Jitnaught Posted December 15, 2014 Share Posted December 15, 2014 Is it possible? I've thought about spawning an object, then moving it forward until it has collided with anything. Link to comment https://gtaforums.com/topic/754613-gta-ivnet-get-position-where-bullet-will-landhas-landed/ Share on other sites More sharing options...
AgentWD40 Posted December 15, 2014 Share Posted December 15, 2014 (edited) now i remember a foreign script that worked really well, Function.Call("SET_OBJECT_RECORDS_COLLISIONS", bullet, true)bullet.ApplyForce bullet.Velocityif (Function.Call("HAS_OBJECT_COLLIDED_WITH_ANYTHING", bullet) == true)target = bullet.Positionbullet.Delete then you could use ped bone array list(http://www.gtamodding.com/wiki/Ped_Bones) to find where it hit on ped like how InfamousSabre does with his throwing knives mod. Edited December 18, 2014 by hardsty1e InfamousSabre and cp1dell 2 Link to comment https://gtaforums.com/topic/754613-gta-ivnet-get-position-where-bullet-will-landhas-landed/#findComment-1066653628 Share on other sites More sharing options...
XeClutch Posted December 19, 2014 Share Posted December 19, 2014 Not sure about IV but in V you can use GET_PED_LAST_WEAPON_IMPACT_COORD. Link to comment https://gtaforums.com/topic/754613-gta-ivnet-get-position-where-bullet-will-landhas-landed/#findComment-1066674243 Share on other sites More sharing options...
TempleOfLight Posted December 19, 2014 Share Posted December 19, 2014 now i remember a foreign script that worked really well, Function.Call("SET_OBJECT_RECORDS_COLLISIONS", bullet, true)bullet.ApplyForce bullet.Velocityif (Function.Call("HAS_OBJECT_COLLIDED_WITH_ANYTHING", bullet) == true)target = bullet.Positionbullet.Delete then you could use ped bone array list(http://www.gtamodding.com/wiki/Ped_Bones) to find where it hit on ped like how InfamousSabre does with his throwing knives mod. If I'm not mistaken, this looks a lot like the script Byte and I came up with after fiddling around with natives for a while trying to replicate the TBOGT explosive shotgun in vanilla IV. It looked pretty decent, but the object speed limit hardcoded in the IV engine (same reason why vehicles can't go past a certain speed) pretty much led to us giving up on it, as we were not even close to getting the object to travel at the speed we intended it to. I remember hearing something about MulleDK having succesfully overriden the speed cap wia .ASI , but I never bothered asking him about it. Could be a possibility. Link to comment https://gtaforums.com/topic/754613-gta-ivnet-get-position-where-bullet-will-landhas-landed/#findComment-1066676260 Share on other sites More sharing options...
InfamousSabre Posted December 19, 2014 Share Posted December 19, 2014 (edited) now i remember a foreign script that worked really well, Function.Call("SET_OBJECT_RECORDS_COLLISIONS", bullet, true)bullet.ApplyForce bullet.Velocityif (Function.Call("HAS_OBJECT_COLLIDED_WITH_ANYTHING", bullet) == true)target = bullet.Positionbullet.Delete then you could use ped bone array list(http://www.gtamodding.com/wiki/Ped_Bones) to find where it hit on ped like how InfamousSabre does with his throwing knives mod. If I'm not mistaken, this looks a lot like the script Byte and I came up with after fiddling around with natives for a while trying to replicate the TBOGT explosive shotgun in vanilla IV. It looked pretty decent, but the object speed limit hardcoded in the IV engine (same reason why vehicles can't go past a certain speed) pretty much led to us giving up on it, as we were not even close to getting the object to travel at the speed we intended it to. I remember hearing something about MulleDK having succesfully overriden the speed cap wia .ASI , but I never bothered asking him about it. Could be a possibility. so don't rely on GTA to move the objects? Getting this to work on peds is not hard at all, everything else may be a bit more difficult, but certainly doable. I'll see about putting something together after Christmas. Edited December 19, 2014 by InfamousSabre Link to comment https://gtaforums.com/topic/754613-gta-ivnet-get-position-where-bullet-will-landhas-landed/#findComment-1066677174 Share on other sites More sharing options...
Jitnaught Posted December 19, 2014 Author Share Posted December 19, 2014 (edited) I already know how to do this with peds, but I was wanting to know if I could just get the position of where the bullet landed, anywhere. This would be for a explosive ammo script (kind of like TempleOfLight's idea). now i remember a foreign script that worked really well, Function.Call("SET_OBJECT_RECORDS_COLLISIONS", bullet, true)bullet.ApplyForce bullet.Velocityif (Function.Call("HAS_OBJECT_COLLIDED_WITH_ANYTHING", bullet) == true)target = bullet.Positionbullet.Delete That was my idea of what to do lol. but the object speed limit hardcoded in the IV engine (same reason why vehicles can't go past a certain speed) pretty much led to us giving up on it, as we were not even close to getting the object to travel at the speed we intended it to. I remember hearing something about MulleDK having succesfully overriden the speed cap wia .ASI , but I never bothered asking him about it. Could be a possibility. Hm, that sucks. I remember this mod saying that it disables the speed barrier and changed it to 500 mph. Edited December 19, 2014 by LetsPlayOrDy Link to comment https://gtaforums.com/topic/754613-gta-ivnet-get-position-where-bullet-will-landhas-landed/#findComment-1066677217 Share on other sites More sharing options...
AgentWD40 Posted December 19, 2014 Share Posted December 19, 2014 (edited) Not sure about IV but in V you can use GET_PED_LAST_WEAPON_IMPACT_COORD. native not in IV but maybe this native could probably do the same trick "IS_BULLET_IN_AREA" If I'm not mistaken, this looks a lot like the script Byte and I came up with after fiddling around with natives for a while trying to replicate the TBOGT explosive shotgun in vanilla IV. It looked pretty decent, but the object speed limit hardcoded in the IV engine (same reason why vehicles can't go past a certain speed) pretty much led to us giving up on it, as we were not even close to getting the object to travel at the speed we intended it to. I remember hearing something about MulleDK having succesfully overriden the speed cap wia .ASI , but I never bothered asking him about it. Could be a possibility. i've seen your guys script but isn't the one i'm referencing. the one i remember was made by a japanese modder who made his own advanced scripts back in the day. so don't rely on GTA to move the objects? Getting this to work on peds is not hard at all, everything else may be a bit more difficult, but certainly doable. I'll see about putting something together after Christmas. you remind me of ratchet and clank arms dealer lol. you should open up your own advanced weapon shop in GTAV -snip- how about these natives IS_BULLET_IN_AREA IS_BULLET_IN_BOX SET_OBJECT_INITIAL_VELOCITY Edited January 11, 2015 by AgentWD40 Link to comment https://gtaforums.com/topic/754613-gta-ivnet-get-position-where-bullet-will-landhas-landed/#findComment-1066677632 Share on other sites More sharing options...
byteMe420 Posted December 19, 2014 Share Posted December 19, 2014 now i remember a foreign script that worked really well, Function.Call("SET_OBJECT_RECORDS_COLLISIONS", bullet, true)bullet.ApplyForce bullet.Velocityif (Function.Call("HAS_OBJECT_COLLIDED_WITH_ANYTHING", bullet) == true)target = bullet.Positionbullet.Delete then you could use ped bone array list(http://www.gtamodding.com/wiki/Ped_Bones) to find where it hit on ped like how InfamousSabre does with his throwing knives mod. If I'm not mistaken, this looks a lot like the script Byte and I came up with after fiddling around with natives for a while trying to replicate the TBOGT explosive shotgun in vanilla IV. It looked pretty decent, but the object speed limit hardcoded in the IV engine (same reason why vehicles can't go past a certain speed) pretty much led to us giving up on it, as we were not even close to getting the object to travel at the speed we intended it to. I remember hearing something about MulleDK having succesfully overriden the speed cap wia .ASI , but I never bothered asking him about it. Could be a possibility. which script was that? Link to comment https://gtaforums.com/topic/754613-gta-ivnet-get-position-where-bullet-will-landhas-landed/#findComment-1066678105 Share on other sites More sharing options...
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