american gta iv?
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Game and I are Ntsc, Also 1st time I tried I played with the values and the car fire got really huge and the head fire stayed the same. After that playing with the values would not change anything, second try I noticed no changes in the flame. Weird...
if you are in play mode R3 does nothing, waiting on 3 before i tweak the controls don't wana fork into 2 similar mods..
btw, no rush 3 i know you're busy plus i got some new ideas to try, for example i want to mess around with the BULLET native, also gona look into the maths of rope/chain movement when you whip them to try and make a firey chain similar to the Ghost Riders one it would make an awesome twist to the usual mods
HellFIRE chains! I almost forgot really hope dat works out.
I am the hottest stripper in the world in IV right now lol.
Making a video of this mod in action today, what da hell might as well do a Rider War vid too. :)
Anyone trying this needs to check dis, my version of Ribonucleic's HELL_FIRE(thanks again bud :)). This is a firestarter lol...
Code:#include <natives.h>
#include <common.h>
#include <strings.h>
#include <types.h>
#include <consts.h>
#include "Functions.c"
/********************** PS3 CONTROLLER BUTTON MAP **********************/
#define L1 0x4
#define L2 0x5
#define R1 0x6
#define R2 0x7
#define DPAD_UP 0x8
#define DPAD_DOWN 0x9
#define DPAD_LEFT 0xA
#define DPAD_RIGHT 0xB
#define START 0xC
#define SELECT 0xD
#define SQUARE 0xE
#define TRIANGLE 0xF
#define X 0x10
#define CIRCLE 0x11
#define STICK_L 0x12 //L3
#define STICK_R 0x13 //R3
/***********************************************************************/
uint rA=200, rB=255,
gA= 0, gB=0,
bA= 0, bB=0,
aA=110, aB=0, a=110,
ptfxmode=1; // 1=tweak variables mode, 2=gameplay mode
float pos_xA=0.06000000, pos_xB=0.05000000,
width = 0.30000000, height = 0.30000000,
x,y,z,h, //coords and heading
Pxoff = 0.1, Pyoff = 0.1, Pzoff = 0.0, //player ptfx coord offsets
Pyaw = 0.0, Ppitch = 0.0, Proll = 0.0, //player ptfx rotational offsets
Pscale = 4.0, //player ptfx scale/intensity
Vxoff = 0.0, Vyoff = 0.0, Vzoff = 0.0, //vehicle ptfx coord offsets
Vyaw = 0.0, Vpitch = 0.0, Vroll = 0.0, //vehicle ptfx rotational offsets
Vscale = 5.0, //vehicle ptfx scale/intensity
pos_yA=0.29000000, pos_yB=0.32000000, pos_yC=0.35000000,
pos_yD=0.38000000, pos_yE=0.41000000, pos_yF=0.44000000,
pos_yG=0.47000000, pos_yH=0.53000000, pos_yI=0.56000000,
pos_yJ=0.59000000, pos_yK=0.62000000, pos_yL=0.65000000,
pos_yM=0.68000000, pos_yN=0.71000000, pos_yO=0.74000000,
markerpos = 0.0, markerposY = 0.29000000;
int Pptfx = 0, Vptfx = 0, //player ptfx and vehicle ptfx pointers
carptr = 0; //players car pointer
void NumberDisplayLoop(void)
{
set_up_draw(0, width, height, rB, gB, bB, a); draw_text("STRING", pos_xB, markerposY, ">");
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yA, Pxoff);
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yB, Pyoff);
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yC, Pzoff);
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yD, Pyaw);
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yE, Ppitch);
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yF, Proll);
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yG, Pscale);
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yH, Vxoff);
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yI, Vyoff);
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yJ, Vzoff);
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yK, Vyaw);
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yL, Vpitch);
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yM, Vroll);
set_up_draw(2, width, height, rA, gA, bA, aA); draw_float("NUMBR", pos_xA, pos_yN, Vscale);
set_up_draw(2, width, height, rA, gA, bA, aA);
if (ptfxmode==1) { draw_text("STRING", pos_xB, pos_yO, "tweak"); }
else if (ptfxmode==2) { draw_text("STRING", pos_xB, pos_yO, "play"); }
}
void movemarker(void)
{
if (markerpos==0.0) { markerposY = pos_yA; } else if (markerpos==1.0) { markerposY = pos_yB; }
else if (markerpos==2.0) { markerposY = pos_yC; } else if (markerpos==3.0) { markerposY = pos_yD; }
else if (markerpos==4.0) { markerposY = pos_yE; } else if (markerpos==5.0) { markerposY = pos_yF; }
else if (markerpos==6.0) { markerposY = pos_yG; } else if (markerpos==7.0) { markerposY = pos_yH; }
else if (markerpos==8.0) { markerposY = pos_yI; } else if (markerpos==9.0) { markerposY = pos_yJ; }
else if (markerpos==10.0) { markerposY = pos_yK; } else if (markerpos==11.0) { markerposY = pos_yL; }
else if (markerpos==12.0) { markerposY = pos_yM; } else if (markerpos==13.0) { markerposY = pos_yN; }
}
void changeoffsets(void)
{
/*buttons used: DPAD_UP DPAD_DOWN DPAD_LEFT DPAD_RIGHT
markerpos values and relative value types
coord offsets: 0,1,2,7,8,9
rotational offsets: 3,4,5,10,11,12
ptfx scale: 6,13
0/7 1/8 2/9 3/10 4/11 5/12 6/13
Pxoff Pyoff Pzoff Pyaw Ppitch Proll Pscale
Vxoff Vyoff Vzoff Vyaw Vpitch Vroll Vscale
*/
if (ptfxmode==1)
{
if (IS_BUTTON_JUST_PRESSED(0,DPAD_DOWN))
{
if (markerpos==13.0) { markerpos = 0.0; }
else { markerpos = markerpos+1.0; }
movemarker();
}
if (IS_BUTTON_JUST_PRESSED(0,DPAD_UP))
{
if (markerpos==0.0) { markerpos = 13.0; }
else { markerpos = markerpos-1.0; }
movemarker();
}
if (IS_BUTTON_PRESSED(0,DPAD_RIGHT))
{
if (markerpos==0.0) { Pxoff = Pxoff+0.1; } else if (markerpos==1.0) { Pyoff = Pyoff+0.1; }
else if (markerpos==2.0) { Pzoff = Pzoff+0.1; } else if (markerpos==7.0) { Vxoff = Vxoff+0.1; }
else if (markerpos==8.0) { Vyoff = Vyoff+0.1; } else if (markerpos==9.0) { Vzoff = Vzoff+0.1; }
else if (markerpos==3.0) { if (Pyaw>=359.9) { Pyaw = 0.0; } else { Pyaw = Pyaw+0.1; } }
else if (markerpos==4.0) { if (Ppitch>=359.9) { Ppitch = 0.0; } else { Ppitch = Ppitch+0.1; } }
else if (markerpos==5.0) { if (Proll>=359.9) { Proll = 0.0; } else { Proll = Proll+0.1; } }
else if (markerpos==10.0) { if (Vyaw>=359.9) { Vyaw = 0.0; } else { Vyaw = Vyaw+0.1; } }
else if (markerpos==11.0) { if (Vpitch>=359.9) { Vpitch = 0.0; } else { Vpitch = Vpitch+0.1; } }
else if (markerpos==12.0) { if (Vroll>=359.9) { Vroll = 0.0; } else { Vroll = Vroll+0.1; } }
else if (markerpos==6.0) { if (Pscale>=5.0) { Pscale = 0.1; } else { Pscale = Pscale+0.1; } }
else if (markerpos==13.0) { if (Vscale>=5.0) { Vscale = 0.1; } else { Vscale = Vscale+0.1; } }
WAIT(5);
}
if (IS_BUTTON_PRESSED(0,DPAD_LEFT))
{
if (markerpos==0.0) { Pxoff = Pxoff-0.1; } else if (markerpos==1.0) { Pyoff = Pyoff-0.1; }
else if (markerpos==2.0) { Pzoff = Pzoff-0.1; } else if (markerpos==7.0) { Vxoff = Vxoff-0.1; }
else if (markerpos==8.0) { Vyoff = Vyoff-0.1; } else if (markerpos==9.0) { Vzoff = Vzoff-0.1; }
else if (markerpos==3.0) { if (Pyaw<=0.0) { Pyaw = 359.9; } else { Pyaw = Pyaw-0.1; } }
else if (markerpos==4.0) { if (Ppitch<=0.0) { Ppitch = 359.9; } else { Ppitch = Ppitch-0.1; } }
else if (markerpos==5.0) { if (Proll<=0.0) { Proll = 359.9; } else { Proll = Proll-0.1; } }
else if (markerpos==10.0) { if (Vyaw<=0.0) { Vyaw = 359.9; } else { Vyaw = Vyaw-0.1; } }
else if (markerpos==11.0) { if (Vpitch<=0.0) { Vpitch = 359.9; } else { Vpitch = Vpitch-0.1; } }
else if (markerpos==12.0) { if (Vroll<=0.0) { Vroll = 359.9; } else { Vroll = Vroll-0.1; } }
else if (markerpos==6.0) { if (Pscale<=0.1) { Pscale = 5.0; } else { Pscale = Pscale-0.1; } }
else if (markerpos==13.0) { if (Vscale<=0.1) { Vscale = 5.0; } else { Vscale = Vscale-0.1; } }
WAIT(5);
}
}
}
void applyoffsets(void)
{
if (ptfxmode==1)
{
if (IS_BUTTON_JUST_PRESSED(0,STICK_R))
{
/* i don't think these 2 lines work but if you want to try them here they are
if (Vptfx!=0) { UPDATE_PTFX_OFFSETS(Vptfx,Vxoff,Vyoff,Vzoff,Vyaw,Vpitch,Vroll); }
if (Pptfx!=0) { UPDATE_PTFX_OFFSETS(Pptfx,Pxoff,Pyoff,Pzoff,Pyaw,Ppitch,Proll); }
//*/
// since burn() automatically sets you and the vehicle on fire resetting the
// particle effects pointers should reset the effects with adjusted variables
Vptfx=0;
Pptfx=0;
REMOVE_PTFX_FROM_PED(GetPlayerPed());
}
}
}
void changemode(void)
{
// 1=tweak variables mode, 2=gameplay mode
if (IS_BUTTON_JUST_PRESSED(0,STICK_L))
{
if (ptfxmode==2)
{
ptfxmode=1;
a=aA;
}
else
{
ptfxmode=ptfxmode+1;
if (ptfxmode==2) { a=aB; }
else { a=aA; }
}
}
}
void burn(void)
{
if (!IS_CHAR_SITTING_IN_ANY_CAR(GetPlayerPed()))
{
if (Vptfx!=0)
{
REMOVE_PTFX_FROM_VEHICLE(carptr);
Vptfx = 0;
}
}
else if (IS_CHAR_SITTING_IN_ANY_CAR(GetPlayerPed()))
{
GET_CAR_CHAR_IS_USING(GetPlayerPed(), &carptr);
if (Vptfx==0)
{
if (DOES_VEHICLE_EXIST(carptr))
{
Vptfx = START_PTFX_ON_VEH("ambient_fire_generic", carptr, Vxoff, Vyoff, Vzoff, Vyaw, Vpitch, Vroll, Vscale);
}
}
}
if (Pptfx==0)
{
//Pptfx = START_PTFX_ON_PED("fire_gas_burner", GetPlayerPed(), Pxoff, Pyoff, Pzoff, Pyaw, Ppitch, Proll, Pscale); // set the whole of niko on fire
Pptfx = START_PTFX_ON_PED_BONE("ambient_fire_generic", GetPlayerPed(), Pxoff, Pyoff, Pzoff, Pyaw, Ppitch, Proll, 1205, Pscale); //set nikos head on fire
}
}
void main(void)
{
while(true)
{
WAIT(0);
burn();
changeoffsets();
changemode();
applyoffsets();
NumberDisplayLoop();
}
}
Can online players see other players particle effects?
Changed the color of the value text from green to red( I can see way better) and changed the natives to ambient_fire. I am soo aware of Fire and the effects ,like how ambient fire lights up ISH like cray. Peds n cars lie round in a charred state of Hellfire.
Others work like fire plume large(starts fire n leaves a trail) and fire burner(starts fire and no smoke like stream). However the ambient fire has sparks, smoke, and the fire startin ability
Wouldn't it be kewl if this worked online and they could not se it coming(by the fire not being seen)?
Testing mo today...
If you want me to test for the visibility of the particle effects, i have the pc version if anyone wants to join a party mode and test them out. Actually i wouldnt mind testing a few of my mods out on someone in a party mode as well.
I ave no PC ed lol, but I am Pm ing another dev who has PSN access n is willin to check it out :).