Danikov Posted November 6, 2013 Share Posted November 6, 2013 I wanted to know,is it possible to change the velocity of the rocket projectile(Both Normal and Homing ones)? if it,how can I do it? Link to comment Share on other sites More sharing options...
Jack Posted November 6, 2013 Share Posted November 6, 2013 I remember I've found some memory address in III other section that can do what you want but I don't know the page number of SA memory addresses so go there and have a look . Tank Fire [SA] New Police Helicopter [VC & III] My YouTube Channel Link to comment Share on other sites More sharing options...
Danikov Posted November 22, 2013 Author Share Posted November 22, 2013 Been searching in the whole main.scm file,and didn't manage to find this... Link to comment Share on other sites More sharing options...
Jack Posted November 22, 2013 Share Posted November 22, 2013 Did I say main.scm? No I didn't. I meant here: http://gtaforums.com/topic/194199-documenting-gta-sa-memory-adresses/ Tank Fire [SA] New Police Helicopter [VC & III] My YouTube Channel Link to comment Share on other sites More sharing options...
Danikov Posted November 22, 2013 Author Share Posted November 22, 2013 I took a look first in the main.scm,and I guess I have misread your reply somehow,thanks,will take a look in the memory adresses topic. Link to comment Share on other sites More sharing options...
Node Posted November 23, 2013 Share Posted November 23, 2013 (edited) Here's the Rocket pool information for SA. RocketsThe rocket pool contains info on launched rockets (for example, Hydra rockets).0xC891A8 - Rocket pool start. Each slot has 36 bytes of data. There are 32 elements in the pool.+0 = [dword] Rocket type:16 = none17 = tear gas19 = normal20 = heatseeking39 = remote explosives58 = flare+4 = [dword] Pointer to launching entity+8 = [dword] Pointer to target vehicle (when heatseeking), 0 otherwise+16 = [byte] Does rocket exist?0 = exploded/does not exist1 = travelling+20 = [float] X-axis position+24 = [float] Y-axis position+28 = [float] Z-axis position Using the two opcodes below you can read from and write to the above memory. 0A8D: $result = read_memory [email protected] size 4 virtual_protect 00A8C: write_memory 0xC0BC15 size 1 value 1 virtual_protect 0 Edited November 23, 2013 by ChopTheDog. Link to comment Share on other sites More sharing options...
Danikov Posted November 23, 2013 Author Share Posted November 23, 2013 Thank you for this. I thought modifying rocket velocity would be easier,but this seems beyond my understanding of coding,which is very minimal... Hopefully,I'll be able to do something with this in the future. Please lock. Link to comment Share on other sites More sharing options...
Node Posted November 23, 2013 Share Posted November 23, 2013 (edited) I think it goes something like this: Example snippet (I've written this using notepad since I don't have SA or SB installed so forgive me if I'm incorrect, one of the pros will have to correct me): {CLEO} 0000: :0 [email protected] = 0xC891A8 [email protected] += 16 0A8D: $RocketExist = read_memory [email protected] size 4 virtual_protect 0 :1 wait 0 if $RocketExist == 1 jf @1 :2 [email protected] = 0xC891A8 [email protected] += 20 0A8D: $RocketVel = read_memory [email protected] size 4 virtual_protect 0 :3 $RocketVel = 100 //Chose a random number, specifies the velocity you want the rocket to have //Clean up here, Don't have the opcode database to hand. jump @0 Again I need to clarify that this could be 100% wrong but there's no harm in trying. Edited November 23, 2013 by ChopTheDog. Link to comment Share on other sites More sharing options...
aStiffSausage Posted November 24, 2013 Share Posted November 24, 2013 Well, there is Ryosuke's Missile script, which only works on CLEO 3 (at the moment). You can get it from here. So far, it'd be your easiest choice.@ChopTheDog There's no documentation of rocket velocity in that pool, I'd say the pool doesn't store information which will stay constant on same type of missiles, thus that is why there is X-axis position which you tried to write with integer instead of original float value. (And it would only get handle of one rocket which is in the first handle of the pool.) Link to comment Share on other sites More sharing options...
Node Posted November 24, 2013 Share Posted November 24, 2013 @ChopTheDog There's no documentation of rocket velocity in that pool, I'd say the pool doesn't store information which will stay constant on same type of missiles, thus that is why there is X-axis position which you tried to write with integer instead of original float value. (And it would only get handle of one rocket which is in the first handle of the pool.) Ah, I see. Link to comment Share on other sites More sharing options...
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