funkylok Posted June 11, 2010 Share Posted June 11, 2010 Hi, I am wondering if there is a way to replace the water cannon on the Swatvan with a flame thrower? I have been searching through the files in the data folder trying to find how these weapons are handled, but i cant find them (for those vehicles that fire projectiles). If anyone knows how this might be achieved, let me know, i am so looking forwards to have some pyro fun. Thanks in advance for the help. Link to comment Share on other sites More sharing options...
ToonSkull Posted June 19, 2010 Share Posted June 19, 2010 (edited) Hi, I am wondering if there is a way to replace the water cannon on the Swatvan with a flame thrower? I have been searching through the files in the data folder trying to find how these weapons are handled, but i cant find them (for those vehicles that fire projectiles). If anyone knows how this might be achieved, let me know, i am so looking forwards to have some pyro fun. Thanks in advance for the help. You can place a flamethrower on ANY car. Here is a CLEO script that checks to see if you are driving a vehicle and you can use the "+" key on the numpad to activate the flame. {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread 'FLAME_CAR' //Checks to see if the player is defined and driving any vehicle (might need restrictions) :FLAME_CAR_19 wait 0 if and Actor.Driving($PLAYER_ACTOR) Player.Defined($PLAYER_CHAR) jf @FLAME_CAR_19 //Get the player's car as 0@ and add an invisible man with a flamethrower on it. :FLAME_CAR_44 03C0: 0@ = actor $PLAYER_ACTOR car Model.Load(#FLAME) Model.Load(#MALE01) 038B: load_requested_models 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 0.0 0.0 5@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) 01B2: give_actor 5@ weapon 37 ammo 99999 // Load the weapon model before using this 01B9: set_actor 5@ armed_weapon_to 37 Actor.WeaponAccuracy(5@) = 100 //If you remove this line you will see the invisible man. 0337: set_actor 5@ visibility 0 Actor.SetImmunities(5@, 1, 1, 1, 1, 1) //Set the current vehicle to FIRE PROOF Car.SetImmunities(0@, 0, 1, 0, 0, 0) 02A9: set_actor 5@ immune_to_nonplayer 1 0619: enable_actor 5@ collision_detection 0 06A7: put_actor 5@ into_turret_on_car 0@ at_car_offset 0.0 2.0 0.0 position 2 shooting_angle 0.0 0.0 with_weapon 37 Model.Destroy(#FLAME) Model.Destroy(#MALE01) //Wait for a keypress of 107 "+" on the numpad or LMB Fire :FLAME_CAR_239 wait 0 if Actor.InCar($PLAYER_ACTOR, 0@) jf @FLAME_CAR_357 if not Actor.Dead(5@) jf @FLAME_CAR_379 if or 00E1: player 0 pressed_key 17 0AB0: key_pressed 107 jf @FLAME_CAR_239 //Need to add some target control here so far just fires forwards. 017B: set_actor 5@ weapon 37 ammo_to 99999 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 100.0 0.0 0668: AS_actor 5@ rotate_and_shoot_at 1@ 2@ 3@ 100 ms jump @FLAME_CAR_239 //Player left car make it normal. :FLAME_CAR_357 Actor.DestroyInstantly(5@) Car.RemoveReferences(0@) wait 1000 jump @FLAME_CAR_19 //Invisible man dead? REALLY! Wow, how did you manage that? :FLAME_CAR_379 Actor.DestroyInstantly(5@) Car.RemoveReferences(0@) jump @FLAME_CAR_44 I don't know if this works with ALL vehicles somewhat untested. Have fun you funny arsonist you! EDIT: I made some changes lowered my invisible man to make the flames seem to come from the grill. Added LMB keypress. I tested a BMX that is funny riding a BMX shooting flames. Also since you are not holding the weapon the cops don't blame you. Edited June 20, 2010 by ToonSkull Link to comment Share on other sites More sharing options...
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