Unlimited Parachutes (San Andreas)
Posted 28 July 2012 - 02:27 PM
Has anyone made a mod for this?
If not, then would anybody be willing to?
I donít know if itís a big project, but I figure that it would work something like a script assuring that whenever a parachute is lost/used, a new one is immediately placed in the playerís inventory, ready for use.
So the only way to lose oneís parachute is death or arrest, as with most other weapons (though these can run out of ammo too, of course).
I mean, why not?
Itís not like it takes up any space for other items, apart from the thermal and night vision goggles. Who in their right mind would choose any of those two over UNLIMITED PARACHUTES?
Anyway, does anyone know something about anything?
Posted 24 August 2012 - 01:39 PM
Posted 24 August 2012 - 03:05 PM Edited by Deji, 24 August 2012 - 03:09 PM.
But because this is such an easy request to fulfill and I'm feeling generous, I'll give you the code in SCR.
† †WAIT 0
† †IF IS_PLAYER_PLAYING player1
† † † †IF NOT HAS_CHAR_GOT_WEAPON WEAPONTYPE_PARACHUTE
† † † †THEN
† † † † † †GIVE_WEAPON_TO_CHAR scplayer WEAPONTYPE_PARACHUTE 1
† † † †END
Posted 25 August 2012 - 03:05 PM
That was extremely nice of you, despite my ignorance as to where to post my inquiry.
However, the only mods I have ever made myself are ones that alter textures, so I do not have much experience with scripts. Therefore I do not have any Idea what to do with your amazing script.
I believe it is a CLEO scipt, yes? So I will have to put it in a .cs file, right?
Even though you have already been extremely helpful and generous, I am afraid that I require a little more assistance.
If you or anyone could only tell me how to make this script functional, II would be most grateful.
Posted 25 August 2012 - 03:28 PM
2. paste the code given by deji
3. Compile the script.
NOTE: make sure you have CLEO installed.
Posted 25 August 2012 - 04:06 PM
However, when I attempt to compile the script (using the action 'compile' located the 'run' dropdown menu), I get the error: "Unknown directive IS_PLAYER_PLAYING player1."
I suppose the program does not understand the line, but I also suppose that Deji is an accomplished modder.
So what should I make of this?
Posted 02 September 2013 - 01:04 PM
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder....files/SASCM.rar) on 13.10.2007
not Actor.HasWeapon($PLAYER_ACTOR, 46)
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo -1 // Load the weapon model before using this
and have fun
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