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 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 Share on other sites More sharing options...
ryan101 Posted July 17, 2007 Author Share Posted July 17, 2007 Thanks. Link to comment Share on other sites More sharing options...
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