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  • ...de spawns a pickup at the coordinates point that can be "collected" by the player. ...e, using Sanny Builder, will spawn a type 2 adrenaline pickup close to the player character.
    17 KB (2,631 words) - 08:25, 15 August 2022
  • : Kills the player : 0322: kill_player [''player handle'']
    1 KB (228 words) - 02:51, 28 June 2015
  • | description = Enables a free hospital visit for the player | syntax1 = 0414: set_player [''player handle''] single_free_treatment [''int'']
    4 KB (479 words) - 04:03, 24 May 2017
  • | description = Sets the player to sprint without tiring | syntax1 = 0330: set_player [''player handle''] infinite_run_to [''int'']
    4 KB (462 words) - 17:37, 24 May 2017
  • | command = GIVE_<wbr>REMOTE_<wbr>CONTROLLED_<wbr>CAR_<wbr>TO_<wbr>PLAYER | description = Gives the player remote control of an RC Bandit
    3 KB (522 words) - 20:03, 6 December 2016
  • | description = Checks if the player is in a taxi | syntax1 = 02DE: &nbsp; player [''player handle''] in_taxi
    5 KB (631 words) - 04:07, 24 May 2017
  • | description = Adds the player's money | syntax1 = 0109: player [''player handle''] money += [''int'']
    1 KB (149 words) - 01:25, 4 December 2016
  • | description = Sets the player's coordinates point | syntax1 = 0055: put_player [''player handle''] at [''flt1''] [''flt2''] [''flt3'']
    1 KB (152 words) - 23:18, 19 January 2016
  • | description = Checks if the player is in a flying vehicle | syntax1 = 04C9: &nbsp; player [''player handle''] in_flying_vehicle
    3 KB (444 words) - 17:43, 24 May 2017
  • | description = Sets the player's ability to perform a drive by | syntax1 = 0501: set_player [''player handle''] drive_by_mode_enabled [''int'']
    2 KB (274 words) - 17:41, 24 May 2017
  • | description = Checks if the player has more than enough money | syntax1 = 010A: player [''player handle''] money > [''int'']
    2 KB (226 words) - 01:19, 4 December 2016
  • | description = Stores the player's money | syntax1 = 010B: [''var''] = player [''player handle''] money
    640 bytes (83 words) - 21:47, 26 November 2016
  • : Gets the player's coordinates point : 0054: store_player [''player handle''] position_to [''var1''] [''var2''] [''var3'']
    1 KB (154 words) - 04:57, 8 December 2015
  • | description = Sets get out of jail free for the player | syntax1 = 0413: set_player [''player handle''] get_<wbr>out_<wbr>of_<wbr>jail_<wbr>free [''int'']
    2 KB (399 words) - 21:26, 26 November 2016
  • | description = Gets the bus fares collected by the player | syntax1 = 057F: get_player [''player handle''] store_coach_passengers_dropped_off_to [''var'']
    3 KB (372 words) - 17:40, 24 May 2017
  • | description = Checks if the player is touching the object | syntax1 = 0178: &nbsp; player [''player handle''] touching_object [''object handle'']
    1 KB (158 words) - 06:07, 8 January 2016
  • | PLAYER |PLR10 ||player (skin: boxer Shorts)
    13 KB (1,954 words) - 19:53, 7 December 2022
  • | description = Gets the player's maximum armour | syntax1 = 0945: get_player [''player handle''] max_armour_to [''var'']
    2 KB (265 words) - 02:37, 4 December 2016
  • | description = Sets the player's minimum [[wanted level]] | syntax1 = 010E: set_player [''player handle''] minimum_wanted_level_to [''int'']
    2 KB (363 words) - 05:54, 15 April 2017
  • | description = Sets control of the player character | syntax1 = 01B4: set_player [''player handle''] can_move [''int'']
    916 bytes (124 words) - 06:56, 8 July 2017
  • | description = Checks if the player is controllable | syntax1 = 03EE: &nbsp; player [''player handle''] controllable
    2 KB (276 words) - 23:24, 4 December 2016
  • | description = Checks if the player is arrested | syntax1 = 0130: &nbsp; player [''player handle''] busted
    2 KB (322 words) - 21:20, 26 November 2016
  • | description = Checks if the player is touching the vehicle | syntax1 = 0546: &nbsp; player [''player handle''] touching_car [''car handle'']
    817 bytes (111 words) - 17:59, 7 January 2016
  • | description = Sets the police to ignore the player | syntax1 = 01F7: set_player [''player handle''] ignored_by_cops_state_to [''int'']
    1 KB (164 words) - 08:22, 23 January 2016
  • | description = Checks if the player is playing | syntax1 = 0256: &nbsp; player [''player handle''] defined
    756 bytes (106 words) - 00:10, 21 January 2017
  • : Makes the player fire proof : 055D: make_player [''player handle''] fireproof [''int'']
    899 bytes (139 words) - 05:56, 15 November 2015
  • : Sets the player to fast reload : 0331: set_player [''player handle''] fast_reload [''int'']
    1 KB (179 words) - 08:38, 9 December 2015
  • | description = Checks if the player is in the 2d area | syntax1 = 0056: &nbsp; player [''player handle''] [''int''] [''flt1''] [''flt2''] [''flt3''] [''flt4'']
    1 KB (200 words) - 15:52, 13 December 2016
  • | description = Gets the player's group | syntax1 = 07AF: [''var''] = player [''player handle''] group
    535 bytes (67 words) - 01:21, 25 November 2016
  • [[File:Gta3_0053.jpg|thumb|Multiple player characters in GTA III.]] | description = Spawns the player character into the game world
    1 KB (216 words) - 21:04, 18 January 2017
  • | description = Checks if the player's current [[wanted level]] is greater than the integer value | syntax1 = 010F: &nbsp; player [''player handle''] wanted_level > [''int'']
    729 bytes (98 words) - 07:38, 7 November 2016
  • : Clears the player's [[wanted level]] : 0110: clear_player [''player handle''] wanted_level
    518 bytes (66 words) - 14:56, 22 August 2015
  • | description = Checks if the player is touching the object on foot | syntax1 = 023A: &nbsp; player [''player handle''] touching_object [''object handle''] on_foot
    922 bytes (128 words) - 06:28, 8 January 2016
  • | description = Checks if the player is "stopped" | syntax1 = 029F: &nbsp; player [''player handle''] stopped
    617 bytes (82 words) - 22:48, 19 January 2016
  • : Checks if the player is performing a stoppie : 07F2: &nbsp; player [''player handle''] performing_stoppie
    1 KB (210 words) - 09:58, 17 July 2015
  • : Checks if the player is performing a wheelie : 07F1: &nbsp; player [''player handle''] performing_wheelie
    1 KB (209 words) - 09:59, 17 July 2015
  • : Sets the player's current [[wanted level]] : 010D: set_player [''player handle''] wanted_level_to [''int'']
    633 bytes (85 words) - 12:15, 16 August 2015
  • | description = Gets the [[heading]] of the player | syntax1 = 0170: [''var''] = player [''player handle''] z_angle
    651 bytes (84 words) - 00:12, 20 November 2016
  • | description = Checks if the player is on a motorbike | syntax1 = 047E: &nbsp; player [''player handle''] on_any_bike
    1,010 bytes (162 words) - 07:25, 9 November 2016
  • | description = Gets the number of models killed by the player | syntax2 = {{Icon|SA}} 0298: get_player [''player handle''] destroyed_model [''int''] quantity_to [''var'']
    1 KB (182 words) - 05:29, 29 July 2016
  • | description = Resets the number of models killed by the player | syntax2 = {{Icon|SA}} 0297: reset_player [''player handle''] destroyed_model_counters
    667 bytes (90 words) - 05:27, 29 July 2016
  • | description = Checks if the player is in the 3d area | syntax1 = 0057: &nbsp; player [''player handle''] [''int''] [''flt1''] [''flt2''] [''flt3''] [''flt4''] [''flt5'']
    1 KB (219 words) - 16:01, 13 December 2016
  • | description = Checks if the player is dead | syntax1 = 0117: &nbsp; player [''player handle''] wasted
    621 bytes (84 words) - 16:28, 4 June 2016
  • | description = Sets the [[heading]] of the player | syntax1 = 0171: set_player [''player handle''] z_angle_to [''flt'']
    614 bytes (80 words) - 01:00, 14 November 2016
  • | description = Checks if the player is in a boat | syntax1 = 04A8: &nbsp; player [''player handle''] in_any_boat
    754 bytes (116 words) - 06:58, 23 December 2016
  • | description = Sets the player's [[weapon]] ammo | syntax1 = 017A: set_player [''player handle''] weapon [''int1''] ammo_to [''int2'']
    1 KB (206 words) - 19:17, 7 July 2017
  • | description = Gives the [[weapon]] to the player | syntax1 = 01B1: give_player [''player handle''] weapon [''int1''] ammo [''int2'']
    948 bytes (144 words) - 19:31, 7 July 2017
  • | description = Checks if the player is in a plane | syntax1 = 04AC: &nbsp; player [''player handle''] in_any_plane
    783 bytes (124 words) - 16:46, 16 June 2016
  • | description = Checks if the player is in a helicopter | syntax1 = 04AA: &nbsp; player [''player handle''] in_any_heli
    805 bytes (120 words) - 07:55, 4 December 2016
  • | description = Gives the player remote control of a vehicle model | syntax1 = 046E: put_player [''player handle''] in_RC_mode_at [''flt1''] [''flt2''] [''flt3''] angle [''flt4''] R
    2 KB (254 words) - 07:43, 3 February 2016
  • | description = Adds ammo to the player's weapon | syntax1 = 0113: add_ammo_to_player [''player handle''] weapon [''int1''] rounds [''int2'']
    740 bytes (110 words) - 04:25, 7 July 2017
  • | description = Checks if the player is lifting a [[payphone|phone]] | syntax1 = 0447: &nbsp; player [''player handle''] lifting_a_phone
    617 bytes (85 words) - 13:55, 18 January 2016
  • ...previous line uses a keyword "wait" that uses the opcode 0001 internally. Keywords are another feature of Sanny Builder that helps simplify certain aspects of 00E1: player <span class="m">0</span> pressed_button <span class="m">17</span>
    13 KB (2,150 words) - 04:08, 8 August 2017
  • | description = Sets the player's ability to shoot weapons | syntax1 = 0881: set_player [''player handle''] able_to_shoot_weapons [''int'']
    449 bytes (54 words) - 23:41, 28 November 2016
  • | description = Sets the player's cycle weapon button | syntax1 = 0992: set_player [''player handle''] weapons_scrollable [''int'']
    2 KB (276 words) - 16:23, 19 June 2016
  • | description = Sets the player's ability to use the jump key | syntax1 = 0901: enable_player [''player handle''] jump_key [''int'']
    658 bytes (92 words) - 04:14, 4 December 2016
  • | description = Sets the player's ability to use the action key | syntax1 = 0960: enable_player [''player handle''] stats_box [''int'']
    710 bytes (99 words) - 04:17, 4 December 2016
  • | description = Sets the camera in front of the player ...controls. Legacy documentations incorrectly describes this as rotating the player 180 degrees.
    631 bytes (92 words) - 23:16, 4 December 2016
  • | description = Sets the mood of the player character | syntax1 = 04E3: set_player [''player handle''] mood [''int1''] duration [''int2'']
    863 bytes (120 words) - 06:25, 29 January 2016
  • | description = Checks if the player has the specified weapon | syntax1 = 0490: &nbsp; player [''player handle''] has_weapon [''int'']
    829 bytes (124 words) - 07:02, 8 July 2017
  • |police ignore player set to 0 || [[01F7]] |everyone ignore player set to 0 || [[03BF]]
    4 KB (563 words) - 17:01, 3 March 2018
  • : Fades the screen and puts the player at the point ...utomatically replay a mission, there has to be another script checking the player position and [[0417|starting]] the mission. in GTA III this opcode is only
    1 KB (178 words) - 15:18, 26 June 2015
  • ...ngs up the phone, widescreen is switched off, the phone turns off, and the player resumes control. == Keywords ==
    1,006 bytes (150 words) - 02:39, 30 November 2016
  • ...warps to the drop-off point, the screen fades back in, $9 is removed, the player character exits the taxi, and controls are resumed. The taxi is marked as n ...i shortcut is disabled if [[0318]] or [[0595]] is called, usually when the player passes a mission, or when a [[01F9|rampage is started]]. An active taxi sho
    2 KB (346 words) - 05:08, 4 June 2016
  • ...following example using Sanny Builder spawns five SWAT members to kill the player at the Washington Mall in Vice City after pressing [[00E1|button 13]] (CAME [[00E1]]: player <span class="m">0</span> pressed_button <span class="m">13</span>
    11 KB (1,576 words) - 11:51, 24 August 2020
  • ...he script. The entire mission body runs as a [[0050|subroutine]]. When the player is dead or caught by the police and the ONMISSION flag is set to 1, the gam == Keywords ==
    2 KB (376 words) - 15:06, 1 July 2021
  • ...up in front of the player character and a Bribe pickup to the right of the player character after pressing [[00E1|button 4]] (ACTION key on foot). ...span class="m">0.0</span> <span class="c1">// 3 units to the front of the player</span>
    3 KB (522 words) - 15:45, 22 December 2016
  • : Joins the car with the road system and makes it drive at the player location ...dds the vehicle to the road system and make it move at the point where the player is currently at. Once reached the point, the vehicle moves away if no other
    900 bytes (149 words) - 17:07, 24 June 2015
  • | syntax1 = 03FD: set_player [''player handle''] handling_responsiveness [''int''] | p1t = [''player handle'']
    2 KB (242 words) - 01:44, 28 November 2016
  • ...[[02C7|platinum pickups]] for the vehicle. The opcode has no effect if the player is not in a vehicle. == Keywords ==
    610 bytes (86 words) - 10:28, 9 October 2016
  • ...he player must be in a vehicle and the character set to only be damaged by player trough opcode [[02A9]]. Exiting the vehicle will make the fire start hurtin == Keywords ==
    1 KB (204 words) - 00:29, 20 November 2016
  • | description = Gives the player a [[Weapon#GTA_III|detonator]] This opcode adds one to the number of detonators for the player. The number of detonators on hand can stack up but using one will remove al
    533 bytes (75 words) - 05:11, 15 October 2016
  • |5 ||noname ||initial: player |4 ||INITOB ||initial: objects ||INITPLA ||initial: player
    22 KB (3,109 words) - 03:22, 28 January 2017
  • ...tering a vehicle, getting wasted, or getting busted regains control of the player character. Assigning certain objectives or clearing it using opcode [[011C] == Keywords ==
    2 KB (233 words) - 05:24, 20 December 2016
  • The following example, using Sanny Builder, will spawn a ped close to the player character. ...lowing example, using Sanny Builder, will spawn a special ped close to the player character.
    4 KB (700 words) - 03:33, 6 December 2016
  • | syntax1 = 04FC: store_stunt_data [''player handle''] two_wheels: [''var1''] [''var2''] wheelie: [''var3''] [''var4''] | p1t = [''player handle'']
    2 KB (315 words) - 14:31, 16 December 2016
  • | description = Checks if the player is wasted or busted during a [[Create a mission|mission]] This conditional opcode returns true if the player is wasted or busted when on a mission. The opcode only has an effect when p
    954 bytes (142 words) - 20:28, 23 November 2016
  • ...the next player death or arrest. After the player is wasted or busted, the player will be spawned at the restart point and the override will be disabled, all == Keywords ==
    1 KB (184 words) - 14:44, 21 January 2016
  • ...e depleted. In San Andreas, NPCs will be able to swim on their own and the player's lung capacity will never run out. == Keywords ==
    688 bytes (103 words) - 10:59, 3 December 2016
  • ...for the current player. This value is used to calculate a new value of the player's [[Wanted_level#Chaos_Level|chaos level]] after committing a crime. By def == Keywords ==
    658 bytes (92 words) - 13:43, 16 August 2015
  • | gun shell drop, dependent on what [[Collision File#GTA III|collision]] the player is currently standing on ...n shell drop, dependent on what [[Collision File#Vice City|collision]] the player is currently standing on
    6 KB (828 words) - 20:32, 26 December 2016
  • ...hakes. The shaking of the camera depends if the camera's location, not the player's location, is within 100 [[unit]]s of the specified coordinates point. The The following example spawns a Trashmaster close to the player. If the Trashmaster's health is below 90%, it creates an explosion larger t
    7 KB (1,040 words) - 16:20, 27 May 2019
  • The following example lets you toggle Triads/Haitians hate towards the player by pressing the CAMERA key. A number is displayed on the screen to show the // reset gang hate to player
    4 KB (510 words) - 05:08, 5 January 2016
  • ...e the chance of them spawning in the streets. The effect is reset when the player dies or is arrested. Legacy documentations described this opcode as setting 05E0: 1@ = read_memory 0x9412F0 size 4 virtual_protect 0 // get player pointer
    3 KB (421 words) - 02:36, 16 January 2016
  • ...nus for you.") is displayed. When all the needed models are collected, the player is rewarded $200,000 in GTA III or $20,000 in Vice City and a message with == Keywords==
    3 KB (426 words) - 05:49, 1 March 2016
  • ...the default spawn behavior is used instead. The behavior resets after the player is arrested, dies, or if the level number is set to 0. The value set with t == Keywords ==
    929 bytes (128 words) - 08:12, 3 February 2016
  • |3 ||CARLOCK_LOCKOUT_PLAYER_ONLY ||locked for the player, not locked for NPCs |4 ||CARLOCK_LOCKED_PLAYER_INSIDE ||locked, the player is stuck in the car
    5 KB (688 words) - 23:36, 20 January 2017
  • ...the default spawn behavior is used instead. The behavior resets after the player dies, is arrested, or if the level number is set to 0. The value set with t == Keywords ==
    897 bytes (123 words) - 08:13, 3 February 2016
  • ...following example using Sanny Builder will create a particle effect at the player's location while the Z key is pressed. [[0256]]: player <span class="nv">$PLAYER_CHAR</span> defined
    2 KB (237 words) - 05:32, 22 December 2016
  • ...pickups collected in the player's current vehicle. It returns ''0'' if the player is not in a vehicle. == Keywords ==
    586 bytes (83 words) - 17:09, 8 October 2016
  • ...r the weapon to appear. If used on the player character, it will place the player into first-person view. The range denotes the horizontal axis that the char ...character do not damage the vehicle but they do not go through it. For the player, weapons that do not fire single bullets behave oddly. Shotguns and the Fla
    3 KB (434 words) - 18:18, 8 July 2017
  • |{{a|c}} |0 ||&#x2713; ||&#x2713; ||&#x2713; ||&#x2713; ||PLAYER1 ||Primary player definition |{{a|c}} |1 ||&#x2713; ||&#x2713; ||&#x2713; ||&#x2713; ||PLAYER2 ||Secondary player definition
    8 KB (946 words) - 13:44, 6 November 2022
  • == 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
  • ...ers depending on the mode. The effects of this opcode are cleared when the player dies or is arrested. The effects are overridden when the Sniper Rifle is us ...#FF3C3C;" | #FF3C3C || [[File:0374-8.jpg|150px]] || {{a|c}} | &#x2713; || Player is shot
    2 KB (287 words) - 06:25, 15 January 2016
  • ...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
  • The following script, using Sanny Builder, will add $10 to the player when the script is started. [[0109]]: player <span class="nv">$PLAYER_CHAR</span> money += <span class="nv">0@</span>
    2 KB (351 words) - 02:26, 6 December 2016
  • [[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
    3 KB (449 words) - 04:38, 18 January 2017
  • ...e 0 lights]]: it is transparent, the corona texture will point towards the player, and "dark" colors means decreased light intensity of the corona. All the c ...ra. The most noticeably obvious use of lens flare in the games is when the player looks toward the sun but not directly at the sun.
    3 KB (430 words) - 20:56, 18 July 2015
  • ...amera outside the garage at a fixed position and the camera will track the player character as you move around in the garage (this does not happen when in st == Keywords ==
    3 KB (431 words) - 03:58, 25 November 2016
  • == Keywords == * {{Icon|3}} {{Icon|VC}} [[0054]], gets the player's coordinates
    1 KB (161 words) - 04:56, 8 December 2015
  • ...ius of acceptance. Once stopped inside, the garage door will close and the player will be frozen. After a moment, the door will reopen. Driving away from the ...open for you car. Once stopped inside, the garage door will close and the player will be frozen. After a moment, you are unfrozen but the garage door remain
    3 KB (560 words) - 20:28, 18 January 2017
  • ...total number of packages, GXT key <code>CO_ALL</code> is displayed and the player is rewarded $1,000,000 in GTA III and $100,000 in Vice City. If the total n == Keywords ==
    2 KB (349 words) - 07:13, 23 December 2016
  • ...SA)#Block 0: Simple Vars|block 0]] in San Andreas. This only works on the player's taxi. It recognizes the following as taxis: == Keywords ==
    1 KB (172 words) - 08:17, 2 December 2016
  • ...Info|block 16 of the save file]] in GTA III and [[Saves (GTA VC)#Block 18: Player Info|block 18]] in Vice City. == Keywords ==
    1 KB (195 words) - 22:31, 22 December 2016
  • ...lue if there is less than $10 revenue. The money pauses from rising if the player character is within 10 units of the pickup. This pickup is generally used f == Keywords ==
    1 KB (229 words) - 16:07, 2 December 2016
  • ...e using Sanny Builder will spawn a character holding a pistol close to the player character. The values used here are for Vice City and should be changed if == Keywords ==
    3 KB (401 words) - 19:28, 7 July 2017
  • == Keywords == * {{Icon|3}} [[0113]], adds ammo to the player's weapon
    1 KB (179 words) - 19:18, 7 July 2017
  • ...Having vehicles drive over the inactive mine produces no effect. Once the player is in any vehicle, the mine arms itself and set to detonate in 10 seconds. == Keywords ==
    2 KB (285 words) - 12:19, 26 November 2016
  • == Keywords == * {{Icon|3}} {{Icon|VC}} [[0055]], sets the player's coordinates
    1 KB (171 words) - 15:15, 13 January 2016
  • == Keywords == * {{Icon|3}} {{Icon|VC}} [[017A]], sets the player's weapon ammo
    3 KB (441 words) - 06:27, 8 July 2017
  • ...p the vehicle and then leave it. In Vice City when used on the player, the player character will bail out of the moving vehicle. The character does not have == Keywords ==
    1 KB (166 words) - 17:34, 29 November 2015
  • | p1d = Pad, normally 0 for pad 1 (player 1), 1 for pad 2 (player 2) == Keywords ==
    1 KB (194 words) - 07:20, 5 June 2016
  • [[00E1]]: player <span class="m">0</span> pressed_button <span class="m">13</span> <span cl [[00E1]]: player <span class="m">0</span> pressed_button <span class="m">13</span> <span cl
    2 KB (370 words) - 02:44, 21 December 2016
  • == Keywords == * {{Icon|3}} [[0178]], checks if the player is touching the object
    1,017 bytes (144 words) - 06:12, 8 January 2016
  • ...ire does not damage the vehicle. It is harmful to the player only when the player stands right beneath the fire. Generally fires on cars are positioned in su == Keywords ==
    1 KB (185 words) - 04:05, 20 December 2016
  • ...mber of headshots of the target models needed to complete the rampage. The player character will be given the set weapon with 30000 ammo and weapon scrolling ...the weapon from the previous rampage does not disappear and will give the player max ammo for that weapon.
    4 KB (655 words) - 02:46, 9 July 2017
  • ...opcode sets the vehicle's cruise speed. It does not have an effect if the player is driving the vehicle. == Keywords ==
    481 bytes (69 words) - 06:14, 29 January 2016
  • ...nearest [[PATH|car path]] node. In San Andreas, it spawns in front of the player. Also in San Andreas, vehicles of type train are disallowed from being spaw == Keywords ==
    891 bytes (142 words) - 05:57, 4 August 2017
  • ...after the decimal mark will be truncated. The opcode has no effect on the player. By default, characters willingly wanting to enter a vehicle (like through == Keywords ==
    1 KB (177 words) - 18:27, 7 February 2015
  • == Keywords == * {{Icon|VC}} [[04C9]], checks if the player is in a flying vehicle
    669 bytes (92 words) - 07:58, 4 December 2016
  • This opcode initiates the streamed script if the player is within the radius of the object model. The object has to be defined in t == Keywords ==
    1 KB (154 words) - 00:28, 3 December 2016
  • ...e>]]. Unlike other pickups, pickups of this type do not disappear when the player character walks over them. Walking over the pickup displays a [[Text#Help m == Keywords ==
    1 KB (157 words) - 22:15, 2 December 2016
  • The following example, using Sanny Builder, will spawn a Pony close to the player character. A number is displayed on the screen to show the existence of the == Keywords ==
    4 KB (590 words) - 02:03, 12 December 2016
  • [[00E1]]: player <span class="m">0</span> pressed_button <span class="m">13</span> <span cl == Keywords ==
    3 KB (447 words) - 15:25, 14 September 2017
  • * [[Audio directory (III)|SUBopen.wav]] is played once the player enters a vehicle == Keywords ==
    1 KB (162 words) - 00:13, 11 July 2016
  • | p1d = The handle of the player character == Keywords ==
    440 bytes (64 words) - 07:52, 16 June 2016
  • ...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
  • * [[Audio directory (III)|COMopen.wav]] is played once the player enters a vehicle == Keywords ==
    1 KB (164 words) - 00:15, 11 July 2016
  • 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
  • ==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
  • 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
  • [[File:0332.png|thumb|The player character bleeding through 0332 in Vice City.]] == Keywords ==
    737 bytes (103 words) - 07:19, 4 December 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
  • == Keywords == * {{Icon|3}} {{Icon|VC}} [[02DE]], checks if the player is in a taxi
    805 bytes (112 words) - 09:10, 1 June 2017
  • 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
  • ...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
  • ...de spawns a pickup at the coordinates point that can be "collected" by the player. It is almost equivalent to opcode [[0213]] but with an additional paramete == Keywords ==
    3 KB (452 words) - 20:04, 7 July 2017
  • ...equivalent in effect to opcode [[032B]]. The opcode alone does not let the player change clothes; to change clothes see the [[clothes pickup|code snippet]] b == Keywords ==
    2 KB (212 words) - 11:03, 27 November 2016
  • ...s point. The fire emits particles, light, and sound, and can harm only the player. If ground z is used, the fire is placed by the center rather than the base == Keywords ==
    1 KB (183 words) - 00:26, 20 November 2016
  • [[00E1]]: player <span class="m">0</span> pressed_button <span class="m">13</span> <span cl == Keywords ==
    3 KB (415 words) - 06:42, 15 January 2017
  • This conditional opcode returns true if a player has set new language via the main menu. Mainly it is used to refresh the te == Keywords ==
    435 bytes (65 words) - 00:00, 31 July 2016
  • ...own timer and target kill counter appear on the right side of the HUD. The player is given the specified weapon with 30000 ammo, weapon scrolling is disabled == Keywords ==
    2 KB (394 words) - 02:42, 9 July 2017
  • .... The density is capped at 8; any value higher than 8 is treated as 8. The player character must be within about 500 units of the object in order for the par == Keywords ==
    1 KB (206 words) - 05:49, 22 December 2016
  • ...rk is that the vehicle needs to have a driver and the driver cannot be the player. Combinations of these behaviors can be used where physically possible. The == Keywords ==
    1 KB (198 words) - 05:18, 6 December 2015
  • ...er the Kaufman Cab is spawned. The marker is removed from the taxi and the player can no longer enter it as a passenger but can carjack it instead. The taxi == Keywords ==
    611 bytes (94 words) - 18:17, 30 July 2016
  • This opcode sets the vehicle to watertight, meaning any characters except the player sitting inside the vehicle will not drown when submerged in water. It only == Keywords ==
    661 bytes (87 words) - 01:15, 31 August 2017
  • ...pcode returns true if night vision is active, which usually happens when a player wears night vision googles. == Keywords ==
    443 bytes (59 words) - 23:59, 30 July 2016
  • ...vehicles as long as the vehicle exists. Without further additions, if the player enters the vehicle with the character, the character will exit the vehicle. == Keywords ==
    2 KB (284 words) - 03:45, 4 December 2016
  • == Keywords == * {{Icon|t}} [[0117]], checks if the player is dead
    741 bytes (108 words) - 16:35, 4 June 2016
  • The following example spawns a dynamic object above the player (a pizza box for Vice City in this example). The object will only be affect == Keywords ==
    3 KB (544 words) - 05:36, 1 February 2017
  • ...atches the name <code>bullion</code>]] and can only be picked up while the player is in a vehicle. Every pickup collected increases your [[Wanted level|chaos == Keywords ==
    2 KB (250 words) - 00:36, 4 December 2016
  • ...n between the explosion and SFX is [[hardcoded]]. The range is how far the player can be in meters before the sound diminishes. For III v1.0, the location of == Keywords ==
    4 KB (487 words) - 15:06, 15 January 2017
  • == Keywords == * {{Icon|VC}} [[04A8]], checks if the player is in a boat
    2 KB (332 words) - 02:49, 16 November 2016
  • ...owing example, using Sanny Builder, will spawn a ped in a car close to the player character. == Keywords ==
    2 KB (337 words) - 05:03, 15 April 2017
  • == Keywords == * {{Icon|VC}} [[0490]], checks if the player has the specified weapon
    3 KB (450 words) - 19:43, 7 July 2017
  • ...ues are invalid and can crash the game. Setting an animation group for the player produces no effect.. == Keywords ==
    2 KB (258 words) - 21:58, 3 June 2016
  • [[00E1]]: player <span class="m">0</span> pressed_button <span class="m">14</span> <span cl == Keywords ==
    2 KB (362 words) - 00:13, 9 February 2017
  • ...ches the name <code>donkeymag</code>]] and can only be picked up while the player is in a vehicle. There are a total of 106 pickups and their locations are [ == Keywords ==
    5 KB (444 words) - 01:09, 4 December 2016
  • == Keywords == * {{Icon|VC}} [[04AA]], checks if the player is in a helicopter
    858 bytes (124 words) - 07:48, 4 December 2016
  • == Keywords == * {{Icon|3}} {{Icon|VC}} [[0170]], gets the heading of the player
    679 bytes (88 words) - 00:13, 20 November 2016
  • ...delString|matches the name <code>money</code>]]. When it is picked up, the player is given the set amount of money. This opcode is almost equivalent to opcod == Keywords ==
    1 KB (181 words) - 23:47, 26 December 2016