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spaceeinstein

Spaceeinstein's All In One Mod v0.1

Recommended Posts

qwerty111

Thanks but I just realised that it sometimes crashes and sometimes doesn't. I can live with that smile.gif. It may be because I am overclocking my GPU.

 

EDIT: I just tried it with the GPU at the original speed. Still crashes, I don't really mind tho, just got to get lucky. Thanks smile.gif

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HeLLnuT

lol ok....goodluck then tounge.gif

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[LCG]Razor

Game mod isnt. Its a clean install.

 

I can delete from suspicious list the GTASA Control Center, since always used it even with the old AIO, and even when he's closed, it crashes.

 

Um.. d3d9.dll mod to control nitrous, light and engine. *EDIT* Forget it, i installed it yesterday ( this mod ) and i didnt had it when i installed AIO.

 

None than that.

 

*Lil edit*

 

Btw, my machine isnt overclocked, is underclocked lol. it should run at 2150MHz, runs at 2006MHz tounge.gif ( Athlon XP 2600+ )

 

*Plus edit*

 

Zomg now i'm noticing random crashes when i play for about 2, 3 hours SA with the default script. What could be? Processor isnt processing like before? Win2k got a "processing limiter"?

 

Why processor? Because AIO is big, HUGE. so more info needs to be processed. Aswell when you play for much time SA, more and more info start to be processed. But idk, I play FEAR and BF2 here without problems, aswell with HL2 with HDR.

 

Oh and by the way, I always used XP and Vista to play SA. I just moved for 2k for more performance ( Surely i got a AMAZING performance change. Games that used to not run now runs perfectly at mid specs. ) Maybe AIO is 2k Incompatible? :S :S

 

Damn that's my 5th SA reinstall this week. I think i'll give up with AIO. But please someone, try find a fix for that..

 

( Where's Spaceeinstein?! )

 

Thanks, Razor

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freak2121

im suspecting controll center messes up the mod into making the game crash because i use it too

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Hellonagol

Anyone know how to add a red marker next to cj's house that when you go in it... it will start mission 158? please tell me how to do this because mission 158 is 2 player mode I like to play this on 2 player on xbox a lot with my friend.

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[LCG]Razor

Hellonagol - Tried using Multimod?

 

Freak2121 - Nah, i shutted GTASA CC and runned the game.. Nothing. But anyway, never mind, i'm kinda not missing the AIO mod, but only the Give n' Take.. damn that was my favorite.

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Hellonagol

nope and never heard of it.

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[LCG]Razor

Helloganol, Read the Readme.txt, If i'm not wrong, MultiMod got Mission Selector.

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HeLLnuT

yes it does have a mission selector....and ive used it for the 2player it works....just read the readme to see hw to use it...not hard at all

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33op

im going to post the 100% save im working on so evry1 will stop posting questions in the post.

 

it eill be @ gtagarage rampage_ani.giframpage_ani.gif

 

though theres as problem that i cant get to the marker because the whole game freezes so if any one knoes why tell me

Edited by 33op

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sykoBoy

love the mod! smile.gif

but it skips hernandez phone call.

thats 1 o the funniest parts of the game!

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raarventje

I love it.. but my fav are in the mod shop, but when i go there i c only this, can someone explain it to me please.

 

cause else i have to do this suicidal.giftounge2.gif

 

here is screen Screenie

 

 

Edited by raarventje

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TheTank
I love it.. but my fav are in the mod shop, but when i go there i c only this, can someone explain it to me please.

 

cause else i have to do this suicidal.giftounge2.gif

 

here is screen Screenie

put the american.gxt into text-folder.

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raarventje

 

I love it.. but my fav are in the mod shop, but when i go there i c only this, can someone explain it to me please.

 

cause else i have to do this  suicidal.gif  tounge2.gif

 

here is screen Screenie

put the american.gxt into text-folder.

i did that already but ill try again

 

the 3.0 one didnt work so i put in the 2.9 one and now it works... thanks for reply anyway

Edited by raarventje

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RainingAcid

Anyone got a save for this?

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Maxpayne0312

I've got a problem with the mod. When I try to start the mission Life's a Beach it crashes after the cutscene, sometimes requiring a reboot. I'm running AIO 2.9 and some car mods. No other mods installed. I've tried disabling Real Time and Save Anywhere because I read somewhere that they could cause the crash but still no luck. Any idea what it could be?

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GaryRoachSanderson

Hey spaceeinstein, can you include the shamal missile mod in V3.1? I dont mind using the same missile model as the bomb drop mod. I think its looks ok.

 

EDIT: also if possible can you include the Otto's autos car saloon mod in V3.1? (with permission ofcuz)

Edited by Grove Street Boy

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Axeman420

I personally love this mod, and have had no problems with it, as far as crashing goes, perhaps you are trying to use an option thats only available to version 1.0 of San Andreas, a number of options state they cant be used with any version but that one, and trying to use them will crash the game..

 

I also use the control center, and SAAC v1.2, gtasa_loader, and sometimes cam hack as well, it hasn't crashed anymore than it did unmodded, with no tools.. I can usually play for hours without a crash..

 

--

 

Hey Space,

 

I wanted to request a few things, I would like to be able to lock/unlock my car doors, without having to use the god mode mod, it would go nice with the engine/lights mod..

 

I would also like to see the Packer mod integrated, it lets you park cars on the packers, that would be nice for when you have to collect cars for export..

 

The drive-by mod, would go nice with the gang warfare mod, it lets ballas, etc, randomly do a drive-by on you, or your hood..

 

Another cool thing would be a hyrdra madness mod, that spawns a couple more hydra's to fight, using gtasa_loader, you can remove the height, speed limits on planes, so I have these awesome sky battles with hydra, and hunters(hunter madness), but it seems very empty up there, so maybe one or two more hydra would liven it up..

 

If its possible could you make it so you can rehide the vehicle guns, and so they can't shoot till they are activated, that would be sweet..

 

Edit: The passenger mod is very cool, but is there anyway to make them drive normally once I enter there cars, they usually freak out, and start driving all crazy, and crashing..

 

There were a couple of new mods that looked cool to(can't think of their names), please try to include any new mods you can get permission to use, more options, is never a bad thing..

 

--

 

Anyways, really cool mod you got here, I appreciate all the work you have done on it so far, and look forward to another update..

 

(Sorry for the long post, I just don't post very often, so I kinda crammed it all in to one post.. smile.gif )

 

Peace.

Edited by Axeman420

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Maxpayne0312

I disabled all of the options with no luck. Does anyone have a save file for v2.9 at any point after Life's a Beach and can upload it? Much appreciated.

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Gangstafied

where is the mod shop lol?

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BAC9_FLCL

Sorry, but anyone have a savegame for 3.0? I'm tired of passing the game 1000 times =)

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oslec

I cannot activate multimod, ayudenme, press shift+c+g+y and leaves cuadrp with names cars

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pentium4_edward

Where can i find the mod shop??

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TheTank

 

Where can i find the mod shop??

I could have said that in Your earlier topic... It's in CJs moms houses living rooms door. Stand in front of it. Second is in Doherty, stand in front of the white door outside the garage. Third is Four Dragons Casino, stand in front of the door where Woozie gives You personal missions, not the heist ones. AND THIS ALL STANDS IN THE README.TXT! RTFM!!!

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Luciano07

anyone got a saved game for 3.0?

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El Cangri

The best mod ever i have it since it showed up and I still love but it whould be even better if you have putted the car select mod.......but for me it's still the BEST!!!Nice work icon14.gificon14.gificon14.gificon14.gificon14.gificon14.gificon14.gificon14.gif

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r.schuindt

0459: end_thread_named 'SCJPOWER'

 

 

 

:SCJPOWER

03A4: name_thread 'SCJPOWER'

0004: $2047 = 0

004F: create_thread @POWERS1

004F: create_thread @POWERS2

004F: create_thread @POWERS3

004F: create_thread @PWRCAR

004E: end_thread

 

:POWERS1

03A4: name_thread 'POWERS1'

0004: $2046 = -1

0004: $2045 = -1

 

:POWERS1_25

0001: wait 0 ms

0050: gosub @PWRCAR_1016

00D6: if

00E1: player 0 pressed_key 4

004D: jump_if_false @POWERS1_25

00D6: if

80E1: not player 0 pressed_key 17

004D: jump_if_false @POWERS1_193

00D6: if

80E1: not player 0 pressed_key 6

004D: jump_if_false @POWERS1_207

00D6: if

80E1: not player 0 pressed_key 18

004D: jump_if_false @NONAME_11_511

00D6: if

80E1: not player 0 pressed_key 15

004D: jump_if_false @NONAME_11_691

00D6: if

80E1: not player 0 pressed_key 11

004D: jump_if_false @NONAME_12_1339

00D6: if

80E1: not player 0 pressed_key 10

004D: jump_if_false @NONAME_12_1381

00D6: if

80E1: not player 0 pressed_key 16

004D: jump_if_false @NONAME_13_164

0002: jump @POWERS1_25

 

:POWERS1_179

0050: gosub @PWRCAR_1278

0002: jump @POWERS1_25

 

:POWERS1_193

0004: $2044 = 17

0002: jump @POWERS1_214

 

:POWERS1_207

0004: $2044 = 6

 

:POWERS1_214

0050: gosub @PWRCAR_1068

004F: create_thread @NONAME_11

0002: jump @POWERS1_179

 

:POWERS2

03A4: name_thread 'POWERS2'

0005: $2032 = 1.0

 

:POWERS2_21

0001: wait 0 ms

0050: gosub @PWRCAR_1016

00D6: if

00E1: player 0 pressed_key 16

004D: jump_if_false @POWERS2_21

00D6: if

80E1: not player 0 pressed_key 17

004D: jump_if_false @POWERS2_172

00D6: if

80E1: not player 0 pressed_key 6

004D: jump_if_false @POWERS2_196

00D6: if

80E1: not player 0 pressed_key 18

004D: jump_if_false @NONAME_15_899

00D6: if

80E1: not player 0 pressed_key 11

004D: jump_if_false @NONAME_16_354

00D6: if

80E1: not player 0 pressed_key 10

004D: jump_if_false @NONAME_16_536

00D6: if

80E1: not player 0 pressed_key 15

004D: jump_if_false @NONAME_18_40

0002: jump @POWERS2_21

 

:POWERS2_158

0050: gosub @PWRCAR_1278

0002: jump @POWERS2_21

 

:POWERS2_172

0004: $2044 = 17

0005: $2031 = -0.25

0002: jump @POWERS2_213

 

:POWERS2_196

0004: $2044 = 6

0005: $2031 = 0.25

 

:POWERS2_213

0050: gosub @PWRCAR_1068

0050: gosub @PWRCAR_1394

0050: gosub @PWRCAR_1224

004F: create_thread @NONAME_15

0209: [email protected] = random_int_in_ranges 0 5

00D6: if

0039: [email protected] == 0

004D: jump_if_false @POWERS2_277

004F: create_thread @NONAME_15

 

:POWERS2_277

0002: jump @POWERS2_158

 

:POWERS3

03A4: name_thread 'POWERS3'

 

:POWERS3_11

0001: wait 0 ms

0050: gosub @PWRCAR_1016

00D6: if

00E1: player 0 pressed_key 6

004D: jump_if_false @POWERS3_11

00D6: if

80E1: not player 0 pressed_key 17

004D: jump_if_false @POWERS3_162

00D6: if

80E1: not player 0 pressed_key 18

004D: jump_if_false @POWERS3_290

00D6: if

80E1: not player 0 pressed_key 11

004D: jump_if_false @POWERS3_555

00D6: if

80E1: not player 0 pressed_key 10

004D: jump_if_false @POWERS3_709

00D6: if

80E1: not player 0 pressed_key 15

004D: jump_if_false @POWERS3_863

00D6: if

80E1: not player 0 pressed_key 14

004D: jump_if_false @NONAME_20_1524

0002: jump @POWERS3_11

 

:POWERS3_148

0050: gosub @PWRCAR_1278

0002: jump @POWERS3_11

 

:POWERS3_162

0050: gosub @PWRCAR_1068

0004: $2044 = 17

0050: gosub @PWRCAR_1394

0050: gosub @PWRCAR_1224

0605: actor $PLAYER_ACTOR perform_animation_sequence "FIGHTA_3" IFP_file "PED" 4.0 loop 0 1 0 0 time -1 // versionA

0001: wait 275 ms

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 1.25 0.25

020C: create_explosion_with_radius 12 at [email protected] [email protected] [email protected]

0001: wait 0 ms

0050: gosub @PWRCAR_1095

0002: jump @POWERS3_148

 

:POWERS3_290

0050: gosub @PWRCAR_1068

0004: $2044 = 18

04ED: load_animation "MISC"

 

:POWERS3_312

0001: wait 0 ms

00D6: if

04EE: animation "MISC" loaded

004D: jump_if_false @POWERS3_312

0050: gosub @PWRCAR_1394

0050: gosub @PWRCAR_1224

0605: actor $PLAYER_ACTOR perform_animation_sequence "BITCHSLAP" IFP_file "MISC" 4.0 loop 0 1 0 0 time -1 // versionA

0001: wait 450 ms

0006: [email protected] = 0

0007: [email protected] = 0.0

0007: [email protected] = -4.0

 

:POWERS3_418

000A: [email protected] += 1

000B: [email protected] += 5.0

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] -1.0

020C: create_explosion_with_radius 4 at [email protected] [email protected] [email protected]

018C: play_sound 1159 at [email protected] [email protected] [email protected]

0208: [email protected] = random_float_in_ranges -1.0 1.0

005B: [email protected] += [email protected] // (float)

0001: wait 325 ms

00D6: if

0019: [email protected] > 1

004D: jump_if_false @POWERS3_418

0050: gosub @PWRCAR_1095

04EF: release_animation "MISC"

0002: jump @POWERS3_148

 

:POWERS3_555

0004: $2044 = 11

00D6: if

0038: $2026 == 1

004D: jump_if_false @POWERS3_587

0004: $2026 = 0

 

:POWERS3_587

00D6: if

0038: $2025 == 0

004D: jump_if_false @POWERS3_671

0004: $2025 = 1

0050: gosub @PWRCAR_1068

0050: gosub @PWRCAR_1111

0050: gosub @PWRCAR_1224

08B1: toggle_night_vision 1

018C: play_sound 1052 at 0.0 0.0 0.0

0050: gosub @PWRCAR_1095

0002: jump @POWERS3_702

 

:POWERS3_671

0004: $2025 = 0

08B1: toggle_night_vision 0

018C: play_sound 1053 at 0.0 0.0 0.0

 

:POWERS3_702

0002: jump @POWERS3_148

 

:POWERS3_709

0004: $2044 = 10

00D6: if

0038: $2025 == 1

004D: jump_if_false @POWERS3_741

0004: $2025 = 0

 

:POWERS3_741

00D6: if

0038: $2026 == 0

004D: jump_if_false @POWERS3_825

0004: $2026 = 1

0050: gosub @PWRCAR_1068

0050: gosub @PWRCAR_1111

0050: gosub @PWRCAR_1224

08B2: toggle_thermal_vision 1

018C: play_sound 1052 at 0.0 0.0 0.0

0050: gosub @PWRCAR_1095

0002: jump @POWERS3_856

 

:POWERS3_825

0004: $2026 = 0

08B2: toggle_thermal_vision 0

018C: play_sound 1053 at 0.0 0.0 0.0

 

:POWERS3_856

0002: jump @POWERS3_148

 

:POWERS3_863

0050: gosub @PWRCAR_1068

0004: $2044 = 15

0001: wait 0 ms

00D6: if

0038: $2024 == 0

004D: jump_if_false @POWERS3_914

004F: create_thread @NONAME_20

0002: jump @POWERS3_959

 

:POWERS3_914

00D6: if

0038: $2023 == 0

004D: jump_if_false @POWERS3_952

018C: play_sound 1085 at 0.0 0.0 0.0

 

:POWERS3_952

0050: gosub @PWRCAR_1095

 

:POWERS3_959

0002: jump @POWERS3_148

 

:PWRCAR

03A4: name_thread 'PWRCAR'

 

:PWRCAR_11

0001: wait $DEFAULT_WAIT_TIME ms

00D6: if

00DF: actor $PLAYER_ACTOR driving

004D: jump_if_false @PWRCAR_39

0002: jump @PWRCAR_85

 

:PWRCAR_39

00D6: if or

0117: player $PLAYER_CHAR wasted

0741: actor $PLAYER_ACTOR busted

004D: jump_if_false @PWRCAR_11

00D6: if

0038: $2021 == 1

004D: jump_if_false @PWRCAR_11

0002: jump @PWRCAR_137

 

:PWRCAR_85

00D6: if

0038: $2020 == 1

004D: jump_if_false @PWRCAR_165

03C0: [email protected] = actor $PLAYER_ACTOR car

00D6: if and

803C: not $2019 == [email protected] // (int)

0038: $2021 == 1

004D: jump_if_false @PWRCAR_180

 

:PWRCAR_137

00D6: if

8119: not car $2019 wrecked

004D: jump_if_false @PWRCAR_956

020B: explode_car $2019 // versionA

0002: jump @PWRCAR_956

 

:PWRCAR_165

0004: $2020 = 1

03C0: $2019 = actor $PLAYER_ACTOR car

 

:PWRCAR_180

0001: wait 0 ms

00D6: if

0038: $2022 == 0

004D: jump_if_false @PWRCAR_1004

00D6: if

00DF: actor $PLAYER_ACTOR driving

004D: jump_if_false @PWRCAR_985

00D6: if

0038: $2021 == 0

004D: jump_if_false @PWRCAR_563

00D6: if and

01C1: car $2019 stopped

00E1: player 0 pressed_key 6

004D: jump_if_false @PWRCAR_180

00D6: if

80E1: not player 0 pressed_key 18

004D: jump_if_false @PWRCAR_282

0002: jump @PWRCAR_180

 

:PWRCAR_282

0050: gosub @PWRCAR_1068

0004: $2021 = 1

0407: store_coords_to [email protected] [email protected] [email protected] from_car $2019 with_offset 0.0 0.0 0.0

0174: [email protected] = car $2019 Z_angle

03BC: [email protected] = create_sphere_at [email protected] [email protected] [email protected] radius 5.0

0209: [email protected] = random_int_in_ranges 500 1000

0001: wait [email protected] ms

0050: gosub @PWRCAR_1224

0A30: repair_car $2019

00AB: put_car $2019 at [email protected] [email protected] [email protected]

0175: set_car $2019 Z_angle_to [email protected]

0229: set_car $2019 primary_color_to 0 secondary_color_to 0

02AA: toggle_car $2019 immune_to_nonplayer 1

02AC: set_car $2019 immunities BP 1 FP 1 EP 1 CP 1 MP 1

00D6: if and

84A7: not actor $PLAYER_ACTOR driving_boat

80DD: not actor $PLAYER_ACTOR driving_car_with_model #SKIMMER

004D: jump_if_false @PWRCAR_544

01EC: make_car $2019 very_heavy 1

03AB: unknown_car $2019 flag 1

00D6: if

84A9: not actor $PLAYER_ACTOR driving_heli

004D: jump_if_false @PWRCAR_544

0208: [email protected] = random_float_in_ranges 1.5 2.0

0423: set_car $2019 improved_handling_to [email protected] // (float)

053F: toggle_car $2019 tires_vulnerability 0

00D6: if

0602: actor $PLAYER_ACTOR driving_taxi

004D: jump_if_false @PWRCAR_544

0572: enable_taxi_nitros 1

0006: [email protected] = 1

 

:PWRCAR_544

0006: [email protected] = 0

03BD: destroy_sphere [email protected]

0050: gosub @PWRCAR_1095

 

:PWRCAR_563

0001: wait 0 ms

00D6: if and

8117: not player $PLAYER_CHAR wasted

8741: not actor $PLAYER_ACTOR busted

8119: not car $2019 wrecked

004D: jump_if_false @PWRCAR_956

00D6: if

00DF: actor $PLAYER_ACTOR driving

004D: jump_if_false @PWRCAR_761

00D6: if

80E1: not player 0 pressed_key 19

004D: jump_if_false @PWRCAR_672

00D6: if or

80E1: not player 0 pressed_key 6

020D: car $2019 flipped

004D: jump_if_false @PWRCAR_782

00D6: if

80E1: not player 0 pressed_key 11

004D: jump_if_false @PWRCAR_878

0002: jump @PWRCAR_563

 

:PWRCAR_672

0004: $2044 = 19

00D6: if

0039: [email protected] == 0

004D: jump_if_false @PWRCAR_729

0006: [email protected] = 1

020A: set_car $2019 door_status_to 2

03E5: show_text_box 'DRLOCK'

0002: jump @PWRCAR_942

 

:PWRCAR_729

0006: [email protected] = 0

020A: set_car $2019 door_status_to 1

03E5: show_text_box 'DRUNLCK'

0002: jump @PWRCAR_942

 

:PWRCAR_761

0006: [email protected] = 0

020A: set_car $2019 door_status_to 1

0002: jump @PWRCAR_11

 

:PWRCAR_782

0004: $2044 = 6

00D6: if

01C1: car $2019 stopped

004D: jump_if_false @PWRCAR_915

0050: gosub @PWRCAR_1224

0407: store_coords_to [email protected] [email protected] [email protected] from_car $2019 with_offset 0.0 0.0 0.0

0174: [email protected] = car $2019 Z_angle

00AB: put_car $2019 at [email protected] [email protected] [email protected]

0175: set_car $2019 Z_angle_to [email protected]

0002: jump @PWRCAR_942

 

:PWRCAR_878

0004: $2044 = 11

0050: gosub @PWRCAR_1224

09E9: car $2019 add_single_nitro

03E5: show_text_box 'NITROH1' // Press ~k~~PED_FIREWEAPON~ to activate the car's nitrous.

0002: jump @PWRCAR_942

 

:PWRCAR_915

018C: play_sound 1085 at 0.0 0.0 0.0

0002: jump @PWRCAR_942

 

:PWRCAR_942

0050: gosub @PWRCAR_1278

0002: jump @PWRCAR_563

 

:PWRCAR_956

0004: $2021 = 0

00D6: if

0039: [email protected] == 1

004D: jump_if_false @PWRCAR_985

0572: enable_taxi_nitros 0

 

:PWRCAR_985

0004: $2020 = 0

01C3: remove_references_to_car $2019 // Like turning a car into any random car

0002: jump @PWRCAR_11

 

:PWRCAR_1004

0001: wait $DEFAULT_WAIT_TIME ms

0002: jump @PWRCAR_180

 

:PWRCAR_1016

00D6: if and

8117: not player $PLAYER_CHAR wasted

8741: not actor $PLAYER_ACTOR busted

80DF: not actor $PLAYER_ACTOR driving

03EE: player $PLAYER_CHAR controllable

0038: $2047 == 0

004D: jump_if_false @PWRCAR_1056

0051: return

 

:PWRCAR_1056

0001: wait $DEFAULT_WAIT_TIME ms

0002: jump @PWRCAR_1016

 

:PWRCAR_1068

0004: $2047 = 1

01B4: toggle_player $PLAYER_CHAR can_move 0

03BF: toggle_player $PLAYER_CHAR ignored_by_everyone 0

03F4: set_all_cars_apply_damage_rules 1

0051: return

 

:PWRCAR_1095

0004: $2047 = 0

01B4: toggle_player $PLAYER_CHAR can_move 1

0051: return

 

:PWRCAR_1111

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0

03BC: [email protected] = create_sphere_at [email protected] [email protected] [email protected] radius 1.25

0209: [email protected] = random_int_in_ranges 500 1000

0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_HOOKERTALK" IFP_file "PED" 4.0 loop 0 1 0 0 time [email protected] // versionA

0001: wait [email protected] ms

03BD: destroy_sphere [email protected]

0051: return

 

:PWRCAR_1224

0169: set_fade_color_RGB 255 255 255

043C: disable_sounds_after_fade 0

016A: fade 0 time 0

0001: wait 0 ms

016A: fade 1 time 500

018C: play_sound 1039 at 0.0 0.0 0.0

0051: return

 

:PWRCAR_1278

0001: wait 0 ms

00D6: if

80E1: not player 0 pressed_key $2044

004D: jump_if_false @PWRCAR_1278

0051: return

 

:PWRCAR_1302

0001: wait 0 ms

00D6: if and

8611: not actor $PLAYER_ACTOR performing_animation "f*ckU"

8611: not actor $PLAYER_ACTOR performing_animation "WALK_DOORPARTIAL"

8611: not actor $PLAYER_ACTOR performing_animation "ENDCHAT_01"

8611: not actor $PLAYER_ACTOR performing_animation "IDLE_TAXI"

004D: jump_if_false @PWRCAR_1302

0050: gosub @PWRCAR_1095

004E: end_thread

 

:PWRCAR_1394

00D6: if and

0038: $2028 == 0

0038: $2029 == 0

004D: jump_if_false @PWRCAR_1535

0209: [email protected] = random_int_in_ranges 0 5

00D6: if

0039: [email protected] == 0

004D: jump_if_false @PWRCAR_1535

0208: [email protected] = random_float_in_ranges -10.0 10.0

0208: [email protected] = random_float_in_ranges -20.0 -5.0

0208: [email protected] = random_float_in_ranges -0.5 5.0

067C: put_camera_on_actor $PLAYER_ACTOR with_offset [email protected] [email protected] [email protected] rotation 0.0 0.0 0.0 0.0 2

004F: create_thread @PWRCAR_1537

 

:PWRCAR_1535

0051: return

 

:PWRCAR_1537

0007: [email protected] = 1.0

 

:PWRCAR_1547

0001: wait 0 ms

000F: [email protected] -= 0.1

015D: set_gamespeed [email protected]

00D6: if

8021: not [email protected] > 0.5

004D: jump_if_false @PWRCAR_1547

 

:PWRCAR_1587

0001: wait 0 ms

00D6: if

0038: $2047 == 0

004D: jump_if_false @PWRCAR_1587

015A: restore_camera

 

:PWRCAR_1611

0001: wait 0 ms

000B: [email protected] += 0.025

015D: set_gamespeed [email protected]

00D6: if

0021: [email protected] > 1.0

004D: jump_if_false @PWRCAR_1611

004E: end_thread

 

:NONAME_11

00D6: if

0038: $2044 == 17

004D: jump_if_false @NONAME_11_72

0006: [email protected] = 5

0007: [email protected] = -3.75

0007: [email protected] = 3.75

0007: [email protected] = -1.875

0007: [email protected] = 1.875

0002: jump @NONAME_11_119

 

:NONAME_11_72

0006: [email protected] = 10

0007: [email protected] = -5.0

0007: [email protected] = 5.0

0007: [email protected] = -2.5

0007: [email protected] = 2.5

 

:NONAME_11_119

0050: gosub @PWRCAR_1394

0050: gosub @PWRCAR_1224

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.125 0.0 0.0

0107: [email protected] = create_object #INFO at [email protected] [email protected] [email protected]

0172: [email protected] = actor $PLAYER_ACTOR Z_angle

0177: set_object [email protected] Z_angle_to [email protected]

0382: toggle_object [email protected] collision_detection 0

0750: toggle_object [email protected] visibility 0

0605: actor $PLAYER_ACTOR perform_animation_sequence "f*ckU" IFP_file "PED" 4.0 loop 0 1 0 0 time -1 // versionA

0001: wait 250 ms

004F: create_thread @PWRCAR_1302

0006: [email protected] = 0

0007: [email protected] = 0.0

0007: [email protected] = 1.0

0007: [email protected] = -1.0

 

:NONAME_11_290

000A: [email protected] += 1

000B: [email protected] += 5.0

0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset [email protected] [email protected] [email protected]

0209: [email protected] = random_int_in_ranges 0 5

00D6: if

0039: [email protected] == 0

004D: jump_if_false @NONAME_11_371

0006: [email protected] = 2

0002: jump @NONAME_11_378

 

:NONAME_11_371

0006: [email protected] = 0

 

:NONAME_11_378

020C: create_explosion_with_radius [email protected] at [email protected] [email protected] [email protected]

0208: [email protected] = random_float_in_ranges [email protected] [email protected]

005B: [email protected] += [email protected] // (float)

0208: [email protected] = random_float_in_ranges [email protected] [email protected]

005B: [email protected] += [email protected] // (float)

0001: wait 100 ms

00D6: if

001D: [email protected] > [email protected] // (int)

004D: jump_if_false @NONAME_11_290

000B: [email protected] += 5.0

0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset [email protected] [email protected] [email protected]

020C: create_explosion_with_radius 6 at [email protected] [email protected] [email protected]

0108: destroy_object [email protected]

01C4: remove_references_to_object [email protected] // This object will now disappear when the player looks away

004E: end_thread

 

:NONAME_11_511

0050: gosub @PWRCAR_1068

0004: $2044 = 18

04ED: load_animation "FIGHT_B"

 

:NONAME_11_536

0001: wait 0 ms

00D6: if

04EE: animation "FIGHT_B" loaded

004D: jump_if_false @NONAME_11_536

0050: gosub @PWRCAR_1394

0050: gosub @PWRCAR_1224

0605: actor $PLAYER_ACTOR perform_animation_sequence "FIGHTB_G" IFP_file "FIGHT_B" 4.0 loop 0 1 0 0 time -1 // versionA

0001: wait 400 ms

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.75 -0.75

020C: create_explosion_with_radius 6 at [email protected] [email protected] [email protected]

0001: wait 0 ms

0050: gosub @PWRCAR_1095

04EF: release_animation "FIGHT_B"

0002: jump @POWERS1_179

 

:NONAME_11_691

0050: gosub @PWRCAR_1068

0004: $2044 = 15

0001: wait 0 ms

00D6: if

8018: not $2045 > 5

004D: jump_if_false @NONAME_11_742

004F: create_thread @NONAME_12

0002: jump @NONAME_11_762

 

:NONAME_11_742

018C: play_sound 1085 at 0.0 0.0 0.0

 

:NONAME_11_762

0050: gosub @PWRCAR_1095

0002: jump @POWERS1_179

 

:NONAME_12

0247: load_model #NULL

038B: load_requested_models

 

:NONAME_12_6

0001: wait 0 ms

00D6: if

0248: model #NULL available

004D: jump_if_false @NONAME_12_6

0208: [email protected] = random_float_in_ranges -5.0 5.0

0208: [email protected] = random_float_in_ranges -5.0 5.0

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] -1.0

03BC: [email protected] = create_sphere_at [email protected] [email protected] [email protected] radius 1.0

0209: [email protected] = random_int_in_ranges 1000 2000

0008: $2045 += 1

0001: wait [email protected] ms

0050: gosub @PWRCAR_1224

0008: $2046 += 1

009A: $2037($2046,6i) = create_actor_pedtype 8 model #NULL at [email protected] [email protected] [email protected]

0208: [email protected] = random_float_in_ranges 0.0 360.0

0173: set_actor $2037($2046,6i) Z_angle_to [email protected]

02A9: toggle_actor $2037($2046,6i) immune_to_nonplayer 1

02AB: set_actor $2037($2046,6i) immunities BP 1 FP 1 EP 1 CP 1 MP 1

0446: toggle_actor $2037($2046,6i) immune_to_headshots 1

0631: put_actor $2037($2046,6i) in_group $PLAYER_GROUP

077A: set_actor $2037($2046,6i) default_action 1 to_actors_pedtype 0

077A: set_actor $2037($2046,6i) default_action 4 to_actors_pedtype 6

077A: set_actor $2037($2046,6i) default_action 3 to_actors_pedtype 7

077A: set_actor $2037($2046,6i) default_action 3 to_actors_pedtype 9

077A: set_actor $2037($2046,6i) default_action 3 to_actors_pedtype 10

077A: set_actor $2037($2046,6i) default_action 3 to_actors_pedtype 11

077A: set_actor $2037($2046,6i) default_action 3 to_actors_pedtype 12

077A: set_actor $2037($2046,6i) default_action 3 to_actors_pedtype 13

077A: set_actor $2037($2046,6i) default_action 3 to_actors_pedtype 14

077A: set_actor $2037($2046,6i) default_action 3 to_actors_pedtype 15

0050: gosub @NONAME_12_603

0187: [email protected] = create_marker_above_actor $2037($2046,6i)

0165: set_marker [email protected] color_to 3

0168: set_marker [email protected] radar_mode 2 // versionA

018B: set_marker [email protected] radar_mode 2 // versionB

07E0: set_marker [email protected] type_to 1

03BD: destroy_sphere [email protected]

0249: release_model #NULL

 

:NONAME_12_424

0001: wait $DEFAULT_WAIT_TIME ms

00D6: if and

8117: not player $PLAYER_CHAR wasted

8741: not actor $PLAYER_ACTOR busted

8118: not actor $2037($2046,6i) dead

0104: actor $2037($2046,6i) near_actor $PLAYER_ACTOR radius 100.0 100.0 100.0 sphere 0

004D: jump_if_false @NONAME_12_564

00D6: if or

00E1: player 0 pressed_key 8

00E1: player 0 pressed_key 9

004D: jump_if_false @NONAME_12_424

0006: [email protected] = 0

 

:NONAME_12_518

0001: wait 0 ms

00D6: if or

00E1: player 0 pressed_key 8

00E1: player 0 pressed_key 9

004D: jump_if_false @NONAME_12_424

00D6: if

0019: [email protected] > 1000

004D: jump_if_false @NONAME_12_518

 

:NONAME_12_564

000C: $2045 -= 1

0164: disable_marker [email protected]

06C9: remove_actor $2037($2046,6i) from_group

01C2: remove_references_to_actor $2037($2046,6i) // Like turning an actor into a random pedestrian

000C: $2046 -= 1

004E: end_thread

 

:NONAME_12_603

0209: [email protected] = random_int_in_ranges 342 363

00D6: if and

8039: not [email protected] == 343

8039: not [email protected] == 345

004D: jump_if_false @NONAME_12_603

00D6: if

0039: [email protected] == 354

004D: jump_if_false @NONAME_12_668

0006: [email protected] = 372

 

:NONAME_12_668

0247: load_model [email protected]

038B: load_requested_models

 

:NONAME_12_675

0001: wait 0 ms

00D6: if

0248: model [email protected] available

004D: jump_if_false @NONAME_12_675

00D6: if

0039: [email protected] == 342

004D: jump_if_false @NONAME_12_728

0006: [email protected] = 16

0002: jump @NONAME_12_1296

 

:NONAME_12_728

00D6: if

0039: [email protected] == 344

004D: jump_if_false @NONAME_12_761

0006: [email protected] = 18

0002: jump @NONAME_12_1296

 

:NONAME_12_761

00D6: if

0039: [email protected] == 346

004D: jump_if_false @NONAME_12_794

0006: [email protected] = 22

0002: jump @NONAME_12_1296

 

:NONAME_12_794

00D6: if

0039: [email protected] == 347

004D: jump_if_false @NONAME_12_827

0006: [email protected] = 23

0002: jump @NONAME_12_1296

 

:NONAME_12_827

00D6: if

0039: [email protected] == 348

004D: jump_if_false @NONAME_12_860

0006: [email protected] = 24

0002: jump @NONAME_12_1296

 

:NONAME_12_860

00D6: if

0039: [email protected] == 349

004D: jump_if_false @NONAME_12_893

0006: [email protected] = 25

0002: jump @NONAME_12_1296

 

:NONAME_12_893

00D6: if

0039: [email protected] == 350

004D: jump_if_false @NONAME_12_926

0006: [email protected] = 26

0002: jump @NONAME_12_1296

 

:NONAME_12_926

00D6: if

0039: [email protected] == 351

004D: jump_if_false @NONAME_12_959

0006: [email protected] = 27

0002: jump @NONAME_12_1296

 

:NONAME_12_959

00D6: if

0039: [email protected] == 352

004D: jump_if_false @NONAME_12_992

0006: [email protected] = 28

0002: jump @NONAME_12_1296

 

:NONAME_12_992

00D6: if

0039: [email protected] == 353

004D: jump_if_false @NONAME_12_1025

0006: [email protected] = 29

0002: jump @NONAME_12_1296

 

:NONAME_12_1025

00D6: if

0039: [email protected] == 355

004D: jump_if_false @NONAME_12_1058

0006: [email protected] = 30

0002: jump @NONAME_12_1296

 

:NONAME_12_1058

00D6: if

0039: [email protected] == 356

004D: jump_if_false @NONAME_12_1091

0006: [email protected] = 31

0002: jump @NONAME_12_1296

 

:NONAME_12_1091

00D6: if

0039: [email protected] == 372

004D: jump_if_false @NONAME_12_1124

0006: [email protected] = 32

0002: jump @NONAME_12_1296

 

:NONAME_12_1124

00D6: if

0039: [email protected] == 357

004D: jump_if_false @NONAME_12_1157

0006: [email protected] = 33

0002: jump @NONAME_12_1296

 

:NONAME_12_1157

00D6: if

0039: [email protected] == 358

004D: jump_if_false @NONAME_12_1190

0006: [email protected] = 34

0002: jump @NONAME_12_1296

 

:NONAME_12_1190

00D6: if

0039: [email protected] == 359

004D: jump_if_false @NONAME_12_1223

0006: [email protected] = 35

0002: jump @NONAME_12_1296

 

:NONAME_12_1223

00D6: if

0039: [email protected] == 360

004D: jump_if_false @NONAME_12_1256

0006: [email protected] = 36

0002: jump @NONAME_12_1296

 

:NONAME_12_1256

00D6: if

0039: [email protected] == 361

004D: jump_if_false @NONAME_12_1289

0006: [email protected] = 37

0002: jump @NONAME_12_1296

 

:NONAME_12_1289

0006: [email protected] = 38

 

:NONAME_12_1296

01B2: give_actor $2037($2046,6i) weapon [email protected] ammo 10000 // Load the weapon model before using this

0209: [email protected] = random_int_in_ranges 1 3

081A: set_actor $2037($2046,6i) weapon_skill_to [email protected]

0249: release_model [email protected]

0051: return

 

:NONAME_12_1339

0050: gosub @PWRCAR_1068

0004: $2036 = 1

0004: $2044 = 11

0050: gosub @NONAME_12_1423

0004: $2036 = 0

0002: jump @POWERS1_179

 

:NONAME_12_1381

0050: gosub @PWRCAR_1068

0004: $2035 = 1

0004: $2044 = 10

0050: gosub @NONAME_12_1423

0004: $2035 = 0

0002: jump @POWERS1_179

 

:NONAME_12_1423

0050: gosub @PWRCAR_1111

0050: gosub @PWRCAR_1224

0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_HBHB" IFP_file "PED" 4.0 loop 1 1 0 0 time -1 // versionA

0001: wait 250 ms

 

:NONAME_12_1478

0001: wait 0 ms

00D6: if and

8117: not player $PLAYER_CHAR wasted

8741: not actor $PLAYER_ACTOR busted

00E1: player 0 pressed_key 4

00E1: player 0 pressed_key $2044

004D: jump_if_false @NONAME_12_1549

00D6: if

0038: $2034 == 0

004D: jump_if_false @NONAME_12_1478

004F: create_thread @NONAME_13

0002: jump @NONAME_12_1478

 

:NONAME_12_1549

0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_HBHB" IFP_file "PED" 4.0 loop 0 1 0 0 time 1 // versionA

0050: gosub @PWRCAR_1095

0051: return

 

:NONAME_13

0004: $2034 = 1

00D6: if

0038: $2036 == 1

004D: jump_if_false @NONAME_13_62

0050: gosub @NONAME_13_110

0226: [email protected] = actor $PLAYER_ACTOR health

0012: [email protected] *= 2

0223: set_actor $PLAYER_ACTOR health_to [email protected]

0002: jump @NONAME_13_92

 

:NONAME_13_62

0050: gosub @NONAME_13_110

04DD: [email protected] = actor $PLAYER_ACTOR armour

000A: [email protected] += 1

035F: actor $PLAYER_ACTOR armour += [email protected]

 

:NONAME_13_92

0001: wait 50 ms

03BD: destroy_sphere [email protected]

0004: $2034 = 0

004E: end_thread

 

:NONAME_13_110

0001: wait 50 ms

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0

03BC: [email protected] = create_sphere_at [email protected] [email protected] [email protected] radius 1.125

0051: return

 

:NONAME_13_164

0004: $2044 = 16

00D6: if

0038: $2033 == 0

004D: jump_if_false @NONAME_13_211

0004: $2033 = 1

004F: create_thread @NONAME_14

0002: jump @NONAME_13_218

 

:NONAME_13_211

0004: $2033 = 0

 

:NONAME_13_218

0002: jump @POWERS1_179

 

:NONAME_14

0050: gosub @PWRCAR_1068

0050: gosub @PWRCAR_1111

0050: gosub @PWRCAR_1224

0050: gosub @PWRCAR_1095

0001: wait 0 ms

0050: gosub @NONAME_14_312

 

:NONAME_14_39

0001: wait 0 ms

0208: [email protected] = random_float_in_ranges -0.1 0.1

0208: [email protected] = random_float_in_ranges -0.1 0.1

0208: [email protected] = random_float_in_ranges -1.0 0.75

0208: [email protected] = random_float_in_ranges 0.0 1.0

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] [email protected]

095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.25 RGBA [email protected] [email protected] [email protected] 1.0 size 0.0625 last_factor 0.0625

00D6: if and

8117: not player $PLAYER_CHAR wasted

8741: not actor $PLAYER_ACTOR busted

004D: jump_if_false @NONAME_14_276

00D6: if

0038: $2033 == 1

004D: jump_if_false @NONAME_14_283

00D6: if

0038: $2047 == 0

004D: jump_if_false @NONAME_14_240

0002: jump @NONAME_14_39

 

:NONAME_14_240

0001: wait 0 ms

00D6: if

0038: $2047 == 0

004D: jump_if_false @NONAME_14_240

0050: gosub @NONAME_14_312

0002: jump @NONAME_14_39

 

:NONAME_14_276

0004: $2033 = 0

 

:NONAME_14_283

0050: gosub @NONAME_14_336

018C: play_sound 1039 at 0.0 0.0 0.0

004E: end_thread

 

:NONAME_14_312

02A9: toggle_actor $PLAYER_ACTOR immune_to_nonplayer 1

02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1

0051: return

 

:NONAME_14_336

02A9: toggle_actor $PLAYER_ACTOR immune_to_nonplayer 0

02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0

0051: return

 

:NONAME_15

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset $2031 0.0 0.0

0107: [email protected] = create_object #INFO at [email protected] [email protected] [email protected]

0172: [email protected] = actor $PLAYER_ACTOR Z_angle

0177: set_object [email protected] Z_angle_to [email protected]

0382: toggle_object [email protected] collision_detection 0

0750: toggle_object [email protected] visibility 0

00D6: if

0038: $2044 == 17

004D: jump_if_false @NONAME_15_213

0605: actor $PLAYER_ACTOR perform_animation_sequence "WALK_DOORPARTIAL" IFP_file "PED" 4.0 loop 0 1 0 0 time -1 // versionA

0001: wait 250 ms

0006: [email protected] = 0

0007: [email protected] = 0.0

0007: [email protected] = 0.5

0007: [email protected] = 0.0

0208: [email protected] = random_float_in_ranges -0.125 0.125

0208: [email protected] = random_float_in_ranges -0.125 0.125

0002: jump @NONAME_15_292

 

:NONAME_15_213

0605: actor $PLAYER_ACTOR perform_animation_sequence "ENDCHAT_01" IFP_file "PED" 4.0 loop 0 1 0 0 time -1 // versionA

0001: wait 700 ms

0006: [email protected] = 0

0007: [email protected] = 0.0

0007: [email protected] = 1.0

0007: [email protected] = 0.0

 

:NONAME_15_292

004F: create_thread @PWRCAR_1302

00D6: if

0038: $2044 == 17

004D: jump_if_false @NONAME_15_573

 

:NONAME_15_318

000A: [email protected] += 1

000B: [email protected] += 1.0

0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset [email protected] [email protected] [email protected]

0209: [email protected] = random_int_in_ranges 128 256

04D5: create_corona_at [email protected] [email protected] [email protected] radius 0.75 type 0 flare 1 RGB [email protected] [email protected] [email protected]

095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 1.0 RGBA 1.0 1.0 1.0 1.0 size 0.125 last_factor 0.0625

005B: [email protected] += [email protected] // (float)

005B: [email protected] += [email protected] // (float)

0001: wait 0 ms

00D6: if

8339: not anything_in_cube_cornerA [email protected] [email protected] [email protected] cornerB [email protected] [email protected] [email protected] solid 0 car 1 actor 1 object 0 particle 0

004D: jump_if_false @NONAME_15_553

00D6: if

0019: [email protected] > 49

004D: jump_if_false @NONAME_15_318

020C: create_explosion_with_radius 12 at [email protected] [email protected] [email protected]

0002: jump @NONAME_15_887

 

:NONAME_15_553

020C: create_explosion_with_radius 0 at [email protected] [email protected] [email protected]

0002: jump @NONAME_15_887

 

:NONAME_15_573

000A: [email protected] += 1

000B: [email protected] += 0.5

0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset [email protected] [email protected] [email protected]

0209: [email protected] = random_int_in_ranges 0 256

0209: [email protected] = random_int_in_ranges 0 256

0209: [email protected] = random_int_in_ranges 0 256

04D5: create_corona_at [email protected] [email protected] [email protected] radius 1.5 type 0 flare 1 RGB [email protected] [email protected] [email protected]

095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 1.0 RGBA 1.0 1.0 1.0 1.0 size 0.25 last_factor 0.125

0208: [email protected] = random_float_in_ranges -0.0625 0.0625

005B: [email protected] += [email protected] // (float)

0208: [email protected] = random_float_in_ranges -0.0625 0.0625

005B: [email protected] += [email protected] // (float)

005B: [email protected] += [email protected] // (float)

005B: [email protected] += [email protected] // (float)

0001: wait 0 ms

00D6: if

8339: not anything_in_cube_cornerA [email protected] [email protected] [email protected] cornerB [email protected] [email protected] [email protected] solid 0 car 1 actor 1 object 0 particle 0

004D: jump_if_false @NONAME_15_874

00D6: if

0019: [email protected] > 149

004D: jump_if_false @NONAME_15_573

020C: create_explosion_with_radius 0 at [email protected] [email protected] [email protected]

0002: jump @NONAME_15_887

 

:NONAME_15_874

020C: create_explosion_with_radius 6 at [email protected] [email protected] [email protected]

 

:NONAME_15_887

0108: destroy_object [email protected]

01C4: remove_references_to_object [email protected] // This object will now disappear when the player looks away

004E: end_thread

 

:NONAME_15_899

0050: gosub @PWRCAR_1068

0004: $2044 = 18

00D6: if

8018: not $2030 > 9

004D: jump_if_false @NONAME_15_993

0050: gosub @PWRCAR_1224

0605: actor $PLAYER_ACTOR perform_animation_sequence "FIGHTA_G" IFP_file "PED" 4.0 loop 0 1 0 0 time -1 // versionA

0001: wait 350 ms

004F: create_thread @NONAME_16

0002: jump @NONAME_15_1013

 

:NONAME_15_993

018C: play_sound 1085 at 0.0 0.0 0.0

 

:NONAME_15_1013

0050: gosub @PWRCAR_1095

0002: jump @POWERS2_158

 

:NONAME_16

0008: $2030 += 1

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.25 0.5 -0.95

 

:NONAME_16_36

0001: wait 0 ms

00D6: if and

8117: not player $PLAYER_CHAR wasted

8741: not actor $PLAYER_ACTOR busted

004D: jump_if_false @NONAME_16_340

095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.5 RGBA 0.0 0.0 0.0 1.0 size 0.05 last_factor 0.05

00D6: if

80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere [email protected] [email protected] [email protected] radius 5.0 5.0 5.0

004D: jump_if_false @NONAME_16_36

000B: [email protected] += 0.2

02CF: [email protected] = create_fire_at [email protected] [email protected] [email protected] propagation 0 size 0

02A8: [email protected] = create_marker 0 at [email protected] [email protected] [email protected]

0165: set_marker [email protected] color_to 4

0168: set_marker [email protected] radar_mode 1 // versionA

018B: set_marker [email protected] radar_mode 2 // versionB

 

:NONAME_16_224

0001: wait $DEFAULT_WAIT_TIME ms

00D6: if and

8117: not player $PLAYER_CHAR wasted

8741: not actor $PLAYER_ACTOR busted

00FE: actor $PLAYER_ACTOR sphere 0 in_sphere [email protected] [email protected] [email protected] radius 50.0 50.0 50.0

004D: jump_if_false @NONAME_16_335

00D6: if

0339: anything_in_cube_cornerA [email protected] [email protected] [email protected] cornerB [email protected] [email protected] [email protected] solid 0 car 1 actor 1 object 0 particle 0

004D: jump_if_false @NONAME_16_224

020C: create_explosion_with_radius 1 at [email protected] [email protected] [email protected]

 

:NONAME_16_335

02D1: remove_fire [email protected]

 

:NONAME_16_340

000C: $2030 -= 1

0164: disable_marker [email protected]

004E: end_thread

 

:NONAME_16_354

0004: $2044 = 11

00D6: if

0038: $2029 == 1

004D: jump_if_false @NONAME_16_386

0004: $2029 = 0

 

:NONAME_16_386

00D6: if

0038: $2028 == 0

004D: jump_if_false @NONAME_16_484

0004: $2028 = 1

0050: gosub @PWRCAR_1068

0050: gosub @PWRCAR_1111

0050: gosub @PWRCAR_1224

0005: $2027 = 1.99

004F: create_thread @NONAME_18

018C: play_sound 1058 at 0.0 0.0 0.0

0050: gosub @PWRCAR_1095

0002: jump @NONAME_16_529

 

:NONAME_16_484

0004: $2028 = 0

0005: $2027 = 1.01

004F: create_thread @NONAME_17

018C: play_sound 1057 at 0.0 0.0 0.0

 

:NONAME_16_529

0002: jump @POWERS2_158

 

:NONAME_16_536

0004: $2044 = 10

00D6: if

0038: $2028 == 1

004D: jump_if_false @NONAME_16_568

0004: $2028 = 0

 

:NONAME_16_568

00D6: if

0038: $2029 == 0

004D: jump_if_false @NONAME_16_666

0004: $2029 = 1

0050: gosub @PWRCAR_1068

0050: gosub @PWRCAR_1111

0050: gosub @PWRCAR_1224

0005: $2027 = 0.31

004F: create_thread @NONAME_17

018C: play_sound 1058 at 0.0 0.0 0.0

0050: gosub @PWRCAR_1095

0002: jump @NONAME_16_711

 

:NONAME_16_666

0004: $2029 = 0

0005: $2027 = 0.99

004F: create_thread @NONAME_18

018C: play_sound 1057 at 0.0 0.0 0.0

 

:NONAME_16_711

0002: jump @POWERS2_158

 

:NONAME_17

0001: wait 0 ms

000D: $2032 -= 0.01

015D: set_gamespeed $2032

00D6: if

8024: not $2032 > $2027 // (float)

004D: jump_if_false @NONAME_17

004E: end_thread

 

:NONAME_18

0001: wait 0 ms

0009: $2032 += 0.01

015D: set_gamespeed $2032

00D6: if

0024: $2032 > $2027 // (float)

004D: jump_if_false @NONAME_18

004E: end_thread

 

:NONAME_18_40

0050: gosub @PWRCAR_1068

0004: $2044 = 15

004F: create_thread @NONAME_19

0002: jump @POWERS2_158

 

:NONAME_19

0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_TAXI" IFP_file "PED" 4.0 loop 0 1 0 0 time -1 // versionA

0001: wait 250 ms

004F: create_thread @PWRCAR_1302

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0

08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 25.0 handle_as [email protected]

00D6: if

056D: actor [email protected] defined

004D: jump_if_false @NONAME_19_301

0050: gosub @PWRCAR_1224

0007: [email protected] = 5.0

0208: [email protected] = random_float_in_ranges 0.0625 0.25

 

:NONAME_19_145

0001: wait 0 ms

0063: [email protected] -= [email protected] // (float)

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0

04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 0 flare 1 RGB 128 128 128

00D6: if

8021: not [email protected] > 0.5

004D: jump_if_false @NONAME_19_145

0209: [email protected] = random_int_in_ranges 0 5

00D6: if

0039: [email protected] == 0

004D: jump_if_false @NONAME_19_275

0006: [email protected] = 0

0002: jump @NONAME_19_282

 

:NONAME_19_275

0006: [email protected] = 12

 

:NONAME_19_282

020C: create_explosion_with_radius [email protected] at [email protected] [email protected] [email protected]

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

 

:NONAME_19_301

004E: end_thread

 

:NONAME_20

0004: $2024 = 1

0605: actor $PLAYER_ACTOR perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 1 0 0 time -1 // versionA

0001: wait 425 ms

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0

073E: get_car_in_sphere [email protected] [email protected] [email protected] radius 50.0 model #INFO handle_as [email protected]

00D6: if

056E: car [email protected] defined

004D: jump_if_false @NONAME_20_1476

00D6: if

8969: not car [email protected] is_noncivilian_vehicle

004D: jump_if_false @NONAME_20_1476

046C: [email protected] = car [email protected] driver

00D6: if

056D: actor [email protected] defined

004D: jump_if_false @NONAME_20_1476

0006: [email protected] = 0

0050: gosub @PWRCAR_1224

0350: toggle_actor [email protected] maintain_position_when_attacked 1

0050: gosub @PWRCAR_1095

0186: [email protected] = create_marker_above_car [email protected]

07E0: set_marker [email protected] type_to 1

0209: [email protected] = random_int_in_ranges 0 1000

0001: wait [email protected] ms

00AE: set_car [email protected] traffic_behavior_to 2

 

:NONAME_20_217

0001: wait 0 ms

00D6: if and

8117: not player $PLAYER_CHAR wasted

80DF: not actor $PLAYER_ACTOR driving

0205: actor $PLAYER_ACTOR near_car [email protected] radius 75.0 75.0 75.0 flag 0

004D: jump_if_false @NONAME_20_1390

00D6: if and

8741: not actor $PLAYER_ACTOR busted

8119: not car [email protected] wrecked

8118: not actor [email protected] dead

0448: actor [email protected] in_car [email protected]

851C: not car [email protected] damaged_by_actor $PLAYER_ACTOR

004D: jump_if_false @NONAME_20_1436

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0

00A7: car [email protected] drive_to [email protected] [email protected] [email protected]

00D6: if and

01C1: car [email protected] stopped

0202: actor $PLAYER_ACTOR near_car [email protected] radius 5.0 5.0 flag 0

004D: jump_if_false @NONAME_20_217

0004: $2023 = 1

0209: [email protected] = random_int_in_ranges 15000 30000

05BF: AS_actor [email protected] look_at_actor $PLAYER_ACTOR [email protected] ms

0006: [email protected] = 0

 

:NONAME_20_424

0001: wait 0 ms

00D6: if and

8117: not player $PLAYER_CHAR wasted

0205: actor $PLAYER_ACTOR near_car [email protected] radius 100.0 100.0 100.0 flag 0

801D: not [email protected] > [email protected] // (int)

004D: jump_if_false @NONAME_20_1390

00D6: if and

8741: not actor $PLAYER_ACTOR busted

8119: not car [email protected] wrecked

8118: not actor [email protected] dead

0448: actor [email protected] in_car [email protected]

851C: not car [email protected] damaged_by_actor $PLAYER_ACTOR

004D: jump_if_false @NONAME_20_1436

00D6: if

0202: actor $PLAYER_ACTOR near_car [email protected] radius 10.0 10.0 flag 0

004D: jump_if_false @NONAME_20_424

00D6: if or

80E1: not player 0 pressed_key 6

80E1: not player 0 pressed_key 15

004D: jump_if_false @NONAME_20_580

0002: jump @NONAME_20_679

 

:NONAME_20_580

01B4: toggle_player $PLAYER_CHAR can_move 0

01EA: [email protected] = car [email protected] max_passengers

01E9: [email protected] = car [email protected] num_passengers

00D6: if

803B: not [email protected] == [email protected] // (int)

004D: jump_if_false @NONAME_20_1390

0006: [email protected] = -1

 

:NONAME_20_629

0001: wait 0 ms

000A: [email protected] += 1

00D6: if

0431: car [email protected] passenger_seat_free [email protected]

004D: jump_if_false @NONAME_20_629

05CA: AS_actor $PLAYER_ACTOR enter_car [email protected] passenger_seat [email protected] -1 ms

01B4: toggle_player $PLAYER_CHAR can_move 1

 

:NONAME_20_679

00D6: if

00DB: actor $PLAYER_ACTOR in_car [email protected]

004D: jump_if_false @NONAME_20_424

0006: [email protected] = 1

00A8: set_car [email protected] to_psycho_driver

0164: disable_marker [email protected]

05BF: AS_actor [email protected] look_at_actor $PLAYER_ACTOR 1 ms

0050: gosub @NONAME_20_1499

 

:NONAME_20_732

0001: wait 0 ms

00D6: if and

8117: not player $PLAYER_CHAR wasted

00DB: actor $PLAYER_ACTOR in_car [email protected]

004D: jump_if_false @NONAME_20_1390

00D6: if and

8741: not actor $PLAYER_ACTOR busted

8118: not actor [email protected] dead

8119: not car [email protected] wrecked

0448: actor [email protected] in_car [email protected]

004D: jump_if_false @NONAME_20_1459

00D6: if

80E1: not player 0 pressed_key 16

004D: jump_if_false @NONAME_20_893

00D6: if or

80E1: not player 0 pressed_key 17

0038: $2022 == 1

004D: jump_if_false @NONAME_20_976

00D6: if

80E1: not player 0 pressed_key 14

004D: jump_if_false @NONAME_20_1041

00D6: if

80E1: not player 0 pressed_key 6

004D: jump_if_false @NONAME_20_1124

00D6: if

80E1: not player 0 pressed_key 4

004D: jump_if_false @NONAME_20_1189

0002: jump @NONAME_20_732

 

:NONAME_20_893

0004: $2044 = 16

00D6: if

8043: not [email protected] == 100.0

004D: jump_if_false @NONAME_20_1341

00D6: if

8021: not [email protected] > 97.5

004D: jump_if_false @NONAME_20_959

000B: [email protected] += 2.5

0002: jump @NONAME_20_1014

 

:NONAME_20_959

0007: [email protected] = 100.0

0002: jump @NONAME_20_1014

 

:NONAME_20_976

0004: $2044 = 17

00D6: if

8043: not [email protected] == 100.0

004D: jump_if_false @NONAME_20_1341

0007: [email protected] = 100.0

 

:NONAME_20_1014

018C: play_sound 1083 at 0.0 0.0 0.0

0002: jump @NONAME_20_1368

 

:NONAME_20_1041

0004: $2044 = 14

00D6: if

8043: not [email protected] == 0.0

004D: jump_if_false @NONAME_20_1341

00D6: if

0021: [email protected] > 2.5

004D: jump_if_false @NONAME_20_1107

000F: [email protected] -= 2.5

0002: jump @NONAME_20_1162

 

:NONAME_20_1107

0007: [email protected] = 0.0

0002: jump @NONAME_20_1162

 

:NONAME_20_1124

0004: $2044 = 6

00D6: if

8043: not [email protected] == 0.0

004D: jump_if_false @NONAME_20_1341

0007: [email protected] = 0.0

 

:NONAME_20_1162

018C: play_sound 1084 at 0.0 0.0 0.0

0002: jump @NONAME_20_1368

 

:NONAME_20_1189

0004: $2044 = 4

00D6: if

0038: $2022 == 0

004D: jump_if_false @NONAME_20_1309

00D6: if or

02D8: actor $PLAYER_ACTOR current_weapon == 28

02D8: actor $PLAYER_ACTOR current_weapon == 29

02D8: actor $PLAYER_ACTOR current_weapon == 32

004D: jump_if_false @NONAME_20_1341

0004: $2022 = 1

0050: gosub @PWRCAR_1224

0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 0.0 0 0 firing_rate 0

07CC: toggle_player $PLAYER_CHAR button_15 0

0002: jump @NONAME_20_1376

 

:NONAME_20_1309

0004: $2022 = 0

0430: put_actor $PLAYER_ACTOR into_car [email protected] passenger_seat [email protected]

07CC: toggle_player $PLAYER_CHAR button_15 1

0002: jump @NONAME_20_1376

 

:NONAME_20_1341

018C: play_sound 1085 at 0.0 0.0 0.0

0002: jump @NONAME_20_1376

 

:NONAME_20_1368

00AD: set_car [email protected] max_speed_to [email protected]

 

:NONAME_20_1376

0050: gosub @PWRCAR_1278

0002: jump @NONAME_20_732

 

:NONAME_20_1390

00A8: set_car [email protected] to_psycho_driver

00AE: set_car [email protected] traffic_behavior_to 1

0050: gosub @NONAME_20_1499

00D6: if

89E7: not player $PLAYER_CHAR not_frozen

004D: jump_if_false @NONAME_20_1436

0001: wait 0 ms

01B4: toggle_player $PLAYER_CHAR can_move 1

 

:NONAME_20_1436

00D6: if

0039: [email protected] == 0

004D: jump_if_false @NONAME_20_1459

0164: disable_marker [email protected]

 

:NONAME_20_1459

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

01C3: remove_references_to_car [email protected] // Like turning a car into any random car

0002: jump @NONAME_20_1483

 

:NONAME_20_1476

0050: gosub @PWRCAR_1095

 

:NONAME_20_1483

0004: $2023 = 0

0004: $2024 = 0

004E: end_thread

 

:NONAME_20_1499

0208: [email protected] = random_float_in_ranges 12.5 25.0

00AD: set_car [email protected] max_speed_to [email protected]

0051: return

 

:NONAME_20_1524

0050: gosub @PWRCAR_1068

0004: $2044 = 14

00D6: if

8A0C: not player $PLAYER_CHAR on_jetpack

004D: jump_if_false @NONAME_20_1580

0050: gosub @PWRCAR_1111

0050: gosub @PWRCAR_1224

07A7: put_jetpack_on_actor $PLAYER_ACTOR

0002: jump @NONAME_20_1600

 

:NONAME_20_1580

018C: play_sound 1085 at 0.0 0.0 0.0

 

:NONAME_20_1600

0050: gosub @PWRCAR_1095

0002: jump @POWERS3_148

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r.schuindt

POWERFUL MODE MOD by Rapier

 

SA_PMM

 

ADD IN YOUR MOD SPACEEINSTEIN

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coin-god
POWERFUL MODE MOD by Rapier

 

SA_PMM

 

ADD IN YOUR MOD SPACEEINSTEIN

No need to post the same here like in SCJ mod, and no need to double post to write :

POWERFUL MODE MOD by Rapier

 

SA_PMM

 

ADD IN YOUR MOD SPACEEINSTEIN

 

And next time use

 to write a code it make people read it better. 

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