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Barton's Wall Climbing Mod


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spaceeinstein

CONVERTED FOR SAN ANDREAS!

 

Created by Barton Waterduck for Vice City. Converted by spaceeinstein for San Andreas. This mod will let you "climb" to roofs of buildings. There are other tricks with this mod other than climbing. Hold JUMP for three seconds to "climb".

 

Installation for intermediate coders only. Please download Barton's mission builder using Craig's link.

 

 

004F: create_thread ££jumpmod  ...:jumpmod0001: wait  250 ms 00D6: if  0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££jumpmod 0006: @33 =  0;; integer values :jumpmodloop0001: wait  0 ms 00D6: if  180DF:   NOT   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  14 004D: jump_if_false ££jumpmod 00D6: if 0 0019:   @33 >  3000;; integer values 004D: jump_if_false ££jumpmodloop 04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  1.0  0.0 00A1: put_actor $PLAYER_ACTOR at @1 @2 -100.0 0002: jump ££jumpmod 

 

Known glitches: This doesn't let you climb on top of cars. If you do, the car might disappear.

Edited by spaceeinstein
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spaceeinstein
No, it's not really that. All this code does is to teleport you -100.0 Z units. If anything spawns at -100.0, then the game calculates the next highest solid ground you can spawn on. So if you're in a tunnel, you can spawn outside of the tunnel. If you're next to a wall, you can spawn onto the top of the roof. If you're next to a really tall fence, you can spawn behind it. Etc.
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i dotn think so im gonna go test it now but all i think it dus is telport u to the top of a building or over the otherside of a fence or summin

 

****EDIT****

 

yup after testing all this dus is telport u ontop of the object ure standing next to unless its a fence or lampost

Edited by demonj0e
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spaceeinstein
It also teleports you down if you're on a roof. So if you don't want to die... Or if you want to f*ck up your game, "climb" out of an interior.
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  • 4 weeks later...
methodjuvenil

Scrack first get the scm mission builder. Then run it and open the .scm

 

When its ready search for Mission 0. Then put the 004F: create_thread ��jumpmod line above it.Then after the Mission 0 line put the rest of the code.

 

 

 

004F: create_thread ��jumpmod  

 

You add^

 

 

;-------------Mission 0---------------; Originally: Initial 1

 

Already there ^

 

 

:jumpmod0001: wait  250 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ��jumpmod0006: @33 =  0;; integer valuesyou add^:jumpmodloop0001: wait  0 ms00D6: if  180DF:   NOT   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  14004D: jump_if_false ��jumpmod00D6: if 00019:   @33 >  3000;; integer values004D: jump_if_false ��jumpmodloop04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  1.0  0.000A1: put_actor $PLAYER_ACTOR at @1 @2 -100.00002: jump ��jumpmod

 

you add^

 

This is how I have been told so if I'm wrong then someone let me know.

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  • 1 year later...
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