Quantcast

Jump to content

» «
Photo

[CLEO] Burst Missile Mod

16 replies to this topic
Adler
  • Adler

    Hello, Smith. ( エ-`)ノ

  • Leone Family Mafia
  • Joined: 25 Jul 2009
  • None

#1

Posted 10 April 2010 - 09:36 PM Edited by Adler, 05 September 2010 - 09:46 PM.

Burst Missile Mod 2.00
覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧
This script requires the CLEO 4 library installed. Get the latest build at:
http://cleo.sannybui...CLEO4_setup.exe


The version 2.00 of the Burst Missile mod allows all flying vehicles to fire a missile that "bursts" in mid-air or on impact which lingers in the air for a brief moment destroying everything within the blast radius and also includes Scin/Hrimfaxi-like missiles from Ace Combat 5 that separate in mid-air which can be launched from boats.

CHANGELOG
  • 2.00
    • Alternate controls changed to Shift + Secondary Fire.
    • Smoother burst effects
    • Fade removed
    • Script optimized / bug fixes
    • Scin/Hrimfaxi Missiles
      • Multiple Burst Missiles that separate in mid-air can be launched from boats
    • MPBM Missiles
      • Range of destruction reduced (used to destroy everything, everywhere)
      • Increased range of missile and burst radius
      • Can be fired from all flying vehicles
  • 1.21
    • Can fire burst missiles in a Hunter now.
    • Made compatible with laptops (Press Primary and Secondary Fire)
  • 1.20
    • The blast can be seen from far away now
    • Can fire multiple missiles now
    • No longer changes to daytime (was a funny effect though lol)
  • 1.10
    • Fixed missile allowing it to fly straighter
    • Now destroys all cars and peds near the blast
  • 1.00
    • First Public Release
With Num Lock on, press 5 on the Numpad to fire a burst missile.
alternate controls are Shift + Secondary Fire.

Much thanks to Deji for helping me with some script components along the way. =)
Thanks to ZAZ and Ryosuke since I used their scripts as reference for this mod.

>> Mirror at Deji's GTAGangstas site. <<

Visit these sites for more GTA stuff.
GTAGangstas Forum
The GTA Place
ZAZ's Site
Ryosuke's site



New video coming soon!

G_M_StYlEr_M
  • G_M_StYlEr_M

    Rat

  • Members
  • Joined: 05 Apr 2009

#2

Posted 11 April 2010 - 10:39 AM

QUOTE (Adler @ Apr 10 2010, 21:36)
Requires the CLEO 3 library or higher installed to work. Get it here.

This mod lets your Hydra fire burst missiles similar to those featured in the Ace Combat series which are equipped with warheads that allow the blast to linger in the air and destroy everything within its blast radius. I also added effects that made it look like a small nuke hehe. With Num Lock on, press 5 on the Numpad while you're in a hydra to fire a burst missile.

Thanks to ZAZ and Ryosuke for me using their scripts as reference for this mod and Deji for fixing some bugs wink.gif

Visit ZAZ and Ryosuke's site for awesome CLEO mods!

Temporary download link here .

If someone could make a video that would be very appreciated! biggrin.gif

I Give it a Download

Grove Street Boy
  • Grove Street Boy

    Maggot for life!

  • Members
  • Joined: 06 Aug 2005

#3

Posted 12 April 2010 - 04:31 PM

nice! but i found a bug. It only destroys random vehicles (traffic that spawns on the street) but not SCM or Cleo controlled vehicles, im not sure why though. And by this i mean vehicles or peds created via SCM or other CLEO scripts.

Deji
  • Deji

    Coding like a Rockstar!

  • Feroci Racing
  • Joined: 24 Dec 2007
  • None

#4

Posted 13 April 2010 - 03:03 AM

That would be because vehicles defined by the .scm are not considered "random" vehicles. It would be very annoying if you created a script and the vehicle in it kept getting taken over by other scripts. The scripts would have a mini war, throwing NOPs at each other and hiding behind 0x0's, causing a huge wreckage in the games internal memory which would make all the hex get messed up and cause many crashes. Everything would be restored once you restart the game, but they would still be fighting once you start the script (not the vehicles or the script, per say... it'll be the functions that are fighting). Only deleting one of the mods would solve this problem, but then that would put good scripts to waste.

Although you can use a more advanced method to get ALL vehicles, you should appreciate that the game engine isn't having 011101110110000101110010. Because 011101110110000101110010 is not good.

Grove Street Boy
  • Grove Street Boy

    Maggot for life!

  • Members
  • Joined: 06 Aug 2005

#5

Posted 13 April 2010 - 04:34 AM

QUOTE (Deji @ Apr 13 2010, 03:03)
That would be because vehicles defined by the .scm are not considered "random" vehicles. It would be very annoying if you created a script and the vehicle in it kept getting taken over by other scripts. The scripts would have a mini war, throwing NOPs at each other and hiding behind 0x0's, causing a huge wreckage in the games internal memory which would make all the hex get messed up and cause many crashes. Everything would be restored once you restart the game, but they would still be fighting once you start the script (not the vehicles or the script, per say... it'll be the functions that are fighting). Only deleting one of the mods would solve this problem, but then that would put good scripts to waste.

Although you can use a more advanced method to get ALL vehicles, you should appreciate that the game engine isn't having 011101110110000101110010. Because 011101110110000101110010 is not good.

lol true, but the only way to get all vehicles i have seen before is through memory address hacking using the read memory and write memory opcodes. And what do those binary digits mean? tounge.gif

Adler
  • Adler

    Hello, Smith. ( エ-`)ノ

  • Leone Family Mafia
  • Joined: 25 Jul 2009
  • None

#6

Posted 14 April 2010 - 11:07 PM

Thanks for the heads up on that bug. I'm also trying to figure out how to destroy planes and helicopters too. Maybe I could use some memory hacking on car structs to do that but I've lost a lot of free time due to schoolwork so I can't get started now. I'll try to get it done ASAP. wink.gif

Kowaah
  • Kowaah

    Pseudo-Rendered

  • BUSTED!
  • Joined: 29 Apr 2008

#7

Posted 15 April 2010 - 08:09 AM

QUOTE (Grove Street Boy @ Apr 13 2010, 04:34)
And what do those binary digits mean? tounge.gif

They mean war.

2Deji, 01010011 01110100 01101111 01110000 00100000 01100011 01101111 01101110 01100110 01110101 01110011 01101001 01101110 01100111 00100000 01101001 01100100 01101001 01101111 01110100 01110011

james227uk
  • james227uk

    One Spartan Army

  • Andolini Mafia Family
  • Joined: 05 Feb 2008

#8

Posted 15 April 2010 - 09:18 AM

QUOTE (Kowaah @ Apr 15 2010, 09:09)
QUOTE (Grove Street Boy @ Apr 13 2010, 04:34)
And what do those binary digits mean? tounge.gif

They mean war.

2Deji, 01010011 01110100 01101111 01110000 00100000 01100011 01101111 01101110 01100110 01110101 01110011 01101001 01101110 01100111 00100000 01101001 01100100 01101001 01101111 01110100 01110011

user posted image






Nah, joke.


01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110 0111010 01100011 01101111 01101110 01100110

Adler
  • Adler

    Hello, Smith. ( エ-`)ノ

  • Leone Family Mafia
  • Joined: 25 Jul 2009
  • None

#9

Posted 25 July 2010 - 12:29 AM

Heyyy update! What's it been... 3 months since this mod was released? Anyways you can find a mirror to Version 1.20 in the first post. GTAGarage is still awaiting approval. nervous.gif

Check the ReadMe for a list of updates. wink.gif

Kickme93
  • Kickme93

    On A Killing Spree!

  • Members
  • Joined: 17 Feb 2008

#10

Posted 26 July 2010 - 07:54 AM

Awesome work man!

Adler
  • Adler

    Hello, Smith. ( エ-`)ノ

  • Leone Family Mafia
  • Joined: 25 Jul 2009
  • None

#11

Posted 26 July 2010 - 06:34 PM

Thanks, glad you like it!

Kickme93
  • Kickme93

    On A Killing Spree!

  • Members
  • Joined: 17 Feb 2008

#12

Posted 28 July 2010 - 09:39 PM

How about a few other simular ace combat mods?

Adler
  • Adler

    Hello, Smith. ( エ-`)ノ

  • Leone Family Mafia
  • Joined: 25 Jul 2009
  • None

#13

Posted 29 July 2010 - 01:09 AM Edited by Adler, 30 July 2010 - 01:15 AM.

Well I've been thinking about making a multiple burst missile mod that you can launch from boats like AC5's Scin/Hrimfaxi but the coding for that's been buggy for now.

Any suggestions you'd like to make? Some things like the TLS are are pretty hard to figure out how to make so I may or may not be able to make them. nervous.gif

EDIT

Hehe I found a way to make the TLS now. rolleyes.gif

Kickme93
  • Kickme93

    On A Killing Spree!

  • Members
  • Joined: 17 Feb 2008

#14

Posted 30 July 2010 - 10:25 AM

Maybe a Cockpit for the hydra using one of the Ace Combat interiors =P?
Maybe one of the ones in fires of liberation =P?

Adler
  • Adler

    Hello, Smith. ( エ-`)ノ

  • Leone Family Mafia
  • Joined: 25 Jul 2009
  • None

#15

Posted 31 July 2010 - 02:51 AM

Heh that's a kinda hard mod to do but I remember seeing a first person view camera for when you get into a vehicle. Getting the same cockpit from an AC plane into SA would require some modelling experience (which I don't have tounge.gif ) and that first person view script.

Deji
  • Deji

    Coding like a Rockstar!

  • Feroci Racing
  • Joined: 24 Dec 2007
  • None

#16

Posted 11 September 2010 - 04:28 AM

"Fade removed"

Hehe.. I kinda liked it, but I kinda didn't tounge.gif

If yeh want, I know how to make the screen fade to particular ALPHA's (indeed I think I've already posted it somewhere at mi forum) if that makes up for the reason you removed it smile.gif

Adler
  • Adler

    Hello, Smith. ( エ-`)ノ

  • Leone Family Mafia
  • Joined: 25 Jul 2009
  • None

#17

Posted 12 September 2010 - 06:38 PM

Hehe I think I'll leave out the fade since it kinda gets in the way sometimes and the screen lights up when you get near the burst anyways. I'll make a new video of this soon showing the Scin/Hrimfaxi burst missiles. wink.gif




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users