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Happy Holidays from the GTANet team!

Please help to fix Gta san cleo script error.


chrislogan
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Hi guys. So I was playing a Gta san cleo script called "Kingsglaive CJ" by "Sol's Random Stuff" and every time the script crashes after "Knife throw" animation after performing some teleport knife assassinations. Another problem of this mod is that when u try to teleport on some slant surface then the player (CJ) starts to fall below the map. 

 

I checked the script from "SCRlog" and the error popup box shows "0051: RETURN". Any help to fix this script will be appreciated. I love to play this script and this script can play a major role in any upcoming Gta san assassin mod like the "Dishonored" game teleport assassination, etc. and there is no intention of mine to steal or redistribute this mod by any means because I know how hard is it to write or edit a cleo script ?........This is just for having fun. Apart from that I just edited the script via "Sanny Builder" like changing hotkeys from "00E1" to "0AB0", the color of smoke particle and the cheat code. Actually the combination of this script with any teleport mod like "Nightcrawler v1.0 by Aguia x2" will give u the little bit feel of "Dishonored" game but still it hurts when the script suddenly crashes in the middle of gameplay. So, please I humbly request u to fix this script not just for me but for all Gta san fans out there !!!!!!!!........If not, then atleast suggest me any alternative/ substitute cleo script to this mod. The link and cleo script of the mentioned mod is given below. Please check it out guys and let me know in the comment section whether u are experiencing the mentioned problems or not.....?

 

Mod link: https://www.gtainside.com/en/sanandreas/mods/149600-kingsglaive-cj/

 

The cleo script is here :

 

 

**/
{$CLEO .cs}

//-------------MAIN---------------
thread 'DAGGER' 

:DAGGER
wait 0 
if and 
0ADC:   test_cheat "YO"
   Player.Defined($PLAYER_CHAR)
jf @DAGGER
if
Actor.HasWeapon($PLAYER_ACTOR, 4)
jf @DAGGER_REQ
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4
wait 500
if
82D8: not actor $PLAYER_ACTOR currentweapon == 4
jf @DAGGER_ACTIVATE
:DAGGER_REQ
0ADF: add_dynamic_GXT_entry "Knife" text "You need a knife!"
0512: show_permanent_text_box 'Knife'
wait 2000
03E6: remove_text_box 
jump @DAGGER
:DAGGER_ACTIVATE 
0ADF: add_dynamic_GXT_entry "Kingsglaive" text "You can now perform awesome tricks with a knife!"
0512: show_permanent_text_box 'Kingsglaive'
//06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 1
0ACD: show_text_highpriority "KINGSGLAIVE ACTIVATED!" time 3000 

:DAGGER_LOAD_ANIM
wait 10
04ED: load_animation "KNIFE"  
04ED: load_animation "BASEBALL"     
04ED: load_animation "GRENADE" 
if and
04EE:   animation "KNIFE" loaded   
04EE:   animation "BASEBALL" loaded 
04EE:   animation "GRENADE" loaded 
jf @DAGGER_LOAD_ANIM

:DAGGER_ATTACK 
wait 10
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4
0992: set_player $PLAYER_CHAR weapons_scrollable 0
if and
0AB0:   key_pressed 81
044B:   actor $PLAYER_ACTOR on_foot 
jf @DAGGER_AIM
gosub @DAGGER_KILL  
jump @DAGGER_ATTACK 

:DAGGER_AIM
wait 10
if and
0AB0:   key_pressed 69
044B:   actor $PLAYER_ACTOR on_foot 
jf @DAGGER_DEACTIVATE 
gosub @DAGGER_ON_HAND 
gosub @DAGGER_THROW
gosub @DAGGER_THROW_1
gosub @DAGGER_RELEASE
gosub @DAGGER_STAB     
jump @DAGGER_ATTACK 

:DAGGER_DEACTIVATE  
wait 10
if 
0ADC:   test_cheat "YO"
jf @DAGGER_ATTACK
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0  
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0ACD: show_text_highpriority "DEACTIVATED!" time 3000 
04EF: release_animation "GRENADE"    
04EF: release_animation "BASEBALL"            
04EF: release_animation "KNIFE"
Object.Destroy([email protected])
Object.Destroy([email protected])  
Model.Destroy(1938) 
Model.Destroy(#KNIFECUR)  
jump @DAGGER

:DAGGER_ON_HAND
03E6: remove_text_box 
:DAGGER_LOAD_WEP
wait 10
model.Load(1938)
model.Load(#KNIFECUR)
038B: load_requested_models
if and
model.Available(1938) 
model.Available(#KNIFECUR)
jf @DAGGER_LOAD_WEP 
[email protected] = Object.Create(1938, 0, 0, 0)
[email protected] = Object.Create(335, 0, 0, 0)
070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1
069A: attach_object [email protected] to_object [email protected] with_offset 0.3 -0.025 0.2 rotation 0.0 220.0 0.0
0750: set_object [email protected] visibility 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
0750: set_object [email protected] visibility 1
0051: return

:DAGGER_THROW
[email protected] = Object.Create(335, 0, 0, 0) 
[email protected] = Object.Create(1938, 0, 0, 0)
04D9: object [email protected] set_scripted_collision_check 1
0382: set_object [email protected] collision_detection 1 
Object.CollisionDetection([email protected]) = True
0906: set_object [email protected] mass_to 3000.0 // float 
0908: set_object [email protected] turn_mass_to 3000.0 // float 
04D9: object [email protected] set_scripted_collision_check 1
0382: set_object [email protected] collision_detection 1 
Object.CollisionDetection([email protected]) = True
0906: set_object [email protected] mass_to 3000.0 // float 
0908: set_object [email protected] turn_mass_to 3000.0 // float 
0750: set_object [email protected] visibility 0 
0750: set_object [email protected] visibility 0
0792: disembark_instantly_actor $PLAYER_ACTOR 
0051: return

:DAGGER_THROW_3
0812: AS_actor $PLAYER_ACTOR perform_animation "Bat_3" IFP "BASEBALL" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB  
wait 500
0051: return

:DAGGER_THROW_2
0812: AS_actor $PLAYER_ACTOR perform_animation "Bat_2" IFP "BASEBALL" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
wait 500
0051: return

:DAGGER_THROW_1
0209: [email protected] = random_int_in_ranges 1 4
if
[email protected] == 1
then
0812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_throw" IFP "GRENADE" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB  
else
    if
    [email protected] == 2
    then 
    0812: AS_actor $PLAYER_ACTOR perform_animation "knife_1" IFP "KNIFE" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
    else
    0812: AS_actor $PLAYER_ACTOR perform_animation "knife_2" IFP "KNIFE" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
    end
end   
wait 650
0051: return

:DAGGER_RELEASE
0750: set_object [email protected] visibility 0
01BB: store_object [email protected] position_to [email protected] [email protected] [email protected] 
0750: set_object [email protected] visibility 1 
[email protected] = Actor.Angle($PLAYER_ACTOR)
Object.PutAt([email protected], [email protected], [email protected], [email protected])
[email protected] += 90.0
[email protected] = 15.0 
0453: set_object [email protected] XYZ_rotation 0.0 [email protected] [email protected] 
0908: set_object [email protected] turn_mass_to 0.0 
Object.Angle([email protected]) = [email protected]
069A: attach_object [email protected] to_object [email protected] with_offset 0.0 0.0 0.0 rotation 90.0 270.0 0.0
wait 0 
[email protected] = Actor.Angle($PLAYER_ACTOR)
0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 
02F6: [email protected] = sine [email protected] // (float) 
02F7: [email protected] = cosine [email protected] // (float) 
[email protected] *= 80.1 
[email protected] *= 80.1 
[email protected] *= -1.0 
[email protected] += 1.0 
Object.ToggleInMovingList([email protected]) = True
Object.Throw([email protected], [email protected], [email protected], [email protected])
[email protected] = 0 
0051: return

:DAGGER_THROWN
wait 0 
[email protected] += 90.0 
0453: set_object [email protected] XYZ_rotation 0.0 [email protected] [email protected] 
if 
   Player.Defined($PLAYER_CHAR)
then
    if 
       not [email protected] > 1000 
    then
        0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0 
        0AE2: [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 1.0 find_next 0 pass_wrecked 1 //IF and SET 
        if 
        856E:   not car [email protected] defined 
            then
            0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 1.0 find_next 0 pass_deads 1 //IF and SET 
            if 
            056D:   actor [email protected] defined 
            jf @DAGGER_THROWN
            if and
            not Actor.Dead([email protected])
            044B:   actor [email protected] on_foot  
            jf @DAGGER_THROWN
            04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0 
            09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 500 on_actor [email protected] 
            [email protected] += 0.1 
            wait 0 
            09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 1000 on_actor [email protected] 
            [email protected] += 0.1 
            09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 500 on_actor [email protected] 
            [email protected] += -0.2 
            09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 500 on_actor [email protected] 
            [email protected] += 0.1 
            09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 500 on_actor [email protected] 
            [email protected] += -0.2 
            09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 500 on_actor [email protected] 
            [email protected] += 0.1 
            0332: set_actor [email protected] bleeding 1 
            wait 10 
            09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 1000 on_actor [email protected] 
            0851: set_actor [email protected] decrease_health_by 10 flag 1
        end
    end
end
0051: return

:DAGGER_DESTROY  
wait 10
Object.Destroy([email protected]
Object.Destroy([email protected]
Object.Destroy([email protected]
Object.Destroy([email protected])
Model.Destroy(1938) 
Model.Destroy(#KNIFECUR) 
0249: release_model 1938
0249: release_model #KNIFECUR
Object.RemoveReferences([email protected])  
Object.RemoveReferences([email protected]
Object.RemoveReferences([email protected])  
Object.RemoveReferences([email protected])
0051: return

:DAGGER_DESTROY2
wait 10
Object.Destroy([email protected]
Object.Destroy([email protected]
Object.Destroy([email protected]
Object.Destroy([email protected])
Model.Destroy(1938) 
Model.Destroy(#KNIFECUR) 
0249: release_model 1938
0249: release_model #KNIFECUR
Object.RemoveReferences([email protected])  
Object.RemoveReferences([email protected]
Object.RemoveReferences([email protected])  
Object.RemoveReferences([email protected])
jump @DAGGER_ATTACK 

:DAGGER_DEATHS
wait 0  
if 
056D:   actor [email protected] defined 
jf @DAGGER_DEATHS_RETURN
:DAGGER_LOAD_WEP2
wait 10
model.Load(1938)
model.Load(#KNIFECUR)
038B: load_requested_models
if and
model.Available(1938) 
model.Available(#KNIFECUR)
jf @DAGGER_LOAD_WEP2
[email protected] = Object.Create(1938, 0, 0, 0)
[email protected] = Object.Create(335, 0, 0, 0)   
0750: set_object [email protected] visibility 0
0209: [email protected] = random_int_in_ranges 1 4
wait 5
:DAGGER_DEATHS_1
if
[email protected] == 1
jf @DAGGER_DEATHS_2
070A: AS_actor [email protected] attach_to_object [email protected] offset 0.0 0.0 0.0 on_bone 2 16 perform_animation "NULL" IFP_file "NULL" time -1
069A: attach_object [email protected] to_object [email protected] with_offset 0.1 0.3 -0.05 rotation 86.0 -22.0 0.0 
:DAGGER_DEATHS_11 
wait 10 
04ED: load_animation "BASEBALL" 
if 
04EE:   animation "BASEBALL" loaded 
jf @DAGGER_DEATHS_11
0851: set_actor [email protected] decrease_health_by 1000 flag 1 
0792: disembark_instantly_actor [email protected] 
0829: actor [email protected] perform_animation "Bat_Hit_3" IFP_file "BASEBALL" 4.0 time -1 and_dies   
04EF: release_animation "BASEBALL" 
jump @DAGGER_DIE

:DAGGER_DEATHS_2
if
[email protected] == 2
jf @DAGGER_DEATHS_3
070A: AS_actor [email protected] attach_to_object [email protected] offset 0.2 -0.025 0.075 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time -1
069A: attach_object [email protected] to_object [email protected] with_offset 0.125 0.275 0.075 rotation -103.0 30.0 189.0 
:DAGGER_DEATHS_21 
wait 10 
04ED: load_animation "SWORD" 
if 
04EE:   animation "SWORD" loaded 
jf @DAGGER_DEATHS_21
0792: disembark_instantly_actor [email protected] 
0812: AS_actor [email protected] perform_animation "Sword_Hit_3" IFP "SWORD" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 
04EF: release_animation "SWORD" 
0851: set_actor [email protected] decrease_health_by 85 flag 1
wait 1500
0812: AS_actor [email protected] perform_animation "GETUP" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
wait 1500
jump @DAGGER_DIE

:DAGGER_DEATHS_3
070A: AS_actor [email protected] attach_to_object [email protected] offset -0.15 0.125 0.05 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time -1
069A: attach_object [email protected] to_object [email protected] with_offset 0.125 0.075 0.075 rotation -112.0 17.0 179.0 
:DAGGER_DEATHS_31 
wait 10 
04ED: load_animation "FIGHT_B" 
if 
04EE:   animation "FIGHT_B" loaded 
jf @DAGGER_DEATHS_31
0792: disembark_instantly_actor [email protected] 
0812: AS_actor [email protected] perform_animation "HitB_3" IFP "FIGHT_B" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 
04EF: release_animation "FIGHT_B" 
0851: set_actor [email protected] decrease_health_by 45 flag 1
wait 1500
0812: AS_actor [email protected] perform_animation "GETUP" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
wait 1500
jump @DAGGER_DIE
 
:DAGGER_DIE
0226: [email protected] = actor [email protected] health
if
[email protected] > 0
then
    0209: [email protected] = random_int_in_ranges 1 3
    if 
        [email protected] == 1
    then 
        05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
    else 
        0751: AS_actor [email protected] flee_from_actor $PLAYER_ACTOR run_distance 300.0 time 999999 unknown 1 3000 1000 away_radius 105.0
    end
end
Object.RemoveReferences([email protected])   
Object.RemoveReferences([email protected])
:DAGGER_DEATHS_RETURN
0051: return

:DAGGER_DEATH_ANIM
wait 50
04ED: load_animation "BASEBALL"
04ED: load_animation "SWORD"  
04ED: load_animation "FIGHT_B"
04ED: load_animation "FIGHT_C"
04ED: load_animation "FIGHT_D"
04ED: load_animation "FIGHT_E"
if and
04EE:   animation "BASEBALL" loaded  
04EE:   animation "SWORD" loaded  
04EE:   animation "FIGHT_B" loaded  
04EE:   animation "FIGHT_C" loaded 
04EE:   animation "FIGHT_D" loaded  
04EE:   animation "FIGHT_E" loaded 
jf @DAGGER_DEATH_ANIM
0209: [email protected] = random_int_in_ranges 0 7
0792: disembark_instantly_actor [email protected]   
wait 0
if [email protected] == 0
jf @DAGGER_DEATH_ANIM2
0829: actor [email protected] perform_animation "Bat_Hit_3" IFP_file "BASEBALL" 2.0 time -1 and_dies 
jump @DAGGER_DEATH_ANIM_END
:DAGGER_DEATH_ANIM2 
wait 0
if [email protected] == 1
jf @DAGGER_DEATH_ANIM3
0829: actor [email protected] perform_animation "HitA_3" IFP_file "PED" 2.0 time -1 and_dies  
jump @DAGGER_DEATH_ANIM_END
:DAGGER_DEATH_ANIM3   
wait 0
if [email protected] == 2
jf @DAGGER_DEATH_ANIM4
0829: actor [email protected] perform_animation "Sword_Hit_3" IFP_file "SWORD" 2.0 time -1 and_dies  
jump @DAGGER_DEATH_ANIM_END
:DAGGER_DEATH_ANIM4   
wait 0
if [email protected] == 3
jf @DAGGER_DEATH_ANIM5
0829: actor [email protected] perform_animation "HitB_3" IFP_file "FIGHT_B" 2.0 time -1 and_dies 
jump @DAGGER_DEATH_ANIM_END
:DAGGER_DEATH_ANIM5    
wait 0
if [email protected] == 4
jf @DAGGER_DEATH_ANIM6
0829: actor [email protected] perform_animation "HitC_3" IFP_file "FIGHT_C" 2.0 time -1 and_dies 
jump @DAGGER_DEATH_ANIM_END
:DAGGER_DEATH_ANIM6  
wait 0
if [email protected] == 5
jf @DAGGER_DEATH_ANIM7
0829: actor [email protected] perform_animation "HitD_3" IFP_file "FIGHT_D" 2.0 time -1 and_dies    
jump @DAGGER_DEATH_ANIM_END
:DAGGER_DEATH_ANIM7   
wait 0
0829: actor [email protected] perform_animation "Hit_fightkick_B" IFP_file "FIGHT_E" 2.0 time -1 and_dies 
:DAGGER_DEATH_ANIM_END    
04EF: release_animation "BASEBALL"  
04EF: release_animation "SWORD" 
04EF: release_animation "FIGHT_B"   
04EF: release_animation "FIGHT_C"  
04EF: release_animation "FIGHT_D" 
04EF: release_animation "FIGHT_E"   
0051: return

:DAGGER_KILL
0209: [email protected] = random_int_in_ranges 1 4
if
[email protected] == 1
jf @DAGGER_KILL_2 
gosub @DAGGER_ON_HAND
gosub @DAGGER_THROW
gosub @DAGGER_THROW_2
gosub @DAGGER_RELEASE  
gosub @DAGGER_THROWN
gosub @DAGGER_DESTROY  
gosub @DAGGER_ON_HAND
gosub @DAGGER_THROW
gosub @DAGGER_THROW_3
gosub @DAGGER_RELEASE
gosub @DAGGER_THROWN
gosub @DAGGER_DESTROY 
gosub @DAGGER_DEATHS
jump @DAGGER_KILL_END 
:DAGGER_KILL_2
gosub @DAGGER_ON_HAND
gosub @DAGGER_THROW
gosub @DAGGER_THROW_1
gosub @DAGGER_RELEASE
gosub @DAGGER_THROWN
gosub @DAGGER_DESTROY 
gosub @DAGGER_DEATHS
:DAGGER_KILL_END
0051: return

:DAGGER_STAB 
wait 0 
[email protected] += 90.0 
0453: set_object [email protected] XYZ_rotation 0.0 [email protected] [email protected]    
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0 
if 
   Player.Defined($PLAYER_CHAR)
jf @DAGGER_DESTROY2 
if 
not [email protected] > 1200   
jf @DAGGER_TELE
0AE2: [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 1.0 find_next 0 pass_wrecked 1 //IF and SET 
if 
856E:   not car [email protected] defined  
jf @DAGGER_DESTROY2
0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 1.0 find_next 0 pass_deads 1 //IF and SET 
if 
056D:   actor [email protected] defined 
jf @DAGGER_STAB 
if and
not Actor.Dead([email protected])
044B:   actor [email protected] on_foot  
jf @DAGGER_STAB 
if or
03CA: object [email protected] exists
03CA: object [email protected] exists
jf @DAGGER_STAB_LOAD
gosub @DAGGER_DESTROY  
:DAGGER_STAB_LOAD       
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4
0792: disembark_instantly_actor [email protected]  
Actor.LockInCurrentPosition([email protected]) = True
0687: clear_actor [email protected] task
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 -0.7 0.0
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected]
[email protected] = Actor.Angle([email protected])
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 100.0 20.0 210.0 1.0 size 1.0 last_factor 0.1  
095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 100.0 20.0 210.0 1.0 size 1.0 last_factor 0.1 
08C7: put_actor $PLAYER_ACTOR at [email protected] [email protected] [email protected] dont_warp_gang   
Actor.Angle($PLAYER_ACTOR) = [email protected]  
Actor.Angle([email protected]) = [email protected] 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True 
0792: disembark_instantly_actor $PLAYER_ACTOR
0792: disembark_instantly_actor [email protected]
0812: AS_actor $PLAYER_ACTOR perform_animation "KILL_Knife_Player" IFP "KNIFE" framedelta 20.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
wait 500
0812: AS_actor [email protected] perform_animation "KILL_Knife_Ped_Damage" IFP "KNIFE" framedelta 20.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
wait 300
0812: AS_actor [email protected] perform_animation "KILL_Knife_Ped_Die" IFP "KNIFE" framedelta 20.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
wait 700
0619: enable_actor [email protected] collision_detection 1 
0851: set_actor [email protected] decrease_health_by 50000 flag 1
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False   
wait 2500                   
0051: return

:DAGGER_TELE
wait 10
gosub @DAGGER_DESTROY   
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0  
095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 100.0 20.0 210.0 1.0 size 1.0 last_factor 0.1  
095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 100.0 20.0 210.0 1.0 size 1.0 last_factor 0.1 
08C7: put_actor $PLAYER_ACTOR at [email protected] [email protected] [email protected] dont_warp_gang  
jump @DAGGER_ATTACK 

Edited by chrislogan
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