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[GTAIV] Flame trail mod


Hergonan
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HippieCommunist

hah easy!

 

add explosion with fire without camera shaking and the explosion itself invisible.... that way you run/drive and a flame trace created.

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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?

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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 tounge.gif

 

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 tounge.gif

Edited by Hergonan
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HippieCommunist

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 tounge.gif

 

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 tounge.gif

lol how can it be easier?! its 1 func(coords) and 1 line of code either way... biggrin.gif

 

(dont worry u still sound smart)

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lol how can it be easier?! its 1 func(coords) and 1 line of code either way... biggrin.gif

 

(dont worry u still sound smart)

Well because explosions would disappear over time and you would have to renew them etc tounge.gif

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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)

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Yeah that's why mine checks for maxfire, because the game doesn't allow that many scripted fires sad.gif

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.

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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?

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This would be awesome for a Ghost Rider mod. wink.gif

 

hey buddy, I just wanna say the same ...haha!

thanks for this awesome effect!

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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'?

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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 sad.gif

 

 

curfires++;if(curfires>maxfires){ RemoveScriptFire(fire[0]); for(int i=0;i<maxfires;i++){ 	fire[i] = fire[i+1]; } curfires = maxfires;}

 

 

Vectors ftw wink.gif They do all that automatically smile.gif

 

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 tounge.gif

 

Edited by Hergonan
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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);

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tbh guys, idk how the heck to make this work, i can turn it on, but idk how to make flames work sad.gif, if i dont figure/if i figure it out i will get back to this topic,, anyways, ttyl peace out

 

KP

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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

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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?)

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