GhostGum Posted December 16, 2009 Share Posted December 16, 2009 (edited) Version 0.0.2.0 released. Numerous changes & bugfixes. Vehicle weapons must now be bought from shops, which you will see on your radar when you are nearby. There is a shop near each of the safehouses. Full source code is now available! GTA IV VehicleWeaponsMod 0.0.2.0 GhostGum - 2009 Installation: Put 'VehicleWeaponsMod.Net.dll' in GTA\Scripts\ directory. Requires GTAScript.Net 0.0.3.0 - http://www.gtaforums.com/index.php?showtopic=435532 Usage: Vehicle Weapons Shops will be spawned at specific places on the map (mostly near safehouses), you will see a blip on your map when you are near. Just enter the VehicleWeapons Shop blip & you will be taken to the shop menu. Download: bin - http://gtascript.codeplex.com/Release/Proj...ReleaseId=40240 src - http://gtascript.codeplex.com/SourceControl/list/changesets Edited February 9, 2010 by GhostGum Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/ Share on other sites More sharing options...
Zer0w5 Posted December 16, 2009 Share Posted December 16, 2009 Really nice mod you got my download Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059688962 Share on other sites More sharing options...
WTFX Posted December 16, 2009 Share Posted December 16, 2009 nice, brings back memories from gta 2.. Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059688963 Share on other sites More sharing options...
GhostGum Posted December 16, 2009 Author Share Posted December 16, 2009 (edited) Bugger, i just realised that i compiled this under dev version of GTAScript.Net, the released version 0.0.1.0 will not be able to run this script (missing functions were used). Give me a few mins & ill update this script to use GTAScript 0.0.1.0 so you can run it. edit - okay i fixed it, download link in op updated. im going to bed & no time to test it, so if that doesnt work then ill fix it in 8 hours. Edited December 16, 2009 by GhostGum Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059688988 Share on other sites More sharing options...
atkins513 Posted December 19, 2009 Share Posted December 19, 2009 I tried this but couldnt get it to work... i am running 1.0.0.4, windows 7 64 Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059693073 Share on other sites More sharing options...
GhostGum Posted December 19, 2009 Author Share Posted December 19, 2009 Theres a bug, it wont always work first try, try pressing the insert key a few times. Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059693177 Share on other sites More sharing options...
Intosia Posted December 19, 2009 Share Posted December 19, 2009 Ohhh i tried this in the .NET Hook but didnt know how to exacly. Nicely done Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059693755 Share on other sites More sharing options...
Ganbada Posted December 20, 2009 Share Posted December 20, 2009 WTF? Nice man But can you make it that we must go in a Drive-in like GTA2?? Would also be cool when it costs some dollars gives more realistic and more GTA2 Feeling Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059695312 Share on other sites More sharing options...
LMS Posted December 20, 2009 Share Posted December 20, 2009 Ohhh i tried this in the .NET Hook but didnt know how to exacly. Nicely done I don't know how he realized this, but I did the same a few months ago and just spawned invisble peds and attatched them to the car. And if a key was pressed I simple let them shoot their weapons infront of the car. But it's good work, yeah. Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059695377 Share on other sites More sharing options...
GhostGum Posted December 21, 2009 Author Share Posted December 21, 2009 Yes, thats thinking outside the box! But theres a little more than just sticking 2 peds to the car. eg, how do you "simple let them shoot their weapons infront of the car."? Shooting their weapons requires a target xyz, and vector maths is not my forte! Simple solution to that too though. Yes its 2 peds, invis, invincible, anims blocked, thinking blocked,no clip, attached to front of car, slightly lower so that gunfire comes from car bumper height. To get thier weapons to shoot infront of the car, an invis object is attached to front of car 100 meters infront, this gives them a target to shoot at. Also to stop them reloading, the ammo in thier clip is set to 99 each shot. Course having peds does give us the advantage of being able to use ped commands on the weapons, such as SET_CHAR_SHOOT_RATE, SET_CHAR_WEAPON_SKILL, SET_CHAR_ACCURACY, etc. Also there are commands to Get front bumper location, ill play with them next so weapon attach location can be dynamic depending on size of vehicle. Also would be nice to spawn some models for the weapons on the car, ill have a go at that too. Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059696837 Share on other sites More sharing options...
LMS Posted December 22, 2009 Share Posted December 22, 2009 Well I did it with rotatable weapons. It's very funny with a rocket launcher on top of your car and you can rotate it in any directory and shoot :-D To fire exactly infront of the ped I used: Vector3 infront = temp_ped.GetOffsetPosition(new Vector3(0, 80, 0));GTA.Native.Function.Call("FIRE_PED_WEAPON", weapon_ped, infront.X, infront.Y, infront.Z); I had models, too, but only for rocketlauncher ("CJ_PROP_RPG") and attached it to the ped. Of course there is a little bit space and it doesn't fit perfectly but it works and looks good enough to have fun. Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059698755 Share on other sites More sharing options...
Intosia Posted December 22, 2009 Share Posted December 22, 2009 Ohhh i tried this in the .NET Hook but didnt know how to exacly. Nicely done I don't know how he realized this, but I did the same a few months ago and just spawned invisble peds and attatched them to the car. And if a key was pressed I simple let them shoot their weapons infront of the car. But it's good work, yeah. Omg yeah thats briliant! Never thought of it _O_ Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059698931 Share on other sites More sharing options...
atkins513 Posted December 23, 2009 Share Posted December 23, 2009 I just wanted to mention that this mod rocks... I mean, this is truly one of my favorites... however, just a note for your next version... You should set everyone, police included to ignore the invisible men with weapons, because the police get after them/me, and peds shoot at and even chase them... this is an awesome mod though Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059700436 Share on other sites More sharing options...
oc student Posted December 23, 2009 Share Posted December 23, 2009 Neat feature, maybe you could add a feature that would allow us to aim them. Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059700440 Share on other sites More sharing options...
GhostGum Posted December 24, 2009 Author Share Posted December 24, 2009 Ill see if i can add an aiming option in next version. About the police & peds shooting at the invis peds, i did try to stop them from doing that, but doesnt seem to have worked. Ill have another play around with it & see if i can stop that. Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059701961 Share on other sites More sharing options...
atkins513 Posted December 28, 2009 Share Posted December 28, 2009 SO how is it coming along? Any luck with the aiming thing? and also.. how about adding 2 more guns/peds to the front of the car? that would be awesome.... pretty please Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059707862 Share on other sites More sharing options...
GhostGum Posted December 28, 2009 Author Share Posted December 28, 2009 Havnt made any progress, bit of a break to do the whole christmas scene. I can indeed add 2 more guns at front if you wish. Could even add a rocket laucher to roof which is aimable, plus the non aimable guns at front, plus ped at back to drop grenades, for the ultimate killing machine! A weapons shop would be cool, as Ganbada said, so that you can purchase all the weapons upgrades to your vehicle, & mix n match as desired. The trick with aiming will be figuring out where the player is actualy aiming, or could instead just make it rotatable like LMS said. I'm hoping ill be able to attach an obj to players machine gun hand, so that when they are aiming out the window, the aiming roof weapon can aim with them, that may run into troubles though. Cheers for the rocket launcher model LMS, ill have a go at adding that too! Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059708615 Share on other sites More sharing options...
LMS Posted December 28, 2009 Share Posted December 28, 2009 Sounds good! I've a snippet for aiming your weapons with mouse, I used this before discovering ATTACH but it worked great for me and so if you have problems with attach an object you can use this: GTA.Native.Function.Call("SET_CHAR_ROTATION", your_ped, Game.CurrentCamera.Rotation.X, Game.CurrentCamera.Rotation.Y, Game.CurrentCamera.Rotation.Z); That's how it works in .net scripthook by hazard but should be easy to translate to your scripthook (if you don't have the same namespaces, functions and properties). Happy developing! Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059708902 Share on other sites More sharing options...
GhostGum Posted December 28, 2009 Author Share Posted December 28, 2009 (edited) Brilliant! Great way to have mouse aiming. Although the aim direction wont need be perfect cos of camera offset from ped, this way you wont to be aiming with a machine gun. Ill have a go at adding this in when i get time. Cheers! Edited December 28, 2009 by GhostGum Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059708919 Share on other sites More sharing options...
atkins513 Posted December 29, 2009 Share Posted December 29, 2009 Awesome. 2 more guns/peds on the front of the vehicle would be sweet... as would a top mounted rocket launcher and grenades being dropped out the rear as well... I cant wait to see what you come up with... Thanks for working on this Now we just need a Knight Rider Model. lol. Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059709549 Share on other sites More sharing options...
KaLaC Posted December 30, 2009 Share Posted December 30, 2009 bring back the feature and memories of GTA2 Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059711363 Share on other sites More sharing options...
atkins513 Posted December 30, 2009 Share Posted December 30, 2009 An idea for the rockets might be to speed them up much faster than the car. I know its possible with the weaponinfo file for player, but i dunno about in your script how possible it is.. great mod though.. Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059712142 Share on other sites More sharing options...
LMS Posted December 30, 2009 Share Posted December 30, 2009 (edited) As far as I know, it's impossible to change the speed of a rocket via scripting, because you have no handle and therefore you have no control. The only idea I have to do this, is spawning a rocket object, create particle effects (ptfx) and move the object very fast and check for collision, if so spawn explosion and remove rocket. Maybe this can help you: HAS_OBJECT_COLLIDED_WITH_ANYTHING I can't try out this myself, so it's your part GhostGum, sorry about that. Edit: I've another idea, I'm not sure but in fact the rocket of a rocketlauncher can be a normal object. If so you should be able to catch it. World.GetAllObjects(Model) This is how it works in .net scripthook, dunno how it work's in your scripthook but you got the point, didn't you? Call this immediately after shooting and check for range so you don't get other rockets. Edit2: I tried the above and it is a normal object as I supposed. Model hash in dec: 1516578222. So just get all objects in area and check for hash. The rocket has all properties of a normal object but you can't change explosiontime and even if you freeze the position it will explode after a while. It looks like a relative velocity is used, because you can change the heading without any problems and then it turns around and flyies back to you. Hope this helps you a bit with speeding up rockets. Happy new year btw Edited January 2, 2010 by LMS Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059712473 Share on other sites More sharing options...
atkins513 Posted January 1, 2010 Share Posted January 1, 2010 when is the new version coming? Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059715097 Share on other sites More sharing options...
GhostGum Posted January 3, 2010 Author Share Posted January 3, 2010 Sry i have been quite recently, have been too busy celebrating & have not had time to work on this (or anything much). Cheers for the info LMS, that is handy that rocket is a normal object, as you say, should be able to get it then apply force to it to speed it up after its fired. I dont know how HazardX gets all objects, but with GTAScript.Net i am scanning on a timer, so sadly i wont be able to get rocket object strait after firing the rocket (not without a small (20ms-ish) feeze anyway), so not sure what ill do there. Happy new year! Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059717785 Share on other sites More sharing options...
atkins513 Posted January 3, 2010 Share Posted January 3, 2010 hope you had a happy new year man... cant wait for the new version but just like us, your only human, gotta live your own life too Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059717941 Share on other sites More sharing options...
atkins513 Posted January 6, 2010 Share Posted January 6, 2010 (shuffles feet) still holding out for an update Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059724144 Share on other sites More sharing options...
WillieSea Posted January 7, 2010 Share Posted January 7, 2010 How exactly is this supposed to be installed? The instructions do not say. To be safe, I installed in the same location that the Gravity Gun is installed, but nothing happens at all in game. Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059725876 Share on other sites More sharing options...
atkins513 Posted January 8, 2010 Share Posted January 8, 2010 press insert repeatedly really fast. there is a bug that stops it from activating right away in most cases. let me know if this works. Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059726927 Share on other sites More sharing options...
WillieSea Posted January 9, 2010 Share Posted January 9, 2010 Its like trying to activate or use the trainer, almost no response from it with the 'GTAScript*' stuff installed. Just keeping the Insert key pressed until it responds does cause it to finally work. Thanks! Link to comment https://gtaforums.com/topic/435633-gtaivrel-vehicleweaponsmod/#findComment-1059727677 Share on other sites More sharing options...
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