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gtasbigfoot

spawning a sea animal

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gtasbigfoot

Hi is it possible to spawn a type of fish in shady creeks water like set it to spawn then swim like they do then respawn again!

 

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Puma06111991

Isn't this automatically synched?

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gtasbigfoot

yes but you know the shark i want to spawn that! Its in game code and i think it spawns but very really so i want to make its spawn more common.

Edited by gtasbigfoot

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ZAZ

 

yes but you know the shark i want to spawn that! Its in game code and i think it spawns but very really so i want to make its spawn more common.

simple use init object

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gtasbigfoot

they are objects?

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ZAZ

 

they are objects?

shure what or else?

But you must move it with your script.

The sealife object in gta are moved by the exe

They are also listed in object.dat with extra settings

Edited by ZAZ

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gtasbigfoot

i thinked they are players like special actor or something because they move and look real

 

the shark is the same as dolphin and fish ant it

 

cant i make the shark and dolphin into a special actor like bigfoot

Edited by gtasbigfoot

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ZAZ

 

i thinked they are players like special actor or something because they move and look real

the shark is the same as dolphin and fish ant it

actors (peds) are a more complex 3d model with bones to move single parts

shark, dolphin, turtle, they all are simple objects. And there are also fish groupes, also one object.

 

 

cant i make the shark and dolphin into a special actor like bigfoot

Yes, with 3dMax and Kams max script

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gtasbigfoot

so will it make all the shark and dolphin that swim around special actors or just the one i script

 

peds know then your there do fish because then my cj goes near them they swim away so the shark is just a clever object not a actor so its like he bigger andromada

Edited by gtasbigfoot

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ZAZ

 

so will it make all the shark and dolphin that swim around special actors or just the one i script

Hm ?

You can make a 3d model of a shark as actor with 3d Max.

Add it then maybe as special actor "claude" to gta3.img. Then it only appear if you spawn special actor "claude"

You get then a shark-man tounge.gif it moves then like a ped

Spawn it as object and move it like you want (without moving single parts)

Edited by ZAZ

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gtasbigfoot

so it will walk lol.gif so what makes the fish swim away when cj hits them?

 

 

is it coded in exe so the shark spawns very rarely

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ZAZ

 

so it will walk lol.gif so what makes the fish swim away when cj hits them?

 

 

is it coded in exe so the shark spawns very rarely

The sealife object in gta are moved by the exe

Same if you use move object code

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gtasbigfoot

so when you hear the engie sound from the andromada is that the same this is teaching me alot about objects so if i did a nessie i would have to put in into a object because it will walk like a man not a mammal can i do a snakes mod so it moves like a snake and it attacks like a snakes but i may be talking crap so?

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ZAZ

 

so when you hear the engie sound from the andromada is that the same this is teaching me alot about objects so if i did a nessie i would have to put in into a object because it will walk like a man not a mammal can i do a snakes mod so it moves like a snake and it attacks like a snakes but i may be talking crap so?

Andromada is an interior. Dont know if its possible to spawn as object, never tried.

The sound is started by main.scm in the mission with play sound or play wav

 

Let a snake object move like a snake needs to make an animated object like the 3131 ,PARACHUTE

Deniska made a plugin for 3dMax to create animated objects

http://www.gtaforums.com/index.php?showtopic=277798&hl=

Edited by ZAZ

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gtasbigfoot

so will snake be a actor or object and also can i ask your opinion on something do you think andromada object is too big to be made in to a vehicle?

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ZAZ

 

so will snake be a actor or object

as actor makes no sense, animated object will be the best

 

and also can i ask your opinion on something do you think andromada object is too big to be made in to a vehicle?

Maybe its to much stuff for the gameengine to move it as vehicle

 

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gtasbigfoot

ok thanks will snake be kilable or not and yes i thinked the andromada is to big as the game has been out for 3and a half years and no one has did it so that could be why!

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coin-god

 

ok thanks will snake be kilable or not and yes i thinked the andromada is to big as the game has been out for 3and a half years and no one has did it so that could be why!

No, it is not a ped.

 

But u can code that. Would requiere a bit of code.

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gtasbigfoot

you know bigfoot since hes big i think he should be able to throw cj is that possible to make him do that

 

thanks for that i didnt think a object can be killed without alot of coding because its a thing not a ped you right

Edited by gtasbigfoot

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coin-god

 

you know bigfoot since hes big i think he should be able to throw cj is that possible to make him do that

 

thanks for that i didnt think a object can be killed without alot of coding

I dont know if theres an opcode to check if an object is beeing damaged. Like there are for peds.

 

objects dont have health tounge.gif

Edited by goin-god

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gtasbigfoot

is nessie from zeb 89s mod a actor or a object?

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ZAZ

 

ok thanks will snake be kilable or not

its based on the 3dmodel and ID settings and the settings in object.dat

by this way we have breakable or explosiv objects for exemble

i believe that there exist a code to check if a object is hit

and Im shure there exist a code to check if a object is demaged

 

 

and yes i thinked the andromada is to big as the game has been out for 3and a half years and no one has did it so that could be why!

I think the reason is, its much work and its not populary

 

 

is nessie from zeb 89s mod a actor or a object?

yes, of course

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TripleAs

sea animals...actors?...

emm... sorry, i just had to:

user posted image

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gtasbigfoot

so snake is non killable be good if you could recruit an object only joking

 

the andromada is huge and hard work

 

 

how did you make your king kong throw cars that was cool

Edited by gtasbigfoot

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ZAZ

 

sea animals...actors?...

emm... sorry, i just had to:

user posted image

thats cool biggrin.gif

 

 

so snake is non killable be good if you could recruit an object only joking

 

the andromada is huge and hard work

 

 

how did you make your king kong throw cars that was cool

I used throw object and attached the cars to the object

 

 

:KiKonG_OBJ_01wurf0004: $wurf5 = 0;; integer values0006: @33 =  0;; integer values0441: $modelID1 = car $Randomcar1 model0174: $Rangle1 = car $Randomcar1 z_angle00AA: store_car $Randomcar1 position_to @11 @12 @1303F3: get_car $Randomcar1 color @27 @280247: request_model $modelID1038B: load_requested_models:KiKonG_OB_020001: wait  0 ms00D6: if  00248:   model $modelID1 available004D: jump_if_false £KiKonG_OB_0200A6: destroy_car $Randomcar100A6: destroy_car $dummycar10001: wait  0 ms00A5: $Randomcar2 = create_car $modelID1 at @11 @12 @130175: set_car $Randomcar2 z_angle_to $Rangle10229: set_car $Randomcar2 color_to  @27 @2800A5: $dummycar1 = create_car $modelID1 at @11 @12 900.00175: set_car $dummycar1 z_angle_to $Rangle10229: set_car $dummycar1 color_to  @27 @28:KiKonG_OBJ_030001: wait 0 ms0004: $wurf2 = 0;; integer values04ED: load_animation "BSKTBALL":KiKonG_OBJ_050001: wait  0 ms00D6: if  004EE:   animation "BSKTBALL" loaded004D: jump_if_false £KiKonG_OBJ_070002: jump £KiKonG_OBJ_10:KiKonG_OBJ_0704ED: load_animation "BSKTBALL"0002: jump £KiKonG_OBJ_05:KiKonG_OBJ_1004C4: create_coordinate @11 @12 @13 from_actor @1 offset  0.0  2.5 1.80750: $kugel2  0;set_object visibility01BC: put_object $kugel1 at @11 @12 @1304D9: object $kugel2 set_scripted_collision_check  10382: set_object $kugel2 collision_detection  10906: $kugel2  30000.0;set_object mass0908: $kugel2  30000.0;set_object turn_mass0001: wait  0 ms04C4: create_coordinate @15 @16 @18 from_actor @1 offset  0.0  0.0 0.00172: @0 = actor @1 z_angle0001: wait  0 ms0804: unknown_action_sequence @1 @15 @16 @18 @0 1.0 "BBALL_PICKUP" "BSKTBALL"  4.0  0  1  1  1 700 ms0001: wait  250 ms0939: $Randomcar2 $kugel1  0.0  0.0 -1.0  90.0  180.0  0.00001: wait  250 ms0615: define_action_sequences @10070A: unknown_action_sequence -1 $kugel1  0.7  -0.5 0.2  6  16 "NULL" "NULL" -10812: unknown_action_sequence -1 "BBALL_DEF_LOOP" "BSKTBALL"  4.0  0  1  1  1 -1 0616: define_action_sequences_end @100618: assign_actor @1 to_action_sequences @10061B: @100001: wait 500 ms0639: AS_actor @1 rotate_to_actor $PLAYER_ACTOR0001: wait 500 ms:KiKonG_OBJ_150001: wait 0 ms00D6: if 00038:   $wurf2 ==  0;; integer values004D: jump_if_false £KiKonG_OBJ_250004: $wurf2 = 1;; integer values0812: unknown_action_sequence @1 "BBALL_DEF_JUMP_SHOT" "BSKTBALL"  4.0  0  1  1  1 -1 0001: wait 500 ms04C4: create_coordinate @11 @12 @13 from_actor @1 offset  1.0  1.5 14.80684: $Randomcar2  0.0  0.0  0.0  0 00AB: put_car $Randomcar2 at 10.0  50.0  990.00682: $kugel1  0.0  0.0  0.0  0   01BC: put_object $kugel1 at 10.0  10.0  990.001BC: put_object $kugel2 at @11 @12 @130939: $dummycar1 $kugel2  0.0  0.0 -1.0  90.0  180.0  0.00172: @0 = actor @1 z_angle0819: @18 = actor @1 distance_from_ground0007: @4 =  80.1;; floating-point values 02F6: @5 = cosine @0;; sinus swapped with cosine02F7: @6 = sinus @0;; cosine swapped with sinus 006B: @5 *= @4;; floating-point values006B: @6 *= @4;; floating-point values0013: @5 *=  -1.0;; floating-point values000B: @18 +=  -10.0;; floating-point values0392: object $kugel2 toggle_in_moving_list  10381: throw_object $kugel2 distance @5 @6 @180004: $wurf5 = 1;; integer values0006: @33 =  0;; integer values0002: jump £KiKonG_OBJ_15:KiKonG_OBJ_2500D6: if  10038:   $wurf5 ==  1;; integer values0019:   @33 >  800;; integer values004D: jump_if_false £KiKonG_OBJ_150684: $dummycar1  0.0  0.0  0.0  000D6: if  004DA:   has_object $kugel2 collided004D: jump_if_false £KiKonG_OBJ_150400: create_coordinate @11 @12 @13 from_object $kugel2 offset  2.0  0.0  -2.0020C: create_explosion_with_radius 3 at @11 @12 @130565: create_temporary_explosion_fire @11 @12 @13  5;0002: jump £KiKonG_OBJ_15:KiKonG_OBJ_350249: release_model $modelID10004: $wurf5 = 0;; integer values0004: $wurf2 = 0;; integer values0006: @33 =  0;; integer values061B: @1004EF: release_animation "BSKTBALL"0108: destroy_object $kugel10108: destroy_object $kugel200A6: destroy_car $Randomcar201C3: remove_references_to_car $dummycar1;; Like turning a car into any random car029B: $kugel1 = init_object #CIGAR at 100.8 100.8 900.8029B: $kugel2 = init_object $OMO12 at 100.8 100.8 990.80750: $kugel2  0;set_object visibility01C7: remove_object_from_mission_cleanup_list $kugel101C7: remove_object_from_mission_cleanup_list $kugel2:KiKonG_OBJ_370001: wait  0 ms00D6: if  00248:   model #COPCARLA available004D: jump_if_false £KiKonG_OBJ_3700A5: $Randomcar2 = create_car #COPCARLA at 1508.7101 -1496.0056 13.700A5: $dummycar1 = create_car #COPCARLA at 1528.4967 -1494.8938 13.70001: wait  250 ms0002: jump £KiKonG_OBJ_45:KiKonG_OBJ_450002: jump £KiKonG_ON01MainLoop

 

Edited by ZAZ

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gtasbigfoot

is there a way i can edit bigfoots power without making peds stronger

 

have you played bigfoot mission mod i want him to have the same attack power he hes on that mod but not making peds stronger only bigfoot

Edited by gtasbigfoot

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gtasbigfoot

this is doomed space marines script for the bigfoot

 

[email protected] = -1

[email protected] = 0

 

:NONAME_14

wait 0

if and

$ONMISSION == 0

823D: not special_actor 1 loaded

jf @NONAME_53

023C: load_special_actor 'BIGFOOT' as 1 // models 290-299

 

:NONAME_53

Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])

if and

[email protected] == -1

$ONMISSION == 0

[email protected] > -3315.392

not [email protected] >= 163.3204

[email protected] > -3019.81

not [email protected] >= -704.2101

jf @NONAME_469

0087: [email protected] = [email protected] // (float)

0087: [email protected] = [email protected] // (float)

0087: [email protected] = [email protected] // (float)

0087: [email protected] = [email protected] // (float)

[email protected] -= 180.0

[email protected] += 180.0

[email protected] -= 180.0

[email protected] += 180.0

0208: [email protected] = random_float_in_ranges [email protected] [email protected]

0208: [email protected] = random_float_in_ranges [email protected] [email protected]

02CE: [email protected] = ground_z_at [email protected] [email protected] 2000.0

03D3: get_route_nearest_for [email protected] [email protected] [email protected] store_to [email protected] [email protected] [email protected] Z_angle_to [email protected]

050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ [email protected] [email protected] [email protected]

if and

0025: [email protected] > [email protected] // (float)

[email protected] > 50.0

[email protected] >= 5.0

80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere [email protected] [email protected] [email protected] radius 160.0 160.0 160.0

023D: special_actor 1 loaded

jf @NONAME_469

[email protected] = Actor.Create(Player4, #SPECIAL01, [email protected], [email protected], [email protected])

0208: [email protected] = random_float_in_ranges 0.0 360.0

Actor.Angle([email protected]) = [email protected]

0446: set_actor [email protected] immune_to_headshots 0

Actor.Health([email protected]) = 10000

07BC: set_actor [email protected] decision_maker_to 32 // AS_pack_version

04D8: set_actor [email protected] drowns_in_water 0

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1

07FE: set_actor [email protected] fighting_style_to 5 0

03FE: set_actor [email protected] money 0

0245: set_actor [email protected] walk_style_to "OLDMAN"

 

:NONAME_469

if

Actor.Dead([email protected])

jf @NONAME_511

Actor.RemoveReferences([email protected])

[email protected] = -1

[email protected] = 0

jump @NONAME_613

 

:NONAME_511

if

80FE: not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 200.0 200.0 200.0

jf @NONAME_572

Actor.DestroyWithFade([email protected])

[email protected] = -1

[email protected] = 0

 

:NONAME_572

if and

051A: actor [email protected] damaged_by_actor $PLAYER_ACTOR

[email protected] == 0

jf @NONAME_613

05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR

[email protected] = 1

 

:NONAME_613

jump @NONAME_14

 

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ZAZ

 

is there a way i can edit bigfoots power without making peds stronger

 

have you played bigfoot mission mod i want him to have the same attack power he hes on that mod but not making peds stronger only bigfoot

I tried the misterix mod. There is a bigfoot feature. Dont know if it is the same.

You mean like a power punch ?

You can move the player by a hit

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gtasbigfoot

the bigfoot from that mod ant the same i like doomeds in bigfoot mission mod bigfoot kills in 7 hits i want that for bigfoot but not making the peds stronger

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gtasbigfoot

but yes that would be good if bigfoot punch and cj went flying but didnt die but leaving him with low health i would like that aswell

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