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Jack...
  • Jack...

    Wanted Level modifications

  • Feroci Racing
  • Joined: 06 Dec 2011
  • Serbia

#1

Posted 18 September 2013 - 08:11 AM Edited by JACK JONES, 18 September 2013 - 08:42 AM.

I need the particle ID list for these opcodes:

039D: scatter_particles 17 0.2 0 0 0 30000 at 10@ 11@ 12@ 0.05 0.05 0.05
0437: scatter_particle 23 0.3 at $4171 $4172 $4173 $4174 $4175 $4176

I remember I was searching them a month ago but I haven't found anything :dozing: . Have they ever documented?

 

EDIT: I'm trying to produce the "minigun hit ped blood effect" but with other weapons too.

It seems that non of these particles are blood. Is there a way to make it happen?


xNCx
  • xNCx

    Street Cat

  • Members
  • Joined: 15 May 2008
  • None

#2

Posted 18 September 2013 - 09:39 AM

Russians can help you

 

http://gtamodding.ru...

 

(wut)


ghosper
  • ghosper

    Player Hater

  • Members
  • Joined: 22 Apr 2011

#3

Posted 18 September 2013 - 05:38 PM Edited by ghosper, 18 September 2013 - 05:38 PM.

seems its vc opcode...cant help you here

if it was SA it was like:if player have weapon (minigun) and if he is firing to a certain actor( -1) then  create and attach particle to respective -1 actor at respective coords. 


Jack...
  • Jack...

    Wanted Level modifications

  • Feroci Racing
  • Joined: 06 Dec 2011
  • Serbia

#4

Posted 19 September 2013 - 05:01 PM Edited by JACK JONES, 19 September 2013 - 05:02 PM.

Thanks. I think I have an idea :santa:


ZAZ
  • ZAZ

    Kernlochbohrer

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

#5

Posted 19 September 2013 - 05:33 PM

opcode 09B8, test the script below, aim to a near ped on the street  to see the blood

{$CLEO}
thread 'BLOOD'

:Blood
wait 0 ms
if
  Player.Defined($PLAYER_CHAR)
else_jump @Blood
if and
09E7:   player $PLAYER_CHAR not_frozen
84AD:   not actor $PLAYER_ACTOR in_water
not Actor.Driving($PLAYER_ACTOR)
00E1:   player 0 pressed_key 6
else_jump @Blood
077E: get_active_interior_to 0@
if
 0@ == 0
else_jump @Blood
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0
if
   0AE1:   7@ = random_actor_near_point 10@ 11@ 12@ in_radius 8.0 find_next 0 pass_deads 1 // CLEO 4 opcode
else_jump @Blood
if
    8118:   not actor 7@ dead 
else_jump @Blood_end    
if
0457:   player $PLAYER_CHAR aiming_at_actor 7@
else_jump @Blood_end

067C: 7@  0.0  1.5 0.7  0.0  0.0 0.7 0.0  2//put_camera_on_actor
04C4: create_coordinate 10@ 11@ 12@ from_actor 7@ offset 0.0 0.3  0.5
09B8: create_blood_gush_at 10@ 11@ 12@ with_offset 0.2 0.2  0.7 density 90 on_actor 7@
wait 1000
05BE: AS_kill_actor 7@                
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:Blood_end
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
wait 100
jump @Blood




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