Dec 20 2011, 10:46 PM Post #141 | |
The Assistant Posts: 84 From: Matera, IT Joined: 16-June 11 | Your test shows this result because you suppose 077D returns the Y angle. It doesn't really give you the correct answer. I linked you my test script to give it a try and figure out pitch is the X angle. If you set the X angle of a vehicle with CPlaceable__setRotation (0x439A80), 077D would return the same value. Is it clear, now? |
Dec 20 2011, 10:56 PM Post #142 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | I'm basing it on relation with how all the other rotational opcodes work. Left/Right is X and Up/Down is Y. I assume what you're saying means that the models follow the axis' differently (so from a side-angle view, the rotation would be correct)? -------------------- | 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 | |
Dec 21 2011, 08:51 AM Post #143 | |
The Assistant Posts: 84 From: Matera, IT Joined: 16-June 11 | I would say so. By the way, every rotational opcode uses CPlaceable__setRotation (0x439A80) which calls CMatrix__setRotation (0x59B120). They work in the same way. I do not know if handedness has anything to do with this axis exchange (pitch/roll/yaw instead of roll/pitch/yaw). |
Dec 23 2011, 02:49 AM Post #144 | |
The New Guy! Posts: 3 From: United States, MA Joined: 18-December 11 | I'm not sure if this is where I should post this or not, but for some reason I can't download the SASCM.ini or opcodes.txt files from the database. I'm not sure why, I'm using Internet Explorer on Windows XP. Everytime I click on either of the download links, it just reloads the page and doesn't download anything. |
Dec 23 2011, 09:08 AM Post #145 | |
The Assistant Posts: 84 From: Matera, IT Joined: 16-June 11 | Yep, both links for sascm.ini and opcodes.txt are broken. Deji, any news about the angle stuff? |
Dec 23 2011, 02:46 PM Post #146 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Hmm, that link bug seems to be a problem with the JavaScript in Internet Explorer. It works fine in Firefox and Chrome. In the GTAG v2 Opcode Database, the generator loads up as a whole page, so such problems will no longer exist. The angle opcodes will be updated along with GTAG v2, like every other opcode update since I stopped updating the v1 database. EDIT: However, it would seem more appropriate to name them natively. "1@ = get_car 0@ roll", "1@ = get_car 0@ pitch". -------------------- | 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 | |
Dec 23 2011, 04:11 PM Post #147 | |
In motus... Posts: 361 From: Portugal Joined: 28-May 09 | |
Dec 27 2011, 07:41 PM Post #148 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | 0428 Just one of the opcode finds/changes that are being made in OpcodeDB v2 in accordance with the SC source from GTA III on Android. SANNY 0428: unknown_car 35@ flag 1 >> SANNY 0428: set_car 35@ avoid_level_transitions 1 I assume this means the car will try to avoid goin up or down hills and stay in a flat area./ -------------------- | 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 | |
Dec 30 2011, 12:03 PM Post #149 | |
Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 | GTAIII .ini CODE 05E6=2,%1d% = actor %2d% struct 05E7=1,%1d% = car %2d% struct 05E8=2,%1d% = object %2d% struct 05E9=2,%1d% = ped_struct %2d% handle 05EA=2,%1d% = vehicle_struct %2d% handle 05EB=2,%1d% = object_struct %1d% handle 05ED=2,%1d% = thread %2d% pointer 05EF=7,%1d% = random_actor_near_point %2d% %3d% %4d% in_radius %5d% find_next %6d% pass_deads %7d% 05F0=7,%1d% = random_vehicle_near_point %2d% %3d% %4d% in_radius %5d% find_next %6d% pass_wrecked %7d% //IF and SET 05F1=6,%1d% = random_object_near_point %2d% %3d% %4d% in_radius %5d% find_next %6d% //IF and SET 05F3=3,%1d% = %2d% exp %3d% 05F4=3,%1d% = log %2d% base %3d% 05F5=2,call_scm_func %1p% params_count %2d% 05F6=1,ret %1d% All are incorrect. Why didn't you just copy these opcodes from original CLEO's files? This post has been edited by DK22: Dec 30 2011, 12:04 PM |
Dec 30 2011, 02:30 PM Post #150 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Cause it's faster to type them and I don't mod GTA III or VC -------------------- | 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 | |
Jan 1 2012, 12:17 PM Post #151 | |
Ameteur Member Posts: 49 Joined: 5-August 09 | |
Jan 5 2012, 08:17 PM Post #152 | |
Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 | Me too. But that one made me nervous. |
May 6 2012, 11:45 PM Post #153 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | 07D3 is interesting. In v2 it will have the keyword 'register_ped_attractor_script_brain'. Don't forget, you can check the list of Latest Updates in the opcode database. Though a lot of the changes lately are hidden (mostly defining v2 keywords and sascm.ini entries). Won't be too long until they're finished and coding in SCM can be a lot nicer. -------------------- | 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 | |
May 18 2012, 06:36 PM Post #154 | |
Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 | CODE 07DF: remove_some_permanent_shadows_from_area_X1Y1 0@ 1@ X2Y2 2@ 3@ Maybe I'll look to it later. |
May 18 2012, 07:37 PM Post #155 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | I thought something like that (thats the one used once in the new model army mission, right?). I couldn't confirm it through testing, though. Whats meant by 'permanent' shadows? -------------------- | 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 | |
May 18 2012, 10:45 PM Post #156 | |
Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 | Idk where was it used, I just research shadows stuff in exe. Permanent shadow is a shadow which created for some time, like blood, explosion shadow. But in this case, it removes (or hides?) shadows only with blending parameteres 4 or 8. Never seen them. |
May 19 2012, 01:03 AM Post #157 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Perhaps the plane/heli shadows (RC vehicles)? -------------------- | 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 | |
May 19 2012, 08:39 AM Post #158 | |
Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 | CODE void __cdecl CShadows::unknownAreaWithType4or8(float a1, float a2, float a3, float a4) { int v4; // ecx@1 char v5; // al@2 v4 = &aTimeShadows[1]; do { v5 = *(v4 + 0x2E); if ( v5 == 8 || v5 == 4 ) // permanentShadow.cType { if ( *(v4 - 4) > a1 && *(v4 - 4) < a2 && *v4 > a3 )// check if in this area { if ( *v4 < a4 ) *(v4 + 0x2E) = 0; // permanentShadow.cType; type also determines blending params } } v4 += 0x38u; } while ( v4 < &unk_C4B6B4 ); } |
May 19 2012, 11:06 AM Post #159 | |
The master of cut retort Posts: 239 From: Warsaw, PL Joined: 21-July 10 | Ah okay, so I might post this one too: CODE 04E3: set_player $PLAYER_CHAR mood 7 time 360000 Mood is nothing more but type of dialogues CJ uses. Time is pretty easy - after that time mood won't be forced anymore. Mood IDs with their native names: 1 - Angry 5 - Calm 7 - Pissed 9 - Wisecrack Opcode used only in End of The Line, seemingly (CJ should be pissed off then, yep? ). |
May 19 2012, 04:39 PM Post #160 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | 9 = master of cut retort? God its borin not havin a pc... I can add that info to the DB, though EDIT: Ooh, how easy would it be to add more moods? CR could make use of a few new mode... -------------------- | 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 | |