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[REL|SA] Ch-47 Chinook


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i found some bugs:

 

the back rotor dissapears sometimes, and when i put a car in it, and i wanna turn the car damages the heli and then i crash. and when i press enter CJ walks to the car instead of the heli, and i can walk through the body... (i installed it with GGMM!!!)

i found some bugs:

 

the back rotor dissapears sometimes, and when i put a car in it, and i wanna turn the car damages the heli and then i crash. and when i press enter CJ walks to the car instead of the heli, and i can walk through the body... (i installed it with GGMM!!!)

this has been discussed

deal with it

 

back on my topic... the package did not include .dff files

i'll try just adding the txd's over the leather txd's keeping the original leather dff's... right?

 

cuz the original files garageleg.dff and garage 'torso' .dff aren't included in the package thus I can't rename them to leathertr and leather unless I extract them... and replace them renamed with the leather equipment which I did and didn't work... crashed game and all that...

 

guess I make little sense in all that but I kno u must kno what I mean cuz u THE Dazla of GTA Forums, am I right or not?

 

holla suicidal.gif

  • 2 weeks later...
Bob Ghengis Khan

f*cking nice model. I've made a mod to lock vehicles in place in the back, I hope Dazla doesnt mind if I post it here

 

When you get out of a chinook, a red arrow will appear above the chopper. If you drive a car into the middle and press handbreak, it will lock into place. You can tell its locked when you cannot drive forward or reverse anymore, hold break going forward and reverse, it will snap in eventually

 

To release your car, hold down the horn button and back out.

 

So far I've tested it with a taxi and it works fine. Remember though, if your front end goes vertical, the car inside will detach and damage you. This mod gives a lot of leeway, but its not 100% perfect, because of how the game works. Anyway, here it is

 

edited - newest version- removed corona. The helicopter will now lose all references (meaning it becomes a normal car) after 2 minutes after you exit the chopper. Attaching a car, detaching a car, or getting out of the chinook will reset the timer again. This was done to save memory, assuming if you drive away for a very long time youre done for now. It may be somewhat of an inconvenience though, because if you go afk for 2 minutes and the chinook is still there (it only disappears when it is out of your line of sight), you have to enter then exit again to be allowed to detach your car

 

added a red arrow above the heli to let you know when you can attach/detach.

 

:CHINOOK

03A4: name_thread 'CHINOOK'

 

:CHINOOKLOOP

0001: wait 250 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££CHINOOKLOOP

00D6: if 0

00DD: actor $PLAYER_ACTOR driving_vehicle_type 417

004D: jump_if_false ££CHINOOKLOOP

03C0: @0 = actor $PLAYER_ACTOR car

 

:CHINOOKGETOUT

0001: wait 200 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££CHINOOKEND

00D6: if 0

80DD: NOT actor $PLAYER_ACTOR driving_vehicle_type 417

004D: jump_if_false ££CHINOOKGETOUT

0006: @32 = 0 ;; timer

0161: tie_marker @11 to_car @0 4 1

 

:CHINOOKCHECKFORCARS

0001: wait 200 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££CHINOOKMARKER

00D6: if 0

8119: NOT car @0 wrecked

004D: jump_if_false ££CHINOOKMARKER

00D6: if 0

80DD: NOT actor $PLAYER_ACTOR driving_vehicle_type 417

004D: jump_if_false ££CHINOOKMARKER

00D6: if 0

8019: NOT @32 > 120000 ;; helicopter becomes normal after 2 mins

004D: jump_if_false ££CHINOOKMARKER

00D6: if 0

0207: actor $PLAYER_ACTOR near_car_in_car @0 radius 1.6 1.6 1.6 unknown 0

004D: jump_if_false ££CHINOOKCHECKFORCARS

00D6: if 0

80E1: NOT key_pressed 0 18

004D: jump_if_false ££CHINOOKRELEASECAR

00D6: if 0

00E1: key_pressed 0 14

004D: jump_if_false ££CHINOOKCHECKFORCARS

03C0: @3 = actor $PLAYER_ACTOR car

0683: attach_car @3 to_car @0 at_offset 0.0 0.0 -1.4 rotation 0.0 0.0 0.0

01C3: remove_references_to_car @3

0006: @32 = 0 ;; timer

0002: jump ££CHINOOKCHECKFORCARS

 

:CHINOOKRELEASECAR

0001: wait 0 ms

03C0: @3 = actor $PLAYER_ACTOR car

0684: detach_car @3 0.0 0.0 0.0 collision_detection 0

01C3: remove_references_to_car @3

0006: @32 = 0 ;; timer

0002: jump ££CHINOOKCHECKFORCARS

 

:CHINOOKMARKER

0164: disable_marker @11

 

:CHINOOKEND

01C3: remove_references_to_car @0

0002: jump ££CHINOOKLOOP

Edited by Bob Ghengis Khan

Hi Bob, sounds promising!

 

Do you have any information on how to install this script, or any pre-modified files to easily install it wihout having to break into notepad and possibly bork the game?

 

Also, is the script free to edit and distribute with other modified aircraft of this type as it could be very useful.

 

Sounds great though, thanks for the post.

thats a nice mod bob smile.gif.

 

ALEXE: The package doesnt come with the .dff files..the .dff files are in the gta3.img. Just extract the .dff versions of the .txds and change the names to leathertr.dff for the trousers and leather.dff for the torso. Basically its changing the model of the garage suit to the model of the leather.

Bob Ghengis Khan

I dont have any webspace at the moment. I'll try to get it on gtagaming later, going to bed for now.

 

If anyone would want to use any part of the code for anything, feel free to do so, dont have to ask. I wont have an internet connection to answer them anyway in about 2 weeks

Edited by Bob Ghengis Khan
  • 4 weeks later...
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