Wesser Posted February 20, 2007 Share Posted February 20, 2007 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 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
DexX Posted February 20, 2007 Share Posted February 20, 2007 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. Link to comment Share on other sites More sharing options...
Wesser Posted February 20, 2007 Author Share Posted February 20, 2007 Which is the problem? The code to me works. SCM.INI http://rapidshare.com/files/17377714/SASCM.INI.html 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
Gouveia Posted February 20, 2007 Share Posted February 20, 2007 he is saying that you didn't ecplain what is the code.... Link to comment Share on other sites More sharing options...
Seemann Posted February 20, 2007 Share Posted February 20, 2007 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. Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
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