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Hey guys!

Today I've mostly spent my time going through endless amount of scripting. It's fascinating and I'm slowly working out how the scripts for the game work.

Anyway, onto the topic, I recently discovered the Export mission script - added in the import/export update. It contains absolutely everything (duh) about export missions, including

  • All the cars that are allowed to spawn
  • Where cars should spawn
  • Which cars are for enemies
  • What colors the cars should be
  • What colors enemy cars should be
  • Where the cars are allowed to spawn
  • What peds/other cars cars are allowed to spawn with
  • ...And much more. But what stood out to me was the list of cars that are generic across the missions. Those are, Buccaneer Custom, Faction Custom, Moonbeam Custom, Futo, Dominator, etc....but, lots of cars that were added in subsquent update are found on the list but are currently listed as "false". Take a look:
bool func_244(int iParam0, int iParam1)//Position - 0x10424
{
	switch (iParam0)
	{
		case joaat("faction2"):
		case joaat("buccaneer2"):
		case joaat("chino2"):
		case joaat("moonbeam2"):
		case joaat("primo2"):
		case joaat("voodoo"):
			return true;
			break;
		
		case joaat("sabregt2"):
			if (!Global_262145.f_12218)
			{
				return false;
			}
			else
			{
				return true;
			}
			break;
		
		case joaat("tornado5"):
			if (!Global_262145.f_12219)
			{
				return false;
			}
			else
			{
				return true;
			}
			break;
		
		case joaat("virgo2"):
			if (!Global_262145.f_12217)
			{
				return false;
			}
			else
			{
				return true;
			}
			break;
		
		case joaat("minivan2"):
			if (!Global_262145.f_12220)
			{
				return false;
			}
			else
			{
				return true;
			}
			break;
		
		case joaat("slamvan3"):
			if (!Global_262145.f_12222)
			{
				return false;
			}
			else
			{
				return true;
			}
			break;
		
		case joaat("faction3"):
			if (!Global_262145.f_12221)
			{
				return false;
			}
			else
			{
				return true;
			}
			break;
		
		case joaat("sultanrs"):
		case joaat("banshee2"):
			if (iParam1 & 1 != 0)
			{
				return false;
			}
			return true;
			break;
		
		case joaat("comet3"):
			if (Global_262145.f_16659)
			{
				if (iParam1 & 1 != 0)
				{
					return false;
				}
				return true;
			}
			return false;
			break;
		
		case joaat("diablous2"):
			if (Global_262145.f_16661)
			{
				if (iParam1 & 1 != 0)
				{
					return false;
				}
				return true;
			}
			return false;
			break;
		
		case joaat("fcr2"):
			if (Global_262145.f_16665)
			{
				if (iParam1 & 1 != 0)
				{
					return false;
				}
				return true;
			}
			return false;
			break;
		
		case joaat("elegy"):
			if (Global_262145.f_16662)
			{
				if (iParam1 & 1 != 0)
				{
					return false;
				}
				return true;
			}
			return false;
			break;
		
		case joaat("nero2"):
			if (Global_262145.f_16669)
			{
				if (iParam1 & 1 != 0)
				{
					return false;
				}
				return true;
			}
			return false;
			break;
		
		case joaat("italigtb2"):
			if (Global_262145.f_16667)
			{
				if (iParam1 & 1 != 0)
				{
					return false;
				}
				return true;
			}
			return false;
			break;
		
		case joaat("specter2"):
			if (Global_262145.f_16672)
			{
				if (iParam1 & 1 != 0)
				{
					return false;
				}
				return true;
			}
			return false;
			break;
	}
	return false;
}

In other words, some cars are:

...a lot of custom.

Now, while several of these of cars appear multiple times in the script, especially in a MASSIVE list which lists basically every car, this list seems to be separate, and seems to focus on spawning during the mission rather than preparing to stop them from spawning, but currently, these DLC vehicles are listed as "false". Does this mean, these cars are set to be vehicles added to expand the import export update?

I'll let you decide :)

- Monk Talk 19:51, April 25, 2017 (UTC)