Jump to content

Having a Stripped Main.Scm


ryan101

Recommended Posts

I was wondering if somebody had already made a stripped Main.Scm file, with all the missions gone but all the external scripts working as if you had already beat the game. I was going to do this myself but I realised that it would take some time, so I figured I'd ask if anybody else had already done it.

 

Also, I tried to get just one external script working. I took the external script code from the original Main.Scm and added it to my stripped-down Main.Scm (which is from Steve-M's Map Cleaner). It won't work though.

 

 

DEFINE VERSION SA 0.330002: jump ££Second_SegmentDEFINE MEMORY  33085  ; Equals Mission Builder type global variable range $2 to $299:Second_Segment0002: jump ££Third_SegmentDEFINE OBJECTS  2DEFINE OBJECT PARACHUTE                  ; Object number -307DEFINE OBJECT PARA_COLLISION             ; Object number -336:Third_Segment0002: jump ££Fourth_SegmentDEFINE MISSIONS  0:Fourth_Segment0002: jump ££Fifth_SegmentDEFINE EXTERNAL_SCRIPTS  1DEFINE EXTERNAL_SCRIPT_NAME PLAYER_PARACHUTE ;  0  player using parachute:Fifth_Segment0002: jump ££Sixth_SegmentDEFINE UNKNOWN_FIFTH_SEGMENTDEFINE UNKNOWN1  0:Sixth_Segment0002: jump ££MAIN_1DEFINE UNKNOWN_SIXTH_SEGMENTDEFINE UNKNOWN3  0;-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade  0 ()  0 ms042C: set_total_missions_to  0030D: set_total_mission_points_to  001F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  10  00005: $249 =  1073.32 ;; floating-point values0005: $248 = -344.9416 ;; floating-point values0004: $247 =  73.99219 ;; integer values04E4: unknown_refresh_game_renderer_at $249 $24803CB: set_camera $249 $248 $247062A: change_stat  165 (energy) to  999.0 ; float062A: change_stat  23 (muscle) to  999.0 ; float062A: change_stat  21 (fat) to  0.0 ; float062A: change_stat  163 (health upgrade) to  999.0 ; float062A: change_stat  160 (driving skill) to  999.0 ; float062A: change_stat  229 (bike skill) to  999.0 ; float062A: change_stat  223 (pilot skill) to  999.0 ; float062A: change_stat  230 (cycling skill) to  999.0 ; float0629: change_stat  181 (islands unlocked) to  4 ; integer see statdisp.dat0629: change_stat  68 () to  0 ; integer see statdisp.dat0053: $2 = create_player $246 at $249 $248 $24707AF: $11 = player $2 group01F5: $3 = create_emulated_actor_from_player $20373: set_camera_directly_behind_player0173: set_actor $3 z_angle_to  262.0014B: $299 = init_parked_car_generator  400 -1 -1  1 alarm  0 door_lock  1  0  10000 at  1050.003 -313.7155  74.08542 angle 90.0014C: set_parked_car_generator $299 cars_to_generate_to  101014B: $298 = init_parked_car_generator  425 -1 -1  1 alarm  0 door_lock  1  0  10000 at  1108.84 -345.1898  72.56297 angle 90.0014C: set_parked_car_generator $298 cars_to_generate_to  101014B: $297 = init_parked_car_generator  424 -1 -1  1 alarm  0 door_lock  1  0  10000 at  1050.237 -306.3387  74.0489 angle 90.0014C: set_parked_car_generator $297 cars_to_generate_to  101014B: $296 = init_parked_car_generator  406 -1 -1  1 alarm  0 door_lock  1  0  10000 at  1059.851 -288.3185  75.50648 angle  180.0014C: set_parked_car_generator $296 cars_to_generate_to  101014B: $295 = init_parked_car_generator  427 -1 -1  1 alarm  0 door_lock  1  0  10000 at  1042.345 -290.1119  74.12497 angle  180.0014C: set_parked_car_generator $295 cars_to_generate_to  101014B: $294 = init_parked_car_generator  432 -1 -1  1 alarm  0 door_lock  1  0  10000 at  1032.655 -296.2861  74.00292 angle  1800.0014C: set_parked_car_generator $294 cars_to_generate_to  101014B: $293 = init_parked_car_generator  476 -1 -1  1 alarm  0 door_lock  1  0  10000 at  1094.822 -338.5076  74.71331 angle 90.0014C: set_parked_car_generator $293 cars_to_generate_to  101014B: $292 = init_parked_car_generator  556 -1 -1  1 alarm  0 door_lock  1  0  10000 at  1046.598 -363.6959  74.3672 angle 90.0014C: set_parked_car_generator $292 cars_to_generate_to  101014B: $291 = init_parked_car_generator  430 -1 -1  1 alarm  0 door_lock  1  0  10000 at  1367.442 -289.2829 -.1977611 angle  0.0014C: set_parked_car_generator $291 cars_to_generate_to  10101B6: set_weather  1087B: set_player $2 clothes "BBALLJACKRSTAR" "BBJACK"  0 087B: set_player $2 clothes "JEANSDENIM" "JEANS"  2 087B: set_player $2 clothes "SNEAKERBINCBLK" "SNEAKER"  3 087B: set_player $2 clothes "PLAYER_FACE" "HEAD"  1 070D: $2 04BB: select_interior  0 ;; select render area01B4: set_player $2 frozen_state  1 (unfrozen)01B7: release_weather016C: restart_if_wasted at $249 $248 $247 angle  0.0 unknown  0 016A: fade  1 (back)  1000 ms0001: wait  100 ms03E6: remove_text_box:MAIN_590001: wait  2500 ms0002: jump ££MAIN_59:MAIN_42800D6: if  00491:   actor $3 has_weapon  46 004D: jump_if_false ££MAIN_4410926: $713 = external_script_status  0 (PLAYER_PARACHUTE) 00D6: if  00038:   $713 ==  0 ;; integer values004D: jump_if_false ££MAIN_44008A9: load_external_script  0 (PLAYER_PARACHUTE) 00D6: if  008AB:   external_script  0 (PLAYER_PARACHUTE) loaded004D: jump_if_false ££MAIN_4400913: run_external_script  0 (PLAYER_PARACHUTE):MAIN_4400002: jump ££MAIN_441:MAIN_441090F: end_external_script  0 (PLAYER_PARACHUTE);-----------------------------------------------------DEFINE EXTERNAL_SCRIPT_START PLAYER_PARACHUTE03A4: name_thread 'PLCHUTE'0247: request_model  371:PLCHUTE_300D6: if  08248:   NOT   model  371 available004D: jump_if_false £PLCHUTE_80001: wait  0 ms0002: jump £PLCHUTE_3:PLCHUTE_800D6: if  08118:   NOT   actor $3 dead004D: jump_if_false £PLCHUTE_11:PLCHUTE_110004: $1498 =  0 ;; integer values0004: $1513 =  0 ;; integer values0004: $1497 =  0 ;; integer values00D6: if  00038:   $1498 ==  999 ;; integer values004D: jump_if_false £PLCHUTE_180213: $8269 = create_pickup  371 type  3 at $69 $70 $71:PLCHUTE_180001: wait  0 ms00D6: if  08118:   NOT   actor $3 dead004D: jump_if_false £PLCHUTE_60600D6: if  08800:   NOT (unknown)004D: jump_if_false £PLCHUTE_60600D6: if  08038:   NOT   $1513 ==  0 ;; integer values004D: jump_if_false £PLCHUTE_290992: $2  0 :PLCHUTE_2900D6: if  00018:   $1497 >  0 ;; integer values004D: jump_if_false £PLCHUTE_3600D6: if  08491:   NOT   actor $3 has_weapon  46 004D: jump_if_false £PLCHUTE_360050: gosub £PLCHUTE_614:PLCHUTE_3600D6: if  00038:   $1497 ==  0 ;; integer values004D: jump_if_false £PLCHUTE_4500D6: if  00491:   actor $3 has_weapon  46 004D: jump_if_false £PLCHUTE_450247: request_model #PARACHUTE0004: $1497 =  1 ;; integer values0004: $1498 =  0 ;; integer values:PLCHUTE_4500D6: if  00038:   $1497 ==  1 ;; integer values004D: jump_if_false £PLCHUTE_5500D6: if  00248:   model #PARACHUTE available004D: jump_if_false £PLCHUTE_550107: @17 = create_object #PARACHUTE at $69 $70 $71069B: @17 $3  0.0  0.0  0.0  0.0  0.0  0.0 0750: @17  0 0004: $1497 =  2 ;; integer values:PLCHUTE_5500D6: if  10038:   $1497 ==  2 ;; integer values0038:   $1513 ==  1 ;; integer values004D: jump_if_false £PLCHUTE_600004: $1497 =  3 ;; integer values:PLCHUTE_6000D6: if  10038:   $1513 ==  0 ;; integer values0018:   $1497 >  0 ;; integer values004D: jump_if_false £PLCHUTE_8000D6: if  00818: $3 004D: jump_if_false £PLCHUTE_80083D: $3 $1507 $1508 $1509 00D6: if  00022:   -10.0 > $1509 ;; floating-point values004D: jump_if_false £PLCHUTE_800819: $3 @7 00D6: if  00021:   @7 >  20.0 ;; floating-point values004D: jump_if_false £PLCHUTE_80097A: -1000.0 -1000.0 -1000.0  1037 0004: $1513 =  1 ;; integer values01B9: set_actor $3 armed_weapon_to  460006: @0 =  0 ;; integer values0005: $8268 =  0.0 ;; floating-point values:PLCHUTE_8000D6: if  00038:   $1513 ==  1 ;; integer values004D: jump_if_false £PLCHUTE_28000D6: if  00039:   @0 ==  0 ;; integer values004D: jump_if_false £PLCHUTE_870006: @0 =  2 ;; integer values:PLCHUTE_8700D6: if  00039:   @0 ==  2 ;; integer values004D: jump_if_false £PLCHUTE_99062E: $3  2066 @27 00D6: if  004A4: @27  7 004D: jump_if_false £PLCHUTE_990812: unknown_action_sequence $3 "FALL_SKYDIVE" "PED"  1.0  1  0  0  0 -1 04ED: load_animation "PARACHUTE"0006: @15 =  1 ;; integer values0172: @1 = actor $3 z_angle0006: @0 =  3 ;; integer values:PLCHUTE_9900D6: if  00039:   @0 ==  3 ;; integer values004D: jump_if_false £PLCHUTE_280062E: $3  2066 @27 00D6: if  004A4: @27  7 004D: jump_if_false £PLCHUTE_1070812: unknown_action_sequence $3 "FALL_SKYDIVE" "PED"  1.0  1  0  0  0 -1 :PLCHUTE_1070819: $3 @7 00D6: if  10023:    100.0 > @7 ;; floating-point values0021:   @7 >  60.0 ;; floating-point values004D: jump_if_false £PLCHUTE_11900D6: if  004EE:   animation "PARACHUTE" loaded004D: jump_if_false £PLCHUTE_11900D6: if  00038:   $409 ==  0 ;; integer values004D: jump_if_false £PLCHUTE_11900BC: text_highpriority 'PARA_01'  1000 ms  1:PLCHUTE_1190494: get_joystick_data  0 @10 @11 @12 @1200D6: if  00038:   $1511 ==  1 ;; integer values004D: jump_if_false £PLCHUTE_1250006: @10 =  0 ;; integer values0006: @11 =  0 ;; integer values:PLCHUTE_1250093: @21 = integer_to_float @10  0017: @21 /=  4.267 ;; floating-point values 0063: @21 -= @2 ;; floating-point values 0017: @21 /=  20.0 ;; floating-point values 005B: @2 += @21 ;; floating-point values 0087: @21 = @2 ;; floating-point values only0017: @21 /=  5.0 ;; floating-point values 0063: @1 -= @21 ;; floating-point values 00D6: if  00021:   @1 >  180.0 ;; floating-point values004D: jump_if_false £PLCHUTE_137000F: @1 -=  360.0 ;; floating-point values:PLCHUTE_13700D6: if  00023:   -180.0 > @1 ;; floating-point values004D: jump_if_false £PLCHUTE_141000B: @1 +=  360.0 ;; floating-point values:PLCHUTE_1410093: @22 = integer_to_float @11  0017: @22 /=  4.267 ;; floating-point values 0063: @22 -= @3 ;; floating-point values 0017: @22 /=  20.0 ;; floating-point values 005B: @3 += @22 ;; floating-point values 083D: $3 @8 @9 $1509 00D6: if  00024:   $1504 > $1509 ;; floating-point values only004D: jump_if_false £PLCHUTE_1510086: $1509 = $1504 ;; floating-point values only:PLCHUTE_15100D6: if  00024:   $8268 > $1509 ;; floating-point values only004D: jump_if_false £PLCHUTE_1550086: $8268 = $1509 ;; floating-point values only:PLCHUTE_15500D6: if  00024:   $1504 > $8268 ;; floating-point values only004D: jump_if_false £PLCHUTE_1590086: $8268 = $1504 ;; floating-point values only:PLCHUTE_15900D6: if  10024:   $1509 > $8268 ;; floating-point values only8038:   NOT   $1902 ==  1 ;; integer values004D: jump_if_false £PLCHUTE_17600D6: if  084AD:   NOT $3004D: jump_if_false £PLCHUTE_17400D6: if  00022:   -20.0 > $8268 ;; floating-point values004D: jump_if_false £PLCHUTE_1710004: $1513 =  2 ;; integer values0002: jump £PLCHUTE_173:PLCHUTE_1710812: unknown_action_sequence $3 "FALL_SKYDIVE" "PED"  1.0  1  0  0  0  100 0004: $1513 =  7 ;; integer values:PLCHUTE_1730002: jump £PLCHUTE_176:PLCHUTE_1740812: unknown_action_sequence $3 "FALL_SKYDIVE" "PED"  1.0  1  0  0  0  100 0004: $1513 =  7 ;; integer values:PLCHUTE_1760087: @4 = @3 ;; floating-point values only0017: @4 /=  30.0 ;; floating-point values 006F: @4 *= $1505 ;; floating-point values02F6: $1507 = cosine @1 ;; sinus swapped with cosine02F7: $1508 = sinus @1;; cosine swapped with sinus006D: $1507 *= @4 ;; floating-point values006D: $1508 *= @4 ;; floating-point values0011: $1508 *= -1.0 ;; floating-point values0059: $1508 += $1506 ;; floating-point values0087: @21 = @8 ;; floating-point values only0065: @21 -= $1507 ;; floating-point values 0013: @21 *=  .01 ;; floating-point values 0088: $1507 = @8 ;; floating-point values only0067: $1507 -= @21 ;; floating-point values0087: @21 = @9 ;; floating-point values only0065: @21 -= $1508 ;; floating-point values 0013: @21 *=  .01 ;; floating-point values 0088: $1508 = @9 ;; floating-point values only0067: $1508 -= @21 ;; floating-point values0085: @12 = @10 ;; integer values and handles0085: @13 = @11 ;; integer values and handles0095: make @12 absolute_integer  0095: make @13 absolute_integer  00D6: if  210019:   @12 >  40 ;; integer values0019:   @13 >  40 ;; integer values004D: jump_if_false £PLCHUTE_25200D6: if  0001D:   @12 > @13 ;; integer values  004D: jump_if_false £PLCHUTE_22900D6: if  00029:   @10 >=  0 ;; integer values004D: jump_if_false £PLCHUTE_21700D6: if  08039:   NOT   @15 ==  2 ;; integer values004D: jump_if_false £PLCHUTE_21700D6: if  004EE:   animation "PARACHUTE" loaded004D: jump_if_false £PLCHUTE_2160812: unknown_action_sequence $3 "FALL_SKYDIVE_R" "PARACHUTE"  1.0  1  0  0  1 -2 :PLCHUTE_2160006: @15 =  2 ;; integer values:PLCHUTE_21700D6: if  0001B:    0 > @10 ;; integer values004D: jump_if_false £PLCHUTE_22800D6: if  08039:   NOT   @15 ==  3 ;; integer values004D: jump_if_false £PLCHUTE_22800D6: if  004EE:   animation "PARACHUTE" loaded004D: jump_if_false £PLCHUTE_2270812: unknown_action_sequence $3 "FALL_SKYDIVE_L" "PARACHUTE"  1.0  1  0  0  1 -2 :PLCHUTE_2270006: @15 =  3 ;; integer values:PLCHUTE_2280002: jump £PLCHUTE_251:PLCHUTE_22900D6: if  00029:   @11 >=  0 ;; integer values004D: jump_if_false £PLCHUTE_24000D6: if  08039:   NOT   @15 ==  4 ;; integer values004D: jump_if_false £PLCHUTE_24000D6: if  004EE:   animation "PARACHUTE" loaded004D: jump_if_false £PLCHUTE_2390812: unknown_action_sequence $3 "FALL_SKYDIVE" "PARACHUTE"  1.0  1  0  0  1 -2 :PLCHUTE_2390006: @15 =  4 ;; integer values:PLCHUTE_24000D6: if  0001B:    0 > @11 ;; integer values004D: jump_if_false £PLCHUTE_25100D6: if  08039:   NOT   @15 ==  5 ;; integer values004D: jump_if_false £PLCHUTE_25100D6: if  004EE:   animation "PARACHUTE" loaded004D: jump_if_false £PLCHUTE_2500812: unknown_action_sequence $3 "FALL_SKYDIVE_ACCEL" "PARACHUTE"  1.0  1  0  0  1 -2 :PLCHUTE_2500006: @15 =  5 ;; integer values:PLCHUTE_2510002: jump £PLCHUTE_260:PLCHUTE_25200D6: if  08039:   NOT   @15 ==  1 ;; integer values004D: jump_if_false £PLCHUTE_26000D6: if  004EE:   animation "PARACHUTE" loaded004D: jump_if_false £PLCHUTE_2600812: unknown_action_sequence $3 "FALL_SKYDIVE" "PARACHUTE"  1.0  1  0  0  1 -2 0006: @15 =  1 ;; integer values:PLCHUTE_26000D6: if  2100E1:   key_pressed  0  170038:   $1512 ==  1 ;; integer values004D: jump_if_false £PLCHUTE_28000D6: if  08038:   NOT   $1902 ==  1 ;; integer values004D: jump_if_false £PLCHUTE_28000D6: if  004EE:   animation "PARACHUTE" loaded004D: jump_if_false £PLCHUTE_28000D6: if  10038:   $1497 ==  3 ;; integer values0038:   $1511 ==  0 ;; integer values004D: jump_if_false £PLCHUTE_2800812: unknown_action_sequence $3 "PARA_OPEN" "PARACHUTE"  8.0  0  0  0  1 -2 097A: -1000.0 -1000.0 -1000.0  1038 008A: $8270 = @32 ;; integer values and handles0008: $8270 +=  1100 ;; integer values0004: $1513 =  3 ;; integer values0006: @0 =  0 ;; integer values:PLCHUTE_28000D6: if  00038:   $1513 ==  2 ;; integer values004D: jump_if_false £PLCHUTE_29200D6: if  004EE:   animation "PARACHUTE" loaded004D: jump_if_false £PLCHUTE_2900173: set_actor $3 z_angle_to @10829: unknown_action_sequence $3 "FALL_SKYDIVE_DIE" "PARACHUTE"  1000.0  0 09F1: $3  1189 0002: jump £PLCHUTE_291:PLCHUTE_29005BE: unknown_action_sequence $3 :PLCHUTE_2910050: gosub £PLCHUTE_614:PLCHUTE_29200D6: if  00038:   $1513 ==  3 ;; integer values004D: jump_if_false £PLCHUTE_53400D6: if  00018:   $8270 >  0 ;; integer values004D: jump_if_false £PLCHUTE_30300D6: if  0001F:   @32 > $8270 ;; integer values004D: jump_if_false £PLCHUTE_303097A: -1000.0 -1000.0 -1000.0  1039 0004: $8270 =  0 ;; integer values:PLCHUTE_30300D6: if  00039:   @0 ==  0 ;; integer values004D: jump_if_false £PLCHUTE_3160087: @25 = @3 ;; floating-point values only0017: @25 /=  500.0 ;; floating-point values 0087: @26 = @2 ;; floating-point values only0017: @26 /=  500.0 ;; floating-point values 0085: @18 = @32 ;; integer values and handles0085: @19 = @32 ;; integer values and handles0087: @5 = @4 ;; floating-point values only0013: @5 *= -1.0 ;; floating-point values 0089: @6 = $1509 ;; floating-point values only0006: @0 =  1 ;; integer values:PLCHUTE_31600D6: if  00039:   @0 ==  1 ;; integer values004D: jump_if_false £PLCHUTE_3380085: @10 = @32 ;; integer values and handles0062: @10 -= @19 ;; integer values 00D6: if  0001B:    500 > @10 ;; integer values004D: jump_if_false £PLCHUTE_3350085: @10 = @32 ;; integer values and handles0062: @10 -= @18 ;; integer values 0085: @18 = @32 ;; integer values and handles0093: @21 = integer_to_float @10  0087: @22 = @25 ;; floating-point values only006B: @22 *= @21 ;; floating-point values0087: @23 = @26 ;; floating-point values only006B: @23 *= @21 ;; floating-point values0063: @3 -= @22 ;; floating-point values 0063: @2 -= @23 ;; floating-point values 0002: jump £PLCHUTE_338:PLCHUTE_3350007: @2 =  0.0 ;; floating-point values0007: @3 =  0.0 ;; floating-point values0006: @0 =  2 ;; integer values:PLCHUTE_33800D6: if  00039:   @0 ==  2 ;; integer values004D: jump_if_false £PLCHUTE_35000D6: if  003CA:   object @17 exists004D: jump_if_false £PLCHUTE_3500750: @17  1 08D2: @17  0.0 0085: @19 = @32 ;; integer values and handles0001: wait  0 ms075A: @17 "PARA_OPEN_O" "PARACHUTE"  1000.0  0  1 0006: @0 =  3 ;; integer values:PLCHUTE_35000D6: if  00039:   @0 ==  3 ;; integer values004D: jump_if_false £PLCHUTE_3640085: @10 = @32 ;; integer values and handles0062: @10 -= @19 ;; integer values 00D6: if  0001B:    500 > @10 ;; integer values004D: jump_if_false £PLCHUTE_3620093: @21 = integer_to_float @10  0017: @21 /=  500.0 ;; floating-point values 08D2: @17 @21 0002: jump £PLCHUTE_364:PLCHUTE_36208D2: @17  1.0 0006: @0 =  4 ;; integer values:PLCHUTE_36400D6: if  00039:   @0 ==  5 ;; integer values004D: jump_if_false £PLCHUTE_3720107: @20 = create_object #PARA_COLLISION at  0.0  0.0  0.00750: @20  0 0392: object @20 toggle_in_moving_list  104D9: object @20 set_scripted_collision_check  10006: @0 =  6 ;; integer values:PLCHUTE_37200D6: if  00039:   @0 ==  6 ;; integer values004D: jump_if_false £PLCHUTE_4890494: get_joystick_data  0 @10 @11 @12 @1200D6: if  00038:   $1511 ==  1 ;; integer values004D: jump_if_false £PLCHUTE_3810006: @10 =  0 ;; integer values0006: @11 =  0 ;; integer values:PLCHUTE_3810093: @21 = integer_to_float @10  0017: @21 /=  4.267 ;; floating-point values 0063: @21 -= @2 ;; floating-point values 0017: @21 /=  20.0 ;; floating-point values 005B: @2 += @21 ;; floating-point values 0087: @21 = @2 ;; floating-point values only0017: @21 /=  15.0 ;; floating-point values 0063: @1 -= @21 ;; floating-point values 00D6: if  00021:   @1 >  180.0 ;; floating-point values004D: jump_if_false £PLCHUTE_393000F: @1 -=  360.0 ;; floating-point values:PLCHUTE_39300D6: if  00023:   -180.0 > @1 ;; floating-point values004D: jump_if_false £PLCHUTE_397000B: @1 +=  360.0 ;; floating-point values:PLCHUTE_39702F6: $1507 = cosine @1 ;; sinus swapped with cosine02F7: $1508 = sinus @1;; cosine swapped with sinus0069: $1507 *= $1500 ;; floating-point values0069: $1508 *= $1500 ;; floating-point values0011: $1507 *= -1.0 ;; floating-point values0085: @12 = @10 ;; integer values and handles0085: @13 = @11 ;; integer values and handles0095: make @12 absolute_integer  0095: make @13 absolute_integer  00D6: if  210019:   @12 >  40 ;; integer values0019:   @13 >  40 ;; integer values004D: jump_if_false £PLCHUTE_46300D6: if  0001D:   @12 > @13 ;; integer values  004D: jump_if_false £PLCHUTE_4360089: @21 = $1501 ;; floating-point values only0065: @21 -= $1509 ;; floating-point values 0017: @21 /=  20.0 ;; floating-point values 005F: $1509 += @21 ;; floating-point values 00D6: if  00029:   @10 >=  0 ;; integer values004D: jump_if_false £PLCHUTE_42600D6: if  08039:   NOT   @15 ==  2 ;; integer values004D: jump_if_false £PLCHUTE_4260812: unknown_action_sequence $3 "PARA_STEERR" "PARACHUTE"  1.0  1  0  0  1 -2 075A: @17 "PARA_STEERR_O" "PARACHUTE"  1.0  1  1 0006: @15 =  2 ;; integer values:PLCHUTE_42600D6: if  0001B:    0 > @10 ;; integer values004D: jump_if_false £PLCHUTE_43500D6: if  08039:   NOT   @15 ==  3 ;; integer values004D: jump_if_false £PLCHUTE_4350812: unknown_action_sequence $3 "PARA_STEERL" "PARACHUTE"  1.0  1  0  0  1 -2 075A: @17 "PARA_STEERL_O" "PARACHUTE"  1.0  1  1 0006: @15 =  3 ;; integer values:PLCHUTE_4350002: jump £PLCHUTE_462:PLCHUTE_43600D6: if  00029:   @11 >=  0 ;; integer values004D: jump_if_false £PLCHUTE_4490089: @21 = $1503 ;; floating-point values only0065: @21 -= $1509 ;; floating-point values 0017: @21 /=  20.0 ;; floating-point values 005F: $1509 += @21 ;; floating-point values 00D6: if  08039:   NOT   @15 ==  4 ;; integer values004D: jump_if_false £PLCHUTE_4490812: unknown_action_sequence $3 "PARA_DECEL" "PARACHUTE"  1.0  1  0  0  1 -2 075A: @17 "PARA_DECEL_O" "PARACHUTE"  1.0  1  1 0006: @15 =  4 ;; integer values:PLCHUTE_44900D6: if  0001B:    0 > @11 ;; integer values004D: jump_if_false £PLCHUTE_4620089: @21 = $1501 ;; floating-point values only0065: @21 -= $1509 ;; floating-point values 0017: @21 /=  20.0 ;; floating-point values 005F: $1509 += @21 ;; floating-point values 00D6: if  08039:   NOT   @15 ==  5 ;; integer values004D: jump_if_false £PLCHUTE_4620812: unknown_action_sequence $3 "PARA_FLOAT" "PARACHUTE"  1.0  1  0  0  1 -2 075A: @17 "PARA_FLOAT_O" "PARACHUTE"  1.0  1  1 0006: @15 =  5 ;; integer values:PLCHUTE_4620002: jump £PLCHUTE_476:PLCHUTE_4630089: @21 = $1501 ;; floating-point values only0065: @21 -= $1509 ;; floating-point values 0017: @21 /=  20.0 ;; floating-point values 005F: $1509 += @21 ;; floating-point values 00D6: if  08039:   NOT   @15 ==  5 ;; integer values004D: jump_if_false £PLCHUTE_47600D6: if  08039:   NOT   @15 ==  1 ;; integer values004D: jump_if_false £PLCHUTE_4760812: unknown_action_sequence $3 "PARA_FLOAT" "PARACHUTE"  1.0  1  0  0  1 -2 075A: @17 "PARA_FLOAT_O" "PARACHUTE"  1.0  1  1 0006: @15 =  1 ;; integer values:PLCHUTE_47601BB: store_object @17 position_to $73 $74 $750815: @20 $73 $74 $75 00D6: if  004DA:   has_object @20 collided004D: jump_if_false £PLCHUTE_483075A: @17 "PARA_RIP_LOOP_O" "PARACHUTE"  8.0  1  1 0006: @0 =  7 ;; integer values:PLCHUTE_48300D6: if  000E1:   key_pressed  0  15004D: jump_if_false £PLCHUTE_4890792: $3 0004: $1513 =  6 ;; integer values0004: $1498 =  3 ;; integer values:PLCHUTE_48900D6: if  003CA:   object @17 exists004D: jump_if_false £PLCHUTE_51800D6: if  00837: @17 "PARA_OPEN_O" 004D: jump_if_false £PLCHUTE_5180839: @17 "PARA_OPEN_O" @21 0087: @22 = @6 ;; floating-point values only0065: @22 -= $1501 ;; floating-point values 0087: @23 = @22 ;; floating-point values only006B: @23 *= @21 ;; floating-point values0088: $1509 = @6 ;; floating-point values only0067: $1509 -= @23 ;; floating-point values0087: @22 = @5 ;; floating-point values only0065: @22 -= $1500 ;; floating-point values 0087: @23 = @22 ;; floating-point values only006B: @23 *= @21 ;; floating-point values0087: @4 = @5 ;; floating-point values only0063: @4 -= @23 ;; floating-point values 02F6: $1507 = cosine @1 ;; sinus swapped with cosine02F7: $1508 = sinus @1;; cosine swapped with sinus006D: $1507 *= @4 ;; floating-point values006D: $1508 *= @4 ;; floating-point values0011: $1507 *= -1.0 ;; floating-point values00D6: if  10043:   @21 ==  1.0 ;; floating-point values0039:   @0 ==  4 ;; integer values004D: jump_if_false £PLCHUTE_5180006: @0 =  5 ;; integer values:PLCHUTE_51800D6: if  08118:   NOT   actor $3 dead004D: jump_if_false £PLCHUTE_53400D6: if  004AD: $3004D: jump_if_false £PLCHUTE_5280812: unknown_action_sequence $3 "PARA_LAND_WATER" "PARACHUTE"  8.0  1  1  0  0  1000 075A: @17 "PARA_LAND_WATER_O" "PARACHUTE"  1000.0  0  1 0004: $1513 =  5 ;; integer values0006: @0 =  0 ;; integer values:PLCHUTE_528083D: $3 @21 @21 @23 00D6: if  00021:   @23 > -.1 ;; floating-point values004D: jump_if_false £PLCHUTE_5340004: $1513 =  4 ;; integer values0006: @0 =  0 ;; integer values:PLCHUTE_53400D6: if  00038:   $1513 ==  4 ;; integer values004D: jump_if_false £PLCHUTE_57900D6: if  00039:   @0 ==  0 ;; integer values004D: jump_if_false £PLCHUTE_5670004: $1498 =  1 ;; integer values00A0: store_actor $3 position_to $69 $70 $71000D: $71 -=  1.0 ;; floating-point values00A1: put_actor $3 at $69 $70 $71083E: $3  0.0  0.0 @1 00D6: if  00022:   -10.0 > $1509 ;; floating-point values004D: jump_if_false £PLCHUTE_5510004: $1513 =  2 ;; integer values0006: @0 =  0 ;; integer values0002: jump £PLCHUTE_563:PLCHUTE_55100D6: if  00022:   -4.0 > $1509 ;; floating-point values004D: jump_if_false £PLCHUTE_5610615: @14 0812: unknown_action_sequence -1 "FALL_FRONT" "PED"  20.0  0  0  0  1  700 0812: unknown_action_sequence -1 "GETUP_FRONT" "PED"  8.0  0  1  0  0 -2 0616: @14 0618: $3 @14 061B: @14 0002: jump £PLCHUTE_562:PLCHUTE_5610812: unknown_action_sequence $3 "RUN_PLAYER" "PED"  8.0  1  1  0  0  1000 :PLCHUTE_5620006: @0 =  1 ;; integer values:PLCHUTE_563075A: @17 "PARA_LAND_O" "PARACHUTE"  1000.0  0  1 0682: @17  0.0  0.0  0.0  0 0085: @18 = @32 ;; integer values and handles000A: @18 +=  1000 ;; integer values:PLCHUTE_56700D6: if  00039:   @0 ==  1 ;; integer values004D: jump_if_false £PLCHUTE_57900D6: if  00837: @17 "PARA_LAND_O" 004D: jump_if_false £PLCHUTE_5790839: @17 "PARA_LAND_O" @21 00D6: if  00043:   @21 ==  1.0 ;; floating-point values004D: jump_if_false £PLCHUTE_5790004: $1498 =  2 ;; integer values0050: gosub £PLCHUTE_614:PLCHUTE_57900D6: if  00038:   $1513 ==  5 ;; integer values004D: jump_if_false £PLCHUTE_5880004: $1498 =  1 ;; integer values00D6: if  00039:   @0 ==  0 ;; integer values004D: jump_if_false £PLCHUTE_5880004: $1498 =  2 ;; integer values0050: gosub £PLCHUTE_614:PLCHUTE_58800D6: if  10018:   $1513 >  0 ;; integer values001A:    4 > $1513 ;; integer values004D: jump_if_false £PLCHUTE_59800D6: if  08118:   NOT   actor $3 dead004D: jump_if_false £PLCHUTE_598083C: $3 $1507 $1508 $1509 0173: set_actor $3 z_angle_to @1083E: $3 @3 @2 @1 :PLCHUTE_59800D6: if  00038:   $1513 ==  6 ;; integer values004D: jump_if_false £PLCHUTE_6020050: gosub £PLCHUTE_614:PLCHUTE_60200D6: if  00038:   $1513 ==  7 ;; integer values004D: jump_if_false £PLCHUTE_6060050: gosub £PLCHUTE_607:PLCHUTE_6060002: jump £PLCHUTE_18:PLCHUTE_6070004: $1513 =  0 ;; integer values0006: @0 =  0 ;; integer values0249: release_model #PARACHUTE04EF: release_animation "PARACHUTE"083E: $3  0.0  0.0 @1 0992: $2  1 0051: return:PLCHUTE_6140682: @17  0.0  0.0  0.0  0 09A2: @17 0108: destroy_object @200555: remove_weapon  46 from_actor $3 0004: $1513 =  0 ;; integer values0004: $1497 =  0 ;; integer values0006: @0 =  0 ;; integer values0249: release_model #PARACHUTE04EF: release_animation "PARACHUTE"0249: release_model  371083E: $3  0.0  0.0 @1 0992: $2  1 004E: end_thread

 

Link to comment
Share on other sites

Here you go (from a german gta board):

 

 

Die Externscripts (sprich: Tuninggaragen, Basketball, Tanzen usw.) sind in dieser Version von ZAZ aktiviert. [...]

 

Die stripped Main mit Externscripten gibts hier. Einfach als Textdokument mit dem Mission Builder laden und am Ende Kompillieren.

 

 

The Extra-Scripts (to say: Gym, Basketball, Dancing etc.) aren't activated in ZAZ's Version. [...]

 

The stripped Main with extra Scripts is downloadable here. just load it with the Mission Builder and compile it.

 

have fun

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.