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 How to change car "health"?

 Like... make it harder to be destroyed
 
giorgos8574  
Posted: Thursday, Jul 5 2012, 19:42
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Hi, I am wondering if it is possible to edit the stats for a vehicle to change its "health".
For example: An average car needs to be shot around 50 times with the M4 to catch fire, while the rhino tank almost doesn't take damage. How can I make a specific vehicle to be able to take more firepower or crash without taking damage?
I do not want to make it bullet-proof, just "tougher".
If there is anybody who knows how I can do that, please let me know.
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fireguy109  
Posted: Thursday, Jul 5 2012, 20:15
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Well, you can change the damage multiplier in the handling.cfg file so it takes less damage from collisions... as for resilience to bullets, I think all cars are hardcoded to have the same resistance. You'd have to change that or lower the M4 damage in weapon.dat
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oksa8  
Posted: Thursday, Jul 5 2012, 20:51
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Exactly what fireguy109 said. DamageMultiplier only affects in collisions, each vehicle takes the same amount of damage. With exception, Rhino is made bullet-proof in game's engine.
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giorgos8574  
Posted: Friday, Jul 6 2012, 06:04
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QUOTE (fireguy109 @ Thursday, Jul 5 2012, 20:15)
Well, you can change the damage multiplier in the handling.cfg file so it takes less damage from collisions... as for resilience to bullets, I think all cars are hardcoded to have the same resistance. You'd have to change that or lower the M4 damage in weapon.dat

Thanks fireguy109, I thought collission damage multiplier had to something to do with the collision model.
Now for the bullet damage damage, if I can't make it take more damage, is there at least some way to make it bullet-proof?(if possible without a CLEO script)
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oksa8  
Posted: Friday, Jul 6 2012, 07:11
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Of course, easiest way without CLEO is to use .asi-plugin, written in C/C++ if I remember correctly.


There's no easy way to do it. I got one script in my head that might work... In theory. But coding it would be hell.
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CK-1999  
Posted: Friday, Jul 6 2012, 08:32
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Or simply find a decent trainer with an garage editor wink.gif

crazytrainer +151 v2.0 something like that devil.gif
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fireguy109  
Posted: Friday, Jul 6 2012, 12:04
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Bulletproofing the player car in CLEO would be easy.
CODE
{CLEO.cs}

:START
0001: wait 0 ms
00D6: if
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false @START
03C1: 0@ = player $PLAYER_CHAR car_no_save
02AC: set_car 0@ immunities BP 1 FP 0 EP 0 CP 0 MP 0
0002: jump @START

Might have to cross-check some of those opcodes if you're using SA.

On the other hand, using any other method besides building it as a thread into the main.scm would be pretty difficult and in the end wouldn't gain you much. You could stick that script somewhere above the missions part of the SCM and then just do a create_thread @START to get the same effect without CLEO, but then there's the save game issues and so on and so forth.

This post has been edited by fireguy109 on Friday, Jul 6 2012, 12:06
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giorgos8574  
Posted: Friday, Jul 6 2012, 12:12
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QUOTE (fireguy109 @ Friday, Jul 6 2012, 12:04)
02AC: set_car 0@ immunities BP 1 FP 0 EP 0 CP 0 MP 0

Well thanks for your replies guys, I guess I'll have to do it with CLEO then...

Fireguy109, thanks for the code. But what does EP and MP stand for? I guess BP is BulletProof, FP = FireProof, CP = CollissionProof. Am I right?
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oksa8  
Posted: Friday, Jul 6 2012, 14:15
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Pretty much what you already said:

BP = Bulletproof
FP = Fireproof
EP = Explosion-proof
CP = Collision-proof
MP = Melee-proof

I would recommend checking this place, really helpful when in doubt. smile.gif
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giorgos8574  
Posted: Friday, Jul 6 2012, 15:27
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I see, thanks everybody smile.gif
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