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BIG Explosion


Deji

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I want to make a big explosion. Big enough to look like the boat north of San Fierro is blowing up but 20 Satchels wont do it. I want to just be able to use a few satchels and make the satchels have bigger blast radius.

So could someone please either make this for me or tell me how to do it. I'm quite independent and know about most coding of SA so just telling me may be easier :D

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Not really, if you have decent memory. I've set off 20 in front of CJ's beach savehouse & it was pretty unimpressive.

In WEAPON.DAT, you could bump the damage up in column "L", although I don't know if that will affect the appearance

of the explosion. You would probably have to edit the animation for that.

I dont think its anim... And i tried weapon.dat editing. Just makes the explosion stay the same :-/

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  • 2 weeks later...

Sorry to ressurect a 15 day old topic if thats too long for some. And for double posting but does this make any sense to anyone or give them a clue of how to cause a big explosion?

Type----------Visible----------Does Split------Range

0--------------Yes--------------No--------------Large

1--------------Yes--------------No--------------Normal

2--------------Yes--------------No--------------Large

3--------------Yes--------------No--------------Large

4--------------Yes--------------Yes--------------Normal

5--------------Yes--------------Yes--------------Normal

6--------------Yes--------------No--------------Very Large

7--------------Yes--------------No--------------Huge

8--------------No---------------No--------------Normal

9--------------No---------------No--------------Normal

10-------------Yes--------------No--------------Large

11-------------Yes--------------No--------------Small

12-------------Yes--------------No--------------Very Small

13-------------No---------------No--------------Large

Edited by Deji
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  • 1 month later...

Not to be ignorant Deji but BUMP BUMP BUMP BUMP...

Do you ever think about posting your own code on here? It would help us help you to share your code.

Here are the types of explosions I am aware of:

//Blow up a car
020B: explode_car $My_Car
//Explode at varibles $X $Y $Z
020C: create_explosion_with_radius 0 at $X $Y $Z 
//Or blow up in front of Jim's Donut shop 
020C: create_explosion_with_radius 0 at 1038.1611 -1339.6378 13.7266

I am not picking on you, I have seen so many people ask and sometimes all you need to do is decompile the MAIN.SCM and poke around and search a bit. Then if you are still stumped or your code is not working post your code so it can be fixed. Nobody is going to "steal" your broken code and only a lamer would bother to claim your code as their own work. Since everything that will be written for this game has been, all we do shuffle stuff around. -- rant done

As to the size of an explosion it mainly hinges on the game engine itself. I can't say that the explosions are that impressive in the game but the largest is on the mission "Yay Ka-Boom-Boom" where CJ blows up the crack factory.

This is the game code as follows:

wait 100 
020C: create_explosion_with_radius 0 at -2187.505 -263.5027 36.5551 
wait 500 
020C: create_explosion_with_radius 0 at -2187.18 -263.8283 39.8421 
wait 500 
020C: create_explosion_with_radius 0 at -2187.18 -263.8283 42.8421 
wait 500 
020C: create_explosion_with_radius 0 at -2187.432 -259.6525 42.0391 
020C: create_explosion_with_radius 0 at -2188.399 -266.6203 42.6058 
wait 500 
020C: create_explosion_with_radius 0 at -2185.595 -265.3064 47.5696 
wait 500 
020C: create_explosion_with_radius 0 at -2184.774 -262.4794 37.4383 
020C: create_explosion_with_radius 0 at -2187.574 -262.5659 39.7252 
wait 500

A total of 8 explosions timed out by half a second. I really don't know why the radius is set to zero or if radius is a correct terminology for this line.

I am going to go beat up my brother now... it has just been one of those days.

JAB B)

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Well yea I actually discovered this 2 weeks ago, but I forgot about this forum at that time and forgot this topic even existed since it dates back to 2 months ago (Hence the 'bump' comment)

At the time of posting I wasn't aware that main.scm covered this... I thought it'd be a weapons tweak (Changing the satchels to a higher radius) or some sort of dff mod... But I ended up not figuring it out and doing the episode by placing satchels in different parts and recording, as opposed to the whole ship blowing up.

I wish I had've known it but I was short for time so never had a chance to figure it out.

But, you did remind me of that crack factory thing. I thought the only explosions I could configure were car ones... I wonder why R* used multiple timed explosions instead of one big one... Maybe for realism or for the effect of it...

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Try posting this code into your MAIN_LOOP part of the MAIN.SCM:

020C: create_explosion_with_radius 6 at 1038.2 -1339.6 13.7266
wait 50
020C: create_explosion_with_radius 6 at 1048.2 -1339.6 13.7266
wait 50
020C: create_explosion_with_radius 6 at 1058.2 -1339.6 13.7266
wait 50
020C: create_explosion_with_radius 6 at 1028.2 -1339.6 13.7266
wait 50
020C: create_explosion_with_radius 6 at 1038.2 -1349.6 13.7266
wait 50									   
020C: create_explosion_with_radius 6 at 1048.2 -1349.6 13.7266
wait 50									   
020C: create_explosion_with_radius 6 at 1058.2 -1349.6 13.7266
wait 50									   
020C: create_explosion_with_radius 6 at 1028.2 -1349.6 13.7266
wait 50
020C: create_explosion_with_radius 6 at 1038.2 -1329.6 13.7266
wait 50									   
020C: create_explosion_with_radius 6 at 1048.2 -1329.6 13.7266
wait 50									   
020C: create_explosion_with_radius 6 at 1058.2 -1329.6 13.7266
wait 50									   
020C: create_explosion_with_radius 6 at 1028.2 -1329.6 13.7266
wait 50									   
020C: create_explosion_with_radius 6 at 1038.2 -1359.6 13.7266
wait 50									   
020C: create_explosion_with_radius 6 at 1048.2 -1359.6 13.7266
wait 50									   
020C: create_explosion_with_radius 6 at 1058.2 -1359.6 13.7266
wait 50									   
020C: create_explosion_with_radius 6 at 1028.2 -1359.6 13.7266
wait 50
020C: create_explosion_with_radius 6 at 1038.2 -1339.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1048.2 -1339.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1058.2 -1339.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1028.2 -1339.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1038.2 -1349.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1048.2 -1349.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1058.2 -1349.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1028.2 -1349.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1038.2 -1329.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1048.2 -1329.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1058.2 -1329.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1028.2 -1329.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1038.2 -1359.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1048.2 -1359.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1058.2 -1359.6 28.7266
wait 50											   
020C: create_explosion_with_radius 6 at 1028.2 -1359.6 28.7266
wait 500

Then drive to Jim's Donut Shop don't get to close. What you are seeing is 32 explosions rated 6 All happening within 1.6 seconds a half second delay and repeats. Trees are uprooted, cars and pedestrians are flying across the street, major chaos with multiple explosions.

The first 16 are ground level the next 16 are 15 units higher. My PC is running 256 MB RAM and has no trouble processing the event. I cannot take all the credit my Dad helped by telling me that A) Explosions should happen with 50 ms between them and B ) explosions travel skyward so if you increase it by adding another 16 the layer should be 15 higher than the last.

Hope that helps,

JAB B)

Edited by JAB HacksouL
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  • 4 months later...

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