Search results

Jump to navigation Jump to search
  • == Keywords == * {{Icon|3}} [[0178]], checks if the player is touching the object
    905 bytes (127 words) - 06:31, 8 January 2016
  • |0 ||PAD1 ||Player 1 |1 ||PAD2 ||Player 2
    3 KB (444 words) - 06:51, 6 December 2016
  • [[00E1]]: player <span class="m">0</span> pressed_button <span class="m">13</span> <span cl <span class="k">while</span> [[00E1]]: player <span class="m">0</span> pressed_button <span class="m">13</span> <span cl
    3 KB (475 words) - 05:27, 20 December 2016
  • ...ollisional damages on cars, making the cars not move, or inability for the player to enter any cars. The game performs the loading of all car models for the == Keywords ==
    2 KB (281 words) - 02:54, 26 May 2019
  • ...n the vehicle &mdash; the vehicle must be empty or has NPC drivers. If the player stays in the car while flipped over, it will burn and explode like normal. == Keywords ==
    761 bytes (119 words) - 07:38, 8 June 2016
  • ...e the range. Particle effects that have been added will disappear when the player moves out of range regardless of duration. == Keywords ==
    9 KB (1,480 words) - 00:34, 20 November 2016
  • ...<code>anim\cuts.img</code> [[archive]] file. In GTA III and Vice City, the player is "[[03EF|made safe]]" and many environmental noise is disabled or muffled == Keywords ==
    665 bytes (99 words) - 15:26, 5 June 2015
  • This opcode sets the character to be never targetted (auto-aimed) by the player. Characters can only be auto-aimed while in classic or joypad controls, so == Keywords ==
    767 bytes (101 words) - 23:11, 4 December 2016
  • * [[Audio directory (III)|COMopen.wav]] is played once the player enters a vehicle == Keywords ==
    1 KB (164 words) - 00:15, 11 July 2016
  • ==Keywords== * [http://cleo.li/download.html MP3 Player] - a [[CLEO#Plugins|CLEO plugin]] written by {{U|Seemann}}
    1 KB (200 words) - 00:58, 20 November 2016
  • ...ity's collision to unload so, in order to restore the collision, place the player character outside Staunton Island to force the loading of level collisions. == Keywords ==
    553 bytes (79 words) - 19:06, 22 May 2019
  • ...or cutscenes. In Vice City, setting this to 0 will treat the map as if the player has not moved from the spot where the opcode was called. Traveling further == Keywords ==
    904 bytes (139 words) - 12:18, 1 January 2015
  • [[File:0332.png|thumb|The player character bleeding through 0332 in Vice City.]] == Keywords ==
    737 bytes (103 words) - 07:19, 4 December 2016
  • This opcode returns true if button 17 (attack) is pressed regardless if the player is in a car or not. The behavior is equivalent to checking if button 17 is == Keywords ==
    476 bytes (69 words) - 20:02, 10 November 2016
  • ...Distribution mission. Using the negative conditional opcode (858B) on the player will crash the game. == Keywords ==
    597 bytes (84 words) - 20:44, 28 December 2014
  • == Keywords == * {{Icon|3}} {{Icon|VC}} [[029F]], checks if the player is "stopped"
    743 bytes (100 words) - 22:39, 19 January 2016
  • ...sponds to an [[SFX]] entry. The value in the "Range" column is how far the player can be in units before the sound diminishes. The association between the so == Keywords ==
    9 KB (1,234 words) - 17:27, 26 December 2016
  • The following example, using Sanny Builder, will spawn a Pony close to the player character. == Keywords ==
    2 KB (358 words) - 01:47, 4 December 2016
  • == Keywords == * {{Icon|3}} {{Icon|VC}} [[02DE]], checks if the player is in a taxi
    805 bytes (112 words) - 09:10, 1 June 2017
  • ...narmed. It is buggy when used while driving, similar in effect to when the player changes clothes while on a bike, and the animation looks awkward when armed == Keywords ==
    1 KB (178 words) - 07:05, 23 December 2016

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)