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![]() Devil's Advocate ![]() Posts: 413 From: CA US Joined: 26-July 09 ![]() | I checked out 02D4 081D and the CLEO opcode 0ABF but they sound like they do the same thing. When tested on planes and helicopters (sorry I haven't tested on land/sea vehicles), 02D4 makes a plane fall to the ground promptly but makes helicopters locked in a constant rotation and speed (which doesn't seem to be turning off the engine). 081D doesn't seem to do anything, and 0ABF has a similar effect as 02D4 on planes This post has been edited by Adler: Dec 4 2010, 09:31 PM -------------------- ![]() |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | The firing rockets thing is probably to do with differences in a normal cars structure and a flying vehicle structure. We could have, lets say, +0x455 being the offset that stores the vehicles engine state in cars and bikes etc... But somewhere along the line, the flying vehicles offsets changed. On the most part, vehicles have a similar structure, but maybe the plane has extra or less information before the engine offset, so there's something else there instead. It's possible that when the CLEO opcode was made, Seemann didn't realise there was already 2 opcodes to do this. Or perhaps it just allows some greater control over the engine. The CLEO opcode clearly doesn't account for the differences in vehicle offsets unlike the original opcode. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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![]() Devil's Advocate ![]() Posts: 413 From: CA US Joined: 26-July 09 ![]() | Yeah I guess so. Too bad none of the engine opcodes work properly for helicopters; now I have to find a way to make it drop to the ground when it runs out of fuel. ![]() Is there anything in the memory that controls the helicopter's propellers? -------------------- ![]() |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | Nothing documented, it seems. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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![]() Devil's Advocate ![]() Posts: 413 From: CA US Joined: 26-July 09 ![]() | Okay then but I think I found out what caused the Hunter to fire its rockets (and afterwards it is unable to fire rockets or the machinegun anymore). SANNY 0918: unknown_car 0@ driver_flag 0 The above opcode supposedly makes a car stuck in neutral (from GTAForums Documentation) and also makes planes fall down to the ground. For helicopters it has no effect except for the Hunter which fires rockets and makes it unable to use its weapons. I haven't tested with other flags but it might have some cool effects on vehicles. Also is there a way to check if the Hydra is in hover mode? This post has been edited by Adler: Dec 4 2010, 10:53 PM -------------------- ![]() |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | Can only find the landing gear status at the moment... SANNY while true 01CD: render_game_frame if 0449: actor $PLAYER_ACTOR in_a_car then 0811: 0@ = actor $PLAYER_ACTOR car_nosave 0A97: 1@ = car 0@ struct 000A: 1@ += 0x9CC // landing wheels angle (1.0 == fully up, 0.0 == fully down) 0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0 0AD1: show_formatted_text_highpriority "%f" time 1 2@ end end -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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