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Vice City Detonator

VC Released
7 replies to this topic
spaceeinstein
  • spaceeinstein

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#1

Posted 12 June 2016 - 04:34 PM Edited by spaceeinstein, 12 June 2016 - 04:37 PM.

Introduction
Normally when throwing a remote grenade or using a remote car bomb from 8-Ball's, the detonator that is given to you prevents you from switching to another weapon until you use it. This mod allows you to switch to other weapons and throw more than one remote grenade without being stuck with the detonator. Using the detonator detonates all remote grenades and remote car bombs that are present in the world. The weapons cheat PROFESSIONALTOOLS is also modified to give you 100 remote grenades to play with. This mod utilizes CLEO Library for Vice City.

Installation
  • Download the mod at GTAGarage.
  • Download CLEO for Vice City at http://cleo.li/.
  • From the CLEO download, copy VC.CLEO.asi into the main VC directory folder.
  • If CLEO.asi already exists in the main VC directory folder, you must delete that file.
  • From this mod download, place the CLEO folder containing SEDetonator.cs into the main VC directory folder.
This mod has been tested only on VC v.1.00 US.

Video
  • MW_29, -Anti-, Blackbird88 and 16 others like this

MW_29
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#2

Posted 14 June 2016 - 07:39 AM

Any chance to make the game use another model instead of normal grenade's for remote ones? On example swapping it with in-game bomb model (or custom stachel charge/c4)?


Davve95
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#3

Posted 14 June 2016 - 09:30 PM

Pretty cool!

spaceeinstein
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#4

Posted 16 June 2016 - 02:38 AM

It should be possible to change the model but it would take some work.

lolleroz
  • lolleroz

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#5

Posted 16 June 2016 - 12:52 PM Edited by lolleroz, 16 June 2016 - 01:00 PM.

It should be possible to change the model but it would take some work.

I think it can be done without scripting:

weapon.dat

Grenade         PROJECTILE  30.0  100  1    1    75  0.25 -1.0  800.0  1.0 0.0 0.0 0.0 grenade 0  99 10 0  99 6 99 270 -1  2424 2
DetonateGrenade PROJECTILE  30.0  100  1    1    75  0.25 -1.0  800.0  1.0 0.0 0.0 0.0 grenade 0  99 10 0  99 6 99 270 291  2424 2
 
value 270 =  grenade model 291 = detonator model
add .dff and .txd of the new explosive into gta3.img, name them exp.dff exp.txd
weap
# weapons
258, cellphone, cellphone, null, 1, 50, 0
259, brassknuckle, brassknuckle, null, 1, 50, 0
260, screwdriver, screwdriver, null, 1, 50, 0
261, golfclub, golfclub, baseball, 1, 50, 0
262, nitestick, nitestick, baseball, 1, 50, 0
263, knifecur, knifecur, knife, 1, 50, 0
264, bat, bat, baseball, 1, 50, 0
265, hammer, hammer, baseball, 1, 50, 0
266, cleaver, cleaver, knife, 1, 50, 0
267, machete, machete, knife, 1, 50, 0
268, katana, katana, knife, 1, 50, 0
269, chnsaw, chnsaw, chainsaw, 1, 50, 0

270, grenade, grenade, grenade, 1, 100, 0
271, teargas, teargas, grenade, 1, 50, 0
272, molotov, molotov, grenade, 1, 100, 0
273, missile, missile, null, 1, 100, 0

274, colt45, colt45, colt45, 1, 30, 0
275, python, python, python, 1, 50, 0
276, ruger, ruger, rifle, 1, 70, 0

277, chromegun, chromegun, shotgun, 1, 70, 0
278, shotgspa, shotgspa, buddy, 1, 70, 0
279, buddyshot, buddyshot, buddy, 1, 70, 0

280, m4, m4, rifle, 1, 30, 0
281, tec9, tec9, colt45, 1, 30, 0
282, uzi, uzi, uzi, 1, 30, 0
283, ingramsl, ingramsl, colt45, 1, 50, 0
284, mp5lng, mp5lng, uzi, 1, 50, 0

285, sniper, sniper, null, 1, 50, 0
286, laser, laser, null, 1, 50, 0

287, rocketla, rocketla, null, 1, 50, 0
288, flame, flame, flame, 1, 50, 0

289, M60, M60, m60, 1, 50, 0
290, minigun, minigun, flame, 1, 50, 0

291, bomb, bomb, null, 1, 50, 0
292, camera, camera, null, 1, 50, 0
293, fingers, fingers, null, 1, 50, 0
294, minigun2, minigun, null, 1, 50, 0

end

add

300, exp, exp, grenade, 1, 100, 0

change the 270 to 300 in grenadedetonate in weapon.dat

of course then assumming this would even work, there'd be no hud icon AFAIK. 

just explaining my idea to mw_29 too, not like I'd expect you to do this - way too complex for a small awesome script like this


spaceeinstein
  • spaceeinstein

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#6

Posted 16 June 2016 - 06:35 PM

You need memory editing for that to work.

MW_29
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#7

Posted 17 June 2016 - 10:41 AM Edited by MW_29, 13 September 2016 - 07:49 PM.

 

It should be possible to change the model but it would take some work.

I think it can be done without scripting:

weapon.dat

Grenade         PROJECTILE  30.0  100  1    1    75  0.25 -1.0  800.0  1.0 0.0 0.0 0.0 grenade 0  99 10 0  99 6 99 270 -1  2424 2
DetonateGrenade PROJECTILE  30.0  100  1    1    75  0.25 -1.0  800.0  1.0 0.0 0.0 0.0 grenade 0  99 10 0  99 6 99 270 291  2424 2
 
value 270 =  grenade model 291 = detonator model
add .dff and .txd of the new explosive into gta3.img, name them exp.dff exp.txd
weap
# weapons
258, cellphone, cellphone, null, 1, 50, 0
259, brassknuckle, brassknuckle, null, 1, 50, 0
260, screwdriver, screwdriver, null, 1, 50, 0
261, golfclub, golfclub, baseball, 1, 50, 0
262, nitestick, nitestick, baseball, 1, 50, 0
263, knifecur, knifecur, knife, 1, 50, 0
264, bat, bat, baseball, 1, 50, 0
265, hammer, hammer, baseball, 1, 50, 0
266, cleaver, cleaver, knife, 1, 50, 0
267, machete, machete, knife, 1, 50, 0
268, katana, katana, knife, 1, 50, 0
269, chnsaw, chnsaw, chainsaw, 1, 50, 0

270, grenade, grenade, grenade, 1, 100, 0
271, teargas, teargas, grenade, 1, 50, 0
272, molotov, molotov, grenade, 1, 100, 0
273, missile, missile, null, 1, 100, 0

274, colt45, colt45, colt45, 1, 30, 0
275, python, python, python, 1, 50, 0
276, ruger, ruger, rifle, 1, 70, 0

277, chromegun, chromegun, shotgun, 1, 70, 0
278, shotgspa, shotgspa, buddy, 1, 70, 0
279, buddyshot, buddyshot, buddy, 1, 70, 0

280, m4, m4, rifle, 1, 30, 0
281, tec9, tec9, colt45, 1, 30, 0
282, uzi, uzi, uzi, 1, 30, 0
283, ingramsl, ingramsl, colt45, 1, 50, 0
284, mp5lng, mp5lng, uzi, 1, 50, 0

285, sniper, sniper, null, 1, 50, 0
286, laser, laser, null, 1, 50, 0

287, rocketla, rocketla, null, 1, 50, 0
288, flame, flame, flame, 1, 50, 0

289, M60, M60, m60, 1, 50, 0
290, minigun, minigun, flame, 1, 50, 0

291, bomb, bomb, null, 1, 50, 0
292, camera, camera, null, 1, 50, 0
293, fingers, fingers, null, 1, 50, 0
294, minigun2, minigun, null, 1, 50, 0

end

add

300, exp, exp, grenade, 1, 100, 0

change the 270 to 300 in grenadedetonate in weapon.dat

of course then assumming this would even work, there'd be no hud icon AFAIK. 

just explaining my idea to mw_29 too, not like I'd expect you to do this - way too complex for a small awesome script like this

 

Idea is good, but the thing is 'grenade' at the end of weapon.dat lines is an animation name used for a weapon, not a model of thrown projectile. http://www.gtamoddin...Weapon.dat_(VC)

 

So i edited my reply, because back then I didn't read Your post carefully enough, sorry :blush: . Imma check proposed sollution today/tonight and let know the result ;)


pinospin
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#8

Posted A week ago

The fingers from GTA III is unused, so it can be use as a placeholder for new model, like a satchel charge from san andreas

But the real problem is it have no collision, it will sink to the ground so we have to use the model of the objects, because they have collision





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