.Niklaus. Posted August 28, 2005 Share Posted August 28, 2005 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 Link to comment Share on other sites More sharing options...
.Niklaus. Posted August 28, 2005 Author Share Posted August 28, 2005 OH I FORGOT.... ANYWAY HEY THE LINK IS HERE http://www.gtaforums.com/index.php?showtop...0entry3127458 Link to comment Share on other sites More sharing options...
Demarest Posted August 28, 2005 Share Posted August 28, 2005 You asked there, but you made its own thread? 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. Link to comment Share on other sites More sharing options...
Y_Less Posted August 28, 2005 Share Posted August 28, 2005 The best thing to do is PM space, its his mod, we cant add it for you. Link to comment Share on other sites More sharing options...
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