SA Mission duping
9 years ago
England

Could we store all the methods currently tried for duping in this forum. I am going to start looking at some stuff and would like to know what has already been tried. Thanks!

Tokyo, Japan

One thing that I have not tried is the following (you have probably heard this one already):

Maybe CJ got a phonecall from Denise (because of the lack of dates with her) the exact same time he entered the mission marker. This prevented the flag from getting set to 1 OR it reset the flag to 0 after the call was over. This would explain the progress loss after the mission start.

I am curious about one thing before grinding this theory: What is the delay between the time the Denise phonecall ends and the time the progress drops? We have to test this, if our testing time corresponds to the 'evidence' VODs, we might be on to something. If it does not, it is not worth testing this theory.

Other idea: test taking phonecalls as you enter the mission marker. Other idea#2: test taking DELAYED phonecalls as you enter the mission marker. Other idea#3: test taking TIMED (might not be the best was to phrase it) phonecalls as you enter the mission marker. Eg: Low Rider race.

Sweden

I think the most promising thing I found when I searched a few months ago was that if the phone rings and you press F1 and hold tab during the replay (and continue to hold it after the replay) you could delay the phonecall as long as you wanted. The mission marker wont appear as long as you hold tab though but other neat effects were that if you went inside while holding tab the savemarker would be gone and and if you managed to attract the police you could answer the phonecall and they would stop shooting at you. :)

I tried delaying the phonecall and starting a submission but I don't think that it worked

Tokyo, Japan

If we found a way to take a phonecall during a mission we would be set. That would require being able to take a mission while holding Tab while doing your trick. Any ideas how to do that? I am gonna test that as well tomorrow I think.

Sweden

Nothing that I can think of right now unfortunately. I might try some things during the week as well and see if I can find something

New South Wales, Australia

I decided to test a few things and I found a interesting phenomenon but I'm not sure how it could be useful. In Madd Dogg, if you fail the mission and (Killing Madd Dogg whilst driving to the hospital or shooting him after catching him) his asset still appears replay mode in the back of the Walton from failing if the vehicle doesn't despawn. Since the mission markers are still off at this point I'm not sure how this could be used in anyway.

Additionally you can not use either truck to complete the mission that I am aware of, you still need to steal a new Walton at the begin of each mission and use that ute to complete the mission.

Here is a screen shot of the two Madd Dogg's in the replay. http://i.imgur.com/acJev5v.jpg

England

(I think this was a dupe?)

During Tirean's 100% run today, a dupe happened during freight, now I'm not exactly sure how duping works and all that but I'm sure someone can study it? As you can see the Sweet mission marker appears on the map while he's on the freight mission, once again probably relating to progress with Denise as it dropped as soon as freight level 2 started. the dupe happens at 26:43:40

http://www.twitch.tv/tirean/b/620735714

England

I didn't even notice this happened during the run.

We basically need to figure out what influences the dating progress negatively and positively and then how to manipulate this so we can time when this happens to the split second.

Brazil

Yeah,now we can be certain that the dupping is influenced by Denise progress bar,as Tyrean said,we just need to time that and add to the run.

But even If we got the time figured out,the dupe can only be used a few times (since we're gonna have to wait for the bar to decrease itself) so it probably won't break the game,it will just cut out a few minutes from the entire run.

Portugal

The Quarry Dupe, using the phonecall.

This method only works for the quarry and trucking marker for whatever reason, as those markers are weird.

Trucking duping seems to not work. More testing needed.

http://www.twitch.tv/powdinet/c/6112171

Flowba, Joshimuz and 4 others like this

I tried this w/ 1 mission yesterday and from what I see so far it only works w/ "delayed" mission markers.

Hampshire, England

The only other marker I can think of that may work is the Doberman marker, whereby we normally get on the NRG after triggering it. I don't know if there are any phonecalls that do that in LS though

Portugal

Trucking duping doesn't work, it just completes the mission and the next time you start it starts the next mission. Tested on PS2 with 7 dupes (8 mission instances), which would complete the asset if it worked the same as Quarry.

I tried Doberman yesterday and it didn't work. But Trucking is also not 100% consistent, so maybe it could work sometimes? Definitely requires testing.

For reference, duping Doberman once would skip Los Sepulcros and duping twice would make the game impossible to progress, as Reuniting the Families won't start. That is, if duping Doberman doesn't crash the game OpieOP

Friesland, Netherlands

I took a little bit of peeking in the mission script, and compared the Quarry marker code to the code for the Madd Dogg marker. I noticed one significant and important difference: The Quarry marker does NOT set OnMission to 1, whereas the Madd Dogg marker does. In Quarry the OM flag does not get set to 1 until the mission has actually started, whereas for Madd Dogg (And all the other any% missions I have checked in both VC and SA) the OM flag gets set upon marker entry. Reason for this: Unknown.

Any marker that does NOT set the OM flag to 1 itself should work for this kind of duping. I haven't bothered to check all of the mission-start-threads in the scm file yet to see which set OM1 and which dont, but a quick skim should reveal which markers should and shouldn't work in theory.

thread 'QUARRYS'

:QUARRYS_11 wait 0 if $ONMISSION == 0 else_jump @QUARRYS_145 if Player.Defined($PLAYER_CHAR) else_jump @QUARRYS_145 if 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $2352 $2353 $2354 radius 1.5 1.8 1.5 on_foot else_jump @QUARRYS_145 if Player.Controllable($PLAYER_CHAR) else_jump @QUARRYS_145 Player.CanMove($PLAYER_CHAR) = False 0A2D: hide_styled_text_while_fading 0 // works with 00BA 00BA: show_text_styled GXT 'QUARRY' time 3000 style 5 // Quarry gosub @LITCAS_267 start_mission 118 // Quarry

:QUARRYS_145 jump @QUARRYS_11 [/code]

thread 'DOC'

:DOC_11 wait $DEFAULT_WAIT_TIME if $599 == 1 else_jump @DOC_36 end_thread

:DOC_36 if Player.Defined($PLAYER_CHAR) else_jump @DOC_180 if $ONMISSION == 0 else_jump @DOC_180 if 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $X_ROYAL_CASINO $Y_ROYAL_CASINO $Z_ROYAL_CASINO radius 1.2 1.2 2.0 on_foot else_jump @DOC_180 if Player.Controllable($PLAYER_CHAR) else_jump @DOC_180 if $599 == 0 else_jump @DOC_180 $ONMISSION = 1 00BA: show_text_styled GXT 'DOC_2' time 1000 style 2 // Madd Dogg gosub @LITCAS_267 start_mission 95 // Madd Dogg

:DOC_180 jump @DOC_11 [/code]

Germany

Edit: I've written another scientific paper with this post ... ;) I'll put in bold the most impirtant parts.

all this is useless unless you find strats stuff interesting by themselves without them being useful or feel like trying to make them work anyways.

Call+marker works for bike school as well. Probably boat school as well. You can then crash the game by activating vigilante ;) or take calls.

I tried starting missions during Quarry1, all crashed: Vigilante, NOE, Black Project, s.o. else tried Freefall.

I tried getting the phone to ring with ONMISSION = 0 for duping. As soon as onmission is set to 0, calls stop and CJ puts the phone away. I tried doing it (onmission=0) by using cheat engine, destroying the Dozer in Quarry and finishing bike school (you get the call as soon as you are outiside school, then 2sec later, it counts as passed and onmission = 0).

The trucking marker is only checked for CJ being inside it every 250ms, pseudocode: start wait 250ms if in marker then start mission goto start

That explains why duping Trucking is inconsistent. So if a use is found, we need to know where the "wait timer" is (there is no wait timer, but it's a good enough analogy) and then exit the car into the marker as soon as that timer is at the right point (for example, it might be: 100 out of 250). The mission markers I checked also wait 250ms. See MaddDogg as an example: CTRL+f "wait $DEFAULT_WAITTIME" (which is 250ms)

Failed idea: I discussed with blacklev and asked him to test this: on a cop bike, hold middle mouse, get off, just before inside marker let go off middle mouse(starts vigilante). The problem is that if you let go too late vigilante is cancelled automatically very little (0.1s? don't know) after, probably because CJ isnt in a cop vehicle. If you let go even later, Vigilante isn't even started. Therefore, you cannot have vigilante active while triggering a main mission.

I tested that on Quarry and for that marker, since it is a "fast enough marker" it first seamed to work, but Vigilante is cancelled, not because you are outside cop vehicles but ... I don't know, but I tried multiple delays between 'get out' and 'start vigilante' (autohotkey).

South Georgia

I have two issues that come to my mind with the quarry dupe in 100%.

  1. This would make it a "get the stats menu to show 100%" run and not "complete all game defined objectives that lead to 100% completion". I don't want to start the same discussion that sda had on eidgods run, since we had that already. Just wanted to mention that it would be a different kind of 100%.

  2. Can the game be finished after the dupe?

Quarry 1 spawns 7 barrels + 1 bulldozer (and maybe more). Duping it 7 times would spawn at least 56 objects on the map and into memory. We learned from duping in other gtas, that after some point you don't get new markers on the minimap. I see this as a big problem during paramedic (yeah i know the route but maybe El Quebrados paramedic will be a thing Kappa ), firefighter, vigilante and gang wars. Think about losing a lot of time when doing gang wars, but can't find some dudes because they are not shown on the minimap.

Missions with kinda free moving AI that has to be killed would be a problem without markers too. Like House Party, Catalyst or Los Sepulcros. T-Bone Mendez and Intensive Care would be a real pain in the ass since they move over the whole town. I imagine hitting the trigger in the air during Freefall and Saint Mark's Bistro would be very difficult when you don't know which direction to go.

Another downside we know from duping the same mission over and over are ghost towns. This can be a problem for car collecting and again gang wars. Not being able to start a gang war because of ghost town could be a bad thing.

Germany

Good that you thought about this stuff.^^ Is there any way I can get the arguments of that debate w/o reading the entire thread? ;) I doubt it. Or maybe it just repeats over and over. :D "Finish the game" As last resort, you can put it at the very end of the run. We could also try re-loading or restarting the game (duh).

Portugal

"Timer starts when you gain control over Carl Johnson and ends when you complete everything in the game that counts towards game completion. "

Quarry only gives percentage for asset completion, and not for every individual mission. So for the purposes of 100%, completing the first mission 7 times and completing all 7 missions is exactly the same, as only the asset completion matters.

South Georgia

Then it's still a bit different. With the dupe it's "get the 0,53% for finishing quarry" vs no dupe "beat every single one of the quarry missions". So yes it is about getting the % higher and no so much about beating everything. Also think about gta vc. 100% and all missions. Where duping is allowed, but not to skip any mission or asset with it.

Well i don't run 100% so i don't care enough. People who actually run it should decide.

Friesland, Netherlands

Jolzi, you can see the quarry duping in the same way as taxi fare duping. The game only cares if the counter is at 7 and then rewards % (and the asset), similar to how it only cares if the taxi counter is at 100 (but you didnt actually do 100). It's "get the 0,53% for finishing taxi driver" vs "drive 100 fares".

As opposed to doing Messing With The Man 10 times in which you let the game reward you the same instance of % ten times and then completely avoid different instances of %: You didnt actually trigger all 154 instances of "reward player with %" (I believe it is opcode 030C in the mission script)

@Point 2: This had to be tested yes and was something that I brought up as well, HAWORTH and Ultima took care of that.

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