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[WIP] Volcano In San Andreas

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kal-el5676
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#1

Posted 11 November 2011 - 02:36 AM Edited by kal-el5676, 09 March 2012 - 12:41 AM.

I was just bored the other day and decided to do a small tropical island with a lagoon and small volcano since i did not recall seeing a volcano done yet. I also wanted to learn more about the water dat and animated UV's so i started this little mod. Just a simple tropical island with a few cool features. Didn't do much work on the modeling or texturing really since i was looking forward to learning new things. Anyways, should be available soon for those who'd like it once i add a few more tree's. Thanks to Densika, Dexx, Kam, and everyone who makes maxscripts!


Kalvin
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#2

Posted 11 November 2011 - 02:39 AM

Other way round mate.

CODE
[youtube]aEa6qOQw-pc[/youtube]

Nice work btw icon14.gif

kal-el5676
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#3

Posted 11 November 2011 - 02:40 AM

Thanks! Haha, i was in the process of editing. Stupid post preview don't work too good.

ShakingASS
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#4

Posted 11 November 2011 - 02:48 AM


For the fun of it.Just seeing if working.
*Edit*Awesome works thanks for code.

kal-el5676
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#5

Posted 11 November 2011 - 03:01 AM

Yeah, everyone knows that code. I was just having a brainfart and did it backwards.

On topic:

Suggestions are welcome as well of course.

Zera
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#6

Posted 11 November 2011 - 04:02 AM

That looks really cool. Does CJ die if he falls in the lava?



kal-el5676
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#7

Posted 11 November 2011 - 04:06 AM

Thanks! No, the fire particle is not scripted to lower health nor is there a col surface setting that does such a thing.
user posted image

Dingleman
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#8

Posted 11 November 2011 - 05:41 AM

Very nice! I have actually done a very similar thing in the past.



Making the lava deadly is gonna take some water.dat editing and scripting either via scm or cleo. Thats how I did it anyway smile.gif

kal-el5676
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#9

Posted 11 November 2011 - 04:21 PM

Nice work dingleman! But how did you get it to not kill cj when he jumps in regular water?

Dingleman
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#10

Posted 12 November 2011 - 04:26 AM

The script only activates when the player is in a designated cube.

In my case, here is the scm script I wrote.

CODE
:MAGMA
thread "MAGMA"

:MAGMA_9
wait 0
if and
  not Actor.Dead($PLAYER_ACTOR)
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2432.0 -626.0 27.4 cornerB 2264.0 -772.0 0.0
else_jump @MAGMA_9
if
04AD:   actor $PLAYER_ACTOR in_water
else_jump @MAGMA_94
05BE: AS_kill_actor $PLAYER_ACTOR
jump @MAGMA_9

:MAGMA_94
wait 100
0326: 1@ = create_actor $PLAYER_ACTOR fire
jump @MAGMA_9


The "0326: 1@ = create_actor $PLAYER_ACTOR fire" line is what sets the player on fire when standing too close to the magma, but is not actually touching it.

kal-el5676
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#11

Posted 12 November 2011 - 04:30 AM

QUOTE (dingleman @ Friday, Nov 11 2011, 23:26)
The script only activates when the player is in a designated cube.

In my case, here is the scm script I wrote.

CODE
:MAGMA
thread "MAGMA"

:MAGMA_9
wait 0
if and
  not Actor.Dead($PLAYER_ACTOR)
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2432.0 -626.0 27.4 cornerB 2264.0 -772.0 0.0
else_jump @MAGMA_9
if
04AD:   actor $PLAYER_ACTOR in_water
else_jump @MAGMA_94
05BE: AS_kill_actor $PLAYER_ACTOR
jump @MAGMA_9

:MAGMA_94
wait 100
0326: 1@ = create_actor $PLAYER_ACTOR fire
jump @MAGMA_9


The "0326: 1@ = create_actor $PLAYER_ACTOR fire" line is what sets the player on fire when standing too close to the magma, but is not actually touching it.

Awesome! But I see 2 corners for the cube, not 4. Sorry, i'm not a good coder.

Dingleman
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#12

Posted 12 November 2011 - 06:33 AM Edited by dingleman, 12 November 2011 - 06:36 AM.

The two corners refer to the ones at opposite ends of the cube. The script only needs these two sets of coordinates to figure out the position for all the other corners.

user posted image

Michael_J_Scofield
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#13

Posted 19 November 2011 - 09:59 PM

This is awesome, i can't wait until it get's released !! smile.gif

kal-el5676
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#14

Posted 09 March 2012 - 12:42 AM

The wait is over! Released!!!!

http://www.gtagarage...ow.php?id=19807

Updated in first post also!


Thanks dingleman! That worked perfectly!

Mega.
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#15

Posted 09 March 2012 - 04:25 PM

Awesome! I might give it a try later happy.gif

junox
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#16

Posted 10 March 2012 - 12:14 AM

nice great idea having a volcano

would be nice if you could get the smoke at top of mountain

ItsAllAboutGTA
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#17

Posted 10 March 2012 - 12:37 AM

Nice icon14.gif

AB0333
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#18

Posted 13 March 2012 - 07:36 PM

Awesome. As always from you.

2dfx lighting impressed me most, when volcano illuminates rocks around it at night.
Rocks ass. icon14.gif

kal-el5676
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#19

Posted 15 March 2012 - 04:06 PM

Hey thank you! I'm glad it's noticeable!

Ηeath
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#20

Posted 15 March 2012 - 10:41 PM

Can you please make it compatible with PO2010? turn.gif

kal-el5676
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#21

Posted 15 March 2012 - 10:43 PM

Whats that?

Dingleman
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#22

Posted 18 March 2012 - 10:19 AM

Glad to see this finally got released. I'll be sure to give it a look. smile.gif

Kalvin
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#23

Posted 18 March 2012 - 01:48 PM

QUOTE (kal-el5676 @ Thursday, Mar 15 2012, 22:43)
Whats that?

Project Oblivion - 2010




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