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PostPosted: Sat Dec 10, 2011 2:16 am 
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Slope bug: Walls after slopes won't stop you if the block after the slope is set to air or is empty

Also, this one is pretty known (I guess), and I'm quite surprise it hasn't been added yet: If you have a wanted level and drive around in an RC car and you find a ped cop, the cop behaves weird.

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PostPosted: Thu Dec 29, 2011 4:26 am 
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gangs only use the first weapon on multiplayer

setting the can drive over cars flag for wrecks has no effect

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PostPosted: Sat Mar 31, 2012 8:56 am 
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Quite known but yet unmentioned weirdness:

Angles for phones rotated by 90 degree.
Why the heck they didn't simply turn those three little graphics instead of having two different angles, one for phones, one for all the other things? It's the first thing I do when making custom .STY files: correctly rotated phone graphics.


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PostPosted: Sat Mar 31, 2012 10:42 am 
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JohnTooray wrote:
It's the first thing I do when making custom .STY files: correctly rotated phone graphics.

I would recommend using Epic GTA2 Map Editor to place and rotate the phones (or any other objects), then you cant make them wrong.

Also, i wonder, which side is "up" side with phones? The tutorial doesnt tell this.

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PostPosted: Sat Mar 31, 2012 11:23 am 
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I've always wondered that as well.

And by the way, my tutorial does say what 'up' is, its just called north. South is down etcetera. Simple!

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PostPosted: Sat Mar 31, 2012 3:03 pm 
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Pyro wrote:
And by the way, my tutorial does say what 'up' is, its just called north. South is down etcetera. Simple!

I mean which side of the phone is "up" side...

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PostPosted: Sat Mar 31, 2012 4:07 pm 
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T.M. wrote:
I would recommend using Epic GTA2 Map Editor to place and rotate the phones (or any other objects), then you cant make them wrong.


Normally I would agree. But with my old notebook it isn't that easy with your editor... Also when dealing with multiple scripts and missions at once and doing mostly copy-paste-action is more comfortable with Notepad++. ;)


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PostPosted: Tue May 01, 2012 6:45 am 
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The game crashes, if you make a KILL_FRENZY and use only IF(LOCATE_CHARACTER_ANY_MEANS) to edit the wanted level........... (This problem i have actually ^^)


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PostPosted: Wed May 02, 2012 11:04 pm 
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ATTENTION
If you have been making GTA2 mods for less than 1 year, start a separate thread before posting to this 'weirdness' topic.

Why? Because it's probably something you've done wrong, rather than something weird about GTA2.

Thank you.

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PostPosted: Wed Jun 06, 2012 12:09 pm 
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I've been messing with CHECK_WEAPON_TYPE_HIT_CHAR and observed some peculiar behaviour.

It DOES work but in a very limited fashion. It appears to function for every on-foot weapon except throwables and Fists(didnt test for ped fists, though), though i havent tested it with the Electro Baton, neither direct or indirect impacts on characters with these weapons seem to trigger it.
Nor does it seem to function with car mines, or car bombs, vehicle machine guns do work as it works with pistol/MG bullets as well.

Strangest part is that once a check successfully occurs it blocks out every other check from happening, so if a ped who reacts to shotguns and bullets got hit by a bullet it would no longer trigger on shotguns, and visa versa. Deleting the character and respawning it seemed make nothing trigger it anymore, and most likely requires a new character for the job.
So yeah it still works if you only need it for one weapon. Triggers in the exact same way with and without invulnerability.

Edit: Well nothing else seemed to work. Though i imagine car-weapons based off of hand weapons like the Car-Flamethrower and Vehicle MG's, and the Tank Gun/Turret should work as their respective handheld counterparts. There's alot of weird damage types too, such as BY_UNKNOWN_WEAPON, and even BY_PUBLIC_TRANSPORT! Heh, getting run over by a bus of all things...


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PostPosted: Wed Jun 06, 2012 12:33 pm 
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thanks for this. shows again that gta2 reverse engineering is a scientific dicipline for itself

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PostPosted: Sat Oct 06, 2012 3:08 pm 
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Syntax: [ Download ] [ Hide ]
Using GTA2 Script Syntax Highlighting
SET_GANG_INFO (copgang, 4,GRENADE,GRENADE,GRENADE,4, 0.0,0.0,0.0,2,COPCAR,5)
SET_GANG_INFO (copgang, 0,GRENADE,GRENADE,GRENADE,4, 0.0,0.0,0.0,2,COPCAR,5)
Parsed in 0.020 seconds, using GeSHi 1.0.8.10

Those two combinations gives you normal working cop cars as gangcars, even army remap is overwritten for the drivers.

Syntax: [ Download ] [ Hide ]
Using GTA2 Script Syntax Highlighting
SET_GANG_INFO (copgang, 4,GRENADE,GRENADE,GRENADE,4, 0.0,0.0,0.0,2,JEEP,5)
SET_GANG_INFO (copgang, 0,GRENADE,GRENADE,GRENADE,4, 0.0,0.0,0.0,2,JEEP,5)
Parsed in 0.019 seconds, using GeSHi 1.0.8.10

Like before normal cop car behaviour and army remap is also overwritten, but these crash the game if a gang car is chasing you or the drivers leave the car.


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PostPosted: Tue Oct 30, 2012 11:08 pm 
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random code produces somehow random remap on peds :lol:
Syntax: [ Download ] [ Hide ]
Using GTA2 Script Syntax Highlighting
PLAYER_PED p1 = (130.7, 120.8, 2.0) 26 26

COUNTEr bla=1

COUNTER ped=0
LEVELSTART
     CHAR_DATA char

     WHILE_EXEC(bla=1)
     IF(HAS_CHAR_PUNCHED_SOMEONE(p1))
     STORE_LAST_CHAR_PUNCHED(p1,ped)
      SET char=(ped+100)
      SET_CHAR_INVINCIBLE ( char , ON )
     ENDIF
     
     ENDWHILE
     
LEVELEND
Parsed in 0.020 seconds, using GeSHi 1.0.8.10


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PostPosted: Wed Oct 31, 2012 12:21 am 
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Jones wrote:
random code produces somehow random remap on peds :lol:

That is weird.


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PostPosted: Wed Oct 31, 2012 2:07 pm 
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Sektor wrote:
Jones wrote:
random code produces somehow random remap on peds :lol:

That is weird.

Maybe it modifies the raw binary data in the ped+100, going out of bounds somehow. Using this bug, we could do a lot more than just that, now when we know the format of each of the commands. Too lazy to try it atm. Someone else try it?

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PostPosted: Sun Dec 02, 2012 2:55 pm 
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Well while testing i found out that IS_CHAR_FIRING_IN_AREA does not trigger upon the use of Molotovs or Grenades, resulting in free kills in the underground metro shop i built without everyone suddenly shooting you to bits.
Havent checked other similar commands though, neither did i test this command with an Electro Baton, but that weapon is harmless anyway. Every other weapon does seem to trigger it normally.

If you're curious the exact circumstances are below.
The complete command was:
IF(IS_CHAR_FIRING_IN_AREA(Player1, 48.5, 162.5, 1.0, 32.0, 14.0))
Which happened to be playing in a mission file called wsd_st2.mis if that matters any bit.
Edit: And it was GTA2 version 11.43.

I wonder if the other fire checking commands have the same issue...


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PostPosted: Sun Dec 02, 2012 7:28 pm 
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Jones wrote:
random code produces somehow random remap on peds :lol:
Syntax: [ Download ] [ Hide ]
Using GTA2 Script Syntax Highlighting
PLAYER_PED p1 = (130.7, 120.8, 2.0) 26 26

COUNTEr bla=1

COUNTER ped=0
LEVELSTART
     CHAR_DATA char

     WHILE_EXEC(bla=1)
     IF(HAS_CHAR_PUNCHED_SOMEONE(p1))
     STORE_LAST_CHAR_PUNCHED(p1,ped)
      SET char=(ped+100)
      SET_CHAR_INVINCIBLE ( char , ON )
     ENDIF
     
     ENDWHILE
     
LEVELEND
Parsed in 0.020 seconds, using GeSHi 1.0.8.10

How does the randomness appear? I tested the code but nothing happened.

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PostPosted: Tue Dec 04, 2012 10:27 pm 
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here is a screenshot. the marked peds have been punched by me and have obviously changed their remap. I used scriptpad with newest gta 2 version and running on win7. It looks like the peds become GANG_GRAPHIC instead of DUMMY_GRAPHIC.


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randomness.png
randomness.png [ 823.26 KiB | Viewed 810 times ]
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PostPosted: Thu Apr 04, 2013 6:30 pm 
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(Oversight) and/or (Bug) - Creating a character inside a tank as ROAD_BLOCK_TANK_MAN occupation will make them try and shoot the player from miles away. Workaround: Do a check to see if the tank is on-screen first and then add a character inside the tank with the RBTM occupation. It will still try and shoot you off-screen afterwards but at least you won't get rocket-sniped right away.

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