007car
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29 July 2025007car_1753787003_146077.rar
This mod was made mostly to store all the function calls. I fixed most of the bugs but
I still won't recommend this mod as a playthrough mod. Maybe just to have some fun occasionally.
This mod adds gun (you can customize gun type), missiles, spike strips, jump ability, landmines, tear gas, flamethrower and heat-seeking missiles to any car.
To activate the mod CJ should be in a configured vehicle and then type 007 as a cheat code (main keyboard, numeric keyboard don't work).
Ini settings:
First of all — the keys. Currently it is set to:
3 — fire gun
4 — fire missiles
5 — deploy spike strip
6 — jump
7 — drop mine
8 — gas
8(hold) — flamethrower
9 — hs missiles
007car.ini settings:
These settings set the keys to fire various guns:
GunKey=51
MissileKey=52
SpikesKey=53
MinesKey=55
JumpKey=54
GasFlamethrowerKey=56
EnableHSmissiles=57
Here you set how hight the car will jump. Not the height — jump power.
[GlobalSettings]
JumpPower=0.220
Settings for heat-seekings missiles. Same as in HS-Hunter mod.
Wanted fix, display (or not) status messages, launch one missile per keypress or go full-auto.
[HS]
HSwantedFix=1
HStextMessages=1
HSburstMode=0
007-car-settings.ini settings:
In this file you add your vehicle.
Start with creating a section. Put model ID here. Let's adapt Bullet (id 541)
[541]
GunType=38 — sets the type of gun you want to use. Affects the sound and damage.
NumGuns=2 — how many guns will be on a vehicle (1 or 2 only)
GunFireDelay=450 — delay between shots in ms. If set to low values — it will be just like full auto.
GunX1 GunY1 GunZ1 — defines the offset relative to vehicle from where the shooting will be (bullet starting point, gunflash etc.).
Same for the second gun GunX2 an so on.
Missiles part follow the same logic. One or two missile points, firing delay, offsets.
Here you configure heat-seeking missiles. Again, it's all the same as in HS-Hunter mod. One or two launch points and offset of launch point.
HSdual=1
HS-X=1.0
HS-Y=2.0
HS-Z=-0.2
Spikes. Each spike strip set launches a separate script for it. When distance between the strip and CJ will be more than 100.0 — it will disappear and the spike script will shut down. If a ped's car will ride over it — its tires will be popped. For some reason it doesn't affect player's car.
To enable flamethrower you have to hold the key, just pressing it will release tear gas.
No gamepad support in this one. It won't be added.
For some reason flamethrower doesn't affect vehicles, only peds.