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  • ...station will be disabled and the taxi firm's radio will only play once the player has exited and reentered the cab. The original script called this opcode on == Keywords ==
    1 KB (171 words) - 11:03, 3 December 2016
  • ...r Peds|block 1 of the save file]] in GTA III and [[Saves (GTA VC)#Block 1: Player Peds|block 1]] in Vice City. == Keywords ==
    1 KB (167 words) - 17:04, 6 August 2015
  • ...t indicates the player is in the Hyman Memorial Stadium by positioning the player position arrow in the pause menu map over the stadium (exactly at x: -1302. == Keywords ==
    2 KB (297 words) - 05:26, 9 January 2015
  • [[00E1]]: player <span class="m">0</span> pressed_button <span class="m">17</span> <span cl <span class="k">while</span> [[00E1]]: player <span class="m">0</span> pressed_button <span class="m">17</span> <span cl
    2 KB (358 words) - 05:59, 1 February 2017
  • ...o stations (police vehicles). The audio can only be heard once so when the player exits the vehicle while the audio is playing and reenters it, the vehicle w == Keywords ==
    2 KB (295 words) - 21:46, 1 July 2016
  • ...ck when on a mission. It is used to disable opcode [[0112]]'s check if the player is wasted or busted when on a mission. The opcode only has an effect when p == Keywords ==
    725 bytes (107 words) - 23:38, 19 July 2015
  • ...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
  • ...aracter to run to its destination instead. It does not seem to work on the player character. Legacy documentations had incorrectly described this opcode as s == Keywords ==
    806 bytes (113 words) - 05:04, 20 January 2016
  • ...ehicles are created using [[010C]] or [[046E]], and both opcodes allow the player to manually detonate the vehicles by default, which can be done by pressing == Keywords ==
    824 bytes (115 words) - 09:56, 1 February 2016
  • == Keywords == * {{Icon|VC}} [[04AC]], checks if the player is in a plane
    857 bytes (129 words) - 16:58, 16 June 2016
  • ...works similar to this opcode. The car will be spawned as not owned by the player so if you enter the car in front of the police, you will be [[Wanted level| == Keywords ==
    3 KB (557 words) - 23:58, 19 November 2016
  • ...certain period of time. No matter who controls the vehicle - the AI or the player, or is there a driver at all. If the vehicle marked as stuck then travels e ==Keywords==
    975 bytes (158 words) - 17:56, 26 June 2015
  • ...ut some animations require to be looped in order to work. If played on the player, most animations allow some extent of control as the animations are trying == Keywords ==
    6 KB (903 words) - 21:15, 10 January 2012
  • ...lock the target vehicle by driving in front of it. A driver other than the player must be present for the opcode to work. Anytime the vehicle stops, it will == Keywords ==
    1 KB (181 words) - 23:50, 20 January 2016
  • ...the opcode is called, the name of the game save is only updated after the player saves the game. The data is saved in [[Saves (GTA 3)|blocks 0 and 17 of the == Keywords ==
    1 KB (237 words) - 23:09, 8 June 2016
  • In GTA III, the player is fully controllable while the credits plays. In Vice City, certain moveme == Keywords ==
    27 KB (1,973 words) - 21:12, 2 October 2015
  • == Keywords == player, made, add, mission, progress, point
    742 bytes (109 words) - 16:33, 11 April 2017

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