12jango 29 Posted October 27, 2009 I'm sorry for double posting, for these opcodes : 06D0: enable_emergency_traffic 0 06D7: enable_train_traffic 0 0923: enable_air_traffic 0072C: generate_police_bikes 0 099E: enable_police_patrols 0 These are the opcodes that remove all vehicles? (Also, please tell me the opcode that remove all peds) Quote Share this post Link to post Share on other sites
12jango 29 Posted February 1, 2010 Hi, fellas! I'd like to know how to use these well : 089E: get_actor_in_sphere [email protected] [email protected] [email protected] radius 5.0 handle_as [email protected] // versionB 08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 50.0 handle_as [email protected] Actually I knew how to use them, but : 1. I don't know the difference 2. When I made a small script (get random actors so that the player will teleport to the actor) it crash when there are no actors(ped). Please at least give me a small example how to use them. Thank you! Quote Share this post Link to post Share on other sites
Deji 789 Posted February 1, 2010 {$CLEO .cs}0000::LOOPwait 008E5: get_actor_in_sphere 2488.5601 -1666.84 13.3437 radius 30.0 handle_as [email protected] 056D: actor [email protected] definedelse_jump @LOOP0321: kill_actor [email protected]: remove_references_to_actor [email protected] @LOOP People that spawn in grove street will instantly be dead. Go watch If anyone is outside of Grove and walks into, they will also drop dead. Poor people... Quote Share this post Link to post Share on other sites
12jango 29 Posted February 3, 2010 1. Hi, as we know cleo script has limited local variables (from [email protected] - [email protected]) this one bother me, how can I make actors more than [email protected]? (I ever seen people use [email protected], but how?) 2. how to make more than 1 threads in one cleo script (I ever tried it once, but the second thread didn't work!) Thanks! Quote Share this post Link to post Share on other sites
ZAZ 538 Posted February 3, 2010 (edited) 1. Hi, as we know cleo script has limited local variables (from [email protected] - [email protected]) this one bother me, how can I make actors more than [email protected]? (I ever seen people use [email protected], but how?) write a mission script e.g. 12jangomission.cm, it allows 999 locals or use Global Cleo Variable read CLEO Script Tutorial Special Particularities in Cleo - Script Exemble by using Special Global Cleo Variable/ Store a car at any place - Template for Cleo Mission Script there you can find following: Template for Cleo Mission Script (requires to understand all previous themes of this tut) To run a Cleo mission script requires allways 2 Cleo script files 1. A .cs file to start the Cleo mission script file 2. The Cleo mission script file itself with extension .cm The mission starter thread below is done with a conditional check to check if the player is near a specified point, which must passed to start the mission. The coordinates of the near_point check are the location in San Fierro/Carlton Heights near savehouse Edit the coordinates to set your own location for starting The parameter 1 of the near_point opcode 00FE: actor $PLAYER_ACTOR 1 (in-sphere)near_point is displaying a red marker (sphere). If the parameter is ciro 00FE: actor $PLAYER_ACTOR 0 (in-sphere)near_point does not displaying a red marker. To display a red marker in this way needs to set 0ms as maximum in the wait code of this Loop {$CLEO .cs}:Test_M_Start_103A4: name_thread 'TSTM':Test_M_Start_20001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Test_M_Start_200D6: if 00038: $ONMISSION == 0 // integer values004D: jump_if_false @Test_M_Start_2:Test_M_Start_600D6: if 000FE: actor $PLAYER_ACTOR 1 (in-sphere)near_point 2480.1343 -1665.475 13.3348 radius 3.5 3.5 5.5004D: jump_if_false @Test_M_Start_200BA: text_styled 'STAD_02' 1000 ms 20004: $ONMISSION = 1 // integer values0A94: start_custom_mission "TestMission" //0002: jump @Test_M_Start_2 The mission starter script includes the following Cleo opcode to start the Cleo mission script: 0A94: start_custom_mission "TestMission" The code needs to insert the name of the script file which should get started but without extension The Cleo script file get then the file extension, which is written in the Cleo Script directive at the beginning of the script {$CLEO .cm} = Cleo directive will be compiled to *.cm As TestMission.txt saved and compiled as TestMission.cm {$CLEO .cm}:TestMiss_103A4: name_thread "TESTM" 0050: gosub @TestMiss_main_1 00D6: if 00112: wasted_or_busted004D: jump_if_false @TestMiss_end_10050: gosub @TestMiss_fail_1 :TestMiss_end_10050: gosub @TestMiss_clep_1004E: end_thread:TestMiss_main_10317: increment_mission_attempts//here starts the missionscript0004: $ONMISSION = 1054C: use_GXT_table 'MENU2P'00BC: text_highpriority 'MENU_18' 5000 ms 1:TestMiss_110001: wait 0 msif and02D8: actor $PLAYER_ACTOR currentweapon == 0 00E1: key_pressed 0 17 004D: jump_if_false @TestMiss_11:TestMiss_pass_100BA: text_styled 'M_PASS' 5000 ms 10051: return:TestMiss_fail_100BA: text_styled 'M_FAIL' 5000 ms 10051: return:TestMiss_clep_10004: $ONMISSION = 000D8: mission_cleanup0051: return When the mission script from above is running it can be completed by pressing fire key while player have weapon 0/naked fist. The secret of the onmission mode $ONMISSION is not only a variable to check if a mission script is running or not. Set $ONMISSION to 1 activates a special mission mode if some important conditions are accomplished. R*s mission scripts run allways in a subroutine which will be cancled from the exe if player is wasted or busted like reading a return code in the script. 1. At first it needs to set $ONMISSION equal to on_mission_flag 0180: set_on_mission_flag_to $ONMISSION// Note: your missions have to use the variable defined here This code is set by default in the main part of the original main.scm 2. By starting the mission script must sended the reading precess with a gosub command into a subroutine for the main part of the mission script. It must be the first gosub of the mission script. 0050: gosub @TestMiss_main_1 3. By starting the mission script must be activated the onmission mode with 0004: $ONMISSION = 10317: increment_mission_attempts//here starts the missionscript Then the mission is running in a subroutine and dont needs to check if player is defined or dead or busted. If player dies or get busted, the exe cancels the subroutine as like as a return code of our script is readed The rest of the mission script is just a cunning gosub construct. ______________________________________________________________________________________ ______________________________________________________________________________________ gosub The gosub command leads the reading process to an excluded subscript. Excluded means the codes of the subscript are not binded in code following of our thread. 0050: gosub @MODLSUBROUTINE The subscript must end with return 0051: return If the subscript ends with 0051: return, our thread then continues with reading the codes after the 0050: gosub command Exemble: {$CLEO .cs}:MODLSUB_103A4: name_thread 'MODLSUB':MODLSUB_20001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @MODLSUB_200D6: if 000FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 2491.5 -1667.5 13.35 radius 1.0 1.0 1.0004D: jump_if_false @MODLSUB_20050: gosub @MODLSUBROUTINE :Loop_10001: wait 0 ms00D6: if 08118: NOT actor [email protected] dead004D: jump_if_false @Cleanup_100D6: if 00104: actor $PLAYER_ACTOR near_actor [email protected] radius 80.0 80.0 10.0 sphere 0004D: jump_if_false @Cleanup_10002: jump @Loop_1:Cleanup_101C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian0002: jump @MODLSUB_2:MODLSUBROUTINE0005: [email protected] = 2473.250005: [email protected] = -1657.790005: [email protected] = 13.40005: [email protected] = 2501.120005: [email protected] = -1676.50005: [email protected] = 13.40208: [email protected] = random_float_in_ranges [email protected] [email protected]: [email protected] = random_float_in_ranges [email protected] [email protected]: [email protected] = random_float_in_ranges [email protected] [email protected]: request_model #TRIBOSS0247: request_model #AK47:Load_MODLSUB_Check0001: wait 0 ms00D6: if and0248: model #TRIBOSS available0248: model #AK47 available004D: jump_if_false @Load_MODLSUB_Check009A: [email protected] = create_actor 24 #TRIBOSS at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to 180.001B2: give_actor [email protected] weapon 30 ammo 99999 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000223: set_actor [email protected] health_to 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0249: release_model #TRIBOSS0051: return Script above spawns the actor Triboss with gun in Grovestreet at different places The coords are generated random The part with the coords generation and actor spawn is excluded in a subscript If player leave the area with radius 80.0 80.0 or if the actor is dead, the actor will be released from script and the reading process jumps back into 1.Loop 2. how to make more than 1 threads in one cleo script (I ever tried it once, but the second thread didn't work!) you can submit the content of a local from one thread to a local of another thread with create_thread-with parameter. 0006: [email protected] = 4 0006: [email protected] = 1 0006: [email protected] = 7 0007: [email protected] = 1576.329 0007: [email protected] = -1636.649 0007: [email protected] = 13.56 0007: [email protected] = 75.0 0A92: create_custom_thread "GFXXX.cs" [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] started thread assignes now the first param of 0A92: to [email protected], the second param to [email protected] and so on0006: [email protected] = 4 0006: [email protected] = 1 0006: [email protected] = 7 0007: [email protected] = 1576.329 0007: [email protected] = -1636.649 0007: [email protected] = 13.56 0007: [email protected] = 75.0 in main.scm is it the same004F: create_thread @AUDIOL [email protected] 0 1 1 00913: run_external_script 26 (GF_SEX) $GIRLFRIEND 1 [email protected] [email protected] [email protected] [email protected] [email protected] test the script below, save and compile it as MultiThread.cs press backspace to start the second thread it display then the values which it recieve from the create_custom_thread parameter {$CLEO .cs}:MultiThread//-- [email protected] = 0 by [email protected] == 0jf @MultiThread_2003A4: name_thread 'MULTHRD' :MultiThread_10wait 003F0: enable_text_draw 1 045A: draw_text_1number 200.0 40.0 GXT 'NUMBER' number [email protected] // ~1~ if 0AB0: key_pressed 8//---------------------- Backspace 004D: jump_if_false @MultiThread_10 0A92: create_custom_thread "MultiThread.cs" 1 2 3 4 //The started(second)thread assignes now the first param of 0A92: to [email protected], the second param to [email protected] and so on// the second thread beginns also with//:MultiThread//-- but [email protected] = 1 because of the first param of 0A92://if//[email protected] == 0//jf @MultiThread_20:MultiThread_11wait 003F0: enable_text_draw 1 045A: draw_text_1number 200.0 40.0 GXT 'NUMBER' number [email protected] // ~1~ jump @MultiThread_11 /////////////////////////////////////////////////////////////// second thread:[email protected] == 1jf @MultiThread_5003A4: name_thread 'SECONDT':MultiThread_21wait 003F0: enable_text_draw 1 045A: draw_text_1number 200.0 60.0 GXT 'NUMBER' number [email protected] // ~1~ 045A: draw_text_1number 240.0 60.0 GXT 'NUMBER' number [email protected] // ~1~ 045A: draw_text_1number 260.0 60.0 GXT 'NUMBER' number [email protected] // ~1~ 045A: draw_text_1number 280.0 60.0 GXT 'NUMBER' number [email protected] // ~1~ jump @MultiThread_21:MultiThread_500A93: end_custom_thread You can also submit the instance of an actor or of a car Edited February 3, 2010 by ZAZ Quote Share this post Link to post Share on other sites
12jango 29 Posted February 7, 2010 thread 'NON':loopwait 004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 0.6 0.004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0jump @loop:next_label//here are the next commands Well, I want to make those opcodes (04C4) to store coordinates evertimes. So, I make a loop, but as you see if it is like this, the next label won't working! Please tell me if you know how to make the loop label to keep looping then the next_label can working too. Thanks! Quote Share this post Link to post Share on other sites
ZAZ 538 Posted February 7, 2010 thread 'NON':loopwait 004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 0.6 0.004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0jump @loop:next_label//here are the next commands Well, I want to make those opcodes (04C4) to store coordinates evertimes. So, I make a loop, but as you see if it is like this, the next label won't working! Please tell me if you know how to make the loop label to keep looping then the next_label can working too. Thanks! You can make complex jump_to_label structures. Mostly you need conditional checks to select labels. If there is no conditon for you plan, use variable numbers as access checks. {$CLEO .cs}:Partcl_0003A4: name_thread 'PRT'[email protected] = 0:Partcl_010001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Partcl_0104C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 3.5 0.5if0AB0: key_pressed 8//-----------------------press Backspace004D: jump_if_false @[email protected] == 0jf @[email protected] = 1064B: [email protected] = create_particle "shootlight" at [email protected] [email protected] [email protected] type 4064F: make_temp_particle_visible_and_remove_references [email protected] 5000002: jump @Partcl_01:[email protected] == 1jf @[email protected] = 0064B: [email protected] = create_particle "blood_heli" at [email protected] [email protected] [email protected] type 4064F: make_temp_particle_visible_and_remove_references [email protected] 5000002: jump @Partcl_01:Partcl_0504D5: create_corona_at [email protected] [email protected] [email protected] radius 0.75 type 3 flare 0 RGB 150 0 2550002: jump @Partcl_01 Quote Share this post Link to post Share on other sites
12jango 29 Posted February 10, 2010 That's fascinating, dude! Thanks! Well, based on This Tutorial if this 0392: object $object00 toggle_in_moving_list 1 combined with this 0381: throw_object $object00 distance 20.0 10.0 5.0 You can throw the object, but when I tried them myself, the game was crash! Well, actually eventhough I've already seen your knife throwing script I still ain't understand especially with those cosine.... If you don't mind please show me the simplest object-throwing script. Thank you! Quote Share this post Link to post Share on other sites
ZAZ 538 Posted February 10, 2010 (edited) That's fascinating, dude! Thanks! Well, based on This Tutorial if this 0392: object $object00 toggle_in_moving_list 1 combined with this 0381: throw_object $object00 distance 20.0 10.0 5.0 You can throw the object, but when I tried them myself, the game was crash! Well, actually eventhough I've already seen your knife throwing script I still ain't understand especially with those cosine.... If you don't mind please show me the simplest object-throwing script. Thank you! The simpliest throw object cleoscript: {$CLEO .cs}:Objectthrow_003A4: name_thread 'OTHROW':Objectthrow_10001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Objectthrow_1if and0AB0: key_pressed 8//-----------------------------press backspace80DF: NOT actor $PLAYER_ACTOR driving 004D: jump_if_false @Objectthrow_10247: request_model 3054:Objectthrow_30001: wait 0 ms00D6: if 00248: model 3054 available004D: jump_if_false @Objectthrow_304C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 5.0 0.00107: [email protected] = create_object 3054 at [email protected] [email protected] [email protected]: object [email protected] set_scripted_collision_check 10382: set_object [email protected] collision_detection 1wait 20000392: object [email protected] toggle_in_moving_list 10381: throw_object [email protected] distance 0.0 5.0 15.0wait 5000Object.Destroy([email protected])0249: release_model 30540002: jump @Objectthrow_1 tomworld10 wrote # 20 is the distance on x axis # 10 the distance on y axis # 5 the distance on z axis this is always relativ to the object position in script above, it throws 5.0 units in direction north and 15.0 units into the height 0381: throw_object [email protected] distance 0.0 5.0 15.0 so you need the sin/cosin calculation to give the direction for throwing Sine and cosine you should know something about trigonemetry http://en.wikipedia.org/wiki/Trigonometry The script below applies smoke around the player by key_press Keeping Backspaces key pressed creates smoke permanently in a circle [email protected] is used as angle degrees and by calculating with cosine it gives the X-coord by calculating with sine it gives the Y-coord Then multiplicate it with 4.0 and we get XY coords which refers to a circle with radius 4.0 at game center putting these values as offset into 04C4: represents than the coords around the player axis At last we add 5.0 degrees to the angle for the next point to create smoke {$CLEO .cs}:Sine_103A4: name_thread 'SINE'0007: [email protected] = 0.0 // floating-point values:Sine_20001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Sine_2if0AB0: key_pressed 8//------Backspace 004D: jump_if_false @Sine_202F6: [email protected] = cosine [email protected] // sinus swapped with cosine0013: [email protected] *= 4.0 // floating-point values (never used in VC or GTA 3)02F7: [email protected] = sinus [email protected] // cosine swapped with sinus0013: [email protected] *= 4.0 // floating-point values (never used in VC or GTA 3)04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset [email protected] [email protected] 0.2095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 0.2 last_factor 0.1000B: [email protected] += 5.0if0021: [email protected] > 354.0 // floating-point values 004D: jump_if_false @Sine_20007: [email protected] = 0.0jump @Sine_2 Edited February 10, 2010 by ZAZ Quote Share this post Link to post Share on other sites
12jango 29 Posted February 24, 2010 (edited) Hey, man how can I spawn a custom model? For example, I added a model with name 'custom', then how to spawn it? Edited February 24, 2010 by 12jango Quote Share this post Link to post Share on other sites
ZAZ 538 Posted February 24, 2010 Hey, man how can I spawn a custom model? For example, I added a model with name 'custom', then how to spawn it? do you mean a custom actor like bigfoot or what? Quote Share this post Link to post Share on other sites
12jango 29 Posted February 25, 2010 It's a custom object. Quote Share this post Link to post Share on other sites
ZAZ 538 Posted February 25, 2010 It's a custom object. Adding a new object to the game needs also adding a col file which have the same name. simple add the files into gta3.img newobject.dff -> gta3.img newobject.col -> gta3.img mostly it needs also a txd but it's not required and is depending to the model, furthermore can a required textur placed in a sample-txd Then define the object in an IDE file of maps folder best would be in data\maps\generic\dynamic.ide Therefor give the model a new working ID-number Then the definition contains ID-number, modelname, txdname which includes the texture and some settings Example, the neon objects by adding neon with neon.img 19001, tehneon_blau,tehneon,100,0 Then you can spawn the object like any other 0107: [email protected] = create_object 19001 at 0.0 0.0 700.0 It can be that your game wont work with additional objects Its different from user to user Limit Adjuster can help Quote Share this post Link to post Share on other sites
12jango 29 Posted March 15, 2010 Hey, I've found a new parkour mod in GtaGarage. It's great but the scripts are separated Parkour.cs {$CLEO .cs}//-------------MAIN---------------0000: NOP :NONAME_20001: wait 0 ms 00D6: if and0256: player $PLAYER_CHAR defined 80DF: not actor $PLAYER_ACTOR driving 004D: jump_if_false @NONAME_2 0007: [email protected] = 0.0 0007: [email protected] = 0.0 0007: [email protected] = 1.0 :NONAME_570001: wait 0 ms 00D6: if and0256: player $PLAYER_CHAR defined 80DF: not actor $PLAYER_ACTOR driving 004D: jump_if_false @NONAME_57 00D6: if 80E1: not player 0 pressed_key 18 004D: jump_if_false @NONAME_477 00D6: if 0818: actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_4855 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 00D6: if and86BD: not no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 0 object 1 particle 0 0023: 1.0 > [email protected] 0021: [email protected] > -1.0 0023: 1.0 > [email protected] 0021: [email protected] > -1.0 004D: jump_if_false @NONAME_57 00D6: if 0021: [email protected] > -8.0 004D: jump_if_false @NONAME_1015 00D6: if and8611: not actor $PLAYER_ACTOR performing_animation "CLIMB_IDLE" 8611: not actor $PLAYER_ACTOR performing_animation "CLIMB_JUMP_B" 8611: not actor $PLAYER_ACTOR performing_animation "CLIMB_PULL" 8611: not actor $PLAYER_ACTOR performing_animation "CLIMB_STAND" 004D: jump_if_false @NONAME_2351 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @NONAME_57 00D6: if 8611: not actor $PLAYER_ACTOR performing_animation "CLIMB_JUMP" 004D: jump_if_false @NONAME_57 00D6: if 80E1: not player 0 pressed_key 16 004D: jump_if_false @NONAME_463 00D6: if or00E1: player 0 pressed_key 0 00E1: player 0 pressed_key 1 004D: jump_if_false @NONAME_57 0002: jump @NONAME_470 :NONAME_4630002: jump @NONAME_1652 :NONAME_4700002: jump @NONAME_2437 :NONAME_4770001: wait 0 ms 00D6: if and0611: actor $PLAYER_ACTOR performing_animation "FALL_FALL" 0818: actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_57 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if 0021: [email protected] > -30.0 004D: jump_if_false @NONAME_57 00D6: if 84EE: not animation "BIKES" loaded 004D: jump_if_false @NONAME_577 04ED: load_animation "BIKES" :NONAME_57700D6: if 04EE: animation "BIKES" loaded 004D: jump_if_false @NONAME_477 00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0 00D6: if 86BD: not no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 0 object 1 particle 0 004D: jump_if_false @NONAME_477 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 1 MP 0 00D6: if or0021: [email protected] > 2.0 0023: -2.0 > [email protected] 0021: [email protected] > 2.0 0023: -2.0 > [email protected] 004D: jump_if_false @NONAME_923 :NONAME_7470001: wait 0 ms 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 1 MP 0 0812: AS_actor $PLAYER_ACTOR perform_animation "BIKES_GETOFFBACK" IFP_file "BIKES" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 750 // versionB 0001: wait 50 ms 0614: set_actor $PLAYER_ACTOR animation "BIKES_GETOFFBACK" progress_to 0.25 // 0.0 to 1.0 0393: actor $PLAYER_ACTOR perform_animation "BIKES_GETOFFBACK" at 1.7 times_normal_rate 0001: wait 90 ms 018C: play_sound 1163 at 0.0 0.0 0.0 0001: wait 210 ms 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 1 MP 0 0002: jump @NONAME_57 :NONAME_9230001: wait 0 ms 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_COLLAPSE" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 500 // versionB 018C: play_sound 1163 at 0.0 0.0 0.0 0001: wait 1000 ms 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 1 MP 0 0002: jump @NONAME_57 :NONAME_10150001: wait 0 ms 00D6: if and0043: [email protected] == 1.0 0AB0: key_pressed 82 0818: actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_57 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 [email protected] 0007: [email protected] = 0.0 :NONAME_10910001: wait 0 ms 00D6: if 0AB0: key_pressed 82 004D: jump_if_false @NONAME_1446 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 -2.0 -1.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 00D6: if 86BD: not no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 0 actor 0 object 1 particle 0 004D: jump_if_false @NONAME_1091 0812: AS_actor $PLAYER_ACTOR perform_animation "DROWN" IFP_file "PED" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time 10000 // versionB 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if and8031: not [email protected] >= -4.0 8031: not [email protected] >= 1.5 004D: jump_if_false @NONAME_1446 0614: set_actor $PLAYER_ACTOR animation "DROWN" progress_to 0.3 // 0.0 to 1.0 0393: actor $PLAYER_ACTOR perform_animation "DROWN" at 0.01 times_normal_rate 00D6: if 8031: not [email protected] >= -5.0 004D: jump_if_false @NONAME_1352 0013: [email protected] *= 0.8 :NONAME_1352083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 [email protected] 0001: wait 100 ms 00D6: if and0021: [email protected] > -8.0 00E1: player 0 pressed_key 14 004D: jump_if_false @NONAME_1425 00D6: if 00E1: player 0 pressed_key 16 004D: jump_if_false @NONAME_1425 0002: jump @NONAME_1652 :NONAME_1425000B: [email protected] += 0.1 0001: wait 5 ms 0002: jump @NONAME_1091 :NONAME_14460001: wait 0 ms 0007: [email protected] = 0.0 0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1 // versionB 0002: jump @NONAME_57 :NONAME_15050001: wait 0 ms 06AC: [email protected] = actor $PLAYER_ACTOR movement_speed 00D6: if and0021: [email protected] > 2.0 8818: not actor $PLAYER_ACTOR in_air 80DF: not actor $PLAYER_ACTOR driving 004D: jump_if_false @NONAME_57 0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_STOP" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 0001: wait 30 ms 0614: set_actor $PLAYER_ACTOR animation "RUN_STOP" progress_to 0.3 // 0.0 to 1.0 04D7: set_actor $PLAYER_ACTOR locked 1 0001: wait 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 0001: wait 300 ms 01B4: set_player $PLAYER_CHAR can_move 1 04D7: set_actor $PLAYER_ACTOR locked 0 0002: jump @NONAME_57 :NONAME_16520001: wait 0 ms 00D6: if 0021: [email protected] > -8.0 004D: jump_if_false @NONAME_57 0007: [email protected] = 1.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 -2.0 -1.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 00D6: if 86BD: not no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 0 object 1 particle 0 004D: jump_if_false @NONAME_57 04D7: set_actor $PLAYER_ACTOR locked 1 0812: AS_actor $PLAYER_ACTOR perform_animation "GETUP" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 0001: wait 30 ms 0614: set_actor $PLAYER_ACTOR animation "GETUP" progress_to 0.55 // 0.0 to 1.0 0393: actor $PLAYER_ACTOR perform_animation "GETUP" at 0.01 times_normal_rate 0007: [email protected] = 0.0 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 0087: [email protected] = [email protected] // (float) :NONAME_18890001: wait 0 ms 000B: [email protected] += 0.2 0001: wait 30 ms 00D6: if 0AB0: key_pressed 65 004D: jump_if_false @NONAME_1932 000F: [email protected] -= 10.0 :NONAME_193200D6: if 0AB0: key_pressed 68 004D: jump_if_false @NONAME_1957 000B: [email protected] += 10.0 :NONAME_195700D6: if 0023: 2.0 > [email protected] 004D: jump_if_false @NONAME_2001 00D6: if and80E1: not player 0 pressed_key 14 80E1: not player 0 pressed_key 16 004D: jump_if_false @NONAME_1889 :NONAME_200104D7: set_actor $PLAYER_ACTOR locked 0 00D6: if 0023: 2.0 > [email protected] 004D: jump_if_false @NONAME_2297 000F: [email protected] -= 542.0 00D6: if 0AB0: key_pressed 87 004D: jump_if_false @NONAME_2127 00D6: if 0AB0: key_pressed 68 004D: jump_if_false @NONAME_2094 000F: [email protected] -= 810.0 0087: [email protected] = [email protected] // (float) 0002: jump @NONAME_2127 :NONAME_209400D6: if 0AB0: key_pressed 65 004D: jump_if_false @NONAME_2127 000F: [email protected] -= 265.0 0087: [email protected] = [email protected] // (float) :NONAME_21270173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 0001: wait 5 ms 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 0.0 8.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" IFP_file "PED" 14.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" at 0.8 times_normal_rate 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] 8.0 0002: jump @NONAME_2347 :NONAME_22970812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1 // versionB 0001: wait 500 ms 0002: jump @NONAME_57 :NONAME_23470001: wait 100 ms :NONAME_23510001: wait 0 ms 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if or0021: [email protected] > 1.0 0023: -1.0 > [email protected] 0021: [email protected] > 1.0 0023: -1.0 > [email protected] 8031: not [email protected] >= -8.1 004D: jump_if_false @NONAME_2351 0002: jump @NONAME_57 :NONAME_24370001: wait 0 ms 00D6: if 0043: [email protected] == 1.0 004D: jump_if_false @NONAME_57 0007: [email protected] = 0.0 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 0.0 5.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" IFP_file "PED" 14.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" at 3.0 times_normal_rate 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] 8.0 0001: wait 170 ms 00D6: if or00E1: player 0 pressed_key 0 00E1: player 0 pressed_key 1 004D: jump_if_false @NONAME_3690 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if and0023: 1.0 > [email protected] 0021: [email protected] > -1.0 0023: 1.0 > [email protected] 0021: [email protected] > -1.0 0021: [email protected] > 1.0 004D: jump_if_false @NONAME_3690 0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH_R" IFP_file "PED" 14.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH_R" at 3.0 times_normal_rate 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] 8.0 0001: wait 170 ms 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @NONAME_3690 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if and0023: 1.0 > [email protected] 0021: [email protected] > -1.0 0023: 1.0 > [email protected] 0021: [email protected] > -1.0 0021: [email protected] > 1.0 004D: jump_if_false @NONAME_3690 0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" IFP_file "PED" 14.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" at 3.0 times_normal_rate 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] 8.0 0001: wait 170 ms 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @NONAME_3690 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if and0023: 1.0 > [email protected] 0021: [email protected] > -1.0 0023: 1.0 > [email protected] 0021: [email protected] > -1.0 0021: [email protected] > 1.0 004D: jump_if_false @NONAME_3690 0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH_R" IFP_file "PED" 14.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH_R" at 3.0 times_normal_rate 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] 8.0 0001: wait 170 ms 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @NONAME_3690 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if and0023: 1.0 > [email protected] 0021: [email protected] > -1.0 0023: 1.0 > [email protected] 0021: [email protected] > -1.0 0021: [email protected] > 1.0 004D: jump_if_false @NONAME_3690 0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" IFP_file "PED" 14.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" at 3.0 times_normal_rate 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] 8.0 0001: wait 170 ms 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @NONAME_3690 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if and0023: 1.0 > [email protected] 0021: [email protected] > -1.0 0023: 1.0 > [email protected] 0021: [email protected] > -1.0 0021: [email protected] > 1.0 004D: jump_if_false @NONAME_3690 0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH_R" IFP_file "PED" 14.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH_R" at 3.0 times_normal_rate 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] 8.0 0001: wait 170 ms 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @NONAME_3690 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if and0023: 1.0 > [email protected] 0021: [email protected] > -1.0 0023: 1.0 > [email protected] 0021: [email protected] > -1.0 0021: [email protected] > 1.0 004D: jump_if_false @NONAME_3690 0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" IFP_file "PED" 14.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" at 3.0 times_normal_rate 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] 8.0 0001: wait 170 ms :NONAME_36900001: wait 30 ms 0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1 // versionB :NONAME_37320001: wait 0 ms 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if 00E1: player 0 pressed_key 1 004D: jump_if_false @NONAME_4381 00D6: if 0AB0: key_pressed 68 004D: jump_if_false @NONAME_4074 0812: AS_actor $PLAYER_ACTOR perform_animation "CROUCH_ROLL_R" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 400 // versionB 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 5.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] 8.0 0001: wait 100 ms 0393: actor $PLAYER_ACTOR perform_animation "CROUCH_ROLL_R" at 1.5 times_normal_rate 0001: wait 300 ms 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 000F: [email protected] -= 25.0 0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 0001: wait 75 ms 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 000F: [email protected] -= 25.0 0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 0001: wait 75 ms 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 000F: [email protected] -= 25.0 0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 0001: wait 75 ms 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 000F: [email protected] -= 25.0 0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 0001: wait 75 ms 0002: jump @NONAME_2351 :NONAME_407400D6: if 0AB0: key_pressed 65 004D: jump_if_false @NONAME_4381 0812: AS_actor $PLAYER_ACTOR perform_animation "CROUCH_ROLL_L" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 400 // versionB 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 -5.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] 8.0 0001: wait 100 ms 0393: actor $PLAYER_ACTOR perform_animation "CROUCH_ROLL_L" at 1.5 times_normal_rate 0001: wait 300 ms 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 000B: [email protected] += 25.0 0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 0001: wait 75 ms 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 000B: [email protected] += 25.0 0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 0001: wait 75 ms 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 000B: [email protected] += 25.0 0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 0001: wait 75 ms 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 000B: [email protected] += 25.0 0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 0001: wait 75 ms 0002: jump @NONAME_2351 :NONAME_438100D6: if and00E1: player 0 pressed_key 14 00E1: player 0 pressed_key 16 80E1: not player 0 pressed_key 0 80E1: not player 0 pressed_key 1 004D: jump_if_false @NONAME_4423 0002: jump @NONAME_1652 :NONAME_442300D6: if or0021: [email protected] > 2.0 0023: -2.0 > [email protected] 0021: [email protected] > 2.0 0023: -2.0 > [email protected] 0023: -8.0 > [email protected] 004D: jump_if_false @NONAME_3732 0007: [email protected] = 1.0 0002: jump @NONAME_57 :NONAME_45010001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 6 004D: jump_if_false @NONAME_4855 04ED: load_animation "PARK" 00D6: if 04EE: animation "PARK" loaded 004D: jump_if_false @NONAME_4501 0812: AS_actor $PLAYER_ACTOR perform_animation "TAI_CHI_IN" IFP_file "PARK" 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 0001: wait 2000 ms 0226: [email protected] = actor $PLAYER_ACTOR health 0093: [email protected] = integer [email protected] to_float :NONAME_46080001: wait 0 ms 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @NONAME_57 00D6: if and80E1: not player 0 pressed_key 14 80E1: not player 0 pressed_key 16 004D: jump_if_false @NONAME_4782 0812: AS_actor $PLAYER_ACTOR perform_animation "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionB 0226: [email protected] = actor $PLAYER_ACTOR health 00D6: if 8029: not [email protected] >= 1000 004D: jump_if_false @NONAME_4744 000B: [email protected] += 0.004 0092: [email protected] = float [email protected] to_integer 0223: set_actor $PLAYER_ACTOR health_to [email protected] :NONAME_474400D6: if 8031: not [email protected] >= 1.3 004D: jump_if_false @NONAME_4775 000B: [email protected] += 0.0001 :NONAME_47750002: jump @NONAME_4608 :NONAME_47820001: wait 0 ms 0812: AS_actor $PLAYER_ACTOR perform_animation "TAI_CHI_OUT" IFP_file "PARK" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 0393: actor $PLAYER_ACTOR perform_animation "TAI_CHI_OUT" at 0.8 times_normal_rate 0002: jump @NONAME_4855 :NONAME_48550001: wait 0 ms 00D6: if and0256: player $PLAYER_CHAR defined 80DF: not actor $PLAYER_ACTOR driving 8818: not actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_57 0330: set_player $PLAYER_CHAR infinite_run 1 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -2.0 00D6: if and0021: [email protected] > -1.0 86BD: not no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 0 object 1 particle 0 004D: jump_if_false @NONAME_5020 0007: [email protected] = 1.0 0007: [email protected] = 1.0 :NONAME_502000D6: if 0021: [email protected] > 1.0 004D: jump_if_false @NONAME_5099 00D6: if or0611: actor $PLAYER_ACTOR performing_animation "MUSCLESPRINT" 0611: actor $PLAYER_ACTOR performing_animation "SPRINT_CIVI" 004D: jump_if_false @NONAME_5099 000F: [email protected] -= 4E-05 :NONAME_50990393: actor $PLAYER_ACTOR perform_animation "MUSCLESPRINT" at [email protected] times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at [email protected] times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "CLIMB_PULL" at [email protected] times_normal_rate 00D6: if or0611: actor $PLAYER_ACTOR performing_animation "PARKSIT_M_LOOP" 0611: actor $PLAYER_ACTOR performing_animation "TAI_CHI_LOOP" 004D: jump_if_false @NONAME_5244 00D6: if 8031: not [email protected] >= 1.4 004D: jump_if_false @NONAME_5244 000B: [email protected] += 0.0001 :NONAME_524400D6: if 8AB0: not key_pressed 82 004D: jump_if_false @NONAME_5679 00D6: if 8AB0: not key_pressed 84 004D: jump_if_false @NONAME_4501 00D6: if and0AB0: key_pressed 87 0AB0: key_pressed 83 004D: jump_if_false @NONAME_5300 0002: jump @NONAME_1505 :NONAME_530000D6: if and00E1: player 0 pressed_key 6 0AB0: key_pressed 66 004D: jump_if_false @NONAME_5328 0002: jump @NONAME_5335 :NONAME_53280002: jump @NONAME_4855 :NONAME_53350001: wait 0 ms 04ED: load_animation "BEACH" 04ED: load_animation "SUNBATHE" 00D6: if 04EE: animation "BEACH" loaded 04EE: animation "SUNBATHE" loaded 004D: jump_if_false @NONAME_5335 0812: AS_actor $PLAYER_ACTOR perform_animation "PARKSIT_M_IN" IFP_file "SUNBATHE" 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 0001: wait 1600 ms 0226: [email protected] = actor $PLAYER_ACTOR health 0093: [email protected] = integer [email protected] to_float :NONAME_54570001: wait 0 ms 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @NONAME_57 0812: AS_actor $PLAYER_ACTOR perform_animation "PARKSIT_M_LOOP" IFP_file "BEACH" 400.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 00D6: if 8029: not [email protected] >= 1000 004D: jump_if_false @NONAME_5565 000B: [email protected] += 0.004 0092: [email protected] = float [email protected] to_integer 0223: set_actor $PLAYER_ACTOR health_to [email protected] :NONAME_556500D6: if 8031: not [email protected] >= 1.35 004D: jump_if_false @NONAME_5596 000B: [email protected] += 0.0001 :NONAME_559600D6: if or00E1: player 0 pressed_key 14 00E1: player 0 pressed_key 16 004D: jump_if_false @NONAME_5457 0812: AS_actor $PLAYER_ACTOR perform_animation "GETUP" IFP_file "PED" 2.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 0001: wait 30 ms 0614: set_actor $PLAYER_ACTOR animation "GETUP" progress_to 0.3 // 0.0 to 1.0 0002: jump @NONAME_4855 :NONAME_56790001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @NONAME_6247 04ED: load_animation "DAM_JUMP" :NONAME_57120001: wait 0 ms 00D6: if 04EE: animation "DAM_JUMP" loaded 004D: jump_if_false @NONAME_5712 0001: wait 200 ms 0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_LAUNCH" IFP_file "DAM_JUMP" 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 400 // versionB 0001: wait 50 ms 0614: set_actor $PLAYER_ACTOR animation "DAM_LAUNCH" progress_to 0.6 // 0.0 to 1.0 0001: wait 400 ms :NONAME_58180001: wait 0 ms 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if or04AD: actor $PLAYER_ACTOR in_water 0118: actor $PLAYER_ACTOR dead 00E1: player 0 pressed_key 17 004D: jump_if_false @NONAME_5912 0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_LAUNCH" IFP_file "DAM_JUMP" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1 // versionB 0002: jump @NONAME_57 :NONAME_591200D6: if 82D8: not actor $PLAYER_ACTOR current_weapon == 46 004D: jump_if_false @NONAME_57 00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] 00D6: if 8031: not [email protected] >= -25.0 004D: jump_if_false @NONAME_6098 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -20.0 00D6: if 86BD: not no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 0 object 1 particle 0 004D: jump_if_false @NONAME_6091 0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_LAUNCH" IFP_file "DAM_JUMP" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1 // versionB 0002: jump @NONAME_57 0002: jump @NONAME_6098 :NONAME_60910002: jump @NONAME_5818 :NONAME_609804C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0 00D6: if 06BD: no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 0 object 1 particle 0 004D: jump_if_false @NONAME_747 00D6: if 8611: not actor $PLAYER_ACTOR performing_animation "FALL_LAND" 004D: jump_if_false @NONAME_57 0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_DIVE_LOOP" IFP_file "DAM_JUMP" 2.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 0002: jump @NONAME_5818 :NONAME_62470001: wait 0 ms 00D6: if 0AB0: key_pressed 82 004D: jump_if_false @NONAME_4855 00D6: if 80E1: not player 0 pressed_key 14 004D: jump_if_false @NONAME_5679 00D6: if 0818: actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_6247 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if 0021: [email protected] > -8.0 004D: jump_if_false @NONAME_4855 0001: wait 200 ms 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 000F: [email protected] -= 542.0 0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 0013: [email protected] *= -1.0 0013: [email protected] *= -1.0 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 0001: wait 500 ms 0002: jump @NONAME_57 Parkour2.cs {$CLEO .cs}//-------------MAIN---------------0000: NOP 0001: wait 0 ms 0007: [email protected] = 16.0 :NONAME_160001: wait 0 ms 00D6: if 8AB0: not key_pressed 79 004D: jump_if_false @NONAME_716 00D6: if 0AB0: key_pressed 17 004D: jump_if_false @NONAME_148 00D6: if and0AB0: key_pressed 107 8031: not [email protected] >= 36.0 004D: jump_if_false @NONAME_99 000B: [email protected] += 2.0 0006: [email protected] = 107 0050: gosub @NONAME_655 :NONAME_9900D6: if and0AB0: key_pressed 109 0021: [email protected] > 6.0 004D: jump_if_false @NONAME_148 000F: [email protected] -= 2.0 0006: [email protected] = 109 0050: gosub @NONAME_655 :NONAME_14800D6: if 8818: not actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_782 00D6: if 8611: not actor $PLAYER_ACTOR performing_animation "GETUP" 004D: jump_if_false @NONAME_16 00D6: if or0611: actor $PLAYER_ACTOR performing_animation "JUMP_LAUNCH" 0611: actor $PLAYER_ACTOR performing_animation "JUMP_LAUNCH_R" 004D: jump_if_false @NONAME_16 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @NONAME_16 :NONAME_2530001: wait 5 ms 00D6: if 00E1: player 0 pressed_key 14 004D: jump_if_false @NONAME_16 00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -2.0 00D6: if and0021: [email protected] > -1.0 86BD: not no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 0 object 1 particle 0 00D6: if 0818: actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_253 0001: wait 0 ms 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if 00E1: player 0 pressed_key 16 004D: jump_if_false @NONAME_510 00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 10.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 005B: [email protected] += [email protected] // (float) 005B: [email protected] += [email protected] // (float) 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] 3.5 0002: jump @NONAME_644 :NONAME_51000D6: if and80E1: not player 0 pressed_key 0 80E1: not player 0 pressed_key 1 004D: jump_if_false @NONAME_704 00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 0013: [email protected] *= 0.4 0013: [email protected] *= 0.4 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 005B: [email protected] += [email protected] // (float) 005B: [email protected] += [email protected] // (float) 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] 9.0 :NONAME_6440001: wait 100 ms 0002: jump @NONAME_782 :NONAME_6550001: wait 0 ms 00D6: if 8AB0: not key_pressed [email protected] 004D: jump_if_false @NONAME_655 0092: [email protected] = float [email protected] to_integer 01E4: show_text_1number_lowpriority GXT 'NUMBER' number [email protected] time 500 flag 1 // ~1~0051: return :NONAME_7040001: wait 600 ms 0002: jump @NONAME_16 :NONAME_7160001: wait 2000 ms 00D6: if 0AB0: key_pressed 70 004D: jump_if_false @NONAME_16 :NONAME_7360001: wait 0 ms 00D6: if 0AB0: key_pressed 79 004D: jump_if_false @NONAME_736 0001: wait 2000 ms 00D6: if 0AB0: key_pressed 78 004D: jump_if_false @NONAME_736 0002: jump @NONAME_16 :NONAME_7820001: wait 0 ms 00D6: if 0818: actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_16 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 2.0 1.0 00D6: if 06BD: no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 0 actor 0 object 1 particle 0 004D: jump_if_false @NONAME_782 00D6: if 0AB0: key_pressed 87 004D: jump_if_false @NONAME_930 0006: [email protected] = 87 0002: jump @NONAME_966 :NONAME_93000D6: if 0AB0: key_pressed 83 004D: jump_if_false @NONAME_959 0006: [email protected] = 83 0002: jump @NONAME_966 :NONAME_9590002: jump @NONAME_782 :NONAME_9660001: wait 0 ms 00D6: if 0818: actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_16 00D6: if 8AB0: not key_pressed [email protected] 004D: jump_if_false @NONAME_966 0007: [email protected] = 0.0 :NONAME_10128031: not [email protected] >= 1.0 004D: jump_if_false @NONAME_1073 000B: [email protected] += 0.1 00D6: if 0AB0: key_pressed [email protected] 004D: jump_if_false @NONAME_1062 0002: jump @NONAME_1080 :NONAME_10620001: wait 1 ms 0002: jump @NONAME_1012 :NONAME_10730002: jump @NONAME_16 :NONAME_10800001: wait 0 ms 00D6: if 0039: [email protected] == 87 004D: jump_if_false @NONAME_1112 0007: [email protected] = -360.0 :NONAME_111200D6: if 0039: [email protected] == 83 004D: jump_if_false @NONAME_1140 0007: [email protected] = 360.0 :NONAME_11400007: [email protected] = 0.0 0007: [email protected] = 0.0 0172: [email protected] = actor $PLAYER_ACTOR Z_angle :NONAME_11680001: wait 0 ms 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 1.0 1.0 00D6: if and0021: [email protected] > 1.0 06BD: no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 0 actor 0 object 1 particle 0 004D: jump_if_false @NONAME_1403 00D6: if 0039: [email protected] == 83 004D: jump_if_false @NONAME_1307 005B: [email protected] += [email protected] // (float) 0002: jump @NONAME_1315 :NONAME_13070063: [email protected] -= [email protected] // (float) :NONAME_1315083E: set_actor $PLAYER_ACTOR rotation [email protected] [email protected] [email protected] while_in_air 00D6: if 0039: [email protected] == 83 004D: jump_if_false @NONAME_1375 00D6: if 0031: [email protected] >= 360.0 004D: jump_if_false @NONAME_1168 0002: jump @NONAME_1396 :NONAME_137500D6: if 8021: not [email protected] > -360.0 004D: jump_if_false @NONAME_1168 :NONAME_13960002: jump @NONAME_1410 :NONAME_14030002: jump @NONAME_16 :NONAME_14100001: wait 0 ms 0007: [email protected] = 0.0 00D6: if 8AB0: not key_pressed [email protected] 004D: jump_if_false @NONAME_1447 0002: jump @NONAME_16 :NONAME_14470002: jump @NONAME_1168 Drop.cs {$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'DROP' 0001: wait 0 ms 04ED: load_animation "PARKOUR" :DROP_260001: wait 0 ms 00D6: if and0256: player $PLAYER_CHAR defined 04EE: animation "PARKOUR" loaded 004D: jump_if_false @DROP_26 :DROP_570001: wait 0 ms 00D6: if 0038: $7000 == 1 004D: jump_if_false @DROP_268 :DROP_790001: wait 0 ms 00D6: if 0038: $7000 == 0 004D: jump_if_false @DROP_79 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00D6: if 8031: not [email protected] >= 2.5 004D: jump_if_false @DROP_57 00D6: if 8AB0: not key_pressed 67 004D: jump_if_false @DROP_188 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_LAND" IFP_file "PED" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 0002: jump @DROP_57 :DROP_1880001: wait 0 ms 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_COLLAPSE" IFP_file "PED" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 0001: wait 50 ms 0393: actor $PLAYER_ACTOR perform_animation "FALL_COLLAPSE" at 1.5 times_normal_rate 0002: jump @DROP_57 :DROP_2680001: wait 0 ms 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00D6: if and0611: actor $PLAYER_ACTOR performing_animation "FALL_FALL" 8021: not [email protected] > 15.0 004D: jump_if_false @DROP_57 :DROP_3170001: wait 0 ms 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00D6: if 8021: not [email protected] > 2.5 004D: jump_if_false @DROP_317 00D6: if 8AB0: not key_pressed 67 004D: jump_if_false @DROP_188 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_LAND" IFP_file "PED" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 0002: jump @DROP_57 If you don't mind, please make them into 1 script. (It's okay if you don't want:^ Thanks! Quote Share this post Link to post Share on other sites
james227uk 1 Posted March 15, 2010 I wouldn't say it's possible. 1 script = 1 thread Quote Share this post Link to post Share on other sites
12jango 29 Posted March 16, 2010 Fine then, I have another question : 08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 50.0 handle_as [email protected] 089E: get_actor_in_sphere [email protected] [email protected] [email protected] radius 5.0 handle_as [email protected] // versionB These opcodes are really get a random ped except gang, and some of peds. Do you know how to solve this? How to get any type of ped. Thank you! Quote Share this post Link to post Share on other sites
ZAZ 538 Posted March 16, 2010 Fine then, I have another question : 08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 50.0 handle_as [email protected] 089E: get_actor_in_sphere [email protected] [email protected] [email protected] radius 5.0 handle_as [email protected] // versionB These opcodes are really get a random ped except gang, and some of peds. Do you know how to solve this? How to get any type of ped. Thank you! 089F: get_actor [email protected] pedtype_to [email protected]: [email protected] == 6 // integer values004D: jump_if_false @next Quote Share this post Link to post Share on other sites
Wesser 345 Posted March 16, 2010 (edited) No ZAZ! He mean if there's a way to make those opcodes working with criminals, prostitutes and so on. I can't assure if this is correct but I remember something. So this is the code which would resolve that problem and works in the same way as the opcodes you mentioned: {$CLEO}0000: NOPwhile true wait 0 00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] 0AB1: call_func @getActorInSphere 4 [email protected] [email protected] [email protected] radius 5.0 handle_as [email protected] if [email protected] <> -1 then // do things for this actor endend:[email protected] = false for [email protected] = 0 to 30000 if 056D: actor [email protected] defined then if and 803B: not $PLAYER_ACTOR == [email protected] 00FE: actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius [email protected] [email protected] [email protected] then [email protected] = true break end endendif [email protected] == false then [email protected] = -1 end0AB2: ret 1 [email protected] I guess, it'd work. Edited March 18, 2010 by Wesser Quote Share this post Link to post Share on other sites
ZAZ 538 Posted March 16, 2010 (edited) No ZAZ! He mean if there's a way to make those opcodes working with criminals, prostitutes and so on. I can't assure if this is correct but I remember something. So this is the code which would resolve that problem and works in the same way as the opcodes you mentioned: for [email protected] = 0 to 30000 if 056D: actor [email protected] defined then if and 803B: $PLAYER_ACTOR == [email protected] 00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 5.0 then // do things for this actor end endend I guess, it'd work. you wonna get a random actor by doing a for to loop? Deji allready talked to me about this method Okay, just try replacing... 08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 80.5 handle_as [email protected]([email protected],16i) with... for [email protected] = 0 to 30000 step 1 // each created actor is assigned a number wait 10 if 056D: actor [email protected] defined then if 00FE: actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 80.5 80.5 80.5 then 0085: [email protected]([email protected],16i) = [email protected] 01C2: remove_references_to_actor [email protected] 0006: [email protected] = 30000 else 01C2: remove_references_to_actor [email protected] end endendif 056D: actor [email protected]([email protected],16i) definedelse_jump @BULSHOW_4132jump @BULSHOW_4132 Obviously it's difficult for me to anticipate whether it would work since it's not my script... there may be a few other things that need changing. You know this script better than I do Sounds fascinating but don't work. The checks will be past and the text_styled 'FEM_OK' appears. But doing anything with with [email protected] as actor or submit to [email protected]([email protected],16i) and doing anythin with [email protected]([email protected],16i) as actor let the game crash. 01C2: remove_references_to_actor [email protected] caused a weired bug: player walk along the path and and then crash after 10 seconds {$CLEO .cs}:RandomActor_103A4: name_thread 'RMACTOR' 0001: wait 1000 ms [email protected] = [email protected] = 15:RandomActor_30001: wait 0 ms if0256: player $PLAYER_CHAR defined 004D: jump_if_false @RandomActor_3077E: get_active_interior_to [email protected]: [email protected] == 0 // integer values 004D: jump_if_false @RandomActor_30006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -1for [email protected] = 0 to 3000 step 1 // each created actor is assigned a number wait 0 03F0: enable_text_draw 1 045A: text_draw_1number 50.0 45.0 'NUMBER' [email protected] // value if 056D: actor [email protected] defined then if 00FE: actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 80.5 80.5 80.5 then if 002D: [email protected] >= [email protected] // (int) then 00BA: text_styled 'FEM_OK' 500 ms 4 //0085: [email protected]([email protected],16i) = [email protected] //04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected]([email protected],16i) with_offset 0.0 2.0 0.5//frontal //04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected]([email protected],16i) with_offset 0.0 0.0 0.5 //015F: set_camera_position [email protected] [email protected] [email protected] 0.0 0.0 0.0 //0160: point_camera [email protected] [email protected] [email protected] 2 //01C2: remove_references_to_actor [email protected] 0006: [email protected] = 3000 [email protected] += 1 else jump @RandomActor_13 end else //01C2: remove_references_to_actor [email protected] end endend:[email protected] = 0for [email protected] = 0 to 15 step 1 03F0: enable_text_draw 1 045A: text_draw_1number 150.0 45.0 'NUMBER' [email protected] // value if 8039: not [email protected]([email protected],16i) == -1 then 01C2: remove_references_to_actor [email protected]([email protected],16i) // Like turning an actor into a random pedestrian [email protected] += 1wait 0end0006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = -10006: [email protected] = [email protected] = 0jump @RandomActor_3 12jango asked, How to get any type of ped. Therefor opcode 089F Yes, it's difficult to get gangmembers but not impossible Furthermore the get_random_actor opcode don't get every ped There are allways some peds which are ignored by the search engine, doesn't matter which pedtype script below shows the pedtype of a random actor and let him die it get gangmembers if they are in a car {$CLEO .cs}:epidemic03A4: name_thread 'EPEDEMY':epidemic_20001: wait 1000 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @epidemic_2077E: get_active_interior_to [email protected] and0039: [email protected] == 0 // integer values0038: $ONMISSION == 0 004D: jump_if_false @epidemic_2if and84A9: NOT actor $PLAYER_ACTOR driving_helicopter84C8: NOT actor $PLAYER_ACTOR driving_flying_vehicle84A7: NOT actor $PLAYER_ACTOR driving_boat89AE: NOT actor $PLAYER_ACTOR driving_train004D: jump_if_false @epidemic_20819: [email protected] = actor $PLAYER_ACTOR distance_from_ground0001: wait 0 msif0023: 20.0 > [email protected] // floating-point values004D: jump_if_false @epidemic_20006: [email protected] = -1 // integer values00A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: get_actor_in_sphere [email protected] [email protected] [email protected] radius 5.0 handle_as [email protected]: wait 50 msif8039: NOT [email protected] == -1 // integer values004D: jump_if_false @epidemic_2//made by ZAZif8118: NOT actor [email protected] dead004D: jump_if_false @epidemic_5089F: get_actor [email protected]([email protected],16i) pedtype_to [email protected]: enable_text_draw 10001: wait 50 ms03F0: text_draw_toggle 00001: wait 50 ms045A: text_draw_1number 250.0 40.0 'NUMBER' [email protected]: AS_kill_actor [email protected]//0337: set_actor [email protected] visibility 0 :epidemic_501C2: remove_references_to_actor [email protected]// Like turning an actor into a random pedestrian0002: jump @epidemic_2 Edited March 16, 2010 by ZAZ Quote Share this post Link to post Share on other sites
12jango 29 Posted March 18, 2010 Err...Zaz, I still don't get it. I'm sorry, but how about another example, like get any type of ped (including gang member) nearby and kill him in several second. Thanks! Quote Share this post Link to post Share on other sites
Wesser 345 Posted March 18, 2010 You could try with 073F. Quote Share this post Link to post Share on other sites
12jango 29 Posted March 19, 2010 I've tried it but still, the gangs not works. Quote Share this post Link to post Share on other sites
12jango 29 Posted March 26, 2010 Yo, guys! I'm still confusing about this... Would you please show me a little example about how to get any type of actors? Thank you! Quote Share this post Link to post Share on other sites
Peppo_o'Paccio 0 Posted March 26, 2010 Is there an opcode to deactivate the limit of the gang members that you can run? Quote Share this post Link to post Share on other sites
ZAZ 538 Posted March 26, 2010 (edited) Yo, guys! I'm still confusing about this... Would you please show me a little example about how to get any type of actors? Thank you! Wesser edited his scriptpost. Now it makes more sense and it works. Have a cookie, Wesser Try this script to see what his method can do {$CLEO}0000: NOPwhile truewait 000A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]: call_func @getActorInSphere 4 [email protected] [email protected] [email protected] radius 5.0 handle_as [email protected] [email protected] <> -1then if 8118: NOT actor [email protected] dead then 089F: get_actor [email protected] pedtype_to [email protected] 03F0: enable_text_draw 1 0001: wait 50 ms 03F0: text_draw_toggle 0 0001: wait 50 ms 045A: text_draw_1number 250.0 40.0 'NUMBER' [email protected] 05BE: AS_kill_actor [email protected] endendend:[email protected] = falsefor [email protected] = 0 to 30000if056D: actor [email protected] definedthen if and 803B: not $PLAYER_ACTOR == [email protected] 00FE: actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius [email protected] [email protected] [email protected] then [email protected] = true break [email protected] == [email protected] = -1end0AB2: ret 1 [email protected] The script get every ped in radius 5.0 and displays their pedtype and then let them die Is there an opcode to deactivate the limit of the gang members that you can run? the respect stat gives the amount of possible gangmembers but 7 is maximum Edited March 26, 2010 by ZAZ Quote Share this post Link to post Share on other sites
12jango 29 Posted March 27, 2010 (edited) This one works effectively. But, this made the game runs slowly, especially if there are another cleo scripts... Well, is this Wesser's script? Actually, dude I'm really curious with your knife killer script. This one catch every type of ped (when not onmission), I've spent for days to edit 'em and try to see what makes it can be happen ('till now, I don't found it). What do you think, ZAZ? Edited March 27, 2010 by 12jango Quote Share this post Link to post Share on other sites
xXxbBb 0 Posted March 31, 2010 Um, I have a problem, too. I'm trying to make a CLEO mission. Here's a part of the code: {$CLEO .cm}:THREAD03A4: name_thread "TESTM" 0050: gosub @TestMiss_main_100D6: if 00112: wasted_or_busted004D: jump_if_false @TestMiss_end_10050: gosub @TestMiss_fail_1 :TestMiss_end_10050: gosub @TestMiss_clep_1004E: end_thread:TestMiss_main_1wait 00317: increment_mission_attempts//here starts the missionscriptif Player.Defined($PLAYER_CHAR)else_jump @TestMiss_main_1 Model.Load(#FAM1)Model.Load(#FAM2)Model.Load(#FAM3)Model.Load(#TEC9)Model.Load(#MP5LNG)Model.Load(#GREENWOO)Model.Load(#DODO)Model.Load(#CAMPER) wait 0 if and Model.Available(#FAM1) Model.Available(#FAM2) Model.Available(#FAM3) Model.Available(#TEC9) Model.Available(#MP5LNG) Model.Available(#GREENWOO) Model.Available(#DODO) Model.Available(#CAMPER)jf @TestMiss_main_1 wait 1000 fade 0 1000 wait 100Player.CanMove($PLAYER_CHAR) = FALSEActor.PutAt($PLAYER_ACTOR, 2514.6951, -1668.373, 13.5631)Actor.Angle($PLAYER_ACTOR) = 6,5628177,279204C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 [email protected] = Actor.Create(gang2, #FAM2, $X, $Y, $Z) Actor.Angle([email protected]) = -6,5628177,279201B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this04C4: store_coords_to $A $B $C from_actor [email protected] with_offset 1.0 0.0 [email protected] = Actor.Create(gang2, #FAM1, $A, $B, $C)Actor.Angle([email protected]) = -6,5628177,279201B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this04C4: store_coords_to $D $E $F from_actor [email protected] with_offset -1.0 0.0 [email protected] = Actor.Create(gang2, #FAM3, $D, $E, $F)Actor.Angle([email protected]) = -6,5628177,279201B2: give_actor [email protected] weapon 29 ammo 9999 wait 1500 fade 1 1000 But the actors just won't appear, why ? Quote Share this post Link to post Share on other sites
ZAZ 538 Posted March 31, 2010 I'm really curious with your knife killer script. This one catch every type of ped (when not onmission), I've spent for days to edit 'em and try to see what makes it can be happen ('till now, I don't found it). What do you think, ZAZ? I can't confirm. The object can hit every peds in simple way like in the simple Knife_throw script. But the feature in knife killer which makes the knife stuck in the head of peds won't work with gangmembers. Um, I have a problem, too. I'm trying to make a CLEO mission. Here's a part of the code: But the actors just won't appear, why ? Your script is incomplete, what should the reading process do after fade 1 1000? Fourthermore a cleanup part is missing to which label should these gosubs send? 0050: gosub @TestMiss_fail_1 :TestMiss_end_10050: gosub @TestMiss_clep_1 In addition is your angle code wrong: Actor.Angle($PLAYER_ACTOR) = 6,5628177,2792 Actor.Angle([email protected]) = -6,5628177,2792 Actor.Angle([email protected]) = -6,5628177,2792 comma is not allowed either write it with opcode 0173: set_actor $PLAYER_ACTOR Z_angle_to 262.0 or as class Actor.Angle($PLAYER_ACTOR) = 262.0 Quote Share this post Link to post Share on other sites
xXxbBb 0 Posted April 3, 2010 Um, I have a problem, too. I'm trying to make a CLEO mission. Here's a part of the code: But the actors just won't appear, why ? Your script is incomplete, what should the reading process do after fade 1 1000? Fourthermore a cleanup part is missing to which label should these gosubs send? 0050: gosub @TestMiss_fail_1 :TestMiss_end_10050: gosub @TestMiss_clep_1 In addition is your angle code wrong: Actor.Angle($PLAYER_ACTOR) = 6,5628177,2792 Actor.Angle([email protected]) = -6,5628177,2792 Actor.Angle([email protected]) = -6,5628177,2792 comma is not allowed either write it with opcode 0173: set_actor $PLAYER_ACTOR Z_angle_to 262.0 or as class Actor.Angle($PLAYER_ACTOR) = 262.0 The next command is for spawning a car. When I run the mission script, the actors just won't appear, but instead, the car does... 02A3: enable_widescreen 1 [email protected] = Car.Create(#GREENWOO, 2504.6731, -1668.5272, 13.3688) Car.Angle([email protected]) = 92,9477179,2735Car.Health([email protected]) = 10000446: set_actor [email protected] immune_to_headshots 0 Actor.Health([email protected]) = 50000BC: show_text_highpriority GXT 'CJ1' time 3000 flag 1 wait 3000 00BC: show_text_highpriority GXT 'FAM1' time 4000 flag 1 wait 4000 00BC: show_text_highpriority GXT 'CJ2' time 4000 flag 1 wait 4000 00BC: show_text_highpriority GXT 'FAM2' time 4000 flag 1 wait 4000 Camera.Shake(1000)wait 400000BC: show_text_highpriority GXT 'FAM3' time 4000 flag 1 wait 4000 00BC: show_text_highpriority GXT 'CJ3' time 4000 flag 107AF: $GROUP = player $PLAYER_CHAR group0631: put_actor [email protected] in_group $GROUP0631: put_actor [email protected] in_group $GROUP 0631: put_actor [email protected] in_group $GROUP wait 1000 After that, I drive the car and in a few second the game crashes... Quote Share this post Link to post Share on other sites
12jango 29 Posted April 13, 2010 (edited) It's said that any vehicles can have a weapon such as minigun/missile. How to do that? Thanks! EDIT : Oh, I forgot! This is about Panel, {$CLEO .cs}thread '':Loadwait 0if and Player.Defined($PLAYER_CHAR)jf @Spawn:Spawnwait 0if 0AB0: key_pressed 8jf @Load08D4: [email protected] = create_panel_with_title 'Title' position 29.0 145.0 width 160.0 columns 1 interactive 1 background 1 alignment 0 08D6: set_panel [email protected] column 0 alignment 1 08DB: set_panel [email protected] column 0 header 'dummy' data 'T1' 'T2' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 090E: set_panel [email protected] active_row 0 0512: show_permanent_text_box 'tatta'repeatwait 0 msif 00E1: player 0 pressed_key 15then08DA: remove_panel [email protected]: remove text boxjump @Spawnenduntil 00E1: player 0 pressed_key 16end_thread I tried to make the simplest one, there are a small panel box, with a title and also with 2 options. So far I only can make it always appear after pressing backspace and dissappear after pressing F. The problem is, I've no idea how to make the 2 options working, I wanna make them like this ; if I choose the first option it will start the first custom mission, then if I choose the second option, it will start the second custom mission.(Now if I choose one of them, the game will crash!) Please help! Edited April 13, 2010 by 12jango Quote Share this post Link to post Share on other sites