silenscer Posted November 21, 2006 Share Posted November 21, 2006 CAN anyone explain how the rhino works? (The high defense, crushing vehicles and the cannon part) Link to comment Share on other sites More sharing options...
Blackadder. Posted November 21, 2006 Share Posted November 21, 2006 It's all hardcoded in the exe, I can't explain how to change it, or how it works, as I can't code at all. But it's definatley hardcoded. The high defense MIGHT be in the handling.cfg though Link to comment Share on other sites More sharing options...
ronlivings08 Posted November 21, 2006 Share Posted November 21, 2006 As blackadder so rightly say, the amount of dmage that the Rhino can take is determined by a number in the handling.cfg line. IE. In the default handling line for the Rhino, the number "0.09" is what determines the amount of damage the Rhino can take. The lower the number, the more damage it can take. RHINO 25000.0 250000.0 5.0 0.0 0.0 0.0 90 2.50 0.8 0.5 4 80.0 40.0 150.0 4 D 5.0 0.50 0 35.0 0.4 0.02 0.0 0.35 -0.10 0.5 0.0 0.22 0.09 110000 40008008 308840 0 1 24 The cannon is hardcoded in the file called "main.scm," and through a node in the .dff file it self which determines where the cannon end is and relativity to the tank used in aiming the cannon. Im guessin by "crushin" you are refering to the tank's ability to blow cars up. This is am not sure about but am guessing that it is also hardcoded into the main.scm file, but possibly not, because there is also a cheat that allows all cars to do this, which suggests to me, that it is a data file though i have not done any experimenting in that area. Link to comment Share on other sites More sharing options...
Heihachi_73 Posted November 21, 2006 Share Posted November 21, 2006 I saw a similar cheat or hack done in GTA3 where a Landstalker was pictured. I was trying to mess around with the Rhino's dynamics in GTA3 to stop it flipping when it ran over a car door or something but it didn't matter what I did - the wheels are a lot different to a normal car, being surrounded by the body, and they don't animate turning left or right. I was thinking it was just a lot lower than the other cars but changing the suspension settings didn't do much. Too high and it just flips from it going over the top of a car. The Rancher has about the best suspension setup on the game for that sort of work, a lot better than the top-heavy Sandking and the absolutely crappy Landstalker. It would be good to know how to make the Rhino into more of a tank so it can actually go off-road and not get stuck on small objects so easily. Especially in GTA3 where you need a 7 point turn just to do a U-turn! It needs sort of a central steering instead of the front wheels, but that's trivial to add, I just never though of it before. Link to comment Share on other sites More sharing options...
silenscer Posted November 21, 2006 Author Share Posted November 21, 2006 IE. In the default handling line for the Rhino, the number "0.09" is what determines the amount of damage the Rhino can take. The lower the number, the more damage it can take. I thought that number referred to the CRASH damage? Link to comment Share on other sites More sharing options...
ronlivings08 Posted November 21, 2006 Share Posted November 21, 2006 Maybe you can explain some more, because it seems to me, the number is what i explained, which is what you were wanting to know I thought.What do you mean by "crash damage." Its not what damage is inflicted upon hit car if thats what you are thinking. Link to comment Share on other sites More sharing options...
Blackadder. Posted November 21, 2006 Share Posted November 21, 2006 ronlivings08, I'm pretty sure the Tank isn't coded in the SCM, I'm pretty sure it still works with stripped scm Link to comment Share on other sites More sharing options...
thepcdude Posted November 30, 2006 Share Posted November 30, 2006 (edited) Well....I agree that the tank car explodey thing and the cannon is somewhat stored in the main.scm, but the fireball coming out of that tube could actually be in the particles.cfg file...I'll look in the particles.cfg, and the main.scm There is a dummy that controls where the "whatever it is" comes out. Here's a pic So....I'll look into this. I looked into the particle.cfg file and this is some things I found... FLAME 255 74 30 0 0 0 0 0 0.8 -0.02 255 0 10 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 -0.005 1 2000 0.02 0.01 0.01 0 0 1.0 0.0 0.0 0.0 200.0 0FIREBALL 150 145 50 0 0 0 0 0 0.1 0.005 96 1 -10 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 -0.003 96 2000 0.1 0.03 0.014 2.5 0 1.0 0.0 0.0 0.0 200.0 0 As you can see, this is probably what's being used. And some more things. I'm gonna look in the main.scm later. Edited December 1, 2006 by thepcdude Link to comment Share on other sites More sharing options...
Mark Posted December 2, 2006 Share Posted December 2, 2006 This "Crash damage" thing you're talking about is the damage multiplier btw. Also, upping the weight of a said vehicle helps it own other ones. I've seen videos of NRG500s with this done, unstoppable at like 250km/h, blowing up any vehicle they hit. Link to comment Share on other sites More sharing options...
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