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ZAZ

Set your own keys for script mods with Sannybuilder

Recommended Posts

Cyrus45

SCM Key Changer??

 

Never Heard of that

 

But Thanks I will Try It smile.gif

 

Thanks For the suggestions!

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Cyrus45

Hey ZAZ what this suppose to mean??

 

01B9: set_actor $PLAYER_ACTOR armed_weapon_to 362

 

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Rallo617

I don't know if this post is still active or not, or even if this is the right place to post...My apologies if so...

I'm a noob...Still learning how to do these scripts...

Anyhow, I'm trying to change the 0AB0 key from 75 ("K"), to 67 ("C")...

When I change it, I get an error saying "Incorrect Number Of Conditions 8 max."

I read about removing "AND" or "OR", but I just can't seem to figure it out...

Here's the code:

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread 'CHOKESLAM'
04ED: load_animation "WWE3"
[email protected] = Audiostream.Load("CLEO\SOUND\CHOKESLAM.MP3")
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
:CHOKESLAM_87
wait 0
$SPTITLE = 0
:CHOKESLAM_105
wait 0
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.75
if
else_jump @CHOKESLAM_525
0801: get_camera_zoom_factor_to [email protected] // float
if
else_jump @CHOKESLAM_402
if
00E1: player 0 pressed_key 16
else_jump @CHOKESLAM_293
if
else_jump @CHOKESLAM_293
:CHOKESLAM_293
if
00E1: player 0 pressed_key 14
else_jump @CHOKESLAM_367
if
else_jump @CHOKESLAM_367
:CHOKESLAM_367
0A8C: write_memory 5310896 size 4 value [email protected] virtual_protect 1
0A8C: write_memory 5310925 size 4 value [email protected] virtual_protect 1
jump @CHOKESLAM_439
:CHOKESLAM_402
0801: get_camera_zoom_factor_to [email protected] // float
0A8C: write_memory 5310896 size 4 value 15.0 virtual_protect 1
0A8C: write_memory 5310925 size 4 value 15.0 virtual_protect 1
:CHOKESLAM_439
02F6: [email protected] = sine [email protected] // (float)
02F7: [email protected] = cosine [email protected] // (float)
if
else_jump @CHOKESLAM_504
:CHOKESLAM_504
0A8C: write_memory 8753112 size 4 value [email protected] virtual_protect 1
jump @CHOKESLAM_583
:CHOKESLAM_525
0A8C: write_memory 5310896 size 4 value 15.0 virtual_protect 1
0A8C: write_memory 5310925 size 4 value 15.0 virtual_protect 1
0A8C: write_memory 8753112 size 4 value 300.0 virtual_protect 1
:CHOKESLAM_583
0A8D: [email protected] = read_memory 12010640 size 4 virtual_protect 0
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
:CHOKESLAM_623
0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0
if and
else_jump @CHOKESLAM_2320
if or
02D8: actor $PLAYER_ACTOR current_weapon == 0
02D8: actor $PLAYER_ACTOR current_weapon == 1
else_jump @CHOKESLAM_2320
if and
not Actor.Dead($PLAYER_ACTOR)
not Actor.Driving($PLAYER_ACTOR)
8965: not actor $PLAYER_ACTOR swimming
8A0C: not player $PLAYER_CHAR on_jetpack
84AD: not actor $PLAYER_ACTOR in_water
09E7: player $PLAYER_CHAR not_frozen
86B9: not cutscene_data_loaded
8818: not actor $PLAYER_ACTOR in_air
$ONMISSION == 0
else_jump @CHOKESLAM_2320
if
not fading
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "GETUP_FRONT"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "GETUP"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "FLOOR_HIT_F"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "CRCKIDLE1"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "CRCKIDLE2"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "CRCKIDLE3"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "CRCKIDLE4"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "SWEET_INJUREDLOOP"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "LAFIN_SWEET"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "KO_SHOT_STOM"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "CUSTPL_DEAD1"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "CUSTPL_DEAD2"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "CUSTPL_DEAD3"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "CAR_ROLLAUT_RHS"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "CAR_ROLLAUT_LHS"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "FLOOR_HIT"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "FLOOR_HIT_F"
else_jump @CHOKESLAM_2320
if
not Actor.Animation([email protected]) == "RKO_CS1"
else_jump @CHOKESLAM_2320
if and
00F2: actor [email protected] near_actor $PLAYER_ACTOR radius 2.0 2.0 0.0
not Actor.Dead([email protected])
not Actor.Driving([email protected])
not Actor.Dead($PLAYER_ACTOR)
not Actor.Driving($PLAYER_ACTOR)
803C: not $PLAYER_ACTOR == [email protected] // (int)
0AB0: key_pressed 67
8818: not actor [email protected] in_air
else_jump @CHOKESLAM_2320
0638: AS_actor [email protected] stay_put 1
0619: enable_actor $PLAYER_ACTOR collision_detection 0
0687: clear_actor $PLAYER_ACTOR task
0792: disembark_instantly_actor $PLAYER_ACTOR
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
05BF: AS_actor $PLAYER_ACTOR look_at_actor [email protected] 100 ms
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -0.3 0.7 0.5
[email protected] = Actor.Angle($PLAYER_ACTOR)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
0992: set_player $PLAYER_CHAR weapons_scrollable 0
0812: AS_actor [email protected] perform_animation "RKO_CS1" IFP "WWE3" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
0812: AS_actor $PLAYER_ACTOR perform_animation "RKO_MAIN" IFP "WWE3" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
Audiostream.PerformAction([email protected], PLAY)
04C4: store_coords_to $X9 $X10 $X11 from_actor $PLAYER_ACTOR with_offset -1.3 0.5 0.5
04C4: store_coords_to $X6 $X7 $X8 from_actor $PLAYER_ACTOR with_offset -0.5 0.5 0.4
04C4: store_coords_to $X1 $X2 $X3 from_actor $PLAYER_ACTOR with_offset -3.3 1.0 0.5
04C4: store_coords_to $X4 $X5 $X6 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.4
Camera.SetPosition($X9, $X10, $X11, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
0460: set_camera_transverse_delay 0.0 time 700
[email protected] = Actor.Angle($PLAYER_ACTOR)
wait 500
:CHOKESLAM_1781
if
else_jump @CHOKESLAM_1900
wait 0
if
00F2: actor [email protected] near_actor $PLAYER_ACTOR radius 3.0 3.0 3.0
else_jump @CHOKESLAM_2232
if
Actor.Animation($PLAYER_ACTOR) == "RKO_MAIN"
else_jump @CHOKESLAM_2232
if
Actor.Animation([email protected]) == "RKO_CS1"
else_jump @CHOKESLAM_2232
wait 0
jump @CHOKESLAM_1781
:CHOKESLAM_1900
Camera.SetPosition($X1, $X2, $X3, 0.0, 0.0, 0.0)
Camera.PointAt($X4, $X5, $X6, 1)
:CHOKESLAM_1946
if
else_jump @CHOKESLAM_2065
wait 0
if
00F2: actor [email protected] near_actor $PLAYER_ACTOR radius 3.0 3.0 3.0
else_jump @CHOKESLAM_2232
if
Actor.Animation($PLAYER_ACTOR) == "RKO_MAIN"
else_jump @CHOKESLAM_2232
if
Actor.Animation([email protected]) == "RKO_CS1"
else_jump @CHOKESLAM_2232
wait 0
jump @CHOKESLAM_1946
:CHOKESLAM_2065
wait 1000
09F1: play_audio_at_actor [email protected] event 1136
Camera.Shake(200)
wait 900
04C4: store_coords_to $X22 $X23 $X24 from_actor $PLAYER_ACTOR with_offset 1.3 1.0 -0.2
04C4: store_coords_to $X25 $X26 $X27 from_actor $PLAYER_ACTOR with_offset -0.5 0.0 0.0
Camera.SetPosition($X22, $X23, $X24, 0.0, 0.0, 0.0)
Camera.PointAt($X25, $X26, $X27, 2)
0829: actor [email protected] perform_animation "FLOOR_HIT" IFP_file "PED" 4.0 time -1 and_dies
0992: set_player $PLAYER_CHAR weapons_scrollable 1
0619: enable_actor $PLAYER_ACTOR collision_detection 1
wait 2000
:CHOKESLAM_2232
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if
Actor.Animation($PLAYER_ACTOR) == "RKO_MAIN"
else_jump @CHOKESLAM_2320
0812: AS_actor $PLAYER_ACTOR perform_animation "GETUP" IFP "PED" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1 // versionB
0992: set_player $PLAYER_CHAR weapons_scrollable 1
0619: enable_actor $PLAYER_ACTOR collision_detection 1
wait 3000
jump @CHOKESLAM_2320
:CHOKESLAM_2320
else_jump @CHOKESLAM_623
0A8D: [email protected] = read_memory 12010644 size 4 virtual_protect 0
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
:CHOKESLAM_2385
0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0
if and
else_jump @CHOKESLAM_2438
:CHOKESLAM_2438
else_jump @CHOKESLAM_2385
0A8D: [email protected] = read_memory 12010652 size 4 virtual_protect 0
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
:CHOKESLAM_2501
0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0
if and
else_jump @CHOKESLAM_2623
if and
00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 0.0 0.0 -100.0 radius 0.0 0.0 0.0 on_foot
08FF: object [email protected] received_damage_type 34
else_jump @CHOKESLAM_2623
071F: set_object [email protected] health_to 0
0723: break_object [email protected] intensity 1
:CHOKESLAM_2623
else_jump @CHOKESLAM_2501
[email protected] = 13141836
:CHOKESLAM_2665
0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0
if
else_jump @CHOKESLAM_2847
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
if
else_jump @CHOKESLAM_2840
:CHOKESLAM_2739
095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 0.1 size 0.015 last_factor 0.1
else_jump @CHOKESLAM_2739
:CHOKESLAM_2840
jump @CHOKESLAM_3578
:CHOKESLAM_2847
if
else_jump @CHOKESLAM_3570
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
0A8D: [email protected] = read_memory 12045188 size 4 virtual_protect 0
0093: [email protected] = integer [email protected] to_float
if
else_jump @CHOKESLAM_3555
0A8C: write_memory [email protected] size 1 value 1 virtual_protect 0
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
:CHOKESLAM_3174
if
86BD: not 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 0
else_jump @CHOKESLAM_3454
:CHOKESLAM_3222
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 0
else_jump @CHOKESLAM_3334
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
jump @CHOKESLAM_3447
:CHOKESLAM_3334
if
else_jump @CHOKESLAM_3378
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0
jump @CHOKESLAM_3447
:CHOKESLAM_3378
else_jump @CHOKESLAM_3222
:CHOKESLAM_3447
jump @CHOKESLAM_3548
:CHOKESLAM_3454
if
else_jump @CHOKESLAM_3479
jump @CHOKESLAM_3548
:CHOKESLAM_3479
else_jump @CHOKESLAM_3174
:CHOKESLAM_3548
jump @CHOKESLAM_3563
:CHOKESLAM_3555
:CHOKESLAM_3563
jump @CHOKESLAM_3578
:CHOKESLAM_3570
:CHOKESLAM_3578
else_jump @CHOKESLAM_2665
jump @CHOKESLAM_105
$SPTITLE = 0
jump @CHOKESLAM_87





SO how do I get rid of the error and get this key change to work???

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ZAZ

There's a big conditional check that have too much conditions.

Split that check and make two checks

 

replace this

 

if and   not Actor.Dead($PLAYER_ACTOR)   not Actor.Driving($PLAYER_ACTOR)8965:   not actor $PLAYER_ACTOR swimming 8A0C:   not player $PLAYER_CHAR on_jetpack 84AD:   not actor $PLAYER_ACTOR in_water 09E7:   player $PLAYER_CHAR not_frozen 86B9:   not cutscene_data_loaded 8818:   not actor $PLAYER_ACTOR in_air   $ONMISSION == 0 else_jump @CHOKESLAM_2320
with this

 

if and   not Actor.Dead($PLAYER_ACTOR)   not Actor.Driving($PLAYER_ACTOR)8965:   not actor $PLAYER_ACTOR swimming 8A0C:   not player $PLAYER_CHAR on_jetpack 84AD:   not actor $PLAYER_ACTOR in_water  else_jump @CHOKESLAM_2320if and 09E7:   player $PLAYER_CHAR not_frozen 86B9:   not cutscene_data_loaded 8818:   not actor $PLAYER_ACTOR in_air   $ONMISSION == 0 else_jump @CHOKESLAM_2320

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Rallo617

You sir, are AWESOME it worked!

So, was it because you noticed that huge portion of the script clustered together? Cause I have NO IDEA, how, out of the entire code I posted, you could pin point that..(Besides the fact you basically know the whole thing..lol)

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ZAZ

the message "Incorrect Number Of Conditions 8 max." is a known thing and have nothing to do with your keypress

older versions of sannybuilder allowed to ignore big checks, so the author could compile the script

but with new version, you had now that problem

there're also other ways to solve this, i just showed you my way, the easiest, i think

Edited by ZAZ

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Rallo617

Cool...One more thing...

Can the "00E1" Keypress edits be done similar?

How do I edit those?

I've been reading the help section, and it's a ton of info to absorb...lol

Thanks again for your help!

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ZAZ

Yes, look for the description in first post

and search in sannybuilder help for the subpage "Keypress numbers"

Sannybuilder HELP: SCM Documentation >> GTA SA >> Keypress numbers

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Rallo617

You've been an incredible help...THANKS ZAZ!

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Rallo617

I'm sorry Zaz, ONE MORE script, I am having trouble with...


I know now, how to do the key presses, however, for this particular script, there's THREE, 00E1 key presses...

I've tried for a couple hours to change the keypress digits according to the SCM documentation, but it just keeps freezing my game...

This is the only other code I need, for the MSPARK MOD...


I wanted to change it to "AIM", which is keypress 6, and "SECONDARY FIRE", which is keypress 4...

When I do it, CJ, begins the animation, but then the application freezes, and shuts down..

Here's the script..

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread 'MSPARK'
:MSPARK_11
wait 0
if and
Player.Defined($PLAYER_CHAR)
not Actor.Driving($PLAYER_ACTOR)
Player.Controllable($PLAYER_CHAR)
else_jump @MSPARK_11
if and
00E1: player 0 pressed_key 4
00E1: player 0 pressed_key 9
else_jump @MSPARK_11
0960: enable_player $PLAYER_CHAR stats_box 0
[email protected] = Actor.Angle($PLAYER_ACTOR)
03CF: load_wav 6402 as 3
Model.Load(#SPARROW)
Model.Load(1582)
038B: load_requested_models
:MSPARK_157
wait 0
if and
03D0: wav 3 loaded
Model.Available(#SPARROW)
Model.Available(1582)
else_jump @MSPARK_157
0812: AS_actor $PLAYER_ACTOR perform_animation "GunMove_BWD" IFP "PED" framedelta 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
Object.CollisionDetection([email protected]) = False
0750: 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
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_broken 0
099A: set_car [email protected] collision_detection 0
Camera.OnVehicle([email protected], 18, 1)
:MSPARK_491
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 50.0 0.0
if
else_jump @MSPARK_599
:MSPARK_599
if
else_jump @MSPARK_651
:MSPARK_651
if
else_jump @MSPARK_703
:MSPARK_703
[email protected] = 13103452
:MSPARK_713
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
if
else_jump @MSPARK_1018
if
else_jump @MSPARK_787
0A8C: write_memory [email protected] size 4 value 1082163455 virtual_protect 0
:MSPARK_787
if
else_jump @MSPARK_819
0A8C: write_memory [email protected] size 4 value 1082179839 virtual_protect 0
:MSPARK_819
if
else_jump @MSPARK_851
0A8C: write_memory [email protected] size 4 value 1082195967 virtual_protect 0
:MSPARK_851
if
else_jump @MSPARK_883
0A8C: write_memory [email protected] size 4 value 1082195840 virtual_protect 0
:MSPARK_883
if
else_jump @MSPARK_915
0A8C: write_memory [email protected] size 4 value 1090486400 virtual_protect 0
:MSPARK_915
if
else_jump @MSPARK_947
0A8C: write_memory [email protected] size 4 value 1086357632 virtual_protect 0
:MSPARK_947
if
else_jump @MSPARK_979
0A8C: write_memory [email protected] size 4 value 1090486464 virtual_protect 0
:MSPARK_979
if
else_jump @MSPARK_1011
0A8C: write_memory [email protected] size 4 value 1082163455 virtual_protect 0
:MSPARK_1011
:MSPARK_1018
[email protected] > 13105188
else_jump @MSPARK_713
else_jump @MSPARK_491
:MSPARK_1073
wait 0
03D1: play_wav 3
0612: set_actor $PLAYER_ACTOR animation "GunMove_BWD" paused 0
0614: set_actor $PLAYER_ACTOR animation "GunMove_BWD" progress_to 0.27 // 0.0 to 1.0
0093: [email protected] = integer [email protected] to_float
0093: [email protected] = integer [email protected] to_float
0093: [email protected] = integer [email protected] to_float
if
else_jump @MSPARK_1255
:MSPARK_1255
if
else_jump @MSPARK_1286
:MSPARK_1286
Actor.Angle($PLAYER_ACTOR) = [email protected]
Camera.Shake(250)
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] [email protected] 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
:MSPARK_1927
008F: [email protected] = integer [email protected] to_float
if
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
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 7.5 0.7
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 12.0 0.9
jump @MSPARK_2229
: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
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 9.75 0.8
:MSPARK_2229
:MSPARK_2239
else_jump @MSPARK_2312
jump @MSPARK_2239
:MSPARK_2312
else_jump @MSPARK_1927
:MSPARK_2350
008F: [email protected] = integer [email protected] to_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_2420
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
if
else_jump @MSPARK_2843
050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ 0.0 0.0 0.0
008F: [email protected] = integer [email protected] to_float
0656: get_angle [email protected] absolute_degrees_to [email protected]
0097: make [email protected] absolute_float
0092: [email protected] = float [email protected] to_integer
0A8C: write_memory [email protected] size 1 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
:MSPARK_2843
[email protected] > 13105188
else_jump @MSPARK_2420
else_jump @MSPARK_2350
:MSPARK_2915
09E5: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 255 255 255 radius 25.0
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 or
00E1: player 0 pressed_key 4
not [email protected] >= 750
else_jump @MSPARK_4959
if
else_jump @MSPARK_1073
:MSPARK_3104
069B: 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)
02F7: [email protected] = cosine [email protected] // (float)
0400: store_coords_to 7@ [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0
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
else_jump @MSPARK_3464
:MSPARK_3464
069B: 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)
02F7: [email protected] = cosine [email protected] // (float)
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0
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
if
else_jump @MSPARK_3824
:MSPARK_3824
else_jump @MSPARK_3104
069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation [email protected] 0.0 0.0
:MSPARK_3918
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 25.0 0.0 0.0
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0
if
else_jump @MSPARK_4172
:MSPARK_4172
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset -25.0 0.0 0.0
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset -2.5 [email protected] 0.0
if
else_jump @MSPARK_4426
:MSPARK_4426
else_jump @MSPARK_3918
if
else_jump @MSPARK_1073
if
else_jump @MSPARK_4602
:MSPARK_4531
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
else_jump @MSPARK_4531
:MSPARK_4602
if
else_jump @MSPARK_4708
:MSPARK_4637
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
else_jump @MSPARK_4637
:MSPARK_4708
if
else_jump @MSPARK_4814
:MSPARK_4743
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
else_jump @MSPARK_4743
:MSPARK_4814
if
else_jump @MSPARK_4920
:MSPARK_4849
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
else_jump @MSPARK_4849
:MSPARK_4920
if
else_jump @MSPARK_4952
:MSPARK_4952
jump @MSPARK_1073
:MSPARK_4959
040D: unload_wav 3
:MSPARK_4970
06D6: disable_racing_checkpoint [email protected]([email protected],6i)
else_jump @MSPARK_4970
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0960: 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.SetBehindPlayer
Camera.Restore
jump @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



Can you help with this? Last one I promise...Thanks man.

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omar_boncales23

Hi! is there a way to 'virtual' press (w) accelarate thru code?

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