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Set your own keys for script mods with Sannybuilde

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ZAZ
  • ZAZ

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#1

Posted 05 April 2009 - 03:40 PM

Set your own keys for script mods with Sannybuilder
I often asked for key_press changing of my mods and I think many people wishes to can do it theirself
So here a little explain to modify simple key_press checks


Download newest version of Sannybuilder from Seeman at http://sannybuilder.com/


Install Sannybuilder and create a folder for your scripts
Therefor youre promt to indicate your GTASA-Install dir.

Then start Sannybuilder and decompile the mod
If your changes are done, click on compile.
This saves the changes and overwrite the opend file
(sanny creates a decompiled txt of the script file by decompiling in same folder where the script file is placed)


The main functions can be found as icon button in the menue bar

1. Decompile: sanny opens script files with extensions .CS , .CM or .SCM

2. Compile: sanny compiles by default to a [Name]main.SCM

Sanny compiles automaticly to Cleoscript files, if the script have a Cleo-Direktive as entry

{$CLEO .cs} = Cleo-Direktive, will be compiled to Name.CS
{$CLEO .cm} = Cleo-Direktive, will be compiled to Name.CM

user posted image


Alternativ you can decompile a script by doubleclick onto the script file
but this requires first to give windows the instruction to open a file with specified exe.
Therfore click with right mouse button on the script file to pop up the context menue and choose "open with"
than navigate to sanny.exe and set a hook to open the file allways with this exe. Than click on ok.

______________________________________________________________________________________
______________________________________________________________________________________


Then search for the key_press codes by using search function (button with fieldglas icon)
Sanny starts the search than from beginning of the script.
Press F3 to get one more founding of the same search

search for 0AB0: or 00E1: or key_pressed or pressed_key

______________________________________________________________________________________

opcode 00E1: is the original from Rockstar and can be set in controller menue
CODE
00E1:   player 0 pressed_key 15

player 0 means the default player in opposite to player 1 for second player of console version
its allways player 0 in our scripts

pressed_key 15 is the real key_press number
15 = enter/exit

The explanation of the 00E1: key numbers is documented in Sannybuilder HELP: SCM Documentation >> GTA SA >> Keypress numbers
They are discribed as function which are changeable in controller menue

______________________________________________________________________________________

opcode 0AB0: can only be used if Cleo is installed
CODE
0AB0:   key_pressed 8

8 = Backspace (Decimal)

The explanation of the 0AB0: key numbers is documented in Sannybuilder HELP: CLEO 3 Code Library >> Virtual key codes (for 0AB0)

You will find than a table with 3 columns
1.column--------------------------/ 2.column------------------------------/ 3.column
charackter which should used / key_press number decimal version / key_press number hex version

Its easier to use decimal version. Just insert the number which is shown
To use hex version needs to write 0x<number> ; exemple: key K = 0x4B

______________________________________________________________________________________


The Sannybuilder HELP

Choose HELP on menue, then Content to find informations about key_press numbers

user posted image


james227uk
  • james227uk

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#2

Posted 05 April 2009 - 05:21 PM Edited by james227uk, 05 April 2009 - 09:20 PM.

Nice tutorial ZAZ, should help people cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif


Offtopic: It's in the wrong section. I'm not gonna report it though, this topic may be kicked and you will have lost this work

lol kicked? wtf am I talking about? i mean locked

ZAZ
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#3

Posted 05 April 2009 - 05:37 PM Edited by ZAZ, 05 April 2009 - 08:58 PM.

QUOTE (james227uk @ Apr 5 2009, 17:21)
Offtopic: It's in the wrong section. I'm not gonna report it though, this topic may be kicked and you will have lost this work

No it isnt but I think users of script mods dont look into tut section
They mostly post in my topic or write me a pm. They should find directly this help where the mods are available.
The moderator should decide.

Narcis_speed6
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#4

Posted 05 April 2009 - 08:28 PM

nice job ZAZ icon14.gif
this is a very helpfull tutorial,is good because you put it in mod showroom because allot of members will read it
icon14.gif icon14.gif icon14.gif icon14.gif cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

james227uk
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#5

Posted 05 April 2009 - 09:21 PM

Guess you got a point there

Seemann
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#6

Posted 05 April 2009 - 10:19 PM

My 2 cents on keypresses:

http://www.gtaforums...dpost&p=4082258 - old way via arrays
http://www.gtaforums...st&p=1059030199 - making cheats

BobbyBriggs
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#7

Posted 12 April 2009 - 07:46 AM

Hi, i was wondering how to make the gamepad keys react? i can only find the keyboard codes.

ZAZ
  • ZAZ

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#8

Posted 12 April 2009 - 10:23 AM Edited by ZAZ, 12 April 2009 - 10:38 AM.

QUOTE (BobbyBriggs @ Apr 12 2009, 07:46)
Hi, i was wondering how to make the gamepad keys react? i can only find the keyboard codes.

Only key_press checks with this opcode:
opcode 00E1: is the original from Rockstar and can be set in controller menue

go to
San Andreas / PAUSE MENUE / OPTIONS / CONTOLLER SETUP / REDEFINE CONTROLES /
FOOT CONTROLES OR VEHICLE CONTROLES

to set gamepadbutton for function

CODE
00E1:   player 0 pressed_key 15

player 0 means the default player in opposite to player 1 for second player of console version
its allways player 0 in our scripts

pressed_key 15 is the real key_press number
15 = VEHICLE_ENTER_EXIT

The explanation of the 00E1: key numbers is documented in Sannybuilder HELP: SCM Documentation >> GTA SA >> Keypress numbers
They are discribed as function which are changeable in controller menue


QUOTE
ONFOOT CONTROLS
  
    
# CONTROL GXT ENTRY VALUES
     
0 left/right  -- GO_LEFT /  -- GO_RIGHT
1 forward/backward  -- GO_FORWARD /  -- GO_BACK
2 special ctrl left/right  -- VEHICLE_LOOKLEFT/ -- VEHICLE_LOOKRIGHT
3 special ctrl up/down -unknown-
4 action/secondary fire  -- PED_ANSWER_PHONE/  -- PED_FIREWEAPON_ALT
5 previous weapon/zoom in    -- PED_CYCLE_WEAPON_LEFT/  -- PED_SNIPER_ZOOM_IN
6 aim weapon  -- PED_LOCK_TARGET
7 next weapon/zoom out  -- PED_CYCLE_WEAPON_RIGHT/  -- PED_SNIPER_ZOOM_OUT
8 group CTRL forward  -- GROUP_CONTROL_FWD
9 group CTRL back  -- GROUP_CONTROL_BWD
10  conversation - no  -- CONVERSATION_NO
11  conversation - yes  -- CONVERSATION_YES
12 (does not exist) -- -- --
13 change camera  -- CAMERA_CHANGE_VIEW_ALL_SITUATIONS
14 jump  -- PED_JUMPING
15 enter vehicle  -- VEHICLE_ENTER_EXIT
16 sprint  -- PED_SPRINT
17 fire  -- PED_FIREWEAPON
18 crouch  -- PED_DUCK
19 look behind  -- PED_LOOKBEHIND
     
LALT sneak  -- SNEAK_ABOUT
 
  
  
VEHICLE CONTROLS   
 
  
  
# CONTROL GXT ENTRY VALUES
     
0 left/right  -- VEHICLE_STEERLEFT/  -- VEHICLE_STEERRIGHT
1 steer back/up  -- VEHICLE_STEERUP/  -- VEHICLE_STEERDOWN  
2 special ctrl left/right  -- VEHICLE_TURRETLEFT/  -- VEHICLE_TURRETRIGHT (NUM6)
3 special control up/down  -- VEHICLE_TURRETUP/  -- VEHICLE_TURRETDOWN
4 secondary fire  -- VEHICLE_FIREWEAPON_ALT
5 look left  -- VEHICLE_LOOKLEFT
6 hand brake  -- VEHICLE_HANDBRAKE
7 look right  -- VEHICLE_LOOKRIGHT
8 next radio station  -- VEHICLE_RADIO_STATION_UP
9 previous radio station  -- VEHICLE_RADIO_STATION_DOWN
10 no  -- CONVERSATION_NO
11 yes / trip skip  -- CONVERSATION_YES
12 (does not exist) -- -- --
13 camera                      -- CAMERA_CHANGE_VIEW_ALL_SITUATIONS
14 brake/reserve  -- VEHICLE_BRAKE
15 enter/exit  -- VEHICLE_ENTER_EXIT
16 accelerate  -- VEHICLE_ACCELERATE
17 fire  -- VEHICLE_FIREWEAPON
18 horn  -- VEHICLE_HORN
19 submission  -- TOGGLE_SUBMISSIONS
     
RMB vehicle mouse look  -- VEHICLE_MOUSELOOK



ikoshowa
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#9

Posted 05 July 2009 - 02:17 PM

hey zaz! i've tried a lot of different keys but everytime I changed the virtual key code of your carspawner mod, I crashed when I load a save... Could you modify this mod for me with the L key because my 2 doesn't work anymore...Thanks if you do! wink.gif

2pacproducer2
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#10

Posted 05 July 2009 - 04:12 PM

Shouldn't this be in Tutorials section ?

ZAZ
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#11

Posted 05 July 2009 - 04:53 PM

QUOTE (ikoshowa @ Jul 5 2009, 14:17)
hey zaz! i've tried a lot of different keys but everytime I changed the virtual key code of your carspawner mod, I crashed when I load a save... Could you modify this mod for me with the L key because my 2 doesn't work anymore...Thanks if you do! wink.gif

And you only changed the number?

this is the key_press check for 2
CODE
if
0AB0:   key_pressed 50
jf @CAR_227


and to do it with L should like that
CODE
if
0AB0:   key_pressed 76
jf @CAR_227



QUOTE
Shouldn't this be in Tutorials section ?

It should be a help for the users. They often want to change the key_press number.
They often look here for mod scripts but dont read tutorials because they are not interessting in scripting.

trickstar34
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#12

Posted 05 July 2009 - 07:43 PM

This should be pinned for you. wink.gif

Deji
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#13

Posted 05 July 2009 - 09:16 PM

There's alot of tutorials on this, but this one is nicely made wink.gif

Denva55
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#14

Posted 19 June 2011 - 09:04 PM Edited by Denva55, 19 June 2011 - 09:06 PM.

This thread should be sticky...... thanks

crazipayaso
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#15

Posted 02 August 2011 - 05:59 PM

hey is it possible to change 00E1 to 0AB0 ???? if soo can you plz help i tired it with master spark but my game crashes when i click my selected hotkey help

ZAZ
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#16

Posted 02 August 2011 - 08:11 PM

QUOTE (crazipayaso @ Tuesday, Aug 2 2011, 17:59)
hey is it possible to change 00E1 to 0AB0 ???? if soo can you plz help i tired it with master spark but my game crashes when i click my selected hotkey help

just read the topic careful to understand the difference

crazipayaso
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#17

Posted 03 August 2011 - 06:47 PM

yes i know one is cleo other is original but is it possible to change a 00E1 hotkey to a 0AB0 hotkey? if so how plz help?

ZAZ
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#18

Posted 03 August 2011 - 09:38 PM Edited by ZAZ, 03 August 2011 - 09:56 PM.

QUOTE (crazipayaso @ Wednesday, Aug 3 2011, 18:47)
yes i know one is cleo other is original but is it possible to change a 00E1 hotkey to a 0AB0 hotkey? if so how plz help?


basicly you can change the complete line

CODE
0AB0:   key_pressed 8// --- backspace


with

CODE
00E1:   player 0 pressed_key 15//--- enter/exit-function_key


but not 0AB0: with 00E1:


opcode 0AB0: have 1 parameter
opcode 00E1: have 2 parameter


opcode 0AB0: need to insert virtual key code numbers


opcode 00E1: need to insert specified numbers which R* had defined for controle functions
the keys for these functions are changable in game-pause-menue>options>controler settings
look to the keysetting tables:

ONFOOT CONTROLS
0 left/right -- GO_LEFT / -- GO_RIGHT
1 forward/backward -- GO_FORWARD / -- GO_BACK
2 special ctrl left/right -- VEHICLE_LOOKLEFT/ -- VEHICLE_LOOKRIGHT
3 special ctrl up/down -unknown-
4 action/secondary fire -- PED_ANSWER_PHONE/ -- PED_FIREWEAPON_ALT
5 previous weapon/zoom in -- PED_CYCLE_WEAPON_LEFT/ -- PED_SNIPER_ZOOM_IN
6 aim weapon -- PED_LOCK_TARGET
7 next weapon/zoom out -- PED_CYCLE_WEAPON_RIGHT/ -- PED_SNIPER_ZOOM_OUT
8 group CTRL forward -- GROUP_CONTROL_FWD
9 group CTRL back -- GROUP_CONTROL_BWD
10 conversation - no -- CONVERSATION_NO
11 conversation - yes -- CONVERSATION_YES
12 (does not exist) -- -- --
13 change camera -- CAMERA_CHANGE_VIEW_ALL_SITUATIONS
14 jump -- PED_JUMPING
15 enter vehicle -- VEHICLE_ENTER_EXIT
16 sprint -- PED_SPRINT
17 fire -- PED_FIREWEAPON
18 crouch -- PED_DUCK
19 look behind -- PED_LOOKBEHIND

VEHICLE CONTROLS
0 left/right -- VEHICLE_STEERLEFT/ -- VEHICLE_STEERRIGHT
1 steer back/up -- VEHICLE_STEERUP/ -- VEHICLE_STEERDOWN
2 special ctrl left/right -- VEHICLE_TURRETLEFT/ -- VEHICLE_TURRETRIGHT (NUM6)
3 special control up/down -- VEHICLE_TURRETUP/ -- VEHICLE_TURRETDOWN
4 secondary fire -- VEHICLE_FIREWEAPON_ALT
5 look left -- VEHICLE_LOOKLEFT
6 hand brake -- VEHICLE_HANDBRAKE
7 look right -- VEHICLE_LOOKRIGHT
8 next radio station -- VEHICLE_RADIO_STATION_UP
9 previous radio station -- VEHICLE_RADIO_STATION_DOWN
10 no -- CONVERSATION_NO
11 yes / trip skip -- CONVERSATION_YES
12 (does not exist) -- -- --
13 camera -- CAMERA_CHANGE_VIEW_ALL_SITUATIONS
14 brake/reserve -- VEHICLE_BRAKE
15 enter/exit -- VEHICLE_ENTER_EXIT
16 accelerate -- VEHICLE_ACCELERATE
17 fire -- VEHICLE_FIREWEAPON
18 horn -- VEHICLE_HORN
19 submission -- TOGGLE_SUBMISSIONS

crazipayaso
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#19

Posted 04 August 2011 - 05:19 PM

QUOTE
basicly you can change the complete line

CODE
0AB0:   key_pressed 8// --- backspace


with

CODE
00E1:   player 0 pressed_key 15//--- enter/exit-function_key


but not 0AB0: with 00E1:


opcode 0AB0: have 1 parameter
opcode 00E1: have 2 parameter


opcode 0AB0: need to insert virtual key code numbers


opcode 00E1: need to insert specified numbers which R* had defined for controle functions
the keys for these functions are changable in game-pause-menue>options>controler settings
look to the keysetting tables:

ONFOOT CONTROLS
0 left/right  -- GO_LEFT /  -- GO_RIGHT
1 forward/backward  -- GO_FORWARD /  -- GO_BACK
2 special ctrl left/right  -- VEHICLE_LOOKLEFT/ -- VEHICLE_LOOKRIGHT
3 special ctrl up/down -unknown-
4 action/secondary fire  -- PED_ANSWER_PHONE/  -- PED_FIREWEAPON_ALT
5 previous weapon/zoom in    -- PED_CYCLE_WEAPON_LEFT/  -- PED_SNIPER_ZOOM_IN
6 aim weapon  -- PED_LOCK_TARGET
7 next weapon/zoom out  -- PED_CYCLE_WEAPON_RIGHT/  -- PED_SNIPER_ZOOM_OUT
8 group CTRL forward  -- GROUP_CONTROL_FWD
9 group CTRL back  -- GROUP_CONTROL_BWD
10  conversation - no  -- CONVERSATION_NO
11  conversation - yes  -- CONVERSATION_YES
12 (does not exist) -- -- --
13 change camera  -- CAMERA_CHANGE_VIEW_ALL_SITUATIONS
14 jump  -- PED_JUMPING
15 enter vehicle  -- VEHICLE_ENTER_EXIT
16 sprint  -- PED_SPRINT
17 fire  -- PED_FIREWEAPON
18 crouch  -- PED_DUCK
19 look behind  -- PED_LOOKBEHIND

VEHICLE CONTROLS 
0 left/right  -- VEHICLE_STEERLEFT/  -- VEHICLE_STEERRIGHT
1 steer back/up  -- VEHICLE_STEERUP/  -- VEHICLE_STEERDOWN 
2 special ctrl left/right  -- VEHICLE_TURRETLEFT/  -- VEHICLE_TURRETRIGHT (NUM6)
3 special control up/down  -- VEHICLE_TURRETUP/  -- VEHICLE_TURRETDOWN
4 secondary fire  -- VEHICLE_FIREWEAPON_ALT
5 look left  -- VEHICLE_LOOKLEFT
6 hand brake  -- VEHICLE_HANDBRAKE
7 look right  -- VEHICLE_LOOKRIGHT
8 next radio station  -- VEHICLE_RADIO_STATION_UP
9 previous radio station  -- VEHICLE_RADIO_STATION_DOWN
10 no  -- CONVERSATION_NO
11 yes / trip skip  -- CONVERSATION_YES
12 (does not exist) -- -- --
13 camera                      -- CAMERA_CHANGE_VIEW_ALL_SITUATIONS
14 brake/reserve  -- VEHICLE_BRAKE
15 enter/exit  -- VEHICLE_ENTER_EXIT
16 accelerate  -- VEHICLE_ACCELERATE
17 fire  -- VEHICLE_FIREWEAPON
18 horn  -- VEHICLE_HORN
19 submission  -- TOGGLE_SUBMISSIONS


thx but i just wanted to know the basicly thx so if i had one with this two lines:
CODE
00E1:   player 0 pressed_key 4

CODE
00E1:   player 0 pressed_key 9

and this
CODE
:MSPARK_2915
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
09E5: create_flash_light_at 7@ 8@ 9@ RGB_mask 255 255 255 radius 25.0
1@ += 10.0
0@ += 1
 0@ > 15
else_jump @MSPARK_2915
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 0.0 0.0
if or
00E1:   player 0 pressed_key 4
  not 33@ >= 750
else_jump @MSPARK_4959
if
 3@ >= 100
else_jump @MSPARK_1073
1@ = 2.0
25@ = 0.0
0@ = 1



i can change those three key press to
CODE
0AB0:   key_pressed 56



soo i want to change the firts two key press to just one 0AB0 and i want to change the other key to 0AB0 too! so all i have to do is change the lines

ZAZ
  • ZAZ

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#20

Posted 04 August 2011 - 06:49 PM

QUOTE (crazipayaso @ Thursday, Aug 4 2011, 17:19)



i can change those three key press to
CODE
0AB0:   key_pressed 56



soo i want to change the firts two key press to just one 0AB0 and i want to change the other key to 0AB0 too! so all i have to do is change the lines

i don't know the context of the first two key_press and don't know what happens
make a backup of the scriptsource and then change what you want and test it

crazipayaso
  • crazipayaso

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#21

Posted 04 August 2011 - 08:54 PM

QUOTE (ZAZ @ Thursday, Aug 4 2011, 18:49)
QUOTE (crazipayaso @ Thursday, Aug 4 2011, 17:19)



i can change those three key press to
CODE
0AB0:   key_pressed 56



soo i want to change the firts two key press to just one 0AB0 and i want to change the other key to 0AB0 too! so all i have to do is change the lines
i don't know the context of the first two key_press and don't know what happens
make a backup of the scriptsource and then change what you want and test it

i tried it but my game crashed as soon as i pressed the hotkey 8///// 56

ZAZ
  • ZAZ

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#22

Posted 04 August 2011 - 09:08 PM

post the complete script, original version

crazipayaso
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#23

Posted 05 August 2011 - 05:19 PM

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---------------
thread 'MSPARK'

:MSPARK_11
wait 0
if and
  Player.Defined($PLAYER_CHAR)
  not Actor.Driving($PLAYER_ACTOR)
  Player.Controllable($PLAYER_CHAR)
else_jump @MSPARK_11
if and
00E1:   player 0 pressed_key 4
00E1:   player 0 pressed_key 9
else_jump @MSPARK_11
0960: enable_player $PLAYER_CHAR stats_box 0
2@ = 0
3@ = 500
10@ = Actor.Angle($PLAYER_ACTOR)
11@ = 0.0
12@ = 0.0
26@ = 0.0
32@ = 0
33@ = 0
03CF: load_wav 6402 as 3
Model.Load(#SPARROW)
Model.Load(1582)
038B: load_requested_models

:MSPARK_157
wait 0
if and
03D0:   wav 3 loaded
  Model.Available(#SPARROW)
  Model.Available(1582)
else_jump @MSPARK_157
0812: AS_actor $PLAYER_ACTOR perform_animation "GunMove_BWD" IFP_file "PED" 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionB
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
9@ = 0.0
4@ = Object.Create(1582, 7@, 8@, 9@)
Object.CollisionDetection(4@) = False
0750: set_object 4@ visibility 0
Object.SetImmunities(4@, 1, 1, 1, 1, 1)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -50.0
27@ = Car.Create(#SPARROW, 7@, 8@, 9@)
0939: attach_car 27@ to_object 4@ with_offset 0.0 7.0 0.0 rotation 0.0 0.0 0.0
Car.SetImmunities(27@, 1, 1, 1, 1, 1)
0338: set_car 27@ visibility 0
081D: set_car 27@ engine_operation 0
099A: set_car 27@ collision_detection 0
Camera.OnVehicle(27@, 18, 1)
1@ = 4.5
0@ = 0

:MSPARK_491
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
0400: store_coords_to 22@ 23@ 24@ from_object 4@ with_offset 0.0 50.0 0.0
if
 0@ == 0
else_jump @MSPARK_599
06D5: 14@(0@,8i) = create_racing_checkpoint_at 7@ 8@ 9@ point_to 22@ 23@ 24@ type 3 radius 2.25

:MSPARK_599
if
 0@ == 1
else_jump @MSPARK_651
06D5: 14@(0@,8i) = create_racing_checkpoint_at 7@ 8@ 9@ point_to 22@ 23@ 24@ type 3 radius 3.25

:MSPARK_651
if
 0@ > 1
else_jump @MSPARK_703
06D5: 14@(0@,8i) = create_racing_checkpoint_at 7@ 8@ 9@ point_to 22@ 23@ 24@ type 3 radius 3.75

:MSPARK_703
6@ = 13103452

:MSPARK_713
0A8D: 25@ = read_memory 6@ size 4 virtual_protect 0
if
003B:   25@ == 14@(0@,6i) // (int)
else_jump @MSPARK_1018
6@ += 4
if
 0@ == 0
else_jump @MSPARK_787
0A8C: write_memory 6@ size 4 value 1082163455 virtual_protect 0

:MSPARK_787
if
 0@ == 1
else_jump @MSPARK_819
0A8C: write_memory 6@ size 4 value 1082179839 virtual_protect 0

:MSPARK_819
if
 0@ == 2
else_jump @MSPARK_851
0A8C: write_memory 6@ size 4 value 1082195967 virtual_protect 0

:MSPARK_851
if
 0@ == 3
else_jump @MSPARK_883
0A8C: write_memory 6@ size 4 value 1082195840 virtual_protect 0

:MSPARK_883
if
 0@ == 4
else_jump @MSPARK_915
0A8C: write_memory 6@ size 4 value 1090486400 virtual_protect 0

:MSPARK_915
if
 0@ == 5
else_jump @MSPARK_947
0A8C: write_memory 6@ size 4 value 1086357632 virtual_protect 0

:MSPARK_947
if
 0@ == 6
else_jump @MSPARK_979
0A8C: write_memory 6@ size 4 value 1090486464 virtual_protect 0

:MSPARK_979
if
 0@ == 7
else_jump @MSPARK_1011
0A8C: write_memory 6@ size 4 value 1082163455 virtual_protect 0

:MSPARK_1011
6@ += -4

:MSPARK_1018
6@ += 56
 6@ > 13105188
else_jump @MSPARK_713
1@ += 5.0
0@ += 1
 0@ > 7
else_jump @MSPARK_491

:MSPARK_1073
wait 0
03D1: play_wav 3
0612: set_actor $PLAYER_ACTOR animation "GunMove_BWD" paused 0
0614: set_actor $PLAYER_ACTOR animation "GunMove_BWD" progress_to 0.27 // 0.0 to 1.0
005A: 3@ += 32@ // (int)
0494: get_joystick 0 data_to 7@ 8@ 9@ 9@
0093: 9@ = integer 32@ to_float
9@ /= 2560.0
0093: 7@ = integer 7@ to_float
7@ *= -1.0
0093: 8@ = integer 8@ to_float
006B: 7@ *= 9@ // (float)
006B: 8@ *= 9@ // (float)
005B: 10@ += 7@ // (float)
005B: 11@ += 8@ // (float)
if
 11@ > 45.0
else_jump @MSPARK_1255
11@ = 45.0

:MSPARK_1255
if
 -15.0 > 11@
else_jump @MSPARK_1286
11@ = -15.0

:MSPARK_1286
9@ *= 2560.0
9@ *= 720.0
9@ /= 2000.0
005B: 12@ += 9@ // (float)
9@ /= -2.0
005B: 26@ += 9@ // (float)
32@ = 0
Actor.Angle($PLAYER_ACTOR) = 10@
Camera.Shake(250)
13@ = -5052
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 0.0 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 49.5 0.0
06A9: AS_actor $PLAYER_ACTOR look_at_point 7@ 8@ 9@ 999999 ms
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 0.85 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 0.25 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1.0 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 0.5 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1.5 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 1.0 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 2.25 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 1.5 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 3.25 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 2.0 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 4.5 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 2.5 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 6.0 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 3.0 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 7.75 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 3.5 type 0 flare 0 RGB 255 255 255
0@ = 0

:MSPARK_1927
008F: 1@ = integer 0@ to_float
1@ *= 120.0
005B: 1@ += 12@ // (float)
if
 3 > 0@
else_jump @MSPARK_2124
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 1@ 0.0
6@ = 3.5
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 7.5 0.7
13@ += -29
gosub 13@
6@ = 4.5
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 12.0 0.9
gosub 13@
13@ += -29
1@ = 17.0
jump @MSPARK_2229

:MSPARK_2124
1@ += 60.0
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 1@ 0.0
6@ = 4.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 9.75 0.8
gosub 13@
13@ += -29
1@ = 14.5

:MSPARK_2229
6@ = 4.5

:MSPARK_2239
 44.5 > 1@
else_jump @MSPARK_2312
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 1.0
gosub 13@
1@ += 5.0
13@ += -29
jump @MSPARK_2239

:MSPARK_2312
0@ += 1
 0@ > 5
else_jump @MSPARK_1927
1@ = 4.5
0@ = 0

:MSPARK_2350
008F: 25@ = integer 0@ to_float
25@ *= 150.0
005B: 25@ += 26@ // (float)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 25@ 0.0
6@ = 13103452

:MSPARK_2420
0A8D: 25@ = read_memory 6@ size 4 virtual_protect 0
if
003B:   25@ == 14@(0@,6i) // (int)
else_jump @MSPARK_2843
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
1@ += -1.5
0400: store_coords_to 22@ 23@ 24@ from_object 4@ with_offset 0.0 1@ 0.2
1@ += 1.5
0063: 22@ -= 7@ // (float)
0063: 23@ -= 8@ // (float)
0063: 24@ -= 9@ // (float)
050A: 25@ = distance_between_XYZ 22@ 23@ 24@ and_XYZ 0.0 0.0 0.0
25@ /= 0.5
0073: 22@ /= 25@ // (float)
0073: 23@ /= 25@ // (float)
0073: 24@ /= 25@ // (float)
6@ += 7
008F: 25@ = integer 0@ to_float
25@ *= 150.0
005B: 25@ += 26@ // (float)
0656: get_angle 25@ absolute_degrees_to 25@
25@ += -180.0
0097: make 25@ absolute_float
25@ /= 180.0
25@ *= 64.0
25@ += 16.0
0092: 25@ = float 25@ to_integer
0A8C: write_memory 6@ size 1 value 25@ virtual_protect 0
6@ += 5
0A8C: write_memory 6@ size 4 value 7@ virtual_protect 0
6@ += 4
0A8C: write_memory 6@ size 4 value 8@ virtual_protect 0
6@ += 4
0A8C: write_memory 6@ size 4 value 9@ virtual_protect 0
6@ += 4
0A8C: write_memory 6@ size 4 value 22@ virtual_protect 0
6@ += 4
0A8C: write_memory 6@ size 4 value 23@ virtual_protect 0
6@ += 4
0A8C: write_memory 6@ size 4 value 24@ virtual_protect 0
6@ += -32

:MSPARK_2843
6@ += 56
 6@ > 13105188
else_jump @MSPARK_2420
1@ += 5.0
0@ += 1
 0@ > 7
else_jump @MSPARK_2350
1@ = 5.0
0@ = 0

:MSPARK_2915
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
09E5: create_flash_light_at 7@ 8@ 9@ RGB_mask 255 255 255 radius 25.0
1@ += 10.0
0@ += 1
 0@ > 15
else_jump @MSPARK_2915
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 0.0 0.0
if or
00E1:   player 0 pressed_key 4
  not 33@ >= 750
else_jump @MSPARK_4959
if
 3@ >= 100
else_jump @MSPARK_1073
1@ = 2.0
25@ = 0.0
0@ = 1

:MSPARK_3104
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 0.0 0.0 0.0
02F6: 22@ = sine 25@ // (float)
22@ *= 25.0
02F7: 23@ = cosine 25@ // (float)
23@ *= -25.0
0400: store_coords_to 22@ 23@ 24@ from_object 4@ with_offset 22@ 23@ 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 0.0 0.0
0063: 22@ -= 7@ // (float)
0063: 23@ -= 8@ // (float)
0063: 24@ -= 9@ // (float)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 0.0 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 2.5 1@ 0.0
9@ += 5.0
02CE: 6@ = ground_z_at 7@ 8@ 9@
0063: 6@ -= 9@ // (float)
6@ *= 0.1
6@ += 1.5
02CE: 9@ = ground_z_at 7@ 8@ 9@
9@ += 0.5
if
 6@ > 0.0
else_jump @MSPARK_3464
095C: create_smoke_at 7@ 8@ 9@ velocity 22@ 23@ 24@ RGBA 1.0 1.0 1.0 6@ size 0.5 last_factor 0.025

:MSPARK_3464
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 0.0 0.0 0.0
02F6: 22@ = sine 25@ // (float)
22@ *= -25.0
02F7: 23@ = cosine 25@ // (float)
23@ *= -25.0
0400: store_coords_to 22@ 23@ 24@ from_object 4@ with_offset 22@ 23@ 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 0.0 0.0
0063: 22@ -= 7@ // (float)
0063: 23@ -= 8@ // (float)
0063: 24@ -= 9@ // (float)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 0.0 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset -2.5 1@ 0.0
9@ += 5.0
02CE: 6@ = ground_z_at 7@ 8@ 9@
0063: 6@ -= 9@ // (float)
6@ *= 0.1
6@ += 1.5
02CE: 9@ = ground_z_at 7@ 8@ 9@
9@ += 0.5
if
 6@ > 0.0
else_jump @MSPARK_3824
095C: create_smoke_at 7@ 8@ 9@ velocity 22@ 23@ 24@ RGBA 1.0 1.0 1.0 6@ size 0.5 last_factor 0.025

:MSPARK_3824
1@ += 2.5
25@ += 15.0
0@ += 1
 0@ > 6
else_jump @MSPARK_3104
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 0.0 0.0
1@ = 17.0
0@ = 7

:MSPARK_3918
0400: store_coords_to 22@ 23@ 24@ from_object 4@ with_offset 25.0 0.0 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 0.0 0.0
0063: 22@ -= 7@ // (float)
0063: 23@ -= 8@ // (float)
0063: 24@ -= 9@ // (float)
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 2.5 1@ 0.0
9@ += 5.0
02CE: 6@ = ground_z_at 7@ 8@ 9@
0063: 6@ -= 9@ // (float)
6@ *= 0.1
6@ += 1.5
02CE: 9@ = ground_z_at 7@ 8@ 9@
9@ += 0.5
if
 6@ > 0.0
else_jump @MSPARK_4172
095C: create_smoke_at 7@ 8@ 9@ velocity 22@ 23@ 24@ RGBA 1.0 1.0 1.0 6@ size 0.5 last_factor 0.025

:MSPARK_4172
0400: store_coords_to 22@ 23@ 24@ from_object 4@ with_offset -25.0 0.0 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 0.0 0.0
0063: 22@ -= 7@ // (float)
0063: 23@ -= 8@ // (float)
0063: 24@ -= 9@ // (float)
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset -2.5 1@ 0.0
9@ += 5.0
02CE: 6@ = ground_z_at 7@ 8@ 9@
0063: 6@ -= 9@ // (float)
6@ *= 0.1
6@ += 1.5
02CE: 9@ = ground_z_at 7@ 8@ 9@
9@ += 0.5
if
 6@ > 0.0
else_jump @MSPARK_4426
095C: create_smoke_at 7@ 8@ 9@ velocity 22@ 23@ 24@ RGBA 1.0 1.0 1.0 6@ size 0.5 last_factor 0.025

:MSPARK_4426
1@ += 2.5
0@ += 1
 0@ > 18
else_jump @MSPARK_3918
3@ = 0
2@ += -4
if
 0 > 2@
else_jump @MSPARK_1073
2@ += 4
if
 2@ == 0
else_jump @MSPARK_4602
1@ = 12.0
0@ = 0

:MSPARK_4531
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
1@ += 10.0
0@ += 1
 0@ > 3
else_jump @MSPARK_4531

:MSPARK_4602
if
 2@ == 1
else_jump @MSPARK_4708
1@ = 49.5
0@ = 0

:MSPARK_4637
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
1@ += -10.0
0@ += 1
 0@ > 3
else_jump @MSPARK_4637

:MSPARK_4708
if
 2@ == 2
else_jump @MSPARK_4814
1@ = 17.0
0@ = 0

:MSPARK_4743
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
1@ += 10.0
0@ += 1
 0@ > 3
else_jump @MSPARK_4743

:MSPARK_4814
if
 2@ == 3
else_jump @MSPARK_4920
1@ = 44.5
0@ = 0

:MSPARK_4849
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
1@ += -10.0
0@ += 1
 0@ > 3
else_jump @MSPARK_4849

:MSPARK_4920
2@ += 5
if
 2@ == 8
else_jump @MSPARK_4952
2@ = 4

:MSPARK_4952
jump @MSPARK_1073

:MSPARK_4959
040D: unload_wav 3
0@ = 0

:MSPARK_4970
06D6: disable_racing_checkpoint 14@(0@,6i)
0@ += 1
 0@ > 7
else_jump @MSPARK_4970
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0960: enable_player $PLAYER_CHAR stats_box 1
0687: clear_actor $PLAYER_ACTOR task
Object.Destroy(4@)
Car.Destroy(27@)
Model.Destroy(#SPARROW)
Model.Destroy(1582)
Camera.SetBehindPlayer
Camera.Restore
jump @MSPARK_11
end_thread
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 255
return



theres the whole script original now i want to change the hotkey(s) to 56//// 8

ZAZ
  • ZAZ

    Kernlochbohrer

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

#24

Posted 06 August 2011 - 11:37 AM

Your script crashes. Recompiling Ryosukes original mspark.cs crashes also.
I assume that he wrote anything in the script which sannybuilder decompiles wrong.

crazipayaso
  • crazipayaso

    Player Hater

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  • Joined: 26 Jul 2011

#25

Posted 06 August 2011 - 05:39 PM Edited by crazipayaso, 06 August 2011 - 05:43 PM.

QUOTE (ZAZ @ Saturday, Aug 6 2011, 11:37)
Your script crashes. Recompiling Ryosukes original mspark.cs crashes also.
I assume that he wrote anything in the script which sannybuilder decompiles wrong.

soo what do you think i should do

Jaskaran498
  • Jaskaran498

    Square Civilian

  • Members
  • Joined: 18 Sep 2011

#26

Posted 20 September 2011 - 11:12 AM

i know this. Infact i changed keys of most mods i have and they work fine. But when i tried to change keys of 'laevateinn', there was no effect. Keys were still same. I want to change keys to '49' (1 originally). Even if i changed everywhere and compiled script, it does not work. Anyone can please change script for me... cryani.gif

Cyrus45
  • Cyrus45

    Player Hater

  • Members
  • Joined: 19 Aug 2012

#27

Posted 03 September 2012 - 12:44 PM

ZAZ thanks for the post of this topic and i learn editing hotkeys...

But... How To add two hotkeys in 1 mod?

Its like you press Backspace + Tab Same as your football mod

And Id like to know to how to enter it like a cheat code like


Ammo - For infinite ammo

ZAZ
  • ZAZ

    Kernlochbohrer

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

#28

Posted 04 September 2012 - 06:16 PM

QUOTE (Cyrus45 @ Monday, Sep 3 2012, 13:44)
ZAZ thanks for the post of this topic and i learn editing hotkeys...

But... How To add two hotkeys in 1 mod?

Its like you press Backspace + Tab Same as your football mod

And Id like to know to how to enter it like a cheat code like


Ammo - For infinite ammo


in this way:
CODE
{$CLEO .cs}
:Keypress_in_following_order_like_a_cheat// Backspace, TAB
03A4: name_thread 'KEYFOLW'
0006: 30@ =  0

:KEYFOLW_1
0001: wait 0 ms
if
0AB0:   key_pressed 8//  ---------    backspace key
004D: jump_if_false @KEYFOLW_2
0006: 30@ =  1// change selector var to activate 2. keypress
0006: 33@ =  0// reset internal timer

:KEYFOLW_2
if  and
0039:   30@ ==  1
0AB0:   key_pressed 9//  ---------   tab key
004D: jump_if_false @KEYFOLW_3
0002: jump @KEYFOLW_action

:KEYFOLW_3
if
0019:   33@ >  5000// check internal timer if 5 seconds passed
004D: jump_if_false @KEYFOLW_1
0006: 30@ =  0 // reset selector var if 5 seconds passed without 2. keypress
0002: jump @KEYFOLW_1

:KEYFOLW_action
08B2: toggle_thermal_vision 1
0A93: end_custom_thread


Cyrus45
  • Cyrus45

    Player Hater

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  • Joined: 19 Aug 2012

#29

Posted 05 September 2012 - 01:00 PM

Thanks ZAZ!!!!

Your DA best icon14.gif

LINK/2012
  • LINK/2012

    LIVIN' IN CODE

  • Feroci Racing
  • Joined: 30 Jan 2011
  • Brazil

#30

Posted 05 September 2012 - 03:13 PM

This tool makes things easy for people that just want to set the keys: http://www.mediafire...6zc6g665443g2dv




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