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ani-gtascripter

Electro and Spider-man mod

Recommended Posts

byteMe420

4. You set cordinates (0;1;0) this means that you would need to go on map center, which is building near police or in downtown.(23-25 lines), to see that effect.

 

All the best,

Paul.

for this native since it plays the ptfx on the bone this one uses offset x, y,z. On GTAModding they wrote it wrong.

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ani-gtascripter

New code of electro mod script

See it soon the pastebin is for limited period!

http://pastebin.com/d5WVtWjA

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Rugz007

Aniket really?

No one cares to see your code ._. So I will say f*ck off and make the code first and then show the code after release and now don't ask silly things

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Jitnaught

 

 

4. You set cordinates (0;1;0) this means that you would need to go on map center, which is building near police or in downtown.(23-25 lines), to see that effect.

 

All the best,

Paul.

for this native since it plays the ptfx on the bone this one uses offset x, y,z. On GTAModding they wrote it wrong.

LetsPlayOrDy

2 weeks ago

2. new Parameter[] does work.

4. I think the position is relative to the player, since the native is TRIGGER_PTFX_ON_PED_BONE (not 100% sure though)

 

leftas

2 weeks ago

2.Good to hear that.

4.Yeah it's position offset. I just never used attaching with pos. offset.

 

All the best,

Paul.

 

//couldn't quote the messages since I'm on mobile

Edited by LetsPlayOrDy

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leftas

New code of electro mod script

See it soon the pastebin is for limited period!

http://pastebin.com/d5WVtWjA

WHAT THE HELL IS THIS ?

        if (e.Key == Keys.Capital)        {            if (Player.Character.isInWater)            {                Game.Console.Print("The mod will not work when Player.Character.isInWater");            }            else                if (e.Key == Keys.Capital)                {                    if (base.Player.Character.isInWater)                    {                        Game.Console.Print("The mod will not work when Player.Character.isInWater");                    }

(a little tutorial how to check if player is in water ?)

1. Okay, you checking if player in the water, but then if not you again checking if he pressed capital(what you did earlier) and if he's in the water, again ??? and if not, then you doing "electro"??

2.Game.Console.Print, almost all gamers dosen't look into scripthook.net console :)

THIS->

private Int32 soundID;soundID = GTA.Native.Function.Call<Int32>("GET_SOUND_ID");

is the memory wasting.

 

All the best,

Paul.

Edited by leftas

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ani-gtascripter

@leftas I dont want the electro to spark at the time when the player is in water. Thanks for telling the correct method

Okay thanks for telling the memory waste thing in the Int32, just forgot to erase it!

@Rugz007 you dont want to see it then dont see it and dont use abuseing words!

Sorry for my bad English!

Edited by ani-gtascripter

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leftas

@leftas I dont want the electro to spark at the time when the player is in water. Thanks for telling the correct method

Okay thanks for telling the memory waste thing in the Int32, just forgot to erase it!

@Rugz007 you dont want to see it then dont see it and dont use abuseing words!

Sorry for my bad English!

I just mean you don't need to do double check, do something like this:

        if (Player.Character.isInWater)            {                Game.Console.Print("The mod will not work when Player.Character.isInWater");            }        else            {                this.externalSound.Play();                Ped electro = base.Player.Character;                GTA.Native.Function.Call("TRIGGER_PTFX_ON_PED_BONE", "break_electrical_fire_lg", electro, 0f, 1f, 0f, 0f, 0f, 0f, 1205,2.0f);                    }                }

All the best,

Paul.

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