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[Q] Hydraulics: Manipulation of Controls

11 replies to this topic
bondlover1313
  • bondlover1313

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#1

Posted 03 April 2013 - 03:54 AM

Hello GTAforums
I've got a curious question, is there any way to make certain controls of the Hydraulics on cars not work or be locked so the player can only do a certain function or no function? I know how to enable any car's hydraulics and disable them, I just want to make it at certain times where they are active but the player can't use them and sometimes when the only function is to just raise the chassis not anything else. So if any one knows how to lock/block certain hydraulic functions please reply, thanks.

Thanks, Bests
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JuNioR_
  • JuNioR_

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#2

Posted 03 April 2013 - 11:58 AM

There are some special missions that gives the vehicle different handling. Like the first Biker mission in GTA: Vice City, so if the hydraulics can be edited through handling, you can do it via special SCM / maybe CLEO scripting.

ZAZ
  • ZAZ

    Kernlochbohrer

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#3

Posted 03 April 2013 - 04:56 PM

maybe in this way?
CODE
if
0AB0:   key_pressed 104///  numeric keypad 8 key
then
07FF: set_car 0@ hydraulics 0
repeat
wait 0
until 8AB0: not  key_pressed 104
07FF: set_car 0@ hydraulics 1
end

bondlover1313
  • bondlover1313

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#4

Posted 03 April 2013 - 05:47 PM

Not really, I mean the hydraulics are enabled on a car, but the player can't control them, they're enabled but he can't do the "lowrider dance moves" at all or he can only do certain ones like just raise the chassis and not do all the other moves (moving the front up and down, back up and down, the sides,etc are all blocked from use). Hope that explains it a little better.


Thanks, Bests
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ZAZ
  • ZAZ

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#5

Posted 04 April 2013 - 03:38 PM Edited by ZAZ, 04 April 2013 - 03:46 PM.

QUOTE (bondlover1313 @ Wednesday, Apr 3 2013, 18:47)
Not really, I mean the hydraulics are enabled on a car, but the player can't control them, they're enabled but he can't do the "lowrider dance moves" at all or he can only do certain ones like just raise the chassis and not do all the other moves (moving the front up and down, back up and down, the sides,etc are all blocked from use). Hope that explains it a little better.


Thanks, Bests
Bondlover1313 smile.gif

I don't know any way to disable the [keys for hydraulik moves], so my suggestion was to disable the hydraulik when a [key for hydraulik moves] is pressed
i assume that the [keys for hydraulik moves] are always set to the numpad keys 2,4,6,8
CODE
if
0AB0:   key_pressed [key for hydraulik moves]
then
07FF: set_car 0@ hydraulics 0

disable the hydraulik when a [key for hydraulik moves] is pressed

then wait till the key is not pressed to enable the hydraulik again

maybe add here a wait 500

repeat// this is a loop to check if [key for hydraulik moves] is not pressed
wait 0
until 8AB0: not  key_pressed 104


07FF: set_car 0@ hydraulics 1
end


again by classic scm label system if you don't understand the high level
CODE
if
0AB0:   key_pressed 104
jf @Hydrl_3
07FF: set_car 0@ hydraulics 0

:Hydrl_5
wait 0
if
8AB0: not  key_pressed 104
jf @Hydrl_5
wait 500
07FF: set_car 0@ hydraulics 1


or instead [not key_pressed]
enable the hydraulic when the key is pressed that should work for hydraulik
CODE

if
0AB0:   key_pressed 104// Num8
jf @Hydrl_3
07FF: set_car 0@ hydraulics 0

:Hydrl_5
wait 0
if
0AB0:  key_pressed 100// Num4
jf @Hydrl_5
wait 500
07FF: set_car 0@ hydraulics 1


I think you should explain your complete plan and post your complete current script

bondlover1313
  • bondlover1313

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#6

Posted 04 April 2013 - 06:56 PM

Ok, no problem it's just when I posted my full script/plan for another thread I think I sacred people away, lol. I did your method and it...well let me show you my code first then it will be easier to explain.

CODE
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'KITTHYDRO'

:KITTHYDRO_19
wait 0
if
  Player.Defined($PLAYER_CHAR)
jf @KITTHYDRO_19
if or
  Actor.DrivingVehicleType($PLAYER_ACTOR, #BFINJECT)
  Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTKNIFE)
  Actor.DrivingVehicleType($PLAYER_ACTOR, #BANDITO)
jf @KITTHYDRO_258
03C0: 0@ = actor $PLAYER_ACTOR car
if
0AB0:   key_pressed 109
jf @KITTHYDRO_170
if
 $4 == 0
jf @KITTHYDRO_170
$4 = 1
0A8C: write_memory 9867602 size 10 value 1 virtual_protect 0
Car.ToggleHydraulics(0@) = True
00BB: show_text_lowpriority GXT 'HYDRO1' time 1000 flag 1  // ~g~ Third Stage Aquatic Synthesizer Activated
wait 1000
jump @KITTHYDRO_19

:KITTHYDRO_170
if
0AB0:   key_pressed 109
jf @KITTHYDRO_19
if
 $4 == 1
jf @KITTHYDRO_19
$4 = 0
0A8C: write_memory 9867602 size 10 value 0 virtual_protect 0
Car.ToggleHydraulics(0@) = False
00BB: show_text_lowpriority GXT 'HYDRO2' time 1000 flag 1  // ~r~ Third Stage Aquatic Synthesizer Deactivated
wait 1000
jump @KITTHYDRO_19

:KITTHYDRO_258
if
  Player.Defined($PLAYER_CHAR)
jf @KITTHYDRO_19
if or
  not Actor.DrivingVehicleType($PLAYER_ACTOR, #BFINJECT)
  not Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTKNIFE)
  not Actor.DrivingVehicleType($PLAYER_ACTOR, #BANDITO)
jf @KITTHYDRO_19
$4 = 0
0A8C: write_memory 9867602 size 10 value 0 virtual_protect 0
jump @KITTHYDRO_19


Ok, now here is why I want to use this code like this. As you probably know if you enable the Cars drive on water cheat/effect, car's tires go horizontal and look like the back to the future 2 delorean, I don't want that. i remember reading/or hearing somewhere the car having hydraulics counteracts this ( to a point, if you switch cars while on water then it doesn't') and makes the car look like it is hydroplaning like from the show and adds a littler better control to the car.

now, I made the script portion you told me to try out and well it works, but disables the wheel being vertical and makes it horizontal again. So that is not what I really am aiming for. I know you probably think I am completely crazy for wanting this level of effect and look but I am perfectionist. I also wanted to know how to make the hydraulics just raise the chassis as it does when you press the horn while hydraulics are enabled and not do the dance moves as I plane to make a script about that later, you know kill two birds with one stone. Hope this clears things up as to what I want to do.

Thanks, Bests
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bondlover1313
  • bondlover1313

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#7

Posted 06 April 2013 - 07:34 PM

Is there anyway to make an opcode for the controls of hydraulics like them being enabled or disabled, just the controls. The controls are on the axis as the camera when they are enabled. Any ideas?

Thanks, Bests
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ZAZ
  • ZAZ

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#8

Posted 07 April 2013 - 02:36 PM

wow.gif cool, CarsOnWater cheat and Hydrauliks together let the car drive on water like on the street
CODE
{$CLEO .cs}
thread 'HYDROCR'

:HYDROCR_1
wait 0
if
  Player.Defined($PLAYER_CHAR)
jf @HYDROCR_1
if or
  Actor.DrivingVehicleType($PLAYER_ACTOR, #BFINJECT)
  Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTKNIFE)
  Actor.DrivingVehicleType($PLAYER_ACTOR, #BANDITO)
jf @HYDROCR_1
03C0: 0@ = actor $PLAYER_ACTOR car
0A8C: write_memory 9867602 size 4 value 1 virtual_protect 0// car on water cheat enabled
0A8C: write_memory 9867602 size 10 value 1 virtual_protect 0// Hydraulik
Car.ToggleHydraulics(0@) = True

:HYDROCR_3
wait 0
if
  Player.Defined($PLAYER_CHAR)
jf @HYDROCR_5
if and
  not Car.Wrecked(0@)
  Actor.Driving($PLAYER_ACTOR)
jf @HYDROCR_5
jump @HYDROCR_3

:HYDROCR_5
0A8C: write_memory 9867602 size 4 value 0 virtual_protect 0// car on water cheat disabled
wait 1000
jump @HYDROCR_1


QUOTE (bondlover1313 @ Saturday, Apr 6 2013, 20:34)
Is there anyway to make an opcode for the controls of hydraulics like them being enabled or disabled, just the controls. The controls are on the axis as the camera when they are enabled. Any ideas?

Thanks, Bests
Bondlover1313 smile.gif


there already exist an opcode to controle the hydraulik, 07F5, as like a numpad key was pressed, check the script below
but what means "The controls are on the axis as the camera"?
use opcode 0A4A, if you wanna controle it by mousemove
CODE
{$CLEO .cs}
:Mousecontrole
03A4: name_thread 'MOUSXY'

:MControl_01
wait 0
0A4A: store_joystick_X_offset_to 1@ Y_offset_to 2@
0092: 4@ = float_to_integer 1@  
0092: 5@ = float_to_integer 2@
03F0: enable_text_draw 1
045A: text_draw_1number  200.0  50.0 'NUMBER' 4@    // value
045A: text_draw_1number  350.0  50.0 'NUMBER' 5@    // value
0002: jump @MControl_01


CODE
{$CLEO .cs}
:CarHydraulic_Dance_SpwIFront_1
03A4: name_thread 'CARHSPI'

:CARHSPI_2
0001: wait  0 ms
if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @CARHSPI_2
if
0AB0:   key_pressed 8//-----------------------------press backspace
004D: jump_if_false @CARHSPI_2
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0.0  5.0  0.2
0247: request_model #REMINGTN

:CARHSPI_3
wait  0
if
0248:   model #REMINGTN available
004D: jump_if_false @CARHSPI_3
00A5: 1@ = create_car #REMINGTN at 11@ 12@ 13@
0175: set_car 1@ z_angle_to 90.0
0229: set_car 1@ primary_color_to 1 secondary_color_to 1
06ED: set_car 1@ paintjob 1
0249: release_model #REMINGTN
07FF: set_car 1@ hydraulics 1
03A2: set_car 1@ action 3
wait  250
30@ = 0
31@ = 0
33@ = 0

:CARHSPI_13
0001: wait  0 ms
if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @CARHSPI_95
03F0: enable_text_draw 1
045A: text_draw_1number  40.0  40.0 'NUMBER' 30@    // value
045A: text_draw_1number  40.0  60.0 'NUMBER' 31@    // value
if
0803:   car 1@ have_hydraulics
004D: jump_if_false @CARHSPI_95
if  or
0119:     car 1@ wrecked
01F4:     car 1@ flipped
8202:   not actor $PLAYER_ACTOR near_car 1@ radius 50.0 50.0 flag 0
004D: jump_if_false @CARHSPI_14
jump @CARHSPI_95

:CARHSPI_14
if  and
31@ == 0
00DB:   actor $PLAYER_ACTOR in_car 1@
004D: jump_if_false @CARHSPI_15
31@ = 1
03A2: set_car 1@ action 2
wait 500

:CARHSPI_15
if  and
31@ == 1
80DB: not  actor $PLAYER_ACTOR in_car 1@
004D: jump_if_false @CARHSPI_19
31@ = 0
wait 250
00A6: destroy_car 1@
00BA: text_styled 'fem_off'  1000 ms  4
0002: jump @CARHSPI_2

:CARHSPI_19
if
33@ > 500
004D: jump_if_false @CARHSPI_Table
33@ = 0
0209: 30@ = random_int  0  12

:CARHSPI_Table
0871: init_jump_table 30@ total_jumps  13  0 @CARHSPI_T00 jumps  0 @CARHSPI_T01  1 @CARHSPI_T11  2 @CARHSPI_T22  3 @CARHSPI_T33  4 @CARHSPI_T44  5 @CARHSPI_T55 6 @CARHSPI_T66
0872: jump_table_jumps  7 @CARHSPI_T77  8 @CARHSPI_T88  9 @CARHSPI_T99  10 @CARHSPI_T101  11 @CARHSPI_T111  12 @CARHSPI_T122  -1 @CARHSPI_T00  -1 @CARHSPI_T00  -1 @CARHSPI_T00


:CARHSPI_T00// here goes the code if the value of the variable not exist in the jumptable
00BA: text_styled 'fem_off'  1000 ms  4
wait 1000
0002: jump @CARHSPI_13

:CARHSPI_T01
07F5: car 1@ control_hydraulics 0.0 1000.0 0.0 0.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T11
07F5: car 1@ control_hydraulics 0.0 0.0 0.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T22
07F5: car 1@ control_hydraulics 0.0 0.0 1000.0 0.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T33
07F5: car 1@ control_hydraulics 1000.0 0.0 0.0 0.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T44
07F5: car 1@ control_hydraulics 1000.0 0.0 1000.0 0.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T55
07F5: car 1@ control_hydraulics 0.0 1000.0 0.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T66
07F5: car 1@ control_hydraulics 1000.0 1000.0 0.0 0.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T77
07F5: car 1@ control_hydraulics 0.0 0.0 1000.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T88
07F5: car 1@ control_hydraulics 1000.0 1000.0 1000.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T99
07F5: car 1@ control_hydraulics 0.0 1000.0 1000.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T101
07F5: car 1@ control_hydraulics 1000.0 0.0 1000.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T111
07F5: car 1@ control_hydraulics 1000.0 1000.0 0.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T122
07F5: car 1@ control_hydraulics 1000.0 1000.0 1000.0 0.0
0002: jump @CARHSPI_EXIT


:CARHSPI_EXIT
0002: jump @CARHSPI_13




:CARHSPI_95
01C3: remove_references_to_car 1@  // Like turning a car into any random car
00BA: text_styled 'fem_off'  1000 ms  4
0002: jump @CARHSPI_2

TheGodfather.
  • TheGodfather.

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#9

Posted 07 April 2013 - 03:31 PM

Ought to say ZAZ u r amazing.. icon14.gif ..(Sorry for the off topic) ..I was truly impressed.. biggrin.gif

bondlover1313
  • bondlover1313

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  • Joined: 30 Nov 2008

#10

Posted 07 April 2013 - 04:44 PM

QUOTE (ZAZ @ Sunday, Apr 7 2013, 14:36)
wow.gif cool, CarsOnWater cheat and Hydrauliks together let the car drive on water like on the street
CODE
{$CLEO .cs}
thread 'HYDROCR'

:HYDROCR_1
wait 0
if
  Player.Defined($PLAYER_CHAR)
jf @HYDROCR_1
if or
  Actor.DrivingVehicleType($PLAYER_ACTOR, #BFINJECT)
  Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTKNIFE)
  Actor.DrivingVehicleType($PLAYER_ACTOR, #BANDITO)
jf @HYDROCR_1
03C0: 0@ = actor $PLAYER_ACTOR car
0A8C: write_memory 9867602 size 4 value 1 virtual_protect 0// car on water cheat enabled
0A8C: write_memory 9867602 size 10 value 1 virtual_protect 0// Hydraulik
Car.ToggleHydraulics(0@) = True

:HYDROCR_3
wait 0
if
  Player.Defined($PLAYER_CHAR)
jf @HYDROCR_5
if and
  not Car.Wrecked(0@)
  Actor.Driving($PLAYER_ACTOR)
jf @HYDROCR_5
jump @HYDROCR_3

:HYDROCR_5
0A8C: write_memory 9867602 size 4 value 0 virtual_protect 0// car on water cheat disabled
wait 1000
jump @HYDROCR_1


QUOTE (bondlover1313 @ Saturday, Apr 6 2013, 20:34)
Is there anyway to make an opcode for the controls of hydraulics like them being enabled or disabled, just the controls. The controls are on the axis as the camera when they are enabled. Any ideas?

Thanks, Bests
Bondlover1313 smile.gif


there already exist an opcode to controle the hydraulik, 07F5, as like a numpad key was pressed, check the script below
but what means "The controls are on the axis as the camera"?
use opcode 0A4A, if you wanna controle it by mousemove
CODE
{$CLEO .cs}
:Mousecontrole
03A4: name_thread 'MOUSXY'

:MControl_01
wait 0
0A4A: store_joystick_X_offset_to 1@ Y_offset_to 2@
0092: 4@ = float_to_integer 1@  
0092: 5@ = float_to_integer 2@
03F0: enable_text_draw 1
045A: text_draw_1number  200.0  50.0 'NUMBER' 4@    // value
045A: text_draw_1number  350.0  50.0 'NUMBER' 5@    // value
0002: jump @MControl_01


CODE
{$CLEO .cs}
:CarHydraulic_Dance_SpwIFront_1
03A4: name_thread 'CARHSPI'

:CARHSPI_2
0001: wait  0 ms
if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @CARHSPI_2
if
0AB0:   key_pressed 8//-----------------------------press backspace
004D: jump_if_false @CARHSPI_2
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0.0  5.0  0.2
0247: request_model #REMINGTN

:CARHSPI_3
wait  0
if
0248:   model #REMINGTN available
004D: jump_if_false @CARHSPI_3
00A5: 1@ = create_car #REMINGTN at 11@ 12@ 13@
0175: set_car 1@ z_angle_to 90.0
0229: set_car 1@ primary_color_to 1 secondary_color_to 1
06ED: set_car 1@ paintjob 1
0249: release_model #REMINGTN
07FF: set_car 1@ hydraulics 1
03A2: set_car 1@ action 3
wait  250
30@ = 0
31@ = 0
33@ = 0

:CARHSPI_13
0001: wait  0 ms
if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @CARHSPI_95
03F0: enable_text_draw 1
045A: text_draw_1number  40.0  40.0 'NUMBER' 30@    // value
045A: text_draw_1number  40.0  60.0 'NUMBER' 31@    // value
if
0803:   car 1@ have_hydraulics
004D: jump_if_false @CARHSPI_95
if  or
0119:     car 1@ wrecked
01F4:     car 1@ flipped
8202:   not actor $PLAYER_ACTOR near_car 1@ radius 50.0 50.0 flag 0
004D: jump_if_false @CARHSPI_14
jump @CARHSPI_95

:CARHSPI_14
if  and
31@ == 0
00DB:   actor $PLAYER_ACTOR in_car 1@
004D: jump_if_false @CARHSPI_15
31@ = 1
03A2: set_car 1@ action 2
wait 500

:CARHSPI_15
if  and
31@ == 1
80DB: not  actor $PLAYER_ACTOR in_car 1@
004D: jump_if_false @CARHSPI_19
31@ = 0
wait 250
00A6: destroy_car 1@
00BA: text_styled 'fem_off'  1000 ms  4
0002: jump @CARHSPI_2

:CARHSPI_19
if
33@ > 500
004D: jump_if_false @CARHSPI_Table
33@ = 0
0209: 30@ = random_int  0  12

:CARHSPI_Table
0871: init_jump_table 30@ total_jumps  13  0 @CARHSPI_T00 jumps  0 @CARHSPI_T01  1 @CARHSPI_T11  2 @CARHSPI_T22  3 @CARHSPI_T33  4 @CARHSPI_T44  5 @CARHSPI_T55 6 @CARHSPI_T66
0872: jump_table_jumps  7 @CARHSPI_T77  8 @CARHSPI_T88  9 @CARHSPI_T99  10 @CARHSPI_T101  11 @CARHSPI_T111  12 @CARHSPI_T122  -1 @CARHSPI_T00  -1 @CARHSPI_T00  -1 @CARHSPI_T00


:CARHSPI_T00// here goes the code if the value of the variable not exist in the jumptable
00BA: text_styled 'fem_off'  1000 ms  4
wait 1000
0002: jump @CARHSPI_13

:CARHSPI_T01
07F5: car 1@ control_hydraulics 0.0 1000.0 0.0 0.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T11
07F5: car 1@ control_hydraulics 0.0 0.0 0.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T22
07F5: car 1@ control_hydraulics 0.0 0.0 1000.0 0.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T33
07F5: car 1@ control_hydraulics 1000.0 0.0 0.0 0.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T44
07F5: car 1@ control_hydraulics 1000.0 0.0 1000.0 0.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T55
07F5: car 1@ control_hydraulics 0.0 1000.0 0.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T66
07F5: car 1@ control_hydraulics 1000.0 1000.0 0.0 0.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T77
07F5: car 1@ control_hydraulics 0.0 0.0 1000.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T88
07F5: car 1@ control_hydraulics 1000.0 1000.0 1000.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T99
07F5: car 1@ control_hydraulics 0.0 1000.0 1000.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T101
07F5: car 1@ control_hydraulics 1000.0 0.0 1000.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T111
07F5: car 1@ control_hydraulics 1000.0 1000.0 0.0 1000.0
0002: jump @CARHSPI_EXIT

:CARHSPI_T122
07F5: car 1@ control_hydraulics 1000.0 1000.0 1000.0 0.0
0002: jump @CARHSPI_EXIT


:CARHSPI_EXIT
0002: jump @CARHSPI_13




:CARHSPI_95
01C3: remove_references_to_car 1@  // Like turning a car into any random car
00BA: text_styled 'fem_off'  1000 ms  4
0002: jump @CARHSPI_2

Yeah, I thought everyone knew that about the cars on water and hydraulics codes, oh well guess not. What I mean by the camera controls are on the same axis as the hydraulics controls. I use a game pad (PS3 controller to be specific) and the one joy stick that controls the camera while driving the car also controls the hydraulics controls as well the special UP, DOWN, LEFT, and RIGHT keys so when my car would slid when in the water I would like to move the camera with it but instead I do the little hydraulic dance moves and the car keeps going and it's just a mess. That's why I wanted to disable the controls for the hydraulics but still have them enabled. The last code you put up was kind of interesting because I changed all the 1000.0 values to 0.0 and the hydraulics didn't work but the car was stopped and wouldn't move but as soon as I changed the car action code to 0 or deleted that line the car could move and the hydraulics were active again (that was probably was because the car wasn't moving and the hydraulics were at 0 that the only control was for the camera).

Now as for the mouse code is there a way to bind the hydraulics controls to that as the mouse is never used for me and it would work for my situation, or is the Hydraulics controls hard coded into the game? thanks


Thanks, Bests
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ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union

#11

Posted 07 April 2013 - 06:22 PM

The default keys for special controle are hardcoded, the function also and can't be removed by normal way.
Maybe with SAAC or a tool to manipulate controlers

bondlover1313
  • bondlover1313

    KITT2000

  • Members
  • Joined: 30 Nov 2008

#12

Posted 07 April 2013 - 06:23 PM

QUOTE (ZAZ @ Sunday, Apr 7 2013, 18:22)
The default keys for special controle are hardcoded, the function also and can't be removed by normal way.
Maybe with SAAC or a tool to manipulate controlers

Normal way not gonna happen ok, what is the not so normal way? I already use SAAC and am still trying to find a way. Thanks

Thanks, Bests
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