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PAYDAY $A:MP - Multiple Guards Interaction & Civilians Preview |
Posted by: TheSlenderman - 2019-05-16, 08:36 AM - Forum: Videos and Screenshots
- Replies (7)
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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
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y_va on linux |
Posted by: mr_sacrimoni - 2019-05-15, 06:30 AM - Forum: Pawn Scripting
- Replies (3)
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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??
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Allow Servers to Redirect player to another server. |
Posted by: Faqahat - 2019-05-15, 05:55 AM - Forum: Questions and Suggestions
- Replies (7)
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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")
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[WEB] Subscribe to forum |
Posted by: DTV - 2019-05-14, 11:44 PM - Forum: Support
- Replies (2)
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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.
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Argyrus Armed Forces in SA-MP |
Posted by: Dennis_17 - 2019-05-14, 03:37 PM - Forum: Videos and Screenshots
- Replies (2)
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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.
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Custom GTA SA filesand other stuff |
Posted by: jking - 2019-05-14, 03:29 PM - Forum: Questions and Suggestions
- Replies (1)
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- 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 ? ]----------------------------------
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Customizable CJ |
Posted by: Mister - 2019-05-13, 07:14 PM - Forum: Questions and Suggestions
- Replies (1)
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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?
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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)
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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.
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