skatefilter5 Posted August 9, 2017 Share Posted August 9, 2017 (edited) As I die from gang wars and I re-spawn by destroying the old player then creating a new player but mainly I lose all my weapons completely, I just manually add the weapons but current weapons within current ammo. I tried this code 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon $14 ammo $15 model $16 After I die, I re-spawn 01B2: give_actor $PLAYER_ACTOR weapon $14 ammo $15 // Load the weapon model before using this It didn't work, to keep current weapons and holding current weapon I'm using to keep firing. In fact with won't bypass [email protected] because it will give me a message: Local variable 34 is out of range. In threads max variable is [email protected] How did anyone bypass [email protected]? I can't use .cm. 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon [email protected] ammo [email protected] model [email protected] 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon [email protected] ammo [email protected] model [email protected] 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon [email protected] ammo [email protected] model [email protected] 01B2: give_actor $PLAYER_ACTOR weapon [email protected] ammo [email protected]// Load the weapon model before using this 01B2: give_actor $PLAYER_ACTOR weapon [email protected] ammo [email protected]// Load the weapon model before using this It works for current weapon anyway but I don't know why the $ won't work because this $ is unlimited. // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013{$CLEO .cs}//-------------MAIN---------------0000: NOP Model.Load(#CELLPHONE)Model.Load(#MAVERICK)Model.Load(#SILENCED)Model.Load(#DESERT_EAGLE)Model.Load(#CHROMEGUN)Model.Load(#SAWNOFF)Model.Load(#SHOTGSPA)Model.Load(#MICRO_UZI)Model.Load(#MP5LNG)Model.Load(#TEC9)Model.Load(#AK47)Model.Load(#M4)Model.Load(#c*ntGUN)Model.Load(#SNIPER)Model.Load(#AK47)Model.Load(#ROCKETLA)Model.Load(#HEATSEEK)Model.Load(#FLAME)Model.Load(#MINIGUN)Model.Load(#SPRAYCAN)Model.Load(#FIRE_EX)Model.Load(#SATCHEL)Model.Load(#GRENADE)Model.Load(#TEARGAS)Model.Load(#MOLOTOV)Model.Load(#MINIGUN)Model.Load(#BAT)Model.Load(#FAM1)Model.Load(#GUN_CANE)Model.Load(#NVGOGGLES)Model.Load(#GUN_PARA)Model.Load(#CAMERA):NONAME_161wait 0 if 0ADC: test_cheat "DIED1" jf @NONAME_161 0ACD: show_text_highpriority "NEVER DIE ~R~ON~W~." time 3000 jump @NONAME_218 :NONAME_218wait 0 if or Actor.Dead($PLAYER_ACTOR)0ADC: test_cheat "RESET" jf @NONAME_499 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 0.0 -1.0 09E8: [email protected] = actor $PLAYER_ACTOR active_interior jf @NONAME_218 06DF: destroy_player $PLAYER_CHAR $PLAYER_CHAR = Player.Create(0, [email protected], [email protected], [email protected])$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Minigun, 9999)Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, MicroUzi, 9999)Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Shotgun, 9999)Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Grenades, 9999)Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, AK47, 9999)Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, DesertEagle, 9999)Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Rifle, 9999)Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, BaseballBat, 9999)Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Camera, 9999)Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Parachute, 9999)Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, NightvisionGoggles, 9999)Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Cane, 9999)01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 04E4: refresh_game_renderer_at [email protected] [email protected] 0860: link_actor $PLAYER_ACTOR to_interior [email protected] jump @NONAME_218 :NONAME_499wait 0 if 0ADC: test_cheat "DIED1" jf @NONAME_218 0ACD: show_text_highpriority "NEVER DIE ~B~OFF~W~." time 3000 jump @NONAME_161 Edited August 9, 2017 by skatefilter5 Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 9, 2017 Share Posted August 9, 2017 ThirteenAG created a similar mod that does this. Link to comment Share on other sites More sharing options...
skatefilter5 Posted August 10, 2017 Author Share Posted August 10, 2017 ThirteenAG created a similar mod that does this. I try ThirteenAG mod, when I die, this mod didn't give me back my weapons -- his mod didn't work. 0000: NOPModel.Load(#CELLPHONE)Model.Load(#GUN_DILDO1)Model.Load(#GUN_DILDO2)Model.Load(#GUN_VIBE1)Model.Load(#GUN_VIBE2)Model.Load(#FLOWERA)Model.Load(#GUN_CANE)Model.Load(#BRASSKNUCKLE)Model.Load(#GOLFCLUB)Model.Load(#NITESTICK)Model.Load(#KNIFECUR)Model.Load(#BAT)Model.Load(#SHOVEL)Model.Load(#POOLCUE)Model.Load(#KATANA)Model.Load(#CHNSAW)Model.Load(#GRENADE)Model.Load(#TEARGAS)Model.Load(#MOLOTOV)Model.Load(#COLT45)Model.Load(#SILENCED)Model.Load(#DESERT_EAGLE)Model.Load(#CHROMEGUN)Model.Load(#SAWNOFF)Model.Load(#SHOTGSPA)Model.Load(#MICRO_UZI)Model.Load(#MP5LNG)Model.Load(#TEC9)Model.Load(#AK47)Model.Load(#M4)Model.Load(#c*ntGUN)Model.Load(#SNIPER)Model.Load(#ROCKETLA)Model.Load(#HEATSEEK)Model.Load(#FLAME)Model.Load(#MINIGUN)Model.Load(#SATCHEL)Model.Load(#BOMB)Model.Load(#SPRAYCAN)Model.Load(#FIRE_EX)Model.Load(#CAMERA)Model.Load(#NVGOGGLES)Model.Load(#IRGOGGLES)Model.Load(#GUN_PARA)Model.Load(#JETPACK)[email protected]: [email protected]: [email protected]: [email protected]: [email protected]: [email protected]: intend:NONAME_161wait 0if0ADC: test_cheat "died1"jf @NONAME_1610ACD: show_text_highpriority "NEVER DIE ~R~ON~W~." time 3000jump @NONAME_218:NONAME_218wait 0if or Actor.Dead($PLAYER_ACTOR)0ADC: test_cheat "RESET"jf @NONAME_7230A8D: [email protected] = read_memory 0xB79034 size 4 virtual_protect 1 // dwTimesBusted0A8D: [email protected] = read_memory 0xB7903C size 4 virtual_protect 1 // dwTimesWastedwhile truewait 0 0A8D: [email protected] = read_memory 0xB79034 size 4 virtual_protect 1 // dwTimesBusted0A8D: [email protected] = read_memory 0xB7903C size 4 virtual_protect 1 // dwTimesWasted04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.004C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.009E8: [email protected] = actor $PLAYER_ACTOR active_interiorjf @NONAME_218{04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 1 weapon [email protected] ammo [email protected] model [email protected]: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon [email protected] ammo [email protected] model [email protected]: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon [email protected] ammo [email protected] model [email protected]: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon [email protected] ammo [email protected] model [email protected]: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon [email protected] ammo [email protected] model [email protected]: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon [email protected] ammo [email protected] model [email protected]: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon [email protected] ammo [email protected] model [email protected]: get_weapon_data_from_actor $PLAYER_ACTOR slot 8 weapon [email protected] ammo [email protected] model [email protected]: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon [email protected] ammo [email protected] model [email protected]: get_weapon_data_from_actor $PLAYER_ACTOR slot 10 weapon [email protected] ammo [email protected] model [email protected]: get_weapon_data_from_actor $PLAYER_ACTOR slot 11 weapon [email protected] ammo [email protected] model [email protected]: get_weapon_data_from_actor $PLAYER_ACTOR slot 12 weapon [email protected] ammo [email protected] model [email protected] } if or [email protected] > [email protected] [email protected] > [email protected] Actor.Dead($PLAYER_ACTOR) then [email protected] = false 0AC8: [email protected] = allocate_memory_size 260 0A8E: [email protected] = [email protected] + 0 // int 0A96: [email protected] = actor $PLAYER_ACTOR struct [email protected] += 0x5A0 for [email protected] = 1 to 13 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 1 //weapon id [email protected] += 0xC 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 1 //ammo for that weapon [email protected] += 0x10 if [email protected] > 0 then 0AA7: call_function 0x454AC0 num_params 1 pop 1 [email protected] [email protected] //weapon id to model id 0247: request_model [email protected] 038B: load_requested_models 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot [email protected] weapon [email protected] ammo [email protected] model [email protected]: destroy_player $PLAYER_CHAR$PLAYER_CHAR = Player.Create(0, [email protected], [email protected], [email protected])$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)[email protected] = Actor.Angle($PLAYER_ACTOR)Actor.Angle($PLAYER_ACTOR) = [email protected]: refresh_game_renderer_at [email protected] [email protected]: link_actor $PLAYER_ACTOR to_interior [email protected] 01B2: give_actor $PLAYER_ACTOR weapon [email protected] ammo [email protected] // Load the weapon model before using this 0249: release_model [email protected] end end //03E6: remove_text_box //break //end {if 00E1: player 0 pressed_button 15 then 03E6: remove_text_box break end } 0AC9: free_allocated_memory [email protected] end{017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to [email protected]: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to [email protected]: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to [email protected]: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to [email protected]: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to [email protected]: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to [email protected]: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to [email protected]: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to [email protected]: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to [email protected]: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to [email protected]: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to [email protected]: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to [email protected] }jump @NONAME_218:NONAME_723wait 0if0ADC: test_cheat "died1"jf @NONAME_2180ACD: show_text_highpriority "NEVER DIE ~B~OFF~W~." time 3000jump @NONAME_161 Well, I take some of his code into mines and put it where player is killed, to restore all my weapons when I die then I destroy the player and create a new player but still doesn't work. I have the one that give manually give me weapons not the current weapon I have just set it on the fist when he dies. Well only 1 to get weapon data from player works when I die, but this one is made yesterday as a test. If I put more than 1 getting weapon data for all slots, it will not work. 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon [email protected] ammo [email protected] model [email protected] 01B2: give_actor $PLAYER_ACTOR weapon [email protected] ammo [email protected] // Load the weapon model before using this Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now