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[SA] Controlling wheel size with a script?

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Danikov
  • Danikov

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#1

Posted 05 January 2014 - 06:30 PM

I have looked for this question all over,and all I found is wheel customization related topics for GTA V or how to change the wheels size through the configurstion files un IV or SA.

I guess I am the first who comes up with this here,So,is it possible to modify the wheel size through a script?

Manfred Von Karma
  • Manfred Von Karma

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#2

Posted 06 January 2014 - 10:55 AM Edited by Manfred Von Karma, 06 January 2014 - 10:55 AM.

1@ = 1.2 // 1.0 : normal
0A97: 2@= car 0@ struct
2@ += 1112 // [float] Car Wheel Size
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0
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Danikov
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#3

Posted 08 January 2014 - 07:24 AM

I managed to get this working,but I also need help with raising the wheels higher from the ground,how can I do so?

Manfred Von Karma
  • Manfred Von Karma

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#4

Posted 08 January 2014 - 09:44 AM

1@ = 1.0 // Suspension Level
2@ = 224 // Dont change this
3@ = 1 // Car ID >> 0:Landstalker 1:Bravura 2:Buffalo ect...
0@ = 0xC2B9DC // Handling Block Start
006A: 2@ *= 3@  
005A: 0@ += 2@  
0@ += 0xAC // Suspension Force Level
0A8C: write_memory 0@ size 4 value 1@ virtual_protect 0

For cars id , check the Handling.cfg file , Landstalker is id 0.

If you want to change the Suspension for anything else , here :

 

 

  • +0x0 = [dword] Index/Identifier
  • +0x4 = fMass
  • +0x8 = 1.0 / fMass
  • +0xC = fTurnMass
  • +0x10 = fDragMult
  • +0x14 = CentreOfMass.x
  • +0x18 = CentreOfMass.y
  • +0x1C = CentreOfMass.z
  • +0x20 = [byte] nPercentSubmerged
  • +0x24 = fMass * 8.0000001e-1 / nPercentSubmerged
  • +0x28 = fTractionMultiplier
  • +0x74 = [byte] TransmissionData.nDriveType
  • +0x75 = [byte] TransmissionData.nEngineType
  • +0x76 = [byte] TransmissionData.nNumberOfGears
  • +0x7C = TransmissionData.fEngineAcceleration (Multiplied by 3.9999999e-4)
  • +0x80 = TransmissionData.fEngineInertia
  • +0x84 = TransmissionData.fMaxVelocity (Multiplied by 5.5555599e-3)
  • +0x94 = fBrakeDeceleration (Multiplied by 3.9999999e-4)
  • +0x98 = fBrakeBias
  • +0x9C = [byte] bABS
  • +0xA0 = fSteeringLock
  • +0xA4 = fTractionLoss
  • +0xA8 = fTractionBias
  • +0xAC = fSuspensionForceLevel
  • +0xB0 = fSuspensionDampingLevel
  • +0xB4 = fSuspensionHighSpdComDamp
  • +0xB8 = Suspension upper limit
  • +0xBC= Suspension lower limit
  • +0xC0 = Suspension bias between front and rear
  • +0xC4 = Suspension anti-dive multiplier
  • +0xC8 = [float] fCollisionDamageMultiplier { memory fCollisionDamageMultiplier = fCollisionDamageMultiplier * ( 1.0 / fMass) * 2000.0 }
  • +0xCC = [hex] modelFlags
  • +0xD0 = [hex] handlingFlags
  • +0xD4 = fSeatOffsetDistance
  • +0xD8 = [dword] nMonetaryValue
  • +0xDC = [byte] Front lights
  • +0xDD = [byte] Rear lights
  • +0xDE = [byte] Vehicle anim group


 


Danikov
  • Danikov

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#5

Posted 09 January 2014 - 01:52 PM

Thanks,but this only raises the car higher,I need the wheels to be higher from the ground,if that's possible at all to do.


Manfred Von Karma
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#6

Posted 09 January 2014 - 02:24 PM Edited by Manfred Von Karma, 09 January 2014 - 02:24 PM.

Thanks,but this only raises the car higher,I need the wheels to be higher from the ground,if that's possible at all to do.

 

It cant be done because of the physics rules that are applied to the wheels , maybe , just maybe this will help you :

 

 

Following offsets are Floats, as positions of doors and other car parts that gets detached by damage. We need to recalculate and set their locations if we warp a car from one location to another. Otherwise the car spins uncontrollably:

  • +1828 = Detachables1 Pos X
  • +1832 = Detachables1 Pos Y
  • +1836 = Detachables1 Pos Z
  • +1872 = Detachables2 Pos X
  • +1876 = Detachables2 Pos Y
  • +1880 = Detachables2 Pos Z
  • +1916 = Detachables3 Pos X
  • +1920 = Detachables3 Pos Y
  • +1924 = Detachables3 Pos Z
  • +1960 = Detachables4 Pos X
  • +1964 = Detachables4 Pos Y
  • +1968 = Detachables4 Pos Z

 

I cant remember wich ones are for the wheels , but i still think that these are read only , maybe im wrong , good luck .





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