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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. :puh:

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Geplaatst:

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.

Geplaatst:

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)

Geplaatst:

Ow... ik had de post eronder... Maar de post van tomworld10 heb ik al doorgelezen, maar ik snap er niks van...

Geplaatst:

// 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. :)

Geplaatst: (bewerkt)

Heel erg bedankt! Ik ga even testen, en dan edit ik dadelijk wel.

Edit: Hij werkt netjes!

Bewerkt: door Donald F. Duck
Geplaatst: (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: door Donald F. Duck
Geplaatst:

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

Geplaatst:

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?

Geplaatst:

San Andreas crasht met een error 'gta_sa.exe werkt niet meer...' als de laadbalk op 100% staat.

Geplaatst:

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 

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