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MissySnowie
m𝑒𝓇𝓻𝔂 Ć𝓱𝓻Ɨ𝓼𝐓m𝐚𝓼 🎄🎅🏻
232 files liked
478 comments
24 videos
27 uploads
70 followers
83.126 downloads
  • 7c7e5a fluffiest santa bunnie

    @botskiller Hey there. You can check the tutorial " gta v ped modding tutorial " in YouTube. NcProductions has nicey tutorials 😊😊

    He does that in Blender though which is a bit complicated because of lack of fundamental buttons and relies on shortcuts. But the same process can be used in 3DS Max too once you get a general idea, which becomes much more easier when you get used to it's UI.

    1 dan
  • 7c7e5a fluffiest santa bunnie

    @nj5050 It's a bit long so hope you don't mind,
    From highest importance to less importance;

    1. <HomingRocketParams> ; Is pretty much a backbone and foundation 💖
    2. IgnoreHomingCloseThresholdCheck in <WeaponFlags> ; This will allow the missile to re-acquire target in a reciprocal course if it misses first opportunity, similar to Israeli Rafael Python 4 and 5 missiles 🥳🎉 But it will unrealistically keep re-acquiring in every miss, unlike having only 2 hit opportunities.
    3. GravityFactor ; Now this part is a bit interesting. Negative values will make the missile go upwards during launch phase until the homing activates. A high negative value will make the missile converge and fly towards an interception point instead of head on chasing the target ( Top attack missiles ). But it will require more <Speed> to compensate against gravity.
    Using high Positive value will make the same effect for Stinger/Patriot type ( Surface-Air ) missiles. I should do an update to my Stinger mod too 😛 It already has this but not enough.
    4. SeparationTime ; Allows the missile fall down after the launch, use very small value for this. My Javelin uses 0.13 . A good combination with GravityFactor can make the missile fly upwards in a much better arch. <Speed> also effects this too though, so... It's a bit difficult to get all 3 of them together properly 🥺🥺
    5. EXP_TAG_SCRIPT_MISSILE in <Explosion> ; Makes the missile ignore armor. Immitating Tandem Shaped-Charges ( in a way ).
    6. AlignWithTrajectoryYAxis in <ProjectileFlags> ; This flag partly works in conjuction with TurnRateModifier and DefaultHomingRocketBreakLockAngle . It's unfortunately causing the missile to fly with a bit of spiral movement as a bad side effect. But a needed flag for Top Attack missiles and Interception homing missiles.
    7. PitchChangeRate ( Pitch / Yaw / Roll ) ; Higher values = Better tracking system.
    8. SideDragCoeff ; Higher values = Tighter turns. ( a bit unrealistic as modern missiles solely rely on it's aerodynamics for agility. But gets the job done in game 😅😅 )

    Expand to read the full comment
    1 dan
  • 7c7e5a fluffiest santa bunnie

    @alloc8or @iammistahwolf My apologies for late reply, although I wanted to provide a feedback since I managed to recreate the teleportation bug. ( Took me a lot of time to narrow it down to this mod since it wasn't consistent and I didn't know how to recreate the issue before ).

    It would seem, when patch_entity_map_depth_limit is set to true, it is limiting the amount of entities it can work with, and if there are around 10-15 entities of the same type ( ped/vehicle ) nearby, the entity type in question gets teleported back to the shore.

    I figured this out once I disabled Peds with TrainerV, the teleportation stopped, although only for my ped character (some of my vehicles can still randomly teleport). And did the same vice versa by disabling Vehicles instead and the result was opposite. My vehicle stays under water, my character gets teleported.

    I also made a modified popcycle.dat , removed all of the vehicles and only left Fish and Bird SpawnPool.
    https://www.mediafire.com/file/7cc567sw5obgp0l/popcycle.dat/file

    Since these entities can spawn in numbers once vehicles have been removed, it became quite easy to recreate the issue, by simply jumping to water and keep changing the ped to, say Beach Female for example with Menyoo. Although it only needs to be changed a few times until the ped gets teleported back. Since a lot of fishes and birdies spawn in such a short time.

    2 dneva
  • 7c7e5a fluffiest santa bunnie

    @nj5050 There is also @HKH191 who is great at scripting, although most of his scripts are mission related, but he might be able to make it work too since he has really good knowledge.

    I honestly would use a mod too that makes missiles ignore flares, since Patriot has radar guidance. And even if the aircraft can jam the radar, Patriot has inertial homing-to-jamming system, which then will be flying towards the jamming source. Pretty much an inescapable missile ❤️❤️

    Would love such a script for that missile and for my Javelin too. I might commission it from HKH when I get the chance 🎉

    4 dnevi
  • 7c7e5a fluffiest santa bunnie

    @nj5050 Oh, I can do edits to it's missile data so they become more accurate with better tracking like in real life 😊😊🚀

    But the automatic firing requires script unfortunately 🥺 which I don't have any experience on it 😥😥

    6 dni
  • 7c7e5a fluffiest santa bunnie

    @itsyaboi0008 Thank you so so so much 😊😊😊😊🚀🚀🚀 Enjoy 🥳🥳🎉

    7 dni
  • 7c7e5a fluffiest santa bunnie

    @nj5050 Thank you so so much 🙈😊😊🚀🚀 Feel free to share your test results 🙈🙈🤩

    Do you mean the Skyline's SeaRAM mod? I can take a look at it and do some updates, to his Patriot Missile too I think 😊😊 But the CIWS itself, I guess only the spin up time can be reduced in it since it's firing AA bullets instead of missiles. Let me know 😊

    7 dni
  • 7c7e5a fluffiest santa bunnie
  • 7c7e5a fluffiest santa bunnie

    @Zazerim55 Not for now. I will need to download the addon weapons and see how it recognizes the addon weapons.

    Use Zolika Trainer or Menyoo for now, I provided the Menyoo Favorites.

    9 dni
  • 7c7e5a fluffiest santa bunnie

    @Quakex64 You can join my discord, I'm available, feel free to DM me 😊😊 https://discord.gg/2bjS75WS9v

    9 dni