spaceeinstein Posted August 2, 2005 Share Posted August 2, 2005 (edited) See bottom Edited August 4, 2005 by spaceeinstein Link to comment Share on other sites More sharing options...
Demarest Posted August 3, 2005 Share Posted August 3, 2005 :CRACK0001: wait 100 ms077E: @1 = active_interior00D6: if 10039: @1 == 5;; integer values00FE: actor $PLAYER_ACTOR 0 ()near_point 319.15 1120.89 1082.87 radius 20.0 20.0 10.0004D: jump_if_false ££CRACK00D6: if 2684EE: NOT animation "CRACK" loaded84EE: NOT animation "BLOWJOBZ" loaded84EE: NOT animation "BASEBALL" loaded8248: NOT model #BALLAS1 available8248: NOT model #BFYPRO available8248: NOT model #HFYPRO available8248: NOT model #CIGAR available004D: jump_if_false ££CRACK20247: request_model #BALLAS10247: request_model #HFYPRO0247: request_model #BFYPRO0247: request_model #CIGAR04ED: load_animation "CRACK"04ED: load_animation "BLOWJOBZ"04ED: load_animation "BASEBALL"038B: load_requested_models0001: wait 0 ms0002: jump ££CRACK No offense, but is that supposed to be funny? Never have I seen the reqests looped. There's no need to and I'm not even sure what kind of a spanking the engine would take from it. I didn't bother reading past that. Link to comment Share on other sites More sharing options...
Muggers Posted August 3, 2005 Share Posted August 3, 2005 Perhaps this weekend you could work on deleting your sister..... Link to comment Share on other sites More sharing options...
random_download Posted August 3, 2005 Share Posted August 3, 2005 :CRACK0001: wait 100 ms077E: @1 = active_interior00D6: if 10039: @1 == 5;; integer values00FE: actor $PLAYER_ACTOR 0 ()near_point 319.15 1120.89 1082.87 radius 20.0 20.0 10.0004D: jump_if_false ££CRACK00D6: if 2684EE: NOT animation "CRACK" loaded84EE: NOT animation "BLOWJOBZ" loaded84EE: NOT animation "BASEBALL" loaded8248: NOT model #BALLAS1 available8248: NOT model #BFYPRO available8248: NOT model #HFYPRO available8248: NOT model #CIGAR available004D: jump_if_false ££CRACK20247: request_model #BALLAS10247: request_model #HFYPRO0247: request_model #BFYPRO0247: request_model #CIGAR04ED: load_animation "CRACK"04ED: load_animation "BLOWJOBZ"04ED: load_animation "BASEBALL"038B: load_requested_models0001: wait 0 ms0002: jump ££CRACK No offense, but is that supposed to be funny? Never have I seen the reqests looped. There's no need to and I'm not even sure what kind of a spanking the engine would take from it. I didn't bother reading past that. Huh? That code should run fine, although it may be cleaner to do: :CRACK0001: wait 100 ms077E: @1 = active_interior00D6: if 10039: @1 == 5;; integer values00FE: actor $PLAYER_ACTOR 0 ()near_point 319.15 1120.89 1082.87 radius 20.0 20.0 10.0004D: jump_if_false ££CRACK0247: request_model #BALLAS10247: request_model #HFYPRO0247: request_model #BFYPRO0247: request_model #CIGAR04ED: load_animation "CRACK"04ED: load_animation "BLOWJOBZ"04ED: load_animation "BASEBALL"038B: load_requested_models:Modelloop0001: wait 10 ms00D6: if 604EE: animation "CRACK" loaded04EE: animation "BLOWJOBZ" loaded04EE: animation "BASEBALL" loaded0248: model #BALLAS1 available0248: model #BFYPRO available0248: model #HFYPRO available0248: model #CIGAR available004D: jump_if_false ££Modelloop0002: jump ££CRACK2 Link to comment Share on other sites More sharing options...
Demarest Posted August 3, 2005 Share Posted August 3, 2005 See, the thing is, there's nothing to gain from rogue coding. You're just going to confuse that are struggling learning the concepts anyways. And with as many releases as space makes, there may be members that expect the things he lays down to be accurate when they're often not. Never said it would NOT work, but it's like going to bed with clown shoes on. Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 3, 2005 Author Share Posted August 3, 2005 (edited) Hey, man, give me a break. I don't do this spawning kind of things. I finally be able to make the animations work without y'all help. Now I need help making them disappear. 004F: create_thread ££CRACK:CRACK0001: wait 100 ms077E: @1 = active_interior00D6: if 10039: @1 == 5 ;; integer values00FE: actor $PLAYER_ACTOR 0 ()near_point 319.15 1120.89 1082.87 radius 20.0 20.0 10.0004D: jump_if_false ££CRACK00D6: if 00039: @17 == 0004D: jump_if_false ££CRACK80247: request_model #BALLAS10247: request_model #HFYPRO0247: request_model #BFYPRO0247: request_model #CIGAR04ED: load_animation "CRACK"04ED: load_animation "BLOWJOBZ"04ED: load_animation "BASEBALL"038B: load_requested_models:CRACK2 009A: @2 = create_actor 5 #HFYPRO at 309.77 1123.5 1082.870860: link_actor @2 to_interior 5 0173: set_actor @2 z_angle_to 107.120812: unknown_action_sequence @2 "CRCKIDLE4" "CRACK" 4.0 1 0 0 0 -1 060B: unknown_actor_use_entity @2 0009A: @3 = create_actor 25 #HFYPRO at 317.5892 1124.777 1082.8670860: link_actor @3 to_interior 5 0173: set_actor @3 z_angle_to 180.00812: unknown_action_sequence @3 "CRCKIDLE2" "CRACK" 4.0 1 0 0 0 -1 060B: unknown_actor_use_entity @3 0009A: @4 = create_actor 25 #BALLAS1 at 325.0 1119.975 1082.8750860: link_actor @4 to_interior 5 0173: set_actor @4 z_angle_to 90.00812: unknown_action_sequence @4 "CRCKIDLE1" "CRACK" 4.0 1 0 0 0 -1 060B: unknown_actor_use_entity @4 00107: @5 = create_object #CIGAR at 2440.58 -1979.89 1082.2070A: unknown_action_sequence @4 @5 0.0 0.0 0.0 6 16 "NULL" "NULL" -1 009A: @6 = create_actor 25 #BALLAS1 at 320.1898 1123.292 1082.8750860: link_actor @6 to_interior 5 0173: set_actor @6 z_angle_to 177.96590812: unknown_action_sequence @6 "CRCKIDLE3" "CRACK" 4.0 1 0 0 0 -1 060B: unknown_actor_use_entity @6 00107: @7 = create_object #CIGAR at 2440.58 -1979.89 1082.2070A: unknown_action_sequence @6 @7 0.0 0.0 0.0 6 16 "NULL" "NULL" -1 009A: @8 = create_actor 5 #BFYPRO at 324.0 1129.2 1082.8830860: link_actor @8 to_interior 5 0173: set_actor @8 z_angle_to 270.00605: unknown_action_sequence @8 "BJ_COUCH_LOOP_W" "BLOWJOBZ" 4.0 1 0 0 0 -1 060B: unknown_actor_use_entity @8 0 077A: @8 3 0 009A: @9 = create_actor 25 #BALLAS1 at 333.4072 1124.462 1082.890860: link_actor @9 to_interior 5 0173: set_actor @9 z_angle_to 83.66760812: unknown_action_sequence @9 "CRCKIDLE3" "CRACK" 4.0 1 0 0 0 -1 060B: unknown_actor_use_entity @9 0 0107: @10 = create_object #CIGAR at 2440.58 -1979.89 1082.2070A: unknown_action_sequence @9 @10 0.0 0.0 0.0 6 16 "NULL" "NULL" -1009A: @11 = create_actor 25 #BALLAS1 at 325.0 1129.213 1082.8830860: link_actor @11 to_interior 5 0173: set_actor @11 z_angle_to 90.00605: unknown_action_sequence @11 "BJ_COUCH_LOOP_P" "BLOWJOBZ" 4.0 1 0 0 0 -1 060B: unknown_actor_use_entity @11 0 077A: @11 3 00006: @17 = 1:CRACK30001: wait 100 ms00D6: if 08118: NOT actor @3 dead004D: jump_if_false ££CRACK400D6: if 08184: NOT actor @3 health >= 80004D: jump_if_false ££CRACK400D6: if 00039: @12 == 0 ;; integer values004D: jump_if_false ££CRACK40829: unknown_action_sequence @3 "CRCKDETH2" "CRACK" 4.0 0 070B: @3 1 0006: @12 = 1 ;; integer values:CRACK400D6: if 08118: NOT actor @4 dead004D: jump_if_false ££CRACK500D6: if 08184: NOT actor @4 health >= 80004D: jump_if_false ££CRACK500D6: if 00039: @13 == 0 ;; integer values004D: jump_if_false ££CRACK50829: unknown_action_sequence @4 "CRCKDETH1" "CRACK" 4.0 0 070B: @4 1 0006: @13 = 1 ;; integer values:CRACK500D6: if 08118: NOT actor @2 dead004D: jump_if_false ££CRACK600D6: if 08184: NOT actor @2 health >= 80004D: jump_if_false ££CRACK600D6: if 00039: @14 == 0 ;; integer values004D: jump_if_false ££CRACK60829: unknown_action_sequence @2 "CRCKDETH4" "CRACK" 4.0 0 070B: @2 1 0006: @14 = 1 ;; integer values:CRACK600D6: if 08118: NOT actor @9 dead004D: jump_if_false ££CRACK700D6: if 08184: NOT actor @9 health >= 80004D: jump_if_false ££CRACK700D6: if 00039: @15 == 0 ;; integer values004D: jump_if_false ££CRACK70829: unknown_action_sequence @9 "CRCKDETH3" "CRACK" 4.0 0 070B: @9 1 0006: @15 = 1 ;; integer values:CRACK700D6: if 08118: NOT actor @6 dead004D: jump_if_false ££CRACK800D6: if 08184: NOT actor @6 health >= 80004D: jump_if_false ££CRACK800D6: if 00039: @16 == 0 ;; integer values004D: jump_if_false ££CRACK80829: unknown_action_sequence @6 "CRCKDETH3" "CRACK" 4.0 0 070B: @6 1 0006: @16 = 1 ;; integer values :CRACK80001: wait 100 ms00D6: if 60118: actor @2 dead0118: actor @3 dead0118: actor @4 dead0118: actor @6 dead0118: actor @8 dead0118: actor @9 dead0118: actor @11 dead004D: jump_if_false ££CRACK300D6: if 18039: NOT @1 == 580FE: NOT actor $PLAYER_ACTOR 0 ()near_point 319.15 1120.89 1082.87 radius 20.0 20.0 10.0004D: jump_if_false ££CRACK80006: @12 = 00006: @13 = 00006: @14 = 00006: @15 = 00006: @16 = 00006: @17 = 0009B: destroy actor instantly @2009B: destroy actor instantly @3009B: destroy actor instantly @4009B: destroy actor instantly @6009B: destroy actor instantly @8009B: destroy actor instantly @9009B: destroy actor instantly @110108: destroy object @50108: destroy object @70108: destroy object @1004EF: release_animation "BLOWJOBZ"04EF: release_animation "BASEBALL"0249: release_model #BALLAS10249: release_model #HFYPRO0249: release_model #BFYPRO0249: release_model #CIGAR0002: jump ££CRACK Edited August 4, 2005 by spaceeinstein Link to comment Share on other sites More sharing options...
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