skatefilter5 Posted August 23, 2017 Share Posted August 23, 2017 I was doing the parachute want any players starts parachuting the player reach to the ground and get stuck with that parachuting animation or die in mid-air. Since it won't let me when 2-player mode is on from the original scm, I copied from the scm script. //Player 1 {$CLEO .cs}//-------------MAIN---------------0000: NOP:PLCHUTEP2JUMPwait 0if056D: actor $PLAYER_ACTOR defined//0818: actor $PLAYER_ACTOR in_air//02D8: actor $PLAYER_ACTOR current_weapon == 46//8491: actor $PLAYER_ACTOR has_weapon 46jf @PLCHUTEP2JUMPjump @PLCHUTEP2:PLCHUTEP2//03A4: name_thread 'PLCHUTEP2P2'0247: load_model #GUN_PARA:PLCHUTEP2_16wait 000D6: if//056D: actor $PLAYER_ACTOR defined//0800: in_two_players_mode8248: not model #GUN_PARA available004D: jump_if_false @PLCHUTEP2_430001: wait 0 ms0002: jump @PLCHUTEP2_16:PLCHUTEP2_4300D6: if056D: actor $PLAYER_ACTOR definedelse_jump @PLCHUTEP2JUMP//0800: in_two_players_mode//8118: not actor $PLAYER_ACTOR dead004D: jump_if_false @PLCHUTEP2_59:PLCHUTEP2_59wait 0if056D: actor $PLAYER_ACTOR definedelse_jump @PLCHUTEP2JUMPjf @PLCHUTEP2_590004: $P2_FALLDETECTION5 = 00004: $FREEFALL_STAGEP1 = 00004: $PARACHUTE_CREATION_STAGEP2 = 000D6: if 0038: $P2_FALLDETECTION5 == 999004D: jump_if_false @PLCHUTEP2_1180213: $PICKUP_PARACHUTEP1 = create_pickup #GUN_PARA type 3 at $TEMPVAR_X_COORD2 $TEMPVAR_Y_COORD2 $TEMPVAR_Z_COORD2:PLCHUTEP2_1180001: wait 0 ms00D6: if056D: actor $PLAYER_ACTOR definedelse_jump @PLCHUTEP2JUMP8118: not actor $PLAYER_ACTOR dead004D: jump_if_false @PLCHUTEP2_545500D6: if and056D: actor $PLAYER_ACTOR defined8038: not $FREEFALL_STAGEP1 == 0004D: jump_if_false @PLCHUTEP2_1760992: set_player $SECOND_PLAYER weapons_scrollable 0:PLCHUTEP2_17600D6: if0018: $PARACHUTE_CREATION_STAGEP2 > 0004D: jump_if_false @PLCHUTEP2_21900D6: if8491: not actor $PLAYER_ACTOR has_weapon 46004D: jump_if_false @PLCHUTEP2_2190050: gosub @PLCHUTEP2_5521:PLCHUTEP2_219wait 000D6: if and056D: actor $PLAYER_ACTOR defined0038: $PARACHUTE_CREATION_STAGEP2 == 0004D: jump_if_false @PLCHUTEP2_27400D6: if0491: actor $PLAYER_ACTOR has_weapon 46004D: jump_if_false @PLCHUTEP2_2740247: load_model #PARACHUTE0004: $PARACHUTE_CREATION_STAGEP2 = 10004: $P2_FALLDETECTION5 = 0:PLCHUTEP2_274wait 000D6: if056D: actor $PLAYER_ACTOR definedelse_jump @PLCHUTEP2JUMPif0038: $PARACHUTE_CREATION_STAGEP2 == 1004D: jump_if_false @PLCHUTEP2_37700D6: if0248: model #PARACHUTE available004D: jump_if_false @PLCHUTEP2_3770107: [email protected] = create_object #PARACHUTE at $TEMPVAR_X_COORD2 $TEMPVAR_Y_COORD2 $TEMPVAR_Z_COORD2069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.00750: set_object [email protected] visibility 00004: $PARACHUTE_CREATION_STAGEP2 = 2:PLCHUTEP2_37700D6: if and0038: $PARACHUTE_CREATION_STAGEP2 == 20038: $FREEFALL_STAGEP1 == 1004D: jump_if_false @PLCHUTEP2_4090004: $PARACHUTE_CREATION_STAGEP2 = 3:PLCHUTEP2_40900D6: if056D: actor $PLAYER_ACTOR definedelse_jump @PLCHUTEP2JUMPjf @PLCHUTEP2_409if and0038: $FREEFALL_STAGEP1 == 00018: $PARACHUTE_CREATION_STAGEP2 > 0004D: jump_if_false @PLCHUTEP2_56500D6: if0818: actor $PLAYER_ACTOR in_air004D: jump_if_false @PLCHUTEP2_565083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $FALLS_X2 $FALLS_Y2 $FALLS_Z200D6: if0022: -10.0 > $FALLS_Z2004D: jump_if_false @PLCHUTEP2_5650819: [email protected] = actor $PLAYER_ACTOR distance_from_ground00D6: if0021: [email protected] > 20.0004D: jump_if_false @PLCHUTEP2_565097A: play_audio_at -1000.0 -1000.0 -1000.0 event 10370004: $FREEFALL_STAGEP1 = 101B9: set_actor $PLAYER_ACTOR armed_weapon_to 460006: [email protected] = 00005: $8268 = 0.0:PLCHUTEP2_56500D6: if and056D: actor $PLAYER_ACTOR defined0038: $FREEFALL_STAGEP1 == 1004D: jump_if_false @PLCHUTEP2_238600D6: if0039: [email protected] == 0004D: jump_if_false @PLCHUTEP2_6080006: [email protected] = 2:PLCHUTEP2_60800D6: if and056D: actor $PLAYER_ACTOR defined0039: [email protected] == 2004D: jump_if_false @PLCHUTEP2_729062E: get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found00D6: if04A4: [email protected] == 7 // == constant004D: jump_if_false @PLCHUTEP2_7290812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB04ED: load_animation "PARACHUTE"0006: [email protected] = 10172: [email protected] = actor $PLAYER_ACTOR Z_angle0006: [email protected] = 3:PLCHUTEP2_72900D6: if0039: [email protected] == 3004D: jump_if_false @PLCHUTEP2_2386062E: get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found00D6: if04A4: [email protected] == 7 // == constant004D: jump_if_false @PLCHUTEP2_8150812: 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_8150819: [email protected] = actor $PLAYER_ACTOR distance_from_ground00D6: if and0023: 100.0 > [email protected]0021: [email protected] > 60.0004D: jump_if_false @PLCHUTEP2_91200D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_91200D6: if0038: $ONMISSION == 0004D: jump_if_false @PLCHUTEP2_91200BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1 // ~s~Open your parachute!:PLCHUTEP2_9120494: get_joystick 0 direction_offset_to [email protected] [email protected] [email protected] [email protected]00D6: if0038: $1511 == 1004D: jump_if_false @PLCHUTEP2_9600006: [email protected] = 00006: [email protected] = 0:PLCHUTEP2_9600093: [email protected] = integer [email protected] to_float0017: [email protected] /= 4.2670063: [email protected] -= [email protected] // (float)0017: [email protected] /= 20.0005B: [email protected] += [email protected] // (float)0087: [email protected] = [email protected] // (float)0017: [email protected] /= 5.00063: [email protected] -= [email protected] // (float)00D6: if0021: [email protected] > 180.0004D: jump_if_false @PLCHUTEP2_1061000F: [email protected] -= 360.0:PLCHUTEP2_106100D6: if0023: -180.0 > [email protected]004D: jump_if_false @PLCHUTEP2_1092000B: [email protected] += 360.0:PLCHUTEP2_10920093: [email protected] = integer [email protected] to_float0017: [email protected] /= 4.2670063: [email protected] -= [email protected] // (float)0017: [email protected] /= 20.0005B: [email protected] += [email protected] // (float)083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] $FALLS_Z200D6: if0024: $1504 > $FALLS_Z2// (float)004D: jump_if_false @PLCHUTEP2_11770086: $FALLS_Z2 = $1504 // (float):PLCHUTEP2_117700D6: if0024: $8268 > $FALLS_Z2// (float)004D: jump_if_false @PLCHUTEP2_12040086: $8268 = $FALLS_Z2// (float):PLCHUTEP2_120400D6: if0024: $1504 > $8268 // (float)004D: jump_if_false @PLCHUTEP2_12310086: $8268 = $1504 // (float):PLCHUTEP2_123100D6: if and0024: $FALLS_Z2 > $8268 // (float)8038: not $1902 == 1004D: jump_if_false @PLCHUTEP2_140700D6: if84AD: not actor $PLAYER_ACTOR in_water004D: jump_if_false @PLCHUTEP2_136100D6: if0022: -20.0 > $8268004D: jump_if_false @PLCHUTEP2_13080004: $FREEFALL_STAGEP1 = 20002: jump @PLCHUTEP2_1354:PLCHUTEP2_13080812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB0004: $FREEFALL_STAGEP1 = 7:PLCHUTEP2_13540002: jump @PLCHUTEP2_1407:PLCHUTEP2_13610812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB0004: $FREEFALL_STAGEP1 = 7:PLCHUTEP2_14070087: [email protected] = [email protected] // (float)0017: [email protected] /= 30.0006F: [email protected] *= $1505 // (float)02F6: $FALLS_X2 = sine [email protected] // (float)02F7: $FALLS_Y2 = cosine [email protected] // (float)006D: $FALLS_X2 *= [email protected] // (float)006D: $FALLS_Y2 *= [email protected] // (float)0011: $FALLS_Y2 *= -1.00059: $FALLS_Y2 += $1506 // (float)0087: [email protected] = [email protected] // (float)0065: [email protected] -= $FALLS_X2 // (float)0013: [email protected] *= 0.010088: $FALLS_X2 = [email protected] // (float)0067: $FALLS_X2 -= [email protected] // (float)0087: [email protected] = [email protected] // (float)0065: [email protected] -= $FALLS_Y2 // (float)0013: [email protected] *= 0.010088: $FALLS_Y2 = [email protected] // (float)0067: $FALLS_Y2 -= [email protected] // (float)0085: [email protected] = [email protected] // (int)0085: [email protected] = [email protected] // (int)0095: make [email protected] absolute_integer0095: make [email protected] absolute_integer00D6: if or0019: [email protected] > 400019: [email protected] > 40004D: jump_if_false @PLCHUTEP2_210900D6: if001D: [email protected] > [email protected] // (int)004D: jump_if_false @PLCHUTEP2_187200D6: if0029: [email protected] >= 0004D: jump_if_false @PLCHUTEP2_175100D6: if8039: not [email protected] == 2004D: jump_if_false @PLCHUTEP2_175100D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_17440812: 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_17440006: [email protected] = 2:PLCHUTEP2_175100D6: if001B: 0 > [email protected]004D: jump_if_false @PLCHUTEP2_186500D6: if8039: not [email protected] == 3004D: jump_if_false @PLCHUTEP2_186500D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_18580812: 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_18580006: [email protected] = 3:PLCHUTEP2_18650002: jump @PLCHUTEP2_2102:PLCHUTEP2_187200D6: if0029: [email protected] >= 0004D: jump_if_false @PLCHUTEP2_198400D6: if8039: not [email protected] == 4004D: jump_if_false @PLCHUTEP2_198400D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_19770812: 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_19770006: [email protected] = 4:PLCHUTEP2_198400D6: if001B: 0 > [email protected]004D: jump_if_false @PLCHUTEP2_210200D6: if8039: not [email protected] == 5004D: jump_if_false @PLCHUTEP2_210200D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_20950812: 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_20950006: [email protected] = 5:PLCHUTEP2_21020002: jump @PLCHUTEP2_2203:PLCHUTEP2_210900D6: if8039: not [email protected] == 1004D: jump_if_false @PLCHUTEP2_220300D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_22030812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB0006: [email protected] = 1:PLCHUTEP2_220300D6: if or00E1: player 1 pressed_key 170038: $1512 == 1004D: jump_if_false @PLCHUTEP2_238600D6: if8038: not $1902 == 1004D: jump_if_false @PLCHUTEP2_238600D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_238600D6: if and0038: $PARACHUTE_CREATION_STAGEP2 == 30038: $1511 == 0004D: jump_if_false @PLCHUTEP2_23860812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038008A: $8270 = [email protected] // (int)0008: $8270 += 11000004: $FREEFALL_STAGEP1 = 30006: [email protected] = 0:PLCHUTEP2_238600D6: if0038: $FREEFALL_STAGEP1 == 2004D: jump_if_false @PLCHUTEP2_250400D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_24920173: 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_dies09F1: play_audio_at_actor $PLAYER_ACTOR event 11890002: jump @PLCHUTEP2_2497:PLCHUTEP2_249205BE: AS_actor $PLAYER_ACTOR die:PLCHUTEP2_24970050: gosub @PLCHUTEP2_5521:PLCHUTEP2_250400D6: if0038: $FREEFALL_STAGEP1 == 3004D: jump_if_false @PLCHUTEP2_478100D6: if0018: $8270 > 0004D: jump_if_false @PLCHUTEP2_258600D6: if001F: [email protected] > $8270 // (int)004D: jump_if_false @PLCHUTEP2_2586097A: play_audio_at -1000.0 -1000.0 -1000.0 event 10390004: $8270 = 0:PLCHUTEP2_258600D6: if0039: [email protected] == 0004D: jump_if_false @PLCHUTEP2_26890087: [email protected] = [email protected] // (float)0017: [email protected] /= 500.00087: [email protected] = [email protected] // (float)0017: [email protected] /= 500.00085: [email protected] = [email protected] // (int)0085: [email protected] = [email protected] // (int)0087: [email protected] = [email protected] // (float)0013: [email protected] *= -1.00089: [email protected] = $FALLS_Z2// (float)0006: [email protected] = 1:PLCHUTEP2_268900D6: if0039: [email protected] == 1004D: jump_if_false @PLCHUTEP2_28560085: [email protected] = [email protected] // (int)0062: [email protected] -= [email protected] // (int)00D6: if001B: 500 > [email protected]004D: jump_if_false @PLCHUTEP2_28290085: [email protected] = [email protected] // (int)0062: [email protected] -= [email protected] // (int)0085: [email protected] = [email protected] // (int)0093: [email protected] = integer [email protected] to_float0087: [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_28290007: [email protected] = 0.00007: [email protected] = 0.00006: [email protected] = 2:PLCHUTEP2_285600D6: if0039: [email protected] == 2004D: jump_if_false @PLCHUTEP2_296400D6: if03CA: object [email protected] exists004D: jump_if_false @PLCHUTEP2_29640750: set_object [email protected] visibility 108D2: object [email protected] scale_model 0.00085: [email protected] = [email protected] // (int)0001: wait 0 ms075A: set_object [email protected] animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET0006: [email protected] = 3:PLCHUTEP2_296400D6: if0039: [email protected] == 3004D: jump_if_false @PLCHUTEP2_30670085: [email protected] = [email protected] // (int)0062: [email protected] -= [email protected] // (int)00D6: if001B: 500 > [email protected]004D: jump_if_false @PLCHUTEP2_30500093: [email protected] = integer [email protected] to_float0017: [email protected] /= 500.008D2: object [email protected] scale_model [email protected]0002: jump @PLCHUTEP2_3067:PLCHUTEP2_305008D2: object [email protected] scale_model 1.00006: [email protected] = 4:PLCHUTEP2_306700D6: if0039: [email protected] == 5004D: jump_if_false @PLCHUTEP2_31360107: [email protected] = create_object #PARA_COLLISION at 0.0 0.0 0.00750: set_object [email protected] visibility 00392: make_object [email protected] moveable 104D9: object [email protected] set_scripted_collision_check 10006: [email protected] = 6:PLCHUTEP2_313600D6: if0039: [email protected] == 6004D: jump_if_false @PLCHUTEP2_43540494: get_joystick 0 direction_offset_to [email protected] [email protected] [email protected] [email protected]00D6: if0038: $1511 == 1004D: jump_if_false @PLCHUTEP2_32020006: [email protected] = 00006: [email protected] = 0:PLCHUTEP2_32020093: [email protected] = integer [email protected] to_float0017: [email protected] /= 4.2670063: [email protected] -= [email protected] // (float)0017: [email protected] /= 20.0005B: [email protected] += [email protected] // (float)0087: [email protected] = [email protected] // (float)0017: [email protected] /= 15.00063: [email protected] -= [email protected] // (float)00D6: if0021: [email protected] > 180.0004D: jump_if_false @PLCHUTEP2_3303000F: [email protected] -= 360.0:PLCHUTEP2_330300D6: if0023: -180.0 > [email protected]004D: jump_if_false @PLCHUTEP2_3334000B: [email protected] += 360.0:PLCHUTEP2_333402F6: $FALLS_X2 = sine [email protected] // (float)02F7: $FALLS_Y2 = cosine [email protected] // (float)0069: $FALLS_X2 *= $1500 // (float)0069: $FALLS_Y2 *= $1500 // (float)0011: $FALLS_X2 *= -1.00085: [email protected] = [email protected] // (int)0085: [email protected] = [email protected] // (int)0095: make [email protected] absolute_integer0095: make [email protected] absolute_integer00D6: if or0019: [email protected] > 400019: [email protected] > 40004D: jump_if_false @PLCHUTEP2_406600D6: if001D: [email protected] > [email protected] // (int)004D: jump_if_false @PLCHUTEP2_37410089: [email protected] = $1501 // (float)0065: [email protected] -= $FALLS_Z2// (float)0017: [email protected] /= 20.0005F: $FALLS_Z2 += [email protected] // (float)00D6: if0029: [email protected] >= 0004D: jump_if_false @PLCHUTEP2_360700D6: if8039: not [email protected] == 2004D: jump_if_false @PLCHUTEP2_36070812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 2:PLCHUTEP2_360700D6: if001B: 0 > [email protected]004D: jump_if_false @PLCHUTEP2_373400D6: if8039: not [email protected] == 3004D: jump_if_false @PLCHUTEP2_37340812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 3:PLCHUTEP2_37340002: jump @PLCHUTEP2_4059:PLCHUTEP2_374100D6: if0029: [email protected] >= 0004D: jump_if_false @PLCHUTEP2_39000089: [email protected] = $1503 // (float)0065: [email protected] -= $FALLS_Z2// (float)0017: [email protected] /= 20.0005F: $FALLS_Z2 += [email protected] // (float)00D6: if8039: not [email protected] == 4004D: jump_if_false @PLCHUTEP2_39000812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 4:PLCHUTEP2_390000D6: if001B: 0 > [email protected]004D: jump_if_false @PLCHUTEP2_40590089: [email protected] = $1501 // (float)0065: [email protected] -= $FALLS_Z2// (float)0017: [email protected] /= 20.0005F: $FALLS_Z2 += [email protected] // (float)00D6: if8039: not [email protected] == 5004D: jump_if_false @PLCHUTEP2_40590812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 5:PLCHUTEP2_40590002: jump @PLCHUTEP2_4225:PLCHUTEP2_40660089: [email protected] = $1501 // (float)0065: [email protected] -= $FALLS_Z2// (float)0017: [email protected] /= 20.0005F: $FALLS_Z2 += [email protected] // (float)00D6: if8039: not [email protected] == 5004D: jump_if_false @PLCHUTEP2_422500D6: if8039: not [email protected] == 1004D: jump_if_false @PLCHUTEP2_42250812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 1:PLCHUTEP2_422501BB: store_object [email protected] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_30815: put_object [email protected] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation00D6: if04DA: has_object [email protected] collided004D: jump_if_false @PLCHUTEP2_4318075A: set_object [email protected] animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 7:PLCHUTEP2_431800D6: if00E1: player 1 pressed_key 15004D: jump_if_false @PLCHUTEP2_43540792: disembark_instantly_actor $PLAYER_ACTOR0004: $FREEFALL_STAGEP1 = 60004: $P2_FALLDETECTION5 = 3:PLCHUTEP2_435400D6: if03CA: object [email protected] exists004D: jump_if_false @PLCHUTEP2_459300D6: if0837: object [email protected] animation == "PARA_OPEN_O"004D: jump_if_false @PLCHUTEP2_45930839: 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_Z2 = [email protected] // (float)0067: $FALLS_Z2 -= [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_X2 = sine [email protected] // (float)02F7: $FALLS_Y2 = cosine [email protected] // (float)006D: $FALLS_X2 *= [email protected] // (float)006D: $FALLS_Y2 *= [email protected] // (float)0011: $FALLS_X2 *= -1.000D6: if and0043: [email protected] == 1.00039: [email protected] == 4004D: jump_if_false @PLCHUTEP2_45930006: [email protected] = 5:PLCHUTEP2_459300D6: if8118: not actor $PLAYER_ACTOR dead004D: jump_if_false @PLCHUTEP2_478100D6: if04AD: actor $PLAYER_ACTOR in_water004D: jump_if_false @PLCHUTEP2_47320812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB075A: set_object [email protected] animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET0004: $FREEFALL_STAGEP1 = 50006: [email protected] = 0:PLCHUTEP2_4732083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected]00D6: if0021: [email protected] > -0.1004D: jump_if_false @PLCHUTEP2_47810004: $FREEFALL_STAGEP1 = 40006: [email protected] = 0:PLCHUTEP2_478100D6: if0038: $FREEFALL_STAGEP1 == 4004D: jump_if_false @PLCHUTEP2_527100D6: if0039: [email protected] == 0004D: jump_if_false @PLCHUTEP2_51680004: $P2_FALLDETECTION5 = 100A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD2 $TEMPVAR_Y_COORD2 $TEMPVAR_Z_COORD2000D: $TEMPVAR_Z_COORD2 -= 1.000A1: put_actor $PLAYER_ACTOR at $TEMPVAR_X_COORD2 $TEMPVAR_Y_COORD2 $TEMPVAR_Z_COORD2083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air00D6: if0022: -10.0 > $FALLS_Z2004D: jump_if_false @PLCHUTEP2_49220004: $FREEFALL_STAGEP1 = 20006: [email protected] = 00002: jump @PLCHUTEP2_5092:PLCHUTEP2_492200D6: if0022: -4.0 > $FALLS_Z2004D: jump_if_false @PLCHUTEP2_50470615: 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 // versionB0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB0616: 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_50470812: 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_50850006: [email protected] = 1:PLCHUTEP2_5092075A: set_object [email protected] animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 00085: [email protected] = [email protected] // (int)000A: [email protected] += 1000:PLCHUTEP2_516800D6: if0039: [email protected] == 1004D: jump_if_false @PLCHUTEP2_527100D6: if0837: object [email protected] animation == "PARA_LAND_O"004D: jump_if_false @PLCHUTEP2_52710839: get_object [email protected] animation "PARA_LAND_O" progress_to [email protected]00D6: if0043: [email protected] == 1.0004D: jump_if_false @PLCHUTEP2_52710004: $P2_FALLDETECTION5 = 20050: gosub @PLCHUTEP2_5521:PLCHUTEP2_527100D6: if0038: $FREEFALL_STAGEP1 == 5004D: jump_if_false @PLCHUTEP2_53280004: $P2_FALLDETECTION5 = 100D6: if0039: [email protected] == 0004D: jump_if_false @PLCHUTEP2_53280004: $P2_FALLDETECTION5 = 20050: gosub @PLCHUTEP2_5521:PLCHUTEP2_532800D6: if and0018: $FREEFALL_STAGEP1 > 0001A: 4 > $FREEFALL_STAGEP1004D: jump_if_false @PLCHUTEP2_540500D6: if8118: not actor $PLAYER_ACTOR dead004D: jump_if_false @PLCHUTEP2_5405083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $FALLS_X2 $FALLS_Y2 $FALLS_Z20173: 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_540500D6: if0038: $FREEFALL_STAGEP1 == 6004D: jump_if_false @PLCHUTEP2_54300050: gosub @PLCHUTEP2_5521:PLCHUTEP2_543000D6: if0038: $FREEFALL_STAGEP1 == 7004D: jump_if_false @PLCHUTEP2_54550050: gosub @PLCHUTEP2_5462:PLCHUTEP2_54550002: jump @PLCHUTEP2_118:PLCHUTEP2_54620004: $FREEFALL_STAGEP1 = 00006: [email protected] = 00249: release_model #PARACHUTE04EF: release_animation "PARACHUTE"083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air0992: set_player $SECOND_PLAYER weapons_scrollable 10051: return:PLCHUTEP2_55210682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 009A2: destroy_object_with_fade [email protected]0108: destroy_object [email protected]0555: remove_weapon 46 from_actor $PLAYER_ACTOR0004: $FREEFALL_STAGEP1 = 00004: $PARACHUTE_CREATION_STAGEP2 = 00006: [email protected] = 00249: release_model #PARACHUTE04EF: release_animation "PARACHUTE"0249: release_model #GUN_PARA083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air0992: set_player $SECOND_PLAYER weapons_scrollable 1jump @PLCHUTEP2JUMP //Player 2 {$CLEO .cs}//-------------MAIN---------------0000: NOP:PLCHUTEP2JUMPwait 0if056D: actor $SECOND_PLAYER_ACTOR defined//0818: actor $SECOND_PLAYER_ACTOR in_air//02D8: actor $SECOND_PLAYER_ACTOR current_weapon == 46//8491: actor $SECOND_PLAYER_ACTOR has_weapon 46jf @PLCHUTEP2JUMPjump @PLCHUTEP2:PLCHUTEP2//03A4: name_thread 'PLCHUTEP2P2'0247: load_model #GUN_PARA:PLCHUTEP2_16wait 000D6: if//056D: actor $SECOND_PLAYER_ACTOR defined//0800: in_two_players_mode8248: not model #GUN_PARA available004D: jump_if_false @PLCHUTEP2_430001: wait 0 ms0002: jump @PLCHUTEP2_16:PLCHUTEP2_4300D6: if056D: actor $SECOND_PLAYER_ACTOR definedelse_jump @PLCHUTEP2JUMP//0800: in_two_players_mode//8118: not actor $SECOND_PLAYER_ACTOR dead004D: jump_if_false @PLCHUTEP2_59:PLCHUTEP2_59wait 0if056D: actor $SECOND_PLAYER_ACTOR definedelse_jump @PLCHUTEP2JUMPjf @PLCHUTEP2_590004: $P2_FALLDETECTION = 00004: $FREEFALL_STAGEP2 = 00004: $PARACHUTE_CREATION_STAGEP1 = 000D6: if 0038: $P2_FALLDETECTION == 999004D: jump_if_false @PLCHUTEP2_1180213: $PICKUP_PARACHUTE = create_pickup #GUN_PARA type 3 at $TEMPVAR_X_COORD1 $TEMPVAR_Y_COORD1 $TEMPVAR_Z_COORD1:PLCHUTEP2_1180001: wait 0 ms00D6: if056D: actor $SECOND_PLAYER_ACTOR definedelse_jump @PLCHUTEP2JUMP8118: not actor $SECOND_PLAYER_ACTOR dead004D: jump_if_false @PLCHUTEP2_545500D6: if and056D: actor $SECOND_PLAYER_ACTOR defined8038: not $FREEFALL_STAGEP2 == 0004D: jump_if_false @PLCHUTEP2_1760992: set_player $SECOND_PLAYER weapons_scrollable 0:PLCHUTEP2_17600D6: if0018: $PARACHUTE_CREATION_STAGEP1 > 0004D: jump_if_false @PLCHUTEP2_21900D6: if8491: not actor $SECOND_PLAYER_ACTOR has_weapon 46004D: jump_if_false @PLCHUTEP2_2190050: gosub @PLCHUTEP2_5521:PLCHUTEP2_219wait 000D6: if and056D: actor $SECOND_PLAYER_ACTOR defined0038: $PARACHUTE_CREATION_STAGEP1 == 0004D: jump_if_false @PLCHUTEP2_27400D6: if0491: actor $SECOND_PLAYER_ACTOR has_weapon 46004D: jump_if_false @PLCHUTEP2_2740247: load_model #PARACHUTE0004: $PARACHUTE_CREATION_STAGEP1 = 10004: $P2_FALLDETECTION = 0:PLCHUTEP2_274wait 000D6: if056D: actor $SECOND_PLAYER_ACTOR definedelse_jump @PLCHUTEP2JUMPif0038: $PARACHUTE_CREATION_STAGEP1 == 1004D: jump_if_false @PLCHUTEP2_37700D6: if0248: model #PARACHUTE available004D: jump_if_false @PLCHUTEP2_3770107: [email protected] = create_object #PARACHUTE at $TEMPVAR_X_COORD1 $TEMPVAR_Y_COORD1 $TEMPVAR_Z_COORD1069B: attach_object [email protected] to_actor $SECOND_PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.00750: set_object [email protected] visibility 00004: $PARACHUTE_CREATION_STAGEP1 = 2:PLCHUTEP2_37700D6: if and0038: $PARACHUTE_CREATION_STAGEP1 == 20038: $FREEFALL_STAGEP2 == 1004D: jump_if_false @PLCHUTEP2_4090004: $PARACHUTE_CREATION_STAGEP1 = 3:PLCHUTEP2_40900D6: if056D: actor $SECOND_PLAYER_ACTOR definedelse_jump @PLCHUTEP2JUMPjf @PLCHUTEP2_409if and0038: $FREEFALL_STAGEP2 == 00018: $PARACHUTE_CREATION_STAGEP1 > 0004D: jump_if_false @PLCHUTEP2_56500D6: if0818: actor $SECOND_PLAYER_ACTOR in_air004D: jump_if_false @PLCHUTEP2_565083D: get_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ $FALLS_X $FALLS_Y $FALLS_Z00D6: if0022: -10.0 > $FALLS_Z004D: jump_if_false @PLCHUTEP2_5650819: [email protected] = actor $SECOND_PLAYER_ACTOR distance_from_ground00D6: if0021: [email protected] > 20.0004D: jump_if_false @PLCHUTEP2_565097A: play_audio_at -1000.0 -1000.0 -1000.0 event 10370004: $FREEFALL_STAGEP2 = 101B9: set_actor $SECOND_PLAYER_ACTOR armed_weapon_to 460006: [email protected] = 00005: $8268 = 0.0:PLCHUTEP2_56500D6: if and056D: actor $SECOND_PLAYER_ACTOR defined0038: $FREEFALL_STAGEP2 == 1004D: jump_if_false @PLCHUTEP2_238600D6: if0039: [email protected] == 0004D: jump_if_false @PLCHUTEP2_6080006: [email protected] = 2:PLCHUTEP2_60800D6: if and056D: actor $SECOND_PLAYER_ACTOR defined0039: [email protected] == 2004D: jump_if_false @PLCHUTEP2_729062E: get_actor $SECOND_PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found00D6: if04A4: [email protected] == 7 // == constant004D: jump_if_false @PLCHUTEP2_7290812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB04ED: load_animation "PARACHUTE"0006: [email protected] = 10172: [email protected] = actor $SECOND_PLAYER_ACTOR Z_angle0006: [email protected] = 3:PLCHUTEP2_72900D6: if0039: [email protected] == 3004D: jump_if_false @PLCHUTEP2_2386062E: get_actor $SECOND_PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found00D6: if04A4: [email protected] == 7 // == constant004D: jump_if_false @PLCHUTEP2_8150812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB:PLCHUTEP2_8150819: [email protected] = actor $SECOND_PLAYER_ACTOR distance_from_ground00D6: if and0023: 100.0 > [email protected]0021: [email protected] > 60.0004D: jump_if_false @PLCHUTEP2_91200D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_91200D6: if0038: $ONMISSION == 0004D: jump_if_false @PLCHUTEP2_91200BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1 // ~s~Open your parachute!:PLCHUTEP2_9120494: get_joystick 0 direction_offset_to [email protected] [email protected] [email protected] [email protected]00D6: if0038: $1511 == 1004D: jump_if_false @PLCHUTEP2_9600006: [email protected] = 00006: [email protected] = 0:PLCHUTEP2_9600093: [email protected] = integer [email protected] to_float0017: [email protected] /= 4.2670063: [email protected] -= [email protected] // (float)0017: [email protected] /= 20.0005B: [email protected] += [email protected] // (float)0087: [email protected] = [email protected] // (float)0017: [email protected] /= 5.00063: [email protected] -= [email protected] // (float)00D6: if0021: [email protected] > 180.0004D: jump_if_false @PLCHUTEP2_1061000F: [email protected] -= 360.0:PLCHUTEP2_106100D6: if0023: -180.0 > [email protected]004D: jump_if_false @PLCHUTEP2_1092000B: [email protected] += 360.0:PLCHUTEP2_10920093: [email protected] = integer [email protected] to_float0017: [email protected] /= 4.2670063: [email protected] -= [email protected] // (float)0017: [email protected] /= 20.0005B: [email protected] += [email protected] // (float)083D: get_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] $FALLS_Z00D6: if0024: $1504 > $FALLS_Z// (float)004D: jump_if_false @PLCHUTEP2_11770086: $FALLS_Z = $1504 // (float):PLCHUTEP2_117700D6: if0024: $8268 > $FALLS_Z// (float)004D: jump_if_false @PLCHUTEP2_12040086: $8268 = $FALLS_Z// (float):PLCHUTEP2_120400D6: if0024: $1504 > $8268 // (float)004D: jump_if_false @PLCHUTEP2_12310086: $8268 = $1504 // (float):PLCHUTEP2_123100D6: if and0024: $FALLS_Z > $8268 // (float)8038: not $1902 == 1004D: jump_if_false @PLCHUTEP2_140700D6: if84AD: not actor $SECOND_PLAYER_ACTOR in_water004D: jump_if_false @PLCHUTEP2_136100D6: if0022: -20.0 > $8268004D: jump_if_false @PLCHUTEP2_13080004: $FREEFALL_STAGEP2 = 20002: jump @PLCHUTEP2_1354:PLCHUTEP2_13080812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB0004: $FREEFALL_STAGEP2 = 7:PLCHUTEP2_13540002: jump @PLCHUTEP2_1407:PLCHUTEP2_13610812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB0004: $FREEFALL_STAGEP2 = 7:PLCHUTEP2_14070087: [email protected] = [email protected] // (float)0017: [email protected] /= 30.0006F: [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 *= -1.00059: $FALLS_Y += $1506 // (float)0087: [email protected] = [email protected] // (float)0065: [email protected] -= $FALLS_X // (float)0013: [email protected] *= 0.010088: $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] *= 0.010088: $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_integer0095: make [email protected] absolute_integer00D6: if or0019: [email protected] > 400019: [email protected] > 40004D: jump_if_false @PLCHUTEP2_210900D6: if001D: [email protected] > [email protected] // (int)004D: jump_if_false @PLCHUTEP2_187200D6: if0029: [email protected] >= 0004D: jump_if_false @PLCHUTEP2_175100D6: if8039: not [email protected] == 2004D: jump_if_false @PLCHUTEP2_175100D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_17440812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB:PLCHUTEP2_17440006: [email protected] = 2:PLCHUTEP2_175100D6: if001B: 0 > [email protected]004D: jump_if_false @PLCHUTEP2_186500D6: if8039: not [email protected] == 3004D: jump_if_false @PLCHUTEP2_186500D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_18580812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB:PLCHUTEP2_18580006: [email protected] = 3:PLCHUTEP2_18650002: jump @PLCHUTEP2_2102:PLCHUTEP2_187200D6: if0029: [email protected] >= 0004D: jump_if_false @PLCHUTEP2_198400D6: if8039: not [email protected] == 4004D: jump_if_false @PLCHUTEP2_198400D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_19770812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB:PLCHUTEP2_19770006: [email protected] = 4:PLCHUTEP2_198400D6: if001B: 0 > [email protected]004D: jump_if_false @PLCHUTEP2_210200D6: if8039: not [email protected] == 5004D: jump_if_false @PLCHUTEP2_210200D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_20950812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB:PLCHUTEP2_20950006: [email protected] = 5:PLCHUTEP2_21020002: jump @PLCHUTEP2_2203:PLCHUTEP2_210900D6: if8039: not [email protected] == 1004D: jump_if_false @PLCHUTEP2_220300D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_22030812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB0006: [email protected] = 1:PLCHUTEP2_220300D6: if or00E1: player 1 pressed_key 170038: $1512 == 1004D: jump_if_false @PLCHUTEP2_238600D6: if8038: not $1902 == 1004D: jump_if_false @PLCHUTEP2_238600D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_238600D6: if and0038: $PARACHUTE_CREATION_STAGEP1 == 30038: $1511 == 0004D: jump_if_false @PLCHUTEP2_23860812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038008A: $8270 = [email protected] // (int)0008: $8270 += 11000004: $FREEFALL_STAGEP2 = 30006: [email protected] = 0:PLCHUTEP2_238600D6: if0038: $FREEFALL_STAGEP2 == 2004D: jump_if_false @PLCHUTEP2_250400D6: if04EE: animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTEP2_24920173: set_actor $SECOND_PLAYER_ACTOR Z_angle_to [email protected]0829: actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies09F1: play_audio_at_actor $SECOND_PLAYER_ACTOR event 11890002: jump @PLCHUTEP2_2497:PLCHUTEP2_249205BE: AS_actor $SECOND_PLAYER_ACTOR die:PLCHUTEP2_24970050: gosub @PLCHUTEP2_5521:PLCHUTEP2_250400D6: if0038: $FREEFALL_STAGEP2 == 3004D: jump_if_false @PLCHUTEP2_478100D6: if0018: $8270 > 0004D: jump_if_false @PLCHUTEP2_258600D6: if001F: [email protected] > $8270 // (int)004D: jump_if_false @PLCHUTEP2_2586097A: play_audio_at -1000.0 -1000.0 -1000.0 event 10390004: $8270 = 0:PLCHUTEP2_258600D6: if0039: [email protected] == 0004D: jump_if_false @PLCHUTEP2_26890087: [email protected] = [email protected] // (float)0017: [email protected] /= 500.00087: [email protected] = [email protected] // (float)0017: [email protected] /= 500.00085: [email protected] = [email protected] // (int)0085: [email protected] = [email protected] // (int)0087: [email protected] = [email protected] // (float)0013: [email protected] *= -1.00089: [email protected] = $FALLS_Z// (float)0006: [email protected] = 1:PLCHUTEP2_268900D6: if0039: [email protected] == 1004D: jump_if_false @PLCHUTEP2_28560085: [email protected] = [email protected] // (int)0062: [email protected] -= [email protected] // (int)00D6: if001B: 500 > [email protected]004D: jump_if_false @PLCHUTEP2_28290085: [email protected] = [email protected] // (int)0062: [email protected] -= [email protected] // (int)0085: [email protected] = [email protected] // (int)0093: [email protected] = integer [email protected] to_float0087: [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_28290007: [email protected] = 0.00007: [email protected] = 0.00006: [email protected] = 2:PLCHUTEP2_285600D6: if0039: [email protected] == 2004D: jump_if_false @PLCHUTEP2_296400D6: if03CA: object [email protected] exists004D: jump_if_false @PLCHUTEP2_29640750: set_object [email protected] visibility 108D2: object [email protected] scale_model 0.00085: [email protected] = [email protected] // (int)0001: wait 0 ms075A: set_object [email protected] animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET0006: [email protected] = 3:PLCHUTEP2_296400D6: if0039: [email protected] == 3004D: jump_if_false @PLCHUTEP2_30670085: [email protected] = [email protected] // (int)0062: [email protected] -= [email protected] // (int)00D6: if001B: 500 > [email protected]004D: jump_if_false @PLCHUTEP2_30500093: [email protected] = integer [email protected] to_float0017: [email protected] /= 500.008D2: object [email protected] scale_model [email protected]0002: jump @PLCHUTEP2_3067:PLCHUTEP2_305008D2: object [email protected] scale_model 1.00006: [email protected] = 4:PLCHUTEP2_306700D6: if0039: [email protected] == 5004D: jump_if_false @PLCHUTEP2_31360107: [email protected] = create_object #PARA_COLLISION at 0.0 0.0 0.00750: set_object [email protected] visibility 00392: make_object [email protected] moveable 104D9: object [email protected] set_scripted_collision_check 10006: [email protected] = 6:PLCHUTEP2_313600D6: if0039: [email protected] == 6004D: jump_if_false @PLCHUTEP2_43540494: get_joystick 0 direction_offset_to [email protected] [email protected] [email protected] [email protected]00D6: if0038: $1511 == 1004D: jump_if_false @PLCHUTEP2_32020006: [email protected] = 00006: [email protected] = 0:PLCHUTEP2_32020093: [email protected] = integer [email protected] to_float0017: [email protected] /= 4.2670063: [email protected] -= [email protected] // (float)0017: [email protected] /= 20.0005B: [email protected] += [email protected] // (float)0087: [email protected] = [email protected] // (float)0017: [email protected] /= 15.00063: [email protected] -= [email protected] // (float)00D6: if0021: [email protected] > 180.0004D: jump_if_false @PLCHUTEP2_3303000F: [email protected] -= 360.0:PLCHUTEP2_330300D6: if0023: -180.0 > [email protected]004D: jump_if_false @PLCHUTEP2_3334000B: [email protected] += 360.0:PLCHUTEP2_333402F6: $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 *= -1.00085: [email protected] = [email protected] // (int)0085: [email protected] = [email protected] // (int)0095: make [email protected] absolute_integer0095: make [email protected] absolute_integer00D6: if or0019: [email protected] > 400019: [email protected] > 40004D: jump_if_false @PLCHUTEP2_406600D6: if001D: [email protected] > [email protected] // (int)004D: jump_if_false @PLCHUTEP2_37410089: [email protected] = $1501 // (float)0065: [email protected] -= $FALLS_Z// (float)0017: [email protected] /= 20.0005F: $FALLS_Z += [email protected] // (float)00D6: if0029: [email protected] >= 0004D: jump_if_false @PLCHUTEP2_360700D6: if8039: not [email protected] == 2004D: jump_if_false @PLCHUTEP2_36070812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 2:PLCHUTEP2_360700D6: if001B: 0 > [email protected]004D: jump_if_false @PLCHUTEP2_373400D6: if8039: not [email protected] == 3004D: jump_if_false @PLCHUTEP2_37340812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 3:PLCHUTEP2_37340002: jump @PLCHUTEP2_4059:PLCHUTEP2_374100D6: if0029: [email protected] >= 0004D: jump_if_false @PLCHUTEP2_39000089: [email protected] = $1503 // (float)0065: [email protected] -= $FALLS_Z// (float)0017: [email protected] /= 20.0005F: $FALLS_Z += [email protected] // (float)00D6: if8039: not [email protected] == 4004D: jump_if_false @PLCHUTEP2_39000812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 4:PLCHUTEP2_390000D6: if001B: 0 > [email protected]004D: jump_if_false @PLCHUTEP2_40590089: [email protected] = $1501 // (float)0065: [email protected] -= $FALLS_Z// (float)0017: [email protected] /= 20.0005F: $FALLS_Z += [email protected] // (float)00D6: if8039: not [email protected] == 5004D: jump_if_false @PLCHUTEP2_40590812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 5:PLCHUTEP2_40590002: jump @PLCHUTEP2_4225:PLCHUTEP2_40660089: [email protected] = $1501 // (float)0065: [email protected] -= $FALLS_Z// (float)0017: [email protected] /= 20.0005F: $FALLS_Z += [email protected] // (float)00D6: if8039: not [email protected] == 5004D: jump_if_false @PLCHUTEP2_422500D6: if8039: not [email protected] == 1004D: jump_if_false @PLCHUTEP2_42250812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 1:PLCHUTEP2_422501BB: store_object [email protected] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_30815: put_object [email protected] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation00D6: if04DA: has_object [email protected] collided004D: jump_if_false @PLCHUTEP2_4318075A: set_object [email protected] animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 7:PLCHUTEP2_431800D6: if00E1: player 1 pressed_key 15004D: jump_if_false @PLCHUTEP2_43540792: disembark_instantly_actor $SECOND_PLAYER_ACTOR0004: $FREEFALL_STAGEP2 = 60004: $P2_FALLDETECTION = 3:PLCHUTEP2_435400D6: if03CA: object [email protected] exists004D: jump_if_false @PLCHUTEP2_459300D6: if0837: object [email protected] animation == "PARA_OPEN_O"004D: jump_if_false @PLCHUTEP2_45930839: 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 *= -1.000D6: if and0043: [email protected] == 1.00039: [email protected] == 4004D: jump_if_false @PLCHUTEP2_45930006: [email protected] = 5:PLCHUTEP2_459300D6: if8118: not actor $SECOND_PLAYER_ACTOR dead004D: jump_if_false @PLCHUTEP2_478100D6: if04AD: actor $SECOND_PLAYER_ACTOR in_water004D: jump_if_false @PLCHUTEP2_47320812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB075A: set_object [email protected] animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET0004: $FREEFALL_STAGEP2 = 50006: [email protected] = 0:PLCHUTEP2_4732083D: get_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected]00D6: if0021: [email protected] > -0.1004D: jump_if_false @PLCHUTEP2_47810004: $FREEFALL_STAGEP2 = 40006: [email protected] = 0:PLCHUTEP2_478100D6: if0038: $FREEFALL_STAGEP2 == 4004D: jump_if_false @PLCHUTEP2_527100D6: if0039: [email protected] == 0004D: jump_if_false @PLCHUTEP2_51680004: $P2_FALLDETECTION = 100A0: store_actor $SECOND_PLAYER_ACTOR position_to $TEMPVAR_X_COORD1 $TEMPVAR_Y_COORD1 $TEMPVAR_Z_COORD1000D: $TEMPVAR_Z_COORD1 -= 1.000A1: put_actor $SECOND_PLAYER_ACTOR at $TEMPVAR_X_COORD1 $TEMPVAR_Y_COORD1 $TEMPVAR_Z_COORD1083E: set_actor $SECOND_PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air00D6: if0022: -10.0 > $FALLS_Z004D: jump_if_false @PLCHUTEP2_49220004: $FREEFALL_STAGEP2 = 20006: [email protected] = 00002: jump @PLCHUTEP2_5092:PLCHUTEP2_492200D6: if0022: -4.0 > $FALLS_Z004D: jump_if_false @PLCHUTEP2_50470615: 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 // versionB0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB0616: define_AS_pack_end [email protected]0618: assign_actor $SECOND_PLAYER_ACTOR to_AS_pack [email protected]061B: remove_references_to_AS_pack [email protected]0002: jump @PLCHUTEP2_5085:PLCHUTEP2_50470812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP "PED" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB:PLCHUTEP2_50850006: [email protected] = 1:PLCHUTEP2_5092075A: set_object [email protected] animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 00085: [email protected] = [email protected] // (int)000A: [email protected] += 1000:PLCHUTEP2_516800D6: if0039: [email protected] == 1004D: jump_if_false @PLCHUTEP2_527100D6: if0837: object [email protected] animation == "PARA_LAND_O"004D: jump_if_false @PLCHUTEP2_52710839: get_object [email protected] animation "PARA_LAND_O" progress_to [email protected]00D6: if0043: [email protected] == 1.0004D: jump_if_false @PLCHUTEP2_52710004: $P2_FALLDETECTION = 20050: gosub @PLCHUTEP2_5521:PLCHUTEP2_527100D6: if0038: $FREEFALL_STAGEP2 == 5004D: jump_if_false @PLCHUTEP2_53280004: $P2_FALLDETECTION = 100D6: if0039: [email protected] == 0004D: jump_if_false @PLCHUTEP2_53280004: $P2_FALLDETECTION = 20050: gosub @PLCHUTEP2_5521:PLCHUTEP2_532800D6: if and0018: $FREEFALL_STAGEP2 > 0001A: 4 > $FREEFALL_STAGEP2004D: jump_if_false @PLCHUTEP2_540500D6: if8118: not actor $SECOND_PLAYER_ACTOR dead004D: jump_if_false @PLCHUTEP2_5405083C: set_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ $FALLS_X $FALLS_Y $FALLS_Z0173: set_actor $SECOND_PLAYER_ACTOR Z_angle_to [email protected]083E: set_actor $SECOND_PLAYER_ACTOR rotation [email protected] [email protected] [email protected] while_in_air:PLCHUTEP2_540500D6: if0038: $FREEFALL_STAGEP2 == 6004D: jump_if_false @PLCHUTEP2_54300050: gosub @PLCHUTEP2_5521:PLCHUTEP2_543000D6: if0038: $FREEFALL_STAGEP2 == 7004D: jump_if_false @PLCHUTEP2_54550050: gosub @PLCHUTEP2_5462:PLCHUTEP2_54550002: jump @PLCHUTEP2_118:PLCHUTEP2_54620004: $FREEFALL_STAGEP2 = 00006: [email protected] = 00249: release_model #PARACHUTE04EF: release_animation "PARACHUTE"083E: set_actor $SECOND_PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air0992: set_player $SECOND_PLAYER weapons_scrollable 10051: return:PLCHUTEP2_55210682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 009A2: destroy_object_with_fade [email protected]0108: destroy_object [email protected]0555: remove_weapon 46 from_actor $SECOND_PLAYER_ACTOR0004: $FREEFALL_STAGEP2 = 00004: $PARACHUTE_CREATION_STAGEP1 = 00006: [email protected] = 00249: release_model #PARACHUTE04EF: release_animation "PARACHUTE"0249: release_model #GUN_PARA083E: set_actor $SECOND_PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air0992: set_player $SECOND_PLAYER weapons_scrollable 1jump @PLCHUTEP2JUMP Link to comment Share on other sites More sharing options...
deltaCJ Posted August 24, 2017 Share Posted August 24, 2017 Next time just link this to a document or something, but to fix this just get a stripped SCM and remove all the scripts that you don't want. Link to comment Share on other sites More sharing options...
skatefilter5 Posted August 25, 2017 Author Share Posted August 25, 2017 I try it but sadly I can't load up 100% save game it crashes whenever it's a least one that's removed or edited, new games it will annoying with road blocks and 4 wanted levels , and how can I fine the opcode to unlock all the islands and remove road blocks and unlock recruiting homies. Link to comment Share on other sites More sharing options...
deltaCJ Posted August 28, 2017 Share Posted August 28, 2017 recruiting homies is unlocked from respect. Also the opcode for that is in the main.scm Link to comment Share on other sites More sharing options...