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GTA Sa realistic car fire mod? how i can do this?

7 replies to this topic
MrGTAmodsgerman
  • MrGTAmodsgerman

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#1

Posted 11 January 2014 - 08:37 PM

Hello guys,

i wanna make a cool cleo mod that change the explosion of all cars in GTA San Andreas. Like in reallife,the car doestnt explode! the car burning only. But how i can get it to work?

if the car has a good handling with fast demage then it must looks like this:

i have a car with this handling but i want that mod. I search on google but i didnt find a mod that makes this nice effect.

what i need to do to change the time?

it have to work with the traffic drivers.

 

 

any help?


Lass2248
  • Lass2248

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#2

Posted 12 January 2014 - 08:35 AM

Try to use a check script like if the car is damaged enough to have black smoke the engine will automatically turn off and cannot be used anymore.


Shmoopy
  • Shmoopy

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#3

Posted 12 January 2014 - 08:56 AM

http://gtaforums.com...-car-explosion/


MrGTAmodsgerman
  • MrGTAmodsgerman

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#4

Posted 12 January 2014 - 10:48 AM

Try to use a check script like if the car is damaged enough to have black smoke the engine will automatically turn off and cannot be used anymore.

the car have to burn, like in the video the car burn but didnt explode like in the video.

i make tried your comment but the car explode :( any code that stop only the explosion?
 

:CARCRASH_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARCRASH_11 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
89AE:   not actor $PLAYER_ACTOR driving_train 
004D: jump_if_false @CARCRASH_11 
03C0: 10@ = actor $PLAYER_ACTOR car 

:CARCRASH_12
0001: wait 250 ms 
00D6: if 
8185:   not car 10@ health >= 250
004D: jump_if_false @CARCRASH_11
02D4: car 10@ turn_off_engine  
0002: jump @CARCRASH_11

i make this

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MrGTAmodsgerman
  • MrGTAmodsgerman

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#5

Posted 12 January 2014 - 10:54 AM

i have this mod but it doesnt do what i want


MrGTAmodsgerman
  • MrGTAmodsgerman

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#6

Posted 19 January 2014 - 06:39 PM

 

i have this mod but it doesnt do what i want

 

// 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---------------
0000: NOP
03A4: name_thread 'CARCRASH' 

:CARCRASH_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARCRASH_11 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
89AE:   not actor $PLAYER_ACTOR driving_train 
004D: jump_if_false @CARCRASH_11 
03C0: 10@ = actor $PLAYER_ACTOR car 
0227: 1@ = car 10@ health  

:CARCRASH_12
0001: wait 0 ms 
004D: jump_if_false @CARCRASH_12 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARCRASH_12 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving
00D6: if
0227: 1@ = 10
02D4: car 10@ turn_off_engine
0325: 11@ = create_car 10@ fire
0001: wait 1000 ms
0002: jump @CARCRASH_13 

:CARCRASH_13
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving
01C3: remove_references_to_car 10@ // Like turning a car into any random car 

that doesnt work PLEASE HELP!!! Game crash :(


jakejohnsonusa
  • jakejohnsonusa

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#7

Posted 01 February 2014 - 04:35 PM Edited by jakejohnsonusa, 01 February 2014 - 04:38 PM.

I did this as a SA-MP script in my server.

 

I'll explain it and then, if you know how to begin with it, you can try creating the code.

 

1. Get all cars in a streamed range (not sure how to do this myself, but I'm a newer scripter).

2. Make sure the car is in streamed range (can't remember the range to use sorry), if it's not remove_references_to_car

3. Use opcode 03ED on the car (this will disable it from exploding when flipped).

3. Check if the vehicle is bellow a health of 250, this is when the fire will begin (249.99 and down).

4. If the vehicle is bellow 250, then set it to 240 (this will loop the health so the vehicle stays low enough to be on fire, but not low enough to make it explode).

5. You can use opcode 02CF to create fire around the car for more realism.

6. If you want the explosions, try adding a variable to count how many times the vehicle has been bellow 250 (each loop +=1), maybe after 60 times, have it create_explosion at the cars location.

7. Have this loop.


ZAZ
  • ZAZ

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#8

Posted 02 February 2014 - 08:05 AM

one more idea: you can change the visuell effects of car explosion with molotov effect by edit effects.fxp
2 effects will be shown if car is wrecked:
explosion_medium
explosion_fuel_car
grenades and rpg are using diffrent explosion effects
but the explosion sound and the tiny jump will still happen
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