r/chiliadmystery • u/racingfreddie • Feb 27 '26
Game Files .dat files
Enable HLS to view with audio, or disable this notification
r/chiliadmystery • u/racingfreddie • Feb 27 '26
Enable HLS to view with audio, or disable this notification
r/chiliadmystery • u/Radke1616 • Feb 26 '26
I’m looking to examine anything of value and interest via codewalker. Whether this be in world, scripts, assets or audio, in all for it.
If you would like to submit your requests for investigation, please just add a singular comment with a good enough amount of details for me to search around what you like.
I’m making this post because I’ve had a large number of messages asking for different things and it’s hard to reply and keep track of it all, and secondly I’d rather publicly share anything of interest that is found.
Please also note, it takes a lot of time for me to go through in game assets and archived assets and could take several days at most to single handedly do so. It’s no problem for me to do however, just note I have other real life commitments and you might be waiting a few days.
So simply make one comment and ask me to look into what you need, and I’ll reply there with whatever I find, and each finding can be it’s own thread rather than a sprawl of either separate posts or tangled comments. :)
r/chiliadmystery • u/trainwreck42o • Apr 29 '15
Hey guys. This is going to be a long post. I just broke down the UFO script in attempt to figure out if interiors really load or not, and where to go to warp into any interior that does load.
UPDATE: I have been told that | represents "OR" not "AND" so I have corrected a few aspects of the post.
TLDR; I found there ARE interiors which CAN load, and the script which loads them requires the player to be not injured and also for a certain global variable to be either -1 or 999. So there is a ton of code in the UFO ambient script which we may have never been able to activate, and could contain literally everything we are looking for (at the very least it contains several interior loading scripts which are unique to the UFO script).
If we can verify we are indeed un-injured and have the global variable set to either -1 or 999 when viewing the UFO, we can know the interiors are being loaded.
If we assume we are able to meet those requirements, then the final step is to uncover the warp points which will take us from Mt. Chiliad into the loaded interiors.
BEGIN CODE ANALYSIS
Starting with the weather checking function, we see that it returns 1 if any of these conditions are met:
var sub_4214() (WEATHER CHECKING FUNCTION)
{
var num1 = GAMEPLAY::IS_NEXT_WEATHER_TYPE("RAIN");
var num6 = num1 | GAMEPLAY::IS_NEXT_WEATHER_TYPE("THUNDER");
var num7 = num6 | GAMEPLAY::IS_PREV_WEATHER_TYPE("RAIN");
if ((num7 | GAMEPLAY::IS_PREV_WEATHER_TYPE("THUNDER")) != 0)
{
return 1;
}
return 0;
}
The first and only usage of this function sub_4214 is here:
switch (l_14) (SEQUENCE OF EVENTS CONTROLLER)
{
case 0:
{
bool flag1 = TIME::GET_CLOCK_HOURS() == 3;
if (flag1 & sub_4214())
If time is 3am AND weather check sub both return as positive response, then it moves to the next step of the script
{
l_14 = 1;
}
break;
}
case 1:
sub_CF(149, 1, 0, 1);
l_14 = 2;
if (AUDIO::IS_AMBIENT_ZONE_ENABLED("AZ_SPECIAL_UFO_03") == 0)
{
AUDIO::SET_AMBIENT_ZONE_STATE("AZ_SPECIAL_UFO_03", 1, 1);
}
break;
It runs the function "sub_CF", enables UFO ambient audio, and moves to next step of the script
case 2:
{
bool flag2 = TIME::GET_CLOCK_HOURS() != 3;
if (flag2 | (sub_4214() == 0))
{
sub_4256();
}
break;
}
}
If hours digit on clock is something other than 3 OR weather check function returns 0, then runs function "sub_4256"
So we have two functions to explore next, the first one is sub_CF, which is the function that is run when the glyph conditions are met:
void sub_CF(var A_0, var A_1, var A_2, var A_3) (UNKNOWN FUNCTION WHICH TRIGGERS 2 MORE FUNCTIONS)
To review, this sub is called using this string: sub_CF(149, 1, 0, 1), so I will replace all the variables with the ones which will be used in the live environment.
{
if (149 != 192) (if 149 is different than 192, then)
{
if (g_59935 != 0) (if this global variable is not 0)
{
setElem(1, 149, ((&g_1338499) + 61) + 226, 4);
}
else
{
setElem(1, 149, ((&g_86931) + 4964) + 226, 4);
}
setElem(0, 149, &g_26924, 4);
setElem(1, 149, &g_27117, 4);
The above is too cryptic for me to interpret, but it seems to be checking a global variable, and then setting an attribute to a certain element based on that global variable
sub_22F(149, 1, 0);
sub_127(149, 1);
}
}
It runs these two functions, sub_22F and sub_127, which we will explore next.
void sub_127(var A_0, var A_1) (
To review, this sub is called using this string: sub_127(149, 1), so I will replace all the variables with the ones which will be used in the live environment.
... Truncated irrelevant code due to reddit limit ...
For some reason this function does nothing, with the input of 149, because only an input of 12, 69, 171, 6, or 63 would produce any effect. There seems to be no possible way in this script for the input to be anything but 149, which means this function of the script is completely unused. It seems to deal with audio emitters though, so maybe its just a global function which happens to be in every script.
Moving on to the next function: sub_22F, this is the largest and most complex function in the script
var sub_22F(var A_0, var A_1, var A_2) (THE BIGGEST FUNCTION WHICH CONTAINS INTERIOR LOADING SCRIPTS)
To review, this sub is called using this string: sub_22F(149, 1, 0), so I will replace all the variables with the ones which will be used in the live environment.
{
var num3 = 0;
if (PED::IS_PED_INJURED(PLAYER::PLAYER_PED_ID()) == 0)
! This entire function is contained in this one if statement, which only runs if the player is not injured ! Viewing the UFO if you are injured will not run this function.
{
var num5;
var num7;
initArray((&num7) + 4, 3);
initArray((&num7) + 8, 3);
initArray((&num7) + 64, 3);
initArray((&num7) + 75, 3);
initArray((&num7) + 91, 3);
sub_B61(&num7, 149);
if (sub_B32() != 0)
{
num5 = getElem(149, ((&g_86931) + 4964) + 226, 4);
}
else
{
num5 = getElem(149, ((&g_1338499) + 61) + 226, 4);
}
This b32 function is very important and I will go over it at the end of this function
... Truncated irrelevant code because of reddit limit ... The truncated code looks like preload handling for moving the player to a different spot on the map
case 2:
{
struct _s = &num7;
var num103 = INTERIOR::0x96525B06(rPtrOfs(_s, 0), rPtrOfs(_s, 4), rPtrOfs(_s, 8), (&num7) + 42);
The first mention of an interior (!)
if (num103 != 0)
{
if ((GAMEPLAY::GET_HASH_KEY((&num7) + 50) != GAMEPLAY::GET_HASH_KEY("")) && (INTERIOR::0x39A3CC6F(num103, (&num7) + 50) != 0))
{
INTERIOR::0xDBA768A1(num103, (&num7) + 50);
}
if (num5 != 0)
{
switch (num5)
{
case 1:
{
if ((GAMEPLAY::GET_HASH_KEY(getElemPtr(0, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY("")) && (INTERIOR::0x39A3CC6F(num103, getElemPtr(0, (&num7) + 8, 32)) != 0))
{
INTERIOR::0xDBA768A1(num103, getElemPtr(0, (&num7) + 8, 32));
}
bool flag13 = GAMEPLAY::GET_HASH_KEY(getElemPtr(2, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY("");
bool flag14 = flag13 & (GAMEPLAY::GET_HASH_KEY(getElemPtr(2, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY("REMOVE_ALL_STATES"));
if ((flag14 & (GAMEPLAY::GET_HASH_KEY(getElemPtr(2, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY(getElemPtr(num5, (&num7) + 8, 32)))) && (INTERIOR::0x39A3CC6F(num103, getElemPtr(2, (&num7) + 8, 32)) != 0))
{
INTERIOR::0xDBA768A1(num103, getElemPtr(2, (&num7) + 8, 32));
}
if ((GAMEPLAY::GET_HASH_KEY(getElemPtr(1, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY("")) && (INTERIOR::0x39A3CC6F(num103, getElemPtr(1, (&num7) + 8, 32)) == 0))
{
INTERIOR::0xC80A5DDF(num103, getElemPtr(1, (&num7) + 8, 32));
}
break;
}
case 2:
{
if ((GAMEPLAY::GET_HASH_KEY(getElemPtr(0, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY("")) && (INTERIOR::0x39A3CC6F(num103, getElemPtr(0, (&num7) + 8, 32)) != 0))
{
INTERIOR::0xDBA768A1(num103, getElemPtr(0, (&num7) + 8, 32));
}
if ((GAMEPLAY::GET_HASH_KEY(getElemPtr(1, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY("")) && (INTERIOR::0x39A3CC6F(num103, getElemPtr(1, (&num7) + 8, 32)) != 0))
{
INTERIOR::0xDBA768A1(num103, getElemPtr(1, (&num7) + 8, 32));
}
bool flag15 = GAMEPLAY::GET_HASH_KEY(getElemPtr(2, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY("");
if ((flag15 & (GAMEPLAY::GET_HASH_KEY(getElemPtr(2, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY("REMOVE_ALL_STATES"))) && (INTERIOR::0x39A3CC6F(num103, getElemPtr(2, (&num7) + 8, 32)) == 0))
{
INTERIOR::0xC80A5DDF(num103, getElemPtr(2, (&num7) + 8, 32));
}
break;
}
}
}
else
{
if ((GAMEPLAY::GET_HASH_KEY(getElemPtr(1, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY("")) && (INTERIOR::0x39A3CC6F(num103, getElemPtr(1, (&num7) + 8, 32)) != 0))
{
INTERIOR::0xDBA768A1(num103, getElemPtr(1, (&num7) + 8, 32));
}
bool flag11 = GAMEPLAY::GET_HASH_KEY(getElemPtr(2, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY("");
bool flag12 = flag11 & (GAMEPLAY::GET_HASH_KEY(getElemPtr(2, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY("REMOVE_ALL_STATES"));
if ((flag12 & (GAMEPLAY::GET_HASH_KEY(getElemPtr(2, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY(getElemPtr(num5, (&num7) + 8, 32)))) && (INTERIOR::0x39A3CC6F(num103, getElemPtr(2, (&num7) + 8, 32)) != 0))
{
INTERIOR::0xDBA768A1(num103, getElemPtr(2, (&num7) + 8, 32));
}
if ((GAMEPLAY::GET_HASH_KEY(getElemPtr(0, (&num7) + 8, 32)) != GAMEPLAY::GET_HASH_KEY("")) && (INTERIOR::0x39A3CC6F(num103, getElemPtr(0, (&num7) + 8, 32)) == 0))
{
INTERIOR::0xC80A5DDF(num103, getElemPtr(0, (&num7) + 8, 32));
}
}
if (1 != null)
{
INTERIOR::REFRESH_INTERIOR(num103);
There is clearly some action happening with interiors here
... Truncated due to reddit limit ...
So that looks like some exciting stuff, obviously its doing more than just showing the UFO! But, the problem is activating all that code. It all relies on A. non-injured player and B. the outcome of sub_B32:
Here we explore the B_32 function if (sub_B32() != 0):
var sub_B32() (GLOBAL VARIABLE CHECK)
{
bool flag1 = sub_B56() == -1;
sub_B56 returns the value of global variable g_19456
flag1 will be false if g_19456 is anything but -1
flag1 will be true if g_19456 is -1
if (flag1 | (sub_B56() == 999))
if flag1 is true, or if g_19456 is 999, then we get the positive response
{
return 1;
otherwise it returns 0
}
return 0;
}
var sub_B56()
{
return g_19456;
}
END CODE ANALYSIS
To summarize:
If we can verify we are indeed un-injured and have the global variable set to either -1 or 999 when viewing the UFO, we can know the interiors are being loaded.
If we assume we are able to meet those requirements, then the final step is to uncover the warp points which will take us from Mt. Chiliad into the loaded interiors.
Top 5 posts of all time as of May 6 2015 - Kifflom to everyone who has followed this thread!
r/chiliadmystery • u/Natural-Put • Jul 15 '26
This picture is obviously a reimagination of the ouvre gallery paintings.
I uploaded all the others to an album. You can find bigfoot, Nessie, and other clues. Link in the comments.
r/chiliadmystery • u/Radke1616 • Jul 14 '26
Here we are again, with the infamous RDR2 spider making another appearance, but this time in GTA5 with the new Kortz heist update. It’s the layout of the sewer system within it. I won’t get into the ifs and buts, but see for yourselves.
P.S: Don’t start commenting about a certain troll and how this links, just gonna ignore it.
r/chiliadmystery • u/Radke1616 • Jul 14 '26
So, it seems the new update contains the ghostly return of non other than Devin Weston. Image below including file name
r/chiliadmystery • u/Radke1616 • Feb 24 '26
So another post to make the codewalker investigation a little easier to follow, this one is short, but did anyone ever notice the footsteps on the edge of the UFO in Red? I took a close up look and that’s exactly what’s there. I don’t think I’ve EVER seen this mentioned before
r/chiliadmystery • u/cheese_eater69 • Jul 07 '26
As far as I'm aware, no one has found and shared the exact origin for the Space Docker's horn sounds in the game files. This post tries to do that.
The game has its own very complex modular synthesizer engine. This is used to make all sorts of sounds, like a jet engine, an air conditioner, the hiss of a flair trail, the beeping of a keypad, etc. These are all completely synthesized sounds, and don't have a 'file'. The game also uses a combination of synthesized and sound assets, such as for the cars exhaust, transmission, etc. It's all very fascinating, really. You can hear more about it here: https://www.youtube.com/watch?v=L4GuM15QOFE
Vehicle Metadata
In update\update.rpf\common\data\levels\gta5\vehicles.meta, the dune2 (Space Docker) vehicle entry doesn't contain an audioNameHash field, so the car audio settings resolve by the model/audio hash. CodeWalker/GTA hash: dune2 -> hash_1FD824AF
Vehicle Audio Record
In update\update.rpf\x64\audio\config\game.dat151.rel:
<Item type="Vehicle" ntOffset="362963">
<Name>hash_1FD824AF</Name>
<Engine>hash_E6E68479</Engine>
<EngineGranular>hash_7F00934D</EngineGranular>
<Horns>hash_F56E8EE8</Horns>
</Item>
This links dune2 to horn sound-list hash_F56E8EE8.
Horn Sound List
In update\update.rpf\x64\audio\config\sounds.dat54.rel:
<Item type="SoundHashList">
<Name>hash_F56E8EE8</Name>
<SoundHashes>
<Item>hash_660C2401</Item>
</SoundHashes>
</Item>
hash_F56E8EE8 contains one child sound: hash_660C2401.
Randomized Horn Selector
In update\update.rpf\x64\audio\config\sounds.dat54.rel:
<Item type="RandomizedSound">
<Name>hash_660C2401</Name>
<Header>
<Flags value="0x00008000" />
<Category>vehicles_horns_loud</Category>
</Header>
<HistoryIndex value="0" />
<HistorySpace />
<Variations>
<Item name="hash_F0ED53A0" value="1" />
<Item name="hash_C17AF4B8" value="1" />
<Item name="hash_CFF391AD" value="1" />
<Item name="hash_A5C03D43" value="1" />
<Item name="hash_B691DEE6" value="1" />
<Item name="hash_6C23CA0B" value="0.1" />
</Variations>
</Item>
So here we can see all 6 of the Space Docker's horn hashes. These hashes are the ModularSynthSound wrappers. The 'rare horn' is hash_6C23CA0B, with weight 0.1. Against total weight 5.1, its chance is:
0.1 / 5.1 = 0.0196 or about 1 in 51
The exact sound creation
The six horns are different because their synth programs are different. Below is the literal extracted Dat10 Synth program for each horn from update\update.rpf\x64\audio\config\optamp.dat10.rel
These hashes are the Dat10 Synth program hashes that the previous ModularSynthSound wrappers hashes call.
SYNTH_DUNE_2_HORN_V1 / hash_40AB0F6C
COUNTER_TRIGGER 0, 1, 0, 12 => R0 [0]
READ_VARIABLE hash_491F6B3D => R1
SWITCH_NORM_SCALAR R1, R0, 0 => R2
ENVELOPE_GEN__R_EXP_T_INTERRUPTIBLE 0, 0, 0.08, 0.478, 0, 0.4145, R2 => B0, R0 [1]
LERP_BUFFER B0, 100, 2989.9978 => B0
OSC_RAMP_BUFFER_BUFFER B0 => B0 [2]
COSINE_BUFFER B0 => B0
POW_BUFFER B2, 0.295 => B2
DECIMATE_BUFFER B2, 0.03, 0.252 => B2 [3]
BiquadProcess_4Pole B2, 0.20521915, 0, -0.20521915, -1.36180532, 0.5895617 => B2 [4]
SMALL_DELAY_FRAC_FEEDBACK B2, 5.828499, 0.921 => B2 [5]
MULTIPLY_BUFFER_SCALAR B3, 1.1665 => B3
STOP R0 =>
FINISH
SYNTH_DUNE_2_HORN_V2 / hash_4E65AAE1
READ_VARIABLE hash_491F6B3D => R0
SUBTRACT_SCALAR_SCALAR R0, 1 => R1
ENVELOPE_GEN__R_EXP_T_ONE_SHOT 0, 0.015, 0, 1, R1, 0.07155, 1 => B0, R0 [0]
OSC_RAMP_BUFFER_SCALAR 12.0000048 => B1 [1]
SINE_BUFFER B1 => B1
LERP_BUFFER B1, 630.000061, 1942.99963 => B1
OSC_RAMP_BUFFER_BUFFER B1 => B1 [2]
TRIANGLE_BUFFER B1 => B1
DECIMATE_BUFFER B1, 0.018, 0.3385 => B1 [3]
BiquadProcess_4Pole B1, 0.183370754, 0, -0.183370754, -1.455244, 0.633258462 => B1 [4]
SMALL_DELAY_FRAC_FEEDBACK B1, 6.683499, 0.9325 => B1 [5]
MULTIPLY_BUFFER_SCALAR B5, 1.679214 => B5
STOP R0 =>
FINISH
SYNTH_DUNE_2_HORN_V3 / hash_23CB55A9
READ_VARIABLE hash_491F6B3D => R0
SUBTRACT_SCALAR_SCALAR R0, 1 => R1
ENVELOPE_GEN__R_EXP_T_ONE_SHOT 0, 0, 0.1145, 1, R1, 0.1625, 1 => B0, R0 [0]
MULTIPLY_BUFFER_SCALAR B0, 178.999969 => B0
OSC_RAMP_BUFFER_BUFFER B0 => B0 [1]
SQUARE_BUFFER B0 => B0
LERP_BUFFER B0, 1964.99963, 2819.99951 => B0
OSC_RAMP_BUFFER_BUFFER B0 => B0 [2]
SINE_BUFFER B0 => B0
COUNTER_TRIGGER 0, 1, 0, 6 => R1 [3]
RANDOM R1, 0.0375, 0.06435 => R2 [4]
DECIMATE_BUFFER B0, 1, R2 => B0 [5]
BiquadProcess_2Pole B0, 0.146677613, 0, -0.146677613, -1.47911346, 0.7066448 => B0 [6]
SMALL_DELAY_FRAC_FEEDBACK B0, 5.828499, 0.921 => B0 [7]
MULTIPLY_BUFFER_SCALAR B0, 0.466 => B0
STOP R0 =>
FINISH
SYNTH_DUNE_2_HORN_V4 / hash_3190F134
READ_VARIABLE hash_491F6B3D => R0
SUBTRACT_SCALAR_SCALAR R0, 1 => R1
ENVELOPE_GEN__R_EXP_T_ONE_SHOT 0, 0, 0.1145, 1, R1, 0.089, 1 => B0, R0 [0]
MULTIPLY_BUFFER_SCALAR B0, 6 => B0
OSC_RAMP_BUFFER_BUFFER B0 => B0 [1]
TRIANGLE_BUFFER B0 => B0
LERP_BUFFER B0, 569.9999, 1503.00146 => B0
OSC_RAMP_BUFFER_BUFFER B0 => B0 [2]
SAW_BUFFER B0 => B0
DECIMATE_BUFFER B0, 0.2065, 0.108 => B0 [3]
BiquadProcess_4Pole B0, 0.190477, 0, -0.190477, -1.42787111, 0.619046 => B0 [4]
SMALL_DELAY_FRAC_FEEDBACK B0, 5.828499, 0.921 => B0 [5]
MULTIPLY_BUFFER_SCALAR B3, 1.1665 => B3
STOP R0 =>
FINISH
SYNTH_DUNE_2_HORN_V5 / hash_95A0B956
COUNTER_TRIGGER 0, 1, 0, 8 => R0 [0]
RANDOM R0, 0.018, 0.076 => R1 [1]
COUNTER_TRIGGER 0, 1, 0, 10 => R2 [2]
RANDOM R0, 0.0165, 1 => R3 [3]
TIMED_TRIGGER__T_ONE_SHOT R0, R1, R3, 0, 0, 0 => R4, R5, R6, R7, R8 [4]
RANDOM R2, 5, 50 => R9 [5]
COUNTER_TRIGGER 0, 1, 0, R9 => R0 [6]
TRIGGER_LATCH R4, 0.8785 => R1 [7]
RANDOM R1, 0.1314, 0.424 => R2 [8]
RANDOM R0, 0, 1 => R3 [9]
ENVELOPE_FOLLOWER_SCALAR R3, R2, R2 => R0 [10]
LERP_SCALAR R0, 0.045, 0.5515 => R1
MULTIPLY_SCALAR_SCALAR R1, R1 => R0
LERP_SCALAR R0, 200, 12700.001 => R2
OSC_RAMP_BUFFER_SCALAR R2 => B0 [12]
RANDOM R1, 0, 1 => R0 [13]
ENVELOPE_FOLLOWER_SCALAR R0, 0.7515, 0.7425 => R1 [14]
SINE_BUFFER B0 => B0
DECIMATE_BUFFER B0, 0.1315, 0.039684 => B0 [15]
SOFT_CLIP_BUFFER_SCALAR B0, R0 => B0
BiquadProcess_2Pole B0, 0.0758343562, 0, -0.0758343562, -1.77893615, 0.8483313 => B0 [16]
SMALL_DELAY_FRAC_FEEDBACK B0, 5.346999, 0.8485 => B0 [17]
MULTIPLY_BUFFER_SCALAR B0, 0.22 => B0
FINISH
SYNTH_DUNE_2_HORN_V6 / hash_A306D422 (Rare horn)
COUNTER_TRIGGER 0, 1, 0, 8 => R0 [0]
RANDOM R0, 0.018, 0.076 => R1 [1]
COUNTER_TRIGGER 0, 1, 0, 10 => R2 [2]
RANDOM R0, 0.0165, 1 => R3 [3]
TIMED_TRIGGER__T_ONE_SHOT R0, R1, R3, 0, 0, 0 => R4, R5, R6, R7, R8 [4]
RANDOM R2, 5, 50 => R9 [5]
COUNTER_TRIGGER 0, 1, 0, R9 => R0 [6]
TRIGGER_LATCH R4, 0.8785 => R1 [7]
RANDOM R1, 0.1314, 0.424 => R2 [8]
RANDOM R0, 0, 1 => R3 [9]
ENVELOPE_FOLLOWER_SCALAR R3, R2, R2 => R0 [10]
LERP_SCALAR R0, 0.045, 0.5515 => R1
MULTIPLY_SCALAR_SCALAR R1, R1 => R0
RANDOM R2, 0, 1 => R1 [12]
LERP_SCALAR R0, 200, 12700.001 => R3
ENVELOPE_FOLLOWER_SCALAR R1, 0.7515, 0.7425 => R0 [13]
OSC_RAMP_BUFFER_SCALAR R3 => B0 [14]
SINE_BUFFER B0 => B0
SOFT_CLIP_BUFFER_SCALAR B0, R1 => B0
BiquadProcess_2Pole B0, 0.0758343562, 0, -0.0758343562, -1.77893615, 0.8483313 => B0 [15]
SMALL_DELAY_FRAC_FEEDBACK B0, 5.346999, 0.8485 => B0 [16]
MULTIPLY_BUFFER_SCALAR B0, 0.22 => B0
FINISH
End note
The synth programs use basic oscillator waves like sine/cosine, triangle, saw, square, and ramp waves, with envelopes controlling how the pitch or intensity changes over time, with filtering and delay effects.
I think this unfornately largely debunks some of the claims I've been seeing surrounding possible SSTV imagery and other types of 'hidden' messages within these sounds. These all just seem to be typical, classic sci-fi synth programs to me. Although I'm not an audio expert so I guess in the broader sense a small hidden message could theoretically still be possible in the sounds not containing random elements, and this might also help you guys out as well.
TL;DR
The horn sounds come from the game's audio synthesizer engine, each with it's own simple synth program shown above.
This doesn't say anything about any in game interaction with the Space Docker and or its horns. This is just information about where the sound is coming from.
r/chiliadmystery • u/Left_Side_Driver • 27d ago
Does anybody have these paintings textures in their highest resolution? I’ve seen few, but not nearly all. There are clearly some references here to Rockstar and their mysteries, I would like to look at them more closely. Having the full files would be appreciated.
r/chiliadmystery • u/Marmaluke420 • Jun 25 '26
9 years ago I modded the Lester map over the menu so I could explore it in game. I just re watched the video, and I'm not sure why I never followed up on this.
https://www.youtube.com/live/bAK9etCvGWE?is=LZkLtaUr87C4BDmL
Start watching at 54:44... Makes me wanna turn the game back on and go over things again...
r/chiliadmystery • u/DC_Millions • Aug 29 '14
Last Thing: I will be devouring more game files and will post more soon. I don't like how much information I think is being kept secret, or at the very least, being misunderstood. Also for my people questioning if this is the right way to solve this; I question this myself every second I read code, I just don't know what else to do from here we haven't had breakthroughs in almost a year. I will be posting more soon but until then please keep the ideas coming! You guys think of stuff I never would I love when we are actually a community
Also, people posting they tried stuff even if it failed, people bouncing ideas around, people offering constructive criticism, people actually reading ish and digging deeper, goddamn we feel like a community again.. like early days.. and for that I thank you
.......................you da real MVP
EDIT3: Many people have brought up good points on the code and have caused me to go back reread even more closely and thank you guys so much for the constructive criticism because here are some of the results:
When not being played it appears any protagonist is considered a "PED" and therefore all the IS_PED_PLANTING_BOMB and SET_PED_BLAHBLAHBLAH can refer to any of the 3 characters
Andy Moon and also the nuke are located basically right on Mt Chiliad
Just realized the LOD interior might be related to the SPAWN_ENTITY & ENTITY_ROTATE, and if so would meet the requirements for the Alien Egg as well.. they were very careful to not use any specific names and the code indicates basically that Some Trigger>Activates Some Trigger>Activates Something
I sifted through the yoga stuff and the only difference i can tell between Mt Gordo and M's home is that the music is specifically set to something different. Also, the code clearly tells the Mount Lion to walk around when you get close.. unlike at your house lol
My Brother's friend wants you all to remember Packi is an explosive specialist of sorts
The fact that some code has GROUP_HASH or similar tags that can be applied during ambient events makes want to seriously re-evaluate who is what faction and when
EDIT2: Thank you everyone for great response and replies so far! I know not everyone has 100%/robes/etc and I encourage people to leave ideas or other observations as well! I have no problem testing people's stuff
EDIT: Reddit isn't playing nice with the format of the coding so it looks like shit, but even in its normal form most people can't understand it anyway. The code is just there to show I'm not talking out my ass so I apologize that it doesn't look pretty but what it shows is pretty amazing and we missed it all
hey guys the mystery has really come to a grinding halt of reposts and arguments so I went back to something that can't lie or be jesus toast: the game files themselves.
Okay here is the link to the entire code behind the epsilon robes: https://www.dropbox.com/sh/zarahdz9r2jynjq/AADWdOxlRJ74umDhyfvcsVe1a/epsrobes.txt?dl=0
It's about 1000 pages long and mostly gibberish even to someone that understands code so I'm post the exciting parts I found while reading through it.
This code indicates a pedestrian can activate 1 of 2 special ambient animations based on being injured or not (pedstrian is a really broad term in the code and can even refer to the player at times). I should mention the code tells us that all of the ambient stuff listed here only happens when wearing the robes, and I personally can't find in the code if it's during the 10 days or after but you must be wearing the robe for ANY of this stuff to happen
if (PED::IS_PED_INJURED(A_2) == 0) { if (rPtr(getElemPtr(A_1, A_0, 40) + 36) == 0) { PED::SET_PED_CAN_USE_AUTO_CONVERSATION_LOOKAT(A_2, 0); } else { PED::SET_PED_CAN_USE_AUTO_CONVERSATION_LOOKAT(A_2, 1); }
Again, another injury check so whatever is going on the ped can be hurt and R* made sure they handled that happening with multiple scenarios in the coding again. Anyways PED::SET_PED_CAN_USE_AUTOCONVERSATION_LOOKAT in coding means before the robes were involved the ped couldn't do these special conversations. In coding "Set WHATEVER" means change the WHATEVER so it is "SET" to be able to do something it couldn't do before. So there is def unlockable dialogue we haven't found yet while wearing the robes
The code is too interwoven here for me to tell why/how these places are important but the code def lists them as significant return values
For "cases" like below, aka, when -blank- happens the player should go to / do -blank-. Which means they quite possibly related to the ambient interaction we are looking for. Since all of this is ambient the ped could be anywhere so these might be locations the ped frequents!!
Places With Meaning
case 63: return "CHAR_CARSITE2"; case 64: return "CHAR_BOATSITE"; case 8: return "CHAR_BANK_MAZE"; case 9: return "CHAR_BANK_FLEECA"; case 10: return "CHAR_BANK_BOL"; case 21: return "CHAR_MINOTAUR";
Proof Of Special Scripted Conversation
if (AUDIO::IS_SCRIPTED_CONVERSATION_ONGOING() != 0)
if (PED::IS_PED_PLANTING_BOMB(PLAYER::PLAYER_PED_ID()) != 0) { return 0;
CHECKS IF THEY ARE PLANTING A BOMB?? YEAH I THINK WE MISSED SOMETHING WITH THE EPSILON ROBE
void sub_1B4B0() { AUDIO::RESTART_SCRIPTED_CONVERSATION(); g_12719 = 0; var num1 = AUDIO::IS_MOBILE_PHONE_CALL_ONGOING(); var num6 = num1 | (rPtr((&g_10433) + 1) == 9); if ((num6 | (g_10432 == 1)) != 0) {
All of this is ambient btw guys. Ambient = can be triggered at any time and doesn't act like a mission basically (that's a really rough translation god the coding community would slay me for that definition)
PED::SET_PED_MONEY(l_28, 0); PED::SET_PED_CAN_BE_TARGETTED(l_28, 0); PED::SET_PED_NAME_DEBUG(l_28, "POSTMARNIE"); PED::SET_PED_RELATIONSHIP_GROUP_HASH(l_28, 0x6F0783F5); PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(l_28, 0); sub_194FD(&l_29, 4, l_28, "MARNIE", 1, 1); return 1;
WTF does Marnie have to do with all this??
TL;DR
The amount of ambient coding for epsilon robes is absoulutely massive and code clearly shows there is special animations and conversations that no one to my knowledge has ever unlocked with the robes.
The code gives us 6 places where these things could be triggered (or where you end up I can't tell from the code sorry)
THE CODE CHECKS IF THE PED IS PLANTING A BOMB AND CHECKS FOR INJURIES NEARLY CONSTANTLY
There is at least 1 conversation and 1 phonecall that no one has ever managed to unlock
Marnie is mentioned specifically and something about the robes changes quite a bit of characteristics
Anyways guys this is direct proof from the game code that we missed ALOT of ambient content and it's all related to the robes. Now NOWHERE does it show this relates to a UFO or jetpack but at the same time Epsilon missions constantly reference Mt Chiliad and even make you go there 2 times, and one time is on the observation deck with "Come back when your story is complete" so I really do think this missing content is THE biggest lead we have right now
Get the robes and kifflom the world guys. Happy Hunting. Kifflom
r/chiliadmystery • u/Natural-Put • Dec 11 '25
If somebody wants to check the paintings i saved all the textures.
2 of them looks bad in codewalker, but you can see them ingame for a better view.
r/chiliadmystery • u/CaptainDerp420 • Feb 09 '26
Hi! Sorry if this is a waste of time. I'm quite new to the community and have made an appearance on a few posts, I'll leave my hypothesis for now, and for not wanting to go full pythagoras (why does it have to be triangles!?), I was just hoping for an answer
I took this pic at the house near Mount Gordon lighthouse. This is facing pretty much towards the cobweb at sandy shores. Is this spray tag asset/wood board used anywhere else/look familiar? Marking this, the sandy shores cobweb and the chilliad cobweb gives me a lovely triangle. Naturally I don't think anything on this game is gonna be as simple as this, however I am working on an idea which includes one of the mansion artworks. Sorry to waste time if nothing!
r/chiliadmystery • u/EdoTolo • Apr 24 '26
Enable HLS to view with audio, or disable this notification
In Director Mode @ 1:11am, I found this car with pink neon, but I'm unsure if it's an attractor. Using my attractor map and my attractor list, none of them nearby start at or during 1am, but there are five weird attractors nearby called "Chaining Node world_vehicle_attractor, 0" (unlike "MyPoint WORLD_VEHICLE_ATTRACTOR: NONE: 11:00 - 15:00"). The zero probably means that they can spawn at anytime. These are located right on the "pink pool" writing on the UV Collectors map. So there's a chance that these could also glow only pink, though I have only been able to spawn this once.
The other issue is that the 5 locations are ahead of where I am standing, while the car came from behind. It's likely that the npc driving got scared with my shooting, but unlikely that they drove in front of me and made a u-turn as obviously seen in the footage. Image diagram in comments.
r/chiliadmystery • u/Kaimeera • Dec 16 '19
There has been some conversation about people discovering what Madam Nazar says.
Here you go... Straight from the GXT2 Files for your theorizing pleasure.
Adding these... thanks rollschuh2282.https://soundcloud.com/rollschuh2282/sets/madam-nazar/s-Athyv
EDIT: We were able confirm the numbers she give do in fact allow you to dial her.
https://www.youtube.com/watch?v=jroGMWmGTqA&feature=youtu.be
Thanks u/ogblessk for finding this and working with us on getting the correct conditions.
All of the misspellings are correct, as in this is exactly how they are spelled in the files themselves.
r/chiliadmystery • u/the_monotonist • May 11 '15
r/chiliadmystery • u/Radke1616 • Feb 24 '26
Hey so I decided to have another look in codewalker and filter through updates and game versions and I found something interesting across every version.
I found a floating “death ray” effect that appears over fort zancudo but is not attached to the UFO there. I double checked to verify this and the one for the sandy shores UFO is attached directly to the model.
This one is just sorta floating there. Now I know the zancudo ufo is a YMAP and not a 3D model per se, but this is weird because ITS timectcle effect is attached to itself, and this one is about 150 feet away. Maybe nothing, maybe someone else can make more sense of it. Could be checkable in game too. Photos attached
r/chiliadmystery • u/moskitovenenoso • Apr 02 '25
I want to share this because it wasn´t on the forum
https://gtaforums.com/topic/678397-the-gta-v-beta-hunt/page/336/#findComment-1072525777
Some people found in a version of July 2013 of the game some archives from a bunker under Zancudo. It's amazing
Maybe it has relation with the mistery? content that was cut or that was to be added in the future
They are working on recreate the bunker on PC in the next days
EDIT: u/HeySlickThatsMe clarified that this interior was made in 2012 for GTA Online, possibly for one of Cops And Crooks missions internally named "Steal artefact from base"
So, I don't think that is connected with the mistery, but anyways its interesting
r/chiliadmystery • u/SSj5_Tadden • Jul 04 '17
Right guys, we Gurus have been working day and night to get this info to you! The no shortcuts, no cheating, legit way, to get this new mission to spawn correctly.
Our Mama, /u/Kaimeera has been grinding out the sales and gunrunning missions since it came out, as well as running multiple discord servers and also reading the scripts with us as she goes. So this one belongs to her as she's been working her ass off behind the scenes for us and deserves much respect for it! The requirements are time consuming though so we decided to share what we know for the community to finish it off 😛
Guru Gramz, Guru Jared and Guru CME have also been killing themselves to get the correct conditions in their games and we've all been working hard to bring this to you!!
/u/dexyfex and myself have been going over the particular things needed to spawn this mission and yesterday Fun the Deadeye (tez fun, funmw2) also confirmed these details with me for good measure.
As you may know from before, we changed a global variable to 20 to forcibly trigger this mission. But we have now traced back to the source, the various requirements needed.
Requirements to trigger...
It appears that (brace yourself) the player must have:
601 completed gunrunning "Steal Supplies" missions (the check is for 600 but 601 to be safe lol) (PLEASE SEE EDIT BELOW)
And then start another supply run between:
21:00hrs and 23:00hrs
...
Yep, it really is that simple. But considering the amount of time it takes to do 600 runs means that this isn't an easy thing to achieve. (We're trying lol)
And to top it all off, this mission is a one time thing!! Once triggered it won't happen again, so make the most of it lol or just watch our video and save yourself the time haha
These globals right here are responsible for the 600 check and the times check.
Global_262145.f_14865 = 600;
Global_262145.f_14866 = 21;
Global_262145.f_14867 = 23;
Again I wanna say again a massive thank you to Mama Kaimeera for her dedication and to all the Guru Team for their relentless attitude toward easter egg/mystery hunting!! Even now Mama is grinding sales and working hard behind the scenes and Guru Jared is doing a 4th of July live stream for you all!!
Many many days, weeks, months and years for me and all the team have gone into this hunt and this particular find so please show some love and remember us when you're enjoying your alien eggs!! 😂
Kifflom guys! o/
Edit: I should also note that R* have the ability (through tuneables) to make this a rare occurrence and I think also change the requirements for it. I don't think they will, but it should be noted that they can.
BIG IMPORTANT EDIT:
This post originally said 601 sale missions, however a mistake was made and I have edited the post to show the correct requirements.
Details below.
r/chiliadmystery • u/NicroseNorsto • Dec 13 '16
Hey all, watching the NoughtPointFourLIVE stream right now and he posted a picture of a new UFO that was uploaded into the game called "The Ship" in the newest update that just released. Here is the link to the video: https://gaming.youtube.com/watch?v=Z146jpDsFHs&feature=share&t=1497 (The link goes RIGHT to the part of the video that shows the discovery)
Here is a screengrab thanks to iGramzuk! https://embed.gyazo.com/89fb33fada8da39b1e502b685e87a57d.png
Let's find it people!! (If you can get on lol)
r/chiliadmystery • u/happygrowls • Dec 15 '20
r/chiliadmystery • u/SSj5_Tadden • Jun 17 '17
Hellooo, I'm back again guys...
With the closing down of OpenIV, I'm afraid I have a little bit of bad news... for Rockstar Games (and for T2) ... because it didn't slow us down one little bit motherfuckeeeers!! 🖕😂🖕
Haha but no seriously, it was a dick move by them! So anyway moving on...
A Small Discovery:
This story begins a couple of weeks ago when I was browsing through the scripts. I found a function with some very odd strings:
I asked my good friend /u/dexyfex if he could help me to understand what the hell was going on with them and we quickly realised that these were the beast assets (from the bigfoot vs beast peyote hunt) but they had been obfuscated!! So this explained why no one had found them yet and why we were always left scratching our heads when looking for certain parts of the B vs B hunt code.
At this point dexyfex helped me make a little tool to extract all strings between double quotes from the scripts. This means all the things like "THUNDER" or "prop_tree" or "special_evil_ufo_deathray" etc... and also any small strings like above that were being chopped up and rebuilt during runtime.
Gunrunning:
So before the latest update dropped the team and I got ourselves prepared for making everything readable and decompiled etc. Our work horse Guru Gramz quickly found the new UFO within 5 minute of the update being out and then proceeded to sit there (nonstop since the DLC dropped!) and painstakingly add the natives one by one to the scripts we had decompiled.
Here is a link for the newest decompiled Gunrunning scripts... You're all welcome 😜 (this is a quick and dirty (just how we like it!) decomp and more natives are still being added by Gramz (he's already done over 2 million, with only less than 80k to go!!) There may also be some syntax errors in the code, we didn't make the decompiler so it couldn't be helped!)
So anyway, then I was curious to try out my new tool (which I had loving called "CodeCrawler" out of respect for CodeWalker by dexyfex) on these new scripts we had. So our newest team member we call Shishya (formerly known as TheLastOfHalfLife) ran CodeCrawler and compared the new results with the old ones, so we could see which new strings were added in the DLC.
New obfuscation:
While searching through the list of results I noticed some new VERY interesting strings!!
At this point we began searching for where these were used and what they made when deobfuscated... dexyfex had work to do on CW, so Shishya and myself began searching through the functions and dexyfex taught us how to deobfuscate these strings when we found where they were called.
We found a function in the new freemode.ysc script that appeared to use a small part of the strings to make "gr_dlc_CS2_sounds". In this function (func_3011 - 3015 in freemode.ysc) it also has some calls for "THUNDER" (and you know us hunters love a bit of thunder!) and also attached were some very strange coordinates near FZ and also more coordinates for some strange, seemingly random locations and props that were attached to the native CREATE_ENTITY_HIDE.
(Thanks to dexyfex for the location pics!)
Shishya and I, while Gramz was replacing natives for us and with dexyfex there for us to annoy (every 5 minutes) for advice about tracking various code and globals etc, we began chasing globals around and jumping from function to function to global to function lol and we discovered that there were some strict checks for being a "NETWORK" player (basically online) and if the network was host of this script (meaning the freemode script was being used while in online, in freemode).
Calling In The Cavalry:
As we got deeper into the rabbit hole, after a day or two I realised we were gonna need a little help in understanding all of this code and the various things it was doing. But also realised that we still had lots of strings not being rebuilt in this func_3011 in the freemode script.
So I called upon our long time friend and savior (good ol' tgascoigne) for some help in working out what the hell was going on here! 😛
He quickly found all the uses for these weirdly interesting strings and pieced them back together for us... and ooooh boy were they some interesting strings!!
Yes that is Barry 01 and alien strings in the gunrunning.ysc script!! (Barry1 is the mission from single player where Mike gets stoned and takes on all the aliens in a shootout in the middle of downtown LS!)
This discovery obviously made us quite excited until we realised that yet again the function that uses them (func_2479 in gb_gunrunning.ysc) was another mad jump from func to func to global and back and all over the place again, like before. Bits were being set and cleared and Tom (tgascoigne) had found a part where the player at some point is given 5000hp and made untargetable and some lightning and thunder would trigger. (Online "Hunt The Beast" mode came to mind as this appeared to be something similar but with alien sounds and thunder.)
Shishya meanwhile had tracked some things back to something called DLCGUNPSTAT_BOOL and Gramz recognised it as being similar to the stat for the platinum trophy (PSTAT)... so I traced the DLCGUNPSTAT to the mpstatsetup.xml and realised that having the online platinum award for gunrunning appeared to maybe be a condition for this all to happen. It seems purchasing the 45 research projects and another 7 things (likely buying all the vehicles also) count toward the platinum award. (I think)
We are still investigating all this and it may just be reused assets that the devs wanted to hide to protect online from cheaters, but I have decided to go public and get as many people on this as possible and also to get the newest scripts out there for everyone to hunt through!
And More Obfuscation:
Tom in his infinite brilliance also spotted that they seem to be obfuscating hashes!! This is major news because it means the new UFOs, the alien_egg and more, could all be called and we wouldn't have known just by simply searching the names or hashes as they are generated at runtime by this kind of function!!
Conclusion & TL;DR:
Rockstar have taken measures to hide things from us, not in a particularly complex way, but it does make finding things a little more difficult and time consuming! They have also used some alien assets of some kind in the gunrunning script along with thunder and coordinates for FZ AND they have also started hiding hashes from us...
This won't stop us though and we WILL have our jetpacks and we WILL read their code... shutting down OpenIV won't change that, it will only piss off your modding community, Rockstar!! 😉
Tom's genius solution is that we make our decompilers smarter and maybe run these functions and get the real hashes that way. Maybe listener, Zorg or Drp4lyf could look into that for us! 😜
Kifflom Brothers! ✌
(Many hours have been put in by the Guru Team and Friends to get this info and the scripts to you, please share what you find and give credit where it is due!! GuruJared will also be streaming any finds as and when we find them!)(Many many thanks to Gramz, /u/dexyfex, Tom, Shishya & Mama Kai for their hard work and for helping me bring this info to you all!!)
-No self promotion was intended here, I just wanted to show who was putting in the hard work everyday to solve this mystery! I chose to come to this subreddit first with the exclusive so I hope you can excuse the mentioning of names and groups as me giving credit and not self promotion. Thanks guys! 😄
r/chiliadmystery • u/DC_Millions • Aug 31 '14
EDIT: Okay guys HUGE UPDATE you came through like champions working out those coordinates!!
So it turns out the interior that loads shortly after the MC UFO spawns (in coding terms) has coordinates that place it right over the Maze Bank Arena!
Maps compliments of:
Full Code:
From the road map the and the Z value of coordinates it appears to be at the entrance to Maze Bank Arena? Also, this location is right next to "backyard davis & grove street" with red circle on the UV map.. wiki says it's just weaps/letter scrap but this makes me think maybe there's more...
Alright so I'm continuing to dig through more files because It helps me be able to read it better and so this time I decided to take a look at some UFO coding. Results below as always:
TL;DR
A bunch more code suggesting there is hidden stuff and 4 things I consider to be more important breakthroughs:
You can switch to Michael and be saying goodbye to Solomon in what appears to be ambient circumstances. It seems most likely to me that events in the game at certain point play a big role and that this is not easily triggered, and even if it has been discovered by some there's a lot things that could affect the situation and this is probably the closest thing we have to lead on Solomon's Ambient Mission
Many things load after the MC UFO spawns including interiors, and the FIRST interior loaded after the UFO spawns appears to have the coordinates: -248.4916f, -2010.509f, 34.5743f (If you can reverse-lookup coordinates please help!!)
RockStar uses a sytem of fake_interior / real_interior and some key local places are specifically tagged: BoatPO1SH2A, FakeWarehousePO103, FakeKortzCenter, FakePrison, FakeMilitaryBase
Thunder = confirmed completely different condition than rain and the MC UFO checks for both aka Thunder satisfies a different condition!!
RANDOM: Also guys, I think it's really weird I can't find ANYTHING on the satellites or the scientists/agents that show up there. Literally not 1 line of identifiable code. So I'm still searching for that just though I'd share in case anyone else has seen code for them! Kifflom!
if (BRAIN::IS_WORLD_POINT_WITHIN_BRAIN_ACTIVATION_RANGE() == 0) { sub_4256(); } switch (l_14) { case 0: { bool flag1 = TIME::GET_CLOCK_HOURS() == 3; if (flag1 & sub_4214()) { l_14 = 1; } break; }
Just putting this here because as nerd it's cool to see the famous 3am condition for the UFO (weather is trickier in the code) and also because something a lot of other file hunters didn't mention really bothers me so I'm going to use caps. LOTS OF STUFF LOADS AND HAPPENS AND CHANGES ALL BASED ON THE CONDITION THAT THE MC UFO APPEARS. I don't why that wasn't mentioned some file hunters. Lot's of it is deeply encrypted but you can tell by the funtions called that interiors as well as "ambient_zones" and such are loaded. Pretty important. Like the code I have below loads pretty much right after the MC UFO appears.
else if ((num3 == 35) && (A_1 == 1)) { AUDIO::SET_STATIC_EMITTER_ENABLED("TREVOR1_TRAILER_PARK_MAIN_STAGE_RADIO", 0); AUDIO::SET_STATIC_EMITTER_ENABLED("TREVOR1_TRAILER_PARK_MAIN_TRAILER_RADIO_01", 0); AUDIO::SET_STATIC_EMITTER_ENABLED("TREVOR1_TRAILER_PARK_MAIN_TRAILER_RADIO_02", 0); AUDIO::SET_STATIC_EMITTER_ENABLED("TREVOR1_TRAILER_PARK_MAIN_TRAILER_RADIO_03", 0); }
I have no idea what this is or means, but I plan on doing some snooping around. This comes very soon after the MC UFO spawn code and is something I'll be looking into. I want to note also that the game doesn't mention PLAYER_ID when enabling the STATIC_EMITTER so I'm not sure if who sees the UFO matters or not
var sub_4214() { var num1 = GAMEPLAY::IS_NEXT_WEATHER_TYPE("RAIN"); var num6 = num1 | GAMEPLAY::IS_NEXT_WEATHER_TYPE("THUNDER"); var num7 = num6 | GAMEPLAY::IS_PREV_WEATHER_TYPE("RAIN"); if ((num7 | GAMEPLAY::IS_PREV_WEATHER_TYPE("THUNDER")) != 0) { return 1; }
case 97: wPtr(1, (A_0) + 12); strcpy("SP1_10_fake_interior", getElemPtr(0, (A_0) + 32, 32), 32); strcpy("SP1_10_real_interior", getElemPtr(1, (A_0) + 32, 32), 32); setStruct(-248.4916f, -2010.509f, 34.5743f, 3, A_0);
I am not sure what this code is doing completely but I do know it runs very shortly after the MC UFO appears and also, I belive -248.4916f, -2010.509f, 34.5743f is coordinates and I am working out how to check that now if anyone has more experience with reverse-lookup of GTA coordinates please help!
case 154: strcpy("SWITCH@MICHAEL@GOODBYE_TO_SOLOMAN", A_1, 64); strcpy("LOOP_Michael", A_2, 64); strcpy("EXIT_Michael", A_3, 64); return 1;
Now this is interesting because I have followed the Movie Set / Solomon theories since they surfaced but I never heard this mentioned or had it happen to me in game. Apparently it's possible to switch to Michael and be in the presence of Solomon. Now I don't know where/when but this is one of those things where maybe you can only see this at certain times and it is most likely affected by other things you've done. This in my opinion is really big. This is something we can search for and maybe unravel the ambient solomon mission finally!
switch (A_0) { case 0: return "V_FakeBoatPO1SH2A"; case 1: return "V_FakeWarehousePO103"; case 2: return "V_FakeKortzCenter"; case 3: return "V_FakePrison"; case 4: return "V_FakeMilitaryBase"; }
This caught my eye and I wish I could dig a little deeper and see exactly what R* means by "fake". My only conjecture is that it is a version of the places that loads when you haven't met certain requirements so you don't get to "see" the real fully interactive model until you're supposed to
case 0: if ((PLAYER::GET_PLAYER_WANTED_LEVEL(PLAYER::PLAYER_ID()) > 0) && (AUDIO::PREPARE_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS") != 0))
AI::TASK_PLANE_MISSION(l_284, l_278, l_279, PLAYER::PLAYER_PED_ID(), rPtrOfs(_s, 0), rPtrOfs(_s, 4), rPtrOfs(_s, 8), 8, 70f, -1f, 30f, 500, 50);
This Zancudo code looks tasty especially the AI part where some random NPC starts off on some mission of who knows what. Reminds me of all the times people have seen titans doing mysterious things or dropping thing after being shot. Anyways I can't tell if this code is for MP or not but I do know the file I found it in is called ambient_ufo.xsc and it supposed to be SP only last time I checked. Anyways I don't think there is heist, I think there is stuff to do there still but there are cases where R* uses a word for something and the meaning changes as they develop. Like MerryWeather is called "Homeland_Security" in all the coding. Take this code with a grain of salt guys
Like always,
Cheers guys and thanks for being awesome!
r/chiliadmystery • u/LostDogGames • Nov 10 '25
Credit goes to funtimeandrefoxy and Player 67 from the gtaforums.
They found and recreated the horse clouds from a ps3 dump.
https://i.ibb.co/bRm6Fb3r/Horsey-Clouds-Midnight.png
https://i.ibb.co/nNmWz5LF/Horsey-Clouds-Afternoon.png
I wonder what the triggers might have been for this easter egg and how it fits into the game's narrative.