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ZAZ

Set your own keys for script mods with Sannybuilder

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ZAZ

Set your own keys for script mods with Sannybuilder

I often asked for key_press changing of my mods and I think many people wishes to can do it theirself

So here a little explain to modify simple key_press checks

 

 

Download newest version of Sannybuilder from Seeman at http://sannybuilder.com/

 

 

Install Sannybuilder and create a folder for your scripts

Therefor youre promt to indicate your GTASA-Install dir.

 

Then start Sannybuilder and decompile the mod

If your changes are done, click on compile.

This saves the changes and overwrite the opend file

(sanny creates a decompiled txt of the script file by decompiling in same folder where the script file is placed)

 

 

The main functions can be found as icon button in the menue bar

 

1. Decompile: sanny opens script files with extensions .CS, .CM or .SCM

 

2. Compile: sanny compiles by default to a [Name]main.SCM

 

Sanny compiles automaticly to Cleoscript files, if the script have a Cleo-Direktive as entry

 

{$CLEO .cs} = Cleo-Direktive, will be compiled to Name.CS

{$CLEO .cm} = Cleo-Direktive, will be compiled to Name.CM

 

user posted image

 

 

Alternativ you can decompile a script by doubleclick onto the script file

but this requires first to give windows the instruction to open a file with specified exe.

Therfore click with right mouse button on the script file to pop up the context menue and choose "open with"

than navigate to sanny.exe and set a hook to open the file allways with this exe. Than click on ok.

 

______________________________________________________________________________________

______________________________________________________________________________________

 

 

Then search for the key_press codes by using search function (button with fieldglas icon)

Sanny starts the search than from beginning of the script.

Press F3 to get one more founding of the same search

 

search for 0AB0: or 00E1: or key_pressed or pressed_key

 

______________________________________________________________________________________

 

opcode 00E1: is the original from Rockstar and can be set in controller menue

 

00E1:   player 0 pressed_key 15

 

player 0 means the default player in opposite to player 1 for second player of console version

its allways player 0 in our scripts

 

pressed_key 15 is the real key_press number

15 = enter/exit

 

The explanation of the 00E1: key numbers is documented in Sannybuilder HELP: SCM Documentation >> GTA SA >> Keypress numbers

They are discribed as function which are changeable in controller menue

 

______________________________________________________________________________________

 

opcode 0AB0: can only be used if Cleo is installed

 

0AB0:   key_pressed 8

 

8 = Backspace (Decimal)

 

The explanation of the 0AB0: key numbers is documented in Sannybuilder HELP: CLEO 3 Code Library >> Virtual key codes (for 0AB0)

 

You will find than a table with 3 columns

1.column--------------------------/ 2.column------------------------------/ 3.column

charackter which should used / key_press number decimal version / key_press number hex version

 

Its easier to use decimal version. Just insert the number which is shown

To use hex version needs to write 0x<number> ; exemple: key K = 0x4B

 

______________________________________________________________________________________

 

 

The Sannybuilder HELP

 

Choose HELP on menue, then Content to find informations about key_press numbers

 

user posted image

 

 

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james227uk

Nice tutorial ZAZ, should help people cookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

 

 

Offtopic: It's in the wrong section. I'm not gonna report it though, this topic may be kicked and you will have lost this work

 

lol kicked? wtf am I talking about? i mean locked

Edited by james227uk

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ZAZ

 

Offtopic: It's in the wrong section. I'm not gonna report it though, this topic may be kicked and you will have lost this work

No it isnt but I think users of script mods dont look into tut section

They mostly post in my topic or write me a pm. They should find directly this help where the mods are available.

The moderator should decide.

Edited by ZAZ

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Narcis_speed6

nice job ZAZ icon14.gif

this is a very helpfull tutorial,is good because you put it in mod showroom because allot of members will read it

icon14.gificon14.gificon14.gificon14.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

 

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james227uk

Guess you got a point there

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BobbyBriggs

Hi, i was wondering how to make the gamepad keys react? i can only find the keyboard codes.

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ZAZ

 

Hi, i was wondering how to make the gamepad keys react? i can only find the keyboard codes.

Only key_press checks with this opcode:

opcode 00E1: is the original from Rockstar and can be set in controller menue

 

go to

San Andreas / PAUSE MENUE / OPTIONS / CONTOLLER SETUP / REDEFINE CONTROLES /

FOOT CONTROLES OR VEHICLE CONTROLES

to set gamepadbutton for function

 

 

00E1:   player 0 pressed_key 15

 

player 0 means the default player in opposite to player 1 for second player of console version

its allways player 0 in our scripts

 

pressed_key 15 is the real key_press number

15 = VEHICLE_ENTER_EXIT

 

The explanation of the 00E1: key numbers is documented in Sannybuilder HELP: SCM Documentation >> GTA SA >> Keypress numbers

They are discribed as function which are changeable in controller menue

 

 

 

ONFOOT CONTROLS

  

    

# CONTROL GXT ENTRY VALUES

     

0 left/right  -- GO_LEFT /  -- GO_RIGHT

1 forward/backward  -- GO_FORWARD /  -- GO_BACK

2 special ctrl left/right  -- VEHICLE_LOOKLEFT/ -- VEHICLE_LOOKRIGHT

3 special ctrl up/down -unknown-

4 action/secondary fire  -- PED_ANSWER_PHONE/  -- PED_FIREWEAPON_ALT

5 previous weapon/zoom in    -- PED_CYCLE_WEAPON_LEFT/  -- PED_SNIPER_ZOOM_IN

6 aim weapon  -- PED_LOCK_TARGET

7 next weapon/zoom out  -- PED_CYCLE_WEAPON_RIGHT/  -- PED_SNIPER_ZOOM_OUT

8 group CTRL forward  -- GROUP_CONTROL_FWD

9 group CTRL back  -- GROUP_CONTROL_BWD

10  conversation - no  -- CONVERSATION_NO

11  conversation - yes  -- CONVERSATION_YES

12 (does not exist) -- -- --

13 change camera  -- CAMERA_CHANGE_VIEW_ALL_SITUATIONS

14 jump  -- PED_JUMPING

15 enter vehicle  -- VEHICLE_ENTER_EXIT

16 sprint  -- PED_SPRINT

17 fire  -- PED_FIREWEAPON

18 crouch  -- PED_DUCK

19 look behind  -- PED_LOOKBEHIND

     

LALT sneak  -- SNEAK_ABOUT

 

  

  

VEHICLE CONTROLS   

 

  

  

# CONTROL GXT ENTRY VALUES

     

0 left/right  -- VEHICLE_STEERLEFT/  -- VEHICLE_STEERRIGHT

1 steer back/up  -- VEHICLE_STEERUP/  -- VEHICLE_STEERDOWN  

2 special ctrl left/right  -- VEHICLE_TURRETLEFT/  -- VEHICLE_TURRETRIGHT (NUM6)

3 special control up/down  -- VEHICLE_TURRETUP/  -- VEHICLE_TURRETDOWN

4 secondary fire  -- VEHICLE_FIREWEAPON_ALT

5 look left  -- VEHICLE_LOOKLEFT

6 hand brake  -- VEHICLE_HANDBRAKE

7 look right  -- VEHICLE_LOOKRIGHT

8 next radio station  -- VEHICLE_RADIO_STATION_UP

9 previous radio station  -- VEHICLE_RADIO_STATION_DOWN

10 no  -- CONVERSATION_NO

11 yes / trip skip  -- CONVERSATION_YES

12 (does not exist) -- -- --

13 camera                      -- CAMERA_CHANGE_VIEW_ALL_SITUATIONS

14 brake/reserve  -- VEHICLE_BRAKE

15 enter/exit  -- VEHICLE_ENTER_EXIT

16 accelerate  -- VEHICLE_ACCELERATE

17 fire  -- VEHICLE_FIREWEAPON

18 horn  -- VEHICLE_HORN

19 submission  -- TOGGLE_SUBMISSIONS

     

RMB vehicle mouse look  -- VEHICLE_MOUSELOOK

 

 

Edited by ZAZ

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ikoshowa

hey zaz! i've tried a lot of different keys but everytime I changed the virtual key code of your carspawner mod, I crashed when I load a save... Could you modify this mod for me with the L key because my 2 doesn't work anymore...Thanks if you do! wink.gif

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2pacproducer2

Shouldn't this be in Tutorials section ?

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ZAZ

 

hey zaz! i've tried a lot of different keys but everytime I changed the virtual key code of your carspawner mod, I crashed when I load a save... Could you modify this mod for me with the L key because my 2 doesn't work anymore...Thanks if you do! wink.gif

And you only changed the number?

 

this is the key_press check for 2

 

if 0AB0:   key_pressed 50 jf @CAR_227

 

 

and to do it with L should like that

 

if 0AB0:   key_pressed 76 jf @CAR_227

 

 

 

 

Shouldn't this be in Tutorials section ?

It should be a help for the users. They often want to change the key_press number.

They often look here for mod scripts but dont read tutorials because they are not interessting in scripting.

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trickstar34

This should be pinned for you. wink.gif

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Deji

There's alot of tutorials on this, but this one is nicely made wink.gif

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Denva55
This thread should be sticky...... thanks Edited by Denva55

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crazipayaso

hey is it possible to change 00E1 to 0AB0 ???? if soo can you plz help i tired it with master spark but my game crashes when i click my selected hotkey help

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ZAZ
hey is it possible to change 00E1 to 0AB0 ???? if soo can you plz help i tired it with master spark but my game crashes when i click my selected hotkey help

just read the topic careful to understand the difference

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crazipayaso

yes i know one is cleo other is original but is it possible to change a 00E1 hotkey to a 0AB0 hotkey? if so how plz help?

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ZAZ

 

yes i know one is cleo other is original but is it possible to change a 00E1 hotkey to a 0AB0 hotkey? if so how plz help?

 

basicly you can change the complete line

 

 

0AB0:   key_pressed 8// --- backspace

 

 

with

 

 

00E1:   player 0 pressed_key 15//--- enter/exit-function_key

 

 

but not 0AB0: with 00E1:

 

 

opcode 0AB0: have 1 parameter

opcode 00E1: have 2 parameter

 

 

opcode 0AB0: need to insert virtual key code numbers

 

 

opcode 00E1: need to insert specified numbers which R* had defined for controle functions

the keys for these functions are changable in game-pause-menue>options>controler settings

look to the keysetting tables:

 

ONFOOT CONTROLS

0 left/right -- GO_LEFT / -- GO_RIGHT

1 forward/backward -- GO_FORWARD / -- GO_BACK

2 special ctrl left/right -- VEHICLE_LOOKLEFT/ -- VEHICLE_LOOKRIGHT

3 special ctrl up/down -unknown-

4 action/secondary fire -- PED_ANSWER_PHONE/ -- PED_FIREWEAPON_ALT

5 previous weapon/zoom in -- PED_CYCLE_WEAPON_LEFT/ -- PED_SNIPER_ZOOM_IN

6 aim weapon -- PED_LOCK_TARGET

7 next weapon/zoom out -- PED_CYCLE_WEAPON_RIGHT/ -- PED_SNIPER_ZOOM_OUT

8 group CTRL forward -- GROUP_CONTROL_FWD

9 group CTRL back -- GROUP_CONTROL_BWD

10 conversation - no -- CONVERSATION_NO

11 conversation - yes -- CONVERSATION_YES

12 (does not exist) -- -- --

13 change camera -- CAMERA_CHANGE_VIEW_ALL_SITUATIONS

14 jump -- PED_JUMPING

15 enter vehicle -- VEHICLE_ENTER_EXIT

16 sprint -- PED_SPRINT

17 fire -- PED_FIREWEAPON

18 crouch -- PED_DUCK

19 look behind -- PED_LOOKBEHIND

 

VEHICLE CONTROLS

0 left/right -- VEHICLE_STEERLEFT/ -- VEHICLE_STEERRIGHT

1 steer back/up -- VEHICLE_STEERUP/ -- VEHICLE_STEERDOWN

2 special ctrl left/right -- VEHICLE_TURRETLEFT/ -- VEHICLE_TURRETRIGHT (NUM6)

3 special control up/down -- VEHICLE_TURRETUP/ -- VEHICLE_TURRETDOWN

4 secondary fire -- VEHICLE_FIREWEAPON_ALT

5 look left -- VEHICLE_LOOKLEFT

6 hand brake -- VEHICLE_HANDBRAKE

7 look right -- VEHICLE_LOOKRIGHT

8 next radio station -- VEHICLE_RADIO_STATION_UP

9 previous radio station -- VEHICLE_RADIO_STATION_DOWN

10 no -- CONVERSATION_NO

11 yes / trip skip -- CONVERSATION_YES

12 (does not exist) -- -- --

13 camera -- CAMERA_CHANGE_VIEW_ALL_SITUATIONS

14 brake/reserve -- VEHICLE_BRAKE

15 enter/exit -- VEHICLE_ENTER_EXIT

16 accelerate -- VEHICLE_ACCELERATE

17 fire -- VEHICLE_FIREWEAPON

18 horn -- VEHICLE_HORN

19 submission -- TOGGLE_SUBMISSIONS

Edited by ZAZ

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crazipayaso

 

basicly you can change the complete line

 

 

0AB0:   key_pressed 8// --- backspace

 

 

with

 

 

00E1:   player 0 pressed_key 15//--- enter/exit-function_key

 

 

but not 0AB0: with 00E1:

 

 

opcode 0AB0: have 1 parameter

opcode 00E1: have 2 parameter

 

 

opcode 0AB0: need to insert virtual key code numbers

 

 

opcode 00E1: need to insert specified numbers which R* had defined for controle functions

the keys for these functions are changable in game-pause-menue>options>controler settings

look to the keysetting tables:

 

ONFOOT CONTROLS

0 left/right  -- GO_LEFT /  -- GO_RIGHT

1 forward/backward  -- GO_FORWARD /  -- GO_BACK

2 special ctrl left/right  -- VEHICLE_LOOKLEFT/ -- VEHICLE_LOOKRIGHT

3 special ctrl up/down -unknown-

4 action/secondary fire  -- PED_ANSWER_PHONE/  -- PED_FIREWEAPON_ALT

5 previous weapon/zoom in    -- PED_CYCLE_WEAPON_LEFT/  -- PED_SNIPER_ZOOM_IN

6 aim weapon  -- PED_LOCK_TARGET

7 next weapon/zoom out  -- PED_CYCLE_WEAPON_RIGHT/  -- PED_SNIPER_ZOOM_OUT

8 group CTRL forward  -- GROUP_CONTROL_FWD

9 group CTRL back  -- GROUP_CONTROL_BWD

10  conversation - no  -- CONVERSATION_NO

11  conversation - yes  -- CONVERSATION_YES

12 (does not exist) -- -- --

13 change camera  -- CAMERA_CHANGE_VIEW_ALL_SITUATIONS

14 jump  -- PED_JUMPING

15 enter vehicle  -- VEHICLE_ENTER_EXIT

16 sprint  -- PED_SPRINT

17 fire  -- PED_FIREWEAPON

18 crouch  -- PED_DUCK

19 look behind  -- PED_LOOKBEHIND

 

VEHICLE CONTROLS 

0 left/right  -- VEHICLE_STEERLEFT/  -- VEHICLE_STEERRIGHT

1 steer back/up  -- VEHICLE_STEERUP/  -- VEHICLE_STEERDOWN 

2 special ctrl left/right  -- VEHICLE_TURRETLEFT/  -- VEHICLE_TURRETRIGHT (NUM6)

3 special control up/down  -- VEHICLE_TURRETUP/  -- VEHICLE_TURRETDOWN

4 secondary fire  -- VEHICLE_FIREWEAPON_ALT

5 look left  -- VEHICLE_LOOKLEFT

6 hand brake  -- VEHICLE_HANDBRAKE

7 look right  -- VEHICLE_LOOKRIGHT

8 next radio station  -- VEHICLE_RADIO_STATION_UP

9 previous radio station  -- VEHICLE_RADIO_STATION_DOWN

10 no  -- CONVERSATION_NO

11 yes / trip skip  -- CONVERSATION_YES

12 (does not exist) -- -- --

13 camera                      -- CAMERA_CHANGE_VIEW_ALL_SITUATIONS

14 brake/reserve  -- VEHICLE_BRAKE

15 enter/exit  -- VEHICLE_ENTER_EXIT

16 accelerate  -- VEHICLE_ACCELERATE

17 fire  -- VEHICLE_FIREWEAPON

18 horn  -- VEHICLE_HORN

19 submission  -- TOGGLE_SUBMISSIONS

 

thx but i just wanted to know the basicly thx so if i had one with this two lines:

 

00E1:   player 0 pressed_key 4 

 

 

00E1:   player 0 pressed_key 9 

 

and this

 

:MSPARK_29150400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 [email protected] 0.0 09E5: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 255 255 255 radius 25.0 [email protected] += 10.0 [email protected] += 1  [email protected] > 15 else_jump @MSPARK_2915 069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation [email protected] 0.0 0.0 if or00E1:   player 0 pressed_key 4   not [email protected] >= 750 else_jump @MSPARK_4959 if  [email protected] >= 100 else_jump @MSPARK_1073 [email protected] = 2.0 [email protected] = 0.0 [email protected] = 1 

 

 

 

i can change those three key press to

 

0AB0:   key_pressed 56 

 

 

 

soo i want to change the firts two key press to just one 0AB0 and i want to change the other key to 0AB0 too! so all i have to do is change the lines

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ZAZ

 

 

i can change those three key press to

 

0AB0:   key_pressed 56 

 

 

 

soo i want to change the firts two key press to just one 0AB0 and i want to change the other key to 0AB0 too! so all i have to do is change the lines

i don't know the context of the first two key_press and don't know what happens

make a backup of the scriptsource and then change what you want and test it

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crazipayaso

 

 

 

i can change those three key press to

 

0AB0:   key_pressed 56 

 

 

 

soo i want to change the firts two key press to just one 0AB0 and i want to change the other key to 0AB0 too! so all i have to do is change the lines

i don't know the context of the first two key_press and don't know what happens

make a backup of the scriptsource and then change what you want and test it

i tried it but my game crashed as soon as i pressed the hotkey 8///// 56

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ZAZ

post the complete script, original version

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crazipayaso

 

 // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'MSPARK' :MSPARK_11wait 0 if and  Player.Defined($PLAYER_CHAR)  not Actor.Driving($PLAYER_ACTOR)  Player.Controllable($PLAYER_CHAR)else_jump @MSPARK_11 if and00E1:   player 0 pressed_key 4 00E1:   player 0 pressed_key 9 else_jump @MSPARK_11 0960: enable_player $PLAYER_CHAR stats_box 0 [email protected] = 0 [email protected] = 500 [email protected] = Actor.Angle($PLAYER_ACTOR)[email protected] = 0.0 [email protected] = 0.0 [email protected] = 0.0 [email protected] = 0 [email protected] = 0 03CF: load_wav 6402 as 3 Model.Load(#SPARROW)Model.Load(1582)038B: load_requested_models :MSPARK_157wait 0 if and03D0:   wav 3 loaded   Model.Available(#SPARROW)  Model.Available(1582)else_jump @MSPARK_157 0812: AS_actor $PLAYER_ACTOR perform_animation "GunMove_BWD" IFP_file "PED" 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionB 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 [email protected] = 0.0 [email protected] = Object.Create(1582, [email protected], [email protected], [email protected])Object.CollisionDetection([email protected]) = False0750: set_object [email protected] visibility 0 Object.SetImmunities([email protected], 1, 1, 1, 1, 1)069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation [email protected] 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -50.0 [email protected] = Car.Create(#SPARROW, [email protected], [email protected], [email protected])0939: attach_car [email protected] to_object [email protected] with_offset 0.0 7.0 0.0 rotation 0.0 0.0 0.0 Car.SetImmunities([email protected], 1, 1, 1, 1, 1)0338: set_car [email protected] visibility 0 081D: set_car [email protected] engine_operation 0 099A: set_car [email protected] collision_detection 0 Camera.OnVehicle([email protected], 18, 1)[email protected] = 4.5 [email protected] = 0 :MSPARK_4910400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 [email protected] 0.0 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 50.0 0.0 if  [email protected] == 0 else_jump @MSPARK_599 06D5: [email protected]([email protected],8i) = create_racing_checkpoint_at [email protected] [email protected] [email protected] point_to [email protected] [email protected] [email protected] type 3 radius 2.25 :MSPARK_599if  [email protected] == 1 else_jump @MSPARK_651 06D5: [email protected]([email protected],8i) = create_racing_checkpoint_at [email protected] [email protected] [email protected] point_to [email protected] [email protected] [email protected] type 3 radius 3.25 :MSPARK_651if  [email protected] > 1 else_jump @MSPARK_703 06D5: [email protected]([email protected],8i) = create_racing_checkpoint_at [email protected] [email protected] [email protected] point_to [email protected] [email protected] [email protected] type 3 radius 3.75 :[email protected] = 13103452 :MSPARK_7130A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 if 003B:   [email protected] == [email protected]([email protected],6i) // (int) else_jump @MSPARK_1018 [email protected] += 4 if  [email protected] == 0 else_jump @MSPARK_787 0A8C: write_memory [email protected] size 4 value 1082163455 virtual_protect 0 :MSPARK_787if  [email protected] == 1 else_jump @MSPARK_819 0A8C: write_memory [email protected] size 4 value 1082179839 virtual_protect 0 :MSPARK_819if  [email protected] == 2 else_jump @MSPARK_851 0A8C: write_memory [email protected] size 4 value 1082195967 virtual_protect 0 :MSPARK_851if  [email protected] == 3 else_jump @MSPARK_883 0A8C: write_memory [email protected] size 4 value 1082195840 virtual_protect 0 :MSPARK_883if  [email protected] == 4 else_jump @MSPARK_915 0A8C: write_memory [email protected] size 4 value 1090486400 virtual_protect 0 :MSPARK_915if  [email protected] == 5 else_jump @MSPARK_947 0A8C: write_memory [email protected] size 4 value 1086357632 virtual_protect 0 :MSPARK_947if  [email protected] == 6 else_jump @MSPARK_979 0A8C: write_memory [email protected] size 4 value 1090486464 virtual_protect 0 :MSPARK_979if  [email protected] == 7 else_jump @MSPARK_1011 0A8C: write_memory [email protected] size 4 value 1082163455 virtual_protect 0 :[email protected] += -4 :[email protected] += 56  [email protected] > 13105188 else_jump @MSPARK_713 [email protected] += 5.0 [email protected] += 1  [email protected] > 7 else_jump @MSPARK_491 :MSPARK_1073wait 0 03D1: play_wav 3 0612: set_actor $PLAYER_ACTOR animation "GunMove_BWD" paused 0 0614: set_actor $PLAYER_ACTOR animation "GunMove_BWD" progress_to 0.27 // 0.0 to 1.0 005A: [email protected] += [email protected] // (int) 0494: get_joystick 0 data_to [email protected] [email protected] [email protected] [email protected] 0093: [email protected] = integer [email protected] to_float [email protected] /= 2560.0 0093: [email protected] = integer [email protected] to_float [email protected] *= -1.0 0093: [email protected] = integer [email protected] to_float 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 005B: [email protected] += [email protected] // (float) 005B: [email protected] += [email protected] // (float) if  [email protected] > 45.0 else_jump @MSPARK_1255 [email protected] = 45.0 :MSPARK_1255if  -15.0 > [email protected] else_jump @MSPARK_1286 [email protected] = -15.0 :[email protected] *= 2560.0 [email protected] *= 720.0 [email protected] /= 2000.0 005B: [email protected] += [email protected] // (float) [email protected] /= -2.0 005B: [email protected] += [email protected] // (float) [email protected] = 0 Actor.Angle($PLAYER_ACTOR) = [email protected](250)[email protected] = -5052 069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation [email protected] 0.0 0.0 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 49.5 0.0 06A9: AS_actor $PLAYER_ACTOR look_at_point [email protected] [email protected] [email protected] 999999 ms 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.85 0.0 04D5: create_corona_at [email protected] [email protected] [email protected] radius 0.25 type 0 flare 0 RGB 255 255 255 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 1.0 0.0 04D5: create_corona_at [email protected] [email protected] [email protected] radius 0.5 type 0 flare 0 RGB 255 255 255 0400: store_coords_to [email protected] [email protected] 9@ from_object [email protected] with_offset 0.0 1.5 0.0 04D5: create_corona_at [email protected] [email protected] [email protected] radius 1.0 type 0 flare 0 RGB 255 255 255 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 2.25 0.0 04D5: create_corona_at [email protected] [email protected] [email protected] radius 1.5 type 0 flare 0 RGB 255 255 255 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 3.25 0.0 04D5: create_corona_at [email protected] [email protected] [email protected] radius 2.0 type 0 flare 0 RGB 255 255 255 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 4.5 0.0 04D5: create_corona_at [email protected] [email protected] [email protected] radius 2.5 type 0 flare 0 RGB 255 255 255 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 6.0 0.0 04D5: create_corona_at [email protected] [email protected] [email protected] radius 3.0 type 0 flare 0 RGB 255 255 255 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 7.75 0.0 04D5: create_corona_at [email protected] [email protected] [email protected] radius 3.5 type 0 flare 0 RGB 255 255 255 [email protected] = 0 :MSPARK_1927008F: [email protected] = integer [email protected] to_float [email protected] *= 120.0 005B: [email protected] += [email protected] // (float) if  3 > [email protected] else_jump @MSPARK_2124 069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation [email protected] [email protected] 0.0 [email protected] = 3.5 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 7.5 0.7 [email protected] += -29 gosub [email protected] [email protected] = 4.5 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 12.0 0.9 gosub [email protected] [email protected] += -29 [email protected] = 17.0 jump @MSPARK_2229 :[email protected] += 60.0 069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation [email protected] [email protected] 0.0 [email protected] = 4.0 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 9.75 0.8 gosub [email protected] [email protected] += -29 [email protected] = 14.5 :[email protected] = 4.5 :MSPARK_2239 44.5 > [email protected] else_jump @MSPARK_2312 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 [email protected] 1.0 gosub [email protected] [email protected] += 5.0 [email protected] += -29 jump @MSPARK_2239 :[email protected] += 1  [email protected] > 5 else_jump @MSPARK_1927 [email protected] = 4.5 [email protected] = 0 :MSPARK_2350008F: [email protected] = integer [email protected] to_float [email protected] *= 150.0 005B: [email protected] += [email protected] // (float) 069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation [email protected] [email protected] 0.0 [email protected] = 13103452 :MSPARK_24200A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 if 003B:   [email protected] == [email protected]([email protected],6i) // (int) else_jump @MSPARK_2843 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 [email protected] 0.0 [email protected] += -1.5 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 [email protected] 0.2 [email protected] += 1.5 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ 0.0 0.0 0.0 [email protected] /= 0.5 0073: [email protected] /= [email protected] // (float) 0073: [email protected] /= [email protected] // (float) 0073: [email protected] /= [email protected] // (float) [email protected] += 7 008F: [email protected] = integer [email protected] to_float [email protected] *= 150.0 005B: [email protected] += [email protected] // (float) 0656: get_angle [email protected] absolute_degrees_to [email protected] [email protected] += -180.0 0097: make [email protected] absolute_float [email protected] /= 180.0 [email protected] *= 64.0 [email protected] += 16.0 0092: [email protected] = float [email protected] to_integer 0A8C: write_memory [email protected] size 1 value [email protected] virtual_protect 0 [email protected] += 5 0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0 [email protected] += 4 0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0 [email protected] += 4 0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0 [email protected] += 4 0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0 [email protected] += 4 0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0 [email protected] += 4 0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0 [email protected] += -32 :[email protected] += 56  [email protected] > 13105188 else_jump @MSPARK_2420 [email protected] += 5.0 [email protected] += 1  [email protected] > 7 else_jump @MSPARK_2350 [email protected] = 5.0 [email protected] = 0 :MSPARK_29150400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 [email protected] 0.0 09E5: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 255 255 255 radius 25.0 [email protected] += 10.0 [email protected] += 1  [email protected] > 15 else_jump @MSPARK_2915 069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation [email protected] 0.0 0.0 if or00E1:   player 0 pressed_key 4   not [email protected] >= 750 else_jump @MSPARK_4959 if  [email protected] >= 100 else_jump @MSPARK_1073 [email protected] = 2.0 [email protected] = 0.0 [email protected] = 1 :MSPARK_3104069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 0.0 0.0 0.0 02F6: [email protected] = sine [email protected] // (float) [email protected] *= 25.0 02F7: [email protected] = cosine [email protected] // (float) [email protected] *= -25.0 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset [email protected] [email protected] 0.0 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation [email protected] 0.0 0.0 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 2.5 [email protected] 0.0 [email protected] += 5.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 0063: [email protected] -= [email protected] // (float) [email protected] *= 0.1 [email protected] += 1.5 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 0.5 if  [email protected] > 0.0 else_jump @MSPARK_3464 095C: create_smoke_at [email protected] [email protected] [email protected] velocity [email protected] [email protected] [email protected] RGBA 1.0 1.0 1.0 [email protected] size 0.5 last_factor 0.025 :MSPARK_3464069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 0.0 0.0 0.0 02F6: [email protected] = sine [email protected] // (float) [email protected] *= -25.0 02F7: [email protected] = cosine [email protected] // (float) [email protected] *= -25.0 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset [email protected] [email protected] 0.0 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation [email protected] 0.0 0.0 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset -2.5 [email protected] 0.0 [email protected] += 5.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 0063: [email protected] -= [email protected] // (float) [email protected] *= 0.1 [email protected] += 1.5 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 0.5 if  [email protected] > 0.0 else_jump @MSPARK_3824 095C: create_smoke_at [email protected] [email protected] [email protected] velocity [email protected] [email protected] [email protected] RGBA 1.0 1.0 1.0 [email protected] size 0.5 last_factor 0.025 :[email protected] += 2.5 [email protected] += 15.0 [email protected] += 1  [email protected] > 6 else_jump @MSPARK_3104 069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation [email protected] 0.0 0.0 [email protected] = 17.0 [email protected] = 7 :MSPARK_39180400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 25.0 0.0 0.0 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 2.5 [email protected] 0.0 [email protected] += 5.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 0063: [email protected] -= [email protected] // (float) [email protected] *= 0.1 [email protected] += 1.5 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 0.5 if  [email protected] > 0.0 else_jump @MSPARK_4172 095C: create_smoke_at [email protected] [email protected] [email protected] velocity [email protected] [email protected] [email protected] RGBA 1.0 1.0 1.0 [email protected] size 0.5 last_factor 0.025 :MSPARK_41720400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset -25.0 0.0 0.0 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset -2.5 [email protected] 0.0 [email protected] += 5.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 0063: [email protected] -= [email protected] // (float) [email protected] *= 0.1 [email protected] += 1.5 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 0.5 if  [email protected] > 0.0 else_jump @MSPARK_4426 095C: create_smoke_at [email protected] [email protected] [email protected] velocity [email protected] [email protected] [email protected] RGBA 1.0 1.0 1.0 [email protected] size 0.5 last_factor 0.025 :[email protected] += 2.5 [email protected] += 1  [email protected] > 18 else_jump @MSPARK_3918 [email protected] = 0 [email protected] += -4 if  0 > [email protected] else_jump @MSPARK_1073 [email protected] += 4 if  [email protected] == 0 else_jump @MSPARK_4602 [email protected] = 12.0 [email protected] = 0 :MSPARK_45310400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 [email protected] 0.0 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8 [email protected] += 10.0 [email protected] += 1  [email protected] > 3 else_jump @MSPARK_4531 :MSPARK_4602if  [email protected] == 1 else_jump @MSPARK_4708 [email protected] = 49.5 [email protected] = 0 :MSPARK_46370400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 [email protected] 0.0 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8 [email protected] += -10.0 [email protected] += 1  [email protected] > 3 else_jump @MSPARK_4637 :MSPARK_4708if  [email protected] == 2 else_jump @MSPARK_4814 [email protected] = 17.0 [email protected] = 0 :MSPARK_47430400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 [email protected] 0.0 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8 [email protected] += 10.0 [email protected] += 1  [email protected] > 3 else_jump @MSPARK_4743 :MSPARK_4814if  [email protected] == 3 else_jump @MSPARK_4920 [email protected] = 44.5 [email protected] = 0 :MSPARK_48490400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 [email protected] 0.0 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8 [email protected] += -10.0 [email protected] += 1  [email protected] > 3 else_jump @MSPARK_4849 :[email protected] += 5 if  [email protected] == 8 else_jump @MSPARK_4952 [email protected] = 4 :MSPARK_4952jump @MSPARK_1073 :MSPARK_4959040D: unload_wav 3 [email protected] = 0 :MSPARK_497006D6: disable_racing_checkpoint [email protected]([email protected],6i) [email protected] += 1  [email protected] > 7 else_jump @MSPARK_4970 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False0960: enable_player $PLAYER_CHAR stats_box 1 0687: clear_actor $PLAYER_ACTOR task Object.Destroy([email protected])Car.Destroy([email protected])Model.Destroy(#SPARROW)Model.Destroy(1582)Camera.SetBehindPlayerCamera.Restorejump @MSPARK_11 end_thread 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 255 0 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 0 255 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 0 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 255 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 255 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 255 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 255 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 255 255 return 04D5: create_corona_at [email protected] [email protected] [email protected] radius [email protected] type 1 flare 0 RGB 255 255 255 return 

 

 

 

theres the whole script original now i want to change the hotkey(s) to 56//// 8

 

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ZAZ

Your script crashes. Recompiling Ryosukes original mspark.cs crashes also.

I assume that he wrote anything in the script which sannybuilder decompiles wrong.

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crazipayaso

 

Your script crashes. Recompiling Ryosukes original mspark.cs crashes also.

I assume that he wrote anything in the script which sannybuilder decompiles wrong.

soo what do you think i should do

Edited by crazipayaso

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Jaskaran498

i know this. Infact i changed keys of most mods i have and they work fine. But when i tried to change keys of 'laevateinn', there was no effect. Keys were still same. I want to change keys to '49' (1 originally). Even if i changed everywhere and compiled script, it does not work. Anyone can please change script for me... cryani.gif

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Cyrus45

ZAZ thanks for the post of this topic and i learn editing hotkeys...

 

But... How To add two hotkeys in 1 mod?

 

Its like you press Backspace + Tab Same as your football mod

 

And Id like to know to how to enter it like a cheat code like

 

 

Ammo - For infinite ammo

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ZAZ

 

ZAZ thanks for the post of this topic and i learn editing hotkeys...

 

But... How To add two hotkeys in 1 mod?

 

Its like you press Backspace + Tab Same as your football mod

 

And Id like to know to how to enter it like a cheat code like

 

 

Ammo - For infinite ammo

 

in this way:

 

{$CLEO .cs}:Keypress_in_following_order_like_a_cheat// Backspace, TAB03A4: name_thread 'KEYFOLW'0006: [email protected] =  0:KEYFOLW_10001: wait 0 msif0AB0:   key_pressed 8//  ---------    backspace key004D: jump_if_false @KEYFOLW_20006: [email protected] =  1// change selector var to activate 2. keypress0006: [email protected] =  0// reset internal timer:KEYFOLW_2if  and0039:   [email protected] ==  10AB0:   key_pressed 9//  ---------   tab key004D: jump_if_false @KEYFOLW_30002: jump @KEYFOLW_action:KEYFOLW_3if0019:   [email protected] >  5000// check internal timer if 5 seconds passed004D: jump_if_false @KEYFOLW_10006: [email protected] =  0 // reset selector var if 5 seconds passed without 2. keypress0002: jump @KEYFOLW_1:KEYFOLW_action08B2: toggle_thermal_vision 10A93: end_custom_thread

 

 

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Cyrus45

Thanks ZAZ!!!!

 

Your DA best icon14.gif

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