GTA Modification Forums
Stories Opcodes Gigantic list in here
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spaceeinstein  |
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巧克力

Group: Members
Joined: Jul 17, 2003



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This topic will contain the most up-to-date list of opcodes in the Stories games. Almost all the opcodes in the Stories games are a bit different than the III-trilogy, mostly shifted but with many deletions and additions. I can only find two references to Stories opcodes. Sanny Builder has a list of LCS and VCS opcodes but they are terribly out-of-date. Many of the recently-discovered opcodes for the III-trilogy aren't in the list. Jon C's website also has a list of LCS opcodes and includes VC/SA analogous opcodes. Right now I am working on documenting ALL available opcodes for LCS like what I had done for III and VC. I want to make the most complete and up-to-date list of opcodes for the Stories games. Testing them will be much harder for me because I don't know any program that compiles for LCS and I don't know how to create one myself.
In this topic, there is a table of what I had typed up. Any opcodes that are italicized means that it is at least tested in-game by me. The rest is an educated guess based on the previous opcode list. Eventually when this list gets very large, I will post the list at GTAModding, so please hold out on creating a page for this before I'm done.| Opcode | P | Parameter type | Brief description | Analog |
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| 0168 | - | | | | 0169 | 1 | blip handle | remove blip | 0164 | | 016A | 2 | blip handle, int | change blip colour | 0165 | | 016B | 2 | blip handle, int | change blip brightness | 0166 | | 016C | 6 | flt, flt, flt, int, int, var | add blip for coordinate old | 0167 | | 016D | 2 | blip handle, int | change blip scale | 0168 | | 016E | 3 | int, int, int | set fading colour | 0169 | | 016F | 2 | int, int | do fade | 016A | | 0170 | 0 | - | get fading status | 016B | | 0171 | 4 | flt, flt, flt, flt | add hospital restart | 016C | | 0172 | 4 | flt, flt, flt, flt | add police restart | 016D | | 0173 | 4 | flt, flt, flt, flt | override next restart | 016E | | 0174 | - | | | | 0175 | 2 | player handle, var | get player heading | 0170 | | 0176 | 2 | player handle, flt | set player heading | 0171 | | 0177 | 2 | char handle, var | get char heading | 0172 | | 0178 | 2 | char handle, flt | set char heading | 0173 | | 0179 | 2 | car handle, var | get car heading | 0174 | | 017A | 2 | car handle, flt | set car heading | 0175 | | 017B | 2 | object handle, var | get object heading | 0176 | | 017C | 2 | object handle, flt | set object heading | 0177 | | 017D | 2 | player handle, object handle | is player touching object | 0178 | | 017E | - | | | | 017F | 3 | player handle, int, int | set player weapon ammo | 017A | | 0180 | 3 | | set char weapon ammo | 017B | | 0181 | - | | | | 0182 | - | | | | 0183 | - | | | | 0184 | - | | | | 0185 | 1 | var | set on mission flag | 0180 | | 0186 | ? | | | | | 0187 | - | | | | 0188 | 2 | player handle, int | is player health greater | 0183 | | 0189 | 2 | char handle, int | is char health greater | 0184 | | 018A | 2 | car handle, int | is car health greater | 0185 | | 018B | 2 | car handle, var | add blip for car | 0186 | | 018C | 2 | char handle, var | add blip for char | 0187 | | 018D | 2 | object handle, var | add blip for object | 0188 | | 018E | 2 | flt, flt, flt, var | add blip with sphere to coordinate | 0189 | | 018F | 2 | flt, flt, flt, var | add blip for coordinate | 018A | | 0190 | 2 | blip handle, int | change blip display | 018B | | 0191 | 4 | int, flt, flt, flt | add one off sound | 018C | | 0192 | 5 | flt, flt, flt, int, var | add continuous sound | 018D | | 0193 | 1 | sound handle | remove sound | 018E | | 0194 | 1 | car handle | check car is flipped for 2 seconds | 018F | | 0195 | 1 | car handle | add car to flipped check | 0190 | | 0196 | 1 | car handle | remove car from flipped check | 0191 | | 0197 | 1 | char handle | set char obj wait on foot | 0192 | | 0198 | 1 | char handle | set char objective to act like ped | 0193 | | 0199 | 4 | char handle, flt, flt, flt | set char objective to go to point | 0194 | | 019A | 5 | char handle, flt, flt, flt, flt | set char objective to guard area | 0195 | | 019B | 1 | char handle | ? | 0196 | | 019C | 6 | player handle, flt, flt, flt, flt, int | is player in area on foot 2d | 0197 | | 019D | 6 | player handle, flt, flt, flt, flt, int | is player in area in car 2d | 0198 | | 019E | 6 | player handle, flt, flt, flt, flt, int | is player stopped in area 2d | 0199 | | 019F | 6 | player handle, flt, flt, flt, flt, int | is player stopped in area on foot 2d | 019A | | 01A0 | 6 | player handle, flt, flt, flt, flt, int | is player stopped in area in car 2d | 019B | | 01A1 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | is player in area on foot 3d | 019C | | 01A2 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | is player in area in car 3d | 019D | | 01A3 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | is player stopped in area 3d | 019E | | 01A4 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | is player stopped in area on foot 3d | 019F | | 01A5 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | is player stopped in area in car 3d | 01A0 | | 01A6 | 6 | char handle, flt, flt, flt, flt, int | is char in area on foot 2d | 01A1 | | 01A7 | 6 | char handle, flt, flt, flt, flt, int | is char in area in car 2d | 01A2 | | 01A8 | 6 | char handle, flt, flt, flt, flt, int | is char stopped in area 2d | 01A3 | | 01A9 | 6 | char handle, flt, flt, flt, flt, int | is char stopped in area on foot 2d | 01A4 | | 01AA | 6 | char handle, flt, flt, flt, flt, int | is char stopped in area in car 2d | 01A5 | | 01AB | 8 | char handle, flt, flt, flt, flt, flt, flt, int | is char in area on foot 3d | 01A6 | | 01AC | 8 | char handle, flt, flt, flt, flt, flt, flt, int | is char in area in car 3d | 01A7 | | 01AD | 8 | char handle, flt, flt, flt, flt, flt, flt, int | is char stopped in area 3d | 01A8 | | 01AE | 8 | char handle, flt, flt, flt, flt, flt, flt, int | is char stopped in area on foot 3d | 01A9 | | 01AF | 8 | char handle, flt, flt, flt, flt, flt, flt, int | is char stopped in area in car 3d | 01AA | | 01B0 | 6 | car handle, flt, flt, flt, flt, int | is car stopped in area 2d | 01AB | | 01B1 | 8 | car handle, flt, flt, flt, flt, flt, flt, int | is car stopped in area 3d | 01AC | | 01B2 | 6 | car handle, flt, flt, flt, flt, int | locate car 2d | 01AD | | 01B3 | 6 | car handle, flt, flt, flt, flt, int | locate stopped car 2d | 01AE | | 01B4 | 8 | car handle, flt, flt, flt, flt, flt, flt, int | locate car 3d | 01AF | | 01B5 | 8 | car handle, flt, flt, flt, flt, flt, flt, int | locate stopped car 3d | 01B0 | | 01B6 | 3 | player handle, int, int | give weapon to player | 01B1 | | 01B7 | 3 | char handle, int, int | give weapon to char | 01B2 | | 01B8 | - | | | | 01B9 | 2 | player handle | set player control | 01B4 | | 01BA | 1 | int | force weather | 01B5 | | 01BB | 1 | int | force weather now | 01B6 | | 01BC | 0 | - | release weather | 01B7 | | 01BD | 2 | player handle, int | set current player weapon | 01B8 | | 01BE | 2 | char handle, int | set current char weapon | 01B9 | | 01BF | - | | | | 01C0 | 4 | object handle, var, var, var | get object coordinates | 01BB | | 01C1 | 4 | object handle, flt, flt, flt | set object coordinates | 01BC | | 01C2 | 1 | var | get game timer | 01BD | | 01C3 | 4 | char handle, flt, flt, flt | turn char to face coord | 01BE | | 01C4 | 4 | player handle, flt, flt, flt | turn player to face coord | 01BF | | 01C5 | 2 | player handle, var | store wanted level | 01C0 | | 01C6 | 1 | car handle | is car stopped | 01C1 | | 01C7 | 1 | char handle | mark char as no longer needed | 01C2 | | 01C8 | 1 | car handle | mark car as no longer needed | 01C3 | | 01C9 | 1 | object handle | mark object as no longer needed | 01C4 | | 01CA | 1 | char handle | dont remove char | 01C5 | | 01CB | 1 | car handle | dont remove car | 01C6 | | 01CC | 1 | object handle | dont remove object | 01C7 | | 01CD | 5 | car handle, int, int, int, var | create char as passenger | 01C8 | | 01CE | 2 | char handle, char handle | set char obj kill char on foot | 01C9 | | 01CF | 2 | char handle, player handle | set char obj kill player on foot | 01CA | | 01D0 | 2 | char handle, char handle | set char obj kill char by any means | 01CB | | 01D1 | 2 | char handle, player handle | set char obj kill player by any means | 01CC | | 01D2 | - | | | | 01D3 | 2 | char handle, player handle | set char flee player on foot till safe | 01CE | | 01D4 | 2 | char handle, char handle | char avoid char on foot always | 01CF | | 01D5 | 2 | char handle, player handle | char avoid player on foot always | 01D0 | | 01D6 | 2 | char handle, char handle | set char obj goto char on foot | 01D1 | | 01D7 | 2 | char handle, player handle | set char goto player on foot | 01D2 | | 01D8 | 2 | char handle, car handle | set char obj leave car | 01D3 | | 01D9 | 2 | char handle, car handle | set char obj enter car as passenger | 01D4 | | 01DA | 2 | char handle, car handle | set char obj enter car as driver | 01D5 | | 01DB | - | | | | 01DC | - | | | | 01DD | 2 | char handle, object handle | set char obj destroy object | 01D8 | | 01DE | 2 | char handle, car handle | set char obj destroy car | 01D9 | | 01DF | 5 | char handle, flt, flt, flt, flt | task actor walk to area | 01DA | | 01E0 | - | | | | 01E1 | - | | | | 01E2 | - | | | | 01E3 | 2 | char handle, char handle | set char as leader | 01DE | | 01E4 | 2 | char handle, player handle | set player as leader | 01DF | | 01E5 | 1 | char handle | leave group | 01E0 | | 01E6 | 3 | char handle, int, int | set char obj follow route | 01E1 | | 01E7 | 4 | int, flt, flt, flt | add route point | 01E2 | | 01E8 | 4 | string, int, int, int | print with number big | 01E3 | | 01E9 | 4 | string, int, int, int | print with number | 01E4 | | 01EA | 4 | string, int, int, int | print with number now | 01E5 | | 01EB | 4 | string, int, int, int | | | 01EC | 6 | flt, flt, flt, flt, flt, flt | switch roads on | 01E7 | | 01ED | 6 | flt, flt, flt, flt, flt, flt | switch roads off | 01E8 | | 01EE | 2 | car handle, var | get number of passengers | 01E9 | | 01EF | 2 | car handle, var | get maximum number of passengers | 01EA | | 01F0 | 1 | flt | set car density multiplier | 01EB | | 01F1 | 2 | car handle, int | set car heavy | 01EC | | 01F2 | 1 | char handle | clear char threat search | 01ED | | 01F3 | 10 | flt, flt, flt, flt, flt, flt, flt, flt, flt, flt | activate crane | 01EE | | 01F4 | 2 | flt, flt | deactivate crane | 01EF | | 01F5 | 1 | int | set max wanted level | 01F0 | | 01F6 | - | | | | 01F7 | - | | | | 01F8 | 1 | car handle | is car in air proper | 01F3 | | 01F9 | 1 | car handle | is car upsidedown | 01F4 | | 01FA | 2 | player handle, var | get player char | 01F5 | | 01FB | 0 | - | cancel override restart | 01F6 | | 01FC | 2 | player handle, int | set police ignore player | 01F7 | | 01FD | - | | | | 01FE | 9 | string, int, int, int, int, int, int, int, int | start kill frenzy | 01F9 | | 01FF | 1 | var | read kill frenzy status | 01FA | | 0200 | 2 | sqrt | 01FB | | 0201 | 5 | player handle, car handle, flt, flt, int | locate player by any means car 2d | 01FC | | 0202 | 5 | player handle, car handle, flt, flt, int | locate player on foot car 2d | 01FD | | 0203 | 5 | player handle, car handle, flt, flt, int | locate player in car car 2d | 01FE | | 0204 | 6 | player handle, car handle, flt, flt, flt, int | locate player by any means car 3d | 01FF | | 0205 | 6 | player handle, car handle, flt, flt, flt, int | locate player on foot car 3d | 0200 | | 0206 | 6 | player handle, car handle, flt, flt, flt, int | locate player in car car 3d | 0201 | | 0207 | 5 | char handle, car handle, flt, flt, int | locate char by any means car 2d | 0202 | | 0208 | 5 | char handle, car handle, flt, flt, int | locate char on foot car 2d | 0203 | | 0209 | 5 | char handle, car handle, flt, flt, int | locate char in car car 2d | 0204 | | 020A | 6 | char handle, car handle, flt, flt, flt, int | locate char by any means car 3d | 0205 | | 020B | 6 | char handle, car handle, flt, flt, flt, int | locate char on foot car 3d | 0206 | | 020C | 6 | char handle, car handle, flt, flt, flt, int | locate char in car car 3d | 0207 | | 020D | 3 | flt, flt, var | generate random float in range | 0208 | | 020E | 3 | int, int, var | generate random int in range | 0209 | | 020F | 2 | car handle, int | lock car doors | 020A | | 0210 | 1 | car handle | explode car | 020B | | 0211 | 4 | flt, flt, flt, int | add explosion | 020C | | 0212 | 1 | car handle | is car upright | 020D | | 0213 | 2 | char handle, char handle | turn char to face char | 020E | | 0214 | 2 | char handle, player handle | turn char to face player | 020F | | 0215 | 2 | player handle, char handle | turn player to face char | 0210 | | 0216 | 3 | char handle, flt, flt | set char obj goto coord on foot | 0211 | | 0217 | - | | | | 0218 | 6 | int, int, flt, flt, flt, var | create pickup | 0213 | | 0219 | 1 | pickup handle | has pickup been collected | 0214 | | 021A | 1 | pickup handle | remove pickup | 0215 | | 021B | 2 | car handle, int | set taxi lights | 0216 | | 021C | 3 | string, int, int | print text big q | 0217 | | 021D | 4 | string, int, int, int | print text with number big q | 0218 | | 021E | 9 | flt, flt, flt, flt, flt, flt, flt, flt, int, var | create garage | 0219 | | 021F | - | | | | 0220 | 2 | car handle, int | set target car for mission garage | 021B | | 0221 | 1 | garage handle | is car in mission garage | 021C | | 0222 | 1 | int | set free bombs | 021D | | 0223 | - | | | | 0224 | - | | | | 0225 | 1 | car handle | does car have car bomb | 0220 | | 0226 | 2 | player handle, int | apply brakes to players car | 0221 | | 0227 | 2 | player handle, int | set player health | 0222 | | 0228 | 2 | char handle, int | set char health | 0223 | | 0229 | 2 | car handle, int | set car health | 0224 | | 022A | 2 | player handle, var | get player health | 0225 | | 022B | 2 | char handle, var | get char health | 0226 | | 022C | 2 | car handle, var | get car health | 0227 | | 022D | 2 | car handle, int | is car armed with bomb | 0228 | | 022E | 3 | car handle, int, int | change car colour | 0229 | | 022F | 6 | flt, flt, flt, flt, flt, flt | switch ped paths on | 022A | | 0230 | 6 | flt, flt, flt, flt, flt, flt | switch ped paths off | 022B | | 0231 | 2 | char handle, char handle | char look at char always | 022C | | 0232 | 2 | char handle, player handle | char look at player always | 022D | | 0233 | 2 | player handle, char handle | player look at char always | 022E | | 0234 | 1 | char handle | stop char looking | 022F | | 0235 | 1 | player handle | stop player looking | 0230 | | 0236 | - | | | | 0237 | - | | | | 0238 | - | | | | 0239 | - | | | | 023A | 3 | int, int, int | set gang models | 0235 | | 023B | 2 | int, int | set gang car | 0236 | | 023C | 3 | int, int, int | set gang weapons | 0237 | | 023D | - | | | | 023E | 3 | char handle, flt, flt | set char obj run to coord | 0239 | | 023F | - | | | | 0240 | - | | | | 0241 | 2 | int, string | load special character | 023C | | 0242 | 1 | int | has special character loaded | 023D | | 0243 | - | | | | 0244 | - | | | | 0245 | - | | | | 0246 | 1 | player handle | is player in remote mode | 0241 | | 0247 | 2 | car handle, int | arm car with bomb | 0242 | | 0248 | 2 | char handle, int | set char personality | 0243 | | 0249 | 3 | flt, flt, flt | set cutscene offset | 0244 | | 024A | 2 | char handle, int | set anim group for char | 0245 | | 024B | - | | | | 024C | 1 | int | request model | 0247 | | 024D | 1 | int | has model loaded | 0248 | | 024E | 1 | int | mark model as no longer needed | 0249 | | 024F | 3 | phone handle, flt, flt | get phone | 024A
| | 0250 | - | | | | 0251 | - | | | | 0252 | - | | | | 0253 | 1 | phone handle | turn phone off | 024E | | 0254 | 9 | flt, flt, flt, flt, int, int, int, int, int | create corona | 024F | | 0255 | - | | | | 0256 | 0 | | | | 0257 | 0 | | | | 0258 | 0 | | | | 0259 | 0 | | | | 025A | 4 | flt, flt, flt, flt | restart critical mission | 0255 | | 025B | 1 | player handle | is player playing | 0256 | | 0296 | 2 | char handle, int | set char heed threats | 0291 | | 0297 | - | | | | 0298 | 1 | var | get controller mode | 0293 | | 0299 | 2 | car handle, int | set can respray car | 0294 | | 029A | 1 | car handle | is car taxi vehicle | 0295
| | 029B | 1 | int | unload special character | 0296 | | 029C | 0 | - | reset number of models killed by player | 0297 | | 029D | 2 | int, var | get number of models killed by player | 0298 | | 029E | - | | | | 029F | - | | | | 02A0 | 5 | int, flt, flt, flt, var | create object no offset | 029B | | 02A1 | 1 | car handle | is boat | 029C | | 02A2 | - | | | | 02A3 | - | | | | 02A4 | 1 | player handle | is player stopped | 029F | | 02A5 | 1 | char handle | is char stopped | 02A0 | | 02A6 | 2 | int, int | message wait | 02A1 | | 02A7 | - | | | | 02A8 | 1 | int | switch widescreen | 02A3
| | 02A9 | - | | | | 02AA | - | | | | 02AB | - | | | | 02AC | 5 | flt, flt, flt, int, var | add sprite blip for contact point | 02A7 | | 02AD | 5 | flt, flt, flt, int, var | add sprite blip for coord | 02A8 | | 02AE | 2 | char handle, int | set char only damaged by player | 02A9 | | 02AF | 2 | car handle, int | set car only damaged by player | 02AA
| | 02B0 | 6 | char handle, int, int, int, int, int | set char proofs | 02AB | | 02B1 | 6 | car handle, int, int, int, int, int | set car proofs | 02AC | | 02B2 | 7 | player handle, flt, flt, flt, flt, flt, int | is player in angled area 2d | 02AD | | 02B3 | 7 | player handle, flt, flt, flt, flt, flt, int | is player in angled area on foot 2d | 02AE
| | 02B4 | 7 | player handle, flt, flt, flt, flt, flt, int | is player in angled area in car 2d | 02AF | | 02B5 | 7 | player handle, flt, flt, flt, flt, flt, int | is player stopped in angled area 2d | 02B0 | | 02B6 | 7 | player handle, flt, flt, flt, flt, flt, int | is player stopped in angled area on foot 2d | 02B1 | | 02B7 | 7 | player handle, flt, flt, flt, flt, flt, int | is player stopped in angled area in car 2d | 02B2
| | 02B8 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player in angled area 3d | 02B3 | | 02B9 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player in angled area on foot 3d | 02B4 | | 02BA | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player in angled area in car 3d | 02B5 | | 02BB | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player stopped in angled area 3d | 02B6
| | 02BC | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player stopped in angled area on foot 3d | 02B7 | | 02BD | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player stopped in angled area in car 3d | 02B8 | | 02BE | - | | | | 02BF | - | | | | 02C0 | - | | | | 02C1 | - | | | | 02C2 | - | | | | 02C3 | - | | | | 02C4 | 1 | car handle | is car in water | 02BF | | 02C5 | 6 | flt, flt, flt, var, var, var | get closest char node | 02C0 | | 02C6 | 6 | flt, flt, flt, var, var, var | get closest car node | 02C1 | | 02C7 | 4 | car handle, flt, flt, flt | car goto coordinates accurate | 02C2 | | 02C8 | - | | | | 02C9 | - | | | | 02CA | - | | | | 02CB | - | | | | 02CC | - | | | | 02CD | - | | | | 02CE | - | | | | 02CF | 1 | car handle | is car on screen | 02CA | | 02D0 | 1 | char handle | is char on screen | 02CB | | 02D1 | 1 | object handle | is object on screen | 02CC | | 02D2 | 2 | int, int | | | 02D3 | 4 | flt, flt, flt, var | get ground z for 3d coord | 02CE
| | 02D4 | 4 | flt, flt, flt, var | start script fire | 02CF
| | 02D5 | 1 | fire handle | is fire extinguished | 02D0
| | 02D6 | 1 | fire handle | remove fire | 02D1
| | 02D7 | - | | | | 02D8 | 4 | car handle, flt, flt, flt | boat goto coords | 02D3
| | 02D9 | 1 | car handle | boat stop | 02D4
| | 02DA | 6 | player handle, flt, flt, flt, flt, int | is player shooting in area | 02D5
| | 02DB | - | | | | 02DC | 2 | player handle, int | is current player weapon | 02D7
| | 02DD | 2 | char handle, int | is current char weapon | 02D8
| | 02DE | - | | | | 02DF | - | | | | 02E0 | 2 | car handle, flt | set boat cruise speed | 02DB
| | 02E1 | 8 | flt, flt, flt, flt, int, int, int, var | get random char in area | 02DC
| | 02E2 | 5 | string, int, int, int, var | get random char in zone | 02DD | | 02E3 | 1 | player handle | is player in taxi | 02DE
| | 02E4 | 1 | player handle | is player shooting | 02DF
| | 02E5 | 1 | char handle | is char shooting | 02E0
| | 02E6 | 5 | flt, flt, flt, int, var | create money pickup | 02E1 | | 02E7 | 2 | char handle, int | set char accuracy | 02E2
| | 02E8 | 2 | car handle, var | get car speed | 02E3
| | 02E9 | 1 | string | load cutscene | 02E4
| | 02EA | 2 | object handle, var | create cutscene object | 02E5 | | 02EB | 2 | object handle, string | set cutscene anim | 02E6
| | 02EC | 0 | - | start cutscene | 02E7
| | 02ED | 1 | var | get cutscene time | 02E8
| | 02EE | 0 | - | has cutscene finished | 02E9 | | 02EF | 0 | - | clear cutscene | 02EA
| | 02F0 | 0 | - | restore camera jumpcut | 02EB
| | 02F1 | 3 | flt, flt, flt | put hidden package | 02EC
| | 02F2 | 1 | int | set total hidden packages | 02ED | | 02F3 | - | | | | 02F4 | - | | | | 02F5 | - | | | | 02F6 | - | | | | 02F7 | 2 | char handle, int | is char model | 02F2
| | 02F8 | 2 | int, string | load special model | 02F3
| | 02F9 | - | | | | 02FA | - | | | | 02FB | 2 | flt, var | get sine | 02F6
| | 02FC | 2 | flt, var | get cosine | 02F7
| | 02FD | 2 | car handle, var | get car forward x | 02F8
| | 02FE | 2 | car handle, var | get car forward y | 02F9
| | 02FF | 2 | garage handle, int | change garage type | 02FA
| | 0300 | 10 | flt, flt, flt, flt, flt, flt, flt, flt, flt, flt | create crusher crane | 02FB
| | 0301 | 5 | string, int, int, int, int | print with 2 numbers | 02FC
| | 0302 | 5 | string, int, int, int, int | print with 2 numbers now | 02FD
| | 0303 | 5 | string, int, int, int, int | print with 2 numbers soon | 02FE
| | 0304 | 6 | string, int, int, int, int, int | print with 3 numbers | 02FF | | 0305 | 6 | string, int, int, int, int, int | print with 3 numbers now | 0300
| | 0306 | - | | | | 0307 | 7 | string, int, int, int, int, int, int | print with 4 numbers | 0302
| | 0308 | - | | | | 0309 | - | | | | 030A | - | | | | 030B | - | | | | 030C | - | | | | 030D | 9 | string, int, int, int, int, int, int, int, int | print with 6 numbers now | 0309
| | 030E | - | | | | 030F | - | | | | 0310 | 3 | char handle, char handle, int | set formation | 030B
| | 0311 | 1 | int | player made progress | 030C
| | 0312 | 1 | int | set max progress | 030D
| | 0313 | 1 | int | register jump distance | 030E
| | 0314 | 1 | int | register jump height | 030F
| | 0315 | 1 | int | register jump flips | 0310
| | 0316 | 1 | int | register jump spins | 0311
| | 0317 | 1 | int | register jump stunt | 0312
| | 0318 | 0 | - | register unique jump found | 0313
| | 0319 | 1 | int | set unique jumps total | 0314
| | 031A | 0 | - | register passenger dropped off taxi | 0315
| | 031B | 1 | int | register money made taxi | 0316
| | 031C | 0 | - | register mission given | 0317
| | 031D | 1 | string | register mission passed | 0318
| | 031E | 2 | char handle, int | set char running | 0319
| | 031F | 0 | - | remove all script fires | 031A
| | 0320 | - | | | | 0321 | - | | | | 0322 | 2 | char handle, int | has char been damaged by weapon | 031D
| | 0323 | 2 | car handle, int | has car been damaged by weapon | 031E
| | 0324 | 2 | char handle, char handle | is char in chars group | 031F | | 0325 | 2 | char handle, player handle | is char in players group | 0320
| | 0326 | 1 | char handle | explode char head | 0321
| | 0327 | 1 | player handle | explode player head | 0322 | | 0328 | 2 | car handle, int | anchor boat | 0323
| | 0329 | 3 | string, int, int | set pedgroup info | 0324
| | 032A | 2 | car handle, var | start car fire | 0325
| | 032B | 2 | char handle, var | start char fire | 0326
| | 032C | 6 | flt, flt, flt, flt, int, var | get random car of type in area | 0327
| | 032D | - | | | | 032E | 1 | garage handle | has respray happened | 0329
| | 032F | 1 | int | set behind camera mode | 032A
| | 0330 | 7 | int, int, int, flt, flt, flt, var | create pickup with ammo | 032B
| | 0331 | 2 | car handle, car handle | set car ram car | 032C
| | 0332 | - | | | | 0333 | - | | | | 0334 | - | | | | 0335 | 2 | player handle, int | set player never gets tired | 0330 | | 0336 | 2 | player handle, int | set player fast reload | 0331
| | 0337 | 2 | char handle, int | set char bleeding | 0332
| | 0338 | - | | | | 0339 | 2 | car handle, int | ? | | 033A | 1 | int | set free resprays | 0335 | | 033B | 2 | player handle, int | set player visible | 0336 | | 033C | 2 | char handle, int | set char visible | 0337 | | 033D | 2 | car handle, int | set car visible | 0338 | | 033E | 11 | flt, flt, flt, flt, flt, flt, int, int, int, int, int | is area occupied | 0339 | | 033F | - | | | | 0340 | - | | | | 0341 | - | | | | 0342 | - | | | | 0343 | 3 | flt, flt, string | display text | 033E | | 0344 | 2 | flt, flt | set text scale | 033F | | 0345 | 4 | int, int, int, int | set text colour | 0340 | | 0346 | 1 | int | set text justify | 0341 | | 0347 | 1 | int | set text centre | 0342 | | 0348 | 1 | flt | set text line width | 0343 | | 0349 | - | | | | 034A | 1 | int | set text background | 0345 | | 034B | - | | | | 034C | - | | | | 034D | 1 | int | set text proportional | 0348 | | 034E | - | | | | 034F | 1 | int | ? | | 0350 | 1 | int | ? | | 0351 | 1 | int | ? | | 0352 | 4 | object handle, flt, flt, int | rotate object | 034D | | 0353 | 8 | object handle, flt, flt, flt, flt, flt, flt, int | slide object | 034E | | 0354 | 1 | char handle | remove char elegantly | 034F | | 0355 | 2 | char handle, int | set char stay in same place | 0350 | | 0356 | - | | | | 0357 | 2 | char handle, string | undress char | 0352 | | 0358 | 1 | char handle | dress char | 0353 | | 0359 | - | | | | 035A | - | | | | 035B | 7 | int, flt, flt, flt, flt, flt, flt | is explosion in area | 0356 | | 035C | - | | | | 035D | - | | | | 035E | - | | | | 035F | - | | | | 0360 | - | | | | 0361 | 5 | object handle, car handle, flt, flt, flt | place object relative to car | 035C | | 0362 | 1 | object handle | make object targettable | 035D | | 0363 | 2 | player handle, int | add armour to player | 035E
| | 0364 | 2 | char handle, int | add armour to char | 035F | | 0365 | 1 | garage handle | open garage | 0360 | | 0366 | 1 | garage handle | close garage | 0361 | | 0367 | 4 | char handle, flt, flt, flt | warp char from car to coord | 0362 | | 0368 | 6 | flt, flt, flt, flt, int, int | set visibility of closest object of type | 0363 | | 0369 | 2 | char handle, char handle | has char spotted char | 0364 | | 036A | 1 | char handle | set char obj hail taxi | 0365 | | 036B | 1 | object handle | has object been damaged | 0366 | | 036C | 9 | string, int, int, int, int, int, int, int, int | start kill frenzy headshot | 0367 | | 036D | 10 | flt, flt, flt, flt, flt, flt, flt, flt, flt, flt | create ev crane | 0368 | | 036E | 2 | player handle, car handle | warp player into car | 0369 | | 036F | 2 | char handle, car handle | warp char into car | 036A | | 0370 | 1 | int | ? | | | 0371 | - | | | | 0372 | 5 | string, int, int, int, int | print text with 2 numbers big | 036D | | 0373 | 6 | string, int, int, int, int, int | print text with 3 numbers big | 036E | | 0374 | - | | | | 0375 | - | | | | 0376 | - | | | | 0377 | 3 | char handle, int, int | set char wait state | 0372 | | 0378 | 0 | - | set camera behind player | 0373 | | 0379 | - | | | | 037A | - | | | | 037B | 4 | flt, flt, flt, var | create random char | 0376 | | 037C | 1 | char handle | set char obj steal any car | 0377 | | 037D | - | | | | 037E | - | | | | 037F | - | | | | 0380 | - | | | | 0381 | - | | | | 0382 | - | | | | 0383 | 6 | flt, flt, flt, flt, flt, flt | is sniper bullet in area | 037E
| | 0384 | - | | | | 0385 | - | | | | 0386 | 4 | object handle, flt, flt, flt | set object velocity | 0381
| | 0387 | 2 | object handle, int | set object collision | 0382
| | 0388 | 1 | car handle | is icecream jingle on | 0383
| | 0389 | 4 | string, string, int, int | print string in string now | 0384 | | 038A | - | | | | 038B | - | | | | 038C | - | | | | 038D | - | | | | 038E | - | | | | 038F | 6 | flt, flt, flt, flt, flt, flt | is point obscured by a mission entity | 038A | | 0390 | 0 | | load all models now | 038B
| | 0391 | 4 | object handle, flt, flt, flt | add to object velocity | 038C
| | 0392 | - | | | | 0393 | - | | | | 0394 | - | | | | 0395 | - | | | | 0396 | - | | | | 0397 | 2 | object handle, int | set object dynamic | 0392
| | 0398 | - | | | | 0399 | 1 | int | play mission passed tune | 0394
| | 039A | 5 | flt, flt, flt, flt, int | clear area | 0395
| | 039B | 1 | int | freeze onscreen timer | 0396
| | 039C | 2 | car handle, int | switch car siren | 0397
| | 039D | - | | | | 039E | 7 | flt, flt, flt, flt, flt, flt, flt | ? | | 039F | - | | | | 03A0 | - | | | | 03A1 | 2 | car handle, int | set car watertight | 039C
| | 03A2 | 12 | int, flt, flt, flt, flt, flt, flt, flt, int, int, int, int | add moving particle effect | 039D
| | 03A3 | 2 | char handle, int | set char cant be dragged out | 039E | | 03A4 | 3 | car handle, flt, flt | turn car to face coord | 039F
| | 03A5 | 3 | car handle, flt, flt | is crane lifting car | 03A0
| | 03A6 | 4 | flt, flt, flt, flt | show sphere at coord | 03A1
| | 03A7 | 2 | car handle, int | set car status | 03A2
| | 03A8 | 1 | char handle | is char male | 03A3
| | 03A9 | 1 | string | script name | 03A4
| | 03AA | - | | | | 03AB | - | | | | 03AC | 1 | | | | | 03AD | 1 | | | | | 03AE | 0 | | | | | 03AF | 3 | flt, flt, flt | police radio message | 03AA
| | 03B0 | 2 | car handle, int | set car strong | 03AB
| | 03B1 | 1 | int | remove route | 03AC
| | 03B2 | 1 | int | switch rubbish | 03AD
| | 03B3 | 6 | flt, flt, flt, flt, flt, flt | remove particle effects in area | 03AE
| | 03B4 | 1 | int | switch streaming | 03AF
| | 03B5 | 1 | garage handle | is garage open | 03B0
| | 03B6 | 1 | garage handle | is garage closed | 03B1
| | 03B7 | - | | | | 03B8 | - | | | | 03B9 | - | | | | 03BA | - | | | | 03BB | 6 | flt, flt, flt, flt, int, int | swap nearest building model | 03B6
| | 03BC | 1 | int | switch world processing | 03B7
| | 03BD | 1 | player handle | remove all player weapons | 03B8
| | 03BE | - | | | | 03BF | 6 | flt, flt, flt, flt, flt, flt | clear area of cars | 03BA
| | 03C0 | 1 | garage handle | set garage door to rotate | 03BB
| | 03C1 | 5 | flt, flt, flt, flt, var | add sphere | 03BC
| | 03C2 | 1 | sphere handle | remove sphere | 03BD
| | 03C3 | - | | | | 03C4 | 2 | player handle, int | set everyone ignore player | 03BF
| | 03C5 | 2 | char handle, var | store car char is in no save | 03C0
| | 03C6 | 2 | player handle, var | store car player is in no save | 03C1
| | 03C7 | - | | | | 03C8 | 3 | global var, int, string | display onscreen timer with string | 03C3
| | 03C9 | 3 | global var, int, string | display onscreen counter with string | 03C4
| | 03CA | 4 | flt, flt, flt, flt | create random car for car park | 03C5
| | 03CB | 1 | int | is collision in memory | 03C6
| | 03CC | 1 | flt | set wanted multiplier | 03C7
| | 03CD | 0 | | set camera in front of player | 03C8
| | 03CE | 1 | car handle | is car visibly damaged | 03C9
| | 03CF | 1 | object handle | does object exist | 03CA
| | 03D0 | 3 | flt, flt, flt | load scene | 03CB
| | 03D1 | 3 | car handle, flt, int | add stuck car check | 03CC
| | 03D2 | 1 | car handle | remove stuck car check | 03CD
| | 03D3 | 1 | car handle | is car stuck | 03CE
| | 03D4 | 2 | int, string | load mission audio | 03CF
| | 03D5 | 1 | int | has mission audio loaded | 03D0
| | 03D6 | 1 | int | play mission audio | 03D1
| | 03D7 | 1 | int | has mission audio finished | 03D2
| | 03D8 | 7 | flt, flt, flt, var, var, var, var | get closest car node with heading | 03D3
| | 03D9 | 2 | garage handle, car handle | has import garage slot been filled | 03D4
| | 03DA | 1 | string | clear this print | 03D5
| | 03DB | 1 | string | clear this big print | 03D6
| | 03DC | 4 | int, flt, flt, flt | set mission audio position | 03D7
| | 03DD | 0 | - | activate save menu | 03D8
| | 03DE | 0 | - | did save complete successfully | 03D9
| | 03DF | 1 | garage handle | set garage camera follows player | 03DA
| | 03E0 | - | | | | 03E1 | 2 | pickup handle, var | add blip for pickup | 03DC
| | 03E2 | - | | | | 03E3 | 1 | flt | set ped density multiplier | 03DE
| | 03E4 | 1 | int | force random ped type | 03DF
| | 03E5 | - | | | | 03E6 | 1 | var | get number of packages found | 03E1
| | 03E7 | 1 | char handle | task char exit any car | 03E2
| | 03E8 | - | | | | 03E9 | 1 | int | set text right justify | 03E4
| | 03EA | 1 | string | print help | 03E5
| | 03EB | 0 | | clear help | 03E6
| | 03EC | 1 | int | flash hud object | 03E7
| | 03ED | - | | | | 03EE | 1 | char handle | ? | | | 03EF | 1 | int | set generate cars around camera | 03EA
| | 03F0 | 0 | | clear small prints | 03EB
| | 03F1 | 0 | | has ev crane collected all cars | 03EC
| | 03F2 | 2 | car handle, int | set upsidedown car not damaged | 03ED
| | 03F3 | 1 | player handle | can player start mission | 03EE
| | 03F4 | 1 | player handle | make player safe for cutscene | 03EF
| | 03F5 | 1 | int | use text commands | 03F0
| | 03F6 | 2 | int, int | set threat for ped type | 03F1
| | 03F7 | 2 | int, int | clear threat for ped type | 03F2
| | 03F8 | 3 | car handle, var, var | get car colours | 03F3
| | 03F9 | 1 | int | set all cars can be damaged | 03F4
| | 03FA | 2 | car handle, int | set car can be damaged | 03F5
| | 03FB | - | | | | 03FC | - | | | | 03FD | - | | | | 03FE | 3 | char handle, char handle, int | set chars chatting | 03F9
| | 03FF | - | | | | 0400 | - | | | | 0401 | - | | | | 0402 | 2 | player handle, int | set player handling responsiveness | 03FD
| | 0403 | 2 | char handle, int | set char money | 03FE
| | 0404 | - | | | | 0405 | 7 | object handle, flt, flt, flt, var, var, var | get offset from object in world coords | 0400
| | 0406 | 0 | - | register life saved | 0401
| | 0407 | 0 | - | register criminal caught | 0402
| | 0408 | 1 | int | register ambulance level | 0403
| | 0409 | 0 | - | register fire extinguished | 0404
| | 040A | 1 | phone handle | enable phone | 0405
| | 040B | - | | | | 040C | 7 | car handle, flt, flt, flt, var, var, var | get offset from car in world coords | 0407
| | 040D | 1 | int | set total number of kill frenzies | 0408
| | 040E | 0 | - | blow up rc buggy | 0409
| | 040F | - | | | | 0410 | 0 | - | is french version | 040B
| | 0411 | 0 | - | is german version | 040C
| | 0412 | 1 | int | clear mission audio | 040D
| | 0413 | - | | | | 0414 | - | | | | 0415 | - | | | | 0416 | 2 | char handle, int | set char use pednode seek | 0411
| | 0417 | - | | | | 0418 | 2 | player handle, int | set get out of jail free | 0413
| | 0419 | 2 | player handle, int | set free health care | 0414
| | 041A | - | | | | 041B | ?
| | 041C | 1 | int | start mission | 0417
| | 041D | 2 | | set object draw last | 0418
| | 041E | 3 | player handle, int, var | get ammo in player weapon | 0419
| | 041F | - | | | | 0420 | - | | | | 0421 | 2 | char handle, int | set char say | 041C
| | 0422 | 1 | flt | set near clip | 041D
| | 0423 | 2 | int, int | set radio channel | 041E
| | 0424 | - | | | | 0425 | - | | | | 0426 | - | | | | 0427 | 2 | garage handle, car handle | does garage contain car | 0422
| | 0428 | 2 | car handle, flt | set car improve handling | 0423
| | 0429 | 0 | | are measurements in meters | 0424
| | 042A | 2 | flt, var | convert meters to feet | 0425
| | 042B | 6 | flt, flt, flt, flt, flt, flt | | 0426
| | 042C | - | | | | 042D | 2 | car handle, int | set car avoid level transitions | 0428
| | 042E | - | | | | 042F | - | | | | 0430 | 6 | flt, flt, flt, flt, flt, flt | clear area of chars | 042B
| | 0431 | 1 | int | set total missions | 042C
| | 0432 | 2 | int, var | convert meters to feet int | 042D
| | 0433 | 2 | int, int/flt | register fastest time | 042E
| | 0434 | 2 | int, int/flt | register highest score | 042F
| | 0435 | 3 | char handle, car handle, int | warp char into car as passenger | 0430
| | 0436 | 2 | car handle, int | is car passenger seat free | 0431
| | 0437 | 3 | car handle, int, var | get char in passenger seat | 0432
| | 0438 | 2 | char handle, int | set char is criminal | 0433
| | 0439 | 1 | int | start credits | 0434 | | 043A | 0 | - | stop credits | 0435 | | 043B | 0 | - | are credits finished | 0436 | | 043C | 8 | int, flt, flt, flt, flt, flt, flt, flt | scatter single particle | 0437 | | 043D | - | | | | 043E | - | | | | 043F | - | | | | 0440 | - | | | | 0441 | 1 | int | set music does fade | 043C | | 0442 | - | | | | 0443 | - | | | | 0444 | 0 | - | play end of game tune | 043F | | 0445 | 0 | - | stop end of game tune | 0440 | | 0446 | 2 | car handle, var | get car model | 0441 | | 0447 | 2 | player handle, car handle | is player sitting in car | 0442
| | 0448 | 1 | player handle | is player sitting in any car | 0443 | | 0449 | - | | | | 044A | 0 | | are any car cheats activated | 0445 | | 044B | 2 | char handle, int | set char dismemberment | 0446 | | 044C | - | | | | 044D | 2 | char handle, car handle | is char sitting in car | 0448 | | 044E | 1 | char handle | is char sitting in any car | 0449
| | 044F | 1 | player handle | is player on foot | 044A | | 0450 | 1 | char handle | is char on foot | 044B | | 0451 | - | | | | 0452 | 1 | string | load splash screen | 044D | | 0453 | - | | | | 0454 | - | | | | 0455 | 1 | car handle | set car on path to player | 0450 | | 0456 | 0 | - | load end of game tune | 0451 | | 0457 | 0 | | enable player control camera | 0452 | | 0458 | 4 | object handle, flt, flt, flt | set object rotation | 0453
| | 0459 | 3 | flt, flt, flt | | | | 045A | - | | | | 045B | - | | | | 045C | 2 | player handle, char handle | is player targeting char | 0457 | | 045D | 2 | | is player targeting object | 0458 | | 045E | 1 | string | terminate all scripts with this name | 0459 | | 045F | 4 | flt, flt, string, int | display text with number | 045A
| | 0460 | 5 | flt, flt, string, int, int | display text with 2 numbers | 045B | | 0461 | 0 | | abort mission | 045C | | 0462 | 0 | ? | | | | 0463 | - | | | | 0464 | 2 | car handle, int | make all occupants of specified car to exit the car | 045F | | 0465 | 2 | flt, int | | | | 0466 | - | | | | 0467 | - | | | | 0468 | 3 | | | | | 0469 | 8 | char handle, car handle, flt, flt, flt, int, flt, int | attach char to car | 0464
| | 046A | 1 | char handle | detach char from car | 0465 | | 046B | 2 | car handle, int | set car to stay in "fast" lane | 0466 | | 046C | 1 | char handle | clear char last weapon damage | 0467 | | 046D | 1 | car handle | clear car last weapon damage | 0468
| | 046E | 10 | flt, flt, flt, flt, int, int, int, int, int, var | get law enforcement in area | 0469 | | 046F | - | | | | 0470 | 2 | char handle, car handle | task leave car and flee | 046B | | 0471 | 2 | car handle, var | get driver of car | 046C | | 0472 | 2 | char handle, var | get char number of followers | 046D | | 0473 | 6 | player handle, flt, flt, flt, flt, int | give remote controlled model to player | 046E | | 0474 | 2 | player handle, var | get current player weapon | 046F | | 0475 | 2 | char handle, var | get current char weapon | 0470 | | 0476 | 5 | char handle, object handle, flt, flt, int | locate char any means object 2d | 0471 | | 0477 | 5 | char handle, object handle, flt, flt, int | locate char on foot object 2d | 0472 | | 0478 | 5 | char handle, object handle, flt, flt, int | locate char in car object 2d | 0473 | | 0479 | 6 | char handle, object handle, flt, flt, flt, int | locate char any means object 3d | 0474 | | 047A | 6 | char handle, object handle, flt, flt, flt, int | locate char on foot object 3d | 0475 | | 047B | 6 | char handle, object handle, flt, flt, flt, int | locate char in car object 3d | 0476 | | 047C | 3 | car handle, int, int | set car driving behavior | 0477 | | 047D | - | | | | 047E | - | | | | 047F | 1 | char handle | is char on any bike | 047A | | 0480 | - | | | | 0481 | - | | | | 0482 | - | | | | 0483 | 1 | player handle | is player on any bike | 047E | | 0484 | - | | | | 0485 | 2 | char handle, int | is char looking at death o f char with pedtype | 0480 | | 0486 | 1 | flt | set enter car range multiplier | 0481 | | 0487 | 1 | flt | set threat reaction range multiplier | 0482 | | 0488 | 2 | char handle, int | | 0483 | | 0489 | 2 | player handle, var | get remote controlled car | 0484 | | 048A | 0 | | | | | 048B | - | | | | 048C | - | | | | 048D | 1 | | is model available | 0488 | | 048E | 2 | char handle, int | shut character up | 0489 | | 048F | 1 | int | set enable rc detonate | 048A | | 0490 | 2 | car handle, int | | | | 0491 | 3 | flt, flt, flt | is any pickup at coords | 048C | | 0492 | - | | | | 0493 | - | | | | 0494 | 1 | char handle | remove all char weapons | 048F | | 0495 | 2 | player handle, int | has player got weapon | 0490 | | 0496 | 2 | char handle, int | has char got weapon | 0491 | | 0497 | - | | | | 0498 | 2 | car handle, int | set tank contact explosion | 0493 | | 0499 | 5 | int, var, var, var, var | get joystick data | 0494 | | 049A | 1 | car handle | is car on fire | 0495 | | 049B | 2 | car handle, int | is car tyre burst | 0496
| | 049C | - | | | | 049D | - | | | | 049E | - | | | | 049F | - | | | | 04A0 | - | | | | 04A1 | 3 | int, flt, var | create script path | 049C | | 04A2 | 2 | spath handle, object handle | attach script path to object | 049D | | 04A3 | 2 | spath handle, flt | set script path speed | 049E | | 04A4 | 2 | spath handle, flt | set script path distance | 049F | | 04A5 | - | | | | 04A6 | 1 | spath handle | reset script path | 04A1 | | 04A7 | 5 | car handle, flt, flt, flt, int | set heli fly to coord | 04A2 | | 04A8 | 2 | | | | | 04A9 | 2 | | | | | 04AA | 4 | char handle, flt, flt, flt | | 04A5 | | 04AB | 6 | flt, flt, flt, int, int, var | create protection pickup | 04A6 | | 04AC | - | | | | 04AD | 1 | player handle | is player in any boat | 04A8 | | 04AE | - | | | | 04AF | 1 | player handle | is player in any heli | 04AA | | 04B0 | - | | | | 04B1 | 1 | player handle | is player in any plane | 04AC | | 04B2 | 1 | char handle | is char in water | 04AD | | 04B3 | 2 | | | 04AE
| | 04B4 | 2 | | | 04AF | | 04B5 | 2 | | | 04B0 | | 04B6 | 2 | | | 04B1
| | 04B7 | 2 | | | 04B2 | | 04B8 | 2 | | | 04B3 | | 04B9 | 2 | | | 04B4
| | 04BA | 2 | | | 04B5 | | 04BB | 2 | | | 04B6 | | 04BC | 2 | | | 04B7 | | 04BD | 5 | char handle, int, var, var, var | get char weapon in slot | 04B8 | | 04BE | 12 | flt, flt, flt, flt, flt, var, var, var, var, var, var, var | get closest straight road | 04B9 | | 04BF | 2 | car handle, flt | set car forward speed | 04BA | | 04C0 | 1 | int | ? | | | 04C1 | 1 | string | set cutscene animation to loop | 04BC | | 04C2 | 2 | car handle, int | mark car as convoy car | 04BD | | 04C3 | 1 | player handle | reset player chaos level | 04BE | | 04C4 | 2 | player handle, var | get player chaos level | 04BF
| | 04C5 | 6 | flt, flt, flt, flt, flt, flt | create police roadblock | 04C0 | | 04C6 | 0 | | release police roadblock | 04C1 | | 04C7 | 2 | char handle, char handle | task char go to char | 04C2 | | 04C8 | - | | | | 04C9 | 7 | char handle, flt, flt, flt, var, var, var | get offset from char in world coords | 04C4 | | 04CA | 1 | char handle | has char been photographed | 04C5 | | 04CB | 2 | char handle, char handle | task aim gun at char | 04C6 | | 04CC | 1 | int | set green scanlines | 04C7
| | 04CD | - | | | | 04CE | 1 | player handle | is player in flying vehicle | 04C9 | | 04CF | - | | | | 04D0 | - | | | | 04D1 | - | | | | 04D2 | - | | | | 04D3 | 5 | flt, flt, flt, int, var | create icon marker | 04CE | | 04D4 | 1 | int | add to money spent on fashion stat | 04CF | | 04D5 | 2 | car handle, flt | force heli looking angle | 04D0 | | 04D6 | 1 | car handle | reset heli looking angle | 04D1
| | 04D7 | 5 | car handle, flt, flt, flt, int | set plane fly to coord | 04D2 | | 04D8 | 7 | flt, flt, flt, int, var, var, var | get nth closest car node | 04D3 | | 04D9 | ? | | 04DA | 9 | flt, flt, flt, flt, int, int, int, int, int | draw corona | 04D5 | | 04DB | 1 | int | set enable rc detonate on contact | 04D6 | | 04DC | 2 | char handle, int | freeze char position | 04D7
| | 04DD | 2 | char handle, int | set char drowns in water | 04D8 | | 04DE | 2 | object handle, int | set object records collisions | 04D9 | | 04DF | 1 | object handle | has object collided with anything | 04DA | | 04E0 | 0 | | remove rc buggy | 04DB
| | 04E1 | ? | | 04E2 | 2 | char handle, var | get char armour | 04DD
| | 04E3 | - | | | | 04E4 | 2 | car handle, int | | | | 04E5 | 2 | car handle, int | | | | 04E6 | 1 | car handle | open and freeze car trunk | 04E1 | | 04E7 | 2 | player handle | shut player up | 04E2 | | 04E8 | 3 | player handle, int, int | set player mood | 04E3 | | 04E9 | 2 | flt, flt | request collision | 04E4 | | 04EA | 6 | object handle, flt, flt, flt, flt, int | locate object 2d | 04E5 | | 04EB | 8 | object handle, flt, flt, flt, flt, flt, flt, int | locate object 3d | 04E6 | | 04EC | 1 | object handle | is object in water | 04E7 | | 04ED | - | | | | 04EE | 6 | object handle, flt, flt, flt, flt, int | is object in area 2d | 04E9 | | 04EF | 8 | object handle, flt, flt, flt, flt, flt, flt, int | is object in area 3d | 04EA | | 04F0 | 3 | char handle, int, int | task duck | 04EB
| | 04F1 | 13 | string, int, int, int, int, int, int, int, int, int, int, int, int | set zone car class info | 04EC | | 04F2 | 1 | string | request anims | 04ED | | 04F3 | 1 | string | have anims loaded | 04EE | | 04F4 | 1 | string | remove anims | 04EF
| | 04F5 | 1 | char handle | | | | 04F6 | 1 | car handle | | | | 04F7 | - | | | | 04F8 | 1 | char handle | move char from passenger seat to driver seat | 04F3 | | 04F9 | 8 | char handle, object handle, flt, flt, flt, int, flt, int | attach char to object | 04F4 | | 04FA | 3 | char handle, player handle, int | | | | 04FB | - | | | | 04FC | 4 | global var, int, int, string | display nth onscreen counter with string | 04F7 | | 04FD | 13 | int, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt | define police trigger | 04F8 | | 04FE | 2 | int, int | set sky colors | 04F9 | | 04FF | 1 | int | reset interior colors | 04FA | | 0500 | - | | | | 0501 | 7 | player handle, var, var, var, var, var, var | store stunt data | 04FC | | 0502 | - | | | | 0503 | 2 | car handle, int | burst car tyre | 04FE | | 0504 | 1 | char handle | | | | 0505 | 2 | player handle, string | change player skin | 0500 | | 0506 | 2 | player handle, int | set player can do drive by | 0501 | | 0507 | 3 | char handle, flt, flt | task flee to point | 0502 | | 0508 | 3 | flt, flt, flt | create rappel | 0503 | | 0509 | - | | | | 050A | - | | | | 050B | 3 | int, int, int | | | | 050C | 1 | int | set camera interference | 0507 | | 050D | 1 | car handle | close all car doors | 0508 | | 050E | 5 | flt, flt, flt, flt, var | get distance between coords 2d | 0509 | | 050F | 7 | flt, flt, flt, flt, flt, flt, var | get distance between coords 3d | 050A | | 0510 | 1 | car handle | pop car boot | 050B | | 0511 | - | | | | 0512 | 1 | char handle | is char leaving vehicle to die | 050D | | 0513 | 2 | object handle, car handle | | | | 0514 | - | | | | 0515 | 5 | char handle, flt, flt, flt, flt | | | | 0516 | - | | | | 0517 | 1 | string | print help forever | 0512 | | 0518 | - | | | | 0519 | 3 | char handle, int, int | set char can be damaged by gang members | 0514
| | 051A | ? | | | 0515
| | 051B | - | | | | 051C | 5 | string, flt, flt, flt, var | create locked property pickup | 0517
| | 051D | 6 | string, flt, flt, flt, int, var | create forsale property pickup | 0518
| | 051E | 2 | car handle, int | freeze car position | 0519
| | 051F | 2 | char handle, char handle | has char been damaged by char | 051A
| | 0520 | 2 | char handle, car handle | has char been damaged by car | 051B
| | 0521 | 2 | car handle, char handle | has car been damaged by char | 051C
| | 0522 | 2 | car handle, car handle | has car been damaged by car | 051D
| | 0523 | 1 | var | get current radio station | 051E
| | 0524 | - | | | | 0525 | - | | | | 0526 | 1 | char handle | is char drowning in water? | 0521
| | 0527 | 0 | | disable cutscene shadows | 0522
| | 0528 | 3 | flt, flt, flt | glass has been shattered nearby | 0523
| | 0529 | 3 | object handle, object handle, int | attach object to object/bone | 0524 | | 052A | 3 | object handle, object handle, string | attach object to component of object | 0525
| | 052B | 2 | char handle, int | set char to stay in car when jacked | 0526
| | 052C | - | | | | 052D | 1 | int | add to money spent on weapon stat | 0528
| | 052E | 1 | int | add to money spent on property stat | 0529
| | 052F | - | | | | 0530 | 2 | char handle, int | task use mobile phone | 052B
| | 0531 | 2 | player handle, int | set drunk cam | 052C
| | 0532 | - | | | | 0533 | - | | | | 0534 | - | | | | 0535 | - | | | | 0536 | 1 | int | add to stores knocked off stat | 0531
| | 0537 | - | | | | 0538 | 1 | int | add to assassination contracts stat | 0533
| | 0539 | 1 | int | add to pizzas delivered stat | 0534
| | 053A | - | | | | 053B | 1 | int | add to drug deals made stat | 0536
| | 053C | - | | | | 053D | - | | | | 053E | - | | | | 053F | - | | | | 0540 | - | | | | 0541 | 2 | char handle, int | set char in players group can fight | 053C
| | 0542 | 1 | char handle | clear char wait state | 053D
| | 0543 | 6 | int, flt, flt, flt, flt, var | get random car of specific type in area | 053E
| | 0544 | 2 | car handle, int | set can burst car tires | 053F
| | 0545 | 2 | player handle, int | set player auto aim | 0540
| | 0546 | 1 | car handle | fire vehicle gun | 0541
| | 0547 | 1 | int | add property to property owned stat | 0542
| | 0548 | 1 | int | add bloodring kills stat | 0543
| | 0549 | 1 | int | save longest time in bloodring stat | 0544
| | 054A | 0 | | | | | 054B | 2 | player handle, car handle | is player touching vehicle | 0546
| | 054C | - | | | | 054D | 6 | player handle, int, int, flt, flt, flt | check for ped model around player | 0548
| | 054E | 1 | char handle | clear char follow path | 0549
| | 054F | 2 | char handle, int | set char can be shot in vehicle | 054A
| | 0550 | 2 | object handle, car handle | attach object to car | 054B
| | 0551 | 1 | string | load mission text | 054C
| | 0552 | 1 | int | set stadium message | 054D
| | 0553 | 1 | char handle | clear char last damage entity | 054E
| | 0554 | 1 | car handle | clear car last damage entity | 054F
| | 0555 | 2 | object handle, int | | 0550
| | 0556 | 1 | int | set Kaufman Cabs radio | 0551
| | 0557 | 1 | int | set riot noise | 0552
| | 0558 | - | | | | 0559 | - | | | | 055A | - | | | | 055B | 8 | flt, flt, flt, flt, flt, flt, flt, flt | create cab | 0556
| | 055C | 0 | | ? | | | 055D | - | | | | 055E | - | | | | 055F | 1 | int | set secondary trash | 055A
| | 0560 | 5 | int, flt, flt, flt, var | create clothes pickup | 055B
| | 0561 | - | | | | 0562 | 2 | player handle, int | make player fire proof | 055D
| | 0563 | 2 | player handle, int | increase player max health | 055E
| | 0564 | 2 | player handle, int | increase player max armour | 055F
| | 0565 | 2 | car handle, var | create random char as driver | 0560 | | 0566 | 3 | car handle, int, var | create random char as passenger | 0561
| | 0567 | 2 | char handle, int | set char ignore threats behind objects | 0562
| | 0568 | 2 | player handle, int | ensure player has a drive-by weapon | 0563
| | 0569 | 1 | car handle | set helicopter simulate crash land | 0564 | | 056A | 4 | flt, flt, flt, int | add explosion with no sound | 0565
| | 056B | 2 | object handle, int | set object area visible | 0566
| | 056C | - | | | | 056D | 2 | char handle, int | set char never targetted | 0568
| | 056E | 1 | string | load uncompressed animation | 0569
| | 056F | 0 | | has cutscene finished | 056A
| | 0570 | 2 | char handle, int | set char to crouch when threatened | 056B | | 0571 | 1 | char handle | is char in any police vehicle | 056C
| | 0572 | 1 | char handle | does char exist | 056D
| | 0573 | 1 | car handle | does car exist | 056E
| | 0574 | - | | | | 0575 | 5 | int, flt, flt, flt, var | create asset radar marker with icon | 0570
| | 0576 | 1 | char handle | | 0571
| | 0577 | 1 | int | set all taxis have jump boost and nitro | 0572
| | 0578 | 2 | char handle, int | | 0573
| | 0579 | 2 | car handle, int | | 0574
| | 057A | - | | | | 057B | - | | | | 057C | - | | | | 057D | 1 | int | save highest vigilante level stat | 0578
| | 057E | 1 | char handle | clear all char anims | 0579
| | 057F | 2 | garage handle, int | set garage to max cars | 057A
| | 0580 | 0 | - | are wanted stars flashing | 057B
| | 0581 | 1 | int | set weather table | 057C
| | 0582 | 1 | int | force radio to play audio | 057D
| | 0583 | 1 | int | set radar gray | 057E
| | 0584 | 2 | player handle, var | get player number of coach passengers dropped off | 057F
| | 0585 | 3 | char handle, car handle, var | | 0580
| | 0586 | 1 | int | display radar | 0581
| | 0587 | 2 | int, int | register best position | 0582
| | 0588 | 2 | player handle, string | | 0583 | | 0589 | ? | char handle | | 0584
| | 058A | 0 | - | is pressing fire button in car | 0585
| | 058B | 1 | char handle | is distribution ped finished dealing | 0586
| | 058C | 2 | car handle, int | | 0587
| | 058D | 2 | char handle, int | | 0588
| | 058E | - | | | | 058F | 6 | flt, flt, flt, flt, flt, flt | | 058A
| | 0590 | 1 | char handle | | 058B
| | 0591 | 1 | var | get progress percentage | 058C
| | 0592 | 4 | flt, flt, flt, flt | set mission restart taxi start | 058D
| | 0593 | 4 | flt, flt, flt, flt | set mission restart taxi destination | 058E
| | 0594 | 8 | char handle, flt, flt, flt, flt, int, int, int | set random ice cream customer in area | 058F
| | 0595 | - | | | | 0596 | 4 | flt, flt, flt, flt | unlock all car doors in area | 0591
| | 0597 | 2 | int, int | set gang to attack player with cops | 0592
| | 0598 | 2 | char handle, int | set char frightened in jacked car | 0593
| | 0599 | 2 | car handle, int | set vehicle to fade in | 0594 | | 059A | 0 | - | register odd job mission passed | 0595
| | 059B | 1 | player handle | is player in mission restart taxi | 0596
| | 059C | 1 | char handle | is char ducking | 0597
| | 059D | 3 | object handle, flt, int | stir ground around object | 0598 | | 059E | 1 | int | register highest firefighter level | 0599
| | 059F | 0 | | | 059A
| | 05A0 | 1 | car handle | disarm car bomb | 059B
| This post has been edited by spaceeinstein on Thursday, Mar 8 2012, 22:32
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spaceeinstein  |
Posted: Tuesday, Feb 28 2012, 19:07
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巧克力

Group: Members
Joined: Jul 17, 2003



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| QUOTE (SilentPL @ Tuesday, Feb 28 2012, 17:11) | | How did they create proper hidden packages then? |
I was also surprised at how they created the packages. They used the regular pickup opcode: | CODE | | 0218: CREATE_PICKUP #PACKAGE1IZZY 3 xxx xxx xxx xxx |
And uses picked up check opcode to record them: | CODE | | 0219: HAS_PICKUP_BEEN_COLLECTED $562(1@,100) |
| QUOTE (Frank.s @ Tuesday, Feb 28 2012, 17:59) | | How are you creating the scm? Hex editor? |
Yes. Right now I mainly test opcodes that have an effect using a few lines of code. Creating loops to test conditional opcodes and more complex opcodes will be a pain. It shouldn't be too difficult for Seemann to make a compiler for the Stories since he already made a decompiler but he hasn't updated Sanny Builder in such a long time. This post has been edited by spaceeinstein on Tuesday, Feb 28 2012, 19:26
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spaceeinstein  |
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巧克力

Group: Members
Joined: Jul 17, 2003



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| VC (04C7) | LCS (04CC) |
|---|
 |  | | 0507 | 050C |
|---|
 |  | Something I found interesting but useless. LCS does support scripted path opcodes but the game does not have any scripted paths by default. I have no idea how to load a spath file into the game so these scripted path opcodes are essentially useless. Another interesting unused opcode, 0531, sets the drunk cam, works perfectly fine when in a vehicle and behaves almost like VC without the witewash effect, but the camera freaks out if you're on foot.EDIT: LCSSCM.INI updateSo it seems that all opcodes from 0000 to 012A matches the trilogy opcodes, but somehow every opcode from 0135 and onwards are consistently five opcodes ahead of the trilogy list. LCS basically shares almost the same exact list, just five opcodes offset. It seems like the list is based directly off VC's but included many from III. There are some inconsistent opcodes, like 0439 requiring a parameter. This update uses R*-style naming conventions and original ordering used above. It also contains unsupported opcodes for the sake of completion. I'm guessing a only handful of people have actually modified the script file so this dramatic change shouldn't hurt anyone. There were many errors in the old INI list, many duplicate entries and grossly misnamed opcode descriptions. This post has been edited by spaceeinstein on Friday, Mar 9 2012, 21:19
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spaceeinstein  |
Posted: Thursday, Mar 8 2012, 22:27
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巧克力

Group: Members
Joined: Jul 17, 2003



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Updates on 050C, 0531, and 0577 read above (use CTRL+F in your browser). I am heading into the realm of completely unknown opcodes. It seems that this realm is not based on the trilogy opcodes list and is completely built from scratch for LCS. Here are some so far: | CODE | | 060C: store_onfoot_camera_mode {var} |
This stores the current onfoot camera mode into the variable. | CODE | | 060D: set_onfoot_camera_mode {int} |
Like 032A but on foot only, this sets the on-foot camera mode between 1 and 3. | CODE | | 0613: freeze_onfoot_camera_mode {int} |
Set to 1, this freezes the onfoot camera mode, preventing you from being able to change the camera mode. | CODE | 05F9: register_cash_made_collecting_trash {int} 0640: register_noodles_delivered {int} 0641: register_scrapyard_challenge_highest_score {int} |
Self explanatory. I'm surprised LCS followed III/VC's style of using an opcode for each stat instead of following SA's style of using just one opcode for each stat. Here are more stats-related opcodes | CODE | 05FD: register_rcrace_best_time {int1:rc race} {int2:time} 05FE: register_rcrace_best_position {int1:rc race} {int2:position} |
RC Race index: 0=Thrashin' RC, 1=Ragin' RC, 2=Chasin' RC NOTE: 05FD by itself will show no effect! You must use 05FE and the corresponding race index if you want to use 05FD. | CODE | | 0667: register_go_go_faggio_best_time {int} |
This is the first (and hopefully only) stat I've seen that records milliseconds instead of seconds. | CODE | 0604: register_race_fastest_time {int1:race} {int2:time} 0605: register_race_fastest_lap {int1:race} {int2:time} 0606: register_race_best_position {int1:race} {int2:position} |
Race index: 0=Low Rider Rumble, 1=Deimos Dash, 2=Wi-Cheetah Run, 3=Red Light Racing, 4=Torrington TT, 5=Gangsta GP NOTE: 0604 and 0605 by themselves will show no effect! You must use 0606 and the corresponding race index if you want to use 0604 or 0605. | CODE | | 05C9: draw_permanent_corona {flt1:x} {flt2:y} {flt3:z} {flt4:size} {int1:type} {int2:lensflare} {int3:r} {int4:g} {int5:b} {var} |
This draws a corona, similar to this, but can be permanent. Corona types: 6=circle, 5=ring, 4=headlight, 3=reflection, 2=moon This post has been edited by spaceeinstein on Monday, Mar 12 2012, 16:47
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