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Edfake

opticode??

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now there will be a million things wrong with this code, but i need some help to spot the problems.

it culd be opticode or just plain wrong. im never good at this math vortex of doom!!

its kitts code from MB but converted to SB wich may be the problem.

its meant to make a lazer go from the player, to the part the wormhole opens.

if you help me spot the problems, i can fix it 10 times faster. thanks

(p.s yes i pasted it in within 10 seconds, but i culdnt be botherd to write one from scratch)

04C4: create_coordinate $2 $3 $4 from_actor $PLAYER_ACTOR offset 0.0  2.5  -0.25

04C4: create_coordinate $5 $6 $7 from_actor $PLAYER_ACTOR offset 0.0  150.0  -0.25  

0063: $5 -= $2  // floating-point values (never used in VC or GTA 3)

0063: $6 -= $3  // floating-point values (never used in VC or GTA 3)   

0063: $7 -= $4  // floating-point values (never used in VC or GTA 3) 

0087: $12 =  $5  // floating-point values only

0087: $13 =  $6  // floating-point values only	

0087: $14 =  $7  // floating-point values only	 

0073: $12 /= $9  // floating-point values (never used in VC or GTA 3)  

0073: $13 /= $9  // floating-point values (never used in VC or GTA 3)

0073: $14 /= $9  // floating-point values (never used in VC or GTA 3)	 

0050: gosub @CUTEL_1788

0050: gosub @CUTEL_1788			  

0050: gosub @CUTEL_1788				 

0050: gosub @CUTEL_1788			 

0050: gosub @CUTEL_1788	 

0050: gosub @CUTEL_1788

0050: gosub @CUTEL_1788				

0050: gosub @CUTEL_1788				 

0050: gosub @CUTEL_1788			  

0050: gosub @CUTEL_1788 

0050: gosub @CUTEL_1788

0050: gosub @CUTEL_1788				 

0050: gosub @CUTEL_1788				

0050: gosub @CUTEL_1788			  

0050: gosub @CUTEL_1788			 

jump @CUTEL_1383 



:CUTEL_1383

wait 0 

0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 

0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 

0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 

0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 

0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 

0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 

0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 

0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 

0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 

0437: scatter_particle 43 5.0 at $WHA $THA $HELL 0 0 0 

if 

00F5:   player $PLAYER_CHAR 0 $WHA $THA $HELL radius 2.0 2.0 2.0 

else_jump @CUTEL_1383

return





:CUTEL_1788

005b: $2 += $5  // floating-point values (never used in VC or GTA 3)

005b: $3 += $6  // floating-point values (never used in VC or GTA 3)   

005b: $4 += $7  // floating-point values (never used in VC or GTA 3) 

0437: scatter_particle  0  0.05 at 2@ 3@ 4@  12@  13@  14@   

0087: $0 = $2  // floating-point values only

0087: $1 = $3  // floating-point values only

0087: $2 = $2  // floating-point values only

0087: $11 = $3  // floating-point values only   

000B: $0 += 1.5  // floating-point values

000B: $1 += 1.5  // floating-point values  

000F: $10 -= 1.5  // floating-point values

000F: $11 -= 1.5  // floating-point values

return

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a lot ^^;

i dunno where to start.....

well, first off, change variable names. That will help out lots. You're using variables reserved for other VC stuff that may be manipulated in their own threads.

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a lot ^^;

i dunno where to start.....

i knew it, thats the problems with copy, paste, delete car suff.

all i really want is a laser to go from PLAYER CHAR to PLAYER CHAR offset 0.0 10.0 0.0

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are you sure you copied it right? o.O

yep, exept i got rid of things like $10, car speed. also, i changed all 3@ to $3 and so on or it will conflict with custom teleporter code

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$3 conflicts with vc code that may or may not be manipulated itself in vc's default threads

nup i did a turogh search, it doent and i also change evryone like 1@ >$1 and 2@>$2 and so on

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i think it was for spacing of the particles, me don't remember.

10 and 11 also aren't used.

i also deleted 10, because it was speed of car, 11 there just at bottom

Edited by edfake

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and what i'm saying is that they had a purpose before, but somehow its now lost

through my DEL button, hehe.

now this is laser code untuched:

:LabelKnightLaser

03A4: name_thread 'LaserS' 

03C1: 1@ = player $PLAYER_CHAR car  

03CF: load_wav 'FUD_10' as  2 



:LabelKnightLaserA

0001: wait  0 ms

00D6: if  0

03D0:   wav  2 loaded 

004D: jump_if_false @LabelKnightLaserA

03D1: play_wav  2		 

0407: create coordinate 2@ 3@ 4@ from car 1@ offset   -10.0  2.5  -0.25

0407: create coordinate 5@ 6@ 7@ from car 1@ offset   10.0  150.0  -0.25	

0006: 8@ = -1  

053E: 8@ = get_random_car_with_actors -1 in_area 2@ 3@ 5@ 6@ 

00D6: if  0				 

8039:   NOT  8@ ==  -1// integer values

004D: jump_if_false @LabelKnightLaser1A	  

00D6: if  1				

80DC:   NOT   player $PLAYER_CHAR driving 8@	 

8119:   NOT  car 8@ wrecked  

004D: jump_if_false @LabelKnightLaser1A

0407: create coordinate 2@ 3@ 4@ from car 1@ offset   0.0  2.5  -0.25

0407: create coordinate 5@ 6@ 7@ from car 8@ offset   0.0  0.0  -0.25	 

0002: jump @LabelKnightLaser1B





:LabelKnightLaser1A 

0407: create coordinate 2@ 3@ 4@ from car 1@ offset   0.0  2.5  -0.25

0407: create coordinate 5@ 6@ 7@ from car 1@ offset   0.0  150.0  -0.25  





:LabelKnightLaser1B					 

0509: unknown 9@ = distance between point 2@  3@ and point 5@  6@ 

02E3: 10@ = car 1@ speed   

0015: 10@ /=  40.0  // floating-point values  

000B: 10@ +=  0.5

0063: 5@ -= 2@  // floating-point values (never used in VC or GTA 3)

0063: 6@ -= 3@  // floating-point values (never used in VC or GTA 3)   

0063: 7@ -= 4@  // floating-point values (never used in VC or GTA 3) 

0087: 12@ =  5@  // floating-point values only

0087: 13@ =  6@  // floating-point values only	

0087: 14@ =  7@  // floating-point values only	 

0073: 12@ /= 9@  // floating-point values (never used in VC or GTA 3)  

0073: 13@ /= 9@  // floating-point values (never used in VC or GTA 3)

0073: 14@ /= 9@  // floating-point values (never used in VC or GTA 3)   

0011: 12@ *=  10@ // floating-point values

0011: 13@ *=  10@ // floating-point values

0011: 14@ *=  10@  // floating-point values  

0013: 9@ *=  2.0 // floating-point values

0073: 5@ /= 9@  // floating-point values (never used in VC or GTA 3)

0073: 6@ /= 9@  // floating-point values (never used in VC or GTA 3)	 

0073: 7@ /= 9@  // floating-point values (never used in VC or GTA 3)

0007: 9@ = 300.0 



:LabelKnightLaserA1

0001: wait  0 ms

00D6: if  0

0021:	9@ >  0.0  // floating-point values

004D: jump_if_false @LabelKnightLaserB   

000F: 9@ -=  15.0	// integer values	   

0050: gosub @LabelKnightLaserCh

0050: gosub @LabelKnightLaserCh				 

0050: gosub @LabelKnightLaserCh				 

0050: gosub @LabelKnightLaserCh			  

0050: gosub @LabelKnightLaserCh	 

0050: gosub @LabelKnightLaserCh

0050: gosub @LabelKnightLaserCh				 

0050: gosub @LabelKnightLaserCh				 

0050: gosub @LabelKnightLaserCh			  

0050: gosub @LabelKnightLaserCh 

0050: gosub @LabelKnightLaserCh

0050: gosub @LabelKnightLaserCh				 

0050: gosub @LabelKnightLaserCh				 

0050: gosub @LabelKnightLaserCh			  

0050: gosub @LabelKnightLaserCh			

0002: jump @LabelKnightLaserA1			



:LabelKnightLaserCh

005b: 2@ += 5@  // floating-point values (never used in VC or GTA 3)

005b: 3@ += 6@  // floating-point values (never used in VC or GTA 3)   

005b: 4@ += 7@  // floating-point values (never used in VC or GTA 3) 

0437: scatter_particle  0  0.05 at 2@ 3@ 4@  12@  13@  14@   

0087: 0@ =  2@  // floating-point values only

0087: 1@ =  3@  // floating-point values only

0087: 10@ =  2@  // floating-point values only

0087: 11@ =  3@  // floating-point values only   

000B: 0@ +=  1.5  // floating-point values

000B: 1@ +=  1.5  // floating-point values  

000F: 10@ -=  1.5  // floating-point values

000F: 11@ -=  1.5  // floating-point values

0006: 8@ = -1  

053E: 8@ = get_random_car_with_actors -1 in_area 0@ 1@ 10@ 11@  

00D6: if  0				 

8039:   NOT  8@ ==  -1// integer values

004D: jump_if_false @LabelKnightLaserChR	  

00D6: if  1				  

8137:   NOT  car 8@ id == #ZEBRA	  

8119:   NOT  car 8@ wrecked  

004D: jump_if_false @LabelKnightLaserChR 

00D6: if  0				   

01AF:   car  8@  0 ()near_point  2@  3@  4@ radius  1.5  1.5  1.5				 

004D: jump_if_false @LabelKnightLaserChR				  

020B: explode_car 8@  

0002: jump @LabelKnightLaserB



:LabelKnightLaserB  

040D: unload_wav 2

	



:LabelKnightLaserC 

004F: create_thread @LabelWeapons 

004E: end_thread   



:LabelKnightLaserChR  

0051: return

and im just trying to get the laser only, no blow ups, no aming, just from x y z to x2 y2 z2

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ok, so 0, 1, 10, and 11 were to get an area around the point to see if any cars were nearby, so don't need them.

9 is used to find the unit vector from (2,3,4) to (5,6,7), so you need the distance then. Might want to play around with how many gosubs, as this laser is meant to fire to 150 meters ahead and only stop when theres a car in the way. Some more stuff, but that should get you started.

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ok, so 0, 1, 10, and 11 were to get an area around the point to see if any cars were nearby, so don't need them.

9 is used to find the unit vector from (2,3,4) to (5,6,7), so you need the distance then. Might want to play around with how many gosubs, as this laser is meant to fire to 150 meters ahead and only stop when theres a car in the way.

kk, delete anny thing that has to do with 0, 1, 10 and 11 and experiment with rest.

thanks yet again blue, i call again if it doesnt work.

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9 is very important.

btw, rename it. Add something like edfake after it, because I remember some of the digits were used by vc

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