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Special Abilities Mod


MKKJ
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Initial purpose of this mod is to extend SA's gameplay by adding different power-up effects from other GTA titles as Special Abilities without breaking away difficulty of the Vanilla game. Because, SA is pretty much fine without Power-ups. Additionally, this mod is also intended to customizable to suit player's preference in every way possible

There are 2 versions of this mod.

Special%2BAbilities%2BLogo%2Bv3.png

Version 3.2.2

 

Features 6 Special abilities with additional customization like combining abilities and special screen effect.


Controls
Press CAPSLOCK to activate or deactivate your ability. Open statbox to see Special meter, then hold CAPSLOCK to see Special status bar instead.

Abilities
There are 6 abilities available to install, each abilities have their own way to fill the ability bar. An in-game introduction will provide basic info of it.

  • Slows down time of surroundings. Based on III and VC's Adrenaline.
  • Doubles weapon damage. Based on GTA2's Double Damage.
  • Nullifies any damage taken. Based on GTA2's Invulnerability.
  • Sharpen vehicle handling and slows down time slightly. Based on GTAV's Franklin ability.
  • Maintain aiming focus.
  • Gradually restores health.

Configuration & Customization
This mod includes important .ini file that adjusts many settings to customize your special ability and overall interface. Make sure to take a look at it. Changes made here will applied after reloading save.

  • Change button to activate/deactivate Special ability
  • Show or hide default Ability meter and Special meter
  • Install one or two of 6 abilities above*
  • Restrict ability to only usable on-foot or driving*
  • Enable and adjust custom special meter
  • Enable and change color of special screen effect, similiar to GTA V
  • Enable functional ability meter of GTA V HUD mod

*These settings will carried over savefile

Notes

  • Instantly fills special meter cheat code: Type "POWERUP" or "VGIGYANW" or "MKKKLM"
  • Instantly max out Special stat cheat code; Type "WHONEEDSPILL" or "VZEKTUAH"
  • As your Special stat rises, it also takes longer to fully fills your ability bar.
  • As there's many mods that tweaks HUD, Several adjustment might required to display special meter properly, depending on your screen settings and mods that tweaks your HUD.

Videos & Screenshots



SS1.jpg

SS2.jpg

SS3.jpg

 

 

Download
Mediafire - GTAGarage - GTAInside

End Notes


Any feedback will be appreciated, feel free to report any bugs or crash.

Credit / Thanks to


Silent - For giving various solutions to my script.
Wesser - For his clue and his code snippets.
astitva - For his GTAV abilities mod which i use as early reference.
DMA Design (a.k.a Rockstar North) - For adding epic power-ups in GTA2 and III which is main inspiration of this mod.



Changelog/Version History


v2.0 (19/06/2016)
- Script total rewrite - All abilities merged from 4 ability mods into one
- Adding new abilities : Anti Recoil and Regeneration
- Simplified stat and bar increment
- Dual ability feature is added
- Abilities can be named with default names or custom names
- Added Cheatcode to recharge ability
- Rewrite Config file segments
- Ability combinations can be randomized
- Few tweaks for abilities

v2.5 (25/07/2016)
- Special stat and Ability meter management overwrited
>Special stat no longer receive gain during ability active
>Fully filled ability meter adds 1% to Special stat
>Max bar fixed at 100% instead of capped by Special stat
>Special stat still modifies ability gains, meaning higher special stat takes longer to max out ability meter
- Various change with abilities boost
>Double Damage now receive bonus for headshot instead of destroyed vehicles, giving more use for crowd control
>Anti Recoil's Bullet hit count now properly only works on living peds
>Dual abilities halves bonus points for each abilities instead of cut 1/3 to all gains
- Rewrite introduction texts
- Special ability learned message no longer show up when 'Start Bonus' config take effect

v2.6 (08/08/2016)
- Fix debug messages that left shown
- Default ability naming removed, leaving only custom naming
- Minor text rewrite

v3.0 (13/11/2016)
- Kill, drive and damage no longer increase all abilities.
- Removed Quick kill, bullet hit and low health multiplier gain on ability meter.
- Added Vehicle destroy, health drop and near-vehicle collision gain on ability meter
- Due to changes above, each ability can only increased by few special activities
> Slows down time ability can be increased with headshots and speeding
> Double damage ability can be increased with headshots and vehicle destroys
> Invulnerability can be increased with damages and low health
> Handling ability can be increased with speeding and vehicle collision misses
> Aiming ability can be increased with headshots and vehicle destroys
> Regen ability can be increased with damages and low health
- Special ability now unlocked at 25% stat, starting with ability could lasts for 7,5 seconds
- Combined ability no longer reduces ability meter increment, it reduces special stat increment instead
- Ability can now restricted to only usable while on-foot or driving via config file
- Merged ability power script with operator script
- Add-on script now included in main mod and adds new extra features, which is adjustable in config file
> Special ability screen effect, adds screen color when an ability is activated like GTA V
> Adding integration with DK22Pac's GTAV HUD to enable functional ability meter
- Rewrite configuration file
> Simplified entry names to make each entry self-explanatory
> Adding value types in each entry names
> Removed most comments

v3.1 (08/01/2017)
- Custom ability bar now readjust itself to every screen ratios - no different settings for different ratios
- Default ability bar no longer shows up at beginning if custom ability bar enabled

v3.1.1 (02/03/2017)
- Removed "AbilityText" setting. Changing ability bar text can only via fxt.
- Default ability bar now disabled if Custom ability bar setting enabled
- Custom ability bar now disabled if GTAV HUD Special bar setting enabled

v3.1.2 (11/03/2017)
- Fix GTAV HUD ability meter does not work
- Default ability bar now disabled if GTAV HUD Special bar setting enabled

v3.2 (29/03/2017)
- Special Ability progress now saved on external file instead of cleo's thread saving
- "Vehicle destroy" activity replaced by 'Chain Kills', which is killing another ped quickly with guns.
> Using projectiles, fire and melee doesn't count.
- Another slight change to Special increment from activities.
- Doing activites that increase Special meter now always increase Special stat, even while using said ability
- Custom meter now properly adapt to screen resolutions, and may disappear like default meter
- Added cheat code to instantly max out Special stat

 

v3.2.1 (02/04/2017)
- Fix Special ability can't be activated if meter just increased/decreased

 

v3.2.2 (18/05/2017)
- Fix starting new game load first savefile's mod progress



Development Notes
Technical details about script

 

  • Double Damage emulated by obtain player's current weapon's damage from weapon.dat and doubles it while aiming or shooting. Which means if during that specific time other ped fires same exact weapon with same skill, their weapon damage will be doubled as well. There's no workaround found so far.
  • Sharp Handling imitates Perfect Handling cheat (which only affects cars) because opcode 0423 somehow only affects motorbikes. This handling is way exaggerated, lower handling might be preferred so time-slowing effect can be removed. There's no workaround found so far.

 

 

 


Special%2BAdrenaline%2BLogo.png

 

Version 4.0.2

Features Adrenaline from GTAIII and GTAVC as Special ability.

Precursor of Special Abilities mod and updated as alternate version of it.


Overview
Press CAPSLOCK to activate or deactivate Adrenaline. Open statbox to see Adrenaline meter, then hold CAPSLOCK to see Adrenaline status bar instead. Several activities will increase your adrenaline, an in-game help will cover basic info about your ability upon the first time you activate your ability.

Additionally, your handling and aiming can be improved by practice often during Adrenaline state.

Configuration & Customization
This mod includes important .ini file that adjusts many settings to customize your special ability and overall interface. Make sure to take a look at it. Changes made here will applied after reloading save.

  • Change button to activate/deactivate Adrenaline
  • Show or hide default Adrenaline meter and Adrenaline statbar
  • Restrict adrenaline to only usable on-foot or driving*
  • Enable custom adrenaline meter, with adjustable color, size and position.
  • Enable special screen effect when ability active, similiar to GTA V. It's color is adjustable as well.
  • Enable functional special meter of GTA V HUD mod by DK22Pac.

*These settings will carried over savefile and can't be changed unless you started new game.

Videos & Screenshots

 

 

SpecialAdrenaline_1.jpg

SpecialAdrenaline_2.jpg

SpecialAdrenaline_3.jpg

SpecialAdrenaline_4.jpg

 

 


Difference with Special abilities

- The only available 'ability' is Adrenaline, which is a power-up that goes well with GTA theme.
- By practicing, improved vehicle handling and aiming can be obtained as well, compared to Special Abilities, which only combine two abilities, this ability technically combine three abilities without significant penalties.
- Bizzare powers such as Double Damage is excluded


Download
Mediafire - GTAGarage - GTAInside

 

Version History

 

v1.2 (28/12/2015)

- Adrenaline 'levels' rewritten entirely. Transition for each level from low stamina to max stamina now smoother.

- Previously, adrenaline state grants player total invulnerabillity - now it only grants player Bullet-proof and Melee-proof.

 

v1.5 (02/03/2016)

- Adrenaline 'levels' rewritten entirely. The state now lasts much longer, and takes longer to refill

- Players enters Adrenaline mode after the game loads, this can be changed in config

- Adrenaline no longer grants player Bullet-proof ability

 

v2.0 (01/04/2016)
- Adrenaline ability rewritten - now no longer depends on Stamina status
- Adrenaline status can be shown in status box by holding TAB and Ability Key
- Ability skill increases with some fast-paced activities
- Adrenaline 'timer' now depends on game's internal timer - accurately slows down up to 10 seconds game
- Adding in-game help and skill upgrade notifier.

v2.1 (20/04/2016)
- Player's vehicle handling is now improved during Adrenaline

v3.0 (26/06/2016)
- Overwrite stat and bar increment - borrowing most from Special Abilities mod
- Adrenaline no longer fills over time, now it depends on player's activity
- Activities fills Adrenaline bar. Filling Adrenaline bar increases Adrenaline stat
- Adding new traits revealed by doing hidden activities related to drive or shoot during Adrenaline state

v3.1 (05/07/2016)
- Slightly modifies hidden stat points
- Rewrite in-game texts

v3.2 (07/07/2016)
- Fix car handling improved before handling improved message appear
- Minor hidden stat change
- In-game text rewrite

v3.4 (25/07/2016)
- Rewrite ability meter mechanic
- Fix car handling improved before handling improved message appear
- Minor hidden stat change
- In-game text rewrite
- Bullet hit count now only works on living peds
- Slightly modifies stat gains for each events
- Adding check to stop thread if Special abilities mod also installed

v3.5 (08/08/2016)
- Adrenaline learned message no longer appear if using Start bonus
- Minor text rewrite

v4.0 (29/03/2017)

- Major changes on activities that increase Adrenaline
> Adrenaline can now only increased by Headshots, Chain kills, speeding in vehicle
> Basic activities (kill, drive, damage), Bullet hit and Low health multiplier no longer increase Adrenaline
> Near-vehicle collision and dropping health below 25% now increase Adrenaline
> Chain kills increases adrenaline if performed with guns, not with melee, fire, explosives or projectiles.
- Adrenaline now unlocked at 25% stat, starting with 7,5 seconds
- Adrenaline can now restricted to only usable while on-foot or driving via config file
- Adrenaline progress now saved on external file instead of cleo's thread saving
- Add-on script now included in main mod with new extra features
> Custom meter now readjust itself for different resolutions, and may disappear like default meter
> Adds Special adrenaline screen effect, screen color when an ability is activated like GTA V
> Adding integration with DK22Pac's GTAV HUD to enable functional ability meter
- Rewrite configuration file
> Simplified entry names to make each entry self-explanatory
> Adding value types in each entry names

 

v4.0.1 (02/04/2017)

- Fix Adrenaline can't be activated if meter just increased/decreased

 

v4.0.2 (18/05/2017)
- Fix starting new game load first savefile's mod progress

 

 

Edited by MKKJ
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  • 2 weeks later...

Cool mod but if you ,make a next version pls can you make a config for what button to choose instead of CAPSLOCK?

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Cool mod but if you ,make a next version pls can you make a config for what button to choose instead of CAPSLOCK?

There is a config file named Ability_Config.ini

 

[special Ability]

Keypress=20

Ability Bar=0

Start Bonus=0

 

;Keypress : Keypress to trigger Special Ability (Decimal value -- See ASCII key table for reference)

;Ability Bar : Shows Ability bar. Set to 0 to disable bar.

;Start Bonus : If set to 1, ability skill will unlocked from beginning.

In case you don't get what it means by 20 = Capslock, there's table image named Virtual key table.png inserted in each mod files as reference for each button.

Edited by MKKJ
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Cool mod but if you ,make a next version pls can you make a config for what button to choose instead of CAPSLOCK?

There is a config file named Ability_Config.ini

 

[special Ability]

Keypress=20

Ability Bar=0

Start Bonus=0

 

;Keypress : Keypress to trigger Special Ability (Decimal value -- See ASCII key table for reference)

;Ability Bar : Shows Ability bar. Set to 0 to disable bar.

;Start Bonus : If set to 1, ability skill will unlocked from beginning.

In case you don't get what it means by 20 = Capslock, there's table image named Virtual key table.png inserted in each mod files as reference for each button.

 

Oh okay thanks! It would be awsome if you could make a version but with pickups sorta like gta vc(just an idea LOL)

Edited by santotaku
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  • 2 weeks later...

UPDATE!

v2.0
- Script total rewrite - All abilities merged from 4 mods of 3 scripts to two scripts only
> Merged scripts holds Stat-bar management and Ability operator
> Adding another script to activate ability effects

- Adding new abilities : Anti Recoil and Regeneration

- Simplified stat and bar increment
> Special ability now have fixed methods to increase ability (kill,drive,damage)
> Different abilities only holds bonus gains to respective abilities

- Few tweaks to abilities
> Adrenaline now also usable while driving
> Double Damage crosshair cooldown speedup is removed
> Sharp Handling now slightly raises vehicle's speed

- Dual ability feature is added
> Two abilities will activated at same time
> Takes longer to increase both stat and bar
> Few ability combination gives additional effect (hint:vehicles)
> Fixed many issues regarding Sharp Handling restrictions

- Rewrite FXT management for different ability combinations
- Abilities can be named with default names or custom names
- Added Cheatcode to recharge ability
- Rewrite Config file segments
- Ability combinations can be randomized


Now every abilities can be featured without unnecessary different mod files, config file plays bigger role. Now players can also combine two abilities to make advanced ability, there are 15 different combinations available.

GTA V abilities also present in this mod, albeit with different name, which is also adjustable to use custom names.

Edited by MKKJ
  • Like 2
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Good mod.

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Good mod.

Thanks, man :lol:

 

good work.

Thanks, astitva

 

Oh its you, haven't seen you since my hitman mission mod. Just wanna say i used your V ability script as early reference back then and develop mine from there. :p

Edited by MKKJ
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  • 3 weeks later...

UPDATE!

 

Adrenaline mode that was featured in Minor feats set now updated as alternate version of Special Abilities and moved to this topic

 

v3.0

- Overwrite stat and bar increment - borrowing most from Special Abilities mod
- Adrenaline no longer fills over time, now it depends on player's activity
- Activities fills adrenaline bar. Filling adrenaline bar increases adrenaline stat

- Now vehicle handling will improved only if you practice it during adrenaline state
- Adding improved aiming as well by shooting practice

 

v3.2

- Fix cars handling already improved initially
- Slightly modifies hidden stat points
- Rewrite in-game texts

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  • 3 weeks later...

Update!

 

Be aware, as each update rewrites the main script and CLEO can't load stored data to modified script, Special stat you gain will reset and wiped clean everytime you update (replace the files).

 

Special Abilities v2.6

- Special stat and Ability meter management overwrited

>Special stat no longer receive gain during ability active

>Fully filled ability meter adds 1% to Special stat

>Max bar fixed at 100% instead of capped by Special stat

>Special stat still modifies ability gains, meaning higher special stat takes longer to max out ability meter

- Various change with abilities boost

>Double Damage now receive bonus for headshot instead of destroyed vehicles, giving more use for crowd control

>Anti Recoil's Bullet hit count now properly only works on living peds

>Dual abilities halves bonus points for each abilities instead of cut 1/3 to all gains

- Rewrite introduction texts

- Special ability learned message no longer show up when 'Start Bonus' config take effect

 

Special Adrenaline v3.5

- Special stat and Ability meter management overwrited

> Following changes by Special Abilities mod
- Bullet hit count now only works on living peds
- Slightly modifies stat gains for each events

- Adrenaline learned message no longer show up when 'Start Bonus' config take effect

Edited by MKKJ
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  • 3 months later...
  • 3 weeks later...

Update!

 

Be aware, as each update rewrites the main script and CLEO can't load stored data to modified script, Special stat you gain will reset and wiped clean everytime you update (replace the files).

 

Special Abilities v3.0
- Kill, drive and damage no longer increase all abilities.
- Removed Quick kill, bullet hit and low health multiplier gain on ability meter.
- Added Vehicle destroy, health drop and near-vehicle collision gain on ability meter
- Due to changes above, each ability can only increased by few special activities
> Slows down time ability can be increased with headshots and speeding
> Double damage ability can be increased with headshots and vehicle destroys
> Invulnerability can be increased with damages and low health
> Handling ability can be increased with speeding and vehicle collision misses
> Aiming ability can be increased with headshots and vehicle destroys
> Regen ability can be increased with damages and low health
- Special ability now unlocked at 25% stat, starting with ability could lasts for 7,5 seconds
- Combined ability no longer reduces ability meter increment, it reduces special stat increment instead
- Ability can now restricted to only usable while on-foot or driving via config file
- Merged ability power script with operator script
- Add-on script now included in main mod and adds new extra features, which is adjustable in config file
> Special ability screen effect, adds screen color when an ability is activated like GTA V
> Adding integration with DK22Pac's GTAV HUD to enable functional ability meter
- Rewrite configuration file
> Simplified entry names to make each entry self-explanatory
> Adding value types in each entry names
> Removed most comments

 

Just a reminder that i'll always appreciate any feedback and any bug/glitch reports. :colgate:

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  • 1 month later...
  • 2 months later...

How to make it work with gta v hud?... I did not see the yellow bar moved

Edited by Dexter_Kun
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How to make it work with gta v hud?... I did not see the yellow bar moved

Oh, my bad on that part, i forgot to edit the config loading line from 3.1.1 update.

Thanks for the report.

 

Special Abilities updated to v3.1.2. Fixed config entry read mistake.

Edited by MKKJ
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  • 3 weeks later...

Update!

 

Be aware, as each update rewrites the main script and CLEO can't load stored data to modified script, Special stat you gain will reset and wiped clean everytime you update (replace the files).

 

Special Abilities v3.2
- Special Ability progress now saved on external file instead of cleo's thread saving
- "Vehicle destroy" activity replaced by 'Chain Kills', which is killing another ped quickly with guns.
> Using projectiles, fire and melee doesn't count.
- Another slight change to Special increment from activities.
- Doing activites that increase Special meter now always increase Special stat, even while using said ability
- Custom meter now properly adapt to screen resolutions, and may disappear like default meter
- Added cheat code to instantly max out Special stat

 

Special Adrenaline v4.0

- Major changes on activities that increase Adrenaline
> Adrenaline can now only increased by Headshots, Chain kills, speeding in vehicle
> Basic activities (kill, drive, damage), Bullet hit and Low health multiplier no longer increase Adrenaline
> Near-vehicle collision and dropping health below 25% now increase Adrenaline
> Chain kills increases adrenaline if performed with guns, not with melee, fire, explosives or projectiles.
- Adrenaline now unlocked at 25% stat, starting with 7,5 seconds
- Adrenaline can now restricted to only usable while on-foot or driving via config file
- Adrenaline progress now saved on external file instead of cleo's thread saving
- Add-on script now included in main mod with new extra features
> Custom meter now readjust itself for different resolutions, and may disappear like default meter
> Adds Special adrenaline screen effect, screen color when an ability is activated like GTA V
> Adding integration with DK22Pac's GTAV HUD to enable functional ability meter
- Rewrite configuration file
> Simplified entry names to make each entry self-explanatory
> Adding value types in each entry names

- Added cheat code to instantly max out Adrenaline stat

 

Special Adrenaline now supported by Ace HUD.

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  • 2 weeks later...

If any one of you guys want to use the custom adrenaline meter with DK's HUD MOBILE this is my setup (1024x768)

[CUSTOM_METER]fPosX = 468.5fPosY = 76.5			; For default max healthfPosY2 = 76.5			; For increased max healthfSizeW = 121.0fSizeH = 6.25fSizeBorder = 1.0iScreenAlign  =  2			; Side of screen used for screen ratio readjustmentiColorRed = 226iColorGreen = 192iColorBlue = 99bAllowHideMeter = 0
Edited by Lcs_07
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  • 1 year later...
Sravan sniper193

Can MKKJ improve these like in GTA 5 4 to 5 headshots the special ability bar fills completely and I had a problem by using your latest special abilities mod I have changed the specialabilities.ini file but I cannot use the mod on foot and I changed the vehicle restriction to anywhere but it doesn't work  when I am using the special abilities 3.1.2 version it supports the foot and vehicle but it's just like when I am using in the vehicle when you slow the game speed you can use the vehicle and on foot I can't use the latest special abilities mod car vehicle handling and can you fix this problem for me

 

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Sravan sniper193

One last thing you can make the special abilities bar as a yellow colour and oxygen bar as grey colour in GTA 5 HUD like GTA 5

 

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  • 1 year later...

i have special screen to 1, so i go to the end to find special screen parameters and i find it,

[SPECIAL_SCREEN]
iColorRed = 0
iColorGreen = 0
iColorBlue = 150
iColorAlpha = 45

the thing is that i want to have this parameters to have a color like dead eye from red dead redemption, anyone can help me (if you didn't understand me i don't know so much english)

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  • 1 month later...
  • 6 months later...
MagneticPotato

I'm sorry for necrobumping but I've been analyzing this for hours and still can't figure it out. Which line of code in the cs files doubles the damage? I was hoping I could make it 4x damage but half the time to use ability.

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On 2/16/2021 at 5:48 AM, MagneticPotato said:

Which line of code in the cs files doubles the damage?

It's in SpecialAbilities_Op.cs and if you're looking from SannyBuilder

Spoiler
:SPEC2_3776
00D6: if 
08B7:   test [email protected] bit 2 
004D: jump_if_false @SPEC2_4052 
0A96: [email protected] = actor $PLAYER_ACTOR struct 
0AA8: call_function_method 6186368 struct [email protected] num_params 0 pop 0 [email protected]  
0470: [email protected] = actor $PLAYER_ACTOR current_weapon 
0AA7: call_function 7617632 num_params 2 pop 2 [email protected] [email protected] [email protected]  
00D6: if 
803B:   not  [email protected] == [email protected] // (int) 
004D: jump_if_false @SPEC2_3948 
0085: [email protected] = [email protected] // (int) 
0A8E: [email protected] = [email protected] + 34 // int 
0A8D: [email protected] = read_memory [email protected] size 2 virtual_protect 1 
0A90: [email protected] = [email protected] * 2 // int
0A8E: [email protected] = [email protected] + 8 // int 
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 1 
0087: [email protected] = [email protected] // (float) 
0013: [email protected] *= 2.5 

 

It's this line

0A90: [email protected] = [email protected] * 2 // int 

 

 

 

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  • 1 year later...

The Special effect somehow appears on a smaller resolution not the widescreen one, i wonder if the widescreen fix mod is the problem?

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