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Teleport script


ZAZ
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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 by ZAZ
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Epilog

At this point, I wonna give big credits to

Jacob and Racer_s for their Places Manager cookie.gif

and off course Bart Waterduck cookie.gifinlove.gif

and, to Patrik W., who unlocked the greatful animations and for his competent teaching in scripting, here on this board cookie.gifcookie.gifcookie.gif

 

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  • 15 years later...
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.

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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 :wtf: 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

 

 

 

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