ZinKilla Posted March 7, 2015 Share Posted March 7, 2015 Ok so i want to make this mod where you get a beach ball and you throw it and it automatically throws it to the nearest ped like a heat seeking missile but it wont throw it just bugs and i dont know how to make it explode on impact any help? CODE : {$CLEO .cs}THREAD 'BEACHBALLBOMB':BALLZwait 0if and0ADC: test_cheat "BEACH"044B: actor $PLAYER_ACTOR on_footjf @BALLZjump @START:STARTobject.Create(0@,1598,0,0,0)01B9: set_actor $PLAYER_ACTOR armed_weapon_to 00992: set_player $PLAYER_CHAR weapons_scrollable 0070A: AS_actor $PLAYER_ACTOR attach_to_object 0@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 104ED: load_animation "GRENADE"jump @THROW:THROWwait 0if and0AB0: key_pressed 104EE: animation "GRENADE" loadedjf @THROW018C: play_sound 1052 at 0.0 0.0 0.00AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 21@ closest_ped_to 1@04C4: store_coords_to 2@ 3@ 4@ from_actor 1@ with_offset 1.0 3.0 1.00812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_throw" IFP "GRENADE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB0682: detach_object 0@ 0.0 0.0 0.0 collision_detection 0object.ToggleInMovingList(0@,1)object.Throw(0@,2@,3@,4@)object.StorePos(0@,10@,11@,12@)object.PutAt(0@,10@,11@,12@)jump @IMPACTCHECK:IMPACTCHECKwait 0ifobject.CollisionDetection(0@,1)jf @IMPACTCHECKobject.StorePos(0@,10@,11@,12@)020C: create_explosion_with_radius 0 at 10@ 11@ 12@jump @START:DEACTWAITwait 0if0ADC: test_cheat "BEACH"jf @DEACTWAIT Link to comment https://gtaforums.com/topic/771177-sa-throw-explosive-homing-beach-ball-help/ Share on other sites More sharing options...
ZAZ Posted March 9, 2015 Share Posted March 9, 2015 (edited) {$CLEO .cs} THREAD 'BEACHBALLBOMB' :BALLZ wait 0 if and 0ADC: test_cheat "BEACH" 044B: actor $PLAYER_ACTOR on_foot jf @BALLZ jump @START :START wait 0 object.Create(0@,1598,0,0,0) 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 0992: set_player $PLAYER_CHAR weapons_scrollable 0 070A: AS_actor $PLAYER_ACTOR attach_to_object 0@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 04ED: load_animation "GRENADE" :THROW wait 0 if and 0AB0: key_pressed 1 04EE: animation "GRENADE" loaded jf @THROW 018C: play_sound 1052 at 0.0 0.0 0.0 //0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 21@ closest_ped_to 1@ //04C4: store_coords_to 2@ 3@ 4@ from_actor 1@ with_offset 1.0 3.0 1.0 04C4: store_coords_to 2@ 3@ 4@ from_actor $PLAYER_ACTOR with_offset 0.5 1.5 0.6 5@ = Actor.Angle($PLAYER_ACTOR) 02F6: 7@ = sine 5@ // (float) 02F7: 8@ = cosine 5@ // (float) 7@ *= -20.0 8@ *= 20.0 0812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_throw" IFP "GRENADE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB wait 250 0682: detach_object 0@ 0.0 0.0 0.0 collision_detection 1 //detach don't work for me, so destroy and create new beachball Object.Destroy(0@) object.Create(0@,1598,0,0,0) object.PutAt(0@,2@,3@,4@) 04D9: object 0@ set_scripted_collision_check 1 Object.CollisionDetection(0@) = True 0906: set_object 0@ mass_to 300.0 // float 0908: set_object 0@ turn_mass_to 300.0 // float object.ToggleInMovingList(0@,1) object.Throw(0@,7@,8@,5.0) jump @IMPACTCHECK :IMPACTCHECK wait 0 if 04DA: has_object 0@ collided jf @IMPACTCHECK object.StorePos(0@,10@,11@,12@) 020C: create_explosion_with_radius 0 at 10@ 11@ 12@ Object.Destroy(0@) jump @START :DEACTWAIT wait 0 if 0ADC: test_cheat "BEACH" jf @DEACTWAIT look here for more infos Edited March 9, 2015 by ZAZ Link to comment https://gtaforums.com/topic/771177-sa-throw-explosive-homing-beach-ball-help/#findComment-1067084892 Share on other sites More sharing options...
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