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Faster Missiles


yair1221
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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?

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There is a variable in the weapons.dat that makes guns instant and ranged weapons like missiles take time.

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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. icon14.gif

 

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. smile.gif

23088_s.gif

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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

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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.

23088_s.gif

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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?

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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 by yair1221
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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?

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. confused.gif

23088_s.gif

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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?

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. confused.gif

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?

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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. blush.gif

 

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. wink.gif

23088_s.gif

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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?

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  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

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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 by yair1221
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  • 3 years later...
343 guilty spark

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

Edited by 343 guilty spark
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  • 3 years later...
  • 4 years later...
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.

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