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 "Official" Unofficial System Error Guide Updates

 Collecting data for guide updates
 
GTA_Loco  
Posted: Monday, Mar 15 2010, 08:00
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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.
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pomor  
Posted: Monday, Mar 15 2010, 17:32
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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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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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GTA_Loco  
Posted: Tuesday, Mar 16 2010, 10:53
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QUOTE (pomor @ Mar 15 2010, 17:32)
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.

Never knew about the Lowrider game removing the proofings in a car. Hot Coffee does so only if you reply positively.

I was actually thinking of exploiting the undrowning technique of Phreak to possibly keep the proofings of a vehicle when you drive a gf home while you're in grey hell. I thought maybe that the vehicle's data might be read as in a destroyed state from the time it falls into the water until you drive home the gf while in grey hell. So this might somehow preserve the special properties while the proofings are applied during the cutscene. But it seems that only a chopper can be used to move around grey hell and if at all the home sphere would acknowledge your touching base via underground.
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OrionSR  
Posted: Wednesday, Mar 17 2010, 00:34
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Updates on a few of the vehicles on the immunity list:

Chiliad Challenge: opponent's Mt Bikes are FP.
Triathlon's: opponent's Mt Bike's are BP/FP/EP/CP/MP.
Firefighter: Burning cars spawned during levels 1 and 2 are fireproof.

Supply Lines BP/FP/EP/CP/MP Topfun is the one seen during the cut-scene. It gets moved to 600 meters above Zero's shop during the mission. The other Topfuns are FP/EP but don't seem to stick around long enough to acquire.

The 1st Admiral seen in You've Had Your Chips is EP until CJ enter the warehouse. Dipping it in water doesn't seem to wreck it enough to prevent the removal of the proofing. The 2nd Admiral is seen after most of the machines are destroyed. It is BP/FP/EP/CP/MP until it stops moving. If satchels are used and to destroy the machines then CJ can be outside where it spawns when the detonation destroys the machines and there's no one in the car, but it's locked and won't move. I'm not sure what to do with it.

Added: The Sanchez in Smoke's Courier mission is immune to attacks until CJ is within 80 meters of the target. Until then the driver is immune to attacks, is stuck on the bike, and doesn't drown in water.

This post has been edited by OrionSR on Wednesday, Mar 17 2010, 06:27
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Jack Reacher  
Posted: Wednesday, Mar 17 2010, 04:20
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"Firefighter: Burning cars spawned during levels 1 and 2 are fireproof."

Anyone else wtf when seeing that at first glance? I get it now though, looked funny
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Krawk  
Posted: Wednesday, Mar 24 2010, 16:08
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As far as why the Waltons are "proofed" in Don Peyote but not in the scripts, probably they don't even register as cars until after the cutscene.

Hey Orion, could you look at Management Issues specifically? I'd swear someone had posted the cars (Elegants?) the other security guys are driving are everything proofed at one point.
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Krawk  
Posted: Wednesday, Mar 24 2010, 16:33
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Edited 3/24, the Forklift,
Disregard edit. Forklift Spawn does appear to be directional, if you approach from water it doesn't seem to be there but if you drive in from the land side it is there.


This post has been edited by Krawk on Thursday, Mar 25 2010, 21:44
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OrionSR  
Posted: Wednesday, Mar 24 2010, 23:46
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The Waltons in Don Peyote are probably getting their damage protection from a code the doesn't involve the immunities that we can save. I provided my best guess in a previous post.

I have looked through the entire script from beginning to end and recorded all the missions that use the immunity codes on cars. There might be some confusion within a mission about which cars are getting proofed, but I don't think anyone will find immunity codes listed in missions I didn't list. If you have questions about a specific mission then check it yourself. It's not that difficult. You don't need any special knowledge about coding to search of immunity codes.

The NRG Challenge does not unlock any vehicles. That forklift should always be present. However, it is just a normal spawn and may or may not appear when you arrive.

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Krawk  
Posted: Thursday, Mar 25 2010, 22:02
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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 cry.gif
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Krawk  
Posted: Thursday, Mar 25 2010, 22:24
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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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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  
Posted: Friday, Mar 26 2010, 03:29
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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 cry.gif

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  
Posted: Friday, Mar 26 2010, 13:04
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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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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. sad.gif

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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pomor  
Posted: Saturday, Mar 27 2010, 14:02
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Cool.
It is the shame, I dont have a save close to that mission. I wonder if screen freezes due to the unique jump camera or because of running nitro.
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GTA_Loco  
Posted: Saturday, Mar 27 2010, 17:22
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QUOTE (HolyGrenadeFrenzy @ Mar 27 2010, 04:15)
All other preveious attempts have resulted in the Death of CJ or the black out with people talking and no way out issue.

There's actually a way to break this black outing experience. If you step into the spot where the save icon is and save the game after Cesar's car explodes and freezes your screen, you can return to normal gameplay again afterwards, however, without any of the cars even if you saved them in the garage.
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Krawk  
Posted: Saturday, Mar 27 2010, 23:31
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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  cry.gif

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  
Posted: Sunday, Mar 28 2010, 16:45
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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...

------------

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...

------------

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...




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System Error  
Posted: Monday, Mar 29 2010, 08:55
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Oh man, this might take a while to update...

- For the BP/FP/EP/DP Patriots in Robbing Uncle Sam, is it possible to destroy them with a perfectly timed Blow Up All Cars cheat? That's the only thing I can think off.

- Aren't normal bikes basically immune to damage anyway?

- Nice progress on the BP/FP/EP/DP Savanna.
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