ryan101 Posted July 16, 2007 Share Posted July 16, 2007 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 https://gtaforums.com/topic/287060-having-a-stripped-mainscm/ Share on other sites More sharing options...
WordsBG Posted July 17, 2007 Share Posted July 17, 2007 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 https://gtaforums.com/topic/287060-having-a-stripped-mainscm/?do=findComment&comment=4387461 Share on other sites More sharing options...
ryan101 Posted July 17, 2007 Author Share Posted July 17, 2007 Thanks. Link to comment https://gtaforums.com/topic/287060-having-a-stripped-mainscm/?do=findComment&comment=4387617 Share on other sites More sharing options...
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