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coin-god

[CLEO] Fly Mod

Recommended Posts

coin-god

 

please guys can somone tell me where i download asi loader???

IT cames with cleo! cleo.sannybuilder.com

 

 

 

edit: First post updated.

Edited by goin-god

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Cale

where abouts would asi loader be? i checked tools and all of that but i cant't find it

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Dude0

hey can you use this is sa-mp?

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Dude0

i put it in the cleo folder start my game but it crashes if i load i am using the one where i am immune to everything is that the probelm is it out dated and using sa-mp 0.2.2 but i went to singleplayer same thing happened

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coin-god
i put it in the cleo folder start my game but it crashes if i load i am using the one where i am immune to everything is that the probelm is it out dated and using sa-mp 0.2.2 but i went to singleplayer same thing happened

That must be other problem, maybe your exe version or something. Because the CLEO works fine in SAMP as in SASP.

 

 

 

The asi loader are the DLL files cleo includes.

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javi13
i put it in the cleo folder start my game but it crashes if i load i am using the one where i am immune to everything is that the probelm is it out dated and using sa-mp 0.2.2 but i went to singleplayer same thing happened

Try *Obtaining* a hoodlum .exe, that worked for my friend. smile.gif

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zombieKILLER

This is pretty cool! You are the man smile.gif

 

Makes missions easier tounge.gif

 

I havn't tried it in SAMP yet, but i will.

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javi13

Alright, after being complained at by people on my server about dieing from crashing into buildings, I have made a version that is immune to only falling. Can i PM the link to you Goin-God? turn.gif

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coin-god
Alright, after being complained at by people on my server about dieing from crashing into buildings, I have made a version that is immune to only falling. Can i PM the link to you Goin-God? turn.gif

Sure, go ahead. wink.gif

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GTAdedan

works perfect! also in SA-MP biggrin.gif

proof:

user posted image

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floof

dedan, where did you get the victor model.

please PM it to me!!!

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geelock817
It is not something that you havnt seen yet, but the cool part is that i made it Cleo. Its the Flying and "Power thrower" part of the SuperCJ Code by PLPynton.

 

Easy install, and you can play normal GTA and Fly when you want smile.gif

 

Pic from SJ:

user posted image

 

The funny part of this is that i was banned from 3 SAMP Servers because of "Cheating" just using this Cleo biggrin.gif

 

Controls:

 

KEY PRESS EFFECT
JUMP + CROUNCH TAKE OFF
CONVERSATION_NO INCREASE POWER
CONVERSATION_YES DECREASE POWER
GROUP_CTRL_FORWARD TOGGLE FLYING ANIMS*
MOVE FORWARD FLY DOWN*
MOVE BACK FLY UP*
Effects with a (*) works while flying
DOWNLOAD v1.0a

Description: First Release, Infinite Health, immune to everything.

DOWNLOAD v1.0b [by Javi13]

Description: Second release, no immunities. Beware of crashing Buildings.

 

Credits:

PLPynton

Me

Darkel

 

Note: Sometiimes when you have many Cleo-s mod you can find bugs with all of them if using this mod.

the link doesnt Work

 

 

download:v.10a < n0tt workin

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Zipmaster

Great, but the links are dead, could somone update?

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javi13

This is v1.0a

 

{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------0000: NOP 0A95: enable_thread_saving thread 'SCJ' wait 1500 0A1F: increase_float_stat 24 by 1000.0 [email protected] = 10.0 [email protected] = 2.0 [email protected] = 0.0 08C3: clear [email protected] bit 7 08C3: clear [email protected] bit 8 08C3: clear [email protected] bit 9 08C3: clear [email protected] bit 10 08C3: clear [email protected] bit 11 08C3: clear [email protected] bit 12 :SCJ_101wait 50 if   Player.Defined($PLAYER_CHAR)else_jump @SCJ_101 if   not Actor.Driving($PLAYER_ACTOR)else_jump @SCJ_101 if 04EE:   animation "PARACHUTE" loaded else_jump @SCJ_1966 0090: $10949 = float [email protected] to_integer 04F7: status_text $10949 type 1 line 4 GXT 'RYD3_E' // global_variable  // Power0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 06AC: [email protected] = actor $PLAYER_ACTOR movement_speed gosub @SCJ_2506 gosub @SCJ_1997 gosub @SCJ_2650 if   not [email protected] > 2.0 else_jump @SCJ_259 gosub @SCJ_598 jump @SCJ_1856 :SCJ_259if 84AD:   not actor $PLAYER_ACTOR in_water else_jump @SCJ_1856 if  [email protected] > 3.0 else_jump @SCJ_1835 Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)if and  not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL"  not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"else_jump @SCJ_388 0687: clear_actor $PLAYER_ACTOR task [email protected] = 0.0 jump @SCJ_449 :SCJ_388if 00E1:   player 0 pressed_key 8 else_jump @SCJ_570 wait 250 if 08B7:   test [email protected] bit 12 else_jump @SCJ_442 08C3: clear [email protected] bit 12 jump @SCJ_449 :SCJ_44208BD: set [email protected] bit 12 :SCJ_449if 08B7:   test [email protected] bit 12 else_jump @SCJ_519 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB jump @SCJ_570 :SCJ_5190812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB :SCJ_570gosub @SCJ_1543 gosub @SCJ_928 gosub @SCJ_1061 jump @SCJ_101 :SCJ_598if and00E1:   player 0 pressed_key 18 00E1:   player 0 pressed_key 14 else_jump @SCJ_926 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.4 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 7.6 if 06BD:   no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 1 object 1 particle 1 else_jump @SCJ_926 [email protected] = 50 066A: [email protected] = attach_particle "JETTHRUST" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 rotation 0.0 0.01 0.0 flag 1 066A: [email protected] = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -4.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible 064C: make_particle [email protected] visible :SCJ_838wait 20 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 9.0 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground [email protected] += -1 if   not [email protected] == 0 else_jump @SCJ_916 if 04B5:   [email protected] >= 9.0 // @ >= any else_jump @SCJ_838 :SCJ_9160650: destroy_particle [email protected] 0650: destroy_particle [email protected] :SCJ_926return :SCJ_928if 00E1:   player 0 pressed_key 17 else_jump @SCJ_1059 if 88B7:   not test [email protected] bit 9 else_jump @SCJ_1052 066A: [email protected] = attach_particle "EXPLOSION_FUEL_CAR" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible 064F: remove_references_to_particle [email protected] 08BD: set [email protected] bit 9 wait 400 jump @SCJ_1059 :SCJ_105208C3: clear [email protected] bit 9 :SCJ_1059return :SCJ_1061if and  not [email protected] > 15.0  [email protected] > 2.0 08B7:   test [email protected] bit 9 else_jump @SCJ_1511 if 88B7:   not test [email protected] bit 7 else_jump @SCJ_1180 066A: [email protected] = attach_particle "HELI_DUST" to_actor $PLAYER_ACTOR with_offset 0.0 10.0 -10.0 rotation 0.0 0.01 0.0 flag 1 08BD: set [email protected] bit 7 064C: make_particle [email protected] visible :SCJ_118004C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -10.0 -10.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 10.0 -10.0 0.0 09C0: [email protected] = get_random_car_in_area [email protected] [email protected] [email protected] [email protected] 30.0 with_actors -1 if 056E:   car [email protected] defined else_jump @SCJ_1511 046C: [email protected] = car [email protected] driver if 056D:   actor [email protected] defined else_jump @SCJ_1307 Actor.DestroyInstantly([email protected]):SCJ_13070407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] *= -0.006 [email protected] *= -0.006 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0073: [email protected] /= [email protected] // (float) 0073: [email protected] /= [email protected] // (float) 07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 066B: [email protected] = attach_particle "SHOOTLIGHT" to_car [email protected] with_offset 0.0 2.0 1.0 flag 1 064C: make_particle [email protected] visible 064F: remove_references_to_particle [email protected] :SCJ_1511if 08B7:   test [email protected] bit 7 else_jump @SCJ_1541 08C3: clear [email protected] bit 7 0650: destroy_particle [email protected] :SCJ_1541return :SCJ_15430494: get_joystick 0 data_to [email protected] [email protected] [email protected] [email protected] 0093: [email protected] = integer [email protected] to_float 0093: [email protected] = integer [email protected] to_float [email protected] *= 0.02 006B: [email protected] *= [email protected] // (float) [email protected] = Actor.Angle($PLAYER_ACTOR)0063: [email protected] -= [email protected] // (float) [email protected] *= 4.0 [email protected] *= 0.02 006B: [email protected] *= [email protected] // (float) 005B: [email protected] += [email protected] // (float) if  -80.0 > [email protected] else_jump @SCJ_1676 [email protected] = -80.0 :SCJ_1676if  [email protected] > 80.0 else_jump @SCJ_1707 [email protected] = 80.0 :SCJ_1707083E: set_actor $PLAYER_ACTOR rotation [email protected] [email protected] [email protected] while_in_air [email protected] = 360.0 0063: [email protected] -= [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] return :SCJ_1835if  [email protected] > 8.0 else_jump @SCJ_101 :SCJ_1856if or  Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL"  Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"else_jump @SCJ_101 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 0687: clear_actor $PLAYER_ACTOR task wait 250 [email protected] = 0.0 Actor.Angle($PLAYER_ACTOR) = [email protected] @SCJ_101 :SCJ_1966054C: use_GXT_table 'RYDER3' 04ED: load_animation "PARACHUTE" jump @SCJ_101 :SCJ_19970087: [email protected] = [email protected] // (float) [email protected] /= 15.0 if   not [email protected] > 1.0 else_jump @SCJ_2046 [email protected] = 1.0 :SCJ_2046if   Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"else_jump @SCJ_2094 0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at [email protected] times_normal_rate :SCJ_2094if   Actor.Animation($PLAYER_ACTOR) == "SWIM_CRAWL"else_jump @SCJ_2142 0393: actor $PLAYER_ACTOR perform_animation "SWIM_CRAWL" at [email protected] times_normal_rate :SCJ_2142if   Actor.Animation($PLAYER_ACTOR) == "RUN_CSAW"else_jump @SCJ_2186 0393: actor $PLAYER_ACTOR perform_animation "RUN_CSAW" at [email protected] times_normal_rate :SCJ_2186if   Actor.Animation($PLAYER_ACTOR) == "RUN_ROCKET"else_jump @SCJ_2234 0393: actor $PLAYER_ACTOR perform_animation "RUN_ROCKET" at [email protected] times_normal_rate :SCJ_2234if   Actor.Animation($PLAYER_ACTOR) == "RUN_ARMED"else_jump @SCJ_2280 0393: actor $PLAYER_ACTOR perform_animation "RUN_ARMED" at [email protected] times_normal_rate :SCJ_2280if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_1"else_jump @SCJ_2324 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_1" at [email protected] times_normal_rate :SCJ_2324if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_2"else_jump @SCJ_2368 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_2" at [email protected] times_normal_rate :SCJ_2368if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_3"else_jump @SCJ_2412 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_3" at [email protected] times_normal_rate :SCJ_2412if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_G"else_jump @SCJ_2456 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" at [email protected] times_normal_rate :SCJ_2456if   Actor.Animation($PLAYER_ACTOR) == "SWIM_UNDER"else_jump @SCJ_2504 0393: actor $PLAYER_ACTOR perform_animation "SWIM_UNDER" at [email protected] times_normal_rate :SCJ_2504return :SCJ_2506if or80E1:   not player 0 pressed_key 11 00E1:   player 0 pressed_key 10 else_jump @SCJ_2559 if or80E1:   not player 0 pressed_key 10 00E1:   player 0 pressed_key 11 else_jump @SCJ_2607 jump @SCJ_2648 :[email protected] -= 2.0 if  5.0 > [email protected] else_jump @SCJ_2648 [email protected] = 5.0 jump @SCJ_2648 :[email protected] += 2.0 if  [email protected] > 200.0 else_jump @SCJ_2648 [email protected] = 200.0 :SCJ_2648return :SCJ_2650if  [email protected] > 60.0 else_jump @SCJ_2964 if 88B7:   not test [email protected] bit 8 else_jump @SCJ_2751 08BD: set [email protected] bit 8 066A: [email protected] = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible :SCJ_2751if  [email protected] > 130.0 else_jump @SCJ_2976 if 88B7:   not test [email protected] bit 10 else_jump @SCJ_2853 08BD: set [email protected] bit 10 066A: [email protected] = attach_particle "PRT_SAND2" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible :SCJ_2853if  [email protected] > 180.0 else_jump @SCJ_2988 if 88B7:   not test [email protected] bit 11 else_jump @SCJ_3000 08BD: set [email protected] bit 11 066A: [email protected] = attach_particle "SMOKE_FLARE" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible jump @SCJ_3000 :SCJ_296408C3: clear [email protected] bit 8 0650: destroy_particle [email protected] :SCJ_297608C3: clear [email protected] bit 10 0650: destroy_particle [email protected] :SCJ_298808C3: clear [email protected] bit 11 0650: destroy_particle [email protected] :SCJ_3000return end_thread thread 'SCJA' :SCJA_11wait 250 if   Player.Defined($PLAYER_CHAR)else_jump @SCJA_11 if   not Actor.Driving($PLAYER_ACTOR)else_jump @SCJA_11 if 80E1:   not player 0 pressed_key 9 else_jump @SCJA_1089 if and00E1:   player 0 pressed_key 8 80E1:   not player 0 pressed_key 9 else_jump @SCJA_11 if   Player.Defined($PLAYER_CHAR)else_jump @SCJA_11 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -5.0 5.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 5.0 5.0 0.0 09C0: [email protected] = get_random_car_in_area [email protected] [email protected] [email protected] [email protected] 10.0 with_actors -1 if 056E:   car [email protected] defined else_jump @SCJA_11 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 064B: [email protected] = create_particle "HELI_DUST" at [email protected] [email protected] [email protected] type 1 064C: make_particle [email protected] visible [email protected] = Car.Model([email protected])Model.Load([email protected]):SCJA_276wait 0 if   Model.Available([email protected])else_jump @SCJA_276 046C: [email protected] = car [email protected] driver if 056D:   actor [email protected] defined else_jump @SCJA_325 Actor.DestroyInstantly([email protected]):SCJA_3250407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 [email protected] = Car.Angle([email protected])03F3: get_car [email protected] primary_color_to [email protected] secondary_color_to [email protected] 0A12: get_car [email protected] tertiary_color_to [email protected] quaternary_color_to [email protected] [email protected] = Car.Health([email protected])Car.Destroy([email protected])[email protected] = Car.Create([email protected], [email protected], [email protected], [email protected])Model.Destroy([email protected])Car.Angle([email protected]) = [email protected]: set_car [email protected] primary_color_to [email protected] secondary_color_to [email protected] 0A11: set_car [email protected] tertiary_color_to [email protected] quaternary_color_to [email protected] Car.Health([email protected]) = [email protected]: get_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] [email protected] *= 0.03 [email protected] *= 0.03 07D5: set_car [email protected] velocity_in_direction_XYZ 0.0 0.0 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 [email protected] = 500 0208: [email protected] = random_float_in_ranges 2.0 5.0 0208: [email protected] = random_float_in_ranges 0.045 0.075 :SCJA_564wait 50 if 056E:   car [email protected] defined else_jump @SCJA_791 [email protected] += -1 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 0087: [email protected] = [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 07D5: set_car [email protected] velocity_in_direction_XYZ 0.0 0.0 [email protected] rotation_velocitiesXY 0.0 0.0 unk 0.0 04F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable 0085: [email protected] = [email protected] // (int) [email protected] /= 5 008A: $10948 = [email protected] // (int) if 80E1:   not player 0 pressed_key 9 else_jump @SCJA_825 if  [email protected] == 0 else_jump @SCJA_564 :SCJA_7910650: destroy_particle [email protected] :SCJA_796Car.RemoveReferences([email protected]):SCJA_8010650: destroy_particle [email protected] 08C3: clear [email protected] bit 0 0151: remove_status_text $10948 jump @SCJA_11 :SCJA_8250650: destroy_particle [email protected] [email protected] = 500 :SCJA_838wait 50 if 056E:   car [email protected] defined else_jump @SCJA_796 if 80E1:   not player 0 pressed_key 8 else_jump @SCJA_796 [email protected] += -1 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] *= 0.01 [email protected] *= 0.01 [email protected] *= 0.01 07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] rotation_velocitiesXY 0.0 0.0 unk 0.0 04F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable 0085: [email protected] = [email protected] // (int) [email protected] /= 5 008A: $10948 = [email protected] // (int) if  [email protected] == 0 else_jump @SCJA_838 jump @SCJA_791 :SCJA_10890819: [email protected] = actor $PLAYER_ACTOR distance_from_ground if   not [email protected] > 1.5 else_jump @SCJA_11 [email protected] = 100 04F7: status_text $10948 type 1 line 3 GXT 'DUMMY' // global_variable :SCJA_1143wait 0 if 88B7:   not test [email protected] bit 0 else_jump @SCJA_1232 08BD: set [email protected] bit 0 066A: [email protected] = attach_particle "WATER_RIPPLES" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible :[email protected] += -1 008A: $10948 = [email protected] // (int) if   not [email protected] == 0 else_jump @SCJA_801 if 00E1:   player 0 pressed_key 9 else_jump @SCJA_801 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -20.0 -20.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 20.0 -20.0 0.0 073E: get_car_in_sphere [email protected] [email protected] [email protected] radius 10.0 model -1 handle_as [email protected] if 056E:   car [email protected] defined else_jump @SCJA_1413 jump @SCJA_1467 :SCJA_141309C0: [email protected] = get_random_car_in_area [email protected] [email protected] [email protected] [email protected] 40.0 with_actors -1 if 056E:   car [email protected] defined else_jump @SCJA_1460 jump @SCJA_1467 :SCJA_1460jump @SCJA_1143 :SCJA_1467046C: [email protected] = car [email protected] driver if 056D:   actor [email protected] defined else_jump @SCJA_1496 Actor.DestroyInstantly([email protected]):SCJA_1496066B: [email protected] = attach_particle "SHOOTLIGHT" to_car [email protected] with_offset 0.0 2.0 1.0 flag 1 064C: make_particle [email protected] visible 064F: remove_references_to_particle [email protected] 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 09E5: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 255 0 0 radius 20.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] *= 4.0 [email protected] *= 4.0 02F7: [email protected] = sine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) if   not [email protected] > 0.0 else_jump @SCJA_1707 [email protected] *= -1.0 :SCJA_1707if   not [email protected] > 0.0 else_jump @SCJA_1738 [email protected] *= -1.0 :[email protected] *= 0.07 [email protected] *= 0.07 07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] 0.01 rotation_velocitiesXY 0.0 0.0 unk 0.0 wait 50 if 8449:   not actor $PLAYER_ACTOR in_a_car else_jump @SCJA_1894 if and00E1:   player 0 pressed_key 6 00E1:   player 0 pressed_key 9 else_jump @SCJA_1894 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 20.0 2.0 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 1 020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected] else_jump @SCJA_1894 :SCJA_1894wait 50 8449:   not actor $PLAYER_ACTOR in_a_car 00E1:   player 0 pressed_key 6 00E1:   player 0 pressed_key 8 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.1 0.1 0.2 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 1 020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected] jump @SCJA_1143 

 

 

This is v1.0b

 

{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------0000: NOP 0A95: enable_thread_saving thread 'SCJ' wait 1500  [email protected] = 10.0 [email protected] = 2.0 [email protected] = 0.0 08C3: clear [email protected] bit 7 08C3: clear [email protected] bit 8 08C3: clear [email protected] bit 9 08C3: clear [email protected] bit 10 08C3: clear [email protected] bit 11 08C3: clear [email protected] bit 12 :SCJ_101wait 50 if   Player.Defined($PLAYER_CHAR)else_jump @SCJ_101 if   not Actor.Driving($PLAYER_ACTOR)else_jump @SCJ_101 if 04EE:   animation "PARACHUTE" loaded else_jump @SCJ_1966 0090: $10949 = float [email protected] to_integer 04F7: status_text $10949 type 1 line 4 GXT 'RYD3_E' // global_variable  // Power0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 06AC: [email protected] = actor $PLAYER_ACTOR movement_speed gosub @SCJ_2506 gosub @SCJ_1997 gosub @SCJ_2650 if   not [email protected] > 2.0 else_jump @SCJ_259 gosub @SCJ_598 jump @SCJ_1856 :SCJ_259if 84AD:   not actor $PLAYER_ACTOR in_water else_jump @SCJ_1856 if  [email protected] > 3.0 else_jump @SCJ_1835 Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)if and  not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL"  not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"else_jump @SCJ_388 0687: clear_actor $PLAYER_ACTOR task [email protected] = 0.0 jump @SCJ_449 :SCJ_388if 00E1:   player 0 pressed_key 8 else_jump @SCJ_570 wait 250 if 08B7:   test [email protected] bit 12 else_jump @SCJ_442 08C3: clear [email protected] bit 12 jump @SCJ_449 :SCJ_44208BD: set [email protected] bit 12 :SCJ_449if 08B7:   test [email protected] bit 12 else_jump @SCJ_519 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB jump @SCJ_570 :SCJ_5190812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB :SCJ_570gosub @SCJ_1543 gosub @SCJ_928 gosub @SCJ_1061 jump @SCJ_101 :SCJ_598if and00E1:   player 0 pressed_key 18 00E1:   player 0 pressed_key 14 else_jump @SCJ_926 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.4 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 7.6 if 06BD:   no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 1 object 1 particle 1 else_jump @SCJ_926 [email protected] = 50 066A: [email protected] = attach_particle "JETTHRUST" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 rotation 0.0 0.01 0.0 flag 1 066A: [email protected] = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -4.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible 064C: make_particle [email protected] visible :SCJ_838wait 20 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 9.0 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground [email protected] += -1 if   not [email protected] == 0 else_jump @SCJ_916 if 04B5:   [email protected] >= 9.0 // @ >= any else_jump @SCJ_838 :SCJ_9160650: destroy_particle [email protected] 0650: destroy_particle [email protected] :SCJ_926return :SCJ_928if 00E1:   player 0 pressed_key 17 else_jump @SCJ_1059 if 88B7:   not test [email protected] bit 9 else_jump @SCJ_1052 066A: [email protected] = attach_particle "EXPLOSION_FUEL_CAR" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible 064F: remove_references_to_particle [email protected] 08BD: set [email protected] bit 9 wait 400 jump @SCJ_1059 :SCJ_105208C3: clear [email protected] bit 9 :SCJ_1059return :SCJ_1061if and  not [email protected] > 15.0  [email protected] > 2.0 08B7:   test [email protected] bit 9 else_jump @SCJ_1511 if 88B7:   not test [email protected] bit 7 else_jump @SCJ_1180 066A: [email protected] = attach_particle "HELI_DUST" to_actor $PLAYER_ACTOR with_offset 0.0 10.0 -10.0 rotation 0.0 0.01 0.0 flag 1 08BD: set [email protected] bit 7 064C: make_particle [email protected] visible :SCJ_118004C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -10.0 -10.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 10.0 -10.0 0.0 09C0: [email protected] = get_random_car_in_area [email protected] [email protected] [email protected] [email protected] 30.0 with_actors -1 if 056E:   car [email protected] defined else_jump @SCJ_1511 046C: [email protected] = car [email protected] driver if 056D:   actor [email protected] defined else_jump @SCJ_1307 Actor.DestroyInstantly([email protected]):SCJ_13070407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] *= -0.006 [email protected] *= -0.006 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0073: [email protected] /= [email protected] // (float) 0073: [email protected] /= [email protected] // (float) 07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 066B: [email protected] = attach_particle "SHOOTLIGHT" to_car [email protected] with_offset 0.0 2.0 1.0 flag 1 064C: make_particle [email protected] visible 064F: remove_references_to_particle [email protected] :SCJ_1511if 08B7:   test [email protected] bit 7 else_jump @SCJ_1541 08C3: clear [email protected] bit 7 0650: destroy_particle [email protected] :SCJ_1541return :SCJ_15430494: get_joystick 0 data_to [email protected] [email protected] [email protected] [email protected] 0093: [email protected] = integer [email protected] to_float 0093: [email protected] = integer [email protected] to_float [email protected] *= 0.02 006B: [email protected] *= [email protected] // (float) [email protected] = Actor.Angle($PLAYER_ACTOR)0063: [email protected] -= [email protected] // (float) [email protected] *= 4.0 [email protected] *= 0.02 006B: [email protected] *= [email protected] // (float) 005B: [email protected] += [email protected] // (float) if  -80.0 > [email protected] else_jump @SCJ_1676 [email protected] = -80.0 :SCJ_1676if  [email protected] > 80.0 else_jump @SCJ_1707 [email protected] = 80.0 :SCJ_1707083E: set_actor $PLAYER_ACTOR rotation [email protected] [email protected] [email protected] while_in_air [email protected] = 360.0 0063: [email protected] -= [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] return :SCJ_1835if  [email protected] > 8.0 else_jump @SCJ_101 :SCJ_1856if or  Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL"  Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"else_jump @SCJ_101 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 0687: clear_actor $PLAYER_ACTOR task wait 250 [email protected] = 0.0 Actor.Angle($PLAYER_ACTOR) = [email protected] @SCJ_101 :SCJ_1966054C: use_GXT_table 'RYDER3' 04ED: load_animation "PARACHUTE" jump @SCJ_101 :SCJ_19970087: [email protected] = [email protected] // (float) [email protected] /= 15.0 if   not [email protected] > 1.0 else_jump @SCJ_2046 [email protected] = 1.0 :SCJ_2046if   Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"else_jump @SCJ_2094 0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at [email protected] times_normal_rate :SCJ_2094if   Actor.Animation($PLAYER_ACTOR) == "SWIM_CRAWL"else_jump @SCJ_2142 0393: actor $PLAYER_ACTOR perform_animation "SWIM_CRAWL" at [email protected] times_normal_rate :SCJ_2142if   Actor.Animation($PLAYER_ACTOR) == "RUN_CSAW"else_jump @SCJ_2186 0393: actor $PLAYER_ACTOR perform_animation "RUN_CSAW" at [email protected] times_normal_rate :SCJ_2186if   Actor.Animation($PLAYER_ACTOR) == "RUN_ROCKET"else_jump @SCJ_2234 0393: actor $PLAYER_ACTOR perform_animation "RUN_ROCKET" at [email protected] times_normal_rate :SCJ_2234if   Actor.Animation($PLAYER_ACTOR) == "RUN_ARMED"else_jump @SCJ_2280 0393: actor $PLAYER_ACTOR perform_animation "RUN_ARMED" at [email protected] times_normal_rate :SCJ_2280if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_1"else_jump @SCJ_2324 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_1" at [email protected] times_normal_rate :SCJ_2324if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_2"else_jump @SCJ_2368 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_2" at [email protected] times_normal_rate :SCJ_2368if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_3"else_jump @SCJ_2412 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_3" at [email protected] times_normal_rate :SCJ_2412if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_G"else_jump @SCJ_2456 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" at [email protected] times_normal_rate :SCJ_2456if   Actor.Animation($PLAYER_ACTOR) == "SWIM_UNDER"else_jump @SCJ_2504 0393: actor $PLAYER_ACTOR perform_animation "SWIM_UNDER" at [email protected] times_normal_rate :SCJ_2504return :SCJ_2506if or80E1:   not player 0 pressed_key 11 00E1:   player 0 pressed_key 10 else_jump @SCJ_2559 if or80E1:   not player 0 pressed_key 10 00E1:   player 0 pressed_key 11 else_jump @SCJ_2607 jump @SCJ_2648 :[email protected] -= 2.0 if  5.0 > [email protected] else_jump @SCJ_2648 [email protected] = 5.0 jump @SCJ_2648 :[email protected] += 2.0 if  [email protected] > 200.0 else_jump @SCJ_2648 [email protected] = 200.0 :SCJ_2648return :SCJ_2650if  [email protected] > 60.0 else_jump @SCJ_2964 if 88B7:   not test [email protected] bit 8 else_jump @SCJ_2751 08BD: set [email protected] bit 8 066A: [email protected] = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible :SCJ_2751if  [email protected] > 130.0 else_jump @SCJ_2976 if 88B7:   not test [email protected] bit 10 else_jump @SCJ_2853 08BD: set [email protected] bit 10 066A: [email protected] = attach_particle "PRT_SAND2" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible :SCJ_2853if  [email protected] > 180.0 else_jump @SCJ_2988 if 88B7:   not test [email protected] bit 11 else_jump @SCJ_3000 08BD: set [email protected] bit 11 066A: [email protected] = attach_particle "SMOKE_FLARE" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible jump @SCJ_3000 :SCJ_296408C3: clear [email protected] bit 8 0650: destroy_particle [email protected] :SCJ_297608C3: clear [email protected] bit 10 0650: destroy_particle [email protected] :SCJ_298808C3: clear [email protected] bit 11 0650: destroy_particle [email protected] :SCJ_3000return end_thread thread 'SCJA' :SCJA_11wait 250 if   Player.Defined($PLAYER_CHAR)else_jump @SCJA_11 if   not Actor.Driving($PLAYER_ACTOR)else_jump @SCJA_11 if 80E1:   not player 0 pressed_key 9 else_jump @SCJA_1089 if and00E1:   player 0 pressed_key 8 80E1:   not player 0 pressed_key 9 else_jump @SCJA_11 if   Player.Defined($PLAYER_CHAR)else_jump @SCJA_11 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -5.0 5.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 5.0 5.0 0.0 09C0: [email protected] = get_random_car_in_area [email protected] [email protected] [email protected] [email protected] 10.0 with_actors -1 if 056E:   car [email protected] defined else_jump @SCJA_11 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 064B: [email protected] = create_particle "HELI_DUST" at [email protected] [email protected] [email protected] type 1 064C: make_particle [email protected] visible [email protected] = Car.Model([email protected])Model.Load([email protected]):SCJA_276wait 0 if   Model.Available([email protected])else_jump @SCJA_276 046C: [email protected] = car [email protected] driver if 056D:   actor [email protected] defined else_jump @SCJA_325 Actor.DestroyInstantly([email protected]):SCJA_3250407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 [email protected] = Car.Angle([email protected])03F3: get_car [email protected] primary_color_to [email protected] secondary_color_to [email protected] 0A12: get_car [email protected] tertiary_color_to [email protected] quaternary_color_to [email protected] [email protected] = Car.Health([email protected])Car.Destroy([email protected])[email protected] = Car.Create([email protected], [email protected], [email protected], [email protected])Model.Destroy([email protected])Car.Angle([email protected]) = [email protected]: set_car [email protected] primary_color_to [email protected] secondary_color_to [email protected] 0A11: set_car [email protected] tertiary_color_to [email protected] quaternary_color_to [email protected] Car.Health([email protected]) = [email protected]: get_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] [email protected] *= 0.03 [email protected] *= 0.03 07D5: set_car [email protected] velocity_in_direction_XYZ 0.0 0.0 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 [email protected] = 500 0208: [email protected] = random_float_in_ranges 2.0 5.0 0208: [email protected] = random_float_in_ranges 0.045 0.075 :SCJA_564wait 50 if 056E:   car [email protected] defined else_jump @SCJA_791 [email protected] += -1 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 0087: [email protected] = [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 07D5: set_car [email protected] velocity_in_direction_XYZ 0.0 0.0 [email protected] rotation_velocitiesXY 0.0 0.0 unk 0.0 04F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable 0085: [email protected] = [email protected] // (int) [email protected] /= 5 008A: $10948 = [email protected] // (int) if 80E1:   not player 0 pressed_key 9 else_jump @SCJA_825 if  [email protected] == 0 else_jump @SCJA_564 :SCJA_7910650: destroy_particle [email protected] :SCJA_796Car.RemoveReferences([email protected]):SCJA_8010650: destroy_particle [email protected] 08C3: clear [email protected] bit 0 0151: remove_status_text $10948 jump @SCJA_11 :SCJA_8250650: destroy_particle [email protected] [email protected] = 500 :SCJA_838wait 50 if 056E:   car [email protected] defined else_jump @SCJA_796 if 80E1:   not player 0 pressed_key 8 else_jump @SCJA_796 [email protected] += -1 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] *= 0.01 [email protected] *= 0.01 [email protected] *= 0.01 07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] rotation_velocitiesXY 0.0 0.0 unk 0.0 04F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable 0085: [email protected] = [email protected] // (int) [email protected] /= 5 008A: $10948 = [email protected] // (int) if  [email protected] == 0 else_jump @SCJA_838 jump @SCJA_791 :SCJA_10890819: [email protected] = actor $PLAYER_ACTOR distance_from_ground if   not [email protected] > 1.5 else_jump @SCJA_11 [email protected] = 100 04F7: status_text $10948 type 1 line 3 GXT 'DUMMY' // global_variable :SCJA_1143wait 0 if 88B7:   not test [email protected] bit 0 else_jump @SCJA_1232 08BD: set [email protected] bit 0 066A: [email protected] = attach_particle "WATER_RIPPLES" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible :[email protected] += -1 008A: $10948 = [email protected] // (int) if   not [email protected] == 0 else_jump @SCJA_801 if 00E1:   player 0 pressed_key 9 else_jump @SCJA_801 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -20.0 -20.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 20.0 -20.0 0.0 073E: get_car_in_sphere [email protected] [email protected] [email protected] radius 10.0 model -1 handle_as [email protected] if 056E:   car [email protected] defined else_jump @SCJA_1413 jump @SCJA_1467 :SCJA_141309C0: [email protected] = get_random_car_in_area [email protected] [email protected] [email protected] [email protected] 40.0 with_actors -1 if 056E:   car [email protected] defined else_jump @SCJA_1460 jump @SCJA_1467 :SCJA_1460jump @SCJA_1143 :SCJA_1467046C: [email protected] = car [email protected] driver if 056D:   actor [email protected] defined else_jump @SCJA_1496 Actor.DestroyInstantly([email protected]):SCJA_1496066B: [email protected] = attach_particle "SHOOTLIGHT" to_car [email protected] with_offset 0.0 2.0 1.0 flag 1 064C: make_particle [email protected] visible 064F: remove_references_to_particle [email protected] 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 09E5: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 255 0 0 radius 20.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] *= 4.0 [email protected] *= 4.0 02F7: [email protected] = sine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) if   not [email protected] > 0.0 else_jump @SCJA_1707 [email protected] *= -1.0 :SCJA_1707if   not [email protected] > 0.0 else_jump @SCJA_1738 [email protected] *= -1.0 :[email protected] *= 0.07 [email protected] *= 0.07 07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] 0.01 rotation_velocitiesXY 0.0 0.0 unk 0.0 wait 50 if 8449:   not actor $PLAYER_ACTOR in_a_car else_jump @SCJA_1894 if and00E1:   player 0 pressed_key 6 00E1:   player 0 pressed_key 9 else_jump @SCJA_1894 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 20.0 2.0 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 1 020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected] else_jump @SCJA_1894 :SCJA_1894wait 50 8449:   not actor $PLAYER_ACTOR in_a_car 00E1:   player 0 pressed_key 6 00E1:   player 0 pressed_key 8 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.1 0.1 0.2 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 1 020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected] jump @SCJA_1143 

 

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Dracthel33t

please repost the link

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ngaliwet

How can i turn off/ disable this fly mod ingame?

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coin-god
please repost the link

My website is down sorry. I will look for a mirrior.

 

 

How can i turn off/ disable this fly mod ingame?

I dont remember if i put it. Try switching the Subtitles on/off. Of not, theres no way.

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ngaliwet

^thanks for the information, Goin God:)

 

how about cj can jump high, is there cleo script to make cj can jump high?

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J16D

very good work!! biggrin.gif but how can i do to run fast?? and I can't turn off the flight mode in the game I tried turn on/off the subtitles but doesn't work sad.gif someone can help me?

thnx...

 

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DeathIsCertain

Hmm, well... i can't get it to work in sa-mp.

 

Crashes when I'm almost loaded

What I did-

 

1. downloaded file with immunities

2. Followed readme and went to CLEO's homepage downloaded and installed newest version

3. went to C;/program files/rockstar games/gta san andreas and put superpowers into the 'cleo' folder

4. Started sa-mp 0.2.2 R2.

5. crashed at about 98% loaded

6. Installed second superpowers

7 Crashed same place.

 

Any help? Would be appreciated confused.gifsad.gif

 

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javi13

Get samp 0.2.2R3.

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DeathIsCertain

I upgraded but still crashes. I saw a guy who knows a good amount of english but a lot more spanish use it and I asked him how he had installed it but he said it'd be hard to say in english. moto_whistle.gif

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coin-god
I upgraded but still crashes. I saw a guy who knows a good amount of english but a lot more spanish use it and I asked him how he had installed it but he said it'd be hard to say in english. moto_whistle.gif

My motherlanguage is spanish post it and i will translate.

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Searching

goddamn the links dont work anymore?

anyone know where i can get these mods?

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Se7oOo0

Doase it work on 0.1b ?

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coin-god

Link fixed.

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Doctor Emmett L. Brown

This is like the Superman mod cool.gif nice work cookie.gifcookie.gifcookie.gif

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spaceeinstein

This IS the Superman mod you're talking about, it's the exact same code but added into a CLEO script instead of the main one.

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Doctor Emmett L. Brown
This IS the Superman mod you're talking about, it's the exact same code but added into a CLEO script instead of the main one.

Ahh I see awesome!

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