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Persanity

JetPack Script

Recommended Posts

shindogg
Ok.

Flying Carpet for CJ:

Press O like Open to spawn the carpet

The Flying Carpet appears as pickup and after leaving, it disappear

Press again O to spawn the carpet

 

-handling similar as jetpack

controle on foot:

-press [GO FORWARD] to move forward

-left/right or mouse moving to turn left/right

-press [PED SPRINT] to lift off, in combination with [GO FORWARD] move faster

-press [GO BACKWARD] to decrease the height

-press [ENTER/EXIT] to exit the carpet

use fireing or aming to stay in position

 

FlyCarpet.cs

 

{$VERSION 3.1.0027}{$CLEO .cs}:Fly_Carpet03A4: name_thread 'FlyC'0AB3: var 99 = 0//0004: $Devilon1 =  0  // integer values0001: wait  2000 ms:FlyC_010001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @FlyC_0100D6: if 00AB0:   key_pressed 79004D: jump_if_false @FlyC_01077E: get_active_interior_to $Active_Interior00A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: if  10023:   500.0 > [email protected]  // floating-point values 0021:   [email protected] > 0.0  // floating-point values 004D: jump_if_false @FlyC_0100D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving 004D: jump_if_false @FlyC_0101B6: set_weather  5// = SUNNY_SF0001: wait  2000 ms04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.5  4.5 0.004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.5  1.5 0.50213: [email protected] = create_pickup 1642 type  3 at [email protected] [email protected] [email protected]: [email protected] = create_asset_radar_marker_with_icon  37 at [email protected] [email protected] [email protected]: show_on_radar [email protected]  2:FlyC_30001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @FlyC_300D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving 004D: jump_if_false @FlyCarpet_2400D6: if  00214:   pickup [email protected] picked_up004D: jump_if_false @FlyCarpet_10AB4: $Devilon1 = var 9900D6: if  00038:   $Devilon1 ==  0  // integer values004D: jump_if_false @FlyC_60AB3: var 99 = 1//0004: $Devilon1 =  1  // integer values00D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving 004D: jump_if_false @FlyC_6:FlyC_40001: wait 0 ms 04ED: load_animation "BEACH"00D6: if  004EE:   animation "BEACH" loaded004D: jump_if_false @FlyC_404AE: unknown [email protected] radar_icon_or_model  3061029B: [email protected] = init_object [email protected] at 0.0  0.0  900.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection  00750: [email protected]  0//set_object visibility04AE: unknown [email protected] radar_icon_or_model  1642029B: [email protected] = init_object [email protected] at [email protected] [email protected] [email protected]: object [email protected] scale_model  2.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection  100A1: put_actor $PLAYER_ACTOR at  [email protected] [email protected] [email protected]: $PLAYER_ACTOR  0 069B: [email protected] $PLAYER_ACTOR  0.0  0.0 -1.0  0.0  0.0  0.0 0812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -20AB3: var 99 = 1//0004: $DevilON1 =  1  // integer values0AB3: var 98 = 0//0004: $startDev1 =  0  // integer values0007: [email protected] =  3.5  // floating-point values0007: [email protected] =  5.0  // floating-point values032A: unknown  20619: $PLAYER_ACTOR  10164: disable_marker [email protected]: [email protected] =  0  // integer values0002: jump @FlyCarpet_1:FlyC_60AB4: $Devilon1 = var 9900D6: if  00038:   $Devilon1 ==  1  // integer values004D: jump_if_false @FlyC_30AB3: var 99 = 0//0004: $Devilon1 =  0  // integer values00A1: put_actor $PLAYER_ACTOR at  [email protected] [email protected] [email protected]: [email protected] = create_pickup 1642 type  3 at [email protected] [email protected] [email protected]: jump @FlyC_3:FlyCarpet_10001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_210AB4: $Devilon1 = var 9900D6: if  00038:   $Devilon1 ==  1  // integer values004D: jump_if_false @FlyC_300D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_2100A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false @FlyCarpet_2300D6: if  180E1:   NOT   key_pressed  0  1780E1:   NOT   key_pressed  0  6004D: jump_if_false @FlyCarpet_170AB4: $startDev1 = var 9800D6: if  10038:   $startDev1 ==  0  // integer values00E1:   key_pressed 0 1 004D: jump_if_false @FlyCarpet_200D6: if 0 00E1:   key_pressed 0 1 004D: jump_if_false @FlyC_3 04D7: lock_actor $PLAYER_ACTOR in_current_position 00619: $PLAYER_ACTOR  1 0AB3: var 98 = 1//0004: $startDev1 =  1  // integer values0007: [email protected] =  3.5  // floating-point values0007: [email protected] =  5.0  // floating-point values0006: [email protected] =  0  // integer values0006: [email protected] =  0  // integer values0812: unknown_action_sequence $PLAYER_ACTOR "LAY_BAC_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 :FlyCarpet_20AB4: $startDev1 = var 9800D6: if  00038:   $startDev1 ==  1  // integer values004D: jump_if_false @FlyCarpet_4:FlyCarpet_30001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_21 0223: set_actor $PLAYER_ACTOR health_to  200 00D6: if 000E1:   key_pressed 0 1  004D: jump_if_false @FlyCarpet_12 00D6: if 23 0021:   [email protected] > 3500.0  // floating-point values 0023:   -3500.0 > [email protected]  // floating-point values 0021:   [email protected] > 3500.0  // floating-point values 0023:   -3500.0 > [email protected]  // floating-point values 004D: jump_if_false @FlyCarpet_40172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  180.0  // floating-point values0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: wait 250 ms 04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 [email protected] -1.0 0007: [email protected] =  150.0  // floating-point values02F6: [email protected] = cosine [email protected]  // sinus swapped with cosine02F7: [email protected] = sinus [email protected] // cosine swapped with sinus 006B: [email protected] *= [email protected]  // floating-point values006B: [email protected] *= [email protected]  // floating-point values0013: [email protected] *=  -1.0  // floating-point values083C: $PLAYER_ACTOR [email protected] [email protected] 150.00001: wait 3000 ms :FlyCarpet_404C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.000D6: if 000E1:   key_pressed 0 1  004D: jump_if_false @FlyCarpet_5068D: [email protected] [email protected] [email protected]//get_camera_position0087: [email protected] = [email protected]  // floating-point values only0087: [email protected] = [email protected]  // floating-point values only0063: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  -2.0  // floating-point values0013: [email protected] *=  -2.0  // floating-point values005B: [email protected] += [email protected]  // floating-point values 005B: [email protected] += [email protected]  // floating-point values0509: [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected]: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  5.0  // floating-point values0013: [email protected] *=  5.0  // floating-point values0604: [email protected] [email protected] [email protected]//get_point angle_to0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: wait 0 ms:FlyCarpet_50494: get_joystick_data  0 [email protected] [email protected] [email protected] [email protected]: if 080E1:   NOT   key_pressed  0  1004D: jump_if_false @FlyCarpet_900D6: if 00039:   [email protected] ==  0  // integer values004D: jump_if_false @FlyCarpet_70172: [email protected] = actor $PLAYER_ACTOR z_angle0002: jump @FlyCarpet_9:FlyCarpet_700D6: if 0 0019:   [email protected] >  0  // integer values004D: jump_if_false @FlyCarpet_80172: [email protected] = actor $PLAYER_ACTOR z_angle000F: [email protected] -=  8.5  // floating-point values0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: jump @FlyCarpet_9:FlyCarpet_800D6: if 0 001B:    0 > [email protected]  // integer values004D: jump_if_false @FlyCarpet_90172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  8.5  // floating-point values0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: jump @FlyCarpet_9:FlyCarpet_900D6: if  1001B:    0 > [email protected]  // integer values00E1:   key_pressed 0 16  004D: jump_if_false @FlyCarpet_9a0007: [email protected] =  150.0  // floating-point values0002: jump @FlyCarpet_10:FlyCarpet_9a00D6: if  0001B:    0 > [email protected]  // integer values004D: jump_if_false @FlyCarpet_9b0007: [email protected] =  50.0  // floating-point values  0002: jump @FlyCarpet_10:FlyCarpet_9b00D6: if 00039:   [email protected] ==  0  // integer values004D: jump_if_false @FlyCarpet_9c0007: [email protected] =  5.0  // floating-point values0002: jump @FlyCarpet_10:FlyCarpet_9c00D6: if 00019:   [email protected] >  0  // integer values004D: jump_if_false @FlyCarpet_100007: [email protected] =  5.0  // floating-point values0002: jump @FlyCarpet_10:FlyCarpet_1002F6: [email protected] = cosine [email protected]  // sinus swapped with cosine02F7: [email protected] = sinus [email protected] // cosine swapped with sinus 006B: [email protected] *= [email protected]  // floating-point values006B: [email protected] *= [email protected]  // floating-point values0013: [email protected] *=  -1.0  // floating-point values083C: $PLAYER_ACTOR [email protected] [email protected] [email protected]: wait 0 ms  0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground00D6: if  0002B:    0 >= [email protected]  // integer values 004D: jump_if_false @FlyCarpet_11a00D6: if 2300E1:   key_pressed 0 16  04AD:   actor $PLAYER_ACTOR touching_water 0023:   10.0 > [email protected]  // floating-point values 0023:   7.0 > [email protected]  // floating-point values 004D: jump_if_false @FlyCarpet_110007: [email protected] =  350.0  // floating-point values00D6: if  00039:   [email protected] ==  0  // integer values004D: jump_if_false @FlyCarpet_10006: [email protected] =  1  // integer values0006: [email protected] =  0  // integer values0812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0002: jump @FlyCarpet_1:FlyCarpet_1100D6: if 1 0021:   [email protected] > 50.0  // floating-point values0021:   [email protected] > 17.0  // floating-point values004D: jump_if_false @FlyCarpet_13:FlyCarpet_11a00D6: if  00021:   [email protected] > 7.5  // floating-point values004D: jump_if_false @FlyCarpet_11b0007: [email protected] =  -70.0  // floating-point values00D6: if  00039:   [email protected] ==  0  // integer values004D: jump_if_false @FlyCarpet_10006: [email protected] =  0  // integer values0006: [email protected] =  1  // integer values0812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0002: jump @FlyCarpet_1 :FlyCarpet_11b0223: set_actor $PLAYER_ACTOR health_to  200//<<<<<<<<<<<<<0002: jump @FlyCarpet_17 :FlyCarpet_120AB3: var 98 = 0//0004: $startDev1 =  0  // integer values0007: [email protected] =  3.5  // floating-point values00D6: if 210039:   [email protected] ==  1  // integer values0039:   [email protected] ==  1  // integer values004D: jump_if_false @FlyCarpet_130812: unknown_action_sequence $PLAYER_ACTOR "LAY_BAC_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0006: [email protected] =  0  // integer values0006: [email protected] =  0  // integer values0002: jump @FlyCarpet_13 :FlyCarpet_1300D6: if 10021:   [email protected] > 7.0  // floating-point values0021:   [email protected] > 20.0  // floating-point values004D: jump_if_false @FlyCarpet_140007: [email protected] =  -5.0  // floating-point values0002: jump @FlyCarpet_1 :FlyCarpet_1400D6: if 0 0021:   [email protected] > 10.0  // floating-point values004D: jump_if_false @FlyCarpet_10007: [email protected] =  1.0  // floating-point values0002: jump @FlyCarpet_1 :FlyCarpet_170001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_210223: set_actor $PLAYER_ACTOR health_to  200//<<<<<<<<<<<<<00D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_2100D6: if 180E1:   NOT   key_pressed  0  080E1:   NOT   key_pressed  0  1004D: jump_if_false @FlyCarpet_19a00D6: if 080E1:   NOT   key_pressed  0  14004D: jump_if_false @FlyCarpet_10619: $PLAYER_ACTOR  004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.3  0.0 -0.204C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.00172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  90.0  // floating-point values01BC: put_object [email protected] at [email protected] [email protected] [email protected]: object [email protected] set_rotation  0.0  90.0 [email protected]: put_actor $PLAYER_ACTOR at [email protected] [email protected] [email protected] 0382: set_object [email protected] collision_detection  10619: $PLAYER_ACTOR  10682: [email protected]  0.0  0.0 0.0  0   069A: attach_object [email protected] to_object [email protected] at_offset  0.0  0.3  0.0 rotation  90.0  270.0  0.0 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground :FlyCarpet_180001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_2100D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_2100D6: if  2202D8:   actor $PLAYER_ACTOR currentweapon ==  3502D8:   actor $PLAYER_ACTOR currentweapon ==  3600E1:   key_pressed 0 6004D: jump_if_false @FlyCarpet_18c00D6: if  582D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  2582D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  2682D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  2782D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3082D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3182D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  37004D: jump_if_false @FlyCarpet_18d:FlyCarpet_18a00D6: if  582D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3382D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3482D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3582D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3682D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3882D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  43004D: jump_if_false @FlyCarpet_18d:FlyCarpet_18c04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.0068D: [email protected] [email protected] [email protected]//get_camera_position0087: [email protected] = [email protected]  // floating-point values only0087: [email protected] = [email protected]  // floating-point values only0063: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  -2.0  // floating-point values0013: [email protected] *=  -2.0  // floating-point values005B: [email protected] += [email protected]  // floating-point values 005B: [email protected] += [email protected]  // floating-point values0509: [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected]: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  5.0  // floating-point values0013: [email protected] *=  5.0  // floating-point values0604: [email protected] [email protected] [email protected]//get_point angle_to0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: wait 0 ms :FlyCarpet_18d0494: get_joystick_data  0 [email protected] [email protected] [email protected] [email protected]: if 40025:   [email protected] > [email protected]  // floating-point values  80E1:   NOT   key_pressed  0  00029:   [email protected] >=  0  // integer values80E1:   NOT   key_pressed  0  1480E1:   NOT   key_pressed  0  16004D: jump_if_false @FlyCarpet_2000D6: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false @FlyCarpet_2300D6: if 10021:   [email protected] > 1.0  // floating-point values0019:   [email protected] >  0  // integer values004D: jump_if_false @FlyCarpet_1801B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0382: set_object [email protected] collision_detection  00812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0682: [email protected]  0.0  0.0 0.0  0   069B: [email protected] $PLAYER_ACTOR  0.0  0.0 -1.0  0.0  0.0  0.0 0001: wait 250 ms 01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen):FlyCarpet_190001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_2100D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_210494: get_joystick_data  0 [email protected] [email protected] [email protected] [email protected]: if 380E1:   NOT   key_pressed  0  00029:   [email protected] >=  0  // integer values80E1:   NOT   key_pressed  0  1480E1:   NOT   key_pressed  0  16004D: jump_if_false @FlyCarpet_2000D6: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false @FlyCarpet_2300D6: if 10021:   [email protected] > 1.0  // floating-point values0019:   [email protected] >  0  // integer values004D: jump_if_false @FlyCarpet_19a00A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 0.0 -15.0 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 0007: [email protected] =  1.0  // floating-point values02F6: [email protected] = cosine [email protected]  // sinus swapped with cosine02F7: [email protected] = sinus [email protected] // cosine swapped with sinus 006B: [email protected] *= [email protected]  // floating-point values006B: [email protected] *= [email protected]  // floating-point values0013: [email protected] *=  -1.0  // floating-point values083C: $PLAYER_ACTOR [email protected] [email protected] -5.00002: jump @FlyCarpet_19:FlyCarpet_19a01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0619: $PLAYER_ACTOR  004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.3  0.0 -0.204C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.00172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  90.0  // floating-point values01BC: put_object [email protected] at [email protected] [email protected] [email protected]: object [email protected] set_rotation  0.0  90.0 [email protected]: put_actor $PLAYER_ACTOR at [email protected] [email protected] [email protected] 0382: set_object [email protected] collision_detection  10619: $PLAYER_ACTOR  10682: [email protected]  0.0  0.0 0.0  0   069A: attach_object [email protected] to_object [email protected] at_offset  0.0  0.3  0.0 rotation  90.0  270.0  0.0 :FlyCarpet_19b0001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_19c00D6: if  10038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_19c00D6: if  280E1:   NOT   key_pressed  0  080E1:   NOT   key_pressed  0  180E1:   NOT   key_pressed  0  15004D: jump_if_false @FlyCarpet_19b:FlyCarpet_19c01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0002: jump @FlyCarpet_18 :FlyCarpet_200682: [email protected]  0.0  0.0  0.0  0   069B: [email protected] $PLAYER_ACTOR  0.0  0.0 -1.0  0.0  0.0  0.0 0382: set_object [email protected] collision_detection  001BC: put_object [email protected] at 0.0  0.0  900.004D7: lock_actor $PLAYER_ACTOR in_current_position 0 0812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0002: jump @FlyCarpet_1:FlyCarpet_210619: $PLAYER_ACTOR  104D7: lock_actor $PLAYER_ACTOR in_current_position 0 04EF: release_animation "BEACH"0108: destroy_object [email protected]: destroy_object [email protected]:FlyCarpet_220001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_2200D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_220AB3: var 99 = 0//0004: $Devilon1 =  0  // integer values0001: wait  2000 ms0925: (unknown)015A: restore_camera0002: jump @FlyC_01:FlyCarpet_230108: destroy_object [email protected]: destroy_object [email protected]: put_actor $PLAYER_ACTOR at [email protected] [email protected] -100.0 04EF: release_animation "BEACH"0619: $PLAYER_ACTOR  104D7: lock_actor $PLAYER_ACTOR in_current_position 00AB3: var 99 = 0//0004: $Devilon1 =  0  // integer values0925: (unknown)015A: restore_camera0001: wait  2000 ms0002: jump @FlyC_01:FlyCarpet_24Pickup.Destroy([email protected])0164: disable_marker [email protected]: var 99 = 0//0004: $Devilon1 =  0  // integer values0002: jump @FlyC_01

 

i copied the code and inserted it in a txt and compiled in sanny as a .cs and the flyin carpet works just as it should. i press O and i take off. great mod man. this is actually better than jetpack because i can lay down on the carpet and i never fall to the ground. i wonder if i can bring homies on this thing and shoot at rival gangs from up here.

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Persanity

If I ever get my glider to not have the shakes (Heroin whithdrawls me thinks it is) then the glider will be hella lot cooler then the Jetpack to fly as well! Im done with my Pumpkin bombs and I just need to get everything with my Player model oriented right and then I'll have a release topic

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shindogg
If I ever get my glider to not have the shakes (Heroin whithdrawls me thinks it is) then the glider will be hella lot cooler then the Jetpack to fly as well! Im done with my Pumpkin bombs and I just need to get everything with my Player model oriented right and then I'll have a release topic

good luck. when its complete, it sounds like a fun mod

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