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GTA: San Andreas
Master Mind's Territory Glitch Has anyone confirmed it?
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Jack Reacher  |
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Thug

Group: Members
Joined: Sep 24, 2009


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Thanks heaps Orion, its been hard now for me to make sense of density changes as I play on PS2 now, not PS3, so i cant use your save file editor to observe the changes.
Your notes on which territory gets attacked is very interesting and helpful for me, but I still have a couple of questions. Say I get those requirements settled in a zone that isnt one of the originals, say 20 GSF density and 20 Balla density by using the mixed territory glitch.
Seeing as your El Corona territory was attacked, will that territory get attacked, if it wasnt one of the original territories after Doberman is done? Also, does the type of zone matter, that is does it have to be a gangland zone? Or can stuff like the airport be attacked?
Finally, can massive base zones such as LS be attacked?
Its also nice to know that when you lose a war, GSF doesnt lose density. Also this fixes up why none of the other starting GSF territories in Temple are ever attacked, as there are no other opposing gangs next to them.
Re reading your notes on which territory is attacked it seems I dont even need to do the mixed glitch, I simply have to do the hood abuse glitch twice on the same zone that is adjacent to a balla zone over 20 density to make it a possible zone to be attacked.
Edit: By saying when you lose a war and GSF doesnt lose density, I mean when a territory is attacked and you lose. Im going to do a little more testing on losing actual gangwars, but it seems if you lose after round 1 you gain some density, lose after round 2 and you gain even more density, and the other gang loses even more density. Eventually you only need to win 1 round and you get the zone, its like they have a territory made from the flight glitch.
This post has been edited by Jack Reacher on Friday, Apr 22 2011, 02:36
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ric-013  |
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glitch hunter

Group: Members
Joined: Nov 24, 2006


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hey , hi dude !! | QUOTE (OrionSR) | All attempts to have Aztecas attack a gang zone have failed. I suspect this Master Mind glitch is bogus so I haven't spent all that much time on it.
Least Favorite Gang: I finally found where the kill stats for individual gangs are stored. The information can be found in the stats block of the save file in an area just beyond where the normal stats are stored. CODE| CODE | PC and PS2 offset from beginning of stats block:
0x04EO // Ballas Killed 0x04E4 // Grove Killed 0x04E8 // Vagos Killed 0x04EC // Rifa Killed 0x04F0 // Da Nang Killed 0x04F4 // Mafia Killed 0x04F8 // Triad Killed 0x04fC // Aztecas Killed
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Memory writes are easier to implement than save file editing, so here are the codes for PC. Note that these codes will set gang kills to 0, so alter the value as required. CODE| CODE | 0A8C: write_memory 0xB78EAC size 4 value 0 virtual_protect 0 // Ballas Killed 0A8C: write_memory 0xB78EB0 size 4 value 0 virtual_protect 0 // Grove Killed 0A8C: write_memory 0xB78EB4 size 4 value 0 virtual_protect 0 // Vagos Killed 0A8C: write_memory 0xB78EB8 size 4 value 0 virtual_protect 0 // Rifa Killed 0A8C: write_memory 0xB78EBC size 4 value 0 virtual_protect 0 // Da Nang Killed 0A8C: write_memory 0xB78EC0 size 4 value 0 virtual_protect 0 // Mafia Killed 0A8C: write_memory 0xB78EC4 size 4 value 0 virtual_protect 0 // Triad Killed 0A8C: write_memory 0xB78EC8 size 4 value 0 virtual_protect 0 // Aztecas Killed
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I think I have identified the memory locations for PS2v1, but I haven't tested actual codes, so just the addresses are posted for now. CODE| CODE | PS2v1 0x802730 // Ballas Killed 0x802730 // Grove Killed 0x802730 // Vagos Killed 0x802730 // Rifa Killed 0x802730 // Da Nang Killed 0x802730 // Mafia Killed 0x802730 // Triad Killed 0x802730 // Aztecas Killed
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Note that integer stat 239, Enemy Gang Members Killed, does not automatically update when the gang killed stats are altered. Integer stat 324, Gang Members Wasted, does get updated. However, in the end game saves I've looked at, Gang Members Wasted doesn't usually equal Enemy Gang Members Killed, and neither does the sum of all the gang member killed stats.
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i tested thoses awhile ago , they are only stats ... changing values there dont seems to affect the game in any ways. | QUOTE (OrionSR) | Seeman identified the dword in the save file's gangwar block at offset 0x38 as "next attack time (?)". I'm not entirely sure what this value represents, but resetting it to 0 in the save or in memory will cause an immediate attack if a suitable zone is available for attack.
CLEO snippet for PCCODE
| CODE | | 0A8C: write_memory 0x96ab48 size 4 value 0 virtual_protect 0 // Clear Next Attack Time |
Possible address of Next Attack Time for PS2v1 (untested)CODE
| CODE | | 0x66c7e4 // Next Attack Time PS2v1 |
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i tested that aswell , sadly it glitched the game ... i did a jokered code that i could activate whenever i wanted, it was working fine for awhile , but it ended by not giving me anymore territory's attacked ! i retried on another savefile and got same results . theres a known glitch related to this, i think its called " no more attacked turf " basicly if you save game while a territory is attacked, it somehow disable the attacks forever ... i havnt looked into this any further, but i remember thinking that it could be cuz a very high value was saved over " next attack time " so maybe its somehow related , but i gave up on that code since i didnt understood how it worked properly. | QUOTE (OrionSR) | If gang wars are artificially enabled at the beginning of a game there are no zones suitable for attack. In order to be attacked a zone must have a Grove density of at least 16 and there must be a rival (Ballas or Vagos) density of at least 20 in the same zone or in an adjacent zone. One successful test involved a lone Azteca 40 zone (ELCO1) with 20 Ballas and 16 Grove.
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really ? ... on ps2 v1 , the GAN2 territory gets attacked for me. i activated gang war at " in the beginning " | QUOTE (OrionSR) | Total density of a zone and the surrounding zones appears to be a primary factor for deciding which zone will be attacked. However, the results are often confusing |
confusing indeed ! on my side i never got any other territory attacked aside those original ones in los santos, even when i did some various densitys testing ( was testing to see how high / low gang densitys affect overall peds&cars spawning )... but like i said before i always defended thoses attacked turfs , so i might be responsible for the attacks to remain there.
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OrionSR  |
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Chain Game Development Team

Group: Members
Joined: May 23, 2007


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| QUOTE (Jack Reacher @ Apr 1 2011, 14:08) | | my objective is to mix all of the SF territories for 4 star gang wars |
I see two places where you are likely to run into trouble. 1) There doesn't appear to be an easy method to get rival density in remote areas of the map. The Mixed Glitch (traveling off the edge of the map?) can only set a density of 0 to 1. but it can do it to all 8 gangs. A war in that zone may provide Grove with a density of as much as 8, and repeated attempts can raise the density to more than 15, but using the Hood Abuse glitch is the easier way to add density to a zone. I can't see how flying off the map can possibly help. 2) Controlling which turf gets attacked Losing or timing out a turf attack is the only way to add rival density, and an attack requires a rival in contact with the turf. So what I tried was extending a line of turfs starting with LIND1A over to ELCO2 over to ELCO1. I ran into trouble as soon as I tried to start an attack in ELCO1. The game would always trigger the attack in ELC02 unless I had CJ standing in the middle of the zone, and then it always triggered the attack back in LIND1A. It wasn't until I rolled the stats over to Grove 4, Ballas 0 in LIND1A that I could get an attack started in ELCO2. I eventually tried the rollover trick to pull LIND1A out of consideration and got the attacks started in ELCO2. A gang war could not be started at ELCO1 until the Ballas had a density that was equal to or greater than that of the Aztecas. When the war was won the density from the Ballas and Azteca was awarded to Grove. SAN_AND can not be the adjacent turf and cannot be attacked. However, the large county zones can. When SF (residential average) was set to Ballas 30 and SILLY (business) was set to Grove 20 I was able to trigger an attack in Foster Valley. I also tested FLINTC B30/G20 and BEACO G20 (both Countryside, so no gangs in the popcycle) and was able to trigger the attack in BEACO by standing in the exact center of the FLINC zone. Added for ric.I offered no guarantee for PS2 data, but have a great deal of confidence in the save and PC memory addresses. Changes to the next attack time in the save file and in PC memory had an immediate effect. The gang stats changes to the save and in memory are also effective on PC. I can't see how changes to the gang stats in the save couldn't work, that data must be saved somewhere in the save, and there isn't any place else to put it. The stats influence the Least Favorite Gang stat that was included as a requirement for the Master Mind glitch, and the Gang Members Wasted stat - but I think that might be it. BTW, besides the next attack time and enable gang wars flag, none of the information in the gang wars block appears to be used for anything. The opening densities for GAN2 appear to be the same on PCv1 and PS2v1 (10). The density is set to 25 by Mission 0 - Initial, and later set to 10 by Mission 2 - Intro. However, if the jetpack trick is used to interrupt the opening scene with Tenpenny then this change would be skipped. Perhaps the 20/16 density requirements are not the same on PS2. The savegame editor v3.1.2 appears to have no difficult reading the PS2 saves. What density does GAN2 have on your save? The game seems to fixate on a pair of zone for attacks and is reluctant to consider other alternatives unless it's favorites are eliminated for contention. High density of a Grove zone surrounded by lots of high density rival turfs can sometimes tip the balance. Full Disclosure: I've been using Paul Breeuwsma's savegame editor v3.1.2, San Andreas Control Center, CLEO 3, and manual save editing during many of my tests. This post has been edited by OrionSR on Friday, Apr 22 2011, 05:54
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ric-013  |
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glitch hunter

Group: Members
Joined: Nov 24, 2006


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wow, dude you always surprise me ... you know so much about GTA SA . | QUOTE (OrionSR) | I offered no guarantee for PS2 data, but have a great deal of confidence in the save and PC memory addresses
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the adresses are fine no problems with that . btw , i tested "next attack time " value changes back when i was doing the cheat device codes for territory's , so its what i remember from testings made 2 years ago , forgive the lack of details . | QUOTE (OrionSR) | Changes to the next attack time in the save file and in PC memory had an immediate effect. ... BTW, besides the next attack time and enable gang wars flag, none of the information in the gang wars block appears to be used for anything.
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same on ps2 v1 ... however, i dont understand why i was geting the " no more attacked turfs " glitch after using it for awhile , just like when the game is saved while a territory is being attacked . i remember back then i tryed to figure it out by looking into the gang war block , but i didnt figured anything out of it . speaking of this i got a few questions : - is changes into " next time attack " dword permanant ? or does the game overwrite it after each attack ? - is this value disabled or replaced in memory while a attack occur ? so the game dosnt trigger another attack ? that would explain why " no more attacked turfs " glitch occur if game saved while a territory is attacked . also this glitch is savable, so it does affect a value somewhere within the save blocks . - what does the dword value represant ... seconds ? minutes ? ... in game or real life time ? - what would be best setting dword value for a 2nd testing ? should i joker it ? | QUOTE (OrionSR) | The gang stats changes to the save and in memory are also effective on PC. I can't see how changes to the gang stats in the save couldn't work, that data must be saved somewhere in the save, and there isn't any place else to put it. The stats influence the Least Favorite Gang stat that was included as a requirement for the Master Mind glitch, and the Gang Members Wasted stat - but I think that might be it.
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i may have explained badly , any changes in gangs stats works fine and were easy to locate and mod in memory since they are all next to each other , no problems here ... however , i fail to see how it affect in game gangs behavior or anything , i was sure Ped Acquaintances pointers alone were taking care of that , anything im missing here ? | CODE | GANG1 Hate GANG2 GANG3 GANG4 GANG5 GANG6 GANG7 GANG8 GANG9 GANG10 Respect GANG1 GANG2 Hate GANG1 GANG3 GANG4 GANG5 GANG6 GANG7 GANG8 GANG9 GANG10 Respect GANG2 GANG3 Hate GANG1 GANG2 GANG4 GANG5 GANG6 GANG7 GANG8 GANG9 GANG10 Respect GANG3 GANG4 Hate GANG1 GANG2 GANG3 GANG5 GANG6 GANG7 GANG8 GANG9 GANG10 Respect GANG4 GANG5 Hate GANG1 GANG2 GANG3 GANG4 GANG6 GANG7 GANG8 GANG9 GANG10 Respect GANG5 GANG6 Hate GANG1 GANG2 GANG3 GANG4 GANG5 GANG7 GANG8 GANG9 GANG10 Respect GANG6 GANG7 Hate GANG1 GANG2 GANG3 GANG4 GANG5 GANG6 GANG8 GANG9 GANG10 Respect GANG7 GANG8 Hate GANG1 GANG2 GANG3 GANG4 GANG5 GANG6 GANG7 GANG9 GANG10 Respect GANG8
| | QUOTE (OrionSR) | The opening densities for GAN2 appear to be the same on PCv1 and PS2v1 (10). The density is set to 25 by Mission 0 - Initial, and later set to 10 by Mission 2 - Intro. However, if the jetpack trick is used to interrupt the opening scene with Tenpenny then this change would be skipped.
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i used a old save file i already had on my memory card, so its much possible that i used the jetpack trick back then ... my bad ! i should have started a new game. - id like to know how and when does the game engine alter territory's density's tru the game , do you know ? - btw ,could " jetpack cheat in tenpenny cutscene " glitch explain why " no more attacked turfs " glitch occur if game saved while a territory is attacked ? - is there anything else gang related that are affected by " jetpack cheat in tenpenny cutscene " ? | QUOTE (OrionSR) | Perhaps the 20/16 density requirements are not the same on PS2. The savegame editor v3.1.2 appears to have no difficult reading the PS2 saves. What density does GAN2 have on your save?
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here how it was set ( in hex ) : vagos = 32 ( modded by cheat-device ) gsf = 0A ( given at opening ) so a near-by ballas / vagos territory ( 32 ) is attacking the ( 0A ) gsf one ... but the territory should belong to vagos density wise , weird ! | QUOTE (OrionSr) | The game seems to fixate on a pair of zone for attacks and is reluctant to consider other alternatives unless it's favorites are eliminated for contention. High density of a Grove zone surrounded by lots of high density rival turfs can sometimes tip the balance.
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ill let vagos take over GAN2 and see if the attacks move on to the gsf zones i set around aztecas territory's for testing the mastermind glitch , all other territorys belong to ballas / vagos at ( 32 ) density's btw , i know i ask lots of questions ... im sorry , but you always provided very helpfull info's and i cant resist the urge to ask someone who knows what he's talking about. This post has been edited by ric-013 on Friday, Apr 22 2011, 11:21
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OrionSR  |
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Chain Game Development Team

Group: Members
Joined: May 23, 2007


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Got it! "Next Attack Time" is a float representing the milliseconds until the next attack. Re-saving the game reduced the timer by 3609 milliseconds. Changing the value to 0x47AFC800 (90,000) triggered an attack after 1 and a half minutes. I'm not sure what else will cause changes to this timer. I'm fairly certain resetting the timer when no gang territories are available for attack, and when standing within the only zone available for attack, will cause the timer to reset to it's default timer. The default time until next attack seems to be about 22 to 24 minutes. The variation appears to be related to the minutes on the game clock - maybe. The timer also appears to get reset after each attack. For these tests I've been enabling the gang wars in order to establish a fresh timer. I am unable to provide an informed opinion on the no more attacked turfs glitch. Perhaps I'll try to stimulate one. Do you have a save with this glitch handy? A value of 0 works well for me. I would think a jokered code would provide you with the most control. I'm using a keypress trigger to reset the timer with CLEO. Ped Acquaintances are also adjusted in the game scripts. You might want to take a look at the acquaintances using the savegame editor 3.1.2 to have a more accurate record. However, the issue is unrelated to the gang members killed stats. I was only establishing where the information is stored in the save, PC memory, and hopefully PS2 memory as well. Again, the only thing these stats appear to do is influence the display of other stats. I'll look into pulling the gang density codes out of the scripts. I might have trouble making sense of it all so you might try looking at the PC saves posted in the All Game Missions Save Files topic with a savegame editor. http://www.gtaforums.com/index.php?showtopic=356192 Hm... It looks like PS2 may have different density requirements for turfs to be attack. This post has been edited by OrionSR on Friday, Apr 22 2011, 12:13
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OrionSR  |
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Chain Game Development Team

Group: Members
Joined: May 23, 2007


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Some more results, few of which are likely to be particularly helpful, but still... From the gangwars block at http://www.gtamodding.com/index.php?title=...k_23:_Gang_wars| CODE | | 0x18 float[3] unknown XYZ |
This appears to be the players location during the 3rd kill while defending an attack. | CODE | | 0x3C float[3] unknown XYZ |
The center of the zone under attack. | CODE | | 0x48 dword hood attack notify time (?) |
Milliseconds until attack times out | CODE | | 0x54 float territories under control (08E2) |
Previous territory percentage | CODE | | 0x58 float same as above (0x54) |
Current territory percentage The most practical use of this information is forcing an early timeout of an attack (usually about 273 seconds, 4:33). The code below will cause the attack to timeout in 30 seconds. The code can be used before CJ arrives at the zone, and/or after starting a defense. | CODE | | 0A8C: write_memory 0x96ab44 size 4 value 30000 virtual_protect 0 // Attack Timeout |
| CODE | | 0x66c7e8 // Possible PS2v1 memory location for Attack Timeout |
As far as I can tell, changing this information in the save file has no effect on the game. However, it appears to be read and maintained from save to save. Added:The density gained by the attacking gang can vary depending on the number of attackers that are killed. Saving before starting the defense has no effect on the density. Saving after starting a defense: 0 killed: 18 1 Killed: 15 2 Killed: 12 3 killed: 9 4 killed: 6 5 of 6 killed wins the attack. Reset attack time and save, reset attack time and save again, over and over, again and again. This is supposed to trigger a glitch? Gangwar Waves: Zones with a rival density of 1 to 5 will have one attack wave . Zones with a rival density of 6 to 8 have 2 waves of attack. Zones with a rival density of 9 or more have 3 waves of attack. I am reasonably sure these results are because some of the density is awarded after each wave, and if the density is small enough then all possible density is awarded in only on or two waves. My results are still inconsistent, but... Winning the 1st wave appears to award 30% of the density of each enemy gang to Grove. Winning the 2nd wave awards another 30% of the remaining density. Again, these results are not entirely consistent and I'm not sure why. This post has been edited by OrionSR on Friday, Apr 22 2011, 17:14
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ric-013  |
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glitch hunter

Group: Members
Joined: Nov 24, 2006


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| QUOTE (OrionSR) | CODE
| CODE | 0x18 float[3] unknown XYZ
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This appears to be the players location during the 3rd kill while defending an attack. CODE
| CODE | 0x3C float[3] unknown XYZ
| The center of the zone under attack.
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i had a theory about thoses , since they are " float " , i was thinking memory wise not saved state | CODE | 0x18 float[3] unknown XYZ
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player location at any time while on map ... | CODE | 0x3C float[3] unknown XYZ
| next zone to be under attack when " next attack time " reach 0 ... so basicly , in my theory the game engine calculate how far cj is ( 0x18 float[3] unknown XYZ ) from any possible zone to be under attack, then it set the zone to be attacked in ( 0x3C float[3] unknown XYZ ) based on cj location , so its not to far for him to reach within allowed time ( 0x48 dword hood attack notify time ) also , this would reset the (0x38 dword next attack time ) if cj is too far from any possible zone. also, | CODE | 0x24 dword (unknown) 0x28 dword (unknown) 0x2C dword (unknown)
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i always hoped thoses would be i.d's for gangs involved ( active ) in gang-war , but given current theory it could be setting for the max radius around cj for a zone to be selected for ( 0x3C float[3] unknown XYZ ) to load ... or center XYZ for huge zone cj is into ( LA , VE , BONE , ROBAD , ROBAD1 ,SF , RED , FLINTC , WHET ) for the same reason. | CODE | 0x30 dword unknown time
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would be time when last under attack situation ended , maybe to keep track for calculations, like when (0x38 dword next attack time ) is paused or disable during some events like missions. btw , isnt (0x38 dword next attack time ) disabled or paused every time cj enter interiors marker ? | CODE | 0x34 dword hood under attack stage (?)
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this would set how many attack waves the territory will get if attack is won or lost , based on density's after attack time out. anyways , thats how i imagined it was working , it was a wild theory ! | QUOTE (OrionSR) | The most practical use of this information is forcing an early timeout of an attack (usually about 273 seconds, 4:33). The code below will cause the attack to timeout in 30 seconds. The code can be used before CJ arrives at the zone, and/or after starting a defense. CODE
| CODE | 0A8C: write_memory 0x96ab44 size 4 value 30000 virtual_protect 0 // Attack Timeout
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could also be used to extend time before it times out too ... would be usefull to test mastermind glitch . | QUOTE (OrionSR) | The density gained by the attacking gang can vary depending on the number of attackers that are killed.
Saving before starting the defense has no effect on the density. Saving after starting a defense: 0 killed: 18 1 Killed: 15 2 Killed: 12 3 killed: 9 4 killed: 6 5 of 6 killed wins the attack.
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another good info , that great ! i always wanted to know this . | QUOTE (OrionSR) | Reset attack time and save, reset attack time and save again, over and over, again and again. This is supposed to trigger a glitch?
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well thats what happend to me when testing it 2 years ago ... i must point out that back when i tested this , i was very busy doing territory codes so it was kind of a quick testing , i dont remember all the details , such as : - did i tested it along other test codes - did i used a glitched out savefile for testing - did my test code had any error in it , i sometimes input wrong command or address in my test codes ) but i remember thinking it was so like the " no more attacked hoods " glitch : - on ps2 v1 , save game while a territory is under attack to trigger it . so you may be wasting your time on this glitch i faintly remember . This post has been edited by ric-013 on Friday, Apr 22 2011, 19:27
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Jack Reacher  |
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Thug

Group: Members
Joined: Sep 24, 2009


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I dont really have much hope for masterminds glitch, only reason why I restarted the topic was because some guy called jkmd or something also said he had success, but then a day later he said he started using the savegame editor so im pretty sure he just used that and said he used the glitch.
Anyway all this info is really helpful, it is possible to get mixed zones in SF if you use satchel charges and use the mixed territory glitch, this way it doesnt matter which territory is attacked. However I find this method really inconsistent at long ranges, I would prefer to have a territory come under attack next to the one I want mixed so I can lure them on foot using a proofed car.
Also you mentioned the requirements for attacks might be different on PS2, you might be right. I have started a Doberman save on scratch so that I can narrow down the possible territories that are attacked. Before I bother with overseas territories I just want to make sure I can get other territories in LS attacked ( that is territories you dont start out with) and then maybe move on to LS and RC.
Reading from that zonemapper, I have taken over IWD1 first. If I stand in GAN2, that zone is always attacked. I lured the attacking ballas over to LDT7 (Downtown Los Santos) and killed them there, giving me a fresh new territory that isnt meant to be there after Doberman. I repeated this 2 more times, so it should have around 30 GSF density. This territory is also next to GLN2A, a balla territory with high density, im not sure but it looks pretty thick so it should be over 20. Yet this territory I have created, LDT7, has yet to be attacked. I shouldnt rush to say this though because I have only waited for one attack, tomorrow il post more results on it.
While I was bored I also added some balla density to that zone by leading the gang that attacked IWD1 to LDT7 and killing 3 members and letting it time out, I have yet to see if it will be attacked.
Anyway im a little confused on what happend in El Corona. You managed to get it attacked, what happened when you lost the attack? Did ballas get some density in that area, meaning there was VLA, GSF and Ballas in that zone? I have yet to get 3 gangs in that zone. If im unable to I might just settle for mixing zones around the VLA zones, as they usually cross over all the time.
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Jack Reacher  |
Posted: Saturday, Apr 23 2011, 03:24
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Thug

Group: Members
Joined: Sep 24, 2009


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So PC version cant do this PS2 glitch, where you kill 3 people and instead of adding density to the attacked zone, it adds them to the one you are standing in?
Anyway in order to get ballas density equal to Aztecas, you had to use the savegame editor didnt you? I have a feeling it will be impossible for me to be able to do all that on a PS2 without a cheating disk, so il just ignore that part for now.
Right now im more focused on the PS2 requirements for getting zone to get attacked. Im also making a video log of all the steps I do, il be uploading them on youtube should I get anywhere interesting so you can see the exact order I took over territories, which ones I added density to etc etc. Problem is it will have no sound, but il deal with all that later.
I never knew if you started the defence of a zone and then saved you lose the war, it will speed things up so much faster when adding rival density to an attacked zone.
The reason for the flight glitch was because the only way I can add rival density as to other zones as shown in the video is to lure them to a zone that is already a GSF zone. So if I were to do this overseas, I would have to do the hood abuse glitch to each zone, then do the mixed glitch you see in that video. Instead of doing the hood abuse glitch I figured why not do the flight glitch and then take over all those territories normally, it would be faster and more fun than waiting 30 mins for each attack. Then when i have light GSF territories everywhere I would use satchels to do the mixed glitch you saw in the video. Unfortunately its unreliable when you go long distances, you notice that the blips on the radar change from up to down triangles, meaning they are teleporting everywhere
EDIT: When you say you got the ballas density equal to Aztecas, did you mean the ballas density in that zone you wanted attacked to be equal, or the ballas density in a zone adjacent to the zone you wanted to be attacked? If the requirements are for the zones adjacent to the Azteca zone you want attacked then it will be possible for me after all.
This post has been edited by Jack Reacher on Saturday, Apr 23 2011, 03:26
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OrionSR  |
Posted: Saturday, Apr 23 2011, 11:31
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Chain Game Development Team

Group: Members
Joined: May 23, 2007


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| QUOTE | | only the highest density gang in a zone can be attacked |
Or to be more specific, a war can only be started with the gang that has the highest density. I've been trying to reserve the word "attack" for Attacks on a turf. I tried a number of adjustments to the density using CLEO codes and the savegame editor, but I'm trying to be true to the spirit of your objective: to accomplish full fledged gang wars in non-standard areas without using editors or cheat device codes. First I increased the Balla Density by timing out another attack, so 30 + 30. I could also increase Balla density by killing a varying number of attackers so I tried the values of 48, 45, 42, 39 and 40 with the editor and found the minimum requirement. Success! I got the Mixed Glitch to work. Hopefully this will spare me from PS2 testing. I finally listened to Jack's advice and abandoned El Corona (ELCO2). Even with the Aztecas removed I couldn't get the glitch to work. Before then I tried the Airport (LAIR2A) without success. So I increased the density of GAN1 and GAN2 to 20 and repeated what I was in the video... And whatdoyaknow; a GAN1 Vago density of 9. So in some zones, particularly GAN1: //--- Take the dying/losing/saving bit with a grain of salt. Now I'm back to satchels kill attackers while also suiciding. ---//Dying and Saving before starting the defense has no effect on the density. Letting the attack timeout adds a rival density of 30 to the zone under attack. A Death, Timeout, or "Anywhere" Save after starting a defense: 0 killed: 18 rival density in the zone under attack 1 Killed: 15 rival density in the zone under attack 2 Killed: 12 rival density in the zone under attack 3 killed: 9 rival density in the zone where CJ dies/loses/saves 4 killed: 6 rival density in the zone where CJ dies/loses/saves 5 of 6 killed wins the attack and adds a Grove density of 10 to the zone where CJ wins. Note that in a zone like GAN1 where Vagos or Ballas might attack, the rival density awarded was not always added to the gang that participated in the attack. Once a density of B27/G20/V27 was reached the Vagos earned all density even if the Ballas attacked. How the attackers are killed and how CJ loses the war doesn't seem to matter. Just make sure that 2 or 3 attackers are safely roaming the map when the loss occurs. I guess the next step would be learning which zones can be Mixed Glitched. That should be a tedious task. //------//So far I've managed to added rival density to GAN1 and ELS3A. BTW, I can't seem to get an attack started in GAN1. No Cops On Foot flag in GAN1 doesn't seem to be a factor in anything, but I've got my eye on it just in case. This post has been edited by OrionSR on Saturday, Apr 23 2011, 13:33
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Jack Reacher  |
Posted: Saturday, Apr 23 2011, 22:59
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Thug

Group: Members
Joined: Sep 24, 2009


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Im glad you have gotten the mixed glitch to work Orion, this means PC and PS2 versions aren't so different after all and we can keep testing the same glitch.
Something for you guys to try out, I think it doesnt matter where you stand when you lose the war, it matters where you kill the 3rd enemy.
For instance, I got an attack at the normal balla territory next to El Corona. I lead them to one of my hood abuse territories and killed 3 people there. Then I drove off to some random spot on the map and waited it out. The hood abused spot where I killed the 3rd enemy got an increase in balla density, not the zone I was standing in.
Also I can only get this to work in zones owned by GSF, maybe you guys might have luck using the mixed glitch on other types of zones. For instance say GAN2 is attacked by Ballas just as usual. Instead of luring them to GAN1 like I did in the video, what if you lured them to the stadium, the Vagos zone, and killed 3 there and lose the attack there. Would the Vagos zone gain balla density? I tried this before and it failed but this glitch fails a lot all the time so i didnt know if it was just some random fail on my part or if it didnt work.
Finally, is it possible to mix the extremely low GSF density territories that were won over from the flight glitch. For instance I fly off the map and get loads of weak balla zones around LS. I then win them all over by luring ballas from thicker zones, is it possible to then mix those?
Now that you have an idea on how the mixed territory glitch works, you might realise why the flight glitch is important to me, because allows me to add GSF zones around the map to be mixed without waiting around to use the hood abuse glitch
I didnt realise that if I dont trigger the defence and let the attack time time out they get 30 density, not 18. This is really useful info, means I dont have to wait for two attacks to get the requirements (20+ rival density)
This post has been edited by Jack Reacher on Saturday, Apr 23 2011, 23:01
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ric-013  |
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glitch hunter

Group: Members
Joined: Nov 24, 2006


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| QUOTE (OrionSR) | Possible address of Next Attack Time for PS2v1 (untested) CODE
| CODE | 0x66c7e4 // Next Attack Time PS2v1
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hum ... i was looking at gang-war save block , i think i might have found why my previous testing on this caused me problems. when i tested it, i think i used adress : that where i assumed it was according to info's i had from block 23 ... ( 2 years ago ) again i made mistakes .... lol, ill re-test it using your address tomorrow. | QUOTE (OrionSR) |
| CODE | CODE 0x66c7e8 // Possible PS2v1 memory location for Attack Timeout
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tested !! PS2 v1 ntsc time out " hood under attack " - press L3 D0700942 0000FFFD 2066C7E8 00000000 note : will immediately end attack ( time out ) This post has been edited by ric-013 on Sunday, Apr 24 2011, 01:41
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