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[SA] gestripte savehouse er in zetten.


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Geplaatst: (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: door gangster28
Geplaatst:

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

Geplaatst:

Het punt is de interieus zijn er wel maar geen save punten en waar je kleren kunt halen etc.. niet.

Geplaatst:

Je kan in interior maar er gebeurd niks;

Dat begrijp ik. Maar met external scripts kan je die enablen want daarin staat dat enzo.

Geplaatst:

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.

Geplaatst: (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: door Jarno
Geplaatst:

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

Geplaatst:

Okee bedankt die heb ik gevonden maar nu heb ik een andere probleem want hij zegt dat parameter 5 onjuist is wat nu?

Geplaatst:

Heb je komma's gezet waar punten zouden moeten staan?

Geef de regel van de fout eens, dan zal ik er even naar kijken.

Geplaatst:

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.

Geplaatst:

Deze is het hij komt gewoon uit de orginele van sa.

0213: $SAVE_PICKUP = create_pickup  #PICKUPSAVE type  3 at $SAVEPOINTX $SAVEPOINTY $SAVEPOINTZ

Geplaatst:

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

Geplaatst:

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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