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  • ...following example, using Sanny Builder, will spawn a pistol object at the player character. Pressing [[00E1|button 4]] (ACTION key on foot) will spawn an ad == Keywords ==
    4 KB (625 words) - 01:47, 28 November 2016
  • == Keywords == * {{Icon|t}} [[0117]], checks if the player is dead
    903 bytes (138 words) - 14:52, 15 January 2017
  • ...<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
  • ...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
  • == Keywords == * {{Icon|VC}} [[04AC]], checks if the player is in a plane
    857 bytes (129 words) - 16:58, 16 June 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
  • ...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

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