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Turbo Boost ;D..


Covernant

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Ok i started adding stuff to a downloaded KITT model that replaces VOODOO.

 

I made the simpel stuff.. like Super Pursuit, Silent Engine, Damage Proof.

 

So now i started adding more complex things for me wow.gif

 

Like this code. Its supposed to be Turbo Boost.

 

:KITTTBthread 'KITTTB':KITTTBLOOPwait 0 msif and00DD: is_actor $PLAYER_ACTOR driving_vehicle_with_modelID #VOODOO00E1:   is_button_pressed_pad 0 button 18else_jump @KITTTBLOOP:KITTTBMAINwait 0 ms03C0: get_actor $PLAYER_ACTOR vehicle_handle_to 0@04C4: get_actor $PLAYER_ACTOR position_3D_coord_with_offset 0.0 5.0 10.0 store_to 10@ 11@ 12@  07D5: set_vehicle 0@ velocity_in_direction_XYZ 10@ 11@ 12@ rotation_velocitiesXY 0.0 0.0 unk 0.0wait 5000 msjump @KITTTBLOOP

 

 

I know i have to change the jump coords ;O

 

But when i press H screen just starts flickering LOADING and gets bright.. aka Game crash ;D

 

So here i am again... not knowing something that someone out there does! biggrin.gif

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try maybe with 04BA. with it you do not have to care about the directions and so on. what you did wrong id that your input for velocity are coordinates. basically setting on of these velocities to more that 5.0 creates already nice effect and setting it to values around thousands can kill the game.

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07D5=7,set_vehicle %1d% apply_momentum_in_direction_XYZ %2d% %3d% %4d% rotory_pulse_about_an_an_axis_XY %5d% %6d% unk %7d%;float world lo07DA=4,set_vehicle %1d% apply_rotory_pulse_about_an_axis_XYZ %2d% %3d% %4d%;float vehicle hi add07DB=4,set_vehicle %1d% rotation_velocity_about_an_axis_XYZ %2d% %3d% %4d%;float vehicle hi

 

 

these are the 3 opcodes you can use in order get that effect.

 

small hint: get Z angle of that vehicle, remember sine/cosine functions? you need them with that Z angle. then you will have to use sine Z / cosine Z with 07D5 as XY, set Z for you liking to get needed altitude. setting the nose up and down is easier you just need to find axis about which you want to rotate veh. 07DB for initial rotation, 07DA after some ms to give opposite force to stop initial rotation, finally you can put something for landing, if that will be done in loop with constant rotation XYZ checks you can force veh to do more sophisticated jumps.

Edited by PLPynton
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I actually get these symptoms a lot while testing handling for my aircraft mods, I think the game engine sometimes struggles for too much speed and change of direction at the same time. Usually turn mass related.

I take it you can pause okay and either loading(doubtful as you have modded the SCM) or starting a new game clears the burning screen effect until you try the car again.

I don't necessarily think it is just a coding issue, although maybe different methods may work better.

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well, i suppose i have to repeat myself. for all these opcodes values bigger that example 5.0 will be much too big. experiment with range below 1.0 sometimes even below 0.1.

besides if you want to actually rotate a vehicle put it in air first so it airbones (that will ensure that almost no oposite forces is working on that veh and) so it has as well a freedom of movement, simple physics laws apply in SA world as well.

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I even tried with 0.01 still threw the car... and sometimes teleported. But I'll try the but in air first thing.

 

Ok now when i try the code with out

 

04C4: get_actor $PLAYER_ACTOR position_3D_coord_with_offset 0.0 0.2 0.2 store_to 4@ 5@ 6@0407: get_vehicle 0@ position_3D_coord_with_offset 0.0 0.2 0.2 store_to 1@ 2@ 3@

 

 

Then it works fine... but the car jumps always in north... so if your side ways then it jumps side ways not forward.

 

 

And if i try with those 2 codes then i get the bright loading sign.

 

Well i got it to work nicely with these 2...

 

 

07DA: set_vehicle 0@ rotation_velocity_about_an_axis_XYZ 3.0 0.0 0.0 through_center_of_body 07D5: set_vehicle 0@ velocity_in_direction_XYZ 0.0 0.0 0.2 rotation_velocitiesXY 0.2 0.0 unk 0.0

 

Edited by Covernant
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