Gta Sa Ped Spawner
Current version: | Alpha 8 (Alpha 9) (!) |
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Developed by: | Sacky |
Supported games: | GTA SA |
SA Limit Adjuster is a tool created by Sacky that can let you control the upper limits the game has created and other settings that is cool to fool around with. The latest version is Alpha 8 (apparently Alpha 9 in the settings file) and is probably the last version ever made.
Installation
Copy all the files from the SA_Limit_Adjuster folder into your GTA: San Andreas directory folder.
Settings
Section | Item | Default Value | Description |
---|---|---|---|
DYNAMIC LIMITS | Building | 13000 | increase this limit to map more static objects |
Dummys | 2500 | increase this limit to map more static objects | |
PtrNode Doubles | 3200 | increase this limit to map more static objects | |
IPL Files | 256 | increase this limit to map more static objects | |
Stunt Jumps | 256 | Maximum number of stunt jumps allowed | |
ColModels | 10150 | Maximum number of defined collision models allowed | |
Collision Files | 255 | Maximum number of collision files allowed. One collision file can hold multiple collision models | |
QuadTreeNodes | 400 | ||
QuadTreeNodes2 | 40 | ||
MatDataPool | 4096 | ||
AtmDataPool | 1024 | ||
Vehicles | 110 | Maximum number of vehicles that is allowed to be created through the mission script files | |
Vehicle Structs | 50 | Maximum number of vehicle models that is allowed to be loaded through the mission script files | |
Peds | 140 | Maximum number of peds that is allowed to be created through the mission script files | |
Polygons | 5000 | Maximum number of polygons a model is allowed to have | |
PtrNode Singles | 70000 | ||
EntryInfoNodes | 500 | ||
Objects | 350 | Maximum number of dynamic objects that is allowed to be defined | |
Tasks | 500 | ||
Events | 200 | ||
Point Routes | 64 | ||
Patrol Routes | 32 | ||
Node Routes | 64 | ||
Ped Attractors | 64 | ||
Entry Exits | 400 | Maximum number of ENEX entries that is allowed to be created through the IPL files | |
Streaming Memory | 50 | Streaming memory in MB (For static and dynamic map objects) | |
Streaming Vehicles | 22 | Streaming memory in MB (For vehicles) | |
IMG Headers | 5000 | ||
STATIC LIMITS | Timed Objects | 227 | Maximum number of tobjs allowed to be defined in the IDE files |
Vehicle Models | 212 | Maximum number of entries allowed to be defined in the vehicles.ide file | |
Ped Models | 278 | The number of ped models defined in ped.ide | |
IDEs | 14000 | Maximum number of IDE entires allowed in the IDE files | |
CarMods | 70 | The number of carmods defined in carmod.dat-file | |
Water Planes | 1021 | Maximum number of water planes allowed to be created | |
CarCols | 128 | Maximum number of car colors allowed to be defined in the carcols.dat file | |
Current Mission | 69000 | Maximum limit in bytes allowed in the mission section of the main.scm | |
SCM Locals | 1024 | Number of local variables which can be used in main.scm | |
SCM Threads | 96 | Threads which can be created in a script | |
Weapon IDs | 47 | Number of weapons | |
Aiming Offsets | 21 | ||
Weapon Objects | 51 | ||
Map Bounds | 12000.0 | The boundaries in which you can place objects. The center of the map is (0;0). Divide this value by 2 to get the distance how far you can go away from this point. | |
LOD Distance | 300.0 | The distance of objects which should have an collision (Usually objects with an LOD value greater than 300 will have no collision) | |
Markers | 175 | Maximum number of markers allowed to be created during gameplay | |
Garages | 50 | Maximum number of garages that is allowed to be defined in the IPL files | |
Pickups | 620 | Maximum number of pickups that is allowed to be created during gameplay | |
Players | 8 | The number of player structures allocated. | |
SCM Block | 200000 | Maximum limit in bytes allowed in the MAIN section of the main.scm | |
MULTIPLIERS | Vehicles | 2584 | |
Vehicle Structs | 788 | ||
FILES | gta_sa.set | gta_sa.set | Directs the game to load this file (needs paths relative to the GTA directory folder) |
MODULES | user32.dll | user32.dll | |
COLOURS | All colors are in RGBA format | ||
Health Bar | B4191DFF | Health bar color (and anything red like enemy markers, etc.) | |
Money Font | 36682CFF | The color of the cash label | |
Title Menu | ACCBF1FF | The main color of the letters in the main menu. | |
Title Menu Border | 000000FF | The color of the border of the letters in the main menu | |
Wanted Level | 906210FF | The color of the wanted-stars. | |
Radio Station | 969696FF | The color of the letters which are shown when changing the radio station in a car | |
MODELS | CopCar 1 | 599 | Countryside cop car |
CopCar 2 | 596 | Los Santos cop car | |
CopCar 3 | 597 | San Fierro cop car | |
CopCar 4 | 598 | Las Venturas cop car | |
CopCar 5 | 523 | Police motorcycle | |
CopPed 1 | 283 | Countryside cop | |
CopPed 2 | 280 | Los Santos cop | |
CopPed 3 | 281 | San Fierro cop | |
CopPed 4 | 282 | Las Venturas cop | |
CopPed 5 | 284 | Motorcycle cop | |
Ambulance 1 | 416 | Supposedly Los Santos Ambulance | |
Ambulance 2 | 416 | Supposedly San Fierro Ambulance | |
Ambulance 3 | 416 | Supposedly Las Venturas Ambulance | |
Medic 1 | 274 | Los Santos paramedic | |
Medic 2 | 276 | San Fierro paramedic | |
Medic 3 | 275 | Las Venturas paramedic | |
Firetruck 1 | 407 | Supposedly Los Santos FIretruck | |
Firetruck 2 | 407 | Supposedly San Fierro FIretruck | |
Firetruck 3 | 407 | Supposedly Las Venturas FIretruck | |
Fireman 1 | 277 | Los Santos fireman | |
Fireman 2 | 279 | San Fierro fireman | |
Fireman 3 | 278 | Las Venturas fireman | |
TaxiDriver 1 | 262 | A cap driver | |
TaxiDriver 2 | 261 | ' | |
TaxiDriver 3 | 220 | ' | |
TaxiDriver 4 | 234 | ' | |
TaxiDriver 5 | 182 | ' | |
TaxiDriver 6 | 206 | ' | |
Enforcer Replacement | 427 | The cop truck model id | |
SWAT Ped Replacement | 285 | The id of the swat ped model | |
FBI Rancher Replacement | 427 | The id of the FBI rancher vehicle model | |
FBI Ped Replacement | 286 | The id of the FPI ped model | |
Rhino Replacement | 432 | The id of the tank vehicle model | |
Barracks Replacement | 433 | The id of the army truck vehicle model | |
Army Ped Replacement | 287 | The id of the soldier ped model | |
Police Maverick Replacement | 497 | The id of the police helicopter vehicle model | |
SAN Maverick Replacement | 488 | The id of the San Andreas News helicopter vehicle model | |
Police Weapon 1 | 3 | Nitestick | |
Police Weapon 2 | 22 | Pistol | |
SWAT Weapon | 28 | Micro SMG | |
FBI Weapon | 29 | MP5 | |
Army Weapon | 31 | M4 | |
GRAPHICS | Ped Dynamic Shadows | 1 | Ped's dynamic shadow at high or very high visual FX quality |
Map Dynamic Shadows | 1 | Map's and car's dynamic shadow at medium or higher visual FX quality | |
License Plate Texture Filtering | 1 | ||
Texture Filter 1 | 2 | ||
Texture Filter Min | 3 | ||
Texture Filter Max | 2 | ||
Shadow Wrapper 1 | 3 | ||
Shadow Wrapper 2 | 10 | ||
Diffuse Texture Wrap | 1 | ||
Alpha Blend | 6 | ||
Object/Vehicle Shadow Cull | 4 | ||
Character Shadow Max Size | 128 | ||
Character Shadow Min Size | 64 | ||
Vehicle Vertex Alpha | 1 | ||
Vehicle UV Ref Flags | 17 | ||
Vehicle Texture Trans Flags | 259 | ||
Vehicle Lighting | 1.0 | Intensity of vehicle's headlights and taillights | |
Stencil Shaded Opacity | 6 | Map's and car's dynamic shadow opacity | |
Cloud1 Height | 200.0 | High-altitude cloud's height in units | |
Cloud2 Height | 200.0 | High-altitude cloud's height in units | |
Zone Text | 1 | Show zone's text when entering a zone | |
Vertgio | 1 | Motion blur effect | |
Speed Limiter | 1 | ||
Heat Haze | 1 | Heat haze effect | |
Max AI Vehicles | 85 | Maximum number of npc vehicles creatable by a script | |
Max AI Peds | 25 | Maximum number of npc actors createable by a script | |
Ped Density | 1.0 | The density multiplier for npc actors. This can be overwritten by a script | |
Vehicle Density | 1.0 | The density multiplier for npc cars. This can be overwritten by a script. | |
Law Vehicles | 1 | ||
Time Format | %02d:%02d | The format of the time label (in C format) | |
Time Position X | 0.0015625 | The X-coord of the position of the time label | |
Time Position Y | 0.002232142957 | The Y-coord of the position of the time label | |
Weapon Ammo Format | %d-%d | The format of the weapon ammo label | |
Enable Ads | 0 | Disables ads seen when loading the game | |
Window Name | GTA: San Andreas | The name of the application running | |
Windowed | 0 | Starts the game in full screen or windowed mode |
- It is not just a ped spawner as instead of using the menu stuff you can also get peds from off the street. Press 4 to call a ped. Will not 'generally' call male peds but that's a different story, literally. Press 5 to call nearby gang members who are not already in a group.
- GTA San Andreas Mods. Building Mods (179) CLEO 3 Mods (455). Greater Ped and vehicle visibility. Alternative Car Spawner v1.1.
- Here it is, yet another spawner script. This script allows you to spawn vehicles and peds alike. Not only can you spawn vehicles, and peds, you can also spawn various objects and also alter them in different ways upon spawning them. Now you can also spawn pickups! Some of the ways you can alter peds is by giving them different tasks. Those tasks include: - Stand Still: Spawns the.
Tsunami, Dyom, Spiderman Mod, Zombies, Sharks, Car Spawner, Hot Coffee, Skin Selector and more Cleo Mods! Check these best mods for gta.Best GTA San Andreas mods ever made since the beginning of GTA SA modding. In this video I featured mods like Superman, Gravity Gun, Surfing mod,.GTA SA Android Mods! IronMan Mod, First Person, Skin Selector, Fly Cheat, Tsunami Mod, Car Spawner. GTA San Andreas Mods. Building Mods (179) CLEO 3 Mods (455) GGM Mods (28) Map Mods (156). Greater Ped and vehicle visibility by TGToby Cool Parkour Mod by thenaviniko. Alternative Car Spawner v1.1 by Boxfactory Time Stopper.
See also
External links
- GTAForums: Release topic
v · d · e Grand Theft Auto: San Andreas | |
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File Formats | .b • .col • .cfg • .cut • .dff • .dat • .fxp • .gxt • .ide • .ifp • .img • .ipl • nodes*.dat • .ped • .rep • .rrr • .scm • .set • .txd |
Documentation | Audio • Cryptography • Cutscenes • Game memory • Handling.cfg • Map Listing • Mission Packs • Opcodes • Paths • Replays • Saves • Scripts • Sound Effects • Statistics • Vehicles • Wanted levels |
Tools | CLEO • Collision File Editor II • ENBSeries • G-Tools • IMG Tool • Limit Adjuster • Map Editor • Mod Loader • San Andreas Audio Toolkit • Sanny Builder • TXD Workshop • Magic.TXD |
Tutorials | San Andreas v2.0 Modding • How to create a mission • How to create a script • How to use Map Editor • Vehicle Mod Installation |
Modifications | Design Your Own Mission • Gostown Paradise • GTA: United • Myriad Islands |
Multiplayer | gtaTournament • Multi Theft Auto • San Andreas Multiplayer • (more..) |
Useful links | Community Portal • Discussion Forums • Modding Forums • Mods on GTAGarage.com • Mobile Modding • Opcodes Database |
Spawning a ped (also called character or actor) is not as simple as inserting one line. There are steps that need to be taken in order to successfully spawn a ped. This tutorial will show you the basic steps of spawning a ped using a format used in Sanny Builder. These examples are for San Andreas but with minor tweaks can be used for GTA III and Vice City.
- 3Create your ped
Create your script
First, create a script. Here is an example:
Load your model
It is very important that the model of your ped has been loaded into the game. If your create a ped with an unavailable model, the game will crash. You can find a list of all peds available to use in the default.ide file for GTA III and Vice City or the peds.ide file for San Andreas. The script uses the ped's IDE number but Sanny Builder supports using the ped's model name with a hash character. Let's try the first ped in the list, BFORI.
Gta Sa Ped Spawner Cleo 4
An alternative way to load the models involves more code but the game would not pause for the models to load like the code above. It uses an IF statement with the conditional opcode 0248.
There are some ped-spawning opcodes that do not require the ped's model to be explicitly loaded. See below for more information.
Create your ped
Gta San Andreas Simplified Ped Spawner
Now you can use the primary opcode to create a ped: 009A. The opcode includes the ped's pedtype and the coordinate to spawn the ped. Sanny Builder has a built-in coordinates tool. Go to Tools>IDE Tools>Coords manager.. or use the shortcut Ctrl+Alt+1 while the game is running. This will show the current position of your player character.
Other opcodes
There are other opcodes that also spawn a ped in different situations, including:
- 0129, creates a ped as a driver in a vehicle.
- 01C8, creates a ped as a passenger in a vehicle.
There are opcodes that can spawn a random ped without the need to request the model of the ped.
- 0376, creates a random ped.
- 0560, creates a random ped as a driver in a vehicle.
- 0561, creates a random ped as a passenger in a vehicle.
Ped type limitation
Some pedtypes are limited to be compatible to specific models or else the game may crash.
- Pedtype 6 can only be used with models between 0 and 4 (#null, #cop, #swat, #fbi, #army).
- Pedtype 16 can only be used with model 5 (#medic).
- Pedtype 17 can only be used with model 6 (#fireman).
Release your model
After the ped is created and the model is no longer needed, release it using opcode 0249.
Set your ped
You can now add settings and attributes to your ped, like rotating your ped or adding animations to your ped. The variable[email protected] is the handle of your ped, like an identifier. Use this variable when using opcodes specific to your ped. You can search these opcodes by using Sanny Builder's Opcode Search Tool. Go to Tools>IDE Tools>Opcode Search.. or use the shortcut Ctrl+Alt+2. Then type actor in the search box to find a list of named opcodes related to it. Ctoni 2 sample report. When you no longer need the ped, mark it as no longer needed using opcode 01C2 so that the game can remove the ped for you.
Full example
External links
- Screenshots of all ped models in GTA III
- Screenshots of all ped models in Vice City