gangster28 Geplaatst: 30 november 2005 Rapport Geplaatst: 30 november 2005 (bewerkt) Ik heb een gestripte main.scm maar ik wil de savehuizen en shops uit sa er wel gewoon in hebben kan iemand dat mij uitleggen hoe dat moet? Bewerkt: 30 november 2005 door gangster28 Reageren
Jarno Geplaatst: 30 november 2005 Rapport Geplaatst: 30 november 2005 Shops enzo werken volgens mij met de external scripts in de normale sa. Deze kan je vinden in de 'script.img' in de zelfde map als die van je 'main.scm'. Savehouses is precies zelfde denk ik. Alleen moet je ze includen in je main.scm Reageren
gangster28 Geplaatst: 30 november 2005 Auteur Rapport Geplaatst: 30 november 2005 Het punt is de interieus zijn er wel maar geen save punten en waar je kleren kunt halen etc.. niet. Reageren
Jarno Geplaatst: 1 december 2005 Rapport Geplaatst: 1 december 2005 Je kan in interior maar er gebeurd niks; Dat begrijp ik. Maar met external scripts kan je die enablen want daarin staat dat enzo. Reageren
gangster28 Geplaatst: 1 december 2005 Auteur Rapport Geplaatst: 1 december 2005 Okee maar hoe doe ik dat? Reageren
Jarno Geplaatst: 1 december 2005 Rapport Geplaatst: 1 december 2005 Kijk naar de originele IMG. Boven aan bij define staat wel wergens define script. Of als je je SCM stuurt dan kijk ik wel wat ik kan doen voor je. Reageren
gangster28 Geplaatst: 1 december 2005 Auteur Rapport Geplaatst: 1 december 2005 (bewerkt) Als je zou willen graag. http://rapidshare.de/files/7732402/MAIN.SCM.html main @Jarno Jammer maar toch bedankt. Bewerkt: 2 december 2005 door gangster28 Reageren
Jarno Geplaatst: 2 december 2005 Rapport Geplaatst: 2 december 2005 (bewerkt) Ik zal alle external scripts erin zetten die erin willen en werken. Vanmiddag of morgen ga ik het toevoegen. [edit] Heb geprobeerd maar werkt niet zoals het moet helaas. [/edit] Bewerkt: 2 december 2005 door Jarno Reageren
JGuntherS Geplaatst: 2 december 2005 Rapport Geplaatst: 2 december 2005 Savegames zitten volgens mij niet in de externe scripts, maar in threads bij de main. Er is een thread genaamd "PSAVE", misschien zitten daar de savehouses in. Anders moet je even zoeken naar "show_save", dan krijg de thread wel te pakken Reageren
gangster28 Geplaatst: 2 december 2005 Auteur Rapport Geplaatst: 2 december 2005 Okee bedankt die heb ik gevonden maar nu heb ik een andere probleem want hij zegt dat parameter 5 onjuist is wat nu? Reageren
JGuntherS Geplaatst: 2 december 2005 Rapport Geplaatst: 2 december 2005 Heb je komma's gezet waar punten zouden moeten staan? Geef de regel van de fout eens, dan zal ik er even naar kijken. Reageren
Jarno Geplaatst: 2 december 2005 Rapport Geplaatst: 2 december 2005 Ja dacht ik ook al. Alles is gewoon in Main.scm alleen de manier hoe het werkt (function a.k.a. functie) staan in 'script.img'. Zoals JGuntherS al zei gewoon zoeken naar dingen zoals 'Save' in originele SCM en daarmee vergelijk je en plaats je in je eigen. Succes. Reageren
gangster28 Geplaatst: 2 december 2005 Auteur Rapport Geplaatst: 2 december 2005 Deze is het hij komt gewoon uit de orginele van sa. 0213: $SAVE_PICKUP = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX $SAVEPOINTY $SAVEPOINTZ Reageren
JGuntherS Geplaatst: 2 december 2005 Rapport Geplaatst: 2 december 2005 Daar bereik je nog niks mee, er komt dan alleen een pickup te staan, als je hem oppakt gebeurt er niks. Er moet een hele thread achter om het te laten werken. Zoek naar "save". Er is een opcode met de naam "show_save_screen" ofzo, en dan moet je de thread waar die opcode inzit er uitslopen Reageren
gangster28 Geplaatst: 3 december 2005 Auteur Rapport Geplaatst: 3 december 2005 Ja dat weet ik daarom had ik dit er uit gehaald. :PSAVE1_1 03A4: name_thread 'PSAVE1' 0004: $885 = 13 ;; integer values :PSAVE1_3 0001: wait 0 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_86 00D6: if 0 0038: $ON_MISSION == 0 ;; integer values 004D: jump_if_false ££PSAVE1_76 00D6: if 2 0038: $2204 == 0 ;; integer values 88B4: NOT $390 20 88B4: NOT $390 1 004D: jump_if_false ££PSAVE1_70 00D6: if 0 0038: $884 == 0 ;; integer values 004D: jump_if_false ££PSAVE1_53 0050: gosub ££PSAVE1_87 0213: $SAVE_PICKUP = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX $SAVEPOINTY $SAVEPOINTZ 0213: $SAVE_PICKUP(1) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(1) $SAVEPOINTY(1) $SAVEPOINTZ(1) 0213: $SAVE_PICKUP(2) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(2) $SAVEPOINTY(2) $SAVEPOINTZ(2) 0213: $SAVE_PICKUP(3) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(3) $SAVEPOINTY(3) $SAVEPOINTZ(3) 0213: $SAVE_PICKUP(4) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(4) $SAVEPOINTY(4) $SAVEPOINTZ(4) 0213: $SAVE_PICKUP(5) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(5) $SAVEPOINTY(5) $SAVEPOINTZ(5) 0213: $SAVE_PICKUP(6) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(6) $SAVEPOINTY(6) $SAVEPOINTZ(6) 0213: $SAVE_PICKUP(7) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(7) $SAVEPOINTY(7) $SAVEPOINTZ(7) 0213: $SAVE_PICKUP(8) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(8) $SAVEPOINTY(8) $SAVEPOINTZ(8) 0213: $SAVE_PICKUP(9) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(9) $SAVEPOINTY(9) $SAVEPOINTZ(9) 0213: $SAVE_PICKUP(10) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(10) $SAVEPOINTY(10) $SAVEPOINTZ(10) 0213: $SAVE_PICKUP(11) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(11) $SAVEPOINTY(11) $SAVEPOINTZ(11) 0213: $SAVE_PICKUP(12) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(12) $SAVEPOINTY(12) $SAVEPOINTZ(12) 00D6: if 0 0028: $885 >= 14 ;; integer values 004D: jump_if_false ££PSAVE1_36 0213: $SAVE_PICKUP(13) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(13) $SAVEPOINTY(13) $SAVEPOINTZ(13) :PSAVE1_36 00D6: if 0 0028: $885 >= 15 ;; integer values 004D: jump_if_false ££PSAVE1_40 0213: $SAVE_PICKUP(14) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(14) $SAVEPOINTY(14) $SAVEPOINTZ(14) :PSAVE1_40 00D6: if 0 0028: $885 >= 16 ;; integer values 004D: jump_if_false ££PSAVE1_44 0213: $SAVE_PICKUP(15) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(15) $SAVEPOINTY(15) $SAVEPOINTZ(15) :PSAVE1_44 00D6: if 0 0028: $885 >= 17 ;; integer values 004D: jump_if_false ££PSAVE1_48 0213: $SAVE_PICKUP(16) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(16) $SAVEPOINTY(16) $SAVEPOINTZ(16) :PSAVE1_48 00D6: if 0 0028: $885 >= 18 ;; integer values 004D: jump_if_false ££PSAVE1_52 0213: $SAVE_PICKUP(17) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX(17) $SAVEPOINTY(17) $SAVEPOINTZ(17) :PSAVE1_52 0004: $884 = 1 ;; integer values :PSAVE1_53 00D6: if 0 0214: pickup $SAVE_PICKUP($883,18i) picked_up 004D: jump_if_false ££PSAVE1_69 0050: gosub ££PSAVE1_106 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_67 0215: destroy_pickup $SAVE_PICKUP($883,18i) 0213: $SAVE_PICKUP($883,18i) = create_pickup #PICKUPSAVE type 3 at $SAVEPOINTX($883,18f) $SAVEPOINTY($883,18f) $SAVEPOINTZ($883,18f) 0395: clear_area 1 at $940($883,18f) $958($883,18f) $976($883,18f) range 1.0 00A1: put_actor $PLAYER_ACTOR at $940($883,18f) $958($883,18f) $976($883,18f) 0173: set_actor $PLAYER_ACTOR z_angle_to $994($883,18f) 0001: wait 0 ms 016A: fade 1 (back) 1000 ms :PSAVE1_67 0050: gosub ££PSAVE1_121 0004: $884 = 0 ;; integer values :PSAVE1_69 0002: jump ££PSAVE1_75 :PSAVE1_70 00D6: if 0 0038: $884 == 1 ;; integer values 004D: jump_if_false ££PSAVE1_75 0050: gosub ££PSAVE1_87 0004: $884 = 0 ;; integer values :PSAVE1_75 0002: jump ££PSAVE1_81 :PSAVE1_76 00D6: if 0 0038: $884 == 1 ;; integer values 004D: jump_if_false ££PSAVE1_81 0050: gosub ££PSAVE1_87 0004: $884 = 0 ;; integer values :PSAVE1_81 0008: $883 += 1 ;; integer values 00D6: if 0 002C: $883 >= $885 ;; integer values 004D: jump_if_false ££PSAVE1_86 0004: $883 = 0 ;; integer values :PSAVE1_86 0002: jump ££PSAVE1_3 :PSAVE1_87 0215: destroy_pickup $SAVE_PICKUP 0215: destroy_pickup $SAVE_PICKUP(1) 0215: destroy_pickup $SAVE_PICKUP(2) 0215: destroy_pickup $SAVE_PICKUP(3) 0215: destroy_pickup $SAVE_PICKUP(4) 0215: destroy_pickup $SAVE_PICKUP(5) 0215: destroy_pickup $SAVE_PICKUP(6) 0215: destroy_pickup $SAVE_PICKUP(7) 0215: destroy_pickup $SAVE_PICKUP(8) 0215: destroy_pickup $SAVE_PICKUP(9) 0215: destroy_pickup $SAVE_PICKUP(10) 0215: destroy_pickup $SAVE_PICKUP(11) 0215: destroy_pickup $SAVE_PICKUP(12) 0215: destroy_pickup $SAVE_PICKUP(13) 0215: destroy_pickup $SAVE_PICKUP(14) 0215: destroy_pickup $SAVE_PICKUP(15) 0215: destroy_pickup $SAVE_PICKUP(16) 0215: destroy_pickup $SAVE_PICKUP(17) 0051: return :PSAVE1_106 0004: $ON_MISSION = 1 ;; integer values 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 03D8: show_save_screen :PSAVE1_109 00D6: if 0 83D9: NOT save_done 004D: jump_if_false ££PSAVE1_114 0001: wait 0 ms 0002: jump ££PSAVE1_109 :PSAVE1_114 0169: set_fade_color 0 0 0 016A: fade 0 () 1000 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_120 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) :PSAVE1_120 0051: return :PSAVE1_121 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_126 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player :PSAVE1_126 0001: wait 500 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_132 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) 0004: $ON_MISSION = 0 ;; integer values :PSAVE1_132 0051: return :PSAVE1_133 0169: set_fade_color 0 0 0 016A: fade 0 () 500 ms :PSAVE1_135 00D6: if 0 016B: fading 004D: jump_if_false ££PSAVE1_142 0001: wait 0 ms 00BE: text_clear_all 03E6: remove_text_box 0002: jump ££PSAVE1_135 :PSAVE1_142 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_149 016A: fade 0 () 0 ms 02EB: restore_camera_with_jumpcut 0687: $PLAYER_ACTOR 016A: fade 0 () 0 ms :PSAVE1_149 0051: return :PSAVE1_150 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_163 03E6: remove_text_box 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 2503.601 -1676.787 13.9236 0.0 0.0 0.0 0160: point_camera 2503.26 -1677.718 14.0548 2 0395: clear_area 1 at 2495.365 -1690.766 13.7734 range 1.0 0395: clear_area 1 at 2503.26 -1677.718 14.0548 range 2.0 0395: clear_area 1 at $459 $460 $461 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR 2495.365 -1690.766 13.7734 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_163 0051: return :PSAVE1_164 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_176 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 2512.233 -1673.532 12.6635 0.0 0.0 0.0 0160: point_camera 2513.139 -1673.825 12.9696 2 0395: clear_area 1 at 2513.139 -1673.825 12.9696 range 2.0 0395: clear_area 1 at 2521.35 -1678.83 14.32 range 1.0 0395: clear_area 1 at $462 $463 $464 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR 2521.35 -1678.83 14.32 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_176 0051: return :PSAVE1_177 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_189 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 2451.148 -1677.786 16.3581 0.0 0.0 0.0 0160: point_camera 2451.564 -1678.676 16.1721 2 0395: clear_area 1 at 2451.564 -1678.676 16.1721 range 2.0 0395: clear_area 1 at 2459.44 -1691.58 12.58 range 1.0 0395: clear_area 1 at $465 $466 $467 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR 2459.44 -1691.58 12.58 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_189 0051: return :PSAVE1_190 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_201 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 2075.7 -1687.878 16.0883 0.0 0.0 0.0 0160: point_camera 2074.984 -1688.556 15.9215 2 0395: clear_area 1 at 2065.4 -1703.4 13.1 range 1.0 0395: clear_area 1 at 2074.984 -1688.556 15.9215 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR 2065.4 -1703.4 13.1 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_201 0051: return :PSAVE1_202 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_214 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 1054.644 -1312.281 14.9353 0.0 0.0 0.0 0160: point_camera 1054.271 -1313.2 15.0617 2 0395: clear_area 1 at 1038.04 -1339.23 12.55 range 1.0 0395: clear_area 1 at 1054.271 -1313.2 15.0617 range 2.0 0395: clear_area 1 at $477 $478 $479 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR 1038.04 -1339.23 12.55 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_214 0051: return :PSAVE1_215 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_226 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 825.1696 -1636.572 23.1761 0.0 0.0 0.0 0160: point_camera 824.351 -1636.051 22.9332 2 0395: clear_area 1 at 793.59 -1625.07 12.38 range 1.0 0395: clear_area 1 at 824.351 -1636.051 22.9332 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR 793.59 -1625.07 12.38 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_226 0051: return :PSAVE1_227 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_238 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 2486.848 -1660.327 12.5441 0.0 0.0 0.0 0160: point_camera 2486.846 -1659.363 12.8073 2 0395: clear_area 1 at 2486.94 -1646.76 13.07 range 1.0 0395: clear_area 1 at 2486.846 -1659.363 12.8073 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR 2486.94 -1646.76 13.07 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_238 0051: return :PSAVE1_239 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_248 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 1792.877 -2105.368 17.6519 0.0 0.0 0.0 0160: point_camera 1793.152 -2106.301 17.4194 2 0395: clear_area 1 at 1793.152 -2106.301 17.4194 range 2.0 0050: gosub ££PSAVE1_133 :PSAVE1_248 0051: return :PSAVE1_249 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_260 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position -2187.87 -2269.808 29.4158 0.0 0.0 0.0 0160: point_camera -2188.376 -2269.021 29.7703 2 0395: clear_area 1 at -2194.371 -2256.498 29.6841 range 1.0 0395: clear_area 1 at -2188.376 -2269.021 29.7703 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR -2194.371 -2256.498 29.6841 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_260 0051: return :PSAVE1_261 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_272 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position -919.0773 -1715.624 78.4517 0.0 0.0 0.0 0160: point_camera -920.0563 -1715.824 78.4112 2 0395: clear_area 1 at -932.2975 -1718.891 76.5703 range 1.0 0395: clear_area 1 at -920.0563 -1715.824 78.4112 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR -932.2975 -1718.891 76.5703 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_272 0051: return :PSAVE1_273 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_284 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position -2010.974 154.9329 33.4883 0.0 0.0 0.0 0160: point_camera -2011.966 154.9767 33.3685 2 0395: clear_area 1 at -2034.559 148.8178 27.8359 range 1.0 0395: clear_area 1 at -2011.966 154.9767 33.3685 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR -2034.559 148.8178 27.8359 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_284 0051: return :PSAVE1_285 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_296 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position -2031.359 196.2776 34.812 0.0 0.0 0.0 0160: point_camera -2031.639 195.3477 34.5735 2 0395: clear_area 1 at -2038.51 178.4871 27.8359 range 1.0 0395: clear_area 1 at -2031.639 195.3477 34.5735 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR -2038.51 178.4871 27.8359 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_296 0051: return :PSAVE1_297 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_308 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position -2129.186 640.2543 72.0002 0.0 0.0 0.0 0160: point_camera -2130.102 640.2417 71.6005 2 0395: clear_area 1 at -2156.56 645.08 51.35 range 1.0 0395: clear_area 1 at -2130.102 640.2417 71.6005 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR -2156.56 645.08 51.35 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_308 0051: return :PSAVE1_309 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_320 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 1979.02 1004.792 995.4213 0.0 0.0 0.0 0160: point_camera 1978.566 1003.92 995.238 2 0395: clear_area 1 at 1963.4 972.2 993.4 range 1.0 0395: clear_area 1 at 1979.02 1004.792 995.4213 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR 1963.4 972.2 993.4 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_320 0051: return :PSAVE1_321 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_332 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 1954.571 1041.494 993.1794 0.0 0.0 0.0 0160: point_camera 1954.962 1042.414 993.1676 2 0395: clear_area 1 at 1963.5 1063.3 993.4 range 1.0 0395: clear_area 1 at 1954.962 1042.414 993.1676 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR 1963.5 1063.3 993.4 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_332 0051: return :PSAVE1_333 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_344 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 2073.947 991.3126 17.4461 0.0 0.0 0.0 0160: point_camera 2072.953 991.4046 17.5078 2 0395: clear_area 1 at 2020.0 1008.83 9.82 range 1.0 0395: clear_area 1 at 2072.953 991.4046 17.5078 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR 2020.0 1008.83 9.82 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_344 0051: return :PSAVE1_345 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_356 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position -2601.677 1386.132 6.8077 0.0 0.0 0.0 0160: point_camera -2602.328 1386.855 7.0409 2 0395: clear_area 1 at -2624.195 1410.764 6.1015 range 1.0 0395: clear_area 1 at -2602.328 1386.855 7.0409 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR -2624.195 1410.764 6.1015 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_356 0051: return :PSAVE1_357 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_368 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position -690.618 906.0824 13.0468 0.0 0.0 0.0 0160: point_camera -690.5204 907.0766 13.0919 2 0395: clear_area 1 at -684.982 927.3704 12.6293 range 1.0 0395: clear_area 1 at -690.5204 907.0766 13.0919 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR -684.982 927.3704 12.6293 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_368 0051: return :PSAVE1_369 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_378 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 427.1954 2527.643 19.4052 0.0 0.0 0.0 0160: point_camera 426.2472 2527.956 19.4635 2 0395: clear_area 1 at 426.2472 2527.956 19.4635 range 2.0 0050: gosub ££PSAVE1_133 :PSAVE1_378 0051: return :PSAVE1_379 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_388 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 330.1037 2587.75 18.3215 0.0 0.0 0.0 0160: point_camera 330.0515 2586.753 18.362 2 0395: clear_area 1 at 330.0515 2586.753 18.362 range 2.0 0050: gosub ££PSAVE1_133 :PSAVE1_388 0051: return :PSAVE1_389 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_400 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 2257.134 1587.133 1010.035 0.0 0.0 0.0 0160: point_camera 2257.267 1588.119 1009.939 2 0395: clear_area 1 at 2270.6 1637.9 1007.3 range 1.0 0395: clear_area 1 at 2257.267 1588.119 1009.939 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR 2270.6 1637.9 1007.3 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_400 0051: return :PSAVE1_401 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_412 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position 1278.091 -849.6337 90.7593 0.0 0.0 0.0 0160: point_camera 1278.038 -848.6531 90.5709 2 0395: clear_area 1 at 1258.158 -785.2752 91.0302 range 1.0 0395: clear_area 1 at 1278.038 -848.6531 90.5709 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR 1258.158 -785.2752 91.0302 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_412 0051: return :PSAVE1_413 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££PSAVE1_424 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 015F: set_camera_position -2278.004 134.334 39.606 0.0 0.0 0.0 0160: point_camera -2277.008 134.356 39.6897 2 0395: clear_area 1 at -2242.812 128.7572 34.3203 range 1.0 0395: clear_area 1 at -2277.008 134.356 39.6897 range 2.0 05D3: unknown_action_sequence $PLAYER_ACTOR -2242.812 128.7572 34.3203 4 3000 0050: gosub ££PSAVE1_133 :PSAVE1_424 0051: return Sorry voor het lange bericht. 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