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[REL | THREAD] heli magnet


GodGell
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hi there. smile.gif i've been working on a small mod just to get used to scripting in SA, and it's been done for a week or so, i just thought i'd post it here to make it "official". smile.gif

 

so, here it is. the mod loops until the player enters a Leviathan, Hunter, Maverick, VCN Maverick, Police Maverick, Cargobob or Raindance helicopter, and when he does, the mod enables the "skycrane" magnet for the helicopter. in case you didnt know it's a big magnet hanging from a cable that you can lower/raise with your special function keys, that can be attached to cars (and maybe bikes) and pressing ctrl will release the car. you can even land and get into the car yourself and control the magnet remotely. it can be very fun. for example, you can pick up a police car full of peds and dump them into the sea, or, for more fun, take them up to mt. chiliad, drop them, then jump out of the helicopter (with a parachute of course), follow them and see them get splattered. biggrin.gif

of course there are more "mature" uses for it too but i don't bother describing them here. smile.gif

 

if you're interested, you can grab it in 2 forms: one is a main.scm which is all original except it has this mod in it, and you can download a very small stripped version's source code. you can get both of them from GTAGarage.

 

 

due to requests i'll merge this mod into SANGA if/when i get permission from SANGA's authors.

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Quadropheniac90
What do you mean the magnet can be controlled remotely? Do you mean like when you're sitting in a car, you can raise yourself? Don't understand it...
user posted image
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What do you mean the magnet can be controlled remotely? Do you mean like when you're sitting in a car, you can raise yourself? Don't understand it...

yes, if in a car that is attached to a heli magnet, you can remotely raise/lower the magnet or release yourself. it's a weird idea but it's not mine - it's hardcoded.

 

 

hey is there a version of this for Vice City?

 

in short, nope.

 

in a bit more detail: this mod doesn't implement the magnet - it just enables it. the magnet's phisics and all that stuff is hardcoded, and i don't think it could be done in Vice or LC without an exe modification.

 

but if i think about it, there were cranes at the dock in LC that could pick up stuff (you could sell emergency vehicles with it), so maybe the magnet phisics were already implemented there, but as i've said, it'd require an exe mod to be used.

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but... erm... who is steering the heli if you get out? ._o

lol, noone, but obviously if you just jump out of the heli in the air you can't get into the car. smile.gif

of course you could try to do that too - good luck biggrin.gif - but what i meant was land somewhere with a car attached, get in the car and you can control the magnet.

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spaceeinstein
The VCN Maverick is called "News Chopper" in San An because VCN stand for "Vice City News", just to let you know.
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hey i'm not tryin to offend you but you should put a notice or something with it because my savegame wont work with it(well not with any modded scm file)and tell people to back it up cause some people won't know to do that i learned that the hard way.

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The VCN Maverick is called "News Chopper" in San An because VCN stand for "Vice City Ne

ws", just to let you know.

thanks for the info - i never found one and the handling.cfg entry is st

ill called VCNMAV so i thought there's still a vcn maverick in SA. smile.gif

 

 

hey i'm not tryin to offend you but you should put a notice or something with it because my savegame wont work with it(well not with any modded

scm file)and tell people to back it up cause some people won't know to do that i learned that the hard way.

 

i'm sorry, but it's obvious - it's a main.scm mod. so many information is stored in savegames from main.

scm that loading a savegame with a different main.scm will simply crash the game. that's why people are requesting the SANGA-integrated version.

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Mind if I include this in my farewell mod?

you can use the source code any way you want, provided you give me credit for it in the readme or something. smile.gif

Edited by GodGell
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due to requests i'll merge this mod into SANGA if/when i get permission from SANGA's authors.

Just a short extract from the SANGA mod readme:

 

"This is a work in progress, but I invite anyone to use this as a base for their own work, provided they acknowledge the original author was myself. "

 

So, GodGell what ya waitin' for - christmas?

 

 

Anyways thumbs up that's pretty much the only mod that I think usefull, so thank you.

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due to requests i'll merge this mod into SANGA if/when i get permission from SANGA's authors.

Just a short extract from the SANGA mod readme:

 

"This is a work in progress, but I invite anyone to use this as a base for their own work, provided they acknowledge the original author was myself. "

 

So, GodGell what ya waitin' for - christmas?

 

 

Anyways thumbs up that's pretty much the only mod that I think usefull, so thank you.

biggrin.gif

yes, Opius already told me that smile.gif - the problem is the source included with SANGA is a stripped version, and the SANGA main.scm can't be decompiled properly (f*cked up label reference), so i can't really do it until Opius gives me the full source code or something. smile.gif once i have it, i just have to put my single thread into it, then the create_thread at the beginning, and that's all. smile.gif

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due to requests i'll merge this mod into SANGA if/when i get permission from SANGA's authors.

Just a short extract from the SANGA mod readme:

 

"This is a work in progress, but I invite anyone to use this as a base for their own work, provided they acknowledge the original author was myself. "

 

So, GodGell what ya waitin' for - christmas?

 

 

Anyways thumbs up that's pretty much the only mod that I think usefull, so thank you.

biggrin.gif

yes, Opius already told me that smile.gif - the problem is the source included with SANGA is a stripped version, and the SANGA main.scm can't be decompiled properly (f*cked up label reference), so i can't really do it until Opius gives me the full source code or something. smile.gif once i have it, i just have to put my single thread into it, then the create_thread at the beginning, and that's all. smile.gif

I waited 10 minutes for this page to load and you still don't have the source code sad.gif

 

At least I have something to look forward to.

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due to requests i'll merge this mod into SANGA if/when i get permission from SANGA's authors.

Just a short extract from the SANGA mod readme:

 

"This is a work in progress, but I invite anyone to use this as a base for their own work, provided they acknowledge the original author was myself. "

 

So, GodGell what ya waitin' for - christmas?

 

 

Anyways thumbs up that's pretty much the only mod that I think usefull, so thank you.

biggrin.gif

yes, Opius already told me that smile.gif - the problem is the source included with SANGA is a stripped version, and the SANGA main.scm can't be decompiled properly (f*cked up label reference), so i can't really do it until Opius gives me the full source code or something. smile.gif once i have it, i just have to put my single thread into it, then the create_thread at the beginning, and that's all. smile.gif

I waited 10 minutes for this page to load and you still don't have the source code sad.gif

 

At least I have something to look forward to.

next time i meet Opius again on #gtamodding, i'll ask him (her?) for the source code.

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It's a bug with Barton's decompiler. If you can't compile with my mod included, you won't be able to compile without it. Try it.

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When i realized R* enabled magnet just for 1 mission, i got really angry.Anyways, that's a good idea.But i think you don't need to enable the magnet again and again.Here's a little bit longer version:

 

(Note: i don't like cheating; magnet is leviathn's speciality.So if you want other choppers to have a magnet, add their names below line 00DD: )

 

:skycrane_main

0001: wait 5000 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump if false ££skycrane_main

00D6: if 0

00DD: actor $PLAYER_ACTOR driving vehicle type #LEVIATHN

004D: jump if false ££skycrane_main

03C0: $crane_heli = actor $PLAYER_ACTOR car

0788: enable heli $crane_heli magnet 1

 

:skycrane_loop

0001: wait 2000 ms

00D6: if 0

80DD: NOT actor $PLAYER_ACTOR driving vehicle type #LEVIATHN

004D: jump if false ££skycrane_loop

0788: enable heli $crane_heli magnet 0

0002: jump ££skycrane_main

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i know that, but there's a reason why i have done it the way i did, and that's simlicity. the original code's shorter and more simple, which is why i prefer it. smile.gif and since the heli magnet is just a flag to be set, setting it over and over again won't actually do anything.

 

 

It's

a bug with Barton's decompiler. If you can't compile with my mod included, you won't be able to compile without it. Try it.

 

i can compile the original main.scm with and without my mod, but i can't compile your main.scm because there is a f*cked up label reference in it. so if you sent me the original code that didn't go through the decompiler i could put my mod in it and people would at last have their SANGA + heli magnet mod. biggrin.gif

Edited by GodGell
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  • 2 weeks later...
spaceeinstein
Do the mission "Up, Up, and Away". It's the exact same thing. If you haven't even gone that far, look at the guide for Las Venturas in GTASanAndreas.net.
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GTASan Andreas CJ Rules

@GodHell

Can i PLEASE have your mod in mine. Its Called SA AUTO. Its a lot of mods compiled and a few of my additions. This would make my mod a lot better as my mod is all about vehicles.

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@GodHell

Can i PLEASE have your mod in mine. Its Called SA AUTO. Its a lot of mods compiled and a few of my additions. This would make my mod a lot better as my mod is all about vehicles.

of course, if you mention me in the readme/credits/etc. smile.gif and of course if you get my name right... biggrin.gif (i'm GodGell, not GodHell smile.gif)

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Hey, ive been watching this mod with great interest since it first appeared and have tryed it out a lot in different multi mods. and ive been wondering two things. Is it possible to edit the code to allow for heavier vehicles too be picked up?. and has anyone else had a problem with the up, up and away mission?.

Thanks.

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Hey, ive been watching this mod with great interest since it first appeared and have tryed it out a lot in different multi mods. and ive been wondering two things. Is it possible to edit the code to allow for heavier vehicles too be picked up?. and has anyone else had a problem with the up, up and a

way mission?.

Thanks.

there's no need to change the code for that. see the handling.cfg file which contains all vehicle specs. just make the helicopter(s) stronger (give them more thrust) and they should be able to lift heavier stuff. smile.gif

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When i realized R* enabled magnet just for 1 mission, i got really angry.Anyways, that's a good idea.But i think you don't need to enable the magnet again and again.Here's a little bit longer version:

 

(Note: i don't like cheating; magnet is leviathn's speciality.So if you want other choppers to have a magnet, add their names below line 00DD: )

 

:skycrane_main

0001: wait 5000 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump if false ££skycrane_main

00D6: if 0

00DD: actor $PLAYER_ACTOR driving vehicle type #LEVIATHN

004D: jump if false ££skycrane_main

03C0: $crane_heli = actor $PLAYER_ACTOR car

0788: enable heli $crane_heli magnet 1

 

:skycrane_loop

0001: wait 2000 ms

00D6: if 0

80DD: NOT actor $PLAYER_ACTOR driving vehicle type #LEVIATHN

004D: jump if false ££skycrane_loop

0788: enable heli $crane_heli magnet 0

0002: jump ££skycrane_main

where do you ad this code in the main.scm?

 

and do you have to start over to make this work...

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When i realized R* enabled magnet just for 1 mission, i got really angry.Anyways, that's a good idea.But i think you don't need to enable the magnet again and again.Here's a little bit longer version:

 

(Note: i don't like cheating; magnet is leviathn's speciality.So if you want other choppers to have a magnet, add their names below line 00DD: )

 

:skycrane_main

0001: wait  5000 ms

00D6: if  0

0256:  player $PLAYER_CHAR defined

004D: jump if false ££skycrane_main

00D6: if  0

00DD:  actor $PLAYER_ACTOR driving vehicle type #LEVIATHN

004D: jump if false ££skycrane_main     

03C0: $crane_heli = actor $PLAYER_ACTOR car

0788: enable heli $crane_heli magnet  1

 

:skycrane_loop

0001: wait  2000 ms

00D6: if  0

80DD:  NOT  actor $PLAYER_ACTOR driving vehicle type #LEVIATHN

004D: jump if false ££skycrane_loop

0788: enable heli $crane_heli magnet  0

0002: jump ££skycrane_main

where do you ad this code in the main.scm?

 

and do you have to start over to make this work...

you should add that code to the same place where you would add mine. smile.gif

and until someone figures stuff out about savegames, all scm mods will require you to start a new game.

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you should add that code to the same place where you would add mine. smile.gif

 

and where wouldt that be?

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Ah so, you see i know nothing about coding. So can you edit the individual helicopters? for instance i'd imagine the Cargo Bob to have the most thrust.

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