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ZAZ

ACTOR CAR LIFT OFF

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ZAZ

I want to make actor cars faster than player char car and tried it with

Broken Fishs NOS Mod code

 

03C1: $audi = player $PLAYER_CHAR car02E3: $tmpa = car $audi speed0013: $tmpa *=  1.23;; floating-point values (never used in VC or GTA 3)04BA: set_car $hitcg speed_instantly $tmpa

 

or

 

0009: $tmpa +=  10.0 ;; floating-point values

 

But the actor cars take off like a airman and can´t follow.

 

The car seems to keep down by

 

0009: $tmpa +=  5.0 ;; floating-point values

 

But for a motor bike is no chance.

 

Is there a code to prevent this ?

 

 

;-------------Mission 10---------------:LabelHITCARY  0050: gosub £Labelmainhcj 00D6: if  00112:   wasted_or_busted004D: jump_if_false £Labelendehcj0050: gosub £Labelfail09                    :Labelendehcj0050: gosub £Labelclephcj004E: end_thread:Labelmainhcj0317: increment_mission_attempts03A4: name_thread "HITCX"01E3: text_1number_styled "ASM_5" 1000  5000 ms  1;; ATTENTÄTERMISSION 50004: $onmission =  1010D: set player $PLAYER_CHAR wanted level to  00247: request_model #COLT450247: request_model #SHOTGSPA0247: request_model #ESPERANT0247: request_model #SANCHEZ:Labelhitcar3100D6: if 238248:   NOT   model #COLT45 available8248:   NOT   model #SHOTGSPA available8248:   NOT   model #ESPERANT available8248:   NOT   model #SANCHEZ available004D: jump_if_false £Labelhitcar320001: wait 0 ms0002: jump £Labelhitcar31:Labelhitcar32023C: load_special_actor  1 "IGJEZZ"023C: load_special_actor  2 "IGDICK":Labelhitcar3300D6: if  21823D:   NOT   special_actor  1 loaded823D:   NOT   special_actor  2 loaded004D: jump_if_false £Labelhitcar340001: wait 0 ms0002: jump £Labelhitcar33:Labelhitcar3400A5: $hitcg = create_car #ESPERANT at -774.860 -1176.140 10.10300A5: $hitch = create_car #SANCHEZ at -788.291 -1186.832 9.9470175: set_car $hitcg z_angle_to 180.00175: set_car $hitch z_angle_to 180.00229: set_car $hitcg color_to  0  00229: set_car $hitch color_to  0  001EC: make_car $hitcg very_heavy  101EC: make_car $hitch very_heavy  10224: set_car $hitcg health_to  55000224: set_car $hitch health_to  55000323: unknown_car $hitcg flag  10323: unknown_car $hitch flag  100AE: unknown_set_car $hitcg to_ignore_traffic_lights  200AE: unknown_set_car $hitch to_ignore_traffic_lights  2020A: set_car $hitcg door_status_to  2020A: set_car $hitch door_status_to  200A8: set_car $hitcg to_psycho_driver00A8: set_car $hitch to_psycho_driver0129: $cil25 = create_actor  12 #SPECIAL01 in_car $hitcg driverseat0129: $cil26 = create_actor  12 #SPECIAL01 in_car $hitch driverseat009A: $cil27 = create_actor  12 #SPECIAL02 at -774.860 -1176.140 10.103009A: $cil28 = create_actor  12 #SPECIAL02 at -788.291 -1186.832 9.9470464: put_actor $cil27 into_turret_on_car $hitcg at_car_offset  0.0 -.8  .8 unknown  0 angle  360.0 with_weapon  170464: put_actor $cil28 into_turret_on_car $hitch at_car_offset  0.0 -.8  .8 unknown  0 angle  360.0 with_weapon  170187: $ht7 = create_marker_above_actor $cil270187: $ht8 = create_marker_above_actor $cil280114: set_actor $cil27 car_weapon  17 ammo_to  300002E2: set_actor $cil27 weapon_accuracy_to  900114: set_actor $cil28 car_weapon  17 ammo_to  300002E2: set_actor $cil28 weapon_accuracy_to  900223: set_actor $cil25 health_to  10000223: set_actor $cil26 health_to  10000223: set_actor $cil27 health_to  10000223: set_actor $cil28 health_to  100004C4: create_coordinate $hit4x $hit4y $hit4z from_actor $PLAYER_ACTOR offset  0.0  0.0  1.000AD: set_car $hitcg max_speed_to  100.000AD: set_car $hitch max_speed_to  100.002C2: car $hitcg drive_to_point $hit4x $hit4y $hit4z02C2: car $hitch drive_to_point $hit4x $hit4y $hit4z04e0: car $hitcg abandon_path_radius 20004e0: car $hitch abandon_path_radius 20001CA: actor $cil27 kill_player $PLAYER_CHAR01CA: actor $cil28 kill_player $PLAYER_CHAR:LabelhitLOOP040001: wait 0 ms00D6: if  08119:   NOT   car $hitcg wrecked004D: jump_if_false £Labelhitcat0500D6: if  000E0:   player $PLAYER_CHAR driving004D: jump_if_false £Labelhitspeed103C1: $audi = player $PLAYER_CHAR car02E3: $tmpa = car $audi speed0009: $tmpa +=  10.0 ;; floating-point values04BA: set_car $hitcg speed_instantly $tmpa0002: jump £Labelhitspeed11:Labelhitspeed100AD: set_car $hitcg max_speed_to  30.0:Labelhitspeed1104C4: create_coordinate $hit4x $hit4y $hit4z from_actor $PLAYER_ACTOR offset  0.0  10.0  1.002C2: car $hitcg drive_to_point $hit4x $hit4y $hit4z04e0: car $hitcg abandon_path_radius 200:Labelhitcat0100D6: if  2202BF:   car  $hitcg sunk0118:   actor $cil25 dead0118:   actor $cil27 dead004D: jump_if_false £Labelhitcat02020B: explode_car $hitcg0002: jump £Labelhitcat05:Labelhitcat0201CA: actor $cil27 kill_player $PLAYER_CHAR00D6: if  000DF:   actor $cil25 driving004D: jump_if_false £Labelhitcat030002: jump £Labelhitcat04:Labelhitcat030001: wait 0 ms036A: put_actor $cil25 in_car $hitcg02C2: car $hitcg drive_to_point $hit4x $hit4y $hit4z04e0: car $hitcg abandon_path_radius 200:Labelhitcat0400D6: if  080E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $cil27 radius  400.0  400.0004D: jump_if_false £Labelhitcat050002: jump £Labelfail09:Labelhitcat0500D6: if  10118:   actor $cil27 dead0118:   actor $cil28 dead004D: jump_if_false £Labelhitcat060002: jump £LabelPASShcj:Labelhitcat060001: wait 0 ms00D6: if  08119:   NOT   car $hitch wrecked004D: jump_if_false £Labelhitcat1100D6: if  000E0:   player $PLAYER_CHAR driving004D: jump_if_false £Labelhitspeed203C1: $audi = player $PLAYER_CHAR car02E3: $tmpa = car $audi speed0009: $tmpa +=  5.0 ;; floating-point values04BA: set_car $hitch speed_instantly $tmpa0002: jump £Labelhitspeed22:Labelhitspeed200AD: set_car $hitcg max_speed_to  30.0:Labelhitspeed2204C4: create_coordinate $hit4x $hit4y $hit4z from_actor $PLAYER_ACTOR offset  0.0  10.0  1.002C2: car $hitch drive_to_point $hit4x $hit4y $hit4z04e0: car $hitch abandon_path_radius 200:Labelhitcat0700D6: if  2202BF:   car  $hitch sunk0118:   actor $cil26 dead0118:   actor $cil28 dead004D: jump_if_false £Labelhitcat08020B: explode_car $hitch0002: jump £Labelhitcat11:Labelhitcat0801CA: actor $cil28 kill_player $PLAYER_CHAR00D6: if  000DF:   actor $cil26 driving004D: jump_if_false £Labelhitcat090002: jump £Labelhitcat10:Labelhitcat090001: wait 0 ms036A: put_actor $cil26 in_car $hitch02C2: car $hitch drive_to_point $hit4x $hit4y $hit4z04e0: car $hitch abandon_path_radius 200:Labelhitcat1000D6: if  080E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $cil28 radius  400.0  400.0004D: jump_if_false £Labelhitcat110002: jump £Labelfail09:Labelhitcat1100D6: if  10118:   actor $cil27 dead0118:   actor $cil28 dead004D: jump_if_false £LabelhitLOOP040002: jump £LabelPASShcj:Labelfail0900BA: text_styled "M_FAIL"  4000 ms  1 ;; MISSION FAILED!010D: set player $PLAYER_CHAR wanted level to  30051: return:labelPASShcj    01E3: text_1number_styled "M_PASS" 1000  5000 ms  1;; MISSION PASSED! $~1~010D: set player $PLAYER_CHAR wanted level to  00109: player $PLAYER_CHAR money +=  100000D6: if  00038:   $PASSED_AX_HITCX ==  0;; integer values004D: jump_if_false £LabelPASEND80004: $PASSED_AX_HITCX =  1;; integer values:LabelPASEND80051: return:Labelclephcj02EB: restore_camera_with_jumpcut02A3: toggle_widescreen  0 (off)01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0164: disable_marker $ht70164: disable_marker $ht8034F: destroy_actor_with_fade $cil25 ;; The actor fades away like a ghost034F: destroy_actor_with_fade $cil26 ;; The actor fades away like a ghost034F: destroy_actor_with_fade $cil27 ;; The actor fades away like a ghost034F: destroy_actor_with_fade $cil28 ;; The actor fades away like a ghost00A6: destroy_car $hitcg00A6: destroy_car $hitch0296: unload_special_actor  10296: unload_special_actor  20004: $ONMISSION =  000D8: mission_cleanup0051: return

 

 

_______________ ZAZ ___________________________

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PatrickW

I think you shouldn't be using

04BA: set_car $hitcg speed_instantly $tmpa

in this case. This is a very trick opcode, as it applies the given speed in the exact direction, the nose of the vehicle is at. So if the nose of the vehcile is only slightly up ( which happens with bikes that accelerate), the vehicle will lift of.

 

I think the effect that you want to reach should be able, by using

 

00AD: set_car $hitcg max_speed_to  $tmpa

instead of the above code.

 

 

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ZAZ

 

 

00AD: set_car $hitcg max_speed_to  $tmpa

 

Oh man, how simple. Just one tree at this time.

 

Thanks Patrick

 

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