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(REQ) Script that prevents cars from exploding

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I'm sure everyone has had the problem where the suspects car you have been pursuing bursts into flames at the end of a chase, causing a chain reaction that leads to the deaths of most of your backup. In order to fix it, I've tried making vehicle explosions spew no fire and cause no damage, but it's still weird when a car collision ends in a Micheal Bay flic.

My requests:
Car engines can burn, but the car will not explode.
When a car catches fire, the engine dies 
​Preferably, the huge flames that spew from the back wouldn't happen, just the engine fire.

​I feel like, when combined with the Fire Extinguisher mod, this could be cool.

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  • Done! Will be released tomorrow -  Pacific Time   Basically when you shoot at a car it will get damaged and the engine will catch fire but the back wheels will not and the car will not explode

  • is it possible to release the non explosion thing separately? Oh, and yeah I totally support the mod! Coïncidentally I was thinking about it today when I was shooting cars randomly. It is way cooler t

It's easy to script but it may be a bit laggy as it has to check every car at least every second. Then check if it is on fire and has engine or petrol tank damage below lets say -500 and set it again to -500 to keep it on fire but preventing explosion.

Done! Will be released tomorrow -  Pacific Time

 

Basically when you shoot at a car it will get damaged and the engine will catch fire but the back wheels will not and the car will not explode

Edited by Sasrical (rcmpCA)

My Mods: [color=#b22222]Speed Radar Script[/color][color=#b22222],[/color] [color=#daa520]POE[/color][color=#daa520], [/color][color=#0000ff]LicenseAnalyzer[/color]

4A02 at Mounties Gaming, Avid Modder / Script Writer, Problem Solver, and an awesome person :)

 

What's the performance like?

@Abraxas I have very little idea how C++ scripting works, but this seems like it might be suited to it (can C++ scripting override a game function? If it just nooped car explosions, that would work perfectly. If LMS sees this, can C++ do that?)

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Excellent to hear that it is going into POE! And I'll second the question on performance, any degrading performance?

Honestly, it would not be that hard.  All you would have to do (theoretically) is modify the handling.dat file and edit the engine damage modifer to 0.  This should make the engine not take any damage.  However, it means that cars can't stall from crashing too much either.

 

The script sounds better, and would be less work.

Edited by sixadamfourtythree

Done! Will be released tomorrow -  Pacific Time

 

Basically when you shoot at a car it will get damaged and the engine will catch fire but the back wheels will not and the car will not explode

 

Yea About Time that some-one thought of this and Fix it, It shell be Great to see and use, One up ^ for you,

lcuoUWl.gif 

Do you have a sec? check out: Empirekicking | Discord Server | #baysidegamers

Ideally, I'd like to keep vehicles explosions, but lengthen the time it takes for a car to explode, and having the engine more likely to simply die instead of catching fire. Also , if the engine isn't running, it would not catch fire or smoke at all and would not start, but I'm not sure if that can be done.

I'm not sure what settings in explosionFx would do it, but also reducing the force of the explosion and just make it more likely to just throw fire around and catch peds on fire, but not do much to vehicles or throw people around.

Edited by The Loot

Ideally, I'd like to keep vehicles explosions, but lengthen the time it takes for a car to explode, and having the engine more likely to simply die instead of catching fire. Also , if the engine isn't running, it would not catch fire or smoke at all and would not start, but I'm not sure if that can be done.

I'm not sure what settings in explosionFx would do it, but also reducing the force of the explosion and just make it more likely to just throw fire around and catch peds on fire, but not do much to vehicles or throw people around.

That is exactly what your getting. Explosions are staying except you can edit te time it takes to blow in the .ini

Giving you the opportunity to call FDLC, etc..

My Mods: [color=#b22222]Speed Radar Script[/color][color=#b22222],[/color] [color=#daa520]POE[/color][color=#daa520], [/color][color=#0000ff]LicenseAnalyzer[/color]

4A02 at Mounties Gaming, Avid Modder / Script Writer, Problem Solver, and an awesome person :)

 

 

The explosions script is included in here^

Please change the values in the .ini and read the read me!

My Mods: [color=#b22222]Speed Radar Script[/color][color=#b22222],[/color] [color=#daa520]POE[/color][color=#daa520], [/color][color=#0000ff]LicenseAnalyzer[/color]

4A02 at Mounties Gaming, Avid Modder / Script Writer, Problem Solver, and an awesome person :)

 

is it possible to release the non explosion thing separately? Oh, and yeah I totally support the mod! Coïncidentally I was thinking about it today when I was shooting cars randomly. It is way cooler than they stay as they are and are filled with bullet holes. Just like in the movies...

[url=http://www.gtagaming.com/downloads/author/145769]sy10Oxj.png[/url]

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