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Need "Railgun" physics from gta V to gta sa


Rachel Amber
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Hello i need cleo script for railgun model for gta sa to get it work like in gta 5 i mean that when you shoot from railgun the car or anything immediately blow up. any help? or maybe its possible with weapon.dat editing?

Edited by NOskillx
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maybe, this works for me to give Combat Shotgun the power to blow up cars with one or two shots

 

$ SPAS12 INSTANT_HIT 85.0 80.0 351 -1 3 buddy 7 135 0.75 -0.06 0.22 0 0 1.4 1.0 6 18 7 6 18 7 35 7021$ SPAS12 INSTANT_HIT 80.0 80.0 351 -1 3 buddy 7 135 0.75 -0.06 0.22 1 200 1.8 1.0 6 16 7 6 16 7 35 7031$ SPAS12 INSTANT_HIT 80.0 80.0 351 -1 3 buddy 7 135 0.75 -0.06 0.22 2 999 2.0 1.2 6 16 7 6 16 7 35 7031
NPC's using this weapon in gangwar or missions have then also this power
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Thanks Zaz and Heyslickthatsme for help ;). Anyway i was messing with this railgun and i did this well its still not perfect and need fixing missing hud icon (i wonna do in the feathure sa styled one) police is not interested with it and it can shoot like 2 times in 1 ammo i have sound file from railgun even but i don't know how to implement it in cleo ;/ also another bug is that in real gta 5 railgun cars like right away after shoot explode this script make them burn firist not explode instantly also when i shoot from it a normal weapon also in the same time end of bugs... anyway i edited a little script from explosive shogun (Thanks to ThirteenAG) Here is my little result ;) If you want help me with those bugs post a help here ;)

https://www.youtube.com/watch?v=E13CJ651rKY&feature=youtu.be

Edited by NOskillx
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HeySlickThatsMe

i don't know how to apply weapon sounds with cleo too (that would be great.. i could recreate my old gta v sounds mod)

anyways here's the icon if you want

you can use some image editing program if you want to make it fit to gta sa hud

PbXPs7O.png

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Thanks i will do icon in gimp and post screenshot from it here ;) and yes i need a guy who know how to add sounds with cleo and mute m4 sound.. also i need some guy to help with bug fixing listed in that video post

Edited by NOskillx
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...railgun cars like right away after shoot explode this script make them burn firist not explode

i modified ThirteenAGs autoshotgun_w_expl_shells with a random_car check and had success

i added 0AB1: call_scm_func @explodecar there, where the explosioncodes are done,

at 2 positions:

 

                        0AB1: call_scm_func @explodecar_0 3 [email protected] [email protected] [email protected]                        0948: create_explosion_at [email protected] [email protected] [email protected] type 12 camera_shake 0.0                        020C: create_explosion_with_radius 0.3 at [email protected] [email protected] [email protected]                         0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 4                        0AB1: call_scm_func @explodecar_1 3 [email protected] [email protected] [email protected]                        wait 300                        0AB1: call_scm_func @explodecar_1 3 [email protected] [email protected] [email protected]                        goto @end
            0AB1: call_scm_func @explodecar_0 3 [email protected] [email protected] [email protected]            0948: create_explosion_at [email protected] [email protected] [email protected] type 12 camera_shake 0.0            020C: create_explosion_with_radius 0.3 at [email protected] [email protected] [email protected]             0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 4            0AB1: call_scm_func @explodecar_1 3 [email protected] [email protected] [email protected]            wait 300            0AB1: call_scm_func @explodecar_1 3 [email protected] [email protected] [email protected]            end
and the explodecar block at end of script

 

:[email protected] = -10087: [email protected] = [email protected] // (float)0087: [email protected] = [email protected] // (float)0087: [email protected] = [email protected] // (float)0087: [email protected] = [email protected] // (float)0087: [email protected] = [email protected] // (float)0087: [email protected] = [email protected] // (float) [email protected] -= [email protected] -= [email protected] += [email protected] += 5.0053E: [email protected] = get_random_car_with_model -1 in_rectangle_cornerA [email protected] [email protected] cornerB [email protected] [email protected] jump @explodecar_3:[email protected] = -10087: [email protected] = [email protected] // (float)0087: [email protected] = [email protected] // (float)0087: [email protected] = [email protected] // (float) 0087: [email protected] = [email protected] // (float)0087: [email protected] = [email protected] // (float)0087: [email protected] = [email protected] // (float) [email protected] -= [email protected] -= [email protected] += [email protected] += 5.0053E: [email protected] = get_random_car_with_model -1 in_rectangle_cornerA [email protected] [email protected] cornerB [email protected] [email protected] wait 50jump @explodecar_3:explodecar_3if8039: not [email protected] == -1thenif01AF:   car [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 3.2 3.2 3.0then020B: explode_car [email protected] 001C3: remove_references_to_car [email protected] 0AB2: ret 0
I used rockstars opcode 053E: [email protected] = get_random_car, instead cleo4 code 0AE2:, because i wrote the script on cleo 3

053E have the disadvantage that it often won't find police cars, gangcars, mission cars, other script cars

but in my tests i had much fun with this upgrade, most cars on street were blowing up

Edited by ZAZ
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Ok i was trying that and for some reason that not work for me, can you give me that your edited decompiled cleo script in text so i can edit it to get it work with fla weapon and try if it work. ;/

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