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SA - Engine damage


thalilmythos
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What's this exactly? Engine stops when the vehicle is severely damaged after you shoot at it instead of blow up?

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thalilmythos

What's this exactly? Engine stops when the vehicle is severely damaged after you shoot at it instead of blow up?

 

Exactly my man, exactly.

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GalaxyGTA

I think it would be better if you made it randomized instead of always like that.

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thalilmythos

I think it would be better if you made it randomized instead of always like that.

 

The point is not to make a random engine damage, but to substitute the fact that the car blows up when it's heavily damaged, however i don't think i will do that.

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Shogun Pacino

Is this like in GTA IV? Like when a car is very damaged, the engine stops.

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Pretty cool. I hope you will create more vehicle stuff!

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SilverRST

Love it when people still creates mods for GTA SA. Please keep making more scripts mods!

 

Another idea: what about when you hit a ped in vehicle so hard, that ped would get out of car and dies?

It's stupid the peds are invincible when you hit them with your super heavy truck so hard and the ped is in small sh*t car and survives that crash.

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Maybe you could try to take it a step further and check where the car is hit by the bullets - i.e. only if it is hit whitin a specified radius from the engine or bonnet dummy. So nothing happens when you shoot at the roof or other unimoprtant parts.

 

Also what is that white 70s car in the video at 1:02?

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  • 2 months later...

Hi. This mod crash game after ~1-2 minute of playing. I've checked and it does not interfere with Real Traffic Fix and MixMods. Such a loss I really need more durable cars hence I've increased skills of cops with your other mods :)

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19 hours ago, thalilmythos said:

Is probably not this, but here you go, a version working perfectly fine, totally stable (been playing with it for months).

https://sharemods.com/vp1iae6jo8px/CARS_DON__x27_T_BLOW.rar.html
 

Yay, now works perfect. Thanks.

Keep it up, I really like your mod's style. They reduce arcade, yet crazy, aspects of SA. 

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  • 2 months later...

You are using 0AE2: wrongly.

 

This is the correct way:

{$cleo}
0000:

while true
    wait 0
    068D: get_camera_position_to 1@ 2@ 3@
    if 0AE2: 0@ = random_vehicle_near_point 1@ 2@ 3@ in_radius 100.0 find_next 0 pass_wrecked 1
    then
        repeat
            gosub @do_something
        until 8AE2: not 0@ = random_vehicle_near_point 1@ 2@ 3@ in_radius 100.0 find_next 1 pass_wrecked 1
    end
end

:do_something
04BA: set_car 0@ speed_to 20.0
return

Also, 100 meters is too near, if you shoot cars far away the mod will not act.

 

Note: you also can not use wait inside the 0AE2: loop, because it will be incompatible with other mods that use the same command. If you really need to use wait, use this instead:

{$cleo}
0000:

while true
    wait 0
    0A8D: 29@ = read_memory 0xB74494 size 4 virtual_protect 0
    29@ += 0x4
    0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
    for 30@ = 0 to 27904 step 0x100
        0A8D: 0@ = read_memory 29@ size 1 virtual_protect 0
        000A: 29@ += 0x1
        if and
        0029: 0@ >= 0x00 
        001B: 0x80 > 0@
        then
            005A: 0@ += 30@
        
            gosub @do_something
            
        end
    end
end

:do_something
04BA: set_car 0@ speed_to 20.0
return

Performance is similar; literally returns all cars created in the game and you can use wait freely.

Edited by Junior_Djjr
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  • 2 years later...

So, i found a bug related to this, when using this mod cop helicopers don't eplode if you shoot in their weak spot, they just go down to ground level and start spinning 

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