deleted account Posted March 15, 2018 Share Posted March 15, 2018 HUZZAH // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- thread 'ALPHAOMEGA' :ALPHAOMEGA_THREAD_19 wait 0 if Player.Defined($PLAYER_CHAR) jf @ALPHAOMEGA_THREAD_19 if $ONMISSION == 0 jf @ALPHAOMEGA_THREAD_19 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2092.3264 208.6313 34.8462 radius 50.0 50.0 50.0 jf @ALPHAOMEGA_THREAD_19 023C: load_special_actor 'SATAN' as 1 // models 290-299 023C: load_special_actor 'Tyrant' as 2 // models 290-299 04ED: load_animation "BSKTBALL" Model.Load(#KATANA) Model.Load(#WMYBELL) :ALPHAOMEGA_THREAD_118 wait 0 if 023D: special_actor 1 loaded jf @ALPHAOMEGA_THREAD_118 [email protected] = Actor.Create(Mission2, #SPECIAL01, -2093.3896, 233.0052, 43.7880) Actor.Angle([email protected]) = 276.8935 Actor.Health([email protected]) = 1 0446: set_actor [email protected] dismemberment_possible 0 04D8: set_actor [email protected] drowns_in_water 1 07A1: set_actor [email protected] set_walk_speed 1000 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0575: set_actor [email protected] pinned_position 1 060B: set_actor [email protected] decision_maker_to 32 Actor.SetWalkStyle([email protected], "OLDMAN") 03FE: set_actor [email protected] money 0 Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) Model.Destroy(#SPECIAL01) [email protected] = Actor.Create(Mission2, #SPECIAL01, -2093.9353, 190.1239, 43.7880) Actor.Angle([email protected]) = 276.8935 Actor.Health([email protected]) = 1 0446: set_actor [email protected] dismemberment_possible 0 04D8: set_actor [email protected] drowns_in_water 1 07A1: set_actor [email protected] set_walk_speed 1000 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0575: set_actor [email protected] pinned_position 1 060B: set_actor [email protected] decision_maker_to 32 Actor.SetWalkStyle([email protected], "OLDMAN") 03FE: set_actor [email protected] money 0 Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) Model.Destroy(#SPECIAL01) [email protected] = Actor.Create(Mission2, #SPECIAL01, -2074.3057, 208.8524, 43.7880) Actor.Angle([email protected]) = 276.8935 Actor.Health([email protected]) = 1 0446: set_actor [email protected] dismemberment_possible 0 04D8: set_actor [email protected] drowns_in_water 1 07A1: set_actor [email protected] set_walk_speed 1000 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0575: set_actor [email protected] pinned_position 1 060B: set_actor [email protected] decision_maker_to 32 Actor.SetWalkStyle([email protected], "OLDMAN") 03FE: set_actor [email protected] money 0 Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) Model.Destroy(#SPECIAL01) [email protected] = Actor.Create(Mission2, #SPECIAL01, -2112.5530, 208.2846, 43.7880) Actor.Angle([email protected]) = 276.8935 Actor.Health([email protected]) = 1 0446: set_actor [email protected] dismemberment_possible 0 04D8: set_actor [email protected] drowns_in_water 1 07A1: set_actor [email protected] set_walk_speed 1000 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0575: set_actor [email protected] pinned_position 1 060B: set_actor [email protected] decision_maker_to 32 Actor.SetWalkStyle([email protected], "OLDMAN") 03FE: set_actor [email protected] money 0 Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) Model.Destroy(#SPECIAL01) [email protected] = Actor.Create(Mission2, #SPECIAL01, -2089.9656, 206.1573, 34.8991) Actor.Angle([email protected]) = 276.8935 Actor.Health([email protected]) = 1 0446: set_actor [email protected] dismemberment_possible 0 04D8: set_actor [email protected] drowns_in_water 1 07A1: set_actor [email protected] set_walk_speed 1000 Actor.GiveWeaponAndAmmo([email protected], Katana, 3) 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 060B: set_actor [email protected] decision_maker_to 32 Actor.SetWalkStyle([email protected], "OLDMAN") 03FE: set_actor [email protected] money 0 Actor.SetImmunities([email protected], 0, 0, 0, 0, 0) Model.Destroy(#SPECIAL01) [email protected] = Actor.Create(Mission2, #SPECIAL02, -2102.1196, 206.6433, 65.2810) Actor.Angle([email protected]) = 276.8935 Actor.Health([email protected]) = 666 0446: set_actor [email protected] dismemberment_possible 0 04D8: set_actor [email protected] drowns_in_water 1 07A1: set_actor [email protected] set_walk_speed 1000 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0575: set_actor [email protected] pinned_position 1 0337: set_actor [email protected] visibility 0 060B: set_actor [email protected] decision_maker_to 32 Actor.SetWalkStyle([email protected], "PLAYER") 03FE: set_actor [email protected] money 0 Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) Model.Destroy(#SPECIAL02) 0812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 0812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 0812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 0812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 0812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 02A3: enable_widescreen 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 00BB: show_text_lowpriority GXT 'OMEGA0' time 6000 flag 1 wait 5200 02A3: enable_widescreen 0 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to :ALPHAOMEGA_THREAD_264 wait 0 if Actor.Dead([email protected]) jf @ALPHAOMEGA_THREAD_267 01B6: set_weather 48 00BB: show_text_lowpriority GXT 'OMEGA1' time 5000 flag 1 066A: [email protected] = attach_particle "fire_large" to_actor [email protected] with_offset 0.7 0.0 0 rotation 0.0 180 0.0 type 0 0883: attach_particle [email protected] to_actor [email protected] mode 1 064C: make_particle [email protected] visible wait 9200 0575: set_actor [email protected] pinned_position 0 07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.GiveWeaponAndAmmo([email protected], Katana, 100) Actor.SetImmunities([email protected], 0, 1, 1, 1, 0) :ALPHAOMEGA_THREAD_280 wait 0 if Actor.Dead([email protected]) jf @ALPHAOMEGA_THREAD_267 0650: destroy_particle [email protected] 01B6: set_weather 9 066A: [email protected] = attach_particle "PRT_COLLISIONSMOKE" to_actor [email protected] with_offset 0.5 0.0 0 rotation 0.0 180 0.0 type 0 0883: attach_particle [email protected] to_actor [email protected] mode 1 064C: make_particle [email protected] visible 0575: set_actor [email protected] pinned_position 0 07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.GiveWeaponAndAmmo([email protected], Katana, 10) Actor.SetImmunities([email protected], 0, 1, 1, 1, 0) :ALPHAOMEGA_THREAD_269 wait 0 if Actor.Dead([email protected]) jf @ALPHAOMEGA_THREAD_269 0650: destroy_particle [email protected] 01B6: set_weather 8 066A: [email protected] = attach_particle "carwashspray" to_actor [email protected] with_offset 0.5 0.5 0 rotation 0.0 180 0.0 type 0 0883: attach_particle [email protected] to_actor [email protected] mode 1 064C: make_particle [email protected] visible wait 5200 0575: set_actor [email protected] pinned_position 0 07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.GiveWeaponAndAmmo([email protected], Katana, 100) Actor.SetImmunities([email protected], 0, 1, 1, 1, 0) :ALPHAOMEGA_THREAD_254 wait 0 if Actor.Dead([email protected]) jf @ALPHAOMEGA_THREAD_254 0650: destroy_particle [email protected] 01B6: set_weather 42 066A: [email protected] = attach_particle "prt_smoke_huge" to_actor [email protected] with_offset 0.7 0.0 0 rotation 0.0 180 0.0 type 0 0883: attach_particle [email protected] to_actor [email protected] mode 1 064C: make_particle [email protected] visible wait 5200 0575: set_actor [email protected] pinned_position 0 07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.SetImmunities([email protected], 0, 1, 1, 1, 0) :ALPHAOMEGA_THREAD_420 wait 0 if Actor.Dead([email protected]) jf @ALPHAOMEGA_THREAD_420 00BB: show_text_lowpriority GXT 'OMEGA3' time 3000 flag 1 02A3: enable_widescreen 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 0650: destroy_particle [email protected] wait 6500 01B6: set_weather 250 0812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 0575: set_actor [email protected] pinned_position 1 0337: set_actor [email protected] visibility 1 [email protected] = Audiostream.Load("CLEO\cleo_audio\omega.MP3") Audiostream.PerformAction([email protected], PLAY) wait 2000 067E: put_camera_on_actor [email protected] offset 1.0 -5.0 4.0 target_actor [email protected] tilt 0.0 switchstyle 2 wait 3000 02A3: enable_widescreen 0 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 015A: restore_camera 0575: set_actor [email protected] pinned_position 0 07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.SetImmunities([email protected], 0, 1, 1, 1, 0) :ALPHAOMEGA_2096 wait 0 if Player.Defined($PLAYER_CHAR) jf @ALPHAOMEGA_2096 [email protected] = Actor.Health([email protected]) wait 0 if not [email protected] >= 500 jf @ALPHAOMEGA_2096 wait 0 Actor.Health([email protected]) = 10 0812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 00BB: show_text_lowpriority GXT 'TYR1' time 3000 flag 1 Actor.SetImmunities([email protected], 0, 1, 1, 1, 1) wait 3000 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR :ALPHAOMEGA_THREAD_469 wait 0 if Actor.Dead([email protected]) jf @ALPHAOMEGA_THREAD_469 set_weather 8 01B7: release_weather 00BB: show_text_lowpriority GXT 'TYR2' time 3000 flag 1 wait 3000 020C: create_explosion_with_radius 300 at $PLAYER_ACTOR [email protected] [email protected] :ALPHAOMEGA_THREAD_267 wait 0 if Player.Defined($PLAYER_CHAR) jf @ALPHAOMEGA_THREAD_338 if not Actor.Dead([email protected]) jf @ALPHAOMEGA_THREAD_350 if 00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 180.0 180.0 0 jf @ALPHAOMEGA_THREAD_338 jump @ALPHAOMEGA_THREAD_264 :ALPHAOMEGA_THREAD_338 Actor.RemoveReferences([email protected]) jump @ALPHAOMEGA_THREAD_19 :ALPHAOMEGA_THREAD_350 0A93: end_custom_thread Link to comment Share on other sites More sharing options...
ZAZ Posted March 15, 2018 Share Posted March 15, 2018 look here, you deload the model but wannna use it again to create next actor Model.Destroy(#SPECIAL01)[email protected] = Actor.Create(Mission2, #SPECIAL01, -2093.9353, 190.1239, 43.7880) CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Sanmodder Posted March 15, 2018 Share Posted March 15, 2018 I would suggest you do not use special actors only, change to ordinary onesit's still importantif not actor.dead (6 @)then11 @ = Actor.Health (6 @)endand check the audio files like thatf16 @ = Audiostream.Load ("CLEO \ cleo_audio \ omega.MP3")then// fundend// not fund Link to comment Share on other sites More sharing options...
deleted account Posted March 15, 2018 Author Share Posted March 15, 2018 Poop Link to comment Share on other sites More sharing options...
Sanmodder Posted March 15, 2018 Share Posted March 15, 2018 020C: create_explosion_with_radius 300 at $PLAYER_ACTOR [email protected] [email protected] Link to comment Share on other sites More sharing options...
deleted account Posted March 15, 2018 Author Share Posted March 15, 2018 020C: create_explosion_with_radius 300 at $PLAYER_ACTOR [email protected] [email protected] What the hell are you talking about? thats how the codes written Link to comment Share on other sites More sharing options...
GuruGuru Posted March 15, 2018 Share Posted March 15, 2018 yeah maybe you should stop copy pasting the code and actually do something yourself. https://gtagmodding.com/opcode-database/opcode/020C/ Link to comment Share on other sites More sharing options...
deleted account Posted March 15, 2018 Author Share Posted March 15, 2018 Well the mod started working after I swapped models, someone explain how the f*ck that works!? Link to comment Share on other sites More sharing options...
Another GTA Fan Posted March 15, 2018 Share Posted March 15, 2018 Pretty much what ZAZ said above. And I also agree that it's best not to use Special actors, at least no more than 1. The game seems fine if you use one, but when you start using more than one it tends to not handle it well. I did crash-test you script and cleaned it up a bit as well as use existing peds in the game instead of special actors, and it's working now. All I done was load the required models and to check it they're available, as well as moved the audio loading at the start with the rest of the loads. Make of it what you will: {$CLEO .cs} //-------------MAIN---------------thread 'ALPHAOMEGA' :ALPHAOMEGA_THREAD_19wait 0if Player.Defined($PLAYER_CHAR)jf @ALPHAOMEGA_THREAD_19if $ONMISSION == 0jf @ALPHAOMEGA_THREAD_19if00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2092.3264 208.6313 34.8462 radius 50.0 50.0 50.0jf @ALPHAOMEGA_THREAD_1904ED: load_animation "BSKTBALL"[email protected] = Audiostream.Load("CLEO\cleo_audio\omega.MP3")Model.Load(#KATANA)Model.Load(#FAM1)Model.Load(#FAM2) :ALPHAOMEGA_THREAD_118wait 0if andModel.Available(#KATANA)Model.Available(#FAM1)Model.Available(#FAM2)jf @[email protected] = Actor.Create(Mission2, #FAM1, -2093.3896, 233.0052, 43.7880)Actor.Angle([email protected]) = 276.8935Actor.Health([email protected]) = 10446: set_actor [email protected] dismemberment_possible 004D8: set_actor [email protected] drowns_in_water 107A1: set_actor [email protected] set_walk_speed 10000946: set_actor [email protected] actions_uninterupted_by_weapon_fire 10575: set_actor [email protected] pinned_position 1060B: set_actor [email protected] decision_maker_to 32Actor.SetWalkStyle([email protected], "OLDMAN")03FE: set_actor [email protected] money 0Actor.SetImmunities([email protected], 1, 1, 1, 1, 1)[email protected] = Actor.Create(Mission2, #FAM1, -2093.9353, 190.1239, 43.7880)Actor.Angle([email protected]) = 276.8935Actor.Health([email protected]) = 10446: set_actor [email protected] dismemberment_possible 004D8: set_actor [email protected] drowns_in_water 107A1: set_actor [email protected] set_walk_speed 10000946: set_actor [email protected] actions_uninterupted_by_weapon_fire 10575: set_actor [email protected] pinned_position 1060B: set_actor [email protected] decision_maker_to 32Actor.SetWalkStyle([email protected], "OLDMAN")03FE: set_actor [email protected] money 0Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) [email protected] = Actor.Create(Mission2, #FAM1, -2074.3057, 208.8524, 43.7880)Actor.Angle([email protected]) = 276.8935Actor.Health([email protected]) = 10446: set_actor [email protected] dismemberment_possible 004D8: set_actor [email protected] drowns_in_water 107A1: set_actor [email protected] set_walk_speed 10000946: set_actor [email protected] actions_uninterupted_by_weapon_fire 10575: set_actor [email protected] pinned_position 1060B: set_actor [email protected] decision_maker_to 32Actor.SetWalkStyle([email protected], "OLDMAN")03FE: set_actor [email protected] money 0Actor.SetImmunities([email protected], 1, 1, 1, 1, 1)[email protected] = Actor.Create(Mission2, #FAM1, -2112.5530, 208.2846, 43.7880)Actor.Angle([email protected]) = 276.8935Actor.Health([email protected]) = 10446: set_actor [email protected] dismemberment_possible 004D8: set_actor [email protected] drowns_in_water 107A1: set_actor [email protected] set_walk_speed 10000946: set_actor [email protected] actions_uninterupted_by_weapon_fire 10575: set_actor [email protected] pinned_position 1060B: set_actor [email protected] decision_maker_to 32Actor.SetWalkStyle([email protected], "OLDMAN")03FE: set_actor [email protected] money 0Actor.SetImmunities([email protected], 1, 1, 1, 1, 1)[email protected] = Actor.Create(Mission2, #FAM1, -2089.9656, 206.1573, 34.8991)Actor.Angle([email protected]) = 276.8935Actor.Health([email protected]) = 10446: set_actor [email protected] dismemberment_possible 004D8: set_actor [email protected] drowns_in_water 107A1: set_actor [email protected] set_walk_speed 1000Actor.GiveWeaponAndAmmo([email protected], Katana, 3)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1060B: set_actor [email protected] decision_maker_to 32Actor.SetWalkStyle([email protected], "OLDMAN")03FE: set_actor [email protected] money 0Actor.SetImmunities([email protected], 0, 0, 0, 0, 0)[email protected] = Actor.Create(Mission2, #FAM2, -2102.1196, 206.6433, 65.2810)Actor.Angle([email protected]) = 276.8935Actor.Health([email protected]) = 6660446: set_actor [email protected] dismemberment_possible 004D8: set_actor [email protected] drowns_in_water 107A1: set_actor [email protected] set_walk_speed 10000946: set_actor [email protected] actions_uninterupted_by_weapon_fire 10575: set_actor [email protected] pinned_position 10337: set_actor [email protected] visibility 0060B: set_actor [email protected] decision_maker_to 32Actor.SetWalkStyle([email protected], "PLAYER")03FE: set_actor [email protected] money 0Actor.SetImmunities([email protected], 1, 1, 1, 1, 1)wait 500812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB0812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB0812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB0812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB0812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB02A3: enable_widescreen 10881: set_player $PLAYER_CHAR able_to_shoot_weapons 000BB: show_text_lowpriority GXT 'OMEGA0' time 6000 flag 1wait 520002A3: enable_widescreen 00881: set_player $PLAYER_CHAR able_to_shoot_weapons 105E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to Model.Destroy(#KATANA)Model.Destroy(#FAM1)Model.Destroy(#FAM2):ALPHAOMEGA_THREAD_264wait 0if Actor.Dead([email protected])jf @ALPHAOMEGA_THREAD_26701B6: set_weather 4800BB: show_text_lowpriority GXT 'OMEGA1' time 5000 flag 1066A: [email protected] = attach_particle "fire_large" to_actor [email protected] with_offset 0.7 0.0 0 rotation 0.0 180 0.0 type 00883: attach_particle [email protected] to_actor [email protected] mode 1064C: make_particle [email protected] visiblewait 92000575: set_actor [email protected] pinned_position 007DD: set_actor [email protected] attack_rate 100 // previously known as temper_to05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.GiveWeaponAndAmmo([email protected], Katana, 100)Actor.SetImmunities([email protected], 0, 1, 1, 1, 0):ALPHAOMEGA_THREAD_280wait 0if Actor.Dead([email protected])jf @ALPHAOMEGA_THREAD_2670650: destroy_particle [email protected]: set_weather 9066A: [email protected] = attach_particle "PRT_COLLISIONSMOKE" to_actor [email protected] with_offset 0.5 0.0 0 rotation 0.0 180 0.0 type 00883: attach_particle [email protected] to_actor [email protected] mode 1064C: make_particle [email protected] visible0575: set_actor [email protected] pinned_position 007DD: set_actor [email protected] attack_rate 100 // previously known as temper_to05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.GiveWeaponAndAmmo([email protected], Katana, 10)Actor.SetImmunities([email protected], 0, 1, 1, 1, 0):ALPHAOMEGA_THREAD_269wait 0if Actor.Dead([email protected])jf @ALPHAOMEGA_THREAD_2690650: destroy_particle [email protected]: set_weather 8066A: [email protected] = attach_particle "carwashspray" to_actor [email protected] with_offset 0.5 0.5 0 rotation 0.0 180 0.0 type 00883: attach_particle [email protected] to_actor [email protected] mode 1064C: make_particle [email protected] visiblewait 52000575: set_actor [email protected] pinned_position 007DD: set_actor [email protected] attack_rate 100 // previously known as temper_to05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.GiveWeaponAndAmmo([email protected], Katana, 100)Actor.SetImmunities([email protected], 0, 1, 1, 1, 0):ALPHAOMEGA_THREAD_254wait 0if Actor.Dead([email protected])jf @ALPHAOMEGA_THREAD_2540650: destroy_particle [email protected]: set_weather 42066A: [email protected] = attach_particle "prt_smoke_huge" to_actor [email protected] with_offset 0.7 0.0 0 rotation 0.0 180 0.0 type 00883: attach_particle [email protected] to_actor [email protected] mode 1064C: make_particle [email protected] visiblewait 52000575: set_actor [email protected] pinned_position 007DD: set_actor [email protected] attack_rate 100 // previously known as temper_to05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.SetImmunities([email protected], 0, 1, 1, 1, 0):ALPHAOMEGA_THREAD_420wait 0if Actor.Dead([email protected])jf @ALPHAOMEGA_THREAD_42000BB: show_text_lowpriority GXT 'OMEGA3' time 3000 flag 102A3: enable_widescreen 10881: set_player $PLAYER_CHAR able_to_shoot_weapons 00650: destroy_particle [email protected] 650001B6: set_weather 2500812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB0575: set_actor [email protected] pinned_position 10337: set_actor [email protected] visibility 1Audiostream.PerformAction([email protected], PLAY)wait 2000067E: put_camera_on_actor [email protected] offset 1.0 -5.0 4.0 target_actor [email protected] tilt 0.0 switchstyle 2 wait 300002A3: enable_widescreen 0 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1015A: restore_camera0575: set_actor [email protected] pinned_position 007DD: set_actor [email protected] attack_rate 100 // previously known as temper_to05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.SetImmunities([email protected], 0, 1, 1, 1, 0):ALPHAOMEGA_2096wait 0if Player.Defined($PLAYER_CHAR)jf @[email protected] = Actor.Health([email protected])wait 0if not [email protected] >= 500jf @ALPHAOMEGA_2096wait 0Actor.Health([email protected]) = 100812: AS_actor [email protected] perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB00BB: show_text_lowpriority GXT 'TYR1' time 3000 flag 1Actor.SetImmunities([email protected], 0, 1, 1, 1, 1) wait 300005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR:ALPHAOMEGA_THREAD_469wait 0if Actor.Dead([email protected])jf @ALPHAOMEGA_THREAD_469set_weather 801B7: release_weather00BB: show_text_lowpriority GXT 'TYR2' time 3000 flag 1wait 3000020C: create_explosion_with_radius 300 at $PLAYER_ACTOR [email protected] [email protected]:ALPHAOMEGA_THREAD_267wait 0if Player.Defined($PLAYER_CHAR)jf @ALPHAOMEGA_THREAD_338if not Actor.Dead([email protected])jf @ALPHAOMEGA_THREAD_350if00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 180.0 180.0 0jf @ALPHAOMEGA_THREAD_338jump @ALPHAOMEGA_THREAD_264 :ALPHAOMEGA_THREAD_338Actor.RemoveReferences([email protected])jump @ALPHAOMEGA_THREAD_19 :ALPHAOMEGA_THREAD_3500A93: end_custom_thread Link to comment Share on other sites More sharing options...
Sanmodder Posted March 15, 2018 Share Posted March 15, 2018 Well the mod started working after I swapped models, someone explain how the f*ck that works!? I am already explaining to you that opcode needs a precise path and it's difficult to make a script that checks txd and dff files in gta 3img if they do not have a crash 023C: load_special_actor 'Tyrant' as 2 // models 290-299 that's why it's better to use normal actors Look you have 2 txd and dff files with the name and you change these two files to the name on fam1 Link to comment Share on other sites More sharing options...
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