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Modding Questions/Help / Chainsaw Sound
« on: May 20, 2022, 02:59:33 AM »
SoundPlayAmbience("add.sound.here",volume)
Does anyone know of anything that sounds like a chainsaw?
Does anyone know of anything that sounds like a chainsaw?
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Check = function()
while true do
if FrontPedIsHitByPlayer() then
PedApplyDamage(PlayerHitPed, 10000000)
end
Wait (0)
end
end
HealthRecords = function()
while true do
if IsInTable(AllPedHealth, Ped) then
AllPedHealth[InTableIndex(AllPedHealth, Ped) + 1] = PedGetHealth(Ped)
else
table.insert(Ped)
table.insert(PedGetHealth(Ped))
end
Wait(0)
end
end
FrontPedIsHitByPlayer = function()
for NPC, Ped in {PedFindInAreaXYZ(0, 0, 0, 99999)} do
if IsInTable(AllPedHealth, Ped) and PedGetHealth(Ped) ~= AllPedHealth[InTableIndex(AllPedHealth, Ped) + 1] and PedGetWhoHitMeLast(Ped) == gPlayer and Ped ~= gPlayer then
PlayerHitPed = Ped
return true
end
end
return false
end
I want to check ped is hit by player or not, but it doesn't work, I use PedIsHit(), but after the Ped is grabbed, PedIsHit is invalid
This looks like textures in the inventory, maybe this used to be the player's weaponWhat is it
This one is probably the bolt cutters used in the mission Revenge on Mr. BurtonAnother
This is most likely the watter balloons??
function main()
repeat
Wait(0)
until SystemIsReady() and not AreaIsLoading()
Wait(500)
LoadAnimationGroup("Authority")
LoadAnimationGroup("Bike")
LoadAnimationGroup("V_Bike")
LoadAnimationGroup("Boxing")
LoadAnimationGroup("B_Striker")
LoadAnimationGroup("CV_Female")
LoadAnimationGroup("CV_Male")
LoadAnimationGroup("DO_Edgar")
LoadAnimationGroup("DO_Grap")
LoadAnimationGroup("DO_StrikeCombo")
LoadAnimationGroup("DO_Striker")
LoadAnimationGroup("Earnest")
LoadAnimationGroup("F_Adult")
LoadAnimationGroup("F_BULLY")
LoadAnimationGroup("F_Crazy")
LoadAnimationGroup("F_Douts")
LoadAnimationGroup("F_Girls")
LoadAnimationGroup("F_Greas")
LoadAnimationGroup("F_Jocks")
LoadAnimationGroup("F_Nerds")
LoadAnimationGroup("F_OldPeds")
LoadAnimationGroup("F_Pref")
LoadAnimationGroup("F_Preps")
LoadAnimationGroup("G_Grappler")
LoadAnimationGroup("G_Johnny")
LoadAnimationGroup("G_Striker")
LoadAnimationGroup("Grap")
LoadAnimationGroup("J_Damon")
LoadAnimationGroup("J_Grappler")
LoadAnimationGroup("J_Melee")
LoadAnimationGroup("J_Ranged")
LoadAnimationGroup("J_Striker")
LoadAnimationGroup("LE_Orderly")
LoadAnimationGroup("Nemesis")
LoadAnimationGroup("NPC_AggroTaunt")
LoadAnimationGroup("NPC_Mascot")
LoadAnimationGroup("N_Ranged")
LoadAnimationGroup("N_Striker")
LoadAnimationGroup("N_Striker_A")
LoadAnimationGroup("N_Striker_B")
LoadAnimationGroup("P_Grappler")
LoadAnimationGroup("P_Striker")
LoadAnimationGroup("PunchBag")
LoadAnimationGroup("Qped")
LoadAnimationGroup("Rat_Ped")
LoadAnimationGroup("Russell")
LoadAnimationGroup("Russell_Pbomb")
LoadAnimationGroup("Straf_Dout")
LoadAnimationGroup("Straf_Fat")
LoadAnimationGroup("Straf_Female")
LoadAnimationGroup("Straf_Male")
LoadAnimationGroup("Straf_Nerd")
LoadAnimationGroup("Straf_Prep")
LoadAnimationGroup("Straf_Savage")
LoadAnimationGroup("Straf_Wrest")
LoadAnimationGroup("TE_Female")
LoadAnimationGroup("Dodgeball")
LoadAnimationGroup("Dodgeball2")
CreateThread("Chariot1")
CreateThread("Chariot2")
CreateThread("Chariot3")
CreateThread("Chariot4")
CreateThread("DestroyCar")
end
DestroyCar = function()
while true do
if true or (VehicleIsValid(NerdChariot) and PedIsInVehicle(gPlayer, NerdChariot)) then
local gPX, gPY, gPZ = PedGetPosXYZ(gPlayer)
local AllVehicles = VehicleFindInAreaXYZ(gPX, gPY, gPZ, 30)
if type(AllVehicles) == "table" then
for VHCNumber, Vehicle in ipairs(AllVehicles) do
if VehicleIsValid(Vehicle) and not VehicleIsModel(Vehicle, 272) and not VehicleIsModel(Vehicle, 273) and not VehicleIsModel(Vehicle, 274) and not VehicleIsModel(Vehicle, 275) and not VehicleIsModel(Vehicle, 276) and not VehicleIsModel(Vehicle, 277) and not VehicleIsModel(Vehicle, 278) and not VehicleIsModel(Vehicle, 279) and not VehicleIsModel(Vehicle, 280) and not VehicleIsModel(Vehicle, 281) and not VehicleIsModel(Vehicle, 282) and not VehicleIsModel(Vehicle, 283) and not VehicleIsModel(Vehicle, 284) and not VehicleIsModel(Vehicle, 289) then
if CarIsDamage(Vehicle) then
local Effect1 = EffectCreate("CarDestroyed", VehicleGetPosXYZ(Vehicle))
EffectSlowKill(Effect1, 0.5)
VehicleDelete(Vehicle)
end
end
end
end
end
Wait(0)
end
end
CarIsDamage = function(car)
if CarGetDamageNumber(car) == 1 then
return true
elseif CarGetDamageNumber(car) == 2 then
return true
elseif CarGetDamageNumber(car) == 3 then
return true
elseif CarGetDamageNumber(car) == 4 then
return true
elseif CarGetDamageNumber(car) == 5 then
return true
elseif CarGetDamageNumber(car) == 6 then
return true
elseif CarGetDamageNumber(car) == 7 then
return true
elseif CarGetDamageNumber(car) == 8 then
return true
elseif CarGetDamageNumber(car) == 9 then
return true
elseif CarGetDamageNumber(car) == 10 then
return true
elseif CarGetDamageNumber(car) == 11 then
return true
elseif CarGetDamageNumber(car) == 12 then
return true
elseif CarGetDamageNumber(car) == 13 then
return true
elseif CarGetDamageNumber(car) == 14 then
return true
elseif CarGetDamageNumber(car) == 15 then
return true
else
return false
end
end
Chariot1 = function()
while true do
if not VehicleIsValid(NerdChariot) and PedIsInAreaXYZ(gPlayer, 191.8, -6, 6, 50, 0) then
NerdChariot = VehicleCreateXYZ(288, 191.8, -6, 6) --41.5, -133.3, 3
end
Wait(500)
end
end
Chariot2 = function()
while true do
if VehicleIsValid(NerdChariot) and PedIsInVehicle(gPlayer, NerdChariot) then
local HX, HY, HZ = PedGetHeadPos(gPlayer)
local Heading = PedGetHeading(gPlayer)
local DeltaX = -math.sin(Heading)
local DeltaY = math.cos(Heading)
if math.deg(Heading) > 0 then
Rotation = math.deg(Heading) - 180
else
Rotation = math.deg(Heading) + 179.99
end
QiangIndex, Qiang = CreatePersistentEntity("WPCannon", HX + DeltaX, HY + DeltaY, HZ + 2, Rotation, AreaGetVisible())
repeat
DeletePersistentEntity(QiangIndex, Qiang)
local HX, HY, HZ = PedGetHeadPos(gPlayer)
local Heading = PedGetHeading(gPlayer)
local DeltaX = -math.sin(Heading)
local DeltaY = math.cos(Heading)
if math.deg(Heading) > 0 then
Rotation = math.deg(Heading) - 180
else
Rotation = math.deg(Heading) + 179.99
end
QiangIndex, Qiang = CreatePersistentEntity("WPCannon", HX + DeltaX, HY + DeltaY, HZ + 0.6, Rotation, AreaGetVisible())
Wait(0)
until not PedIsInVehicle(gPlayer, NerdChariot)
DeletePersistentEntity(QiangIndex, Qiang)
end
Wait(0)
end
end
Chariot3 = function()
while true do
if IsButtonPressed(6, 0) and PedIsInVehicle(gPlayer, NerdChariot) then
ChariotShotgun()
Wait(80)
ChariotFire()
Wait(0)
ChariotFire()
Wait(0)
ChariotFire()
Wait(0)
ChariotFire()
Wait(0)
ChariotFire()
Wait(0)
ChariotFire()
Wait(70)
end
Wait(0)
end
end
ChariotFire = function()
local HX, HY, HZ = PedGetHeadPos(gPlayer)
local Heading = PedGetHeading(gPlayer)
local DeltaX = -math.sin(Heading)
local DeltaY = math.cos(Heading)
Effect1 = EffectCreate("SGTargetHit", HX + DeltaX*1.8, HY + DeltaY*1.8, HZ + 0.8)
EffectSlowKill(Effect1, 0.1)
CreateProjectile(308, HX + DeltaX*1.5, HY + DeltaY*1.5, HZ + 1, DeltaX*2, DeltaY*2, -0.3, 50)
end
ChariotShotgun = function()
for i = 1, 6 do
local HX, HY, HZ = PedGetHeadPos(gPlayer)
local Heading = PedGetHeading(gPlayer)
local DeltaX = -math.sin(Heading)
local DeltaY = math.cos(Heading)
Effect1 = EffectCreate("SGTargetHit", HX + DeltaX*1.8, HY + DeltaY*1.8, HZ + 0.8)
EffectSlowKill(Effect1, 0.1)
CreateProjectile(316, HX + DeltaX*1.5, HY + DeltaY*1.5, HZ + 1, DeltaX*4 + math.random(-200, 200)/1000, DeltaY*4 + math.random(-200, 200)/1000, -0.4 + math.random(-200, 200)/1000, 100)
Wait(0)
end
end
Chariot4 = function()
PedSetFlag(gPlayer, 42, true)
while true do
if VehicleIsValid(NerdChariot) then
local TX, TY, TZ = VehicleGetPosXYZ(NerdChariot)
if PedIsInAreaXYZ(gPlayer, TX, TY, TZ, 3) and not PedIsInAnyVehicle(gPlayer) then
if IsButtonBeingPressed(9, 0) then
end
end
end
Wait(0)
end
end
This mod make player drive the Tank and fire cannon, all functions are working fine, only the cannon can't destroy cars, the car can be destroyed with punch,but not cannon
FrontObjects = {ObjectFindInArea(X, Y, Z, 1)}
if FrontObjects[1] then
FrontObject = FrontObjects[2]
ObjectBreak(FrontObject)
PEIndex, PE = CreatePersistentEntity(FrontObject, X, Y, Z, Rotation, AreaGetVisible())
Can I do this? Or Object ID not work in CreatePersistentEntity