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GTA SA (Explosions Fix)?


DavidReyes2250
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DavidReyes2250

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

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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

 

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