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MPACK: How can I make a scm script within gosubs and jump another thread and return?


skatefilter5
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skatefilter5

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
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
: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"
0172: [email protected] = actor $PLAYER_ACTOR Z_angle
: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
00D6: if
0038: $1511 == 1
004D: jump_if_false @PLCHUTEP2_960
:PLCHUTEP2_960
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 4.267
0017: [email protected] /= 20.0
0017: [email protected] /= 5.0
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
0017: [email protected] /= 20.0
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
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)
0065: [email protected] -= $FALLS_X // (float)
0013: [email protected] *= 0.01
0088: $FALLS_X = [email protected] // (float)
0067: $FALLS_X -= [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)
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
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
:PLCHUTEP2_1751
00D6: if
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
: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
:PLCHUTEP2_1984
00D6: if
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
: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
: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
: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
0017: [email protected] /= 500.0
0017: [email protected] /= 500.0
0013: [email protected] *= -1.0
0089: [email protected] = $FALLS_Z// (float)
:PLCHUTEP2_2689
00D6: if
0039: [email protected] == 1
004D: jump_if_false @PLCHUTEP2_2856
00D6: if
001B: 500 > [email protected]
004D: jump_if_false @PLCHUTEP2_2829
0093: [email protected] = integer [email protected] to_float
0002: jump @PLCHUTEP2_2856
:PLCHUTEP2_2829
0007: [email protected] = 0.0
0007: [email protected] = 0.0
: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
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
:PLCHUTEP2_2964
00D6: if
0039: [email protected] == 3
004D: jump_if_false @PLCHUTEP2_3067
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
: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
:PLCHUTEP2_3136
00D6: if
0039: [email protected] == 6
004D: jump_if_false @PLCHUTEP2_4354
00D6: if
0038: $1511 == 1
004D: jump_if_false @PLCHUTEP2_3202
:PLCHUTEP2_3202
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 4.267
0017: [email protected] /= 20.0
0017: [email protected] /= 15.0
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
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
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
:PLCHUTEP2_3607
00D6: if
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
: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
:PLCHUTEP2_3900
00D6: if
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
: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
: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
: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]
0065: [email protected] -= $1501 // (float)
0088: $FALLS_Z = [email protected] // (float)
0067: $FALLS_Z -= [email protected] // (float)
0065: [email protected] -= $1500 // (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
: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
: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
: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
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
: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
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
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
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 by skatefilter5
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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:

 

:SAVE
thread "SAVE"

// location of the save pickup
$save_x = 2488.6506
$save_y = -1660.9884
$save_z = 13.3359

:SAVE_LOOP
0395: 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 100
until 0214: pickup $SAVE_PICKUP picked_up

$ONMISSION = 1 // integer values
Player.CanMove($PLAYER_CHAR) = False
03D8: show_save_screen

repeat
wait 100
until 03D9: save_done

Pickup.Destroy($SAVE_PICKUP)

repeat
wait 100
until Player.Defined($PLAYER_CHAR)

Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True

$ONMISSION = 0

repeat
wait 0
until 80EC: not actor $PLAYER_ACTOR 0 near_point $save_x $save_y radius 2.0 2.0

jump @SAVE_LOOP

end_thread

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