Roflcake Posted January 30, 2010 Share Posted January 30, 2010 (edited) I have created a cleo, where a car can shoot fire from the rear bumper, it works as planned, but I cant see the flame from the flamethrower. In another forum someone told me, I must aim in the air and shoot, it worked, but IDK how to solve that problem for a spawned ped with flamethrower which is attached to the car, here my code: // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'FLAMETHROWER' 30@ = 0.0 :FLAMETHROWER_29wait 0 if Player.Defined($PLAYER_CHAR)else_jump @FLAMETHROWER_29 if or Actor.DrivingVehicleType($PLAYER_ACTOR, #BFINJECT) Actor.DrivingVehicleType($PLAYER_ACTOR, #ESPERANT) Actor.DrivingVehicleType($PLAYER_ACTOR, #BANDITO)else_jump @FLAMETHROWER_29 if 0AB0: key_pressed 99 else_jump @FLAMETHROWER_29 :FLAMETHROWER_99Model.Load(#NITESTICK)Model.Load(#FLAME)Model.Load(#MALE01)038B: load_requested_models jump @FLAMETHROWER_122 :FLAMETHROWER_122wait 0 if and Model.Available(#NITESTICK) Model.Available(#FLAME) Model.Available(#MALE01)else_jump @FLAMETHROWER_99 03C0: 0@ = actor $PLAYER_ACTOR car 0407: store_coords_to 7@ 8@ 9@ from_car 0@ with_offset 0.0 -2.6 -1.0 2@ = Object.Create(#NITESTICK, 7@, 8@, 9@)Object.CollisionDetection(2@) = False0750: set_object 2@ visibility 0 12@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)01B2: give_actor 12@ weapon 37 ammo 99999 // Load the weapon model before using this 01B9: set_actor 12@ armed_weapon_to 37 Actor.WeaponAccuracy(12@) = 1000337: set_actor 12@ visibility 0 Actor.SetImmunities(12@, 1, 1, 1, 1, 1)02A9: set_actor 12@ immune_to_nonplayer 1 0619: enable_actor 12@ collision_detection 0 04F4: put_actor 12@ into_turret_on_object 2@ offset_from_object_origin 0.3 1.2 0.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 37 wait 1000 jump @FLAMETHROWER_349 :FLAMETHROWER_349wait 0 if not Actor.Dead(12@)else_jump @FLAMETHROWER_754 if or Actor.DrivingVehicleType($PLAYER_ACTOR, #BFINJECT) Actor.DrivingVehicleType($PLAYER_ACTOR, #ESPERANT) Actor.DrivingVehicleType($PLAYER_ACTOR, #BANDITO)else_jump @FLAMETHROWER_754 0681: attach_object 2@ to_car 0@ with_offset 0.0 -2.6 -1.0 rotation 0.0 0.0 30@ 04F4: put_actor 12@ into_turret_on_object 2@ offset_from_object_origin 0.3 1.2 0.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 37 jump @FLAMETHROWER_479 :FLAMETHROWER_479wait 0 if not Actor.Dead(12@)else_jump @FLAMETHROWER_754 if 0AB0: key_pressed 17 else_jump @FLAMETHROWER_585 0400: store_coords_to 13@ 14@ 15@ from_object 2@ with_offset 0.0 -50.0 2.0 017B: set_actor 12@ weapon 37 ammo_to 99999 0668: AS_actor 12@ rotate_and_shoot_at 13@ 14@ 15@ 100 ms jump @FLAMETHROWER_349 :FLAMETHROWER_585wait 0 if 0AB0: key_pressed 39 else_jump @FLAMETHROWER_642 if not 30@ > 45.0 else_jump @FLAMETHROWER_642 30@ += 1.0 jump @FLAMETHROWER_349 :FLAMETHROWER_642wait 0 if 0AB0: key_pressed 37 else_jump @FLAMETHROWER_699 if 30@ >= -45.0 else_jump @FLAMETHROWER_585 30@ -= 1.0 jump @FLAMETHROWER_349 :FLAMETHROWER_699wait 0 if 0AB0: key_pressed 99 else_jump @FLAMETHROWER_349 jump @FLAMETHROWER_754 :FLAMETHROWER_754Object.Destroy(2@)Actor.DestroyInstantly(12@)Model.Destroy(#NITESTICK)Model.Destroy(#MALE01)Model.Destroy(#FLAME)wait 1000 jump @FLAMETHROWER_29 Any ideas? I have already tried attaching the flamethrower particle to the actor, this also didnt work(no I didnt forget to make it visible). but when I hold the fire button while exiting, the flamethrower particle got visible and was at the same place all the time (not attached to anything) I hope im posting this to the right forum Another,SERIOUS problem(everything in main.scm): I have created a save pickup now, becuse soon im going to make missions for my mod (Knight Rider Old School) I had to make a few script changes, but then it worked, I saved the game and I was able to load it, but when I tryed using turboboost, the game crashed (it worked before I loaded the game) I tryed removing the mp3 file from the code and it worked. I have also tried adding my sound to SFX/script( wav 45200), it worked but the quality was bad, maybe because I replaced it with a dialog. here is my code, I hope you guys can help me with this one, I will change the other scripts when I know what to do :TBOOSTthread 'TBOOST'$TBOOSTSPD = 0.2 $TBOOSTSPDN = 1 0AAC: $TBOOSTSOUND = load_mp3 "CLEO\AUDIO\TURBOBOOST.MP3":TBOOST_60wait 0 if Player.Defined($PLAYER_CHAR)else_jump @TBOOST_60if Actor.InCar($PLAYER_ACTOR, $KITT)else_jump @TBOOST_60 :TBOOST_107wait 0 if 0AB0: key_pressed 16 else_jump @TBOOST_324 wait 50 jump @TBOOST_137 :TBOOST_137if and81F3: not car $KITT in_air 81F4: not car $KITT flipped else_jump @TBOOST_60 0AAD: set_mp3 $TBOOSTSOUND perform_action 0 0AAD: set_mp3 $TBOOSTSOUND perform_action 1 06A2: get_car $KITT velocity_in_direction_XYZ $TBOOST1 $TBOOST2 $TBOOST3 $TBOOST1 /= 2500.0 $TBOOST2 /= 2500.0 $TBOOST3 /= 2500.0 02F8: get_car $KITT Z_angle_cosine_to $TBOOST4 02F9: get_car $KITT Z_angle_sine_to $TBOOST5 $TBOOST4 *= 0.35 $TBOOST5 *= 0.35 005B: $TBOOST1 += $TBOOST4 // (float) 005B: $TBOOST2 += $TBOOST5 // (float) jump @TBOOST_275 :TBOOST_275005B: $TBOOST3 += $TBOOSTSPD // (float) 07D5: set_car $KITT velocity_in_direction_XYZ $TBOOST1 $TBOOST2 $TBOOST3 rotation_velocitiesXY 0.0 0.0 unk 0.0 wait 2000 jump @TBOOST_60 :TBOOST_324wait 0 if and0AB0: key_pressed 84 0AB0: key_pressed 51 else_jump @TBOOST_431 if not $TBOOSTSPD > 0.4 else_jump @TBOOST_431 $TBOOSTSPDN += 1 03F0: enable_text_draw 1 01E4: show_text_1number_lowpriority GXT 'TBOOST' number $TBOOSTSPDN time 150 flag 1 // TBoostPower: ~1~033F: set_text_draw_letter_size 1.0 1.0 $TBOOSTSPD += 0.01 wait 20 jump @TBOOST_107 :TBOOST_431wait 0 if and0AB0: key_pressed 84 0AB0: key_pressed 52 else_jump @TBOOST_60 if $TBOOSTSPD >= 0.2 else_jump @TBOOST_324 $TBOOSTSPDN -= 1 03F0: enable_text_draw 1 01E4: show_text_1number_lowpriority GXT 'TBOOST' number $TBOOSTSPDN time 150 flag 1 // TBoostPower: ~1~033F: set_text_draw_letter_size 1.0 1.0 $TBOOSTSPD -= 0.01 wait 20 jump @TBOOST_107 PS: I havent found any check if the mp3 is loaded. Edited January 31, 2010 by Roflcake Link to comment https://gtaforums.com/topic/439530-problem-with-flame-thrower/ Share on other sites More sharing options...
Roflcake Posted February 4, 2010 Author Share Posted February 4, 2010 noone can help me? :< Link to comment https://gtaforums.com/topic/439530-problem-with-flame-thrower/#findComment-1059766300 Share on other sites More sharing options...
ZAZ Posted February 6, 2010 Share Posted February 6, 2010 The object NITESTICK disturb the flame Remove the object and use get coords from car to give the actor the shooting target But the car will burn then 0337: set_actor 12@ visibility 0Actor.SetImmunities(12@, 1, 1, 1, 1, 1)02A9: set_actor 12@ immune_to_nonplayer 10619: enable_actor 12@ collision_detection 0//04F4: put_actor 12@ into_turret_on_object 2@ offset_from_object_origin 0.3 1.2 0.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 3706A7: put_actor 12@ into_turret_on_car 0@ at_car_offset 0.0 -2.1 -0.5 position 1 shooting_angle 360.0 360.0 with_weapon 37wait 1000jump @FLAMETHROWER_349:FLAMETHROWER_349wait 0if not Actor.Dead(12@)else_jump @FLAMETHROWER_754if or Actor.DrivingVehicleType($PLAYER_ACTOR, #BFINJECT) Actor.DrivingVehicleType($PLAYER_ACTOR, #ESPERANT) Actor.DrivingVehicleType($PLAYER_ACTOR, #BANDITO)else_jump @FLAMETHROWER_754//0681: attach_object 2@ to_car 0@ with_offset 0.0 -2.6 -1.0 rotation 0.0 0.0 30@//04F4: put_actor 12@ into_turret_on_object 2@ offset_from_object_origin 0.3 1.2 0.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 37jump @FLAMETHROWER_479:FLAMETHROWER_479wait 0if not Actor.Dead(12@)else_jump @FLAMETHROWER_754if0AB0: key_pressed 1else_jump @FLAMETHROWER_585//0400: store_coords_to 13@ 14@ 15@ from_object 2@ with_offset 0.0 -50.0 2.00407: store_coords_to 13@ 14@ 15@ from_car 0@ with_offset 0.0 -12.6 0.0//017B: set_actor 12@ weapon 37 ammo_to 999990668: AS_actor 12@ rotate_and_shoot_at 13@ 14@ 15@ 100 msjump @FLAMETHROWER_349 Link to comment https://gtaforums.com/topic/439530-problem-with-flame-thrower/#findComment-1059768493 Share on other sites More sharing options...
Roflcake Posted February 6, 2010 Author Share Posted February 6, 2010 The object NITESTICK disturb the flameRemove the object and use get coords from car to give the actor the shooting target But the car will burn then 0337: set_actor 12@ visibility 0Actor.SetImmunities(12@, 1, 1, 1, 1, 1)02A9: set_actor 12@ immune_to_nonplayer 10619: enable_actor 12@ collision_detection 0//04F4: put_actor 12@ into_turret_on_object 2@ offset_from_object_origin 0.3 1.2 0.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 3706A7: put_actor 12@ into_turret_on_car 0@ at_car_offset 0.0 -2.1 -0.5 position 1 shooting_angle 360.0 360.0 with_weapon 37wait 1000jump @FLAMETHROWER_349:FLAMETHROWER_349wait 0if not Actor.Dead(12@)else_jump @FLAMETHROWER_754if or Actor.DrivingVehicleType($PLAYER_ACTOR, #BFINJECT) Actor.DrivingVehicleType($PLAYER_ACTOR, #ESPERANT) Actor.DrivingVehicleType($PLAYER_ACTOR, #BANDITO)else_jump @FLAMETHROWER_754//0681: attach_object 2@ to_car 0@ with_offset 0.0 -2.6 -1.0 rotation 0.0 0.0 30@//04F4: put_actor 12@ into_turret_on_object 2@ offset_from_object_origin 0.3 1.2 0.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 37jump @FLAMETHROWER_479:FLAMETHROWER_479wait 0if not Actor.Dead(12@)else_jump @FLAMETHROWER_754if0AB0: key_pressed 1else_jump @FLAMETHROWER_585//0400: store_coords_to 13@ 14@ 15@ from_object 2@ with_offset 0.0 -50.0 2.00407: store_coords_to 13@ 14@ 15@ from_car 0@ with_offset 0.0 -12.6 0.0//017B: set_actor 12@ weapon 37 ammo_to 999990668: AS_actor 12@ rotate_and_shoot_at 13@ 14@ 15@ 100 msjump @FLAMETHROWER_349 Ok thanks, I will try it ASAP, and what about the mp3 problem? Link to comment https://gtaforums.com/topic/439530-problem-with-flame-thrower/#findComment-1059768664 Share on other sites More sharing options...
Deji Posted February 6, 2010 Share Posted February 6, 2010 MP3 opcodes do not work well. There's not much chance it's gonna ever work right.. Link to comment https://gtaforums.com/topic/439530-problem-with-flame-thrower/#findComment-1059768825 Share on other sites More sharing options...
ZAZ Posted February 6, 2010 Share Posted February 6, 2010 Ok thanks, I will try it ASAP, and what about the mp3 problem? Your TBOOST script works for me in a stripped main but I used a music song anyway, the sounds starts always when I press shift in $KITT car To check if the mp3 is loaded can you check if it's not -1 0AAC: $TBOOSTSOUND = load_mp3 "CLEO\AUDIO\TURBOBOOST.MP3"if8038: NOT $TBOOSTSOUND == -1jf @TBOOST_60 also a check if the mp3 file exist makes sense if0AAB: file_exists "CLEO\AUDIO\TURBOBOOST.MP3"004D: jump_if_false @TBOOST_60 and what Deji posted is right Link to comment https://gtaforums.com/topic/439530-problem-with-flame-thrower/#findComment-1059768853 Share on other sites More sharing options...
Roflcake Posted February 7, 2010 Author Share Posted February 7, 2010 If I add these checks, it still crashes What about changing the script, so the mp3 file is only loaded when the player is in bfinject($KITT), and when he exit the car, it will be unloaded? I have tryed that already, but my game crashed, after I exited the car & entered it again. Link to comment https://gtaforums.com/topic/439530-problem-with-flame-thrower/#findComment-1059769992 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now