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[WIP|SUG] Transformers Mod


Rugz007

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Hey guys as the 4th movie of transformers is released so i decided to make a mod on it :D

 

We have been doing great work till now :p

 

To Do List:

1) Transforming

2) Super Punch

3) Weapons (minguns and laser/rockets)

4) Enemies

5) Robot Walk Sound

6) Ini (learning)

7) Backup

8) Your Suggestions ^-^ ^_^

 

Done List:

1) Transforming (all things included)

2) . ini files

3) Robot Walk Sound

4) Nothing else

 

Current Progress: http://pastebin.com/aS6qseAZ (please correct something if wrong) :D

 

 

Authors :

Rugz007

leftas

Maro Hannover (he is banned then also i am in contact with him :p [feeling sorry for him :( ])

 

Awesome Support With Some Help:

Compman

Wiebren (for inspiring to do things properly :D)

LetsPlayOrDy( for teaching creating .ini files :D )

 

We Invite Guys As Follows:

A Car Maker

A Ped Maker

A Animation Maker

A Scripter (have to think if someone wants to come)

 

Suggestions Would Be Great :D

 

Thank you all ! :)

Edited by Rugz007
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So how'd you do the 'transforming' part?

Super punch would require an animator, weapons would require a modeler, and the enemies would also require a modeler.

Edited by LetsPlayOrDy
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i did transforming without animaitons :D i will make animations in future release (maybe in next version of release :p )

i have 2 questions guys

1) how to make a .ini file

2) loading a car model or player model through external folder (julio's deathrace mod method)

thanks :D

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i did transforming without animaitons :D i will make animations in future release (maybe in next version of release :p )

i have 2 questions guys

1) how to make a .ini file

2) loading a car model or player model through external folder (julio's deathrace mod method)

thanks :D

 

Did you move a bunch of objects or what?

 

Call this code when your script starts:

if (!File.Exists(Settings.Filename))            {                Settings.SetValue("test", "category", 99.99f);                Settings.Save();            }            float test = Settings.GetValueFloat("test", "category", 99.99f);

Just download his mod then look at his source code using ILSpy to find out how he did it.

Edited by LetsPlayOrDy
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Dude he HAS A BIG CODE I can't understand the mess

Use the search feature and search for something like "model" or something.

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Okay :D

 

I have the hardest thing :

 

ENEMIES WITH SUPERPOWERS :D

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Okay :D

 

I have the hardest thing :

 

ENEMIES WITH SUPERPOWERS :D

Basically the same as with the player. If the enemy is near the player, call the animation, then make the player and near cars go flying.

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thanks ;) and btw are you free or making other mod?

I'm working on my own mods at the moment, but if you need help, just ask.

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Guys a problem!

i am trying to create explosion

 

World.CreateExplosion(Vector3.RelativeFront , the effect i think)

 

currently on my mobile so cant tell the exact statment :p

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Guys a problem!

i am trying to create explosion

 

World.CreateExplosion(Vector3.RelativeFront , the effect i think)

 

currently on my mobile so cant tell the exact statment :p

World.AddExplosion(Vector3.RelativeFront, ExplosionType.Default, 999); //Position, explosion type, power
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dude that doesnt work...will try it again :D

It will work, you just won't see it, since you are calling 'Vector3.RelativeFront', it is going to explode at (0, 1, 0) or something like that.

 

If you want it RelativeFront to YOU, then do this:

World.AddExplosion(Player.Character.GetOffsetPosition(Vector3.RelativeFront), ExplosionType.Default, 999); //Position, explosion type, power
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hey dude how to make the explosion at my aim :D

i trust uNi too much to that i can give him my User Name and Password

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Does GTA IV use raycast? If so you can use it.

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hey dude how to make the explosion at my aim :D

Maybe do this tutorial from JulioNIB:

 

 

Just do these things to change it:

  1. Make the object invisible
  2. Remove the PTFX
  3. Make the object move faster than in the tutorial example
  4. And make the direction of the rockets to go to the player's camera's direction (using Game.CurrentCamera.Direction )
Edited by LetsPlayOrDy
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I was thinking of making a "custom crosshair" as iron man mod :D and then it will make the rocket launch on the aim

 

Anyone know of the animation which is like :

 

o

/| ------- Like This

| <- Or Hand up till level of shoulder fist closed

/ \

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I don't get the animation, something like using a pistol with only one hand?

If you mean the second option and if GTA IV supports it you might use a raycast, a raycast is an invisible line that starts at a given point (the center in this case, I say it again, if it's supported by IV you can put it at the center by using as X point Game.Resolution.Width / 2 and as Y Game.Resolution.Height / 2) and doesn't stop until it meets a solid object and it would create the explosion where the line ends.

I haven't seen anything about raycasts though.

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I was thinking of making a "custom crosshair" as iron man mod :D and then it will make the rocket launch on the aim

 

Anyone know of the animation which is like :

 

 

o

/| ------- Like This

| <- Or Hand up till level of shoulder fist closed

/ \

 

The crosshair is easy. Just get some crosshair image, then use DrawSprite. Or use DrawRectange and draw two rectangles (so it looks like + ).

To fire rocket at crosshair, just follow that tutorial video I just put a link to, and change the direction to the camera direction.

Edited by LetsPlayOrDy
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Well I didn't read LetsPlayorDy posts so forget what I said.

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Well I didn't read LetsPlayorDy posts so forget what I said.

Haha ;)

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dude that doesnt work...will try it again :D

It will work, you just won't see it, since you are calling 'Vector3.RelativeFront', it is going to explode at (0, 1, 0) or something like that.

 

If you want it RelativeFront to YOU, then do this:

World.AddExplosion(Player.Character.GetOffsetPosition(Vector3.RelativeFront), ExplosionType.Default, 999); //Position, explosion type, power

Dude the explosion doesnt work :(

 

EDIT : Paste Bin Relase Up

Edited by Rugz007
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If it doesn't work then just change Player.Character.GetOffsetPosition(Vector3.RelativeFront) to Player.Character.Position, just for testing purposes.

Edited by LetsPlayOrDy
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up there see in the first post of mine in which the autors and that all stuff :D


after .Position What should i put?

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up there see in the first post of mine in which the autors and that all stuff :D

 

after .Position What should i put?

Nothing?

 

Don't make multiple KeyDown's. Just make one.

And also you didn't post all of the code in pastebin. It cuts off at the end.

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Rugz if you made all of that alone that's a nice progress, congrats.

Anyway, some tips:

 

You used 3 ticks for key presses, one is enough.

Instead of using many IFs to see what key has been pressed, use a switch.

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