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[REL] Vehicle guns

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PLPynton
  • PLPynton

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#1

Posted 08 August 2006 - 07:45 PM Edited by PLPynton, 05 September 2006 - 07:15 PM.

here it is as ordered. you can built in guns to all kind of vehicles, as well as mines. mines will explode within contact with vehicle or when receive any kind of damage.

present controls guide:
HORN - built in guns or charge ammo and mines
NEXT_RADIO_STATION - put mine
PREVIOUS_RADIO_STATION - open fire


it looks like that:
user posted image
user posted image

here is the DOWNLOAD

here is the CODE
written using unified opcodes database

Groo
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#2

Posted 08 August 2006 - 08:30 PM Edited by Groo, 08 August 2006 - 09:33 PM.

This man has gold inside his head, GOLD!
This is one of the things that I've been expecting since gta3 came out!!

By the way, can those numbers be taken out?

edit: Never mind, I did it myself tounge.gif

-Dark-
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#3

Posted 08 August 2006 - 11:10 PM

Awsome, thanks a million biggrin.gif I've been waiting for this colgate.gif

PLPynton
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#4

Posted 08 August 2006 - 11:25 PM

QUOTE (-Dark- @ Aug 8 2006, 23:10)
Awsome, thanks a million biggrin.gif I've been waiting for this colgate.gif

well, you should be credited for this one. you requested it so it is here because of that.

Picolini
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#5

Posted 09 August 2006 - 02:10 AM

Holy sh*t man! You're a genius! Awesome work here! I HAVE to try this out, it looks great.
icon14.gif icon14.gif icon14.gif icon14.gif (yes, 4 thumbs up, i grew two more to give you the extra ones tounge2.gif)

*OGM*_2pac
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#6

Posted 09 August 2006 - 07:09 AM

Yeah u really are tha hottest SCM modder out here biggrin.gif
Even better than Spaceeinstein as u make ur own mods from scratch!!
Have 100000000000000000000000000000000 cookie.gif and a catloaf_by_anuj.gif

Groo
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#7

Posted 09 August 2006 - 08:25 AM

I'm sooo enjoying this! It reminds me the old days of Interstate 82 tounge.gif

Thankyouthankyouthanyou

GamerShotgun
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#8

Posted 09 August 2006 - 07:24 PM

Hey mate, u could help teh GTAC team! They're workin on a mod which removes stupid unneeded things like clothing, and add new things what was in the 2d GTAs

Y_Less
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#9

Posted 09 August 2006 - 09:41 PM

Question: has anyone in this thread added the code themselves or did you all use the premade download?

JDesigns_Unlimited
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#10

Posted 09 August 2006 - 10:00 PM

Does this mod attache guns to every car or is there a way to assign the guns to certain cars?

I mean the guns are killer but I don't want them on EVERY car. Just the Mr. Whoopie, Road Train, and a few others.

PLPynton
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#11

Posted 10 August 2006 - 01:00 AM

almost every unfortunatelly, even bikes and boats...
you will have to edit the code for your needs. force some checks for needed cars.

RainingAcid
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#12

Posted 10 August 2006 - 02:58 AM Edited by RainingAcid, 10 August 2006 - 04:29 AM.

user posted image

PLPynton
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#13

Posted 10 August 2006 - 04:03 PM

QUOTE (RainingAcid @ Aug 10 2006, 02:58)
user posted image

well that is something you do not see everyday.
1. check your default.ide file inside SABUILDER main directory (362 should be minigun)
2. check your sascm.ini command 0247 should look like that 0247=1,request_modelID %1o%
3. ensure you have downloaded unfied opcodes database to use my scripts. it is available in "mission coding / unified opcodes database" see first post there. after download put it into sabuilder main directory and decompile your scripts again restarting sabuilder previously.

Bigun
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#14

Posted 11 August 2006 - 12:07 AM

QUOTE (PLPynton @ Aug 10 2006, 18:03)
well that is something you do not see everyday.
1. check your default.ide file inside SABUILDER main directory (362 should be minigun)
2. check your sascm.ini command 0247 should look like that 0247=1,request_modelID %1o%
3. ensure you have downloaded unfied opcodes database to use my scripts. it is available in "mission coding / unified opcodes database" see first post there. after download put it into sabuilder main directory and decompile your scripts again restarting sabuilder previously.

My guess is that he simply doesn't have a default.ide in his MB folder.
Also, great mod.

@RainingAcid: Copy the following files from your SA folder to Mission Builder's folder:
data\default.ide , peds.ide , vehicles.ide
text\american.gxt
Or you can redownload MB from Craig (link in my sig) with all needed files. Make sure you don't overwrite your SASCM.ini though, you need Pynton's SASCM for this mod.

RainingAcid
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#15

Posted 20 August 2006 - 11:34 PM

Can this work if I use a RocketLuancher instead?

Grove Street Boy
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#16

Posted 21 August 2006 - 08:37 AM

Nice idea! But how do i get rid of the numbers too, and also change the keys to right mouse button and left mouse button?

ap27
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#17

Posted 21 August 2006 - 10:02 AM

Wow...this is an awesome release!
Great work Pynton

On a side note...is there a way to reduce the power of the guns....i mean...make it so that cars take a few thousand bullets to blow up...rather than 4 or 5 tounge.gif It would make for some long car chases...since drivers go berserk when u shoot once at their car

ap27
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#18

Posted 21 August 2006 - 10:04 AM

Wow...this is an awesome release!
Great work Pynton

On a side note...is there a way to reduce the power of the guns....i mean...make it so that cars take a few thousand bullets to blow up...rather than 4 or 5 tounge.gif It would make for some long car chases...since drivers go berserk when u shoot once at their car

Bigun
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#19

Posted 21 August 2006 - 12:51 PM

Try the 'energy' parameter at the end of the M4_shot opcode.

If that doesn't work, then it's strength is hardcoded as the M4 one and probably you can change the M4 line in weapon.dat to change it. Of course it will change all M4s in game.

zombieboy
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#20

Posted 22 August 2006 - 06:36 AM

Wow u would be unbeatable in online races with that mod just one propery u might be DQed for shooting.

PLPynton
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#21

Posted 05 September 2006 - 07:23 PM

mines added. each mine explodes upon contact with vehicle (the heavier the better) and as well when any kind of damage received: fire, bullets, hit, explosion shock wave... one more: these are not proximity mines!
each vehicle can carry up to 50 mines.

present controls guide:
HORN - built in guns or charge ammo and mines
NEXT_RADIO_STATION - put mine
PREVIOUS_RADIO_STATION - open fire

pictures and all the rest in the first post.

RainingAcid
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#22

Posted 05 September 2006 - 08:05 PM

Dude, I can so see this becoming a Twisted Metal mod. Then, it can be an online mod.

Joel Kroll
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#23

Posted 12 September 2006 - 04:28 AM


Sorry for the bump, but I had a question about this cool mod. I was thinking about making a new replacement for the Rhino and was wondering if this gun mod could be added and If I placed the gun on the turrent would it turn or does the gun only work stationary?

Bigun
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#24

Posted 12 September 2006 - 12:15 PM

It wouldn't turn just because it is on a moving turret, but it can be coded to move (on any vehicle, too).

cdoublejj
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#25

Posted 01 October 2006 - 08:19 PM


This mod locks up when i leve the barber shop in the first 2nd mission i also have dual wirlding weapons mod too.

markiij
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#26

Posted 16 December 2006 - 07:08 PM

holy christ! This is sooo fking great! Now i remember the good old gta2 days... Tnak u so much! Your da man! icon14.gif

simplyunkillable
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#27

Posted 16 December 2006 - 07:40 PM

don't bump old threads.

Y_Less
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#28

Posted 16 December 2006 - 08:47 PM

QUOTE (simplyunkillable @ Dec 16 2006, 19:40)
don't bump old threads.

No, do bump old topics, it's better than making a new topic.

simplyunkillable
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#29

Posted 16 December 2006 - 08:48 PM

QUOTE (Y_Less @ Dec 16 2006, 20:47)
QUOTE (simplyunkillable @ Dec 16 2006, 19:40)
don't bump old threads.

No, do bump old topics, it's better than making a new topic.

but his post was completely pointless.

RainingAcid
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#30

Posted 16 December 2006 - 10:03 PM

And, how his post pointless? Since when is a good comment a pointless thing to say?




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