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Recreating Blade mode from metal Gear rising


NARUTO69
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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 itunknown.png

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 

unknown.png

I am still a learner and I will be one forever so please criticise and help me improve, You guys are greatunknown.png

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

unknown.png

 

 

unknown.pngunknown.png

unknown.png

Edited by NARUTO69
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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 by ZAZ
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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 by NARUTO69
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reference here the piece of area bskballcourt area I attached in front of players act as a cutting frame

 

 

 

 

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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 by ZAZ
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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 by NARUTO69
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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 by ZAZ
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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

 

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i might be going out of a topic but i need some help here

unknown.png

Special03 is by default ther in the game

where i add not before actor.model

like not actor.model(X)==#speical03 this happens

 

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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 by ZAZ
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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 by NARUTO69
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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
 

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