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[WIP] Have Started A Mod...Seeking Some Scripters For HELP!...

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Rugz007
  • Rugz007

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#1

Posted 27 April 2014 - 10:28 AM

Hey Guyz....I HAVE JUST Started A New Mod Making  (Will Tell U Afterwards..) And i Need Some Help Of Vb.net Scripters And C# Scripters Bcoz Its A Challenging Mod....

 

 

 

 

 

 

 

 

I Cant Make that Mod Alone..

 

 

and Its Inspired By Iron Man IV and need Some code from Iron man IV...so Julio Help Needed too...

 

 

 

Its A TRANSFORMERs MOD!

 

 

 

 

 

I Am gonna post my idea afterwards so plz wait......till then i will just make some of the script


Wiebrendh
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#2

Posted 27 April 2014 - 10:40 AM

So, u are a noob to modding, a noob to programming and you want to make a transformers mod as your first mod... That a very dumb way to start modding, just start with simple mods! For example, when i started modding, i made probably the most simple mod in the world.. A health regeneration script that adds 1 hp every 2 seconds. My advice is to make a mod like that and learn the basics of coding.. Dont start with a mod that u cant make.


Rugz007
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#3

Posted 27 April 2014 - 10:43 AM Edited by Rugz007, 27 April 2014 - 10:46 AM.

So, u are a noob to modding, a noob to programming and you want to make a transformers mod as your first mod... That a very dumb way to start modding, just start with simple mods! For example, when i started modding, i made probably the most simple mod in the world.. A health regeneration script that adds 1 hp every 2 seconds. My advice is to make a mod like that and learn the basics of coding.. Dont start with a mod that u cant make.

I Have Done all Those Things but anyway thakz for the advice and i do like ur mods ^^


julionib
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#4

Posted 27 April 2014 - 12:15 PM Edited by julionib, 27 April 2014 - 12:15 PM.

transformers is a very difficult mod to make it "decent", maybe with animated objects you can make it, but people that make animated objects are hard to find, i only know about one ^^


Rugz007
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#5

Posted 27 April 2014 - 01:33 PM

transformers is a very difficult mod to make it "decent", maybe with animated objects you can make it, but people that make animated objects are hard to find, i only know about one ^^

I will Message My Idea You Wait.....i will provide u models i think.... have 2 of tem 


julionib
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#6

Posted 27 April 2014 - 02:00 PM

consider the following:

first: how you plan to animate the robot? if will be a ped you need to find out how to make bigger than normal, seems not possible yet based on what other people said, i have no idea because i dont make ped models

 

second: if you plan to use separeted objects to be  arms and legs like the Wanzer Script by: ++++ you need to see if you or someone can make them


Rugz007
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#7

Posted 27 April 2014 - 04:54 PM

consider the following:

first: how you plan to animate the robot? if will be a ped you need to find out how to make bigger than normal, seems not possible yet based on what other people said, i have no idea because i dont make ped models

 

second: if you plan to use separeted objects to be  arms and legs like the Wanzer Script by: ++++ you need to see if you or someone can make them

 will just try the normal style


Rugz007
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#8

Posted 27 April 2014 - 05:14 PM

any other scripture for help ? ^^


Wiebrendh
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#9

Posted 27 April 2014 - 06:01 PM

Yeah, i help you where u need help :)


AgentWD40
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#10

Posted 27 April 2014 - 06:17 PM Edited by hardsty1e, 28 April 2014 - 05:36 PM.

gta:sa transformers script could be useful to you guys. (it attaches vehicles onto normal sized ped models to sync with the player's animation) you can see the normal sized player visible under the transformer on the second video at 2:50 timeline. so instead of vehicles you could replace with large robot object parts...

 

http://community.mul...details&id=1823

 

function createAutoBot(parentPed, model, color1, color2, positions)
	g_AutoBots[parentPed] = { cars = {}, occupied = false }
	color1 = color1 or math.random(0, 126)
	color2 = color2 or color1
	for i,connection in ipairs(connections) do
		local vehicle = createVehicle(model, 0, 0, 3)
		if positions and positions[i] then
			setElementPosition(vehicle, unpack(positions[i]))
			if positions[i][4] then
				setElementRotation(vehicle, 0, 0, positions[i][4])
			end
		end
		setVehicleColor(vehicle, color1, color2, 0, 0)
		setVehicleFrozen(vehicle, true)
		setElementCollisionsEnabled(vehicle, false)
		setVehicleEngineState(vehicle, true)
		--setVehicleOverrideLights(vehicle, 2)
		g_AutoBots[parentPed].cars[connection] = { car = vehicle, attached = not positions or not positions[i] }
	end
	setElementAlpha(parentPed, 0)
	return parentPed
end

LordOfTheBongs
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#11

Posted 27 April 2014 - 07:08 PM

any other scripture for help ? ^^

this scripture?

 

bible6.jpg


Rugz007
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#12

Posted 28 April 2014 - 03:40 AM

 

any other scripture for help ? ^^

this scripture?

 

bible6.jpg

 

sorry i had to writs "scripters"


Yeah, i help you where u need help :)

man i will surely need you ^^

  • LordOfTheBongs likes this

Michael Wojtanis
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#13

Posted 29 April 2014 - 05:10 PM

hardstyle - good idea.

Get vectors from ped. Make ped invisible.

Resize vectors [ i think they won't do that self, math] and give for every PedBonePosition the car.

 

This could work. And this is possible to do right now.


LordOfTheBongs
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#14

Posted 29 April 2014 - 08:43 PM

hardstyle - good idea.

Get vectors from ped. Make ped invisible.

Resize vectors [ i think they won't do that self, math] and give for every PedBonePosition the car.

 

This could work. And this is possible to do right now.

only way to control car's position is to apply force, maybe in SA u can set position and u wont delete anything the object touches but not in IV... u cant just set position or u will be deleting anything the cars touch

 

i just see performance suffering if u wanted to keep cars organized in a specific pattern as the ped moves but it does sound interesting to attempt... maybe it would work


Michael Wojtanis
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#15

Posted 30 April 2014 - 05:24 PM

How i remeber there is native call to disable collisions for car. And if we could use only apply force - why not... just calculate every vector3 with Vector3.Substract and we have force with direction for every car to changed position of ped. ;)


julionib
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#16

Posted 30 April 2014 - 05:50 PM

nah, dont think that will work fine, you also wil need to control rotation of each vehicle, maybe if  you set to zero vehicle speed you can have a improved control but the rotation still a problem, would be at least complex control the cars rotation, its very interesting what they made in SA, even reading the code i cant understand what they did haha


LordOfTheBongs
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#17

Posted 30 April 2014 - 06:23 PM

Disabling collision wouldn't be good. So yeah only way to keep cars in place is applying force to them and this would make them rotate unpredictably.

 

And btw... a giant robot made out of multiple cars is not even a transformer xD

 

Still a cool idea but i dont see it working in IV without some kind of custom model


AgentWD40
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#18

Posted 30 April 2014 - 08:22 PM Edited by hardsty1e, 11 May 2014 - 08:37 AM.

well like I said, just replace vehicles with large robot object parts... but if you wanted to use vehicles, you could attached vehicles to objects then use object natives I guess.

 

gta:sa transformers client.lua

Spoiler

 

gta:sa transformers anim.lua

Spoiler
function calculateCarPosition(ped, connection)
	local offsetY, offsetZ = 0, 0
	if isElementInWater(ped) then
		offsetZ = -sizeFactor
	end
	
	local baseX, baseY, baseZ = getElementPosition(ped)
	baseZ = baseZ - getElementDistanceFromCentreOfMassToBaseOfModel(ped)
	local pedRZ = getPedRotation(ped)
	
	local x1, y1, z1 = scale(sizeFactor, baseX, baseY, baseZ, getPedBonePosition(ped, connection[1]))
	z1 = z1 - 1.3
	local x2, y2, z2 = scale(sizeFactor, baseX, baseY, baseZ, getPedBonePosition(ped, connection[2]))
	z2 = z2 - 1.3
	local x, y, z = x1 + (x2 - x1)/2, y1 + (y2 - y1)/2 + offsetY*sin(rad(pedRZ+90)), z1 + (z2 - z1)/2 + offsetZ
	
	local partRX = deg(atan2(z2 - z1, sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1))))
	local partRZ = deg(atan2(-(x2-x1), y2-y1))
	if connection.forward then
		if angleDiff(partRZ, pedRZ) >= 90 then
			partRX = partRX - 2*(partRX-270)
			partRZ = partRZ + 180
		end
		if abs((partRX % 360) - 90) < 10 or abs((partRX % 360) - 270) < 10 then
			partRZ = pedRZ
		end
	end
	
	return x, y, z, partRX, 0, partRZ
end




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