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.Niklaus.

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Is it possible to insert a new code in spaceeinstein's All In One Mod's

main .scm

THE code is

Get CJ High and Drunk mod v1.15 Source Code

 

 

 

 

 

DEFINE OBJECTS  390DEFINE OBJECT cj_bear_bottle             ; Object number -389 added by rolla004F: create_thread ££DRUNK004F: create_thread ££SMOKE004F: create_thread ££DRINK:DRUNK03A4: name thread 'DRUNK'09E2: $rollacar = parked_car_generator_w_numberplate  567  93  03  0 alarm  0 door_lock  0  0  10000 plate "_ROLLA__" at 2504.047 -1678.798 13.37605 angle 16.0014C: set_parked_car_generator $rollacar cars_to_generate_to  1010004: $smokeon = 00004: $weednum = 104ED: load_animation "GANGS"0247: request model #CIGAR0006: @78 = 1:DRUNK30213: @2 = create_pickup  -201 type 3 at 2247.395 -1253.71  24.0 //game start (weed)0213: @3 = create_pickup  -201 type 3 at 2458.654 -1717.004  12.0 //ryders house (weed)0213: @4 = create_pickup  -201 type 3 at 511.1169 -72.95301  997.0 //bar (weed)0213: @6 = create_pickup  #CIGAR type 3 at 2463.143 -1712.092  13.50691 //ryders house (blunt)0213: @7 = create_pickup  #CIGAR type 3 at 2253.906 -1250.897  25.45253 //game start (blunt)0213: @8 = create_pickup  #CIGAR type 3 at 510.2982 -76.86326  998.7578 //bar (blunt):DRUNK40001: wait  500 ms00D6: if  220214: pickup @2 picked up0214: pickup @3 picked up0214: pickup @4 picked up004D: jump if false ££DRUNK410215: destroy pickup  @20215: destroy pickup  @30215: destroy pickup  @40004: $weednum = 00004: $bottlenum = 0016A: fade  0 ()  500 ms0001: wait  1000 ms0002: jump ££DRUNK42:DRUNK4100D6: if  220214: pickup @6 picked up0214: pickup @7 picked up0214: pickup @8 picked up004D: jump if false ££DRUNK80215: destroy pickup  @60215: destroy pickup  @70215: destroy pickup  @80004: $weednum = 10004: $bottlenum = 003FD: set player $PLAYER_CHAR handling responsiveness  1052C: set player $PLAYER_CHAR drunk visuals  0015D: set gamespeed  1.0016A: fade  0 ()  500 ms0001: wait  1000 ms0002: jump ££DRUNK5:DRUNK42; weed00D6: if  00038: $smokeon == 0004D: jump_if_false ££DRUNK4503FD: set player $PLAYER_CHAR handling responsiveness  5052C: set player $PLAYER_CHAR drunk visuals  255 015D: set gamespeed  .750002: jump ££DRUNK5:DRUNK45; if pickup already picked up, do this03FD: set player $PLAYER_CHAR handling responsiveness  1052C: set player $PLAYER_CHAR drunk visuals  0015D: set gamespeed  1.00004: $smokeon = 00108: destroy_object $blunt0004: $weednum = 10004: $blunton = 00004: $bottlenum = 0016A: fade  1 (back)  500 ms0001: wait 10000 ms0002: jump ££DRUNK3:DRUNK5; blunt goes straight here, weed goes here after effects are made00D6: if  00038: $smokeon == 0004D: jump_if_false ££DRUNK4504ED: load_animation "smoking"0247: request model #CIGAR0004: $smokeon = 1:DRUNK5500D6: if 00038: $drinkon == 1004D: jump if false ££DRUNK70004: $drinkon = 00108: destroy_object $bottle:DRUNK70001: wait 500 ms00A0: store_actor $PLAYER_ACTOR position_to $x $y $z0107: $blunt = create_object #CIGAR at  $x $y $z070A: unknown_action_sequence $PLAYER_ACTOR $blunt  .04  .1 .05  6  16 "NULL" "NULL" -10004: $blunton = 1016A: fade  1 (back)  500 ms0002: jump ££DRUNK3:DRUNK800D6: if 00038: $smokeon == 1004D: jump if false ££DRUNK4:DRUNK81234    ;this keeps the drunk effect going on, no more wearing off! 00D6: if  2 0038: $weednum == 00038: $drinkon == 00038: $smokeon == 1004D: jump_if_false ££DRUNK812:DRUNK80100D6: if  218039: NOT player $PLAYER_CHAR drunk visuals == 2558039: NOT player $PLAYER_CHAR handling responsiveness == 5004D: jump_if_false ££DRUNK81203FD: set player $PLAYER_CHAR handling responsiveness  5052C: set player $PLAYER_CHAR drunk visuals  255015D: set gamespeed  .75:DRUNK81200D6: if  20038: $blunton == 10038: $smokeon == 180DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££DRUNK85:DRUNK815  00D6: if 000E1:   key pressed  0  15; enter car004D: jump_if_false ££DRUNK810002: jump ££DRUNK82 :DRUNK8100D6: if 2102D8:   actor $PLAYER_ACTOR currentweapon ==  002D8:   actor $PLAYER_ACTOR currentweapon ==  1004D: jump_if_false ££DRUNK820002: jump ££DRUNK9 :DRUNK820108: destroy_object $blunt0004: $blunton = 00002: jump ££DRUNK9:DRUNK8500D6: if  20038: $blunton == 00038: $smokeon == 180DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££DRUNK9:DRUNK8600D6: if 2200E1: key pressed  0  15; enter car02D8: actor $PLAYER_ACTOR currentweapon ==  002D8: actor $PLAYER_ACTOR currentweapon ==  1004D: jump_if_false ££DRUNK9:DRUNK8700D6: if 2; if running to a car80E1:   NOT key pressed  0  0; move 80E1:   NOT key pressed  0  1;move82A0:   NOT actor $PLAYER_ACTOR stopped004D: jump_if_false ££DRUNK880002: jump ££DRUNK9:DRUNK8800A0: store_actor $PLAYER_ACTOR position_to $x $y $z0107: $blunt = create_object #CIGAR at  $x $y $z070A: unknown_action_sequence $PLAYER_ACTOR $blunt  .04  .1 .05  6  16 "NULL" "NULL" -10004: $blunton = 1:DRUNK900D6: if  2500E1:   key pressed  0  0; move 00E1:   key pressed  0  1;move00E1:   key pressed  0  15;enter/exit00E1:   key pressed  0  17;shoot00E1:   key pressed  0  14;jump00E1:   key pressed  0  18;crouch004D: jump_if_false ££DRUNK1000D6: if  00611: $PLAYER_ACTOR "SMKCIG_PRTL"004D: jump_if_false ££DRUNK1000D6: if  080DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££DRUNK100605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS"   1.0  0  0  0  0  1:DRUNK1000D6: if  2047A:    actor $PLAYER_ACTOR on_motorbike82A0:    NOT actor $PLAYER_ACTOR stopped0611:    $PLAYER_ACTOR "SMKCIG_PRTL"004D: jump_if_false ££DRUNK110605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS"   1.0  0  0  0  0  1:DRUNK1100D6: if  500DF: actor $PLAYER_ACTOR driving0038: $blunton == 00038: $smokeon == 180E1: NOT key pressed  0  17;shoot80E1: NOT key pressed  0  5;look l80E1: NOT key pressed  0  7;look r004D: jump_if_false ££DRUNK1200A0: store_actor $PLAYER_ACTOR position_to $x $y $z0107: $blunt = create_object #CIGAR at  $x $y $z070A: unknown_action_sequence $PLAYER_ACTOR $blunt  .04  .1 .05  6  16 "NULL" "NULL" -10004: $blunton = 1:DRUNK1200D6: if  200DF: actor $PLAYER_ACTOR driving0038: $blunton == 10038: $smokeon == 1004D: jump_if_false ££DRUNK4:DRUNK1300D6: if  2200E1: key pressed  0  17;shoot00E1: key pressed  0  5;look l00E1: key pressed  0  7;look r004D: jump_if_false ££DRUNK40605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS"   1.0  0  0  0  0 10108: destroy_object $blunt0004: $blunton = 00002: jump ££DRUNK4004E: end thread:SMOKE03A4: name thread 'SMOKE':SMOKE050004: $startcount = 00001: wait 250 ms0004: $smokecount = 150004: $drinkcount = 20:SMOKE100D6: if 080DF:   NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££SMOKE1500D6: if 2102D8:    actor $PLAYER_ACTOR currentweapon ==  002D8:    actor $PLAYER_ACTOR currentweapon ==  1004D: jump_if_false ££SMOKE05:SMOKE1500D6: if  2102A0:   actor $PLAYER_ACTOR stopped00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££SMOKE050001: wait 250 ms0008: $startcount +=  1 ;; integer values00D6: if  08038: NOT $smokecount == 15004D: jump_if_false ££SMOKE160008: $smokecount +=  1:SMOKE1600D6: if  08038: NOT $drinkcount == 20004D: jump_if_false ££SMOKE20008: $drinkcount +=  1 :SMOKE200D6: if  210031:    $startcount >= 1000DF:    actor $PLAYER_ACTOR driving004D: jump_if_false ££SMOKE100D6: if  00038: $smokeon == 1 004D: jump_if_false ££SMOKE3:SMOKE2200D6: if  00611: $PLAYER_ACTOR "SMKCIG_PRTL" 004D: jump_if_false ££SMOKE250613: $PLAYER_ACTOR "SMKCIG_PRTL" @6 00D6: if  10031:   @6 >=  .4 ;; floating-point values 0023:    .7 > @6 ;; floating-point values004D: jump_if_false ££SMOKE23 064C: @130669: "EXHALE" $PLAYER_ACTOR  0.0  0.0  0.0  1 @130883: @13 $PLAYER_ACTOR  5:SMOKE2300D6: if  00611: $PLAYER_ACTOR "SMKCIG_PRTL" 004D: jump_if_false ££SMOKE250613: $PLAYER_ACTOR "SMKCIG_PRTL" @6 00D6: if  00031:   @6 >=  .7 ;; floating-point values 004D: jump_if_false ££SMOKE240650: @13:SMOKE2400D6: if  000DF:    actor $PLAYER_ACTOR driving 004D: jump_if_false ££SMOKE1:SMOKE2500D6: if 700DF:    actor $PLAYER_ACTOR driving82A0:    NOT actor $PLAYER_ACTOR stopped847A:    NOT actor $PLAYER_ACTOR on_motorbike0038:    $blunton == 10038:    $smokecount == 1580E1:    NOT key pressed  0  17;shoot80E1:    NOT key pressed  0  5;look l80E1:    NOT key pressed  0  7;look r004D: jump_if_false ££SMOKE2550605: unknown_action_sequence $PLAYER_ACTOR "SMOKE_IN_CAR" "PED"   1.0  0  0  0  0 00004: $smokecount = 00002: jump ££SMOKE1:SMOKE25500D6: if 500DF:    actor $PLAYER_ACTOR driving02A0:    actor $PLAYER_ACTOR stopped0038:    $blunton == 180E1:    NOT key pressed  0  17;shoot80E1:    NOT key pressed  0  5;look l80E1:    NOT key pressed  0  7;look r004D: jump_if_false ££SMOKE260605: unknown_action_sequence $PLAYER_ACTOR "SMKCIG_PRTL" "GANGS"   1.0  0  0  0  0  00002: jump ££SMOKE1:SMOKE2600D6: if 580DF:    NOT actor $PLAYER_ACTOR driving02A0:    actor $PLAYER_ACTOR stopped80E1:    NOT key pressed  0  17;shoot80E1:    NOT key pressed  0  5;look l80E1:    NOT key pressed  0  7;look r0038:    $blunton == 1004D: jump_if_false ££SMOKE10605: unknown_action_sequence $PLAYER_ACTOR "SMKCIG_PRTL" "GANGS"   1.0  0  0  0  0 00002: jump ££SMOKE1:SMOKE300D6: if  70038:    $drinkon == 10038:    $bottleon == 18611:    NOT $PLAYER_ACTOR "DRNKBR_PRTL"847A:    NOT actor $PLAYER_ACTOR on_motorbike0038:    $drinkcount == 2080E1:    NOT key pressed  0  17;shoot80E1:    NOT key pressed  0  5;look l80E1:    NOT key pressed  0  7;look r004D: jump_if_false ££SMOKE10605: unknown_action_sequence $PLAYER_ACTOR "DRNKBR_PRTL" "GANGS"  1.0  0  0  0  0  00004: $drinkcount = 00002: jump ££SMOKE1004E: end thread:DRINK03A4: name thread 'DRINK'04ED: load_animation "GANGS"0247: request model #KB_BEER0247: request model #cj_bear_bottle0004: $drinkon = 00006: @30 = 10006: @31 = 10004: $bottlenum = 0:DRINK20213: @2 = create_pickup  #KB_BEER type 3 at 2251.814 -1255.919  25.45161 //game start (beer)0213: @3 = create_pickup  #KB_BEER type 3 at 2450.654 -1710.004  13.56381 //ryders house (beer)0213: @4 = create_pickup  #KB_BEER type 3 at 499.9867 -76.86562  999.6047 //bar (beer)0213: @6 = create_pickup  -389 type 3 at 2254.729 -1254.212  25.45676 //game start (wine)0213: @7 = create_pickup  -389 type 3 at 2450.213 -1716.74  13.6833 //ryders house (wine)0213: @8 = create_pickup  -389 type 3 at 499.0795 -73.34201  998.7578 //bar (wine):DRINK30001: wait  500 ms00D6: if  220214: pickup @6 picked up0214: pickup @7 picked up0214: pickup @8 picked up004D: jump if false ££DRINK410215: destroy pickup  @60215: destroy pickup  @70215: destroy pickup  @80004: $bottlenum = 2016A: fade  0 ()  500 ms0001: wait  1000 ms0002: jump ££DRINK42:DRINK4100D6: if  220214: pickup @2 picked up0214: pickup @3 picked up0214: pickup @4 picked up004D: jump if false ££DRINK60215: destroy pickup  @20215: destroy pickup  @30215: destroy pickup  @40004: $bottlenum = 1016A: fade  0 ()  500 ms0001: wait  1000 ms0006: @55 = -3890006: @30 = 00006: @31 = 003FD: set player $PLAYER_CHAR handling responsiveness  1052C: set player $PLAYER_CHAR drunk visuals  0015D: set gamespeed  1.00002: jump ££DRINK45:DRINK42;wine bottle pickup code00D6: if  00038: $drinkon == 0004D: jump_if_false ££DRINK3503FD: set player $PLAYER_CHAR handling responsiveness  5052C: set player $PLAYER_CHAR drunk visuals  255015D: set gamespeed  1.00006: @55 = -3890006: @30 = 00006: @31 = 00002: jump ££DRINK45:DRINK35;if bottle has been picked up, execute this00D6: if 00038: $drinkon == 1004D: jump if false ££DRINK30004: $drinkon = 00108: destroy_object $bottle0004: $bottlenum = 00004: $bottleon = 003FD: set player $PLAYER_CHAR handling responsiveness  1052C: set player $PLAYER_CHAR drunk visuals  0015D: set gamespeed  1.00006: @30 = 10006: @31 = 1016A: fade  1 (back)  500 ms0001: wait 10000 ms0002: jump ££DRINK2:DRINK45;beer bottle pickup code (and eventual wine code)00D6: if 00038: $drinkon == 0004D: jump if false ££DRINK350004: $drinkon = 1 ;set drink pickup picked up0004: $smokeon = 0 ;set weed pickup not picked up04C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset  0.0  0.0  0.00107: $bottle = create_object @55 at  $x $y $z0177: set_object $bottle z_angle_to  90.0035D: toggle_object $bottle targetable  1 0004: $bottleon = 1070A: unknown_action_sequence $PLAYER_ACTOR $bottle  @31  @31  @30  6  16 "NULL" "NULL" -1 //left016A: fade  1 (back)  500 ms0002: jump ££DRINK2:DRINK600D6: if  00038: $drinkon == 1004D: jump if false ££DRINK3:DRINK61    ;this keeps the drunk effect going on, no more wearing off! 00D6: if  2 0038: $bottlenum == 20038: $smokeon == 00038: $drinkon == 1004D: jump_if_false ££DRINK812:DRINK6200D6: if  218039: NOT player $PLAYER_CHAR drunk visuals == 2558039: NOT player $PLAYER_CHAR handling responsiveness == 5004D: jump_if_false ££DRINK81203FD: set player $PLAYER_CHAR handling responsiveness  5052C: set player $PLAYER_CHAR drunk visuals  255:DRINK81200D6: if  20038: $bottleon == 10038: $drinkon == 180DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££DRINK85:DRINK815  00D6: if 000E1:   key pressed  0  15; enter car004D: jump_if_false ££DRINK810002: jump ££DRINK82 :DRINK8100D6: if 2102D8:   actor $PLAYER_ACTOR currentweapon ==  002D8:   actor $PLAYER_ACTOR currentweapon ==  1004D: jump_if_false ££DRINK820002: jump ££DRINK9 :DRINK820108: destroy_object $bottle0004: $bottleon = 00002: jump ££DRINK9:DRINK8500D6: if  20038: $bottleon == 00038: $drinkon == 180DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££DRINK9:DRINK8600D6: if 2200E1: key pressed  0  15; enter car02D8: actor $PLAYER_ACTOR currentweapon ==  002D8: actor $PLAYER_ACTOR currentweapon ==  1004D: jump_if_false ££DRINK9:DRINK8700D6: if 2; if running to a car80E1:   NOT key pressed  0  0; move 80E1:   NOT key pressed  0  1;move82A0:   NOT actor $PLAYER_ACTOR stopped004D: jump_if_false ££DRINK880002: jump ££DRINK9:DRINK8800D6: if 00038: $drinkon == 104C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset  0.0  0.0  0.00107: $bottle = create_object @55 at  $x $y $z070A: unknown_action_sequence $PLAYER_ACTOR $bottle  @31  @31  @30  6  16 "NULL" "NULL" -10004: $bottleon = 1:DRINK900D6: if  2500E1:   key pressed  0  0; move 00E1:   key pressed  0  1;move00E1:   key pressed  0  15;enter/exit00E1:   key pressed  0  17;shoot00E1:   key pressed  0  14;jump00E1:   key pressed  0  18;crouch004D: jump_if_false ££DRINK1100D6: if  10611: $PLAYER_ACTOR "DRNKBR_PRTL"80DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££DRINK110605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS"   1.0  0  0  0  0 1:DRINK1100D6: if  500DF: actor $PLAYER_ACTOR driving0038: $bottleon == 00038: $drinkon == 180E1: NOT key pressed  0  17;shoot80E1: NOT key pressed  0  5;look l80E1: NOT key pressed  0  7;look r004D: jump_if_false ££DRINK1204C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset  0.0  0.0  0.00107: $bottle = create_object @55 at  $x $y $z070A: unknown_action_sequence $PLAYER_ACTOR $bottle  @31  @31  @30  6  16 "NULL" "NULL" -10004: $bottleon = 1:DRINK1200D6: if  200DF: actor $PLAYER_ACTOR driving0038: $bottleon == 10038: $drinkon == 1004D: jump_if_false ££DRINK3:DRINK1300D6: if  2200E1: key pressed  0  17;shoot00E1: key pressed  0  5;look l00E1: key pressed  0  7;look r004D: jump_if_false ££DRINK30605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS"   1.0  0  0  0  0 10108: destroy_object $bottle0004: $bottleon = 00002: jump ££DRINK3004E: end thread

 

 

using this code CJ can smoke and drink while driving and on foot

U can get spaceeinstein's all in one mod in this link

IF u are successful plz send me the main.scm file

 

ANYWAY

THANX IN ADVANCE

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You asked there, but you made its own thread? blink.gif

 

Judging by the size, I'd say probably not. Judging by the amount of keypress options both mods no doubt have, I'm thinking no. I could be wrong though as I'm not terribly familiar with either.

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