Search results
Jump to navigation
Jump to search
Create the page "Keywords player" on this wiki! See also the search results found.
- == Keywords == * {{Icon|3}} [[0178]], checks if the player is touching the object905 bytes (127 words) - 06:31, 8 January 2016
- |0 ||PAD1 ||Player 1 |1 ||PAD2 ||Player 23 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 cl3 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 — 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 taxi805 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