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SA - Back to reality

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jbond
  • jbond

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#241

Posted 02 September 2005 - 03:26 PM

QUOTE (cns @ Sep 2 2005, 14:22)
QUOTE (jbond @ Sep 2 2005, 13:32)
have you ever seen a driving train in your
                                                            mod???

Is it about sab2r?! If yes tell me about it.
Iìó made now scm where all missions must be workable... Test it if you can...

yes it´s is about it. and i think that to many features make errors in the gameplay.
( i ve never seen a train, then i start with normal scm and in 2 minutes i have seen the first)

however, please think about two different versions. poeple who like all the feature have mostly finshed game and dont want do play it again. and peaple like me want to play the game again with gasmod( your drivingskill feature is the best(only the patrol on the airport is missing and some icons arent on the right place)) and hotcoffee and drunk´n´high.

i wright it to you cns, becouse you are able to make it in short time, so please help!!!

please!


cns
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#242

Posted 02 September 2005 - 03:47 PM Edited by cns, 02 September 2005 - 03:51 PM.

QUOTE (jbond @ Sep 2 2005, 15:26)
QUOTE (cns @ Sep 2 2005, 14:22)
QUOTE (jbond @ Sep 2 2005, 13:32)
have you ever seen a driving train in your
                                                            mod???

Is it about sab2r?! If yes tell me about it.
Iìó made now scm where all missions must be workable... Test it if you can...

yes it´s is about it. and i think that to many features make errors in the gameplay.
( i ve never seen a train, then i start with normal scm and in 2 minutes i have seen the first)

however, please think about two different versions. poeple who like all the feature have mostly finshed game and dont want do play it again. and peaple like me want to play the game again with gasmod( your drivingskill feature is the best(only the patrol on the airport is missing and some icons arent on the right place)) and hotcoffee and drunk´n´high.

i wright it to you cns, becouse you are able to make it in short time, so please help!!!

please!

confused.gif Ladies and gentelmens! Let me introduce to you the GHOST TRAIN, that can see only cns! And when jbond appears this super-duper train is disapears! tounge.gif
if seriosly, i drived to the station and in 30 secons it was apeared...
user posted image

confused.gif IN THE LAST VERSION OF SCM released 2.09.2005 were no changes in storylines exept the place the missions starts in!

about petrol in airports its comming soon...

jbond
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#243

Posted 02 September 2005 - 04:17 PM Edited by jbond, 02 September 2005 - 04:23 PM.

QUOTE (cns @ Sep 2 2005, 15:47)
QUOTE (jbond @ Sep 2 2005, 15:26)
QUOTE (cns @ Sep 2 2005, 14:22)
QUOTE (jbond @ Sep 2 2005, 13:32)
have you ever seen a driving train in your
                                                            mod???

Is it about sab2r?! If yes tell me about it.
Iìó made now scm where all missions must be workable... Test it if you can...

yes it´s is about it. and i think that to many features make errors in the gameplay.
( i ve never seen a train, then i start with normal scm and in 2 minutes i have seen the first)

however, please think about two different versions. poeple who like all the feature have mostly finshed game and dont want do play it again. and peaple like me want to play the game again with gasmod( your drivingskill feature is the best(only the patrol on the airport is missing and some icons arent on the right place)) and hotcoffee and drunk´n´high.

i wright it to you cns, becouse you are able to make it in short time, so please help!!!

please!

confused.gif Ladies and gentelmens! Let me introduce to you the GHOST TRAIN, that can see only cns! And when jbond appears this super-duper train is disapears! tounge.gif
if seriosly, i drived to the station and in 30 secons it was apeared...
user posted image

confused.gif IN THE LAST VERSION OF SCM released 2.09.2005 were no changes in storylines exept the place the missions starts in!

about petrol in airports its comming soon...

very funny, but i ment in the hood near cj´s on the railcrossing, there normaly crosses trains, i have never seen one in your version.

and i only think about possible problems after playing a lot of hours in storyline (like the last time, with all missions available which only can be played by CNS) tounge2.gif

and there are more bugs i have noticed, in the mission where you shoot from the motorbike to the packer, if the bike burns you will be back on the dasktop.

by the way dont missunderstand me, i like your mod, it properbly the best (only high´n´drunk is missing)

cns
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#244

Posted 02 September 2005 - 07:56 PM

QUOTE (jbond @ Sep 2 2005, 16:17)
by the way dont missunderstand me, i like your mod, it properbly the best (only high´n´drunk is missing)

ok. Ill repeate that I have never played in gta SA more than 5 missions biggrin.gif Its hard to understand what hapens...

Im NOT SUARE but now missions have to work, i didnt tryed, but if earlier Ive edited some codes in game to free some place, now Ive removed when I removed help and propeties openup (there is a special mechanism that makes propeties available), there is enought place for my code, but still too small for high'n'drunk barf8bd.gif
Id like to add It but it cold be possible if I'll find unneedable parts...

bajajahehehe
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#245

Posted 02 September 2005 - 08:07 PM

if you wanna get rid of any parts of your mod I think that the hydra emergency thing, the pilot license, the car lights and the helicopter magnets arent really that needed

jbond
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#246

Posted 03 September 2005 - 02:03 PM

QUOTE (bajajahehehe @ Sep 2 2005, 20:07)
if you wanna get rid of any parts of your mod I think that the hydra emergency thing, the pilot license, the car lights and the helicopter magnets arent really that needed

that´s my opinion too.

you dont play the missions, but we do. i say it again, i think its the best reason is if you make one all feature (no mission) version and a some feature (all mission, all gameparts) version. please remind you that not all people want more and more features (it is the difference between gamers and modders) so please make a reduced one. make a vote for features which have to be in.

please

cns
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#247

Posted 03 September 2005 - 03:12 PM

QUOTE (bajajahehehe @ Sep 2 2005, 20:07)
if you wanna get rid of any parts of your mod I think that the hydra emergency thing, the pilot license, the car lights and the helicopter magnets arent really that needed

let me explain to you. Lets name code size - units, in this case High'n'drunk needs 1.300 units if i will delete carligts emergency and other exept passenger and others it will free more 300, and now I have about 600 totaly it will be 900 thats still not enought to high'n'drunk dontgetit.gif

jbond
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#248

Posted 03 September 2005 - 04:03 PM

QUOTE (cns @ Sep 3 2005, 15:12)
QUOTE (bajajahehehe @ Sep 2 2005, 20:07)
if you wanna get rid of any parts of your mod I think that  the hydra emergency thing, the pilot license, the car lights and the helicopter magnets arent really that needed

let me explain to you. Lets name code size - units, in this case High'n'drunk needs 1.300 units if i will delete carligts emergency and other exept passenger and others it will free more 300, and now I have about 600 totaly it will be 900 thats still not enought to high'n'drunk dontgetit.gif

and if you delete give´n´take?

let me explain you why i take much care about all the feature have to be in:
it take s a long time to play sa, the mission are sometimes very stupied but it is some kind of challenge(and what i can do without the mission)...
short, i like the game and the missions and i dont want to start the game again if there is a feature in a week or two..

by the way, what is about the carwash, is it possible to add the 1.01 pay´n´spray function too, without no hotcoffee(dont mean the one by demarest), could you make a carwash by yourself?

bajajahehehe
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#249

Posted 03 September 2005 - 05:32 PM

These are my favourite parts of the mod: -hotcoffee -give n' take -drive as a passenger + shooting - sanga. The rest I don't really use as much. Just don't get rid of these. Also, I heard someone created a tool where you don't have to start a new game after editing the scm, I'm not sure what it's called though.

cns
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#250

Posted 03 September 2005 - 05:57 PM

QUOTE (jbond @ Sep 3 2005, 16:03)
by the way, what is about the carwash, is it possible to add the 1.01 pay´n´spray function too, without no hotcoffee(dont mean the one by demarest), could you make a carwash by yourself?

I can make anything carwash or other things, BUT I have not got 1.01 by objective reasons (if you need to know them write me pm)...

About hotcoffe i will tell a secret to all... only one variable is changing to make it uncensored smile.gif
About tool where you dont need to start the new game maden by demarest, but there is too small place to adding codes.
About trains, if someone cant belive that thay are works normal I can make a screenshot near he station, near the railcrossing, ive tryed in all places..
About give'n'take removing - no way, its realy cool stuff.
About high'n'drunk Im trying to find some place for it, but I cant do it fast cause I studding in the university from 10 till 19 and I need 4 more hours every day to come in it and back to home, thats why my free time is quite limited =)

jbond
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#251

Posted 03 September 2005 - 11:36 PM

QUOTE (cns @ Sep 3 2005, 17:57)
UOTE]
I can make anything carwash or other things, BUT I have not got 1.01 by objective reasons (if you need to know them write me pm)...

i know, ihave got the same problem...

xspudx
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#252

Posted 04 September 2005 - 01:07 PM

Take out the pilot licence in the room because you shouldn't get it at the beginning of the game, thats unrealistic, and also take out the special clothes at the beginning of the game, you don't need them straight away, one thing i don't like is the gas mod, its good but how do i turn off the petrol display, and another thing, is there any way you could make peds go to gas stations and fill there vehicles up, because all the vehicles are just breaking down in front of my eyes, its stupid

cns
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#253

Posted 04 September 2005 - 06:32 PM

QUOTE (xspudx @ Sep 4 2005, 13:07)
Take out the pilot licence in the room because you shouldn't get it at the beginning of the game, thats unrealistic, and also take out the special clothes at the beginning of the game, you don't need them straight away, one thing i don't like is the gas mod, its good but how do i turn off the petrol display, and another thing, is there any way you could make peds go to gas stations and fill there vehicles up, because all the vehicles are just breaking down in front of my eyes, its stupid

At firs I do this mod for me... And I have no time to pass the game, thats why I have pilot license and all special clothes availiable! I can create animation with ped that fuel your car, but... It will be very hard! And I hate visible sprehes!

jbond
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#254

Posted 05 September 2005 - 03:00 AM

take care for the ariport fuelstations. and think about if you dont want to insert a code for turning engine off, doorlock outside the car( against criminals), and carwash

maxmortensen
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#255

Posted 05 September 2005 - 08:04 AM Edited by maxmortensen, 05 September 2005 - 08:06 AM.

hello
cns you r the best
can some please send me a link or name for the best mission builder for san andreas
thank u

xspudx
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#256

Posted 05 September 2005 - 11:19 AM

how can i turn off the petrol display bar for about the 5th time asking.

cns
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#257

Posted 05 September 2005 - 03:34 PM

QUOTE (xspudx @ Sep 5 2005, 11:19)
how can i turn off the petrol display bar for about the 5th time asking.

San Andreas Mission Builder

Abou turning off display, can you code by yourself?! If yes Ill give you b2r source and tell what do you need to change

cns
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#258

Posted 05 September 2005 - 03:37 PM

QUOTE (jbond @ Sep 5 2005, 03:00)
take care for the ariport fuelstations. and think about if you dont want to insert a code for turning engine off, doorlock outside the car( against criminals), and carwash

I will insert engine off (but it will not help you to make your cars more economical), I've already inserted airport petrols (but didn published yet, if you like to be a betatester send me pm Ill send you modified scm)

xspudx
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#259

Posted 05 September 2005 - 03:38 PM

QUOTE (cns @ Sep 5 2005, 15:34)
QUOTE (xspudx @ Sep 5 2005, 11:19)
how can i turn off the petrol display bar for about the 5th time asking.

San Andreas Mission Builder

Abou turning off display, can you code by yourself?! If yes Ill give you b2r source and tell what do you need to change

no i cannot code sad.gif but i presume i download the mission builder, and change something in your scm?

cns
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#260

Posted 05 September 2005 - 04:13 PM Edited by cns, 05 September 2005 - 04:17 PM.

yes... you need to make some changes by yourself...

UPDATED
You can refuel all planes and hellicopters in the airports... you need to park your plane near xoomer tank. places where you can refuel are marked with plane icon

xspudx
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#261

Posted 05 September 2005 - 04:24 PM

perhaps you could PM me the code or tell me what to do because i don't know what i change

jbond
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#262

Posted 06 September 2005 - 10:16 PM

QUOTE (cns @ Sep 5 2005, 15:37)
(but didn published yet, if you like to be a betatester send me pm Ill send you modified scm)

i have send you pm. please write back and send the file

Ed 
  • Ed 

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#263

Posted 07 September 2005 - 02:49 PM Edited by Edmachine, 07 September 2005 - 04:22 PM.

OMG thats what I wanted all the time car lights on off

have some cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif
that is about 5 stars rah.gif

tomworld10
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#264

Posted 09 September 2005 - 05:30 AM Edited by tomworld10, 10 May 2006 - 03:04 AM.

[UPDATED] : the old code was so long and so crap, it has been changed, look at bottom


Hi,
I came back from holiday traveling and jump on the B2R topic, and the i saw all the new features of the mod and that's why

THOUSANDS THANKS TO YOU CNS FOR THIS GREAT AWSOME MOD !!!!!!!!!

@cns: I just love the "evacuation tool" as you say, this is just one of the best idea have seen from my point of view, i get a weird feeling about it coz i'm angry against myself havn't having the idea myself before and on the other hand i'm happy havn't had it so it's done and working when i came back from holidays......
For the petrol skills, back then it was much easier for me to do this huge piece of code i didn't bother searching, and after i got working on other project and leave it aside for a moment as you didn't answer much. Anyway you actaully finished it, and i thank you for that and for using my work in your mod (I'm really proud a that!!!! smile.gif))). But as you probably know coding is quite easy but coding short needs much more brains (i can't find the shop where to buy it !!!! smile.gif)).
thanks again.

And as i didn't want to come with empty hands i bring you my in-flight refuelling (@cns: Please don't get mad at me i know it's long but, I'm sorry, please forgive me, please... !!!!!!!!!!!! smile.gif)))))))))).

First I work on a stripped scm (which is very very very usefull and fun) and i haven't even tested it on a long one (probably doesn't cos of the lenght...) anyway here it is:
All this goes to the main part ( before --------------Mission 0-----------)
you must create four threads (at least three of them could be merge together, anyway..... )

CODE
004F: create_thread ��INFLYPET_10
004F: create_thread ��PATHAD0_10
004F: create_thread ��FLYBOMB_10
004F: create_thread ��RADARFLYPET_10;; as to be alone to not have blinking marker



CODE

:FLYBOMB_10                ;;; this thread create the plane and verify they still alive , and recreated them if needed
0001: wait  0 ms
0004: $existfly0 =  1;; integer values , this check if the plane exist (probably has a special opcode but hasn't found it, i think object_exist should crash the game, i havn't test it
0004: $existfly1 =  1;; integer values, if 1 doesn't exist, if 0 exist, it prevent the engine to look for a plane or an actor that doesn't exist and then crash....
0004: $existfly2 =  1;; integer values
0004: $existfly3 =  1;; integer values

:FLYBOMB_20
0001: wait  0 ms
00D6: if  1
0248:    model #WMYMECH available
0248:    model #ANDROM available
004D: jump_if_false ��FLYBOMB_30
0002: jump ��FLYBOMB_40

:FLYBOMB_30
0001: wait  500 ms
0247: request model #WMYMECH
0247: request model #ANDROM
038B: load_requested_models
0002: jump ��FLYBOMB_20

:FLYBOMB_40
00D6: if 0
0038:   $existfly0 ==  0;; integer values , redirect to which plane it has to create
004D: jump_if_false ��FLYBOMB_50
00D6: if 0
0038:   $existfly1 ==  0;; integer values
004D: jump_if_false ��FLYBOMB_60
00D6: if 0
0038:   $existfly2 ==  0;; integer values
004D: jump_if_false ��FLYBOMB_70
00D6: if 0
0038:   $existfly3 ==  0;; integer values
004D: jump_if_false ��FLYBOMB_80
0002: jump ��FLYBOMB_90

:FLYBOMB_50
0001: wait  0 ms
00A5: $flytank00 = create_car #ANDROM at  0.0  0.0  0.0
08E6: $flytank00 1
00AB: put_car $flytank00 at 1500.0  3500.0  430.0
0175: set_car $flytank00 z_angle_to 180.0
04BA: set_car $flytank00 speed_instantly  20.0
0224: set_car $flytank00 health_to  1000
0129: $flyattend0 = create_actor  24 #WMYMECH in_car $flytank00 driverseat
0186: $flymark0 = create_marker_above_car $flytank00;; those should be useless but i can't get to see the marker on the radar if not in the area
018B: show_on_radar $flymark0  2
0165: set_marker $flymark0 color_to  2
0004: $existfly0 =  0;; integer values
0002: jump ��FLYBOMB_40

:FLYBOMB_60
0001: wait  0 ms
00A5: $flytank01 = create_car #ANDROM at  0.0  0.0  0.0
08E6: $flytank01 1                              
00AB: put_car $flytank01 at -1500.0  -3500.0  430.0
0175: set_car $flytank01 z_angle_to 0.0
04BA: set_car $flytank01 speed_instantly  20.0
0224: set_car $flytank01 health_to  1000
0129: $flyattend1 = create_actor  24 #WMYMECH in_car $flytank01 driverseat
0186: $flymark1 = create_marker_above_car $flytank01
018B: show_on_radar $flymark1  2
0165: set_marker $flymark1 color_to  2
0004: $existfly1 =  0;; integer values
0002: jump ��FLYBOMB_40

:FLYBOMB_70
0001: wait  0 ms
00A5: $flytank02 = create_car #ANDROM at  0.0  0.0  0.0
08E6: $flytank02 1
00AB: put_car $flytank02 at 3500.0  -1500.0  400.0
0175: set_car $flytank02 z_angle_to 90.0
04BA: set_car $flytank02 speed_instantly  20.0
0224: set_car $flytank02 health_to  1000
0129: $flyattend2 = create_actor  24 #WMYMECH in_car $flytank02 driverseat
0186: $flymark2 = create_marker_above_car $flytank02
018B: show_on_radar $flymark2  2
0165: set_marker $flymark2 color_to  2
0004: $existfly2 =  0;; integer values
0002: jump ��FLYBOMB_40

:FLYBOMB_80
0001: wait  0 ms
00A5: $flytank03 = create_car #ANDROM at  0.0  0.0  0.0
08E6: $flytank03 1
00AB: put_car $flytank03 at -3500.0  1500.0  500.0
0175: set_car $flytank03 z_angle_to 270.0
04BA: set_car $flytank03 speed_instantly  20.0
0224: set_car $flytank03 health_to  1000
0129: $flyattend3 = create_actor  24 #WMYMECH in_car $flytank03 driverseat
0186: $flymark3 = create_marker_above_car $flytank03
018B: show_on_radar $flymark3  2
0165: set_marker $flymark3 color_to  2
0004: $existfly3 =  0;; integer values
0002: jump ��FLYBOMB_40

:FLYBOMB_90
0001: wait  20 ms
00D6: if  0
0185:   car $flytank00 health >=  999 ;; A plane full of petrol is a nice fat BOMB so don't touch it it would get very dangerous
004D: jump_if_false ��FLYBOMB_100
00D6: if  0
0185:   car $flytank01 health >=  999;;I know it's really touchy but i can't give order to the plane to come back to it's route, i just throw it like a paper plane and hope it's going to get where i want.....
004D: jump_if_false ��FLYBOMB_110  
00D6: if  0
0185:   car $flytank02 health >=  999;; so if you touch it you make the plane veer off it's course, with that it won't get verred off
004D: jump_if_false ��FLYBOMB_120
00D6: if  0
0185:   car $flytank03 health >=  999;;
004D: jump_if_false ��FLYBOMB_130
0002: jump ��FLYBOMB_90

:FLYBOMB_100
0001: wait  0 ms
0004: $existfly0 =  1;; integer values
0407: create_coordinate $xexplos00 $yexplos00 $zexplos00 from_car $flytank00 offset  0.0  -2.0  -2.0;; I've gone mad there, but it was so much fun
0407: create_coordinate $xexplos01 $yexplos01 $zexplos01 from_car $flytank00 offset  9.0  -3.0  0.0;;and it doesn't do it's job really good
0407: create_coordinate $xexplos02 $yexplos02 $zexplos02 from_car $flytank00 offset  -9.0  -3.0  0.0;; it should left you no chance to survive but you do, it a shame.....
0407: create_coordinate $xexplos03 $yexplos03 $zexplos03 from_car $flytank00 offset  18.0  -7.0  1.0
0407: create_coordinate $xexplos04 $yexplos04 $zexplos04 from_car $flytank00 offset  -18.0  -7.0  1.0
0407: create_coordinate $xexplos05 $yexplos05 $zexplos05 from_car $flytank00 offset  2.2  10.0  0.0
0407: create_coordinate $xexplos06 $yexplos06 $zexplos06 from_car $flytank00 offset  -2.2  10.0  0.0
0407: create_coordinate $xexplos07 $yexplos07 $zexplos07 from_car $flytank00 offset  0.0  14.0  -2.0
0407: create_coordinate $xexplos08 $yexplos08 $zexplos08 from_car $flytank00 offset  0.0  -11.0  -2.0
0407: create_coordinate $xexplos10 $yexplos10 $zexplos10 from_car $flytank00 offset  2.2  -4.0  1.0
0407: create_coordinate $xexplos11 $yexplos11 $zexplos11 from_car $flytank00 offset  -2.2  -4.0  1.0
0407: create_coordinate $xexplos12 $yexplos12 $zexplos12 from_car $flytank00 offset  0.0  -20.0  1.0
0407: create_coordinate $xexplos13 $yexplos13 $zexplos13 from_car $flytank00 offset  0.0  -27.0  9.0
0407: create_coordinate $xexplos14 $yexplos14 $zexplos14 from_car $flytank00 offset  0.0  10.0  4.0
0407: create_coordinate $xexplos15 $yexplos15 $zexplos15 from_car $flytank00 offset  0.0  -12.0  4.0
020C: create_explosion_with_radius 10 at  $xexplos00 $yexplos00 $zexplos00
020C: create_explosion_with_radius 10 at  $xexplos12 $yexplos12 $zexplos12
020C: create_explosion_with_radius 10 at  $xexplos13 $yexplos13 $zexplos13
020C: create_explosion_with_radius 10 at  $xexplos14 $yexplos14 $zexplos14
020C: create_explosion_with_radius 10 at  $xexplos15 $yexplos15 $zexplos15
020C: create_explosion_with_radius 10 at  $xexplos07 $yexplos07 $zexplos07
020C: create_explosion_with_radius 10 at  $xexplos08 $yexplos08 $zexplos08
0001: wait  100 ms
020C: create_explosion_with_radius 10 at  $xexplos01 $yexplos01 $zexplos01
020C: create_explosion_with_radius 10 at  $xexplos02 $yexplos02 $zexplos02
020C: create_explosion_with_radius 10 at  $xexplos03 $yexplos03 $zexplos03
020C: create_explosion_with_radius 10 at  $xexplos04 $yexplos04 $zexplos04
0001: wait  100 ms
020C: create_explosion_with_radius 10 at  $xexplos05 $yexplos05 $zexplos05
020C: create_explosion_with_radius 10 at  $xexplos06 $yexplos06 $zexplos06
020C: create_explosion_with_radius 10 at  $xexplos10 $yexplos10 $zexplos10
020C: create_explosion_with_radius 10 at  $xexplos11 $yexplos11 $zexplos11;;I've told you: DON'T TOUCH IT !!!!!!!!! :)))
0001: wait  100 ms
020B: explode_car $flytank00   ;; Well 15 explosion is really to much and they don't do there job but quite fun.....
00A6: destroy_car  $flytank00          
0164: disable_marker $flymark0
009B: destroy_actor_instantly $flyattend0
0002: jump ��FLYBOMB_50

:FLYBOMB_110
0001: wait  0 ms
0004: $existfly1 =  1;; integer values
0407: create_coordinate $xexplos00 $yexplos00 $zexplos00 from_car $flytank01 offset  0.0  -2.0  -2.0
0407: create_coordinate $xexplos01 $yexplos01 $zexplos01 from_car $flytank01 offset  9.0  -3.0  0.0
0407: create_coordinate $xexplos02 $yexplos02 $zexplos02 from_car $flytank01 offset  -9.0  -3.0  0.0
0407: create_coordinate $xexplos03 $yexplos03 $zexplos03 from_car $flytank01 offset  18.0  -7.0  1.0
0407: create_coordinate $xexplos04 $yexplos04 $zexplos04 from_car $flytank01 offset  -18.0  -7.0  1.0
0407: create_coordinate $xexplos05 $yexplos05 $zexplos05 from_car $flytank01 offset  2.2  10.0  0.0
0407: create_coordinate $xexplos06 $yexplos06 $zexplos06 from_car $flytank01 offset  -2.2  10.0  0.0
0407: create_coordinate $xexplos07 $yexplos07 $zexplos07 from_car $flytank01 offset  0.0  14.0  -2.0
0407: create_coordinate $xexplos08 $yexplos08 $zexplos08 from_car $flytank01 offset  0.0  -11.0  -2.0
0407: create_coordinate $xexplos10 $yexplos10 $zexplos10 from_car $flytank01 offset  2.2  -4.0  1.0
0407: create_coordinate $xexplos11 $yexplos11 $zexplos11 from_car $flytank01 offset  -2.2  -4.0  1.0
0407: create_coordinate $xexplos12 $yexplos12 $zexplos12 from_car $flytank01 offset  0.0  -20.0  1.0
0407: create_coordinate $xexplos13 $yexplos13 $zexplos13 from_car $flytank01 offset  0.0  -27.0  9.0
0407: create_coordinate $xexplos14 $yexplos14 $zexplos14 from_car $flytank01 offset  0.0  10.0  4.0
0407: create_coordinate $xexplos15 $yexplos15 $zexplos15 from_car $flytank01 offset  0.0  -12.0  4.0
020C: create_explosion_with_radius 10 at  $xexplos00 $yexplos00 $zexplos00
020C: create_explosion_with_radius 10 at  $xexplos12 $yexplos12 $zexplos12
020C: create_explosion_with_radius 10 at  $xexplos13 $yexplos13 $zexplos13
020C: create_explosion_with_radius 10 at  $xexplos14 $yexplos14 $zexplos14
020C: create_explosion_with_radius 10 at  $xexplos15 $yexplos15 $zexplos15
020C: create_explosion_with_radius 10 at  $xexplos07 $yexplos07 $zexplos07
020C: create_explosion_with_radius 10 at  $xexplos08 $yexplos08 $zexplos08
0001: wait  100 ms
020C: create_explosion_with_radius 10 at  $xexplos01 $yexplos01 $zexplos01
020C: create_explosion_with_radius 10 at  $xexplos02 $yexplos02 $zexplos02
020C: create_explosion_with_radius 10 at  $xexplos03 $yexplos03 $zexplos03
020C: create_explosion_with_radius 10 at  $xexplos04 $yexplos04 $zexplos04
0001: wait  100 ms
020C: create_explosion_with_radius 10 at  $xexplos05 $yexplos05 $zexplos05
020C: create_explosion_with_radius 10 at  $xexplos06 $yexplos06 $zexplos06
020C: create_explosion_with_radius 10 at  $xexplos10 $yexplos10 $zexplos10
020C: create_explosion_with_radius 10 at  $xexplos11 $yexplos11 $zexplos11
0001: wait  100 ms
020B: explode_car $flytank01
00A6: destroy_car  $flytank01
0164: disable_marker $flymark1
009B: destroy_actor_instantly $flyattend1
0002: jump ��FLYBOMB_60

:FLYBOMB_120
0001: wait  0 ms
0004: $existfly2 =  1;; integer values
0407: create_coordinate $xexplos00 $yexplos00 $zexplos00 from_car $flytank02 offset  0.0  -2.0  -2.0
0407: create_coordinate $xexplos01 $yexplos01 $zexplos01 from_car $flytank02 offset  9.0  -3.0  0.0
0407: create_coordinate $xexplos02 $yexplos02 $zexplos02 from_car $flytank02 offset  -9.0  -3.0  0.0
0407: create_coordinate $xexplos03 $yexplos03 $zexplos03 from_car $flytank02 offset  18.0  -7.0  1.0
0407: create_coordinate $xexplos04 $yexplos04 $zexplos04 from_car $flytank02 offset  -18.0  -7.0  1.0
0407: create_coordinate $xexplos05 $yexplos05 $zexplos05 from_car $flytank02 offset  2.2  10.0  0.0
0407: create_coordinate $xexplos06 $yexplos06 $zexplos06 from_car $flytank02 offset  -2.2  10.0  0.0
0407: create_coordinate $xexplos07 $yexplos07 $zexplos07 from_car $flytank02 offset  0.0  14.0  -2.0
0407: create_coordinate $xexplos08 $yexplos08 $zexplos08 from_car $flytank02 offset  0.0  -11.0  -2.0
0407: create_coordinate $xexplos10 $yexplos10 $zexplos10 from_car $flytank02 offset  2.2  -4.0  1.0
0407: create_coordinate $xexplos11 $yexplos11 $zexplos11 from_car $flytank02 offset  -2.2  -4.0  1.0
0407: create_coordinate $xexplos12 $yexplos12 $zexplos12 from_car $flytank02 offset  0.0  -20.0  1.0
0407: create_coordinate $xexplos13 $yexplos13 $zexplos13 from_car $flytank02 offset  0.0  -27.0  9.0
0407: create_coordinate $xexplos14 $yexplos14 $zexplos14 from_car $flytank02 offset  0.0  10.0  4.0
0407: create_coordinate $xexplos15 $yexplos15 $zexplos15 from_car $flytank02 offset  0.0  -12.0  4.0
020C: create_explosion_with_radius 10 at  $xexplos00 $yexplos00 $zexplos00
020C: create_explosion_with_radius 10 at  $xexplos12 $yexplos12 $zexplos12
020C: create_explosion_with_radius 10 at  $xexplos13 $yexplos13 $zexplos13
020C: create_explosion_with_radius 10 at  $xexplos14 $yexplos14 $zexplos14
020C: create_explosion_with_radius 10 at  $xexplos15 $yexplos15 $zexplos15
020C: create_explosion_with_radius 10 at  $xexplos07 $yexplos07 $zexplos07
020C: create_explosion_with_radius 10 at  $xexplos08 $yexplos08 $zexplos08
0001: wait  100 ms
020C: create_explosion_with_radius 10 at  $xexplos01 $yexplos01 $zexplos01
020C: create_explosion_with_radius 10 at  $xexplos02 $yexplos02 $zexplos02
020C: create_explosion_with_radius 10 at  $xexplos03 $yexplos03 $zexplos03
020C: create_explosion_with_radius 10 at  $xexplos04 $yexplos04 $zexplos04
0001: wait  100 ms
020C: create_explosion_with_radius 10 at  $xexplos05 $yexplos05 $zexplos05
020C: create_explosion_with_radius 10 at  $xexplos06 $yexplos06 $zexplos06
020C: create_explosion_with_radius 10 at  $xexplos10 $yexplos10 $zexplos10
020C: create_explosion_with_radius 10 at  $xexplos11 $yexplos11 $zexplos11
0001: wait  100 ms
020B: explode_car $flytank02
00A6: destroy_car  $flytank02
0164: disable_marker $flymark2
009B: destroy_actor_instantly $flyattend2
0002: jump ��FLYBOMB_70

:FLYBOMB_130
0001: wait  0 ms
0004: $existfly3 =  1;; integer values
0407: create_coordinate $xexplos00 $yexplos00 $zexplos00 from_car $flytank03 offset  0.0  -2.0  -2.0
0407: create_coordinate $xexplos01 $yexplos01 $zexplos01 from_car $flytank03 offset  9.0  -3.0  0.0
0407: create_coordinate $xexplos02 $yexplos02 $zexplos02 from_car $flytank03 offset  -9.0  -3.0  0.0
0407: create_coordinate $xexplos03 $yexplos03 $zexplos03 from_car $flytank03 offset  18.0  -7.0  1.0
0407: create_coordinate $xexplos04 $yexplos04 $zexplos04 from_car $flytank03 offset  -18.0  -7.0  1.0
0407: create_coordinate $xexplos05 $yexplos05 $zexplos05 from_car $flytank03 offset  2.2  10.0  0.0
0407: create_coordinate $xexplos06 $yexplos06 $zexplos06 from_car $flytank03 offset  -2.2  10.0  0.0
0407: create_coordinate $xexplos07 $yexplos07 $zexplos07 from_car $flytank03 offset  0.0  14.0  -2.0
0407: create_coordinate $xexplos08 $yexplos08 $zexplos08 from_car $flytank03 offset  0.0  -11.0  -2.0
0407: create_coordinate $xexplos10 $yexplos10 $zexplos10 from_car $flytank03 offset  2.2  -4.0  1.0
0407: create_coordinate $xexplos11 $yexplos11 $zexplos11 from_car $flytank03 offset  -2.2  -4.0  1.0
0407: create_coordinate $xexplos12 $yexplos12 $zexplos12 from_car $flytank03 offset  0.0  -20.0  1.0
0407: create_coordinate $xexplos13 $yexplos13 $zexplos13 from_car $flytank03 offset  0.0  -27.0  9.0
0407: create_coordinate $xexplos14 $yexplos14 $zexplos14 from_car $flytank03 offset  0.0  10.0  4.0
0407: create_coordinate $xexplos15 $yexplos15 $zexplos15 from_car $flytank03 offset  0.0  -12.0  4.0
020C: create_explosion_with_radius 10 at  $xexplos00 $yexplos00 $zexplos00
020C: create_explosion_with_radius 10 at  $xexplos12 $yexplos12 $zexplos12
020C: create_explosion_with_radius 10 at  $xexplos13 $yexplos13 $zexplos13
020C: create_explosion_with_radius 10 at  $xexplos14 $yexplos14 $zexplos14
020C: create_explosion_with_radius 10 at  $xexplos15 $yexplos15 $zexplos15
020C: create_explosion_with_radius 10 at  $xexplos07 $yexplos07 $zexplos07
020C: create_explosion_with_radius 10 at  $xexplos08 $yexplos08 $zexplos08
0001: wait  100 ms
020C: create_explosion_with_radius 10 at  $xexplos01 $yexplos01 $zexplos01
020C: create_explosion_with_radius 10 at  $xexplos02 $yexplos02 $zexplos02
020C: create_explosion_with_radius 10 at  $xexplos03 $yexplos03 $zexplos03
020C: create_explosion_with_radius 10 at  $xexplos04 $yexplos04 $zexplos04
0001: wait  100 ms
020C: create_explosion_with_radius 10 at  $xexplos05 $yexplos05 $zexplos05
020C: create_explosion_with_radius 10 at  $xexplos06 $yexplos06 $zexplos06
020C: create_explosion_with_radius 10 at  $xexplos10 $yexplos10 $zexplos10
020C: create_explosion_with_radius 10 at  $xexplos11 $yexplos11 $zexplos11
0001: wait  100 ms
020B: explode_car $flytank03
00A6: destroy_car  $flytank03
0164: disable_marker $flymark3
009B: destroy_actor_instantly $flyattend3
0002: jump ��FLYBOMB_80

:RADARFLYPET_10;;this thread seem to need to be alone, it make the icon marker car impound, or plane ( if you change to number 5 intsead of 55),  over the plane and moving with it
0001: wait  1000 ms
0002: jump ��RADARFLYPET_20

:RADARFLYPET_20
0001: wait  15 ms
0164: disable_marker $pet49
00D6: if 0
0038:   $existfly0 ==  0;; integer values
004D: jump_if_false ��RADARFLYPET_21
0407: create_coordinate $coradx00 $corady00 $coradz00 from_car $flytank00 offset  0.0  0.0  0.0

:RADARFLYPET_21
0164: disable_marker $pet50
00D6: if 0
0038:   $existfly1 ==  0;; integer values
004D: jump_if_false ��RADARFLYPET_22
0407: create_coordinate $coradx01 $corady01 $coradz01 from_car $flytank01 offset  0.0  0.0  0.0

:RADARFLYPET_22
0164: disable_marker $pet51
00D6: if 0
0038:   $existfly2 ==  0;; integer values
004D: jump_if_false ��RADARFLYPET_23
0407: create_coordinate $coradx02 $corady02 $coradz02 from_car $flytank02 offset  0.0  0.0  0.0

:RADARFLYPET_23
0164: disable_marker $pet52
00D6: if 0
0038:   $existfly3 ==  0;; integer values
004D: jump_if_false ��RADARFLYPET_30
0407: create_coordinate $coradx03 $corady03 $coradz03 from_car $flytank03 offset  0.0  0.0  0.0

:RADARFLYPET_30
04CE: $pet49 = create_icon_marker_without_sphere 55 at $coradx00 $corady00 $coradz00
04CE: $pet50 = create_icon_marker_without_sphere 55 at $coradx01 $corady01 $coradz01
04CE: $pet51 = create_icon_marker_without_sphere 55 at $coradx02 $corady02 $coradz02
04CE: $pet52 = create_icon_marker_without_sphere 55 at $coradx03 $corady03 $coradz03
018B: show_on_radar $pet49  2;; this is supposed to make the icon visible on the radar all the time but doesn't work it's only visible when it's in your radar area
0168: show_on_radar $pet49  2;; i don't know which one(018B or 0168) to use but both or alone they don't
018B: show_on_radar $pet50  2
0168: show_on_radar $pet50  2
018B: show_on_radar $pet51  2
0168: show_on_radar $pet51  2
018B: show_on_radar $pet52  2
0168: show_on_radar $pet52  2
0002: jump ��RADARFLYPET_20

:PATHAD0_10;; this thread check if the plane arrived to it's goal and send it back to where it's from
0001: wait  20000 ms
0002: jump ��PATHAD0_20

:PATHAD0_20
0001: wait  0 ms
00D6: if 0
0038:   $existfly0 ==  0;; integer values
004D: jump_if_false ��PATHAD0_30
00D6: if 0
0100:   actor $flyattend0 near_point_in_car  1500.0  -3500.0  400.0 radius  300.0  300.0  500.0 sphere  0;; 500.0 is a bit more but i wanted it to stay in san andreas to to go to colombia, canada, russia or europe ....
004D: jump_if_false ��PATHAD0_30
0175: set_car $flytank00 z_angle_to 0.0
04BA: set_car $flytank00 speed_instantly  20.0;; might be adding a put_car at but it's not essential
0002: jump ��PATHAD0_30

:PATHAD0_30
0001: wait  0 ms
00D6: if 0
0038:   $existfly1 ==  0;; integer values
004D: jump_if_false ��PATHAD0_40
00D6: if 0
0100:   actor $flyattend1 near_point_in_car  -1500.0  3500.0  400.0 radius  300.0  300.0  500.0 sphere  0
004D: jump_if_false ��PATHAD0_40
0175: set_car $flytank01 z_angle_to 180.0
04BA: set_car $flytank01 speed_instantly  20.0
0002: jump ��PATHAD0_40

:PATHAD0_40
0001: wait  0 ms
00D6: if 0
0038:   $existfly2 ==  0;; integer values
004D: jump_if_false ��PATHAD0_50
00D6: if 0
0100:   actor $flyattend2 near_point_in_car  -3500.0  -1500.0  400.0 radius  300.0  300.0  500.0 sphere  0
004D: jump_if_false ��PATHAD0_50
0175: set_car $flytank02 z_angle_to 270.0
04BA: set_car $flytank02 speed_instantly  20.0
0002: jump ��PATHAD0_50

:PATHAD0_50
0001: wait  0 ms
00D6: if 0
0038:   $existfly3 ==  0;; integer values
004D: jump_if_false ��PATHAD0_60
00D6: if 0
0100:   actor $flyattend3 near_point_in_car  3500.0  1500.0  400.0 radius  300.0  300.0  500.0 sphere  0
004D: jump_if_false ��PATHAD0_60
0175: set_car $flytank03 z_angle_to 90.0
04BA: set_car $flytank03 speed_instantly  20.0
0002: jump ��PATHAD0_60

:PATHAD0_60
0001: wait  0 ms
00D6: if 0
0038:   $existfly0 ==  0;; integer values
004D: jump_if_false ��PATHAD0_70
00D6: if 0
0100:   actor $flyattend0 near_point_in_car  1500.0  3500.0  400.0 radius  300.0  300.0  500.0 sphere  0
004D: jump_if_false ��PATHAD0_70
0175: set_car $flytank00 z_angle_to 180.0
04BA: set_car $flytank00 speed_instantly  20.0
0002: jump ��PATHAD0_70

:PATHAD0_70
0001: wait  0 ms
00D6: if 0
0038:   $existfly1 ==  0;; integer values
004D: jump_if_false ��PATHAD0_80
00D6: if 0
0100:   actor $flyattend1 near_point_in_car  -1500.0  -3500.0  400.0 radius  300.0  300.0  500.0 sphere  0
004D: jump_if_false ��PATHAD0_80
0175: set_car $flytank01 z_angle_to 0.0
04BA: set_car $flytank01 speed_instantly  20.0
0002: jump ��PATHAD0_80

:PATHAD0_80
0001: wait  0 ms
00D6: if 0
0038:   $existfly2 ==  0;; integer values
004D: jump_if_false ��PATHAD0_90
00D6: if 0
0100:   actor $flyattend2 near_point_in_car  3500.0  -1500.0  400.0 radius  300.0  300.0  500.0 sphere  0
004D: jump_if_false ��PATHAD0_90
0175: set_car $flytank02 z_angle_to 90.0
04BA: set_car $flytank02 speed_instantly  20.0
0002: jump ��PATHAD0_90

:PATHAD0_90
0001: wait  0 ms
00D6: if 0
0038:   $existfly3 ==  0;; integer values
004D: jump_if_false ��PATHAD0_20
00D6: if 1
0100:   actor $flyattend3 near_point_in_car  -3500.0  1500.0  400.0 radius  300.0  300.0  500.0 sphere  0
004D: jump_if_false ��PATHAD0_20
0175: set_car $flytank03 z_angle_to 270.0
04BA: set_car $flytank03 speed_instantly  20.0
0002: jump ��PATHAD0_20

:INFLYPET_10    ;; this thread make the corona move along and check if the player is refuelling
0001: wait  0 ms

:INFLYPET_11
0001: wait  500 ms
0002: jump ��INFLYPET_12

:INFLYPET_12
0001: wait  1000 ms
06D5:  4 1500.0  3500.0  400.0 1500.0  3498.0  400.0  3.0 $flycoro0;;that created a corona (racing checkpoint) at the first coords and oriented to the second coords i think the database has been updated and it's now a known opcode
06D5:  4 -1500.0  -3500.0  400.0 -1500.0  -3498.0  400.0  3.0 $flycoro1
06D5:  4 3500.0  -1500.0  400.0 3498.0  -1500.0  400.0  3.0 $flycoro2
06D5:  4 -3500.0  1500.0  400.0 -3498.0  1500.0  400.0  3.0 $flycoro3

:INFLYPET_20
0001: wait  10 ms
00D6: if 0
0038:   $existfly0 ==  0;; integer values
004D: jump_if_false ��INFLYPET_21
0407: create_coordinate $corx00 $cory00 $corz00 from_car $flytank00 offset  0.0  -20.0  -15.0
07F3: $flycoro0 $corx00 $cory00 $corz00;; this is a MAGIC op code because it MOVE the corona "not to fast" and then avoid blinking it moves nicely along, i don't have to use 06D6 to destroy the corona and recreate it, but it keeps the same direction as created (here it doesn't really matter)

:INFLYPET_21
00D6: if 0
0038:   $existfly1 ==  0;; integer values
004D: jump_if_false ��INFLYPET_22
0407: create_coordinate $corx01 $cory01 $corz01 from_car $flytank01 offset  0.0  -20.0  -15.0
07F3: $flycoro1 $corx01 $cory01 $corz01

:INFLYPET_22
00D6: if 0
0038:   $existfly2 ==  0;; integer values
004D: jump_if_false ��INFLYPET_23
0407: create_coordinate $corx02 $cory02 $corz02 from_car $flytank02 offset  0.0  -20.0  -15.0
07F3: $flycoro2 $corx02 $cory02 $corz02

:INFLYPET_23
00D6: if 0
0038:   $existfly3 ==  0;; integer values
004D: jump_if_false ��INFLYPET_24
0407: create_coordinate $corx03 $cory03 $corz03 from_car $flytank03 offset  0.0  -20.0  -15.0
07F3: $flycoro3 $corx03 $cory03 $corz03

:INFLYPET_24
00D6: if  0
00DF:   actor $3 driving
004D: jump_if_false ��INFLYPET_20  ;;; well some of you probably recongnize this part it check if you are in the corona
00D6: if  0
8100:  NOT   actor $3 near_point_in_car $corx00 $cory00 $corz00 radius  10.0 10.0  10.0 sphere  0;; it's a pretty big radius for a in-flight refuelling, but GTA is a GAME if it's to hard (i should say impossible), you'll see...., maybe those lucky ones who got a proper joystick, would say it's easy, i'll answer them try with a keyboard.....
004D: jump_if_false ��INFLYPET_220
00D6: if  0
8100:  NOT   actor $3 near_point_in_car $corx01 $cory01 $corz01 radius  10.0 10.0  10.0 sphere  0
004D: jump_if_false ��INFLYPET_220  ;; but once you get the habit of it it gets easier
00D6: if  0
8100:  NOT   actor $3 near_point_in_car $corx02 $cory02 $corz02 radius  10.0 10.0  10.0 sphere  0
004D: jump_if_false ��INFLYPET_220
00D6: if  0
8100:  NOT   actor $3 near_point_in_car $corx03 $cory03 $corz03 radius  10.0 10.0  10.0 sphere  0
004D: jump_if_false ��INFLYPET_220
0002: jump ��INFLYPET_20

:INFLYPET_220
0001: wait  0 ms
00D6: if  0
00DF:   actor $3 driving
004D: jump_if_false ��INFLYPET_20
03C0: $flyplcar00 = actor $3 car
00D6: if  2
8137:   NOT   car $flyplcar00 id == #BAGGAGE;; if you crazy enough to get those electric cars up there with the flying car cheat, at least it won't crash
8137:   NOT   car $flyplcar00 id == #CADDY
8137:   NOT   car $flyplcar00 id == #SWEEPER
004D: jump_if_false ��INFLYPET_20
00D6: if  0
8018:   NOT   $11216.25 >  99;; integer values
004D: jump_if_false ��INFLYPET_300
00D6: if  0
010A:   player $2 money >  15
004D: jump_if_false ��INFLYPET_460
0008: $11216.25 +=  1;; integer values
0109: player $2 money += -15
0002: jump ��INFLYPET_20

:INFLYPET_300
0001: wait  0 ms
00BC: text_highpriority 'TANKFU'  1000 ms  1
0002: jump ��INFLYPET_20

:INFLYPET_460
0001: wait  0 ms
00BC: text_highpriority 'PETMON'  1000 ms  1
0002: jump ��INFLYPET_20



Well sorry again for the lenght, i try my best, but it's not i could put it in a program and compressed it !!!! smile.gif)))

Anyway i've fun see you right back (Yes, i've still got things to post...) biggrin.gif

EDITED: i forgot the screenies (shame on me)
user posted image

user posted image
Here you can see some little missiles they are placed at the offset of the explosion, imagine what it could do on your plane..... smile.gif

user posted image

user posted image

user posted image

Have fun



--------------------------------------------------------------------------------------------------
------------------------------------------UPDATE-----------------------------------------------

I've changed the way it work, and that make the code much much shorter and better.

Now if you only got half a tank left, and your altitude is over 150 a flying petrol station will appear. Get in the flying corona to fill up your fuel tank, and then get away it will disappear.
As before don't touch the flying petrol station it's HIGHLY explosive !!!!!! the code for the explosion has been improved very very well, it's now very short and very effective cool.gif

A fresh screenshot :
user posted image

This code is made for Sanny Builder

and the code :

CODE
004F: create_thread @INFLYPET2



CODE
:INFLYPET2
03A4: name_thread 'INFLYPE'
0004: $11060 = 0 // integer values

:INFLYPET2_100
0001: wait 0 ms
00D6: if AND
 0256: player $PLAYER_CHAR defined
 00DF: actor $PLAYER_ACTOR driving
 8018: NOT $11060 > 50 // integer values
004D: jump_if_false @INFLYPET2_100
03C0: $FLYPETCAR = actor $PLAYER_ACTOR car
04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 300.0 100.0
00D6: if AND
 01F3: car $FLYPETCAR airborne
 81C1: NOT car $FLYPETCAR stopped
 8119: not car $FLYPETCAR wrecked
 84A9: not actor $PLAYER_ACTOR driving_helicopter
 0021: [email protected] > 350.0 // floating-point values
004D: jump_if_false @INFLYPET2_100
04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 310.0 100.0
0174: [email protected] = car $FLYPETCAR z_angle

:INFLYPET2_200
0001: wait 0 ms
0247: request_model #ANDROM
0247: request_model #WMYMECH
038B: load_requested_models
00D6: if
 0248: model #ANDROM available
 0248: model #WMYMECH available
004D: jump_if_false @INFLYPET2_200
00A5: [email protected] = create_car #ANDROM at  [email protected] [email protected] [email protected]
0175: set_car [email protected] z_angle_to [email protected]
0129: [email protected] = create_actor 4 #WMYMECH in_car [email protected] driverseat
08E6: plane [email protected] change_landing_gear 1
0085: [email protected] = [email protected] // integer values and handles
000B: [email protected] += 90.0 // floating-point values
00D6: if
 0021: [email protected] > 360.0 // floating-point values
004D: jump_if_false @INFLYPET2_300
000F: [email protected] -= 360.0 // floating-point values
000B: [email protected] += 50.0 // floating-point values

:INFLYPET2_300
070F: [email protected] [email protected] [email protected] [email protected]
0186: [email protected] = create_marker_above_car [email protected]
018B: show_on_radar [email protected] 2
0165: set_marker [email protected] color_to 2
06D5: [email protected] = create_racing_checkpoint_at [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] type 4 radius 4.0

:INFLYPET2_400
0001: wait 0 ms
04BA: set_car [email protected] speed_instantly 70.0
0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset 0.0 -20.0 -15.0
07F3: move_racing_checkpoint [email protected] to [email protected] [email protected] [email protected]

:INFLYPET2_500
00D6: if
 0207: actor $PLAYER_ACTOR near_car_in_car [email protected] radius 800.0 800.0 350.0 unknown 0
004D: jump_if_false @INFLYPET2_600
00D6: if
 0185: car [email protected] health >= 999
004D: jump_if_false @INFLYPET2_700
00D6: if
 8100: NOT actor $PLAYER_ACTOR near_point_in_car [email protected] [email protected] [email protected] radius 10.0 10.0 10.0 sphere 0
004D: jump_if_false @INFLYPET2_900
0002: jump @INFLYPET2_400

:INFLYPET2_600
00A6: destroy_car [email protected]
06D6: destroy_racing_checkpoint [email protected]
0164: disable_marker [email protected]
0002: jump @INFLYPET2_100

:INFLYPET2_700
0006: [email protected] = 0 // integer values

:INFLYPET2_800
0001: wait 10 ms
00AA: store_car [email protected] position_to [email protected] [email protected] [email protected]
0208: [email protected] = random_float -20.0 20.0
0208: [email protected] = random_float -15.0 15.0
0208: [email protected] = random_float -5.0 5.0
005B: [email protected] += [email protected] // floating-point values
005B: [email protected] += [email protected] // floating-point values
005B: [email protected] += [email protected] // floating-point values
020C: create_explosion_with_radius 10 at [email protected] [email protected] [email protected]
000A: [email protected] += 1 // integer values
00D6: if
 0029: [email protected] >= 122 // integer values
004D: jump_if_false @INFLYPET2_800
0001: wait 15000 ms
0002: jump @INFLYPET2_600

:INFLYPET2_900
0001: wait 0 ms
00D6: if
0256: player $PLAYER_CHAR defined
004D: jump_if_false @INFLYPET2_100
00D6: if
 8137: NOT car $FLYPETCAR id == #BAGGAGE
 8137: NOT car $FLYPETCAR id == #CADDY
 8137: NOT car $FLYPETCAR id == #SWEEPER
004D: jump_if_false @INFLYPET2_400
00D6: if
 8018: NOT $11060 > 99 // integer values
004D: jump_if_false @INFLYPET2_1000
00D6: if
 010A: player $PLAYER_CHAR money > 20
004D: jump_if_false @INFLYPET2_1200
0008: $11060 += 1 // integer values
0109: player $PLAYER_CHAR money += -20
0002: jump @INFLYPET2_400

:INFLYPET2_1000
0001: wait 0 ms
054C: use_GXT_table 'MAN_2'
00BC: text_highpriority 'MAN2_EF' 1000 ms 1
0001: wait 5000 ms
0002: jump @INFLYPET2_400

:INFLYPET2_1200
0001: wait 0 ms
00BC: text_highpriority 'IE07' 1000 ms 1
0001: wait 5000 ms
0002: jump @INFLYPET2_400



Just for information the code is 4960 bytes shorter !!!!!!! cool.gif

Look how cool the new explosion is :

user posted image


Have fun

tomworld10
  • tomworld10

    Mark Chump

  • Members
  • Joined: 29 Jun 2005

#265

Posted 09 September 2005 - 07:30 AM

reHi,

I said i'll be back...

But this time it doesn't work as good as above, but in-flight refuelling was fun, and of course it given me the idea of doing with a truck !!!! (in some aspects it's easier but on some others it'a harder...). Any way i tell you right away if you don't follow this stupid truck it will GO THROUGH THE GROUND !!!!!!!!!!!!!! when i'm faraway from it, and i'm not even sure i can solve the problem.... sad.gif

On this one there is only two threads i merged the others together.
CODE
004F: create_thread ££DRIVPET_10
004F: create_thread ££RADARDRIVPET_10


And then
CODE
:DRIVPET_10
0001: wait  0 ms
0004: $existdrivpet0 =  0 ;; integer values, same as the plane to avoid crash not as usefull though

:DRIVPET_20
0001: wait  0 ms
00D6: if  1
0248:    model #WMYMECH available
0248:    model #PETROTR available
0248:    model #PETRO available
0248:    model #RDTRAIN available
004D: jump_if_false ££DRIVPET_30
0002: jump ££DRIVPET_40

:DRIVPET_30
0001: wait  500 ms
0247: request model #WMYMECH
0247: request model #PETROTR
0247: request_model #PETRO
0247: request_model #RDTRAIN
038B: load_requested_models
0002: jump ££DRIVPET_20

:DRIVPET_40
00A5: $truckpet00 = create_car #RDTRAIN at 350.0  2500.0  18.0
0175: set_car $truckpet00 z_angle_to 270.0
0224: set_car $truckpet00 health_to  1000
00A5: $trailpet00 = create_car #PETROTR at 332.0  2500.0  18.0
0175: set_car $trailpet00 z_angle_to 270.0
0224: set_car $trailpet00 health_to  1000
0893: put_trailer $trailpet00 on_cab $truckpet00 ;; hard to believe it's that easy but it is, no matter where the trailer is spawn it'll be placed at the right place in the right angle
0129: $drivattend0 = create_actor  24 #WMYMECH in_car $truckpet00 driverseat
0186: $drivmark0 = create_marker_above_car $truckpet00 ;; same as flypet half useless
018B: show_on_radar $drivmark0  2
02C2: car $truckpet00 drive_to_point 2535.0 845.0  8.0
00AF: set_car $truckpet00 driver_behaviour_to  1
02DB: set_boat $truckpet00 speed_to  30.0 ;; it works and pretty good, i've never been able to check if it makes the car still go to the good place, but it's much more fun and less boring at 90km/h than at 30 km/h
0004: $existdrivpet0 =  1 ;; integer values
0004: $gotofirstpnt0 =  1 ;; integer values
0004: $gotosecndpnt0 =  0 ;; integer values
0002: jump ££DRIVPET_50

:DRIVPET_50
0407: create_coordinate $xtruckcor00 $ytruckcor00 $ztruckcor00 from_car $trailpet00 offset  3.0  -4.0  -1.0
0407: create_coordinate $xtruckcor10 $ytruckcor10 $ztruckcor10 from_car $trailpet00 offset  3.0  -3.5  -1.0
06D5:  4 $xtruckcor00 $ytruckcor00 $ztruckcor00 $xtruckcor10 $ytruckcor10 $ztruckcor10  1.0 $truckcoro00
0174: $ztruckangold00 = car $trailpet00 z_angle
0002: jump ££DRIVPET_60

:DRIVPET_60
0001: wait  0 ms
0407: create_coordinate $xtruckcor10 $ytruckcor10 $ztruckcor10 from_car $trailpet00 offset  3.0  -3.5  -1.0
07F3: $truckcoro00 $xtruckcor10 $ytruckcor10 $ztruckcor10
0005: $ztruckangp00 =  $ztruckangold00 ;; floating-point values  ;; all this crap check if it has to destroy the corona and create a new one in the right angle ,  of
0005: $ztruckangm00 =  $ztruckangold00 ;; floating-point values;;because as i said before 07F3 move in the same direction so if the trailer as turned  
000B: $ztruckangp00 +=  15.0 ;; floating-point values,more than 15 degres the corona is destroyed and a new one in the right angle is created
000D: $ztruckangm00 -=  15.0 ;; floating-point values
0174: $ztruckang00 = car $trailpet00 z_angle  
00D6: if  1
0022:   $ztruckangp00 > $ztruckang00 ;; floating-point values
0020:   $ztruckang00 >  $ztruckangm00 ;; floating-point values
004D: jump_if_false ££DRIVPET_70 ;; go destroy and recreate corona
00D6: if  0
8100:    NOT   actor $3 near_point_in_car $xtruckcor10 $ytruckcor10 $ztruckcor10 radius  1.0 1.0  1.0 sphere  0
004D: jump_if_false ££DRIVPET_220 ;; go fill up the tank
00D6: if  0
07AB:   car $trailpet00 attached_to_car $truckpet00
004D: jump_if_false ££DRIVPET_80
0227: $healtrail00 = car $trailpet00 health        ;; this shouldn't be here it shows thye health of the truck and trailer
04F7: status_text $healtrail00  0 line  2 'TANKFU'   ;; this shouldn't be here it shows thye health of the truck and trailer
0227: $healtruck00 = car $truckpet00 health      ;; this shouldn't be here it shows thye health of the truck and trailer
04F7: status_text $healtruck00  0 line  3 'TANKFU'   ;; this shouldn't be here it shows thye health of the truck and trailer
0005: $ztruckang00 =  $ztruckangold00  ;; the new angle become the new one
00D6: if  1
0185:   car $trailpet00 health >=  800  ;; it's a petrol tank it's pretty weak and explosiv !!!
0185:   car $truckpet00 health >=  500 ;; no use of a smoking truck
004D: jump_if_false ££DRIVPET_90
00D6: if  0
0184:   actor $drivattend0 health >=  1 ;;well better if the driver is alive
004D: jump_if_false ££DRIVPET_100
00D6: if  0
00DB:   actor $drivattend0 in_car $truckpet00 ;; if you been stealing the petrol truck the mechanic will try to get back in he's got work to do !!!!!!
004D: jump_if_false ££DRIVPET_120
00D6: if 0
8100:    NOT   actor $drivattend0 near_point_in_car  350.0  2500.0  18.0 radius  20.0  20.0  20.0 sphere  0
004D: jump_if_false ££DRIVPET_140
00D6: if 0
8100:    NOT   actor $drivattend0 near_point_in_car  2535.0 845.0  8.0 radius  20.0  20.0  20.0 sphere  0
004D: jump_if_false ££DRIVPET_130
00D6: if  0
00DF:   actor $3 driving
004D: jump_if_false ££DRIVPET_60
03C0: $drivplcar00 = actor $3 car
00D6: if 0
851D:  NOT  cars $drivplcar00 and $trailpet00 collided  ;; DON'T TOUCH IT !!!!!!!!!!!!!!!!!!!!!
004D: jump_if_false ££DRIVPET_90
0002: jump ££DRIVPET_60

:DRIVPET_70
06D6:  $truckcoro00
0002: jump ££DRIVPET_50

:DRIVPET_80
0893: put_trailer $trailpet00 on_cab $truckpet00 ;; that's a bit buggy but it's the less buggy i could do (worst with a wait)
0002: jump ££DRIVPET_60

:DRIVPET_90
06D6:  $truckcoro00
0004: $existdrivpet0 =  0 ;; integer values, see what happened when you don't do what you've been told !!!! I SAID DO NOT TOUCH IT :)
0164: disable_marker $drivmark0
020B: explode_car $truckpet00
020B: explode_car $trailpet00
020C: create_explosion_with_radius 10 at  $xtruckcor10 $ytruckcor10 $ztruckcor10 ;; just a little one in case you were filling up, you're not anymore
00A6: destroy_car  $truckpet00
00A6: destroy_car  $trailpet00  
009B: destroy_actor_instantly $drivattend0
0002: jump ££DRIVPET_40

:DRIVPET_100
06D6:  $truckcoro00
0004: $existdrivpet0 =  0 ;; integer values
0164: disable_marker $drivmark0
01C3: remove_references_to_car $trailpet00 ;; Like turning a car into any random car
01C2: remove_references_to_actor $drivattend0 ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $truckpet00 ;; Like turning a car into any random car
0002: jump ££DRIVPET_40

:DRIVPET_120
05CB: $drivattend0 enter_car $truckpet00 -1
0001: wait  20000 ms  ;; that the time given to the mechanic before he get fired, after you've stole his truck
00D6: if  0
00DB:   actor $drivattend0 in_car $truckpet00
004D: jump_if_false ££DRIVPET_100 ;; that's it the poor guy got fired...
00D6: if 0
0038:   $gotofirstpnt0 ==  0 ;; integer values, this checks if it goes or if it comes back
004D: jump_if_false ££DRIVPET_130
00D6: if 0
0038:   $gotosecndpnt0 ==  1 ;; integer values
004D: jump_if_false ££DRIVPET_60
0002: jump ££DRIVPET_140

:DRIVPET_130
00D6: if 0
0038:   $gotofirstpnt0 ==  1 ;; integer values
004D: jump_if_false ££DRIVPET_60
02C2: car $truckpet00 drive_to_point 2535.0 845.0  8.0
02DB: set_boat $truckpet00 speed_to  30.0
0004: $gotofirstpnt0 =  0 ;; integer values
0004: $gotosecndpnt0 =  1 ;; integer values
0002: jump ££DRIVPET_60

:DRIVPET_140
00D6: if 0
0038:   $gotosecndpnt0 ==  1 ;; integer values
004D: jump_if_false ££DRIVPET_60
02C2: car $truckpet00 drive_to_point 350.0  2500.0  18.0
02DB: set_boat $truckpet00 speed_to  30.0
0004: $gotosecndpnt0 =  1 ;; integer values
0004: $gotofirstpnt0 =  0 ;; integer values
0002: jump ££DRIVPET_60

:DRIVPET_220
0001: wait  0 ms
00D6: if  0
00DF:   actor $3 driving
004D: jump_if_false ££DRIVPET_60          ;; from here it's usual petrol station
03C0: $drivplcar00 = actor $3 car
00D6: if 0
851D:  NOT  cars $drivplcar00 and $trailpet00 collided
004D: jump_if_false ££DRIVPET_90
00D6: if  6
8137:   NOT   car $drivplcar00 id == #BMX
8137:   NOT   car $drivplcar00 id == #BIKE
8137:   NOT   car $drivplcar00 id == #MTBIKE
8137:   NOT   car $drivplcar00 id == #RCTIGER
8137:   NOT   car $drivplcar00 id == #BAGGAGE
8137:   NOT   car $drivplcar00 id == #SWEEPER
8137:   NOT   car $drivplcar00 id == #FORKLIFT
004D: jump_if_false ££DRIVPET_60
00D6: if  2
8137:   NOT   car $drivplcar00 id == #TRAM
8137:   NOT   car $drivplcar00 id == #CADDY
8137:   NOT   car $drivplcar00 id == #RCBANDIT
004D: jump_if_false ££DRIVPET_60
00D6: if  0
8018:   NOT   $11216.25 >  99 ;; integer values
004D: jump_if_false ££DRIVPET_300
00D6: if  0
010A:   player $2 money >  15
004D: jump_if_false ££DRIVPET_460
0008: $11216.25 +=  1 ;; integer values
0109: player $2 money += -15
0002: jump ££DRIVPET_60

:DRIVPET_300
0001: wait  0 ms
00BC: text_highpriority 'TANKFU'  1000 ms  1
0002: jump ££DRIVPET_60

:DRIVPET_460
0001: wait  0 ms
00BC: text_highpriority 'PETMON'  1000 ms  1
0002: jump ££DRIVPET_60

:RADARDRIVPET_10  ;;and the little radar thread
0001: wait  1000 ms
0002: jump ££RADARDRIVPET_20

:RADARDRIVPET_20
0001: wait  15 ms
0164: disable_marker $pet53
00D6: if 0
0038:   $existdrivpet0 ==  1 ;; integer values
004D: jump_if_false ££RADARDRIVPET_20
0407: create_coordinate $truckradx00 $truckrady00 $truckradz00 from_car $truckpet00 offset  0.0  0.0  0.0

:RADARDRIVPET_30
04CE: $pet53 = create_icon_marker_without_sphere 55 at $truckradx00 $truckrady00 $truckradz00
018B: show_on_radar $pet53  2
0168: show_on_radar $pet53  2
0002: jump ££RADARDRIVPET_20


And this time i havn't forgotten the screenshoots

user posted image

user posted image

user posted image

Ps: It even nicer with cruise control http://www.gtaforums...opic=200806&hl=
the topic name is : Cruise Control, need help it wont work (it does work now!!)

Have fun people

jbond
  • jbond

    Rat

  • Members
  • Joined: 02 Aug 2005

#266

Posted 09 September 2005 - 06:20 PM

i have tested the new 02.09. version:

>>>>>>>>>>>>>THE MISSIONS STILL DON´T WORK<<<<<<<<<<<


SAME PROBLEM AS I TOLD YOU LAST TIME: NO MISSION, NO MISSION ICON ON THE MAP, NO PHONE CALL, NOTHING!!!!!!!!

I THINK YOU HAVE TO LOOK FOR IT ( AND THEN ADD NEW FEATURES IF YOU WANT)

PLEASE REPAIR YOUR MOD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

GivingItAllUpInHere
  • GivingItAllUpInHere

    GTA Coder

  • Members
  • Joined: 07 Jan 2005

#267

Posted 09 September 2005 - 11:49 PM

At first having to put gas in your car would be fun but after a while (and not very long) it will become very irritating to keep filling your car up,but good ideas though.

wylincoyote
  • wylincoyote

    Player Hater

  • Members
  • Joined: 11 Sep 2005

#268

Posted 11 September 2005 - 01:54 AM

this mod is perfect except for one fatal flaw... after I beat the OG missions there is no phone call to do the Ten Penney missions aka triggering missions. welp I would like to use this mod but unless the author fixes the missions its pretty useless for ppl who want to play the game.

plz fix the problem with the triggering missions. this was a bug in Hot coffee v2 and was fixed in hotcoffe v2.1 suicidal.gif

Factor21
  • Factor21

    Player Hater

  • Members
  • Joined: 07 Apr 2005

#269

Posted 11 September 2005 - 12:50 PM

could you post the new main.scm file..that one on the first page is wery...WERY outdated...everyone cannot edit the main.scm file.. dontgetit.gif

Factor21
  • Factor21

    Player Hater

  • Members
  • Joined: 07 Apr 2005

#270

Posted 11 September 2005 - 01:23 PM

With the fuel station markers..new fuel usge....the lastest version!!




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