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[SA] Burst fire


aStiffSausage
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Is there a way to force player to shoot second round after shooting first one? Most of you know three-round burst or two-round burst, from either CoD or BF or some other game, would it be possible for SA? One click and three shots.

 

EDIT: Also, how I can check if player is aiming? A way which doesn't just check if aim-key is pressed, something that is as accurate as possible.

Edited by oksa8
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Is there a way to force player to shoot second round after shooting first one? Most of you know three-round burst or two-round burst, from either CoD or BF or some other game, would it be possible for SA? One click and three shots

 

I think it may be possible but it would need some memory coding I think..

& I ain't good at memory coding..

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Michael-Knight1

 

Is there a way to force player to shoot second round after shooting first one? Most of you know three-round burst or two-round burst, from either CoD or BF or some other game, would it be possible for SA? One click and three shots

 

I think it may be possible but it would need some memory coding I think..

& I ain't good at memory coding..

wow yawn.gif , it's very helpful lol.gif

 

I am not sure icon14.gif

 

http://www.gtaforums.com/index.php?showtop...st&p=1059761036

 

Or i thinks so that will help icon14.gif

 

http://www.gtaforums.com/index.php?showtop...st&p=1057687159

Edited by Michael-Knight1
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Is there a way to force player to shoot second round after shooting first one? Most of you know three-round burst or two-round burst, from either CoD or BF or some other game, would it be possible for SA? One click and three shots.

Possibly the easiest way is to take control over player's CPad and 'hold the key' until all the bullets are fired.

 

@up

Obviously, your link is not going to help.

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@arijitsen

I love your constructive posts. inlove.gif

 

@Michael-Knight1

Hmm, as SilentPL said, I think won't help, thanks anyway. smile.gif

 

@SilentPL

Oh. Just did a little research and found... Pretty much nothing. I guess I can bury that idea... At least for now. smile.gif

 

But, how about checking if player is aiming? I think relying on animation-based checking isn't reliable as some users might use custom-animations with custom names, assigned for different weapons.

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I'd go for a keypress check again. Cheap way though.

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Yeah I noticed that too. I did few checks so I can check if player is aiming, but it still returns true whenever animation changes, is there any function in memory which draws the crosshair and then check if it's called?

 

And, I'm still wondering how I may fix the problem with all TC's, fastman92 posted something but not sure how to use it..,

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And, I'm still wondering how I may fix the problem with all TC's, fastman92 posted something but not sure how to use it..,

Impossible in CLEO. Either direct EXE edit or an ASI plugin.

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Oh snap.

 

Well, how about this: Can I re-draw some HUD-elements by CLEO-functions after disabling HUD with opcode 0826? And, can I somehow check if another script is using 0826 to disable HUD?

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0A8D: [email protected] = read_memory 0xA444A0 size 1 vp 0// [email protected] = IsHUDEnabled?

 

 

Also, if you're trying to remove the game hud to put your hud, it's cool to really disable the original HUD and then do it's work, I mean, your HUD can check if the HUD is disabled etc.

 

 

// Disable The Health\Armour\etc panel0A8C: write_memory 0x58FBD6 size 1 val 0x90 vp 10A8C: write_memory 0x58FBD7 size 4 val 0x90909090 vp 1// Disable Wanted Stars Drawing0A8C: write_memory 0x58FBDB size 1 val 0x90 vp 10A8C: write_memory 0x58FBDC size 4 val 0x90909090 vp 1

 

 

 

If you also want to gain control over the radar and the stats displayer:

 

[bYTE] 0xBAA3FB  = bShowRadar // If any script disabled the radar drawing, this will be false[bYTE] 0xBAB1DE = bShowingPlayerStats // Use to determin if you should draw the radar or the stats

 

 

// Disable Radar Drawing0A8C: write_memory 0x58FC53 size 1 val 0x90 vp 00A8C: write_memory 0x58FC54 size 4 val 0x90909090 vp 0// Disable Player Stats Drawing - I guess you don't want to draw your own stats displayer, yeah? Then you shouldn't NOP this0A8C: write_memory 0x58FC45 size 1 val 0x90 vp 00A8C: write_memory 0x58FC46 size 4 val 0x90909090 vp 0

 

 

Edited by Link2012
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Michael-Knight1

@Link2012 , This Address Will Disable The Hud Forever cry.gif without return it if use 0826 ??

Also When The Player Dead the hud will enable and when player get out from hospital he will disable ...

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@Link2012

 

Thanks, I especially needed something to keep wanted stars as I thought it would be easier to just use original starts than trying to emulate them, otherwise all worked well but didn't get them to flash, so...

 

Though there's one little problem. How I can display weapon icons?

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Michael-Knight1
@Link2012

 

Thanks, I especially needed something to keep wanted stars as I thought it would be easier to just use original starts than trying to emulate them, otherwise all worked well but didn't get them to flash, so...

 

Though there's one little problem. How I can display weapon icons?

he give them for you bored.gif

 

// Disable The Health\Armour\etc panel0A8C: write_memory 0x58FBD6 size 1 val 0x90 vp 10A8C: write_memory 0x58FBD7 size 4 val 0x90909090 vp 1

 

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