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Pages: (2) 1 [2]   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Set your own keys for script mods with Sannybuilde

 Help for the users
 
crazipayaso  
Posted: Thursday, Aug 4 2011, 20:54
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Jul 26, 2011

XXXXX



QUOTE (ZAZ @ Thursday, Aug 4 2011, 18:49)
QUOTE (crazipayaso @ Thursday, Aug 4 2011, 17:19)



i can change those three key press to
CODE
0AB0:   key_pressed 56



soo i want to change the firts two key press to just one 0AB0 and i want to change the other key to 0AB0 too! so all i have to do is change the lines
i don't know the context of the first two key_press and don't know what happens
make a backup of the scriptsource and then change what you want and test it

i tried it but my game crashed as soon as i pressed the hotkey 8///// 56
PM
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ZAZ  
Posted: Thursday, Aug 4 2011, 21:08
Quote Post


Kernlochbohrer
Group Icon
Group: Members
Joined: Jan 10, 2005

eu.gif

Member Award




post the complete script, original version
Users WebsitePM
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crazipayaso  
Posted: Friday, Aug 5 2011, 17:19
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Jul 26, 2011

XXXXX



CODE
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'MSPARK'

:MSPARK_11
wait 0
if and
  Player.Defined($PLAYER_CHAR)
  not Actor.Driving($PLAYER_ACTOR)
  Player.Controllable($PLAYER_CHAR)
else_jump @MSPARK_11
if and
00E1:   player 0 pressed_key 4
00E1:   player 0 pressed_key 9
else_jump @MSPARK_11
0960: enable_player $PLAYER_CHAR stats_box 0
2@ = 0
3@ = 500
10@ = Actor.Angle($PLAYER_ACTOR)
11@ = 0.0
12@ = 0.0
26@ = 0.0
32@ = 0
33@ = 0
03CF: load_wav 6402 as 3
Model.Load(#SPARROW)
Model.Load(1582)
038B: load_requested_models

:MSPARK_157
wait 0
if and
03D0:   wav 3 loaded
  Model.Available(#SPARROW)
  Model.Available(1582)
else_jump @MSPARK_157
0812: AS_actor $PLAYER_ACTOR perform_animation "GunMove_BWD" IFP_file "PED" 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionB
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
9@ = 0.0
4@ = Object.Create(1582, 7@, 8@, 9@)
Object.CollisionDetection(4@) = False
0750: set_object 4@ visibility 0
Object.SetImmunities(4@, 1, 1, 1, 1, 1)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -50.0
27@ = Car.Create(#SPARROW, 7@, 8@, 9@)
0939: attach_car 27@ to_object 4@ with_offset 0.0 7.0 0.0 rotation 0.0 0.0 0.0
Car.SetImmunities(27@, 1, 1, 1, 1, 1)
0338: set_car 27@ visibility 0
081D: set_car 27@ engine_operation 0
099A: set_car 27@ collision_detection 0
Camera.OnVehicle(27@, 18, 1)
1@ = 4.5
0@ = 0

:MSPARK_491
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
0400: store_coords_to 22@ 23@ 24@ from_object 4@ with_offset 0.0 50.0 0.0
if
 0@ == 0
else_jump @MSPARK_599
06D5: 14@(0@,8i) = create_racing_checkpoint_at 7@ 8@ 9@ point_to 22@ 23@ 24@ type 3 radius 2.25

:MSPARK_599
if
 0@ == 1
else_jump @MSPARK_651
06D5: 14@(0@,8i) = create_racing_checkpoint_at 7@ 8@ 9@ point_to 22@ 23@ 24@ type 3 radius 3.25

:MSPARK_651
if
 0@ > 1
else_jump @MSPARK_703
06D5: 14@(0@,8i) = create_racing_checkpoint_at 7@ 8@ 9@ point_to 22@ 23@ 24@ type 3 radius 3.75

:MSPARK_703
6@ = 13103452

:MSPARK_713
0A8D: 25@ = read_memory 6@ size 4 virtual_protect 0
if
003B:   25@ == 14@(0@,6i) // (int)
else_jump @MSPARK_1018
6@ += 4
if
 0@ == 0
else_jump @MSPARK_787
0A8C: write_memory 6@ size 4 value 1082163455 virtual_protect 0

:MSPARK_787
if
 0@ == 1
else_jump @MSPARK_819
0A8C: write_memory 6@ size 4 value 1082179839 virtual_protect 0

:MSPARK_819
if
 0@ == 2
else_jump @MSPARK_851
0A8C: write_memory 6@ size 4 value 1082195967 virtual_protect 0

:MSPARK_851
if
 0@ == 3
else_jump @MSPARK_883
0A8C: write_memory 6@ size 4 value 1082195840 virtual_protect 0

:MSPARK_883
if
 0@ == 4
else_jump @MSPARK_915
0A8C: write_memory 6@ size 4 value 1090486400 virtual_protect 0

:MSPARK_915
if
 0@ == 5
else_jump @MSPARK_947
0A8C: write_memory 6@ size 4 value 1086357632 virtual_protect 0

:MSPARK_947
if
 0@ == 6
else_jump @MSPARK_979
0A8C: write_memory 6@ size 4 value 1090486464 virtual_protect 0

:MSPARK_979
if
 0@ == 7
else_jump @MSPARK_1011
0A8C: write_memory 6@ size 4 value 1082163455 virtual_protect 0

:MSPARK_1011
6@ += -4

:MSPARK_1018
6@ += 56
 6@ > 13105188
else_jump @MSPARK_713
1@ += 5.0
0@ += 1
 0@ > 7
else_jump @MSPARK_491

:MSPARK_1073
wait 0
03D1: play_wav 3
0612: set_actor $PLAYER_ACTOR animation "GunMove_BWD" paused 0
0614: set_actor $PLAYER_ACTOR animation "GunMove_BWD" progress_to 0.27 // 0.0 to 1.0
005A: 3@ += 32@ // (int)
0494: get_joystick 0 data_to 7@ 8@ 9@ 9@
0093: 9@ = integer 32@ to_float
9@ /= 2560.0
0093: 7@ = integer 7@ to_float
7@ *= -1.0
0093: 8@ = integer 8@ to_float
006B: 7@ *= 9@ // (float)
006B: 8@ *= 9@ // (float)
005B: 10@ += 7@ // (float)
005B: 11@ += 8@ // (float)
if
 11@ > 45.0
else_jump @MSPARK_1255
11@ = 45.0

:MSPARK_1255
if
 -15.0 > 11@
else_jump @MSPARK_1286
11@ = -15.0

:MSPARK_1286
9@ *= 2560.0
9@ *= 720.0
9@ /= 2000.0
005B: 12@ += 9@ // (float)
9@ /= -2.0
005B: 26@ += 9@ // (float)
32@ = 0
Actor.Angle($PLAYER_ACTOR) = 10@
Camera.Shake(250)
13@ = -5052
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 0.0 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 49.5 0.0
06A9: AS_actor $PLAYER_ACTOR look_at_point 7@ 8@ 9@ 999999 ms
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 0.85 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 0.25 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1.0 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 0.5 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1.5 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 1.0 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 2.25 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 1.5 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 3.25 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 2.0 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 4.5 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 2.5 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 6.0 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 3.0 type 0 flare 0 RGB 255 255 255
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 7.75 0.0
04D5: create_corona_at 7@ 8@ 9@ radius 3.5 type 0 flare 0 RGB 255 255 255
0@ = 0

:MSPARK_1927
008F: 1@ = integer 0@ to_float
1@ *= 120.0
005B: 1@ += 12@ // (float)
if
 3 > 0@
else_jump @MSPARK_2124
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 1@ 0.0
6@ = 3.5
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 7.5 0.7
13@ += -29
gosub 13@
6@ = 4.5
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 12.0 0.9
gosub 13@
13@ += -29
1@ = 17.0
jump @MSPARK_2229

:MSPARK_2124
1@ += 60.0
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 1@ 0.0
6@ = 4.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 9.75 0.8
gosub 13@
13@ += -29
1@ = 14.5

:MSPARK_2229
6@ = 4.5

:MSPARK_2239
 44.5 > 1@
else_jump @MSPARK_2312
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 1.0
gosub 13@
1@ += 5.0
13@ += -29
jump @MSPARK_2239

:MSPARK_2312
0@ += 1
 0@ > 5
else_jump @MSPARK_1927
1@ = 4.5
0@ = 0

:MSPARK_2350
008F: 25@ = integer 0@ to_float
25@ *= 150.0
005B: 25@ += 26@ // (float)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 25@ 0.0
6@ = 13103452

:MSPARK_2420
0A8D: 25@ = read_memory 6@ size 4 virtual_protect 0
if
003B:   25@ == 14@(0@,6i) // (int)
else_jump @MSPARK_2843
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
1@ += -1.5
0400: store_coords_to 22@ 23@ 24@ from_object 4@ with_offset 0.0 1@ 0.2
1@ += 1.5
0063: 22@ -= 7@ // (float)
0063: 23@ -= 8@ // (float)
0063: 24@ -= 9@ // (float)
050A: 25@ = distance_between_XYZ 22@ 23@ 24@ and_XYZ 0.0 0.0 0.0
25@ /= 0.5
0073: 22@ /= 25@ // (float)
0073: 23@ /= 25@ // (float)
0073: 24@ /= 25@ // (float)
6@ += 7
008F: 25@ = integer 0@ to_float
25@ *= 150.0
005B: 25@ += 26@ // (float)
0656: get_angle 25@ absolute_degrees_to 25@
25@ += -180.0
0097: make 25@ absolute_float
25@ /= 180.0
25@ *= 64.0
25@ += 16.0
0092: 25@ = float 25@ to_integer
0A8C: write_memory 6@ size 1 value 25@ virtual_protect 0
6@ += 5
0A8C: write_memory 6@ size 4 value 7@ virtual_protect 0
6@ += 4
0A8C: write_memory 6@ size 4 value 8@ virtual_protect 0
6@ += 4
0A8C: write_memory 6@ size 4 value 9@ virtual_protect 0
6@ += 4
0A8C: write_memory 6@ size 4 value 22@ virtual_protect 0
6@ += 4
0A8C: write_memory 6@ size 4 value 23@ virtual_protect 0
6@ += 4
0A8C: write_memory 6@ size 4 value 24@ virtual_protect 0
6@ += -32

:MSPARK_2843
6@ += 56
 6@ > 13105188
else_jump @MSPARK_2420
1@ += 5.0
0@ += 1
 0@ > 7
else_jump @MSPARK_2350
1@ = 5.0
0@ = 0

:MSPARK_2915
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
09E5: create_flash_light_at 7@ 8@ 9@ RGB_mask 255 255 255 radius 25.0
1@ += 10.0
0@ += 1
 0@ > 15
else_jump @MSPARK_2915
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 0.0 0.0
if or
00E1:   player 0 pressed_key 4
  not 33@ >= 750
else_jump @MSPARK_4959
if
 3@ >= 100
else_jump @MSPARK_1073
1@ = 2.0
25@ = 0.0
0@ = 1

:MSPARK_3104
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 0.0 0.0 0.0
02F6: 22@ = sine 25@ // (float)
22@ *= 25.0
02F7: 23@ = cosine 25@ // (float)
23@ *= -25.0
0400: store_coords_to 22@ 23@ 24@ from_object 4@ with_offset 22@ 23@ 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 0.0 0.0
0063: 22@ -= 7@ // (float)
0063: 23@ -= 8@ // (float)
0063: 24@ -= 9@ // (float)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 0.0 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 2.5 1@ 0.0
9@ += 5.0
02CE: 6@ = ground_z_at 7@ 8@ 9@
0063: 6@ -= 9@ // (float)
6@ *= 0.1
6@ += 1.5
02CE: 9@ = ground_z_at 7@ 8@ 9@
9@ += 0.5
if
 6@ > 0.0
else_jump @MSPARK_3464
095C: create_smoke_at 7@ 8@ 9@ velocity 22@ 23@ 24@ RGBA 1.0 1.0 1.0 6@ size 0.5 last_factor 0.025

:MSPARK_3464
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 0.0 0.0 0.0
02F6: 22@ = sine 25@ // (float)
22@ *= -25.0
02F7: 23@ = cosine 25@ // (float)
23@ *= -25.0
0400: store_coords_to 22@ 23@ 24@ from_object 4@ with_offset 22@ 23@ 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 0.0 0.0
0063: 22@ -= 7@ // (float)
0063: 23@ -= 8@ // (float)
0063: 24@ -= 9@ // (float)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 0.0 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset -2.5 1@ 0.0
9@ += 5.0
02CE: 6@ = ground_z_at 7@ 8@ 9@
0063: 6@ -= 9@ // (float)
6@ *= 0.1
6@ += 1.5
02CE: 9@ = ground_z_at 7@ 8@ 9@
9@ += 0.5
if
 6@ > 0.0
else_jump @MSPARK_3824
095C: create_smoke_at 7@ 8@ 9@ velocity 22@ 23@ 24@ RGBA 1.0 1.0 1.0 6@ size 0.5 last_factor 0.025

:MSPARK_3824
1@ += 2.5
25@ += 15.0
0@ += 1
 0@ > 6
else_jump @MSPARK_3104
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 rotation 11@ 0.0 0.0
1@ = 17.0
0@ = 7

:MSPARK_3918
0400: store_coords_to 22@ 23@ 24@ from_object 4@ with_offset 25.0 0.0 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 0.0 0.0
0063: 22@ -= 7@ // (float)
0063: 23@ -= 8@ // (float)
0063: 24@ -= 9@ // (float)
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 2.5 1@ 0.0
9@ += 5.0
02CE: 6@ = ground_z_at 7@ 8@ 9@
0063: 6@ -= 9@ // (float)
6@ *= 0.1
6@ += 1.5
02CE: 9@ = ground_z_at 7@ 8@ 9@
9@ += 0.5
if
 6@ > 0.0
else_jump @MSPARK_4172
095C: create_smoke_at 7@ 8@ 9@ velocity 22@ 23@ 24@ RGBA 1.0 1.0 1.0 6@ size 0.5 last_factor 0.025

:MSPARK_4172
0400: store_coords_to 22@ 23@ 24@ from_object 4@ with_offset -25.0 0.0 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 0.0 0.0
0063: 22@ -= 7@ // (float)
0063: 23@ -= 8@ // (float)
0063: 24@ -= 9@ // (float)
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset -2.5 1@ 0.0
9@ += 5.0
02CE: 6@ = ground_z_at 7@ 8@ 9@
0063: 6@ -= 9@ // (float)
6@ *= 0.1
6@ += 1.5
02CE: 9@ = ground_z_at 7@ 8@ 9@
9@ += 0.5
if
 6@ > 0.0
else_jump @MSPARK_4426
095C: create_smoke_at 7@ 8@ 9@ velocity 22@ 23@ 24@ RGBA 1.0 1.0 1.0 6@ size 0.5 last_factor 0.025

:MSPARK_4426
1@ += 2.5
0@ += 1
 0@ > 18
else_jump @MSPARK_3918
3@ = 0
2@ += -4
if
 0 > 2@
else_jump @MSPARK_1073
2@ += 4
if
 2@ == 0
else_jump @MSPARK_4602
1@ = 12.0
0@ = 0

:MSPARK_4531
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
1@ += 10.0
0@ += 1
 0@ > 3
else_jump @MSPARK_4531

:MSPARK_4602
if
 2@ == 1
else_jump @MSPARK_4708
1@ = 49.5
0@ = 0

:MSPARK_4637
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
1@ += -10.0
0@ += 1
 0@ > 3
else_jump @MSPARK_4637

:MSPARK_4708
if
 2@ == 2
else_jump @MSPARK_4814
1@ = 17.0
0@ = 0

:MSPARK_4743
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
1@ += 10.0
0@ += 1
 0@ > 3
else_jump @MSPARK_4743

:MSPARK_4814
if
 2@ == 3
else_jump @MSPARK_4920
1@ = 44.5
0@ = 0

:MSPARK_4849
0400: store_coords_to 7@ 8@ 9@ from_object 4@ with_offset 0.0 1@ 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
1@ += -10.0
0@ += 1
 0@ > 3
else_jump @MSPARK_4849

:MSPARK_4920
2@ += 5
if
 2@ == 8
else_jump @MSPARK_4952
2@ = 4

:MSPARK_4952
jump @MSPARK_1073

:MSPARK_4959
040D: unload_wav 3
0@ = 0

:MSPARK_4970
06D6: disable_racing_checkpoint 14@(0@,6i)
0@ += 1
 0@ > 7
else_jump @MSPARK_4970
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0960: enable_player $PLAYER_CHAR stats_box 1
0687: clear_actor $PLAYER_ACTOR task
Object.Destroy(4@)
Car.Destroy(27@)
Model.Destroy(#SPARROW)
Model.Destroy(1582)
Camera.SetBehindPlayer
Camera.Restore
jump @MSPARK_11
end_thread
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 0
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 0 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 0 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 6@ type 1 flare 0 RGB 255 255 255
return



theres the whole script original now i want to change the hotkey(s) to 56//// 8
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ZAZ  
Posted: Saturday, Aug 6 2011, 11:37
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Your script crashes. Recompiling Ryosukes original mspark.cs crashes also.
I assume that he wrote anything in the script which sannybuilder decompiles wrong.
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crazipayaso  
Posted: Saturday, Aug 6 2011, 17:39
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QUOTE (ZAZ @ Saturday, Aug 6 2011, 11:37)
Your script crashes. Recompiling Ryosukes original mspark.cs crashes also.
I assume that he wrote anything in the script which sannybuilder decompiles wrong.

soo what do you think i should do

This post has been edited by crazipayaso on Saturday, Aug 6 2011, 17:43
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Jaskaran498  
Posted: Tuesday, Sep 20 2011, 11:12
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i know this. Infact i changed keys of most mods i have and they work fine. But when i tried to change keys of 'laevateinn', there was no effect. Keys were still same. I want to change keys to '49' (1 originally). Even if i changed everywhere and compiled script, it does not work. Anyone can please change script for me... cryani.gif
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Cyrus45  
Posted: Monday, Sep 3 2012, 12:44
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ZAZ thanks for the post of this topic and i learn editing hotkeys...

But... How To add two hotkeys in 1 mod?

Its like you press Backspace + Tab Same as your football mod

And Id like to know to how to enter it like a cheat code like


Ammo - For infinite ammo
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ZAZ  
Posted: Tuesday, Sep 4 2012, 18:16
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QUOTE (Cyrus45 @ Monday, Sep 3 2012, 13:44)
ZAZ thanks for the post of this topic and i learn editing hotkeys...

But... How To add two hotkeys in 1 mod?

Its like you press Backspace + Tab Same as your football mod

And Id like to know to how to enter it like a cheat code like


Ammo - For infinite ammo


in this way:
CODE
{$CLEO .cs}
:Keypress_in_following_order_like_a_cheat// Backspace, TAB
03A4: name_thread 'KEYFOLW'
0006: 30@ =  0

:KEYFOLW_1
0001: wait 0 ms
if
0AB0:   key_pressed 8//  ---------    backspace key
004D: jump_if_false @KEYFOLW_2
0006: 30@ =  1// change selector var to activate 2. keypress
0006: 33@ =  0// reset internal timer

:KEYFOLW_2
if  and
0039:   30@ ==  1
0AB0:   key_pressed 9//  ---------   tab key
004D: jump_if_false @KEYFOLW_3
0002: jump @KEYFOLW_action

:KEYFOLW_3
if
0019:   33@ >  5000// check internal timer if 5 seconds passed
004D: jump_if_false @KEYFOLW_1
0006: 30@ =  0 // reset selector var if 5 seconds passed without 2. keypress
0002: jump @KEYFOLW_1

:KEYFOLW_action
08B2: toggle_thermal_vision 1
0A93: end_custom_thread

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Cyrus45  
Posted: Wednesday, Sep 5 2012, 13:00
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Thanks ZAZ!!!!

Your DA best icon14.gif
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Link2012  
Posted: Wednesday, Sep 5 2012, 15:13
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This tool makes things easy for people that just want to set the keys: http://www.mediafire.com/?6zc6g665443g2dv
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Cyrus45  
Posted: Thursday, Sep 6 2012, 09:19
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SCM Key Changer??

Never Heard of that

But Thanks I will Try It smile.gif

Thanks For the suggestions!
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Cyrus45  
Posted: Saturday, Sep 8 2012, 00:03
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Hey ZAZ what this suppose to mean??

01B9: set_actor $PLAYER_ACTOR armed_weapon_to 362
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