Diegoti 5 Posted October 27, 2018 How can store a value to a vehicle? something to use like car gasoline or car race position or something, Could some of those opcodes help? 0AEB: $car = car_struct $vehicle_struct handle 0A97: $CarStruct = car $MyCar struct Example of what im looking for Add 3 value to [email protected] or Set custom value 6 to [email protected] (something) like this And then use them as IF player-driving THEN [email protected] = player current car Get custom value of [email protected] and store as [email protected] IF [email protected] == 0 THEN turn off [email protected] engine END END -------- PS: You can check this Gasoline cleo if you want, in this script car have stored their current gasoline amount. Spoiler // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- 0000: NOP :NONAME_2 wait 0 if and Player.Defined($PLAYER_CHAR) $ONMISSION == 0 else_jump @NONAME_2 if and Actor.Driving($PLAYER_ACTOR) 84A7: not actor $PLAYER_ACTOR driving_boat 84A9: not actor $PLAYER_ACTOR driving_heli not Actor.DrivingPlane($PLAYER_ACTOR) 84C8: not actor $PLAYER_ACTOR driving_flying_vehicle 89AE: not actor $PLAYER_ACTOR driving_train else_jump @NONAME_2 if and not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX) not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE) not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE) not Actor.DrivingVehicleType($PLAYER_ACTOR, #COMBINE) not Actor.DrivingVehicleType($PLAYER_ACTOR, #TRACTOR) else_jump @NONAME_2 0570: [email protected] = create_asset_radar_marker_with_icon 55 at 1944.852 -1769.554 13.0125 0570: [email protected] = create_asset_radar_marker_with_icon 55 at 2209.816 2481.934 10.8203 0570: [email protected] = create_asset_radar_marker_with_icon 55 at 604.8804 1705.273 6.541 0570: [email protected] = create_asset_radar_marker_with_icon 55 at -2414.49 982.081 45.2969 0570: [email protected] = create_asset_radar_marker_with_icon 55 at -2244.623 -2561.828 31.9219 0570: [email protected] = create_asset_radar_marker_with_icon 55 at -1327.512 2678.107 50.0625 0570: [email protected] = create_asset_radar_marker_with_icon 55 at -95.1488 -1174.303 1.9281 0570: [email protected] = create_asset_radar_marker_with_icon 55 at -1679.982 408.9051 7.2365 0570: [email protected] = create_asset_radar_marker_with_icon 55 at 652.03 -571.34 16.34 0570: [email protected] = create_asset_radar_marker_with_icon 55 at -1605.897 -2714.252 48.5335 0570: [email protected] = create_asset_radar_marker_with_icon 55 at -1471.48 1864.31 32.64 0570: [email protected] = create_asset_radar_marker_with_icon 55 at 1596.5 2199.1 10.83 0570: [email protected] = create_asset_radar_marker_with_icon 55 at 2145.9 2748.16 10.83 0570: [email protected] = create_asset_radar_marker_with_icon 55 at 2642.11 1106.53 10.83 0570: [email protected] = create_asset_radar_marker_with_icon 55 at 2117.42 920.42 10.83 0570: [email protected] = create_asset_radar_marker_with_icon 55 at 1381.68 456.26 19.91 [email protected] = Actor.CurrentCar($PLAYER_ACTOR) 046C: [email protected] = car [email protected] driver if 003B: [email protected] == $PLAYER_ACTOR // (int) else_jump @NONAME_2 0390: load_txd_dictionary "GASOLINE" 038F: load_texture "SCALEF" as 1 // Load dictionary with 0390 first 038F: load_texture "SCALEE" as 2 // Load dictionary with 0390 first 038F: load_texture "ARROW" as 3 // Load dictionary with 0390 first 038F: load_texture "LOCK" as 4 // Load dictionary with 0390 first wait 250 gosub @NONAME_2130 if 88B7: not test [email protected] bit 1 else_jump @NONAME_626 0099: [email protected] = random_int_in_ranges_0_to_32767 08BD: set [email protected] bit 1 0A8C: write_memory [email protected] size 1 value [email protected] virtual_protect 0 jump @NONAME_656 :NONAME_626 0A97: [email protected] = car [email protected] struct 0A8E: [email protected] = [email protected] + 5 // int 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 :NONAME_656 wait 0 if $ONMISSION == 0 else_jump @NONAME_1928 if Actor.InCar($PLAYER_ACTOR, [email protected]) else_jump @NONAME_1826 gosub @NONAME_2159 if [email protected] > 0 else_jump @NONAME_2035 02E3: [email protected] = car [email protected] speed if [email protected] == 0.0 else_jump @NONAME_758 jump @NONAME_1826 :NONAME_758 if and 20.0 > [email protected] [email protected] > 1.0 else_jump @NONAME_796 [email protected] -= 1 :NONAME_796 if and [email protected] > 20.0 35.0 > [email protected] else_jump @NONAME_834 [email protected] -= 2 :NONAME_834 if and [email protected] > 35.0 50.0 > [email protected] else_jump @NONAME_872 [email protected] -= 3 :NONAME_872 if [email protected] > 50.0 else_jump @NONAME_900 [email protected] -= 4 :NONAME_900 if and 8100: not actor $PLAYER_ACTOR in_sphere 1944.852 -1769.554 13.0125 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere 2209.816 2481.934 10.8203 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere 604.8804 1705.273 6.541 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere -2414.49 982.081 45.2969 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere -2244.623 -2561.828 31.9219 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere -1327.512 2678.107 50.0625 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere -95.1488 -1174.303 1.9281 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere -1679.982 408.9051 7.2365 radius 1.5 1.5 1.0 sphere 0 in_car else_jump @NONAME_1521 if and 8100: not actor $PLAYER_ACTOR in_sphere 652.03 -571.34 16.34 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere -1605.897 -2714.252 48.5335 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere -1471.48 1864.31 32.64 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere 1596.5 2199.1 10.83 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere 2145.9 2748.16 10.83 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere 2642.11 1106.53 10.83 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere 2117.42 920.42 10.83 radius 1.5 1.5 1.0 sphere 0 in_car 8100: not actor $PLAYER_ACTOR in_sphere 1381.68 456.26 19.91 radius 1.5 1.5 1.0 sphere 0 in_car else_jump @NONAME_1521 jump @NONAME_1826 :NONAME_1521 if $ONMISSION == 0 else_jump @NONAME_1928 if 29000 > [email protected] else_jump @NONAME_1826 if Player.Money($PLAYER_CHAR) > 0 else_jump @NONAME_2107 [email protected] = Player.Money($PLAYER_CHAR) wait 150 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 [email protected] = 0 Car.LockInCurrentPosition([email protected]) = True Player.CanMove($PLAYER_CHAR) = False :NONAME_1624 wait 0 [email protected] = Player.Money($PLAYER_CHAR) 0085: [email protected] = [email protected] // (int) 0062: [email protected] -= [email protected] // (int) if not 1 > [email protected] else_jump @NONAME_2084 if 29700 >= [email protected] else_jump @NONAME_1775 if $ONMISSION == 0 else_jump @NONAME_1928 if Actor.InCar($PLAYER_ACTOR, [email protected]) else_jump @NONAME_1928 gosub @NONAME_2159 [email protected] += 300 097A: play_audio_at 0.0 0.0 0.0 event 1133 [email protected] += 1 jump @NONAME_1624 :NONAME_1775 [email protected] *= -1 Player.Money($PLAYER_CHAR) += [email protected] 036A: put_actor $PLAYER_ACTOR in_car [email protected] Car.LockInCurrentPosition([email protected]) = False Player.CanMove($PLAYER_CHAR) = True 07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 :NONAME_1826 if or Actor.Dead($PLAYER_ACTOR) Car.Wrecked([email protected]) else_jump @NONAME_1861 08C3: clear [email protected] bit 1 jump @NONAME_1936 :NONAME_1861 0A97: [email protected] = car [email protected] struct 0A8E: [email protected] = [email protected] + 5 // int 0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0 if $ONMISSION == 0 else_jump @NONAME_1928 if not Actor.InCar($PLAYER_ACTOR, [email protected]) else_jump @NONAME_656 :NONAME_1928 wait 0 03F0: enable_text_draw 0 :NONAME_1936 Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) Marker.Disable([email protected]) 08C3: clear [email protected] bit 1 wait 1250 jump @NONAME_2 :NONAME_2035 [email protected] = 0 if 047A: actor $PLAYER_ACTOR driving_bike else_jump @NONAME_2070 02D4: car [email protected] turn_off_engine jump @NONAME_900 :NONAME_2070 081D: set_car [email protected] engine_broken 1 jump @NONAME_900 :NONAME_2084 00BC: show_text_highpriority GXT 'GA_3' time 3000 flag 1 jump @NONAME_1775 :NONAME_2107 00BC: show_text_highpriority GXT 'NOMONEY' time 3000 flag 1 jump @NONAME_1826 :NONAME_2130 0A97: [email protected] = car [email protected] struct [email protected] += 4 0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0 return :NONAME_2159 if [email protected] > 5000 else_jump @NONAME_2225 03F0: enable_text_draw 1 038D: draw_texture 1 position 220.0 425.3 size 128.0 64.0 RGBA 255 255 255 255 jump @NONAME_2284 :NONAME_2225 if 5000 > [email protected] else_jump @NONAME_2284 03F0: enable_text_draw 1 038D: draw_texture 2 position 220.0 425.3 size 128.0 64.0 RGBA 255 255 255 255 :NONAME_2284 [email protected] = 66.0 [email protected] = 166.0 [email protected] = 33000 0062: [email protected] -= [email protected] // (int) 0093: [email protected] = integer [email protected] to_float [email protected] /= 500.0 0063: [email protected] -= [email protected] // (float) 005B: [email protected] += [email protected] // (float) 03F0: enable_text_draw 1 038D: draw_texture 3 position [email protected] 434.3 size 24.0 24.0 RGBA 255 255 255 255 09B3: get_car [email protected] door_status [email protected] if not [email protected] == 1 else_jump @NONAME_2460 03F0: enable_text_draw 1 038D: draw_texture 4 position 200.0 418.3 size 24.0 24.0 RGBA 255 255 255 255 :NONAME_2460 return PLEASE HELP Quote Share this post Link to post Share on other sites
ZAZ 538 Posted October 29, 2018 On 10/27/2018 at 3:53 AM, Diegoti said: PS: You can check this Gasoline cleo if you want, in this script car have stored their current gasoline amount. There isn't an amount of gasoline in GTASA, but it's the amount of nitro! get custom value (amount of nitro) 0A97: 22@ = car 8@ struct 000A: 22@ += 5 0A8D: 10@ = read_memory 22@ size 4 virtual_protect 0 set custom value (amount of nitro) 0A97: 22@ = car 8@ struct 000A: 22@ += 5 0A8C: write_memory 22@ size 4 value 10@ virtual_protect 0 Quote Share this post Link to post Share on other sites
Diegoti 5 Posted October 31, 2018 Im not meaning especifically to Gasoline xd. Anyways, how can i do something like this. IF player driving THEN [email protected] current car get "custom-value" of [email protected] and store [email protected] IF [email protected] > 0 THEN [email protected] += -1 IF [email protected] == 0 THEN [email protected] disable engine END END END But each vehicle has its own [email protected] value Quote Share this post Link to post Share on other sites
ZAZ 538 Posted October 31, 2018 5 hours ago, Diegoti said: But each vehicle has its own [email protected] value Which each vehicle? In which way do you wanna define the car handle? Quote Share this post Link to post Share on other sites
Diegoti 5 Posted October 31, 2018 3 hours ago, ZAZ said: Which each vehicle? In which way do you wanna define the car handle? Whatever, im currently using vehicles Tertiary and Quaternary colors as custom values. JUST AN EXAMPLE IF player driving THEN [email protected] current car get car [email protected] tertiary color to [email protected] and quaternary color to [email protected] IF not [email protected] > 200 //tertiary color by default is 0 THEN gosub @ASD END END :ASD [email protected] += 1 set car [email protected] tertiary color to [email protected] and quaternary color to 0 get car [email protected] tertiary color to [email protected] and quaternary color to [email protected] IF [email protected] > 200 THEN [email protected] disable engine END wait 1000 return Quote Share this post Link to post Share on other sites
ZAZ 538 Posted October 31, 2018 this isn't a valid code [email protected] current car Quote Share this post Link to post Share on other sites
Diegoti 5 Posted October 31, 2018 1 minute ago, ZAZ said: this isn't a valid code [email protected] current car Its just an example [email protected] = Actor.CurrentCar($PLAYER_ACTOR) Quote Share this post Link to post Share on other sites
ZAZ 538 Posted October 31, 2018 (edited) then there's only this one car A car that was used by player will be removed from game as soon as player enter another car and isn't visible on screen unless it was spawn by script by opcode 00A5: That's not logic but it's a fact Edited October 31, 2018 by ZAZ Quote Share this post Link to post Share on other sites
Diegoti 5 Posted October 31, 2018 Well, lets do this, how can u make a Gasoline mod? Mod which gives a random value to every car drive at firsts time to set its fuel value, and if change your car the last one will keep its fuel amount as you leave it. Or pls explain me how that mod i posted do that. Quote Share this post Link to post Share on other sites
ZAZ 538 Posted October 31, 2018 2 hours ago, Diegoti said: Well, lets do this, how can u make a Gasoline mod? You request a Gasoline mod? 2 hours ago, Diegoti said: Mod which gives a random value to every car drive at firsts time to set its fuel value, and if change your car the last one will keep its fuel amount as you leave it. you can do it only for the current player car just use a variable to hold a value if player enters a new car, then restore or give a new value decrease value if player press acceleration or revers key increase value if player is in car at gasstation if value is smaller than zero, then stop car keep car handle in loop if player is on foot but near car (not far away) {$CLEO .cs} thread 'GASOIL' const _FUEL_AMOUNT_ = 2@ end while true wait 0 if 0256: player $PLAYER_CHAR defined then if 00DF: actor $PLAYER_ACTOR driving then 03C0: 1@ = actor $PLAYER_ACTOR car 0209: _FUEL_AMOUNT_ = random_int_in_ranges 50 1000 0186: 3@ = create_marker_above_car 1@ 07E0: set_marker 3@ type_to 0 00BA: show_text_styled GXT 'fem_on' time 1000 style 4 while 0256: player $PLAYER_CHAR defined wait 0 03F0: enable_text_draw 1 045A: draw_text_1number 50.0 300.0 GXT 'NUMBER' number _FUEL_AMOUNT_ if and 00DF: actor $PLAYER_ACTOR driving 8119: not car 1@ wrecked then if 00DB: actor $PLAYER_ACTOR in_car 1@ then if _FUEL_AMOUNT_ > 0 then if or 00E1: player 0 pressed_key 16 00E1: player 0 pressed_key 14 then _FUEL_AMOUNT_ -= 1 end else 0ABF: set_vehicle 1@ engine_state_to 0 04BA: set_car 1@ speed_to 0.0 end //--------------// ----- player is in car at gasstation if or // gas station at grovestreet at 2486.97 -1670.24 00F1: actor $PLAYER_ACTOR sphere 1 near_point 2486.97 -1670.24 radius 10.0 10.0 stopped_in_car // gas station at Green Bottles Bar at 2301.16 -1639.29 00F1: actor $PLAYER_ACTOR sphere 1 near_point 2301.16 -1639.29 radius 10.0 10.0 stopped_in_car then _FUEL_AMOUNT_ += 10 end else break // terminate and restart script, because player is in a new car end else // --------- player is not in car or car is wrecked if 8119: not car 1@ wrecked then if 8205: not actor $PLAYER_ACTOR near_car 1@ radius 50.0 50.0 50.0 flag 0 then break // terminate and restart script, because the car is out of range end else break // terminate and restart script, because the car is wrecked end end end 00BA: show_text_styled GXT 'fem_off' time 1000 style 4 0164: disable_marker 3@ end end end Quote Share this post Link to post Share on other sites
Diegoti 5 Posted November 1, 2018 Well, the language barrier won me here, ill never be capable to explain this. Quote Share this post Link to post Share on other sites
Strs 26 Posted Monday at 08:15 PM go for mass all cars have different and some are same but you can dig out Example {$CLEO .cs} 02A7: $Gas = create_icon_marker_and_sphere 51 at 2473.570068 -1700.703247 13.521050 :gasolin2 0001: wait 0 ms 00D6: if 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @gasolin2 03C0: [email protected] = actor $PLAYER_ACTOR car 0A12: get_car [email protected] tertiary_color_to [email protected] quaternary_color_to [email protected] //this value dont exist thats why i use here so no messing with other car 00D6: if or 8039: [email protected] == 220 8039: [email protected] == 220 004D: jump_if_false @stop 0A97: [email protected] = car [email protected] struct 000A: [email protected] += 140 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 0017: [email protected] /= 10.0 // here you devide mass to what ever value you like i make devide by 10x :reduce 0001: wait 0 ms 00D6: if 0ABE: vehicle [email protected] engine_on 004D: jump_if_false @refuel 0AD1: show_formatted_text_highpriority "Fuel used %g" time 2000 [email protected] 000F: [email protected] -= 0.05 // here 0.05 slower reduce gas value and 1.0 speed reduce gas value 0023: 0.0 > [email protected] 004D: jump_if_false @reduce 0A11: set_car [email protected] tertiary_color_to 220 quaternary_color_to 220 :stop 0001: wait 0 ms 00D6: if 056E: car [email protected] defined 004D: jump_if_false @gasolin2 0A12: get_car [email protected] tertiary_color_to [email protected] quaternary_color_to [email protected] //this value dont exist thats why i use here so no messing with other car 00D6: if and 0039: [email protected] == 220 0039: [email protected] == 220 004D: jump_if_false @gasolin2 00D6: if 0ABE: vehicle [email protected] engine_on 004D: jump_if_false @refuel 02D4: car [email protected] turn_off_engine 0002: jump @stop // here to refuel gas value :refuel 0001: wait 0 ms 00D6: if 00EE: actor $PLAYER_ACTOR sphere 0 near_point 2473.570068 -1700.703247 radius 4.0 4.0 in_car // near ryder house where his car park go there 004D: jump_if_false @gasolin2 00D6: if 056E: car [email protected] defined 004D: jump_if_false @gasolin2 0A12: get_car [email protected] tertiary_color_to [email protected] quaternary_color_to [email protected] //this value dont exist thats why i use here so no messing with other car same as above 00D6: if and 0039: [email protected] == 220 0039: [email protected] == 220 004D: jump_if_false @gasolin2 0AD1: show_formatted_text_highpriority "ReFueling %g" time 2000 [email protected] 000B: [email protected] += 0.2 // here 0.2 slower value and 1.0 speed reduce value 0021: [email protected] > 100.0 // use what value you want to start car 004D: jump_if_false @refuel 0A11: set_car [email protected] tertiary_color_to 1 quaternary_color_to 1 0002: jump @gasolin2 other things you try it just a example if you want in memory struct i can do that but this will be simple as f********* Quote Share this post Link to post Share on other sites
Diegoti 5 Posted Thursday at 03:31 AM Hi n thanks, im currently using Tert n Quaternary colors in other mod, I also have a Gasoline mod that works 4 me so I'm not looking 4 a new one :( I'm just looking 4 a way to set custom values (as u did) but without using tertiary n quaternary color (cuz I'm already using it on a different mod) Pls help :) Quote Share this post Link to post Share on other sites
Strs 26 Posted Thursday at 09:06 AM you mean you want to inject some info to your car that should be unique ID so you can use it Quote Share this post Link to post Share on other sites
ZAZ 538 Posted Thursday at 12:21 PM (edited) Yes, something like that. Example: The extern script 'BARSTAF' controls the barkeeper and search for a random ped to let him order a drink For this the extern script 'BARGUY' will be assigned script 'BARSTAF' controls barkeeper script 'BARGUY' controls BARGUY > random ped to order a drink The health value of the BARGUY random ped will be controlled to let them do the animation at same time 0223: set_actor 8@ health_to 99 0605: actor 0@ perform_animation "BARSERVE_GIVE" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 ///////////////////////////// 0226: 10@ = actor 0@ health 00D6: if 0039: 10@ == 99 004D: jump_if_false @BARGUY_747 0605: actor 0@ perform_animation "BARCUSTOM_GET" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 Opcode 091C: creates actor handle_as [email protected] and assignes external_script "BARGUY" 091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ //-------------External script 38 (BAR_STAFF)--------------- :BARSTAF 03A4: name_thread 'BARSTAF' :BARSTAF_974 00A0: store_actor 0@ position_to 14@ 15@ 16@ 091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ 00D6: if 0019: 8@ > -1 004D: jump_if_false @BARSTAF_1130 0226: 13@ = actor 8@ health 00D6: if 0039: 13@ == 99 004D: jump_if_false @BARSTAF_1073 0006: 8@ = -1 0002: jump @BARSTAF_1130 /////////////////////////////////////// :BARSTAF_1985 062E: get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 00D6: if 04A4: 13@ == 7 // == constant 004D: jump_if_false @BARSTAF_2076 0223: set_actor 8@ health_to 99 0605: actor 0@ perform_animation "BARSERVE_GIVE" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 actor handle [email protected] will be assigned as actor handle [email protected] of Thread 'BARGUY' //-------------External script 48 (BARGUY)--------------- :BARGUY 03A4: name_thread 'BARGUY' :BARGUY_674 0226: 10@ = actor 0@ health 00D6: if 0039: 10@ == 99 004D: jump_if_false @BARGUY_747 0605: actor 0@ perform_animation "BARCUSTOM_GET" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 Edited Thursday at 12:23 PM by ZAZ Quote Share this post Link to post Share on other sites