NARUTO69 Posted August 16, 2021 Share Posted August 16, 2021 (edited) So as you read the title this is the idea of recreating a game mechanic, I am using assets(animations) by ocame(GTASAMGR project team) to achieve it this error is what I am facing, I know it's supposed to be this, but is there a way to make weapon appear in hand of $player actor even if the object is attached to his bones, I know a techinique that is attaching sword with another opcode but that will complicate stuff, isn't there any code injection available, or a SCM call Well some images for you guys I am still a learner and I will be one forever so please criticise and help me improve, You guys are great i hope you enjoy this memey demo and help me figure out some stuff like that invisible weapon problem I hope I didn't break any forum rules thanks Edited August 16, 2021 by NARUTO69 Link to comment Share on other sites More sharing options...
NARUTO69 Posted August 16, 2021 Author Share Posted August 16, 2021 (edited) post deleted ignore Edited August 16, 2021 by NARUTO69 Link to comment Share on other sites More sharing options...
ZAZ Posted August 16, 2021 Share Posted August 16, 2021 (edited) There're 2 opcodes to attach object to bone 070A: for the first object 09A0: for a second object The invinsible weapon is a hardcoded effect of this coding Maybe memory adress manipulation can make it visible(if someone know the memory adress, search here) or someone know a function for opcode 0AA7: / 0AA8: But i think you should give better explanation about, - why should the weapon be visible, when you have an object in the hand? - why can't you use the weapon only (object model as weapon model) ? - should the player have 2 swords, one in each hand? Also, you should show your current script Edited August 16, 2021 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
NARUTO69 Posted August 16, 2021 Author Share Posted August 16, 2021 (edited) 5 hours ago, ZAZ said: There're 2 opcodes to attach object to bone 070A: for the first object 09A0: for a second object The invinsible weapon is a hardcoded effect of this coding Maybe memory adress manipulation can make it visible(if someone know the memory adress, search here) or someone know a function for opcode 0AA7: / 0AA8: But i think you should give better explanation about, - why should the weapon be visible, when you have an object in the hand? - why can't you use the weapon only (object model as weapon model) ? - should the player have 2 swords, one in each hand? Also, you should show your current script yee I bet,I hope you don't get angry I put 99999 in animation speed I changed it later, I will send the new script once I open my PC, {$CLEO} 0000: :LOAD wait 0 0390: load_txd_dictionary 'ability' 038F: load_texture "skill1" as 58 // Load dictionary with 0390 first 038F: load_texture "prom" as 278 038F: load_texture "RETIC" as 288 038F: load_texture "RETIC2" as 298 038F: load_texture "DED" as 248 if 0256: player $PLAYER_CHAR defined jf @LOAD jump @AC :AC wait 0 if 0AB0: key_pressed 71 jf @AC 0687: clear_actor $PLAYER_ACTOR task 0107: [email protected] = create_object 330 at 0.0 0.0 0.0 0382: set_object [email protected] collision_detection 0 09CA: set_object [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.0 0.0 0.0 on_bone 7 16 perform_animation "NULL" IFP_file "NULL" time -1 08D2: object [email protected] scale_model 0.01 0750: set_object [email protected] visibility 0 0107: [email protected] = create_object 6959 at 0.0 0.0 0.0 0382: set_object [email protected] collision_detection 0 08D2: object [email protected] scale_model 0.1 09CA: set_object [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 069A: attach_object [email protected] to_object [email protected] with_offset 3.0 0.0 0.0 rotation 180.0 0.0 90.0 038D: draw_texture 278 position 320.0 224.0 size 480.0 320.0 RGBA 255 255 255 110 [email protected] = Audiostream.Load("CLEO\MP3\SLOWMOTION_START.MP3") Audiostream.PerformAction([email protected], PLAY) wait 100 03F0: enable_text_draw 0 0169: set_fade_color_RGB 200 200 200 //0AB1: Get @BONE_POS 5 actor ped iboneID 3 offset 0.0 0.0 0.0 store [email protected] [email protected] [email protected] fade 0 500 wait 300 fade 1 250 038D: draw_texture 58 position 320.0 224.0 size 640.0 448.0 RGBA 255 255 255 110 wait 100 ms 015D: set_gamespeed 0.05 0AB1: call_scm_func @AIM 1 1.0 [email protected] [email protected] [email protected] 0AB1: call_scm_func @ANGLE_1 1 $PLAYER_ACTOR 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 coords_XYZ [email protected] [email protected] [email protected] store_to [email protected] [email protected] gosub @PedL gosub @BMAS gosub @BMAS2 gosub @BMAS3 gosub @BMAS4 gosub @BMAS5 gosub @BMAS6 wait 1000 if 8AB0: not key_pressed 1 jf @SwordFX jump @NO_AC :SwordFX if or 0611: actor $PLAYER_ACTOR performing_animation "SWORD_6B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_7B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_9B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_8B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_3" jf @SwordFX2 jump @samq1 :samq1 wait 100 066A: [email protected] = attach_particle "S_EN" to_actor $PLAYER_ACTOR with_offset 0.2 1.5 0.05 rotation -180.0 -90.0 90.0 type 15 0003: shake_camera 10 064F: remove_references_to_particle [email protected] jump @SwordFX :SwordFX2 if or 0611: actor $PLAYER_ACTOR performing_animation "SWORD_10B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_11B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_12B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_2" jf @SwordFX3 jump @sama2 :sama2 066A: [email protected] = attach_particle "S_EN" to_actor $PLAYER_ACTOR with_offset -0.2 1.5 0.05 rotation 180.0 -90.0 90.0 type 15 0003: shake_camera 10 064F: remove_references_to_particle [email protected] jump @SwordFX2 :SwordFX3 if or 0611: actor $PLAYER_ACTOR performing_animation "SWORD_15B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_16B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_17B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_4" jf @SwordFX4 jump @samg3 :samg3 066A: [email protected] = attach_particle "S_EN" to_actor $PLAYER_ACTOR with_offset 0.2 1.5 0.05 rotation -180.0 -90.0 90.0 type 15 0003: shake_camera 10 064F: remove_references_to_particle [email protected] jump @SwordFX3 :SwordFX4 if or 0611: actor $PLAYER_ACTOR performing_animation "SWORD_18B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_5C" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_1" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_0A" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_0B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_0C" jf @NO_AC jump @samg4 :samg4 066A: [email protected] = attach_particle "S_EN" to_actor $PLAYER_ACTOR with_offset 0.2 1.5 0.05 rotation -90.0 -90.0 0.0 type 15 0003: shake_camera 10 064F: remove_references_to_particle [email protected] jump @SwordFX4 :NO_AC wait 0 ms if 0AB0: key_pressed 71 jf @NO_AC wait 290 ms 015D: set_gamespeed 1.0 gosub @BMASD gosub @BMAS2D gosub @BMAS3D gosub @BMAS4D gosub @BMAS5D gosub @BMAS6D wait 100 ms 0108: destroy_object [email protected] 0108: destroy_object [email protected] 03F0: enable_text_draw 0 0391: release_textures [email protected] = Audiostream.Load("CLEO\MP3\SLOWMOTION_END.MP3") Audiostream.PerformAction([email protected], PLAY) 015D: set_gamespeed 1.0 0169: set_fade_color_RGB 200 200 200 fade 0 500 wait 400 fade 1 250 0169: set_fade_color_RGB 0 0 0 wait 600 Audiostream.PerformAction([email protected], STOP) Audiostream.Release([email protected]) jump @LOAD :BMAS if or Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER" Actor.Animation($PLAYER_ACTOR) == "WALK_PLAYER2" Actor.Animation($PLAYER_ACTOR) == "SWORD_1" Actor.Animation($PLAYER_ACTOR) == "SWORD_2" Actor.Animation($PLAYER_ACTOR) == "SWORD_3" Actor.Animation($PLAYER_ACTOR) == "SWORD_4" Actor.Animation($PLAYER_ACTOR) == "KNIFE_4" 0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_START2" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_1" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_2" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_3" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_4" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "KNIFE_4" at 999999999999.5 times_normal_rate return :BMAS2 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8C" Actor.Animation($PLAYER_ACTOR) == "SWORD_7A" Actor.Animation($PLAYER_ACTOR) == "SWORD_7B" Actor.Animation($PLAYER_ACTOR) == "SWORD_7C" Actor.Animation($PLAYER_ACTOR) == "SWORD_8A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7B" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8C" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 999999999999.5 times_normal_rate return :BMAS3 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9B" Actor.Animation($PLAYER_ACTOR) == "SWORD_9C" Actor.Animation($PLAYER_ACTOR) == "SWORD_10A" Actor.Animation($PLAYER_ACTOR) == "SWORD_10B" Actor.Animation($PLAYER_ACTOR) == "SWORD_10C" Actor.Animation($PLAYER_ACTOR) == "SWORD_11A" Actor.Animation($PLAYER_ACTOR) == "SWORD_11B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11B" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 7.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10C" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9B" at 999999999999.5 times_normal_rate return :BMAS4 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_11C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12A" Actor.Animation($PLAYER_ACTOR) == "SWORD_12B" Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_13A" Actor.Animation($PLAYER_ACTOR) == "SWORD_13B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13B" at 999999999999.5 times_normal_rate return :BMAS5 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14A" Actor.Animation($PLAYER_ACTOR) == "SWORD_14B" Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_15A" Actor.Animation($PLAYER_ACTOR) == "SWORD_15B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15B" at 999999999999.5 times_normal_rate return :BMAS6 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16A" Actor.Animation($PLAYER_ACTOR) == "SWORD_16B" Actor.Animation($PLAYER_ACTOR) == "SWORD_17A" Actor.Animation($PLAYER_ACTOR) == "SWORD_17C" Actor.Animation($PLAYER_ACTOR) == "SWORD_17B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17B" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17C" at 999999999999.0 times_normal_rate return :BMASD if or Actor.Animation($PLAYER_ACTOR) == "WALK_START2" Actor.Animation($PLAYER_ACTOR) == "WALK_PLAYER2" Actor.Animation($PLAYER_ACTOR) == "SWORD_1" Actor.Animation($PLAYER_ACTOR) == "SWORD_2" Actor.Animation($PLAYER_ACTOR) == "SWORD_3" Actor.Animation($PLAYER_ACTOR) == "SWORD_4" Actor.Animation($PLAYER_ACTOR) == "KNIFE_4" 0393: actor $PLAYER_ACTOR perform_animation "WALK_PLAYER2" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_START2" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_1" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_2" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_3" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_4" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "KNIFE_4" at 1.0 times_normal_rate return :BMAS2D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8C" Actor.Animation($PLAYER_ACTOR) == "SWORD_7A" Actor.Animation($PLAYER_ACTOR) == "SWORD_7B" Actor.Animation($PLAYER_ACTOR) == "SWORD_7C" Actor.Animation($PLAYER_ACTOR) == "SWORD_8A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 1.0 times_normal_rate return :BMAS3D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9B" Actor.Animation($PLAYER_ACTOR) == "SWORD_9C" Actor.Animation($PLAYER_ACTOR) == "SWORD_10A" Actor.Animation($PLAYER_ACTOR) == "SWORD_10B" Actor.Animation($PLAYER_ACTOR) == "SWORD_10C" Actor.Animation($PLAYER_ACTOR) == "SWORD_11A" Actor.Animation($PLAYER_ACTOR) == "SWORD_11B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9B" at 1.0 times_normal_rate return :BMAS4D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_11C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12A" Actor.Animation($PLAYER_ACTOR) == "SWORD_12B" Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_13A" Actor.Animation($PLAYER_ACTOR) == "SWORD_13B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13B" at 1.0 times_normal_rate return :BMAS5D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14A" Actor.Animation($PLAYER_ACTOR) == "SWORD_14B" Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_15A" Actor.Animation($PLAYER_ACTOR) == "SWORD_15B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15B" at 1.0 times_normal_rate return :BMAS6D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16A" Actor.Animation($PLAYER_ACTOR) == "SWORD_16B" Actor.Animation($PLAYER_ACTOR) == "SWORD_17A" Actor.Animation($PLAYER_ACTOR) == "SWORD_17C" Actor.Animation($PLAYER_ACTOR) == "SWORD_17B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17C" at 1.0 times_normal_rate return :PedL 0A8D: [email protected] = read_memory 12010640 size 4 virtual_protect 0 000A: [email protected] += 4 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 0006: [email protected] = 0 :PedD 0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0 000A: [email protected] += 1 if and 0029: [email protected] >= 0 001B: 128 > [email protected] jf @PedR 005A: [email protected] += [email protected] // (int) if 056D: actor [email protected] defined jf @PedR if 00EC: actor [email protected] sphere 0 near_point [email protected] [email protected] radius 9.0 9.0 jf @PedR if not Actor.Dead([email protected]) jf @PedR if not Actor.Driving([email protected]) jf @PedR Actor.StorePos([email protected],[email protected],[email protected],[email protected]) 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 coords_XYZ [email protected] [email protected] [email protected] store_to [email protected] [email protected] 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 298 position [email protected] [email protected] size 32.0 32.0 RGBA 255 255 255 255 jump @PedR :PedR 000A: [email protected] += 256 if 0019: [email protected] > 35584 jf @PedD return :getScreenXYFrom3DCoords //0AB1: call_scm_func @getScreenXYFrom3DCoords 3 coords_XYZ 2488.562 -1666.865 12.8757 store_to [email protected] [email protected] 0AB1: call_scm_func @getLocalVarOffset 1 var 0 store_to [email protected] 0AB1: call_scm_func @getLocalVarOffset 1 var 3 store_to [email protected] 0AB1: call_scm_func @getLocalVarOffset 1 var 5 store_to [email protected] 0AB1: call_scm_func @getLocalVarOffset 1 var 6 store_to [email protected] 0AA5: call 0x70CE30 num_params 6 pop 6 bFarClip 0 bNearClip 0 pMultY [email protected] pMultX [email protected] pScreen [email protected] pCoords [email protected] 0AB1: call_scm_func @getScreenXY 2 coords_XY [email protected] [email protected] store_to [email protected] [email protected] 0AB2: ret 2 [email protected] [email protected] :getScreenXY //0AB1: call_scm_func @getScreenXY 2 coords_XY 512.0 384.0 store_to [email protected] [email protected] 0A8D: [email protected] = read_memory 0xC17044 size 4 virtual_protect 0 // full screen X 0A8D: [email protected] = read_memory 0x859520 size 4 virtual_protect 0 // screen X scale 0093: [email protected] = integer [email protected] to_float 006B: [email protected] *= [email protected] 0073: [email protected] /= [email protected] 0A8D: [email protected] = read_memory 0xC17048 size 4 virtual_protect 0 // full screen Y 0A8D: [email protected] = read_memory 0x859524 size 4 virtual_protect 0 // screen Y scale 0093: [email protected] = integer [email protected] to_float 006B: [email protected] *= [email protected] 0073: [email protected] /= [email protected] 0AB2: ret 2 [email protected] [email protected] :getLocalVarOffset //0AB1: call_scm_func @getLocalVarOffset 1 var 0 store_to [email protected] [email protected] *= 0x4 0A9F: [email protected] = current_thread_pointer 0A8E: [email protected] = [email protected] + 0xDC 0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0 // bMissionFlag if [email protected] == 1 then [email protected] += 0xA48960 // pMissionLocals else 005A: [email protected] += [email protected] [email protected] += 0x3C // pThreadLocals end 0AB2: ret 1 [email protected] :ANGLE_1 0085: [email protected] = [email protected] // (int) 068E: get_camera_target_point_to [email protected] [email protected] [email protected] 068D: get_camera_position_to [email protected] [email protected] [email protected] 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected] Actor.Angle([email protected]) = [email protected] 0AB1: call_scm_func @ANGLE_2 1 [email protected] 0AB2: ret 0 :ANGLE_2 [email protected] = Actor.Angle([email protected]) 068D: get_camera_position_to [email protected] [email protected] [email protected] 068E: get_camera_target_point_to [email protected] [email protected] [email protected] 0AB1: call_scm_func @ANGLE_3 6 [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] *= -1.0 Actor.Angle([email protected]) = [email protected] 083E: set_actor [email protected] rotation [email protected] 0.0 [email protected] while_in_air 0AB2: ret 0 :ANGLE_3 0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY [email protected] [email protected] 0063: [email protected] -= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0AB1: call_scm_func @ANGLE_4 2 [email protected] [email protected] [email protected] [email protected] -= 270.0 0AB2: ret 1 [email protected] :ANGLE_4 0087: [email protected] = [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY 0.0 0.0 0073: [email protected] /= [email protected] // (float) 0073: [email protected] /= [email protected] // (float) 0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY 0.0 1.0 [email protected] = 0 :ANGLE_5 [email protected] /= 2.0 006B: [email protected] *= [email protected] // (float) 0087: [email protected] = [email protected] // (float) [email protected] *= -1.0 [email protected] += 1.0 01FB: [email protected] = square_root [email protected] [email protected] *= -1.0 [email protected] += 1.0 006B: [email protected] *= [email protected] // (float) 005B: [email protected] += [email protected] // (float) 01FB: [email protected] = square_root [email protected] [email protected] += 1 [email protected] > 15 jf @ANGLE_5 [email protected] *= 65536.0 [email protected] /= 3.141593 [email protected] *= 180.0 if [email protected] > 0.0 jf @ANGLE_6 [email protected] *= -1.0 [email protected] += 360.0 :ANGLE_6 0AB2: ret 1 [email protected] :AIM [email protected] = 0.0 :AIM_1 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.4 0A9F: [email protected] = current_thread_pointer [email protected] += 80 0A8E: [email protected] = [email protected] + 12 // int 0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] if 86BD: not no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 1 object 1 particle 0 jf @AIM_2 jump @AIM_3 :AIM_2 [email protected] += 1.0 [email protected] > 300.0 jf @AIM_1 :AIM_3 [email protected] = 0.0 [email protected] = 0.0 [email protected] = 0.0 005B: [email protected] += [email protected] // (float) 005B: [email protected] += [email protected] // (float) 005B: [email protected] += [email protected] // (float) [email protected] = 0.0 0AB2: ret 3 [email protected] [email protected] [email protected] :s_Obstacles //0AB1: @s_Obstacles 9 actor PlayerA XYZ 0.0 0.0 -2.0 solid 1 car 1 actor 0 object 1 particle 0 0085: [email protected] = [email protected] // (int) Actor 0087: [email protected] = [email protected] // (float) X 0087: [email protected] = [email protected] // (float) Y 0087: [email protected] = [email protected] // (float) Z 0085: [email protected] = [email protected] // (int) solid 0085: [email protected] = [email protected] // (int) car 0085: [email protected] = [email protected] // (int) actor 0085: [email protected] = [email protected] // (int) object 0085: [email protected] = [email protected] // (int) particle 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0 if 86BD: obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid [email protected] car [email protected] actor [email protected] object [email protected] particle [email protected] then 0485: return_true else 059A: return_false end 0AB2: ret 0 :sNo_Obstacles //0AB1: @sNo_Obstacles 9 actor $PLAYER_ACTOR XYZ 0.0 1.5 0.0 solid 1 car 0 actor 0 object 1 particle 0 0085: [email protected] = [email protected] // (int) Actor 0087: [email protected] = [email protected] // (float) X 0087: [email protected] = [email protected] // (float) Y 0087: [email protected] = [email protected] // (float) Z 0085: [email protected] = [email protected] // (int) solid 0085: [email protected] = [email protected] // (int) car 0085: [email protected] = [email protected] // (int) actor 0085: [email protected] = [email protected] // (int) object 0085: [email protected] = [email protected] // (int) particle 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0 if 06BD: NO_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid [email protected] car [email protected] actor [email protected] object [email protected] particle [email protected] then 0485: return_true else 059A: return_false end 0AB2: ret 0 :SetVelocityInDirection if 056D: actor [email protected] defined then 00A0: store_actor [email protected] position_to [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset [email protected] [email protected] [email protected] 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 083C: set_actor [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] wait 0 083C: set_actor [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] 083C: set_actor [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] 083C: set_actor [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] end 0AB2: ret 0 Ignore the 999999999999.9 part I was fooling around that time I saw Forums user Wesser give a code injection stuff but I couldn't use it, it's a 6 year old topic Edited August 16, 2021 by NARUTO69 Link to comment Share on other sites More sharing options...
NARUTO69 Posted August 16, 2021 Author Share Posted August 16, 2021 reference here the piece of area bskballcourt area I attached in front of players act as a cutting frame Link to comment Share on other sites More sharing options...
ZAZ Posted August 17, 2021 Share Posted August 17, 2021 (edited) whats up about my questions But i think you should give better explanation about, - why should the weapon be visible, when you have an object in the hand? - why can't you use the weapon only (object model as weapon model) ? - should the player have 2 swords, one in each hand? Spoiler else_jump's are missing :BMAS if or Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER" Actor.Animation($PLAYER_ACTOR) == "WALK_PLAYER2" Actor.Animation($PLAYER_ACTOR) == "SWORD_1" Actor.Animation($PLAYER_ACTOR) == "SWORD_2" Actor.Animation($PLAYER_ACTOR) == "SWORD_3" Actor.Animation($PLAYER_ACTOR) == "SWORD_4" Actor.Animation($PLAYER_ACTOR) == "KNIFE_4" 0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_START2" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_1" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_2" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_3" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_4" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "KNIFE_4" at 999999999999.5 times_normal_rate return :BMAS2 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8C" Actor.Animation($PLAYER_ACTOR) == "SWORD_7A" Actor.Animation($PLAYER_ACTOR) == "SWORD_7B" Actor.Animation($PLAYER_ACTOR) == "SWORD_7C" Actor.Animation($PLAYER_ACTOR) == "SWORD_8A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7B" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8C" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 999999999999.5 times_normal_rate return :BMAS3 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9B" Actor.Animation($PLAYER_ACTOR) == "SWORD_9C" Actor.Animation($PLAYER_ACTOR) == "SWORD_10A" Actor.Animation($PLAYER_ACTOR) == "SWORD_10B" Actor.Animation($PLAYER_ACTOR) == "SWORD_10C" Actor.Animation($PLAYER_ACTOR) == "SWORD_11A" Actor.Animation($PLAYER_ACTOR) == "SWORD_11B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11B" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 7.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10C" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9B" at 999999999999.5 times_normal_rate return :BMAS4 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_11C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12A" Actor.Animation($PLAYER_ACTOR) == "SWORD_12B" Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_13A" Actor.Animation($PLAYER_ACTOR) == "SWORD_13B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13B" at 999999999999.5 times_normal_rate return :BMAS5 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14A" Actor.Animation($PLAYER_ACTOR) == "SWORD_14B" Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_15A" Actor.Animation($PLAYER_ACTOR) == "SWORD_15B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15B" at 999999999999.5 times_normal_rate return :BMAS6 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16A" Actor.Animation($PLAYER_ACTOR) == "SWORD_16B" Actor.Animation($PLAYER_ACTOR) == "SWORD_17A" Actor.Animation($PLAYER_ACTOR) == "SWORD_17C" Actor.Animation($PLAYER_ACTOR) == "SWORD_17B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17B" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17C" at 999999999999.0 times_normal_rate return :BMASD if or Actor.Animation($PLAYER_ACTOR) == "WALK_START2" Actor.Animation($PLAYER_ACTOR) == "WALK_PLAYER2" Actor.Animation($PLAYER_ACTOR) == "SWORD_1" Actor.Animation($PLAYER_ACTOR) == "SWORD_2" Actor.Animation($PLAYER_ACTOR) == "SWORD_3" Actor.Animation($PLAYER_ACTOR) == "SWORD_4" Actor.Animation($PLAYER_ACTOR) == "KNIFE_4" 0393: actor $PLAYER_ACTOR perform_animation "WALK_PLAYER2" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_START2" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_1" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_2" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_3" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_4" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "KNIFE_4" at 1.0 times_normal_rate return :BMAS2D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8C" Actor.Animation($PLAYER_ACTOR) == "SWORD_7A" Actor.Animation($PLAYER_ACTOR) == "SWORD_7B" Actor.Animation($PLAYER_ACTOR) == "SWORD_7C" Actor.Animation($PLAYER_ACTOR) == "SWORD_8A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 1.0 times_normal_rate return :BMAS3D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9B" Actor.Animation($PLAYER_ACTOR) == "SWORD_9C" Actor.Animation($PLAYER_ACTOR) == "SWORD_10A" Actor.Animation($PLAYER_ACTOR) == "SWORD_10B" Actor.Animation($PLAYER_ACTOR) == "SWORD_10C" Actor.Animation($PLAYER_ACTOR) == "SWORD_11A" Actor.Animation($PLAYER_ACTOR) == "SWORD_11B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9B" at 1.0 times_normal_rate return :BMAS4D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_11C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12A" Actor.Animation($PLAYER_ACTOR) == "SWORD_12B" Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_13A" Actor.Animation($PLAYER_ACTOR) == "SWORD_13B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13B" at 1.0 times_normal_rate return :BMAS5D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14A" Actor.Animation($PLAYER_ACTOR) == "SWORD_14B" Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_15A" Actor.Animation($PLAYER_ACTOR) == "SWORD_15B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15B" at 1.0 times_normal_rate return :BMAS6D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16A" Actor.Animation($PLAYER_ACTOR) == "SWORD_16B" Actor.Animation($PLAYER_ACTOR) == "SWORD_17A" Actor.Animation($PLAYER_ACTOR) == "SWORD_17C" Actor.Animation($PLAYER_ACTOR) == "SWORD_17B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17C" at 1.0 times_normal_rate return Edited August 17, 2021 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
NARUTO69 Posted August 17, 2021 Author Share Posted August 17, 2021 (edited) 2 hours ago, ZAZ said: whats up about my questions But i think you should give better explanation about, - why should the weapon be visible, when you have an object in the hand? - why can't you use the weapon only (object model as weapon model) ? - should the player have 2 swords, one in each hand? Reveal hidden contents else_jump's are missing :BMAS if or Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER" Actor.Animation($PLAYER_ACTOR) == "WALK_PLAYER2" Actor.Animation($PLAYER_ACTOR) == "SWORD_1" Actor.Animation($PLAYER_ACTOR) == "SWORD_2" Actor.Animation($PLAYER_ACTOR) == "SWORD_3" Actor.Animation($PLAYER_ACTOR) == "SWORD_4" Actor.Animation($PLAYER_ACTOR) == "KNIFE_4" 0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_START2" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_1" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_2" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_3" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_4" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "KNIFE_4" at 999999999999.5 times_normal_rate return :BMAS2 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8C" Actor.Animation($PLAYER_ACTOR) == "SWORD_7A" Actor.Animation($PLAYER_ACTOR) == "SWORD_7B" Actor.Animation($PLAYER_ACTOR) == "SWORD_7C" Actor.Animation($PLAYER_ACTOR) == "SWORD_8A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7B" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8C" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 999999999999.5 times_normal_rate return :BMAS3 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9B" Actor.Animation($PLAYER_ACTOR) == "SWORD_9C" Actor.Animation($PLAYER_ACTOR) == "SWORD_10A" Actor.Animation($PLAYER_ACTOR) == "SWORD_10B" Actor.Animation($PLAYER_ACTOR) == "SWORD_10C" Actor.Animation($PLAYER_ACTOR) == "SWORD_11A" Actor.Animation($PLAYER_ACTOR) == "SWORD_11B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11B" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 7.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10C" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9B" at 999999999999.5 times_normal_rate return :BMAS4 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_11C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12A" Actor.Animation($PLAYER_ACTOR) == "SWORD_12B" Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_13A" Actor.Animation($PLAYER_ACTOR) == "SWORD_13B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13B" at 999999999999.5 times_normal_rate return :BMAS5 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14A" Actor.Animation($PLAYER_ACTOR) == "SWORD_14B" Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_15A" Actor.Animation($PLAYER_ACTOR) == "SWORD_15B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15B" at 999999999999.5 times_normal_rate return :BMAS6 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16A" Actor.Animation($PLAYER_ACTOR) == "SWORD_16B" Actor.Animation($PLAYER_ACTOR) == "SWORD_17A" Actor.Animation($PLAYER_ACTOR) == "SWORD_17C" Actor.Animation($PLAYER_ACTOR) == "SWORD_17B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16A" at 999999999999.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16C" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16B" at 999999999999.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17A" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17B" at 999999999999.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17C" at 999999999999.0 times_normal_rate return :BMASD if or Actor.Animation($PLAYER_ACTOR) == "WALK_START2" Actor.Animation($PLAYER_ACTOR) == "WALK_PLAYER2" Actor.Animation($PLAYER_ACTOR) == "SWORD_1" Actor.Animation($PLAYER_ACTOR) == "SWORD_2" Actor.Animation($PLAYER_ACTOR) == "SWORD_3" Actor.Animation($PLAYER_ACTOR) == "SWORD_4" Actor.Animation($PLAYER_ACTOR) == "KNIFE_4" 0393: actor $PLAYER_ACTOR perform_animation "WALK_PLAYER2" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_START2" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_1" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_2" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_3" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_4" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "KNIFE_4" at 1.0 times_normal_rate return :BMAS2D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8C" Actor.Animation($PLAYER_ACTOR) == "SWORD_7A" Actor.Animation($PLAYER_ACTOR) == "SWORD_7B" Actor.Animation($PLAYER_ACTOR) == "SWORD_7C" Actor.Animation($PLAYER_ACTOR) == "SWORD_8A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 1.0 times_normal_rate return :BMAS3D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9B" Actor.Animation($PLAYER_ACTOR) == "SWORD_9C" Actor.Animation($PLAYER_ACTOR) == "SWORD_10A" Actor.Animation($PLAYER_ACTOR) == "SWORD_10B" Actor.Animation($PLAYER_ACTOR) == "SWORD_10C" Actor.Animation($PLAYER_ACTOR) == "SWORD_11A" Actor.Animation($PLAYER_ACTOR) == "SWORD_11B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9B" at 1.0 times_normal_rate return :BMAS4D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_11C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12A" Actor.Animation($PLAYER_ACTOR) == "SWORD_12B" Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_13A" Actor.Animation($PLAYER_ACTOR) == "SWORD_13B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13B" at 1.0 times_normal_rate return :BMAS5D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14A" Actor.Animation($PLAYER_ACTOR) == "SWORD_14B" Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_15A" Actor.Animation($PLAYER_ACTOR) == "SWORD_15B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15B" at 1.0 times_normal_rate return :BMAS6D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16A" Actor.Animation($PLAYER_ACTOR) == "SWORD_16B" Actor.Animation($PLAYER_ACTOR) == "SWORD_17A" Actor.Animation($PLAYER_ACTOR) == "SWORD_17C" Actor.Animation($PLAYER_ACTOR) == "SWORD_17B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17C" at 1.0 times_normal_rate return no two swords, Attaching particle system require the sword, the trailing of sword basically, I could have easily done what you said but it is becoming a problem since sword action works by attaching to player itself, I attach the cutter frame to root not hand and thnx the script I uploaddd was the old version with that "cutter frame" mechanic, I made a main script I am making it as accurate as possible thnx ;))) Edited August 17, 2021 by NARUTO69 Link to comment Share on other sites More sharing options...
ZAZ Posted August 17, 2021 Share Posted August 17, 2021 (edited) Only weapon is unvisible, but weapon function is still working and muzzle flash is also still visible, bullet shells too and sparks of chainsaw are also still visible maybe your particle coding is not good please post the complete fxs dada of your particle "S_EN" Edited August 17, 2021 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
NARUTO69 Posted August 18, 2021 Author Share Posted August 18, 2021 Spoiler FILENAME: X:\SA\FxTools\Data\effects\gta_pc\systems/code/S_EN.fxs NAME: S_EN LENGTH: 0.050 LOOPINTERVALMIN: 0.000 LENGTH: 0.000 PLAYMODE: 0 CULLDIST: 1000000 BOUNDINGSPHERE: 0.000 0.000 30.500 30.500 NUM_PRIMS: 1 FX_PRIM_EMITTER_DATA: FX_PRIM_BASE_DATA: NAME: SS MATRIX: 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 TEXTURE: SS TEXTURE2: NULL TEXTURE3: NULL TEXTURE4: NULL ALPHAON: 1 SRCBLENDID: 4 DSTBLENDID: 1 NUM_INFOS: 11 FX_INFO_EMLIFE_DATA: LIFE: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.050 BIAS: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 FX_INFO_EMANGLE_DATA: MIN: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 MAX: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 FX_INFO_EMDIR_DATA: DIRX: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 DIRY: FX_INTERP_DATA: LOOPED: 1 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 1.000 DIRZ: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 FX_INFO_EMSPEED_DATA: SPEED: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.010 BIAS: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.010 FX_INFO_EMSIZE_DATA: RADIUS: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 SIZEMINX: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 SIZEMAXX: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 SIZEMINY: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 SIZEMAXY: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 SIZEMINZ: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 SIZEMAXZ: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 FX_INFO_EMRATE_DATA: RATE: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 200.000 FX_INFO_DIR_DATA: TIMEMODEPRT: 1 X: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 Y: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 Z: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 FX_INFO_JITTER_DATA: TIMEMODEPRT: 1 JITTERFACTOR: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 5.000 FX_INFO_SIZE_DATA: TIMEMODEPRT: 1 SIZEX: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 1.000 SIZEY: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 3.000 SIZEXBIAS: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 SIZEYBIAS: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 1 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 0.000 FX_INFO_COLOUR_DATA: TIMEMODEPRT: 1 RED: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 3 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 255.000 FX_KEYFLOAT_DATA: TIME: 0.500 VAL: 0.000 FX_KEYFLOAT_DATA: TIME: 1.000 VAL: 0.000 GREEN: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 3 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 255.000 FX_KEYFLOAT_DATA: TIME: 0.500 VAL: 100.000 FX_KEYFLOAT_DATA: TIME: 1.000 VAL: 150.000 BLUE: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 3 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 255.000 FX_KEYFLOAT_DATA: TIME: 0.500 VAL: 255.000 FX_KEYFLOAT_DATA: TIME: 1.000 VAL: 255.000 ALPHA: FX_INTERP_DATA: LOOPED: 0 NUM_KEYS: 3 FX_KEYFLOAT_DATA: TIME: 0.000 VAL: 200.000 FX_KEYFLOAT_DATA: TIME: 0.500 VAL: 200.000 FX_KEYFLOAT_DATA: TIME: 1.000 VAL: 200.000 FX_INFO_SELFLIT_DATA: TIMEMODEPRT: 1 LODSTART: 500000 LODEND: 100000 OMITTEXTURES: 0 TXDNAME: NOTXDSET Link to comment Share on other sites More sharing options...
NARUTO69 Posted August 18, 2021 Author Share Posted August 18, 2021 i might be going out of a topic but i need some help here Special03 is by default ther in the game where i add not before actor.model like not actor.model(X)==#speical03 this happens Link to comment Share on other sites More sharing options...
ZAZ Posted August 18, 2021 Share Posted August 18, 2021 (edited) ID numbers of special_actors are listed at very end of peds.ide #SPECIAL01 = 290 #SPECIAL03 = 292 To your script object at bone with particle effect: your code 070A: AS_actor $PLAYER_ACTOR attach_to_object 32@ offset 0.0 0.0 0.0 on_bone 7 16 perform_animation "NULL" IFP_file "NULL" time -1 why on_bone 7 ? right hand = on_bone 6 left hand = on_bone 5 I wrote a script that gives Player_actor an object to right hand and shows your effect at coords of object, after fire_key is pressed Check it out {$CLEO .cs} thread 'WPOBJEF' //1270, parkingmeterg while true wait 0 if 0256: player $PLAYER_CHAR defined then if 0AB0: key_pressed 8//------------ BACKSPACE then 0247: load_model 1270 038B: load_requested_models 029B: 1@ = init_object 1270 at 0.0 0.0 -55.0 wait 500 070A: AS_actor $PLAYER_ACTOR attach_to_object 1@ offset 0.0 0.0 0.5 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 999999 while 0256: player $PLAYER_CHAR defined wait 0 if 0AB0: key_pressed 9//------------ TAB then break end if 00E1: player 0 pressed_key 17 then 33@ = 0 repeat wait 0 0400: store_coords_to 11@ 12@ 13@ from_object 1@ with_offset 0.0 0.9 0.0 064B: 0@ = create_particle "S_EN" at 11@ 12@ 13@ type 4 //064B: 0@ = create_particle "camflash" at 1@ 2@ 3@ type 4 064F: make_temp_particle_visible_and_remove_references 0@ until 33@ > 1500 end end end 0108: destroy_object 1@ end end Edited August 18, 2021 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
NARUTO69 Posted August 18, 2021 Author Share Posted August 18, 2021 (edited) 5 hours ago, ZAZ said: ID numbers of special_actors are listed at very end of peds.ide #SPECIAL01 = 290 #SPECIAL03 = 292 To your script object at bone with particle effect: your code 070A: AS_actor $PLAYER_ACTOR attach_to_object 32@ offset 0.0 0.0 0.0 on_bone 7 16 perform_animation "NULL" IFP_file "NULL" time -1 why on_bone 7 ? right hand = on_bone 6 left hand = on_bone 5 I wrote a script that gives Player_actor an object to right hand and shows your effect at coords of object, after fire_key is pressed Check it out {$CLEO .cs} thread 'WPOBJEF' //1270, parkingmeterg while true wait 0 if 0256: player $PLAYER_CHAR defined then if 0AB0: key_pressed 8//------------ BACKSPACE then 0247: load_model 1270 038B: load_requested_models 029B: 1@ = init_object 1270 at 0.0 0.0 -55.0 wait 500 070A: AS_actor $PLAYER_ACTOR attach_to_object 1@ offset 0.0 0.0 0.5 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 999999 while 0256: player $PLAYER_CHAR defined wait 0 if 0AB0: key_pressed 9//------------ TAB then break end if 00E1: player 0 pressed_key 17 then 33@ = 0 repeat wait 0 0400: store_coords_to 11@ 12@ 13@ from_object 1@ with_offset 0.0 0.9 0.0 064B: 0@ = create_particle "S_EN" at 11@ 12@ 13@ type 4 //064B: 0@ = create_particle "camflash" at 1@ 2@ 3@ type 4 064F: make_temp_particle_visible_and_remove_references 0@ until 33@ > 1500 end end end 0108: destroy_object 1@ end end root bone ----7 helps me a lot since it barely moves and serves the purpose of my mod, you're the most helpful member here , will this method work Edited August 18, 2021 by NARUTO69 Link to comment Share on other sites More sharing options...
NARUTO69 Posted August 26, 2021 Author Share Posted August 26, 2021 On 8/18/2021 at 5:18 PM, ZAZ said: ID numbers of special_actors are listed at very end of peds.ide #SPECIAL01 = 290 #SPECIAL03 = 292 To your script object at bone with particle effect: your code 070A: AS_actor $PLAYER_ACTOR attach_to_object 32@ offset 0.0 0.0 0.0 on_bone 7 16 perform_animation "NULL" IFP_file "NULL" time -1 why on_bone 7 ? right hand = on_bone 6 left hand = on_bone 5 I wrote a script that gives Player_actor an object to right hand and shows your effect at coords of object, after fire_key is pressed Check it out {$CLEO .cs} thread 'WPOBJEF' //1270, parkingmeterg while true wait 0 if 0256: player $PLAYER_CHAR defined then if 0AB0: key_pressed 8//------------ BACKSPACE then 0247: load_model 1270 038B: load_requested_models 029B: 1@ = init_object 1270 at 0.0 0.0 -55.0 wait 500 070A: AS_actor $PLAYER_ACTOR attach_to_object 1@ offset 0.0 0.0 0.5 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 999999 while 0256: player $PLAYER_CHAR defined wait 0 if 0AB0: key_pressed 9//------------ TAB then break end if 00E1: player 0 pressed_key 17 then 33@ = 0 repeat wait 0 0400: store_coords_to 11@ 12@ 13@ from_object 1@ with_offset 0.0 0.9 0.0 064B: 0@ = create_particle "S_EN" at 11@ 12@ 13@ type 4 //064B: 0@ = create_particle "camflash" at 1@ 2@ 3@ type 4 064F: make_temp_particle_visible_and_remove_references 0@ until 33@ > 1500 end end end 0108: destroy_object 1@ end end {$CLEO} 0000: :LOAD wait 0 0390: load_txd_dictionary 'ability' 038F: load_texture "skill1" as 58 // Load dictionary with 0390 first 038F: load_texture "prom" as 278 038F: load_texture "RETIC" as 288 038F: load_texture "RETIC2" as 298 038F: load_texture "DED" as 248 #KATANA.Load Model.Load(330) Model.Load(6959) if 0256: player $PLAYER_CHAR defined jf @LOAD jump @AC :AC wait 0 if 0AB0: key_pressed 71 jf @AC 0107: [email protected] = create_object 330 at 0.0 0.0 0.0 0382: set_object [email protected] collision_detection 0 09CA: set_object [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.0 0.0 0.0 on_bone 7 0 perform_animation "NULL" IFP_file "NULL" time -1 08D2: object [email protected] scale_model 0.01 0107: [email protected] = create_object 6959 at 0.0 0.0 0.0 0382: set_object [email protected] collision_detection 0 08D2: object [email protected] scale_model 0.1 09CA: set_object [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 069A: attach_object [email protected] to_object [email protected] with_offset 2.5 0.0 0.0 rotation 0.0 0.0 0.0 0107: $47 = create_object #KATANA at 0.0 0.0 0.0 070A: AS_actor $PLAYER_ACTOR attach_to_object $47 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 038D: draw_texture 278 position 320.0 224.0 size 480.0 320.0 RGBA 255 255 255 110 [email protected] = Audiostream.Load("CLEO\MP3\SLOWMOTION_START.MP3") Audiostream.PerformAction([email protected], PLAY) wait 100 03F0: enable_text_draw 0 0169: set_fade_color_RGB 200 200 200 //0AB1: Get @BONE_POS 5 actor ped iboneID 3 offset 0.0 0.0 0.0 store [email protected] [email protected] [email protected] fade 0 500 wait 300 fade 1 250 038D: draw_texture 58 position 320.0 224.0 size 640.0 448.0 RGBA 255 255 255 110 wait 100 ms 015D: set_gamespeed 0.05 0AB1: call_scm_func @AIM 1 1.0 [email protected] [email protected] [email protected] 0AB1: call_scm_func @ANGLE_1 1 $PLAYER_ACTOR 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 coords_XYZ [email protected] [email protected] [email protected] store_to [email protected] [email protected] gosub @PedL gosub @BMAS gosub @BMAS2 gosub @BMAS3 gosub @BMAS4 gosub @BMAS5 gosub @BMAS6 if 80E1: not player 0 pressed_key 0 else_jump @AC 0812: AS_actor $PLAYER_ACTOR perform_animation "idle_sam_armed" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 066A: [email protected] = attach_particle "lightning_b" to_actor $PLAYER_ACTOR with_offset 0.08 -0.01 0.5 rotation 0.0 0.0 90.0 type 1 0883: attach_particle [email protected] to_actor $PLAYER_ACTOR mode 24 064F: remove_references_to_particle [email protected] wait 100 066A: [email protected] = attach_particle "lightning_b" to_actor $PLAYER_ACTOR with_offset 0.08 -0.01 0.5 rotation 0.0 0.0 90.0 type 1 0883: attach_particle [email protected] to_actor $PLAYER_ACTOR mode 24 064F: remove_references_to_particle [email protected] wait 100 066A: [email protected] = attach_particle "lightning_b" to_actor $PLAYER_ACTOR with_offset 0.08 -0.01 0.5 rotation 0.0 0.0 90.0 type 1 0883: attach_particle [email protected] to_actor $PLAYER_ACTOR mode 24 064F: remove_references_to_particle [email protected] 066A: [email protected] = attach_particle "lightning_b" to_actor $PLAYER_ACTOR with_offset 0.08 -0.01 0.5 rotation 0.0 0.0 90.0 type 1 0883: attach_particle [email protected] to_actor $PLAYER_ACTOR mode 24 064F: remove_references_to_particle [email protected] wait 100 if 8AB0: not key_pressed 1 jf @SwordFX jump @NO_AC :SwordFX if or 0611: actor $PLAYER_ACTOR performing_animation "SWORD_6B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_7B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_9B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_8B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_3" jf @SwordFX2 jump @samq1 :samq1 wait 100 066A: [email protected] = attach_particle "S_EN" to_actor $PLAYER_ACTOR with_offset 0.2 1.5 0.05 rotation -180.0 -90.0 90.0 type 15 0003: shake_camera 10 064F: remove_references_to_particle [email protected] jump @SwordFX :SwordFX2 if or 0611: actor $PLAYER_ACTOR performing_animation "SWORD_10B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_11B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_12B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_2" jf @SwordFX3 jump @sama2 :sama2 066A: [email protected] = attach_particle "S_EN" to_actor $PLAYER_ACTOR with_offset -0.2 1.5 0.05 rotation 180.0 -90.0 90.0 type 15 0003: shake_camera 10 064F: remove_references_to_particle [email protected] jump @SwordFX2 :SwordFX3 if or 0611: actor $PLAYER_ACTOR performing_animation "SWORD_15B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_16B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_17B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_4" jf @SwordFX4 jump @samg3 :samg3 066A: [email protected] = attach_particle "S_EN" to_actor $PLAYER_ACTOR with_offset 0.2 1.5 0.05 rotation -180.0 -90.0 90.0 type 15 0003: shake_camera 10 064F: remove_references_to_particle [email protected] jump @SwordFX3 :SwordFX4 if or 0611: actor $PLAYER_ACTOR performing_animation "SWORD_18B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_5C" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_1" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_0A" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_0B" 0611: actor $PLAYER_ACTOR performing_animation "SWORD_0C" jf @NO_AC jump @samg4 :samg4 066A: [email protected] = attach_particle "S_EN" to_actor $PLAYER_ACTOR with_offset 0.2 1.5 0.05 rotation -90.0 -90.0 0.0 type 15 0003: shake_camera 10 064F: remove_references_to_particle [email protected] jump @SwordFX4 :NO_AC wait 0 ms if 0AB0: key_pressed 71 jf @NO_AC wait 290 ms 015D: set_gamespeed 1.0 gosub @BMASD gosub @BMAS2D gosub @BMAS3D gosub @BMAS4D gosub @BMAS5D gosub @BMAS6D wait 100 ms 03F0: enable_text_draw 0 0108: destroy_object [email protected] 0108: destroy_object [email protected] 0108: destroy_object $47 0391: release_textures [email protected] = Audiostream.Load("CLEO\MP3\SLOWMOTION_END.MP3") Audiostream.PerformAction([email protected], PLAY) Actor.SetWalkStyle($PLAYER_ACTOR, "PLAYER2") 0687: clear_actor $PLAYER_ACTOR task 015D: set_gamespeed 1.0 0169: set_fade_color_RGB 200 200 200 fade 0 500 wait 400 fade 1 250 0169: set_fade_color_RGB 0 0 0 wait 600 Audiostream.PerformAction([email protected], STOP) Audiostream.Release([email protected]) jump @LOAD :BMAS if or Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER" Actor.Animation($PLAYER_ACTOR) == "WALK_PLAYER2" Actor.Animation($PLAYER_ACTOR) == "SWORD_1" Actor.Animation($PLAYER_ACTOR) == "SWORD_2" Actor.Animation($PLAYER_ACTOR) == "SWORD_3" Actor.Animation($PLAYER_ACTOR) == "SWORD_4" Actor.Animation($PLAYER_ACTOR) == "KNIFE_4" 0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_START2" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_1" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_2" at 14.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_3" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_4" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "KNIFE_4" at 14.5 times_normal_rate return :BMAS2 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8C" Actor.Animation($PLAYER_ACTOR) == "SWORD_7A" Actor.Animation($PLAYER_ACTOR) == "SWORD_7B" Actor.Animation($PLAYER_ACTOR) == "SWORD_7C" Actor.Animation($PLAYER_ACTOR) == "SWORD_8A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7B" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7C" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8A" at 14.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8B" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8C" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7A" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 14.5 times_normal_rate return :BMAS3 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9B" Actor.Animation($PLAYER_ACTOR) == "SWORD_9C" Actor.Animation($PLAYER_ACTOR) == "SWORD_10A" Actor.Animation($PLAYER_ACTOR) == "SWORD_10B" Actor.Animation($PLAYER_ACTOR) == "SWORD_10C" Actor.Animation($PLAYER_ACTOR) == "SWORD_11A" Actor.Animation($PLAYER_ACTOR) == "SWORD_11B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11B" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11A" at 14.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 7.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10B" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10C" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10A" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9B" at 14.5 times_normal_rate return :BMAS4 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_11C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12A" Actor.Animation($PLAYER_ACTOR) == "SWORD_12B" Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_13A" Actor.Animation($PLAYER_ACTOR) == "SWORD_13B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11C" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12A" at 14.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12C" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12B" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13A" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13B" at 14.5 times_normal_rate return :BMAS5 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14A" Actor.Animation($PLAYER_ACTOR) == "SWORD_14B" Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_15A" Actor.Animation($PLAYER_ACTOR) == "SWORD_15B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14A" at 14.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14C" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14B" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15A" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15B" at 14.5 times_normal_rate return :BMAS6 if or Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16A" Actor.Animation($PLAYER_ACTOR) == "SWORD_16B" Actor.Animation($PLAYER_ACTOR) == "SWORD_17A" Actor.Animation($PLAYER_ACTOR) == "SWORD_17C" Actor.Animation($PLAYER_ACTOR) == "SWORD_17B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16A" at 14.15 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16C" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16B" at 14.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17A" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17B" at 14.5 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17C" at 14.0 times_normal_rate return :BMASD if or Actor.Animation($PLAYER_ACTOR) == "WALK_START2" Actor.Animation($PLAYER_ACTOR) == "WALK_PLAYER2" Actor.Animation($PLAYER_ACTOR) == "SWORD_1" Actor.Animation($PLAYER_ACTOR) == "SWORD_2" Actor.Animation($PLAYER_ACTOR) == "SWORD_3" Actor.Animation($PLAYER_ACTOR) == "SWORD_4" Actor.Animation($PLAYER_ACTOR) == "KNIFE_4" 0393: actor $PLAYER_ACTOR perform_animation "WALK_PLAYER2" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_START2" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_1" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_2" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_3" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_4" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "KNIFE_4" at 1.0 times_normal_rate return :BMAS2D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8C" Actor.Animation($PLAYER_ACTOR) == "SWORD_7A" Actor.Animation($PLAYER_ACTOR) == "SWORD_7B" Actor.Animation($PLAYER_ACTOR) == "SWORD_7C" Actor.Animation($PLAYER_ACTOR) == "SWORD_8A" Actor.Animation($PLAYER_ACTOR) == "SWORD_8B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_8C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_7A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 1.0 times_normal_rate return :BMAS3D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_9B" Actor.Animation($PLAYER_ACTOR) == "SWORD_9C" Actor.Animation($PLAYER_ACTOR) == "SWORD_10A" Actor.Animation($PLAYER_ACTOR) == "SWORD_10B" Actor.Animation($PLAYER_ACTOR) == "SWORD_10C" Actor.Animation($PLAYER_ACTOR) == "SWORD_11A" Actor.Animation($PLAYER_ACTOR) == "SWORD_11B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_10A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_9B" at 1.0 times_normal_rate return :BMAS4D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_11C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12C" Actor.Animation($PLAYER_ACTOR) == "SWORD_12A" Actor.Animation($PLAYER_ACTOR) == "SWORD_12B" Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_13A" Actor.Animation($PLAYER_ACTOR) == "SWORD_13B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_11C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_12B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13B" at 1.0 times_normal_rate return :BMAS5D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_13C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14C" Actor.Animation($PLAYER_ACTOR) == "SWORD_14A" Actor.Animation($PLAYER_ACTOR) == "SWORD_14B" Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_15A" Actor.Animation($PLAYER_ACTOR) == "SWORD_15B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_13C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_14B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15B" at 1.0 times_normal_rate return :BMAS6D if or Actor.Animation($PLAYER_ACTOR) == "SWORD_15C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16C" Actor.Animation($PLAYER_ACTOR) == "SWORD_16A" Actor.Animation($PLAYER_ACTOR) == "SWORD_16B" Actor.Animation($PLAYER_ACTOR) == "SWORD_17A" Actor.Animation($PLAYER_ACTOR) == "SWORD_17C" Actor.Animation($PLAYER_ACTOR) == "SWORD_17B" 0393: actor $PLAYER_ACTOR perform_animation "SWORD_15C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16C" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_16B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17A" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17B" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWORD_17C" at 1.0 times_normal_rate return :PedL 0A8D: [email protected] = read_memory 12010640 size 4 virtual_protect 0 000A: [email protected] += 4 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 0006: [email protected] = 0 :PedD 0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0 000A: [email protected] += 1 if and 0029: [email protected] >= 0 001B: 128 > [email protected] jf @PedR 005A: [email protected] += [email protected] // (int) if 056D: actor [email protected] defined jf @PedR if 00EC: actor [email protected] sphere 0 near_point [email protected] [email protected] radius 9.0 9.0 jf @PedR if not Actor.Dead([email protected]) jf @PedR if not Actor.Driving([email protected]) jf @PedR Actor.StorePos([email protected],[email protected],[email protected],[email protected]) 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 coords_XYZ [email protected] [email protected] [email protected] store_to [email protected] [email protected] 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 298 position [email protected] [email protected] size 32.0 32.0 RGBA 255 255 255 255 jump @PedR :PedR 000A: [email protected] += 256 if 0019: [email protected] > 35584 jf @PedD return :getScreenXYFrom3DCoords //0AB1: call_scm_func @getScreenXYFrom3DCoords 3 coords_XYZ 2488.562 -1666.865 12.8757 store_to [email protected] [email protected] 0AB1: call_scm_func @getLocalVarOffset 1 var 0 store_to [email protected] 0AB1: call_scm_func @getLocalVarOffset 1 var 3 store_to [email protected] 0AB1: call_scm_func @getLocalVarOffset 1 var 5 store_to [email protected] 0AB1: call_scm_func @getLocalVarOffset 1 var 6 store_to [email protected] 0AA5: call 0x70CE30 num_params 6 pop 6 bFarClip 0 bNearClip 0 pMultY [email protected] pMultX [email protected] pScreen [email protected] pCoords [email protected] 0AB1: call_scm_func @getScreenXY 2 coords_XY [email protected] [email protected] store_to [email protected] [email protected] 0AB2: ret 2 [email protected] [email protected] :getScreenXY //0AB1: call_scm_func @getScreenXY 2 coords_XY 512.0 384.0 store_to [email protected] [email protected] 0A8D: [email protected] = read_memory 0xC17044 size 4 virtual_protect 0 // full screen X 0A8D: [email protected] = read_memory 0x859520 size 4 virtual_protect 0 // screen X scale 0093: [email protected] = integer [email protected] to_float 006B: [email protected] *= [email protected] 0073: [email protected] /= [email protected] 0A8D: [email protected] = read_memory 0xC17048 size 4 virtual_protect 0 // full screen Y 0A8D: [email protected] = read_memory 0x859524 size 4 virtual_protect 0 // screen Y scale 0093: [email protected] = integer [email protected] to_float 006B: [email protected] *= [email protected] 0073: [email protected] /= [email protected] 0AB2: ret 2 [email protected] [email protected] :getLocalVarOffset //0AB1: call_scm_func @getLocalVarOffset 1 var 0 store_to [email protected] [email protected] *= 0x4 0A9F: [email protected] = current_thread_pointer 0A8E: [email protected] = [email protected] + 0xDC 0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0 // bMissionFlag if [email protected] == 1 then [email protected] += 0xA48960 // pMissionLocals else 005A: [email protected] += [email protected] [email protected] += 0x3C // pThreadLocals end 0AB2: ret 1 [email protected] :ANGLE_1 0085: [email protected] = [email protected] // (int) 068E: get_camera_target_point_to [email protected] [email protected] [email protected] 068D: get_camera_position_to [email protected] [email protected] [email protected] 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected] Actor.Angle([email protected]) = [email protected] 0AB1: call_scm_func @ANGLE_2 1 [email protected] 0AB2: ret 0 :ANGLE_2 [email protected] = Actor.Angle([email protected]) 068D: get_camera_position_to [email protected] [email protected] [email protected] 068E: get_camera_target_point_to [email protected] [email protected] [email protected] 0AB1: call_scm_func @ANGLE_3 6 [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] *= -1.0 Actor.Angle([email protected]) = [email protected] 083E: set_actor [email protected] rotation [email protected] 0.0 [email protected] while_in_air 0AB2: ret 0 :ANGLE_3 0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY [email protected] [email protected] 0063: [email protected] -= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0AB1: call_scm_func @ANGLE_4 2 [email protected] [email protected] [email protected] [email protected] -= 270.0 0AB2: ret 1 [email protected] :ANGLE_4 0087: [email protected] = [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY 0.0 0.0 0073: [email protected] /= [email protected] // (float) 0073: [email protected] /= [email protected] // (float) 0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY 0.0 1.0 [email protected] = 0 :ANGLE_5 [email protected] /= 2.0 006B: [email protected] *= [email protected] // (float) 0087: [email protected] = [email protected] // (float) [email protected] *= -1.0 [email protected] += 1.0 01FB: [email protected] = square_root [email protected] [email protected] *= -1.0 [email protected] += 1.0 006B: [email protected] *= [email protected] // (float) 005B: [email protected] += [email protected] // (float) 01FB: [email protected] = square_root [email protected] [email protected] += 1 [email protected] > 15 jf @ANGLE_5 [email protected] *= 65536.0 [email protected] /= 3.141593 [email protected] *= 180.0 if [email protected] > 0.0 jf @ANGLE_6 [email protected] *= -1.0 [email protected] += 360.0 :ANGLE_6 0AB2: ret 1 [email protected] :AIM [email protected] = 0.0 :AIM_1 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.4 0A9F: [email protected] = current_thread_pointer [email protected] += 80 0A8E: [email protected] = [email protected] + 12 // int 0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] if 86BD: not no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 1 object 1 particle 0 jf @AIM_2 jump @AIM_3 :AIM_2 [email protected] += 1.0 [email protected] > 300.0 jf @AIM_1 :AIM_3 [email protected] = 0.0 [email protected] = 0.0 [email protected] = 0.0 005B: [email protected] += [email protected] // (float) 005B: [email protected] += [email protected] // (float) 005B: [email protected] += [email protected] // (float) [email protected] = 0.0 0AB2: ret 3 [email protected] [email protected] [email protected] :s_Obstacles //0AB1: @s_Obstacles 9 actor PlayerA XYZ 0.0 0.0 -2.0 solid 1 car 1 actor 0 object 1 particle 0 0085: [email protected] = [email protected] // (int) Actor 0087: [email protected] = [email protected] // (float) X 0087: [email protected] = [email protected] // (float) Y 0087: [email protected] = [email protected] // (float) Z 0085: [email protected] = [email protected] // (int) solid 0085: [email protected] = [email protected] // (int) car 0085: [email protected] = [email protected] // (int) actor 0085: [email protected] = [email protected] // (int) object 0085: [email protected] = [email protected] // (int) particle 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0 if 86BD: obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid [email protected] car [email protected] actor [email protected] object [email protected] particle [email protected] then 0485: return_true else 059A: return_false end 0AB2: ret 0 :sNo_Obstacles //0AB1: @sNo_Obstacles 9 actor $PLAYER_ACTOR XYZ 0.0 1.5 0.0 solid 1 car 0 actor 0 object 1 particle 0 0085: [email protected] = [email protected] // (int) Actor 0087: [email protected] = [email protected] // (float) X 0087: [email protected] = [email protected] // (float) Y 0087: [email protected] = [email protected] // (float) Z 0085: [email protected] = [email protected] // (int) solid 0085: [email protected] = [email protected] // (int) car 0085: [email protected] = [email protected] // (int) actor 0085: [email protected] = [email protected] // (int) object 0085: [email protected] = [email protected] // (int) particle 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0 if 06BD: NO_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid [email protected] car [email protected] actor [email protected] object [email protected] particle [email protected] then 0485: return_true else 059A: return_false end 0AB2: ret 0 :SetVelocityInDirection if 056D: actor [email protected] defined then 00A0: store_actor [email protected] position_to [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset [email protected] [email protected] [email protected] 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 083C: set_actor [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] wait 0 083C: set_actor [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] 083C: set_actor [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] 083C: set_actor [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] end 0AB2: ret 0 :ATEST_ATTACH 0A9F: [email protected] = current_thread_pointer 000A: [email protected] += 0x440A96: [email protected] = actor [email protected] struct 0085: [email protected] = [email protected] // (int) 000A: [email protected] += 0x180A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 0AA7: call_function 0x734A40 num_params 1 pop 1 [email protected] [email protected] // _clumpGetFirstSkinAtomicHAnimHierarchy 0012: [email protected] *= 0x4000A: [email protected] += 0x488005A: [email protected] += [email protected] // (int) 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 000A: [email protected] += 0x140A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 0A8D: [email protected] = read_memory 0x7C51E0 size 4 virtual_protect 1 if 0039: [email protected] == 0x424548B then 0AA7: call_function 0x7C51E0 num_params 2 pop 2 [email protected] [email protected] [email protected] // _RpHAnimIDGetIndex 0AA7: call_function 0x7C5160 num_params 1 pop 1 [email protected] [email protected] // _RpHAnimHierarchyGetMatrixArray 0012: [email protected] *= 0x40 005A: [email protected] += [email protected] // (int) 0AA5: call 0x7EDDD0 num_params 4 pop 4 [email protected] 1 [email protected] [email protected] 0AA7: call_function 0x7C51A0 num_params 2 pop 2 [email protected] [email protected] [email protected] // _RpHAnimIDGetIndex 0AA7: call_function 0x7C5120 num_params 1 pop 1 [email protected] [email protected] // _RpHAnimHierarchyGetMatrixArray 0012: [email protected] *= 0x40 005A: [email protected] += [email protected] // (int) 0AA5: call 0x7EDD90 num_params 4 pop 4 [email protected] 1 [email protected] [email protected] end 0177: set_object [email protected] Z_angle_to 0.0 0A98: [email protected] = object [email protected] struct000A: [email protected] += 0x14 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 000A: [email protected] += -0x140AA6: call_method 0x411990 struct [email protected] num_params 0 pop 0 // sub_411990 0AA6: call_method 0x59AD20 struct [email protected] num_params 1 pop 0 [email protected] // _CMatrix__copyTo 0AA6: call_method 0x4241C0 struct [email protected] num_params 1 pop 0 [email protected] // sub_4241C0 000A: [email protected] += 0x180A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 if 8039: not [email protected] == 0 then 000A: [email protected] += 0x4 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 000A: [email protected] += 0x10 0AA6: call_method 0x59AD70 struct [email protected] num_params 1 pop 0 [email protected] // _CMatrix__copyTo end 000A: [email protected] += -0x180AA6: call_method 0x532B00 struct [email protected] num_params 0 pop 0 // _RwFrameUpdateObject 0AB2: ret 0 Link to comment Share on other sites More sharing options...
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