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GTA Modification Forums
[CLEO3] Can you mod a script I found? I really want it, please help! :)
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windows_x_seven  |
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Player Hater

Group: Members
Joined: Aug 6, 2012

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Hello, it's my first post, and if someone can mod a script make by Ryosuke for me, I already tried but I didn't make it, so, help will be appreciated. Code: | CODE |
{$VERSION 3.1.0027} {$CLEO .cs}
//-------------MAIN--------------- thread 'HELIARM' 0A95: enable_thread_saving
:HELIARM_13 wait 0 if and Player.Defined($PLAYER_CHAR) 00E1: player 0 pressed_key 11 else_jump @HELIARM_13 if or 04A9: actor $PLAYER_ACTOR driving_heli Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA) Actor.DrivingVehicleType($PLAYER_ACTOR, #RUSTLER) else_jump @HELIARM_13 Model.Load(#MISSILE) Model.Load(#HEATSEEK) Model.Load(#MINIGUN) Model.Load(2893) Model.Load(1582) 038B: load_requested_models
:HELIARM_98 wait 0 if and Model.Available(#MISSILE) Model.Available(#HEATSEEK) Model.Available(#MINIGUN) Model.Available(2893) Model.Available(1582) 80E1: not player 0 pressed_key 11 else_jump @HELIARM_98 03C0: 0@ = actor $PLAYER_ACTOR car 17@ = Object.Create(1582, 0.0, 0.0, 0.0) Object.KeepInMemory(17@) = True 0750: set_object 17@ visibility 0 Object.CollisionDetection(17@) = False if and 04A9: actor $PLAYER_ACTOR driving_heli not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER) else_jump @HELIARM_940 7@ = 0.0
:HELIARM_230 5.0 > 7@ else_jump @HELIARM_366 7@ += 0.1 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 7@ 5.0 0.0 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 7@ 0.0 0.0 if 06BD: no_obstacles_between 22@ 23@ 24@ and 25@ 26@ 27@ solid 0 car 1 actor 0 object 0 particle 0 else_jump @HELIARM_359 jump @HELIARM_366
:HELIARM_359 jump @HELIARM_230
:HELIARM_366 7@ += 1.6 1@ = Object.Create(2893, 0.0, 0.0, 0.0) 08D2: object 1@ scale_model 0.75 0681: attach_object 1@ to_car 0@ with_offset 7@ 0.0 0.1 rotation -16.5 0.0 -90.0 Object.CollisionDetection(1@) = False 7@ *= -1.0 2@ = Object.Create(2893, 0.0, 0.0, 0.0) 08D2: object 2@ scale_model 0.75 0681: attach_object 2@ to_car 0@ with_offset 7@ 0.0 0.1 rotation -16.5 0.0 90.0 Object.CollisionDetection(2@) = False 7@ *= -1.0 7@ -= 0.2 0087: 16@ = 7@ // (float) 3@ = Object.Create(#MINIGUN, 0.0, 0.0, 0.0) 08D2: object 3@ scale_model 1.5 0681: attach_object 3@ to_car 0@ with_offset 7@ -0.25 0.0 rotation 0.0 30.0 95.0 Object.CollisionDetection(3@) = False 7@ *= -1.0 7@ += 0.3 4@ = Object.Create(#MINIGUN, 0.0, 0.0, 0.0) 08D2: object 4@ scale_model 1.5 0681: attach_object 4@ to_car 0@ with_offset 7@ -0.25 0.0 rotation 0.0 30.0 95.0 Object.CollisionDetection(4@) = False 7@ *= -1.0 7@ -= 0.5 5@ = Object.Create(#HEATSEEK, 0.0, 0.0, 0.0) 08D2: object 5@ scale_model 2.0 0681: attach_object 5@ to_car 0@ with_offset 7@ 0.0 -0.1 rotation 0.0 180.0 270.0 Object.CollisionDetection(5@) = False 7@ *= -1.0 7@ -= 0.1 6@ = Object.Create(#HEATSEEK, 0.0, 0.0, 0.0) 08D2: object 6@ scale_model 2.0 0681: attach_object 6@ to_car 0@ with_offset 7@ 0.0 -0.1 rotation 0.0 180.0 270.0 Object.CollisionDetection(6@) = False 7@ -= 0.05
:HELIARM_940 if Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER) else_jump @HELIARM_1037 3@ = Object.Create(#MINIGUN, 0.0, 0.0, 0.0) 08D2: object 3@ scale_model 1.5 0681: attach_object 3@ to_car 0@ with_offset 0.0 3.2 -1.0 rotation 0.0 30.0 95.0 Object.CollisionDetection(3@) = False
:HELIARM_1037 if Actor.DrivingVehicleType($PLAYER_ACTOR, #RUSTLER) else_jump @HELIARM_1066 7@ = 2.2
:HELIARM_1066 8@ = 0 15@ = 13141824 28@ = 0 29@ = 40 30@ = 0 32@ = 0
:HELIARM_1111 005A: 29@ += 33@ // (int) 005A: 30@ += 33@ // (int) 0A9F: 14@ = current_thread_pointer 14@ += 16 0A8D: 14@ = read_memory 14@ size 4 virtual_protect 0 14@ -= -13202 13@ = 0
:HELIARM_1168 0A8D: 9@ = read_memory 14@ size 4 virtual_protect 0 14@ += 4 0A8D: 10@ = read_memory 14@ size 4 virtual_protect 0 14@ += 4 0A8D: 11@ = read_memory 14@ size 4 virtual_protect 0 14@ += 4 if or 83CA: not object 9@ exists 83CA: not object 10@ exists else_jump @HELIARM_1253 jump @HELIARM_2019
:HELIARM_1253 05A1: set_object 9@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body 05A2: set_object 9@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass 0400: store_coords_to 22@ 23@ 24@ from_object 9@ with_offset 0.0 150.0 0.0 0400: store_coords_to 25@ 26@ 27@ from_object 9@ with_offset 0.0 0.0 0.0 09E5: create_flash_light_at 25@ 26@ 27@ RGB_mask 255 192 128 radius 25.0 0063: 22@ -= 25@ // (float) 0063: 23@ -= 26@ // (float) 0063: 24@ -= 27@ // (float) 059F: get_object 9@ velocity_in_direction 25@ 26@ 27@ 0093: 12@ = integer 33@ to_float 12@ *= 0.025 005B: 27@ += 12@ // (float) 0093: 12@ = integer 33@ to_float 12@ /= 250.0 if 12@ > 1.0 else_jump @HELIARM_1489 12@ = 1.0
:HELIARM_1489 006B: 22@ *= 12@ // (float) 006B: 23@ *= 12@ // (float) 006B: 24@ *= 12@ // (float) 12@ *= -1.0 12@ += 1.0 006B: 25@ *= 12@ // (float) 006B: 26@ *= 12@ // (float) 006B: 27@ *= 12@ // (float) 005B: 22@ += 25@ // (float) 005B: 23@ += 26@ // (float) 005B: 24@ += 27@ // (float) Object.Throw(9@, 22@, 23@, 24@) 26@ = 0
:HELIARM_1602 001D: 33@ > 26@ // (int) else_jump @HELIARM_1872 0093: 27@ = integer 26@ to_float 27@ *= -0.1875 0400: store_coords_to 22@ 23@ 24@ from_object 9@ with_offset 0.0 27@ 0.0 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 0.0 0.0 0.0 050A: 25@ = distance_between_XYZ 22@ 23@ 24@ and_XYZ 25@ 26@ 27@ 25@ -= 15.0 if 25@ > 0.0 else_jump @HELIARM_1755 25@ = 0.0
:HELIARM_1755 0087: 26@ = 25@ // (float) 25@ *= 1.5 26@ *= -0.02 26@ += 0.2 0208: 27@ = random_float_in_ranges 0.05 0.075 095C: create_smoke_at 22@ 23@ 24@ velocity 0.0 0.0 25@ RGBA 0.8 0.8 0.8 1.0 size 26@ last_factor 27@ 26@ += 25 jump @HELIARM_1602
:HELIARM_1872 if or 04DA: has_object 9@ collided 04E7: object 9@ in_water else_jump @HELIARM_1977 0400: store_coords_to 22@ 23@ 24@ from_object 9@ with_offset 0.0 0.0 0.0 if 8897: not car 0@ collided_with_object 9@ else_jump @HELIARM_1967 020C: create_explosion_with_radius 8 at 22@ 23@ 24@ 0565: create_soundless_explosion_at 22@ 23@ 24@ type 2
:HELIARM_1967 Object.Destroy(9@) Object.Destroy(10@)
:HELIARM_1977 0062: 11@ -= 32@ // (int) if and 03CA: object 9@ exists -2500 > 11@ else_jump @HELIARM_2019 Object.Destroy(9@) Object.Destroy(10@)
:HELIARM_2019 13@ += 1 13@ > 31 else_jump @HELIARM_1168 0093: 33@ = integer 33@ to_float 33@ *= -0.004 13@ = 13141824 14@ = 13093032
:HELIARM_2078 13093384 > 14@ else_jump @HELIARM_2674 0A8D: 9@ = read_memory 13@ size 4 virtual_protect 0 if not 9@ == 38 else_jump @HELIARM_2146 13@ += 44 14@ += 44 jump @HELIARM_2667
:HELIARM_2146 13@ += 12 0A8D: 9@ = read_memory 13@ size 1 virtual_protect 0 if 9@ == 0 else_jump @HELIARM_2204 13@ += 32 14@ += 44 jump @HELIARM_2667
:HELIARM_2204 13@ += 4 0A8D: 9@ = read_memory 13@ size 4 virtual_protect 0 13@ += 4 0A8D: 10@ = read_memory 13@ size 4 virtual_protect 0 13@ += 4 0A8D: 11@ = read_memory 13@ size 4 virtual_protect 0 13@ += 4 0A8C: write_memory 14@ size 4 value 9@ virtual_protect 0 14@ += 4 0A8C: write_memory 14@ size 4 value 10@ virtual_protect 0 14@ += 4 0A8C: write_memory 14@ size 4 value 11@ virtual_protect 0 14@ += 4 0A8D: 22@ = read_memory 13@ size 4 virtual_protect 0 13@ += 4 0A8D: 23@ = read_memory 13@ size 4 virtual_protect 0 13@ += 4 0A8D: 24@ = read_memory 13@ size 4 virtual_protect 0 005B: 24@ += 33@ // (float) 0A8C: write_memory 13@ size 4 value 24@ virtual_protect 0 13@ += 8 22@ *= 0.5 23@ *= 0.5 24@ *= 0.5 005B: 9@ += 22@ // (float) 005B: 10@ += 23@ // (float) 005B: 11@ += 24@ // (float) 0A8C: write_memory 14@ size 4 value 9@ virtual_protect 0 14@ += 4 0A8C: write_memory 14@ size 4 value 10@ virtual_protect 0 14@ += 4 0A8C: write_memory 14@ size 4 value 11@ virtual_protect 0 14@ += 4 0A8C: write_memory 14@ size 1 value 1 virtual_protect 0 14@ += 4 0A8D: 9@ = read_memory 12045188 size 4 virtual_protect 0 0A8C: write_memory 14@ size 4 value 9@ virtual_protect 0 14@ += 4 0A8C: write_memory 14@ size 4 value 80 virtual_protect 0 14@ += 4 if and 04A9: actor $PLAYER_ACTOR driving_heli not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER) else_jump @HELIARM_2627 0A8C: write_memory 14@ size 4 value 0.05 virtual_protect 0 jump @HELIARM_2641
:HELIARM_2627 0A8C: write_memory 14@ size 4 value 0.075 virtual_protect 0
:HELIARM_2641 14@ += 4 0A8C: write_memory 14@ size 1 value 255 virtual_protect 0 14@ += 4
:HELIARM_2667 jump @HELIARM_2078
:HELIARM_2674 if and 00E1: player 0 pressed_key 17 04A9: actor $PLAYER_ACTOR driving_heli not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER) 30@ > 125 else_jump @HELIARM_3544 0A9F: 14@ = current_thread_pointer 14@ += 16 0A8D: 14@ = read_memory 14@ size 4 virtual_protect 0 14@ -= -13202 0085: 13@ = 28@ // (int) 13@ *= 12 005A: 14@ += 13@ // (int) 0A8D: 9@ = read_memory 14@ size 4 virtual_protect 0 14@ += 4 0A8D: 10@ = read_memory 14@ size 4 virtual_protect 0 14@ += -4 if 03CA: object 9@ exists else_jump @HELIARM_2832 Object.Destroy(9@) Object.Destroy(10@)
:HELIARM_2832 if 08B7: test 28@ bit 0 else_jump @HELIARM_2926 25@ = 0.0 005B: 25@ += 7@ // (float) 066E: create_particle "tank_fire" attached_to_object 6@ with_offset -1.26 0.07 0.29 rotation -1.0 0.0 0.0 flag 1 handle_as 13@ jump @HELIARM_2995
:HELIARM_2926 25@ = 0.0 0063: 25@ -= 7@ // (float) 066E: create_particle "tank_fire" attached_to_object 5@ with_offset -1.26 0.07 0.29 rotation -1.0 0.0 0.0 flag 1 handle_as 13@
:HELIARM_2995 064C: make_particle 13@ visible 064F: remove_references_to_particle 13@ 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 25@ 1.0 -0.1 9@ = Object.Create(1582, 22@, 23@, 24@) 10@ = Object.Create(#MISSILE, 22@, 23@, 24@) 0681: attach_object 9@ to_car 0@ with_offset 25@ -1.0 -0.1 rotation 0.0 0.0 0.0 0682: detach_object 9@ 0.0 0.0 0.0 collision_detection 1 069A: attach_object 10@ to_object 9@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 04D9: object 9@ set_scripted_collision_check 1 0906: set_object 9@ mass_to 7.5 // float 0908: set_object 9@ turn_mass_to 750.0 // float 08D2: object 9@ scale_model 0.1 Object.ToggleInMovingList(9@) = True 0750: set_object 9@ visibility 0 Object.SetImmunities(9@, 1, 1, 1, 1, 1) 08D2: object 10@ scale_model 1.0 Object.CollisionDetection(10@) = False Object.SetImmunities(10@, 1, 1, 1, 1, 1) 05A1: set_object 9@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body 05A2: set_object 9@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass 0400: store_coords_to 22@ 23@ 24@ from_object 9@ with_offset 0.0 50.0 0.0 0400: store_coords_to 25@ 26@ 27@ from_object 9@ with_offset 0.0 0.0 0.0 0063: 22@ -= 25@ // (float) 0063: 23@ -= 26@ // (float) 0063: 24@ -= 27@ // (float) 06A2: get_car 0@ velocity_in_direction_XYZ 25@ 26@ 27@ 005B: 22@ += 25@ // (float) 005B: 23@ += 26@ // (float) 005B: 24@ += 27@ // (float) Object.Throw(9@, 22@, 23@, 24@) 28@ += 1 0A8C: write_memory 14@ size 4 value 9@ virtual_protect 0 14@ += 4 0A8C: write_memory 14@ size 4 value 10@ virtual_protect 0 14@ += 4 0A8C: write_memory 14@ size 4 value 32@ virtual_protect 0 if 28@ > 31 else_jump @HELIARM_3516 28@ = 0
:HELIARM_3516 30@ > 125 else_jump @HELIARM_3544 30@ += -125 jump @HELIARM_3516
:HELIARM_3544 33@ = 0 wait 0 0A97: 14@ = car 0@ struct 14@ += 1236 0A8D: 13@ = read_memory 12045188 size 4 virtual_protect 0 0A8C: write_memory 14@ size 4 value 13@ virtual_protect 0 9@ = Car.Angle(0@) 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 0.0 0.0 0.0 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 0.0 0.0 1.0 0063: 25@ -= 22@ // (float) 0063: 26@ -= 23@ // (float) 0063: 27@ -= 24@ // (float) 0087: 24@ = 9@ // (float) 24@ += -90.0 0087: 22@ = 25@ // (float) 0087: 23@ = 26@ // (float) 02F6: 10@ = cosine 24@ // (float) 02F7: 11@ = sine 24@ // (float) 006B: 22@ *= 11@ // (float) 006B: 23@ *= 11@ // (float) 006B: 25@ *= 10@ // (float) 006B: 26@ *= 10@ // (float) 23@ *= -1.0 005B: 25@ += 23@ // (float) 005B: 26@ += 22@ // (float) 0087: 24@ = 9@ // (float) 0087: 10@ = 26@ // (float) 0087: 11@ = 27@ // (float) gosub @HELIARM_12945 0087: 22@ = 9@ // (float) 22@ *= -1.0 22@ += 360.0 0087: 10@ = 25@ // (float) 0509: 11@ = distance_between_XY 26@ 27@ and_XY 0.0 0.0 gosub @HELIARM_12945 0087: 23@ = 9@ // (float) 0453: set_object 17@ XY_rotation 22@ 24@ angle 23@ if and 00E1: player 0 pressed_key 6 04A9: actor $PLAYER_ACTOR driving_heli else_jump @HELIARM_5030 068D: get_camera_position_to 25@ 26@ 27@ 068E: get_camera_target_point_to 22@ 23@ 24@ 0063: 22@ -= 25@ // (float) 0063: 23@ -= 26@ // (float) 0063: 24@ -= 27@ // (float) 22@ *= -1.0 23@ *= -1.0 24@ *= -1.0 0087: 10@ = 22@ // (float) 0087: 11@ = 23@ // (float) gosub @HELIARM_12945 0087: 10@ = 24@ // (float) 0087: 24@ = 9@ // (float) 0509: 11@ = distance_between_XY 22@ 23@ and_XY 0.0 0.0 gosub @HELIARM_12945 0087: 22@ = 9@ // (float) 22@ += 10.0 02F6: 9@ = cosine 24@ // (float) 02F7: 10@ = sine 24@ // (float) 02F7: 11@ = sine 22@ // (float) 006B: 9@ *= 11@ // (float) 006B: 10@ *= 11@ // (float) 02F6: 11@ = cosine 22@ // (float) 9@ *= 10.0 10@ *= -10.0 11@ *= 10.0 005B: 25@ += 9@ // (float) 005B: 26@ += 10@ // (float) 005B: 27@ += 11@ // (float) 06A2: get_car 0@ velocity_in_direction_XYZ 22@ 23@ 24@ 0093: 14@ = integer 33@ to_float 14@ *= 0.001 006B: 22@ *= 14@ // (float) 006B: 23@ *= 14@ // (float) 006B: 24@ *= 14@ // (float) 005B: 25@ += 22@ // (float) 005B: 26@ += 23@ // (float) 005B: 27@ += 24@ // (float) 04D5: create_corona_at 25@ 26@ 27@ radius 0.1 type 9 flare 0 RGB 0 255 0 068D: get_camera_position_to 25@ 26@ 27@ Car.StorePos(0@, 22@, 23@, 24@) 050A: 14@ = distance_between_XYZ 25@ 26@ 27@ and_XYZ 22@ 23@ 24@ 9@ *= 0.1 10@ *= 0.1 11@ *= 0.1 0087: 22@ = 9@ // (float) 0087: 23@ = 10@ // (float) 0087: 24@ = 11@ // (float) 006B: 22@ *= 14@ // (float) 006B: 23@ *= 14@ // (float) 006B: 24@ *= 14@ // (float) 005B: 25@ += 22@ // (float) 005B: 26@ += 23@ // (float) 005B: 27@ += 24@ // (float) 0087: 22@ = 25@ // (float) 0087: 23@ = 26@ // (float) 0087: 24@ = 27@ // (float) 005B: 22@ += 9@ // (float) 005B: 23@ += 10@ // (float) 005B: 24@ += 11@ // (float) 14@ = 0
:HELIARM_4509 005B: 22@ += 9@ // (float) 005B: 23@ += 10@ // (float) 005B: 24@ += 11@ // (float) 005B: 25@ += 9@ // (float) 005B: 26@ += 10@ // (float) 005B: 27@ += 11@ // (float) if 06BD: no_obstacles_between 22@ 23@ 24@ and 25@ 26@ 27@ solid 0 car 1 actor 0 object 0 particle 0 else_jump @HELIARM_4605 jump @HELIARM_4626
:HELIARM_4605 14@ += 1 14@ > 10 else_jump @HELIARM_4509
:HELIARM_4626 9@ *= 10.0 10@ *= 10.0 11@ *= 10.0 0087: 22@ = 25@ // (float) 0087: 23@ = 26@ // (float) 0087: 24@ = 27@ // (float) 14@ = 0
:HELIARM_4687 005B: 22@ += 9@ // (float) 005B: 23@ += 10@ // (float) 005B: 24@ += 11@ // (float) if 86BD: not no_obstacles_between 22@ 23@ 24@ and 25@ 26@ 27@ solid 1 car 1 actor 1 object 0 particle 0 else_jump @HELIARM_4937 0063: 22@ -= 9@ // (float) 0063: 23@ -= 10@ // (float) 0063: 24@ -= 11@ // (float) 9@ *= 0.05 10@ *= 0.05 11@ *= 0.05 14@ = 0
:HELIARM_4813 005B: 22@ += 9@ // (float) 005B: 23@ += 10@ // (float) 005B: 24@ += 11@ // (float) if 86BD: not no_obstacles_between 22@ 23@ 24@ and 25@ 26@ 27@ solid 1 car 1 actor 1 object 0 particle 0 else_jump @HELIARM_4909 0063: 22@ -= 9@ // (float) 0063: 23@ -= 10@ // (float) 0063: 24@ -= 11@ // (float) jump @HELIARM_4930
:HELIARM_4909 14@ += 1 14@ > 20 else_jump @HELIARM_4813
:HELIARM_4930 jump @HELIARM_4958
:HELIARM_4937 14@ += 1 14@ > 50 else_jump @HELIARM_4687
:HELIARM_4958 if 14@ == 50 else_jump @HELIARM_5030 9@ *= 50.0 10@ *= 50.0 11@ *= 50.0 005B: 22@ += 9@ // (float) 005B: 23@ += 10@ // (float) 005B: 24@ += 11@ // (float)
:HELIARM_5030 if and 80E1: not player 0 pressed_key 6 04A9: actor $PLAYER_ACTOR driving_heli not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER) else_jump @HELIARM_6251 13@ = 0.0 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 0.0 1000.0 0.0 0A8D: 27@ = read_memory 12010640 size 4 virtual_protect 0 27@ += 4 0A8D: 27@ = read_memory 27@ size 4 virtual_protect 0 25@ = 0
:HELIARM_5139 0A8D: 26@ = read_memory 27@ size 1 virtual_protect 0 27@ += 1 if and 26@ >= 0 128 > 26@ else_jump @HELIARM_5651 005A: 26@ += 25@ // (int) if or 003C: $PLAYER_ACTOR == 26@ // (int) Actor.Dead(26@) else_jump @HELIARM_5223 jump @HELIARM_5651
:HELIARM_5223 Car.StorePos(0@, 18@, 19@, 20@) Actor.StorePos(26@, 9@, 10@, 11@) if 86BD: not no_obstacles_between 9@ 10@ 11@ and 18@ 19@ 20@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @HELIARM_5299 jump @HELIARM_5651
:HELIARM_5299 0063: 9@ -= 18@ // (float) 0063: 10@ -= 19@ // (float) 0063: 11@ -= 20@ // (float) 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 0.0 0.0 0.0 0073: 9@ /= 21@ // (float) 0073: 10@ /= 21@ // (float) 0073: 11@ /= 21@ // (float) 005B: 9@ += 18@ // (float) 005B: 10@ += 19@ // (float) 005B: 11@ += 20@ // (float) 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 0.0 0.97 -0.26 050A: 14@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@ 14@ -= 0.4 14@ *= -1.0 Car.StorePos(0@, 18@, 19@, 20@) Actor.StorePos(26@, 9@, 10@, 11@) 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@ 0073: 14@ /= 21@ // (float) if 0025: 13@ > 14@ // (float) else_jump @HELIARM_5557 jump @HELIARM_5651
:HELIARM_5557 0087: 13@ = 14@ // (float) Actor.StorePos(26@, 22@, 23@, 24@) 083D: get_actor 26@ velocity_in_direction_XYZ 18@ 19@ 20@ 21@ *= 0.00025 006B: 18@ *= 21@ // (float) 006B: 19@ *= 21@ // (float) 006B: 20@ *= 21@ // (float) 005B: 22@ += 18@ // (float) 005B: 23@ += 19@ // (float) 005B: 24@ += 20@ // (float)
:HELIARM_5651 25@ += 256 25@ > 35584 else_jump @HELIARM_5139 0A8D: 27@ = read_memory 12010644 size 4 virtual_protect 0 27@ += 4 0A8D: 27@ = read_memory 27@ size 4 virtual_protect 0 25@ = 0
:HELIARM_5716 0A8D: 26@ = read_memory 27@ size 1 virtual_protect 0 27@ += 1 if and 26@ >= 0 128 > 26@ else_jump @HELIARM_6228 005A: 26@ += 25@ // (int) if or 003B: 0@ == 26@ // (int) Car.Wrecked(26@) else_jump @HELIARM_5800 jump @HELIARM_6228
:HELIARM_5800 Car.StorePos(0@, 18@, 19@, 20@) Car.StorePos(26@, 9@, 10@, 11@) if 86BD: not no_obstacles_between 9@ 10@ 11@ and 18@ 19@ 20@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @HELIARM_5876 jump @HELIARM_6228
:HELIARM_5876 0063: 9@ -= 18@ // (float) 0063: 10@ -= 19@ // (float) 0063: 11@ -= 20@ // (float) 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 0.0 0.0 0.0 0073: 9@ /= 21@ // (float) 0073: 10@ /= 21@ // (float) 0073: 11@ /= 21@ // (float) 005B: 9@ += 18@ // (float) 005B: 10@ += 19@ // (float) 005B: 11@ += 20@ // (float) 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 0.0 0.97 -0.26 050A: 14@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@ 14@ -= 0.4 14@ *= -1.0 Car.StorePos(0@, 18@, 19@, 20@) Car.StorePos(26@, 9@, 10@, 11@) 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@ 0073: 14@ /= 21@ // (float) if 0025: 13@ > 14@ // (float) else_jump @HELIARM_6134 jump @HELIARM_6228
:HELIARM_6134 0087: 13@ = 14@ // (float) Car.StorePos(26@, 22@, 23@, 24@) 06A2: get_car 26@ velocity_in_direction_XYZ 18@ 19@ 20@ 21@ *= 0.00025 006B: 18@ *= 21@ // (float) 006B: 19@ *= 21@ // (float) 006B: 20@ *= 21@ // (float) 005B: 22@ += 18@ // (float) 005B: 23@ += 19@ // (float) 005B: 24@ += 20@ // (float)
:HELIARM_6228 25@ += 256 25@ > 27904 else_jump @HELIARM_5716
:HELIARM_6251 if and 80E1: not player 0 pressed_key 6 Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER) else_jump @HELIARM_7467 13@ = 0.0 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 0.0 1003.3 -1.1 0A8D: 27@ = read_memory 12010640 size 4 virtual_protect 0 27@ += 4 0A8D: 27@ = read_memory 27@ size 4 virtual_protect 0 25@ = 0
:HELIARM_6355 0A8D: 26@ = read_memory 27@ size 1 virtual_protect 0 27@ += 1 if and 26@ >= 0 128 > 26@ else_jump @HELIARM_6867 005A: 26@ += 25@ // (int) if or 003C: $PLAYER_ACTOR == 26@ // (int) Actor.Dead(26@) else_jump @HELIARM_6439 jump @HELIARM_6867
:HELIARM_6439 Car.StorePos(0@, 18@, 19@, 20@) Actor.StorePos(26@, 9@, 10@, 11@) if 86BD: not no_obstacles_between 9@ 10@ 11@ and 18@ 19@ 20@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @HELIARM_6515 jump @HELIARM_6867
:HELIARM_6515 0063: 9@ -= 18@ // (float) 0063: 10@ -= 19@ // (float) 0063: 11@ -= 20@ // (float) 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 0.0 0.0 0.0 0073: 9@ /= 21@ // (float) 0073: 10@ /= 21@ // (float) 0073: 11@ /= 21@ // (float) 005B: 9@ += 18@ // (float) 005B: 10@ += 19@ // (float) 005B: 11@ += 20@ // (float) 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 0.0 0.97 -0.26 050A: 14@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@ 14@ -= 0.8 14@ *= -1.0 Car.StorePos(0@, 18@, 19@, 20@) Actor.StorePos(26@, 9@, 10@, 11@) 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@ 0073: 14@ /= 21@ // (float) if 0025: 13@ > 14@ // (float) else_jump @HELIARM_6773 jump @HELIARM_6867
:HELIARM_6773 0087: 13@ = 14@ // (float) Actor.StorePos(26@, 22@, 23@, 24@) 083D: get_actor 26@ velocity_in_direction_XYZ 18@ 19@ 20@ 21@ *= 0.00025 006B: 18@ *= 21@ // (float) 006B: 19@ *= 21@ // (float) 006B: 20@ *= 21@ // (float) 005B: 22@ += 18@ // (float) 005B: 23@ += 19@ // (float) 005B: 24@ += 20@ // (float)
:HELIARM_6867 25@ += 256 25@ > 35584 else_jump @HELIARM_6355 0A8D: 27@ = read_memory 12010644 size 4 virtual_protect 0 27@ += 4 0A8D: 27@ = read_memory 27@ size 4 virtual_protect 0 25@ = 0
:HELIARM_6932 0A8D: 26@ = read_memory 27@ size 1 virtual_protect 0 27@ += 1 if and 26@ >= 0 128 > 26@ else_jump @HELIARM_7444 005A: 26@ += 25@ // (int) if or 003B: 0@ == 26@ // (int) Car.Wrecked(26@) else_jump @HELIARM_7016 jump @HELIARM_7444
:HELIARM_7016 Car.StorePos(0@, 18@, 19@, 20@) Car.StorePos(26@, 9@, 10@, 11@) if 86BD: not no_obstacles_between 9@ 10@ 11@ and 18@ 19@ 20@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @HELIARM_7092 jump @HELIARM_7444
:HELIARM_7092 0063: 9@ -= 18@ // (float) 0063: 10@ -= 19@ // (float) 0063: 11@ -= 20@ // (float) 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 0.0 0.0 0.0 0073: 9@ /= 21@ // (float) 0073: 10@ /= 21@ // (float) 0073: 11@ /= 21@ // (float) 005B: 9@ += 18@ // (float) 005B: 10@ += 19@ // (float) 005B: 11@ += 20@ // (float) 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 0.0 0.97 -0.26 050A: 14@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@ 14@ -= 0.8 14@ *= -1.0 Car.StorePos(0@, 18@, 19@, 20@) Car.StorePos(26@, 9@, 10@, 11@) 050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@ 0073: 14@ /= 21@ // (float) if 0025: 13@ > 14@ // (float) else_jump @HELIARM_7350 jump @HELIARM_7444
:HELIARM_7350 0087: 13@ = 14@ // (float) Car.StorePos(26@, 22@, 23@, 24@) 06A2: get_car 26@ velocity_in_direction_XYZ 18@ 19@ 20@ 21@ *= 0.00025 006B: 18@ *= 21@ // (float) 006B: 19@ *= 21@ // (float) 006B: 20@ *= 21@ // (float) 005B: 22@ += 18@ // (float) 005B: 23@ += 19@ // (float) 005B: 24@ += 20@ // (float)
:HELIARM_7444 25@ += 256 25@ > 27904 else_jump @HELIARM_6932
:HELIARM_7467 if and 04A9: actor $PLAYER_ACTOR driving_heli not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER) else_jump @HELIARM_8325 0400: store_coords_to 25@ 26@ 27@ from_object 3@ with_offset 0.0 0.0 0.0 0063: 25@ -= 22@ // (float) 0063: 26@ -= 23@ // (float) 0063: 27@ -= 24@ // (float) 0400: store_coords_to 25@ 27@ 26@ from_object 17@ with_offset 25@ 27@ 26@ 25@ *= -1.0 26@ *= -1.0 27@ *= -1.0 0087: 10@ = 25@ // (float) 0087: 11@ = 26@ // (float) gosub @HELIARM_12945 0087: 10@ = 27@ // (float) 0087: 27@ = 9@ // (float) 0509: 11@ = distance_between_XY 25@ 26@ and_XY 0.0 0.0 gosub @HELIARM_12945 0087: 26@ = 9@ // (float) if and 27@ > 30.0 180.0 > 27@ else_jump @HELIARM_7713 27@ = 30.0
:HELIARM_7713 if and 27@ > 180.0 315.0 > 27@ else_jump @HELIARM_7754 27@ = 315.0
:HELIARM_7754 if and 26@ > 45.0 180.0 > 26@ else_jump @HELIARM_7795 26@ = 45.0
:HELIARM_7795 if and 26@ > 180.0 330.0 > 26@ else_jump @HELIARM_7836 26@ = 330.0
:HELIARM_7836 26@ += 30.0 27@ += 95.0 0681: attach_object 3@ to_car 0@ with_offset 16@ -0.25 0.0 rotation 0.0 26@ 27@ 0400: store_coords_to 25@ 26@ 27@ from_object 4@ with_offset 0.0 0.0 0.0 0063: 25@ -= 22@ // (float) 0063: 26@ -= 23@ // (float) 0063: 27@ -= 24@ // (float) 0400: store_coords_to 25@ 27@ 26@ from_object 17@ with_offset 25@ 27@ 26@ 25@ *= -1.0 26@ *= -1.0 27@ *= -1.0 0087: 10@ = 25@ // (float) 0087: 11@ = 26@ // (float) gosub @HELIARM_12945 0087: 10@ = 27@ // (float) 0087: 27@ = 9@ // (float) 0509: 11@ = distance_between_XY 25@ 26@ and_XY 0.0 0.0 gosub @HELIARM_12945 0087: 26@ = 9@ // (float) if and 27@ > 45.0 180.0 > 27@ else_jump @HELIARM_8110 27@ = 45.0
:HELIARM_8110 if and 27@ > 180.0 330.0 > 27@ else_jump @HELIARM_8151 27@ = 330.0
:HELIARM_8151 if and 26@ > 45.0 180.0 > 26@ else_jump @HELIARM_8192 26@ = 45.0
:HELIARM_8192 if and 26@ > 180.0 330.0 > 26@ else_jump @HELIARM_8233 26@ = 330.0
:HELIARM_8233 26@ += 30.0 27@ += 95.0 16@ *= -1.0 16@ += 0.3 0681: attach_object 4@ to_car 0@ with_offset 16@ -0.25 0.0 rotation 0.0 26@ 27@ 16@ *= -1.0 16@ += 0.3
:HELIARM_8325 if Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER) else_jump @HELIARM_8743 0400: store_coords_to 25@ 26@ 27@ from_object 3@ with_offset 0.0 0.0 0.0 0063: 25@ -= 22@ // (float) 0063: 26@ -= 23@ // (float) 0063: 27@ -= 24@ // (float) 0400: store_coords_to 25@ 27@ 26@ from_object 17@ with_offset 25@ 27@ 26@ 25@ *= -1.0 26@ *= -1.0 27@ *= -1.0 0087: 10@ = 25@ // (float) 0087: 11@ = 26@ // (float) gosub @HELIARM_12945 0087: 10@ = 27@ // (float) 0087: 27@ = 9@ // (float) 0509: 11@ = distance_between_XY 25@ 26@ and_XY 0.0 0.0 gosub @HELIARM_12945 0087: 26@ = 9@ // (float) if and 27@ > 60.0 180.0 > 27@ else_jump @HELIARM_8566 27@ = 60.0
:HELIARM_8566 if and 27@ > 180.0 300.0 > 27@ else_jump @HELIARM_8607 27@ = 300.0
:HELIARM_8607 if and 26@ > 30.0 180.0 > 26@ else_jump @HELIARM_8648 26@ = 30.0
:HELIARM_8648 if and 26@ > 180.0 300.0 > 26@ else_jump @HELIARM_8689 26@ = 300.0
:HELIARM_8689 26@ += 30.0 27@ += 95.0 0681: attach_object 3@ to_car 0@ with_offset 0.0 3.2 -1.0 rotation 0.0 26@ 27@
:HELIARM_8743 if and 80E1: not player 0 pressed_key 4 04A9: actor $PLAYER_ACTOR driving_heli not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER) else_jump @HELIARM_8780 29@ = 50
:HELIARM_8780 if and 80E1: not player 0 pressed_key 4 04A9: actor $PLAYER_ACTOR driving_heli Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER) else_jump @HELIARM_8817 29@ = 25
:HELIARM_8817 if and 80E1: not player 0 pressed_key 17 Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA) else_jump @HELIARM_8849 29@ = 20
:HELIARM_8849 if and 80E1: not player 0 pressed_key 4 Actor.DrivingVehicleType($PLAYER_ACTOR, #RUSTLER) else_jump @HELIARM_8881 29@ = 40
:HELIARM_8881 if and 00E1: player 0 pressed_key 4 04A9: actor $PLAYER_ACTOR driving_heli not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER) 29@ >= 50 else_jump @HELIARM_9836
:HELIARM_8918 29@ >= 50 else_jump @HELIARM_9836 29@ -= 50 14@ = 0
:HELIARM_8946 066E: create_particle "gunflash" attached_to_object 3@(14@,1i) with_offset 1.725 0.025 0.675 rotation 43.0 -4.0 25.0 flag 1 handle_as 13@ 064C: make_particle 13@ visible 064F: remove_references_to_particle 13@ 8@ += 1 0A8C: write_memory 15@ size 4 value 38 virtual_protect 0 15@ += 4 0A97: 9@ = car 0@ struct 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8D: 9@ = read_memory 12045188 size 4 virtual_protect 0 9@ += 1000 0093: 9@ = integer 9@ to_float 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 1 value 1 virtual_protect 0 15@ += 4 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@ 9@ /= 25.0 10@ /= 25.0 11@ /= 25.0 0400: store_coords_to 22@ 23@ 24@ from_object 3@(14@,1i) with_offset 69.0 -7.5 40.0 0400: store_coords_to 25@ 26@ 27@ from_object 3@(14@,1i) with_offset 0.0 0.0 0.0 0063: 22@ -= 25@ // (float) 0063: 23@ -= 26@ // (float) 0063: 24@ -= 27@ // (float) 005B: 9@ += 22@ // (float) 005B: 10@ += 23@ // (float) 005B: 11@ += 24@ // (float) 9@ /= 40.0 10@ /= 40.0 11@ /= 40.0 0093: 13@ = integer 29@ to_float 006B: 9@ *= 13@ // (float) 006B: 10@ *= 13@ // (float) 006B: 11@ *= 13@ // (float) 0400: store_coords_to 22@ 23@ 24@ from_object 3@(14@,1i) with_offset 1.725 0.025 0.675 09E5: create_flash_light_at 22@ 23@ 24@ RGB_mask 255 192 128 radius 50.0 097B: play_audio_at_object 3@(14@,1i) event 1157 005B: 9@ += 22@ // (float) 005B: 10@ += 23@ // (float) 005B: 11@ += 24@ // (float) 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0 15@ += 4 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@ 9@ /= 25.0 10@ /= 25.0 11@ /= 25.0 0208: 22@ = random_float_in_ranges 68.25 69.75 0208: 23@ = random_float_in_ranges -8.25 -6.75 0208: 24@ = random_float_in_ranges 39.25 40.75 0400: store_coords_to 22@ 23@ 24@ from_object 3@(14@,1i) with_offset 22@ 23@ 24@ 0400: store_coords_to 25@ 26@ 27@ from_object 3@(14@,1i) with_offset 0.0 0.0 0.0 0063: 22@ -= 25@ // (float) 0063: 23@ -= 26@ // (float) 0063: 24@ -= 27@ // (float) 005B: 9@ += 22@ // (float) 005B: 10@ += 23@ // (float) 005B: 11@ += 24@ // (float) 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 2 value 200 virtual_protect 0 15@ += 4 14@ += 1 14@ > 1 else_jump @HELIARM_8946 if 8@ == 8 else_jump @HELIARM_9829 8@ = 0 15@ = 13141824
:HELIARM_9829 jump @HELIARM_8918
:HELIARM_9836 if and 00E1: player 0 pressed_key 4 Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER) 29@ >= 25 else_jump @HELIARM_10730
:HELIARM_9868 29@ >= 25 else_jump @HELIARM_10730 29@ -= 25 066E: create_particle "gunflash" attached_to_object 3@ with_offset 1.725 0.025 0.675 rotation 43.0 -4.0 25.0 flag 1 handle_as 13@ 064C: make_particle 13@ visible 064F: remove_references_to_particle 13@ 8@ += 1 0A8C: write_memory 15@ size 4 value 38 virtual_protect 0 15@ += 4 0A97: 9@ = car 0@ struct 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8D: 9@ = read_memory 12045188 size 4 virtual_protect 0 9@ += 1000 0093: 9@ = integer 9@ to_float 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 1 value 1 virtual_protect 0 15@ += 4 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@ 9@ /= 25.0 10@ /= 25.0 11@ /= 25.0 0400: store_coords_to 22@ 23@ 24@ from_object 3@ with_offset 69.0 -7.5 40.0 0400: store_coords_to 25@ 26@ 27@ from_object 3@ with_offset 0.0 0.0 0.0 0063: 22@ -= 25@ // (float) 0063: 23@ -= 26@ // (float) 0063: 24@ -= 27@ // (float) 005B: 9@ += 22@ // (float) 005B: 10@ += 23@ // (float) 005B: 11@ += 24@ // (float) 9@ /= 40.0 10@ /= 40.0 11@ /= 40.0 0093: 13@ = integer 29@ to_float 006B: 9@ *= 13@ // (float) 006B: 10@ *= 13@ // (float) 006B: 11@ *= 13@ // (float) 0400: store_coords_to 22@ 23@ 24@ from_object 3@ with_offset 1.725 0.025 0.675 09E5: create_flash_light_at 22@ 23@ 24@ RGB_mask 255 192 128 radius 50.0 097B: play_audio_at_object 3@ event 1157 005B: 9@ += 22@ // (float) 005B: 10@ += 23@ // (float) 005B: 11@ += 24@ // (float) 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0 15@ += 4 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@ 9@ /= 25.0 10@ /= 25.0 11@ /= 25.0 0208: 22@ = random_float_in_ranges 67.0 71.0 0208: 23@ = random_float_in_ranges -9.5 -5.5 0208: 24@ = random_float_in_ranges 38.0 42.0 0400: store_coords_to 22@ 23@ 24@ from_object 3@ with_offset 22@ 23@ 24@ 0400: store_coords_to 25@ 26@ 27@ from_object 3@ with_offset 0.0 0.0 0.0 0063: 22@ -= 25@ // (float) 0063: 23@ -= 26@ // (float) 0063: 24@ -= 27@ // (float) 005B: 9@ += 22@ // (float) 005B: 10@ += 23@ // (float) 005B: 11@ += 24@ // (float) 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 2 value 400 virtual_protect 0 15@ += 4 if 8@ == 8 else_jump @HELIARM_10723 8@ = 0 15@ = 13141824
:HELIARM_10723 jump @HELIARM_9868
:HELIARM_10730 if and 00E1: player 0 pressed_key 17 Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA) 29@ >= 20 else_jump @HELIARM_11624
:HELIARM_10762 29@ >= 20 else_jump @HELIARM_11624 29@ -= 20 066C: 13@ = attach_particle "gunflash" to_car 0@ with_offset -0.5 1.0 -0.9 rotation 0.0 1.0 0.0 flag 1 064C: make_particle 13@ visible 064F: remove_references_to_particle 13@ 8@ += 1 0A8C: write_memory 15@ size 4 value 38 virtual_protect 0 15@ += 4 0A97: 9@ = car 0@ struct 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8D: 9@ = read_memory 12045188 size 4 virtual_protect 0 9@ += 1000 0093: 9@ = integer 9@ to_float 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 1 value 1 virtual_protect 0 15@ += 4 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@ 9@ /= 25.0 10@ /= 25.0 11@ /= 25.0 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 0.0 100.0 0.0 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 0.0 0.0 0.0 0063: 22@ -= 25@ // (float) 0063: 23@ -= 26@ // (float) 0063: 24@ -= 27@ // (float) 005B: 9@ += 22@ // (float) 005B: 10@ += 23@ // (float) 005B: 11@ += 24@ // (float) 9@ /= 40.0 10@ /= 40.0 11@ /= 40.0 0093: 13@ = integer 29@ to_float 006B: 9@ *= 13@ // (float) 006B: 10@ *= 13@ // (float) 006B: 11@ *= 13@ // (float) 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset -0.5 1.0 -0.9 09E5: create_flash_light_at 22@ 23@ 24@ RGB_mask 255 192 128 radius 50.0 09F7: play_audio_at_car 0@ event 1157 005B: 9@ += 22@ // (float) 005B: 10@ += 23@ // (float) 005B: 11@ += 24@ // (float) 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0 15@ += 4 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@ 9@ /= 25.0 10@ /= 25.0 11@ /= 25.0 0208: 22@ = random_float_in_ranges -0.5 0.5 0208: 23@ = random_float_in_ranges 99.5 100.5 0208: 24@ = random_float_in_ranges -0.5 0.5 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 22@ 23@ 24@ 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 0.0 0.0 0.0 0063: 22@ -= 25@ // (float) 0063: 23@ -= 26@ // (float) 0063: 24@ -= 27@ // (float) 005B: 9@ += 22@ // (float) 005B: 10@ += 23@ // (float) 005B: 11@ += 24@ // (float) 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 2 value 400 virtual_protect 0 15@ += 4 if 8@ == 8 else_jump @HELIARM_11617 8@ = 0 15@ = 13141824
:HELIARM_11617 jump @HELIARM_10762
:HELIARM_11624 if and 00E1: player 0 pressed_key 4 Actor.DrivingVehicleType($PLAYER_ACTOR, #RUSTLER) 29@ >= 40 else_jump @HELIARM_12593
:HELIARM_11656 29@ >= 40 else_jump @HELIARM_12593 29@ -= 40 14@ = 0
:HELIARM_11684 066C: 13@ = attach_particle "gunflash" to_car 0@ with_offset 7@ 1.5 -0.6 rotation 0.0 1.0 0.0 flag 1 064C: make_particle 13@ visible 064F: remove_references_to_particle 13@ 8@ += 1 0A8C: write_memory 15@ size 4 value 38 virtual_protect 0 15@ += 4 0A97: 9@ = car 0@ struct 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8D: 9@ = read_memory 12045188 size 4 virtual_protect 0 9@ += 1000 0093: 9@ = integer 9@ to_float 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 1 value 1 virtual_protect 0 15@ += 4 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@ 9@ /= 25.0 10@ /= 25.0 11@ /= 25.0 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 0.0 100.0 0.0 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 0.0 0.0 0.0 0063: 22@ -= 25@ // (float) 0063: 23@ -= 26@ // (float) 0063: 24@ -= 27@ // (float) 005B: 9@ += 22@ // (float) 005B: 10@ += 23@ // (float) 005B: 11@ += 24@ // (float) 9@ /= 40.0 10@ /= 40.0 11@ /= 40.0 0093: 13@ = integer 29@ to_float 006B: 9@ *= 13@ // (float) 006B: 10@ *= 13@ // (float) 006B: 11@ *= 13@ // (float) 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 7@ 1.5 -0.6 09E5: create_flash_light_at 22@ 23@ 24@ RGB_mask 255 192 128 radius 50.0 09F7: play_audio_at_car 0@ event 1157 005B: 9@ += 22@ // (float) 005B: 10@ += 23@ // (float) 005B: 11@ += 24@ // (float) 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0 15@ += 4 06A2: get_car 0@ velocity_in_direction_XYZ 9@ 10@ 11@ 9@ /= 25.0 10@ /= 25.0 11@ /= 25.0 0208: 22@ = random_float_in_ranges -0.5 0.5 0208: 23@ = random_float_in_ranges 99.5 100.5 0208: 24@ = random_float_in_ranges -0.5 0.5 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 22@ 23@ 24@ 0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 0.0 0.0 0.0 0063: 22@ -= 25@ // (float) 0063: 23@ -= 26@ // (float) 0063: 24@ -= 27@ // (float) 005B: 9@ += 22@ // (float) 005B: 10@ += 23@ // (float) 005B: 11@ += 24@ // (float) 0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 4 value 11@ virtual_protect 0 15@ += 4 0A8C: write_memory 15@ size 2 value 400 virtual_protect 0 15@ += 4 7@ *= -1.0 14@ += 1 14@ > 1 else_jump @HELIARM_11684 7@ += 0.25 if 7@ > 2.7 else_jump @HELIARM_12551 7@ = 2.2
:HELIARM_12551 if 8@ == 8 else_jump @HELIARM_12586 8@ = 0 15@ = 13141824
:HELIARM_12586 jump @HELIARM_11656
:HELIARM_12593 if or not Player.Defined($PLAYER_CHAR) 00E1: player 0 pressed_key 11 84A9: not actor $PLAYER_ACTOR driving_heli else_jump @HELIARM_1111 if or not Player.Defined($PLAYER_CHAR) 00E1: player 0 pressed_key 11 not Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA) else_jump @HELIARM_1111 if or not Player.Defined($PLAYER_CHAR) 00E1: player 0 pressed_key 11 not Actor.DrivingVehicleType($PLAYER_ACTOR, #RUSTLER) else_jump @HELIARM_1111 Car.RemoveReferences(0@) 31@ = 1
:HELIARM_12692 if 03CA: object 0@(31@,1i) exists else_jump @HELIARM_12721 Object.Destroy(0@(31@,1i))
:HELIARM_12721 31@ += 1 31@ > 6 else_jump @HELIARM_12692 0A9F: 14@ = current_thread_pointer 14@ += 16 0A8D: 14@ = read_memory 14@ size 4 virtual_protect 0 14@ -= -13202 13@ = 0
:HELIARM_12783 0A8D: 9@ = read_memory 14@ size 4 virtual_protect 0 14@ += 4 0A8D: 10@ = read_memory 14@ size 4 virtual_protect 0 14@ += 4 14@ += 4 if or 83CA: not object 9@ exists 83CA: not object 10@ exists else_jump @HELIARM_12856 jump @HELIARM_12866
:HELIARM_12856 Object.Destroy(9@) Object.Destroy(10@)
:HELIARM_12866 13@ += 1 13@ > 31 else_jump @HELIARM_12783 Object.Destroy(17@) Model.Destroy(#MISSILE) Model.Destroy(#HEATSEEK) Model.Destroy(#MINIGUN) Model.Destroy(2893) Model.Destroy(1582)
:HELIARM_12917 wait 0 if 80E1: not player 0 pressed_key 11 else_jump @HELIARM_12917 jump @HELIARM_13
:HELIARM_12945 0509: 9@ = distance_between_XY 10@ 11@ and_XY 0.0 0.0 0073: 10@ /= 9@ // (float) 0073: 11@ /= 9@ // (float) 0509: 9@ = distance_between_XY 10@ 11@ and_XY 0.0 1.0 14@ = 0
:HELIARM_13010 9@ /= 2.0 006B: 9@ *= 9@ // (float) 0087: 11@ = 9@ // (float) 9@ *= -1.0 9@ += 1.0 01FB: 9@ = square_root 9@ 9@ *= -1.0 9@ += 1.0 006B: 9@ *= 9@ // (float) 005B: 9@ += 11@ // (float) 01FB: 9@ = square_root 9@ 14@ += 1 14@ > 15 else_jump @HELIARM_13010 9@ *= 65536.0 9@ /= 3.141529 9@ *= 180.0 if 10@ > 0.0 else_jump @HELIARM_13200 9@ *= -1.0 9@ += 360.0
:HELIARM_13200 return 0000: NOP 0000: NOP 0000: NOP 0000: NO |
It's big. What I want you to do is to let the hydra use the minigun aim, but I can only use it on helicopters '-' Controls: When riging helicopter, Hydra or Rustler, Press Trip Skip(Yor->) to arm / disarm. Press Fire to launch the rockets. (Helicopter) Press Secondary Fire to shoot the gun. Press Handbrake to aim the gun by manual aiming. (Helicopter)I want to use the manual aim control on the hydra. Thanks.
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