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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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Fanehi
On 1/14/2019 at 9:29 AM, Mysterdogg said:

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@  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   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@ 
@MG_5 

:MG_1
if 

else_jump @MG_5 
Car.RemoveReferences

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.

Oh bro, many thanks, maybe i will share it but i want to try, so,just a last thing, where does that command need to be? 

On 1/14/2019 at 5:47 AM, Jimmy said:

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.

I refer that they just dont shoot

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Mysterdogg
9 hours ago, Fanehi said:

where does that command need to be? 

It's a CLEO script, it must be compiled using Sanny Builder. But it's just an example as I said, it won't correctly work with your added models since my example code doesn't have a working ID nor even coordinates according to your models.

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Leinad

I have added a lot of heli, and recently i have added  Buzzard Attack Chopper with miniguns working

This the cleo code, (just working miniguns, missile isn't added)

 

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

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

:NONAME_2
wait 50 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @NONAME_2 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, 5388) // (5388) achopper.dff model
else_jump @NONAME_564 
[email protected] = Actor.CurrentCar($PLAYER_ACTOR)
80E1:   not player 0 pressed_key 4 // secondary fire
else_jump @NONAME_69 
jump @NONAME_2 

:NONAME_69
0208: [email protected] = random_float_in_ranges -2.0 2.0 
0208: [email protected] = random_float_in_ranges -5.0 5.0 
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset [email protected] 200.0 [email protected] 
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset [email protected] 200.0 [email protected] 
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset [email protected] 200.0 [email protected] 
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset [email protected] 200.0 [email protected] 
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 1.152 0.141 -0.284 
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -1.152 0.141 -0.284 
06BC: create_M4_shoot_from [email protected] [email protected] [email protected] target [email protected] [email protected] [email protected] energy 100 
06BC: create_M4_shoot_from [email protected] [email protected] [email protected] target [email protected] [email protected] [email protected] energy 100 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1157 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1157 
066C: [email protected] = attach_particle "GUNFLASH" to_car [email protected] with_offset -1.152 0.141 -0.284 rotation 0.0 1.0 0.0 type 1 
066C: [email protected] = attach_particle "GUNFLASH" to_car [email protected] with_offset 1.152 0.141 -0.284 rotation 0.0 1.0 0.0 type 1 
066C: [email protected] = attach_particle "GUNSMOKE" to_car [email protected] with_offset -1.152 0.141 -0.284 rotation 0.0 1.0 0.0 type 1 
066C: [email protected] = attach_particle "GUNSMOKE" to_car [email protected] with_offset 1.152 0.141 -0.284 rotation 0.0 1.0 0.0 type 1 
064C: make_particle [email protected] visible 
064C: make_particle [email protected] visible 
064C: make_particle [email protected] visible 
064C: make_particle [email protected] visible 
064F: remove_references_to_particle [email protected] 
064F: remove_references_to_particle [email protected] 
064F: remove_references_to_particle [email protected] 
064F: remove_references_to_particle [email protected] 
jump @NONAME_2 

:NONAME_564
if 
056E:   car [email protected] defined 
else_jump @NONAME_2 
Car.RemoveReferences([email protected])
jump @NONAME_2 

 

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