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[help] Manettino

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1 [help] Manettino on Tue Jun 02, 2009 1:45 am

thanks for your guidance big, it's appreciated greatly - here's what I have so far, I'm having trouble with it crashing after hittin M for the 3rd time.. is it because I'm re-declaring the local variables? or do I need to create a local variable that keeps track of the aspects I've changed..

also, I was wanting the text to read "Manettino: Activated", "Suspension: Touring", "Suspension: Sport", "Suspension: Novitec" and "Suspension: Racing" - but as I found out, the hexa for the colon doesn't work properly, is there anything I could do about that? can I use characters, or does it simply need to be a space (5F)

Code:

{$CLEO .cs}

//-------------MAIN---------------

thread 'MANETTINO'

:TINO_1
wait 0
00D6: if
  Player.Defined($PLAYER_CHAR)
004D: jump_if_false @TINO_1

:TINO_2
wait 0
00D6: if and
00DF:  actor $PLAYER_ACTOR driving
00DD:  actor $PLAYER_ACTOR driving_car_with_model #CHEETAH
004D: jump_if_false @TINO_2
00D6: if
0AB0:  key_pressed 77
004D: jump_if_false @TINO_2
gosub @ReadAddress
20@ -= @Text0
gosub @CreateTextBox

:TINO_3
wait 250
00D6: if
0AB0:  key_pressed 77
004D: jump_if_false @TINO_3
03C0: 0@ = actor $PLAYER_ACTOR car
0A97: 1@ = car 0@ struct
1@ += 192
0A8C: write_memory 1@ size 4 value 0.08 virtual_protect 0
0A97: 2@ = car 0@ struct
2@ += 152
0A8C: write_memory 2@ size 4 value 0.45 virtual_protect 0
0A97: 3@ = car 0@ struct
3@ += 158
0A8C: write_memory 3@ size 4 value -0.16 virtual_protect 0
0A97: 4@ = car 0@ struct
4@ += 144
0A8C: write_memory 4@ size 4 value 1000.0 virtual_protect 0
gosub @ReadAddress
20@ -= @Text1
gosub @CreateTextBox

:TINO_4
wait 250
00D6: if
0AB0:  key_pressed 77
004D: jump_if_false @TINO_4
03C0: 0@ = actor $PLAYER_ACTOR car
0A97: 1@ = car 0@ struct
1@ += 192
0A8C: write_memory 1@ size 4 value -0.04 virtual_protect 0
0A97: 2@ = car 0@ struct
2@ += 152
0A8C: write_memory 2@ size 4 value -0.20 virtual_protect 0
0A97: 3@ = car 0@ struct
3@ += 158
0A8C: write_memory 3@ size 4 value 0.08 virtual_protect 0
0A97: 4@ = car 0@ struct
4@ += 144
0A8C: write_memory 4@ size 4 value -500.0 virtual_protect 0
gosub @ReadAddress
20@ -= @Text2
gosub @CreateTextBox

:TINO_5
wait 250
00D6: if
0AB0:  key_pressed 77
004D: jump_if_false @TINO_5
03C0: 0@ = actor $PLAYER_ACTOR car
0A97: 1@ = car 0@ struct
1@ += 192
0A8C: write_memory 1@ size 4 value -0.04 virtual_protect 0
0A97: 2@ = car 0@ struct
2@ += 152
0A8C: write_memory 2@ size 4 value -0.20 virtual_protect 0
0A97: 3@ = car 0@ struct
3@ += 158
0A8C: write_memory 3@ size 4 value 0.08 virtual_protect 0
0A97: 4@ = car 0@ struct
4@ += 144
0A8C: write_memory 4@ size 4 value -500.0 virtual_protect 0
gosub @ReadAddress
20@ -= @Text3
gosub @CreateTextBox

:TINO_6
wait 250
00D6: if
0AB0:  key_pressed 77
004D: jump_if_false @TINO_6
03C0: 0@ = actor $PLAYER_ACTOR car
0A97: 1@ = car 0@ struct
1@ += 192
0A8C: write_memory 1@ size 4 value -0.04 virtual_protect 0
0A97: 2@ = car 0@ struct
2@ += 152
0A8C: write_memory 2@ size 4 value -0.05 virtual_protect 0
0A97: 3@ = car 0@ struct
3@ += 158
0A8C: write_memory 3@ size 4 value 0.08 virtual_protect 0
0A97: 4@ = car 0@ struct
4@ += 144
0A8C: write_memory 4@ size 4 value -500.0 virtual_protect 0
gosub @ReadAddress
20@ -= @Text4
gosub @CreateTextBox

:TINO_7
wait 0
00D6: if
80DD:  NOT actor $PLAYER_ACTOR driving_car_with_model #CHEETAH
004D: jump_if_false @TINO_3
01C3: remove_references_to_car 0@
gosub @ReadAddress
20@ -= @Text
gosub @CreateTextBox

:TINO_8
0002: jump @TINO_2


:ReadAddress
0A9F: 20@ = current_thread_pointer
20@ += 0x10
0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
return // -- as all gosubs return

:CreateTextBox
if
0AA9:  is_game_version_original
then
    0AA5: call 0x588BE0 num_params 4 pop 4 0 0 0 20@
else
    0AA5: call 0x5893B0 num_params 4 pop 4 0 0 0 20@
end
return // -- as all gosubs return

:Text0
hex
4D 61 6E 65 74 74 69 6E 6F 5F 41 63 74 69 76 61
61 74 65 64 00
end

:Text
hex
4D 61 6E 65 74 74 69 6E 6F 5F 44 65 61 63 74 69
76 61 74 65 64 00
end

:Text1
hex
53 75 73 70 65 6E 73 69 6F 6E 3A 5F 54 6F 76 72
69 6E 67 00
end

:Text2
hex
53 75 73 70 65 6E 73 69 6F 6E 3A 5F 53 70 6F 72
74 00
end

:Text3
hex
53 75 73 70 65 6E 73 69 6F 6E 3A 5F 4E 6F 76 69
74 65 63 00
end

:Text4
hex
53 75 73 70 65 6E 73 69 6F 6E 3A 5F 52 61 63 69
6E 67 00
end

View user profile

2 Re: [help] Manettino on Tue Jun 02, 2009 3:04 am



The game is crashing because some sort of weird function has been unlocked, it comes up saying "Car bombs are 500$ each", umm, that's very weird.. re-declaring the local variables can not make such a problem.

I'll check what that stupid thing is later, it's very strange ... seems to also make a graphical problem ... most likely Rockstar messed some values up, then hid it ...

I think you should just play around with the values. And see, I edited the script just to test something and I all to work, but I have no idea what on Earth that Car bomb crash thing is, (never seen it before).

BTW, about the text is can support them, if you want to save time just write the text how you want, and then compile it transforms into its hexadecimal value.

Try testing with this script, hopefully R*s stupid bug, thingy will go away.

When witting a text, turn on the option "As is" in Sanny Builder Options menu:

Image


Code:

{$CLEO}

0000:

:TINO_2
while true
wait 250
if
  Player.Defined($PLAYER_CHAR)
then
    if
      00DD:  actor $PLAYER_ACTOR driving_car_with_model #CHEETAH
then
    if
        0AB0:  key_pressed 77
    then
          break
            end
        end
    end
end
 
03E6: remove_text_box
gosub @ReadAddress
20@ -= @Text0
gosub @CreateTextBox

:TINO_3
repeat
wait 0
until    0AB0:  key_pressed 77

03C0: 0@ = actor $PLAYER_ACTOR car

0A97: 1@ = car 0@ struct
1@ += 192
0A8C: write_memory 1@ size 4 value 0.08 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 152
0A8C: write_memory 1@ size 4 value 0.45 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 158
0A8C: write_memory 1@ size 4 value -0.16 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 144
0A8C: write_memory 1@ size 4 value 1000.0 virtual_protect 0

03E6: remove_text_box
gosub @ReadAddress
20@ -= @Text1
gosub @CreateTextBox

:TINO_4
repeat
wait 250
until    0AB0:  key_pressed 77

0A97: 1@ = car 0@ struct
1@ += 192
0A8C: write_memory 1@ size 4 value 0.08 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 152
0A8C: write_memory 1@ size 4 value 0.45 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 158
0A8C: write_memory 1@ size 4 value -0.16 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 144
0A8C: write_memory 1@ size 4 value 1000.0 virtual_protect 0

03E6: remove_text_box
gosub @ReadAddress
20@ -= @Text2
gosub @CreateTextBox
                   
:TINO_5
repeat
wait 250
until    0AB0:  key_pressed 77

0A97: 1@ = car 0@ struct
1@ += 192
0A8C: write_memory 1@ size 4 value 0.08 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 152
0A8C: write_memory 1@ size 4 value 0.45 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 158
0A8C: write_memory 1@ size 4 value -0.16 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 144
0A8C: write_memory 1@ size 4 value 1000.0 virtual_protect 0

03E6: remove_text_box
gosub @ReadAddress
20@ -= @Text3
gosub @CreateTextBox

:TINO_6
repeat
wait 250
until    0AB0:  key_pressed 77

0A97: 1@ = car 0@ struct
1@ += 192
0A8C: write_memory 1@ size 4 value 0.08 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 152
0A8C: write_memory 1@ size 4 value 0.45 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 158
0A8C: write_memory 1@ size 4 value -0.16 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 144
0A8C: write_memory 1@ size 4 value 1000.0 virtual_protect 0

03E6: remove_text_box
gosub @ReadAddress
20@ -= @Text4
gosub @CreateTextBox

:TINO_7
wait 0
if
    80DD:  NOT actor $PLAYER_ACTOR driving_car_with_model #CHEETAH
004D: jump_if_false @TINO_3
01C3: remove_references_to_car 0@
gosub @ReadAddress
20@ -= @Text
gosub @CreateTextBox

:TINO_8
0002: jump @TINO_2


:ReadAddress
0A9F: 20@ = current_thread_pointer
20@ += 0x10
0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
return // -- as all gosubs return

:CreateTextBox
if
0AA9:  is_game_version_original
then
    0AA5: call 0x588BE0 num_params 4 pop 4 0 0 0 20@
else
    0AA5: call 0x5893B0 num_params 4 pop 4 0 0 0 20@
end
return // -- as all gosubs return

:Text0
hex
"Manettino:_  Activated" 00
end

:Text
hex
"Suspension:_  Touring" 00
end

:Text1
hex
"Suspension:_  Sport" 00
end

:Text2
hex
"Suspension:_  Novitec" 00
end

:Text3
hex
"Suspension:_ Racing" 00
end

:Text4
hex
"Manettino:_  deactivated" 00
end

View user profile http://gtamodding.com

3 Re: [help] Manettino on Tue Jun 02, 2009 4:07 am

well, I'm glad to hear I was doing it correctly tho :p

just tested yours and it's working great, thank you - and thanks for clarifying the text, that's sikk.. and EASY AS F&$K! lol-

I just need a few more things addressed,

when I tweak the settings with 0A8C:
are there certain number configurations I need to use?

for example-

Code:
1@ += 144
0A8C: write_memory 1@ size 4 value 1000.0 virtual_protect 0
^ this is changing the turn mass from the original 2850.0 to 3850.0 yes? as this is what I'm attempting to do

as well as this,

Code:
1@ += 192
0A8C: write_memory 1@ size 4 value -0.08 virtual_protect 0
^ the original lower limit is -0.08, so this should raise it to -0.16 correct?

and,

Code:
1@ += 152
0A8C: write_memory 1@ size 4 value 0.45 virtual_protect 0
^ should take the original z-mass of -0.45 and change it to 0.00 right? I ask because it doesn't seem to be doing so, it seems the car just gets really heavy, no matter what the setting..


EDIT-
sry man, but I just modified the numbers to what I think I would need them at, and it causes the car bomb bug again :/

Code:
{$CLEO}

0000:

:TINO_2
while true
wait 250
if
  Player.Defined($PLAYER_CHAR)
then
    if
      00DD:  actor $PLAYER_ACTOR driving_car_with_model #CHEETAH
then
    if
        0AB0:  key_pressed 77
    then
          break
            end
        end
    end
end
 
03E6: remove_text_box
gosub @ReadAddress
20@ -= @Text0
gosub @CreateTextBox

:TINO_3
repeat
wait 0
until    0AB0:  key_pressed 77

03C0: 0@ = actor $PLAYER_ACTOR car

0A97: 1@ = car 0@ struct
1@ += 192
0A8C: write_memory 1@ size 4 value -0.08 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 152
0A8C: write_memory 1@ size 4 value 0.45 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 158
0A8C: write_memory 1@ size 4 value -0.16 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 144
0A8C: write_memory 1@ size 4 value 500.0 virtual_protect 0

03E6: remove_text_box
gosub @ReadAddress
20@ -= @Text1
gosub @CreateTextBox

:TINO_4
repeat
wait 250
until    0AB0:  key_pressed 77

0A97: 1@ = car 0@ struct
1@ += 192
0A8C: write_memory 1@ size 4 value 0.04 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 152
0A8C: write_memory 1@ size 4 value -0.20 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 158
0A8C: write_memory 1@ size 4 value 0.08 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 144
0A8C: write_memory 1@ size 4 value -500.0 virtual_protect 0

03E6: remove_text_box
gosub @ReadAddress
20@ -= @Text2
gosub @CreateTextBox
                 
:TINO_5
repeat
wait 250
until    0AB0:  key_pressed 77

0A97: 1@ = car 0@ struct
1@ += 192
0A8C: write_memory 1@ size 4 value 0.04 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 152
0A8C: write_memory 1@ size 4 value -0.20 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 158
0A8C: write_memory 1@ size 4 value 0.08 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 144
0A8C: write_memory 1@ size 4 value -500.0 virtual_protect 0

03E6: remove_text_box
gosub @ReadAddress
20@ -= @Text3
gosub @CreateTextBox

:TINO_6
repeat
wait 250
until    0AB0:  key_pressed 77

0A97: 1@ = car 0@ struct
1@ += 192
0A8C: write_memory 1@ size 4 value 0.04 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 152
0A8C: write_memory 1@ size 4 value -0.05 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 158
0A8C: write_memory 1@ size 4 value 0.08 virtual_protect 0

0A97: 1@ = car 0@ struct
1@ += 144
0A8C: write_memory 1@ size 4 value -500.0 virtual_protect 0

03E6: remove_text_box
gosub @ReadAddress
20@ -= @Text4
gosub @CreateTextBox

:TINO_7
wait 0
if
    80DD:  NOT actor $PLAYER_ACTOR driving_car_with_model #CHEETAH
004D: jump_if_false @TINO_3
01C3: remove_references_to_car 0@
gosub @ReadAddress
20@ -= @Text
gosub @CreateTextBox

:TINO_8
0002: jump @TINO_2


:ReadAddress
0A9F: 20@ = current_thread_pointer
20@ += 0x10
0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
return // -- as all gosubs return

:CreateTextBox
if
0AA9:  is_game_version_original
then
    0AA5: call 0x588BE0 num_params 4 pop 4 0 0 0 20@
else
    0AA5: call 0x5893B0 num_params 4 pop 4 0 0 0 20@
end
return // -- as all gosubs return

:Text0
hex
"Manettino:_  Activated" 00
end

:Text
hex
"Suspension:_  Touring" 00
end

:Text1
hex
"Suspension:_  Sport" 00
end

:Text2
hex
"Suspension:_  Novitec" 00
end

:Text3
hex
"Suspension:_ Racing" 00
end

:Text4
hex
"Manettino:_  deactivated" 00
end

View user profile

4 Re: [help] Manettino on Tue Jun 02, 2009 4:59 am




^ this is changing the turn mass from the original 2850.0 to 3850.0 yes?

Yes.


are there certain number configurations I need to use?

You mean the thrid parameter of the opcode 0A8C? Yes, this is sensitive, you should not over do the original limit value or go much below the original setting (in handling.cfg), if you are used to editing the handling.cfg, then you should able to just guess the recommended value.


^ the original lower limit is -0.08, so this should raise it to -0.16 correct?

Yes.




sry man, but I just modified the numbers to what I think I would need them at, and it causes the car bomb bug again :/

I will take a look at this bug. Maybe Rockstar planned something, but it didn't work out so good ... you could perhaps try to check what makes it, I never played around too much with the values, it could be the value settings or it could be the numbers (I never tired '92')(adding to CVehicle). When did this bug happen? Was it when you first pressed the 'M' key? It's a very weird bug, at first it's OK, and works excellent, then text appears on screen for the bomb shop, 2 seconds after this the graphical-system goes insane (like it sometimes does if you play on a PC which ant powerful enough and you run Fraps at the same time as San Andreas), that is the only time I have ever seen the graphical-system go like this.

I'll take a another look ...

View user profile http://gtamodding.com

5 Re: [help] Manettino on Tue Jun 02, 2009 5:18 am

glad to hear I was correct in that aspect as well Very Happy tho I'm no stranger to cfg settings

it happens when it goes to Suspension: Sport.. so I'm assuming it's in Label TINO_4 - since your original rework had no problems, so like you said, it would probably be safe to say that it's caused by my choice of numbers in 1 of the 3rd parameters of the utilized 0A8C's ..tho I've changed the values and it still persists

:suicide: lol

EDIT- my bad, the text was switched around, it's happening immediately, in Label Tino_3 (Suspension: Touring) - it does let me press M again (as the car's shaking and the graphics are going all nutty lol) and the text changes then reads normally (Suspension: Sport), but it doesn't remedy anything, it just keeps shaking worse until it reads Wasted then I have to CtrlAltDel out xD ..it's freakn comedy lol

I used a process of elimination to try and pinpoint the problem, the "158" is the car bomb shyt, the "152" makes it so light that I hit warp speed (quite literally, everything on the entire screen is like watching star trek NG.. from the bridge of a warp 90 traveling enterprise! xD) and the "144" makes the car jump around all crazy - the "192" is the only one that doesn't do anything adverse or radical.. altho there's no change in ride height either

so I take it I misunderstood something about the struct numbers and I'm using the wrong ones then??? LOL- I even tried the following (below) in the "192"s place for shits n giggles.. can't really say much, except ..the text works great! xD

1@ += 0xBC

View user profile

6 Re: [help] Manettino on Tue Jun 02, 2009 10:47 am



Да-да-да, the values you used, I never tried them. I only ever used these, as I don't make 599's and etc, just Bugatti Veyron.


Code:

# +140 = [float] Mass (kg) from handling.cfg
# +144 = [float] Turn Mass from handling.cfg
# +148 = [float] Grip Divider:
* 1.0 = 1 x gGrip
* 10.1 = 10 x gGrip
* 100.0 = g / 100Grip


Values like them was/were posted way back on some Russian forums, (there also now on GTAModding.com).

I hate that stupid 'Car bomb' thing-y, if we wanted to get a bomb, we can just use:


Code:

+1192 = [byte] Places a car-bomb:



  • 0 = no bomb
  • 1 = car has bomb, but not armed
  • 4 = car has bomb, and is armed


Mind saying what values of the car you want to edit? Just so many addresses and programming all over my computers and hard drives, I just may have some (probably like in some 1 year old file or something) ...

I just mainly use the ones, that seem useful to me, that were posted back in prehistoric times:


Code:
   

*  0xB6F980 - Is the direct pointer to the pool start (CVehicle)
    * 0xB74494 - Contains a pointer

This pointer:

    * +0 = Contains a pointer to the first element in the pool
    * +4 = Contains a pointer to a byte map indicating which elements are in use
    * +8 = [dword] Is the maximum number of elements in the pool
    * +12 = [dword] Is the current number of elements in the pool

Each vehicle object is 2584 (0xA18) bytes. It starts at 0xC502AA0.

For each vehicle in the pool:

    * +20 = [byte] Contains a pointer to the rotation/position matrix (84 bytes):
          o +0 = [float] X-axis Rotation (Grad)
          o +4 = [float] Y-axis Rotation (Grad)
          o +8 = [float] Z-axis Rotation (Grad)
          o +16 = [float] X-axis Rotation (Looking)
          o +20 = [float] Y-axis Rotation (Looking)
          o +24 = [float] Z-axis Rotation (Looking)
          o +48 = [float] X-axis Position
          o +52 = [float] Y-axis Position
          o +56 = [float] Z-axis Position
    * +34 = [word] Vehicle ID from vehicles.ide
    * +66 = [byte] Is the BP/EP/DP/DP (Special Flags) status of the car as follows:
      Add these values, and write the sum into +66
          o 1 = n/a
          o 2 = n/a
          o 4 = bullet-proof
          o 8 = fire-proof
          o 16 = damage-proof (from collisions etc)
          o 32 = n/a
          o 64 = n/a
          o 128 = explosion-proof
    * +68 = [float] X (East-West) speed
    * +72 = [float] Y (North-South) speed
    * +76 = [float] Z (Up-Down) speed
    * +80 = [float] X (NS) Spin
    * +84 = [float] Y (EW) Spin
    * +88 = [float] Z (NW) Spin

Note: Do not get confused about the Spin Angles, these are NOT rotations but the angles of how fast your vehicle is turning in the given axis direction...

(Car addresses continued:)

    * +140 = [float] Mass (kg) from handling.cfg
    * +144 = [float] Turn Mass from handling.cfg
    * +148 = [float] Grip Divider:
          o 1.0 = 1 x gGrip
          o 10.1 = 10 x gGrip
          o 100.0 = g / 100Grip
    * +152 = [float] Mass-to-Grip Multiplier. Ie. G Force when flying/during suspension/driving (acceleration towards ground)
    * +160 = [float] Normalized Grip Level
    * +164 = [float] CoM X
    * +168 = [float] CoM Y
    * +172 = [float] CoM Z
    * +1064 = [byte] Engine State (whether the engine is running or stalled):
          o 0 = stalled
          o 16 = ok
    * +1069 = [byte] Siren on/off
    * +1076 = [byte] Body Color (as in carcolors.dat, black being the 0)
    * +1077 = [byte] Stripe Color (as in carcolors.dat, black being the 0)
    * +1078 = [byte] Body Color #2
    * +1079 = [byte] Stripe Color #2
    * +1080 = [dword] modding data as in garage info (Not working?)
    * +1084 = [dword] modding data as in garage info (Not working?)
    * +1088 = [dword] modding data as in garage info (Not working?)
    * +1092 = [dword] modding data as in garage info (Not working?)
    * +1096 = [dword] modding data as in garage info (Not working?)
    * +1100 = [dword] modding data as in garage info (Not working?)
    * +1104 = [dword] modding data as in garage info (Not working?)
    * +1108 = [dword] modding data as in garage info (Not working?)
    * +1112 = [float] Car Wheel Size from vehicle.ide
    * +1116 = [dword] Time left for car alarm to sound in ms
    * +1120 = [dword] Pointer to driver
    * +1124 = [dword] Pointer to passenger 1 (Front-right seat)
    * +1128 = [dword] Pointer to passenger 2 (Rear-left seat)
    * +1132 = [dword] Pointer to passenger 3 (Rear-right seat)
    * +1136 = [dword] Pointer to passenger 4 (Used for buses)
    * +1140 = [dword] Pointer to passenger 5 (Used for buses)
    * +1144 = [dword] Pointer to passenger 6 (Used for buses)
    * +1148 = [dword] Pointer to passenger 7 (Used for buses)
    * +1152 = [dword] Pointer to passenger 8 (Used for buses)
    * +1156 = [dword] Pointer to passenger 9 (Used for buses)
    * +1172 = [float] Steer angle 1
    * +1176 = [float] Steer angle 2
    * +1180 = [float] Gas pedal
    * +1184 = [float] Brake pedal
    * +1192 = [byte] Places a car-bomb:
          o 0 = no bomb
          o 1 = car has bomb, but not armed
          o 4 = car has bomb, and is armed

Note:You can set the above values to 0 and 1 to give the car a bomb. Some other flags get set when you arm the bomb. So if you set this value to 4, or actually arm the bomb thru normal gameplay, it does not help to change this value back.

    * +1200 = [float] Body dirt level:
          o 0.0 = fully clean
          o 15.0 = maximum dirt visible
    * +1216 = [float] Health/Car Damage Left:
          o <250.0 = on fire
          o 1000.0 = undamaged
    * +1272 = [dword] Car Door Locked State:
          o 1 = open
          o 2 = locked
    * +1300 = [dword] Alternate siren (honking):
          o 0 = off
          o 1 = on
    * +1412 = [dword] Headlights switch:
          o 0 = off
          o 1 = on
    * +1424 = [byte] Car type:
          o 0 = car/plane
          o 5 = boat
          o 6 = train
          o 9 = bike
    * +1444 = [float] Train speed:
          o -0.1 = is forward
          o 0.1 = is reverse
    * +1445 = [byte] Car Tire (Left-Front) Status:
          o 0 = ok
          o 1 = flat
          o 2 = Used by planes when landing gear is up
    * +1446 = [byte] Car Tire (Left-Rear) Status:
          o 0 = ok
          o 1 = flat
          o 2 = Used by planes when landing gear is up
    * +1447 = [byte] Car Tire (Right-Front) Status:
          o 0 = ok
          o 1 = flat
          o 2 = Used by planes when landing gear is up
    * +1448 = [byte] Car Tire (Right-Rear) Status:
          o 0 = ok
          o 1 = flat
          o 2 = Used by planes when landing gear is up
    * +1628 = [byte] Bike Tire (Front) Status:
          o 0 = ok
          o 1 = flat
    * +1629 = [byte] Bike Tire (Rear) Status:
          o 0 = ok
          o 1 = flat
    * +1630 = [byte] Bicycle Tire (Front) Status:
          o 0 = ok
          o 1 = shot
    * +1631 = [byte] Bicycle Tire (Rear) Status:
          o 0 = ok
          o 1 = shot

Note:You cannot actually shoot the wheels of bmx. If you set the value 1 at above two offsets, it rides as if the wheels were shot. They probably not work.

    * +1736 = [byte] Is the bike identifier. Gets set to 1 if this vehicle is a bike (or bmx)
    * +2020 = [float] Front-Left suspension height
    * +2024 = [float] Rear-Left suspension height
    * +2028 = [float] Front-Right suspension height
    * +2032 = [float] Rear-Right suspension height
    * +2276 = [float] Burn Timer (in ms)

Let's say, the Car Position of this given car starts at 0xC5F5DB4:

    * +0 = X Level to the ground
    * +4 = Y Level to the ground
    * +8 = Z Level to the ground
    * +16 = X Where am I looking
    * +20 = Y Where am I looking
    * +24 = Z Where am I looking
    * +32 = Dyn flight data
    * +36 = Dyn flight data
    * +40 = Dyn flight data
    * +48 = CarPosX
    * +52 = CarPosY
    * +56 = CarPosZ

Following offsets are Floats, as positions of doors and other car parts that gets detached by damage. We need to recalculate and set their locations if we warp a car from one location to another. Otherwise the car spins uncontrollably:

    * +1828 = Detachables1 Pos X
    * +1832 = Detachables1 Pos Y
    * +1836 = Detachables1 Pos Z
    * +1872 = Detachables2 Pos X
    * +1876 = Detachables2 Pos Y
    * +1880 = Detachables2 Pos Z
    * +1916 = Detachables3 Pos X
    * +1920 = Detachables3 Pos Y
    * +1924 = Detachables3 Pos Z
    * +1960 = Detachables4 Pos X
    * +1964 = Detachables4 Pos Y
    * +1968 = Detachables4 Pos Z

The locations of the detachable objects are different for cars and bikes. This is merely because bike object is actually smaller than the car object. The car object is used for all vehicles (including heli) but the bikes.

Offsets for Detachables:

    * +1532 = BikeDetachPosAdr(0)
    * +1632 = BikeDetachPosAdr(1)
    * +1676 = BikeDetachPosAdr(2)
    * +1720 = BikeDetachPosAdr(3)
    * +1764 = BikeDetachPosAdr(4)

    * +1828 = CarDetachPosAdr(0)
    * +1872 = CarDetachPosAdr(1)
    * +1916 = CarDetachPosAdr(2)
    * +1960 = CarDetachPosAdr(3)

The trailer of the tanker is handled the same way as the vehicles. Its pointer gets set at offset:

    * +0x4C8

To the car object start. When warping vehicles that has trailer, we need to warp this 'vehicle' as well. The same pointer is used also when you are towing other vehicles as well.




Peace. Grin Smile

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7 Re: [help] Manettino on Tue Jun 02, 2009 11:34 am

so you have ma boi Arklite's Veyron installed then? lol

what I'm trying to edit is;

TurnMass (tho Drag would work as well)
Mass Z
Grip
Lower Limit

eg- raise and lower the suspension height for appearance
raise and lower grip for better/worse cornering/accel
raise and lower Z mass for better/worse stability
raise and lower TurnMass for better/worse cornering

tho like I mentioned, Drag could probably be a sufficient replacement for turn mass

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8 Re: [help] Manettino on Tue Jun 02, 2009 1:15 pm


so you have ma boi Arklite's Veyron installed then? lol



Yes. Though, I have sometimes make cars myself, unfortunately though, I do not have much free time to finish them off ... , is there a option to have, so I can view your site in Russian? Braggin Does not matter if there is not, I can easily understand English also.


Code:

CVehicle +144 = Turn Mass
CVehicle +148 = Grip
CVehicle +2020 = [float] Front-Left suspension height
CVehicle +2024 = [float] Rear-Left suspension height
CVehicle +2028 = [float] Front-Right suspension height
CVehicle +2032 = [float] Rear-Right suspension height
CVehicle +2276 = [float] Burn Timer (in ms)
CVehicle +140 = [float] Mass (kg) from handling.cfg


^ There the most useful ones that should do most of what you want, I'll see if I can dig-up some more. Playing music Playing around with the mass of the vehicle does actually make a big difference when I tested before.


Code:


0A97: 0@ = car 1@ struct
000A: 0@ += 0x8C
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0017: 2@ /= 2.0
0A8C: write_memory 0@ size 4 value 2@ virtual_protect 0


----

Peace, y'all.

View user profile http://gtamodding.com

9 Re: [help] Manettino on Tue Jun 02, 2009 2:45 pm

wait.. so I can use the actual struct ^ identifiers like you have above????

if so, wtf are we screwin around with numeric equivalents for??? lol *runs off to go try*

if possible, would it be more effective to just switch the entire handling line from another in game line?

nah man, no translation available.. tho I can throw in a script that will give the option, just never gave it much thought.. tho I should, I think there's only about 1 percent of us from the US ffs lol

ye, Ark's Veyron is pretty sikk for sure.. I've been thinkn about doin 1 so I can stomp his xD

EDIT-

well, I tried the following with varying values and nothing happens.. so idkwtf
the text works, so I know it's going thru each Label successfully, but no results other than the text

Code:
0A97: 1@ = car 0@ struct
1@ += 2020
0A8C: write_memory 1@ size 4 value -8.0 virtual_protect 0

0A97: 2@ = car 0@ struct
2@ += 2024
0A8C: write_memory 2@ size 4 value -8.0 virtual_protect 0

0A97: 3@ = car 0@ struct
3@ += 2028
0A8C: write_memory 3@ size 4 value -8.0 virtual_protect 0

0A97: 4@ = car 0@ struct
4@ += 2032
0A8C: write_memory 4@ size 4 value -8.0 virtual_protect 0

[strike]I also tried implementing the struct identifier (don't know if that's what it's called or not), but I just got a crash.. and idk if it was because I lack the knowledge to it do it right, or if it just doesn't work that way.. this always happens man, I always try to do things that seem simple enough, but in the long run, nobody's ever really tried them so it's uncharted territory ffs lol

Edit2-

here's a short comedic
FAIL of me trying different values with the TurnMass (144) - I used 0.00001 as the values xD




Edit3-

I've used the value 377.48384877 for TurnMass as used in a prior example you gave, and it works (kind of, it makes the front end heavier, which makes me think 144 is not TurnMass) - so I take it this is a decimal representation of the values used in the handling cfg? if not what is it?

because I also changed that value to -177.48384877, in an attempt to lessen the "TurnMass", and the car falls backwards thru the landscape as soon as I activate it - so another 1 of my questions is, if it is decimal, do I need the decimal representation of the total value I want it changed to? or do I need the decimal representation of the value I want to lessen it by?

and how can I get the decimal translation? I know you said you use hex workshop, but as soon as I installed it and opened it up, I closed and uninstalled it because I didn't even understand how to enter a damn digit into the freakn thing lol- I also found an online translator http://www.onlineconversion.com/base.htm but idk how to translate normal numbers to decimal and it doesn't accept "0xC2B9DC" or "0x8" as valid hex Question

please, big, I need your help on this man

Edit4-

using a different online hex converter, I accidentally found which one edits the wheel diameter (1112) I put in 0xBC (Lower Limit) and it gave me 1112, so I tried it xD





Edit5- ATP told me how to get the addresses I needed..

test run of the manettino.. successful! many thx Big, between ATP and you, I naild that b*tch like a 2 dollar whore
Very Happy

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10 Re: [help] Manettino on Tue Jun 09, 2009 3:54 am



Nice to hear. The car looks круто (cool), BTW. Grin Smile

View user profile http://gtamodding.com

11 Re: [help] Manettino on Wed Jun 10, 2009 10:01 am

thx.. but that video hardly captures it's quality- my gfx card took a shyt on me and is on it's way back to BFG so that video was captured at 640x480x16 and explains the lag

here's another video of it and some of it's features (if interested)


and a bad ass enb shot of it by mah boi Urko

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12 Re: [help] Manettino Today at 10:31 pm

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