The scripting theme (Grand Theft Auto 3)
I scoured the forums about GTA3 but not found( maybe didn't notice) the theme of the script.I think many( including me) want to learn how to write missions for GTA, and in particular the third.
so I propose to write in THIS topic all opcodes and values, examples of individual situations, and so on.
can someone share with US their knowledge on this subject?
About the weather... In GTA III it 4 types:
01B6: set_weather n
0 - Sunny (clear)
1 - Cloudy (cloud)
2 - Rainy (raining)
3 - Foggy (fog)
01B5: force_weather n - gradually sets the selected weather.
01B7: release_weather - returns the weather at random.
0421: toggle_rain 1 // incl. rain (0 – off).
0372: set_actor $2 anim rat wait_state_time 10000 ms2 = hands behind back, looking left-right
3 = looking left-right (long)
8 = scratches his head
9 = type of udarila up the wall
10 = rotate 90°/180°
11 = type udarila up the wall, scratches his head
12 = tired
13 = hands behind back
14 = crouched, like hiding behind cover in a shootout
15 = hit
16 = swing right hand
17 = rotated by 180°, the stroke of both hands
18 = the hit my about KOVO-something/something
19 = Bazaar
20 = tired, looking left-right
0394: play_music 1SOUND_C_1 103
SOUND_K1_B 102
SOUND_T3_C 101
SOUND_T3_B 100
SOUND_T3_A 99
SOUND_DOOR_4 96
SOUND_DOOR_3 95
SOUND_DOOR_2 94
SOUND_DOOR_1 93
SOUND_AMMU_C 92
SOUND_AMMU_B 91
SOUND_AMMU_A 90
SOUND_H5_C 89
SOUND_H5_B 88
SOUND_H5_A 87
SOUND_YD2_OK 86
SOUND_YD2_ASS 85
SOUND_YD2_H 84
SOUND_YD2_G 83
SOUND_YD2_F 82
SOUND_YD2_E 81
SOUND_YD2_D 80
SOUND_YD2_C1 79
SOUND_YD2_C 78
SOUND_YD2_B 77
SOUND_YD2_A 76
SOUND_LO6_A 75
SOUND_LO2_A 74
SOUND_R6_B 73
SOUND_R6_A1 72
SOUND_R6_A 71
SOUND_R5_A 70
SOUND_R2_H 69
SOUND_R2_G 68
SOUND_R2_F 67
SOUND_R2_E 66
SOUND_R2_D 65
SOUND_R2_C 64
SOUND_R2_B 63
SOUND_R2_A 62
SOUND_R1_A 61
SOUND_K3_A 60
SOUND_K1_A 59
SOUND_A4_D 58
SOUND_A4_C 57
SOUND_A4_B 56
SOUND_A4_A 55
SOUND_A5_A 54
SOUND_A3_A 53
SOUND_A1_A 52
SOUND_MF4_C 51
SOUND_MF4_B 50
SOUND_MF4_A 49
SOUND_MF3_C 48
SOUND_MF3_B1 47
SOUND_MF3_B 46
SOUND_MF3_A 45
SOUND_MF2_A 44
SOUND_MF1_A 43
SOUND_S3_C 42
SOUND_S3_B 41
SOUND_S3_A 40
SOUND_S1_L 39
SOUND_S1_K 38
SOUND_S1_J 37
SOUND_S1_I 36
SOUND_S1_H 35
SOUND_S1_G 34
SOUND_S1_F 33
SOUND_S1_E 32
SOUND_S1_D 31
SOUND_S1_C1 30
SOUND_S1_C 29
SOUND_S1_B 28
SOUND_S1_A1 27
SOUND_S1_A 26
SOUND_T4_A 25
SOUND_J6_D 24
SOUND_J6_C 23
SOUND_J6_B 22
SOUND_J6_A 21
SOUND_J6_1 20
SOUND_J4_F 19
SOUND_J4_E 18
SOUND_J4_D 17
SOUND_J4_C 16
SOUND_J4_B 15
SOUND_J4_A 14
SOUND_J4T_4 13
SOUND_J4T_3 12
SOUND_J4T_2 11
SOUND_J4T_1 10
SOUND_L2_A 9
SOUND_LIB_D 8
SOUND_LIB_C 7
SOUND_LIB_B 6
SOUND_LIB_A 5
SOUND_LIB_A2 4
SOUND_LIB_A1 3
SOUND_END 2
SOUND_MISCOM 1
SOUND_MT_PH4 0
SOUND_MT_PH3 -1
SOUND_MT_PH2 -2
SOUND_MT_PH1 -3
SOUND_HD_PH5 -4
SOUND_HD_PH4 -5
SOUND_HD_PH3 -6
SOUND_HD_PH2 -7
SOUND_HD_PH1 -8
SOUND_YD_PH4 -9
SOUND_YD_PH3 -10
SOUND_YD_PH2 -11
SOUND_YD_PH1 -12
SOUND_EL_PH4 -13
SOUND_EL_PH3 -14
SOUND_EL_PH2 -15
SOUND_EL_PH1 -16
SOUND_C1_TEX -17
SOUND_K4_SHI2 -18
SOUND_A9_ASD -19
SOUND_A8_PS -20
SOUND_A7_ETG -21
SOUND_A6_BAIT -22
SOUND_D6_STS -23
SOUND_D4_GTA2 -24
SOUND_D4_GTA -25
SOUND_D7_MLD -26
SOUND_D5_ES -27
SOUND_D3_ADO -28
SOUND_D2_KK -29
SOUND_D1_STOG -30
SOUND_R6_MM -31
SOUND_R5_PB -32
SOUND_R4_GF -33
SOUND_R3_ED -34
SOUND_R2_AP -35
SOUND_R1_SW -36
SOUND_R0_PDR2 -37
SOUND_K5_SD -38
SOUND_K4_SHI -39
SOUND_K3_DS -40
SOUND_K2_GIS -41
SOUND_K1_KBO -42
SOUND_A5_K2FT -43
SOUND_A4_PDR -44
SOUND_A3_SS -45
SOUND_A2_PP -46
SOUND_A1_SSO -47
SOUND_S5_LRQC -48
SOUND_S5_LRQB -49
SOUND_S4_BDBD -50
SOUND_S2_CTG2 -51
SOUND_S4_BDBB -52
SOUND_S4_BDBA -53
SOUND_S5_LRQ -54
SOUND_S3_RTC -55
SOUND_S2_CTG -56
SOUND_S1_PF -57
SOUND_S0_MAS -58
SOUND_T5_BF -59
SOUND_T4_TAT -60
SOUND_T3_MAS -61
SOUND_T2_TPU -62
SOUND_T1_TOL -63
SOUND_J6_TBJ -64
SOUND_J5_DST -65
SOUND_J4_ETH -66
SOUND_J3_VH -67
SOUND_J2_KCL -68
SOUND_J1_LFL -69
SOUND_J0_DM2 -70
SOUND_L5_TFB -71
SOUND_L4_PAP -72
SOUND_L3_DM -73
SOUND_L2_DSB -74
SOUND_L1_LG -75
SOUND_BET -76
SOUND_JB -77
SOUND_SUBOPEN -78
SOUND_COMOPEN -79
SOUND_WATER -80
SOUND_CITY -81
SOUND_POLICE -82
after SOUND_ the name of the file in the folder audio
About the weather...
There are opcodes:
0251: save_current_weather
0252: restore_current_weather
There are in-game opcodes, determining the position of the player on the map:
0056: player $PLAYER_CHAR 0 X Y X Y
or more precise:
0057: player $PLAYER_CHAR 0 X Y Z X Y Z
8056: not player $PLAYER_CHAR 0 X Y X Y
8057: not player $PLAYER_CHAR 0 X Y Z X Y Z
Specifies the rightmost lowest point and the opposite or diagonally left-top point. The rest of the coordinates the game expects itself, as if drawing a box, and creates a region on the map.
To be precise, it is the team-check. Verify the location of the player in a specific square. For 0056 height doesn't matter for 0057 her need to specify to get already CC Numbers 0/1 switch off/include a blue sphere (cylinder). So the player could see in real time the place for which the written test.
ILdar07, thank you for borazjani and corrected.
If you do a loop like:
:MAIN_1
wait 0
if
opcode
else_jump @MAIN_2
jump @MAIN_1
:MAIN_2
Don't forget to do a delay (wait), at least zero, otherwise the game will hang (0 - the time in milliseconds).
R* did a little differently::MAIN_1
if
the not opcode
else_jump @MAIN_2
wait 0
jump @MAIN_1
:MAIN_2
It is same that: MAIN_1
wait 0
if
opcode
else_jump @MAIN_1
jump @MAIN_2
:MAIN_2
Probably, in the first case there will be less glitches.
There is no difference how to write.
while not opcode
wait 0
end
Decompilers as the first option.
Digging in the main.scm GTA III, found used in the game, these flags:
011A: set_actor $ACTOR flags 1
011A: set_actor $ACTOR flags 2
011A: set_actor $ACTOR flags 4
011A: set_actor $ACTOR flags 8
011A: set_actor $ACTOR flags 16
011A: set_actor $ACTOR flags 32
011A: set_actor $ACTOR flags 64
011A: set_actor $ACTOR flags 128
011A: set_actor $ACTOR flags 256
011A: set_actor $ACTOR flags 512
011A: set_actor $ACTOR flags 1024
011A: set_actor $ACTOR flags 2048
011A: set_actor $ACTOR flags 4096
011A: set_actor $ACTOR flags 8192
011A: set_actor $ACTOR flags 65536
011A: set_actor $ACTOR flags 131072
011A: set_actor $ACTOR flags 262144
011A: set_actor $ACTOR flags 524288
011A: set_actor $ACTOR flags 1048576
011A: set_actor $ACTOR flags 2097152
011A: set_actor $ACTOR flags 4194304
011A: set_actor $ACTOR flags 16777216
011A: set_actor $ACTOR flags 33554432
and stats:
0243: set_actor $ACTOR ped_stats_to 14
0243: set_actor $ACTOR ped_stats_to 16
Does anyone know the full form? I only know that if you put the actor the flag is 1, then it will attack the player if 64 something to protect. Also with the stats: 14 - actor will attack other actors, 16 - player.
PS: flags and stats can be combined.
011A: set_actor $ACTOR hostility 1
Sets the actor's hostility to the specified Petipa.
DК22
011A: set_actor $ACTOR flags 1 - this type of wrong description given in Sanny Builder'e?
So
0 PLAYER1 (1)
1 PLAYER2 (2)
2 PLAYER3 (4)
3 PLAYER4 (8)
4 CIVMALE (16)
5 CIVFEMALE (32)
6 COP (64)
7 GANG1 (Mafia) (128)
8 GANG2 (Triads) (256)
9 GANG3 (Diablos) (512)
10 GANG4 (Yakuza) (1024)
11 GANG5 (Yardies) (2048)
12 GANG6 (Colombians) (4096)
13 GANG7 (Hoods) (8192)
14 GANG8 (16384)
15 GANG9 (32768)
16 EMERGENCY (65536)
17 FIREMAN (131072)
18 CRIMINAL (262144)
19 SPECIAL (524288)
20 PROSTITUTE (1048576)
MISSION1 21 (2097152)
22 MISSION2 (4194304)
MISSION3 23 (8388608)
MISSION4 24 (16777216)
MISSION5 25 (33554432)
01ED: reset_actor $ACTOR flags - no hostility to any of pedipaw.
PS: we just have to figure out what pedip - 21-25. Flag 16777216 are criminals in the Police mission, as 33554432 - homeless people in the tunnel under Saint marks in Portland. It can do the criminals themselves homeless?
By the way, the homeless in the MAIN spelled out through a separate thread. So they respaunâtsâ constantly. Perhaps this is the only thing left from the missions of Darkel. Perhaps they had to surround Darkel in the tunnel. In the release, there is placed the secret package.
The sound design on the map:
018D: $111 = create_sound at X Y Z
018E: stop_sound $111 \\ off the sound
No.
1 - sfx?
2 - sfx?
3 - sfx?
4 - sfx390 music
5 - sfx390 music
6 - sfx391 music
7 - sfx391 mosvka
8 - sfx392 music
10 - sfx393 music
12 - sfx394 music
14 - sfx395 music
16 - sfx396 music boom boom
18 - sfx397 music
20 - sfx398 music
22 - sfx399 music
24 - sfx400 music
26 - sfx401 music
28 - sfx402 rap
30 - sfx403 music
32 - sfx404 club music Luigi
34 - sfx405 noise grind
36 - sfx407+408 sawmill
38 - sfx409
39 - sfx409-free
40 - sfx410+411 washer+music
42 - sfx412 Chinatown
44 - sfx413 restaurant Tony
46 - sfx414-free
48 - sfx415-free Marco bistro
50 - sfx416_419 golosaria
52 - sfx420+421+422 freely in Chinatown x2
54 - sfx423_425
56 - sfx426-free at the tap at the port x2
58 - sfx427+428+429+430+431
60 - sfx406_пианино Salvatore
62 - sfx432 music+sex
64 - sfx433_437 music+sex
66 - sfx438_440
68 - sfx442сирена
69 - sfx442сирена
70 - sfx441
72 - sfx443
74 - sfx???
76 - sfxмочилова
78 - sfx???
80 - sfx???
82 - sfx???
84 - sfx444
86 - sfx444
88 - sfx445
90 - sfx???
91 - sfxсекс without music
92 - sfx???
94 - sfx???
96 - sfx???
98 - sfx???
100 - sfx???
102 - sfxогонь
Play sound
018C: play_sound at X Y Z
No. 78-the groans of men
80-moaning women
82-sfx161
83-sfx163
92 - gate 147
93 - gate 149 slow
94 - sfx337
97 - sfx336
98 - sfx336
100 - sfx337
@Rysta
this type of wrong description given in Sanny Builder'e?
No. It's just SCM.ini for 2005.
Perhaps this is the only thing left from the missions of Darkel. Perhaps they had to surround Darkel in the tunnel. In the release, there is placed the secret package.
Yes, it is generally Otdelenia topic. In AIX there is even a class CDarkel
@DimZet13
Thank you. Made a class and method parameter with vyvalyayutsya list with options
DК22
What is this prog, is shown in the first screenshot? And is there any SCM.ini not for 2005?
At me such here a question: I want to make animations squats are not performed automatically, but by pressing K. What is the command or opcode can it be done?
In GTA III you can't use your keys. Only those that are assigned to any action (out of the car, jump, etc.):
00E1: key_pressed 0 19
19 – the button number (see Reference).
I have recently thought, what if to make so that Claude was able to jump out on the move of the car (sometimes this is very necessary). You can also set a command that when holding down button for 3 seconds (say F) GG jumped out of the car, and that after executing this command (pinch) immediately activated the animation of the jump only to the left (the animation that is activated when the HS car rides and by pressing the space bar, or whatever, and jumps left or right). This really do?