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Hydra particle


zork824
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Ok,I recently eliminated SA Folder with his registry key,so I could reinstall it perfectly.I made a backup and I modded hydra with f16.Now it comes strange thing.Before the uninstall,I had afterburner on mah plane and I didn't see normal particle effect on hydra thrust (that thing that you move for vertical takeoff and normal takeoff).But Now,with same afterburner,I see them.What's the cleo code to destroy that particle?

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  • 2 weeks later...

Sorry,but here is the code

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

 

{$VERSION 3.1.0027}

{$CLEO .cs}

 

//-------------MAIN---------------

thread 'RAB'

 

:RAB_11

wait 0

if

Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)

else_jump @RAB_359

03C0: [email protected] = actor $PLAYER_ACTOR car

if and

00E1: player 0 pressed_key 16

0745: set_hydra [email protected] thrust_to_horizontal

not Car.Wrecked([email protected])

else_jump @RAB_175

if

[email protected] == 0

else_jump @RAB_151

0650: destroy_particle [email protected]

066B: [email protected] = attach_particle "AFTERBURNER" to_car [email protected] with_offset 0.002 -5.5 0.1 flag 1

064C: make_particle [email protected] visible

[email protected] = 0

[email protected] = 1

jump @RAB_151

 

:RAB_151

00E1: player 0 pressed_key 99

else_jump @RAB_175

wait 0

jump @RAB_151

 

:RAB_175

02E3: [email protected] = car [email protected] speed

[email protected] *= 1.2

if and

[email protected] > 1000

[email protected] > 250.0

else_jump @RAB_222

 

:RAB_222

if or

00E1: player 0 pressed_key 15

80E1: not player 0 pressed_key 16

Car.Wrecked([email protected])

else_jump @RAB_294

[email protected] = 0

 

:RAB_257

0650: destroy_particle [email protected]([email protected],5i)

[email protected] += 1

[email protected] > 4

else_jump @RAB_257

[email protected] = 0

 

:RAB_294

if

not [email protected] == 0

else_jump @RAB_359

if

[email protected] == 1

else_jump @RAB_340

[email protected] += 2.5

 

:RAB_340

Car.SetSpeedInstantly([email protected], [email protected])

else_jump @RAB_359

Camera.Shake(0)

 

:RAB_359

jump @RAB_11

 

When I put that inside it : La variabile locale '177' supera il limite massimo. In un thread la variabile massima è '[email protected]'.

I translate : The local variable '177' reach the maximum limit.In a thread the maximum variable is [email protected]

 

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here I made a whole script for ya, I'm not sure what type of particle of that cause I never thought about using it but hope it works fine tounge.gif just let me know if you find any bugs or glitchs smile.gif

 

thread 'RAB' :RAB_11wait 0if  Player.Defined($PLAYER_CHAR)else_jump @RAB_11if andActor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)00E1: player 0 pressed_key 16else_jump @RAB_1103C0: [email protected] = actor $PLAYER_ACTOR car ifnot Car.Wrecked([email protected])jf @RAB_11066B: [email protected] = attach_particle "AFTERBURNER" to_car [email protected] with_offset 0.002 -5.5 0.1 flag 1 064C: make_particle [email protected] visible:RAB_15wait 20if  Player.Defined($PLAYER_CHAR)else_jump @RAB_15if and  not Actor.Dead($PLAYER_ACTOR)8741:   not actor $PLAYER_ACTOR bustedjf @RAB_13if andActor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)00E1: player 0 pressed_key 16else_jump @RAB_1303C0: [email protected] = actor $PLAYER_ACTOR car ifnot Car.Wrecked([email protected])jf @RAB_1302E3: [email protected] = car [email protected] [email protected] *= 2.0 Car.SetSpeedInstantly([email protected], [email protected])camera.Shake(50)jump @RAB_15:RAB_130650: destroy_particle [email protected] @RAB_11

 

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I'll probably misunderstand your question, but this is the hack to remove the hydra thrust (untested):

 

// jmp     short loc_6CA2E90A8C: write_memory 0x6C9F1C size 4 value 0x0003C8E9 virtual_protect 1 0A8C: write_memory 0x6C9F20 size 1 value 0x00 virtual_protect 1 

 

Edited by Wesser

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Ok,what I want is.

The game create 4 particle effect in the hydra (they are trust fire) I don't need to remove the trust,i need to remove the effect!

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Then that line of code works as you like. wink.gif

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I have weird graphic glitches which don't let the game drawing the jetthrust particle, so I cannot test it by myself. However, I did a mistake in the previously code. Try it again. smile.gif

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Did you compile the code in such a way?

 

{$CLEO}0000: NOP// jmp     short loc_6CA2E90A8C: write_memory 0x6C9F1C size 4 value 0x0003C8E9 virtual_protect 1 0A8C: write_memory 0x6C9F20 size 1 value 0x00 virtual_protect 1 0A93: end_custom_thread

 

012          345
678   9A   BCD
EFG HIJK LMN
OPQR  STUV
WX    YZ

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