IMG

 
IMG
IMG   IMG
  Welcome to GTAForums! Be sure to check out the Grand Theft Auto V Forum.

You are not registered! (If you are, click here to login) Registering is fast, free and easy and allows you to instantly reply to any topic on GTAForums.
Why wait? Click here to register your own unique username and become part of the ever-growing community!


( Log In | Register | Revalidate Validation E-mail )
Quick Log-In:
  IMG
       
>
Forum Rules GTA Modification Forums

Please post mod releases in the Mod Showroom

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)


  Reply to this topicStart new topicStart Poll

 [CLEO3] Can you mod a script I found?

 I really want it, please help! :)
 
windows_x_seven  
Posted: Monday, Aug 6 2012, 21:52
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Aug 6, 2012

XXXXX



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.
PM
  Top
 

 

0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)

0 Members:

Topic Options Reply to this topicStart new topicStart Poll
Search topic for posted by (exact match)



 
IMG IMG