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Fanehi

[GTA SA] Added Helicopters, (NOT REPLACED)

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Fanehi

Ok, ill be short, i ADDED helicopters NOT REPLACED, specifically a new AH-64 and a UH-1, ok they work 100% but this is the case....
they dont shoot like the Hunter. what can i do to make them like the hunter?

 
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Mysterdogg

@Fanehi, those are hard-coded features, you will need to make a script for both helicopters to emulate the weapons system. 

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Fanehi
On 1/5/2019 at 6:22 AM, Mysterdogg said:

@Fanehi, those are hard-coded features, you will need to make a script for both helicopters to emulate the weapons system. 

Im not a proffesional scripterb :(

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Jimmy
1 hour ago, Fanehi said:

they dont shoot like the Hunter. what can i do to make them like the hunter?

Would you elaborate on this point? If you are referring to the Heli models firing from the wrong place, that's because they've been coded for the likes of Hunter.

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Mysterdogg
On 1/14/2019 at 8:07 AM, Fanehi said:

Im not a proffesional scripterb :(

Here's an example of a machinegun script for vehicles:

//-------------MAIN---------------
0000: NOP 

:MG_5
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MG_5 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #[Insert Model ID])
else_jump @MG_1 
0@ = Actor.CurrentCar($PLAYER_ACTOR)
80E1:   not player 0 pressed_key 4 // In-game Secondary Fire button. 
else_jump @MG_10 
jump @MG_5 

:MG_10 // This section controls the position & trayectory of the shootings; coordinates.
0208: 1@ = random_float_in_ranges -2.0 2.0 
0208: 2@ = random_float_in_ranges -2.0 2.0 
0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 7@ 1000.0 8@ 
0407: store_coords_to 4@ 5@ 6@ from_car 0@ with_offset 0.0 1.16 1.75 
06BC: create_M4_shoot_from 4@ 5@ 6@ target 1@ 2@ 3@ energy 450 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1157 
066C: 9@ = attach_particle "GUNFLASH" to_car 0@ with_offset 0.0 1.16 1.75 rotation 0.0 90.0 0.0 flag 1 
066C: 10@ = attach_particle "GUNSMOKE" to_car 0@ with_offset 0.0 1.16 1.75 rotation 0.0 0.0 0.0 flag 1 
064C: make_particle 9@ visible 
064C: make_particle 10@ visible 
064F: remove_references_to_particle 9@ 
064F: remove_references_to_particle 10@ 
jump @MG_5 

:MG_1
if 
056E:   car 0@ defined 
else_jump @MG_5 
Car.RemoveReferences(0@)
jump @MG_5

In case you simply can't understand the code or don't want to mess with it I suggest you share your added models to allow scripting modders to create the required scripts.

Edited by Mysterdogg

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