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[REL-BETA-CODE]Adjustable Ramp


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Sorry wrong sub forum confused.gif Could a moderator move this to Miscellaneous please

seems to cause beach party mission to crash

i have no clue why

 

 

Adjustable ramp (well a shutter door but will call it a ramp).

 

Use for stunting n stuff.

 

user posted image

 

user posted image

 

 

Controls

 

prev. weapon--next weapon--action key--aim/target :- To spawn ramp in front of you

 

prev. weapon--next weapon--action key :- Rotates ramp

 

prev. weapon--next weapon--aim/target :- Changes ramp angel

 

prev. weapon--next weapon--action key --aim/target :- Removes ramp

 

Removing the ramp may take a few trys

Have Fun

 

 

004F: create_thread ££RAMPAD_1   <--- Put this with all the other 004F: create_thread 

 

 

 

 

Rest of code goes above

;-------------Mission 0---------------

; Originally: Initial 1

 

 

 :RAMPAD_103A4: name_thread 'RAMPAD':RAMPAD_50001: wait  0 ms00D6: if  300E1:  key_pressed  0  700E1:  key_pressed  0  5 00E1:  key_pressed  0  600E1:  key_pressed  0  4004D: jump_if_false ££RAMPAD_5:RAMPAD_100247: request_model #KMB_SHUTTER   038B: load_requested_models  0001: wait  0 ms00D6: if  18248:   NOT   model #KMB_SHUTTER available004D: jump_if_false ££RAMPAD_150002: jump ££RAMPAD_10 :RAMPAD_1504C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0 5.0  0.0 0001: wait  100 ms029B: @20  = init_object #KMB_SHUTTER at  @1 @2 @3 0453: object @20 set_rotation 0.0 0.0 0.00249: release_model @20:RAMPAD_20 0001: wait  0 ms00D6: if  200E1:  key_pressed  0  700E1:  key_pressed  0  5 00E1:  key_pressed  0  4004D: jump_if_false ££RAMPAD_210005: @5 =  0.0;; floating-point values0002: jump ££RAMPAD_50:RAMPAD_210001: wait  0 ms00D6: if  200E1:  key_pressed  0  700E1:  key_pressed  0  5 00E1:  key_pressed  0  6004D: jump_if_false ££RAMPAD_220005: @4 =  90.0;; floating-point values0002: jump ££RAMPAD_30:RAMPAD_220001: wait  0 ms00D6: if  300E1:  key_pressed  0  700E1:  key_pressed  0  5 00E1:  key_pressed  0  600E1:  key_pressed  0  4004D: jump_if_false ££RAMPAD_200108: destroy_object @200001: wait  2000 ms0002: jump ££RAMPAD_5:RAMPAD_30000D: @4 -=  .5;; floating-point values00D6: if  00043:   @4 ==  0.0;; integer values004D: jump_if_false ££RAMPAD_400005: @4 =  0.0;; floating-point values 0002: jump ££RAMPAD_20:RAMPAD_400001: wait  0 ms00D6: if  200E1:  key_pressed  0  700E1:  key_pressed  0  5 00E1:  key_pressed  0  6004D: jump_if_false ££RAMPAD_200453: object @20 set_rotation @4  0.0 @50001: wait  10 ms 0002: jump ££RAMPAD_30  :RAMPAD_50000D: @5 -=  1.0;; floating-point values00D6: if  00043:   @5 ==  360.0;; integer values004D: jump_if_false ££RAMPAD_600005: @5 =  0.0;; floating-point values 0002: jump ££RAMPAD_20:RAMPAD_600001: wait  0 ms00D6: if  200E1:  key_pressed  0  700E1:  key_pressed  0  5 00E1:  key_pressed  0  4004D: jump_if_false ££RAMPAD_200453: object @20 set_rotation  @4 0.0 @50001: wait  10 ms 0002: jump ££RAMPAD_50

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Edited by Guill
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Sillyhed2000

Sounds like it could be fun, but you should probably change the keys a little. All of your button combos require the previous weapon and next weapon buttons to be pressed down at the same time, when 99% of people probably use a mousewheel.

Nice mod. Just a suggestion, IMO it would be neater to use the D9_RAMP object. It's smaller, too. Not sure if that would completely work out in this case.

 

And yeah, you gotta change the keys, way too many to press. And like Sillyhed said, most of us use mousewheels.

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