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Rappel is working but wrong


Jack

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I managed to activate the rappel command but the rope is not attached to a chopper - it's just hanging in the air on the same place where it was created. I tried everything but no matter what I do the rope stays in one place while chopper is moving which is looking very unrealistic. Do you have any ideas how to fix this? Thanks in advance.

Edited by JACK JONES
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spaceeinstein

There's no way to attach the rappel to the helicopter. It's not meant to be attached to a vehicle anyways.

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I need that for Vice City. The reason I was so sure that the rope can be attached to a moving point is Police Maverick with rope attached to him and swat members. And the rope command didn't work until I put a swat model into the scrypt. But I don't know. Spaceeinstein is probably right. It has something to do with the rappel command only. Anyway here's the scrypt:

 

:H1

thread 'H1'

wait 250

Model.Load(#HUNTER)

Model.Load(#ARMY)

Model.Load(#SWAT)

Model.Load(#M4)

038B: load_requested_models

 

:H1_35

wait 0

if and

Model.Available(#HUNTER)

Model.Available(#ARMY)

Model.Available(#SWAT)

Model.Available(#M4)

else_jump @H1_35

04C4: create_coordinate 13@ 14@ 15@ from_actor $PLAYER_ACTOR offset 0 50.0 10.0

1@ = Car.Create(#HUNTER, 13@, 14@, 15@)

0129: 3@ = create_actor 4 #ARMY in_car 1@ driverseat

9@ = Actor.Create(CivMale, #SWAT, 13@, 14@, 15@)

01B2: give_actor 9@ weapon 23 ammo 9999 // Load the weapon model before using this

Car.Health(1@) = 150000

Actor.Health(3@) = 10

Marker.TieToCar(4@, 1@, 4, 2)

Marker.SetColor(4@, 1)

Model.Destroy(#HUNTER)

Model.Destroy(#ARMY)

Model.Destroy(#SWAT)

Model.Destroy(#M4)

gosub @H1_212

 

:H1_212

04C4: create_coordinate 13@ 14@ 15@ from_actor $PLAYER_ACTOR offset 0 50.0 10.0

0503: create_rappel_at 13@ 14@ 15@

04A2: heli 1@ fly_to 13@ 14@ 15@ speed 100

if or

0449: actor 3@ in_a_car

8@ == 1 // integer values

else_jump @H1_310

if

$307 == 1 // integer values

else_jump @H1_478

05DC:

return

 

:H1_310

8@ = 1 // integer values

0564: set_vehicle 1@ helicopter_simulate_crash_landing

wait 4000

04C4: create_coordinate 5@ 6@ 7@ from_actor $PLAYER_ACTOR offset 0.0 40.0 0

02D4: car 1@ turn_off_engine

020B: explode_car 1@

Car.StorePos(1@, 5@, 6@, 7@)

020C: create_explosion_with_radius 2 at 5@ 6@ 7@

020C: create_explosion_with_radius 11 at 5@ 6@ 7@

020C: create_explosion_with_radius 1 at 5@ 6@ 7@

020C: create_explosion_with_radius 6 at 5@ 6@ 7@

039D: scatter_particles 17 0.8 0 0 0 11000 at 5@ 6@ 7@ 0.1 0.0 0.2

jump @H1_557

 

:H1_478

wait 0

if

$ONMISSION == 0 // integer values

else_jump @H1_212

04C4: create_coordinate 13@ 14@ 15@ from_actor $PLAYER_ACTOR offset 0.0 400.0 500.0

04A2: heli 1@ fly_to 13@ 14@ 15@ speed 100

wait 4000

jump @H1_557

 

:H1_557

Marker.Disable(4@)

Actor.DestroyInstantly(3@)

Actor.DestroyInstantly(9@)

Car.Destroy(1@)

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