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Wesser

Question on "Fire from Car"

Recommended Posts

Wesser

Hi. I would have to ask you a thing: why when I have ended the ammunitions of the grapeshot can I shoot with any other weapon which is not visible?

Thanks in advance.

 

SCM.INI

http://rapidshare.com/files/17377714/SASCM.INI.html

 

This is the code script:

 

 

 004F: create_thread ££DRIVER_ShootA:DRIVER_ShootA0001: wait  30 ms:DRIVER_Shoot20001: wait 150 ms00D6: if 000DF:  actor $PLAYER_ACTOR driving84C8:  NOT  actor $PLAYER_ACTOR driving_flying_vehicle84A7:  NOT  actor $PLAYER_ACTOR driving_boat847A:  NOT  actor $PLAYER_ACTOR driving_a_motorbike004D: jump_if_false ££DRIVER_ShootA00D6: if  680DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #RHINO80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FBITRUCK80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FREIGHT80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #STREAK80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FIRELA80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #HOTRING80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #HOTRINA004D: jump_if_false ££DRIVER_Shoot2      00D6: if  680DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #HOTRINB80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #BUS80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #COACH80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #SWATVAN80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #COMBINE80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FORKLIFT004D: jump_if_false ££DRIVER_ShootA0001: wait 0 ms00D6: if 080E1: NOT key_pressed 0 4004D: jump_if_false ££DRIVER_Shoot30002: jump ££DRIVER_ShootA:DRIVER_Shoot30713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  0  600001: wait 500 ms:DRIVER_Shoot40001: wait 50 ms00D6: if 080E1: NOT key_pressed 0 4004D: jump_if_false ££DRIVER_Shoot50002: jump ££DRIVER_Shoot4:DRIVER_Shoot50812: unknown_action_sequence $PLAYER_ACTOR "OFF_SIT_IDLE_LOOP" "INT_OFFICE" 0.0 0 0 0 0 002EB: restore_camera_with_jumpcut0001: wait 500 ms0002: jump ££DRIVER_ShootA

 

 

Sorry for my bad English.

Edited by Wesser

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Demarest

Your code is full of unneeded waits. Also, you're missing the is player defined which must come before commands/conditionals that refer to the player in any way. Also, anytime you have an if that leads ONLY to a jump and the JF point to the next section, you can just flip the if to make it look more concise. Last but not least, ONE of your ifs has the wrong operand. Since the others are correct, I'll assume you know what you're doing and just made an oversight. Also, nice job on including a keypress release check smile.gif Code should look more like this

 

 

:DRIVER_ShootA0001: wait 150 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££DRIVER_ShootA00D6: if 200DF:  actor $PLAYER_ACTOR driving00E1:   key_pressed 0 484C8:  NOT  actor $PLAYER_ACTOR driving_flying_vehicle004D: jump_if_false ££DRIVER_ShootA00D6: if  784A7:   NOT  actor $PLAYER_ACTOR driving_boat80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #RHINO80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FBITRUCK80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FREIGHT80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #STREAK80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FIRELA80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #HOTRING80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #HOTRINA004D: jump_if_false ££DRIVER_ShootA00D6: if  7847A:   NOT  actor $PLAYER_ACTOR driving_a_motorbike80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #HOTRINB80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #BUS80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #COACH80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #SWATVAN80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #COMBINE80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FORKLIFT004D: jump_if_false ££DRIVER_ShootA0713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  0  600001: wait 500 ms:DRIVER_Shoot20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££DRIVER_ShootA00D6: if 000E1:   key_pressed 0 4004D: jump_if_false ££DRIVER_Shoot20812: unknown_action_sequence $PLAYER_ACTOR "OFF_SIT_IDLE_LOOP" "INT_OFFICE" 0.0 0 0 0 0 002EB: restore_camera_with_jumpcut0002: jump ££DRIVER_ShootA

 

 

To answer your question, if you want to shoot with a different weapon, switch to that weapon first. They do this in the mission Drive-By for example.

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Wesser

Thanks for the fix, even if the problem has not been resolved.

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Bigun

I see your using Pavel's code from the 'fire from car' thread, here's the version I made, you can still bunny-hop on bikes with it (key changed to submission).

 

And you don't need so many er 'manual' blocks for vehicles. Not only that key is used for nothing else and must be activated by the player (so you shouldn't care about it activating in vehicles where the view isn't so perfect eg firetruck) but it doesn't work in all the flying vehicles except the Dodo and I assume the Beagle too (its fun drive-bying from a Dodo wow.gif )

 

 

:DRIVER_Shoot20001: wait 250 ms00D6: if 00256:   player $PLAYER_CHAR defined004D: jump_if_false ££DRIVER_Shoot200D6: if 000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££DRIVER_Shoot200D6: if 080DD:   NOT   actor $PLAYER_ACTOR driving vehicle type #BMX004D: jump_if_false ££DRIVER_Shoot_BIKE 00D6: if  080DD:   NOT   actor $PLAYER_ACTOR driving vehicle type #MTBIKE004D: jump_if_false ££DRIVER_Shoot_BIKE    00D6: if  080DD:   NOT   actor $PLAYER_ACTOR driving vehicle type #BIKE004D: jump_if_false ££DRIVER_Shoot_BIKE00D6: if  000E1:   key pressed  0  4004D: jump_if_false ££DRIVER_Shoot20002: jump ££DRIVER_Shoot3:DRIVER_Shoot_BIKE00D6: if  000E1:   key pressed  0  19004D: jump_if_false ££DRIVER_Shoot2:DRIVER_Shoot3 0713: unknown_action_sequence $PLAYER_ACTOR -1 -1 0.0 0.0 0.0 300.0 8 1 1000001: wait 1000 ms00D6: if 080DD:   NOT   actor $PLAYER_ACTOR driving vehicle type #BMX004D: jump_if_false ££DRIVER_Shoot_BIKE2 00D6: if  080DD:   NOT   actor $PLAYER_ACTOR driving vehicle type #MTBIKE004D: jump_if_false ££DRIVER_Shoot_BIKE2    00D6: if  080DD:   NOT   actor $PLAYER_ACTOR driving vehicle type #BIKE004D: jump_if_false ££DRIVER_Shoot_BIKE20002: jump ££DRIVER_Shoot4:DRIVER_Shoot_BIKE20001: wait 100 ms 00D6: if 2100E1:   key pressed  0  19        00E1:   key pressed  0  15004D: jump_if_false ££DRIVER_Shoot_BIKE20002: jump ££DRIVER_Shoot5:DRIVER_Shoot40001: wait 100 ms 00D6: if 2100E1:   key pressed  0  4        00E1:   key pressed  0  15004D: jump_if_false ££DRIVER_Shoot4:DRIVER_Shoot5 0812: unknown_action_sequence $PLAYER_ACTOR "OFF_SIT_IDLE_LOOP" "INT_OFFICE" 0.0 0 0 0 0 002EB: restore_camera_with_jumpcut 0001: wait 1000 ms0002: jump ££DRIVER_Shoot2

 

 

 

  Hi. I would have to ask you a thing: why when I have ended the ammunitions of the grapeshot can I shoot with any other weapon which is not visible?

It's a little buggy when you run outta ammo, it still 'shoots' graphically but no bullets or sound come out, sometimes the weapon model goes invisible etc. You can add a loop to the code that checks the ammo, and if it's empty, either jump to DRIVER_Shoot5 to exit it OR switch to a different weapon slot[use 04B8 to get different slot IDs] (if other wanted slots unavailable then jump DRIVER_Shoot5).

There's also some opcode named 'set driveby ammo' (0563), you can try messing with it too to possibly give inf driveby ammo.

Good luck!

Edited by Bigun

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Wesser

Thanks!

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Wesser

The scripts code of DEMAREST and BIGUN are correct. I think that the problem is not resolvable.

Help me please if someone can do it! sad.gif

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Demarest

@Bigun: For shame! Not clumping if checks, executing commands when the player might be dead... tsk tsk tsk. I know you're a LOT better than that wink.gif

 

 

:DRIVER_Shoot20001: wait 250 ms00D6: if 000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££DRIVER_Shoot200D6: if 280DD:   NOT   actor $PLAYER_ACTOR driving vehicle type #BMX80DD:   NOT   actor $PLAYER_ACTOR driving vehicle type #MTBIKE80DD:   NOT   actor $PLAYER_ACTOR driving vehicle type #BIKE004D: jump_if_false ££DRIVER_Shoot_BIKE00D6: if  000E1:   key pressed  0  4004D: jump_if_false ££DRIVER_Shoot20002: jump ££DRIVER_Shoot3:DRIVER_Shoot_BIKE00D6: if  000E1:   key pressed  0  19004D: jump_if_false ££DRIVER_Shoot2:DRIVER_Shoot3 0713: unknown_action_sequence $PLAYER_ACTOR -1 -1 0.0 0.0 0.0 300.0 8 1 1000001: wait 1000 ms00D6: if 00256:   player $PLAYER_CHAR defined004D: jump_if_false ££DRIVER_Shoot200D6: if 280DD:   NOT   actor $PLAYER_ACTOR driving vehicle type #BMX80DD:   NOT   actor $PLAYER_ACTOR driving vehicle type #MTBIKE80DD:   NOT   actor $PLAYER_ACTOR driving vehicle type #BIKE004D: jump_if_false ££DRIVER_Shoot_BIKE20002: jump ££DRIVER_Shoot4:DRIVER_Shoot_BIKE20001: wait 100 ms 00D6: if 2100E1:   key pressed  0  19        00E1:   key pressed  0  15004D: jump_if_false ££DRIVER_Shoot_BIKE20002: jump ££DRIVER_Shoot5:DRIVER_Shoot40001: wait 100 ms 00D6: if 2100E1:   key pressed  0  4        00E1:   key pressed  0  15004D: jump_if_false ££DRIVER_Shoot4:DRIVER_Shoot5 00D6: if 00256:   player $PLAYER_CHAR defined004D: jump_if_false ££DRIVER_Shoot20812: unknown_action_sequence $PLAYER_ACTOR "OFF_SIT_IDLE_LOOP" "INT_OFFICE" 0.0 0 0 0 0 002EB: restore_camera_with_jumpcut 0002: jump ££DRIVER_Shoot2

 

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Bigun

Yeah well, (thanks), I took it the easy (er,lazy catspider.gif ) way with this one since the commands seem to never inflict crashiness. You don't even need the 'if driving' check, the action sequence will (for some reason) just do a set_cam_behind_player on foot/when dont have drive-by-able weap/etc. This code was also based directly on Pavel's code and I fiddled with it a bit because Pavel's wasn't meant to be in a separate thread.

 

Thanks for the optimization. smile.gif

 

P.S: Dem, you 'moved' my 'if player defined' to Shoot3 for some reason, directly after referencing the player too. tounge2.gif

 

To shame! ph34r.gif

 

P.S #2: If people wonder/care, before DRIVER_Shoot2 comes:

 

:DRIVER_Shoot03A4: name_thread 'DRIVSHT'

 

Isn't crucial, but might be familiar to somebody: "good coding practice" (cool.gif).

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Demarest
P.S: Dem, you 'moved' my 'if player defined' to Shoot3 for some reason, directly after referencing the player too. tounge2.gif

Shoot 3 is only arrived upon after the if player defined check in Shoot 2. The defined check wouldn't even be necessary for Shoot 3 except you had a wait 1000. Without a wait, all the processing from 1 defined check to the next wait is "guaranteed". Until a thread relinquishes focus, even the engine cannot evaluate that the player has taken damage, and therefore cannot render the player invalid by means such as death.

 

This is a good discussion, so don't feel bad. I think properly understanding when/how to use waits and if player defined checks is the one thing people have the hardest time grasping. Which normally doesn't lead to anything bad, which just complicates the matter by clouding the "need" for proper approach. But you didn't get me this time wink.gif

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Bigun

Oh, I see. My eyes err, blinded over the wait line. <_<

 

 

But you didn't get me this time  wink.gif

 

I think I did, because the thing is, in your optimized code there ISN'T an if player defined check in DRIVER_Shoot2. xmas.gif Just directly the driving check.

 

Also if we're already on this subject, a little question. We always use the 'if player defined' with if 0, or sometimes, this can be combined with the key_pressed since apparently they don't actually reference the player. Makes sense. So you can use things like

 

:startif 2player definedkey_pressed 1key_pressed 2jf start

 

But thinking more into it, shouldn't you be able to also do stuff like this as well:

 

:startif 1player definedactor $player_actor drivingjf start

 

It shouldn't crash the game, well, depending. Doesn't the game USE the parameter in the if line, it sees the 'AND' mode, which means the first conditional, if player defined, is false, it shouldn't continue to the next conditional and skip to the jf because what other conditionals are doesn't matter, 'AND' can't be "satisfied"? So theoretically that code above would be fine.

I'ts probably wrong and the game reads all conditionals to annoy, though. confused.gif I could test >.>; but you probably have some solid info on this, I'm not the first one to think this up for sure. That also means it probably doesn't work. suicidal.gif

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Wesser

In all of your posts I have found this code

 

 

0713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  1  100

 

 

You replace this code in

 

 

0713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  0  60

 

 

This way CJ will shoot instead from the car window that from the dashboard.

I think that it doesn't work since I have not tried him. sad.gif

Sorry for my bad English! -> I'm Italian

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Demarest
But you didn't get me this time  wink.gif

 

I think I did, because the thing is, in your optimized code there ISN'T an if player defined check in DRIVER_Shoot2. xmas.gif Just directly the driving check.

BOOOOM! Headshot! Yes, you certainly did blush.gif I don't know what I was blinded by, but I saw a player check and assumed it to be defined. Good eye viddy_pirate.gif

 

I combine conditionals all the time. I try to do it on a case by case basis. So if I see a bunch of stuff that has to be split into two consecutive checks, I'll try to divvy them up in a way that's resource friendly. Just posted an example of this the other day, though I don't remember where.

 

Anyways, I definitely follow what you're saying. It would indeed be nice to know we can combine conditionls. Although if you're going to test it, I would use is actor dead along with some conditional referring to him. Keep in mind that even if you test it 100 times, your findings may still be considered inconclusive. I think the nature we're trying to defend against is a fickle one. I could be wrong.

 

While we're on the subject, how about 056E? It's listed in the opcode database as "is carcass of car still valid". I've seen it a lot, especially in the IMPEXPM thread. It's always accompanied by an if car wrecked check, though not clumped together. My understanding of the engine insists that this labeling has to be wrong for 2 reasons. For one, is car wrecked is one of those conditionals that can never crash the game (unless of course the car you're checking for was never a car at all). Secondly becasue there's no reason to check if the carcass of a car (or ped) is valid because as long as there's a var storing it, the game will not let it slip away.

 

In the end, after spending time modding GTA3, VC, and SA, it becomes clear that they've done an excellent job at optimizing the engine's resiliancy. I could complain about the axing of the player opcodes we've become accustomed to, but I have to assume it was for the greater good. Smaller opcode table has to lead to faster execution, eh? I just REALLY wish they would at least hand us an official copy of what they all do and what the parameters do. And I really miss the days when the opcode database was actively updated. My gratitude to those like space who make continuing efforts to keep us all updated.

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PLPynton

 

And I really miss the days when the opcode database was actively updated. My gratitude to those like space who make continuing efforts to keep us all updated.

 

how can you pull up with something like that Demarest. the opcodes database has been for past 3 months and it is until the very moment right now updated RAPIDLY like never NEVER EVER before. Space is putting a lot of work to put all new codes. but it seems to be judging from your post that you have not downloaded his update since long time have not you?

put yourself in my position now! what will you say? no comment?

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Wesser

All the weapons except the MICRO_UZI, TEC9 and MP5 are usable and are not visible!

Help me!!!

 

:DRIVER_ShootA

0001: wait 150 ms

00D6: if  0

0256:  player $PLAYER_CHAR defined

004D: jump_if_false ££DRIVER_ShootA

00D6: if 2

00DF:  actor $PLAYER_ACTOR driving

00E1:  key_pressed 0 4

84C8:  NOT  actor $PLAYER_ACTOR driving_flying_vehicle

004D: jump_if_false ££DRIVER_ShootA

00D6: if  7

84A7:  NOT  actor $PLAYER_ACTOR driving_boat

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #RHINO

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FBITRUCK

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FREIGHT

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #STREAK

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FIRELA

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #HOTRING

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #HOTRINA

004D: jump_if_false ££DRIVER_ShootA

00D6: if  7

847A:  NOT  actor $PLAYER_ACTOR driving_a_motorbike

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #HOTRINB

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #BUS

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #COACH

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #SWATVAN

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #COMBINE

80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FORKLIFT

004D: jump_if_false ££DRIVER_ShootA

0713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  0  60

0001: wait 500 ms

 

:DRIVER_Shoot2

0001: wait  0 ms

00D6: if  0

0256:  player $PLAYER_CHAR defined

004D: jump_if_false ££DRIVER_ShootA

00D6: if 0

 

00E1:  key_pressed 0 4

004D: jump_if_false ££DRIVER_Shoot2

0812: unknown_action_sequence $PLAYER_ACTOR "OFF_SIT_IDLE_LOOP" "INT_OFFICE" 0.0 0 0 0 0 0

02EB: restore_camera_with_jumpcut

0002: jump ££DRIVER_ShootA

Thanks a lot in advance.

Edited by Wesser

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Demarest
put yourself in my position now! what will you say? no comment?

I'll say that I don't know what the hell your problem is. I'm entitled to my opinion. Since it's clear you have no idea how things were before you showed up, THIS is the opcode database.

 

•If you're so sure it's updated, download space's update for yourself and see how many slots on that page are listed as unknown when they're probably not.

•Many of those are pink. It used to not be that way. It used to be that the owner and only the owner would impliment entries, which preserved the stramlined naming system.

•In the very quote you're attacking me over, I showed space some love for all his efforts.

•You and I AGREE that some of the entries have been mislabeled.

 

So put yourself in my shoes. What do you say? No comment? sarcasm.gif If you'd like to talk with me, use the PM system. This having the same conversation in 4 different threads with you changing your mind in each one is just confusing. Oh, and I think you'd do well to do your homework. This is not the first time you've suggested I have no idea what I'm talking about.

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Wesser

UPDATE

 

SCM.INI

http://rapidshare.com/files/17377714/SASCM.INI.html

 

004F: create_thread ££DRIVER_Shoot1:DRIVER_ShootA03A4: name_thread 'DRIVSHT':DRIVER_Shoot20001: wait 150 ms00D6: if  300DF:  actor $PLAYER_ACTOR driving84C8:  NOT  actor $PLAYER_ACTOR driving_flying_vehicle84A7:  NOT  actor $PLAYER_ACTOR driving_boat847A:  NOT  actor $PLAYER_ACTOR driving_a_motorbike004D: jump_if_false ££DRIVER_Shoot200D6: if  680DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #RHINO80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FBITRUCK80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FREIGHT80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #STREAK80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FIRELA80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #HOTRING80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #HOTRINA004D: jump_if_false ££DRIVER_Shoot2      00D6: if  680DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #HOTRINB80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #BUS80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #COACH80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #SWATVAN80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #COMBINE80DD:  NOT  actor $PLAYER_ACTOR driving_vehicle_type #FORKLIFT004D: jump_if_false ££DRIVER_Shoot200D6: if  22 02D8:   actor $PLAYER_ACTOR currentweapon ==  28 02D8:   actor $PLAYER_ACTOR currentweapon ==  2902D8:   actor $PLAYER_ACTOR currentweapon ==  32004D: jump_if_false ££DRIVER_Shoot20001: wait 0 ms00D6: if  080E1:   NOT   key_pressed  0  4004D: jump_if_false ££DRIVER_Shoot30002: jump ££DRIVER_Shoot2:DRIVER_Shoot300D6: if  00A4B:   controls_keyboard_and_mouse004D: jump_if_false ££DRIVER_Shoot40713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  0  60:DRIVER_Shoot40001: wait 550 ms00D6: if  080E1:   NOT   key_pressed  0  4004D: jump_if_false ££DRIVER_Shoot50002: jump ££DRIVER_Shoot4:DRIVER_Shoot50812: unknown_action_sequence $PLAYER_ACTOR "OFF_SIT_IDLE_LOOP" "INT_OFFICE" 0.0 0 0 0 0 002EB: restore_camera_with_jumpcut0001: wait 500 ms         0002: jump ££DRIVER_Shoot2004E: end_thread

 

[bug]: When the car is flipped, the turret mode doesn't remove.

Edited by Wesser

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ceedj

Don't know if you're aware or not, but there ARE opcodes to check if a car is flipped/airborne.

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Wesser

There are two car flipped codes:

01f4=1, car% 1d% flipped

020d=1, car% 1d% flipped

 

Which is the correct code?

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ceedj

Not really sure, as the various ini's all have something different. Try the both out and see which one does what. From what I can tell, one is for checking if a car is flipping in mid-air, and the other is for checking if it's on it's roof (flipped on ground).

 

Maybe Seemann or PL can drop by with their insight?

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Seemann

ceedj;

a car is flipping in mid-air // should be 01f4

flipped on ground // should be 020d

 

Wesser;

there are useful opcodes: 018F-0191. Use

 

0190: add_car $car to_flipped_check // 6 max

 

then check if it flipped with the opcode 018F.

Don't forget to remove a car handle from this check with the opcode 0191.

Edited by Seemann

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Wesser

I don't know whether to do. Help me!!

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