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[DRuG]NikT

[WIP|MOD] Easter Bay Aircraft Carrier Boat Convert

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NSX

I doubt that a little, cus the carrier is a vehicle, and a save point is something stationary, it would never stay in the ship.

 

But first we must wait till the project is complete, so let's all cross our fingers for [DRuG]NiKt to get it right rah.gif

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Bigun

All of your debates on the 'impossibility' of creating a moving save point is right. However as a (not so talented, actually) mission modder I can safely say it IS possible if you want it...

There are two (simple and rather easy) ways:

You can set a keypress so when you press it, it checks if the player is within a radius near the ship (basically on/in it) and if he is, it proccedes.

 

Second way is to create an external script associated with an object (just like the console minigames) and attach that object (theres an object attach to car opcode, of course no attach save point opcode(I, think tounge.gif) to the boat, creating an actual 'save point'.

 

When you trigger the keypress/object it saves the following info about the boat to global variables (global vars are inputted to savefile when you save):

-ship's XYZ

-ship's angle

-health

-color

-player coords may be necssasary

-Set a global var for example $SAVEDONSHIP to 1.

When you load the save, a thread will check if the $SAVEDONSHIP = 1. If it is, it'll freeze the player, create a new ferry, then apply the global vars saved before to the ship, and then restore the player to the coords he saved with as well in case he got moved.

 

^So yeah its possible, along with pickups (will be done another way), but I too think you shouldn't go that far with this until the handling (and more importantly COL) are fixed.

 

Awesome mod, Nikt, good luck!

Edited by Bigun

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adam schiller

yep sort the coll and handling then add the save point to make the best mod ever. wow.gif it says your busted BTW bigun

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Picolini

I know you guys still need to fix the COL problem, but i thought of a possible way to hold cars on the thing. Maybe you could make the ground a magnet or put a few to hold on more than 1 vehicle, like on the laviathan (sp?) in that one mission. Just a thought, though it probably wouldn't work for airplanes. Now all you people who know what you are talking about discuss.

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NSX

Hmm, why do I get the feeling this project is losing attention from the whole forum? dontgetit.gif

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91RS

I don't really think it is. People are just waiting for the author to bump the thread with an update since every time someone bumps a WIP thread asking if the project is still going on or whatnot, someone comes in and goes anal on them.

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ChevyTrucksFan
I know you guys still need to fix the COL problem, but i thought of a possible way to hold cars on the thing. Maybe you could make the ground a magnet or put a few to hold on more than 1 vehicle, like on the laviathan (sp?) in that one mission. Just a thought, though it probably wouldn't work for airplanes. Now all you people who know what you are talking about discuss.

The problem with magnets is that once you are on them, you can't get off until you release it some how. For instance, the crane magnet, you can get a car on there but you have to hit a button to release or else you're stuck to it. Just get a surface type that holds them down with a lot of force or something.

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Picolini

I did think of that too. But i came up with another idea, How about putting a couple towing hooks? Just an idea.

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BenMillard

The magnet is an SCM feature, it just "locks" the magnet object with an object selected by the SCM. There is no "magnetic" property in any of the surface configuration files, such as surface.dat, so you cannot set a surface to be magnetic.

 

I have noticed that the flatbed trailors of the freight train do lock the vehicle in place as we would want for this project. The rails of the Packer will also hold cars, although too many bumps and they fall off. This might well be due to a surface type, since it applies to the whole surface of the flatbed of the train and the rail areas of the Packer.

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[DRuG]NikT
We have a bit of mission code that allows locking vehicles to one-another to be done, but that means you can't use your existing savegames (updated mission code = old saves don't work) - I have it saved the code away on one of my machines at home for the final, assuming anyone wants it.

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epoxi

I'm sure someone has suggested this (I kinda just read the first page, and the 13th page), but I would love it if one could loads cars/ planes onto this. To stop them falling off, you could set the ramp as an object, with its own collision file, that rotates/moves similar to the Dozer's spade, and the forklifter's fork. Sorry if this isn't possible: I know nothing about SA's inner workings.

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NSX

Nice smile.gif How's the COL getting along?

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[DRuG]NikT

Soon... to be honest I aint touched it in a while - too many distractions - new job, new pc, new coffee machine 8).....

 

 

but soon..

 

Sorry peoples, but I insist on only doing this for fun/when I feel like it.... at the moment it would be a chore to try attempting after work... I'm just so worn out after solving tech stuff all day, the last thing I want is more to solve in the evening... but the contract winds up in a few weeks, then I'll be back to full time uh modding 8)

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FedRebel
NikT' date='Oct 24 2005, 02:49'] We have a bit of mission code that allows locking vehicles to one-another to be done, but that means you can't use your existing savegames (updated mission code = old saves don't work) color]

Can't you use 'Darkpactor' to circumvent that?

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Bigun

Yes, you can. A savepoint in one of the ways I described likely can be Darkpactored, too. However instead of using the 'attach a car to another car' opcode it's better to use the freight train's surface in the COL, as Cerbera suggested. Shouldn't have problems.

 

About using Dozer's spade, moveable ramp and yada yada. Not really possible currently, without hacking the EXE or replacing the relevant vehicle (aka Dozer). Its much simpler that the boat will just stay open all the time.

 

Kinda bad news, Nikt.. hope you get some free time. This is a good mod.

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adam schiller
NikT,Oct 24 2005, 02:49] We have a bit of mission code that allows locking vehicles to one-another to be done, but that means you can't use your existing savegames (updated mission code = old saves don't work) color]

Can't you use 'Darkpactor' to circumvent that?

yea?

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Mr. Someguy

I have a bunch of problems;

 

1. It spawns imbeded in a mountain

2. It hs no texture

3. It surface acts like ice

4. It is hollow to empty planes

5. It's not solid in the right places

6. Lag/Freezing

7. Freeze when I try to open my garage door

Edited by Mr. Someguy

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NSX

Any progress on the COL file Nikt? Or are U still busy with the contract? Doesn't matter what's going on, please let us know smile.gif

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BenMillard

 

Cerbera/Ben (Xmas!) says:

it's a lot of hard graft fixing up 3D models but thousands of people enjoy using them 

∙▪▫[DRuG]NikT▫▪∙ says:

I gotsta get 2 it

∙▪▫[DRuG]NikT▫▪∙ FS2004 says:

going to an outdoor dance party this weekend, and they extended my work contract againnn, but it's easy work now, so I do have the time n energy

∙▪▫[DRuG]NikT▫▪∙ says:

I promise ya I'll do an update within the month

I won't hold him to that because he's got a lot of stuff on. He's kept everyone informed that he's really busy, so we don't have any right to demand him to make stuff for us. The contract he told us about has kept getting extended, so his time is still really taken up with that.

 

However, he is enthusiastic about finishing off the mod and if he still can't find time, he said he might release the source files for other modders to finish it off instead. smile.gif

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Bigun

Good news colgate.gif .

Thanks, Cerb (and, obviously, Nikt too).

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NSX

Just what I needed to know. Sure Cerbera, we cannot demand anything, but as you can read in my previous post I just asked for a update on NiKt´s situation and I got it, so all cool, thanks man!

 

Cya!

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sanovice

i enjoyed using the mod till i crashed into another tropic

 

and on the thought of a moving save house it would be cool!!

 

good work [DRuG]NikT!

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da_destroyer
S.A.M Launchers aren't solid. The side of the Ship isn't solid. Preventing me to go by that 'alley' from the control building. also WHERE ON EARTH ARE THE STEERS?

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da_destroyer
I also found out that when you try to spawn a Vehicle the ship disappears and CJ is like 10 - ingame - meters with the Vehicle you spawned next to him and your falling to the water. Fix this please it's disturbing me as I can't launch, land a helicopter/plane on it. The bit sticking out aint a solid too. How many non-solid things are there? 1,2,3,6,9,12. I'm getting pissed off with it disappearing when I try to to spawn a vehicle. angry.gifangry.gifangry.gifrolleyes.gifsuicidal.gif Edited by da_destroyer

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da_destroyer
Also I realised that there aren't ANY ships except the one I spawned, meaning The Carrier. dontgetit.gifsad.gif so you can't have my cookie.gif . -Gobbles up 10 cookie.gif . Well good work. THE GOD DAMN THING IS INVINCIBLE! 250 ROCKETS SENT AT IT IT LIVES! I DIDN'T USE ANY CHEAT! Edited by da_destroyer

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AC/Vercetti/DC

Cool^ inlove.gif

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Picolini
Also, theres a goddamn edit button for a reason. Triple posting 'tard. And this topic is like 3 or more months old, i don't think the author of it is even posting here anymore....

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food hater

Good job man but if this is for PC will it work on a version I'm getting off of "SOMWHERE" devil.gif

Edited by food hater

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Ryder15

So you have Downloaded it Illegaly then dude oh wait you are..lol

 

 

NOT HELPING YOU AT ALL

 

sorry dude

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food hater

Local bricks and mortar store.

 

edited for p2p/warez and all that junk

 

User was warned for this post.

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