|
 |
|
|
|
|
|
Attention:
This is for the discussion and releasing of tutorials for modifying GTA. Anything that isn't a tutorial will be deleted without notification.
- Please read the Official Modification Forum Rules & Procedure BEFORE posting!
- Data topics: The following topics contain information for formatting and writing tutorials.
- Requests are to be made in the pinned topic.
- New topics to this forum are subject to moderation, and will not appear immediately. Pending approval by a moderator, if a topic is deemed unsuitable it will be deleted without notification.
|
GTAGarage.com free mod hosting from GTANet, simply login with your GTAForums account details
GTAModding.com GTANet's modding wiki
GTA Modding Chatroom provided by irc.gtanet.com (Don't have an IRC client? Click here)
|
[GTA SA] ~ CLEO Script Tutorial ~
 |
|
 |
| |
ZAZ  |
|
Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



|
| QUOTE (kalonkas @ Sunday, Aug 19 2012, 13:41) | Thanks ZAZ but now i need to make him give me beer when i press Y OR better spawn an gui [menue] and i can choose drink or smoke.
Silent , i don't need it to move. |
are you impatient? you'll need one more loop but please improve first your current script start the script with a default loop which checks if $PLAYER_CHAR is defined, opcode 0256: as well a condition which must be passed to spawn your actor a keypress check or if player is near the spawn location Consider that the map isn't solid everywhere collisions models a working only in the players range of 300 units actors are falling down to nirwana if the player is far away opcode 0256: should prevent crashes if the player dies or gets arrested furthermore does your script need a cleanup part Release the defined actor from script when the script has done its work with opcode 01C2: or 009B: or 034F: after that can you let the code jump back to beginning so that the whole script runs in a loop instead end_thread
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
ZAZ  |
|
Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



|
looks good, just one thing: there should also be a check if player_actor is near_point -2347.7383 639.5254 42.07 together with the check if actor dead because in the case, that the player comes to that area and the actor spawns but the player leaves then the location, should the actors reference be removed and the script should run in the default loop to spare performance | CODE | while 0256: player $PLAYER_CHAR defined wait 0 if and 8118: not actor 0@ dead 00FE: actor $PLAYER_ACTOR 0 (in-sphere)near_point -2347.7383 639.5254 42.07 radius 85.5 85.5 85.5 then // dealer script else break end end |
if there are more than one conditions in a check, it needs to determine if it means OR or AND | QUOTE (kalonkas @ Sunday, Aug 19 2012, 18:48) | | And how do i start, with which op code or loop? |
you can use this script and expand it at that position where i wrote "// dealer script" will we add the action it needs to build sequences: check if player stand close to the actor to show a message check if key pressed to give the bottle it needs also to spawn a bottle first do you know the modelname or id number of a bottle? should there be used specified deal animations? it needs also to load animations first read about Animationsshould there be a special camera view during the deal?
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
ZAZ  |
|
Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



|
| QUOTE (kalonkas @ Sunday, Aug 19 2012, 19:52) | Thanks
So bottle id is : ? I don't know, going to search now. Animation should be of CJ drinking like gang members and if drink too much he gets drunk (camera start moving) http://www.gtagarage.com/mods/show.php?id=201 like in this mod. I havent tried this mod, just saw it. I want animation like on gta samp on roleplay servers , when get drunk camera start shaking, moving and even when u go in a car its alot harder to drive. |
as bottle can we use model id 1520 you have to load the animation file "GANGS" for drinking and if the dealer should do deal animations like pay, give'n take you have also to load the animation file "DEALER"... ...together with model loading of the actor if you did it right you can add an animation code for testing at that position where i wrote "// dealer script": | CODE | | 0605: actor 0@ perform_animation_sequence "DRNKBR_PRTL" from_file "GANGS" 4.0 1 1 1 0 -1 |
so do that and post your progress
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
ZAZ  |
|
Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



|
| QUOTE (kalonkas @ Monday, Aug 20 2012, 11:02) | | CODE | | 08E8: assign_external_script_handle 'DEALER' to_model 0@ | What does this do ? i need an op to make that actor talk i came near him [so i can press Y or N] |
works only in main.scm, it assigne an externscript of script.img to an actor | QUOTE | Something like this ?
| CODE | if 00FE: actor $PLAYER_ACTOR 0 (in-sphere)near_point -2347.7383 639.5254 42.07 radius 4.5 4.5 4.5 then wait 0 If 0AB0: key_pressed 89 then 00FE: actor $PLAYER_ACTOR perform_animation_sequence "DRNKBR_PRTL" from_file "GANGS" 4.0 1 1 1 0 -1 end |
|
it should be closer, maybe 1.5 or 2.5 the keypress check must we implement in another way, i'll show it later, as i said, we have to build sequences | QUOTE | | CODE | while true wait 0 if 0256: player $PLAYER_CHAR defined then
if 00FE: actor $PLAYER_ACTOR 0 (in-sphere)near_point -2347.7383 639.5254 42.07 radius 80.5 80.5 80.5 then 0247: request_model #VBFYCRP 0247: request_model #1520 04ED: load_animation "GANGS"
repeat wait 0 if 0248: model #VBFYCRP available 0248: model #1520 available then break end | or this. ?  |
ok, but as i said: | QUOTE | | if there are more than one conditions in a check, it needs to determine if it means OR or AND |
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
ZAZ  |
|
Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



|
| QUOTE (kalonkas @ Monday, Aug 20 2012, 18:00) |
Like this? But when i try to compile it says - Compiled file has no header, so the model name #1520 can not be used. Use number ID instead. |
you didn't read the tutorial careful where i wrote in the lesson "Spawn a 3D model"| QUOTE | # marks the connected entry as filename of a loadable model For Cleo can only be used models which are defined in vehicles.ide, peds.ide or default.ide Other models needs to use their ID number
For exemble to spawn the object 1655, waterjumpx2 of data\maps\generic\multiobj.ide |
and posted an example script in addition is your if-then-end construct wrong | QUOTE | if 00FE: actor $PLAYER_ACTOR 0 (in-sphere)near_point -2347.7383 639.5254 42.07 radius 2.5 2.5 2.5 then wait 0 If 0AB0: key_pressed 89 then 00FE: actor $PLAYER_ACTOR perform_animation_sequence "DRNKBR_PRTL" from_file "GANGS" 4.0 1 1 1 0 -1 |
Every IF-THEN needs it's END It's like a open and a close tag [CODE ]script[/CODE ] the IF-THEN-END's checks can be written in a row or checks inside checks like boxes in a box in a box so it can happens that you find more END's at the end | CODE | if and 0248: model #VBFYCRP available 04EE: animation "GANGS" loaded 04EE: animation "DEALER" loaded then break end |
-------------- only if-then-else-end is possible | CODE | if ... then ... else ... end |
but not if-then-else-else-end | CODE | if and 8118: not actor 0@ dead 00FE: actor $PLAYER_ACTOR 0 (in-sphere)near_point -2347.7383 639.5254 42.07 radius 85.5 85.5 85.5 then // dealer script else break end |
yes but i don't like to chatt for hours i don't know why i help you so much, normally you should study the tutorial, try the example scripts, modify it a little bit and get praxis in coding and learn to find informations by yourself
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
kalonkas  |
Posted: Tuesday, Aug 21 2012, 05:12
|
Player Hater

Group: Members
Joined: Aug 18, 2012

|
Thanks for your help , i really appreciate it, but for now i leave that script , last thing - could you help me with your elevator script ? i use your gates script, it works perfectly, but i want to make an lift with it. I put all coords right but i need that only Z coords move when i press a key, but it doesnt /: | CODE | {$CLEO .cs} :ONEDOOR_1 03A4: name_thread 'ONEDOOR'
:ONEDOOR_3 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ONEDOOR_3 if 00FE: actor $PLAYER_ACTOR 0 (in-sphere)near_point -2288.26 582.877 33.706 radius 80.5 80.5 80.5 004D: jump_if_false @ONEDOOR_3 0107: 5@ = create_object 3095 at -2288.26 582.877 33.706
0007: 7@ = -2288.26 // default X (closed) 0007: 8@ = 582.877 //default Y (closed) 0007: 9@ = 33.706 //default Z (closed) 0007: 11@ = -2288.26 // destination X (open) 0007: 12@ = 582.877 // destination Y (open) 0007: 13@ = 50.906 // destination Z (open) 0006: 14@ = 0 0006: 15@ = 0 0002: jump @ONEDOOR_12
:ONEDOOR_12 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ONEDOOR_75 if 80FE: not actor $PLAYER_ACTOR 0 (in-sphere)near_point 7@ 8@ 9@ radius 95.5 95.5 95.5 004D: jump_if_false @ONEDOOR_13 0002: jump @ONEDOOR_75
:ONEDOOR_13 if 0039: 15@ == 0 // integer values 004D: jump_if_false @ONEDOOR_15 if 00FE: actor $PLAYER_ACTOR 0 (in-sphere)near_point 7@ 8@ 9@ radius 20.5 20.5 20.5 0AB0: key_pressed 76//------------------key = L 004D: jump_if_false @ONEDOOR_15 0006: 15@ = 1 000A: 14@ += 1 // integer values 0002: jump @ONEDOOR_15
:ONEDOOR_15 if 0039: 15@ == 1 // integer values 004D: jump_if_false @ONEDOOR_18
:ONEDOOR_16 if 0039: 14@ == 1 // integer values 004D: jump_if_false @ONEDOOR_17 034E: move_object 5@ to 11@ 12@ 13@ speed 0.0 0.0 0.9 flag 0 if 04E5: object 5@ near_point 11@ 12@ 13@ radius 1.0 1.0 flag 0 004D: jump_if_false @ONEDOOR_17 0006: 14@ = 2 0006: 15@ = 1 0001: wait 500 ms 0002: jump @ONEDOOR_29
:ONEDOOR_17 if 0039: 14@ == 3 // integer values 004D: jump_if_false @ONEDOOR_18 034E: move_object 5@ to 7@ 8@ 9@ speed 0.0 0.0 0.9 flag 0 if 04E5: object 5@ near_point 7@ 8@ 9@ radius 0.1 0.1 flag 0 004D: jump_if_false @ONEDOOR_18 0006: 15@ = 0 0006: 14@ = 0
:ONEDOOR_18 if and 0039: 14@ == 2 // integer values 80FE: not actor $PLAYER_ACTOR 0 (in-sphere)near_point 7@ 8@ 9@ radius 19.0 19.0 15.0 004D: jump_if_false @ONEDOOR_19 0006: 15@ = 1 0006: 14@ = 3 0002: jump @ONEDOOR_12
:ONEDOOR_19 if and 0039: 14@ == 2 // integer values 80FE: not actor $PLAYER_ACTOR 0 (in-sphere)near_point 7@ 8@ 9@ radius 3.0 3.0 5.0 0AB0: key_pressed 76 004D: jump_if_false @ONEDOOR_29 0006: 15@ = 1 0006: 14@ = 3 0002: jump @ONEDOOR_12
:ONEDOOR_29 0002: jump @ONEDOOR_12
:ONEDOOR_75 01C4: remove_references_to_object 5@ // This object will now disappear when the player looks away 03F0: text_draw_toggle 0 0001: wait 1000 ms 0006: 14@ = 0 0006: 15@ = 0 0002: jump @ONEDOOR_3 |
| CODE | {$CLEO .cs}
:LIFTS_1 03A4: name_thread 'LIFT'
:LIFTS_2 0001: wait 0 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LIFTS_2 00D6: if 0 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -545.9601 2594.1699 53.5156 radius 200.0 200.0 200.0 004D: jump_if_false @LIFTS_2 0247: request_model 16795 0247: request_model 16797 038B: load_requested_models
:LIFTS_3 0001: wait 0 ms if and 0248: model 16795 available 0248: model 16797 available 004D: jump_if_false @LIFTS_3 0107: 1@ = create_object 16795 at -534.84 2632.83 52.5 0177: set_object 1@ Z_angle_to 268.0 0392: make_object 1@ moveable 1 0107: 2@ = create_object 16797 at -532.875 2657.53 33.13 0177: set_object 2@ Z_angle_to -2.34 0392: make_object 2@ moveable 1 0006: 3@ = 0
:LIFTS_4 0001: wait 0 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LIFTS_13 01BB: store_object 1@ position_to 11@ 12@ 13@ 00D6: if 0 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -545.9601 2594.1699 53.5156 radius 210.0 210.0 210.0 004D: jump_if_false @LIFTS_13 if 0039: 3@ == 0 004D: jump_if_false @LIFTS_5 if or 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -534.84 2632.83 52.5 radius 3.0 3.0 3.0 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -534.48 2640.05 46.39 radius 8.0 8.0 3.0 004D: jump_if_false @LIFTS_5 0006: 3@ = 1
:LIFTS_5 if 0039: 3@ == 1 004D: jump_if_false @LIFTS_7 if 0021: 13@ > 46.0 // floating-point values 004D: jump_if_false @LIFTS_6 034E: move_object 1@ to -534.84 2632.83 45.0 speed 0.0 0.0 0.04 flag 0 0002: jump @LIFTS_4
:LIFTS_6 0006: 3@ = 2 0001: wait 2000 ms 0002: jump @LIFTS_4
:LIFTS_7 if 0039: 3@ == 2 004D: jump_if_false @LIFTS_4 if 0023: 52.5 > 13@ // floating-point values 004D: jump_if_false @LIFTS_8 034E: move_object 1@ to -534.84 2632.83 53.5 speed 0.0 0.0 0.04 flag 0 0002: jump @LIFTS_4
:LIFTS_8 0006: 3@ = 0 0001: wait 2000 ms 0002: jump @LIFTS_4
:LIFTS_13 0108: destroy_object 1@ 0108: destroy_object 2@ 0002: jump @LIFTS_2 |
This crashes ;'( took it from here - http://www.gtaforums.com/index.php?showtop...entry1058556049 This post has been edited by kalonkas on Tuesday, Aug 21 2012, 18:10
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
ZAZ  |
Posted: Wednesday, Aug 22 2012, 18:34
|
Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



|
| QUOTE (kalonkas @ Tuesday, Aug 21 2012, 06:12) | Thanks for your help , i really appreciate it, but for now i leave that script , last thing - could you help me with your elevator script ?
i use your gates script, it works perfectly, but i want to make an lift with it. I put all coords right but i need that only Z coords move when i press a key, but it doesnt /:
This crashes ;'( took it from here - http://www.gtaforums.com/index.php?showtop...entry1058556049 |
the doorscript doesn't work anymore because you edited values, hoping the object would move vertical but the script works only for object moving horizontal model id 16795 and 16797 don't exist in originaly San Andreas the member stripprpimp added 2 objects to his game as lift objects and asked for help to realize a special liftscript where you found that script kalonkas, please don't post here anymore. Your way of learning scripting is wrong and your posts look like spam please post in mission coding section This post has been edited by ZAZ on Wednesday, Aug 22 2012, 18:45
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Michael-Knight1  |
Posted: Thursday, Aug 23 2012, 15:09
|
Never Give UP

Group: Members
Joined: Jul 8, 2012


|
Hi Zaz , I Need Help into my kitt prison break on main script . i don't knew why the game crashed when i get spawned from the jail ?? Here is the codes ! | CODE | 016D: restart_if_busted_at 1410.453 -1586.943 13.549 angle 86.8 town_number 1
|
| CODE | :BUSTED_LS thread 'BUSTED_LS' Audiostream.Load($PRISON_LSMP3, "CLEO\AUDIO\PRISON LOS SANTOS.MP3") 054C: use_GXT_table 'KRBTS'
:BUSTED_LS_69 wait 0 0842: $CURRENT_TOWN_NUMBER = player $PLAYER_CHAR town_number if 0741: actor $PLAYER_ACTOR busted else_jump @BUSTED_LS_69 if or $CURRENT_TOWN_NUMBER == 1 $CURRENT_TOWN_NUMBER == 0 else_jump @BUSTED_LS_69 Model.Load(#COPCARLA) Model.Load(#LAPD1) Model.Load(#M4) 038B: load_requested_models
:BUSTED_LS_139 wait 0 if and Model.Available(#COPCARLA) Model.Available(#LAPD1) Model.Available(#M4) else_jump @BUSTED_LS_139 wait 5000 jump @BUSTED_LS_198
:BUSTED_LS_198 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 02A3: enable_widescreen 1 Camera.SetPosition(1505.497, -1713.624, 14.0469, 0.0, 0.0, 0.0) Camera.PointAt(1551.765, -1674.273, 15.9855, 2) $COPBUSTEDCAR_LS = Car.Create(#COPCARLA, 1414.08, -1589.726, 12.8785) Car.Angle($COPBUSTEDCAR_LS) = 271.111 0397: enable_car $COPBUSTEDCAR_LS siren 1 0508: car $COPBUSTEDCAR_LS close_all_doors Car.DoorStatus($COPBUSTEDCAR_LS) = 4 072B: put_actor $PLAYER_ACTOR into_car $COPBUSTEDCAR_LS passengerseat 1 0129: $COPBUSTEDPED1_LS = create_actor_pedtype 280 model #LAPD1 in_car $COPBUSTEDCAR_LS driverseat 01C8: $COPBUSTEDPED2_LS = create_actor_pedtype 280 model #LAPD1 in_car $COPBUSTEDCAR_LS passenger_seat 0 fade 0 5000 wait 8000 Player.CanMove($PLAYER_CHAR) = False 0918: unknown_car $COPBUSTEDCAR_LS driver_flag 1 0704: car $COPBUSTEDCAR_LS drive_to 1593.907 -1691.939 5.8906 Car.SetMaxSpeed($COPBUSTEDCAR_LS, 22.0) Camera.Restore 00BB: show_text_lowpriority GXT 'PRLS_1' time 5000 flag 1 // ~r~Michael :~w~Please allow this time to leave me or let me call My Director wait 5000 00BB: show_text_lowpriority GXT 'PRLS_2' time 5000 flag 1 // ~b~Cop 1 :~w~ Shut up Michael Knight wait 5000 00BB: show_text_lowpriority GXT 'PRLS_3' time 5000 flag 1 // ~g~Cop 2 : ~w~ You should shut up and be serious because you will spend on the following few minute wait 20000 0633: AS_actor $COPBUSTEDPED1_LS exit_car 0633: AS_actor $COPBUSTEDPED2_LS exit_car 0633: AS_actor $PLAYER_ACTOR exit_car wait 2000 Camera.SetPosition(1593.85, -1699.281, 5.897, 0.0, 0.0, 0.0) Camera.PointAt(1597.892, -1697.116, 5.8906, 2) wait 2000 07CD: AS_actor $COPBUSTEDPED1_LS walk_to 1610.677 -1697.393 6.2187 stop_with_angle 270.0287 within_radius 1.0 07CD: AS_actor $COPBUSTEDPED2_LS walk_to 1596.614 -1693.773 5.8906 stop_with_angle 275.8371 within_radius 1.0 07CD: AS_actor $PLAYER_ACTOR walk_to 1610.642 -1693.271 6.2187 stop_with_angle 89.0653 within_radius 1.0 wait 1000 00BB: show_text_lowpriority GXT 'PRLS_4' time 5000 flag 1 // ~r~Michael : ~w~KITT It's the time or never ! wait 5000 00BB: show_text_lowpriority GXT 'PRLS_5' time 5000 flag 1 // ~b~KITT : ~w~Michael I Am On The Way ! wait 3000 0639: AS_actor $COPBUSTEDPED1_LS rotate_to_actor $PLAYER_ACTOR 0639: AS_actor $PLAYER_ACTOR rotate_to_actor $COPBUSTEDPED1_LS $BUSTEDLS_M4 = 31 $BUSTEDLS_M4_AMMO = 500 01B2: give_actor $COPBUSTEDPED1_LS weapon $BUSTEDLS_M4 ammo $BUSTEDLS_M4_AMMO // Load the weapon model before using this 01B2: give_actor $COPBUSTEDPED2_LS weapon $BUSTEDLS_M4 ammo $BUSTEDLS_M4_AMMO // Load the weapon model before using this 0605: actor $COPBUSTEDPED1_LS perform_animation_sequence "GANG_GUNSTAND" IFP_file "PED" 4.0 loop 0 0 0 0 time 20000 // versionA wait 3000 Car.PutAt($KITT, 1566.993, -1824.04, 12.8944) Car.Angle($KITT) = 0.7787 0508: car $KITT close_all_doors 0129: $BUSTEDLS_INVPED = create_actor_pedtype 280 model #LAPD1 in_car $KITT driverseat 0337: set_actor $BUSTEDLS_INVPED visibility 0 0918: unknown_car $KITT driver_flag 1 0704: car $KITT drive_to 1603.881 -1690.354 5.4099 Car.SetMaxSpeed($KITT, 35.0) wait 3000 Camera.Restore Audiostream.PerformAction($PRISON_LSMP3, STOP) Audiostream.PerformAction($PRISON_LSMP3, PLAY) 067A: put_camera_on_car $KITT with_offset 0.0 10.0 3.0 point_to_car $KITT tilt 5.0 2 wait 6000 067A: put_camera_on_car $KITT with_offset -4.0 -12.0 3.0 point_to_car $KITT tilt 5.0 2 wait 7500 05E2: AS_actor $COPBUSTEDPED1_LS kill_actor $BUSTEDLS_INVPED 05E2: AS_actor $COPBUSTEDPED2_LS kill_actor $BUSTEDLS_INVPED Camera.SetPosition(1591.619, -1625.219, 13.3828, 0.0, 0.0, 0.0) Camera.PointAt(1588.449, -1637.078, 13.4172, 2) wait 3000 067A: put_camera_on_car $KITT with_offset -4.0 -12.0 3.0 point_to_car $KITT tilt 5.0 2 Car.SetMaxSpeed($KITT, 20.0) wait 4000 00BB: show_text_lowpriority GXT 'PRLS_6' time 2000 flag 1 // ~b~KITT : ~w~Michael Jump in ! Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 01EB: set_traffic_density_multiplier_to 2.0 03DE: set_pedestrians_density_multiplier_to 2.0 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True Player.WantedLevel($PLAYER_CHAR) = 2 Actor.DestroyInstantly($BUSTEDLS_INVPED) 08A6: set_car $KITT componentA 2 rotation_to 0.0 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.05 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.1 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.15 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.2 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.25 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.3 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.35 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.4 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.45 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.5 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.55 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.6 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.65 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.7 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.75 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.8 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.85 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.9 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.95 wait 10 08A6: set_car $KITT componentA 2 rotation_to 1.0 0918: unknown_car $KITT driver_flag 1 wait 2000 Audiostream.PerformAction($PRISON_LSMP3, STOP) 00BB: show_text_lowpriority GXT 'PRLS_7' time 2000 flag 1 // ~r~Michael : ~w~Thanks Pal. wait 5000 Actor.RemoveReferences($COPBUSTEDPED1_LS) Actor.RemoveReferences($COPBUSTEDPED2_LS) Car.RemoveReferences($COPBUSTEDCAR_LS) 05E2: AS_actor $COPBUSTEDPED1_LS kill_actor $PLAYER_ACTOR 05E2: AS_actor $COPBUSTEDPED2_LS kill_actor $PLAYER_ACTOR jump @BUSTED_LS_69 end_thread |
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:
Pages:
(31) « First ... 21 22 [23] 24 25 ... Last »
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
| |
 |
|
 |
|
|
|
|