yair1221 Posted August 6, 2010 Share Posted August 6, 2010 Is there a way to change the missiles speed? Because the rocket launcher is to slow to be fired from a car,When im driving too fast the missiles explodes immediately on the car Maybe something in weapons.dat? Link to comment Share on other sites More sharing options...
toonskull Posted August 6, 2010 Share Posted August 6, 2010 There is a variable in the weapons.dat that makes guns instant and ranged weapons like missiles take time. Link to comment Share on other sites More sharing options...
Adler Posted August 6, 2010 Share Posted August 6, 2010 Missiles are hard coded. You'd have to do some memory hacking to make missiles go faster. Use ryosuke's missile script for reference. All his sources are here. Or maybe since heat seeking missiles seem to go faster when it's locked on to a plane or helicopter then you could get a handle on the car you're targeting and create a fake plane there. Link to comment Share on other sites More sharing options...
yair1221 Posted August 6, 2010 Author Share Posted August 6, 2010 no,im trying a non-lock missile and i want it to fire at a certain location,not at a fake plane because sometimes i pass the missile with my car,and the HS missile fires at my own car Link to comment Share on other sites More sharing options...
Adler Posted August 7, 2010 Share Posted August 7, 2010 Hmmm check out Ryosuke's RPG script. It disable's the player's ability to use the rocket launcher and replaces the rocket that's fired with it's own object. Link to comment Share on other sites More sharing options...
yair1221 Posted August 7, 2010 Author Share Posted August 7, 2010 no, no good but there might be another way, if i create an explosion, is it just a particle? or cars will realy be destroyed? Link to comment Share on other sites More sharing options...
Deji Posted August 7, 2010 Share Posted August 7, 2010 Depends what opcode you're using... Link to comment Share on other sites More sharing options...
yair1221 Posted August 7, 2010 Author Share Posted August 7, 2010 (edited) you know... 064B: [email protected] = create_particle "PUKE" at [email protected] [email protected] [email protected] type 1 and then to make it visible by the way, a different question: 0107: [email protected] = create_object #SPL_B_MAB_M at 0.0 0.0 0.0 0681: attach_object [email protected] to_car [email protected] with_offset 0.0 3.2 -0.5 rotation 90.0 180.0 0.00382: set_object [email protected] collision_detection 1 why the object keeps moving through things instead of crashing into them? Edited August 7, 2010 by yair1221 Link to comment Share on other sites More sharing options...
Adler Posted August 7, 2010 Share Posted August 7, 2010 no, no goodbut there might be another way, if i create an explosion, is it just a particle? or cars will realy be destroyed? Why is it no good? And creating an explosion will damage cars and peds the same as if you fired an RPG at them. why the object keeps moving through things instead of crashing into them? Only certain objects have collision. You have to attach that object to something like BBALL_COL and put scripted_collision check on the BBALL_COL object. I think there's a list of all of them somewhere but I can't find it. Link to comment Share on other sites More sharing options...
yair1221 Posted August 7, 2010 Author Share Posted August 7, 2010 no, no goodbut there might be another way, if i create an explosion, is it just a particle? or cars will realy be destroyed? Why is it no good? And creating an explosion will damage cars and peds the same as if you fired an RPG at them. why the object keeps moving through things instead of crashing into them? Only certain objects have collision. You have to attach that object to something like BBALL_COL and put scripted_collision check on the BBALL_COL object. I think there's a list of all of them somewhere but I can't find it. because i need to want to use the original RPG and about the explosion, it never works, the explosion never shows up, thats a usual script ...:1wait 0if andactor.drivingvehicletype(#PETRO)0AB0: key_pressed 96jf @10407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 -6.5 0.2064B: [email protected] = create_particle "explosion_large" at [email protected] [email protected] [email protected] type 1wait 2000064C: make_particle [email protected] visible still...nothing and for the object collision,what if the object is not in the size of the object im using? Link to comment Share on other sites More sharing options...
Adler Posted August 7, 2010 Share Posted August 7, 2010 Hmm you can still equip the rocket launcher but you just disable the game's way of making it fire (since the rocket is too slow) and you replace it with a rocket of your own so you can manipulate it's speed. I guess I explained it wrong at first. Instead of creating an explosion particle use this instead: 0948: create_explosion_at [email protected] [email protected] [email protected] type 11 camera_shake 5.0 Check out ryosuke's list of explosion IDs for the type. The size of the object collision doesn't matter. I used BBALL_COL with my burst missile mod and it worked fine. Link to comment Share on other sites More sharing options...
wesley123 Posted August 7, 2010 Share Posted August 7, 2010 is that the full script? If so, [email protected] is nowhere defined. Also, it might be possible is that you are in the explosion and thus cannot see it, might be an idea to create the effect in front of you? Link to comment Share on other sites More sharing options...
yair1221 Posted August 7, 2010 Author Share Posted August 7, 2010 is that the full script? If so, [email protected] is nowhere defined. no it isnt, 03C0: comes before it, defining [email protected] Also, it might be possible is that you are in the explosion and thus cannot see it, might be an idea to create the effect in front of you? no, the explosion should be behind me, im driving forward in a car and im looking behind, but there is no explosion, and the car that should be in the explosion isnt damaged Link to comment Share on other sites More sharing options...
BnB Posted August 8, 2010 Share Posted August 8, 2010 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 -6.5 0.2 0.0 = x offset -6.5 = y offset 0.2 = z offset That means that the explosion will be in the EAST of your car. You should do it as zaz do it in his Missle mod Link to comment Share on other sites More sharing options...
yair1221 Posted August 8, 2010 Author Share Posted August 8, 2010 (edited) about the colission detection again: i cant make the object destroy normally only with a certain opcode i edited it in object.dat and made it gun breakable i also made it destructible in the script i gave it 200 health but when i shoot it with minigun, m4's, rpg's and what else it doesnt destroy yeah but i dont need the mod, i made it just a little to the right and it worked i tried putting it back and it didnt BTW: what you said isnt to the east of my car its on 0.0 so it would have been in the middle anyway thanks for the help and 0.1 to the right doesnt really matters Edited August 8, 2010 by yair1221 Link to comment Share on other sites More sharing options...
343 guilty spark Posted November 28, 2013 Share Posted November 28, 2013 (edited) i Kno this Thread is DEAD, But just in case someone reads it i want it to be solved. here is a cleo scrip by me to make missiles go faster! they are fast and dumber, they can miss if you are aiming too far away from the target that you locked on {$CLEO .cs}wait 0while true wait 0 //0xB7449C pool //0x19C element size //[email protected] first object //[email protected] max objects 0A8D: [email protected] = read_memory 0xB7449C size 4 virtual_protect 0 [email protected] += 8 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 [email protected] -= 8 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 [email protected] -= 1 for [email protected] = 0 to [email protected] // step 1 0AEC: [email protected] = object_struct [email protected] handle if 03CA: object [email protected] exists then if 09CC: object [email protected] model_is #MISSILE then 059F: get_object [email protected] velocity_in_direction [email protected] [email protected] [email protected] [email protected] = 0.0 [email protected] = 1.0 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 005B: [email protected] += [email protected] // (float) [email protected] = 1.0 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 005B: [email protected] += [email protected] // (float) [email protected] = 1.0 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 005B: [email protected] += [email protected] // (float) if [email protected] < 5000.0 // 5000.0 is MaxSpeed^2 then [email protected] *= 2.0 [email protected] *= 2.0 [email protected] *= 2.0 Object.Throw([email protected] , [email protected], [email protected], [email protected]); // freeze! Slow sh*t! end end end [email protected] += 0x19C end // forend Edited November 28, 2013 by 343 guilty spark Link to comment Share on other sites More sharing options...
Hayate Kankichi Posted April 5, 2017 Share Posted April 5, 2017 Hey 343 Guilty Spark, if you don't mind, can you please contact me on facebook? here is my id link https://www.facebook.com/hrish*tsingh.chouhan Link to comment Share on other sites More sharing options...
Alkimical Posted September 24, 2021 Share Posted September 24, 2021 On 11/28/2013 at 2:16 PM, 343 guilty spark said: i Kno this Thread is DEAD, But just in case someone reads it i want it to be solved. here is a cleo scrip by me to make missiles go faster! they are fast and dumber, they can miss if you are aiming too far away from the target that you locked on {$CLEO .cs} wait 0 while true wait 0 //0xB7449C pool //0x19C element size //[email protected] first object //[email protected] max objects 0A8D: [email protected] = read_memory 0xB7449C size 4 virtual_protect 0 [email protected] += 8 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 [email protected] -= 8 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 [email protected] -= 1 for [email protected] = 0 to [email protected] // step 1 0AEC: [email protected] = object_struct [email protected] handle if 03CA: object [email protected] exists then if 09CC: object [email protected] model_is #MISSILE then 059F: get_object [email protected] velocity_in_direction [email protected] [email protected] [email protected] [email protected] = 0.0 [email protected] = 1.0 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 005B: [email protected] += [email protected] // (float) [email protected] = 1.0 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 005B: [email protected] += [email protected] // (float) [email protected] = 1.0 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 005B: [email protected] += [email protected] // (float) if [email protected] < 5000.0 // 5000.0 is MaxSpeed^2 then [email protected] *= 2.0 [email protected] *= 2.0 [email protected] *= 2.0 Object.Throw([email protected] , [email protected], [email protected], [email protected]); // freeze! Slow sh*t! end end end [email protected] += 0x19C end // for end It works. But it has a glitch. The green crosshair of the HS RPG stuck in the target after destroy it. Link to comment Share on other sites More sharing options...
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