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 [REL] Bombs Away

 It's finally finished
 
Yangster  
Posted: Tuesday, Jul 4 2006, 10:53
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I've finally finished the bomb drop mod for the hydra, now with many improvements.

Firstly, a huge thank you to picolini for making the two superb bomb models included icon14.gif .


This mod allows you to drop two rows of bombs in the hydra when the HORN key is held.

- Cars blow up immediately if bomb detonates next to it
- You get wanted level stars
- Proper collision detection (you can blow up helicopters, etc with a direct hit)

I can't upload it at gtagarage.com yet, so here's the link in the meantime.


Bombs Away (note - this dies in a year, so see below)


EDIT: updated readme and zip are at gtagarage, HERE


Installation instructions are in readme, and screenies are in the zip file.

Once again, big thankyou to picolini. Hope you enjoy this mod.

This post has been edited by Yangster on Monday, Jul 10 2006, 09:05
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Picolini  
Posted: Tuesday, Jul 4 2006, 17:49
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ZOMG ROFL XD!!!!11
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I'm glad I could help out. Great work on the mod, it is very fun.

To anyone trying to download it from that link, if you get a message saying something like "Sorry the file located in c:/..... doesn't work" or something similar, just close the download page and reopen it, it should work then.

Also, @Yangster, I'll have to check out that code you gave me ASAP, thanks for helping me with that biggrin.gif

Oh, and for everyone here are the bomb models included...

Modern Style Bomb...
user posted image

Classic Bomb...
user posted image

This post has been edited by Picolini on Tuesday, Jul 4 2006, 17:52
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Lil'Momo  
Posted: Tuesday, Jul 4 2006, 18:33
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@ Picolini and Yangster: Great mod guys! That was really missing in the game. And Picolini, i wonder how could you take a pic of the seperate bombs?
But anyway, nice mod! I'm going to test it in a few minutes!
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PLPynton  
Posted: Tuesday, Jul 4 2006, 19:13
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are you traying to set correct velocity to this bomb? i hope you won't give up but i cannot help you anymore with that. there is a newsflash for you however: i have introduced sometime ago opcode 07E4. it has really good potential especially in your mod as it lets you determine dimensions of an airplane so you can basically use only one thread for all of this and no additional checks about what kind of model player is driving.
you can still reconsider putting your bomb model into object.dat using colision damage effect so it will explode by itself. anyway apply 0723 if you like to explode it in some special moment.
good job.
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Picolini  
Posted: Tuesday, Jul 4 2006, 20:23
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ZOMG ROFL XD!!!!11
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@lil'momo, As you probably saw in the installation you replace the rccam. If you use a car spawner and spawn 594 it will bring the bomb you have installed up. But It won't be too driveable...

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Tennesse  
Posted: Tuesday, Jul 4 2006, 23:23
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I didn't get a script.img in the archive
I have a SASCM.INI... where do I put it?
Can you guys make a Darkpact version for it, please!!! smile.gif biggrin.gif
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Yangster  
Posted: Wednesday, Jul 5 2006, 01:20
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Woops, did I forget to add the script.img? No worries, you don't need it anyway.

I've never used darkpact, but if it doesn't allow you to use new objects, use MISSILE_07_SFXR instead. I chose MISSILE_11_SFXR because it isn't used elsewhere in the game, so I could edit it's properties without problem. The object provides collision detection and wanted level stars when destroyed.

However, I chose not to remove it's explosion properties as it still does damage, just without the visual FX, which would make you die apparently randomly sometimes. I haven't tested the other missile object, but it should work the same. If the offsets cause the object to clip the bomb and detonate prematurely, change the offsets.

@PLP: the set speed for objects is dodgy and depends on the object. RCBOMB disappears with speeds above 100.0, and even with speed of 100.0 travels really slowly. MISSILE_??_SFXR seems to work well and travels faster, but I still think the get and set speed opcodes use different formats. Either way, I couldn't get it to work.

Using a car, the bomb momentum looks accurate enough, especially on horizontal thrust. The object is attached to the bomb car, so this way, best of both worlds. Unless you want to drive a flower pot around.
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Simon.  
Posted: Wednesday, Jul 5 2006, 04:43
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I got some snappies from my experience. I got blown up a couple of times due to the continuous flow of bombs tounge.gif.
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Yangster  
Posted: Wednesday, Jul 5 2006, 07:48
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From the orientation of the bombs, it looks like you dropped the bombs while flying up then swooped down into them (those bombs are pointing way up even though they tilt forward). What did you expect tounge.gif ? If you play with explosives...

I haven't yet had that problem, but if anyone is having troubles with two bombs colliding and detonating near the hydra, do the following. Where I have

CODE
:BOMBLOOP
0001: wait  0 ms
00D6: if  0
       @32 > 350
004D: jump_if_false ££BOMBLOOP1
0382: set_object @12 collision_detection  1


change that to

CODE
:BOMBLOOP
0001: wait  0 ms
00D6: if  0
       @32 > 500;or more if you want
004D: jump_if_false ££BOMBLOOP1
0382: set_object @12 collision_detection  1



That timer there is the time in ms before the collision detection kicks in. For me, 350 was plenty of time to allow the bombs to separate and not collide. Set it too high though, and the bomb won't explode on trees, signs etc if you are flying fairly low. It's a compromise. Oh, and, if you're computer isn't good, don't hold the horn key for too long. I was experimenting with 3 bombs at the same time, and my computer crashed if I held the key for > 5 seconds without any bombs exploding yet.

Don't drop lots of bombs when you're low and on vertical thrust though. The explosion can get very big.

As for the SASCM.ini, that's only for those who wish to compile the code themselves and are having compatability problems with the opcode parameter order.

Also, sorry for the zip creating an empty folder. I renamed one of the folders to update the zip, but it didn't get rid of the empty folder. Anyway, whatever doesn't kill you only makes you stronger.


@PLP: to clarify on what I said earlier. I did lots of testing on the set object speed opcode. It's behaviour depends on the type of object you use it on. RCBOMB seems to have a max speed which it can travel at, making it go faster either doesn't do anything or causes it to disappear. The 3 MISSILE_??_SFXR model's work at high speeds, and almost got my hopes up, but still wouldn't travel where the hydra was travelling, it would sort of skew off to the side - seemingly randomly to me.

I did use the MISSILE to create the explosion (the object explosion is bigger than with the create_explosion opcode), and also gives wanted level stars, unlike creating an explosion. I also use it in my collision detection. The only time you'll notice dodgy physics is if you are going sideways or backwards on vertical thrust, but your speed is never high enough to make it look too bad. Thanks for your help though.



@All:
Finally, picolini has asked me if I can modify the code a bit so some other planes can shoot the bomb forward like a missile. I've made a start, but simply don't have the time to really work on it (school's just started for me). If you are a fairly advanced coder and are benefiting from the excellent work picolini has done with the bomb models, please consider giving him a hand as he has never done any coding before. I've given him what I've done so far, and if you would like to help, please contact him for the code. You can take full credit for the end product (code) if you like.

It works OK, missile shoots straight and blows up 100% when it hits the ground, 100% when it hits another vehicle, but only around 50% when it hits a building, I think because the 'missile' moves so fast. Obviously, you wouldn't use this for the hydra like in this code, as it already has a missile launcher. To use it with Bombs Away, you would need to change the labels and jumps. You could add a check to see whether health has been lost, but keep in mind any vehicle automatically loses health when flipped - even in mid-air, so it would blow you up if you flew upside down and shot a missile.

Anyway, hope you're all having fun. If anyone wants to darkpact it and can't add new objects, do what I said before and use MISSILE_07_SFXR instead of #11. It should work the same but you might need to check clipping. Otherwise, it works perfectly well the way it is now, unless you kamikaze into the bombs, silly tounge2.gif .
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RainingAcid  
Posted: Thursday, Jul 6 2006, 00:23
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Would it be possible to do a nuclear explsion?
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Picolini  
Posted: Thursday, Jul 6 2006, 03:14
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There isn't a way to make the explosion bigger, at least not with out modifying ever other explosion. You can actually make the blast radius larger, but just the damge radius not the explosion animation...Too bad, this mod with some HUGE explosions would be crazy.
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Carbon Fanatic  
Posted: Thursday, Jul 6 2006, 09:26
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i got an idea, make the damage radius a bit bigger and change the colour of the explosion texture to a green glow then u have yourself a poisonous gas bomb
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Yangster  
Posted: Monday, Jul 10 2006, 09:02
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QUOTE (Picolini @ Jul 6 2006, 03:14)
There isn't a way to make the explosion bigger, at least not with out modifying ever other explosion. You can actually make the blast radius larger, but just the damge radius not the explosion animation...Too bad, this mod with some HUGE explosions would be crazy.

Hey, you learn quickly wink.gif . Having too high a damage radius also causes various audio-visual glitches, as well as a lack of crumbling buildings.

Anyways, a slightly updated version is now available at gtagarage (see first post), as the original link dies in a year. Also, I've given the mod which allows the shamal to fire the bomb like a missile to picolini. You can get it from him if you want, or you can release it, picolini, if you wish.

Have fun devil.gif .
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cinemaface  
Posted: Saturday, Jul 15 2006, 16:57
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I think this mod would be better with the Rustler; Packaged with a WW2 german or whatever TXD. for the rustler.. That would rock turn.gif .
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RainingAcid  
Posted: Saturday, Jul 15 2006, 19:16
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QUOTE (Picolini @ Jul 5 2006, 22:14)
There isn't a way to make the explosion bigger, at least not with out modifying ever other explosion. You can actually make the blast radius larger, but just the damge radius not the explosion animation...Too bad, this mod with some HUGE explosions would be crazy.

That's what I mean. To have the blast radius bigger. Like....100 times bigger.
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ap27  
Posted: Wednesday, Aug 23 2006, 12:59
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This is a great idea...and good release smile.gif

A neat thing to do is to sway the plane left and right using the rudder while holding down shift to release the bombs...theyll be released in a widespead pattern devil.gif cool.gif reminds me of the ole carpet/cluster bomb inlove.gif
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tiger2002  
Posted: Friday, Aug 25 2006, 01:18
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Hi man can you add your code with Spaceeinstein's All In One Mod v0.1 or v2.1
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RainingAcid  
Posted: Thursday, Aug 31 2006, 14:39
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You can do it yourself. It's not hard.
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rockstar95  
Posted: Thursday, Feb 21 2013, 15:09
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can someone give me the link of wall climbing mod? it's confusing cry.gif
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The_Sorrow  
Posted: Tuesday, Mar 19 2013, 16:10
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QUOTE (rockstar95 @ Thursday, Feb 21 2013, 15:09)
can someone give me the link of wall climbing mod? it's confusing  cry.gif

7 year bump and it's not even related the OP?

Well done.

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