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Needhelp


spaceeinstein
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spaceeinstein
See bottom Edited by spaceeinstein
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: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.

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: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

 

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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.
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spaceeinstein

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

 

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