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[REL | Final] Napalm Bomb Mod

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Eclipse_nl
  • Eclipse_nl

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#1

Posted 17 April 2005 - 06:19 PM Edited by Eclipse_nl, 17 April 2005 - 07:12 PM.

I've made a little thread. You can drop napalm bombs with a sparrow. Push the "shoot/fire button" to drop the bomb. How faster you go, how better the effect of the napalm bomb. smile.gif

Screens:

user posted image user posted image user posted image

Source:

CODE
DEFINE OBJECT RCBOMB             ; Object number -2


CODE
004F: create_thread ££Label008E99


CODE
:Label008E99
03A4: name_thread "BOM"
0107: $1E = create_object -2 (RCBOMB) at -1744.244 -1726.81  .987
0392: object $1E toggle_in_moving_list  0
038C: object $1E scatter  0.0  0.0  0.0

:Label008ED4
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label008ED4
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW
004D: jump_if_false ££Label008ED4
03C1: $1F = player $PLAYER_CHAR car
035C: place_object $1E relative_to_car $1F offset  0.0  0.0 -1.0
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false ££Label008ED4
004F: create_thread ££Label008F35
004E: end_thread

:Label008F35
03A4: name_thread "NAPALM"
0392: object $1E toggle_in_moving_list  1
0381: throw_object $1E distance  0.0  0.0 -1.0

:Label008F5A
0001: wait  50 ms
01BB: store_object $1E position_to $20 $21 $22
02CE: $23 = ground_z $20 $21 $22
0009: $23 +=  3.0;; floating-point values
00D6: if  0
0024:   $23 > $22;; floating-point values only
004D: jump_if_false ££Label008F5A
020C: create_explosion  1 at $20 $21 $22
03C1: $1F = player $PLAYER_CHAR car
02F9: unknown_car $1F unknown_sinus $24
02F8: unknown_car $1F unknown_cosine $25
02E3: $26 = car $1F speed
0015: $26 /=  3.0;; floating-point values
0011: $25 *= $26;; floating-point values
0011: $24 *= $26;; floating-point values
0009: $20 += $25;; floating-point values
0009: $21 += $24;; floating-point values
0001: wait  100 ms
020C: create_explosion  1 at $20 $21 $22
0009: $20 += $25;; floating-point values
0009: $21 += $24;; floating-point values
0001: wait  100 ms
020C: create_explosion  1 at $20 $21 $22
0009: $20 += $25;; floating-point values
0009: $21 += $24;; floating-point values
0001: wait  100 ms
020C: create_explosion  1 at $20 $21 $22
0009: $20 += $25;; floating-point values
0009: $21 += $24;; floating-point values
0001: wait  100 ms
020C: create_explosion  1 at $20 $21 $22
0009: $20 += $25;; floating-point values
0009: $21 += $24;; floating-point values
0001: wait  100 ms
020C: create_explosion  1 at $20 $21 $22
0009: $20 += $25;; floating-point values
0009: $21 += $24;; floating-point values
0001: wait  100 ms
020C: create_explosion  1 at $20 $21 $22
0009: $20 += $25;; floating-point values
0009: $21 += $24;; floating-point values
0001: wait  100 ms
020C: create_explosion  1 at $20 $21 $22
0009: $20 += $25;; floating-point values
0009: $21 += $24;; floating-point values
0001: wait  100 ms
020C: create_explosion  1 at $20 $21 $22
0009: $20 += $25;; floating-point values
0009: $21 += $24;; floating-point values
0001: wait  100 ms
020C: create_explosion  1 at $20 $21 $22
0009: $20 += $25;; floating-point values
0009: $21 += $24;; floating-point values
0001: wait  100 ms
020C: create_explosion  1 at $20 $21 $22
0009: $20 += $25;; floating-point values
0009: $21 += $24;; floating-point values
0001: wait  100 ms
020C: create_explosion  1 at $20 $21 $22
0009: $20 += $25;; floating-point values
0009: $21 += $24;; floating-point values
0001: wait  100 ms
020C: create_explosion  1 at $20 $21 $22
0108: destroy_object $1E
004F: create_thread ££Label008E99
004E: end_thread


Reactions please smile.gif

Have fun biggrin.gif

D s t r b z
  • D s t r b z

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#2

Posted 17 April 2005 - 06:53 PM

nice!!!!!!!!!!!!!!!!!!!!!!! i want to start modding but i need to get this mod chip for xbox first sad.gif

dustcrazy
  • dustcrazy

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#3

Posted 17 April 2005 - 09:53 PM

GREAT MOD IDEA<< Here's a idea for you, maybe you could have a water version that you have to put fires out with!!!!!!!!!!!!Great Work, hope to see more mods from you biggrin.gif

Halljam
  • Halljam

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#4

Posted 18 April 2005 - 01:20 PM

Nice, I gonna check it out

Eclipse_nl
  • Eclipse_nl

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#5

Posted 18 April 2005 - 01:44 PM

QUOTE (dustcrazy @ Apr 17 2005, 21:53)
GREAT MOD IDEA<< Here's a idea for you, maybe you could have a water version that you have to put fires out with!!!!!!!!!!!!Great Work, hope to see more mods from you biggrin.gif

Great idea...I go make it

And thanks for the reactions guys smile.gif

Urban Legend
  • Urban Legend

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#6

Posted 18 April 2005 - 02:49 PM

Where do I put all those codes?

Eclipse_nl
  • Eclipse_nl

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#7

Posted 18 April 2005 - 03:49 PM

Follow this tutorial:

CLICK

zbos
  • zbos

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#8

Posted 18 April 2005 - 04:30 PM

Why do you need to end thread and create is again at the end of the code instead of simple use jump code?

Eclipse_nl
  • Eclipse_nl

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#9

Posted 18 April 2005 - 07:42 PM

In the code are 2 threads...When the first stops, takes goes the second thread further.

RainingAcid
  • RainingAcid

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#10

Posted 18 April 2005 - 08:12 PM

Will this work with BW version 0.22?

thisisanoob
  • thisisanoob

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#11

Posted 19 April 2005 - 11:04 AM

woo, sounds good...gonna try it and see wat it's like...

Eclipse_nl
  • Eclipse_nl

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#12

Posted 19 April 2005 - 02:30 PM

QUOTE (RainingAcid @ Apr 18 2005, 20:12)
Will this work with BW version 0.22?

I don't know

Tecate
  • Tecate

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#13

Posted 19 April 2005 - 05:53 PM

A similiar mod was implemented in GTA: Long Night. You drive a sea sparrow and drop bombs in the mission Drop Dead Rush.

PatrickW
  • PatrickW

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#14

Posted 19 April 2005 - 06:36 PM

QUOTE (RainingAcid @ Apr 18 2005, 21:12)
Will this work with BW version 0.22?

No, this is MB v1.5 syntax, and that is not backwards compatible with v0.22.
Why not switch from that ancient tool, to the latest version ??

Eclipse_nl
  • Eclipse_nl

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#15

Posted 19 April 2005 - 07:16 PM

QUOTE (Tecate @ Apr 19 2005, 17:53)
A similiar mod was implemented in GTA: Long Night. You drive a sea sparrow and drop bombs in the mission Drop Dead Rush.

Hmm...I've never saw it before.

I've not stole the mod. You can ask it to PatrickW. He has helped me with the mod. wink.gif

Urban Legend
  • Urban Legend

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#16

Posted 20 April 2005 - 03:02 AM

Can someone just send me their main.scm? This thing looks too complicated for me to install confused.gif

RainingAcid
  • RainingAcid

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#17

Posted 29 April 2005 - 11:19 AM

QUOTE (PatrickW @ Apr 19 2005, 18:36)
QUOTE (RainingAcid @ Apr 18 2005, 21:12)
Will this work with BW version 0.22?

No, this is MB v1.5 syntax, and that is not backwards compatible with v0.22.
Why not switch from that ancient tool, to the latest version ??

Becuase, Dreamrest's Car Spawn does work with v1.5.

Bosco
  • Bosco

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#18

Posted 29 April 2005 - 02:27 PM

Good stuff man, keep up the good work cookie.gif cookie.gif

PatrickW
  • PatrickW

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#19

Posted 30 April 2005 - 09:31 PM

QUOTE (RainingAcid @ Apr 29 2005, 13:19)
QUOTE (PatrickW @ Apr 19 2005, 18:36)
QUOTE (RainingAcid @ Apr 18 2005, 21:12)
Will this work with BW version 0.22?

No, this is MB v1.5 syntax, and that is not backwards compatible with v0.22.
Why not switch from that ancient tool, to the latest version ??

Becuase, Dreamrest's Car Spawn does work with v1.5.

MB1.5 does have a convert-option to convert code written in al old format to be converted.

BTW
"Dreamrest" is the most freudian mis-spelling of "Demarest" I've seen sofar biggrin.gif

timmy2004
  • timmy2004

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#20

Posted 01 May 2005 - 01:59 AM

This looks like a cool mod. I don't have time to try it out, though. sad.gif


Eclipse_nl
  • Eclipse_nl

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#21

Posted 04 May 2005 - 10:33 AM

Thanks guys for the reactions! smile.gif

In the future I'm going to improve the Napaml Bomb wink.gif

spaceeinstein
  • spaceeinstein

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#22

Posted 08 May 2005 - 03:56 AM

Hey Eclipse, can I use your mod in my mod?

Eclipse_nl
  • Eclipse_nl

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#23

Posted 09 May 2005 - 06:01 AM

Sure smile.gif

Onely place my name (eclipse) and my site (http://gtamodding.gtagames.nl/) in the readme. wink.gif




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