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Dilapidated

Vehicle Type Editing

Recommended Posts

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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LSAirForceGirl
Posted (edited)

Hi, I fixed the USS Dallas submarine mod Handling.Meta to enable us to fight on the surface and engage targets in the air or surface with RPG or Homing Missiles by allowing us to open the hatch safely on the surface and stand on top of this submarine safely without falling overboard. It greatly enhances this submarine's playability by giving it a complete anti-surface warfare capability and anti-air fighting capability by enabling you to open the hatch on the surface and stand on top and engage targets with RPG or Homing Missiles.

 

Lots of fun when you couple it with invincibility and unlimited ammo then turn on high Wanted Level to get the party started after you surface with this submarine. Here are the Handling.Meta changes you have to make by simply selecting all and copying and pasting this Handling.Meta file inside the Aquatic Folder using Open IV go to this exact Handling.Meta code file location using OpenIV: Update/X64/dlcpacks/aquatic/dlc.rpf/common/data/Handling.Meta. These handling changes also fixed the issue of the submarine's nose flying out of the water too high and made the submarine cruise on the surface more naturally and realistically when you accelerate while steadily pulling up on the stick. These are the only settings you need to make to accomplish these goals of enabling surface combat with RPG or Homing Missiles and fixing the flying nose issue.

 

 

UPDATE: I recently figured out how to also perfect the Vehicles.Meta settings for this submarine's buoyancy to automatically rise to periscope depth when idle, giving you a perfect view of the ocean around you and the city landscape or 360 degree situational awareness around your submarine's surface area if you're just trying to see if you lost the cops without having to completely surface out of the water. Also prevents the submarine from sinking to crush depth when you release the controls, it automatically rises to periscope depth, so you're still out of sight, while having a nice view of the ocean surface. Here it is. You have to locate the Vehicles.Meta file inside the Aquatic folder using OpenIV in this exact path:

 

update/x64/dlcpacks/aquatic/dlc.rpf/common/data/levels/gta5/Vehicles.Meta then enable edit mode and right-click edit Vehicles.Meta to change the Buoyancy settings as follows:

 

<buoyancySphereOffset x="0.000000" y="0.400000" z="0.000000" />

<buoyancySphereSizeScale value="1.100000" />

 

I also discovered how to avoid crashing the game when you spawn the submarine. Simply dive with the Stromberg first underwater for 2 minutes then spawn this great submarine and you will spawn it successfully every time without crashing the game then you can do whatever you want with the submarine after that. You can take on Fort Zancudo by surfacing near the runway's ocean front taking out helicopters or patrol boats with Homing Missiles or RPG then get back in the submarine's front hatch and submerge to evade enemies with complete stealth in the depths of the sea, a typical littoral submarine warfare scenario worth experimenting with. Here is the exact code to replace-paste over your Handling.Meta in the Aquatic Folder using OpenIV in this exact location: Update/X64/dlcpacks/aquatic/dlc.rpf/common/data/Handling.Meta:

 

<?xml version="1.0" encoding="UTF-8"?>
<!-- MKEEZAY30-GTA REALISM 0.6.2 & DILAPIDATED-REALISM DISPATCH ENHANCED 2.3-->
<CHandlingDataMgr>
  <HandlingData>
    <Item type="CHandlingData">
      <handlingName>RHIB</handlingName>
      <fMass value="2000.000000" />
      <fInitialDragCoeff value="1.000000" />
      <fPercentSubmerged value="50.000000" />
      <vecCentreOfMassOffset x="0.000000" y="-0.900000" z="-0.500000" />
      <vecInertiaMultiplier x="1.000000" y="1.000000" z="1.000000" />
      <fDriveBiasFront value="0.000000" />
      <nInitialDriveGears value="1" />
      <fInitialDriveForce value="16.000000" />
      <fDriveInertia value="1.500000" />
      <fClutchChangeRateScaleUpShift value="1.300000" />
      <fClutchChangeRateScaleDownShift value="1.300000" />
      <fInitialDriveMaxFlatVel value="125.000000" />
      <fBrakeForce value="0.400000" />
      <fBrakeBiasFront value="0.600000" />
      <fHandBrakeForce value="0.700000" />
      <fSteeringLock value="35.000000" />
      <fTractionCurveMax value="0.000000" />
      <fTractionCurveMin value="0.000000" />
      <fTractionCurveLateral value="6.000000" />
      <fTractionSpringDeltaMax value="0.100000" />
      <fLowSpeedTractionLossMult value="0.000000" />
      <fCamberStiffnesss value="0.000000" />
      <fTractionBiasFront value="0.950000" />
      <fTractionLossMult value="1.000000" />
      <fSuspensionForce value="1.000000" />
      <fSuspensionCompDamp value="3.000000" />
      <fSuspensionReboundDamp value="0.000000" />
      <fSuspensionUpperLimit value="0.100000" />
      <fSuspensionLowerLimit value="0.100000" />
      <fSuspensionRaise value="0.000000" />
      <fSuspensionBiasFront value="0.000000" />
      <fAntiRollBarForce value="0.000000" />
      <fAntiRollBarBiasFront value="0.000000" />
      <fRollCentreHeightFront value="0.000000" />
      <fRollCentreHeightRear value="0.000000" />
      <fCollisionDamageMult value="0.500000" />
      <fWeaponDamageMult value="1.000000" />
      <fDeformationDamageMult value="0.800000" />
      <fEngineDamageMult value="1.500000" />
      <fPetrolTankVolume value="10.000000" />
      <fOilVolume value="3.000000" />
      <fSeatOffsetDistX value="0.000000" />
      <fSeatOffsetDistY value="0.000000" />
      <fSeatOffsetDistZ value="0.000000" />
      <nMonetaryValue value="40000" />
      <strModelFlags>8000000</strModelFlags>
      <strHandlingFlags>0</strHandlingFlags>
      <strDamageFlags>20</strDamageFlags>
      <AIHandling>AVERAGE</AIHandling>
      <SubHandlingData>
        <Item type="CBoatHandlingData">
          <fBoxFrontMult value="0.800000" />
          <fBoxRearMult value="0.800000" />
          <fBoxSideMult value="0.700000" />
          <fSampleTop value="0.200000" />
          <fSampleBottom value="0.300000" />
          <fAquaplaneForce value="3.600000" />
          <fAquaplanePushWaterMult value="0.600000" />
          <fAquaplanePushWaterCap value="3.500000" />
          <fAquaplanePushWaterApply value="0.002000" />
          <fRudderForce value="0.500000" />
          <fRudderOffsetSubmerge value="0.000000" />
          <fRudderOffsetForce value="0.000000" />
          <fRudderOffsetForceZMult value="0.800000" />
          <fWaveAudioMult value="4.000000" />
          <vecMoveResistance x="8.500000" y="400.000000" z="100.000000" />
          <vecTurnResistance x="2.640000" y="1.400000" z="0.070000" />
          <fLook_L_R_CamHeight value="4.000000" />
          <fDragCoefficient value="7.000000" />
          <fKeelSphereSize value="0.000000" />
          <fPropRadius value="0.100000" />
          <fLowLodAngOffset value="0.046436" />
          <fLowLodDraughtOffset value="0.119550" />
          <fImpellerOffset value="0.400000" />
          <fImpellerForceMult value="0.200000" />
          <fDinghySphereBuoyConst value="10.000000" />
          <fProwRaiseMult value="0.500000" />
        </Item>
        <Item type="CVehicleWeaponHandlingData">
          <uWeaponHash>
           <Item>VEHICLE_WEAPON_TURRET_TECHNICAL</Item>
           <Item />
           <Item />
          </uWeaponHash>
          <WeaponSeats content="int_array">
            2 
            0 
            0 
          </WeaponSeats>
          <fTurretSpeed content="float_array">
            10.000000    
            0.000000    
          </fTurretSpeed>
          <fTurretPitchMin content="float_array">
            -1.000000
            0.000000    
          </fTurretPitchMin>
          <fTurretPitchMax content="float_array">
            0.707000    
            0.000000    
          </fTurretPitchMax>
          <fTurretCamPitchMin content="float_array">
            -0.500000    
            0.000000    
          </fTurretCamPitchMin>
          <fTurretCamPitchMax content="float_array">
            0.000000    
            0.000000    
          </fTurretCamPitchMax>
          <fBulletVelocityForGravity content="float_array">
            0.000000    
            0.000000    
          </fBulletVelocityForGravity>
          <fTurretPitchForwardMin content="float_array">
           -1.000000    
            0.000000    
          </fTurretPitchForwardMin>
          <fUvAnimationMult value="0.000000" />
          <fMiscGadgetVar value="0.000000" />
          <fWheelImpactOffset value="0.000000" />
        </Item>
        <Item type="NULL" />
      </SubHandlingData>
    </Item>
     <Item type="CHandlingData">
      <handlingName>SUBMERSIBLE3</handlingName>
      <fMass value="10000.000000" />
      <fInitialDragCoeff value="1.000000" />
      <fPercentSubmerged value="40.000000" />
      <vecCentreOfMassOffset x="0.000000" y="-6.99999" z="0.10000" />
      <vecInertiaMultiplier x="1.000000" y="1.000000" z="1.000000" />
      <fDriveBiasFront value="0.000000" />
      <nInitialDriveGears value="1" />
      <fInitialDriveForce value="90.000000" />
      <fDriveInertia value="1.500000" />
      <fClutchChangeRateScaleUpShift value="1.300000" />
      <fClutchChangeRateScaleDownShift value="1.300000" />
      <fInitialDriveMaxFlatVel value="90.000000" />
      <fBrakeForce value="0.400000" />
      <fBrakeBiasFront value="0.600000" />
      <fHandBrakeForce value="0.700000" />
      <fSteeringLock value="35.000000" />
      <fTractionCurveMax value="0.000000" />
      <fTractionCurveMin value="0.000000" />
      <fTractionCurveLateral value="6.000000" />
      <fTractionSpringDeltaMax value="0.100000" />
      <fLowSpeedTractionLossMult value="0.000000" />
      <fCamberStiffnesss value="0.000000" />
      <fTractionBiasFront value="0.950000" />
      <fTractionLossMult value="1.000000" />
      <fSuspensionForce value="1.000000" />
      <fSuspensionCompDamp value="3.000000" />
      <fSuspensionReboundDamp value="0.000000" />
      <fSuspensionUpperLimit value="0.100000" />
      <fSuspensionLowerLimit value="0.100000" />
      <fSuspensionRaise value="0.000000" />
      <fSuspensionBiasFront value="0.000000" />
      <fAntiRollBarForce value="0.000000" />
      <fAntiRollBarBiasFront value="0.000000" />
      <fRollCentreHeightFront value="0.000000" />
      <fRollCentreHeightRear value="0.000000" />
      <fCollisionDamageMult value="0.000000" />
      <fWeaponDamageMult value="1.000000" />
      <fDeformationDamageMult value="0.000000" />
      <fEngineDamageMult value="0.000000" />
      <fPetrolTankVolume value="250.000000" />
      <fOilVolume value="10.000000" />
      <fSeatOffsetDistX value="0.000000" />
      <fSeatOffsetDistY value="0.000000" />
      <fSeatOffsetDistZ value="0.000000" />
      <nMonetaryValue value="40000" />
      <strModelFlags>8000000</strModelFlags>
      <strHandlingFlags>0</strHandlingFlags>
      <strDamageFlags>20</strDamageFlags>
      <AIHandling>AVERAGE</AIHandling>
      <SubHandlingData>
        <Item type="CSubmarineHandlingData">
          <fPitchMult value="2.000000" />
          <fPitchAngle value="35.000000" />
          <fYawMult value="1.100000" />
          <fDiveSpeed value="0.480000" />
          <fRollMult value="0.100000" />
          <fRollStab value="0.02000" />
          <vTurnRes x="3.100000" y="0.500000" z="0.500000" />
          <fMoveResXY value="42.000000" />
          <fMoveResZ value="70.000000" />
        </Item>
        <Item type="CVehicleWeaponHandlingData">
          <uWeaponHash>
            <Item>VEHICLE_WEAPON_PLANE_ROCKET</Item>
            <Item />
            <Item />
          </uWeaponHash>
          <WeaponSeats content="int_array">
            0 
            0 
            0 
          </WeaponSeats>
          <fTurretSpeed content="float_array">
            0.000000    
            0.000000    
          </fTurretSpeed>
          <fTurretPitchMin content="float_array">
            0.000000    
            0.000000    
          </fTurretPitchMin>
          <fTurretPitchMax content="float_array">
            0.000000    
            0.000000    
          </fTurretPitchMax>
          <fTurretCamPitchMin content="float_array">
            0.000000    
            0.000000    
          </fTurretCamPitchMin>
          <fTurretCamPitchMax content="float_array">
            0.000000    
            0.000000    
          </fTurretCamPitchMax>
          <fBulletVelocityForGravity content="float_array">
            0.000000    
            0.000000    
          </fBulletVelocityForGravity>
          <fTurretPitchForwardMin content="float_array">
            0.000000    
            0.000000    
          </fTurretPitchForwardMin>
          <fUvAnimationMult value="0.000000" />
          <fMiscGadgetVar value="0.000000" />
          <fWheelImpactOffset value="0.000000" />
        </Item>
        <Item type="NULL" />
      </SubHandlingData>
    </Item>
  </HandlingData>
</CHandlingDataMgr>

Edited by LSAirForceGirl
TEXT COLOR ADJUST FOR LEGIBILITY

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