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Freakingfreak

Blast em fools

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Freakingfreak

i dont know if some1 made this allready i searched and didnt find anything about it ,

its a simple code just for plain fun of it ,nothing sophisticated,i took the idea from the Patriot Explosion Launcher that spaceeinstein converted ,

Anyway , AIM + H to activate a blast 20 meters infront of u

AIM + Shift (run) activate a blast where you stand

AIM inside ANY CAR ,BIKE, BMX activate a blast 20 meters infront of your car

V (camera) inside ANY CAR ,BIKE, BMX activate a blast underneath your car (any car u enter is immune to every dmg ) ,

player immune to all too,if u want to take it off just delete the following line :

02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1

if u do this it will take a few blasts to kill yourself if your health is full ,

 

search for DEFINE MEMORY and replace with 43805

 

 

004F: create_thread ��LabelBLASTEMFOOLS004F: create_thread ��INCAR:BLASTEMFOOLS0001: wait  50 ms00D6: if  08449:   NOT   actor $PLAYER_ACTOR in_a_car004D: jump_if_false ��SUICIDEBOMBER00D6: if  100E1:   key_pressed  0  600E1:   key_pressed  0  9004D: jump_if_false ��SUICIDEBOMBER04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset  0.0  20.0 2.00565: create_temporary_explosion_fire @0 @1 @2  1020C: create_explosion_with_radius  8 at @0 @1 @2004D: jump_if_false ��SUICIDEBOMBER :SUICIDEBOMBER0001: wait  50 ms00D6: if  08449:   NOT   actor $PLAYER_ACTOR in_a_car004D: jump_if_false ��BLASTEMFOOLS02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  100D6: if  100E1:   key_pressed  0  600E1:   key_pressed  0  16004D: jump_if_false ��BLASTEMFOOLS04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset  .1  .1  .20565: create_temporary_explosion_fire @0 @1 @2  1020C: create_explosion_with_radius  8 at @0 @0 @00002: jump ��BLASTEMFOOLS:INCAR0001: wait 50 ms00D6: if 00449: actor $PLAYER_ACTOR in_a_car004D: jump_if_false ��InCar203C0: @2 = actor $PLAYER_ACTOR car02AC: set_car @2 immunities  1  1  1  1  100D6: if 000E1: key_pressed  0  6004D: jump_if_false ��InCar204C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 0.0 40.0 2.00565: create_temporary_explosion_fire @0 @1 @2 1020C: create_explosion_with_radius 8 at @0 @1 @20002: jump ��InCar2:INCAR200D6: if 00449: actor $PLAYER_ACTOR in_a_car004D: jump_if_false ��InCar03C0: @2 = actor $PLAYER_ACTOR car02AC: set_car @2 immunities  1  1  1  1  100D6: if  000E1: key_pressed  0  13004D: jump_if_false ��InCar04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset  0.1  0.1  0.20565: create_temporary_explosion_fire @0 @1 @2  1020C: create_explosion_with_radius  8 at @0 @0 @00002: jump ��InCar 0051: return  

 

 

hope u enjoy , i know the firomans here going to like it devil.gif

user posted image

 

user posted image

 

user posted image

Edited by Freakingfreak

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Freakingfreak

based on barton jump mod ,

this will let CJ fly ,actually he's just telporting but it set to look like he's flying ,and

while it dosent look proffesional ,it does the work of getting u anywhere u want, fast and without hustle,note that in the high areas like mountains and such cj actually

flying underground tounge.gif but if u let go of the button he will "fall" back up or u can just keep going and get out from the other side of the mountain .

it also work if u r in a car .

enjoy

 

YES(y) = forward

Group control forward(g)=left

Group control backward(h)=right

NO(n)=back

and for safe landing we have the original jump mod :

Look behind(1num)= jump mod (if u flying this will bring u safely back to the ground+its original use of climbing buildings works as well

 

 

004F: create_thread ��FLY :FLY0001: wait  250 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ��FLY 0006: @33 =  0;; integer values :FLY20001: wait  0 ms00D6: if  080DF:   NOT   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  11 004D: jump_if_false ��LEFT00D6: if  0  0019:   @33 >  100;; integer values 004D: jump_if_false ��FLY204C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  20.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 45.0 0002: jump ��FLY:LEFT0001: wait  0 ms00D6: if  080DF:   NOT   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  8 004D: jump_if_false ��RIGHT00D6: if  0  0019:   @33 >  100;; integer values 004D: jump_if_false ��LEFT04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  -20.0  0.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 45.0 0002: jump ��FLY            :RIGHT0001: wait  0 ms00D6: if  080DF:   NOT   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  9004D: jump_if_false ��DOWN00D6: if  0  0019:   @33 >  100;; integer values 004D: jump_if_false ��RIGHT04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  20.0  0.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 45.0  0002: jump ��FLY  :DOWN0001: wait  0 ms00D6: if  080DF:   NOT   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  10004D: jump_if_false ��UP00D6: if  0  0019:   @33 >  100;; integer values 004D: jump_if_false ��DOWN04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  -20.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 45.0  0002: jump ��FLY                     :UP0001: wait  0 ms00D6: if  080DF:   NOT   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  19 004D: jump_if_false ��FLY200D6: if  0  0019:   @33 >  100;; integer values 004D: jump_if_false ��UP04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  1.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 -100.0 0002: jump ��FLY  

 

 

mods if its possibole change topic name to blast em fools + Flying

Edited by Freakingfreak

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Demarest

First of all, your ifs all have 0 when arguing two conditionals. So it wouldn't even work. You shouldn't post untested code as if it is released. Also, I'd like to help you understand engine timings better, so I've consolidated the wait structure and made your ifs more time friendly. This is just a code conversion. I have more suggestions afterwards...

 

 

:FLY0001: wait  100 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££FLY 00D6: if  080DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££FLY00D6: if  000E1:   key_pressed  0  11 004D: jump_if_false ££LEFT04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  20.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 @30002: jump ££FLY:LEFT00D6: if  000E1:   key_pressed  0  8 004D: jump_if_false ££RIGHT04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  -20.0  0.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 @30002: jump ££FLY            :RIGHT00D6: if  000E1:   key_pressed  0  9004D: jump_if_false ££DOWN04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  20.0  0.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 @30002: jump ££FLY  :DOWN00D6: if  000E1:   key_pressed  0  10004D: jump_if_false ££UP04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  -20.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 @30002: jump ££FLY                     :UP00D6: if  000E1:   key_pressed  0  19 004D: jump_if_false ££FLY204C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  20.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 @30002: jump ££FLY

 

I started by making the wait 100ms. This enables you to do away with using internal timers. And since you don't need a wait before every if, you can make the if driving check separate and only done once. That alone gives you quite a bit of consolodation. That's the literal critique. Now for a conceptual one...

 

You had your Z value fixed at 45 for 3 functions and ground for the 4th. Flying through mountains should be unacceptable. What you could do is have each section (after keypress being true) set a flag. Then have another section after up that if none of the buttons were pressed and the flag is set, it will put player at ground. Also, you arbitrarily have 20 units selected. At 100ms between, that's roughly 200 units a second. That's quite fast. Why not build it gradually? Last but not least, this would be NO fun at all. What if you wanted to move forward a bit? You can't because you're using single buttons. Look for button combos so the code can know you're calling upon it and not just trying to play the game. This is something you would've caught had you tested it.

 

Not a bad effort. But you shouldn't release untested code just as you shouldn't stop just because it's minorly functional (which this one isn't even that).

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Freakingfreak

actually it is tested and working ....

i forgot to mention not to try to fly inside buildings cause it'll send u to black hell.

however since u have much more experience then me on GTA modding your code

is much smooter and works better to those who'll try it just change the line

004D: jump_if_false ��FLY2 to ��FLY ,u missed that 1 dem tounge.gif

thanx for giving me all that info and helping me understand this better and i would like to hear your suggestions cookie.gifph34r.gif

now that u r gaining so much expreince in modding SA maybe u'll convert NEO mod to sa ? if testing is the problem then dont worry i'll test it lol.gif

 

just tested your code more carfully and it made the last label useless , so the better code for now call it ver 2 if u like tounge.gif is

 

:FLY0001: wait  100 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ��FLY00D6: if  080DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ��FLY00D6: if  000E1:   key_pressed  0  11004D: jump_if_false ��LEFT04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  20.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 @30002: jump ��FLY:LEFT00D6: if  000E1:   key_pressed  0  8004D: jump_if_false ��RIGHT04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  -20.0  0.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 @30002: jump ��FLY            :RIGHT00D6: if  000E1:   key_pressed  0  9004D: jump_if_false ��DOWN04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  20.0  0.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 @30002: jump ��FLY  :DOWN00D6: if  000E1:   key_pressed  0  10004D: jump_if_false ��UP04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  -20.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 @30002: jump ��FLY:UP0001: wait  0 ms00D6: if  000E1:   key_pressed  0  19 004D: jump_if_false ��FLY00D6: if  0  0019:   @33 >  100;; integer values 004D: jump_if_false ��UP04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  1.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 -100.0 0002: jump ��FLY 

 

in this code however u cant fly wiith your car also like in the first code .

Edited by Freakingfreak

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wayner77

Um...I hope you mean "Blow UP everything that moves" blink.gif

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Freakingfreak

You mean something like that ? tounge.gif

 

user posted image

 

user posted image

 

user posted image

 

user posted image

 

devil.gif

 

rah.gifrahkstar2.gifrah.gifrahkstar2.gifbiggrin.gifalien.gif

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wayner77

 

You mean something like that ?  tounge.gif

 

user posted image

 

user posted image

 

user posted image

 

user posted image

 

devil.gif

 

rah.gif  rahkstar2.gif  rah.gif  rahkstar2.gif  biggrin.gif  alien.gif

How did you do that?

 

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Demarest
Used the data from the scene when you go to smoke the Ballas in the crack den. Nice work music.gif

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josh_5

that looks pretty damn glitchy ( bj thing)

 

anyways lookin great with the explosion thing

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