Dutchy3010 Geplaatst: 9 december 2007 Rapport Geplaatst: 9 december 2007 Door externe scripts toe te voegen. Ik had vanmiddag al gezocht op GTAForums.com, en toen was ik deze post tegengekomen. Daar worden de externe scripts van parachute springen uitgelegd. Hopelijk kan je wel een beetje Engels. Reageren
Donald F. Duck Geplaatst: 9 december 2007 Auteur Rapport Geplaatst: 9 december 2007 Errortje: Niet genoeg parameters gezet. verwachte 1 params. Bij de line: 004D: jump_if_false ££PLCHUTE_100 Komt het door al die ££'s in de code? Dit is namelijk de eerste ££ in die code. Reageren
Dutchy3010 Geplaatst: 9 december 2007 Rapport Geplaatst: 9 december 2007 Dat is de taal van Mission Builder. De scripttaal van Sannybuilder is anders als de scripttaal van Mission Builder. Daarom is dat fout. ££ in MissionBuilder = @ in SannyBuilder. Die codes in de link die ik gaf waren toch echt in SannyBuilder, dus ik weet niet waar je die ££ vandaan haalt. (Ik bedoel overigens de post van tomworld10) Reageren
Donald F. Duck Geplaatst: 9 december 2007 Auteur Rapport Geplaatst: 9 december 2007 Ow... ik had de post eronder... Maar de post van tomworld10 heb ik al doorgelezen, maar ik snap er niks van... Reageren
Dutchy3010 Geplaatst: 9 december 2007 Rapport Geplaatst: 9 december 2007 // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 DEFINE OBJECTS 3 DEFINE OBJECT SANNY BUILDER 3.03 DEFINE OBJECT PARACHUTE DEFINE OBJECT PARA_COLLISION DEFINE MISSIONS 0 DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script 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(2488.56, -1666.84, 13.38) $PLAYER_CHAR = Player.Create(#NULL, 2488.56, -1666.84, 13.38) $PLAYER_ACTOR = Actor.EmulateFromPlayer($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 fade 1 0 select_interior 0 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 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here $DEFAULT_WAIT_TIME = 250 03E6: remove_text_box 004F: create_thread @TEST 004F: create_thread @PLCHUTE :MAIN_297 wait $DEFAULT_WAIT_TIME 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes jump @MAIN_297 :TEST thread 'TEST' // Load models 0247: load_model #GUN_PARA 038B: load_requested_models :MODEL_LOAD 00D6: if 8248: not model #GUN_PARA available 004D: jump_if_false @MODEL_SPAWN 0001: wait 0 ms 0002: jump @MODEL_LOAD :MODEL_SPAWN $parachute = Pickup.Create(#GUN_PARA, 15, 1555.132, -1353.394, 329.40) 014B: $skatepark_nrg = init_parked_car_generator #NRG500 -1 -1 1 alarm 0 door_lock 0 0 10000 at 1917.476 -1418.366 16.359 angle 270.0 014C: set_parked_car_generator $skatepark_nrg cars_to_generate 101 014B: $skatepark_bmx = init_parked_car_generator #BMX -1 -1 1 alarm 0 door_lock 0 0 10000 at 1954.081 -1364.178 24.143 angle 180.0 014C: set_parked_car_generator $skatepark_bmx cars_to_generate 101 end_thread // Parachute :PLCHUTE 03A4: name_thread 'PLCHUTE' 0004: $1498 = 0 // integer values 0004: $1513 = 0 // integer values 0004: $1497 = 0 // integer values 0005: $1500 = 5.0// floating-point values 0005: $1501 = -5.0// floating-point values 0005: $1503 = -1.5// floating-point values 0005: $1504 = -30.0// floating-point values 0005: $1505 = 32.0// floating-point values 0005: $1506 = 0.0// floating-point values 0004: $1512 = 0// integer values 0004: $1513 = 0// integer values :PLCHUTE_100 0001: wait 0 ms 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71 00D6: if and 0020: 7@ > 50.0 // floating-point values 80DF: NOT actor $PLAYER_ACTOR driving 8118: not actor $PLAYER_ACTOR dead 83EE: NOT player $PLAYER_CHAR controllable 004D: jump_if_false @PLCHUTE_100 :PLCHUTE_118 wait 0 if not Actor.Dead($PLAYER_ACTOR) else_jump @PLCHUTE_5455 if 8800: not (unknown) else_jump @PLCHUTE_5455 if not $1513 == 0 // integer values else_jump @PLCHUTE_176 0992: set_player $PLAYER_CHAR weapons_scrollable 0 :PLCHUTE_176 if $1497 > 0 // integer values else_jump @PLCHUTE_219 if not Actor.HasWeapon($PLAYER_ACTOR, 46) else_jump @PLCHUTE_219 jump @PLCHUTE_5521 :PLCHUTE_219 if $1497 == 0 // integer values else_jump @PLCHUTE_274 if Actor.HasWeapon($PLAYER_ACTOR, 46) else_jump @PLCHUTE_274 Model.Load(#PARACHUTE) $1497 = 1 // integer values $1498 = 0 // integer values :PLCHUTE_274 if $1497 == 1 // integer values else_jump @PLCHUTE_377 if Model.Available(#PARACHUTE) else_jump @PLCHUTE_377 17@ = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD) 069B: attach_object 17@ to_actor $PLAYER_ACTOR at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0750: (unknown) 17@ 0 $1497 = 2 // integer values :PLCHUTE_377 if and $1497 == 2 // integer values $1513 == 1 // integer values else_jump @PLCHUTE_409 $1497 = 3 // integer values :PLCHUTE_409 if and $1513 == 0 // integer values $1497 > 0 // integer values else_jump @PLCHUTE_565 if 0818: (unknown) $PLAYER_ACTOR else_jump @PLCHUTE_565 083D: (unknown) $PLAYER_ACTOR $1507 $1508 $1509 if -10.0 > $1509 // floating-point values else_jump @PLCHUTE_565 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground if 7@ > 20.0 // floating-point values else_jump @PLCHUTE_565 097A: (unknown) -1000.0 -1000.0 -1000.0 1037 $1513 = 1 // integer values 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 0@ = 0 // integer values $8268 = 0.0 // floating-point values :PLCHUTE_565 if $1513 == 1 // integer values else_jump @PLCHUTE_2386 if 0@ == 0 // integer values else_jump @PLCHUTE_608 0@ = 2 // integer values :PLCHUTE_608 if 0@ == 2 // integer values else_jump @PLCHUTE_729 062E: (unknown) $PLAYER_ACTOR 2066 27@ if 04A4: 27@ 7 else_jump @PLCHUTE_729 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED" 1.0 1 0 0 0 -1 04ED: load_animation "PARACHUTE" 15@ = 1 // integer values 1@ = Actor.Angle($PLAYER_ACTOR) 0@ = 3 // integer values :PLCHUTE_729 if 0@ == 3 // integer values else_jump @PLCHUTE_2386 062E: (unknown) $PLAYER_ACTOR 2066 27@ if 04A4: 27@ 7 else_jump @PLCHUTE_815 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED" 1.0 1 0 0 0 -1 :PLCHUTE_815 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground if and 100.0 > 7@ // floating-point values 7@ > 60.0 // floating-point values else_jump @PLCHUTE_912 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_912 if $ONMISSION == 0 // integer values else_jump @PLCHUTE_912 00BC: text_highpriority 'PARA_01' 1000 ms 1 // ~s~Open your parachute! :PLCHUTE_912 0494: get_joystick_data 0 10@ 11@ 12@ 12@ if $1511 == 1 // integer values else_jump @PLCHUTE_960 10@ = 0 // integer values 11@ = 0 // integer values :PLCHUTE_960 0093: 21@ = integer_to_float 10@ 21@ /= 4.267 // floating-point values 0063: 21@ -= 2@ // floating-point values 21@ /= 20.0 // floating-point values 005B: 2@ += 21@ // floating-point values 0087: 21@ = 2@ // floating-point values only 21@ /= 5.0 // floating-point values 0063: 1@ -= 21@ // floating-point values if 1@ > 180.0 // floating-point values else_jump @PLCHUTE_1061 1@ -= 360.0 // floating-point values :PLCHUTE_1061 if -180.0 > 1@ // floating-point values else_jump @PLCHUTE_1092 1@ += 360.0 // floating-point values :PLCHUTE_1092 0093: 22@ = integer_to_float 11@ 22@ /= 4.267 // floating-point values 0063: 22@ -= 3@ // floating-point values 22@ /= 20.0 // floating-point values 005B: 3@ += 22@ // floating-point values 083D: (unknown) $PLAYER_ACTOR 8@ 9@ $1509 if 0024: $1504 > $1509 // floating-point values only else_jump @PLCHUTE_1177 0086: $1509 = $1504 // floating-point values only :PLCHUTE_1177 if 0024: $8268 > $1509 // floating-point values only else_jump @PLCHUTE_1204 0086: $8268 = $1509 // floating-point values only :PLCHUTE_1204 if 0024: $1504 > $8268 // floating-point values only else_jump @PLCHUTE_1231 0086: $8268 = $1504 // floating-point values only :PLCHUTE_1231 if and 0024: $1509 > $8268 // floating-point values only not $1902 == 1 // integer values else_jump @PLCHUTE_1407 if 84AD: not actor $PLAYER_ACTOR touching_water else_jump @PLCHUTE_1361 if -20.0 > $8268 // floating-point values else_jump @PLCHUTE_1308 $1513 = 2 // integer values jump @PLCHUTE_1354 :PLCHUTE_1308 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED" 1.0 1 0 0 0 100 $1513 = 7 // integer values :PLCHUTE_1354 jump @PLCHUTE_1407 :PLCHUTE_1361 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED" 1.0 1 0 0 0 100 $1513 = 7 // integer values :PLCHUTE_1407 0087: 4@ = 3@ // floating-point values only 4@ /= 30.0 // floating-point values 006F: 4@ *= $1505 // floating-point values 02F6: $1507 = cosine 1@ // sinus swapped with cosine 02F7: $1508 = sinus 1@ // cosine swapped with sinus 006D: $1507 *= 4@ // floating-point values 006D: $1508 *= 4@ // floating-point values $1508 *= -1.0 // floating-point values 0059: $1508 += $1506 // floating-point values 0087: 21@ = 8@ // floating-point values only 0065: 21@ -= $1507 // floating-point values 21@ *= 0.01 // floating-point values 0088: $1507 = 8@ // floating-point values only 0067: $1507 -= 21@ // floating-point values 0087: 21@ = 9@ // floating-point values only 0065: 21@ -= $1508 // floating-point values 21@ *= 0.01 // floating-point values 0088: $1508 = 9@ // floating-point values only 0067: $1508 -= 21@ // floating-point values 0085: 12@ = 10@ // integer values and handles 0085: 13@ = 11@ // integer values and handles 0095: make 12@ absolute_integer 0095: make 13@ absolute_integer if or 12@ > 40 // integer values 13@ > 40 // integer values else_jump @PLCHUTE_2109 if 001D: 12@ > 13@ // integer values else_jump @PLCHUTE_1872 if 10@ >= 0 // integer values else_jump @PLCHUTE_1751 if not 15@ == 2 // integer values else_jump @PLCHUTE_1751 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_1744 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_R" "PARACHUTE" 1.0 1 0 0 1 -2 :PLCHUTE_1744 15@ = 2 // integer values :PLCHUTE_1751 if 0 > 10@ // integer values else_jump @PLCHUTE_1865 if not 15@ == 3 // integer values else_jump @PLCHUTE_1865 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_1858 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_L" "PARACHUTE" 1.0 1 0 0 1 -2 :PLCHUTE_1858 15@ = 3 // integer values :PLCHUTE_1865 jump @PLCHUTE_2102 :PLCHUTE_1872 if 11@ >= 0 // integer values else_jump @PLCHUTE_1984 if not 15@ == 4 // integer values else_jump @PLCHUTE_1984 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_1977 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PARACHUTE" 1.0 1 0 0 1 -2 :PLCHUTE_1977 15@ = 4 // integer values :PLCHUTE_1984 if 0 > 11@ // integer values else_jump @PLCHUTE_2102 if not 15@ == 5 // integer values else_jump @PLCHUTE_2102 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_2095 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_ACCEL" "PARACHUTE" 1.0 1 0 0 1 -2 :PLCHUTE_2095 15@ = 5 // integer values :PLCHUTE_2102 jump @PLCHUTE_2203 :PLCHUTE_2109 if not 15@ == 1 // integer values else_jump @PLCHUTE_2203 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_2203 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PARACHUTE" 1.0 1 0 0 1 -2 15@ = 1 // integer values :PLCHUTE_2203 if or 00E1: key_pressed 0 17 $1512 == 1 // integer values else_jump @PLCHUTE_2386 if not $1902 == 1 // integer values else_jump @PLCHUTE_2386 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_2386 if and $1497 == 3 // integer values $1511 == 0 // integer values else_jump @PLCHUTE_2386 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_OPEN" "PARACHUTE" 8.0 0 0 0 1 -2 097A: (unknown) -1000.0 -1000.0 -1000.0 1038 008A: $8270 = 32@ // integer values and handles $8270 += 1100 // integer values $1513 = 3 // integer values 0@ = 0 // integer values :PLCHUTE_2386 if $1513 == 2 // integer values else_jump @PLCHUTE_2504 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_2492 Actor.Angle($PLAYER_ACTOR) = 1@ 0829: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_DIE" "PARACHUTE" 1000.0 0 09F1: (unknown) $PLAYER_ACTOR 1189 jump @PLCHUTE_2497 :PLCHUTE_2492 05BE: AS_kill_actor $PLAYER_ACTOR :PLCHUTE_2497 gosub @PLCHUTE_5521 :PLCHUTE_2504 if $1513 == 3 // integer values else_jump @PLCHUTE_4781 if $8270 > 0 // integer values else_jump @PLCHUTE_2586 if 001F: 32@ > $8270 // integer values else_jump @PLCHUTE_2586 097A: (unknown) -1000.0 -1000.0 -1000.0 1039 $8270 = 0 // integer values :PLCHUTE_2586 if 0@ == 0 // integer values else_jump @PLCHUTE_2689 0087: 25@ = 3@ // floating-point values only 25@ /= 500.0 // floating-point values 0087: 26@ = 2@ // floating-point values only 26@ /= 500.0 // floating-point values 0085: 18@ = 32@ // integer values and handles 0085: 19@ = 32@ // integer values and handles 0087: 5@ = 4@ // floating-point values only 5@ *= -1.0 // floating-point values 0089: 6@ = $1509 // floating-point values only 0@ = 1 // integer values :PLCHUTE_2689 if 0@ == 1 // integer values else_jump @PLCHUTE_2856 0085: 10@ = 32@ // integer values and handles 0062: 10@ -= 19@ // integer values if 500 > 10@ // integer values else_jump @PLCHUTE_2829 0085: 10@ = 32@ // integer values and handles 0062: 10@ -= 18@ // integer values 0085: 18@ = 32@ // integer values and handles 0093: 21@ = integer_to_float 10@ 0087: 22@ = 25@ // floating-point values only 006B: 22@ *= 21@ // floating-point values 0087: 23@ = 26@ // floating-point values only 006B: 23@ *= 21@ // floating-point values 0063: 3@ -= 22@ // floating-point values 0063: 2@ -= 23@ // floating-point values jump @PLCHUTE_2856 :PLCHUTE_2829 2@ = 0.0 // floating-point values 3@ = 0.0 // floating-point values 0@ = 2 // integer values :PLCHUTE_2856 if 0@ == 2 // integer values else_jump @PLCHUTE_2964 if 03CA: object 17@ exists else_jump @PLCHUTE_2964 0750: (unknown) 17@ 1 08D2: object 17@ scale_model 0.0 0085: 19@ = 32@ // integer values and handles wait 0 075A: 17@ "PARA_OPEN_O" "PARACHUTE" 1000.0 0 1 0@ = 3 // integer values :PLCHUTE_2964 if 0@ == 3 // integer values else_jump @PLCHUTE_3067 0085: 10@ = 32@ // integer values and handles 0062: 10@ -= 19@ // integer values if 500 > 10@ // integer values else_jump @PLCHUTE_3050 0093: 21@ = integer_to_float 10@ 21@ /= 500.0 // floating-point values 08D2: object 17@ scale_model 21@ jump @PLCHUTE_3067 :PLCHUTE_3050 08D2: object 17@ scale_model 1.0 0@ = 4 // integer values :PLCHUTE_3067 if 0@ == 5 // integer values else_jump @PLCHUTE_3136 20@ = Object.Create(#PARA_COLLISION, 0.0, 0.0, 0.0) 0750: (unknown) 20@ 0 Object.ToggleInMovingList(20@) = True 04D9: object 20@ set_scripted_collision_check 1 0@ = 6 // integer values :PLCHUTE_3136 if 0@ == 6 // integer values else_jump @PLCHUTE_4354 0494: get_joystick_data 0 10@ 11@ 12@ 12@ if $1511 == 1 // integer values else_jump @PLCHUTE_3202 10@ = 0 // integer values 11@ = 0 // integer values :PLCHUTE_3202 0093: 21@ = integer_to_float 10@ 21@ /= 4.267 // floating-point values 0063: 21@ -= 2@ // floating-point values 21@ /= 20.0 // floating-point values 005B: 2@ += 21@ // floating-point values 0087: 21@ = 2@ // floating-point values only 21@ /= 15.0 // floating-point values 0063: 1@ -= 21@ // floating-point values if 1@ > 180.0 // floating-point values else_jump @PLCHUTE_3303 1@ -= 360.0 // floating-point values :PLCHUTE_3303 if -180.0 > 1@ // floating-point values else_jump @PLCHUTE_3334 1@ += 360.0 // floating-point values :PLCHUTE_3334 02F6: $1507 = cosine 1@ // sinus swapped with cosine 02F7: $1508 = sinus 1@ // cosine swapped with sinus 0069: $1507 *= $1500 // floating-point values 0069: $1508 *= $1500 // floating-point values $1507 *= -1.0 // floating-point values 0085: 12@ = 10@ // integer values and handles 0085: 13@ = 11@ // integer values and handles 0095: make 12@ absolute_integer 0095: make 13@ absolute_integer if or 12@ > 40 // integer values 13@ > 40 // integer values else_jump @PLCHUTE_4066 if 001D: 12@ > 13@ // integer values else_jump @PLCHUTE_3741 0089: 21@ = $1501 // floating-point values only 0065: 21@ -= $1509 // floating-point values 21@ /= 20.0 // floating-point values 005F: $1509 += 21@ // floating-point values if 10@ >= 0 // integer values else_jump @PLCHUTE_3607 if not 15@ == 2 // integer values else_jump @PLCHUTE_3607 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_STEERR" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_STEERR_O" "PARACHUTE" 1.0 1 1 15@ = 2 // integer values :PLCHUTE_3607 if 0 > 10@ // integer values else_jump @PLCHUTE_3734 if not 15@ == 3 // integer values else_jump @PLCHUTE_3734 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_STEERL" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_STEERL_O" "PARACHUTE" 1.0 1 1 15@ = 3 // integer values :PLCHUTE_3734 jump @PLCHUTE_4059 :PLCHUTE_3741 if 11@ >= 0 // integer values else_jump @PLCHUTE_3900 0089: 21@ = $1503 // floating-point values only 0065: 21@ -= $1509 // floating-point values 21@ /= 20.0 // floating-point values 005F: $1509 += 21@ // floating-point values if not 15@ == 4 // integer values else_jump @PLCHUTE_3900 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_DECEL" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_DECEL_O" "PARACHUTE" 1.0 1 1 15@ = 4 // integer values :PLCHUTE_3900 if 0 > 11@ // integer values else_jump @PLCHUTE_4059 0089: 21@ = $1501 // floating-point values only 0065: 21@ -= $1509 // floating-point values 21@ /= 20.0 // floating-point values 005F: $1509 += 21@ // floating-point values if not 15@ == 5 // integer values else_jump @PLCHUTE_4059 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_FLOAT" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_FLOAT_O" "PARACHUTE" 1.0 1 1 15@ = 5 // integer values :PLCHUTE_4059 jump @PLCHUTE_4225 :PLCHUTE_4066 0089: 21@ = $1501 // floating-point values only 0065: 21@ -= $1509 // floating-point values 21@ /= 20.0 // floating-point values 005F: $1509 += 21@ // floating-point values if not 15@ == 5 // integer values else_jump @PLCHUTE_4225 if not 15@ == 1 // integer values else_jump @PLCHUTE_4225 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_FLOAT" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_FLOAT_O" "PARACHUTE" 1.0 1 1 15@ = 1 // integer values :PLCHUTE_4225 Object.StorePos(17@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3) 0815: (unknown) 20@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 if 04DA: has_object 20@ collided else_jump @PLCHUTE_4318 075A: 17@ "PARA_RIP_LOOP_O" "PARACHUTE" 8.0 1 1 0@ = 7 // integer values :PLCHUTE_4318 if 00E1: key_pressed 0 15 else_jump @PLCHUTE_4354 0792: (unknown) $PLAYER_ACTOR $1513 = 6 // integer values $1498 = 3 // integer values :PLCHUTE_4354 if 03CA: object 17@ exists else_jump @PLCHUTE_4593 if 0837: 17@ "PARA_OPEN_O" else_jump @PLCHUTE_4593 0839: (unknown) 17@ "PARA_OPEN_O" 21@ 0087: 22@ = 6@ // floating-point values only 0065: 22@ -= $1501 // floating-point values 0087: 23@ = 22@ // floating-point values only 006B: 23@ *= 21@ // floating-point values 0088: $1509 = 6@ // floating-point values only 0067: $1509 -= 23@ // floating-point values 0087: 22@ = 5@ // floating-point values only 0065: 22@ -= $1500 // floating-point values 0087: 23@ = 22@ // floating-point values only 006B: 23@ *= 21@ // floating-point values 0087: 4@ = 5@ // floating-point values only 0063: 4@ -= 23@ // floating-point values 02F6: $1507 = cosine 1@ // sinus swapped with cosine 02F7: $1508 = sinus 1@ // cosine swapped with sinus 006D: $1507 *= 4@ // floating-point values 006D: $1508 *= 4@ // floating-point values $1507 *= -1.0 // floating-point values if and 21@ == 1.0 // floating-point values 0@ == 4 // integer values else_jump @PLCHUTE_4593 0@ = 5 // integer values :PLCHUTE_4593 if not Actor.Dead($PLAYER_ACTOR) else_jump @PLCHUTE_4781 if 04AD: actor $PLAYER_ACTOR touching_water else_jump @PLCHUTE_4732 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_LAND_WATER" "PARACHUTE" 8.0 1 1 0 0 1000 075A: 17@ "PARA_LAND_WATER_O" "PARACHUTE" 1000.0 0 1 $1513 = 5 // integer values 0@ = 0 // integer values :PLCHUTE_4732 083D: (unknown) $PLAYER_ACTOR 21@ 21@ 23@ if 23@ > -0.1 // floating-point values else_jump @PLCHUTE_4781 $1513 = 4 // integer values 0@ = 0 // integer values :PLCHUTE_4781 if $1513 == 4 // integer values else_jump @PLCHUTE_5271 if 0@ == 0 // integer values else_jump @PLCHUTE_5168 $1498 = 1 // integer values Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD) $TEMPVAR_Z_COORD -= 1.0 // floating-point values Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD) 083E: (unknown) $PLAYER_ACTOR 0.0 0.0 1@ if -10.0 > $1509 // floating-point values else_jump @PLCHUTE_4922 $1513 = 2 // integer values 0@ = 0 // integer values jump @PLCHUTE_5092 :PLCHUTE_4922 if -4.0 > $1509 // floating-point values else_jump @PLCHUTE_5047 0615: define_action_sequences 14@ 0812: unknown_action_sequence -1 "FALL_FRONT" "PED" 20.0 0 0 0 1 700 0812: unknown_action_sequence -1 "GETUP_FRONT" "PED" 8.0 0 1 0 0 -2 0616: define_action_sequences_end 14@ 0618: assign_actor $PLAYER_ACTOR to_action_sequences 14@ 061B: remove_references_to_action_sequences 14@ jump @PLCHUTE_5085 :PLCHUTE_5047 0812: unknown_action_sequence $PLAYER_ACTOR "RUN_PLAYER" "PED" 8.0 1 1 0 0 1000 :PLCHUTE_5085 0@ = 1 // integer values :PLCHUTE_5092 075A: 17@ "PARA_LAND_O" "PARACHUTE" 1000.0 0 1 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 0085: 18@ = 32@ // integer values and handles 18@ += 1000 // integer values :PLCHUTE_5168 if 0@ == 1 // integer values else_jump @PLCHUTE_5271 if 0837: 17@ "PARA_LAND_O" else_jump @PLCHUTE_5271 0839: (unknown) 17@ "PARA_LAND_O" 21@ if 21@ == 1.0 // floating-point values else_jump @PLCHUTE_5271 $1498 = 2 // integer values gosub @PLCHUTE_5521 :PLCHUTE_5271 if $1513 == 5 // integer values else_jump @PLCHUTE_5328 $1498 = 1 // integer values if 0@ == 0 // integer values else_jump @PLCHUTE_5328 $1498 = 2 // integer values gosub @PLCHUTE_5521 :PLCHUTE_5328 if and $1513 > 0 // integer values 4 > $1513 // integer values else_jump @PLCHUTE_5405 if not Actor.Dead($PLAYER_ACTOR) else_jump @PLCHUTE_5405 083C: (unknown) $PLAYER_ACTOR $1507 $1508 $1509 Actor.Angle($PLAYER_ACTOR) = 1@ 083E: (unknown) $PLAYER_ACTOR 3@ 2@ 1@ :PLCHUTE_5405 if $1513 == 6 // integer values else_jump @PLCHUTE_5430 gosub @PLCHUTE_5521 :PLCHUTE_5430 if $1513 == 7 // integer values else_jump @PLCHUTE_5455 jump @PLCHUTE_5462 :PLCHUTE_5455 jump @PLCHUTE_118 :PLCHUTE_5462 $1513 = 0 // integer values 0@ = 0 // integer values Model.Destroy(#PARACHUTE) 04EF: release_animation "PARACHUTE" 083E: (unknown) $PLAYER_ACTOR 0.0 0.0 1@ 0992: set_player $PLAYER_CHAR weapons_scrollable 1 0002: jump @PLCHUTE_5455 :PLCHUTE_5521 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 09A2: (unknown) 17@ Object.Destroy(20@) 0555: remove_weapon 46 from_actor $PLAYER_ACTOR $1513 = 0 // integer values $1497 = 0 // integer values 0@ = 0 // integer values Model.Destroy(#PARACHUTE) 04EF: release_animation "PARACHUTE" Model.Destroy(#GUN_PARA) 083E: (unknown) $PLAYER_ACTOR 0.0 0.0 1@ 0992: set_player $PLAYER_CHAR weapons_scrollable 1 end_thread Zo doet je parachute het wel. Reageren
Donald F. Duck Geplaatst: 9 december 2007 Auteur Rapport Geplaatst: 9 december 2007 Klein probleem. Als ik die code kopieer komt alles op 1 line te staan. Reageren
Dutchy3010 Geplaatst: 9 december 2007 Rapport Geplaatst: 9 december 2007 De txt file: main.txt Veel plezier ermee. Reageren
Donald F. Duck Geplaatst: 9 december 2007 Auteur Rapport Geplaatst: 9 december 2007 (bewerkt) Heel erg bedankt! Ik ga even testen, en dan edit ik dadelijk wel. Edit: Hij werkt netjes! Bewerkt: 9 december 2007 door Donald F. Duck Reageren
Donald F. Duck Geplaatst: 10 december 2007 Auteur Rapport Geplaatst: 10 december 2007 (bewerkt) Nog steeds een error... Misschien ligt het niet aan die thread. Mijn hele code: // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 DEFINE OBJECTS 3 DEFINE OBJECT SANNY BUILDER 3.03 DEFINE OBJECT PARACHUTE DEFINE OBJECT PARA_COLLISION DEFINE MISSIONS 0 DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 {$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(2488.56, -1666.84, 13.38) $PLAYER_CHAR = Player.Create(#NULL, 2488.56, -1666.84, 13.38) $PLAYER_ACTOR = Actor.EmulateFromPlayer($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 fade 1 0 select_interior 0 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 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here $DEFAULT_WAIT_TIME = 250 03E6: remove_text_box 004F: create_thread @TEST 004F: create_thread @SPRAY 004F: create_thread @PLCHUTE :MAIN_297 wait $DEFAULT_WAIT_TIME 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes jump @MAIN_297 :TEST thread 'TEST' // Load models 0247: load_model #GUN_PARA 0247: load_model #MINIGUN 0247: load_model #HEATSEEK 0247: load_model #ROCKETLA 0247: load_model #SWMYRI 038B: load_requested_models :MODEL_LOAD 00D6: if or 8248: not model #GUN_PARA available 8248: not model #MINIGUN available 8248: not model #HEATSEEK available 8248: not model #ROCKETLA available 8248: not model #SWMYRI available 004D: jump_if_false @MODEL_SPAWN 0001: wait 0 ms 0002: jump @MODEL_LOAD :MODEL_SPAWN //torenspawns $parachute = Pickup.Create(#GUN_PARA, 15, 1555.132, -1353.394, 329.40) 02A8: $tower_icon = create_marker 56 at 1544.105 -1354.241 329.4727 //skateparkspawns 014B: $skatepark_nrg = init_parked_car_generator #NRG500 -1 -1 1 alarm 0 door_lock 0 0 10000 at 1917.476 -1418.366 16.359 angle 270.0 014C: set_parked_car_generator $skatepark_nrg cars_to_generate 101 014B: $skatepark_bmx = init_parked_car_generator #BMX -1 -1 1 alarm 0 door_lock 0 0 10000 at 1954.081 -1364.178 24.143 angle 180.0 014C: set_parked_car_generator $skatepark_bmx cars_to_generate 101 02A8: $skatepark_icon = create_marker 36 at 1916.635 -1404.018 13.57 //paynsprayspawns //voor sphere, kijk bij thread SPRAY 02A8: $paynspray_icon = create_marker 63 at 2070.85 -1831.247 13.54 //area69spawns $minigun = Pickup.Create(#MINIGUN, 15, 278.9583, 1784.424, 17.59) $hsrl = Pickup.Create(#HEATSEEK, 15, 278.9583, 1786.995, 17.59) $rocketlaunch = Pickup.Create(#ROCKETLA, 15, 278.9583, 1789.027, 17.59) 014B: $area69_rhino = init_parked_car_generator #RHINO -1 -1 1 alarm 0 door_lock 0 0 10000 at 275.9919 1955.663 17.64 angle 90.0 014C: set_parked_car_generator $area69_rhino cars_to_generate 101 014B: $area69_fbitruck = init_parked_car_generator #FBITRUCK -1 -1 1 alarm 0 door_lock 0 0 10000 at 275.9919 1919.735 17.64 angle 90.0 014C: set_parked_car_generator $area69_fbitruck cars_to_generate 101 014B: $area69_hydra = init_parked_car_generator #HYDRA -1 -1 1 alarm 0 door_lock 0 0 10000 at 275.9919 1989.735 17.64 angle 90.0 014C: set_parked_car_generator $area69_hydra cars_to_generate 101 014B: $area69_swat = init_parked_car_generator #SWATVAN -1 -1 1 alarm 0 door_lock 0 0 10000 at 290.8871 1821.495 17.64 angle 90.0 014C: set_parked_car_generator $area69_swat cars_to_generate 101 end_thread // Pay 'n' Spray geldsphere :SPRAY thread 'SPRAY' //actorinfo 10@ = Actor.Create(CIVMALE, #SWMYRI, 2074.156, -1837.481, 13.56) Actor.Angle(10@) = 0.0 Actor.Health(10@) = 25000.0 Actor.LockInCurrentPosition(10@) = true :SPRAY_SPHERE 03BC: 11@ = create_sphere_at 2074.347 -1837.481 13.50 radius 1.0 00EC: actor $PLAYER_ACTOR 0 near_point 2074.347 -1837.481 radius 1.0 1.0 Player.Money($PLAYER_CHAR) += 100 wait 10000 ms :SPRAY_END wait 100 ms jump @SPRAY_END end_thread // Parachute :PLCHUTE 03A4: name_thread 'PLCHUTE' 0004: $1498 = 0 // integer values 0004: $1513 = 0 // integer values 0004: $1497 = 0 // integer values 0005: $1500 = 5.0// floating-point values 0005: $1501 = -5.0// floating-point values 0005: $1503 = -1.5// floating-point values 0005: $1504 = -30.0// floating-point values 0005: $1505 = 32.0// floating-point values 0005: $1506 = 0.0// floating-point values 0004: $1512 = 0// integer values 0004: $1513 = 0// integer values :PLCHUTE_100 0001: wait 0 ms 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71 00D6: if and 0020: 7@ > 50.0 // floating-point values 80DF: NOT actor $PLAYER_ACTOR driving 8118: not actor $PLAYER_ACTOR dead 83EE: NOT player $PLAYER_CHAR controllable 004D: jump_if_false @PLCHUTE_100 :PLCHUTE_118 wait 0 if not Actor.Dead($PLAYER_ACTOR) else_jump @PLCHUTE_5455 if 8800: not (unknown) else_jump @PLCHUTE_5455 if not $1513 == 0 // integer values else_jump @PLCHUTE_176 0992: set_player $PLAYER_CHAR weapons_scrollable 0 :PLCHUTE_176 if $1497 > 0 // integer values else_jump @PLCHUTE_219 if not Actor.HasWeapon($PLAYER_ACTOR, 46) else_jump @PLCHUTE_219 jump @PLCHUTE_5521 :PLCHUTE_219 if $1497 == 0 // integer values else_jump @PLCHUTE_274 if Actor.HasWeapon($PLAYER_ACTOR, 46) else_jump @PLCHUTE_274 Model.Load(#PARACHUTE) $1497 = 1 // integer values $1498 = 0 // integer values :PLCHUTE_274 if $1497 == 1 // integer values else_jump @PLCHUTE_377 if Model.Available(#PARACHUTE) else_jump @PLCHUTE_377 17@ = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD) 069B: attach_object 17@ to_actor $PLAYER_ACTOR at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0750: (unknown) 17@ 0 $1497 = 2 // integer values :PLCHUTE_377 if and $1497 == 2 // integer values $1513 == 1 // integer values else_jump @PLCHUTE_409 $1497 = 3 // integer values :PLCHUTE_409 if and $1513 == 0 // integer values $1497 > 0 // integer values else_jump @PLCHUTE_565 if 0818: (unknown) $PLAYER_ACTOR else_jump @PLCHUTE_565 083D: (unknown) $PLAYER_ACTOR $1507 $1508 $1509 if -10.0 > $1509 // floating-point values else_jump @PLCHUTE_565 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground if 7@ > 20.0 // floating-point values else_jump @PLCHUTE_565 097A: (unknown) -1000.0 -1000.0 -1000.0 1037 $1513 = 1 // integer values 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 0@ = 0 // integer values $8268 = 0.0 // floating-point values :PLCHUTE_565 if $1513 == 1 // integer values else_jump @PLCHUTE_2386 if 0@ == 0 // integer values else_jump @PLCHUTE_608 0@ = 2 // integer values :PLCHUTE_608 if 0@ == 2 // integer values else_jump @PLCHUTE_729 062E: (unknown) $PLAYER_ACTOR 2066 27@ if 04A4: 27@ 7 else_jump @PLCHUTE_729 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED" 1.0 1 0 0 0 -1 04ED: load_animation "PARACHUTE" 15@ = 1 // integer values 1@ = Actor.Angle($PLAYER_ACTOR) 0@ = 3 // integer values :PLCHUTE_729 if 0@ == 3 // integer values else_jump @PLCHUTE_2386 062E: (unknown) $PLAYER_ACTOR 2066 27@ if 04A4: 27@ 7 else_jump @PLCHUTE_815 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED" 1.0 1 0 0 0 -1 :PLCHUTE_815 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground if and 100.0 > 7@ // floating-point values 7@ > 60.0 // floating-point values else_jump @PLCHUTE_912 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_912 if $ONMISSION == 0 // integer values else_jump @PLCHUTE_912 00BC: text_highpriority 'PARA_01' 1000 ms 1 // ~s~Open your parachute! :PLCHUTE_912 0494: get_joystick_data 0 10@ 11@ 12@ 12@ if $1511 == 1 // integer values else_jump @PLCHUTE_960 10@ = 0 // integer values 11@ = 0 // integer values :PLCHUTE_960 0093: 21@ = integer_to_float 10@ 21@ /= 4.267 // floating-point values 0063: 21@ -= 2@ // floating-point values 21@ /= 20.0 // floating-point values 005B: 2@ += 21@ // floating-point values 0087: 21@ = 2@ // floating-point values only 21@ /= 5.0 // floating-point values 0063: 1@ -= 21@ // floating-point values if 1@ > 180.0 // floating-point values else_jump @PLCHUTE_1061 1@ -= 360.0 // floating-point values :PLCHUTE_1061 if -180.0 > 1@ // floating-point values else_jump @PLCHUTE_1092 1@ += 360.0 // floating-point values :PLCHUTE_1092 0093: 22@ = integer_to_float 11@ 22@ /= 4.267 // floating-point values 0063: 22@ -= 3@ // floating-point values 22@ /= 20.0 // floating-point values 005B: 3@ += 22@ // floating-point values 083D: (unknown) $PLAYER_ACTOR 8@ 9@ $1509 if 0024: $1504 > $1509 // floating-point values only else_jump @PLCHUTE_1177 0086: $1509 = $1504 // floating-point values only :PLCHUTE_1177 if 0024: $8268 > $1509 // floating-point values only else_jump @PLCHUTE_1204 0086: $8268 = $1509 // floating-point values only :PLCHUTE_1204 if 0024: $1504 > $8268 // floating-point values only else_jump @PLCHUTE_1231 0086: $8268 = $1504 // floating-point values only :PLCHUTE_1231 if and 0024: $1509 > $8268 // floating-point values only not $1902 == 1 // integer values else_jump @PLCHUTE_1407 if 84AD: not actor $PLAYER_ACTOR touching_water else_jump @PLCHUTE_1361 if -20.0 > $8268 // floating-point values else_jump @PLCHUTE_1308 $1513 = 2 // integer values jump @PLCHUTE_1354 :PLCHUTE_1308 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED" 1.0 1 0 0 0 100 $1513 = 7 // integer values :PLCHUTE_1354 jump @PLCHUTE_1407 :PLCHUTE_1361 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED" 1.0 1 0 0 0 100 $1513 = 7 // integer values :PLCHUTE_1407 0087: 4@ = 3@ // floating-point values only 4@ /= 30.0 // floating-point values 006F: 4@ *= $1505 // floating-point values 02F6: $1507 = cosine 1@ // sinus swapped with cosine 02F7: $1508 = sinus 1@ // cosine swapped with sinus 006D: $1507 *= 4@ // floating-point values 006D: $1508 *= 4@ // floating-point values $1508 *= -1.0 // floating-point values 0059: $1508 += $1506 // floating-point values 0087: 21@ = 8@ // floating-point values only 0065: 21@ -= $1507 // floating-point values 21@ *= 0.01 // floating-point values 0088: $1507 = 8@ // floating-point values only 0067: $1507 -= 21@ // floating-point values 0087: 21@ = 9@ // floating-point values only 0065: 21@ -= $1508 // floating-point values 21@ *= 0.01 // floating-point values 0088: $1508 = 9@ // floating-point values only 0067: $1508 -= 21@ // floating-point values 0085: 12@ = 10@ // integer values and handles 0085: 13@ = 11@ // integer values and handles 0095: make 12@ absolute_integer 0095: make 13@ absolute_integer if or 12@ > 40 // integer values 13@ > 40 // integer values else_jump @PLCHUTE_2109 if 001D: 12@ > 13@ // integer values else_jump @PLCHUTE_1872 if 10@ >= 0 // integer values else_jump @PLCHUTE_1751 if not 15@ == 2 // integer values else_jump @PLCHUTE_1751 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_1744 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_R" "PARACHUTE" 1.0 1 0 0 1 -2 :PLCHUTE_1744 15@ = 2 // integer values :PLCHUTE_1751 if 0 > 10@ // integer values else_jump @PLCHUTE_1865 if not 15@ == 3 // integer values else_jump @PLCHUTE_1865 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_1858 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_L" "PARACHUTE" 1.0 1 0 0 1 -2 :PLCHUTE_1858 15@ = 3 // integer values :PLCHUTE_1865 jump @PLCHUTE_2102 :PLCHUTE_1872 if 11@ >= 0 // integer values else_jump @PLCHUTE_1984 if not 15@ == 4 // integer values else_jump @PLCHUTE_1984 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_1977 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PARACHUTE" 1.0 1 0 0 1 -2 :PLCHUTE_1977 15@ = 4 // integer values :PLCHUTE_1984 if 0 > 11@ // integer values else_jump @PLCHUTE_2102 if not 15@ == 5 // integer values else_jump @PLCHUTE_2102 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_2095 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_ACCEL" "PARACHUTE" 1.0 1 0 0 1 -2 :PLCHUTE_2095 15@ = 5 // integer values :PLCHUTE_2102 jump @PLCHUTE_2203 :PLCHUTE_2109 if not 15@ == 1 // integer values else_jump @PLCHUTE_2203 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_2203 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PARACHUTE" 1.0 1 0 0 1 -2 15@ = 1 // integer values :PLCHUTE_2203 if or 00E1: key_pressed 0 17 $1512 == 1 // integer values else_jump @PLCHUTE_2386 if not $1902 == 1 // integer values else_jump @PLCHUTE_2386 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_2386 if and $1497 == 3 // integer values $1511 == 0 // integer values else_jump @PLCHUTE_2386 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_OPEN" "PARACHUTE" 8.0 0 0 0 1 -2 097A: (unknown) -1000.0 -1000.0 -1000.0 1038 008A: $8270 = 32@ // integer values and handles $8270 += 1100 // integer values $1513 = 3 // integer values 0@ = 0 // integer values :PLCHUTE_2386 if $1513 == 2 // integer values else_jump @PLCHUTE_2504 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_2492 Actor.Angle($PLAYER_ACTOR) = 1@ 0829: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_DIE" "PARACHUTE" 1000.0 0 09F1: (unknown) $PLAYER_ACTOR 1189 jump @PLCHUTE_2497 :PLCHUTE_2492 05BE: AS_kill_actor $PLAYER_ACTOR :PLCHUTE_2497 gosub @PLCHUTE_5521 :PLCHUTE_2504 if $1513 == 3 // integer values else_jump @PLCHUTE_4781 if $8270 > 0 // integer values else_jump @PLCHUTE_2586 if 001F: 32@ > $8270 // integer values else_jump @PLCHUTE_2586 097A: (unknown) -1000.0 -1000.0 -1000.0 1039 $8270 = 0 // integer values :PLCHUTE_2586 if 0@ == 0 // integer values else_jump @PLCHUTE_2689 0087: 25@ = 3@ // floating-point values only 25@ /= 500.0 // floating-point values 0087: 26@ = 2@ // floating-point values only 26@ /= 500.0 // floating-point values 0085: 18@ = 32@ // integer values and handles 0085: 19@ = 32@ // integer values and handles 0087: 5@ = 4@ // floating-point values only 5@ *= -1.0 // floating-point values 0089: 6@ = $1509 // floating-point values only 0@ = 1 // integer values :PLCHUTE_2689 if 0@ == 1 // integer values else_jump @PLCHUTE_2856 0085: 10@ = 32@ // integer values and handles 0062: 10@ -= 19@ // integer values if 500 > 10@ // integer values else_jump @PLCHUTE_2829 0085: 10@ = 32@ // integer values and handles 0062: 10@ -= 18@ // integer values 0085: 18@ = 32@ // integer values and handles 0093: 21@ = integer_to_float 10@ 0087: 22@ = 25@ // floating-point values only 006B: 22@ *= 21@ // floating-point values 0087: 23@ = 26@ // floating-point values only 006B: 23@ *= 21@ // floating-point values 0063: 3@ -= 22@ // floating-point values 0063: 2@ -= 23@ // floating-point values jump @PLCHUTE_2856 :PLCHUTE_2829 2@ = 0.0 // floating-point values 3@ = 0.0 // floating-point values 0@ = 2 // integer values :PLCHUTE_2856 if 0@ == 2 // integer values else_jump @PLCHUTE_2964 if 03CA: object 17@ exists else_jump @PLCHUTE_2964 0750: (unknown) 17@ 1 08D2: object 17@ scale_model 0.0 0085: 19@ = 32@ // integer values and handles wait 0 075A: 17@ "PARA_OPEN_O" "PARACHUTE" 1000.0 0 1 0@ = 3 // integer values :PLCHUTE_2964 if 0@ == 3 // integer values else_jump @PLCHUTE_3067 0085: 10@ = 32@ // integer values and handles 0062: 10@ -= 19@ // integer values if 500 > 10@ // integer values else_jump @PLCHUTE_3050 0093: 21@ = integer_to_float 10@ 21@ /= 500.0 // floating-point values 08D2: object 17@ scale_model 21@ jump @PLCHUTE_3067 :PLCHUTE_3050 08D2: object 17@ scale_model 1.0 0@ = 4 // integer values :PLCHUTE_3067 if 0@ == 5 // integer values else_jump @PLCHUTE_3136 20@ = Object.Create(#PARA_COLLISION, 0.0, 0.0, 0.0) 0750: (unknown) 20@ 0 Object.ToggleInMovingList(20@) = True 04D9: object 20@ set_scripted_collision_check 1 0@ = 6 // integer values :PLCHUTE_3136 if 0@ == 6 // integer values else_jump @PLCHUTE_4354 0494: get_joystick_data 0 10@ 11@ 12@ 12@ if $1511 == 1 // integer values else_jump @PLCHUTE_3202 10@ = 0 // integer values 11@ = 0 // integer values :PLCHUTE_3202 0093: 21@ = integer_to_float 10@ 21@ /= 4.267 // floating-point values 0063: 21@ -= 2@ // floating-point values 21@ /= 20.0 // floating-point values 005B: 2@ += 21@ // floating-point values 0087: 21@ = 2@ // floating-point values only 21@ /= 15.0 // floating-point values 0063: 1@ -= 21@ // floating-point values if 1@ > 180.0 // floating-point values else_jump @PLCHUTE_3303 1@ -= 360.0 // floating-point values :PLCHUTE_3303 if -180.0 > 1@ // floating-point values else_jump @PLCHUTE_3334 1@ += 360.0 // floating-point values :PLCHUTE_3334 02F6: $1507 = cosine 1@ // sinus swapped with cosine 02F7: $1508 = sinus 1@ // cosine swapped with sinus 0069: $1507 *= $1500 // floating-point values 0069: $1508 *= $1500 // floating-point values $1507 *= -1.0 // floating-point values 0085: 12@ = 10@ // integer values and handles 0085: 13@ = 11@ // integer values and handles 0095: make 12@ absolute_integer 0095: make 13@ absolute_integer if or 12@ > 40 // integer values 13@ > 40 // integer values else_jump @PLCHUTE_4066 if 001D: 12@ > 13@ // integer values else_jump @PLCHUTE_3741 0089: 21@ = $1501 // floating-point values only 0065: 21@ -= $1509 // floating-point values 21@ /= 20.0 // floating-point values 005F: $1509 += 21@ // floating-point values if 10@ >= 0 // integer values else_jump @PLCHUTE_3607 if not 15@ == 2 // integer values else_jump @PLCHUTE_3607 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_STEERR" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_STEERR_O" "PARACHUTE" 1.0 1 1 15@ = 2 // integer values :PLCHUTE_3607 if 0 > 10@ // integer values else_jump @PLCHUTE_3734 if not 15@ == 3 // integer values else_jump @PLCHUTE_3734 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_STEERL" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_STEERL_O" "PARACHUTE" 1.0 1 1 15@ = 3 // integer values :PLCHUTE_3734 jump @PLCHUTE_4059 :PLCHUTE_3741 if 11@ >= 0 // integer values else_jump @PLCHUTE_3900 0089: 21@ = $1503 // floating-point values only 0065: 21@ -= $1509 // floating-point values 21@ /= 20.0 // floating-point values 005F: $1509 += 21@ // floating-point values if not 15@ == 4 // integer values else_jump @PLCHUTE_3900 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_DECEL" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_DECEL_O" "PARACHUTE" 1.0 1 1 15@ = 4 // integer values :PLCHUTE_3900 if 0 > 11@ // integer values else_jump @PLCHUTE_4059 0089: 21@ = $1501 // floating-point values only 0065: 21@ -= $1509 // floating-point values 21@ /= 20.0 // floating-point values 005F: $1509 += 21@ // floating-point values if not 15@ == 5 // integer values else_jump @PLCHUTE_4059 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_FLOAT" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_FLOAT_O" "PARACHUTE" 1.0 1 1 15@ = 5 // integer values :PLCHUTE_4059 jump @PLCHUTE_4225 :PLCHUTE_4066 0089: 21@ = $1501 // floating-point values only 0065: 21@ -= $1509 // floating-point values 21@ /= 20.0 // floating-point values 005F: $1509 += 21@ // floating-point values if not 15@ == 5 // integer values else_jump @PLCHUTE_4225 if not 15@ == 1 // integer values else_jump @PLCHUTE_4225 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_FLOAT" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_FLOAT_O" "PARACHUTE" 1.0 1 1 15@ = 1 // integer values :PLCHUTE_4225 Object.StorePos(17@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3) 0815: (unknown) 20@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 if 04DA: has_object 20@ collided else_jump @PLCHUTE_4318 075A: 17@ "PARA_RIP_LOOP_O" "PARACHUTE" 8.0 1 1 0@ = 7 // integer values :PLCHUTE_4318 if 00E1: key_pressed 0 15 else_jump @PLCHUTE_4354 0792: (unknown) $PLAYER_ACTOR $1513 = 6 // integer values $1498 = 3 // integer values :PLCHUTE_4354 if 03CA: object 17@ exists else_jump @PLCHUTE_4593 if 0837: 17@ "PARA_OPEN_O" else_jump @PLCHUTE_4593 0839: (unknown) 17@ "PARA_OPEN_O" 21@ 0087: 22@ = 6@ // floating-point values only 0065: 22@ -= $1501 // floating-point values 0087: 23@ = 22@ // floating-point values only 006B: 23@ *= 21@ // floating-point values 0088: $1509 = 6@ // floating-point values only 0067: $1509 -= 23@ // floating-point values 0087: 22@ = 5@ // floating-point values only 0065: 22@ -= $1500 // floating-point values 0087: 23@ = 22@ // floating-point values only 006B: 23@ *= 21@ // floating-point values 0087: 4@ = 5@ // floating-point values only 0063: 4@ -= 23@ // floating-point values 02F6: $1507 = cosine 1@ // sinus swapped with cosine 02F7: $1508 = sinus 1@ // cosine swapped with sinus 006D: $1507 *= 4@ // floating-point values 006D: $1508 *= 4@ // floating-point values $1507 *= -1.0 // floating-point values if and 21@ == 1.0 // floating-point values 0@ == 4 // integer values else_jump @PLCHUTE_4593 0@ = 5 // integer values :PLCHUTE_4593 if not Actor.Dead($PLAYER_ACTOR) else_jump @PLCHUTE_4781 if 04AD: actor $PLAYER_ACTOR touching_water else_jump @PLCHUTE_4732 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_LAND_WATER" "PARACHUTE" 8.0 1 1 0 0 1000 075A: 17@ "PARA_LAND_WATER_O" "PARACHUTE" 1000.0 0 1 $1513 = 5 // integer values 0@ = 0 // integer values :PLCHUTE_4732 083D: (unknown) $PLAYER_ACTOR 21@ 21@ 23@ if 23@ > -0.1 // floating-point values else_jump @PLCHUTE_4781 $1513 = 4 // integer values 0@ = 0 // integer values :PLCHUTE_4781 if $1513 == 4 // integer values else_jump @PLCHUTE_5271 if 0@ == 0 // integer values else_jump @PLCHUTE_5168 $1498 = 1 // integer values Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD) $TEMPVAR_Z_COORD -= 1.0 // floating-point values Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD) 083E: (unknown) $PLAYER_ACTOR 0.0 0.0 1@ if -10.0 > $1509 // floating-point values else_jump @PLCHUTE_4922 $1513 = 2 // integer values 0@ = 0 // integer values jump @PLCHUTE_5092 :PLCHUTE_4922 if -4.0 > $1509 // floating-point values else_jump @PLCHUTE_5047 0615: define_action_sequences 14@ 0812: unknown_action_sequence -1 "FALL_FRONT" "PED" 20.0 0 0 0 1 700 0812: unknown_action_sequence -1 "GETUP_FRONT" "PED" 8.0 0 1 0 0 -2 0616: define_action_sequences_end 14@ 0618: assign_actor $PLAYER_ACTOR to_action_sequences 14@ 061B: remove_references_to_action_sequences 14@ jump @PLCHUTE_5085 :PLCHUTE_5047 0812: unknown_action_sequence $PLAYER_ACTOR "RUN_PLAYER" "PED" 8.0 1 1 0 0 1000 :PLCHUTE_5085 0@ = 1 // integer values :PLCHUTE_5092 075A: 17@ "PARA_LAND_O" "PARACHUTE" 1000.0 0 1 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 0085: 18@ = 32@ // integer values and handles 18@ += 1000 // integer values :PLCHUTE_5168 if 0@ == 1 // integer values else_jump @PLCHUTE_5271 if 0837: 17@ "PARA_LAND_O" else_jump @PLCHUTE_5271 0839: (unknown) 17@ "PARA_LAND_O" 21@ if 21@ == 1.0 // floating-point values else_jump @PLCHUTE_5271 $1498 = 2 // integer values gosub @PLCHUTE_5521 :PLCHUTE_5271 if $1513 == 5 // integer values else_jump @PLCHUTE_5328 $1498 = 1 // integer values if 0@ == 0 // integer values else_jump @PLCHUTE_5328 $1498 = 2 // integer values gosub @PLCHUTE_5521 :PLCHUTE_5328 if and $1513 > 0 // integer values 4 > $1513 // integer values else_jump @PLCHUTE_5405 if not Actor.Dead($PLAYER_ACTOR) else_jump @PLCHUTE_5405 083C: (unknown) $PLAYER_ACTOR $1507 $1508 $1509 Actor.Angle($PLAYER_ACTOR) = 1@ 083E: (unknown) $PLAYER_ACTOR 3@ 2@ 1@ :PLCHUTE_5405 if $1513 == 6 // integer values else_jump @PLCHUTE_5430 gosub @PLCHUTE_5521 :PLCHUTE_5430 if $1513 == 7 // integer values else_jump @PLCHUTE_5455 jump @PLCHUTE_5462 :PLCHUTE_5455 jump @PLCHUTE_118 :PLCHUTE_5462 $1513 = 0 // integer values 0@ = 0 // integer values Model.Destroy(#PARACHUTE) 04EF: release_animation "PARACHUTE" 083E: (unknown) $PLAYER_ACTOR 0.0 0.0 1@ 0992: set_player $PLAYER_CHAR weapons_scrollable 1 0002: jump @PLCHUTE_5455 :PLCHUTE_5521 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 09A2: (unknown) 17@ Object.Destroy(20@) 0555: remove_weapon 46 from_actor $PLAYER_ACTOR $1513 = 0 // integer values $1497 = 0 // integer values 0@ = 0 // integer values Model.Destroy(#PARACHUTE) 04EF: release_animation "PARACHUTE" Model.Destroy(#GUN_PARA) 083E: (unknown) $PLAYER_ACTOR 0.0 0.0 1@ 0992: set_player $PLAYER_CHAR weapons_scrollable 1 end_thread Ik weet dat hij lang is, maar dit komt door dat ca. 775 lines tellende parachutescript. PS: Deze code is met het veranderde stuk in de Spraythread. Bewerkt: 10 december 2007 door Donald F. Duck Reageren
Dutchy3010 Geplaatst: 10 december 2007 Rapport Geplaatst: 10 december 2007 00EC: actor $PLAYER_ACTOR 0 near_point 2074.347 -1837.481 radius 1.0 1.0 Dit is een voorwaarde, je moet dus iets verzinnen waardoor de code wacht tot die persoon in de buurt van dat punt is. Dit kan je niet als losse opcode plaatsen, want op zichzelf betekent het niets. Je zult dus het volgende moeten doen: repeat wait 100 ms until 00EC: actor $PLAYER_ACTOR 0 near_point 2074.347 -1837.481 radius 1.0 1.0 Reageren
Donald F. Duck Geplaatst: 11 december 2007 Auteur Rapport Geplaatst: 11 december 2007 Met het nieuwe stuk code is nog steeds de error. Reageren
Dutchy3010 Geplaatst: 16 december 2007 Rapport Geplaatst: 16 december 2007 Ik weet niet waar jij je error krijgt hoor, aangezien ik hem gewoon kan compilen en kan openen. Kan je iets specifieker zijn, waar de error precies zit? Reageren
Donald F. Duck Geplaatst: 16 december 2007 Auteur Rapport Geplaatst: 16 december 2007 San Andreas crasht met een error 'gta_sa.exe werkt niet meer...' als de laadbalk op 100% staat. Reageren
Dutchy3010 Geplaatst: 16 december 2007 Rapport Geplaatst: 16 december 2007 Post je code dan eens, dan kan ik het vergelijken met de code die ik nu in SannyBuilder heb staan... Reageren
Donald F. Duck Geplaatst: 16 december 2007 Auteur Rapport Geplaatst: 16 december 2007 De code: // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 DEFINE OBJECTS 3 DEFINE OBJECT SANNY BUILDER 3.03 DEFINE OBJECT PARACHUTE DEFINE OBJECT PARA_COLLISION DEFINE MISSIONS 0 DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 {$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(2488.56, -1666.84, 13.38) $PLAYER_CHAR = Player.Create(#NULL, 2488.56, -1666.84, 13.38) $PLAYER_ACTOR = Actor.EmulateFromPlayer($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 fade 1 0 select_interior 0 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 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here $DEFAULT_WAIT_TIME = 250 03E6: remove_text_box 004F: create_thread @TEST 004F: create_thread @SPRAY 004F: create_thread @PLCHUTE :MAIN_297 wait $DEFAULT_WAIT_TIME 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes jump @MAIN_297 :TEST thread 'TEST' // Load models 0247: load_model #GUN_PARA 0247: load_model #MINIGUN 0247: load_model #HEATSEEK 0247: load_model #ROCKETLA 0247: load_model #SWMYRI 038B: load_requested_models :MODEL_LOAD 00D6: if or 8248: not model #GUN_PARA available 8248: not model #MINIGUN available 8248: not model #HEATSEEK available 8248: not model #ROCKETLA available 8248: not model #SWMYRI available 004D: jump_if_false @MODEL_SPAWN 0001: wait 0 ms 0002: jump @MODEL_LOAD :MODEL_SPAWN //torenspawns $parachute = Pickup.Create(#GUN_PARA, 15, 1555.132, -1353.394, 329.40) 02A8: $tower_icon = create_marker 56 at 1544.105 -1354.241 329.4727 //skateparkspawns 014B: $skatepark_nrg = init_parked_car_generator #NRG500 -1 -1 1 alarm 0 door_lock 0 0 10000 at 1917.476 -1418.366 16.359 angle 270.0 014C: set_parked_car_generator $skatepark_nrg cars_to_generate 101 014B: $skatepark_bmx = init_parked_car_generator #BMX -1 -1 1 alarm 0 door_lock 0 0 10000 at 1954.081 -1364.178 24.143 angle 180.0 014C: set_parked_car_generator $skatepark_bmx cars_to_generate 101 02A8: $skatepark_icon = create_marker 36 at 1916.635 -1404.018 13.57 //paynsprayspawns //voor sphere, kijk bij thread SPRAY 02A8: $paynspray_icon = create_marker 63 at 2070.85 -1831.247 13.54 //area69spawns $minigun = Pickup.Create(#MINIGUN, 15, 278.9583, 1784.424, 17.59) $hsrl = Pickup.Create(#HEATSEEK, 15, 278.9583, 1786.995, 17.59) $rocketlaunch = Pickup.Create(#ROCKETLA, 15, 278.9583, 1789.027, 17.59) 014B: $area69_rhino = init_parked_car_generator #RHINO -1 -1 1 alarm 0 door_lock 0 0 10000 at 275.9919 1955.663 17.64 angle 90.0 014C: set_parked_car_generator $area69_rhino cars_to_generate 101 014B: $area69_fbitruck = init_parked_car_generator #FBITRUCK -1 -1 1 alarm 0 door_lock 0 0 10000 at 275.9919 1919.735 17.64 angle 90.0 014C: set_parked_car_generator $area69_fbitruck cars_to_generate 101 014B: $area69_hydra = init_parked_car_generator #HYDRA -1 -1 1 alarm 0 door_lock 0 0 10000 at 275.9919 1989.735 17.64 angle 90.0 014C: set_parked_car_generator $area69_hydra cars_to_generate 101 014B: $area69_swat = init_parked_car_generator #SWATVAN -1 -1 1 alarm 0 door_lock 0 0 10000 at 290.8871 1821.495 17.64 angle 90.0 014C: set_parked_car_generator $area69_swat cars_to_generate 101 end_thread // Pay 'n' Spray geldsphere :SPRAY thread 'SPRAY' //actorinfo 10@ = Actor.Create(CIVMALE, #SWMYRI, 2074.156, -1837.481, 13.56) Actor.Angle(10@) = 0.0 Actor.Health(10@) = 25000.0 Actor.LockInCurrentPosition(10@) = true :SPRAY_SPHERE 03BC: 11@ = create_sphere_at 2074.347 -1837.481 13.50 radius 1.0 repeat wait 100 ms until 00EC: actor $PLAYER_ACTOR 0 near_point 2074.347 -1837.481 radius 1.0 1.0 Player.Money($PLAYER_CHAR) += 100 wait 10000 ms :SPRAY_END wait 100 ms jump @SPRAY_END end_thread // Parachute :PLCHUTE 03A4: name_thread 'PLCHUTE' 0004: $1498 = 0 // integer values 0004: $1513 = 0 // integer values 0004: $1497 = 0 // integer values 0005: $1500 = 5.0// floating-point values 0005: $1501 = -5.0// floating-point values 0005: $1503 = -1.5// floating-point values 0005: $1504 = -30.0// floating-point values 0005: $1505 = 32.0// floating-point values 0005: $1506 = 0.0// floating-point values 0004: $1512 = 0// integer values 0004: $1513 = 0// integer values :PLCHUTE_100 0001: wait 0 ms 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71 00D6: if and 0020: 7@ > 50.0 // floating-point values 80DF: NOT actor $PLAYER_ACTOR driving 8118: not actor $PLAYER_ACTOR dead 83EE: NOT player $PLAYER_CHAR controllable 004D: jump_if_false @PLCHUTE_100 :PLCHUTE_118 wait 0 if not Actor.Dead($PLAYER_ACTOR) else_jump @PLCHUTE_5455 if 8800: not (unknown) else_jump @PLCHUTE_5455 if not $1513 == 0 // integer values else_jump @PLCHUTE_176 0992: set_player $PLAYER_CHAR weapons_scrollable 0 :PLCHUTE_176 if $1497 > 0 // integer values else_jump @PLCHUTE_219 if not Actor.HasWeapon($PLAYER_ACTOR, 46) else_jump @PLCHUTE_219 jump @PLCHUTE_5521 :PLCHUTE_219 if $1497 == 0 // integer values else_jump @PLCHUTE_274 if Actor.HasWeapon($PLAYER_ACTOR, 46) else_jump @PLCHUTE_274 Model.Load(#PARACHUTE) $1497 = 1 // integer values $1498 = 0 // integer values :PLCHUTE_274 if $1497 == 1 // integer values else_jump @PLCHUTE_377 if Model.Available(#PARACHUTE) else_jump @PLCHUTE_377 17@ = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD) 069B: attach_object 17@ to_actor $PLAYER_ACTOR at_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0750: (unknown) 17@ 0 $1497 = 2 // integer values :PLCHUTE_377 if and $1497 == 2 // integer values $1513 == 1 // integer values else_jump @PLCHUTE_409 $1497 = 3 // integer values :PLCHUTE_409 if and $1513 == 0 // integer values $1497 > 0 // integer values else_jump @PLCHUTE_565 if 0818: (unknown) $PLAYER_ACTOR else_jump @PLCHUTE_565 083D: (unknown) $PLAYER_ACTOR $1507 $1508 $1509 if -10.0 > $1509 // floating-point values else_jump @PLCHUTE_565 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground if 7@ > 20.0 // floating-point values else_jump @PLCHUTE_565 097A: (unknown) -1000.0 -1000.0 -1000.0 1037 $1513 = 1 // integer values 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 0@ = 0 // integer values $8268 = 0.0 // floating-point values :PLCHUTE_565 if $1513 == 1 // integer values else_jump @PLCHUTE_2386 if 0@ == 0 // integer values else_jump @PLCHUTE_608 0@ = 2 // integer values :PLCHUTE_608 if 0@ == 2 // integer values else_jump @PLCHUTE_729 062E: (unknown) $PLAYER_ACTOR 2066 27@ if 04A4: 27@ 7 else_jump @PLCHUTE_729 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED" 1.0 1 0 0 0 -1 04ED: load_animation "PARACHUTE" 15@ = 1 // integer values 1@ = Actor.Angle($PLAYER_ACTOR) 0@ = 3 // integer values :PLCHUTE_729 if 0@ == 3 // integer values else_jump @PLCHUTE_2386 062E: (unknown) $PLAYER_ACTOR 2066 27@ if 04A4: 27@ 7 else_jump @PLCHUTE_815 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED" 1.0 1 0 0 0 -1 :PLCHUTE_815 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground if and 100.0 > 7@ // floating-point values 7@ > 60.0 // floating-point values else_jump @PLCHUTE_912 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_912 if $ONMISSION == 0 // integer values else_jump @PLCHUTE_912 00BC: text_highpriority 'PARA_01' 1000 ms 1 // ~s~Open your parachute! :PLCHUTE_912 0494: get_joystick_data 0 10@ 11@ 12@ 12@ if $1511 == 1 // integer values else_jump @PLCHUTE_960 10@ = 0 // integer values 11@ = 0 // integer values :PLCHUTE_960 0093: 21@ = integer_to_float 10@ 21@ /= 4.267 // floating-point values 0063: 21@ -= 2@ // floating-point values 21@ /= 20.0 // floating-point values 005B: 2@ += 21@ // floating-point values 0087: 21@ = 2@ // floating-point values only 21@ /= 5.0 // floating-point values 0063: 1@ -= 21@ // floating-point values if 1@ > 180.0 // floating-point values else_jump @PLCHUTE_1061 1@ -= 360.0 // floating-point values :PLCHUTE_1061 if -180.0 > 1@ // floating-point values else_jump @PLCHUTE_1092 1@ += 360.0 // floating-point values :PLCHUTE_1092 0093: 22@ = integer_to_float 11@ 22@ /= 4.267 // floating-point values 0063: 22@ -= 3@ // floating-point values 22@ /= 20.0 // floating-point values 005B: 3@ += 22@ // floating-point values 083D: (unknown) $PLAYER_ACTOR 8@ 9@ $1509 if 0024: $1504 > $1509 // floating-point values only else_jump @PLCHUTE_1177 0086: $1509 = $1504 // floating-point values only :PLCHUTE_1177 if 0024: $8268 > $1509 // floating-point values only else_jump @PLCHUTE_1204 0086: $8268 = $1509 // floating-point values only :PLCHUTE_1204 if 0024: $1504 > $8268 // floating-point values only else_jump @PLCHUTE_1231 0086: $8268 = $1504 // floating-point values only :PLCHUTE_1231 if and 0024: $1509 > $8268 // floating-point values only not $1902 == 1 // integer values else_jump @PLCHUTE_1407 if 84AD: not actor $PLAYER_ACTOR touching_water else_jump @PLCHUTE_1361 if -20.0 > $8268 // floating-point values else_jump @PLCHUTE_1308 $1513 = 2 // integer values jump @PLCHUTE_1354 :PLCHUTE_1308 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED" 1.0 1 0 0 0 100 $1513 = 7 // integer values :PLCHUTE_1354 jump @PLCHUTE_1407 :PLCHUTE_1361 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED" 1.0 1 0 0 0 100 $1513 = 7 // integer values :PLCHUTE_1407 0087: 4@ = 3@ // floating-point values only 4@ /= 30.0 // floating-point values 006F: 4@ *= $1505 // floating-point values 02F6: $1507 = cosine 1@ // sinus swapped with cosine 02F7: $1508 = sinus 1@ // cosine swapped with sinus 006D: $1507 *= 4@ // floating-point values 006D: $1508 *= 4@ // floating-point values $1508 *= -1.0 // floating-point values 0059: $1508 += $1506 // floating-point values 0087: 21@ = 8@ // floating-point values only 0065: 21@ -= $1507 // floating-point values 21@ *= 0.01 // floating-point values 0088: $1507 = 8@ // floating-point values only 0067: $1507 -= 21@ // floating-point values 0087: 21@ = 9@ // floating-point values only 0065: 21@ -= $1508 // floating-point values 21@ *= 0.01 // floating-point values 0088: $1508 = 9@ // floating-point values only 0067: $1508 -= 21@ // floating-point values 0085: 12@ = 10@ // integer values and handles 0085: 13@ = 11@ // integer values and handles 0095: make 12@ absolute_integer 0095: make 13@ absolute_integer if or 12@ > 40 // integer values 13@ > 40 // integer values else_jump @PLCHUTE_2109 if 001D: 12@ > 13@ // integer values else_jump @PLCHUTE_1872 if 10@ >= 0 // integer values else_jump @PLCHUTE_1751 if not 15@ == 2 // integer values else_jump @PLCHUTE_1751 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_1744 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_R" "PARACHUTE" 1.0 1 0 0 1 -2 :PLCHUTE_1744 15@ = 2 // integer values :PLCHUTE_1751 if 0 > 10@ // integer values else_jump @PLCHUTE_1865 if not 15@ == 3 // integer values else_jump @PLCHUTE_1865 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_1858 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_L" "PARACHUTE" 1.0 1 0 0 1 -2 :PLCHUTE_1858 15@ = 3 // integer values :PLCHUTE_1865 jump @PLCHUTE_2102 :PLCHUTE_1872 if 11@ >= 0 // integer values else_jump @PLCHUTE_1984 if not 15@ == 4 // integer values else_jump @PLCHUTE_1984 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_1977 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PARACHUTE" 1.0 1 0 0 1 -2 :PLCHUTE_1977 15@ = 4 // integer values :PLCHUTE_1984 if 0 > 11@ // integer values else_jump @PLCHUTE_2102 if not 15@ == 5 // integer values else_jump @PLCHUTE_2102 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_2095 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_ACCEL" "PARACHUTE" 1.0 1 0 0 1 -2 :PLCHUTE_2095 15@ = 5 // integer values :PLCHUTE_2102 jump @PLCHUTE_2203 :PLCHUTE_2109 if not 15@ == 1 // integer values else_jump @PLCHUTE_2203 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_2203 0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PARACHUTE" 1.0 1 0 0 1 -2 15@ = 1 // integer values :PLCHUTE_2203 if or 00E1: key_pressed 0 17 $1512 == 1 // integer values else_jump @PLCHUTE_2386 if not $1902 == 1 // integer values else_jump @PLCHUTE_2386 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_2386 if and $1497 == 3 // integer values $1511 == 0 // integer values else_jump @PLCHUTE_2386 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_OPEN" "PARACHUTE" 8.0 0 0 0 1 -2 097A: (unknown) -1000.0 -1000.0 -1000.0 1038 008A: $8270 = 32@ // integer values and handles $8270 += 1100 // integer values $1513 = 3 // integer values 0@ = 0 // integer values :PLCHUTE_2386 if $1513 == 2 // integer values else_jump @PLCHUTE_2504 if 04EE: animation "PARACHUTE" loaded else_jump @PLCHUTE_2492 Actor.Angle($PLAYER_ACTOR) = 1@ 0829: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_DIE" "PARACHUTE" 1000.0 0 09F1: (unknown) $PLAYER_ACTOR 1189 jump @PLCHUTE_2497 :PLCHUTE_2492 05BE: AS_kill_actor $PLAYER_ACTOR :PLCHUTE_2497 gosub @PLCHUTE_5521 :PLCHUTE_2504 if $1513 == 3 // integer values else_jump @PLCHUTE_4781 if $8270 > 0 // integer values else_jump @PLCHUTE_2586 if 001F: 32@ > $8270 // integer values else_jump @PLCHUTE_2586 097A: (unknown) -1000.0 -1000.0 -1000.0 1039 $8270 = 0 // integer values :PLCHUTE_2586 if 0@ == 0 // integer values else_jump @PLCHUTE_2689 0087: 25@ = 3@ // floating-point values only 25@ /= 500.0 // floating-point values 0087: 26@ = 2@ // floating-point values only 26@ /= 500.0 // floating-point values 0085: 18@ = 32@ // integer values and handles 0085: 19@ = 32@ // integer values and handles 0087: 5@ = 4@ // floating-point values only 5@ *= -1.0 // floating-point values 0089: 6@ = $1509 // floating-point values only 0@ = 1 // integer values :PLCHUTE_2689 if 0@ == 1 // integer values else_jump @PLCHUTE_2856 0085: 10@ = 32@ // integer values and handles 0062: 10@ -= 19@ // integer values if 500 > 10@ // integer values else_jump @PLCHUTE_2829 0085: 10@ = 32@ // integer values and handles 0062: 10@ -= 18@ // integer values 0085: 18@ = 32@ // integer values and handles 0093: 21@ = integer_to_float 10@ 0087: 22@ = 25@ // floating-point values only 006B: 22@ *= 21@ // floating-point values 0087: 23@ = 26@ // floating-point values only 006B: 23@ *= 21@ // floating-point values 0063: 3@ -= 22@ // floating-point values 0063: 2@ -= 23@ // floating-point values jump @PLCHUTE_2856 :PLCHUTE_2829 2@ = 0.0 // floating-point values 3@ = 0.0 // floating-point values 0@ = 2 // integer values :PLCHUTE_2856 if 0@ == 2 // integer values else_jump @PLCHUTE_2964 if 03CA: object 17@ exists else_jump @PLCHUTE_2964 0750: (unknown) 17@ 1 08D2: object 17@ scale_model 0.0 0085: 19@ = 32@ // integer values and handles wait 0 075A: 17@ "PARA_OPEN_O" "PARACHUTE" 1000.0 0 1 0@ = 3 // integer values :PLCHUTE_2964 if 0@ == 3 // integer values else_jump @PLCHUTE_3067 0085: 10@ = 32@ // integer values and handles 0062: 10@ -= 19@ // integer values if 500 > 10@ // integer values else_jump @PLCHUTE_3050 0093: 21@ = integer_to_float 10@ 21@ /= 500.0 // floating-point values 08D2: object 17@ scale_model 21@ jump @PLCHUTE_3067 :PLCHUTE_3050 08D2: object 17@ scale_model 1.0 0@ = 4 // integer values :PLCHUTE_3067 if 0@ == 5 // integer values else_jump @PLCHUTE_3136 20@ = Object.Create(#PARA_COLLISION, 0.0, 0.0, 0.0) 0750: (unknown) 20@ 0 Object.ToggleInMovingList(20@) = True 04D9: object 20@ set_scripted_collision_check 1 0@ = 6 // integer values :PLCHUTE_3136 if 0@ == 6 // integer values else_jump @PLCHUTE_4354 0494: get_joystick_data 0 10@ 11@ 12@ 12@ if $1511 == 1 // integer values else_jump @PLCHUTE_3202 10@ = 0 // integer values 11@ = 0 // integer values :PLCHUTE_3202 0093: 21@ = integer_to_float 10@ 21@ /= 4.267 // floating-point values 0063: 21@ -= 2@ // floating-point values 21@ /= 20.0 // floating-point values 005B: 2@ += 21@ // floating-point values 0087: 21@ = 2@ // floating-point values only 21@ /= 15.0 // floating-point values 0063: 1@ -= 21@ // floating-point values if 1@ > 180.0 // floating-point values else_jump @PLCHUTE_3303 1@ -= 360.0 // floating-point values :PLCHUTE_3303 if -180.0 > 1@ // floating-point values else_jump @PLCHUTE_3334 1@ += 360.0 // floating-point values :PLCHUTE_3334 02F6: $1507 = cosine 1@ // sinus swapped with cosine 02F7: $1508 = sinus 1@ // cosine swapped with sinus 0069: $1507 *= $1500 // floating-point values 0069: $1508 *= $1500 // floating-point values $1507 *= -1.0 // floating-point values 0085: 12@ = 10@ // integer values and handles 0085: 13@ = 11@ // integer values and handles 0095: make 12@ absolute_integer 0095: make 13@ absolute_integer if or 12@ > 40 // integer values 13@ > 40 // integer values else_jump @PLCHUTE_4066 if 001D: 12@ > 13@ // integer values else_jump @PLCHUTE_3741 0089: 21@ = $1501 // floating-point values only 0065: 21@ -= $1509 // floating-point values 21@ /= 20.0 // floating-point values 005F: $1509 += 21@ // floating-point values if 10@ >= 0 // integer values else_jump @PLCHUTE_3607 if not 15@ == 2 // integer values else_jump @PLCHUTE_3607 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_STEERR" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_STEERR_O" "PARACHUTE" 1.0 1 1 15@ = 2 // integer values :PLCHUTE_3607 if 0 > 10@ // integer values else_jump @PLCHUTE_3734 if not 15@ == 3 // integer values else_jump @PLCHUTE_3734 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_STEERL" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_STEERL_O" "PARACHUTE" 1.0 1 1 15@ = 3 // integer values :PLCHUTE_3734 jump @PLCHUTE_4059 :PLCHUTE_3741 if 11@ >= 0 // integer values else_jump @PLCHUTE_3900 0089: 21@ = $1503 // floating-point values only 0065: 21@ -= $1509 // floating-point values 21@ /= 20.0 // floating-point values 005F: $1509 += 21@ // floating-point values if not 15@ == 4 // integer values else_jump @PLCHUTE_3900 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_DECEL" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_DECEL_O" "PARACHUTE" 1.0 1 1 15@ = 4 // integer values :PLCHUTE_3900 if 0 > 11@ // integer values else_jump @PLCHUTE_4059 0089: 21@ = $1501 // floating-point values only 0065: 21@ -= $1509 // floating-point values 21@ /= 20.0 // floating-point values 005F: $1509 += 21@ // floating-point values if not 15@ == 5 // integer values else_jump @PLCHUTE_4059 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_FLOAT" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_FLOAT_O" "PARACHUTE" 1.0 1 1 15@ = 5 // integer values :PLCHUTE_4059 jump @PLCHUTE_4225 :PLCHUTE_4066 0089: 21@ = $1501 // floating-point values only 0065: 21@ -= $1509 // floating-point values 21@ /= 20.0 // floating-point values 005F: $1509 += 21@ // floating-point values if not 15@ == 5 // integer values else_jump @PLCHUTE_4225 if not 15@ == 1 // integer values else_jump @PLCHUTE_4225 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_FLOAT" "PARACHUTE" 1.0 1 0 0 1 -2 075A: 17@ "PARA_FLOAT_O" "PARACHUTE" 1.0 1 1 15@ = 1 // integer values :PLCHUTE_4225 Object.StorePos(17@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3) 0815: (unknown) 20@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 if 04DA: has_object 20@ collided else_jump @PLCHUTE_4318 075A: 17@ "PARA_RIP_LOOP_O" "PARACHUTE" 8.0 1 1 0@ = 7 // integer values :PLCHUTE_4318 if 00E1: key_pressed 0 15 else_jump @PLCHUTE_4354 0792: (unknown) $PLAYER_ACTOR $1513 = 6 // integer values $1498 = 3 // integer values :PLCHUTE_4354 if 03CA: object 17@ exists else_jump @PLCHUTE_4593 if 0837: 17@ "PARA_OPEN_O" else_jump @PLCHUTE_4593 0839: (unknown) 17@ "PARA_OPEN_O" 21@ 0087: 22@ = 6@ // floating-point values only 0065: 22@ -= $1501 // floating-point values 0087: 23@ = 22@ // floating-point values only 006B: 23@ *= 21@ // floating-point values 0088: $1509 = 6@ // floating-point values only 0067: $1509 -= 23@ // floating-point values 0087: 22@ = 5@ // floating-point values only 0065: 22@ -= $1500 // floating-point values 0087: 23@ = 22@ // floating-point values only 006B: 23@ *= 21@ // floating-point values 0087: 4@ = 5@ // floating-point values only 0063: 4@ -= 23@ // floating-point values 02F6: $1507 = cosine 1@ // sinus swapped with cosine 02F7: $1508 = sinus 1@ // cosine swapped with sinus 006D: $1507 *= 4@ // floating-point values 006D: $1508 *= 4@ // floating-point values $1507 *= -1.0 // floating-point values if and 21@ == 1.0 // floating-point values 0@ == 4 // integer values else_jump @PLCHUTE_4593 0@ = 5 // integer values :PLCHUTE_4593 if not Actor.Dead($PLAYER_ACTOR) else_jump @PLCHUTE_4781 if 04AD: actor $PLAYER_ACTOR touching_water else_jump @PLCHUTE_4732 0812: unknown_action_sequence $PLAYER_ACTOR "PARA_LAND_WATER" "PARACHUTE" 8.0 1 1 0 0 1000 075A: 17@ "PARA_LAND_WATER_O" "PARACHUTE" 1000.0 0 1 $1513 = 5 // integer values 0@ = 0 // integer values :PLCHUTE_4732 083D: (unknown) $PLAYER_ACTOR 21@ 21@ 23@ if 23@ > -0.1 // floating-point values else_jump @PLCHUTE_4781 $1513 = 4 // integer values 0@ = 0 // integer values :PLCHUTE_4781 if $1513 == 4 // integer values else_jump @PLCHUTE_5271 if 0@ == 0 // integer values else_jump @PLCHUTE_5168 $1498 = 1 // integer values Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD) $TEMPVAR_Z_COORD -= 1.0 // floating-point values Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD) 083E: (unknown) $PLAYER_ACTOR 0.0 0.0 1@ if -10.0 > $1509 // floating-point values else_jump @PLCHUTE_4922 $1513 = 2 // integer values 0@ = 0 // integer values jump @PLCHUTE_5092 :PLCHUTE_4922 if -4.0 > $1509 // floating-point values else_jump @PLCHUTE_5047 0615: define_action_sequences 14@ 0812: unknown_action_sequence -1 "FALL_FRONT" "PED" 20.0 0 0 0 1 700 0812: unknown_action_sequence -1 "GETUP_FRONT" "PED" 8.0 0 1 0 0 -2 0616: define_action_sequences_end 14@ 0618: assign_actor $PLAYER_ACTOR to_action_sequences 14@ 061B: remove_references_to_action_sequences 14@ jump @PLCHUTE_5085 :PLCHUTE_5047 0812: unknown_action_sequence $PLAYER_ACTOR "RUN_PLAYER" "PED" 8.0 1 1 0 0 1000 :PLCHUTE_5085 0@ = 1 // integer values :PLCHUTE_5092 075A: 17@ "PARA_LAND_O" "PARACHUTE" 1000.0 0 1 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 0085: 18@ = 32@ // integer values and handles 18@ += 1000 // integer values :PLCHUTE_5168 if 0@ == 1 // integer values else_jump @PLCHUTE_5271 if 0837: 17@ "PARA_LAND_O" else_jump @PLCHUTE_5271 0839: (unknown) 17@ "PARA_LAND_O" 21@ if 21@ == 1.0 // floating-point values else_jump @PLCHUTE_5271 $1498 = 2 // integer values gosub @PLCHUTE_5521 :PLCHUTE_5271 if $1513 == 5 // integer values else_jump @PLCHUTE_5328 $1498 = 1 // integer values if 0@ == 0 // integer values else_jump @PLCHUTE_5328 $1498 = 2 // integer values gosub @PLCHUTE_5521 :PLCHUTE_5328 if and $1513 > 0 // integer values 4 > $1513 // integer values else_jump @PLCHUTE_5405 if not Actor.Dead($PLAYER_ACTOR) else_jump @PLCHUTE_5405 083C: (unknown) $PLAYER_ACTOR $1507 $1508 $1509 Actor.Angle($PLAYER_ACTOR) = 1@ 083E: (unknown) $PLAYER_ACTOR 3@ 2@ 1@ :PLCHUTE_5405 if $1513 == 6 // integer values else_jump @PLCHUTE_5430 gosub @PLCHUTE_5521 :PLCHUTE_5430 if $1513 == 7 // integer values else_jump @PLCHUTE_5455 jump @PLCHUTE_5462 :PLCHUTE_5455 jump @PLCHUTE_118 :PLCHUTE_5462 $1513 = 0 // integer values 0@ = 0 // integer values Model.Destroy(#PARACHUTE) 04EF: release_animation "PARACHUTE" 083E: (unknown) $PLAYER_ACTOR 0.0 0.0 1@ 0992: set_player $PLAYER_CHAR weapons_scrollable 1 0002: jump @PLCHUTE_5455 :PLCHUTE_5521 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 09A2: (unknown) 17@ Object.Destroy(20@) 0555: remove_weapon 46 from_actor $PLAYER_ACTOR $1513 = 0 // integer values $1497 = 0 // integer values 0@ = 0 // integer values Model.Destroy(#PARACHUTE) 04EF: release_animation "PARACHUTE" Model.Destroy(#GUN_PARA) 083E: (unknown) $PLAYER_ACTOR 0.0 0.0 1@ 0992: set_player $PLAYER_CHAR weapons_scrollable 1 end_thread Reageren
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