Posts: 663
Threads: 42
Joined: May 2009
Reputation:
0
More of a GTA question I guess but i'm curious what elements actually come into play when you fire an M4 for example? I guess you have the weapon model and the particle effect but what creates the bullets? and makes them fire from the players position etc?
Posts: 663
Threads: 42
Joined: May 2009
Reputation:
0
Thanks for the detailed reply, it would be good if we had access to the internal functions used so we could create our own systems etc.
Posts: 687
Threads: 35
Joined: Oct 2014
Reputation:
0
It would, all I want to be added is a function to make weapons invisible, so I can for example put the colt in the hands of a deagle without resizing and stuff, or add a load of objects to cover up the deagle to find out that people also use mods for weapons..
And yeah, you can always try making your own weapon function, I tried and succeeded at making a smith&wesson of a deagle using some variables, pvars, weapon detection and a little 3dtextlabel to show which weapon is being held
Posts: 3,324
Threads: 96
Joined: Sep 2013
Quote:
Originally Posted by JaydenJason
It would, all I want to be added is a function to make weapons invisible, so I can for example put the colt in the hands of a deagle without resizing and stuff
|
AFAIK, not possible in GTA. Therefore, not possible in SA-MP.
Posts: 663
Threads: 42
Joined: May 2009
Reputation:
0
Thanks BlueX, with the info provided i'm sure it is recreatable now.
Posts: 3,324
Threads: 96
Joined: Sep 2013
Quote:
Originally Posted by JaydenJason
Try holding a weapon and go inside the barber shop, and stand infront of the mirror
The mirror makes the weapon disappear, so there must be a way to.
|
Lol. The 'mirror' (CULL zone), does not reflect weapons.