2019-05-14, 03:29 PM
- 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:
- 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: [email protected] = actor $PLAYER_ACTOR distance_from_ground
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if and
0020: [email protected] > 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: [email protected] = create_object #PARACHUTE at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
0750: set_object [email protected] 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: [email protected] = actor $PLAYER_ACTOR distance_from_ground
00D6: if
0021: [email protected] > 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: [email protected] = 0
0005: $8268 = 0.0
:PLCHUTE_8
00D6: if
0038: $FREEFALL_STAGE == 1
004D: jump_if_false @PLCHUTE_35
00D6: if
0039: [email protected] == 0
004D: jump_if_false @PLCHUTE_9
0006: [email protected] = 2
:PLCHUTE_9
00D6: if
0039: [email protected] == 2
004D: jump_if_false @PLCHUTE_10
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected]
00D6: if
04A4: [email protected] == 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: [email protected] = 1
0172: [email protected] = actor $PLAYER_ACTOR Z_angle
0006: [email protected] = 3
:PLCHUTE_10
00D6: if
0039: [email protected] == 3
004D: jump_if_false @PLCHUTE_35
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected]
00D6: if
04A4: [email protected] == 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: [email protected] = actor $PLAYER_ACTOR distance_from_ground
00D6: if and
0023: 100.0 > [email protected]
0021: [email protected] > 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 [email protected] [email protected] [email protected] [email protected]
00D6: if
0038: $1511 == 1
004D: jump_if_false @PLCHUTE_13
0006: [email protected] = 0
0006: [email protected] = 0
:PLCHUTE_13
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 4.267
0063: [email protected] -= [email protected]
0017: [email protected] /= 20.0
005B: [email protected] += [email protected]
0087: [email protected] = [email protected]
0017: [email protected] /= 5.0
0063: [email protected] -= [email protected]
00D6: if
0021: [email protected] > 180.0
004D: jump_if_false @PLCHUTE_14
000F: [email protected] -= 360.0
:PLCHUTE_14
00D6: if
0023: -180.0 > [email protected]
004D: jump_if_false @PLCHUTE_15
000B: [email protected] += 360.0
:PLCHUTE_15
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 4.267
0063: [email protected] -= [email protected]
0017: [email protected] /= 20.0
005B: [email protected] += [email protected]
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] $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: [email protected] = [email protected]
0017: [email protected] /= 30.0
006F: [email protected] *= $1505
02F6: $1507 = sine [email protected]
02F7: $1508 = cosine [email protected]
006D: $1507 *= [email protected]
006D: $1508 *= [email protected]
0011: $1508 *= -1.0
0059: $1508 += $1506
0087: [email protected] = [email protected]
0065: [email protected] -= $1507
0013: [email protected] *= 0.01
0088: $1507 = [email protected]
0067: $1507 -= [email protected]
0087: [email protected] = [email protected]
0065: [email protected] -= $1508
0013: [email protected] *= 0.01
0088: $1508 = [email protected]
0067: $1508 -= [email protected]
0085: [email protected] = [email protected]
0085: [email protected] = [email protected]
0095: make [email protected] absolute_integer
0095: make [email protected] absolute_integer
00D6: if or
0019: [email protected] > 40
0019: [email protected] > 40
004D: jump_if_false @PLCHUTE_32
00D6: if
001D: [email protected] > [email protected]
004D: jump_if_false @PLCHUTE_27
00D6: if
0029: [email protected] >= 0
004D: jump_if_false @PLCHUTE_24
00D6: if
8039: not [email protected] == 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: [email protected] = 2
:PLCHUTE_24
00D6: if
001B: 0 > [email protected]
004D: jump_if_false @PLCHUTE_26
00D6: if
8039: not [email protected] == 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: [email protected] = 3
:PLCHUTE_26
0002: jump @PLCHUTE_31
:PLCHUTE_27
00D6: if
0029: [email protected] >= 0
004D: jump_if_false @PLCHUTE_29
00D6: if
8039: not [email protected] == 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: [email protected] = 4
:PLCHUTE_29
00D6: if
001B: 0 > [email protected]
004D: jump_if_false @PLCHUTE_31
00D6: if
8039: not [email protected] == 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: [email protected] = 5
:PLCHUTE_31
0002: jump @PLCHUTE_34
:PLCHUTE_32
00D6: if
8039: not [email protected] == 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: [email protected] = 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 = [email protected]
0008: $8270 += 1100
0004: $FREEFALL_STAGE = 3
0006: [email protected] = 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 [email protected]
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: [email protected] > $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: [email protected] == 0
004D: jump_if_false @PLCHUTE_40
0087: [email protected] = [email protected]
0017: [email protected] /= 500.0
0087: [email protected] = [email protected]
0017: [email protected] /= 500.0
0085: [email protected] = [email protected]
0085: [email protected] = [email protected]
0087: [email protected] = [email protected]
0013: [email protected] *= -1.0
0089: [email protected] = $1509
0006: [email protected] = 1
:PLCHUTE_40
00D6: if
0039: [email protected] == 1
004D: jump_if_false @PLCHUTE_42
0085: [email protected] = [email protected]
0062: [email protected] -= [email protected]
00D6: if
001B: 500 > [email protected]
004D: jump_if_false @PLCHUTE_41
0085: [email protected] = [email protected]
0062: [email protected] -= [email protected]
0085: [email protected] = [email protected]
0093: [email protected] = integer [email protected] to_float
0087: [email protected] = [email protected]
006B: [email protected] *= [email protected]
0087: [email protected] = [email protected]
006B: [email protected] *= [email protected]
0063: [email protected] -= [email protected]
0063: [email protected] -= [email protected]
0002: jump @PLCHUTE_42
:PLCHUTE_41
0007: [email protected] = 0.0
0007: [email protected] = 0.0
0006: [email protected] = 2
:PLCHUTE_42
00D6: if
0039: [email protected] == 2
004D: jump_if_false @PLCHUTE_43
00D6: if
03CA: object [email protected] exists
004D: jump_if_false @PLCHUTE_43
0750: set_object [email protected] visibility 1
08D2: object [email protected] scale_model 0.0
0085: [email protected] = [email protected]
0001: wait 0 ms
075A: set_object [email protected] animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
0006: [email protected] = 3
:PLCHUTE_43
00D6: if
0039: [email protected] == 3
004D: jump_if_false @PLCHUTE_45
0085: [email protected] = [email protected]
0062: [email protected] -= [email protected]
00D6: if
001B: 500 > [email protected]
004D: jump_if_false @PLCHUTE_44
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 500.0
08D2: object [email protected] scale_model [email protected]
0002: jump @PLCHUTE_45
:PLCHUTE_44
08D2: object [email protected] scale_model 1.0
0006: [email protected] = 4
:PLCHUTE_45
00D6: if
0039: [email protected] == 5
004D: jump_if_false @PLCHUTE_46
0107: [email protected] = create_object #PARA_COLLISION at 0.0 0.0 0.0
0750: set_object [email protected] visibility 0
0392: make_object [email protected] moveable 1
04D9: object [email protected] set_scripted_collision_check 1
0006: [email protected] = 6
:PLCHUTE_46
00D6: if
0039: [email protected] == 6
004D: jump_if_false @PLCHUTE_58
0494: get_joystick 0 direction_offset_to [email protected] [email protected] [email protected] [email protected]
00D6: if
0038: $1511 == 1
004D: jump_if_false @PLCHUTE_47
0006: [email protected] = 0
0006: [email protected] = 0
:PLCHUTE_47
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 4.267
0063: [email protected] -= [email protected]
0017: [email protected] /= 20.0
005B: [email protected] += [email protected]
0087: [email protected] = [email protected]
0017: [email protected] /= 15.0
0063: [email protected] -= [email protected]
00D6: if
0021: [email protected] > 180.0
004D: jump_if_false @PLCHUTE_48
000F: [email protected] -= 360.0
:PLCHUTE_48
00D6: if
0023: -180.0 > [email protected]
004D: jump_if_false @PLCHUTE_49
000B: [email protected] += 360.0
:PLCHUTE_49
02F6: $1507 = sine [email protected]
02F7: $1508 = cosine [email protected]
0069: $1507 *= $1500
0069: $1508 *= $1500
0011: $1507 *= -1.0
0085: [email protected] = [email protected]
0085: [email protected] = [email protected]
0095: make [email protected] absolute_integer
0095: make [email protected] absolute_integer
00D6: if or
0019: [email protected] > 40
0019: [email protected] > 40
004D: jump_if_false @PLCHUTE_55
00D6: if
001D: [email protected] > [email protected]
004D: jump_if_false @PLCHUTE_52
0089: [email protected] = $1501
0065: [email protected] -= $1509
0017: [email protected] /= 20.0
005F: $1509 += [email protected]
00D6: if
0029: [email protected] >= 0
004D: jump_if_false @PLCHUTE_50
00D6: if
8039: not [email protected] == 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 [email protected] animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1
0006: [email protected] = 2
:PLCHUTE_50
00D6: if
001B: 0 > [email protected]
004D: jump_if_false @PLCHUTE_51
00D6: if
8039: not [email protected] == 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 [email protected] animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1
0006: [email protected] = 3
:PLCHUTE_51
0002: jump @PLCHUTE_54
:PLCHUTE_52
00D6: if
0029: [email protected] >= 0
004D: jump_if_false @PLCHUTE_53
0089: [email protected] = $1503
0065: [email protected] -= $1509
0017: [email protected] /= 20.0
005F: $1509 += [email protected]
00D6: if
8039: not [email protected] == 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 [email protected] animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1
0006: [email protected] = 4
:PLCHUTE_53
00D6: if
001B: 0 > [email protected]
004D: jump_if_false @PLCHUTE_54
0089: [email protected] = $1501
0065: [email protected] -= $1509
0017: [email protected] /= 20.0
005F: $1509 += [email protected]
00D6: if
8039: not [email protected] == 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 [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1
0006: [email protected] = 5
:PLCHUTE_54
0002: jump @PLCHUTE_56
:PLCHUTE_55
0089: [email protected] = $1501
0065: [email protected] -= $1509
0017: [email protected] /= 20.0
005F: $1509 += [email protected]
00D6: if
8039: not [email protected] == 5
004D: jump_if_false @PLCHUTE_56
00D6: if
8039: not [email protected] == 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 [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1
0006: [email protected] = 1
:PLCHUTE_56
01BB: store_object [email protected] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
0815: put_object [email protected] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation
00D6: if
04DA: has_object [email protected] collided
004D: jump_if_false @PLCHUTE_57
075A: set_object [email protected] animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1
0006: [email protected] = 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 [email protected] exists
004D: jump_if_false @PLCHUTE_59
00D6: if
0837: object [email protected] animation == "PARA_OPEN_O"
004D: jump_if_false @PLCHUTE_59
0839: get_object [email protected] animation "PARA_OPEN_O" progress_to [email protected]
0087: [email protected] = [email protected]
0065: [email protected] -= $1501
0087: [email protected] = [email protected]
006B: [email protected] *= [email protected]
0088: $1509 = [email protected]
0067: $1509 -= [email protected]
0087: [email protected] = [email protected]
0065: [email protected] -= $1500
0087: [email protected] = [email protected]
006B: [email protected] *= [email protected]
0087: [email protected] = [email protected]
0063: [email protected] -= [email protected]
02F6: $1507 = sine [email protected]
02F7: $1508 = cosine [email protected]
006D: $1507 *= [email protected]
006D: $1508 *= [email protected]
0011: $1507 *= -1.0
00D6: if and
0043: [email protected] == 1.0
0039: [email protected] == 4
004D: jump_if_false @PLCHUTE_59
0006: [email protected] = 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 [email protected] animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1
0004: $FREEFALL_STAGE = 5
0006: [email protected] = 0
:PLCHUTE_60
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected]
00D6: if
0021: [email protected] > -0.1
004D: jump_if_false @PLCHUTE_61
0004: $FREEFALL_STAGE = 4
0006: [email protected] = 0
:PLCHUTE_61
00D6: if
0038: $FREEFALL_STAGE == 4
004D: jump_if_false @PLCHUTE_67
00D6: if
0039: [email protected] == 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 [email protected] while_in_air
00D6: if
0022: -10.0 > $1509
004D: jump_if_false @PLCHUTE_62
0004: $FREEFALL_STAGE = 2
0006: [email protected] = 0
0002: jump @PLCHUTE_65
:PLCHUTE_62
00D6: if
0022: -4.0 > $1509
004D: jump_if_false @PLCHUTE_63
0615: define_AS_pack_begin [email protected]
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 [email protected]
0618: assign_actor $PLAYER_ACTOR to_AS_pack [email protected]
061B: remove_references_to_AS_pack [email protected]
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: [email protected] = 1
:PLCHUTE_65
075A: set_object [email protected] animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1
0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0
0085: [email protected] = [email protected]
000A: [email protected] += 1000
:PLCHUTE_66
00D6: if
0039: [email protected] == 1
004D: jump_if_false @PLCHUTE_67
00D6: if
0837: object [email protected] animation == "PARA_LAND_O"
004D: jump_if_false @PLCHUTE_67
0839: get_object [email protected] animation "PARA_LAND_O" progress_to [email protected]
00D6: if
0043: [email protected] == 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: [email protected] == 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 [email protected]
083E: set_actor $PLAYER_ACTOR rotation [email protected] [email protected] [email protected] 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: [email protected] = 0
0249: release_model #PARACHUTE
04EF: release_animation "PARACHUTE"
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air
0992: set_player $PLAYER_CHAR weapons_scrollable 1
0002: jump @PLCHUTE_71
:PLCHUTE_73
0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0
09A2: destroy_object_with_fade [email protected]
0108: destroy_object [email protected]
0555: remove_weapon 46 from_actor $PLAYER_ACTOR
0004: $FREEFALL_STAGE = 0
0004: $PARACHUTE_CREATION_STAGE = 0
0006: [email protected] = 0
0249: release_model #PARACHUTE
04EF: release_animation "PARACHUTE"
0249: release_model 371
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air
0992: set_player $PLAYER_CHAR weapons_scrollable 1
0002: jump @PLCHUTE_71
//---------------------------------[ PLCHUTE END ]----------------------------------