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Titanic Mod Cleo Help

14 replies to this topic
KnightProwl
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#1

Posted 31 March 2009 - 05:20 AM

hello, i am still having trouble with my titanic sink cleo mod, ive gotton to the part where im tring to make the ship break, now, so far ive got both peices of the titanic going at a 45 degree angle, but, when it tries to break, then all hell breaks loose, and idk what to do or i would have dont it by now, its gotta be something simple, its just idk what to do, so if anyone can tell me what ive done wrong, or what i need to add, then plz do so so i can get this off my shoulders, cause this is about to drive me nuts, 2 days and still no luck, so im giving the code before i screwed up, well its still screwed up, but not as bad as now, so here is the code, any help is very well appreciated, anyways, ttyl, peace

KP

CODE
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'TITANIC_SINK'
0247: load_model 1279
0247: load_model 1254
0247: load_model 1313
0247: load_model #WMYPLT
0247: load_model #WMOPREA
0247: load_model #WMYCH
0247: load_model #WMYRI
0247: load_model #SWFYRI
0247: load_model #BFYRI
0247: load_model #HFYRI
0247: load_model #OMYRI
0247: load_model #WFYRI
0247: load_model #WMYBU
0247: load_model #SBFYRI
0247: load_model #SWMYRI
0247: load_model #OFYRI
038B: load_requested_models

:TITANIC_SINK_93
0001: wait 0 ms
00D6: if
0248:   model 1279 available
0248:   model 1254 available
0248:   model 1313 available
0248:   model #WMYPLT available
0248:   model #WMOPREA available
0248:   model #WMYCH available
0248:   model #WMYRI available
0248:   model #SWFYRI available
0248:   model #BFYRI available
0248:   model #HFYRI available
0248:   model #OMYRI available
0248:   model #WFYRI available
0248:   model #WMYBU available
0248:   model #SBFYRI available
0248:   model #SWMYRI available
0248:   model #OFYRI available
004D: jump_if_false @TITANIC_SINK_93
0107: 22@ = create_object 1254 at 878.1075 -3398.907 -11.77466
0107: 26@ = create_object 1313 at 878.1075 -3398.907 -11.77466
066D: 23@ = attach_particle "PRT_SMOKE_HUGE" to_object 22@ with_offset 0.0 66.056 62.272 flag 1
066D: 24@ = attach_particle "PRT_SMOKE_HUGE" to_object 22@ with_offset 0.0 30.055 62.272 flag 1
066D: 25@ = attach_particle "PRT_SMOKE_HUGE" to_object 22@ with_offset 0.0 -7.667 62.272 flag 1
01BC: put_object 22@ at 878.1075 -3398.907 -11.77466
01BC: put_object 26@ at 878.1075 -3398.907 -11.77466
0177: set_object 22@ Z_angle_to 181.138
0177: set_object 26@ Z_angle_to 181.138
0750: set_object 22@ visibility 0
0750: set_object 26@ visibility 0
009A: 1@ = create_actor_pedtype 5 model #SBFYRI at 873.5859 -3293.896 15.6146
009A: 2@ = create_actor_pedtype 4 model #WMOPREA at 869.0507 -3310.413 11.86596
009A: 3@ = create_actor_pedtype 4 model #WMYCH at 890.8004 -3325.061 14.8269
009A: 4@ = create_actor_pedtype 4 model #WMYRI at 890.0822 -3346.798 22.17065
009A: 5@ = create_actor_pedtype 5 model #SWFYRI at 889.5921 -3503.039 11.86596
009A: 6@ = create_actor_pedtype 5 model #BFYRI at 885.6097 -3526.793 15.95133
009A: 7@ = create_actor_pedtype 5 model #HFYRI at 889.4095 -3481.31 22.17065
009A: 8@ = create_actor_pedtype 4 model #OMYRI at 892.1353 -3462.614 22.17065
009A: 9@ = create_actor_pedtype 5 model #WFYRI at 864.3344 -3421.647 22.17065
009A: 10@ = create_actor_pedtype 5 model #WMYBU at 862.4233 -3379.603 18.38159
009A: 11@ = create_actor_pedtype 5 model #SBFYRI at 866.2266 -3371.089 22.17065
009A: 12@ = create_actor_pedtype 4 model #WMOPREA at 867.1362 -3514.406 15.42831
009A: 13@ = create_actor_pedtype 5 model #WMYCH at 881.8749 -3488.016 18.38159
009A: 14@ = create_actor_pedtype 4 model #WMOPREA at 893.9373 -3459.789 18.38159
009A: 15@ = create_actor_pedtype 4 model #WMYCH at 893.9152 -3411.491 18.38159
009A: 16@ = create_actor_pedtype 4 model #WMYRI at 873.2083 -3279.758 19.54565
009A: 17@ = create_actor_pedtype 5 model #SWFYRI at 885.9495 -3275.772 15.61596
009A: 18@ = create_actor_pedtype 5 model #BFYRI at 872.2627 -3325.996 18.31909
009A: 19@ = create_actor_pedtype 5 model #HFYRI at 874.3141 -3480.027 22.17065
009A: 20@ = create_actor_pedtype 4 model #OMYRI at 886.0153 -3351.214 25.81909
009A: 21@ = create_actor_pedtype 5 model #WMYBU at 869.8848 -3362.913 25.81909
0337: set_actor 1@ visibility 0
0337: set_actor 2@ visibility 0
0337: set_actor 3@ visibility 0
0337: set_actor 4@ visibility 0
0337: set_actor 5@ visibility 0
0337: set_actor 6@ visibility 0
0337: set_actor 7@ visibility 0
0337: set_actor 8@ visibility 0
0337: set_actor 9@ visibility 0
0337: set_actor 10@ visibility 0
0337: set_actor 11@ visibility 0
0337: set_actor 12@ visibility 0
0337: set_actor 13@ visibility 0
0337: set_actor 14@ visibility 0
0337: set_actor 15@ visibility 0
0337: set_actor 16@ visibility 0
0337: set_actor 17@ visibility 0
0337: set_actor 18@ visibility 0
0337: set_actor 19@ visibility 0
0337: set_actor 20@ visibility 0
0337: set_actor 21@ visibility 0

:TITANIC_SINK_1083
0001: wait 0 ms
00D6: if
0AB0:   key_pressed 9
004D: jump_if_false @TITANIC_SINK_1083
0750: set_object 22@ visibility 1
0750: set_object 26@ visibility 1
0337: set_actor 1@ visibility 1
0337: set_actor 2@ visibility 1
0337: set_actor 3@ visibility 1
0337: set_actor 4@ visibility 1
0337: set_actor 5@ visibility 1
0337: set_actor 6@ visibility 1
0337: set_actor 7@ visibility 1
0337: set_actor 8@ visibility 1
0337: set_actor 9@ visibility 1
0337: set_actor 10@ visibility 1
0337: set_actor 11@ visibility 1
0337: set_actor 12@ visibility 1
0337: set_actor 13@ visibility 1
0337: set_actor 14@ visibility 1
0337: set_actor 15@ visibility 1
0337: set_actor 16@ visibility 1
0337: set_actor 17@ visibility 1
0337: set_actor 18@ visibility 1
0337: set_actor 19@ visibility 1
0337: set_actor 20@ visibility 1
0337: set_actor 21@ visibility 1
069A: attach_object 22@ to_object 26@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
00C0: set_current_time_hours_to 23 minutes_to 45
01B6: set_weather 15
0006: 0@ = 301567
0004: &0(0@,1i) = 30000
0005: $X_ANGLE = 0.0
0005: $Y_ANGLE = 0.0
0005: $Z_ANGLE = 181.138
0005: $XPOS = 878.1075
0005: $YPOS = -3398.907
0005: $ZPOS = -11.77466

:TITANIC_SINK_1393
0001: wait 1000 ms
0453: set_object 22@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
01BC: put_object 22@ at $XPOS $YPOS $ZPOS
000D: $X_ANGLE -= 1.0
000D: $ZPOS -= 1.0
00D6: if
8020:   not  $X_ANGLE > -45.0
004D: jump_if_false @TITANIC_SINK_1393

:TITANIC_SINK_1469
0001: wait 1000 ms
0453: set_object 26@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
01BC: put_object 26@ at $XPOS $YPOS $ZPOS
0009: $X_ANGLE += 1.0
000D: $ZPOS -= 1.0
00D6: if
0030:   $X_ANGLE >= 27.5
004D: jump_if_false @TITANIC_SINK_1469

:TITANIC_SINK_1545
0001: wait 1000 ms
0453: set_object 22@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
0453: set_object 26@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
01BC: put_object 22@ at $XPOS $YPOS $ZPOS
01BC: put_object 26@ at $XPOS $YPOS $ZPOS
000D: $X_ANGLE -= 1.0
000D: $ZPOS -= 1.0
00D6: if
8020:   not  $X_ANGLE > -90.0
004D: jump_if_false @TITANIC_SINK_1545

:TITANIC_SINK_1651
0001: wait 1000 ms
0453: set_object 22@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
0453: set_object 26@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
01BC: put_object 22@ at $XPOS $YPOS $ZPOS
01BC: put_object 26@ at $XPOS $YPOS $ZPOS
0009: $X_ANGLE += 1.0
000D: $ZPOS -= 1.0
00D6: if
0030:   $X_ANGLE >= 0.0
004D: jump_if_false @TITANIC_SINK_1651
009B: destroy_actor 1@
009B: destroy_actor 2@
009B: destroy_actor 3@
009B: destroy_actor 4@
009B: destroy_actor 5@
009B: destroy_actor 6@
009B: destroy_actor 7@
009B: destroy_actor 8@
009B: destroy_actor 9@
009B: destroy_actor 10@
009B: destroy_actor 11@
009B: destroy_actor 12@
009B: destroy_actor 13@
009B: destroy_actor 14@
009B: destroy_actor 15@
009B: destroy_actor 16@
009B: destroy_actor 17@
009B: destroy_actor 18@
009B: destroy_actor 19@
009B: destroy_actor 20@
009B: destroy_actor 21@
0108: destroy_object 22@
0108: destroy_object 26@
00C0: set_current_time_hours_to 2 minutes_to 20
0107: 27@ = create_object 1279 at 878.1075 -3398.907 -60.77466
01BC: put_object 27@ at 878.1075 -3398.907 -60.77466
0177: set_object 27@ Z_angle_to 181.138
0002: jump @TITANIC_SINK_93

james227uk
  • james227uk

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#2

Posted 31 March 2009 - 03:49 PM

And what exactly goes wrong?

KnightProwl
  • KnightProwl

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#3

Posted 31 March 2009 - 04:04 PM

tbh idk, all i know is that the ship doesnt sink right, when it goes to break it flips upside down or just goes into the air and sinks without breaking, it wont break at all, so idk what ive done wrong, id love to know, but ive not coded in awhile, plus even when i did i never could get it doing right, so its just the bottom portion of the code that isnt working, just the parts from the 1393 - 1651 on the code, just the rotating and all that isnt working, and idk why, anyways, thanks for the reply jasmes, peace

KP

ZAZ
  • ZAZ

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#4

Posted 31 March 2009 - 04:06 PM Edited by ZAZ, 31 March 2009 - 05:35 PM.

QUOTE (KnightProwl @ Mar 31 2009, 05:20)
hello, i am still having trouble with my titanic sink cleo mod, ive gotton to the part where im tring to make the ship break, now, so far ive got both peices of the titanic going at a 45 degree angle, but, when it tries to break, then all hell breaks loose, and idk what to do or i would have dont it by now, its gotta be something simple, its just idk what to do, so if anyone can tell me what ive done wrong, or what i need to add, then plz do so so i can get this off my shoulders, cause this is about to drive me nuts, 2 days and still no luck, so im giving the code before i screwed up, well its still screwed up, but not as bad as now, so here is the code, any help is very well appreciated, anyways, ttyl, peace


your load check is wrong because of to much conditions in the conditional check and the forgotten "and"
split it in 2 checks

CODE
:TITANIC_SINK_93
0001: wait 0 ms
00D6: if and
0248:   model 1279 available
0248:   model 1254 available
0248:   model 1313 available
0248:   model #WMYPLT available
0248:   model #WMOPREA available
0248:   model #WMYCH available
0248:   model #WMYRI available
0248:   model #SWFYRI available
004D: jump_if_false @TITANIC_SINK_93

:TITANIC_SINK_93b
0001: wait 0 ms
00D6: if and
0248:   model #BFYRI available
0248:   model #HFYRI available
0248:   model #OMYRI available
0248:   model #WFYRI available
0248:   model #WMYBU available
0248:   model #SBFYRI available
0248:   model #SWMYRI available
0248:   model #OFYRI available
004D: jump_if_false @TITANIC_SINK_93b




james227uk
  • james227uk

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#5

Posted 31 March 2009 - 04:53 PM

QUOTE (ZAZ @ Mar 31 2009, 16:06)
QUOTE (james227uk @ Mar 31 2009, 15:49)
And what exactly goes wrong?


your load check is wrong because of to much conditions in the conditional check and the forgotten "and"
split it in 2 checks

CODE
:TITANIC_SINK_93
0001: wait 0 ms
00D6: if and
0248:   model 1279 available
0248:   model 1254 available
0248:   model 1313 available
0248:   model #WMYPLT available
0248:   model #WMOPREA available
0248:   model #WMYCH available
0248:   model #WMYRI available
0248:   model #SWFYRI available
004D: jump_if_false @TITANIC_SINK_93

:TITANIC_SINK_93b
0001: wait 0 ms
00D6: if and
0248:   model #BFYRI available
0248:   model #HFYRI available
0248:   model #OMYRI available
0248:   model #WFYRI available
0248:   model #WMYBU available
0248:   model #SBFYRI available
0248:   model #SWMYRI available
0248:   model #OFYRI available
004D: jump_if_false @TITANIC_SINK_93b

catspider.gif turn.gif I haven't posted any code.... catspider.gif turn.gif

ZAZ
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#6

Posted 31 March 2009 - 05:36 PM

QUOTE (james227uk @ Mar 31 2009, 16:53)
catspider.gif turn.gif I haven't posted any code.... catspider.gif turn.gif

sorry James, I quoted the wrong post

james227uk
  • james227uk

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#7

Posted 31 March 2009 - 08:12 PM

QUOTE (ZAZ @ Mar 31 2009, 17:36)
QUOTE (james227uk @ Mar 31 2009, 16:53)
catspider.gif   turn.gif I haven't posted any code....  catspider.gif   turn.gif

sorry James, I quoted the wrong post

Sorry ZAZ. I could see what you meant a while after I posted again

coin-god
  • coin-god

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#8

Posted 31 March 2009 - 08:16 PM

Wouldnt it be easier to make the naim in 3D MAX and put it in SA?

In VC mod BTTF Hill Valley, they amde a lot of anim for cars and stuff. So i think it would be easy to do it for titanic too.

Just a think i have. And as im working on a Simulation in 3D MAX my anim could help.

KnightProwl
  • KnightProwl

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#9

Posted 31 March 2009 - 08:27 PM

dude, i would have done an anim but idk how to use max very good at all anymore, ive not even opened max in like forever, and i never was good at anim, and so, idk if thats my best option atm, now if you want to make the anim for my titanic, then be my guest, but i was never good at anim before then or now, im only good at converting some models, not all, and so if you want to make an animation for the model i have, then be my guest, but idk how to add it with cleo, i was never good at that sh*t, coding and all that high tech sh*t is beyond me, i barly even made this code as is, im just a noob sad.gif , but anyways, if anyone wants to help me with this, just tell me plz, as idk wtf im suppost or gonna have to do, im lost on this atm, anyways, thanks and peace

coin-god
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#10

Posted 31 March 2009 - 08:29 PM Edited by goin-god, 31 March 2009 - 08:31 PM.

QUOTE (KnightProwl @ Mar 31 2009, 17:27)
dude, i would have done an anim but idk how to use max very good at all anymore, ive not even opened max in like forever, and i never was good at anim, and so, idk if thats my best option atm, now if you want to make the anim for my titanic, then be my guest, but i was never good at anim before then or now, im only good at converting some models, not all, and so if you want to make an animation for the model i have, then be my guest, but idk how to add it with cleo, i was never good at that sh*t, coding and all that high tech sh*t is beyond me, i barly even made this code as is, im just a noob sad.gif , but anyways, if anyone wants to help me with this, just tell me plz, as idk wtf im suppost or gonna have to do, im lost on this atm, anyways, thanks and peace

Which part of "Just a think i have. And as im working on a Simulation in 3D MAX my anim could help." didnt you understand?

I have an anim done, if someone knows how to put taht in game i would do it. I didnt ask you to make anything.

edit:
user posted image user posted image
user posted image user posted image
Ignore the special Effects and it should look ok in SA.

KnightProwl
  • KnightProwl

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#11

Posted 31 March 2009 - 08:31 PM Edited by KnightProwl, 31 March 2009 - 08:35 PM.

ok ok, sorry, my god dont kill me sad.gif , and i wasnent saying that i really think thats the best option, i was mearly just saying that if anyone wants to make an anim for this and help get it into game, then plz do, i wasnt tring to offend anyone, so im sorry for offending anyone, anyways, ttyl, peace

KP

edit: well i like that anim but the smokestacks on my ship dont break off, and so idk how to make them break, as my ship is a bit diffrent from your ship, but if you want to send me the anim without the smokestacks falling, then do it, but my ship is a bit diffrent then yours, and so, idk how ill do it, but if you could send me an animation without the smoke stacks falling, then plz do it, but anyways, thanks for the help, and insite

coin-god
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#12

Posted 31 March 2009 - 08:34 PM

QUOTE (KnightProwl @ Mar 31 2009, 17:31)
ok ok, sorry, my god dont kill me sad.gif , and i wasnent saying that i really think thats the best option, i was mearly just saying that if anyone wants to make an anim for this and help get it into game, then plz do, i wasnt tring to offend anyone, so im sorry for offending anyone, anyways, ttyl, peace

KP

Come on nobody is crying here. Just to let you know. Im open to give my anim to someone who knows how to put it in SA. Or sometone to tell me the secret behind it, it shouldnt be hard for me.

More pics here (Updated): http://www.moddb.com...oin-god/images/

KnightProwl
  • KnightProwl

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#13

Posted 31 March 2009 - 08:41 PM

ok, well, its looks good, but you might need my titanic to make something with it, idk what, but something, anyways, today is moms birthday, i must go, ttyl guys peace

KP

ZAZ
  • ZAZ

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#14

Posted 31 March 2009 - 10:20 PM Edited by ZAZ, 31 March 2009 - 10:26 PM.

QUOTE (KnightProwl @ Mar 31 2009, 20:41)
ok, well, its looks good, but you might need my titanic to make something with it, idk what, but something, anyways, today is moms birthday, i must go, ttyl guys peace

KP

I made the Colonells Yacht sinking in SanVice mode
The ship have a right and a left body and accessiors
its attached to Tropic for driving and if Tropic is demaged the coords will be read
than everything will be deleted and created as new with the readed coords
than it sinks with nose upwards
maybe it can help:
CODE
029B: $Yachtbody1 = init_object #YT_MAIN_BODY at $x_coord $y_coord $z_coord
0177: set_object $Yachtbody1 Z_angle_to $obj_Zangle
029B: $Yachtbody2 = init_object #YT_MAIN_BODY2 at $x_coord $y_coord $z_coord
0177: set_object $Yachtbody2 Z_angle_to $obj_Zangle
029B: $Y_accessiors = init_object #YT_TMP_BOAT at $x_coord $y_coord $z_coord
0177: set_object $Y_accessiors Z_angle_to $obj_Zangle


0176: $obj_Zangle = object $Yachtbody1 Z_angle
069A: attach_object $Yachtbody2 to_object $Yachtbody1 with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0  
069A: attach_object $Y_accessiors to_object $Yachtbody1 with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
0005: $yx_rot = 0.0

:STT_155545
0001: wait 50 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @STT_155545
01BB: store_object $Yachtbody1 position_to $x_coord $y_coord $z_coord
00D6: if
0020:   $z_coord > -3.5
004D: jump_if_false @STT_155666
034E: move_object $Yachtbody1 to $x_coord $y_coord -6.5 speed 0.05 0.05 0.05 flag 0
0453: set_object $Yachtbody1 XY_rotation $yx_rot 0.0 angle $obj_Zangle
0009: $yx_rot += 0.1
0002: jump @STT_155545

:STT_155666
004E: end_thread

KnightProwl
  • KnightProwl

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#15

Posted 01 April 2009 - 08:29 AM

ok i tried what you said, but now the ship isnt moving at all when it is suppose to sink sad.gif , idk what im doing tbh, i just dont know, i never was much of a coder, anyways, here is my new code when it dont sink sad.gif , anyways, thanks and peace

KP

CODE
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'TITANIC_SINK'
0247: load_model 1279
0247: load_model 1254
0247: load_model 1313
0247: load_model #WMYPLT
0247: load_model #WMOPREA
0247: load_model #WMYCH
0247: load_model #WMYRI
0247: load_model #SWFYRI
0247: load_model #BFYRI
0247: load_model #HFYRI
0247: load_model #OMYRI
0247: load_model #WFYRI
0247: load_model #WMYBU
0247: load_model #SBFYRI
0247: load_model #SWMYRI
0247: load_model #OFYRI
038B: load_requested_models

:TITANIC_SINK_93
0001: wait 0 ms
00D6: if
0248:   model 1279 available
0248:   model 1254 available
0248:   model 1313 available
0248:   model #WMYPLT available
0248:   model #WMOPREA available
0248:   model #WMYCH available
0248:   model #WMYRI available
0248:   model #SWFYRI available
0248:   model #BFYRI available
0248:   model #HFYRI available
0248:   model #OMYRI available
0248:   model #WFYRI available
0248:   model #WMYBU available
0248:   model #SBFYRI available
0248:   model #SWMYRI available
0248:   model #OFYRI available
004D: jump_if_false @TITANIC_SINK_93
0107: 22@ = create_object 1254 at 878.1075 -3398.907 -11.77466
0107: 26@ = create_object 1313 at 878.1075 -3398.907 -11.77466
066D: 23@ = attach_particle "PRT_SMOKE_HUGE" to_object 22@ with_offset 0.0 66.056 62.272 flag 1
066D: 24@ = attach_particle "PRT_SMOKE_HUGE" to_object 22@ with_offset 0.0 30.055 62.272 flag 1
066D: 25@ = attach_particle "PRT_SMOKE_HUGE" to_object 22@ with_offset 0.0 -7.667 62.272 flag 1
01BC: put_object 22@ at 878.1075 -3398.907 -11.77466
01BC: put_object 26@ at 878.1075 -3398.907 -11.77466
0177: set_object 22@ Z_angle_to 181.138
0177: set_object 26@ Z_angle_to 181.138
0750: set_object 22@ visibility 0
0750: set_object 26@ visibility 0
009A: 1@ = create_actor_pedtype 5 model #SBFYRI at 873.5859 -3293.896 15.6146
009A: 2@ = create_actor_pedtype 4 model #WMOPREA at 869.0507 -3310.413 11.86596
009A: 3@ = create_actor_pedtype 4 model #WMYCH at 890.8004 -3325.061 14.8269
009A: 4@ = create_actor_pedtype 4 model #WMYRI at 890.0822 -3346.798 22.17065
009A: 5@ = create_actor_pedtype 5 model #SWFYRI at 889.5921 -3503.039 11.86596
009A: 6@ = create_actor_pedtype 5 model #BFYRI at 885.6097 -3526.793 15.95133
009A: 7@ = create_actor_pedtype 5 model #HFYRI at 889.4095 -3481.31 22.17065
009A: 8@ = create_actor_pedtype 4 model #OMYRI at 892.1353 -3462.614 22.17065
009A: 9@ = create_actor_pedtype 5 model #WFYRI at 864.3344 -3421.647 22.17065
009A: 10@ = create_actor_pedtype 5 model #WMYBU at 862.4233 -3379.603 18.38159
009A: 11@ = create_actor_pedtype 5 model #SBFYRI at 866.2266 -3371.089 22.17065
009A: 12@ = create_actor_pedtype 4 model #WMOPREA at 867.1362 -3514.406 15.42831
009A: 13@ = create_actor_pedtype 5 model #WMYCH at 881.8749 -3488.016 18.38159
009A: 14@ = create_actor_pedtype 4 model #WMOPREA at 893.9373 -3459.789 18.38159
009A: 15@ = create_actor_pedtype 4 model #WMYCH at 893.9152 -3411.491 18.38159
009A: 16@ = create_actor_pedtype 4 model #WMYRI at 873.2083 -3279.758 19.54565
009A: 17@ = create_actor_pedtype 5 model #SWFYRI at 885.9495 -3275.772 15.61596
009A: 18@ = create_actor_pedtype 5 model #BFYRI at 872.2627 -3325.996 18.31909
009A: 19@ = create_actor_pedtype 5 model #HFYRI at 874.3141 -3480.027 22.17065
009A: 20@ = create_actor_pedtype 4 model #OMYRI at 886.0153 -3351.214 25.81909
009A: 21@ = create_actor_pedtype 5 model #WMYBU at 869.8848 -3362.913 25.81909
0337: set_actor 1@ visibility 0
0337: set_actor 2@ visibility 0
0337: set_actor 3@ visibility 0
0337: set_actor 4@ visibility 0
0337: set_actor 5@ visibility 0
0337: set_actor 6@ visibility 0
0337: set_actor 7@ visibility 0
0337: set_actor 8@ visibility 0
0337: set_actor 9@ visibility 0
0337: set_actor 10@ visibility 0
0337: set_actor 11@ visibility 0
0337: set_actor 12@ visibility 0
0337: set_actor 13@ visibility 0
0337: set_actor 14@ visibility 0
0337: set_actor 15@ visibility 0
0337: set_actor 16@ visibility 0
0337: set_actor 17@ visibility 0
0337: set_actor 18@ visibility 0
0337: set_actor 19@ visibility 0
0337: set_actor 20@ visibility 0
0337: set_actor 21@ visibility 0

:TITANIC_SINK_1083
0001: wait 0 ms
00D6: if
0AB0:   key_pressed 9
004D: jump_if_false @TITANIC_SINK_1083
0750: set_object 22@ visibility 1
0750: set_object 26@ visibility 1
0337: set_actor 1@ visibility 1
0337: set_actor 2@ visibility 1
0337: set_actor 3@ visibility 1
0337: set_actor 4@ visibility 1
0337: set_actor 5@ visibility 1
0337: set_actor 6@ visibility 1
0337: set_actor 7@ visibility 1
0337: set_actor 8@ visibility 1
0337: set_actor 9@ visibility 1
0337: set_actor 10@ visibility 1
0337: set_actor 11@ visibility 1
0337: set_actor 12@ visibility 1
0337: set_actor 13@ visibility 1
0337: set_actor 14@ visibility 1
0337: set_actor 15@ visibility 1
0337: set_actor 16@ visibility 1
0337: set_actor 17@ visibility 1
0337: set_actor 18@ visibility 1
0337: set_actor 19@ visibility 1
0337: set_actor 20@ visibility 1
0337: set_actor 21@ visibility 1
069A: attach_object 22@ to_object 26@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
00C0: set_current_time_hours_to 23 minutes_to 45
01B6: set_weather 15
0006: 0@ = 301567
0004: &0(0@,1i) = 30000
0005: $X_ANGLE = 0.0
0005: $Y_ANGLE = 0.0
0005: $Z_ANGLE = 181.138
0005: $XPOS = 878.1075
0005: $YPOS = -3398.907
0005: $ZPOS = -11.77466

:TITANIC_SINK_1393
0001: wait 50 ms
01BB: store_object 26@ position_to $XPOS $YPOS $ZPOS
00D6: if
0020:   $ZPOS > -11.77466
004D: jump_if_false @TITANIC_SINK_1393
034E: move_object 26@ to $XPOS $YPOS -45.0 speed 1.0 1.0 1.0 flag 0
0453: set_object 26@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
0009: $X_ANGLE += 1.0
004D: jump_if_false @TITANIC_SINK_1393

:TITANIC_SINK_1498
0001: wait 50 ms
01BB: store_object 22@ position_to $XPOS $YPOS $ZPOS
00D6: if
0020:   $ZPOS > -45.0
004D: jump_if_false @TITANIC_SINK_1498
034E: move_object 22@ to $XPOS $YPOS 30.0 speed 1.0 1.0 1.0 flag 0
0453: set_object 22@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
0009: $X_ANGLE += 1.0
004D: jump_if_false @TITANIC_SINK_1498

:TITANIC_SINK_1603
0001: wait 50 ms
01BB: store_object 26@ position_to $XPOS $YPOS $ZPOS
01BB: store_object 22@ position_to $XPOS $YPOS $ZPOS
00D6: if
0020:   $ZPOS > 30.0
004D: jump_if_false @TITANIC_SINK_1603
034E: move_object 26@ to $XPOS $YPOS -90.0 speed 1.0 1.0 1.0 flag 0
034E: move_object 22@ to $XPOS $YPOS -90.0 speed 1.0 1.0 1.0 flag 0
0453: set_object 26@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
0453: set_object 22@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
0009: $X_ANGLE += 1.0
004D: jump_if_false @TITANIC_SINK_1603

:TITANIC_SINK_1771
0001: wait 50 ms
01BB: store_object 26@ position_to $XPOS $YPOS $ZPOS
01BB: store_object 22@ position_to $XPOS $YPOS $ZPOS
00D6: if
0020:   $ZPOS > -90.0
004D: jump_if_false @TITANIC_SINK_1771
034E: move_object 26@ to $XPOS $YPOS 0.0 speed 1.0 1.0 1.0 flag 0
034E: move_object 22@ to $XPOS $YPOS 0.0 speed 1.0 1.0 1.0 flag 0
0453: set_object 26@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
0453: set_object 22@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
0009: $X_ANGLE += 1.0
004D: jump_if_false @TITANIC_SINK_1771
009B: destroy_actor 1@
009B: destroy_actor 2@
009B: destroy_actor 3@
009B: destroy_actor 4@
009B: destroy_actor 5@
009B: destroy_actor 6@
009B: destroy_actor 7@
009B: destroy_actor 8@
009B: destroy_actor 9@
009B: destroy_actor 10@
009B: destroy_actor 11@
009B: destroy_actor 12@
009B: destroy_actor 13@
009B: destroy_actor 14@
009B: destroy_actor 15@
009B: destroy_actor 16@
009B: destroy_actor 17@
009B: destroy_actor 18@
009B: destroy_actor 19@
009B: destroy_actor 20@
009B: destroy_actor 21@
0108: destroy_object 22@
0108: destroy_object 26@
00C0: set_current_time_hours_to 2 minutes_to 20
0107: 27@ = create_object 1279 at 878.1075 -3398.907 -60.77466
01BC: put_object 27@ at 878.1075 -3398.907 -60.77466
0177: set_object 27@ Z_angle_to 181.138
0002: jump @TITANIC_SINK_93




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