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[GTA IV|.NET] Get position where bullet will land/has landed?


Jitnaught
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Is it possible? I've thought about spawning an object, then moving it forward until it has collided with anything.

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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 by hardsty1e
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TempleOfLight

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.

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InfamousSabre

 

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 by InfamousSabre
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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 by LetsPlayOrDy
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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 :p

-snip-

how about these natives

Edited by AgentWD40
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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?

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