Hergonan Posted January 14, 2009 Share Posted January 14, 2009 (edited) UPDATE: CHECK THIS LINK http://uk.youtube.com/watch?v=2HXr5XJaGqI Made using the C++ Script Hook If someone else wants to do it I can describe how I did it here Edited February 20, 2009 by Hergonan Link to comment Share on other sites More sharing options...
juboaku Posted January 14, 2009 Share Posted January 14, 2009 wow awesome! how u do that Link to comment Share on other sites More sharing options...
hristi Posted January 14, 2009 Share Posted January 14, 2009 When will you post the beta?? I like it! Link to comment Share on other sites More sharing options...
HippieCommunist Posted January 14, 2009 Share Posted January 14, 2009 hah easy! add explosion with fire without camera shaking and the explosion itself invisible.... that way you run/drive and a flame trace created. Link to comment Share on other sites More sharing options...
hristi Posted January 14, 2009 Share Posted January 14, 2009 hah easy! add explosion with fire without camera shaking and the explosion itself invisible.... that way you run/drive and a flame trace created. can you make it toggable? Link to comment Share on other sites More sharing options...
Hergonan Posted January 14, 2009 Author Share Posted January 14, 2009 (edited) UPDATE: CHECK THIS LINK can you make it toggable? yeah hah easy! add explosion with fire without camera shaking and the explosion itself invisible.... that way you run/drive and a flame trace created. There is an easier way! Using ScriptedFires Well, here's the source: SOURCE How to use it: open in visual c++ (express or normal). Change project properties to point to YOUR gtaiv folder/plugins. Here is the mod: MOD How to use it: extract to your gtaiv folder/plugins. To use it you will need xliveless. After you run the game, press F10 to turn flame mod on. You will be invincible while the mod is on. When you press F10 again, you're back to normal. However, the flames stay where they are. I could add an F11 function to extinguish all fires if you want Edited February 20, 2009 by Hergonan Link to comment Share on other sites More sharing options...
uNi Posted January 14, 2009 Share Posted January 14, 2009 This would be awesome for a Ghost Rider mod. Link to comment Share on other sites More sharing options...
rebel_36 Posted January 14, 2009 Share Posted January 14, 2009 make the firetruck shoot fire instead of water Link to comment Share on other sites More sharing options...
HippieCommunist Posted January 14, 2009 Share Posted January 14, 2009 can you make it toggable? yeah hah easy! add explosion with fire without camera shaking and the explosion itself invisible.... that way you run/drive and a flame trace created. There is an easier way! Using ScriptedFires Well, here's the source: SOURCE How to use it: open in visual c++ (express or normal). Change project properties to point to YOUR gtaiv folder/plugins. Here is the mod: MOD How to use it: extract to your gtaiv folder/plugins. To use it you will need xliveless. After you run the game, press F10 to turn flame mod on. You will be invincible while the mod is on. When you press F10 again, you're back to normal. However, the flames stay where they are. I could add an F11 function to extinguish all fires if you want lol how can it be easier?! its 1 func(coords) and 1 line of code either way... (dont worry u still sound smart) Link to comment Share on other sites More sharing options...
Hergonan Posted January 14, 2009 Author Share Posted January 14, 2009 lol how can it be easier?! its 1 func(coords) and 1 line of code either way... (dont worry u still sound smart) Well because explosions would disappear over time and you would have to renew them etc Link to comment Share on other sites More sharing options...
aceship Posted January 21, 2009 Share Posted January 21, 2009 So, When i use 16 spawn fire at a time and use it 3 or 2 times, the fire wont come out again. Even if i increase the max fire,the fire wont spawned,is ther any way other than increase the maxfire? I am building a Napalm Rocket With This(A large One, Not Rocket Launcher one) Link to comment Share on other sites More sharing options...
Hergonan Posted January 23, 2009 Author Share Posted January 23, 2009 Yeah that's why mine checks for maxfire, because the game doesn't allow that many scripted fires The max is around 100 or something I think. However, there's something with the function to call a scripted fire which I didn't understand, StartScriptFire(f32 x, f32 y, f32 z, b8 unk1, b8 unk2) I don't know what unk1 or unk2 do. I tried true, false, and floats, and none of them had any visual difference. Too lazy to try other stuff. Also another unrelated problem with the mod is that if you record a clip while it's on, sometimes the flames won't show. Sometimes they reappear, though. Very strange. Link to comment Share on other sites More sharing options...
aceship Posted January 25, 2009 Share Posted January 25, 2009 So ,When i use the firescript i extinguish it and use it again but the fire just not appear,so we should remove the nearest fire? Link to comment Share on other sites More sharing options...
Hergonan Posted January 25, 2009 Author Share Posted January 25, 2009 Hmm I don't know why that's happening. Try reducing maxfires Link to comment Share on other sites More sharing options...
aceship Posted January 27, 2009 Share Posted January 27, 2009 what happened if i remove the maxfire? Link to comment Share on other sites More sharing options...
sinematrix Posted January 27, 2009 Share Posted January 27, 2009 This would be awesome for a Ghost Rider mod. hey buddy, I just wanna say the same ...haha! thanks for this awesome effect! Link to comment Share on other sites More sharing options...
aceship Posted January 27, 2009 Share Posted January 27, 2009 I... Think It was a late one Link to comment Share on other sites More sharing options...
HEWHOCORRUPTS Posted January 28, 2009 Share Posted January 28, 2009 sh*t isnt working. using xliveless. still on first patch... any help? Link to comment Share on other sites More sharing options...
Intosia Posted January 28, 2009 Share Posted January 28, 2009 curfires++;if(curfires>maxfires){ RemoveScriptFire(fire[0]); for(int i=0;i<maxfires;i++){ fire[i] = fire[i+1]; } curfires = maxfires;} Vectors ftw They do all that automatically http://www.cplusplus.com/reference/stl/vector/ Link to comment Share on other sites More sharing options...
aceship Posted January 28, 2009 Share Posted January 28, 2009 talk to who? im need a when char heading is 1-/360 spawnflame to that direction im using if (10>D>20) { SpawnFire(bla) } Is there any help for the 'beetwen'? Link to comment Share on other sites More sharing options...
Hergonan Posted January 29, 2009 Author Share Posted January 29, 2009 (edited) what happened if i remove the maxfire? Then around 100 flames will show up, they will just stay there forever, and you will not be able to produce more fires curfires++;if(curfires>maxfires){ RemoveScriptFire(fire[0]); for(int i=0;i<maxfires;i++){ fire[i] = fire[i+1]; } curfires = maxfires;} Vectors ftw They do all that automatically http://www.cplusplus.com/reference/stl/vector/ Yeah I bet I could use removescriptfire of fire.front then erase front and push the newest fire Edited January 29, 2009 by Hergonan Link to comment Share on other sites More sharing options...
FakeJ66 Posted January 31, 2009 Share Posted January 31, 2009 i can't use this mod... i have the asi-loader from alexander. how to use it?? Link to comment Share on other sites More sharing options...
aceship Posted February 1, 2009 Share Posted February 1, 2009 so We need a script that remove the extiguished fire? Link to comment Share on other sites More sharing options...
Hergonan Posted February 1, 2009 Author Share Posted February 1, 2009 Yeah and that's already an enabled function in my mod a fire is: fire = StartScriptFire(f32 x, f32 y, f32 z, b8 unk1, b8 unk2); to extinguish/remove it you just use: RemoveScriptFire(fire); Link to comment Share on other sites More sharing options...
KnightProwl Posted February 5, 2009 Share Posted February 5, 2009 tbh guys, idk how the heck to make this work, i can turn it on, but idk how to make flames work , if i dont figure/if i figure it out i will get back to this topic,, anyways, ttyl peace out KP Link to comment Share on other sites More sharing options...
Hergonan Posted February 8, 2009 Author Share Posted February 8, 2009 i can turn it on, but idk how to make flames work What do you mean? Link to comment Share on other sites More sharing options...
buzbegone Posted February 9, 2009 Share Posted February 9, 2009 You said put it into Grand Theft Auto IV/plugins, right? I have to install Alice? Link to comment Share on other sites More sharing options...
Hergonan Posted February 9, 2009 Author Share Posted February 9, 2009 Not Alice, but Xliveless Link to comment Share on other sites More sharing options...
buzbegone Posted February 9, 2009 Share Posted February 9, 2009 You programmed it to work like that or it has to have xliveless? If the first option was correct, why isn't it compatible with Alex Blade's loader Link to comment Share on other sites More sharing options...
Hergonan Posted February 10, 2009 Author Share Posted February 10, 2009 You programmed it to work like that or it has to have xliveless?If the first option was correct, why isn't it compatible with Alex Blade's loader Well I used the c++ hook. It should work with Alice, but I never tested it on it. I don't know Alex Blade's loader. Can anyone try and tell me the results? (Does it work with Alice, and/or Alex Blade's loader?) Link to comment Share on other sites More sharing options...
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