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Teleport script

2 replies to this topic
ZAZ
  • ZAZ

    Kernlochbohrer

  • Members
  • Joined: 10 Jan 2005
  • European-Union

#1

Posted 11 August 2005 - 10:59 PM Edited by ZAZ, 12 August 2005 - 12:17 AM.

CODE
004F: create_thread ££stargate

CODE
:stargate
03A4: name_thread 'STG'

:stgat2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $ON_MISSION ==  0;; integer values
004D: jump_if_false ££stgat2
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat2



:stgat3
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 2491.151 -1699.903 1014.743 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat4

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  295.0136 -1766.581
03CB: set_camera  295.0136 -1766.581 4.84
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  295.0136 -1766.581 4.84
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01


:stgat4
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 2375.256 -1125.487 1050.875 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat5

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  1544.216 -1370.331
03CB: set_camera  1544.216 -1370.331 329.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  1544.216 -1370.331 329.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01




:stgat5
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 2360.256 -1134.987 1050.875 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat6

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  -2041.516 204.331
03CB: set_camera  -2041.516 204.331 36.653
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  -2041.516 204.331 36.653
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01





:stgat6
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 1533.256 -1364.487 329.475 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat7

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  2534.516 -1703.331
03CB: set_camera  2534.516 -1703.331 13.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  2534.516 -1703.331 13.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01






:stgat7
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 1556.256 -1365.487 329.45 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat8

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  795.216 -492.33
03CB: set_camera  795.216 -492.331 18.053
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  795.216 -492.331 18.053
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01





:stgat8
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 1544.256 -1343.487 329.45 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat9

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  878.216 -14.33
03CB: set_camera  878.216 -14.331 229.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  878.216 -14.331 229.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01




:stgat9
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 2331.956 -1062.487 1049.075 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat10

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  1544.216 -1370.331
03CB: set_camera  1544.216 -1370.331 329.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  1544.216 -1370.331 329.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01








:stgat10
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 1530.256 -1353.987 329.475 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat11

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  295.0136 -1766.58
03CB: set_camera  295.0136 -1766.581 4.84
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  295.0136 -1766.581 4.84
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01





:stgat11
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 1558.256 -1353.487 329.475 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat12

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  -1445.516 -398.33
03CB: set_camera  -1445.516 -398.331 6.953
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  -1445.516 -398.331 6.953
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01






:stgat12
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 1543.256 -1362.487 329.45 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat13

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  1327.996 1251.33
03CB: set_camera  1327.996 1251.331 14.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  1327.996 1251.331 14.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01





:stgat13
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1409.256 -429.487 6.45 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat14

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  1544.216 -1370.331
03CB: set_camera  1544.216 -1370.331 329.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  1544.216 -1370.331 329.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01




:stgat14
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1426.956 -445.487 6.175 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat15

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  1327.996 1251.33
03CB: set_camera  1327.996 1251.331 14.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  1327.996 1251.331 14.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01


:stgat15
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1449.956 -464.487 6.175 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat16

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  -2116.996 925.33
03CB: set_camera  -2116.996 925.331 86.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  -2116.996 925.331 86.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01



:stgat16
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1475.956 -474.487 6.175 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat17

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  -1063.996 1554.331
03CB: set_camera  -1063.996 1554.331 33.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  -1063.996 1554.331 33.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01





:stgat17
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 1306.956 1253.487 10.875 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat18

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  -1445.516 -398.33
03CB: set_camera  -1445.516 -398.331 6.953
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  -1445.516 -398.331 6.953
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01


:stgat18
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 1306.956 1256.487 10.875 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat19

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  1544.216 -1370.33
03CB: set_camera  1544.216 -1370.331 329.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  1544.216 -1370.331 329.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01


:stgat19
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 2364.156 -1119.487 1050.875 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat20

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  412.416 2530.93
03CB: set_camera  412.416 2530.931 19.17
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  412.416 2530.931 19.17
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01





:stgat20
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 415.456 2528.487 16.675 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat21

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  -786.216 2418.33
03CB: set_camera  -786.216 2418.331 157.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  -786.216 2418.331 157.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01




:stgat21
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -764.956 2435.487 157.875 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat22

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  295.0136 -1766.58
03CB: set_camera  295.0136 -1766.581 4.84
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  295.0136 -1766.581 4.84
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01



:stgat22
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -768.956 2440.487 157.075 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat23

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  -2116.996 925.331
03CB: set_camera  -2116.996 925.331 586.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  -2116.996 925.331 586.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01


:stgat23
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -760.956 2428.487 157.075 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat24

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  415.456 2528.48
03CB: set_camera  415.456 2528.487 316.675
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  415.456 2528.487 316.675
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01



:stgat24
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 2193.656 -1226.487 1049.075 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat25

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  1544.216 -1370.33
03CB: set_camera  1544.216 -1370.331 329.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  1544.216 -1370.331 329.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01


:stgat25
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 2185.956 -1216.487 1049.075 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat26

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  -1063.996 1554.33
03CB: set_camera  -1063.996 1554.331 33.453
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  -1063.996 1554.331 33.453
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01


:stgat26
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 1287.956 -775.487 1091.975 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat27

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  295.0136 -1766.58
03CB: set_camera  295.0136 -1766.581 4.84
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  295.0136 -1766.581 4.84
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01



:stgat27
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 2201.656 -1216.687 1049.075 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat28

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  412.416 2530.96
03CB: set_camera  412.416 2530.931 19.17
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  412.416 2530.931 19.17
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01


:stgat28
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 2185.456 -1212.787 1049.075 radius  0.8  0.8  1.5
004D: jump_if_false ££stgat2

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££LITCAS_34
04BB: select_interior  0;; select render area
04E4: unknown_refresh_game_renderer_at  1877.996 -2370.33
03CB: set_camera  1877.996 -2370.331 13.56
04FA: reset_interior_colors  0
057E: make_radar_grey  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat01
0860: link_actor $PLAYER_ACTOR to_interior  0
00A1: put_actor $PLAYER_ACTOR at  1877.996 -2370.331 13.56
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump ££stgat01



:stgat01
0001: wait  1000 ms
016A: fade  1 (back)  500 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stgat2
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)


0223: set_actor $PLAYER_ACTOR health_to  200
0002: jump ££stgat2

Attention, I used the gosub ££LITCAS_34
You must check, if this is in your main script

CODE
:LITCAS_34
0169: set_fade_color  0  0  0
016A: fade  0 ()  500 ms

:LITCAS_36
00D6: if  0
016B:   fading
004D: jump_if_false ££LITCAS_41
0001: wait  0 ms
0002: jump ££LITCAS_36

:LITCAS_41
0051: return

and the following to mission 0
CODE
0213: $bm1h = create_pickup #INFO type  15 at  2491.151 -1699.903 1014.743
0213: $bm2s = create_pickup #INFO type  15 at  2375.256 -1125.487 1050.875
0213: $bm3s = create_pickup #INFO type  15 at  2360.256 -1134.987 1050.875
0213: $bm4t = create_pickup #INFO type  15 at  1533.256 -1364.487 329.475
0213: $bm5t = create_pickup #INFO type  15 at  1556.256 -1365.487 329.45
0213: $bm6t = create_pickup #INFO type  15 at  1544.256 -1343.487 329.45
0213: $bm7d = create_pickup #INFO type  15 at  2331.956 -1062.487 1049.075
0213: $bm1x = create_pickup #INFO type  15 at  1530.256 -1353.987 329.475
0213: $bm2x = create_pickup #INFO type  15 at  1558.256 -1353.487 329.475
0213: $bm3x = create_pickup #INFO type  15 at  1543.256 -1362.487 329.45
0213: $bm4x = create_pickup #INFO type  15 at  -1409.256 -429.487 6.45
0213: $bm5x = create_pickup #INFO type  15 at  -1426.956 -445.487 6.175
0213: $bm6x = create_pickup #INFO type  15 at  -1449.956 -464.487 6.175
0213: $bm7x = create_pickup #INFO type  15 at  -1475.956 -474.487 6.175
0213: $bm8x = create_pickup #INFO type  15 at  1306.956 1253.487 10.875
0213: $bm9x = create_pickup #INFO type  15 at  1306.956 1256.487 10.875

0213: $bm1y = create_pickup #INFO type  15 at  2364.156 -1119.487 1050.875
0213: $bm2y = create_pickup #INFO type  15 at  415.456 2528.487 16.675
0213: $bm3y = create_pickup #INFO type  15 at  -764.956 2435.487 157.875
0213: $bm4y = create_pickup #INFO type  15 at  -768.956 2440.487 157.075
0213: $bm5y = create_pickup #INFO type  15 at  -760.956 2428.487 157.075
0213: $bm6y = create_pickup #INFO type  15 at  2193.656 -1226.487 1049.075
0213: $bm7y = create_pickup #INFO type  15 at  2185.956 -1216.487 1049.075
0213: $bm8y = create_pickup #INFO type  15 at  2201.656 -1216.687 1049.075
0213: $bm9y = create_pickup #INFO type  15 at  2185.456 -1212.787 1049.075

0213: $bm1z = create_pickup #INFO type  15 at  1287.956 -775.487 1091.975
014B: $a1str = init_parked_car_generator #BLADE  -1 -1  1 alarm  0 door_lock  0  0  10000 at 356.659 -1759.387 5.093 angle  91.0
014C: set_parked_car_generator $a1str cars_to_generate_to  101
014B: $a2str = init_parked_car_generator #FCR900  -1 -1  1 alarm  0 door_lock  0  0  10000 at 356.7582 -1752.42 5.372 angle  91.0
014C: set_parked_car_generator $a2str cars_to_generate_to  101
014B: $a3str = init_parked_car_generator #SAVANNA  -1 -1  1 alarm  0 door_lock  0  0  10000 at 355.8104 -1741.295 5.649 angle  91.0
014C: set_parked_car_generator $a3str cars_to_generate_to  101
014B: $a4str = init_parked_car_generator #VORTEX  -1 -1  1 alarm  0 door_lock  0  0  10000 at 350.392 -1809.295 4.52 angle  1.0
014C: set_parked_car_generator $a4str cars_to_generate_to  101
014B: $a5str = init_parked_car_generator #VOODOO  -1 -1  1 alarm  0 door_lock  0  0  10000 at 356.093 -1809.581 4.52 angle  1.0
014C: set_parked_car_generator $a5str cars_to_generate_to  101                                                      

014B: $h2str = init_parked_car_generator #STUNT  -1 -1  1 alarm  0 door_lock  0  0  10000 at 235.8876 -1808.378 4.430 angle  341.0
014C: set_parked_car_generator $h2str cars_to_generate_to  101
014B: $h3str = init_parked_car_generator #SHAMAL  -1 -1  1 alarm  0 door_lock  0  0  10000 at 328.8876 -1840.378 4.030 angle  91.0
014C: set_parked_car_generator $h3str cars_to_generate_to  101


014B: $at4la = init_parked_car_generator #AT400  -1 -1  1 alarm  0 door_lock  0  0  10000 at 2002.8876 -2549.378 13.630 angle  13.6
014C: set_parked_car_generator $at4la cars_to_generate_to  101
014B: $fc9la = init_parked_car_generator #FCR900  -1 -1  1 alarm  0 door_lock  0  0  10000 at 1842.8876 -2384.378 13.630 angle  13.6
014C: set_parked_car_generator $fc9la cars_to_generate_to  101

014B: $a1cat = init_parked_car_generator #SANCHEZ  -1 -1  1 alarm  0 door_lock  0  0  10000 at 895.659 -29.387 63.493 angle  191.0
014C: set_parked_car_generator $a1cat cars_to_generate_to  101

014B: $a1hom = init_parked_car_generator #BLADE  -1 -1  1 alarm  0 door_lock  0  0  10000 at 2456.659 -1671.387 13.493 angle  91.0
014C: set_parked_car_generator $a1hom cars_to_generate_to  101

014B: $a1tow = init_parked_car_generator #FCR900  -1 -1  1 alarm  0 door_lock  0  0  10000 at 1553.659 -1365.387 329.493 angle  1.0
014C: set_parked_car_generator $a1tow cars_to_generate_to  101

014B: $a1sfa = init_parked_car_generator #FCR900  -1 -1  1 alarm  0 door_lock  0  0  10000 at -1428.659 -429.387 6.34 angle  91.0
014C: set_parked_car_generator $a1sfa cars_to_generate_to  101
014B: $a2sfa = init_parked_car_generator #TURISMO  -1 -1  1 alarm  0 door_lock  0  0  10000 at -1433.659 -392.387 6.94 angle  91.0
014C: set_parked_car_generator $a2sfa cars_to_generate_to  101
032B: $w1hom = create_weapon_pickup #SHOTGSPA  15 ammo  3000 at  2515.773 -1710.674  13.641
032B: $w2hom = create_weapon_pickup #GRENADE  15 ammo  50 at  2526.053 -1719.2  13.641
                                   
0213: $w1tow = create_pickup #GUN_PARA type  15 at  1544.255  -1345.793  329.641
032B: $w2tow = create_weapon_pickup #SHOTGSPA  15 ammo  3000 at  1549.741  -1361.239  329.641

032B: $w1dil = create_weapon_pickup #SHOTGSPA  15 ammo  3000 at  792.741  -485.239  17.641
032B: $w2dil = create_weapon_pickup #GRENADE  15 ammo  50 at  797.0533  -485.2  17.641
0213: $w3dil = create_pickup #BODYARMOUR type  15 at  791.373 -496.674  17.641

032B: $w1cat = create_weapon_pickup #SHOTGSPA  15 ammo  3000 at  867.741  -16.239  63.141
0213: $w2cat = create_pickup #BODYARMOUR type  15 at  878.373 -14.674  63.141

0213: $w1str = create_pickup #BODYARMOUR type  15 at  305.773 -1771.674  4.641
0213: $w2str = create_pickup #GUN_PARA type  15 at  302.255  -1771.793  4.641
032B: $w3str = create_weapon_pickup #CAMERA  15 ammo  50 at  297.6533  -1771.7  4.641
032B: $w4str = create_weapon_pickup #SNIPER  15 ammo  200 at  300.741  -1767.239  4.641
032B: $w5str = create_weapon_pickup #SHOTGSPA  15 ammo  3000 at  300.8294 -1764.375  4.641
032B: $w6str = create_weapon_pickup #MP5LNG  15 ammo  3000 at  293.6533  -1771.7  4.641
032B: $w7str = create_weapon_pickup #HEATSEEK  15 ammo  50 at 300.807  -1761.161  4.641

032B: $w8str = create_weapon_pickup #AK47  15 ammo  6000 at 300.791 -1757.782  4.641
032B: $w9str = create_weapon_pickup #MOLOTOV  15 ammo  50 at  300.809  -1754.556  4.641
032B: $w1stj = create_weapon_pickup #JETPACK  15 ammo  0 at 280.334 -1798.089 4.430

032B: $w1des = create_weapon_pickup #SHOTGSPA  15 ammo  3000 at  414.741  2533.239  16.541

032B: $w1sfa = create_weapon_pickup #SHOTGSPA  15 ammo  3000 at  -1423.741  -391.239  6.14
0213: $w2sfa = create_pickup #GUN_PARA type  15 at  -1416.5  -389.793  5.74



0213: $w1lva = create_pickup #GUN_PARA type  15 at  1326.255  1255.793  10.641
0213: $w2des = create_pickup #GUN_PARA type  15 at  405.255  2531.793  16.241


In the most apartements, at SF Airport,LV Aiport and up to the highest tower in LS are teleportpoints to beam to a other important lokation,
marked with INFO - icons.
In addition weapons and cars at St.Maria Beach
I paste it in Patriks HCmod and played the game as well.
my aktually state is at " A HOME IN THE HILLS "

ZAZ
  • ZAZ

    Kernlochbohrer

  • Members
  • Joined: 10 Jan 2005
  • European-Union

#2

Posted 11 August 2005 - 11:03 PM Edited by ZAZ, 12 August 2005 - 12:10 AM.

sorry, I had this problem

ZAZ
  • ZAZ

    Kernlochbohrer

  • Members
  • Joined: 10 Jan 2005
  • European-Union

#3

Posted 12 August 2005 - 07:57 AM

Epilog
At this point, I wonna give big credits to
Jacob and Racer_s for their Places Manager cookie.gif
and off course Bart Waterduck cookie.gif inlove.gif
and, to Patrik W. , who unlocked the greatful animations and for his competent teaching in scripting, here on this board cookie.gif cookie.gif cookie.gif




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