Apr 14 2011, 11:22 PM Post #101 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Walk modes... they're odd.. CODE 0 Turn on the spot..? 1 Turn to and stay still? 2 Turn to and stay still? 3 Turn to and stay still? (faster?) 4 Walk 5 Turn to and stay still? 6 Run 7 Sprint 8 Turn to and stay still? I'm trying to find differences between 05D3 and 05F5. SANNY if 0736: is_keyboard_key_just_pressed 0x32 then 009A: 1@ = create_actor_pedtype 4 model #MALE01 at 1528.4556 -1662.6246 -100.0 009A: 2@ = create_actor_pedtype 4 model #MALE01 at 1533.4556 -1662.6246 -100.0 0173: set_actor 1@ Z_angle_to 180.0 0173: set_actor 2@ Z_angle_to 180.0 05D3: AS_actor 1@ goto_point 1528.4556 -1642.6246 13.3828 mode 23 time 7000 ms 05F5: AS_actor 2@ goto_point 1533.4556 -1642.6246 13.3828 mode 23 time 7000 ms end In the IDB, it's only clear that different tasks are set to the actor. Interestingly, the time value is converted thusly.. -1 > 50000 -2 > -1 Pre-Post Edit Alright, did a lot of work and figured out that 05D3 refers to this task: TASK_COMPLEX_FOLLOW_NODE_ROUTE While 05F5 is: TASK_COMPLEX_GO_TO_POINT_AND_STAND_STILL ... big difference. -------------------- | 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 | |
Apr 27 2011, 06:22 PM Post #102 | |
Trained Member Posts: 77 Joined: 25-October 10 | 038F: load_texture "DOWN" as 1 // Load dictionary with 0390 first It should be noted that number of texture is in range 1-128. One day i didn`t know why my CLEO script is crashing and finally found an error caused by loading texture to 0 number. |
May 5 2011, 04:46 AM Post #103 | |
Devil's Advocate Posts: 413 From: CA US Joined: 26-July 09 | Hey I found this quote from the Opcodes thread in GTAF: QUOTE (PLPynton @ Feb 28 2007, 05:05) 05A5: is_area_center @489(@228,10f) @499(@228,10f) scale 12.0 12.0 overlaping_area_center @573(@227,10f) @583(@227,10f) scale @613 @613 found by demarest concerns more like screen. i found only conditional usage of 05B0, and it seems to be that last 5th pair of 2D coords is checked if it fits to unknown relation from first 4 pairs of parameters- also 2D coords. or i can say that is a pretty damn time consuming opcode and after all it can be pooltable-only related. i can suggest: CODE 05A4=5,get_angle_between_vectors_origin_to %1d% %2d% and_origin_to %3d% %4d% store_to %5d% there is a special word in english for angles <180 degrees but i do not know it yet and it would be quite important to insert that word into this description. [ Bolded for emphasis ] I would like clarification on this opcode's specific function since I'm planning on using this for a mod (otherwise I'll have to calculate the angle myself). Thanks. -------------------- |
May 21 2011, 10:06 AM Post #104 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | CODE 0364: actor 102@(42@,9i) spotted_actor $PLAYER_ACTOR May be changed to CODE 0364: actor 102@(42@,9i) has_actor_in_line_of_sight $PLAYER_ACTOR In this example, the opcode returns true if the player is in the other actors line of sight. He could even be behind the other actor and it would still return true. Only having another object between them seems to make this return false. -------------------- | 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 | |
Jun 3 2011, 02:27 AM Post #105 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | SANNY 0560: create_random_actor_in_car 148@ handle_as 149@ 0561: 51@(129@,5i) = create_passenger_in_car 46@(129@,5i) seat 0 These seem to choose the character model depending on what model the vehicle is. So not as random as you could be lead to believe. -------------------- | 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 | |
Jun 3 2011, 09:35 PM Post #106 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | SANNY 074D: AS_actor -1 turns_to_and_look_at_actor 37@ timelimit -2 Maybe.. if the actor has no weapon. But when I tried to use it, Colt 45 in my actors hand, he violently shot a fellow officer. Yes, I'm actually working on Vigilante Justice. SANNY 074D: AS_actor -1 shoot_at_actor 37@ timelimit -2 Seemed that he would shoot even while the victim was already dead (violent world, eh?). I did wonder why there was a need for a time limit on this 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 | |
Jun 5 2011, 12:55 AM Post #107 | |
Ameteur Member Posts: 42 From: Guatemala Joined: 22-December 09 | please, can someone explain me what does this opcode: SANNY 070B: set_actor 164@ onbone_attached_object_operation 0 thnks... -------------------- |
Jun 18 2011, 07:10 AM Post #108 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Just some opcode finds. Nothing special. Yawn. 095D SANNY 095D: unknown_actor_check $1874(6@,3i) >>SANNY 095D: actor $1874(6@,3i) stuck_under_car 093B SANNY 093B: unknown_actor $ACTOR_SMOKE flag 1 >>SANNY 093B: set_actor $ACTOR_SMOKE upper_body_damage_anims_only 1 0961 SANNY 0961: unknown_actor 431@(252@,11i) flag 1 >>SANNY 0961: set_actor 431@(252@,11i) keep_tasks_after_cleanup 1 This may proove a powerful opcode. 0982 SANNY 0982: unknown_actor 102@ flag 1 >>SANNY 0982: set_actor 102@ stay_in_car_when_dead 1 Stops the ped from falling out of the car when killed. Most notably used in the mission Pier 69 where you drive some rich guy off the Pier and the poor guy drowns. Notice how he doesn't leave the car when he does? Wow. Amazing. Yeah... 099F SANNY 099F: unknown_actor -1 flag 1 >>SANNY 099F: AS_actor -1 ignore_weapon_range 1 09A7 SANNY 09A7: unknown_actor 11@ flag 1 >>SANNY 09A7: set_actor 11@ drugged_up 1 09B5 SANNY 09B5: unknown_actor $ACTOR_RYDER flag 0 >>SANNY 09B5: set_actor $ACTOR_RYDER signal_after_kill 0 To stop them from being cocky after their kills. 09B6 SANNY 09B6: unknown_actor 0@ flag 0 >>SANNY 09B6: set_actor 0@ wanted_by_police 0 09F4 SANNY 09F4: unknown_actor $ACTOR_OG_LOC flag 1 >>SANNY 09F4: set_actor $ACTOR_OG_LOC ignore_height_difference_following_nodes 0A27 SANNY 0A27: unknown_actor 44@ flag 1 >>SANNY 0A27: set_actor 44@ death_pickups_persist 1 So you're designing a mission and the goal is to retrieve the parachute that an character is wearing. The character must die and the parachute is created when that happens. But oh no, the parachute dissapears after such a short time. Mission failed? Nah, Rockstar created this nifty little opcode to make them linger, for the mission "Stowaway". 087F SANNY 087F: unknown_actor 39@ flag 1 >>SANNY 087F: set_actor 39@ dont_leave_group 1 Don't be a busta, stick with the homies! 0856 SANNY 0856: unknown_actor 98@ driving_flag 0 WUT? >>SANNY 0856: set_actor 98@ allowed_to_duck 0 Allows/forbids the actor from ducking/crouching. Now... to be really finicky and exact about some opcodes... Don't worry, I'll make it dramatic so there's a little more than no reason to read it. 02E0 WRONG SANNY 02E0: actor $PLAYER_ACTOR aggressive RIGHT SANNY 02E0: actor $PLAYER_ACTOR firing_weapon 09F6 WRONG SANNY 09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 RIGHT SANNY 09F6: set_actor $ACTOR_RYDER get_out_of_upside_down_car 0 This is set on most of the characters who are doomed to be in the players car. When the car is upside down, without this flag, they would leave immediately. However since there is the ability to recover from such an event, this is used to make them stay put, until the car is on fire at least. 08C6 SANNY 08C6: set_actor 65@ stay_on_bike 1 Sets two flags. One to disallow the actor to leave the vehicle (the particular flag works on other vehicles too) and one to prevent the actor from falling off the bike. 00A0 SANNY 00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 It just should be mentioned SOMEWHERE that if the actor in question is in a vehicle, this opcode returns the vehicle coordinates instead. So don't bother wasting time checking if the actor is in a vehicle, then using a different opcode to get the vehicle coords... 00A3 See above about the whole vehicle thing and such... 00D9 To set the record straight: This should be used during a mission. This opcode adds a reference to any found car, etc. HOWEVER if this opcode is used when the actor isn't in a car, the handle of the last found vehicle will be returned. It sets any car the actor is in as the one and only "mission vehicle" and returns that whenever you call it, unless the actor is in a new vehicle the next time it is called. 087E WRONG SANNY 087E: set_actor 35@ weapon_droppable 0 RIGHT SANNY 087E: set_actor 35@ dont_drop_weapons_when_dead 0 0446 OKAY SANNY 0446: set_actor 2@ dismemberment_possible 0 BETTER SANNY 0446: set_actor 2@ suffers_critical_hits 0 07CB WRONG? SANNY 07CB: set_actor $ACTOR_RYDER supporting_fire 0 RIGHT? SANNY 07CB: set_actor $ACTOR_RYDER dont_listen_to_player_group_commands 0 039E WRONG? SANNY 039E: set_actor 65@ locked 1 while_in_car RIGHT? SANNY 039E: set_actor 65@ cant_be_dragged_out_of_car 1 Should basically mean that no peds will attempt to jack this character. 054A VERY WRONG SANNY 054A: set_actor $ACTOR_SWEET immune_to_car_headshots 0 VERY RIGHT SANNY 054A: set_actor $ACTOR_SWEET can_be_shot_in_a_car 0 0526 VAGUE SANNY 0526: set_actor 65@ stay_in_car 1 UHH.. NOT VAGUE? SANNY 0526: set_actor 65@ stay_in_car_when_jacked 1 I've not actually tested most of these so believe what you want to. Course I'm always right on this website -------------------- | 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 | |
Jul 5 2011, 10:17 AM Post #109 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | SANNY 0169: set_fade_color_RGB 2 2 2 fade 0 500 Yeh wouldn't think this would be a risky 2 lines of code but it is. If all params of the CCamera::SetFadeColor function are 2, a byte is set in the camera struct that specify's that the script wants to fade into a splash screen. It causes no crashes or real freezes. The gameplay will be frozen (that weird blurry screen thing you get with most camera bugs), however pausing still works (when you unpause, a shadow of the menu remains). -------------------- | 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 | |
Jul 8 2011, 04:56 PM Post #110 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | New Opcode SANNY 085B: unknown_actor -1 flag 1 >> SANNY 085B: AS_actor -1 set_kinda_stay_in_same_place 1 -------------------- | 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 | |
Jul 8 2011, 05:34 PM Post #111 | |
Devil's Advocate Posts: 413 From: CA US Joined: 26-July 09 | Kinda? -------------------- |
Jul 8 2011, 06:02 PM Post #112 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Original Rockstar name (one of the GTA IV natives). -------------------- | 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 | |
Jul 8 2011, 11:04 PM Post #113 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | New Opcode SANNY 09A6: unknown_radar_flag 1 >> SANNY 09A6: enable_interior_radar_blips 1 Y'know.. they're usually disabled. -------------------- | 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 | |
Aug 6 2011, 01:14 AM Post #114 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | 0ABD probably returns true if the car alarm is on, too... which was probably not even known by the creator -------------------- | 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 | |
Aug 12 2011, 02:44 PM Post #115 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | New Opcode! 09D7 CODE 09D7: unknown_player $PLAYER_CHAR flag 1 >>CODE 09D7: set_player $PLAYER_CHAR force_interior_lighting 1 Will be updated with GTAG v2. -------------------- | 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 | |
Sep 7 2011, 02:56 AM Post #116 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | GTAG's been down for a while. In that time I'm sure to have found and corrected a lot of opcodes... Opcode Finds 06F3 SANNY 06F3: set_players_can_target_eachother 0 Sets whether players can target lock each other during 2 player missions. 09D2 SANNY 09D2: set_cops_chase_criminals 0 This opcode can disable cops from randomly chasing criminals and such. It's a way to disable a bit of the mayhem that goes on in SA. 06FA SANNY 06FA: allow_players_to_use_separate_vehicles 0 When set, each player can use a separate vehicle during 2 player missions. 0969 SANNY 0969: car $CARMOD_CAR is_big Returns true if the vehicle is 'big'... as set by the vehicle data flags. 0433 SANNY 0433: set_actor 50@ criminal_flag 1 Is this character a criminal? (This flag isn't set for CJ!!!) 09BC SANNY 09BC: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER no_offset_and_dont_warp_gang Warps the specified character to the specified position without adding the characters height to the Z coordinate and without warping the rest of the characters group. 08C7 SANNY 08C7: put_actor $PLAYER_ACTOR at 2469.7 -1657.0 12.3 dont_warp_gang Warps the specified character to the specified position without warping the rest of the players group. 05A0 SANNY 05A0: is_unused_camera_world_viewer_being_used Probably used to be a debug camera mode. I qoute GXT entry 'OP1'... "You must be in debug camera mode to active the object placer". 0A15 SANNY 0A15: is_car_affected_by_cheats 34@ Returns true if the car is affected by cheats (seemingly only the handling cheat). 0A21 SANNY 0A21: set_car 72@ not_affected_by_cheats 0 Sets whether the car is affected by cheats (seemingly only the handling cheat). 081D SANNY 081D: set_car $10934 engine_operation 1 >> SANNY 081D: set_car $10934 engine_broken 1 Sets whether the cars engine is broken. If it is broken, it cannot be turned on by characters who enter it. This also occurs when the car gets submerged in water, so the engine can be repaired after that using this opcode. 0918 was right, though... but I believe I may have found that one 08AD SANNY 08AD: put_actor $PLAYER_ACTOR at -2240.854 129.3346 radius 1.5 // interior version >> SANNY 08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2240.854 129.3346 radius 1.5 Locates the entry/exit marker in the specified radius of the specified coordinates and links it to the character, also setting the appropriate interior ID for the character and setting the appropriate sky colour if the character is player controlled. If you ever tried to teleport the player into an interior without using this opcode and then found that upon exiting the interior, you teleport to a place different to where you expected, you'll understand why this opcode is necessary. 09B4 SANNY 09B4: set_object_property_at 345.5621 306.2212 radius 10.0 bitmask 16384 bought 0 >> SANNY 09B4: set_object_property_at 345.5621 306.2212 radius 10.0 bitmask 16384 flag 0 This opcode is like 098E, except it finds the appropriate enex marker via it's position instead of it's name. 09B4 SANNY 09B4: set_object_property_at 345.5621 306.2212 radius 10.0 bitmask 16384 bought 0 >> SANNY 09B4: set_object_property_at 345.5621 306.2212 radius 10.0 bitmask 16384 flag 0 This opcode is like 098E, except it finds the appropriate enex marker via it's position instead of it's name. 098E SANNY 098E: unknown_set_interior 'FDPIZA' bitmask 512 flag 1 // Pizza Stack >> SANNY 098E: set_interior 'FDPIZA' bitmask 512 flag 1 // Pizza Stack No reason for this to be an unknown. But the bitmask param needs documenting. I'll start... 0x1000 - Is Burglary House 0x4000 - Is Active 039C SANNY 039C: set_car 379@(253@,16i) watertight 1 Makes the vehicle watertight, meaning characters inside will not be harmed if the vehicle is submerged in water. Has no affect if the player is the driver. I'm glad to find this, cause I somehow knew it had to exist. 068C SANNY 068C: is_player_autoaiming $PLAYER_CHAR Returns true if the player is auto-aiming on something. 0947 SANNY 0947: actor $PLAYER_ACTOR speak_from_audio_table 353 store_spoken_phrase_id_to $2563 Similar to 05C1, but returns which phrase was spoken and is not run as a task. 07BF SANNY 07BF: set_marker 443@($7257,8i) tracking_blip 1 Sets the marker as a tracking blip. Don't ask me what that means 0859 SANNY 0859: AS_actor 0@ walk_alongisde_actor $PLAYER_ACTOR Makes the character walk alongside the specified character. Yeah, this one's a task. 0940 SANNY 0940: set_group 260@ enters_leaders_vehicle 1 If set to 0, the group members will not enter a car when the leader does. 0634 SANNY 0634: AS_actor 67@ attack_using_weapon_actor 50@ flags 4 perform_actions_after_time 2000 chance_of_action 100 Confirmation needed on params... Here's what I've got on the flags... Bit 1 - Unknown (char seems smarter while using this?) Bit 2 - Allow Movement? Bit 3 - Allow Crouching Now the rest of this stuff is still partially unknown, but not as unknown as before... 0742 SANNY 0742: set_plane 35@(328@,10i) unknown_trajectory -0.8 Or not... 07B1 SANNY 07B1: unknown_get_dance_track_data -1 store_to 20@ 21@ 22@ GET_STREAM_BEAT_INFO? 0876 SANNY 0876: unknown_cube_cornera 2682.42 1420.237 28.0 cornerB -2630.365 1411.699 28.0 flag 3 flag 0 From looking around the EXE, it seems like it can to stop birds from flying in the specified area. But the other flags make me think it may do more than that. 0867 SANNY 0867: unknown_in_burglary_interior 0 With the flag at 0, returns true when in buglary houses, it seems (it returns true when the result matches the parameter... yeah, it's stupid). Maybe it returns true when there is stealable stuff in the current interior? 084D SANNY 084D: unknown_flag_house_occupants 0 Probably something to do with interiors, anyway. That's it for now. According to the GTAG v2 Opcode Database, there are only 49 unknown opcodes left for SA. Cool, eh? -------------------- | 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 | |
Sep 7 2011, 03:14 AM Post #117 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | One more, just found now... 0A31 SANNY 0A31: set_player $PLAYER_CHAR group_to_follow_never 1 When set, the specified players group doesn't follow the player, even if the player uses the "group follow" button. (Native: SET_PLAYER_GROUP_TO_FOLLOW_NEVER) G'night... or rather, morning, pretty much... -------------------- | 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 | |
Sep 9 2011, 11:37 AM Post #118 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | 08EC SANNY 08EC: $TEMPVAR_CAR_TYPE = car $TEMPVAR_ACTOR_CAR type >> SANNY 08EC: $TEMPVAR_CAR_TYPE = car $TEMPVAR_ACTOR_CAR class Native: GET_VEHICLE_CLASS It refers to the "class" field in vehicles.ide. I documented the numbers it returns: CODE normal = 0 poorfamily = 1 richfamily = 2 executive = 3 worker = 4 big = 5 taxi = 6 moped = 7 motorbike = 8 leisureboat = 9 workerboat = 10 bicycle = 11 ignore = -1 And while we're here.. the vehicle type documentation... CODE mtruck = 1 quad = 2 heli = 3 plane = 4 boat = 5 train = 6 f_heli = 3 (floating heli?) f_plane = 8 (floating plane?) bike = 9 bmx = 10 trailer = 11 -------------------- | 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 | |
Sep 9 2011, 11:53 AM Post #119 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | 09B2 is very wrong... SANNY 09B2: get_random_available_car_type 1 model_to 150@ doorlock_to 151@ >> SANNY 09B2: get_random_available_car_unk 1 model_to 150@ class_to 151@ Not certain what the first param is but I know it's a boolean that seems to tell the game to choose from specific classes of vehicles. The purpose of the opcode is to return a vehicle model which is already loaded in the game (or maybe the boolean sets whether to only include loaded models). So it's good for getting vehicles which suit the current population cycle. -------------------- | 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 | |
Sep 12 2011, 01:30 PM Post #120 | |
The New Guy! Posts: 2 Joined: 12-September 11 | Sorry for disturbing right after registration, but the opcode database has some problem, so it won't load. Could you fix it please? Also, you are doing a great job here! |