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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.
![[Image: 60348673_658289891277747_777153660533604...e=5D50DE14]](https://scontent.fccs4-1.fna.fbcdn.net/v/t1.6435-9/fr/cp0/e15/q65/60348673_658289891277747_777153660533604352_n.jpg?_nc_cat=106&efg=eyJpIjoidCJ9&_nc_ht=scontent.fccs4-1.fna&oh=6f1da2c985d967102f5e43093e418332&oe=5D50DE14)
![[Image: 60201642_658664754573594_534424412728852...e=5D70442C]](https://scontent.fccs4-1.fna.fbcdn.net/v/t1.6435-9/fr/cp0/e15/q65/60201642_658664754573594_53442441272885248_n.jpg?_nc_cat=105&efg=eyJpIjoidCJ9&_nc_ht=scontent.fccs4-1.fna&oh=916f7aa2c6cb5679d4836f237c5cef3f&oe=5D70442C)
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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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AI in Pythton |
Posted by: unix - 2019-05-12, 05:53 PM - Forum: Programming
- Replies (8)
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Hi
What do you think about developing?AIs in?Python
Recently started and I think it's very needy nowadays even though nowhere to use it at the moment for myself.
I recommend you all to take a step further about learning AI - it will be needed a lot in the "future".
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Kind Request |
Posted by: Gravityfalls - 2019-05-12, 05:02 PM - Forum: General Discussions
- No Replies
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I, by no means wish to back-seat moderate.
BUT...
PLEASE, PLEASE, PLEASE, search once before you make a thread. A lot of what you're going to ask is asked alerady, not once but many times, and also answered equally.
Thank you for your time :)
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pawn env |
Posted by: dakyskye - 2019-05-12, 03:41 PM - Forum: Plugins
- Replies (2)
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pawn-env
![[Image: sampctl-pawn--env-2f2f2f.svg?style=for-the-badge]](https://shields.southcla.ws/badge/sampctl-pawn--env-2f2f2f.svg?style=for-the-badge)
Access environment variables in PAWN
Installation
Install to your project:
Code: sampctl package install dakyskye/pawn-env
include in your code:
and start using it.
Usage
At development time, you can use .env file, but in production it?s not recommended.
Example .env file content:
Code: MYSQL_USER=user
MYSQL_PASSWORD=password
MYSQL_HOST=localhost
MYSQL_DATABASE=database
Using it in the recommended way:
Code: MYSQL_USER=user MYSQL_PASSWORD=password MYSQL_HOST=localhost MYSQL_DATABASE=database sampctl package run
Code: $env:MYSQL_USER="user"; $env:MYSQL_PASSWORD="password"; $env:MYSQL_HOST="localhost"; $env:MYSQL_DATABASE="database"; sampctl package run
Code: docker run -d \
??? -e MYSQL_USER=user \
??? -e MYSQL_PASSWORD=password \
??? -e MYSQL_HOST=localhost \
??? -e MYSQL_DATABASE=database \
??? --name my-container my/image
API
Code: native bool:Env_Has(const env[]);
native bool:Env_Get(const env[], dest[], size=sizeof(dest));
- bool:Env_Has(const env[]);
It checks if an environment variable with passed name as env exists or not and returns the result as true or false, hence the bool tag.
- bool:Env_Get(const env[], dest[], size=sizeof(dest));
It reads the value of the environment variable of passed name as env, then packs it into dest.
Example usage can be found in tests/tests.pwn
Building
First of all, install GNU Make if you haven?t already.
Code: docker build -t pawn-env .
docker run -v DISKLETTER:\path\to\pawn-env\plugins:/pawn-env/plugins --name pawn-env pawn-env
An example path from my case: X:\My-Workflow\pawn-env\plugins
Credits
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