Th3MaN1 2,747 Posted June 27, 2011 I'm surprised what you can do DK22Pac. Share this post Link to post Share on other sites
Blackheart612 0 Posted June 27, 2011 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. Share this post Link to post Share on other sites
Th3MaN1 2,747 Posted June 27, 2011 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. Share this post Link to post Share on other sites
Bad.boy! 9 Posted June 27, 2011 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. Share this post Link to post Share on other sites
DK22Pac 2,479 Posted June 27, 2011 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 Share this post Link to post Share on other sites
Th3MaN1 2,747 Posted June 28, 2011 How's the progress Bad.Boy? Share this post Link to post Share on other sites
Th3MaN1 2,747 Posted July 16, 2011 I hope you will post some pictures to see progress. Share this post Link to post Share on other sites
finalesoul12 0 Posted August 14, 2011 ITS BEEN A While and havent post it Share this post Link to post Share on other sites
finalesoul12 0 Posted August 14, 2011 I have made firing while-in-air (only for M4 for this time), I think we also can include it to that mod {$CLEO .cs}{$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 Share this post Link to post Share on other sites
Th3MaN1 2,747 Posted August 22, 2011 Mod is dead,and I don't think DK22Pac will bother to answer why the script does not work. Share this post Link to post Share on other sites
finalesoul12 0 Posted August 28, 2011 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 Share this post Link to post Share on other sites
Nikoo 4 Ever 0 Posted August 31, 2011 Fantastic Man Good work Keep Going Share this post Link to post Share on other sites
Th3MaN1 2,747 Posted August 31, 2011 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. Share this post Link to post Share on other sites
Bad.boy! 9 Posted August 31, 2011 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. Share this post Link to post Share on other sites
DK22Pac 2,479 Posted August 31, 2011 @Bad.boy! You can't, someone else can 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. Share this post Link to post Share on other sites
Bad.boy! 9 Posted September 1, 2011 (edited) 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 September 2, 2011 by Bad.boy! Share this post Link to post Share on other sites
Mickey2Rufus 0 Posted September 2, 2011 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. Share this post Link to post Share on other sites
Bad.boy! 9 Posted September 2, 2011 (edited) 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 September 2, 2011 by Bad.boy! Share this post Link to post Share on other sites
aStiffSausage 144 Posted September 2, 2011 Glad to see you back Bad.Boy!. Hopefully you'll get this mod finished, so the crouch-anims are still kind of in progress? Share this post Link to post Share on other sites
Mickey2Rufus 0 Posted September 3, 2011 still not working. Oh and i also changed the name. Share this post Link to post Share on other sites
Th3MaN1 2,747 Posted September 3, 2011 (edited) Glad to see you back Bad.Boy!. 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 Edited September 3, 2011 by Th3MaN1 Share this post Link to post Share on other sites
Bad.boy! 9 Posted September 3, 2011 (edited) 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 November 26, 2011 by Bad.boy! Share this post Link to post Share on other sites
Mickey2Rufus 0 Posted September 3, 2011 well hopefully it still works because this seems like a great mod. Share this post Link to post Share on other sites
Th3MaN1 2,747 Posted September 11, 2011 well hopefully it still works because this seems like a great mod. Me too. Share this post Link to post Share on other sites
AmarildoXR 0 Posted November 25, 2011 I made the cleo script with the DK codes and it was awesomeee.... Share this post Link to post Share on other sites
chaosislife 0 Posted December 3, 2011 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. 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. Share this post Link to post Share on other sites
finalesoul12 0 Posted December 24, 2011 Awwww CANCELED its hard to make that Blindfiring huh? Share this post Link to post Share on other sites
alextrib10fullcool 0 Posted December 23, 2012 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 Share this post Link to post Share on other sites
Girish 3,680 Posted December 23, 2012 Locked on OP's request. Share this post Link to post Share on other sites