DavidReyes2250 Posted March 29, 2021 Share Posted March 29, 2021 I'm here to see if the kind of mod I want can be done. In my case, it would be a mod that would give more realism to the explosions of the game, for example, that any type of explosion burns everything around its explosion radius, something like the explosions of GTA IV. I have seen that this could be done with the memory addresses of the game that I saw on this page: https://gtagmodding.com/sanandreas/explosions/ I have tried to do this mod, but they did not work or gave errors Link to comment Share on other sites More sharing options...
ZAZ Posted March 31, 2021 Share Posted March 31, 2021 Quote Explosions are created by calling the function 0x736A50. This function is automatically called by using opcodes 020C, 0565 The explosion with opcodes 020C: and 0565: needs to run together 020C: create_explosion_with_radius <type: int var> at x y z 0565: create_temporary_explosion_fire x y z <type: int var> opcode 020C: makes a black blot on the ground and make the sound opcode 0565: makes demage both opcodes displays the visually explosion effect the parameter for the <type: int var> determines an explosion type which have effect to the explosion radius as well to the demage and the visually explosion effect I recommand to set the same type value in both opcodes but it's not required In the case that both opcodes have the same type value you will get following results Explosiontype 0 = "explosion_small" Explosiontype 1 = "explosion_molotov" - no sound, less demage, burns car Explosiontype 2 = "explosion_small" Explosiontype 3 = "explosion_small" Explosiontype 4 = "explosion_fuel_car" - no sound Explosiontype 5 = "explosion_fuel_car" - no sound Explosiontype 6 = "explosion_large" + "explosion_fuel_car" Explosiontype 7 = "explosion_large" + "explosion_fuel_car" Explosiontype 8 = none visually effect Explosiontype 9 = none visually effect Explosiontype 10 = "explosion_large" + "explosion_fuel_car" Explosiontype 11 = "explosion_small" Explosiontype 12 = "explosion_tiny" less demage, burns car below an Explosion_test script {$CLEO .cs} :Explosion_tests 03A4: name_thread 'EXPLOTS' wait 2000 00C0: set_current_time_hours_to 23 minutes_to 0 01B6: set_weather 10 5@ = 0 { Explosiontype 0 = "explosion_small" Explosiontype 1 = "explosion_molotov" - no sound, less demage, burns car Explosiontype 2 = "explosion_small" Explosiontype 3 = "explosion_small" Explosiontype 4 = "explosion_fuel_car" - no sound Explosiontype 5 = "explosion_fuel_car" - no sound Explosiontype 6 = "explosion_large" + "explosion_fuel_car" Explosiontype 7 = "explosion_large" + "explosion_fuel_car" Explosiontype 8 = none visually effect Explosiontype 9 = none visually effect Explosiontype 10 = "explosion_large" + "explosion_fuel_car" Explosiontype 11 = "explosion_small" Explosiontype 12 = "explosion_tiny" less demage, burns car } :Explo_3 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @Explo_3 03F0: enable_text_draw 1 045A: draw_text_1number 100.0 60.0 GXT 'NUMBER' number 5@ // ~1~ 00D6: if 0AB0: key_pressed 8//-----------------------press Backspace to rest explotype 004D: jump_if_false @Explo_5 5@ = 0 :Explo_5 00D6: if 0AB0: key_pressed 48//-----------------------press zero 004D: jump_if_false @Explo_3 04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0.0 30.0 0.0 020C: create_explosion_with_radius 5@ at 11@ 12@ 13@ 0565: create_temporary_explosion_fire 11@ 12@ 13@ 5@ 5@ += 1 if 5@ == 17 jf @Explo_7 5@ = 0 :Explo_7 0001: wait 1000 ms 0002: jump @Explo_3 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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