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Blast em fools

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Freakingfreak
  • Freakingfreak

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#1

Posted 01 August 2005 - 01:15 AM Edited by Freakingfreak, 07 August 2005 - 10:38 PM.

i dont know if some1 made this allready i searched and didnt find anything about it ,
its a simple code just for plain fun of it ,nothing sophisticated,i took the idea from the Patriot Explosion Launcher that spaceeinstein converted ,
Anyway , AIM + H to activate a blast 20 meters infront of u
AIM + Shift (run) activate a blast where you stand
AIM inside ANY CAR ,BIKE, BMX activate a blast 20 meters infront of your car
V (camera) inside ANY CAR ,BIKE, BMX activate a blast underneath your car (any car u enter is immune to every dmg ) ,
player immune to all too,if u want to take it off just delete the following line :
02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1
if u do this it will take a few blasts to kill yourself if your health is full ,

search for DEFINE MEMORY and replace with 43805

CODE

004F: create_thread ��LabelBLASTEMFOOLS
004F: create_thread ��INCAR

:BLASTEMFOOLS
0001: wait  50 ms
00D6: if  0
8449:   NOT   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false ��SUICIDEBOMBER
00D6: if  1
00E1:   key_pressed  0  6
00E1:   key_pressed  0  9
004D: jump_if_false ��SUICIDEBOMBER
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset  0.0  20.0 2.0
0565: create_temporary_explosion_fire @0 @1 @2  1
020C: create_explosion_with_radius  8 at @0 @1 @2
004D: jump_if_false ��SUICIDEBOMBER

:SUICIDEBOMBER
0001: wait  50 ms
00D6: if  0
8449:   NOT   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false ��BLASTEMFOOLS
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
00D6: if  1
00E1:   key_pressed  0  6
00E1:   key_pressed  0  16
004D: jump_if_false ��BLASTEMFOOLS
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset  .1  .1  .2
0565: create_temporary_explosion_fire @0 @1 @2  1
020C: create_explosion_with_radius  8 at @0 @0 @0
0002: jump ��BLASTEMFOOLS

:INCAR
0001: wait 50 ms
00D6: if 0
0449: actor $PLAYER_ACTOR in_a_car
004D: jump_if_false ��InCar2
03C0: @2 = actor $PLAYER_ACTOR car
02AC: set_car @2 immunities  1  1  1  1  1
00D6: if 0
00E1: key_pressed  0  6
004D: jump_if_false ��InCar2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 0.0 40.0 2.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
0002: jump ��InCar2

:INCAR2
00D6: if 0
0449: actor $PLAYER_ACTOR in_a_car
004D: jump_if_false ��InCar
03C0: @2 = actor $PLAYER_ACTOR car
02AC: set_car @2 immunities  1  1  1  1  1
00D6: if  0
00E1: key_pressed  0  13
004D: jump_if_false ��InCar
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset  0.1  0.1  0.2
0565: create_temporary_explosion_fire @0 @1 @2  1
020C: create_explosion_with_radius  8 at @0 @0 @0
0002: jump ��InCar
0051: return  



hope u enjoy , i know the firomans here going to like it devil.gif
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Freakingfreak
  • Freakingfreak

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#2

Posted 03 August 2005 - 04:35 PM Edited by Freakingfreak, 03 August 2005 - 05:26 PM.

based on barton jump mod ,
this will let CJ fly ,actually he's just telporting but it set to look like he's flying ,and
while it dosent look proffesional ,it does the work of getting u anywhere u want, fast and without hustle,note that in the high areas like mountains and such cj actually
flying underground tounge.gif but if u let go of the button he will "fall" back up or u can just keep going and get out from the other side of the mountain .
it also work if u r in a car .
enjoy

YES(y) = forward
Group control forward(g)=left
Group control backward(h)=right
NO(n)=back
and for safe landing we have the original jump mod :
Look behind(1num)= jump mod (if u flying this will bring u safely back to the ground+its original use of climbing buildings works as well

CODE

004F: create_thread ��FLY

:FLY
0001: wait  250 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ��FLY
0006: @33 =  0;; integer values

:FLY2
0001: wait  0 ms
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
00E1:   key_pressed  0  11
004D: jump_if_false ��LEFT
00D6: if  0  
0019:   @33 >  100;; integer values
004D: jump_if_false ��FLY2
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  20.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 45.0
0002: jump ��FLY

:LEFT
0001: wait  0 ms
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
00E1:   key_pressed  0  8
004D: jump_if_false ��RIGHT
00D6: if  0  
0019:   @33 >  100;; integer values
004D: jump_if_false ��LEFT
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  -20.0  0.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 45.0
0002: jump ��FLY            

:RIGHT
0001: wait  0 ms
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
00E1:   key_pressed  0  9
004D: jump_if_false ��DOWN
00D6: if  0  
0019:   @33 >  100;; integer values
004D: jump_if_false ��RIGHT
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  20.0  0.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 45.0  
0002: jump ��FLY  

:DOWN
0001: wait  0 ms
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
00E1:   key_pressed  0  10
004D: jump_if_false ��UP
00D6: if  0  
0019:   @33 >  100;; integer values
004D: jump_if_false ��DOWN
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  -20.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 45.0  
0002: jump ��FLY                    

:UP
0001: wait  0 ms
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
00E1:   key_pressed  0  19
004D: jump_if_false ��FLY2
00D6: if  0  
0019:   @33 >  100;; integer values
004D: jump_if_false ��UP
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  1.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 -100.0
0002: jump ��FLY  


mods if its possibole change topic name to blast em fools + Flying

Demarest
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#3

Posted 03 August 2005 - 08:42 PM

First of all, your ifs all have 0 when arguing two conditionals. So it wouldn't even work. You shouldn't post untested code as if it is released. Also, I'd like to help you understand engine timings better, so I've consolidated the wait structure and made your ifs more time friendly. This is just a code conversion. I have more suggestions afterwards...

CODE
:FLY
0001: wait  100 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££FLY
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££FLY
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false ££LEFT
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  20.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 @3
0002: jump ££FLY

:LEFT
00D6: if  0
00E1:   key_pressed  0  8
004D: jump_if_false ££RIGHT
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  -20.0  0.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 @3
0002: jump ££FLY            

:RIGHT
00D6: if  0
00E1:   key_pressed  0  9
004D: jump_if_false ££DOWN
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  20.0  0.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 @3
0002: jump ££FLY  

:DOWN
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false ££UP
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  -20.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 @3
0002: jump ££FLY                    

:UP
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false ££FLY2
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  20.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 @3
0002: jump ££FLY

I started by making the wait 100ms. This enables you to do away with using internal timers. And since you don't need a wait before every if, you can make the if driving check separate and only done once. That alone gives you quite a bit of consolodation. That's the literal critique. Now for a conceptual one...

You had your Z value fixed at 45 for 3 functions and ground for the 4th. Flying through mountains should be unacceptable. What you could do is have each section (after keypress being true) set a flag. Then have another section after up that if none of the buttons were pressed and the flag is set, it will put player at ground. Also, you arbitrarily have 20 units selected. At 100ms between, that's roughly 200 units a second. That's quite fast. Why not build it gradually? Last but not least, this would be NO fun at all. What if you wanted to move forward a bit? You can't because you're using single buttons. Look for button combos so the code can know you're calling upon it and not just trying to play the game. This is something you would've caught had you tested it.

Not a bad effort. But you shouldn't release untested code just as you shouldn't stop just because it's minorly functional (which this one isn't even that).

Freakingfreak
  • Freakingfreak

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#4

Posted 03 August 2005 - 08:58 PM Edited by Freakingfreak, 03 August 2005 - 10:00 PM.

actually it is tested and working ....
i forgot to mention not to try to fly inside buildings cause it'll send u to black hell.
however since u have much more experience then me on GTA modding your code
is much smooter and works better to those who'll try it just change the line
004D: jump_if_false ��FLY2 to ��FLY ,u missed that 1 dem tounge.gif
thanx for giving me all that info and helping me understand this better and i would like to hear your suggestions cookie.gif ph34r.gif
now that u r gaining so much expreince in modding SA maybe u'll convert NEO mod to sa ? if testing is the problem then dont worry i'll test it lol.gif

just tested your code more carfully and it made the last label useless , so the better code for now call it ver 2 if u like tounge.gif is
CODE

:FLY
0001: wait  100 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ��FLY
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ��FLY
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false ��LEFT
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  20.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 @3
0002: jump ��FLY

:LEFT
00D6: if  0
00E1:   key_pressed  0  8
004D: jump_if_false ��RIGHT
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  -20.0  0.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 @3
0002: jump ��FLY            

:RIGHT
00D6: if  0
00E1:   key_pressed  0  9
004D: jump_if_false ��DOWN
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  20.0  0.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 @3
0002: jump ��FLY  

:DOWN
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false ��UP
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  -20.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 @3
0002: jump ��FLY

:UP
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false ��FLY
00D6: if  0  
0019:   @33 >  100;; integer values
004D: jump_if_false ��UP
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  1.0  0.0
00A1: put_actor $PLAYER_ACTOR at @1 @2 -100.0
0002: jump ��FLY

in this code however u cant fly wiith your car also like in the first code .

wayner77
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#5

Posted 07 August 2005 - 08:39 AM

Um...I hope you mean "Blow UP everything that moves" blink.gif

Freakingfreak
  • Freakingfreak

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#6

Posted 07 August 2005 - 09:46 PM

You mean something like that ? tounge.gif

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devil.gif

rah.gif rahkstar2.gif rah.gif rahkstar2.gif biggrin.gif alien.gif

wayner77
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#7

Posted 08 August 2005 - 02:55 AM

QUOTE (Freakingfreak @ Aug 7 2005, 21:46)
You mean something like that ?  tounge.gif

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devil.gif

rah.gif   rahkstar2.gif   rah.gif   rahkstar2.gif   biggrin.gif   alien.gif

How did you do that?

Demarest
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#8

Posted 08 August 2005 - 03:32 AM

Used the data from the scene when you go to smoke the Ballas in the crack den. Nice work music.gif

josh_5
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#9

Posted 08 August 2005 - 10:36 AM

that looks pretty damn glitchy ( bj thing)

anyways lookin great with the explosion thing




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