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Policier Plus Hargneux ?!?


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Hello !

Ce serait pour savoir si par quelques modifications ,ils seraient possible d'ajouter "x" voitures de policiers par rapport au nombres d'etoiles ...

Tout ca pour ajouter un peu de piment au jeu,surtout lorsque l'on a 3 étoiles ( :ph34r: ) et une pauvre voiture de flic aux fesses toute les 5 mins qui se plante dans le premier mur venu ... B)

Merci d'avance !

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Ca doit pouvoir se faire dans le SCM ca :)

 

Tu fais un truc du genre :

 

Si le joueur à 3 étoiles

Alors :

 

Créé voiture à X! Y! Z! position + conducteur dans la voiture

Voiture aller vers le perso avec Vitesse de X!

Si la voiture est proche du perso alors conducteur sortir de la voiture

Donne arme a l'ancien conducteur et lui dire de tuer le joueur

 

Tu répètes ca 5 ou 6 fois et t'as des policiers assoifés de sang qui vont de foncer dedans !!

 

PS: Si c'est pour Vice City je peux t'aider mais le faire en entier pas sur ;)

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:huh: :happycry:

Désolé mais je suis juste un simple petit joueur de pacotille ...

J'aimerais essayer les conseils dont tu m'as renseigné mais je ne sais pas avec quelle quel logiciel ouvrir main.scm .(J'ai essayé le bloc notes qui marchait bien jusuq'a present mais là , tintin !Juste 3 pauvres petits caracteres imcomprehensibles... :ouin: )

J'utilise bien GTA SA et non VC ...

Merci beaucoup !

Modifié par Firairs_fr
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Bin si tu veux apprendre les bases du SCM (pour Vice city ca doit être l'équivalent que pour SA) tu peux lire mon tuto, ca fera au moins une personne à qui ca aura servi :( Autrement là je suis en train d'écrire le script parce que je m'ennuie un peu mais ya des choses que je suis pas sur d'arriver à faire bien. (Je le fais pour Vice city car j'ai pas SA)

 

> Lien tutorial SCM <

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Voilà j'ai fais un code asser simple mais c'est trèèèèès dur de s'en sortir vivant :)

 

Tu pourras t'inspirer de ca pour San Andreas, en attendant, voilà le code : (en rouge c'est ce que j'ai fais :P ) Pour y jouer ouvrez votre SCM avec Vice Builder 0.22 et remplacez tous le texte par ca :

 

DEFINE VERSION VICE 0.22

 

0002: jump ££Label008620

DEFINE MEMORY 34329

 

:Label008620

0002: jump ££Label00997C

DEFINE OBJECTS 206

DEFINE OBJECT (no name) \\ This is an unused object. You can put anything here.

DEFINE OBJECT DTN_STADDOORA \\ Object number -1

DEFINE OBJECT DTN_STADDOORB \\ Object number -2

DEFINE OBJECT DTHOTRING_A \\ Object number -3

DEFINE OBJECT BRIBE \\ Object number -4

DEFINE OBJECT CI_GATESCLOSED \\ Object number -5

DEFINE OBJECT CI_BACKGATECLOSE \\ Object number -6

DEFINE OBJECT INFO \\ Object number -7

DEFINE OBJECT YT_MAIN_BODY \\ Object number -8

DEFINE OBJECT YT_MAIN_BODY2 \\ Object number -9

DEFINE OBJECT YT_DOORS14 \\ Object number -10

DEFINE OBJECT YT_TMP_BOAT \\ Object number -11

DEFINE OBJECT LODMAIN_BODY \\ Object number -12

DEFINE OBJECT YACHT_CHUNK_KB \\ Object number -13

DEFINE OBJECT YT_GANGPLNK_TMP \\ Object number -14

DEFINE OBJECT DTBLOODRING_A \\ Object number -15

DEFINE OBJECT DTDIRTRING_A \\ Object number -16

DEFINE OBJECT PICKUPSAVE \\ Object number -17

DEFINE OBJECT BODYARMOUR \\ Object number -18

DEFINE OBJECT STRIPCLBDROPEN \\ Object number -19

DEFINE OBJECT OD_CLBDR_OPEN \\ Object number -20

DEFINE OBJECT COP_DR_CLOSED \\ Object number -21

DEFINE OBJECT STRPBCKDRCLSD \\ Object number -22

DEFINE OBJECT STRIPCLBDRCLSD \\ Object number -23

DEFINE OBJECT COP_DR_OPEN \\ Object number -24

DEFINE OBJECT OD_CLBDR_CLOSE \\ Object number -25

DEFINE OBJECT LH_IMP_EXP01 \\ Object number -26

DEFINE OBJECT LH_IMP_EXP02 \\ Object number -27

DEFINE OBJECT LH_IMP_EXP03 \\ Object number -28

DEFINE OBJECT LH_IMP_EXP04 \\ Object number -29

DEFINE OBJECT LH_STRIKETHROUGH \\ Object number -30

DEFINE OBJECT COMGATE1OPEN \\ Object number -31

DEFINE OBJECT COMGATE2OPEN \\ Object number -32

DEFINE OBJECT ELECTRICGATE \\ Object number -33

DEFINE OBJECT MONEYBAG \\ Object number -34

DEFINE OBJECT BOOMSHINE \\ Object number -35

DEFINE OBJECT STREETLAMP2 \\ Object number -36

DEFINE OBJECT COKE_VOODOO \\ Object number -37

DEFINE OBJECT TROPHY1 \\ Object number -38

DEFINE OBJECT SUTIBAG \\ Object number -39

DEFINE OBJECT BONUS \\ Object number -40

DEFINE OBJECT FRAME1 \\ Object number -41

DEFINE OBJECT FRAME1DAMAGED \\ Object number -42

DEFINE OBJECT FLAME_TINS \\ Object number -43

DEFINE OBJECT TROPHIES \\ Object number -44

DEFINE OBJECT HELI_BOX \\ Object number -45

DEFINE OBJECT PIZZA_BOX1 \\ Object number -46

DEFINE OBJECT PIZZA_MESS \\ Object number -47

DEFINE OBJECT PIZZA_MESS2 \\ Object number -48

DEFINE OBJECT MAN_RUBBISH03 \\ Object number -49

DEFINE OBJECT GASH_BAGS1 \\ Object number -50

DEFINE OBJECT GASHBAGS2 \\ Object number -51

DEFINE OBJECT POLOROIDS \\ Object number -52

DEFINE OBJECT GUN_DOCS \\ Object number -53

DEFINE OBJECT SHOVEL \\ Object number -54

DEFINE OBJECT KILLFRENZY \\ Object number -55

DEFINE OBJECT COMGATE1CLOSED \\ Object number -56

DEFINE OBJECT COMGATE2CLOSED \\ Object number -57

DEFINE OBJECT NT_ROADBLOCKCI \\ Object number -58

DEFINE OBJECT NT_ROADBLOCKGF \\ Object number -59

DEFINE OBJECT WSH_ROADBLOCK \\ Object number -60

DEFINE OBJECT MANSION_NEW_DOORS \\ Object number -61

DEFINE OBJECT MAN_DOORCLOSED \\ Object number -62

DEFINE OBJECT WSHPERDRCLSD \\ Object number -63

DEFINE OBJECT HAITAXIDR \\ Object number -64

DEFINE OBJECT B_HSE_DOORS \\ Object number -65

DEFINE OBJECT DK_CAMJONESDOOR \\ Object number -66

DEFINE OBJECT DTS_GS_LIFTDOORL \\ Object number -67

DEFINE OBJECT DTS_GS_LIFTDOORR \\ Object number -68

DEFINE OBJECT DTS_SPOT_A \\ Object number -69

DEFINE OBJECT DTS_SOAPYTITWANK_A \\ Object number -70

DEFINE OBJECT DT_GSPOT_STAIRS \\ Object number -71

DEFINE OBJECT OD_CELLDOOR02 \\ Object number -72

DEFINE OBJECT CI_JETYGATESCLOSED \\ Object number -73

DEFINE OBJECT NHAITPLATDR \\ Object number -74

DEFINE OBJECT NHAITPLATDRR \\ Object number -75

DEFINE OBJECT SPAD_DR_CLOSED1 \\ Object number -76

DEFINE OBJECT SPAD_DR_CLOSED2 \\ Object number -77

DEFINE OBJECT SPAD_DR_CLOSED3 \\ Object number -78

DEFINE OBJECT PH_BUILD_DR_CLOSED \\ Object number -79

DEFINE OBJECT ICEDOOR \\ Object number -80

DEFINE OBJECT DTS_BBDOOR \\ Object number -81

DEFINE OBJECT GOLF_GATESCLOSED \\ Object number -82

DEFINE OBJECT PRINTDOOOR \\ Object number -83

DEFINE OBJECT UNROCKETED_WIN1 \\ Object number -84

DEFINE OBJECT BNK_GRILL01 \\ Object number -85

DEFINE OBJECT HEALTH \\ Object number -86

DEFINE OBJECT ADRENALINE \\ Object number -87

DEFINE OBJECT MOB_MOBROOM2 \\ Object number -88

DEFINE OBJECT MOB_DETAILSB \\ Object number -89

DEFINE OBJECT AP_RADAR1_01 \\ Object number -90

DEFINE OBJECT VEG_PALM04 \\ Object number -91

DEFINE OBJECT DOC_CRANEEGGS04 \\ Object number -92

DEFINE OBJECT DOC_CRANE_CAB04 \\ Object number -93

DEFINE OBJECT DOCKFUEL07 \\ Object number -94

DEFINE OBJECT LODCARGOSHP03 \\ Object number -95

DEFINE OBJECT LODCARGOSHP04 \\ Object number -96

DEFINE OBJECT LODCARGOSHP05 \\ Object number -97

DEFINE OBJECT LODCARGOSHP24 \\ Object number -98

DEFINE OBJECT LODCARGOSHP25 \\ Object number -99

DEFINE OBJECT LODCARGOSHP28 \\ Object number -100

DEFINE OBJECT LODCARGOSHP32 \\ Object number -101

DEFINE OBJECT LODCARGOSHP35 \\ Object number -102

DEFINE OBJECT LODCARGOSHP41 \\ Object number -103

DEFINE OBJECT LODCARGOSHP47 \\ Object number -104

DEFINE OBJECT LODCARGOSHP50 \\ Object number -105

DEFINE OBJECT LODCARGOSHP51 \\ Object number -106

DEFINE OBJECT LODCARGOSHP64 \\ Object number -107

DEFINE OBJECT LODCARGOSHP70 \\ Object number -108

DEFINE OBJECT LODCARGOSHP71 \\ Object number -109

DEFINE OBJECT LODCARGOSHP72 \\ Object number -110

DEFINE OBJECT LODCARGOSHP73 \\ Object number -111

DEFINE OBJECT LODARGOHULL2 \\ Object number -112

DEFINE OBJECT BIG_POLY_TINGS_B \\ Object number -113

DEFINE OBJECT BARREL4 \\ Object number -114

DEFINE OBJECT BIG_POLY_TINGS \\ Object number -115

DEFINE OBJECT SPAD_DR_OPEN3 \\ Object number -116

DEFINE OBJECT SPAD_DR_OPEN2 \\ Object number -117

DEFINE OBJECT SPAD_DR_OPEN1 \\ Object number -118

DEFINE OBJECT SEXYPOOLCOVER \\ Object number -119

DEFINE OBJECT BRIEFCASE \\ Object number -120

DEFINE OBJECT FAKETARGET \\ Object number -121

DEFINE OBJECT MAN_DOOROPEN \\ Object number -122

DEFINE OBJECT GOLF_GATESOPEN \\ Object number -123

DEFINE OBJECT DYNAMITE \\ Object number -124

DEFINE OBJECT BARREL2 \\ Object number -125

DEFINE OBJECT BLDNGST2MESHDAM \\ Object number -126

DEFINE OBJECT BLDNGST2MESH \\ Object number -127

DEFINE OBJECT JW_COFFIN \\ Object number -128

DEFINE OBJECT KEYCARD \\ Object number -129

DEFINE OBJECT TAR_GUN1 \\ Object number -130

DEFINE OBJECT TAR_GUN2 \\ Object number -131

DEFINE OBJECT TAR_FRAME \\ Object number -132

DEFINE OBJECT TAR_DOWNLEFT \\ Object number -133

DEFINE OBJECT TAR_DOWNRIGHT \\ Object number -134

DEFINE OBJECT TAR_TOP \\ Object number -135

DEFINE OBJECT TAR_UPLEFT \\ Object number -136

DEFINE OBJECT TAR_UPRIGHT \\ Object number -137

DEFINE OBJECT BNK_LFT_DOOR1 \\ Object number -138

DEFINE OBJECT BNK_LFT_DOOR2 \\ Object number -139

DEFINE OBJECT GASGRENADE \\ Object number -140

DEFINE OBJECT ROCKETED_WIN1 \\ Object number -141

DEFINE OBJECT OD_CLUBOUT_DY \\ Object number -142

DEFINE OBJECT OD_CLUBOUT_NT \\ Object number -143

DEFINE OBJECT OD_CLUBNEON \\ Object number -144

DEFINE OBJECT OD_CLUBDOORS \\ Object number -145

DEFINE OBJECT VEG_PALMKBB11 \\ Object number -146

DEFINE OBJECT ODNROAD01_NT \\ Object number -147

DEFINE OBJECT ODNROAD01_DY \\ Object number -148

DEFINE OBJECT OD_CLUBBACK \\ Object number -149

DEFINE OBJECT MIAMIODNROADXA \\ Object number -150

DEFINE OBJECT LODD_BUILD2 \\ Object number -151

DEFINE OBJECT SPAD_BUILDNEW \\ Object number -152

DEFINE OBJECT VEG_PALMBIG14 \\ Object number -153

DEFINE OBJECT GUNBOX \\ Object number -154

DEFINE OBJECT OD_WTSIGN \\ Object number -155

DEFINE OBJECT OD_CHARIOT \\ Object number -156

DEFINE OBJECT LODD_BUILDNEW \\ Object number -157

DEFINE OBJECT LODCHARIOT \\ Object number -158

DEFINE OBJECT PH_BUILD_DR_OPEN \\ Object number -159

DEFINE OBJECT DTS_SOAPYTITWANK_B \\ Object number -160

DEFINE OBJECT ML_TARBRUSH \\ Object number -161

DEFINE OBJECT ML_TARBRUSHDAMAGE \\ Object number -162

DEFINE OBJECT CI_GATESOPEN \\ Object number -163

DEFINE OBJECT CI_BACKGATEOPEN \\ Object number -164

DEFINE OBJECT CI_JETYGATESOPEN \\ Object number -165

DEFINE OBJECT DK_REEF \\ Object number -166

DEFINE OBJECT DOONTOON50 \\ Object number -167

DEFINE OBJECT ROAD_DOWNTOWN_NEW2 \\ Object number -168

DEFINE OBJECT ROAD_DOWNTOWN02 \\ Object number -169

DEFINE OBJECT AMMUNATION_DT \\ Object number -170

DEFINE OBJECT DOONTOON19 \\ Object number -171

DEFINE OBJECT DT_COMPOUND_ROOF \\ Object number -172

DEFINE OBJECT DOONTOON51 \\ Object number -173

DEFINE OBJECT LODNTOON28 \\ Object number -174

DEFINE OBJECT AMMU_WINDOWS1 \\ Object number -175

DEFINE OBJECT WATERJUMPX2 \\ Object number -176

DEFINE OBJECT WATERJUMP1 \\ Object number -177

DEFINE OBJECT BUILD1 \\ Object number -178

DEFINE OBJECT BUILDBLOWN \\ Object number -179

DEFINE OBJECT HDRUGFACTORYINT \\ Object number -180

DEFINE OBJECT HDRUGFACTORYPOL \\ Object number -181

DEFINE OBJECT LODLD1 \\ Object number -182

DEFINE OBJECT LODLDBLOWN \\ Object number -183

DEFINE OBJECT RCBOMB \\ Object number -184

DEFINE OBJECT LF_MEDIASTAGE \\ Object number -185

DEFINE OBJECT PIZZABOX \\ Object number -186

DEFINE OBJECT LH_RACE01 \\ Object number -187

DEFINE OBJECT LH_RACE02 \\ Object number -188

DEFINE OBJECT LH_RACE03 \\ Object number -189

DEFINE OBJECT LH_RACE04 \\ Object number -190

DEFINE OBJECT LH_RACE05 \\ Object number -191

DEFINE OBJECT LH_RACE06 \\ Object number -192

DEFINE OBJECT TRAFFICCONE \\ Object number -193

DEFINE OBJECT CRAIGPACKAGE \\ Object number -194

DEFINE OBJECT B_HSE_PIER \\ Object number -195

DEFINE OBJECT B_HSE_EXT \\ Object number -196

DEFINE OBJECT DOCKS28 \\ Object number -197

DEFINE OBJECT DOCKSPROPS12 \\ Object number -198

DEFINE OBJECT DOCKS85 \\ Object number -199

DEFINE OBJECT DK_DOCKROADS04 \\ Object number -200

DEFINE OBJECT B_HSE_PIERFENCE \\ Object number -201

DEFINE OBJECT B_HSE_INTERIOR \\ Object number -202

DEFINE OBJECT BOAT_KB2 \\ Object number -203

DEFINE OBJECT CONCERTH05 \\ Object number -204

DEFINE OBJECT CONCERTH06 \\ Object number -205

 

:Label00997C

0002: jump ££Label009998

DEFINE MISSIONS 2

DEFINE MISSION 0 AT ££Label009E58

DEFINE MISSION 1 AT ££Label00A33B

 

;-------------MAIN---------------

 

 

:Label009998

03A4: name_thread "MAIN"

016A: fade 0? () 0? ms

04E4: unknown_refresh_game_renderer_at 835! -1882!

03CB: set_camera 448.3! 1030! 18!

0053: $PLAYER_CHAR = create_player #NULL at 57! -1026! 10!

01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR

022B: create_forbidden_for_peds_cube 474! 1250! 17! 356! 1003! 32!

016D: restart_if_busted at -551.9! 787.8! 97! 90!

04BB: select_interiour 0? \\ select render area

01F0: set_max_wanted_level_to 6?

00C0: set_current_time 10? 0?

01EB: set_car_density_to 10!

0330: set_player $PLAYER_CHAR infinite_run_to 1? (true)

016A: fade 1? (back) 1000& ms

0001: wait 6000& ms

0417: start_mission 0?

0417: start_mission 1?

0180: set_on_mission_flag_to $ONMISSION

00D6: if 0?

8118: NOT actor $PLAYER_ACTOR dead

0001: wait 100& ms

 

:Label009A5C

0247: request_model #POLICE

0247: request_model #COP

0247: request_model #CHROMEGUN

0247: request_model #M4

0247: request_model #PYTHON

038B: load_requested_models

016A: fade 0? () 500& ms

0001: wait 500& ms

00A5: 5000?? = create_car #POLICE at 185! -1540! 10.5!

00A5: 5004?? = create_car #POLICE at 315! -1026! 10.5!

00A5: 5008?? = create_car #POLICE at -90! -1573! 10!

00A5: 5012?? = create_car #POLICE at 10! -1200! 10!

00A5: 5016?? = create_car #POLICE at -208! -1150! 10!

00A5: 5020?? = create_car #POLICE at 196! -1030! 10!

00A5: 5024?? = create_car #POLICE at 340! -915! 10.5!

00A5: 5028?? = create_car #POLICE at 525! -455! 10.5!

00A5: 5032?? = create_car #POLICE at 420! -428! 9.5!

00A5: 5036?? = create_car #POLICE at 350! -527! 9.5!

0001: wait 250& ms

0129: 6000?? = create_actor 4? #COP in_car 5000?? driverseat

0129: 6004?? = create_actor 4? #COP in_car 5004?? driverseat

0129: 6008?? = create_actor 4? #COP in_car 5008?? driverseat

0129: 6012?? = create_actor 4? #COP in_car 5012?? driverseat

0129: 6016?? = create_actor 4? #COP in_car 5016?? driverseat

0129: 6020?? = create_actor 4? #COP in_car 5020?? driverseat

0129: 6024?? = create_actor 4? #COP in_car 5024?? driverseat

0129: 6028?? = create_actor 4? #COP in_car 5028?? driverseat

0129: 6032?? = create_actor 4? #COP in_car 5032?? driverseat

0129: 6036?? = create_actor 4? #COP in_car 5036?? driverseat

0001: wait 250& ms

01C8: 6040?? = create_actor 10? #COP in_car 5000?? passenger_seat 0?

01C8: 6044?? = create_actor 10? #COP in_car 5004?? passenger_seat 0?

01C8: 6048?? = create_actor 10? #COP in_car 5008?? passenger_seat 0?

01C8: 6052?? = create_actor 10? #COP in_car 5012?? passenger_seat 0?

01C8: 6056?? = create_actor 10? #COP in_car 5016?? passenger_seat 0?

01C8: 6060?? = create_actor 10? #COP in_car 5020?? passenger_seat 0?

01C8: 6064?? = create_actor 10? #COP in_car 5024?? passenger_seat 0?

01C8: 6068?? = create_actor 10? #COP in_car 5028?? passenger_seat 0?

01C8: 6072?? = create_actor 10? #COP in_car 5032?? passenger_seat 0?

01C8: 6076?? = create_actor 10? #COP in_car 5036?? passenger_seat 0?

0001: wait 250& ms

01C8: 6080?? = create_actor 10? #COP in_car 5000?? passenger_seat 1?

01C8: 6084?? = create_actor 10? #COP in_car 5004?? passenger_seat 1?

01C8: 6088?? = create_actor 10? #COP in_car 5008?? passenger_seat 1?

01C8: 6092?? = create_actor 10? #COP in_car 5012?? passenger_seat 1?

01C8: 6096?? = create_actor 10? #COP in_car 5016?? passenger_seat 1?

01C8: 6100?? = create_actor 10? #COP in_car 5020?? passenger_seat 1?

01C8: 6104?? = create_actor 10? #COP in_car 5024?? passenger_seat 1?

01C8: 6108?? = create_actor 10? #COP in_car 5028?? passenger_seat 1?

01C8: 6112?? = create_actor 10? #COP in_car 5032?? passenger_seat 1?

01C8: 6116?? = create_actor 10? #COP in_car 5036?? passenger_seat 1?

0001: wait 250& ms

01C8: 6120?? = create_actor 10? #COP in_car 5000?? passenger_seat 2?

01C8: 6124?? = create_actor 10? #COP in_car 5004?? passenger_seat 2?

01C8: 6128?? = create_actor 10? #COP in_car 5008?? passenger_seat 2?

01C8: 6132?? = create_actor 10? #COP in_car 5012?? passenger_seat 2?

01C8: 6136?? = create_actor 10? #COP in_car 5016?? passenger_seat 2?

01C8: 6140?? = create_actor 10? #COP in_car 5020?? passenger_seat 2?

01C8: 6144?? = create_actor 10? #COP in_car 5024?? passenger_seat 2?

01C8: 6148?? = create_actor 10? #COP in_car 5028?? passenger_seat 2?

01C8: 6152?? = create_actor 10? #COP in_car 5032?? passenger_seat 2?

01C8: 6156?? = create_actor 10? #COP in_car 5036?? passenger_seat 2?

016A: fade 1? (back) 500& ms

0054: 1@ = player $PLAYER_CHAR x_pos, 2@ = player $PLAYER_CHAR y_pos, 3@ = player $PLAYER_CHAR z_pos

0001: wait 100& ms

02C2: car 5000?? drive_to_point 1@ 2@ 3@

02C2: car 5004?? drive_to_point 1@ 2@ 3@

02C2: car 5008?? drive_to_point 1@ 2@ 3@

02C2: car 5012?? drive_to_point 1@ 2@ 3@

02C2: car 5016?? drive_to_point 1@ 2@ 3@

02C2: car 5020?? drive_to_point 1@ 2@ 3@

02C2: car 5024?? drive_to_point 1@ 2@ 3@

02C2: car 5028?? drive_to_point 1@ 2@ 3@

02C2: car 5032?? drive_to_point 1@ 2@ 3@

02C2: car 5036?? drive_to_point 1@ 2@ 3@

0001: wait 10& ms

00AD: set_car 5000?? max_speed_to 50!

00AD: set_car 5004?? max_speed_to 50!

00AD: set_car 5008?? max_speed_to 50!

00AD: set_car 5012?? max_speed_to 50!

00AD: set_car 5016?? max_speed_to 50!

00AD: set_car 5020?? max_speed_to 50!

00AD: set_car 5024?? max_speed_to 50!

00AD: set_car 5028?? max_speed_to 50!

00AD: set_car 5032?? max_speed_to 50!

00AD: set_car 5036?? max_speed_to 50!

0001: wait 10& ms

010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3?

01B2: give_actor $PLAYER_ACTOR weapon 26? ammo 5000&

035E: set_player $PLAYER_CHAR armour_to 200&

0222: set_player $PLAYER_CHAR health_to 200&

004F: create_thread ££LabelAAAAAA1

004F: create_thread ££LabelAAAAAA2

004F: create_thread ££LabelAAAAAA3

004F: create_thread ££LabelAAAAAA4

004F: create_thread ££LabelAAAAAA5

004F: create_thread ££LabelAAAAAA6

004F: create_thread ££LabelAAAAAA7

004F: create_thread ££LabelAAAAAA8

004F: create_thread ££LabelAAAAAA9

004F: create_thread ££LabelAAAAAB1

 

:LabelAAAAAA1

0001: wait 100? ms

00D6: if 0?

01Fd: player $PLAYER_CHAR near_car_on_foot 5000?? radius 20! 20! 0?

004D: jump_if_false ££LabelAAAAAA1

03E2: actor 6000?? exit_car

03E2: actor 6040?? exit_car

03E2: actor 6080?? exit_car

03E2: actor 6120?? exit_car

0001: wait 100& ms

01B2: give_actor 6000?? weapon 18? ammo 500&

01B2: give_actor 6040?? weapon 18? ammo 500&

01B2: give_actor 6080?? weapon 19? ammo 500&

01B2: give_actor 6120?? weapon 19? ammo 500&

0001: wait 10& ms

01CB: actor 6000?? kill_actor $PLAYER_ACTOR

01CB: actor 6040?? kill_actor $PLAYER_ACTOR

01CB: actor 6080?? kill_actor $PLAYER_ACTOR

01CB: actor 6120?? kill_actor $PLAYER_ACTOR

 

:LabelAAAAAA2

0001: wait 100? ms

00D6: if 0?

01Fd: player $PLAYER_CHAR near_car_on_foot 5004?? radius 20! 20! 0?

004D: jump_if_false ££LabelAAAAAA2

03E2: actor 6004?? exit_car

03E2: actor 6044?? exit_car

03E2: actor 6084?? exit_car

03E2: actor 6124?? exit_car

0001: wait 100& ms

01B2: give_actor 6004?? weapon 18? ammo 500&

01B2: give_actor 6044?? weapon 18? ammo 500&

01B2: give_actor 6084?? weapon 19? ammo 500&

01B2: give_actor 6124?? weapon 19? ammo 500&

0001: wait 10& ms

01CB: actor 6004?? kill_actor $PLAYER_ACTOR

01CB: actor 6044?? kill_actor $PLAYER_ACTOR

01CB: actor 6084?? kill_actor $PLAYER_ACTOR

01CB: actor 6124?? kill_actor $PLAYER_ACTOR

 

:LabelAAAAAA3

0001: wait 100? ms

00D6: if 0?

01Fd: player $PLAYER_CHAR near_car_on_foot 5008?? radius 20! 20! 0?

004D: jump_if_false ££LabelAAAAAA3

03E2: actor 6008?? exit_car

03E2: actor 6048?? exit_car

03E2: actor 6088?? exit_car

03E2: actor 6128?? exit_car

0001: wait 100& ms

01B2: give_actor 6008?? weapon 18? ammo 500&

01B2: give_actor 6048?? weapon 18? ammo 500&

01B2: give_actor 6088?? weapon 19? ammo 500&

01B2: give_actor 6128?? weapon 19? ammo 500&

0001: wait 10& ms

01CB: actor 6008?? kill_actor $PLAYER_ACTOR

01CB: actor 6048?? kill_actor $PLAYER_ACTOR

01CB: actor 6088?? kill_actor $PLAYER_ACTOR

01CB: actor 6128?? kill_actor $PLAYER_ACTOR

 

:LabelAAAAAA4

0001: wait 100? ms

00D6: if 0?

01Fd: player $PLAYER_CHAR near_car_on_foot 5012?? radius 20! 20! 0?

004D: jump_if_false ££LabelAAAAAA4

03E2: actor 6012?? exit_car

03E2: actor 6052?? exit_car

03E2: actor 6092?? exit_car

03E2: actor 6132?? exit_car

0001: wait 100& ms

01B2: give_actor 6012?? weapon 18? ammo 500&

01B2: give_actor 6052?? weapon 18? ammo 500&

01B2: give_actor 6092?? weapon 19? ammo 500&

01B2: give_actor 6132?? weapon 19? ammo 500&

0001: wait 10& ms

01CB: actor 6012?? kill_actor $PLAYER_ACTOR

01CB: actor 6052?? kill_actor $PLAYER_ACTOR

01CB: actor 6092?? kill_actor $PLAYER_ACTOR

01CB: actor 6132?? kill_actor $PLAYER_ACTOR

 

:LabelAAAAAA5

0001: wait 100? ms

00D6: if 0?

01Fd: player $PLAYER_CHAR near_car_on_foot 5016?? radius 20! 20! 0?

004D: jump_if_false ££LabelAAAAAA5

03E2: actor 6016?? exit_car

03E2: actor 6056?? exit_car

03E2: actor 6096?? exit_car

03E2: actor 6136?? exit_car

0001: wait 100& ms

01B2: give_actor 6016?? weapon 18? ammo 500&

01B2: give_actor 6056?? weapon 18? ammo 500&

01B2: give_actor 6096?? weapon 19? ammo 500&

01B2: give_actor 6136?? weapon 19? ammo 500&

0001: wait 10& ms

01CB: actor 6016?? kill_actor $PLAYER_ACTOR

01CB: actor 6056?? kill_actor $PLAYER_ACTOR

01CB: actor 6096?? kill_actor $PLAYER_ACTOR

01CB: actor 6136?? kill_actor $PLAYER_ACTOR

 

:LabelAAAAAA6

0001: wait 100? ms

00D6: if 0?

01Fd: player $PLAYER_CHAR near_car_on_foot 5020?? radius 20! 20! 0?

004D: jump_if_false ££LabelAAAAAA6

03E2: actor 6020?? exit_car

03E2: actor 6060?? exit_car

03E2: actor 6100?? exit_car

03E2: actor 6140?? exit_car

0001: wait 100& ms

01B2: give_actor 6020?? weapon 18? ammo 500&

01B2: give_actor 6060?? weapon 18? ammo 500&

01B2: give_actor 6100?? weapon 19? ammo 500&

01B2: give_actor 6140?? weapon 19? ammo 500&

0001: wait 10& ms

01CB: actor 6020?? kill_actor $PLAYER_ACTOR

01CB: actor 6060?? kill_actor $PLAYER_ACTOR

01CB: actor 6100?? kill_actor $PLAYER_ACTOR

01CB: actor 6140?? kill_actor $PLAYER_ACTOR

 

:LabelAAAAAA7

0001: wait 100? ms

00D6: if 0?

01Fd: player $PLAYER_CHAR near_car_on_foot 5024?? radius 20! 20! 0?

004D: jump_if_false ££LabelAAAAAA7

03E2: actor 6024?? exit_car

03E2: actor 6064?? exit_car

03E2: actor 6104?? exit_car

03E2: actor 6144?? exit_car

0001: wait 100& ms

01B2: give_actor 6024?? weapon 18? ammo 500&

01B2: give_actor 6064?? weapon 18? ammo 500&

01B2: give_actor 6104?? weapon 19? ammo 500&

01B2: give_actor 6144?? weapon 19? ammo 500&

0001: wait 10& ms

01CB: actor 6024?? kill_actor $PLAYER_ACTOR

01CB: actor 6064?? kill_actor $PLAYER_ACTOR

01CB: actor 6104?? kill_actor $PLAYER_ACTOR

01CB: actor 6144?? kill_actor $PLAYER_ACTOR

 

:LabelAAAAAA8

0001: wait 100? ms

00D6: if 0?

01Fd: player $PLAYER_CHAR near_car_on_foot 5028?? radius 20! 20! 0?

004D: jump_if_false ££LabelAAAAAA8

03E2: actor 6028?? exit_car

03E2: actor 6068?? exit_car

03E2: actor 6108?? exit_car

03E2: actor 6148?? exit_car

0001: wait 100& ms

01B2: give_actor 6028?? weapon 18? ammo 500&

01B2: give_actor 6068?? weapon 18? ammo 500&

01B2: give_actor 6108?? weapon 19? ammo 500&

01B2: give_actor 6148?? weapon 19? ammo 500&

0001: wait 10& ms

01CB: actor 6028?? kill_actor $PLAYER_ACTOR

01CB: actor 6068?? kill_actor $PLAYER_ACTOR

01CB: actor 6108?? kill_actor $PLAYER_ACTOR

01CB: actor 6148?? kill_actor $PLAYER_ACTOR

 

:LabelAAAAAA9

0001: wait 100? ms

00D6: if 0?

01Fd: player $PLAYER_CHAR near_car_on_foot 5032?? radius 20! 20! 0?

004D: jump_if_false ££LabelAAAAAA9

03E2: actor 6032?? exit_car

03E2: actor 6072?? exit_car

03E2: actor 6112?? exit_car

03E2: actor 6152?? exit_car

0001: wait 100& ms

01B2: give_actor 6032?? weapon 18? ammo 500&

01B2: give_actor 6072?? weapon 18? ammo 500&

01B2: give_actor 6112?? weapon 19? ammo 500&

01B2: give_actor 6152?? weapon 19? ammo 500&

0001: wait 10& ms

01CB: actor 6032?? kill_actor $PLAYER_ACTOR

01CB: actor 6072?? kill_actor $PLAYER_ACTOR

01CB: actor 6112?? kill_actor $PLAYER_ACTOR

01CB: actor 6152?? kill_actor $PLAYER_ACTOR

 

:LabelAAAAAB1

0001: wait 100? ms

00D6: if 0?

01Fd: player $PLAYER_CHAR near_car_on_foot 5036?? radius 20! 20! 0?

004D: jump_if_false ££LabelAAAAAB1

03E2: actor 6036?? exit_car

03E2: actor 6076?? exit_car

03E2: actor 6116?? exit_car

03E2: actor 6156?? exit_car

0001: wait 100& ms

01B2: give_actor 6036?? weapon 18? ammo 500&

01B2: give_actor 6076?? weapon 18? ammo 500&

01B2: give_actor 6116?? weapon 19? ammo 500&

01B2: give_actor 6156?? weapon 19? ammo 500&

0001: wait 10& ms

01CB: actor 6036?? kill_actor $PLAYER_ACTOR

01CB: actor 6076?? kill_actor $PLAYER_ACTOR

01CB: actor 6116?? kill_actor $PLAYER_ACTOR

01CB: actor 6156?? kill_actor $PLAYER_ACTOR

 

;-------------Mission 0---------------

; Originally: (no description)

 

 

:Label009E58

03A4: name_thread "INITIAL"

0004: $DEFAULT_WAIT_TIME = 250& \\ integer values

029B: $ARENA_DOOR_1 = init_object -1? (DTN_STADDOORA) at -1109.615! 1330.097! 20.372!

01C7: spawn_object $ARENA_DOOR_1

029B: $ARENA_DOOR_2 = init_object -2? (DTN_STADDOORB) at -1109.615! 1331.932! 20.372!

01C7: spawn_object $ARENA_DOOR_2

029B: 732?? = init_object -3? (DTHOTRING_A) at -1037.08! 1340.258! 36.552!

01C7: spawn_object 732??

029B: $FILM_STUDIO_FRONT_GATE_OPEN = init_object -163& (CI_GATESOPEN) at 10.273! 963.308! 12.258!

01C7: spawn_object $FILM_STUDIO_FRONT_GATE_OPEN

029B: $FILM_STUDIO_BACK_GATE_OPEN = init_object -164& (CI_BACKGATEOPEN) at -14.381! 884.12! 13.542!

01C7: spawn_object $FILM_STUDIO_BACK_GATE_OPEN

029B: 736?? = init_object -165& (CI_JETYGATESOPEN) at -115.825! 1028.55! 11.334!

01C7: spawn_object 736??

029B: 740?? = init_object -31? (COMGATE1OPEN) at -712.524! -489.428! 12.549!

01C7: spawn_object 740??

029B: 744?? = init_object -32? (COMGATE2OPEN) at -183.824! -473.223! 12.615!

01C7: spawn_object 744??

029B: 748?? = init_object -21? (COP_DR_CLOSED) at 396.545! -472.883! 12.6!

01C7: spawn_object 748??

029B: 752?? = init_object -123? (GOLF_GATESOPEN) at 107.81! 228.072! 20.989!

01C7: spawn_object 752??

029B: 756?? = init_object -61? (MANSION_NEW_DOORS) at -391.19! -575.906! 24.071!

01C7: spawn_object 756??

029B: 760?? = init_object -62? (MAN_DOORCLOSED) at -378.542! -554.006! 20.067!

01C7: spawn_object 760??

029B: 764?? = init_object -63? (WSHPERDRCLSD) at -266.496! -1214.563! 9.02!

01C7: spawn_object 764??

029B: 768?? = init_object -64? (HAITAXIDR) at -1010.466! 199.125! 11.95!

01C7: spawn_object 768??

029B: 772?? = init_object -65? (B_HSE_DOORS) at -640.012! -1485.941! 15.457!

01C7: spawn_object 772??

029B: 776?? = init_object -23? (STRIPCLBDRCLSD) at 97.203! -1469.731! 10.578!

01C7: spawn_object 776??

029B: 780?? = init_object -22? (STRPBCKDRCLSD) at 68.988! -1444.242! 10.727!

01C7: spawn_object 780??

029B: 784?? = init_object -66? (DK_CAMJONESDOOR) at -837.134! -901.672! 12.03!

01C7: spawn_object 784??

0177: set_object 784?? z_angle_to 0!

029B: 788?? = init_object -67? (DTS_GS_LIFTDOORL) at -559.476! 783.107! 23.279!

01C7: spawn_object 788??

029B: 792?? = init_object -68? (DTS_GS_LIFTDOORR) at -559.476! 781.34! 23.279!

01C7: spawn_object 792??

029B: 796?? = init_object -67? (DTS_GS_LIFTDOORL) at -553.563! 788.895! 97.917!

01C7: spawn_object 796??

029B: 800?? = init_object -68? (DTS_GS_LIFTDOORR) at -553.563! 787.127! 97.917!

01C7: spawn_object 800??

029B: 804?? = init_object -72? (OD_CELLDOOR02) at 384.098! -505.893! 9.68!

0566: 804?? 12?

01C7: spawn_object 804??

0177: set_object 804?? z_angle_to 0!

029B: 808?? = init_object -73? (CI_JETYGATESCLOSED) at -116.738! 1027.729! 11.34!

01C7: spawn_object 808??

029B: 812?? = init_object -74? (NHAITPLATDR) at -981.114! 265.419! 8.939!

01C7: spawn_object 812??

029B: 816?? = init_object -75? (NHAITPLATDRR) at -981.114! 267.607! 8.937!

01C7: spawn_object 816??

029B: 820?? = init_object -76? (SPAD_DR_CLOSED1) at 465.375! 30.336! 33.181!

01C7: spawn_object 820??

029B: 824?? = init_object -77? (SPAD_DR_CLOSED2) at 465.375! 30.336! 33.181!

01C7: spawn_object 824??

029B: 828?? = init_object -78? (SPAD_DR_CLOSED3) at 464.663! 30.336! 23.881!

01C7: spawn_object 828??

029B: 832?? = init_object -79? (PH_BUILD_DR_CLOSED) at 569.925! 52! 14.616!

01C7: spawn_object 832??

034D: unknown_rotate_object 832?? unknown_angle 270! 270! 0?

029B: 836?? = init_object -83? (PRINTDOOOR) at -1063.773! -278.932! 13.024!

01C7: spawn_object 836??

029B: 840?? = init_object -84? (UNROCKETED_WIN1) at -899.851! -341.061! 14.318!

0566: 840?? 3?

01C7: spawn_object 840??

029B: 844?? = init_object -85? (BNK_GRILL01) at -899.214! -333.656! 21.233!

0566: 844?? 3?

0382: unknown_set_object 844?? collision_detection 0?

0392: object 844?? toggle_in_moving_list 0?

01C7: spawn_object 844??

029B: 848?? = init_object -85? (BNK_GRILL01) at -899.214! -348.466! 21.233!

0566: 848?? 3?

0382: unknown_set_object 848?? collision_detection 0?

0392: object 848?? toggle_in_moving_list 0?

01C7: spawn_object 848??

029B: 852?? = init_object -85? (BNK_GRILL01) at -907.307! -336.618! 23.987!

0566: 852?? 3?

0382: unknown_set_object 852?? collision_detection 0?

0392: object 852?? toggle_in_moving_list 0?

01C7: spawn_object 852??

029B: 856?? = init_object -85? (BNK_GRILL01) at -907.307! -345.504! 23.987!

0566: 856?? 3?

0382: unknown_set_object 856?? collision_detection 0?

0392: object 856?? toggle_in_moving_list 0?

01C7: spawn_object 856??

029B: 860?? = init_object -85? (BNK_GRILL01) at -915.401! -336.6184! 23.987!

0566: 860?? 3?

0382: unknown_set_object 860?? collision_detection 0?

0392: object 860?? toggle_in_moving_list 0?

01C7: spawn_object 860??

029B: 864?? = init_object -85? (BNK_GRILL01) at -915.401! -345.5! 23.987!

0566: 864?? 3?

0382: unknown_set_object 864?? collision_detection 0?

0392: object 864?? toggle_in_moving_list 0?

01C7: spawn_object 864??

029B: 868?? = init_object -25? (OD_CLBDR_CLOSE) at 490.34! -77.017! 11.598!

01C7: spawn_object 868??

 

;-------------Mission 1---------------

; Originally: (no description)

 

 

:Label00A33B

03A4: name_thread "MALL"

014B: 872?? = init_parked_car_generator #MAVERICK -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at -1368.3! -1254.8! 1.6! angle 22!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #INFERNUS -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at -1438! -823! 14! angle 90!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #PCJ600 -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 509.834! 1964.689! 10.5! angle 270!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 876?? = init_parked_car_generator #PIZZABOY -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 399.185! 1135.376! 17.765! angle 90!

014C: set_parked_car_generator 876?? cars_to_generate_to 101?

014B: 876?? = init_parked_car_generator #CADDY -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 442.879! 1014.363! 18.214! angle 90!

014C: set_parked_car_generator 876?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #PACKER -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 359.003! 1165.607! 24.18! angle 180!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #INFERNUS -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 351.693! 1211.1! 24.168! angle 140!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #VOODOO -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 329.952! 1238.333! 26.5! angle 43!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #ROMERO -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 331.13! 1196.248! 21.766! angle 76!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #VCNMAV -1? -1? 1? alarm 50? door_lock 0? 0? 10000& at 415.851! 1126.26! 51.573! angle 180!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 880?? = init_parked_car_generator #BUS -1? -1? 1? alarm 50? door_lock 0? 90? 10000& at 378.923! 1257.368! 17.508! angle 180!

014C: set_parked_car_generator 880?? cars_to_generate_to 101?

014B: 880?? = init_parked_car_generator #BUS -1? -1? 1? alarm 50? door_lock 0? 90? 10000& at 478.58! 1124.305! 16.555! angle 180!

014C: set_parked_car_generator 880?? cars_to_generate_to 101?

014B: 884?? = init_parked_car_generator #BFINJECT -1? -1? 1? alarm 0? door_lock 0? 90? 10000& at 471.197! -1635.922! 10.196! angle 180!

014C: set_parked_car_generator 884?? cars_to_generate_to 101?

014B: 888?? = init_parked_car_generator #STRETCH -1? -1? 1? alarm 0? door_lock 1? 90? 10000& at 848! -1852! 3.4! angle 355!

014C: set_parked_car_generator 888?? cars_to_generate_to 101?

014B: 892?? = init_parked_car_generator #PACKER -1? -1? 1? alarm 0? door_lock 0? 90? 10000& at 865.2! -1835! 14! angle 175!

014C: set_parked_car_generator 892?? cars_to_generate_to 101?

014B: $PASSED_LAW1_THE_PARTY = init_parked_car_generator #MAVERICK -1? -1? 1? alarm 0? door_lock 0? 90? 10000& at 836! -1877.622! 200! angle 360!

014C: set_parked_car_generator $PASSED_LAW1_THE_PARTY cars_to_generate_to 101?

014B: 892?? = init_parked_car_generator #DINGHY -1? -1? 1? alarm 0? door_lock 0? 90? 10000& at 835! -1840! 4! angle 0!

014C: set_parked_car_generator 892?? cars_to_generate_to 101?

014B: $PASSED_LAW3_JURY_FURY = init_parked_car_generator #SANCHEZ -1? -1? 1? alarm 0? door_lock 100? 90? 10000& at 0! 0! 0! angle 180!

014C: set_parked_car_generator $PASSED_LAW3_JURY_FURY cars_to_generate_to 101?

014B: $PASSED_LAW4_RIOT = init_parked_car_generator #STRETCH -1? -1? 1? alarm 0? door_lock 1? 90? 10000& at 846! -1852! 3.4! angle 355!

014C: set_parked_car_generator $PASSED_LAW4_RIOT cars_to_generate_to 101?

014B: $PASSED_COL1_TREACHEROUS_SWINE = init_parked_car_generator #STRETCH -1? -1? 1? alarm 0? door_lock 1? 90? 10000& at 844! -1852! 3.4! angle 355!

014C: set_parked_car_generator $PASSED_COL1_TREACHEROUS_SWINE cars_to_generate_to 101?

014B: $PASSED_COL2_MALL_SHOOTOUT = init_parked_car_generator #STRETCH -1? -1? 1? alarm 0? door_lock 1? 90? 10000& at 842! -1852! 3.4! angle 355!

014C: set_parked_car_generator $PASSED_COL2_MALL_SHOOTOUT cars_to_generate_to 101?

014B: 884?? = init_parked_car_generator #PCJ600 -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 901! -1145.5! 104! angle 270!

014C: set_parked_car_generator 884?? cars_to_generate_to 1?

032B: 912?? = create_weapon_pickup #SNIPER 15? ammo 99999&& at -109.834! 969.689! 10!

0213: 936?? = create_pickup -4? (BRIBE) type 15? at -1750.993! -275.696! 13.887!

0213: 8240?? = create_pickup -86? (HEALTH) type 15? at 821.3! -1174.3! 104!

0213: 964?? = create_pickup -18? (BODYARMOUR) type 15? at 815! -1174.3! 104!

0213: 960?? = create_pickup -87? (ADRENALINE) type 15? at 423.826! 1039.151! 18.879!

03BC: 972?? = create_sphere 402.713! 1233.996! 18.231! 1.2!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 448.777! 1003.136! 18.495!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 449.226! 1255.745! 17.497!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 448.218! 1249.706! 18.03!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 379.791! 1250.927! 18.875!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 379.935! 1002.325! 18.2!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 356.604! 1124.642! 18.247!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 356.604! 1124.642! 19.147!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 489.156! 1125.791! 15.208!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 356.604! 1124.642! 18.247!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 350.126! 1123.794! 16.925!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 350.126! 1123.794! 17.925!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 350.126! 1123.794! 18.925!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 379.123! 995.753! 17.483!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 379.123! 995.753! 16.483!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 449.682! 996.974! 17.501!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 449.542! 1255.287! 17.538!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 378.983! 1255.576! 17.668!

004E: end_thread

 

 

PS: J'ai été rapide dis donc :ph34r: Fiouuuuuu moi j'ai mal au nieux nieux devant mon écran je vais faire autre chose...

Modifié par vicolaships
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PS :

Je n'arrive pas à ouvrir mon fichier *.scm :ouin:

J'ai essayé avc VCBuilder 0.22 (vu que j'utilise SA ,ca marche pas) ,& j'ai telechargé SABuilder 0.33 mais il me dis qu'il me manque le fichier variables.ini qui ne se situe pas dans mon dossier "GTA SanAndreas"...

Quelqu'un aurait une idée ?

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  • 2 semaines après...

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