing. Go through the standard method listed in System Error's Guide that allows for you to jack the ride with your sacrifice of the homie. Go to the Low Co. Mod Shop and purchase some Nitro....I go with the x10, myself. Line up and full throttle, jolt your ride and set it ablaze continue on and jump. If timed right your ride will explode while you and the Savanna are in mid air in the movie take of the jump. Does the Savanna vanish? No. The screen freezes. Another botch with a different result than the black out though. All other preveious attempts have resulted in the Death of CJ or the black out with people talking and no way out issue. I have a few other ideas that I haven't tried yet.....and I will update anything new in these regards. This post has been edited by HolyGrenadeFrenzy on Saturday, Mar 27 2010, 04:20
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Krawk  |
Posted: Saturday, Mar 27 2010, 23:31
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Peon

Group: Members
Joined: Sep 23, 2009

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| QUOTE (HolyGrenadeFrenzy @ Mar 25 2010, 23:29) | | QUOTE (Krawk @ Mar 25 2010, 17:02) | Show of hands please, up for yes or down for no, who has had problems with the Doherty garage? My hand is down, I have never had a problem with it but then again I also follow my own advice which is posted as the topic opener. The biggest thing is not using the road that goes behind it, you have to think hard to remember not to. Driving down the main road/side is a little safer but I still cut it a bit wide just to be sure.
With a few more unique vehicles to snatch and all the GF cars, using this garage is unavoidable even to you |
I use the Doherty garage and the rest of them regularly.
There are some occasional problems with it dumping cars and stealing paint jobs more regularly than many of the other garages. I have decided that the reason for this seems to be that you pass this garage often during game play and during missions even.
The same can be said of all of the garages that have these difficulties. Are these the causes as we have discussed before?
Who knows? ....I have to try one more thing. |
Back to my original advice though, if you never drive behind the garage and if on the other road you cut a bit towards Cranberry station the door never opens. It has to do with the opening radius of the garage and that the door is still open once you're in the next zone. I may not know alot about the game's workings but I like to think on this very topic I know alot more than average. My comments on the Verdant Meadows garage and the jetpack causing paint jobs to be eaten, same exact problem I think, if you're not careful when you pick up the jetpack the door opens so you must be sure to either get it slowly and back off before flying away or make damn sure the door closes with the rides in view before flying away.
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Diego "DM" Mendez  |
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Ultimate Criminal

Group: Members
Joined: Dec 29, 2009


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Anyway, I felt I should include this in the update :
Another way of deleting a special vehicle (XBox? and PS2 only) :
There are two-player icons scattered across SA in those versions... You head to it, and then the player with the second controller must enter a button to play the 2P game... However, once you start one, and the ride you have is too near the icon (if you played VC, think of the bike morphing glitch, you lined the bike very close to a clothes pick-up), it will be immediately deleted after the fade out... You could spawn vehicles while the second player is choosing the character of his choice (I did this by spawning an FBI Truck), but no save garages, even the impound lots and the hangar at the LV airport in which the AT-400 is parked, will open... You can avoid getting it deleted by leaving the ride moderately far from the icon, but the only way to get out of the 2P is to fail it by killing a player, and killing him will always re-spawn back to where the 2P icon was (for example, if you got the icon at El Quebrados, and you killed the other player at the airport in LS, you'll be back to where the icon is located in El Quebrados). I don't know what happens if you kill the player near the ride and the place of the icon, but if you're going on to a 2P game with an in-destructible ride, re-load the game if you want to use it again in the 2P, and do not save after the 2P is ended...
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I also tried getting the NewsVan in Cut T. B. by destroying it using the fire-enter, and then failing by killing MD, and then shoot it to a Packer that will then move it to a garage... However, It's not GTA:VC guys, the Packer in GTA:SA works... However, I destroyed the Packer when shooting it (the sawn-off shotgun did that or the NewsVan?), so IF somebody can do it, post here...
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Keeping modded cars at your garages makes your garages' slower to open, so making special vehicles modded can make a garage like Doherty's Xoomer take longer to open, plus making it easier to deal with...
Nice Info. huh?
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