BArielNMtz 0 Posted August 18, 2009 hehe just what the title says.. how can i create a particle which inflicts damage to a ped.. car.. etc heelp Share this post Link to post Share on other sites
JAB HacksouL 3 Posted August 18, 2009 I would like to ask what exactly are you attempting? I can find no single opcode to get a particle's position. But there may be a way to work out your problem if we know why you need a particle to injure or damage. For example; if particle is attached to an object or actor then I could go from there. Share this post Link to post Share on other sites
BArielNMtz 0 Posted August 19, 2009 I would like to ask what exactly are you attempting? I can find no single opcode to get a particle's position. But there may be a way to work out your problem if we know why you need a particle to injure or damage. For example; if particle is attached to an object or actor then I could go from there. well.. for examplee i attach a FLAMETHROWER particle to a hotring.. and when i press TAB it creates the FLAMETHROWER thing.. but i want to injure any ped..car..etc which passes through it... how can i do that?? for example i was surfing around the master spark script and i found out that is just a mixture of particles and i cant figure out how can i do damage with it... tnx 4 reAding.. Share this post Link to post Share on other sites
JAB HacksouL 3 Posted August 19, 2009 well..for examplee i attach a FLAMETHROWER particle to a hotring.. and when i press TAB it creates the FLAMETHROWER thing.. but i want to injure any ped..car..etc which passes through it... how can i do that?? for example i was surfing around the master spark script and i found out that is just a mixture of particles and i cant figure out how can i do damage with it... tnx 4 reAding.. So basically you want to do fire damage. Create fire in front of your hotring using this; Assume [email protected] is your hotring racer. 5.0 is the distance from your car. 00AA: store_car [email protected] position_to [email protected] [email protected] [email protected] [email protected] = Car.Angle([email protected]) 02F6: $TEMPVAR_FLOAT_1 = cosine [email protected] 02F7: $TEMPVAR_FLOAT_2 = sine [email protected] $TEMPVAR_FLOAT_1 *= 5.0 //distance $TEMPVAR_FLOAT_1 *= 5.0 //distance 0059: [email protected] -= $TEMPVAR_FLOAT_1 0059: [email protected] += $TEMPVAR_FLOAT_2 02CF: [email protected] = create_fire_at [email protected] [email protected] [email protected] propagation 0 size 1 //Size will make it bigger propagation is true or false This remains untested but if the flames appear too close try increasing the distance. Propagation makes smaller fires around the primary. There are a few unknowns working with fires let me know if there are any problems. Share this post Link to post Share on other sites
BArielNMtz 0 Posted August 19, 2009 (edited) So basically you want to do fire damage. Create fire in front of your hotring using this; Assume [email protected] is your hotring racer. 5.0 is the distance from your car. // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0247: load_model #BULLET 038B: load_requested_models 03A4: name_thread \'HYPERBULLET\' :HYPERBULLET_26 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @HYPERBULLET_26 00D6: if and 0AB0: key_pressed 72 0AB0: key_pressed 66 004D: jump_if_false @HYPERBULLET_26 :HYPERBULLET_70 0001: wait 50 ms 00D6: if 0248: model #BULLET available 004D: jump_if_false @HYPERBULLET_70 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0 00A5: [email protected] = create_car #BULLET at [email protected] [email protected] [email protected] 099A: set_car [email protected] collision_detection 1 0229: set_car [email protected] primary_color_to 0 secondary_color_to 6 0175: set_car [email protected] Z_angle_to 90.0 00AD: set_car [email protected] max_speed_to 100000.0 02AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 053F: set_car [email protected] tires_vulnerability 0 041E: set_radio_station -1 :HYPERBULLET_205 0001: wait 0 ms 00D6: if and 00DF: actor $PLAYER_ACTOR driving 00E1: player 0 pressed_key 17 004D: jump_if_false @HYPERBULLET_205 00AA: store_car [email protected] position_to [email protected] [email protected] [email protected] [email protected] = Car.Angle([email protected]) 02F6: $TEMPVAR_FLOAT_1 = cosine [email protected] 02F7: $TEMPVAR_FLOAT_2 = sine [email protected] $TEMPVAR_FLOAT_1 *= 5.0 //distance $TEMPVAR_FLOAT_1 *= 5.0 //distance 0059: [email protected] -= $TEMPVAR_FLOAT_1 0059: [email protected] += $TEMPVAR_FLOAT_2 02CF: [email protected] = create_fire_at [email protected] [email protected] [email protected] propagation 0 size 1 //Size will make it bigger propagation is true or false jump @HYPERBULLET_205 and game freezes when i press FIRE key... Edited August 19, 2009 by bnm9417 Share this post Link to post Share on other sites
JAB HacksouL 3 Posted August 20, 2009 // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0247: load_model #BULLET 038B: load_requested_models 03A4: name_thread \'HYPERBULLET\' :HYPERBULLET_26 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @HYPERBULLET_26 00D6: if and 0AB0: key_pressed 72 0AB0: key_pressed 66 004D: jump_if_false @HYPERBULLET_26 :HYPERBULLET_70 0001: wait 50 ms 00D6: if 0248: model #BULLET available 004D: jump_if_false @HYPERBULLET_70 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0 00A5: [email protected] = create_car #BULLET at [email protected] [email protected] [email protected] 099A: set_car [email protected] collision_detection 1 0229: set_car [email protected] primary_color_to 0 secondary_color_to 6 0175: set_car [email protected] Z_angle_to 90.0 00AD: set_car [email protected] max_speed_to 100000.0 02AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 053F: set_car [email protected] tires_vulnerability 0 041E: set_radio_station -1 :HYPERBULLET_205 0001: wait 0 ms 00D6: if and 00DF: actor $PLAYER_ACTOR driving 00E1: player 0 pressed_key 17 004D: jump_if_false @HYPERBULLET_205 00AA: store_car [email protected] position_to [email protected] [email protected] [email protected] [email protected] = Car.Angle([email protected]) 02F6: $TEMPVAR_FLOAT_1 = cosine [email protected] 02F7: $TEMPVAR_FLOAT_2 = sine [email protected] $TEMPVAR_FLOAT_1 *= 5.0 //distance $TEMPVAR_FLOAT_1 *= 5.0 //distance 0059: [email protected] -= $TEMPVAR_FLOAT_1 0059: [email protected] += $TEMPVAR_FLOAT_2 02CF: [email protected] = create_fire_at [email protected] [email protected] [email protected] propagation 0 size 1 //Size will make it bigger propagation is true or false jump @HYPERBULLET_205 and game freezes when i press FIRE key... You need to change this to reflect the variable used to create YOUR car, [email protected] was used as an example. 00AA: store_car [email protected] position_to [email protected] [email protected] [email protected] [email protected] = Car.Angle([email protected]) Since you used [email protected] as the car it should read: 00AA: store_car [email protected] position_to [email protected] [email protected] [email protected] [email protected] = Car.Angle([email protected]) Share this post Link to post Share on other sites
BArielNMtz 0 Posted August 29, 2009 wow.. it was as simple as that... well thanks!! you helped me a lot Share this post Link to post Share on other sites