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How to add new radar icons? gta vc


mody.84
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How to add new radar icons?

I found this script
But he needs an adjustment to work on the radar ?

 

...................................................................................

{$CLEO .cs}

//-------------MAIN---------------
wait 100 
05E5: [email protected] = game_version 
if 
  [email protected] == 0 // integer values 
jf @NONAME_62 
05E0: [email protected] = read_memory 10176736 size 4 virtual_protect 1 
05E0: [email protected] = read_memory 10176732 size 4 virtual_protect 1 
jump @NONAME_151 

:NONAME_62
wait 0 
if 
  [email protected] == 1 // integer values 
jf @NONAME_119 
05E0: [email protected] = read_memory 9712076 size 4 virtual_protect 1 
05E0: [email protected] = read_memory 9712072 size 4 virtual_protect 1 
jump @NONAME_151 

:NONAME_119
wait 0 
05E0: [email protected] = read_memory 10172648 size 4 virtual_protect 1 
05E0: [email protected] = read_memory 10172644 size 4 virtual_protect 1 

:NONAME_151
wait 0 
0004: [email protected] = [email protected] // integer values  // Note: the incorrect math opcode was used here
[email protected] /= 2 // integer values 
0004: [email protected] = [email protected] // integer values  // Note: the incorrect math opcode was used here
008D: [email protected] = integer_to_float [email protected] 
008D: [email protected] = integer_to_float [email protected] 
[email protected] = 2000.0 // floating-point values 
0015: [email protected] /= [email protected] // floating-point values  // Note: the incorrect math opcode was used here
[email protected] /= 2 // integer values 
008D: [email protected] = integer_to_float [email protected] 

:NONAME_227
if and
   Player.Defined($PLAYER_CHAR)
   Player.Controllable($PLAYER_CHAR)
   not fading 
jf @NONAME_4347 
if 
85EE:   not key_pressed 9 //VK_... 
jf @NONAME_295 
if or
85EE:   not key_pressed 17 //VK_... 
85EE:   not key_pressed 84 //VK_... 
jf @NONAME_2734 
wait 0 
jump @NONAME_227 

:NONAME_295
0390: load_txd_dictionary 'MAP' // never used in VC or GTA 3 
038F: load_texture 'RADAR' as 1 // Load dictionary with 0390 first 
038F: load_texture 'CENTR' as 2 // Load dictionary with 0390 first 
038F: load_texture 'PACK' as 3 // Load dictionary with 0390 first 
038F: load_texture 'TSHIRT' as 4 // Load dictionary with 0390 first 
038F: load_texture 'RAMP' as 5 // Load dictionary with 0390 first 
038F: load_texture 'CENTRE' as 6 // Load dictionary with 0390 first 
038F: load_texture 'SHIELD' as 7 // Load dictionary with 0390 first 
038F: load_texture 'HEART' as 8 // Load dictionary with 0390 first 
038F: load_texture 'BRIBE' as 9 // Load dictionary with 0390 first 
038F: load_texture 'PROP' as 10 // Load dictionary with 0390 first 
038F: load_texture 'SAVE' as 11 // Load dictionary with 0390 first 
038F: load_texture 'MONEY' as 12 // Load dictionary with 0390 first 
03F0: enable_text_draw 1 

:NONAME_453
wait 0 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position [email protected] [email protected] size [email protected] [email protected] RGBA 255 255 255 200 // never used in VC or GTA 3 
0054: store_player $PLAYER_CHAR position_to [email protected] [email protected] [email protected] 
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
[email protected] /= 32.0 // floating-point values 
005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position [email protected] [email protected] size [email protected] [email protected] RGBA [email protected] 137 205 255 // never used in VC or GTA 3 
if 
  [email protected] >= 500 // integer values 
jf @NONAME_678 
038D: draw_texture 6 position [email protected] [email protected] size 128.0 128.0 RGBA 255 255 255 255 // never used in VC or GTA 3 
if 
  [email protected] >= 1000 // integer values 
jf @NONAME_678 
[email protected] = 0 // integer values 

:NONAME_678
[email protected] /= 4.0 // floating-point values 
[email protected] = Actor.Angle($PLAYER_ACTOR)
02F7: [email protected] = cosine [email protected] 
02F6: [email protected] = sine [email protected] // float 
0013: [email protected] *= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0013: [email protected] *= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
[email protected] *= 2.0 // floating-point values 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position [email protected] [email protected] size [email protected] [email protected] RGBA 255 255 255 255 // never used in VC or GTA 3 
if 
05EE:   key_pressed 9 //VK_... 
jf @NONAME_2721 
0054: store_player $PLAYER_CHAR position_to [email protected] [email protected] [email protected] 
if 
05F1: [email protected] = random_object_near_point [email protected] [email protected] [email protected] in_radius 2048.0 find_next 0 //IF and SET 
jf @NONAME_2714 
if 
85EE:   not key_pressed 49 //VK_... 
jf @NONAME_1765 
if 
85EE:   not key_pressed 50 //VK_... 
jf @NONAME_1575 
if 
  $270 == 1 // integer values 
jf @NONAME_925 
if 
85EE:   not key_pressed 51 //VK_... 
jf @NONAME_2179 
if 
85EE:   not key_pressed 52 //VK_... 
jf @NONAME_2450 

:NONAME_925
05E8: [email protected] = object [email protected] struct 
[email protected] += 92 // integer values 
05E0: [email protected] = read_memory [email protected] size 2 virtual_protect 1 
if 
  [email protected] == 409 // integer values 
jf @NONAME_1090 
Object.StorePos([email protected], [email protected], [email protected], [email protected])
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
[email protected] /= 32.0 // floating-point values 
005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position [email protected] [email protected] size [email protected] [email protected] RGBA 250 250 250 255 // never used in VC or GTA 3 
jump @NONAME_1471 

:NONAME_1090
05E8: [email protected] = object [email protected] struct 
[email protected] += 92 // integer values 
05E0: [email protected] = read_memory [email protected] size 2 virtual_protect 1 
if 
  [email protected] == 411 // integer values 
jf @NONAME_1255 
Object.StorePos([email protected], [email protected], [email protected], [email protected])
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
[email protected] /= 32.0 // floating-point values 
005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 11 position [email protected] [email protected] size [email protected] [email protected] RGBA 250 250 250 255 // never used in VC or GTA 3 
jump @NONAME_1471 

:NONAME_1255
05E8: [email protected] = object [email protected] struct 
[email protected] += 92 // integer values 
05E0: [email protected] = read_memory [email protected] size 2 virtual_protect 1 
if or
  [email protected] == 406 // integer values 
  [email protected] == 407 // integer values 
jf @NONAME_1471 
Object.StorePos([email protected], [email protected], [email protected], [email protected])
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
[email protected] /= 32.0 // floating-point values 
005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  [email protected] == 407 // integer values 
jf @NONAME_1445 
038D: draw_texture 10 position [email protected] [email protected] size [email protected] [email protected] RGBA 123 174 57 255 // never used in VC or GTA 3 
jump @NONAME_1471 

:NONAME_1445
038D: draw_texture 10 position [email protected] [email protected] size [email protected] [email protected] RGBA 174 42 72 255 // never used in VC or GTA 3 

:NONAME_1471
05E5: [email protected] = game_version 
if 
  [email protected] == 0 // integer values 
jf @NONAME_1526 
85F1:   not [email protected] = random_object_near_point 0 0 0 in_radius 2048.0 find_next 1 //IF and SET 
jf @NONAME_925 
jump @NONAME_453 

:NONAME_1526
0054: store_player $PLAYER_CHAR position_to [email protected] [email protected] [email protected] 
85F1:   not [email protected] = random_object_near_point [email protected] [email protected] [email protected] in_radius 600.0 find_next 1 //IF and SET 
jf @NONAME_925 
jump @NONAME_453 

:NONAME_1575
05E8: [email protected] = object [email protected] struct 
[email protected] += 92 // integer values 
05E0: [email protected] = read_memory [email protected] size 2 virtual_protect 1 
if 
  [email protected] == 408 // integer values 
jf @NONAME_1733 
Object.StorePos([email protected], [email protected], [email protected], [email protected])
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
[email protected] /= 32.0 // floating-point values 
005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 12 position [email protected] [email protected] size [email protected] [email protected] RGBA 255 255 255 255 // never used in VC or GTA 3 

:NONAME_1733
85F1:   not [email protected] = random_object_near_point 0 0 0 in_radius 2048.0 find_next 1 //IF and SET 
jf @NONAME_1575 
jump @NONAME_453 

:NONAME_1765
05E8: [email protected] = object [email protected] struct 
[email protected] += 92 // integer values 
05E0: [email protected] = read_memory [email protected] size 2 virtual_protect 1 
if or
  [email protected] == 368 // integer values 
  [email protected] == 366 // integer values 
  [email protected] == 375 // integer values 
jf @NONAME_2066 
Object.StorePos([email protected], [email protected], [email protected], [email protected])
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
[email protected] /= 32.0 // floating-point values 
005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  [email protected] == 368 // integer values 
jf @NONAME_1965 
038D: draw_texture 7 position [email protected] [email protected] size [email protected] [email protected] RGBA 205 205 205 255 // never used in VC or GTA 3 
jump @NONAME_2066 

:NONAME_1965
if 
  [email protected] == 366 // integer values 
jf @NONAME_2019 
038D: draw_texture 8 position [email protected] [email protected] size [email protected] [email protected] RGBA 200 200 200 255 // never used in VC or GTA 3 
jump @NONAME_2066 

:NONAME_2019
if 
  [email protected] == 375 // integer values 
jf @NONAME_2066 
038D: draw_texture 9 position [email protected] [email protected] size [email protected] [email protected] RGBA 200 200 200 255 // never used in VC or GTA 3 

:NONAME_2066
05E5: [email protected] = game_version 
if 
  [email protected] == 0 // integer values 
jf @NONAME_2130 
85F1:   not [email protected] = random_object_near_point 0.0 0.0 0.0 in_radius 2048.0 find_next 1 //IF and SET 
jf @NONAME_1765 
jump @NONAME_453 

:NONAME_2130
0054: store_player $PLAYER_CHAR position_to [email protected] [email protected] [email protected] 
85F1:   not [email protected] = random_object_near_point [email protected] [email protected] [email protected] in_radius 400.0 find_next 1 //IF and SET 
jf @NONAME_1765 
jump @NONAME_453 

:NONAME_2179
05E8: [email protected] = object [email protected] struct 
[email protected] += 92 // integer values 
05E0: [email protected] = read_memory [email protected] size 2 virtual_protect 1 
if 
  [email protected] == 383 // integer values 
jf @NONAME_2337 
Object.StorePos([email protected], [email protected], [email protected], [email protected])
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
[email protected] /= 32.0 // floating-point values 
005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position [email protected] [email protected] size [email protected] [email protected] RGBA 200 200 200 255 // never used in VC or GTA 3 

:NONAME_2337
05E5: [email protected] = game_version 
if 
  [email protected] == 0 // integer values 
jf @NONAME_2401 
85F1:   not [email protected] = random_object_near_point 0.0 0.0 0.0 in_radius 2048.0 find_next 1 //IF and SET 
jf @NONAME_2179 
jump @NONAME_2714 

:NONAME_2401
0054: store_player $PLAYER_CHAR position_to [email protected] [email protected] [email protected] 
85F1:   not [email protected] = random_object_near_point [email protected] [email protected] [email protected] in_radius 200.0 find_next 1 //IF and SET 
jf @NONAME_2179 
jump @NONAME_2714 

:NONAME_2450
05E8: [email protected] = object [email protected] struct 
[email protected] += 92 // integer values 
05E0: [email protected] = read_memory [email protected] size 2 virtual_protect 1 
if 
  [email protected] == 410 // integer values 
jf @NONAME_2608 
Object.StorePos([email protected], [email protected], [email protected], [email protected])
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
[email protected] /= 32.0 // floating-point values 
005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position [email protected] [email protected] size [email protected] [email protected] RGBA 255 255 255 255 // never used in VC or GTA 3 

:NONAME_2608
05E5: [email protected] = game_version 
if 
  [email protected] == 0 // integer values 
jf @NONAME_2672 
85F1:   not [email protected] = random_object_near_point 0.0 0.0 0.0 in_radius 2048.0 find_next 1 //IF and SET 
jf @NONAME_2450 
jump @NONAME_2714 

:NONAME_2672
0054: store_player $PLAYER_CHAR position_to [email protected] [email protected] [email protected] 
85F1:   not [email protected] = random_object_near_point [email protected] [email protected] [email protected] in_radius 200.0 find_next 1 //IF and SET 
jf @NONAME_2450 

:NONAME_2714
jump @NONAME_453 

:NONAME_2721
wait 0 
0391: release_textures 
jump @NONAME_227 

:NONAME_2734
if 
  $270 == 1 // integer values 
jf @NONAME_4347 
0390: load_txd_dictionary 'MAP' // never used in VC or GTA 3 
038F: load_texture 'RADAR' as 1 // Load dictionary with 0390 first 
038F: load_texture 'CENTRE' as 2 // Load dictionary with 0390 first 
038F: load_texture 'SPRAY' as 3 // Load dictionary with 0390 first 
038F: load_texture 'BOMB' as 4 // Load dictionary with 0390 first 
038F: load_texture 'WEAPON' as 5 // Load dictionary with 0390 first 
0054: store_player $PLAYER_CHAR position_to [email protected] [email protected] [email protected] 
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
Player.CanMove($PLAYER_CHAR) = False
0004: [email protected] = [email protected] // integer values  // Note: the incorrect math opcode was used here
[email protected] += 100.0 // floating-point values 

:NONAME_2909
wait 0 
03F0: enable_text_draw 1 
if 
85EE:   not key_pressed 17 //VK_... 
jf @NONAME_2992 
038D: draw_texture 1 position [email protected] [email protected] size [email protected] [email protected] RGBA 200 200 200 200 // never used in VC or GTA 3 
038D: draw_texture 2 position [email protected] [email protected] size 128.0 128.0 RGBA 255 255 255 255 // never used in VC or GTA 3 

:NONAME_2992
0004: [email protected] = [email protected] // integer values  // Note: the incorrect math opcode was used here
0004: [email protected] = [email protected] // integer values  // Note: the incorrect math opcode was used here
0013: [email protected] *= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0013: [email protected] *= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
Camera.SetPosition([email protected], [email protected], [email protected], 0.0, 0.1, 0.0)
Camera.PointAt([email protected], [email protected], -100.0, 2)
024F: create_corona_with_radius 0.5 type 0 lensflares 0 with_color 255 0 0 at [email protected] [email protected] -100.0 
if and
85EE:   not key_pressed 37 //VK_... 
85EE:   not key_pressed 65 //VK_... 
jf @NONAME_3956 
if and
85EE:   not key_pressed 38 //VK_... 
85EE:   not key_pressed 87 //VK_... 
jf @NONAME_4039 
if and
85EE:   not key_pressed 39 //VK_... 
85EE:   not key_pressed 68 //VK_... 
jf @NONAME_3873 
if and
85EE:   not key_pressed 40 //VK_... 
85EE:   not key_pressed 83 //VK_... 
jf @NONAME_4122 
if 
85EE:   not key_pressed 13 //VK_... 
jf @NONAME_4289 
if and
85EE:   not key_pressed 8 //VK_... 
85EE:   not key_pressed 27 //VK_... 
jf @NONAME_4325 
if 
85EE:   not key_pressed 109 //VK_... 
jf @NONAME_4205 
if 
85EE:   not key_pressed 107 //VK_... 
jf @NONAME_4247 
if 
05F1: [email protected] = random_object_near_point [email protected] [email protected] 0.0 in_radius 300.0 find_next 0 //IF and SET 
jf @NONAME_3866 
if 
85EE:   not key_pressed 49 //VK_... 
jf @NONAME_3489 
if 
85EE:   not key_pressed 50 //VK_... 
jf @NONAME_3644 

:NONAME_3298
05E8: [email protected] = object [email protected] struct 
[email protected] += 92 // integer values 
05E0: [email protected] = read_memory [email protected] size 2 virtual_protect 1 
if 
  [email protected] == 409 // integer values 
jf @NONAME_3452 
Object.StorePos([email protected], [email protected], [email protected], [email protected])
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0017: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0007: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0007: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
[email protected] /= 32.0 // floating-point values 
038D: draw_texture 4 position [email protected] [email protected] size [email protected] [email protected] RGBA 200 200 200 255 // never used in VC or GTA 3 

:NONAME_3452
85F1:   not [email protected] = random_object_near_point [email protected] [email protected] 0.0 in_radius 900.0 find_next 1 //IF and SET 
jf @NONAME_3298 
jump @NONAME_2909 

:NONAME_3489
05E8: [email protected] = object [email protected] struct 
[email protected] += 92 // integer values 
05E0: [email protected] = read_memory [email protected] size 2 virtual_protect 1 
if 
  [email protected] == 410 // integer values 
jf @NONAME_3829 
Object.StorePos([email protected], [email protected], [email protected], [email protected])
[email protected] /= 3.9375 // floating-point values (never used in VC or GTA 3) 
[email protected] /= 3.9375 // floating-point values (never used in VC or GTA 3) 
[email protected] = 800.0 // floating-point values 
[email protected] = 512.0 // floating-point values 
005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
038D: draw_texture 3 position [email protected] [email protected] size 16.0 16.0 RGBA 255 255 255 255 // never used in VC or GTA 3 
jump @NONAME_3829 

:NONAME_3644
05E8: [email protected] = object [email protected] struct 
[email protected] += 92 // integer values 
05E0: [email protected] = read_memory [email protected] size 2 virtual_protect 1 
if 
  [email protected] == 383 // integer values 
jf @NONAME_3792 
Object.StorePos([email protected], [email protected], [email protected], [email protected])
[email protected] /= 3.9375 // floating-point values (never used in VC or GTA 3) 
[email protected] /= 3.9375 // floating-point values (never used in VC or GTA 3) 
[email protected] = 800.0 // floating-point values 
[email protected] = 512.0 // floating-point values 
005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 
0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 
038D: draw_texture 5 position [email protected] [email protected] size 16.0 16.0 RGBA 200 200 200 255 // never used in VC or GTA 3 

:NONAME_3792
85F1:   not [email protected] = random_object_near_point [email protected] [email protected] 0.0 in_radius 500.0 find_next 1 //IF and SET 
jf @NONAME_3644 
jump @NONAME_2909 

:NONAME_3829
85F1:   not [email protected] = random_object_near_point [email protected] [email protected] 0.0 in_radius 400.0 find_next 1 //IF and SET 
jf @NONAME_3489 
jump @NONAME_2909 

:NONAME_3866
jump @NONAME_2909 

:NONAME_3873
if 
   not [email protected] > 1950.0 // floating-point values 
jf @NONAME_2909 
[email protected] += 0.5 // floating-point values 
[email protected] += 0.5 // floating-point values 
if 
05EE:   key_pressed 16 //VK_... 
jf @NONAME_2909 
[email protected] += 4.5 // floating-point values 
[email protected] += 4.5 // floating-point values 
jump @NONAME_2909 

:NONAME_3956
if 
  [email protected] >= -1950.0 // floating-point values (never used in VC or GTA 3) 
jf @NONAME_2909 
[email protected] -= 0.5 // floating-point values 
[email protected] -= 0.5 // floating-point values 
if 
05EE:   key_pressed 16 //VK_... 
jf @NONAME_2909 
[email protected] -= 4.5 // floating-point values 
[email protected] -= 4.5 // floating-point values 
jump @NONAME_2909 

:NONAME_4039
if 
   not [email protected] > 1950.0 // floating-point values 
jf @NONAME_2909 
[email protected] -= 0.5 // floating-point values 
[email protected] += 0.5 // floating-point values 
if 
05EE:   key_pressed 16 //VK_... 
jf @NONAME_2909 
[email protected] -= 4.5 // floating-point values 
[email protected] += 4.5 // floating-point values 
jump @NONAME_2909 

:NONAME_4122
if 
  [email protected] >= -1950.0 // floating-point values (never used in VC or GTA 3) 
jf @NONAME_2909 
[email protected] += 0.5 // floating-point values 
[email protected] -= 0.5 // floating-point values 
if 
05EE:   key_pressed 16 //VK_... 
jf @NONAME_2909 
[email protected] += 4.5 // floating-point values 
[email protected] -= 4.5 // floating-point values 
jump @NONAME_2909 

:NONAME_4205
[email protected] += 0.3 // floating-point values 
if 
05EE:   key_pressed 16 //VK_... 
jf @NONAME_2909 
[email protected] += 1.3 // floating-point values 
jump @NONAME_2909 

:NONAME_4247
[email protected] -= 0.4 // floating-point values 
if 
05EE:   key_pressed 16 //VK_... 
jf @NONAME_2909 
[email protected] -= 1.4 // floating-point values 
jump @NONAME_2909 

:NONAME_4289
wait 0 
0013: [email protected] *= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0013: [email protected] *= [email protected] // floating-point values (never used in VC or GTA 3)  // Note: the incorrect math opcode was used here
0055: put_player $PLAYER_CHAR at [email protected] [email protected] -100.0 

:NONAME_4325
wait 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore
0391: release_textures 
jump @NONAME_227 

:NONAME_4347
wait 0 
jump @NONAME_227 
 

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