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GTASHAH110

parachute flying modding question

Recommended Posts

GTASHAH110

Hi guys,

 

I have two scripts (not made by a loser like me of course lol), one script makes a parachute open and one makes cj fly. Is there a way to combine the two scripts ? So basically while you are flying if you left click the parachute opens and does not go until you land ? what is the code and where would u add it ?

 

thank you my friends. always helpful cookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

 

here are the flying script :

-------------------

flying script :

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

 

{$VERSION 3.1.0027}

{$CLEO .cs}

 

//-------------MAIN---------------

0000: NOP

0A95: enable_thread_saving

thread 'SCJ'

wait 1500

0A1F: increase_float_stat 24 by 1000.0

[email protected] = 10.0

[email protected] = 2.0

[email protected] = 0.0

08C3: clear [email protected] bit 7

08C3: clear [email protected] bit 8

08C3: clear [email protected] bit 9

08C3: clear [email protected] bit 10

08C3: clear [email protected] bit 11

08C3: clear [email protected] bit 12

 

:SCJ_101

wait 50

if

Player.Defined($PLAYER_CHAR)

jf @SCJ_101

if

not Actor.Driving($PLAYER_ACTOR)

jf @SCJ_101

if

04EE: animation "PARACHUTE" loaded

jf @SCJ_1966

0090: $10949 = float [email protected] to_integer

04F7: status_text $10949 type 1 line 4 GXT 'RYD3_E' // global_variable // Power

0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground

06AC: [email protected] = actor $PLAYER_ACTOR movement_speed

gosub @SCJ_2506

gosub @SCJ_1997

gosub @SCJ_2650

if

not [email protected] > 2.0

jf @SCJ_259

gosub @SCJ_598

jump @SCJ_1856

 

:SCJ_259

if

84AD: not actor $PLAYER_ACTOR in_water

jf @SCJ_1856

if

[email protected] > 3.0

jf @SCJ_1835

Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)

if and

not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL"

not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"

jf @SCJ_388

0687: clear_actor $PLAYER_ACTOR task

[email protected] = 0.0

jump @SCJ_449

 

:SCJ_388

if

00E1: player 0 pressed_key 8

jf @SCJ_570

wait 250

if

08B7: test [email protected] bit 12

jf @SCJ_442

08C3: clear [email protected] bit 12

jump @SCJ_449

 

:SCJ_442

08BD: set [email protected] bit 12

 

:SCJ_449

if

08B7: test [email protected] bit 12

jf @SCJ_519

0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB

jump @SCJ_570

 

:SCJ_519

0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB

 

:SCJ_570

gosub @SCJ_1543

gosub @SCJ_928

gosub @SCJ_1061

jump @SCJ_101

 

:SCJ_598

if and

00E1: player 0 pressed_key 18

00E1: player 0 pressed_key 14

jf @SCJ_926

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.4

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 7.6

if

06BD: no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 1 object 1 particle 1

jf @SCJ_926

[email protected] = 50

066A: [email protected] = attach_particle "JETTHRUST" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 rotation 0.0 0.01 0.0 flag 1

066A: [email protected] = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -4.0 rotation 0.0 0.01 0.0 flag 1

064C: make_particle [email protected] visible

064C: make_particle [email protected] visible

 

:SCJ_838

wait 20

083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 9.0

0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground

[email protected] += -1

if

not [email protected] == 0

jf @SCJ_916

if

04B5: [email protected] >= 9.0 // @ >= any

jf @SCJ_838

 

:SCJ_916

0650: destroy_particle [email protected]

0650: destroy_particle [email protected]

 

:SCJ_926

return

 

:SCJ_928

if

00E1: player 0 pressed_key 17

jf @SCJ_1059

if

88B7: not test [email protected] bit 9

jf @SCJ_1052

066A: [email protected] = attach_particle "EXPLOSION_FUEL_CAR" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 rotation 0.0 0.01 0.0 flag 1

064C: make_particle [email protected] visible

064F: remove_references_to_particle [email protected]

08BD: set [email protected] bit 9

wait 400

jump @SCJ_1059

 

:SCJ_1052

08C3: clear [email protected] bit 9

 

:SCJ_1059

return

 

:SCJ_1061

if and

not [email protected] > 15.0

[email protected] > 2.0

08B7: test [email protected] bit 9

jf @SCJ_1511

if

88B7: not test [email protected] bit 7

jf @SCJ_1180

066A: [email protected] = attach_particle "HELI_DUST" to_actor $PLAYER_ACTOR with_offset 0.0 10.0 -10.0 rotation 0.0 0.01 0.0 flag 1

08BD: set [email protected] bit 7

064C: make_particle [email protected] visible

 

:SCJ_1180

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -10.0 -10.0 0.0

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 10.0 -10.0 0.0

09C0: [email protected] = get_random_car_in_area [email protected] [email protected] [email protected] [email protected] 30.0 with_actors -1

if

056E: car [email protected] defined

jf @SCJ_1511

046C: [email protected] = car [email protected] driver

if

056D: actor [email protected] defined

jf @SCJ_1307

Actor.DestroyInstantly([email protected])

 

:SCJ_1307

0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0

0063: [email protected] -= [email protected] // (float)

0063: [email protected] -= [email protected] // (float)

[email protected] *= -0.006

[email protected] *= -0.006

006B: [email protected] *= [email protected] // (float)

006B: [email protected] *= [email protected] // (float)

0073: [email protected] /= [email protected] // (float)

0073: [email protected] /= [email protected] // (float)

07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0

066B: [email protected] = attach_particle "SHOOTLIGHT" to_car [email protected] with_offset 0.0 2.0 1.0 flag 1

064C: make_particle [email protected] visible

064F: remove_references_to_particle [email protected]

 

:SCJ_1511

if

08B7: test [email protected] bit 7

jf @SCJ_1541

08C3: clear [email protected] bit 7

0650: destroy_particle [email protected]

 

:SCJ_1541

return

 

:SCJ_1543

0494: get_joystick 0 data_to [email protected] [email protected] [email protected] [email protected]

0093: [email protected] = integer [email protected] to_float

0093: [email protected] = integer [email protected] to_float

[email protected] *= 0.02

006B: [email protected] *= [email protected] // (float)

[email protected] = Actor.Angle($PLAYER_ACTOR)

0063: [email protected] -= [email protected] // (float)

[email protected] *= 4.0

[email protected] *= 0.02

006B: [email protected] *= [email protected] // (float)

005B: [email protected] += [email protected] // (float)

if

-80.0 > [email protected]

jf @SCJ_1676

[email protected] = -80.0

 

:SCJ_1676

if

[email protected] > 80.0

jf @SCJ_1707

[email protected] = 80.0

 

:SCJ_1707

083E: set_actor $PLAYER_ACTOR rotation [email protected] [email protected] [email protected] while_in_air

[email protected] = 360.0

0063: [email protected] -= [email protected] // (float)

02F6: [email protected] = cosine [email protected] // (float)

02F7: [email protected] = sine [email protected] // (float)

006B: [email protected] *= [email protected] // (float)

006B: [email protected] *= [email protected] // (float)

02F6: [email protected] = cosine [email protected] // (float)

02F7: [email protected] = sine [email protected] // (float)

006B: [email protected] *= [email protected] // (float)

006B: [email protected] *= [email protected] // (float)

0087: [email protected] = [email protected] // (float)

006B: [email protected] *= [email protected] // (float)

083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected]

return

 

:SCJ_1835

if

[email protected] > 8.0

jf @SCJ_101

 

:SCJ_1856

if or

Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL"

Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"

jf @SCJ_101

083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0

0687: clear_actor $PLAYER_ACTOR task

wait 250

[email protected] = 0.0

Actor.Angle($PLAYER_ACTOR) = [email protected]

jump @SCJ_101

 

:SCJ_1966

054C: use_GXT_table 'RYDER3'

04ED: load_animation "PARACHUTE"

jump @SCJ_101

 

:SCJ_1997

0087: [email protected] = [email protected] // (float)

[email protected] /= 15.0

if

not [email protected] > 1.0

jf @SCJ_2046

[email protected] = 1.0

 

:SCJ_2046

if

Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"

jf @SCJ_2094

0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at [email protected] times_normal_rate

 

:SCJ_2094

if

Actor.Animation($PLAYER_ACTOR) == "SWIM_CRAWL"

jf @SCJ_2142

0393: actor $PLAYER_ACTOR perform_animation "SWIM_CRAWL" at [email protected] times_normal_rate

 

:SCJ_2142

if

Actor.Animation($PLAYER_ACTOR) == "RUN_CSAW"

jf @SCJ_2186

0393: actor $PLAYER_ACTOR perform_animation "RUN_CSAW" at [email protected] times_normal_rate

 

:SCJ_2186

if

Actor.Animation($PLAYER_ACTOR) == "RUN_ROCKET"

jf @SCJ_2234

0393: actor $PLAYER_ACTOR perform_animation "RUN_ROCKET" at [email protected] times_normal_rate

 

:SCJ_2234

if

Actor.Animation($PLAYER_ACTOR) == "RUN_ARMED"

jf @SCJ_2280

0393: actor $PLAYER_ACTOR perform_animation "RUN_ARMED" at [email protected] times_normal_rate

 

:SCJ_2280

if

Actor.Animation($PLAYER_ACTOR) == "FIGHTA_1"

jf @SCJ_2324

0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_1" at [email protected] times_normal_rate

 

:SCJ_2324

if

Actor.Animation($PLAYER_ACTOR) == "FIGHTA_2"

jf @SCJ_2368

0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_2" at [email protected] times_normal_rate

 

:SCJ_2368

if

Actor.Animation($PLAYER_ACTOR) == "FIGHTA_3"

jf @SCJ_2412

0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_3" at [email protected] times_normal_rate

 

:SCJ_2412

if

Actor.Animation($PLAYER_ACTOR) == "FIGHTA_G"

jf @SCJ_2456

0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" at [email protected] times_normal_rate

 

:SCJ_2456

if

Actor.Animation($PLAYER_ACTOR) == "SWIM_UNDER"

jf @SCJ_2504

0393: actor $PLAYER_ACTOR perform_animation "SWIM_UNDER" at [email protected] times_normal_rate

 

:SCJ_2504

return

 

:SCJ_2506

if or

80E1: not player 0 pressed_key 11

00E1: player 0 pressed_key 10

jf @SCJ_2559

if or

80E1: not player 0 pressed_key 10

00E1: player 0 pressed_key 11

jf @SCJ_2607

jump @SCJ_2648

 

:SCJ_2559

[email protected] -= 2.0

if

5.0 > [email protected]

jf @SCJ_2648

[email protected] = 5.0

jump @SCJ_2648

 

:SCJ_2607

[email protected] += 2.0

if

[email protected] > 200.0

jf @SCJ_2648

[email protected] = 200.0

 

:SCJ_2648

return

 

:SCJ_2650

if

[email protected] > 60.0

jf @SCJ_2964

if

88B7: not test [email protected] bit 8

jf @SCJ_2751

08BD: set [email protected] bit 8

066A: [email protected] = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1

064C: make_particle [email protected] visible

 

:SCJ_2751

if

[email protected] > 130.0

jf @SCJ_2976

if

88B7: not test [email protected] bit 10

jf @SCJ_2853

08BD: set [email protected] bit 10

066A: [email protected] = attach_particle "PRT_SAND2" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1

064C: make_particle [email protected] visible

 

:SCJ_2853

if

[email protected] > 180.0

jf @SCJ_2988

if

88B7: not test [email protected] bit 11

jf @SCJ_3000

08BD: set [email protected] bit 11

066A: [email protected] = attach_particle "SMOKE_FLARE" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1

064C: make_particle [email protected] visible

jump @SCJ_3000

 

:SCJ_2964

08C3: clear [email protected] bit 8

0650: destroy_particle [email protected]

 

:SCJ_2976

08C3: clear [email protected] bit 10

0650: destroy_particle [email protected]

 

:SCJ_2988

08C3: clear [email protected] bit 11

0650: destroy_particle [email protected]

 

:SCJ_3000

return

end_thread

thread 'SCJA'

 

:SCJA_11

wait 250

if

Player.Defined($PLAYER_CHAR)

jf @SCJA_11

if

not Actor.Driving($PLAYER_ACTOR)

jf @SCJA_11

if

80E1: not player 0 pressed_key 9

jf @SCJA_1089

if and

00E1: player 0 pressed_key 8

80E1: not player 0 pressed_key 9

jf @SCJA_11

if

Player.Defined($PLAYER_CHAR)

jf @SCJA_11

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -5.0 5.0 0.0

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 5.0 5.0 0.0

09C0: [email protected] = get_random_car_in_area [email protected] [email protected] [email protected] [email protected] 10.0 with_actors -1

if

056E: car [email protected] defined

jf @SCJA_11

0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0

064B: [email protected] = create_particle "HELI_DUST" at [email protected] [email protected] [email protected] type 1

064C: make_particle [email protected] visible

[email protected] = Car.Model([email protected])

Model.Load([email protected])

 

:SCJA_276

wait 0

if

Model.Available([email protected])

jf @SCJA_276

046C: [email protected] = car [email protected] driver

if

056D: actor [email protected] defined

jf @SCJA_325

Actor.DestroyInstantly([email protected])

 

:SCJA_325

0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0

[email protected] = Car.Angle([email protected])

03F3: get_car [email protected] primary_color_to [email protected] secondary_color_to [email protected]

0A12: get_car [email protected] tertiary_color_to [email protected] quaternary_color_to [email protected]

[email protected] = Car.Health([email protected])

Car.Destroy([email protected])

[email protected] = Car.Create([email protected], [email protected], [email protected], [email protected])

Model.Destroy([email protected])

Car.Angle([email protected]) = [email protected]

0229: set_car [email protected] primary_color_to [email protected] secondary_color_to [email protected]

0A11: set_car [email protected] tertiary_color_to [email protected] quaternary_color_to [email protected]

Car.Health([email protected]) = [email protected]

06A2: get_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected]

[email protected] *= 0.03

[email protected] *= 0.03

07D5: set_car [email protected] velocity_in_direction_XYZ 0.0 0.0 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0

[email protected] = 500

0208: [email protected] = random_float_in_ranges 2.0 5.0

0208: [email protected] = random_float_in_ranges 0.045 0.075

 

:SCJA_564

wait 50

if

056E: car [email protected] defined

jf @SCJA_791

[email protected] += -1

0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0

02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected]

0087: [email protected] = [email protected] // (float)

0063: [email protected] -= [email protected] // (float)

0087: [email protected] = [email protected] // (float)

006B: [email protected] *= [email protected] // (float)

02F7: [email protected] = sine [email protected] // (float)

006B: [email protected] *= [email protected] // (float)

07D5: set_car [email protected] velocity_in_direction_XYZ 0.0 0.0 [email protected] rotation_velocitiesXY 0.0 0.0 unk 0.0

04F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable

0085: [email protected] = [email protected] // (int)

[email protected] /= 5

008A: $10948 = [email protected] // (int)

if

80E1: not player 0 pressed_key 9

jf @SCJA_825

if

[email protected] == 0

jf @SCJA_564

 

:SCJA_791

0650: destroy_particle [email protected]

 

:SCJA_796

Car.RemoveReferences([email protected])

 

:SCJA_801

0650: destroy_particle [email protected]

08C3: clear [email protected] bit 0

0151: remove_status_text $10948

jump @SCJA_11

 

:SCJA_825

0650: destroy_particle [email protected]

[email protected] = 500

 

:SCJA_838

wait 50

if

056E: car [email protected] defined

jf @SCJA_796

if

80E1: not player 0 pressed_key 8

jf @SCJA_796

[email protected] += -1

0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.0

0063: [email protected] -= [email protected] // (float)

0063: [email protected] -= [email protected] // (float)

0063: [email protected] -= [email protected] // (float)

[email protected] *= 0.01

[email protected] *= 0.01

[email protected] *= 0.01

07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] rotation_velocitiesXY 0.0 0.0 unk 0.0

04F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable

0085: [email protected] = [email protected] // (int)

[email protected] /= 5

008A: $10948 = [email protected] // (int)

if

[email protected] == 0

jf @SCJA_838

jump @SCJA_791

 

:SCJA_1089

0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground

if

not [email protected] > 1.5

jf @SCJA_11

[email protected] = 100

04F7: status_text $10948 type 1 line 3 GXT 'DUMMY' // global_variable

 

:SCJA_1143

wait 0

if

88B7: not test [email protected] bit 0

jf @SCJA_1232

08BD: set [email protected] bit 0

066A: [email protected] = attach_particle "WATER_RIPPLES" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.01 0.0 flag 1

064C: make_particle [email protected] visible

 

:SCJA_1232

[email protected] += -1

008A: $10948 = [email protected] // (int)

if

not [email protected] == 0

jf @SCJA_801

if

00E1: player 0 pressed_key 9

jf @SCJA_801

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -20.0 -20.0 0.0

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 20.0 -20.0 0.0

073E: get_car_in_sphere [email protected] [email protected] [email protected] radius 10.0 model -1 handle_as [email protected]

if

056E: car [email protected] defined

jf @SCJA_1413

jump @SCJA_1467

 

:SCJA_1413

09C0: [email protected] = get_random_car_in_area [email protected] [email protected] [email protected] [email protected] 40.0 with_actors -1

if

056E: car [email protected] defined

jf @SCJA_1460

jump @SCJA_1467

 

:SCJA_1460

jump @SCJA_1143

 

:SCJA_1467

046C: [email protected] = car [email protected] driver

if

056D: actor [email protected] defined

jf @SCJA_1496

Actor.DestroyInstantly([email protected])

 

:SCJA_1496

066B: [email protected] = attach_particle "SHOOTLIGHT" to_car [email protected] with_offset 0.0 2.0 1.0 flag 1

064C: make_particle [email protected] visible

064F: remove_references_to_particle [email protected]

0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0

09E5: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 255 0 0 radius 20.0

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0

0063: [email protected] -= [email protected] // (float)

0063: [email protected] -= [email protected] // (float)

[email protected] *= 4.0

[email protected] *= 4.0

02F7: [email protected] = sine [email protected] // (float)

02F7: [email protected] = sine [email protected] // (float)

if

not [email protected] > 0.0

jf @SCJA_1707

[email protected] *= -1.0

 

:SCJA_1707

if

not [email protected] > 0.0

jf @SCJA_1738

[email protected] *= -1.0

 

:SCJA_1738

[email protected] *= 0.07

[email protected] *= 0.07

07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] 0.01 rotation_velocitiesXY 0.0 0.0 unk 0.0

wait 50

if

8449: not actor $PLAYER_ACTOR in_a_car

jf @SCJA_1894

if and

00E1: player 0 pressed_key 6

00E1: player 0 pressed_key 9

jf @SCJA_1894

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 20.0 2.0

0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 1

020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected]

jf @SCJA_1894

 

:SCJA_1894

wait 50

8449: not actor $PLAYER_ACTOR in_a_car

00E1: player 0 pressed_key 6

00E1: player 0 pressed_key 8

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.1 0.1 0.2

0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 1

020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected]

jump @SCJA_1143

Edited by GTASHAH110

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