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Bad.boy!

Blind Firing mod

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Th3MaN1

I'm surprised what you can do DK22Pac.

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Blackheart612
I'm surprised what you can do DK22Pac.

He is one of the best modders (For me). What do you expect?

 

Anyway, The firing while in air is nice... It's just difficult to do in real life. xD

 

Because of that I had another mod Idea in my mind... But this mod isn't finished yet so... I'll give you ideas if you want to make new mods for 4 to SA features (or better) after this mod is finished...

 

You all really have nice skills. Hope I had some too so I could help. But ideas are all I could give. cryani.gif

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Th3MaN1

Same here.I'm nothing when it comes to modding,and I have many many ideas too,but I'll be pretty happy with this cover mod for now.

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Bad.boy!

How did you find the exact coords in San Andreas for the script, because running the game then change the coords a little bit and run the game again takes to much time. I'm talking about the place to spawn the model, particle and bullet.

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DK22Pac

1) Invisible object attachs to player's bone.

2) I get an offset from this object.

I started 3ds max, loaded M4.dff, created simple box and placed it to the place, where the gunflash must be, relative to M4 model. Then I just copied coords of this box.

That's the first point.

The second point - a target. I got it, just adeed +30.0 to Y-offset.

3) I created gunflash from 1st point to 2nd

4) I created M4shot from 1st point to 2nd

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Th3MaN1

How's the progress Bad.Boy?

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Th3MaN1

I hope you will post some pictures to see progress.

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finalesoul12

ITS BEEN A While and havent post it

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finalesoul12
I have made firing while-in-air (only for M4 for this time), I think we also can include it to that mod biggrin.gif

user posted image user posted image user posted image

 

{$CLEO .cs}{$I atest_attach.txt}const   M4TIME = [email protected] = object.Create(#COLT45, 0.0, 0.0, -1010.0)0750: set_object [email protected] visibility 0while true   003D:   if       player.Defined(0)   then       if and           not actor.Driving($player_actor)           not actor.Dead($player_actor)           0818: $player_actor in_air           00E1: player 0 pressed_key 17       then           0470: [email protected] = actor $player_actor current_weapon           if               [email protected] == 31           then               if                   [email protected] > M4TIME               then                   0AB1: call_scm_func @ATEST_ATTACH 6 $player_actor attach_to_object [email protected] offset 0.0 0.0 0.0 on_bone 6                   0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.683 -0.035 0.11                   0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 30.683 -0.035 0.11                   object.PutAt([email protected], 0.0, 0.0, -1010.0)                   06BC: create_M4_shoot_from [email protected] [email protected] [email protected] target [email protected] [email protected] [email protected] energy 1                    09F1: play_audio_at_actor $player_actor event 1157                    058A: create_gun_flash_from [email protected] [email protected] [email protected] to [email protected] [email protected] [email protected]                   [email protected] = 0               end           end       end   endend 

 

atest_attach.txt (scm-function by Ryosuke)

 

goto @end_atest_attach:ATEST_ATTACH0A9F: [email protected] = current_thread_pointer000A: [email protected] += 0x44 0A96: [email protected] = actor [email protected] struct0085: [email protected] = [email protected] // (int) 000A: [email protected] += 0x18 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 00AA7: call_function 0x734A40 num_params 1 pop 1 [email protected] [email protected] // _clumpGetFirstSkinAtomicHAnimHierarchy0012: [email protected] *= 0x4000A: [email protected] += 0x488 005A: [email protected] += [email protected] // (int) 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0000A: [email protected] += 0x140A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 00A8D: [email protected] = read_memory 0x7C51E0 size 4 virtual_protect 1 00D6: if 0039: [email protected] == 0x0424548B jf @ATEST_ATTACH_10AA7: call_function 0x7C51E0 num_params 2 pop 2 [email protected] [email protected] [email protected] // _RpHAnimIDGetIndex0AA7: call_function 0x7C5160 num_params 1 pop 1 [email protected] [email protected] // _RpHAnimHierarchyGetMatrixArray0012: [email protected] *= 0x40005A: [email protected] += [email protected] // (int) 0AA5: call 0x7EDDD0 num_params 4 pop 4 [email protected] 1 [email protected] [email protected] @ATEST_ATTACH_2:ATEST_ATTACH_10AA7: call_function 0x7C51A0 num_params 2 pop 2 [email protected] [email protected] [email protected] // _RpHAnimIDGetIndex0AA7: call_function 0x7C5120 num_params 1 pop 1 [email protected] [email protected] // _RpHAnimHierarchyGetMatrixArray0012: [email protected] *= 0x40005A: [email protected] += [email protected] // (int) 0AA5: call 0x7EDD90 num_params 4 pop 4 [email protected] 1 [email protected] [email protected]:ATEST_ATTACH_20177: set_object [email protected] Z_angle_to 0.0 0A98: [email protected] = object [email protected] struct000A: [email protected] += 0x140A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0000A: [email protected] += -0x140AA6: call_method 0x411990 struct [email protected] num_params 0 pop 0 // sub_4119900AA6: call_method 0x59AD20 struct [email protected] num_params 1 pop 0 [email protected] // _CMatrix__copyTo0AA6: call_method 0x4241C0 struct [email protected] num_params 1 pop 0 [email protected] // sub_4241C0000A: [email protected] += 0x180A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0if8039:   not  [email protected] == 0jf @ATEST_ATTACH_3 000A: [email protected] += 0x40A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0000A: [email protected] += 0x100AA6: call_method 0x59AD70 struct [email protected] num_params 1 pop 0 [email protected] // _CMatrix__copyTo:ATEST_ATTACH_3000A: [email protected] += -0x180AA6: call_method 0x532B00 struct [email protected] num_params 0 pop 0 // _RwFrameUpdateObject0AB2: ret 0:end_atest_attach

 

when i copy the code it said atest code wont load it saids when i compile+copy

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Th3MaN1

Mod is dead,and I don't think DK22Pac will bother to answer why the script does not work.

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finalesoul12
Mod is dead,and I don't think DK22Pac will bother to answer why the script does not work.

.................sh*t and i was happy to see the blind firing mod

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Nikoo 4 Ever

Fantastic Man Good work Keep Going icon14.gifcool.gif

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Th3MaN1
Mod is dead,and I don't think DK22Pac will bother to answer why the script does not work.

.................sh*t and i was happy to see the blind firing mod

I know.Me too,but Bad.Boy just gave up without a word.

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Bad.boy!

I gave up for a while, I was busy with school and was on holiday. I'll complete this mod.

I only have to make the anim to the right good this time, and make the script. I won't make from crouch because you can't perform an animation from crouch with standing up and crouching again.

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DK22Pac

@Bad.boy! You can't, someone else can lol.gif

I know some guy which interested in making crouching-firing animations, but you would need to help him with scripts.

 

And I finished the FiA mod, made it for all weapons, but I'm busy with university now, have bad internet connection, and can't upload it now.

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Bad.boy!

I have 1 anim for right. I just made one for the left, but my San Andreas is doing weird, and I am to lazy to re-install and try to find the problem.

 

Anyway can anyone test this anim if the CJ stands normal and doesn't fly when performing the anim (I know that it's way to fast).

Link to anim

 

Script:

 

{$CLEO .cs}//-------------MAIN---------------thread 'ANIM' :ANIM_11wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @ANIM_11 :ANIM_31wait 0 if 0AB0:   key_pressed 80 else_jump @ANIM_31 wait 100 04ED: load_animation "BETA" wait 100 0812: AS_actor $PLAYER_ACTOR perform_animation "BLIND_LSTAND" IFP_file "BETA" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB wait 1000 04EF: release_animation "BETA" jump @ANIM_11

 

 

And about my time, I have louds of time now.

Edited by Bad.boy!

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Mickey2Rufus

I tried but i don't know what key to press. I guessed it was p but it does not seem like it. Sorry bro. confused.gif

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Bad.boy!

It was P and nothing happens on my GTA either. I'll look at it.

 

EDIT:

I forgot to change the name in the .ifp, to beta.ifp

Edited by Bad.boy!

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aStiffSausage

Glad to see you back Bad.Boy!. smile.gif

 

Hopefully you'll get this mod finished, so the crouch-anims are still kind of in progress?

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Mickey2Rufus

still not working. Oh and i also changed the name.

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Th3MaN1

 

Glad to see you back Bad.Boy!. smile.gif

 

Hopefully you'll get this mod finished, so the crouch-anims are still kind of in progress?

He said that he can't make the crouch-anim but Dk22Pac said that someone else will make it.

And glad to see you back.

And DK,when you can,upload the script,I'd like to try it out wink.gif

Edited by Th3MaN1

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Bad.boy!

 

still not working. Oh and i also changed the name.

It is still not working, I'll try to find the error (it might be the script).

 

@Th3MaN1: Someone can make the anim, but you can't perform the anim from crouch.

 

EDIT: Script is not the problem

 

CANCELED

Edited by Bad.boy!

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Mickey2Rufus

well hopefully it still works because this seems like a great mod. smile.gif

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Th3MaN1
well hopefully it still works because this seems like a great mod. smile.gif

Me too.

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AmarildoXR

 

smile.gif I made the cleo script with the DK codes and it was awesomeee....

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chaosislife
I'm surprised what you can do DK22Pac.

He is one of the best modders (For me). What do you expect?

 

Anyway, The firing while in air is nice... It's just difficult to do in real life. xD

 

Because of that I had another mod Idea in my mind... But this mod isn't finished yet so... I'll give you ideas if you want to make new mods for 4 to SA features (or better) after this mod is finished...

 

You all really have nice skills. Hope I had some too so I could help. But ideas are all I could give. cryani.gif

The damn Ruskies are making us look bad. Linevariy's lil skateboard mod is almost perfect, hope he manages to stay free of new holes while he's in the service.

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finalesoul12

Awwww CANCELED sad.gif

its hard to make that Blindfiring huh? confused.gif

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alextrib10fullcool

Dear DK22Pac,

can you make the blind firing mod for all weapons?

I've tried to make it but it is so difficult and i cant make it without any problems at compiling.

I would be verry surprised if you could do that because i think you are

the best modder.

Your alextrib10fullcool

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Girish

Locked on OP's request.

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