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Dilapidated

Vehicle Type Editing

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Dilapidated

Not only that, but Assassins Creed style boat warfare too.

 

Since the torpedoes dont require any animations or anything like that, you could always just fire them via script. I think the native is SHOOT_SINGLE_BULLET_BETWEEN_COORDS. Or you could control them completely via script. Creating and managing the entities on your own. Just an idea. I feel like this issue isn't something we can really "fix". Probably requires code to be added to the boat class. R* could always introduce boats with weapons in an update, and that could potentially solve all this. It's pretty doubtful, but there have been weaponized boats in GTA games in the past.

Good point and thanks for the suggestion. I believe we tried what you suggested a few months ago without luck sadly :(. Though we could have made a mistake so nothing is set in stone.

 

If you're not busy could you possibly try your hand at this? Wouldn't hurt to have another person give it a shot.

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InfamousSabre

Torpedoes arent too different from missiles, which I've done in the past with my unreleased Car Combat script. Only thing I think you need to change are the entity's physics params in order to let it move smoothly through water. I am actually busy at the moment, but when I'm done I'm probably going to start working on that Car Combat script again. When I do, I'll experiment with the physics params to see just how they should be changed for this effect.

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f_king

Have you tried K.I.T.T. mods?

I don't know why it can shoot minigun on water and launch torpedo

 

And another thing... Simple Trainer has a vehicle rocket option which can shoot RPG projectile (I guess) on all type of vehicles

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PH.Nich

Wooh can't wait to see the finished project. Maybe ask JulioNIB for help in scripting.

Edited by PH.Nich

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MasterLord

I know you guys tried it before, but I think I didn't get it: For the Skyline Warship and the armored boat, using the "sea plane" meta won't do the trick? I mean, planes has gun support, and this specific plane has even floating support, so why didn't it work?

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nathanjamesddg151

I know you guys tried it before, but I think I didn't get it: For the Skyline Warship and the armored boat, using the "sea plane" meta won't do the trick? I mean, planes has gun support, and this specific plane has even floating support, so why didn't it work?

No. We tried it, but it didn't work. Our scripter found a work-around though. He attached a second vehicle (Airtug) to the James and added the weapons to those. Doing it that way allowed us to implement not only weapons, but doors and lights as well, but features missing from the boats in GTA V. Basically all the features boats don't have are placed on the land vehicle, in our case, the Airtug, like lights, weapons, doors, etc. Then the script attaches the car to the boat. We are, or rather our scripter, is currently making functional missiles for our DDG. Check out the main forum here: https://forums.gta5-mods.com/topic/128/vehicle-wip-uss-nathan-james-ddg-151-us-navy-destroyer?_=1471921192580&page=1

Edited by nathanjamesddg151

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nathanjamesddg151

A small development, for anyone who still reads this thread, apparently we are using the seaplane handling, which now works. Another modder got the turret rotation to work, so we'll have working weapons on boats soon. And I think doors as well. https://forums.gta5-mods.com/topic/128/vehicle-wip-uss-nathan-james-ddg-151-us-navy-destroyer?page=1

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nathanjamesddg151

Not sure if anyone still reads this thread, but I might as well ask it here: So the Import/Export DLC now allows for aquatic weapons via a new vehicle class, but if you make the new vehicle (like the USS Nathan James) an add-on, the audio doesn't work. Similarly, if you make the mod a replace and then change the audio hash, the audio also won't work, which means that we will be stuck with the sound of a blazer or a technical. Any ideas?

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MvcGyver

 

Not only that, but Assassins Creed style boat warfare too.

 

Since the torpedoes dont require any animations or anything like that, you could always just fire them via script. I think the native is SHOOT_SINGLE_BULLET_BETWEEN_COORDS. Or you could control them completely via script. Creating and managing the entities on your own. Just an idea. I feel like this issue isn't something we can really "fix". Probably requires code to be added to the boat class. R* could always introduce boats with weapons in an update, and that could potentially solve all this. It's pretty doubtful, but there have been weaponized boats in GTA games in the past.

Good point and thanks for the suggestion. I believe we tried what you suggested a few months ago without luck sadly :(. Though we could have made a mistake so nothing is set in stone.

 

If you're not busy could you possibly try your hand at this? Wouldn't hurt to have another person give it a shot.

 

It is difficult to operate the turret. I also tried everything, but it does not work. Dilapitaded, did you get it to work?

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HackerElite47

how to spawn the submarine it say "invalid model"

 

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