skatefilter5 Posted August 22, 2017 Share Posted August 22, 2017 (edited) I was having problems, when I create gosubs then return to the current script, the game crashes, I was making my MPACK, and was trying to add savedisk and missions, side mission, buying weapons. I need help with merge threads instead of one thread like a single mission by use too many jump or else jump, I want to make a fun storyline. gosubs and return are highly crash-able from jump is false or go sub script SCM Script: DEFINE OBJECTS 1 DEFINE OBJECT SANNY BUILDER 3.2.2 DEFINE MISSIONS 0 DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 //-------------MAIN--------------- thread 'ROAMING' model.Load(#PICKUPSAVE) 06CF: NOP 0 fade 1 300 01F0: set_max_wanted_level_to 6 00C0: set_current_time_hours_to 3 minutes_to 2 04E4: refresh_game_renderer_at 2065.923 2721.942 Camera.SetAtPos(2065.923, 2721.942, 10.8203) 062A: change_float_stat 165 to 800.0 062A: change_float_stat 23 to 50.0 062A: change_float_stat 21 to 200.0 062A: change_float_stat 160 to 0.0 0629: change_integer_stat 181 to 0 0629: change_integer_stat 68 to 0 $PLAYER_CHAR = Player.Create(0, 1372.9905, 2520.2034, 10.8203) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) Actor.Angle($PLAYER_ACTOR) = 265.8866 //set_weather 1 Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso) Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs) Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes) Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head) Player.Build($PLAYER_CHAR) 0793: save_player_clothes jump @ROAMING_299 $SECOND_PLAYER = Player.Create(1, 2065.923, 2721.942, 10.8203) :ROAMING_299 $ONMISSION = 0 wait 0 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 9 0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 14 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0 0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 8 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 9 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 14 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 0 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 8 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 7 0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 14 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 0 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 8 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 7 0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 9 0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 11 0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 13 0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 10 0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 10 0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 11 0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 13 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) Camera.SetBehindPlayer 0ACD: show_text_highpriority "This is your new house." time 3000 wait 3000 :Message 0ACD: show_text_highpriority "Save game is near your house," time 3000 thread 'SaveGame' 0213: $Save_Pickups = create_pickup #PICKUPSAVE type 3 at 1363.6177 2525.5283 10.8203 :SaveGame wait 0 $Save_Pickups_Exist = 1 03A4: name_thread 'PSAVE1' 0004: $Total_Available_Save_Pickups = 13 00D6: if 0038: $ONMISSION == 0 004D: jump_if_false @UNSAVED 00D6: if 0038: $Save_Pickups_Exist == 0 :UNSAVED 00D6: if 0214: pickup $Save_Pickups picked_up 004D: jump_if_false @Savegame wait 0 gosub @sub_Show_Save_Screen //jump @ROAMING :sub_Show_Save_Screen 0004: $ONMISSION = 1 01B4: set_player $PLAYER_CHAR can_move 0 fade 0 100 wait 200 03D8: show_save_screen fade 1 100 01B4: set_player $PLAYER_CHAR can_move 1 0004: $ONMISSION = 0 return wait 3000 :GamePlay wait 0 0ACD: show_text_highpriority "ENJOY!" time 3000 jump @ROAMING :ROAMING end_thread In MPACK 0A94: start_custom_mission "loaded\save.cm" //These don't in scm with it's own folder to place custom mission or sounds in MPACK //0A92: create_custom_thread "loaded\save" //Doesn't work beside other than cleo/loaded to take up too many folders used It ignores that location ...and how can I add a parachute script in scr.scm without making the script processing one at a time? I copied that script from main.scm ---------------------------------------------------------------------------- {$CLEO .cs} //-------------MAIN--------------- 0000: NOP :PLCHUTEP2JUMP wait 0 if 056D: actor $PLAYER_ACTOR defined //0818: actor $PLAYER_ACTOR in_air //02D8: actor $PLAYER_ACTOR current_weapon == 46 //8491: actor $PLAYER_ACTOR has_weapon 46 jf @PLCHUTEP2JUMP jump @PLCHUTEP2 :PLCHUTEP2 //03A4: name_thread 'PLCHUTEP2P2' 0247: load_model #GUN_PARA :PLCHUTEP2_16 wait 0 00D6: if //056D: actor $PLAYER_ACTOR defined //0800: in_two_players_mode 8248: not model #GUN_PARA available 004D: jump_if_false @PLCHUTEP2_43 0001: wait 0 ms 0002: jump @PLCHUTEP2_16 :PLCHUTEP2_43 00D6: if 056D: actor $PLAYER_ACTOR defined else_jump @PLCHUTEP2JUMP //0800: in_two_players_mode //8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @PLCHUTEP2_59 :PLCHUTEP2_59 wait 0 if 056D: actor $PLAYER_ACTOR defined else_jump @PLCHUTEP2JUMP jf @PLCHUTEP2_59 0004: $P2_FALLDETECTION = 0 0004: $FREEFALL_STAGEP2 = 0 0004: $PARACHUTE_CREATION_STAGEP1 = 0 00D6: if 0038: $P2_FALLDETECTION == 999 004D: jump_if_false @PLCHUTEP2_118 0213: $PICKUP_PARACHUTE = create_pickup #GUN_PARA type 3 at $TEMPVAR_X_COORD1 $TEMPVAR_Y_COORD1 $TEMPVAR_Z_COORD1 :PLCHUTEP2_118 0001: wait 0 ms 00D6: if 056D: actor $PLAYER_ACTOR defined else_jump @PLCHUTEP2JUMP 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @PLCHUTEP2_5455 00D6: if and 056D: actor $PLAYER_ACTOR defined 8038: not $FREEFALL_STAGEP2 == 0 004D: jump_if_false @PLCHUTEP2_176 0992: set_player $PLAYER_CHAR weapons_scrollable 0 :PLCHUTEP2_176 00D6: if 0018: $PARACHUTE_CREATION_STAGEP1 > 0 004D: jump_if_false @PLCHUTEP2_219 00D6: if 8491: not actor $PLAYER_ACTOR has_weapon 46 004D: jump_if_false @PLCHUTEP2_219 0050: gosub @PLCHUTEP2_5521 :PLCHUTEP2_219 wait 0 00D6: if and 056D: actor $PLAYER_ACTOR defined 0038: $PARACHUTE_CREATION_STAGEP1 == 0 004D: jump_if_false @PLCHUTEP2_274 00D6: if 0491: actor $PLAYER_ACTOR has_weapon 46 004D: jump_if_false @PLCHUTEP2_274 0247: load_model #PARACHUTE 0004: $PARACHUTE_CREATION_STAGEP1 = 1 0004: $P2_FALLDETECTION = 0 :PLCHUTEP2_274 wait 0 00D6: if 056D: actor $PLAYER_ACTOR defined else_jump @PLCHUTEP2JUMP if 0038: $PARACHUTE_CREATION_STAGEP1 == 1 004D: jump_if_false @PLCHUTEP2_377 00D6: if 0248: model #PARACHUTE available 004D: jump_if_false @PLCHUTEP2_377 0107: [email protected] = create_object #PARACHUTE at $TEMPVAR_X_COORD1 $TEMPVAR_Y_COORD1 $TEMPVAR_Z_COORD1 069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0750: set_object [email protected] visibility 0 0004: $PARACHUTE_CREATION_STAGEP1 = 2 :PLCHUTEP2_377 00D6: if and 0038: $PARACHUTE_CREATION_STAGEP1 == 2 0038: $FREEFALL_STAGEP2 == 1 004D: jump_if_false @PLCHUTEP2_409 0004: $PARACHUTE_CREATION_STAGEP1 = 3 :PLCHUTEP2_409 00D6: if 056D: actor $PLAYER_ACTOR defined else_jump @PLCHUTEP2JUMP jf @PLCHUTEP2_409 if and 0038: $FREEFALL_STAGEP2 == 0 0018: $PARACHUTE_CREATION_STAGEP1 > 0 004D: jump_if_false @PLCHUTEP2_565 00D6: if 0818: actor $PLAYER_ACTOR in_air 004D: jump_if_false @PLCHUTEP2_565 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $FALLS_X $FALLS_Y $FALLS_Z 00D6: if 0022: -10.0 > $FALLS_Z 004D: jump_if_false @PLCHUTEP2_565 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00D6: if 0021: [email protected] > 20.0 004D: jump_if_false @PLCHUTEP2_565 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037 0004: $FREEFALL_STAGEP2 = 1 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 0006: [email protected] = 0 0005: $8268 = 0.0 :PLCHUTEP2_565 00D6: if and 056D: actor $PLAYER_ACTOR defined 0038: $FREEFALL_STAGEP2 == 1 004D: jump_if_false @PLCHUTEP2_2386 00D6: if 0039: [email protected] == 0 004D: jump_if_false @PLCHUTEP2_608 0006: [email protected] = 2 :PLCHUTEP2_608 00D6: if and 056D: actor $PLAYER_ACTOR defined 0039: [email protected] == 2 004D: jump_if_false @PLCHUTEP2_729 062E: get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found 00D6: if 04A4: [email protected] == 7 // == constant 004D: jump_if_false @PLCHUTEP2_729 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 04ED: load_animation "PARACHUTE" 0006: [email protected] = 1 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 0006: [email protected] = 3 :PLCHUTEP2_729 00D6: if 0039: [email protected] == 3 004D: jump_if_false @PLCHUTEP2_2386 062E: get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found 00D6: if 04A4: [email protected] == 7 // == constant 004D: jump_if_false @PLCHUTEP2_815 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB :PLCHUTEP2_815 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00D6: if and 0023: 100.0 > [email protected] 0021: [email protected] > 60.0 004D: jump_if_false @PLCHUTEP2_912 00D6: if 04EE: animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTEP2_912 00D6: if 0038: $ONMISSION == 0 004D: jump_if_false @PLCHUTEP2_912 00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1 // ~s~Open your parachute! :PLCHUTEP2_912 0494: get_joystick 0 direction_offset_to [email protected] [email protected] [email protected] [email protected] 00D6: if 0038: $1511 == 1 004D: jump_if_false @PLCHUTEP2_960 0006: [email protected] = 0 0006: [email protected] = 0 :PLCHUTEP2_960 0093: [email protected] = integer [email protected] to_float 0017: [email protected] /= 4.267 0063: [email protected] -= [email protected] // (float) 0017: [email protected] /= 20.0 005B: [email protected] += [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0017: [email protected] /= 5.0 0063: [email protected] -= [email protected] // (float) 00D6: if 0021: [email protected] > 180.0 004D: jump_if_false @PLCHUTEP2_1061 000F: [email protected] -= 360.0 :PLCHUTEP2_1061 00D6: if 0023: -180.0 > [email protected] 004D: jump_if_false @PLCHUTEP2_1092 000B: [email protected] += 360.0 :PLCHUTEP2_1092 0093: [email protected] = integer [email protected] to_float 0017: [email protected] /= 4.267 0063: [email protected] -= [email protected] // (float) 0017: [email protected] /= 20.0 005B: [email protected] += [email protected] // (float) 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] $FALLS_Z 00D6: if 0024: $1504 > $FALLS_Z// (float) 004D: jump_if_false @PLCHUTEP2_1177 0086: $FALLS_Z = $1504 // (float) :PLCHUTEP2_1177 00D6: if 0024: $8268 > $FALLS_Z// (float) 004D: jump_if_false @PLCHUTEP2_1204 0086: $8268 = $FALLS_Z// (float) :PLCHUTEP2_1204 00D6: if 0024: $1504 > $8268 // (float) 004D: jump_if_false @PLCHUTEP2_1231 0086: $8268 = $1504 // (float) :PLCHUTEP2_1231 00D6: if and 0024: $FALLS_Z > $8268 // (float) 8038: not $1902 == 1 004D: jump_if_false @PLCHUTEP2_1407 00D6: if 84AD: not actor $PLAYER_ACTOR in_water 004D: jump_if_false @PLCHUTEP2_1361 00D6: if 0022: -20.0 > $8268 004D: jump_if_false @PLCHUTEP2_1308 0004: $FREEFALL_STAGEP2 = 2 0002: jump @PLCHUTEP2_1354 :PLCHUTEP2_1308 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 0004: $FREEFALL_STAGEP2 = 7 :PLCHUTEP2_1354 0002: jump @PLCHUTEP2_1407 :PLCHUTEP2_1361 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 0004: $FREEFALL_STAGEP2 = 7 :PLCHUTEP2_1407 0087: [email protected] = [email protected] // (float) 0017: [email protected] /= 30.0 006F: [email protected] *= $1505 // (float) 02F6: $FALLS_X = sine [email protected] // (float) 02F7: $FALLS_Y = cosine [email protected] // (float) 006D: $FALLS_X *= [email protected] // (float) 006D: $FALLS_Y *= [email protected] // (float) 0011: $FALLS_Y *= -1.0 0059: $FALLS_Y += $1506 // (float) 0087: [email protected] = [email protected] // (float) 0065: [email protected] -= $FALLS_X // (float) 0013: [email protected] *= 0.01 0088: $FALLS_X = [email protected] // (float) 0067: $FALLS_X -= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0065: [email protected] -= $FALLS_Y // (float) 0013: [email protected] *= 0.01 0088: $FALLS_Y = [email protected] // (float) 0067: $FALLS_Y -= [email protected] // (float) 0085: [email protected] = [email protected] // (int) 0085: [email protected] = [email protected] // (int) 0095: make [email protected] absolute_integer 0095: make [email protected] absolute_integer 00D6: if or 0019: [email protected] > 40 0019: [email protected] > 40 004D: jump_if_false @PLCHUTEP2_2109 00D6: if 001D: [email protected] > [email protected] // (int) 004D: jump_if_false @PLCHUTEP2_1872 00D6: if 0029: [email protected] >= 0 004D: jump_if_false @PLCHUTEP2_1751 00D6: if 8039: not [email protected] == 2 004D: jump_if_false @PLCHUTEP2_1751 00D6: if 04EE: animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTEP2_1744 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB :PLCHUTEP2_1744 0006: [email protected] = 2 :PLCHUTEP2_1751 00D6: if 001B: 0 > [email protected] 004D: jump_if_false @PLCHUTEP2_1865 00D6: if 8039: not [email protected] == 3 004D: jump_if_false @PLCHUTEP2_1865 00D6: if 04EE: animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTEP2_1858 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB :PLCHUTEP2_1858 0006: [email protected] = 3 :PLCHUTEP2_1865 0002: jump @PLCHUTEP2_2102 :PLCHUTEP2_1872 00D6: if 0029: [email protected] >= 0 004D: jump_if_false @PLCHUTEP2_1984 00D6: if 8039: not [email protected] == 4 004D: jump_if_false @PLCHUTEP2_1984 00D6: if 04EE: animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTEP2_1977 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB :PLCHUTEP2_1977 0006: [email protected] = 4 :PLCHUTEP2_1984 00D6: if 001B: 0 > [email protected] 004D: jump_if_false @PLCHUTEP2_2102 00D6: if 8039: not [email protected] == 5 004D: jump_if_false @PLCHUTEP2_2102 00D6: if 04EE: animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTEP2_2095 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB :PLCHUTEP2_2095 0006: [email protected] = 5 :PLCHUTEP2_2102 0002: jump @PLCHUTEP2_2203 :PLCHUTEP2_2109 00D6: if 8039: not [email protected] == 1 004D: jump_if_false @PLCHUTEP2_2203 00D6: if 04EE: animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTEP2_2203 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 0006: [email protected] = 1 :PLCHUTEP2_2203 00D6: if or 00E1: player 1 pressed_key 17 0038: $1512 == 1 004D: jump_if_false @PLCHUTEP2_2386 00D6: if 8038: not $1902 == 1 004D: jump_if_false @PLCHUTEP2_2386 00D6: if 04EE: animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTEP2_2386 00D6: if and 0038: $PARACHUTE_CREATION_STAGEP1 == 3 0038: $1511 == 0 004D: jump_if_false @PLCHUTEP2_2386 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038 008A: $8270 = [email protected] // (int) 0008: $8270 += 1100 0004: $FREEFALL_STAGEP2 = 3 0006: [email protected] = 0 :PLCHUTEP2_2386 00D6: if 0038: $FREEFALL_STAGEP2 == 2 004D: jump_if_false @PLCHUTEP2_2504 00D6: if 04EE: animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTEP2_2492 0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 09F1: play_audio_at_actor $PLAYER_ACTOR event 1189 0002: jump @PLCHUTEP2_2497 :PLCHUTEP2_2492 05BE: AS_actor $PLAYER_ACTOR die :PLCHUTEP2_2497 0050: gosub @PLCHUTEP2_5521 :PLCHUTEP2_2504 00D6: if 0038: $FREEFALL_STAGEP2 == 3 004D: jump_if_false @PLCHUTEP2_4781 00D6: if 0018: $8270 > 0 004D: jump_if_false @PLCHUTEP2_2586 00D6: if 001F: [email protected] > $8270 // (int) 004D: jump_if_false @PLCHUTEP2_2586 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039 0004: $8270 = 0 :PLCHUTEP2_2586 00D6: if 0039: [email protected] == 0 004D: jump_if_false @PLCHUTEP2_2689 0087: [email protected] = [email protected] // (float) 0017: [email protected] /= 500.0 0087: [email protected] = [email protected] // (float) 0017: [email protected] /= 500.0 0085: [email protected] = [email protected] // (int) 0085: [email protected] = [email protected] // (int) 0087: [email protected] = [email protected] // (float) 0013: [email protected] *= -1.0 0089: [email protected] = $FALLS_Z// (float) 0006: [email protected] = 1 :PLCHUTEP2_2689 00D6: if 0039: [email protected] == 1 004D: jump_if_false @PLCHUTEP2_2856 0085: [email protected] = [email protected] // (int) 0062: [email protected] -= [email protected] // (int) 00D6: if 001B: 500 > [email protected] 004D: jump_if_false @PLCHUTEP2_2829 0085: [email protected] = [email protected] // (int) 0062: [email protected] -= [email protected] // (int) 0085: [email protected] = [email protected] // (int) 0093: [email protected] = integer [email protected] to_float 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0002: jump @PLCHUTEP2_2856 :PLCHUTEP2_2829 0007: [email protected] = 0.0 0007: [email protected] = 0.0 0006: [email protected] = 2 :PLCHUTEP2_2856 00D6: if 0039: [email protected] == 2 004D: jump_if_false @PLCHUTEP2_2964 00D6: if 03CA: object [email protected] exists 004D: jump_if_false @PLCHUTEP2_2964 0750: set_object [email protected] visibility 1 08D2: object [email protected] scale_model 0.0 0085: [email protected] = [email protected] // (int) 0001: wait 0 ms 075A: set_object [email protected] animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 0006: [email protected] = 3 :PLCHUTEP2_2964 00D6: if 0039: [email protected] == 3 004D: jump_if_false @PLCHUTEP2_3067 0085: [email protected] = [email protected] // (int) 0062: [email protected] -= [email protected] // (int) 00D6: if 001B: 500 > [email protected] 004D: jump_if_false @PLCHUTEP2_3050 0093: [email protected] = integer [email protected] to_float 0017: [email protected] /= 500.0 08D2: object [email protected] scale_model [email protected] 0002: jump @PLCHUTEP2_3067 :PLCHUTEP2_3050 08D2: object [email protected] scale_model 1.0 0006: [email protected] = 4 :PLCHUTEP2_3067 00D6: if 0039: [email protected] == 5 004D: jump_if_false @PLCHUTEP2_3136 0107: [email protected] = create_object #PARA_COLLISION at 0.0 0.0 0.0 0750: set_object [email protected] visibility 0 0392: make_object [email protected] moveable 1 04D9: object [email protected] set_scripted_collision_check 1 0006: [email protected] = 6 :PLCHUTEP2_3136 00D6: if 0039: [email protected] == 6 004D: jump_if_false @PLCHUTEP2_4354 0494: get_joystick 0 direction_offset_to [email protected] [email protected] [email protected] [email protected] 00D6: if 0038: $1511 == 1 004D: jump_if_false @PLCHUTEP2_3202 0006: [email protected] = 0 0006: [email protected] = 0 :PLCHUTEP2_3202 0093: [email protected] = integer [email protected] to_float 0017: [email protected] /= 4.267 0063: [email protected] -= [email protected] // (float) 0017: [email protected] /= 20.0 005B: [email protected] += [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0017: [email protected] /= 15.0 0063: [email protected] -= [email protected] // (float) 00D6: if 0021: [email protected] > 180.0 004D: jump_if_false @PLCHUTEP2_3303 000F: [email protected] -= 360.0 :PLCHUTEP2_3303 00D6: if 0023: -180.0 > [email protected] 004D: jump_if_false @PLCHUTEP2_3334 000B: [email protected] += 360.0 :PLCHUTEP2_3334 02F6: $FALLS_X = sine [email protected] // (float) 02F7: $FALLS_Y = cosine [email protected] // (float) 0069: $FALLS_X *= $1500 // (float) 0069: $FALLS_Y *= $1500 // (float) 0011: $FALLS_X *= -1.0 0085: [email protected] = [email protected] // (int) 0085: [email protected] = [email protected] // (int) 0095: make [email protected] absolute_integer 0095: make [email protected] absolute_integer 00D6: if or 0019: [email protected] > 40 0019: [email protected] > 40 004D: jump_if_false @PLCHUTEP2_4066 00D6: if 001D: [email protected] > [email protected] // (int) 004D: jump_if_false @PLCHUTEP2_3741 0089: [email protected] = $1501 // (float) 0065: [email protected] -= $FALLS_Z// (float) 0017: [email protected] /= 20.0 005F: $FALLS_Z += [email protected] // (float) 00D6: if 0029: [email protected] >= 0 004D: jump_if_false @PLCHUTEP2_3607 00D6: if 8039: not [email protected] == 2 004D: jump_if_false @PLCHUTEP2_3607 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object [email protected] animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 0006: [email protected] = 2 :PLCHUTEP2_3607 00D6: if 001B: 0 > [email protected] 004D: jump_if_false @PLCHUTEP2_3734 00D6: if 8039: not [email protected] == 3 004D: jump_if_false @PLCHUTEP2_3734 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object [email protected] animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 0006: [email protected] = 3 :PLCHUTEP2_3734 0002: jump @PLCHUTEP2_4059 :PLCHUTEP2_3741 00D6: if 0029: [email protected] >= 0 004D: jump_if_false @PLCHUTEP2_3900 0089: [email protected] = $1503 // (float) 0065: [email protected] -= $FALLS_Z// (float) 0017: [email protected] /= 20.0 005F: $FALLS_Z += [email protected] // (float) 00D6: if 8039: not [email protected] == 4 004D: jump_if_false @PLCHUTEP2_3900 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object [email protected] animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 0006: [email protected] = 4 :PLCHUTEP2_3900 00D6: if 001B: 0 > [email protected] 004D: jump_if_false @PLCHUTEP2_4059 0089: [email protected] = $1501 // (float) 0065: [email protected] -= $FALLS_Z// (float) 0017: [email protected] /= 20.0 005F: $FALLS_Z += [email protected] // (float) 00D6: if 8039: not [email protected] == 5 004D: jump_if_false @PLCHUTEP2_4059 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 0006: [email protected] = 5 :PLCHUTEP2_4059 0002: jump @PLCHUTEP2_4225 :PLCHUTEP2_4066 0089: [email protected] = $1501 // (float) 0065: [email protected] -= $FALLS_Z// (float) 0017: [email protected] /= 20.0 005F: $FALLS_Z += [email protected] // (float) 00D6: if 8039: not [email protected] == 5 004D: jump_if_false @PLCHUTEP2_4225 00D6: if 8039: not [email protected] == 1 004D: jump_if_false @PLCHUTEP2_4225 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 0006: [email protected] = 1 :PLCHUTEP2_4225 01BB: store_object [email protected] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0815: put_object [email protected] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 00D6: if 04DA: has_object [email protected] collided 004D: jump_if_false @PLCHUTEP2_4318 075A: set_object [email protected] animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET 0006: [email protected] = 7 :PLCHUTEP2_4318 00D6: if 00E1: player 1 pressed_key 15 004D: jump_if_false @PLCHUTEP2_4354 0792: disembark_instantly_actor $PLAYER_ACTOR 0004: $FREEFALL_STAGEP2 = 6 0004: $P2_FALLDETECTION = 3 :PLCHUTEP2_4354 00D6: if 03CA: object [email protected] exists 004D: jump_if_false @PLCHUTEP2_4593 00D6: if 0837: object [email protected] animation == "PARA_OPEN_O" 004D: jump_if_false @PLCHUTEP2_4593 0839: get_object [email protected] animation "PARA_OPEN_O" progress_to [email protected] 0087: [email protected] = [email protected] // (float) 0065: [email protected] -= $1501 // (float) 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0088: $FALLS_Z = [email protected] // (float) 0067: $FALLS_Z -= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0065: [email protected] -= $1500 // (float) 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 02F6: $FALLS_X = sine [email protected] // (float) 02F7: $FALLS_Y = cosine [email protected] // (float) 006D: $FALLS_X *= [email protected] // (float) 006D: $FALLS_Y *= [email protected] // (float) 0011: $FALLS_X *= -1.0 00D6: if and 0043: [email protected] == 1.0 0039: [email protected] == 4 004D: jump_if_false @PLCHUTEP2_4593 0006: [email protected] = 5 :PLCHUTEP2_4593 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @PLCHUTEP2_4781 00D6: if 04AD: actor $PLAYER_ACTOR in_water 004D: jump_if_false @PLCHUTEP2_4732 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 075A: set_object [email protected] animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 0004: $FREEFALL_STAGEP2 = 5 0006: [email protected] = 0 :PLCHUTEP2_4732 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if 0021: [email protected] > -0.1 004D: jump_if_false @PLCHUTEP2_4781 0004: $FREEFALL_STAGEP2 = 4 0006: [email protected] = 0 :PLCHUTEP2_4781 00D6: if 0038: $FREEFALL_STAGEP2 == 4 004D: jump_if_false @PLCHUTEP2_5271 00D6: if 0039: [email protected] == 0 004D: jump_if_false @PLCHUTEP2_5168 0004: $P2_FALLDETECTION = 1 00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD1 $TEMPVAR_Y_COORD1 $TEMPVAR_Z_COORD1 000D: $TEMPVAR_Z_COORD1 -= 1.0 00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_X_COORD1 $TEMPVAR_Y_COORD1 $TEMPVAR_Z_COORD1 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air 00D6: if 0022: -10.0 > $FALLS_Z 004D: jump_if_false @PLCHUTEP2_4922 0004: $FREEFALL_STAGEP2 = 2 0006: [email protected] = 0 0002: jump @PLCHUTEP2_5092 :PLCHUTEP2_4922 00D6: if 0022: -4.0 > $FALLS_Z 004D: jump_if_false @PLCHUTEP2_5047 0615: define_AS_pack_begin [email protected] 0812: AS_actor -1 perform_animation "FALL_FRONT" IFP "PED" framedelta 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB 0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB 0616: define_AS_pack_end [email protected] 0618: assign_actor $PLAYER_ACTOR to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] 0002: jump @PLCHUTEP2_5085 :PLCHUTEP2_5047 0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP "PED" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB :PLCHUTEP2_5085 0006: [email protected] = 1 :PLCHUTEP2_5092 075A: set_object [email protected] animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0 0085: [email protected] = [email protected] // (int) 000A: [email protected] += 1000 :PLCHUTEP2_5168 00D6: if 0039: [email protected] == 1 004D: jump_if_false @PLCHUTEP2_5271 00D6: if 0837: object [email protected] animation == "PARA_LAND_O" 004D: jump_if_false @PLCHUTEP2_5271 0839: get_object [email protected] animation "PARA_LAND_O" progress_to [email protected] 00D6: if 0043: [email protected] == 1.0 004D: jump_if_false @PLCHUTEP2_5271 0004: $P2_FALLDETECTION = 2 0050: gosub @PLCHUTEP2_5521 :PLCHUTEP2_5271 00D6: if 0038: $FREEFALL_STAGEP2 == 5 004D: jump_if_false @PLCHUTEP2_5328 0004: $P2_FALLDETECTION = 1 00D6: if 0039: [email protected] == 0 004D: jump_if_false @PLCHUTEP2_5328 0004: $P2_FALLDETECTION = 2 0050: gosub @PLCHUTEP2_5521 :PLCHUTEP2_5328 00D6: if and 0018: $FREEFALL_STAGEP2 > 0 001A: 4 > $FREEFALL_STAGEP2 004D: jump_if_false @PLCHUTEP2_5405 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @PLCHUTEP2_5405 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $FALLS_X $FALLS_Y $FALLS_Z 0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 083E: set_actor $PLAYER_ACTOR rotation [email protected] [email protected] [email protected] while_in_air :PLCHUTEP2_5405 00D6: if 0038: $FREEFALL_STAGEP2 == 6 004D: jump_if_false @PLCHUTEP2_5430 0050: gosub @PLCHUTEP2_5521 :PLCHUTEP2_5430 00D6: if 0038: $FREEFALL_STAGEP2 == 7 004D: jump_if_false @PLCHUTEP2_5455 0050: gosub @PLCHUTEP2_5462 :PLCHUTEP2_5455 0002: jump @PLCHUTEP2_118 :PLCHUTEP2_5462 0004: $FREEFALL_STAGEP2 = 0 0006: [email protected] = 0 0249: release_model #PARACHUTE 04EF: release_animation "PARACHUTE" 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air 0992: set_player $PLAYER_CHAR weapons_scrollable 1 0051: return :PLCHUTEP2_5521 0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0 09A2: destroy_object_with_fade [email protected] 0108: destroy_object [email protected] 0555: remove_weapon 46 from_actor $PLAYER_ACTOR 0004: $FREEFALL_STAGEP2 = 0 0004: $PARACHUTE_CREATION_STAGEP1 = 0 0006: [email protected] = 0 0249: release_model #PARACHUTE 04EF: release_animation "PARACHUTE" 0249: release_model #GUN_PARA 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air 0992: set_player $PLAYER_CHAR weapons_scrollable 1 jump @PLCHUTEP2JUMP Edited August 22, 2017 by skatefilter5 Link to comment Share on other sites More sharing options...
deltaCJ Posted August 22, 2017 Share Posted August 22, 2017 One thing I see is that you are loading up a different script for saving... There is an opcode to show the save menu... Here is an example script: :SAVEthread "SAVE" // location of the save pickup$save_x = 2488.6506$save_y = -1660.9884$save_z = 13.3359 :SAVE_LOOP0395: clear_area 1 at $save_x $save_y $save_z range 1.0$SAVE_PICKUP = Pickup.Create(#PICKUPSAVE, 3, $save_x, $save_y, $save_z) repeat wait 100until 0214: pickup $SAVE_PICKUP picked_up $ONMISSION = 1 // integer valuesPlayer.CanMove($PLAYER_CHAR) = False03D8: show_save_screen repeat wait 100until 03D9: save_donePickup.Destroy($SAVE_PICKUP) repeat wait 100until Player.Defined($PLAYER_CHAR) Camera.Restore_WithJumpCutCamera.SetBehindPlayerPlayer.CanMove($PLAYER_CHAR) = True $ONMISSION = 0 repeat wait 0until 80EC: not actor $PLAYER_ACTOR 0 near_point $save_x $save_y radius 2.0 2.0 jump @SAVE_LOOP end_thread 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