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Tommy Verceti swimming


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Ask and thou shalt receive. smile.gif

 

I don't have the complete 1.5 package, but I did find the mission mods in a not-so-used folder, so here it is.

 

 

; Swimming mod. Press FORWARD when in water to "swim".; Stear with the mouse.; This mod doesn't work very well with missions that use boats.004F: create_thread ££SwimmingMod  ...:SwimmingMod0001: wait 250 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££SwimmingMod 00D6: if 0 80E0:   NOT   player $PLAYER_CHAR driving 004D: jump_if_false ££SwimmingMod5 0054: store_player $PLAYER_CHAR position_to 1@ 2@ 3@ ; no-swim areas (because z_ground didn't do it)00D6: if 0 8057:   NOT   player $PLAYER_CHAR 0 in_cube -209.0 -1450.0 0.0 -110.0 -1337.0 20.0 004D: jump_if_false ££SwimmingMod 00D6: if 1 0021:   3@ > 0.0 ;; floating-point values 0023:   7.0 > 3@ ;; floating-point values 004D: jump_if_false ££SwimmingMod :SwimmingMod20001: wait 50 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££SwimmingMod 0054: store_player $PLAYER_CHAR position_to 1@ 2@ 3@ 00D6: if 0 0023:   7.0 > 3@ ;; floating-point values 004D: jump_if_false ££SwimmingMod 00D6: if 21 0021:   3@ > -10.0 ;; floating-point values 80E1:   NOT   key_pressed 0 8 004D: jump_if_false ££SwimmingMod4 00D6: if 0 00E1:   key_pressed 0 8 004D: jump_if_false ££SwimmingMod2 00D6: if 0 8118:   NOT   actor $PLAYER_ACTOR dead 004D: jump_if_false ££SwimmingMod 04C4: create_coordinate 5@ 6@ 7@ from_actor $PLAYER_ACTOR offset 0.0 2.0 0.0 0055: put_player $PLAYER_CHAR at 5@ 6@ 7@ 0002: jump ££SwimmingMod2 :SwimmingMod40055: put_player $PLAYER_CHAR at 1@ 2@ -100.0 0002: jump ££SwimmingMod2 :SwimmingMod503C1: 4@ = player $PLAYER_CHAR car 00D6: if 0 02BF:   car 4@ sunk 004D: jump_if_false ££SwimmingMod 00D6: if 3 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #rio 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #predator 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #squalo 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #speeder 004D: jump_if_false ££SwimmingMod 00D6: if 3 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #reefer 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #tropic 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #skimmer 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #coastg 004D: jump_if_false ££SwimmingMod 00D6: if 3 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #dinghy 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #marquis 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #jetmax 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #SEASPAR 004D: jump_if_false ££SwimmingMod 00D6: if 3 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #rcbandit 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #rcbaron 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #rcraider 80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #rcgoblin 004D: jump_if_false ££SwimmingMod 0001: wait 1000 ms 0407: create_coordinate 1@ 2@ 3@ from_car 4@ offset -3.0 0.0 0.0 012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car 0002: jump ££SwimmingMod 

 

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spaceeinstein

My All in One Mod has a slight update to that code. I discontinued it a long time ago so the code is pretty out-dated. I don't have the original code so I just ripped it out of the file.

 

:Label034E050001: wait  250 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££Label034E0500D6: if  080E0:   NOT   player $PLAYER_CHAR driving004D: jump_if_false ££Label034F680054: store_player $PLAYER_CHAR position_to  1@  2@  3@00D6: if  18057:   NOT   player $PLAYER_CHAR  0 ()in_cube -209.0 -1450.0  0.0  154.0 -1297.0  20.08057:   NOT   player $PLAYER_CHAR  0 ()in_cube -995.0 -885.0  0.0 -865.0  250.0  20.0004D: jump_if_false ££Label034E0500D6: if  10021:    3@ >  0.0;; floating-point values0023:    7.0 >  3@;; floating-point values004D: jump_if_false ££Label034E05:Label034EAC0001: wait  50 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££Label034E050054: store_player $PLAYER_CHAR position_to  1@  2@  3@00D6: if  00023:    7.0 >  3@;; floating-point values004D: jump_if_false ££Label034E0500D6: if  210021:    3@ > -10.0;; floating-point values80E1:   NOT   key_pressed  0  8004D: jump_if_false ££Label034F5100D6: if  000E1:   key_pressed  0  8004D: jump_if_false ££Label034EAC00D6: if  08118:   NOT   actor $PLAYER_ACTOR dead004D: jump_if_false ££Label034E0504C4: create_coordinate  5@  6@  7@ from_actor $PLAYER_ACTOR offset  0.0  2.0  0.00055: put_player $PLAYER_CHAR at  5@  6@  7@0002: jump ££Label034EAC:Label034F510055: put_player $PLAYER_CHAR at  1@  2@ -100.00002: jump ££Label034EAC:Label034F6803C1:  4@ = player $PLAYER_CHAR car00D6: if  002BF:   car  4@ sunk004D: jump_if_false ££Label034E0500D6: if  584A8:   NOT   unknown_player_driving_boat $PLAYER_CHAR84C9:   NOT   unknown_player_driving_plane $PLAYER_CHAR80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #RCBANDIT80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #RCBARON80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #RCRAIDER80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #RCGOBLIN004D: jump_if_false ££Label034E050001: wait  1000 ms0407: create_coordinate  1@  2@  3@ from_car  4@ offset -3.0  0.0  0.0012A: put_player $PLAYER_CHAR at  1@  2@  3@ and_remove_from_car0002: jump ££Label034E05

 

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