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  I want a frend
Posted by: Wuds - 2019-05-16, 01:23 PM - Forum: Chat - Replies (5)

Frend me plis seir


  PAYDAY $A:MP - Multiple Guards Interaction & Civilians Preview
Posted by: TheSlenderman - 2019-05-16, 08:36 AM - Forum: Videos and Screenshots - Replies (7)

[Image: smt3fyl.png]



Information



PAYDAY $A:MP is an upcoming server which will feature the possibilities of the actual PAYDAY 2 game to be found in our lovely game, SA:MP. Today I will present you an update which I've been working on for the past days.







What is new?



Spotting'n Marking System

'Frightening' System?

Corpse System

Guard Corpse, Bodybags & Fellow cuffed guards detection


Civilians & Hostages







Spotting'n Marking System



Once you see a guard, you can mark him on the minimap by simply aiming at him and pressing the 'N' key. As in the PAYDAY series, this is a pretty useful feature, especially for your fellow robbers, as they will be able to see where the guards are located without being near them. Once a guard is marked, he will slowly start to disappear from the minimap, and will be vanished after 12 seconds, meaning that you will have to mark him again.







'Frightening' System



If a guard spots you, and you wish however to spare his life, you can try to 'frighten' him by simply aiming him and pressing the 'N' key. There is a 25% chance that you can actually 'frighten' him, and if you do, he will put his hands up. The pager however will still drop and you will have to answer it. Aiming and pressing again the 'N' key on the 'frightened' guard will make him handcuff himself and eventually lie down on the ground.





Corpse System



If you kill a guard, after answering his pager, you will get the chance to bag up his corpse in a duffle bag by using the 'Y' key. Taking the corpse from the crime scene is a good idea, as it won't alert any civilians or other guards that will pass on the crime scene. If they see the corpse however, they will call the police straight away. Once you got the corpse on the duffle bag, it will be shown on your back. You can choose to throw it anywhere using the 'N' key. There will be special locations where you can hide the corpses, as shown in the Video Presentation.





Guard Corpse, Bodybags & Fellow cuffed guards detection



Guards can now detect a corpse, a bodybag or a fellow cuffed guard if they are near. Once they see it, they will slowly go there and sound the alarm. A Video Presentation has been attached.





What are the civilians?




During your Heist, you will come across not only to guards, but to civilians too! Civilians are NPCs, just like guards, that will roam around the Heist map and try to call the Police if you don't control them. The best way so far to control them is by shouting at them using the 'N' key to sit down. Any civilian on a radius of 5.0 to you will hear you shouting and will get automatically on the ground.





What can I do to the civilians?



Since they work the same way as guards do ( Spotting Bar, etc. ), you will only be able to control them and prevent them calling the Police ( usually by tying their hands with the 'Y' key ). You can also choose to kill them, however it's not recommended as if you kill a certain number of civilians, the alarm will trigger.





What can civilians do?



At the beginning of the Heist, civilians will be around the map. They will be alerted and try to call the Police if:



- The Spotted Bar is filled

- You are near them aiming

- They see a Corpse, Bodybag or other fellow NPC ( Guard / Civilian ) tied or scared.






What can I do to the Hostages?



Hostages are basically tied civilians. They are called 'Hostages' because they have their hands tied and they will not be able to call the Police, thus means they are under your control. Any uncontrolled Civilian will not be a Hostage and you will see a '!' on top of their head, meaning that they can call the Police if you don't shout at them. You can make Hostages follow you anywhere by pressing the 'Y' key.







How can I stay updated with the server progress?



You can stay tuned with the server news by simply joining the Discord below!?










Video Presentation



https://youtu.be/iEn7YDOwnKA

https://youtu.be/yYNT7qQq_Tg

https://youtu.be/c7O85apFj88


  [SOLVED] Unread posts since last visit?
Posted by: gzxmx94 - 2019-05-15, 09:15 AM - Forum: Chat - Replies (7)

Am I blind or is there no button to list all unread posts since last visit here at burgershot? (I'm not talking about subscribed threads)


  y_va on linux
Posted by: mr_sacrimoni - 2019-05-15, 06:30 AM - Forum: Pawn Scripting - Replies (3)

My gamemode works fine on windows but when started on linux every function that uses y_va skips the formating and returns 'YSI Warning: Bare?___?usage found' in server_log.



Help??


  Allow Servers to Redirect player to another server.
Posted by: Faqahat - 2019-05-15, 05:55 AM - Forum: Questions and Suggestions - Replies (7)

Just a shower thought, Since many servers switch hosts , IP , ports and players have to add the server in lists again in my experience a server loses 30-50% of playerbase after a IP change. so instead of locking the server and changing name to alert users about IP change a server could just redirect user to another server when player joins (along with a prompt to add new IP or update existing server's IP in list).


Code:
Redirect(playerid,"192.168.1.1:7777")


  [WEB] Subscribe to forum
Posted by: DTV - 2019-05-14, 11:44 PM - Forum: Support - Replies (2)

Not sure if this is something on my end but when I attempt to subscribe to a section on the forum, I get brought to a 404 page.


Thumbs Up Argyrus Armed Forces in SA-MP
Posted by: Dennis_17 - 2019-05-14, 03:37 PM - Forum: Videos and Screenshots - Replies (2)


The 'Argyrus Armed Forces' is a clan of military simulation created on January 18, 2018, more than a year ago.

Our clan is based on the development of activities focused on the military theme, such as training based on the real, clashes with other clans of the same type, graduations, promotions, and much more.

We characterize ourselves as a united and entertaining clan, we like seriousness and discipline whenever the moment warrants it, but jokes always fit.

Anyway, this is my message in which I invite you to join us.

Just send a message to our Facebook page and you will be taken care of.

(You need to speak Spanish)

https://www.facebook.com/ClanArgyrusArmy...=bookmarks

Good luck.


[Image: 60348673_658289891277747_777153660533604...e=5D50DE14]

[Image: 60201642_658664754573594_534424412728852...e=5D70442C]

[Image: 60288035_658664881240248_635993397072494...e=5D6DD0E2]


  Custom GTA SA filesand other stuff
Posted by: jking - 2019-05-14, 03:29 PM - Forum: Questions and Suggestions - Replies (1)

- Native object replacement, like MTA "engineReplaceModel" function.? (In 0.3.DL version you need to remove object and create a new one in the same place).



- Add server-side control for this files:



object.dat

ped.dat

weapon.dat

handling.cfg

timecyc.dat



- And control for this skills:



Stamina

Driving

Lung capacity







This is my edited main.scm, could be help:





Code:
/* ?

? ?Sanny Builder v3.2.2

?

? ?main.scm stripped

?? Disabled garages and audio zones.

?? Only parachute script.? ? ?

*/



DEFINE OBJECTS ? ? ? ? ? ? ? ? ?2 ?

DEFINE OBJECT PARACHUTE ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?

DEFINE OBJECT PARA_COLLISION

? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?

DEFINE MISSIONS 0

? ? ? ?

DEFINE EXTERNAL_SCRIPTS -1 ?

? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 512



var

$PLAYER_CHAR: Player

end

//---------------------------------[ ? ?MAIN START ? ]----------------------------------

03A4: name_thread 'MAIN'

02A3: switch_widescreen 0

0A48: allow_pause_in_widescreen 0

09B9: show_entered_car_name 0 ?

01F0: set_max_wanted_level_to 0

0111: set_deatharrest_state 0

//--------------------------------------------------------------------------------------

062A: change_float_stat ? ? 21 ?to 0.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Fat Level

062A: change_float_stat ? ? 22 ?to 999.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Stamina

062A: change_float_stat ? ? 23 ?to 0.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Muscle Level

062A: change_float_stat ? ? 69 ?to 999.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Colt 45 Skill

062A: change_float_stat ? ? 70 ?to 999.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Silenced Pistol Skill

062A: change_float_stat ? ? 71 ?to 999.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Desert Eagle Skill

062A: change_float_stat ? ? 72 ?to 999.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Shotgun Skill

062A: change_float_stat ? ? 73 ?to 900.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Sawn-Off Shotgun Skill

062A: change_float_stat ? ? 74 ?to 999.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Combat Shotgun Skill

062A: change_float_stat ? ? 75 ?to 999.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// TEC-9 Skill

062A: change_float_stat ? ? 76 ?to 999.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// SMG Skill

062A: change_float_stat ? ? 77 ?to 999.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// AK-47 Skill

062A: change_float_stat ? ? 78 ?to 999.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// M4 Skill

062A: change_float_stat ? ? 79 ?to 999.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Rifle Skill

062A: change_float_stat ? ? 81 ?to 10.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? // Gambling Skill

062A: change_float_stat ? ? 225 to 999.0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Lung Capacity

0629: change_integer_stat ? 68 ?to 0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Respect

062A: change_integer_stat ? 160 to 100 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Drive Skill ? ? ? ? ? ? ? ?

0629: change_integer_stat ? 181 to 4 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Cities Unlocked

062A: change_integer_stat ? 223 to 100 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Flying skill

062A: change_integer_stat ? 229 to 100 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Bike skill

062A: change_integer_stat ? 230 to 100 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Cycling skill

//--------------------------------------------------------------------------------------

04E4: request_collision -3076.0 1152.0

03CB: set_rendering_origin_at -3076.0 1152.0 20.0

0703: set_tags_painted_percentage_at -3000.0 -3000.0 3000.0 3000.0 value 255

//--------------------------------------------------------------------------------------

$PLAYER_CHAR = Player.Create(0, -2376.5671, -585.5031, 132.1117)

0960: enable_player $PLAYER_CHAR stats_box 0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?//Disable Stats Box ?For Player

$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)

Actor.Angle($PLAYER_ACTOR) = 270.0

0373: set_camera_directly_behind_player

0001: wait 0 ms

//--------------------------------------------------------------------------------------

0A24: set_disable_military_zones 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Disable wanted level when player enters a military zone

0180: set_on_mission_flag_to $ONMISSION ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? // Note: your missions have to use the variable defined here

03E6: remove_text_box ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? // Remove help messages in the up-left corner

07FB: set_interior 'CARLS' ? ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// The Johnson House

07FB: set_interior 'AMMUN1' ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Ammu-Nation

07FB: set_interior 'AMMUN2' ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Ammu-Nation

07FB: set_interior 'AMMUN3' ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Ammu-Nation

07FB: set_interior 'AMMUN4' ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Ammu-Nation

07FB: set_interior 'AMMUN5' ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Ammu-Nation

07FB: set_interior 'BARBERS' ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Barber

07FB: set_interior 'BARBER2' ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Barber

07FB: set_interior 'BARBER3' ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Barber

07FB: set_interior 'FDPIZA' ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Pizza Stack

07FB: set_interior 'FDCHICK' ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Cluckin' Bell

07FB: set_interior 'FDBURG' ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Burger Shot

07FB: set_interior 'TATTOO' ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Tattoo Parlor

07FB: set_interior 'CSCHP' ? ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Binco

07FB: set_interior 'CSSPRT' ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Pro-Laps

07FB: set_interior 'LACS1' ? ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Sub Urban

07FB: set_interior 'CLOTHGP' ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Zip

07FB: set_interior 'CSDESGN' ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Victim

07FB: set_interior 'CSEXL' ? ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Didier Sachs

07FB: set_interior 'GYM1' ? ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Ganton Gym

07FB: set_interior 'GYM2' ? ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Cobra Marital Arts

07FB: set_interior 'GYM3' ? ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Below the Belt Gym

07FB: set_interior 'PDOMES' ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// The Pleasure Domes

07FB: set_interior 'PDOMES2' ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// The Pleasure Domes

07FB: set_interior 'MADDOGS' ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Madd Dogg's Crib

07FB: set_interior 'MDDOGS' ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Madd Dogg's Crib

07FB: set_interior 'GANG' ? ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Vagos Gang House

07FB: set_interior 'RCPLAY' ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Zero's RC Shop

07FB: set_interior 'PAPER' ? ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Planning Department

07FB: set_interior 'ABATOIR' ? ?access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Sindacco Abattoir

07FB: set_interior 'LACRAK' ? ? access 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Crack Den

//--------------------------------------------------------------------------------------

create_thread @PLCHUTE

//--------------------------------------------------------------------------------------

fade 0 0

wait 0

09BA: show_entered_zone_name 0 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?// Disable zone names

03B7: switch_world_processing 0

0169: set_fade_color_RGB 0 0 0

03B7: switch_world_processing 1 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?

01F0: set_max_wanted_level_to 0

01B6: set_weather 14 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?//Sunny Countryside

Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)

Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)

Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)

Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)

055E: set_player $PLAYER_CHAR max_health = 100

Player.Build($PLAYER_CHAR)

0793: save_player_clothes

Player.CanMove($PLAYER_CHAR) = True

01E8: create_forbidden_for_cars_cube_cornerA -100000.0 -100000.0 -100000.0 cornerB 100000.0 100000.0 100000.0

022B: create_forbidden_for_peds_cube_cornerA -100000.0 -100000.0 -100000.0 cornerB 100000.0 100000.0 100000.0

01EB: set_traffic_density_multiplier_to 0.0

03DE: set_pedestrians_density_multiplier_to 0.0

015A: restore_camera

015F: set_camera_position -2834.0493 1304.3285 9.6122 0.0 0.0 0.0

0160: set_camera_look_at -2834.0493 1304.3285 9.6122 2

0001: wait 500

016A: fade 1 1000

02B9: deactivate_garage 'AMUMIS'

02B9: deactivate_garage 'BEACSV'

02B9: deactivate_garage 'BLOB1'

02B9: deactivate_garage 'BLOB2'

02B9: deactivate_garage 'BLOB6'

02B9: deactivate_garage 'BLOB69'

02B9: deactivate_garage 'BLOB7'

02B9: deactivate_garage 'BODLAWN'

02B9: deactivate_garage 'BRGSFSE'

02B9: deactivate_garage 'BURBDO2'

02B9: deactivate_garage 'BURBDOO'

02B9: deactivate_garage 'BURG_LK'

02B9: deactivate_garage 'CARLAS1'

02B9: deactivate_garage 'CESAFE1'

02B9: deactivate_garage 'CESPRAY'

02B9: deactivate_garage 'CJSAFE'

02B9: deactivate_garage 'CN2GAR1'

02B9: deactivate_garage 'CN2GAR2'

02B9: deactivate_garage 'CN2SPRY'

02B9: deactivate_garage 'CNSPRAY'

02B9: deactivate_garage 'DHANGAR'

02B9: deactivate_garage 'DUF_LAS'

02B9: deactivate_garage 'FDORSFE'

02B9: deactivate_garage 'GHOSTDR'

02B9: deactivate_garage 'HBGDSFS'

02B9: deactivate_garage 'IMP_LA'

02B9: deactivate_garage 'IMP_SF'

02B9: deactivate_garage 'IMP_LV'

02B9: deactivate_garage 'LASBOMB'

02B9: deactivate_garage 'LCKSFSE'

02B9: deactivate_garage 'MDS1SFS'

02B9: deactivate_garage 'MDSSFSE'

02B9: deactivate_garage 'MICHDR'

02B9: deactivate_garage 'MODGLAS'

02B9: deactivate_garage 'MUL_LAN'

02B9: deactivate_garage 'MODLAST'

02B9: deactivate_garage 'SAV1SFE'

02B9: deactivate_garage 'SAV1SFW'

02B9: deactivate_garage 'SPRLAE'

02B9: deactivate_garage 'SPRLAE'

02B9: deactivate_garage 'SPLAW2'

02B9: deactivate_garage 'SPRSFSE'

02B9: deactivate_garage 'SPRSFW'

02B9: deactivate_garage 'SVGSFS1'

02B9: deactivate_garage 'TBON'

02B9: deactivate_garage 'TIMY1'

02B9: deactivate_garage 'VECMOD'

02B9: deactivate_garage 'VESVGRG'

02B9: deactivate_garage 'VGELOCK'

02B9: deactivate_garage 'VGSHNGR'

02FA: change_garage_type 'AMUMIS' to 1

02FA: change_garage_type 'BEACSV' to 1

02FA: change_garage_type 'BLOB1' to 1

02FA: change_garage_type 'BLOB2' to 1

02FA: change_garage_type 'BLOB6' to 1

02FA: change_garage_type 'BLOB69' to 1

02FA: change_garage_type 'BLOB7' to 1

02FA: change_garage_type 'BODLAWN' to 1

02FA: change_garage_type 'BRGSFSE' to 1

02FA: change_garage_type 'BURBDO2' to 1

02FA: change_garage_type 'BURBDOO' to 1

02FA: change_garage_type 'BURG_LK' to 1

02FA: change_garage_type 'CARLAS1' to 1

02FA: change_garage_type 'CESAFE1' to 1

02FA: change_garage_type 'CESPRAY' to 1

02FA: change_garage_type 'CJSAFE' to 1

02FA: change_garage_type 'CN2GAR1' to 1

02FA: change_garage_type 'CN2GAR2' to 1

02FA: change_garage_type 'CN2SPRY' to 1

02FA: change_garage_type 'CNSPRAY' to 1

02FA: change_garage_type 'DHANGAR' to 1

02FA: change_garage_type 'DUF_LAS' to 1

02FA: change_garage_type 'FDORSFE' to 1

02FA: change_garage_type 'GHOSTDR' to 1

02FA: change_garage_type 'HBGDSFS' to 1

02FA: change_garage_type 'IMP_LA' to 1

02FA: change_garage_type 'IMP_SF' to 1

02FA: change_garage_type 'IMP_LV' to 1

02FA: change_garage_type 'LASBOMB' to 1

02FA: change_garage_type 'LCKSFSE' to 1

02FA: change_garage_type 'MDS1SFS' to 1

02FA: change_garage_type 'MDSSFSE' to 1

02FA: change_garage_type 'MICHDR' to 1

02FA: change_garage_type 'MODGLAS' to 1

02FA: change_garage_type 'MUL_LAN' to 1

02FA: change_garage_type 'MODLAST' to 1

02FA: change_garage_type 'SAV1SFE' to 1

02FA: change_garage_type 'SAV1SFW' to 1

02FA: change_garage_type 'SPRLAE' to 1

02FA: change_garage_type 'SPRLAE' to 1

02FA: change_garage_type 'SPLAW2' to 1

02FA: change_garage_type 'SPRSFSE' to 1

02FA: change_garage_type 'SPRSFW' to 1

02FA: change_garage_type 'SVGSFS1' to 1

02FA: change_garage_type 'TBON' to 1

02FA: change_garage_type 'TIMY1' to 1

02FA: change_garage_type 'VECMOD' to 1

02FA: change_garage_type 'VESVGRG' to 1

02FA: change_garage_type 'VGELOCK' to 1

02FA: change_garage_type 'VGSHNGR' to 1

0A14: disable_respray_garages 1

0917: switch_audio_zone 'BAR1' to 0

0917: switch_audio_zone 'BAR2' to 0

0917: switch_audio_zone 'LASTRIP' to 0

0917: switch_audio_zone 'STRIP2' to 0

0917: switch_audio_zone 'PDOMES' to 0

0917: switch_audio_zone 'AMMUN1' to 0

0917: switch_audio_zone 'AMMUN2' to 0

0917: switch_audio_zone 'AMMUN3' to 0

0917: switch_audio_zone 'AMMUN4' to 0

0917: switch_audio_zone 'AMMUN5' to 0

00C0: set_time_of_day 1 0

01B6: force_weather_now 5



:MAIN_3

0001: wait 1000 ms

0002: jump @MAIN_3

//---------------------------------[ ? ? MAIN END ? ?]----------------------------------



//---------------------------------[ ?PLCHUTE START ?]----------------------------------

:PLCHUTE

03A4: name_thread 'PLCHUTE'

0004: $FREEFALL_STAGE = 0

0004: $PARACHUTE_CREATION_STAGE = 0

0004: $1498 = 0

0005: $1500 = ?5.0

0005: $1501 = -5.0

0005: $1503 = -1.5

0005: $1504 = -30.0

0005: $1505 = ?32.0

0005: $1506 = ?0.0

0004: $1512 = ?0

0004: $1513 = ?0



:PLCHUTE_1 ?

0001: wait ?0 ms

0819: 7@ = actor $PLAYER_ACTOR distance_from_ground

00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71

00D6: if ?and

0020: 7@ > 50.0

80DF: ? NOT ?actor $PLAYER_ACTOR driving

8118: ? not ?actor $PLAYER_ACTOR dead

83EE: ? NOT ?player $PLAYER_CHAR controllable

004D: jump_if_false @PLCHUTE_1



:PLCHUTE_2 ?

0001: wait 0 ms

00D6: if

8118: ? not actor $PLAYER_ACTOR dead

004D: jump_if_false @PLCHUTE_71

00D6: if

8800: ? not in_two_players_mode

004D: jump_if_false @PLCHUTE_71

00D6: if

8038: ? not ?$FREEFALL_STAGE == 0

004D: jump_if_false @PLCHUTE_3

0992: set_player $PLAYER_CHAR weapons_scrollable 0



:PLCHUTE_3

00D6: if

0018: ? $PARACHUTE_CREATION_STAGE > 0

004D: jump_if_false @PLCHUTE_4

00D6: if

8491: ? not actor $PLAYER_ACTOR has_weapon 46

004D: jump_if_false @PLCHUTE_4

0002: jump @PLCHUTE_73



:PLCHUTE_4

00D6: if

0038: ? $PARACHUTE_CREATION_STAGE == 0

004D: jump_if_false @PLCHUTE_5

00D6: if

0491: ? actor $PLAYER_ACTOR has_weapon 46

004D: jump_if_false @PLCHUTE_5

0247: load_model #PARACHUTE

0004: $PARACHUTE_CREATION_STAGE = 1

0004: $1498 = 0



:PLCHUTE_5

00D6: if

0038: ? $PARACHUTE_CREATION_STAGE == 1

004D: jump_if_false @PLCHUTE_6

00D6: if

0248: ? model #PARACHUTE available

004D: jump_if_false @PLCHUTE_6

0107: 17@ = create_object #PARACHUTE at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD

069B: attach_object 17@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0

0750: set_object 17@ visibility 0

0004: $PARACHUTE_CREATION_STAGE = 2



:PLCHUTE_6

00D6: if and

0038: ? $PARACHUTE_CREATION_STAGE == 2

0038: ? $FREEFALL_STAGE == 1

004D: jump_if_false @PLCHUTE_7

0004: $PARACHUTE_CREATION_STAGE = 3



:PLCHUTE_7

00D6: if and

0038: ? $FREEFALL_STAGE == 0

0018: ? $PARACHUTE_CREATION_STAGE > 0

004D: jump_if_false @PLCHUTE_8

00D6: if

0818: ? actor $PLAYER_ACTOR in_air

004D: jump_if_false @PLCHUTE_8

083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509

00D6: if

0022: ? -10.0 > $1509

004D: jump_if_false @PLCHUTE_8

0819: 7@ = actor $PLAYER_ACTOR distance_from_ground

00D6: if

0021: ? 7@ > 20.0

004D: jump_if_false @PLCHUTE_8

097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037

0004: $FREEFALL_STAGE = 1

01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46

0006: 0@ = 0

0005: $8268 = 0.0



:PLCHUTE_8

00D6: if

0038: ? $FREEFALL_STAGE == 1

004D: jump_if_false @PLCHUTE_35

00D6: if

0039: ? 0@ == 0

004D: jump_if_false @PLCHUTE_9

0006: 0@ = 2



:PLCHUTE_9

00D6: if

0039: ? 0@ == 2

004D: jump_if_false @PLCHUTE_10

062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ ?

00D6: if

04A4: ? 27@ == 7 ?

004D: jump_if_false @PLCHUTE_10

0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 ?

04ED: load_animation "PARACHUTE"

0006: 15@ = 1

0172: 1@ = actor $PLAYER_ACTOR Z_angle

0006: 0@ = 3



:PLCHUTE_10

00D6: if

0039: ? 0@ == 3

004D: jump_if_false @PLCHUTE_35

062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ ?

00D6: if

04A4: ? 27@ == 7 ?

004D: jump_if_false @PLCHUTE_11

0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1



:PLCHUTE_11

0819: 7@ = actor $PLAYER_ACTOR distance_from_ground

00D6: if and

0023: ? 100.0 > 7@

0021: ? 7@ > 60.0

004D: jump_if_false @PLCHUTE_12

00D6: if

04EE: ? animation "PARACHUTE" loaded

004D: jump_if_false @PLCHUTE_12

00D6: if

0038: ? $ONMISSION == 0

004D: jump_if_false @PLCHUTE_12



/* =============[TEXT: "Open your parachute!"]===============

00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1 ?

*/



:PLCHUTE_12

0494: get_joystick 0 direction_offset_to 10@ 11@ 12@ 12@

00D6: if

0038: ? $1511 == 1

004D: jump_if_false @PLCHUTE_13

0006: 10@ = 0

0006: 11@ = 0



:PLCHUTE_13

0093: 21@ = integer 10@ to_float

0017: 21@ /= 4.267

0063: 21@ -= 2@ ?

0017: 21@ /= 20.0

005B: 2@ = 21@ ?

0087: 21@ = 2@ ?

0017: 21@ /= 5.0

0063: 1@ -= 21@ ?

00D6: if

0021: ? 1@ > 180.0

004D: jump_if_false @PLCHUTE_14

000F: 1@ -= 360.0



:PLCHUTE_14

00D6: if

0023: ? -180.0 > 1@

004D: jump_if_false @PLCHUTE_15

000B: 1@ = 360.0



:PLCHUTE_15

0093: 22@ = integer 11@ to_float

0017: 22@ /= 4.267

0063: 22@ -= 3@ ?

0017: 22@ /= 20.0

005B: 3@ = 22@ ?

083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ $1509

00D6: if

0024: ? $1504 > $1509 ?

004D: jump_if_false @PLCHUTE_16

0086: $1509 = $1504 ?



:PLCHUTE_16

00D6: if

0024: ? $8268 > $1509 ?

004D: jump_if_false @PLCHUTE_17

0086: $8268 = $1509



:PLCHUTE_17

00D6: if

0024: ? $1504 > $8268 ?

004D: jump_if_false @PLCHUTE_18

0086: $8268 = $1504 ?



:PLCHUTE_18

00D6: if and

0024: ? $1509 > $8268 ?

8038: ? not ?$1902 == 1

004D: jump_if_false @PLCHUTE_22

00D6: if

84AD: ? not actor $PLAYER_ACTOR in_water

004D: jump_if_false @PLCHUTE_21

00D6: if

0022: ? -20.0 > $8268

004D: jump_if_false @PLCHUTE_19

0004: $FREEFALL_STAGE = 2

0002: jump @PLCHUTE_20



:PLCHUTE_19

0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 ?

0004: $FREEFALL_STAGE = 7



:PLCHUTE_20

0002: jump @PLCHUTE_22



:PLCHUTE_21

0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 ?

0004: $FREEFALL_STAGE = 7



:PLCHUTE_22

0087: 4@ = 3@ ?

0017: 4@ /= 30.0

006F: 4@ *= $1505 ?

02F6: $1507 = sine 1@ ?

02F7: $1508 = cosine 1@ ?

006D: $1507 *= 4@ ?

006D: $1508 *= 4@ ?

0011: $1508 *= -1.0

0059: $1508 = $1506 ?

0087: 21@ = 8@ ?

0065: 21@ -= $1507 ?

0013: 21@ *= 0.01

0088: $1507 = 8@ ?

0067: $1507 -= 21@

0087: 21@ = 9@ ?

0065: 21@ -= $1508 ?

0013: 21@ *= 0.01

0088: $1508 = 9@ ?

0067: $1508 -= 21@ ?

0085: 12@ = 10@ ?

0085: 13@ = 11@ ?

0095: make 12@ absolute_integer

0095: make 13@ absolute_integer

00D6: if or

0019: ? 12@ > 40

0019: ? 13@ > 40

004D: jump_if_false @PLCHUTE_32

00D6: if

001D: ? 12@ > 13@ ?

004D: jump_if_false @PLCHUTE_27

00D6: if

0029: ? 10@ >= 0

004D: jump_if_false @PLCHUTE_24

00D6: if

8039: ? not ?15@ == 2

004D: jump_if_false @PLCHUTE_24

00D6: if

04EE: ? animation "PARACHUTE" loaded

004D: jump_if_false @PLCHUTE_23

0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 ?



:PLCHUTE_23

0006: 15@ = 2



:PLCHUTE_24

00D6: if

001B: ? 0 > 10@

004D: jump_if_false @PLCHUTE_26

00D6: if

8039: ? not ?15@ == 3

004D: jump_if_false @PLCHUTE_26

00D6: if

04EE: ? animation "PARACHUTE" loaded

004D: jump_if_false @PLCHUTE_25

0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 ?



:PLCHUTE_25

0006: 15@ = 3



:PLCHUTE_26

0002: jump @PLCHUTE_31



:PLCHUTE_27

00D6: if

0029: ? 11@ >= 0

004D: jump_if_false @PLCHUTE_29

00D6: if

8039: ? not ?15@ == 4

004D: jump_if_false @PLCHUTE_29

00D6: if

04EE: ? animation "PARACHUTE" loaded

004D: jump_if_false @PLCHUTE_28

0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 ?



:PLCHUTE_28

0006: 15@ = 4



:PLCHUTE_29

00D6: if

001B: ? 0 > 11@

004D: jump_if_false @PLCHUTE_31

00D6: if

8039: ? not ?15@ == 5

004D: jump_if_false @PLCHUTE_31

00D6: if

04EE: ? animation "PARACHUTE" loaded

004D: jump_if_false @PLCHUTE_30

0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2



:PLCHUTE_30

0006: 15@ = 5



:PLCHUTE_31

0002: jump @PLCHUTE_34



:PLCHUTE_32

00D6: if

8039: ? not ?15@ == 1

004D: jump_if_false @PLCHUTE_34

00D6: if

04EE: ? animation "PARACHUTE" loaded

004D: jump_if_false @PLCHUTE_34

0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 ?

0006: 15@ = 1



//:PLCHUTE_33



:PLCHUTE_34

00D6: if or

00E1: ? player 0 pressed_key 17

0038: ? $1512 == 1

004D: jump_if_false @PLCHUTE_35

00D6: if

8038: ? not ?$1902 == 1

004D: jump_if_false @PLCHUTE_35

00D6: if

04EE: ? animation "PARACHUTE" loaded

004D: jump_if_false @PLCHUTE_35

00D6: if and

0038: ? $PARACHUTE_CREATION_STAGE == 3

0038: ? $1511 == 0

004D: jump_if_false @PLCHUTE_35

0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 ?

097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038

008A: $8270 = 32@

0008: $8270 = 1100

0004: $FREEFALL_STAGE = 3

0006: 0@ = 0



:PLCHUTE_35

00D6: if

0038: ? $FREEFALL_STAGE == 2

004D: jump_if_false @PLCHUTE_38

00D6: if

04EE: ? animation "PARACHUTE" loaded

004D: jump_if_false @PLCHUTE_36

0173: set_actor $PLAYER_ACTOR Z_angle_to 1@

0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies

09F1: play_audio_at_actor $PLAYER_ACTOR event 1189

0002: jump @PLCHUTE_37



:PLCHUTE_36

05BE: AS_actor $PLAYER_ACTOR die



:PLCHUTE_37

0002: jump @PLCHUTE_73



:PLCHUTE_38

00D6: if

0038: ? $FREEFALL_STAGE == 3

004D: jump_if_false @PLCHUTE_61

00D6: if

0018: ? $8270 > 0

004D: jump_if_false @PLCHUTE_39

00D6: if

001F: ? 32@ > $8270 ?

004D: jump_if_false @PLCHUTE_39

097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039

0004: $8270 = 0



:PLCHUTE_39

00D6: if

0039: ? 0@ == 0

004D: jump_if_false @PLCHUTE_40

0087: 25@ = 3@

0017: 25@ /= 500.0

0087: 26@ = 2@

0017: 26@ /= 500.0

0085: 18@ = 32@ ?

0085: 19@ = 32@ ?

0087: 5@ = 4@ ?

0013: 5@ *= -1.0

0089: 6@ = $1509

0006: 0@ = 1



:PLCHUTE_40

00D6: if

0039: ? 0@ == 1

004D: jump_if_false @PLCHUTE_42

0085: 10@ = 32@ ?

0062: 10@ -= 19@ ?

00D6: if

001B: ? 500 > 10@

004D: jump_if_false @PLCHUTE_41

0085: 10@ = 32@ ?

0062: 10@ -= 18@ ?

0085: 18@ = 32@ ?

0093: 21@ = integer 10@ to_float

0087: 22@ = 25@ ?

006B: 22@ *= 21@ ?

0087: 23@ = 26@ ?

006B: 23@ *= 21@ ?

0063: 3@ -= 22@

0063: 2@ -= 23@

0002: jump @PLCHUTE_42



:PLCHUTE_41

0007: 2@ = 0.0

0007: 3@ = 0.0

0006: 0@ = 2



:PLCHUTE_42

00D6: if

0039: ? 0@ == 2

004D: jump_if_false @PLCHUTE_43

00D6: if

03CA: ? object 17@ exists

004D: jump_if_false @PLCHUTE_43

0750: set_object 17@ visibility 1

08D2: object 17@ scale_model 0.0

0085: 19@ = 32@ ?

0001: wait 0 ms

075A: set_object 17@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET

0006: 0@ = 3



:PLCHUTE_43

00D6: if

0039: ? 0@ == 3

004D: jump_if_false @PLCHUTE_45

0085: 10@ = 32@ ?

0062: 10@ -= 19@ ?

00D6: if

001B: ? 500 > 10@

004D: jump_if_false @PLCHUTE_44

0093: 21@ = integer 10@ to_float

0017: 21@ /= 500.0

08D2: object 17@ scale_model 21@

0002: jump @PLCHUTE_45



:PLCHUTE_44

08D2: object 17@ scale_model 1.0

0006: 0@ = 4



:PLCHUTE_45

00D6: if

0039: ? 0@ == 5

004D: jump_if_false @PLCHUTE_46

0107: 20@ = create_object #PARA_COLLISION at 0.0 0.0 0.0

0750: set_object 20@ visibility 0

0392: make_object 20@ moveable 1

04D9: object 20@ set_scripted_collision_check 1

0006: 0@ = 6



:PLCHUTE_46

00D6: if

0039: ? 0@ == 6

004D: jump_if_false @PLCHUTE_58

0494: get_joystick 0 direction_offset_to 10@ 11@ 12@ 12@

00D6: if

0038: ? $1511 == 1

004D: jump_if_false @PLCHUTE_47

0006: 10@ = 0

0006: 11@ = 0



:PLCHUTE_47

0093: 21@ = integer 10@ to_float

0017: 21@ /= 4.267

0063: 21@ -= 2@ ?

0017: 21@ /= 20.0

005B: 2@ = 21@ ?

0087: 21@ = 2@ ?

0017: 21@ /= 15.0

0063: 1@ -= 21@ ?

00D6: if

0021: ? 1@ > 180.0

004D: jump_if_false @PLCHUTE_48

000F: 1@ -= 360.0



:PLCHUTE_48

00D6: if

0023: ? -180.0 > 1@

004D: jump_if_false @PLCHUTE_49

000B: 1@ = 360.0



:PLCHUTE_49

02F6: $1507 = sine 1@

02F7: $1508 = cosine 1@

0069: $1507 *= $1500

0069: $1508 *= $1500

0011: $1507 *= -1.0

0085: 12@ = 10@

0085: 13@ = 11@

0095: make 12@ absolute_integer

0095: make 13@ absolute_integer

00D6: if or

0019: ? 12@ > 40

0019: ? 13@ > 40

004D: jump_if_false @PLCHUTE_55

00D6: if

001D: ? 12@ > 13@

004D: jump_if_false @PLCHUTE_52

0089: 21@ = $1501 ?

0065: 21@ -= $1509

0017: 21@ /= 20.0

005F: $1509 = 21@ ?

00D6: if

0029: ? 10@ >= 0

004D: jump_if_false @PLCHUTE_50

00D6: if

8039: ? not ?15@ == 2

004D: jump_if_false @PLCHUTE_50

0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2

075A: set_object 17@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 ?

0006: 15@ = 2



:PLCHUTE_50

00D6: if

001B: ? 0 > 10@

004D: jump_if_false @PLCHUTE_51

00D6: if

8039: ? not ?15@ == 3

004D: jump_if_false @PLCHUTE_51

0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 ?

075A: set_object 17@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 ?

0006: 15@ = 3



:PLCHUTE_51

0002: jump @PLCHUTE_54



:PLCHUTE_52

00D6: if

0029: ? 11@ >= 0

004D: jump_if_false @PLCHUTE_53

0089: 21@ = $1503 ?

0065: 21@ -= $1509 ?

0017: 21@ /= 20.0

005F: $1509 = 21@ ?

00D6: if

8039: ? not ?15@ == 4

004D: jump_if_false @PLCHUTE_53

0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 ?

075A: set_object 17@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 ?

0006: 15@ = 4



:PLCHUTE_53

00D6: if

001B: ? 0 > 11@

004D: jump_if_false @PLCHUTE_54

0089: 21@ = $1501 ?

0065: 21@ -= $1509 ?

0017: 21@ /= 20.0

005F: $1509 = 21@ ?

00D6: if

8039: ? not ?15@ == 5

004D: jump_if_false @PLCHUTE_54

0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 ?

075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 ?

0006: 15@ = 5



:PLCHUTE_54

0002: jump @PLCHUTE_56



:PLCHUTE_55

0089: 21@ = $1501

0065: 21@ -= $1509 ?

0017: 21@ /= 20.0

005F: $1509 = 21@ ?

00D6: if

8039: ? not ?15@ == 5

004D: jump_if_false @PLCHUTE_56

00D6: if

8039: ? not ?15@ == 1

004D: jump_if_false @PLCHUTE_56

0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 ?

075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 ?

0006: 15@ = 1



:PLCHUTE_56

01BB: store_object 17@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3

0815: put_object 20@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation

00D6: if

04DA: ? has_object 20@ collided

004D: jump_if_false @PLCHUTE_57

075A: set_object 17@ animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1

0006: 0@ = 7



:PLCHUTE_57

00D6: if

00E1: ? player 0 pressed_key 15

004D: jump_if_false @PLCHUTE_58

0792: disembark_instantly_actor $PLAYER_ACTOR

0004: $FREEFALL_STAGE = 6

0004: $1498 = 3



:PLCHUTE_58

00D6: if

03CA: ? object 17@ exists

004D: jump_if_false @PLCHUTE_59

00D6: if

0837: ? object 17@ animation == "PARA_OPEN_O"

004D: jump_if_false @PLCHUTE_59

0839: get_object 17@ animation "PARA_OPEN_O" progress_to 21@

0087: 22@ = 6@ ?

0065: 22@ -= $1501 ?

0087: 23@ = 22@ ?

006B: 23@ *= 21@

0088: $1509 = 6@ ?

0067: $1509 -= 23@ ?

0087: 22@ = 5@

0065: 22@ -= $1500

0087: 23@ = 22@ ?

006B: 23@ *= 21@

0087: 4@ = 5@ ?

0063: 4@ -= 23@ ?

02F6: $1507 = sine 1@ ?

02F7: $1508 = cosine 1@ ?

006D: $1507 *= 4@ ?

006D: $1508 *= 4@ ?

0011: $1507 *= -1.0

00D6: if and

0043: ? 21@ == 1.0

0039: ? 0@ == 4

004D: jump_if_false @PLCHUTE_59

0006: 0@ = 5



:PLCHUTE_59

00D6: if

8118: ? not actor $PLAYER_ACTOR dead

004D: jump_if_false @PLCHUTE_61

00D6: if

04AD: ? actor $PLAYER_ACTOR in_water

004D: jump_if_false @PLCHUTE_60

0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000

075A: set_object 17@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 ?

0004: $FREEFALL_STAGE = 5

0006: 0@ = 0



:PLCHUTE_60

083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 21@ 23@

00D6: if

0021: ? 23@ > -0.1

004D: jump_if_false @PLCHUTE_61

0004: $FREEFALL_STAGE = 4

0006: 0@ = 0



:PLCHUTE_61

00D6: if

0038: ? $FREEFALL_STAGE == 4

004D: jump_if_false @PLCHUTE_67

00D6: if

0039: ? 0@ == 0

004D: jump_if_false @PLCHUTE_66

0004: $1498 = 1

00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD

000D: $TEMPVAR_Z_COORD -= 1.0

00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD

083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air

00D6: if

0022: ? -10.0 > $1509

004D: jump_if_false @PLCHUTE_62

0004: $FREEFALL_STAGE = 2

0006: 0@ = 0

0002: jump @PLCHUTE_65



:PLCHUTE_62

00D6: if

0022: ? -4.0 > $1509

004D: jump_if_false @PLCHUTE_63

0615: define_AS_pack_begin 14@

0812: AS_actor -1 perform_animation "FALL_FRONT" IFP "PED" framedelta 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 ?

0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2

0616: define_AS_pack_end 14@

0618: assign_actor $PLAYER_ACTOR to_AS_pack 14@

061B: remove_references_to_AS_pack 14@

0002: jump @PLCHUTE_64



:PLCHUTE_63

0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP "PED" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000



:PLCHUTE_64

0006: 0@ = 1



:PLCHUTE_65

075A: set_object 17@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1

0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0

0085: 18@ = 32@

000A: 18@ = 1000



:PLCHUTE_66

00D6: if

0039: ? 0@ == 1

004D: jump_if_false @PLCHUTE_67

00D6: if

0837: ? object 17@ animation == "PARA_LAND_O"

004D: jump_if_false @PLCHUTE_67

0839: get_object 17@ animation "PARA_LAND_O" progress_to 21@

00D6: if

0043: ? 21@ == 1.0

004D: jump_if_false @PLCHUTE_67

0004: $1498 = 2

0002: jump @PLCHUTE_73



:PLCHUTE_67

00D6: if

0038: ? $FREEFALL_STAGE == 5

004D: jump_if_false @PLCHUTE_68

0004: $1498 = 1

00D6: if

0039: ? 0@ == 0

004D: jump_if_false @PLCHUTE_68

0004: $1498 = 2

0002: jump @PLCHUTE_73



:PLCHUTE_68

00D6: if and

0018: ? $FREEFALL_STAGE > 0

001A: ? 4 > $FREEFALL_STAGE

004D: jump_if_false @PLCHUTE_69

00D6: if

8118: ? not actor $PLAYER_ACTOR dead

004D: jump_if_false @PLCHUTE_69

083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509

0173: set_actor $PLAYER_ACTOR Z_angle_to 1@

083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air



:PLCHUTE_69

00D6: if

0038: ? $FREEFALL_STAGE == 6

004D: jump_if_false @PLCHUTE_70

0002: jump @PLCHUTE_73



:PLCHUTE_70

00D6: if

0038: ? $FREEFALL_STAGE == 7

004D: jump_if_false @PLCHUTE_71

0002: jump @PLCHUTE_72



:PLCHUTE_71

0002: jump @PLCHUTE_2



:PLCHUTE_72

0004: $FREEFALL_STAGE = 0

0006: 0@ = 0

0249: release_model #PARACHUTE

04EF: release_animation "PARACHUTE"

083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air

0992: set_player $PLAYER_CHAR weapons_scrollable 1

0002: jump @PLCHUTE_71



:PLCHUTE_73

0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0

09A2: destroy_object_with_fade 17@

0108: destroy_object 20@

0555: remove_weapon 46 from_actor $PLAYER_ACTOR

0004: $FREEFALL_STAGE = 0

0004: $PARACHUTE_CREATION_STAGE = 0

0006: 0@ = 0

0249: release_model #PARACHUTE

04EF: release_animation "PARACHUTE"

0249: release_model 371

083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air

0992: set_player $PLAYER_CHAR weapons_scrollable 1

0002: jump @PLCHUTE_71

//---------------------------------[ ? PLCHUTE END ? ]----------------------------------


  Customizable CJ
Posted by: Mister - 2019-05-13, 07:14 PM - Forum: Questions and Suggestions - Replies (1)

SA: MP forgot some features of GTA SA, such as muscle, fat and clothing for CJ, I think it would become a success if these characteristics were added. What about that?


  Ability to set vehicle freeze at certain rotation position & set vehicle fire state.
Posted by: Caledonite - 2019-05-13, 04:18 PM - Forum: Questions and Suggestions - Replies (2)

There could be ability to freeze the vehicle?at certain rotation position, for example when it's flipped (180 degrees). Hereby it would be nice, if it was possible to make it not catch the fire at all.?I think it would be nice addition, for example the movie makers could find this an useful thing to use in their videos?and it could be also nice thing to have in roleplay servers.



This includes when the player(s) has/have occupied the vehicle?or when it's not occupied at all as well.