12jango Posted September 9, 2012 Share Posted September 9, 2012 Hi, I would like to ask : - I've found parachute.dff in gta3.img and opened it with 3dsmax, the bones are totally different. So, this parachute.dff is an object or a ped? - There are also opcodes that relates to object animation, so is there a way to animate an object? - I wanna learn how to make a special effects for gtasa if you know a tutorial (for beginner) about it please tell me. That's all, and thank you! Link to comment Share on other sites More sharing options...
TheGodfather. Posted September 9, 2012 Share Posted September 9, 2012 The parachute.dff was used in the drug delivery by the guy when he was transporting the yay from SF to LS The tutorial you are searching is here: http://www.gtaforums.com/index.php?showtopic=304880 Link to comment Share on other sites More sharing options...
Michael-Knight1 Posted September 9, 2012 Share Posted September 9, 2012 Hi, I would like to ask : - I've found parachute.dff in gta3.img and opened it with 3dsmax, the bones are totally different. So, this parachute.dff is an object or a ped? - There are also opcodes that relates to object animation, so is there a way to animate an object? - I wanna learn how to make a special effects for gtasa if you know a tutorial (for beginner) about it please tell me. That's all, and thank you! Parachute = Object Code Object Animation : 034E: move_object [email protected] to [email protected] [email protected] [email protected] speed [email protected] [email protected] [email protected] flag 1 Effect : http://www.gtaforums.com/index.php?showtopic=304880 Easy With Fxp Editor 2.0 Link to comment Share on other sites More sharing options...
12jango Posted September 13, 2012 Author Share Posted September 13, 2012 Thanks, but exactly I need the basic guidance (tutorial for dummies). Or at least tell me about how to show a particle effect on 3ds max then edit it. Link to comment Share on other sites More sharing options...
TheGodfather. Posted September 13, 2012 Share Posted September 13, 2012 I think I already gave you ?? The tutorial you are searching is here: http://www.gtaforums.com/index.php?showtopic=304880 Link to comment Share on other sites More sharing options...
Michael-Knight1 Posted September 13, 2012 Share Posted September 13, 2012 Thanks, but exactly I need the basic guidance (tutorial for dummies). Or at least tell me about how to show a particle effect on 3ds max then edit it. you can't to view on 3ds max but i working on the Plugin , Anyways i'll release it this christmas if I Succeed . Link to comment Share on other sites More sharing options...
12jango Posted September 14, 2012 Author Share Posted September 14, 2012 (edited) Good luck, dude. I'm really expecting that! Um, well I tried to spawn the parachute.dff, but when I type Model.Load(# ==> There were no #Parachute name. So, this one is surely an object. So, you guys know the ID number? Edited September 14, 2012 by 12jango Link to comment Share on other sites More sharing options...
12jango Posted September 19, 2012 Author Share Posted September 19, 2012 Anyone? I need to know the ID number of parachute.dff. Link to comment Share on other sites More sharing options...
TheGodfather. Posted September 19, 2012 Share Posted September 19, 2012 model id IS 371 tO SPAWN IT YOU WILL HAVE TO WRITE : #GUN_PARA Link to comment Share on other sites More sharing options...
Michael-Knight1 Posted September 19, 2012 Share Posted September 19, 2012 Anyone? I need to know the ID number of parachute.dff. {$CLEO}0000: NOPwhile trueif0256: player $PLAYER_CHAR defined then0107: $87954 = create_object #GUN_PARA at $X $Y $Zend end Link to comment Share on other sites More sharing options...
TheGodfather. Posted September 19, 2012 Share Posted September 19, 2012 Do you have any idea what the _____ you are posting ?? The script doesn't work ... Anyways I think 12jango knows how to mod & use scripts so I won't write the full code: 032B: [email protected] = create_weapon_pickup #GUN_PARA group 15 ammo 60 at 2492.1387 -1663.9512 13.3437 Link to comment Share on other sites More sharing options...
Michael-Knight1 Posted September 19, 2012 Share Posted September 19, 2012 Do you have any idea what the _____ you are posting ?? The script doesn't work ... Anyways I think 12jango knows how to mod & use scripts so I won't write the full code: 032B: [email protected] = create_weapon_pickup #GUN_PARA group 15 ammo 60 at 2492.1387 -1663.9512 13.3437 this is an pickup no object code i write oobject code no pickup Link to comment Share on other sites More sharing options...
TheGodfather. Posted September 20, 2012 Share Posted September 20, 2012 Do you have any idea what the _____ you are posting ?? The script doesn't work ... Anyways I think 12jango knows how to mod & use scripts so I won't write the full code: 032B: [email protected] = create_weapon_pickup #GUN_PARA group 15 ammo 60 at 2492.1387 -1663.9512 13.3437 this is an pickup no object code i write oobject code no pickup What you wrote doesn't work it will only create crashes....LOL Anyways if you want to use it as an obj. then here you go: 0107: [email protected] = create_object #GUN_PARA at 2492.1387 -1663.9512 13.3437 Remmember to load & unload the object.. Link to comment Share on other sites More sharing options...
12jango Posted September 21, 2012 Author Share Posted September 21, 2012 Well, it seems like the #Gun_Para is the parachute backpack, not the parachute. You can check it out inside the gta3.img or using Ryousuke's AnimManager, there is "parachute.dff" it's not form like a backpack, but the parachute. Link to comment Share on other sites More sharing options...
ZAZ Posted September 21, 2012 Share Posted September 21, 2012 data\maps\leveldes\levelxre.ide: animated objects: 3131 ,PARACHUTE ,paracx ,levelxre ,100 ,2097152 the parachute animation seems not working the parachute script scales the parachute from small to big when opening 00D6: if 001B: 500 > [email protected] 004D: jump_if_false @PLCHUTE_3050 0093: [email protected] = integer [email protected] to_float 0017: [email protected] /= 500.0 08D2: object [email protected] scale_model [email protected] 0002: jump @PLCHUTE_3067 :PLCHUTE_305008D2: object [email protected] scale_model 1.0 0006: [email protected] = 4 :PLCHUTE_3067 a simple example for working object animation by script is the wardrope door DEFINE OBJECT CJ_BINCO_DOOR // Object number -370...03A4: name_thread 'WARROBE'0004: $9869 = -37004ED: load_animation "CLOTHES"029B: $9811 = init_object $9869 at $10001 $10002 $10003:WARROBE_172300D6: if 03CA: object $9811 exists 004D: jump_if_false @WARROBE_1778 075A: set_object $9811 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1 // IF AND SET btw. object animations have an O at the end CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
12jango Posted September 24, 2012 Author Share Posted September 24, 2012 I can spawn it, but it can't do an animation. Well, anyway ZAZ. You surely can make special effects right? Please upload a video about how do you make an effects for SA. Link to comment Share on other sites More sharing options...
12jango Posted September 27, 2012 Author Share Posted September 27, 2012 Well, you wanna say yes or no? Link to comment Share on other sites More sharing options...
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