ZAZ Posted August 11, 2005 Share Posted August 11, 2005 (edited) 004F: create_thread ££stargate :stargate03A4: name_thread 'STG':stgat20001: wait $DEFAULT_WAIT_TIME ms00D6: if 00038: $ON_MISSION == 0;; integer values004D: jump_if_false ££stgat200D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat2:stgat300D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2491.151 -1699.903 1014.743 radius 0.8 0.8 1.5004D: jump_if_false ££stgat401B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 295.0136 -1766.58103CB: set_camera 295.0136 -1766.581 4.8404FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 295.0136 -1766.581 4.840173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat400D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2375.256 -1125.487 1050.875 radius 0.8 0.8 1.5004D: jump_if_false ££stgat501B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 1544.216 -1370.33103CB: set_camera 1544.216 -1370.331 329.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1544.216 -1370.331 329.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat500D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2360.256 -1134.987 1050.875 radius 0.8 0.8 1.5004D: jump_if_false ££stgat601B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at -2041.516 204.33103CB: set_camera -2041.516 204.331 36.65304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -2041.516 204.331 36.6530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat600D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1533.256 -1364.487 329.475 radius 0.8 0.8 1.5004D: jump_if_false ££stgat701B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 2534.516 -1703.33103CB: set_camera 2534.516 -1703.331 13.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 2534.516 -1703.331 13.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat700D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1556.256 -1365.487 329.45 radius 0.8 0.8 1.5004D: jump_if_false ££stgat801B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 795.216 -492.3303CB: set_camera 795.216 -492.331 18.05304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 795.216 -492.331 18.0530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat800D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1544.256 -1343.487 329.45 radius 0.8 0.8 1.5004D: jump_if_false ££stgat901B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 878.216 -14.3303CB: set_camera 878.216 -14.331 229.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 878.216 -14.331 229.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat900D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2331.956 -1062.487 1049.075 radius 0.8 0.8 1.5004D: jump_if_false ££stgat1001B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 1544.216 -1370.33103CB: set_camera 1544.216 -1370.331 329.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1544.216 -1370.331 329.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat1000D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1530.256 -1353.987 329.475 radius 0.8 0.8 1.5004D: jump_if_false ££stgat1101B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 295.0136 -1766.5803CB: set_camera 295.0136 -1766.581 4.8404FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 295.0136 -1766.581 4.840173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat1100D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1558.256 -1353.487 329.475 radius 0.8 0.8 1.5004D: jump_if_false ££stgat1201B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at -1445.516 -398.3303CB: set_camera -1445.516 -398.331 6.95304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -1445.516 -398.331 6.9530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat1200D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1543.256 -1362.487 329.45 radius 0.8 0.8 1.5004D: jump_if_false ££stgat1301B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 1327.996 1251.3303CB: set_camera 1327.996 1251.331 14.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1327.996 1251.331 14.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat1300D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -1409.256 -429.487 6.45 radius 0.8 0.8 1.5004D: jump_if_false ££stgat1401B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 1544.216 -1370.33103CB: set_camera 1544.216 -1370.331 329.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1544.216 -1370.331 329.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat1400D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -1426.956 -445.487 6.175 radius 0.8 0.8 1.5004D: jump_if_false ££stgat1501B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 1327.996 1251.3303CB: set_camera 1327.996 1251.331 14.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1327.996 1251.331 14.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat1500D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -1449.956 -464.487 6.175 radius 0.8 0.8 1.5004D: jump_if_false ££stgat1601B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at -2116.996 925.3303CB: set_camera -2116.996 925.331 86.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -2116.996 925.331 86.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat1600D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -1475.956 -474.487 6.175 radius 0.8 0.8 1.5004D: jump_if_false ££stgat1701B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at -1063.996 1554.33103CB: set_camera -1063.996 1554.331 33.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -1063.996 1554.331 33.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat1700D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1306.956 1253.487 10.875 radius 0.8 0.8 1.5004D: jump_if_false ££stgat1801B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at -1445.516 -398.3303CB: set_camera -1445.516 -398.331 6.95304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -1445.516 -398.331 6.9530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat1800D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1306.956 1256.487 10.875 radius 0.8 0.8 1.5004D: jump_if_false ££stgat1901B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 1544.216 -1370.3303CB: set_camera 1544.216 -1370.331 329.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1544.216 -1370.331 329.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat1900D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2364.156 -1119.487 1050.875 radius 0.8 0.8 1.5004D: jump_if_false ££stgat2001B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 412.416 2530.9303CB: set_camera 412.416 2530.931 19.1704FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 412.416 2530.931 19.170173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat2000D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 415.456 2528.487 16.675 radius 0.8 0.8 1.5004D: jump_if_false ££stgat2101B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at -786.216 2418.3303CB: set_camera -786.216 2418.331 157.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -786.216 2418.331 157.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat2100D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -764.956 2435.487 157.875 radius 0.8 0.8 1.5004D: jump_if_false ££stgat2201B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 295.0136 -1766.5803CB: set_camera 295.0136 -1766.581 4.8404FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 295.0136 -1766.581 4.840173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat2200D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -768.956 2440.487 157.075 radius 0.8 0.8 1.5004D: jump_if_false ££stgat2301B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at -2116.996 925.33103CB: set_camera -2116.996 925.331 586.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -2116.996 925.331 586.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat2300D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -760.956 2428.487 157.075 radius 0.8 0.8 1.5004D: jump_if_false ££stgat2401B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 415.456 2528.4803CB: set_camera 415.456 2528.487 316.67504FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 415.456 2528.487 316.6750173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat2400D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2193.656 -1226.487 1049.075 radius 0.8 0.8 1.5004D: jump_if_false ££stgat2501B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 1544.216 -1370.3303CB: set_camera 1544.216 -1370.331 329.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1544.216 -1370.331 329.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat2500D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2185.956 -1216.487 1049.075 radius 0.8 0.8 1.5004D: jump_if_false ££stgat2601B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at -1063.996 1554.3303CB: set_camera -1063.996 1554.331 33.45304FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -1063.996 1554.331 33.4530173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat2600D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1287.956 -775.487 1091.975 radius 0.8 0.8 1.5004D: jump_if_false ££stgat2701B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 295.0136 -1766.5803CB: set_camera 295.0136 -1766.581 4.8404FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 295.0136 -1766.581 4.840173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat2700D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2201.656 -1216.687 1049.075 radius 0.8 0.8 1.5004D: jump_if_false ££stgat2801B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 412.416 2530.9603CB: set_camera 412.416 2530.931 19.1704FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 412.416 2530.931 19.170173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat2800D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2185.456 -1212.787 1049.075 radius 0.8 0.8 1.5004D: jump_if_false ££stgat201B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££LITCAS_3404BB: select_interior 0;; select render area04E4: unknown_refresh_game_renderer_at 1877.996 -2370.3303CB: set_camera 1877.996 -2370.331 13.5604FA: reset_interior_colors 0057E: make_radar_grey 000D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat010860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1877.996 -2370.331 13.560173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££stgat01:stgat010001: wait 1000 ms016A: fade 1 (back) 500 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stgat201B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)0223: set_actor $PLAYER_ACTOR health_to 2000002: jump ££stgat2 Attention, I used the gosub ££LITCAS_34 You must check, if this is in your main script :LITCAS_340169: set_fade_color 0 0 0016A: fade 0 () 500 ms:LITCAS_3600D6: if 0016B: fading004D: jump_if_false ££LITCAS_410001: wait 0 ms0002: jump ££LITCAS_36:LITCAS_410051: return and the following to mission 0 0213: $bm1h = create_pickup #INFO type 15 at 2491.151 -1699.903 1014.7430213: $bm2s = create_pickup #INFO type 15 at 2375.256 -1125.487 1050.8750213: $bm3s = create_pickup #INFO type 15 at 2360.256 -1134.987 1050.8750213: $bm4t = create_pickup #INFO type 15 at 1533.256 -1364.487 329.4750213: $bm5t = create_pickup #INFO type 15 at 1556.256 -1365.487 329.450213: $bm6t = create_pickup #INFO type 15 at 1544.256 -1343.487 329.450213: $bm7d = create_pickup #INFO type 15 at 2331.956 -1062.487 1049.0750213: $bm1x = create_pickup #INFO type 15 at 1530.256 -1353.987 329.4750213: $bm2x = create_pickup #INFO type 15 at 1558.256 -1353.487 329.4750213: $bm3x = create_pickup #INFO type 15 at 1543.256 -1362.487 329.450213: $bm4x = create_pickup #INFO type 15 at -1409.256 -429.487 6.450213: $bm5x = create_pickup #INFO type 15 at -1426.956 -445.487 6.1750213: $bm6x = create_pickup #INFO type 15 at -1449.956 -464.487 6.1750213: $bm7x = create_pickup #INFO type 15 at -1475.956 -474.487 6.1750213: $bm8x = create_pickup #INFO type 15 at 1306.956 1253.487 10.8750213: $bm9x = create_pickup #INFO type 15 at 1306.956 1256.487 10.8750213: $bm1y = create_pickup #INFO type 15 at 2364.156 -1119.487 1050.8750213: $bm2y = create_pickup #INFO type 15 at 415.456 2528.487 16.6750213: $bm3y = create_pickup #INFO type 15 at -764.956 2435.487 157.8750213: $bm4y = create_pickup #INFO type 15 at -768.956 2440.487 157.0750213: $bm5y = create_pickup #INFO type 15 at -760.956 2428.487 157.0750213: $bm6y = create_pickup #INFO type 15 at 2193.656 -1226.487 1049.0750213: $bm7y = create_pickup #INFO type 15 at 2185.956 -1216.487 1049.0750213: $bm8y = create_pickup #INFO type 15 at 2201.656 -1216.687 1049.0750213: $bm9y = create_pickup #INFO type 15 at 2185.456 -1212.787 1049.0750213: $bm1z = create_pickup #INFO type 15 at 1287.956 -775.487 1091.975014B: $a1str = init_parked_car_generator #BLADE -1 -1 1 alarm 0 door_lock 0 0 10000 at 356.659 -1759.387 5.093 angle 91.0014C: set_parked_car_generator $a1str cars_to_generate_to 101014B: $a2str = init_parked_car_generator #FCR900 -1 -1 1 alarm 0 door_lock 0 0 10000 at 356.7582 -1752.42 5.372 angle 91.0014C: set_parked_car_generator $a2str cars_to_generate_to 101014B: $a3str = init_parked_car_generator #SAVANNA -1 -1 1 alarm 0 door_lock 0 0 10000 at 355.8104 -1741.295 5.649 angle 91.0014C: set_parked_car_generator $a3str cars_to_generate_to 101014B: $a4str = init_parked_car_generator #VORTEX -1 -1 1 alarm 0 door_lock 0 0 10000 at 350.392 -1809.295 4.52 angle 1.0014C: set_parked_car_generator $a4str cars_to_generate_to 101014B: $a5str = init_parked_car_generator #VOODOO -1 -1 1 alarm 0 door_lock 0 0 10000 at 356.093 -1809.581 4.52 angle 1.0014C: set_parked_car_generator $a5str cars_to_generate_to 101 014B: $h2str = init_parked_car_generator #STUNT -1 -1 1 alarm 0 door_lock 0 0 10000 at 235.8876 -1808.378 4.430 angle 341.0014C: set_parked_car_generator $h2str cars_to_generate_to 101014B: $h3str = init_parked_car_generator #SHAMAL -1 -1 1 alarm 0 door_lock 0 0 10000 at 328.8876 -1840.378 4.030 angle 91.0014C: set_parked_car_generator $h3str cars_to_generate_to 101014B: $at4la = init_parked_car_generator #AT400 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2002.8876 -2549.378 13.630 angle 13.6014C: set_parked_car_generator $at4la cars_to_generate_to 101014B: $fc9la = init_parked_car_generator #FCR900 -1 -1 1 alarm 0 door_lock 0 0 10000 at 1842.8876 -2384.378 13.630 angle 13.6014C: set_parked_car_generator $fc9la cars_to_generate_to 101014B: $a1cat = init_parked_car_generator #SANCHEZ -1 -1 1 alarm 0 door_lock 0 0 10000 at 895.659 -29.387 63.493 angle 191.0014C: set_parked_car_generator $a1cat cars_to_generate_to 101014B: $a1hom = init_parked_car_generator #BLADE -1 -1 1 alarm 0 door_lock 0 0 10000 at 2456.659 -1671.387 13.493 angle 91.0014C: set_parked_car_generator $a1hom cars_to_generate_to 101014B: $a1tow = init_parked_car_generator #FCR900 -1 -1 1 alarm 0 door_lock 0 0 10000 at 1553.659 -1365.387 329.493 angle 1.0014C: set_parked_car_generator $a1tow cars_to_generate_to 101014B: $a1sfa = init_parked_car_generator #FCR900 -1 -1 1 alarm 0 door_lock 0 0 10000 at -1428.659 -429.387 6.34 angle 91.0014C: set_parked_car_generator $a1sfa cars_to_generate_to 101014B: $a2sfa = init_parked_car_generator #TURISMO -1 -1 1 alarm 0 door_lock 0 0 10000 at -1433.659 -392.387 6.94 angle 91.0014C: set_parked_car_generator $a2sfa cars_to_generate_to 101032B: $w1hom = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at 2515.773 -1710.674 13.641032B: $w2hom = create_weapon_pickup #GRENADE 15 ammo 50 at 2526.053 -1719.2 13.641 0213: $w1tow = create_pickup #GUN_PARA type 15 at 1544.255 -1345.793 329.641032B: $w2tow = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at 1549.741 -1361.239 329.641032B: $w1dil = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at 792.741 -485.239 17.641032B: $w2dil = create_weapon_pickup #GRENADE 15 ammo 50 at 797.0533 -485.2 17.6410213: $w3dil = create_pickup #BODYARMOUR type 15 at 791.373 -496.674 17.641032B: $w1cat = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at 867.741 -16.239 63.1410213: $w2cat = create_pickup #BODYARMOUR type 15 at 878.373 -14.674 63.1410213: $w1str = create_pickup #BODYARMOUR type 15 at 305.773 -1771.674 4.6410213: $w2str = create_pickup #GUN_PARA type 15 at 302.255 -1771.793 4.641032B: $w3str = create_weapon_pickup #CAMERA 15 ammo 50 at 297.6533 -1771.7 4.641032B: $w4str = create_weapon_pickup #SNIPER 15 ammo 200 at 300.741 -1767.239 4.641032B: $w5str = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at 300.8294 -1764.375 4.641032B: $w6str = create_weapon_pickup #MP5LNG 15 ammo 3000 at 293.6533 -1771.7 4.641032B: $w7str = create_weapon_pickup #HEATSEEK 15 ammo 50 at 300.807 -1761.161 4.641032B: $w8str = create_weapon_pickup #AK47 15 ammo 6000 at 300.791 -1757.782 4.641032B: $w9str = create_weapon_pickup #MOLOTOV 15 ammo 50 at 300.809 -1754.556 4.641032B: $w1stj = create_weapon_pickup #JETPACK 15 ammo 0 at 280.334 -1798.089 4.430032B: $w1des = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at 414.741 2533.239 16.541032B: $w1sfa = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at -1423.741 -391.239 6.140213: $w2sfa = create_pickup #GUN_PARA type 15 at -1416.5 -389.793 5.740213: $w1lva = create_pickup #GUN_PARA type 15 at 1326.255 1255.793 10.6410213: $w2des = create_pickup #GUN_PARA type 15 at 405.255 2531.793 16.241 In the most apartements, at SF Airport,LV Aiport and up to the highest tower in LS are teleportpoints to beam to a other important lokation, marked with INFO - icons. In addition weapons and cars at St.Maria Beach I paste it in Patriks HCmod and played the game as well. my aktually state is at " A HOME IN THE HILLS " Edited August 12, 2005 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ZAZ Posted August 11, 2005 Author Share Posted August 11, 2005 (edited) sorry, I had this problem Edited August 12, 2005 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ZAZ Posted August 12, 2005 Author Share Posted August 12, 2005 Epilog At this point, I wonna give big credits to Jacob and Racer_s for their Places Manager and off course Bart Waterduck and, to Patrik W., who unlocked the greatful animations and for his competent teaching in scripting, here on this board CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
cl55684 Posted November 1, 2020 Share Posted November 1, 2020 On 8/12/2005 at 4:57 AM, ZAZ said: Epilog At this point, I wonna give big credits to Jacob and Racer_s for their Places Manager and off course Bart Waterduck and, to Patrik W., who unlocked the greatful animations and for his competent teaching in scripting, here on this board Does this code still work? Wanted to make a teleport that makes getting to another place with an animation. 15 years is a long time and was only a child when was only 7 at the time of 2005. Link to comment Share on other sites More sharing options...
ZAZ Posted November 1, 2020 Author Share Posted November 1, 2020 7 minutes ago, CleytonGames said: 15 years is a long time and was only a child when was only 7 at the time of 2005. WOW , yes, mega bump congraz for this record 7 minutes ago, CleytonGames said: Does this code still work? Wanted to make a teleport that makes getting to another place with an animation. It's written in outdated BW syntax You should read here and here, if you wanna make teleports But first you should think about if you wanna write a cleo script or a script for main.scm cl55684, wwwwandrarijaz, RyanDri3957V and 1 other 4 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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