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> Patriot Explosion Launcher, Me = SUCCESS!
 
spaceeinstein  
Posted: Jul 27 2005, 19:21
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CONVERTED FOR SAN ANDREAS!

This was created by someone for Vice City. Converted by spaceeinstein for San Andreas. This mod will let you launch an explosion if you press the attack button while in a Patriot.
QUOTE (Opie)
This shall provide hours of retarded fun


Installation for intermediate scripters only. Please download Barton's mission builder using Craig's link.

CODE
004F: create_thread ££IfInCar

:IfInCar
0001: wait 250 ms
00D6: if 0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #PATRIOT
004D: jump_if_false ££IfInCar
;03C0: @3 = actor $PLAYER_ACTOR car
;02AC: set_car @3 immunities  1  1  1  1  1
00D6: if 0
00E1:   key_pressed  0 17
004D: jump_if_false ££IfInCar
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 0.0 40.0 2.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
0002: jump ££IfInCar

Remove the commets to make your Patriot everything proof.


This post has been edited by spaceeinstein on Oct 11 2005, 18:53
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brotherbozar  
Posted: Jul 29 2005, 02:10
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XXXXX



Nice to have a better reason to hang on to a Patriot
...PLEASE, tell me where to put those lines...ok you're gonna say 'put the first bit with the other create threads and the rest at the bottom of main' ...
But how do i find the bottom of main? Could you tell us the line that goes before it?
,thanks
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careca  
Posted: Oct 9 2005, 21:13
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XXXXX



i think u should seach for mission 0 and put the rest of the code above that line...

------------------------------MISSION 0----------------------------------------

i said "i think" not sure tounge.gif

ooops! too late!
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careca  
Posted: Oct 10 2005, 23:08
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XXXXX



Hi! i have a question...i changed the code...my objective was to blow up the police heli's that are chasing me...so i made this:

CODE
:IfInCar3
0001: wait 50 ms
00D6: if 0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££IfInCar3
00D6: if 0
00E1:   key_pressed  0 18
004D: jump_if_false ££IfInCar3
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 0.0 0.0 60.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 8.0 0.0 60.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset -8.0 0.0 60.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 0.0 8.0 60.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 0.0 -8.0 60.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
0002: jump ££IfInCar3


the problem is that the heli's won't blow up...well if i am right the last setting that is now 60.0 is the z offset...
so...why i see the explosions in the ground and the heli's still up there?? shouldn't the explosions blow up in the air??
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spaceeinstein  
Posted: Oct 11 2005, 03:03
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I don't know why. Was your car at an angle?
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careca  
Posted: Oct 11 2005, 15:24
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my car was in a horizontal road u know...in the front of the cj's house...or are u asking about the rotation angle?

shouldn't be that...

do i need to increase even more the number??? confused.gif
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spaceeinstein  
Posted: Oct 11 2005, 18:58
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For some reason the explosion is there but the visible part of the explosion is in the wrong place.

This post has been edited by spaceeinstein on Oct 11 2005, 19:04
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careca  
Posted: Oct 12 2005, 00:00
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XXXXX



ohh i see...but if i change the X coordinate i will see an explosion at another place, and it actualy blows what is at the explosion place... this is weird

EDIT: i found out that higher Z coordinate can actually blow the heli's, just the visible explosion stuff is at the ground!

This actually blow the heli's when they are just above u devil.gif

CODE
004F: create_thread ££IfInCar3


CODE
:IfInCar3
0001: wait 50 ms
00D6: if 0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££IfInCar3
00D6: if 0
00E1:   key_pressed  0 11
004D: jump_if_false ££IfInCar3
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 0.0 0.0 8.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2  
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 0.0 0.0 10.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 0.0 0.0 12.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
0002: jump ££IfInCar3


The key to press is "yes" Y in my case...tounge.gif

This blows everything around u

CODE
004F: create_thread ££IfInCar2


CODE
:IfInCar2
0001: wait 50 ms
00D6: if 0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££IfInCar2
00D6: if 0
00E1:   key_pressed  0 4
004D: jump_if_false ££IfInCar2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 0.0 8.0 2.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 6.0 6.0 2.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset -6.0 6.0 2.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 0.0 -8.0 2.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 6.0 -6.0 2.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset -6.0 -6.0 2.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset 8.0 0.0 2.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset -8.0 0.0 2.0
0565: create_temporary_explosion_fire @0 @1 @2 1
020C: create_explosion_with_radius 8 at @0 @1 @2
0002: jump ££IfInCar2


the key is Left Alt i think it is secondary weapon...

The explosions will still be visible at the ground, but they blow up there...


This post has been edited by careca on Oct 13 2005, 03:30
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spaceeinstein  
Posted: Mar 5 2006, 00:17
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...For anyone who wanted to make a mod like careca's and wanted the explosion to be actually seen in the right place, use this opcode I just recently discovered:
CODE
0948:  create_explosion_at @0 @1 @3 type 0 radius 1.0

Parameters: X, Y, Z, type of explosion from 0 to 11, radius
This is just recently discovered so if there are any problems, post here.
...
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Y_Less  
Posted: Mar 5 2006, 17:18
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Just out of interest, who was the original author?
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YeTi  
Posted: Mar 5 2006, 17:28
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S'up Bitches?
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QUOTE (Y_Less @ Mar 5 2006, 17:18)
Just out of interest, who was the original author?

Due to the Opie quote in the original post i'd assume him.
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spaceeinstein  
Posted: Mar 5 2006, 21:38
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...I never knew who was the original author. The code the original author made wasted so much space with many useless codes. I would post the original code if you want....
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woross  
Posted: Sep 25 2009, 11:34
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heeeey!! i want to downloooad it!
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spaceeinstein  
Posted: Sep 25 2009, 17:37
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What the hell? Why did you bump this topic? Why not just download my All in One Mod?
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