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onduidelijke crash


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Geplaatst:

Ik krijg een crash in mijn script maar ik weet niet waar hij vandaan komt.

:TUTORIAL_MISSION_1_2
wait 0
player.CanMove($PLAYER_CHAR) = true
2@ = car.Create(#COPCARVG, 2295.5945, 2418.3279, 10.8203)
car.Angle(2@) = 90.0 
01C8: 20@ = create_actor_pedtype 280 model #LVPD1 in_car 2@ passenger_seat 0 
13@ = Marker.CreateAboveCar(2@)
Actor.PutAt($PLAYER_ACTOR, 2289.668, 2430.625, 10.8203)
Actor.Angle($PLAYER_ACTOR) = 165.0
020A: set_car 2@ door_status_to 1 
Camera.SetBehindPlayer
09C1: add_next_text_to_brief_history 1 
00BC: show_text_highpriority GXT 'INTROM8' time 3000 flag 1  // Enter the police car.
wait 3000
fade 1 1000
wait 1000

repeat
wait 0
until actor.InCar($PLAYER_ACTOR, 2@)
02A8: 14@ = create_marker 18 at 261.2497 2855.8062 19.0853 
03BC: 15@ = create_sphere_at 261.2497 2855.8062 19.0853 radius 2.0

repeat
if or
actor.Dead(20@)
actor.Dead($PLAYER_ACTOR)
car.Wrecked(2@)
until 0103:   actor $PLAYER_ACTOR in_sphere 261.2497 2855.8062 19.0853 radius 2.0 2.0 6.0 sphere 0 stopped_in_car


return 

Vanaf hier crasht het script, het is niet bij een bepaald stuk.

Na enkele secondes wordt GTA afgesloten en krijg ik een foutmelding.

  • 2 weken later...
Geplaatst:

Ik weet het niet zeker, lang geleden dat ik nog SCM heb gedaan, maar volgens mij zie ik hem.

repeat
if or
actor.Dead(20@)
actor.Dead($PLAYER_ACTOR)
car.Wrecked(2@)
until 0103:   actor $PLAYER_ACTOR in_sphere 261.2497 2855.8062 19.0853 radius 2.0 2.0 6.0 sphere 0 stopped_in_car

Ik zie hier nergens een wait staan, bij een if (of repeat) moet een wait komen.

Geplaatst:

Ik weet het niet zeker, lang geleden dat ik nog SCM heb gedaan, maar volgens mij zie ik hem.

repeat
if or
actor.Dead(20@)
actor.Dead($PLAYER_ACTOR)
car.Wrecked(2@)
until 0103:   actor $PLAYER_ACTOR in_sphere 261.2497 2855.8062 19.0853 radius 2.0 2.0 6.0 sphere 0 stopped_in_car

Ik zie hier nergens een wait staan, bij een if (of repeat) moet een wait komen.

Bedankt voor je reactie, maar dit is het niet. Wat mij nu opviel is dat mijn geld weg is en mijn "blokje met wapen" weg is. Dit verdwijnt nadat hij bij de fade is in dit stuk script.

Geplaatst:

repeat if or.. ik ben geen meester in SCM, maar is het niet zo dat tussen if en or eerst een stamement moet?

Geplaatst:

repeat if or.. ik ben geen meester in SCM, maar is het niet zo dat tussen if en or eerst een stamement moet?

Als ik dat weg laat dan crasht hij nog. En verder terug in het script staat precies hetzelfde, alleen de variablen verandert. En zoals ik al zei crasht hij als ik in de politie wagen stap.

Geplaatst:

repeat if or.. ik ben geen meester in SCM, maar is het niet zo dat tussen if en or eerst een stamement moet?

Helaas lijkt scm niet echt op een andere (goede) programmeer of scripttaal :puh:.

Maar goed, je zegt dus, nadat je in de auto stapt. Dan moet het dus hier zijn:

repeat
wait 0
until actor.InCar($PLAYER_ACTOR, 2@)
02A8: 14@ = create_marker 18 at 261.2497 2855.8062 19.0853 
03BC: 15@ = create_sphere_at 261.2497 2855.8062 19.0853 radius 2.0

repeat
if or
actor.Dead(20@)
actor.Dead($PLAYER_ACTOR)
car.Wrecked(2@)
until 0103:   actor $PLAYER_ACTOR in_sphere 261.2497 2855.8062 19.0853 radius 2.0 2.0 6.0 sphere 0 stopped_in_car


return

  • Controleer marker nummer 18 in de gids van Sannybuilder. Bestaat deze?
  • Sowieso moet er een wait 0 na repeat, want deze code herhaalt zich (en vaak..).
  • return is geen juiste statement om een (cleo) script af te sluiten tenzij je een gosub gebruikt (en als je dat doet vertel je ons niet het hele verhaal). Zoek in de opcode search tool naar "end_custom_thread" voor cleo of "end_thread" voor een main.scm thread.
  • Controleer ook even of de member functies van klassen actor & car beginnen met een hoofdletter. Ik weet niet of Sannybuilder hoofdletter gevoelig is voor deze zaken.

Controleer ook even of:

01C8: 20@ = create_actor_pedtype 280 model #LVPD1 in_car 2@ passenger_seat 0 

pedtype 280 bestaat.

Geplaatst:

@beagle, heel erg bedankt voor je reactie, morgen kijk ik meteen! Het is inderdaad niet het hele script maar het stuk waar hij crasht, misschien ook makkelijk om te zeggen is dat het om een stripped scm file gaat en geen cleo. Ik weet niet of het nodig is dat ik heel het script erin zet? Anders doe ik dat ook morgen, ik typ namelijk nu op me iPod, vandasr. Toch heel erg bedankt!

Geplaatst:

Het is altijd makkelijk om de gehele code te plaatsen, anders lopen we inderdaad tegen dingen aan waarvan we NIET weten of het enigszins klopt (zoals die gosub). Gewoon altijd je hele code plaatsen en dan een deel eronder plaatsen waar jij denkt dat het probleem zit.

Geplaatst:


// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
DEFINE OBJECTS 10
DEFINE OBJECT SANNY BUILDER 3.04      
DEFINE OBJECT INFO                     // Object number -1
DEFINE OBJECT KEYCARD                  // Object number -2
DEFINE OBJECT PICKUPSAVE               // Object number -3
DEFINE OBJECT BODYARMOUR               // Object number -4
DEFINE OBJECT BRIBE                    // Object number -5
DEFINE OBJECT KMB_PARACHUTE            // Object number -6
DEFINE OBJECT PARA_PACK                // Object number -7
DEFINE OBJECT PARACHUTE                // Object number -8
DEFINE OBJECT PARA_COLLISION           // Object number -9

DEFINE MISSIONS 2
DEFINE MISSION 0 AT @NONAME_1          // Initial 1
DEFINE MISSION 1 AT @TUT_1             // Initial 2

DEFINE EXTERNAL_SCRIPTS 1 // Use -1 in order not to compile AAA script
DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 0

{$VERSION 3.1.0027}

//-------------MAIN---------------
thread 'MAIN' 
01F0: set_max_wanted_level_to 6 
set_wb_check_to 0 
00C0: set_current_time_hours_to 8 minutes_to 0 
04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84 
Camera.SetAtPos(-688.1527, 946.4352, 13.0312)
$PLAYER_CHAR = Player.Create(#NULL, -688.1527, 946.4352, 13.0312)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Camera.SetBehindPlayer
set_weather 0 
wait 0 
Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)
Player.Build($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR) = True
select_interior 0 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 6 
0629: change_integer_stat 181 to 4 
016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 
016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 
08DE: lose_stuff_after_busted 0 
08DD: lose_stuff_after_wasted 0 
Player.Money($PLAYER_CHAR) += 1500
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 
$X_TORENO_RANCH = -691.0231 
$Y_TORENO_RANCH = 927.68
$Z_TORENO_RANCH = 13.6293
$DEFAULT_WAIT_TIME = 250 
$SCRIPT_STATUS = 0 
$1903 = 1 
$1500 = 5.0 
$1501 = -5.0 
$1503 = -1.5 
$1504 = -30.0 
$1505 = 32.0 
$1506 = 0.0 
$1512 = 0 
$FREEFALL_STAGE = 0 
$PARACHUTE_CREATION_STAGE = 0 
03E6: remove_text_box 
start_mission 0  // Initial 1
wait 0 
create_thread_wb @TUT_SNIFF 
create_thread @SAVE 

:MAIN_434
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @MAIN_532 
if 
  Actor.HasWeapon($PLAYER_ACTOR, 46)
jf @MAIN_528 
0926: $SCRIPT_STATUS = external_script_status 0 (PLAYER_PARACHUTE) 
if 
 $SCRIPT_STATUS == 0 
jf @MAIN_521 
08A9: load_external_script 0 (PLAYER_PARACHUTE) 
if 
08AB:   external_script 0 (PLAYER_PARACHUTE) loaded 
jf @MAIN_521 
0913: run_external_script 0 (PLAYER_PARACHUTE)  

:MAIN_521
jump @MAIN_532 

:MAIN_528
090F: end_external_script 0 (PLAYER_PARACHUTE) 

:MAIN_532
jump @MAIN_434 

:SAVE
thread 'SAVE' 
0570: $SV02 = create_asset_radar_marker_with_icon 35 at -688.2714 933.8865 13.6328 
018B: set_marker $SV02 radar_mode 2 

:SAVE_40
wait 0 
$SV01 = Pickup.Create(#PICKUPSAVE, 3, -688.2714, 933.8865, 13.6328)
023C: load_special_actor 'TORINO' as 1 // models 290-299 
038B: load_requested_models 
if 
  Model.Available(#SPECIAL01)
jf @SAVE_40
:SAVE_68
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE_68 
if 
  Pickup.Picked_up($SV01)
jf @SAVE_68 
gosub @SAVE_118 
jump @SAVE_40 

:SAVE_118
if 
 $ONMISSION == 0 
jf @SAVE_239 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
wait 350 
03D8: show_save_screen 

:SAVE_157
if 
83D9:   not save_done 
jf @SAVE_181 
wait 0 
jump @SAVE_157 

:SAVE_181
09C7: change_player $PLAYER_CHAR model_to #SPECIAL01 
0296: unload_special_actor 1 
Actor.PutAt($PLAYER_ACTOR, -688.3094, 936.4443, 13.6328)
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
$ONMISSION = 1 
wait 350 
$ONMISSION = 0 

:SAVE_239
return 

:TUT_SNIFF
thread "TUT_SNIFF" 
$MARKER_TORENO_HOUSE = Marker.CreateIconAndSphere(42, -691.0231, 927.68, 13.6293)

:TUT_SNIFF_35
wait $DEFAULT_WAIT_TIME 
if and
  Player.Defined($PLAYER_CHAR)
 $ONMISSION == 0 
jf @TUT_SNIFF_113 
if and
  00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_TORENO_RANCH $Y_TORENO_RANCH $Z_TORENO_RANCH radius 1.0 1.0 2.0 on_foot
  Player.Controllable($PLAYER_CHAR)
 $TUT_MISSIONS_PASSED == 0 
jf @TUT_SNIFF_113 
$ONMISSION = 1 
fade 1 1000
00BA: show_text_styled GXT 'INTRO' time 2000 style 2  // the Intro
start_mission 1  // Initial 2

:TUT_SNIFF_113
 $TUT_MISSIONS_PASSED == 1 
jf @TUT_SNIFF_35 
Marker.Disable($MARKER_TORENO_HOUSE)
end_thread 

//-------------Mission 0---------------
// Originally: Initial 1

:NONAME_1 
$INTRO_MISSION_PASSED = 0 
$ONMISSION = 0 
014B: $2765 = init_parked_car_generator #WASHING color 119 0 0 alarm 0 door_lock 0 0 10000 at 2459.904 -1659.459 13.3047 angle 90.0 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 

:NONAME_1_64
wait 0 
023C: load_special_actor 'TORINO' as 1 // models 290-299 
038B: load_requested_models 
if 
  Model.Available(#SPECIAL01)
jf @NONAME_1_64 
09C7: change_player $PLAYER_CHAR model_to #SPECIAL01 
0296: unload_special_actor 1 
fade 1 500 
end_thread 

//-------------Mission 1---------------
// Originally: Initial 2

:TUT_1
thread 'TUT 1' 
gosub @TUT_1_47 
if 
wasted_or_busted 
jf @TUT_1_38 
gosub @TUT_1_506 

:TUT_1_38
gosub @TUT_1_524 
end_thread 

:TUT_1_47
Model.Load(#ADMIRAL)
model.Load(#LVPD1)
model.Load(#COPCARVG)
038B: load_requested_models 
wait 0 
if 
  Model.Available(#ADMIRAL)
  model.Available(#LVPD1)
  model.Available(#COPCARVG)
jf @TUT_1_47 
:scene_skip_1
0707: start_scene_skip_to @scene_skip_2
02A3: enable_widescreen 1 
select_interior 10 
0860: link_actor $PLAYER_ACTOR to_interior 10 
Actor.PutAt($PLAYER_ACTOR, 2266.65, -1134.0, 1050.633)
Actor.Angle($PLAYER_ACTOR) = 183.9753
wait 200 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(2260.246, -1134.005, 1052.64, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
:TUT_1_97
fade 1 500 
:TUT_1_104
wait 0 
  not fading 
jf @TUT_1_104 
07CD: AS_actor $PLAYER_ACTOR walk_to 2263.233 -1136.159 1050.633 stop_with_angle 228.4691 within_radius 1.0 
00BC: show_text_highpriority GXT 'INTROM1' time 3000 flag 1 
wait 3000
00BC: show_text_highpriority GXT 'INTROM2' time 3000 flag 1 
wait 3000
00BC: show_text_highpriority GXT 'INTROM3' time 3000 flag 1 
wait 1500
Camera.SetPosition(2264.634, -1137.2136, 1052.6328, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
wait 1500
00BC: show_text_highpriority GXT 'INTROM4' time 3000 flag 1 
wait 3000
00BC: show_text_highpriority GXT 'INTROM5' time 3000 flag 1 
wait 3000
:scene_skip_2
0701: end_scene_skip 
if 
08D0:   cutscene_skipped 
jf @scene_skip_2 
fade 0 100 

wait 0 
fade 0 1000 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR, 2794.939, 2267.836, 14.6615)
Actor.Angle($PLAYER_ACTOR) = 270.0
1@ = Car.Create(#ADMIRAL, 2802.1216, 2251.719, 10.5744)
Car.Angle(1@) = 180.0
10@ = Marker.CreateAboveCar(1@)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
015A: restore_camera 
Camera.SetBehindPlayer
fade 1 1000
09C1: add_next_text_to_brief_history 1  
00BC: show_text_highpriority GXT 'INTROM6' time 3000 flag 1  // Enter ~r~your car~r~.
wait 0 

:TUT_1_232
wait 0 
  Actor.InCar($PLAYER_ACTOR, 1@)
jf @TUT_1_232 
Marker.Disable(10@)
wait 0 
02A8: $POLICE_MARKER = create_marker 30 at 2284.873 2418.223 10.668 
03BC: 12@ = create_sphere_at 2284.873 2418.223 10.668 radius 2.0
09C1: add_next_text_to_brief_history 1   
00BC: show_text_highpriority GXT 'INTROM7' time 3000 flag 1  // Drive to the ~b~police station~b~.

repeat
wait 0
if
80DB:   not actor $PLAYER_ACTOR in_car 1@ 
then
09C1: add_next_text_to_brief_history 1 
00BC: show_text_highpriority GXT 'INTROM6' time 3000 flag 1  // Enter ~r~your car~r~.
end
if or
actor.Dead($PLAYER_ACTOR)
car.Wrecked(1@)
then
jump @TUT_1_506 
end
until 0103:   actor $PLAYER_ACTOR in_sphere 2284.873 2418.223 10.668 radius 2.0 2.0 6.0 sphere 0 stopped_in_car 


:TUTORIAL_MISSION_1_1
wait 0
player.CanMove($PLAYER_CHAR) = false
03BD: destroy_sphere 12@
0633: AS_actor $PLAYER_ACTOR exit_car
wait 1000 
fade 0 1000
wait 1000 

:TUTORIAL_MISSION_1_2
wait 0
player.CanMove($PLAYER_CHAR) = true
2@ = car.Create(#COPCARVG, 2307.155, 2420.7278, 11.8203)
car.Angle(2@) = 90.0 
01C8: 20@ = create_actor_pedtype 280 model #LVPD1 in_car 2@ passenger_seat 0 
13@ = Marker.CreateAboveCar(2@)
Actor.PutAt($PLAYER_ACTOR, 2289.668, 2430.625, 10.8203)
Actor.Angle($PLAYER_ACTOR) = 165.0
020A: set_car 2@ door_status_to 1 
Camera.SetBehindPlayer
wait 3000
fade 1 1000
wait 1000
09C1: add_next_text_to_brief_history 1 
00BC: show_text_highpriority GXT 'INTROM8' time 3000 flag 1  // Enter the police car.


repeat
wait 0
if or
8118:   not actor 20@ dead 
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 2@ wrecked 
else_jump @TUT_1_506
until actor.InCar($PLAYER_ACTOR, 2@)

:TUTORIAL_MISSION_1_3
wait 1000
02A8: 14@ = create_marker 18 at 261.2497 2855.8062 19.0853 
03BC: 15@ = create_sphere_at 261.2497 2855.8062 19.0853 radius 2.0
repeat
wait 0
if
80DB:   not actor $PLAYER_ACTOR in_car 2@ 
then
09C1: add_next_text_to_brief_history 1 
00BC: show_text_highpriority GXT 'INTROM6' time 3000 flag 1  // Enter ~r~your car~r~.
end
if or
actor.Dead($PLAYER_ACTOR)
car.Wrecked(2@)
then
jump @TUT_1_506 
end
until 0103:   actor $PLAYER_ACTOR in_sphere 261.2497 2855.8062 19.0853 radius 2.0 2.0 6.0 sphere 0 stopped_in_car 
Jump @TUT_1_468


return 

:TUT_1_468
0394: play_music 1 
$TUT_MISSIONS_PASSED += 1 
Player.Money($PLAYER_CHAR) += 100
01E3: show_text_1number_styled GXT 'M_PASS' number 100 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
return 

:TUT_1_506
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:TUT_1_524
$ONMISSION = 0 
Player.WantedLevel($PLAYER_CHAR) = 0
Model.Destroy(#ADMIRAL)
model.Destroy(#COPCARVG)
03BD: destroy_sphere 12@
mission_cleanup 
return 


//-------------External script 0 (PLAYER_PARACHUTE)---------------

:PLCHUTE
thread 'PLCHUTE' 
Model.Load(#GUN_PARA)

:PLCHUTE_16
if 
  not Model.Available(#GUN_PARA)
jf @PLCHUTE_43 
wait 0 
jump @PLCHUTE_16 

:PLCHUTE_43
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @PLCHUTE_59 

:PLCHUTE_59
$1498 = 0 
$FREEFALL_STAGE = 0 
$PARACHUTE_CREATION_STAGE = 0 
if 
 $1498 == 999 
jf @PLCHUTE_118 
$PICKUP_PARACHUTE = Pickup.Create(#GUN_PARA, 3, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:PLCHUTE_118
wait 0 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @PLCHUTE_5451 
if 
8800:   not in_two_players_mode 
jf @PLCHUTE_5451 
if 
  not $FREEFALL_STAGE == 0 
jf @PLCHUTE_176 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:PLCHUTE_176
if 
 $PARACHUTE_CREATION_STAGE > 0 
jf @PLCHUTE_219 
if 
  not Actor.HasWeapon($PLAYER_ACTOR, 46)
jf @PLCHUTE_219 
gosub @PLCHUTE_5516 

:PLCHUTE_219
if 
 $PARACHUTE_CREATION_STAGE == 0 
jf @PLCHUTE_273 
if 
  Actor.HasWeapon($PLAYER_ACTOR, 46)
jf @PLCHUTE_273 
Model.Load(#PARACHUTE)
$PARACHUTE_CREATION_STAGE = 1 
$1498 = 0 

:PLCHUTE_273
if 
 $PARACHUTE_CREATION_STAGE == 1 
jf @PLCHUTE_374 
if 
  Model.Available(#PARACHUTE)
jf @PLCHUTE_374 
17@ = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
069B: attach_object 17@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0750: set_object 17@ visibility 0 
$PARACHUTE_CREATION_STAGE = 2 

:PLCHUTE_374
if and
 $PARACHUTE_CREATION_STAGE == 2 
 $FREEFALL_STAGE == 1 
jf @PLCHUTE_406 
$PARACHUTE_CREATION_STAGE = 3 

:PLCHUTE_406
if and
 $FREEFALL_STAGE == 0 
 $PARACHUTE_CREATION_STAGE > 0 
jf @PLCHUTE_562 
if 
0818:   actor $PLAYER_ACTOR in_air 
jf @PLCHUTE_562 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
if 
 -10.0 > $1509 
jf @PLCHUTE_562 
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
if 
 7@ > 20.0 
jf @PLCHUTE_562 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037 
$FREEFALL_STAGE = 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0@ = 0 
$8268 = 0.0 

:PLCHUTE_562
if 
 $FREEFALL_STAGE == 1 
jf @PLCHUTE_2383 
if 
 0@ == 0 
jf @PLCHUTE_605 
0@ = 2 

:PLCHUTE_605
if 
 0@ == 2 
jf @PLCHUTE_726 
062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // @ == any 
jf @PLCHUTE_726 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
04ED: load_animation "PARACHUTE" 
15@ = 1 
1@ = Actor.Angle($PLAYER_ACTOR)
0@ = 3 

:PLCHUTE_726
if 
 0@ == 3 
jf @PLCHUTE_2383 
062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // @ == any 
jf @PLCHUTE_812 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:PLCHUTE_812
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
if and
 100.0 > 7@ 
 7@ > 60.0 
jf @PLCHUTE_909 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_909 
if 
 $ONMISSION == 0 
jf @PLCHUTE_909 
00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1  // ~s~Open your parachute!

:PLCHUTE_909
0494: get_joystick 0 data_to 10@ 11@ 12@ 12@ 
if 
 $1511 == 1 
jf @PLCHUTE_957 
10@ = 0 
11@ = 0 

:PLCHUTE_957
0093: 21@ = integer 10@ to_float 
21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
21@ /= 5.0 
0063: 1@ -= 21@ // (float) 
if 
 1@ > 180.0 
jf @PLCHUTE_1058 
1@ -= 360.0 

:PLCHUTE_1058
if 
 -180.0 > 1@ 
jf @PLCHUTE_1089 
1@ += 360.0 

:PLCHUTE_1089
0093: 22@ = integer 11@ to_float 
22@ /= 4.267 
0063: 22@ -= 3@ // (float) 
22@ /= 20.0 
005B: 3@ += 22@ // (float) 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ $1509 
if 
0024:   $1504 > $1509 // (float) 
jf @PLCHUTE_1174 
0086: $1509 = $1504 // (float) 

:PLCHUTE_1174
if 
0024:   $8268 > $1509 // (float) 
jf @PLCHUTE_1201 
0086: $8268 = $1509 // (float) 

:PLCHUTE_1201
if 
0024:   $1504 > $8268 // (float) 
jf @PLCHUTE_1228 
0086: $8268 = $1504 // (float) 

:PLCHUTE_1228
if and
0024:   $1509 > $8268 // (float) 
  not $1902 == 1 
jf @PLCHUTE_1404 
if 
84AD:   not actor $PLAYER_ACTOR in_water 
jf @PLCHUTE_1358 
if 
 -20.0 > $8268 
jf @PLCHUTE_1305 
$FREEFALL_STAGE = 2 
jump @PLCHUTE_1351 

:PLCHUTE_1305
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
$FREEFALL_STAGE = 7 

:PLCHUTE_1351
jump @PLCHUTE_1404 

:PLCHUTE_1358
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
$FREEFALL_STAGE = 7 

:PLCHUTE_1404
0087: 4@ = 3@ // (float) 
4@ /= 30.0 
006F: 4@ *= $1505 // (float) 
02F6: $1507 = cosine 1@ // (float) 
02F7: $1508 = sine 1@ // (float) 
006D: $1507 *= 4@ // (float) 
006D: $1508 *= 4@ // (float) 
$1508 *= -1.0 
0059: $1508 += $1506 // (float) 
0087: 21@ = 8@ // (float) 
0065: 21@ -= $1507 // (float) 
21@ *= 0.01 
0088: $1507 = 8@ // (float) 
0067: $1507 -= 21@ // (float) 
0087: 21@ = 9@ // (float) 
0065: 21@ -= $1508 // (float) 
21@ *= 0.01 
0088: $1508 = 9@ // (float) 
0067: $1508 -= 21@ // (float) 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
if or
 12@ > 40 
 13@ > 40 
jf @PLCHUTE_2106 
if 
001D:   12@ > 13@ // (int) 
jf @PLCHUTE_1869 
if 
 10@ >= 0 
jf @PLCHUTE_1748 
if 
  not 15@ == 2 
jf @PLCHUTE_1748 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_1741 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1741
15@ = 2 

:PLCHUTE_1748
if 
 0 > 10@ 
jf @PLCHUTE_1862 
if 
  not 15@ == 3 
jf @PLCHUTE_1862 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_1855 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1855
15@ = 3 

:PLCHUTE_1862
jump @PLCHUTE_2099 

:PLCHUTE_1869
if 
 11@ >= 0 
jf @PLCHUTE_1981 
if 
  not 15@ == 4 
jf @PLCHUTE_1981 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_1974 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1974
15@ = 4 

:PLCHUTE_1981
if 
 0 > 11@ 
jf @PLCHUTE_2099 
if 
  not 15@ == 5 
jf @PLCHUTE_2099 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_2092 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_2092
15@ = 5 

:PLCHUTE_2099
jump @PLCHUTE_2200 

:PLCHUTE_2106
if 
  not 15@ == 1 
jf @PLCHUTE_2200 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_2200 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
15@ = 1 

:PLCHUTE_2200
if or
00E1:   player 0 pressed_key 17 
 $1512 == 1 
jf @PLCHUTE_2383 
if 
  not $1902 == 1 
jf @PLCHUTE_2383 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_2383 
if and
 $PARACHUTE_CREATION_STAGE == 3 
 $1511 == 0 
jf @PLCHUTE_2383 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038 
008A: $8270 = 32@ // (int) 
$8270 += 1100 
$FREEFALL_STAGE = 3 
0@ = 0 

:PLCHUTE_2383
if 
 $FREEFALL_STAGE == 2 
jf @PLCHUTE_2501 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_2489 
Actor.Angle($PLAYER_ACTOR) = 1@
0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1189 
jump @PLCHUTE_2494 

:PLCHUTE_2489
05BE: AS_kill_actor $PLAYER_ACTOR 

:PLCHUTE_2494
gosub @PLCHUTE_5516 

:PLCHUTE_2501
if 
 $FREEFALL_STAGE == 3 
jf @PLCHUTE_4777 
if 
 $8270 > 0 
jf @PLCHUTE_2583 
if 
001F:   32@ > $8270 // (int) 
jf @PLCHUTE_2583 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039 
$8270 = 0 

:PLCHUTE_2583
if 
 0@ == 0 
jf @PLCHUTE_2686 
0087: 25@ = 3@ // (float) 
25@ /= 500.0 
0087: 26@ = 2@ // (float) 
26@ /= 500.0 
0085: 18@ = 32@ // (int) 
0085: 19@ = 32@ // (int) 
0087: 5@ = 4@ // (float) 
5@ *= -1.0 
0089: 6@ = $1509 // (float) 
0@ = 1 

:PLCHUTE_2686
if 
 0@ == 1 
jf @PLCHUTE_2853 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 19@ // (int) 
if 
 500 > 10@ 
jf @PLCHUTE_2826 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 18@ // (int) 
0085: 18@ = 32@ // (int) 
0093: 21@ = integer 10@ to_float 
0087: 22@ = 25@ // (float) 
006B: 22@ *= 21@ // (float) 
0087: 23@ = 26@ // (float) 
006B: 23@ *= 21@ // (float) 
0063: 3@ -= 22@ // (float) 
0063: 2@ -= 23@ // (float) 
jump @PLCHUTE_2853 

:PLCHUTE_2826
2@ = 0.0 
3@ = 0.0 
0@ = 2 

:PLCHUTE_2853
if 
 0@ == 2 
jf @PLCHUTE_2961 
if 
03CA:   object 17@ exists 
jf @PLCHUTE_2961 
0750: set_object 17@ visibility 1 
08D2: object 17@ scale_model 0.0 
0085: 19@ = 32@ // (int) 
wait 0 
075A: set_object 17@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0@ = 3 

:PLCHUTE_2961
if 
 0@ == 3 
jf @PLCHUTE_3064 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 19@ // (int) 
if 
 500 > 10@ 
jf @PLCHUTE_3047 
0093: 21@ = integer 10@ to_float 
21@ /= 500.0 
08D2: object 17@ scale_model 21@ 
jump @PLCHUTE_3064 

:PLCHUTE_3047
08D2: object 17@ scale_model 1.0 
0@ = 4 

:PLCHUTE_3064
if 
 0@ == 5 
jf @PLCHUTE_3132 
20@ = Object.Create(#PARA_COLLISION, 0.0, 0.0, 0.0)
0750: set_object 20@ visibility 0 
Object.ToggleInMovingList(20@) = True
04D9: object 20@ set_scripted_collision_check 1 
0@ = 6 

:PLCHUTE_3132
if 
 0@ == 6 
jf @PLCHUTE_4350 
0494: get_joystick 0 data_to 10@ 11@ 12@ 12@ 
if 
 $1511 == 1 
jf @PLCHUTE_3198 
10@ = 0 
11@ = 0 

:PLCHUTE_3198
0093: 21@ = integer 10@ to_float 
21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
21@ /= 15.0 
0063: 1@ -= 21@ // (float) 
if 
 1@ > 180.0 
jf @PLCHUTE_3299 
1@ -= 360.0 

:PLCHUTE_3299
if 
 -180.0 > 1@ 
jf @PLCHUTE_3330 
1@ += 360.0 

:PLCHUTE_3330
02F6: $1507 = cosine 1@ // (float) 
02F7: $1508 = sine 1@ // (float) 
0069: $1507 *= $1500 // (float) 
0069: $1508 *= $1500 // (float) 
$1507 *= -1.0 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
if or
 12@ > 40 
 13@ > 40 
jf @PLCHUTE_4062 
if 
001D:   12@ > 13@ // (int) 
jf @PLCHUTE_3737 
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
21@ /= 20.0 
005F: $1509 += 21@ // (float) 
if 
 10@ >= 0 
jf @PLCHUTE_3603 
if 
  not 15@ == 2 
jf @PLCHUTE_3603 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 2 

:PLCHUTE_3603
if 
 0 > 10@ 
jf @PLCHUTE_3730 
if 
  not 15@ == 3 
jf @PLCHUTE_3730 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 3 

:PLCHUTE_3730
jump @PLCHUTE_4055 

:PLCHUTE_3737
if 
 11@ >= 0 
jf @PLCHUTE_3896 
0089: 21@ = $1503 // (float) 
0065: 21@ -= $1509 // (float) 
21@ /= 20.0 
005F: $1509 += 21@ // (float) 
if 
  not 15@ == 4 
jf @PLCHUTE_3896 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 4 

:PLCHUTE_3896
if 
 0 > 11@ 
jf @PLCHUTE_4055 
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
21@ /= 20.0 
005F: $1509 += 21@ // (float) 
if 
  not 15@ == 5 
jf @PLCHUTE_4055 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 5 

:PLCHUTE_4055
jump @PLCHUTE_4221 

:PLCHUTE_4062
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
21@ /= 20.0 
005F: $1509 += 21@ // (float) 
if 
  not 15@ == 5 
jf @PLCHUTE_4221 
if 
  not 15@ == 1 
jf @PLCHUTE_4221 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 1 

:PLCHUTE_4221
Object.StorePos(17@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0815: put_object 20@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
if 
04DA:   has_object 20@ collided 
jf @PLCHUTE_4314 
075A: set_object 17@ animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET 
0@ = 7 

:PLCHUTE_4314
if 
00E1:   player 0 pressed_key 15 
jf @PLCHUTE_4350 
0792: disembark_instantly_actor $PLAYER_ACTOR 
$FREEFALL_STAGE = 6 
$1498 = 3 

:PLCHUTE_4350
if 
03CA:   object 17@ exists 
jf @PLCHUTE_4589 
if 
0837:   object 17@ animation == "PARA_OPEN_O" 
jf @PLCHUTE_4589 
0839: get_object 17@ animation "PARA_OPEN_O" progress_to 21@ 
0087: 22@ = 6@ // (float) 
0065: 22@ -= $1501 // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0088: $1509 = 6@ // (float) 
0067: $1509 -= 23@ // (float) 
0087: 22@ = 5@ // (float) 
0065: 22@ -= $1500 // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0087: 4@ = 5@ // (float) 
0063: 4@ -= 23@ // (float) 
02F6: $1507 = cosine 1@ // (float) 
02F7: $1508 = sine 1@ // (float) 
006D: $1507 *= 4@ // (float) 
006D: $1508 *= 4@ // (float) 
$1507 *= -1.0 
if and
 21@ == 1.0 
 0@ == 4 
jf @PLCHUTE_4589 
0@ = 5 

:PLCHUTE_4589
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @PLCHUTE_4777 
if 
04AD:   actor $PLAYER_ACTOR in_water 
jf @PLCHUTE_4728 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP_file "PARACHUTE" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 
075A: set_object 17@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
$FREEFALL_STAGE = 5 
0@ = 0 

:PLCHUTE_4728
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 21@ 23@ 
if 
 23@ > -0.1 
jf @PLCHUTE_4777 
$FREEFALL_STAGE = 4 
0@ = 0 

:PLCHUTE_4777
if 
 $FREEFALL_STAGE == 4 
jf @PLCHUTE_5267 
if 
 0@ == 0 
jf @PLCHUTE_5164 
$1498 = 1 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_Z_COORD -= 1.0 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
if 
 -10.0 > $1509 
jf @PLCHUTE_4918 
$FREEFALL_STAGE = 2 
0@ = 0 
jump @PLCHUTE_5088 

:PLCHUTE_4918
if 
 -4.0 > $1509 
jf @PLCHUTE_5043 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "FALL_FRONT" IFP_file "PED" 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB 
0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 
jump @PLCHUTE_5081 

:PLCHUTE_5043
0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP_file "PED" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 

:PLCHUTE_5081
0@ = 1 

:PLCHUTE_5088
075A: set_object 17@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
0085: 18@ = 32@ // (int) 
18@ += 1000 

:PLCHUTE_5164
if 
 0@ == 1 
jf @PLCHUTE_5267 
if 
0837:   object 17@ animation == "PARA_LAND_O" 
jf @PLCHUTE_5267 
0839: get_object 17@ animation "PARA_LAND_O" progress_to 21@ 
if 
 21@ == 1.0 
jf @PLCHUTE_5267 
$1498 = 2 
gosub @PLCHUTE_5516 

:PLCHUTE_5267
if 
 $FREEFALL_STAGE == 5 
jf @PLCHUTE_5324 
$1498 = 1 
if 
 0@ == 0 
jf @PLCHUTE_5324 
$1498 = 2 
gosub @PLCHUTE_5516 

:PLCHUTE_5324
if and
 $FREEFALL_STAGE > 0 
 4 > $FREEFALL_STAGE 
jf @PLCHUTE_5401 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @PLCHUTE_5401 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
Actor.Angle($PLAYER_ACTOR) = 1@
083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air 

:PLCHUTE_5401
if 
 $FREEFALL_STAGE == 6 
jf @PLCHUTE_5426 
gosub @PLCHUTE_5516 

:PLCHUTE_5426
if 
 $FREEFALL_STAGE == 7 
jf @PLCHUTE_5451 
gosub @PLCHUTE_5458 

:PLCHUTE_5451
jump @PLCHUTE_118 

:PLCHUTE_5458
$FREEFALL_STAGE = 0 
0@ = 0 
Model.Destroy(#PARACHUTE)
04EF: release_animation "PARACHUTE" 
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
return 

:PLCHUTE_5516
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
09A2: destroy_object_with_fade 17@ 
Object.Destroy(20@)
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
$FREEFALL_STAGE = 0 
$PARACHUTE_CREATION_STAGE = 0 
0@ = 0 
Model.Destroy(#PARACHUTE)
04EF: release_animation "PARACHUTE" 
Model.Destroy(#GUN_PARA)
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
end_thread 

Zou iemand misschien ook kunnen kijken naar het external script van de parachute kunnen kijken, daar krijg ik de fout ook niet uit, de parachute opent niet.

  • 3 weken later...

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