📄 readme.txt
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GTA San Andreas Control Center Read-Me
This is our latest open source trainer project for GTA Series. We hereby thank to
all coders for finding memory locations, coding several functios and gtaforums.com
for providing us a communication platform during the development of the control center.
The GTA SA Control Center is a moddable trainer with several controls for player,
vehicle, weather and gameplay, integrated garage editor with mod support, integrated
cheat inserter and editor, a teleport center with game map for visual teleporting,
123 console commands freely mappable to keyboard for in-game controlling, and several
bonus features. The control center currently supports the v1.0 and v1.1 of GTA SA.
Some functions are bound to SCM, and are available only if you are using the original
SCM. If you uncheck the 'is SCM Original' checkbox on Page 6, you can use the control
center safely for all functions, except for the girlfriend progress controls (which
then become disabled).
Installation:
You do not have to use the Full-Installer to run the control center. However, you will
still need following microsoft user-controls, and Microsoft Visual Basic 6 Runtime SP6:
Comdlg32.ocx
Mscomctl.ocx
Tabctl32.ocx
If you have decided for a manual install, just unpack the zip in a clean folder,
make sure that the car pictures are copied in a subfolder named: \CarPics
Following files are configuration files of the control center, and they will
automatically be created in case they are inconsistent, or do not exist:
GTASACarPics.dat
GTASACheats.dat
GTASAConfig.dat
GTASAConsole.ini
GTASAData.dat
GTASALocs.dat
Please see the Appendix A for detailed description of these files, and how to
edit them to mod control center.
General Control Logic:
All of the user-controls on the control center form have tool-tips. Please read the
tooltips in case you are not sure what the given control does, and how to use it.
Dynamic Game, Player and Vehicle values/stats are mostly controlled with a checkbox,
a scroll-bar and a button. The checkbox represents the value of the value on its
caption. You can alter the value using the scroll-box. If GTA SA is running, and
you have loaded / started a game, the relevant value will automatically be changed
in game memory. The button will change the scroll-value to a value that is represented
on the button caption (either 0 or max). If you check the checkbox, the value you have
set will be locked, and the in-game memory will accordingly set to this value as soon
as this value gets changed by the game. GTA SA is not always happy with us changing
its memory too much, so each locked status bring a small crash risk. If you are using
the control center with all the stats locked, please save your game progress often.
If you want to alt+tab out of the game to use the control center, please click ESC
first to bring-up the game menu, and then alt+tab out of the game. GTA SA is also
not happy with players that leave gameplay in the middle of some DirectX animations.
GTA SA Control Center needs to syncronize to the game in full due to excessive memory hooks.
Please start the control center after you have started gta_sa, and loaded/started a game.
If your system does not allow you to alt+tab out of the game to start the control center,
you can also start the control center first, then the game. However, in this case, please
avoid hitting any of the shortcuts that you have defined until your savegame is fully
loaded, or a new game has fully started. Please also give a couple of seconds for the
syncronization before you use the shortcut keys.
If you also want to disable the message box that says you need to start control center
after you have started the game, please edit the GTASAConsole.ini file, and find the line
InfoMsg=1 and change it to InfoMsg=0
Page 1: Vehicle and Game Data
Control Center helps you out with almost all concepts related to vehicles.
You can set your current car to Explosion-proof (EP), Damage-proof (DP),
Bullet-proof (BP) and Flame-proof (FP). You can also lock these properties by checking
the "Prevent Car taking damage from" checkbox. That is, these specialities will be
carried to every car you get in, or set back in force when GTA SA changes them after
some cutscenes. If you do not prefer setting your car to DP, you can also control
the engine health using the relevant scroller. You can lock the engine health to
a given pct. Please note that GTA changes the engine health to different values
during missions, and if you lock the engine health using the control center during
missions, GTA renders your vehicle as non-usable, resulting the car any the player
to explode. Please use the 'do not burn' and 'do not explode' checkboxes to prevent
the car burning / exploding due to damage caused by collisions. Also, the wheel damage
is handled separately in GTA SA. You can check the 'prevent wheel damage' checkbox
to prevent wheels of your car, and the car/trailer you tow from getting any damage.
As you check this checkbox, your tires will also automatically be repaired.
If you change the weight of a car in handling.cfg, all cars of that type will have the
same weight. On the Control Center, you can change only the weight of YOUR car. That
is, if you set your car to 400 Tons, you can kick everything out of city boundaries,
including the same type of cars as you drive. If you lock this setting, the car weight
will be adjusted for your new cars as soon as you get in a new car. You will also get
an on-screen feedback on the current status of your new car. By changing the car
weight, the max speed, grip and suspension levels are automatically normalized to
the new car weight so that you will not notice any handling changes as you change the
car weight. Setting the car weight to 100 Kg's is a lot of fun. You can drive
around as you like, but if you hit people, you will be thrown several hundread
meters away. The Damage-proof speciality is also set by changing the car weight.
Higher weights over 2 Tons let you crush other cars, but if you hit a wall, your car
gets the same damage itself. So it is too risky to drive a 50 Ton car without the
damage-proof speciality. The Car Specialities and 'Prevent Wheel Damage' checkbox
sets the relevant dynamics for the vehicle you are driving, and the vehicle or
trailer that you are towing.
You can lock or open your car doors by selecting 'open' / 'locked' option boxes.
If you also check the "Car Doors" checkbox, console decides for you: If you like
to keep your doors locked, your doors will be locked as soon as you get in any car.
They will also be locked after you get out. However if you try to get back in the
same car, they will be opened for a second to let you in (please assign 'open car
doors' console command to the same key that you use to enter a vehicle in game)
The cars have 2 main colors in GTA SA. A major and a minor color. The major color is
the color of most parts of the car. The minor color is for example the color of the stripes.
You can paint both of the colors of your current car by doubleclicking on the
assigned color box. You will then get a color selection window as in the garage
editor. The available car colors are originally read from the carcol.dat file in GTA SA
directory. If you have modded the car colors in game, you can also mod the control
center to respect these changes. On car selection dialog window, you can select the
color by doubleclicking, or by clicking on the color and then "OK" button. Cancel
returns back without any changes. By using the checkboxes in the Major and the Minor
Colorboxes, you can lock the color. If you also check the "Car Color:" checkbox,
your new car will also be painted as soon as you get in.
Some parked cars have alarms. If you check the 'automatically stop car-alarms'
checkbox, the control center checks the alarm status of the car as you enter in,
and sets the alarm back in case it goes off.
A new concept in GTA SA is that the vehicles get stalled if you fall in water, or crash
too hard. Normally, the car would not survive in both cases, but using the control
center you can bring the car out of the water. The engine remains however stalled,
and you cannot drive the car until you get out, and get back in. To prevent that,
you can check the 'automatically restart car when stalled' checkbox, and your car
engine will always run.
On some missions, you need to contol a RC car and drive/fly it as necessary.
The 'control also RC cars' checkbox will help control center properly initialise this
RC vehicle, so that you can apply normal vehicle specialities (as EP/DP.., weight, etc.)
to the RC car, increase its speed, take a markup location, and transport this RC vehicle
to the markup location.
There is another new concept in GTA SA: the number plates on the applicable vehicles.
This function is under construction, but with the next version of control center, you will
be able to not only read (as in this version) but also set the number plate on your vehicles.
In GTA SA, you can normally fly with planes and helicopters, but not with cars.
The flight assistance helps you freeze your car on air, so that you can 'fly' with
your car as if you were flying an UFO. In that case, please use the speed console
commands to control the car on air, as normal in-game controls will not work on air.
Please note that the 'flight assistance' is not for the planes, as it freezes the
vehicle on air, rendering in-game plane flight controls useless. Flight assistance
automatically sets the Z speed to a given percentage if your car starts to fall.
You can select the Flight-assistance percent from the scroll box. This percentage
level is car specific, and 100% is the maximum speed that your car can reach by
free-falling. So if you keep the percentage around 2% or 3%, your car will hang in
the air like a heli. (it will move up and down very slightly due to wind conditions.)
GTA SA uses a three dimensional speed and spin model. Movements in X dimension heads
to North for positive values of X, and South for negative values. Positive values of
Y heads to East, and negative values to West. For Z speed, positive values makes the
car go up, and negative, go down. The Percentage levels are from -400% to +400%.
That means you can set the speed of your car up to 4 times of its max speed. The
spins are also much like the same for X and Y spins. The positive values of Z spin
causes a spin in counterclock direction, and negative values in clock direction.
With the "stop" buttons near the relevant spin/speed values, you can stop the speed
or spin in only one coordinate, or in all coordinates (freeze car).
The Set Car Direction options are for setting your car in 8 directions (North,
Northeast, East, Southeast, South, Southwest, West, Northwest), fully leveled to
the ground. Kickstart Car function sets the car position as in Set Car direction
function, and gives the car additionally a car-speed on the direction. The speed
level is also adjustable in percentages. The "Don't Burn" and "Don't Explode"
checkboxes are for automatically controlling the car damage and burn status.
If you choose "Don't Burn", the "Don't Explode" option is also checked. That is,
if your car starts burning, the burning flag will be set back, and your car will
be repaired automatically (except for the textures). If you choose only the
"Don't Explode" option, and your car starts burning, it will burn forever, but
never explode as long as you are in the car. The "Flip Car" button flips the car
on 4 wheels, and back.
In case you load another saved game, or start a new game, GTA SA might assign a
new pointer to the player in memory, and some player and car specific commands
do not work. Please restart the control center, or click on 'Re-sync to GTA SA'
button to re-syncronize all the game pointers. With the 'set money' button, you
can enter a money value to set the in-game player money amount to the given amount.
If you cheat within the game using the GTA SA internal cheats, a 'cheated' flag
gets set, and everytime you want to save your game, you get a nag screen. By
clicking on the 'clear cheated status and count' button, you can set this flag
back to zero, and clear the stats value 'Times cheated' in GTA SA.
The GTA San Andreas game time respects the time, and weekday, but not the months
or seasons. Using the scroll-box or console commands, you can game time in hours.
The control center takes care of the changes in weekdays and days passed in game
as you change the game time. In the in-game clock, the clock speed is set to
1 real seconds = 1 game minutes. You can change this value using the relevant
scroll-box, completely freeze the game clock, set it to 1 real minutes = 1 game
minutes, or any other value, represented as percentage to original game clock
speed. The game speed is controlled seperately. Using the assigned scroll-box,
or the console command, you can change the game speed from 10% to 1000% of the
original speed. Please note that the changes in game speed changes the complete
game-play, so slowing down means that the player and movement animations, the
game respond to your mouse and key controls also slow down.
The Game Time, Clock Speed and Game Speed sliders will start with the caption
'(unknown)' until the game values are read from GTA SA. You can then change these
values as you like.
There are 46 different weather animations in game from scorching hot to storming
weather. The 'Current Weather' selection combo represent the current weather in
game. As you pick a new weather from the combo, the game weather automatically
gets set. The new weather will remain for a while, and will automatically get
re-set to another value that is relevant to your location in game (ie. you get
sand-storms only in desert etc.). The selected weather remains for about 5 to 10
minutes. You can also set the weather selection as a keyboard shortcut to change
game weather using shortcut keys. If you lock the selected weather, gta sa will
still change it for day/night animations, but the weather specifications like
rain or clear sky will remain unchanged (ie. locked). You can also set the weather
selection as a keyboard shortcut to change game weather using shortcut keys.
GTA SA has introduced the girlfriends concept to game-play, and yes, you can
change / lock the ongoing process with the girlfriends. Please note that you have
to have the given girl as girlfriend so that these sliders actually work. As you
get a new girlfriend, the progress gets set to 20% by the game. Also, if you have
set the on-going girlfriend progress to 100% using the control center, you will
still have to date with the girlfriend once more to get the girlfriend specific
presents. The girlfriend progresses are coded within the SCM block, and those
sliders only work if you are using the standard SCM. You can still experiment
with the progress sliders. If you are lucky, they might still work. If not, your
ongoing game will get damaged. For this reason, we have implemented the checkbox
'is SCM Original' on Page 6 of the control center to leave this decision to you.
The Car Spawner function is courtesy of Jacob. This function requires an ASM code
to be injected to the executable. The control center checks if the code is already
injected or not. If injected, you can use the spawn car button and the relevant
console command to spawn any kind of vehicle right in front of the player. The
control center also checks if the code is injectable or not. If you are using
a gta_sa.exe version that we have not yet tested, this checkbox will remain
disabled with the status caption 'code not injectable'. If the code is injected,
you can select a vehicle from the combo box to spawn, or click on 'pick' button
to bring the garage editor car selection screen to select one of the vehicles.
Please note that the car selection screen has only parkable vehicles. You can
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