Ghosttoast Posted June 24, 2014 Share Posted June 24, 2014 Ok SO i have a problem with my code I want Fall damage to turn off until You Hit the Ground But Fall Damage Never turns off after that Can Anyone Help I'm Doing this For a Rappel Mod I cant Post the Code Here But I Will Answer Anyquestions about it if im Asked Thanks for anyhelp if you can Link to comment Share on other sites More sharing options...
Ghosttoast Posted June 24, 2014 Author Share Posted June 24, 2014 Ok For Further Help And Since No-One Has Posted Yet Im gonna Post the Code I Could really Use the Help // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}//-------------MAIN---------------03A4: name_thread "Health"0000: NOP:NONAME_2wait 0if and0AB0: key_pressed 5000E1: player 0 pressed_key 16not Actor.Driving($PLAYER_ACTOR)else_jump @NONAME_20812: AS_actor $PLAYER_ACTOR perform_animation "Abseil" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionBActor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 1, 0)wait 500:NONAME_71wait 0if00E1: player 0 pressed_key 6else_jump @NONAME_152068E: get_camera_target_point_to [email protected] [email protected] [email protected]Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0063: [email protected] -= [email protected] // (float)0063: [email protected] -= [email protected] // (float)0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected]Actor.Angle($PLAYER_ACTOR) = [email protected]:NONAME_152if00E1: player 0 pressed_key 16else_jump @NONAME_710812: AS_actor $PLAYER_ACTOR perform_animation "Abseil" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1 // versionBjump @NONAME_2Wait = 9000Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0) Link to comment Share on other sites More sharing options...
Ghosttoast Posted June 24, 2014 Author Share Posted June 24, 2014 Can Anyone Help I really really Need it? Link to comment Share on other sites More sharing options...
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