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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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