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CarCrack & DoorLock


Wesser
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CARCRACK & DOORLOCK

 

 

004F: create_thread ££MAPINIT_185 004F: create_thread ££CARNAME_1.......................:MAPINIT_18503A4: name_thread "DLOCK":MAPINIT_1880001: wait  0 ms 00D6: if  1 00E1:   key_pressed  0  11 00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££MAPINIT_188 0001: wait  700 ms00D6: if  1 00E1:   key_pressed  0  11 00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££MAPINIT_1880002: jump ££MAPINIT_202:MAPINIT_2020001: wait  0 ms00D6: if  0 0019:   $11290 >  0 ;; integer values004D: jump_if_false ££MAPINIT_23500D6: if  2 847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle84A7:   NOT   actor $PLAYER_ACTOR driving_boat004D: jump_if_false ££MAPINIT_188 00D6: if  6    8137:   NOT   car $11289 id == #CADDY 8137:   NOT   car $11289 id == #KART8137:   NOT   car $11289 id == #MOWER8137:   NOT   car $11289 id == #BAGGAGE 8137:   NOT   car $11289 id == #FORKLIFT8137:   NOT   car $11289 id == #TRACTOR 8137:   NOT   car $11289 id == #DOZER 004D: jump_if_false ££MAPINIT_188 00D6: if  5 8137:   NOT   car $11289 id == #COMBINE 8137:   NOT   car $11289 id == #VORTEX8137:   NOT   car $11289 id == #RHINO 8137:   NOT   car $11289 id == #SWATVAN 8137:   NOT   car $11289 id == #BANDITO 8137:   NOT   car $11289 id == #BFINJECT8137:   NOT   car $11289 id == #BLOODRA 004D: jump_if_false ££MAPINIT_1880002: jump ££MAPINIT_215:MAPINIT_21503CF: load_wav  32402 as  30001: wait  0 ms00D6: if  0 03D0:   wav  3 loaded004D: jump_if_false ££MAPINIT_21503D1: play_wav  3040D: unload_wav  3020A: set_car $11289 door_status_to  2 0004: $11290 =  0 ;; integer values004F: create_thread ££CARLITE_10002: jump ££MAPINIT_188 :MAPINIT_23503CF: load_wav  32402 as  30001: wait  0 ms00D6: if  0 03D0:   wav  3 loaded004D: jump_if_false ££MAPINIT_23503D1: play_wav  3040D: unload_wav  3020A: set_car $11289 door_status_to  1 0004: $11290 =  1 ;; integer values 0459: end_thread_named 'CARCRAK'0002: jump ££MAPINIT_188:CARNAME_103A4: name_thread 'CARNAME' :CARNAME_20001: wait  0 ms 00D6: if  1 0256:   player $PLAYER_CHAR defined00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££CARNAME_2 03C0: $11289 = actor $PLAYER_ACTOR car:CARNAME_110001: wait  0 ms00D6: if  0 80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££CARNAME_11 0004: $11290 =  1 ;; integer values01C3: remove_references_to_car $11289 ;; Like turning a car into any random car0002: jump ££CARNAME_2 :CARLITE_103A4: name_thread "CARCRAK" :CARLITE_20001: wait  0 ms00D6: if  0 0256:   player $PLAYER_CHAR defined004D: jump_if_false ££CARLITE_2 00D6: if  5 0256:   player $PLAYER_CHAR defined0038:   $ON_MISSION ==  0 ;; integer values00DF:   actor $PLAYER_ACTOR driving847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle84A7:   NOT   actor $PLAYER_ACTOR driving_boat004D: jump_if_false ££CARLITE_2 03C0: @0 = actor $PLAYER_ACTOR car0441: @2 = car @0 model0001: wait  0 ms00D6: if  0 0A01:   @2 004D: jump_if_false ££CARLITE_2 03F3: get_car @0 color @13 @14:CARLITE_230001: wait  0 ms 00D6: if  0 00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££CARLITE_177 00D6: if  0 056E:   carcass_of_car @0 valid004D: jump_if_false ££CARLITE_177 0002: jump ££CARLITE_42  :CARLITE_420001: wait  0 ms00D6: if  1 80DF:   NOT   actor $PLAYER_ACTOR driving01C1:   car @0 stopped004D: jump_if_false ££CARLITE_42  0001: wait  0 ms 00D6: if  0 80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££CARLITE_177  :CARLITE_800007: @3 = -1.0 ;; floating-point values0007: @4 =  0.0 ;; floating-point values0407: create_coordinate @9 @10 @11 from_car @0 offset  @3 @4 -.2:CARLITE_820001: wait  0 ms 00D6: if  0 80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££CARLITE_177 00D6: if  0 00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @9 @10 @11 radius  1.5  1.5  1.0 004D: jump_if_false ££CARLITE_82 :CARLITE_920001: wait  0 ms 04ED: load_animation "BOMBER" 00D6: if  0 04EE:   animation "BOMBER" loaded004D: jump_if_false ££CARLITE_92 :CARLITE_1090001: wait  0 ms 00D6: if  0 80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££CARLITE_122 03E6: remove_text_box0002: jump ££CARLITE_124 :CARLITE_12203E6: remove_text_box0002: jump ££CARLITE_177 :CARLITE_1240001: wait  0 ms 00D6: if  0 80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££CARLITE_177 00D6: if  1  0597:   actor $PLAYER_ACTOR crouching00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @9 @10 @11 radius  1.5  1.5  1.0  004D: jump_if_false ££CARLITE_124 0001: wait  0 ms0668: AS_actor $PLAYER_ACTOR rotate_to_point  @9 @10 @11  1500 ms01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen) 0006: @32 =  0 ;; integer values008A: $11290 = @32 ;; integer values and handles0014: $11290 /=  100 ;; integer values03C4: set_status_text_to $11290  1 (bar) 'NUMBER' ; ~1~0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_IN" from_file "BOMBER"  4.0 loop  0  0  0  0 -1 ms0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER"  4.0 loop  0  0  0  0  5000 ms054C: use_GXT_table 'STEAL5' 00BC: text_highpriority 'STL5_AC'  2000 ms  1  ; ~z~Sto per riparare le gomme. Dovrebbe essere pronta fra poco.:CARLITE_1470001: wait  0 ms008A: $11290 = @32 ;; integer values and handles0014: $11290 /=  100 ;; integer values 00D6: if  0 0019:   @32 >  5200 ;; integer values004D: jump_if_false ££CARLITE_147 0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER"  4.0 loop  0  0  0  0  5000 ms:CARLITE_1580001: wait  0 ms008A: $11290 = @32 ;; integer values and handles0014: $11290 /=  100 ;; integer values 00D6: if  0 0019:   @32 >  10000 ;; integer values004D: jump_if_false ££CARLITE_158 0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_CROUCH_OUT" from_file "BOMBER"  4.0 loop  0  0  0  0 -1 ms01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)  020A: set_car @0 door_status_to  10151: remove_status_text $1129004EF: release_animation "BOMBER" 0001: wait  0 ms0002: jump ££CARLITE_177 :CARLITE_1770001: wait  0 ms 00D6: if  0 00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££CARLITE_177 00D6: if  0 0448:   actor $PLAYER_ACTOR in_car @0004D: jump_if_false ££CARLITE_209 :CARLITE_20900D6: if  0 0256:   player $PLAYER_CHAR defined004D: jump_if_false ££CARLITE_2 00D6: if  0 00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££CARLITE_177 03C0: @0 = actor $PLAYER_ACTOR car03F3: get_car @0 color @16 @1700D6: if  2 0137:   car @0 id == @2 04A4:   @13 == @16 ;; integer values OR floating-point values04A4:   @14 == @17 ;; integer values OR floating-point values004D: jump_if_false ££CARLITE_2 004E: end_thread

 

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Is there a problem with the code?

are you releasing the code for a mod?

whats the story here?

a large chunk of code with no explanation isn't of any use.

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Which is the problem?

The code to me works.

 

SCM.INI

http://rapidshare.com/files/17377714/SASCM.INI.html

I think, DexX was trying to say that the script mods have to be released (published) at Mod Showroom. This forum is for the coding issues discussion/resolving.

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