$2 is Equal to $PLAYER_CHAR
Lets Make the Player Appear 'Drunk' Like i was when i posted
|052C: set_player $PLAYER_CHAR drunk_visuals 100|
| 0247: request_model #CELLPHONE;Get the Cellphone|
0729: unknown_action_sequence $PLAYER_ACTOR 1;Start Mobile Call
0729: unknown_action_sequence $PLAYER_ACTOR 0;End Mobile Call
0249: release_model #CELLPHONE
As you can See, the 0729: lines are the Same, apart from the 1 and the 0, 1 is to turn it on and 0 is to turn it off Try them
Now, How about giving the Player a Jetpack.
|07A7: put_jetpack_on_actor $PLAYER_ACTOR|
Keep your Weapons etc after you are Killed/Arrested:
| 08DE: keep_stuff_after_busted 0 (0=on/1=off)|
08DD: keep_stuff_after_wasted 0 (0=on/1=off)
Ok, Let's Move on.
Now we will Create a Marker, and make it Detect the Player, if the Player is In the Area, he will get $10,000 every few seconds.
|02A7: $439 = create_icon_marker_and_sphere $441 at X Y Z|
Replace X Y and Z with your Own Co ords (this is where the Marker will be)
to the Bottom of Main, Then add
|004F: create_thread ££CASH_1|
Then add this to the Bottom of the Script.
0001: wait 250 ms
00D6: if 0
00ED: actor $3 0 ()near_point_on_foot X Y radius 4.0 4.0
004D: jump_if_false ££CASH_1
0109: player $2 money += 10000
0001: wait 5000 ms
0002: jump ££CASH_1
Replace X and Y with your X and Y Co ordinates from the Game.
Now Let Me Explain a Little .
The 0001: wait * ms is How long to Wait Before (re)Performing the Action.
00ED: actor $3 0 ()near_point_on_foot X Y radius 4.0 4.0 - This Will Check to See if our Player is in the Created Marker, use the Same X and Y Co Ords as your Marker Further Up.
0109: player $2 money += 10000 - This will Give your Player $10,000, Replace 10000 with what ever amount you want your Player to Recieve.
0001: wait 5000 ms - This will make the Game Wait 5 seconds before giving another $10k. put as 0 for Infinite Loop.
I hope this Helped a Few People out.