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[REL|SA] Stinger Drop Mod


demonj0e
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Hey all

Converted this from Vc Original by PatrickW

This will let you drop stingers if you are in a police vehicle(can be changed)

after a while the stinger will dissapear so you dont end up with to many

 

Add this to your create thread section

 

004F: create thread ££stinger_sniff_thread

 

 

And This before mission 0

 

 

:Stinger_thread                               03A4: name thread "STING"0247: request_model #TEMP_STINGER2038B: load_requested_models0004: @32 = 0  029B: @7 = init_object #TEMP_STINGER2 at @0 @1 @2 0177: set object @7 z angle to  @301C7: remove_object_from_mission_cleanup_list @70007: @4 = @0000F: @4 -= 2.0000B: @0 += 2.00007: @5 = @1000F: @5 -= 2.0000B: @1 += 2.0   :Stinger_loop      0001: wait  250 ms0007: @6 = -1053E: @6 = get_random_car_with_actors -1 in_area @4 @5 @0 @1  00D6: if 08039:   NOT   @6 ==  -1;; integer values004D: jump_if_false ££Stinger_timer      04FE: deflate_tire  0 on_car @604FE: deflate_tire  1 on_car @604FE: deflate_tire  2 on_car @604FE: deflate_tire  3 on_car @6:Stinger_timer 00D6: if 00019:   @32 > 10000004D: jump_if_false ££Stinger_loop    0249: release_model #TEMP_STINGER20108: destroy object @7004E: end_thread:stinger_sniff_thread03A4: name thread "ST_SNIF" :stinger_sniff_loop0001: wait  100 ms00D6: if 00256:   player $PLAYER_CHAR defined004D: jump_if_false ££stinger_sniff_loop  00D6: if 100E1:   key pressed  0  17  056C:   actor $PLAYER_ACTOR driving_police_vehicle004D: jump_if_false ££stinger_sniff_loop    03C0: @10 = actor $PLAYER_ACTOR car0407: create coordinate @0 @1 @2 from car @10 offset  0.0 -2.5  1.00174: @3 = car @10 z_angle0009: @3 +=  90.0;; floating-point values02CE: @2 = ground z @0 @1 @2000B: @2 += 0.1004F: create thread ££Stinger_thread  @0 @1 @2 @30001: wait  500 ms0002: jump ££stinger_sniff_loop

 

 

If you want to have it on all vehicles type you should replace

 

056C:   actor $PLAYER_ACTOR driving_police_vehicle

 

 

With

 

 

00DF:   actor $PLAYER_ACTOR driving

 

 

Or You can change it to

 

 

00DD:   actor $PLAYER_ACTOR driving_vehicle_type #GREENWOO

 

 

Of course you can change #GREENWOO to anythign else

Edited by demonj0e
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I'm assuming that Patrick launched a separate thread because spikestrips in VC that were engine generated didn't have bite to them. In SA, this is no longer the case. Though the 2nd thread is a quick way to make sure memory doesn't get stuffed. Just remember that there is a thread limit and in SA, it's far less flexible than in previous GTAs. I don't know how (if at all) this matters as I'm not entirely familiar if/how R* optimized thread count.
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Lethal.Ambition

Is there anyway to do a Rebirth on this? I would love this but I started playing Rebirth and I'm in Las Venturas and it took me forever sad.gif I really want this mod though.

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Change @16 to @32 and you're done, I think.
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Is there anyway to do a Rebirth on this? I would love this but I started playing Rebirth and I'm in Las Venturas and it took me forever sad.gif I really want this mod though.

I'm at a loss as to where all the confusion is. DARKPACT is the process that allows mods to be injected into code without having to restart. Rebirth is just one of many Code Tools I've developed that are made to work with your existing save. Rebirth in particular replaces the SCM. Your post makes it sound like you had to start over, but you didn't.

 

To answer the question you meant to ask, yes, this could be Darkpacted into a SCM.

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  • 2 weeks later...

Why it doesn't deflate the left front tire??

 

is it possible to make a change (another code) so the spikes generated inflate the tires?

Edited by careca
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  • 2 weeks later...

 

Why it doesn't deflate the left front tire??

 

is it possible to make a change (another code) so the spikes generated inflate the tires?

it's not like this mod is anything to get excited over anyway due to the fact that you have to start a new game sigh.gif, I hate main.scm edit's because they always require you to start a new game, so uncool.

Edited by Nobuyoshi2
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well...i start a new game everytime i play! what about that? i don't do any missions...i just cruise around checking new vehicles that i replace or whatever...now, i noticed why the cars don't deflate the left front tire...and i is very simple to fix...the original code...

 

04FE: deflate_tire  1 on_car @604FE: deflate_tire  2 on_car @604FE: deflate_tire  3 on_car @604FE: deflate_tire  4 on_car @6

 

 

this deflates the tire 1,2,3 and 4

 

well but there isn't any 4th tire!!

the code is wrong just there because it tells the game to deflate a non existing tire...

so if u want the stinger's to deflate all tires of a car...u just change the 4 to a 0

like this...

 

04FE: deflate_tire  0 on_car @604FE: deflate_tire  1 on_car @604FE: deflate_tire  2 on_car @604FE: deflate_tire  3 on_car @6

 

 

just change this in the code and now all tires will deflate.

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ah thankyou careca, didnt realy notice it didnt deflate all tires

ill update first post now

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I can't...if u want to go that way...well what will u do when u see 3 or 4 codes\scripts u like? will u get a single mod in each one of the scm's? anyway... it's not hard to add the code to ur scm!

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  • 3 weeks later...

ok i've tryed to do.

Compling works.

But if i start a new game, SA crasht.

Why?

I have chanced the

056C: actor $PLAYER_ACTOR driving_police_vehicle

to

00DF: actor $PLAYER_ACTOR driving

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  • 4 weeks later...

What file?

 

btw; is it possible to drop:

trash from garbagetruck

Random boxes/barrels from Andromada

Cardboard boxes from delivery trucks

military/ammo crates from Barracks

etc. from etc.

 

Edited by Mr. Someguy
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This is not editing discussion. Pop over there and use the search feature before hijacking a release thread.
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What file?

 

btw; is it possible to drop:

trash from garbagetruck

Random boxes/barrels from Andromada

Cardboard boxes from delivery trucks

military/ammo crates from Barracks

etc. from etc.

 

very possible just change the models and change what car u have to be driving in like ive shown u

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  • 7 months later...

I added all that code to the Main.scm ....and I can drop the stingers.....but they don't pop tires, (they do nothing but sit there) sad.gif

 

anyone know how to fix that confused.gif

Edited by -Dark-
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I added all that code to the Main.scm ....and I can drop the stingers.....but they don't pop tires, (they do nothing but sit there) sad.gif

 

anyone know how to fix that confused.gif

Nevermind ..... I got it working.... I just changed this bit of code:

 

 

053E: @6 = get_random_car_with_actors -1 in_area @4 @5 @0 @1

 

 

to this:

 

 

053E: @6 = get_random_car_in_area @4 @5 @0 @1 with_actor_type -1

 

 

and now it works biggrin.gif

 

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  • 6 years later...

I don't understand. all I want is throw spike strips from a broadway. can someone tell me how to make the script with ENOUGH parameters! I'm trying to fix it by myself but nothing works sad.gif What do they mean with 'before threat section' and 'before mission 0'

can someone paste sh*t to ONE code please? sad.gif I'm a real noob iknow

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I don't understand. all I want is throw spike strips from a broadway. can someone tell me how to make the script with ENOUGH parameters! I'm trying to fix it by myself but nothing works sad.gif What do they mean with 'before threat section' and 'before mission 0'

can someone paste sh*t to ONE code please? sad.gif I'm a real noob iknow

use Sannybuilder: http://sannybuilder.com/

 

If you wanna implement the script into main.scm, then follow the instruction of demonj0e, but convert the script first into sannybuilder syntax,

use sannybuilder function in menue: Tools > Code converter > MB->SB

 

If you wanna have it as cleoscript, then go here: http://www.gtaforums.com/index.php?showtop...st&p=1059007109

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