Firairs_fr Posté(e) le 30 juin 2006 Signaler Partager Posté(e) le 30 juin 2006 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 ( ) et une pauvre voiture de flic aux fesses toute les 5 mins qui se plante dans le premier mur venu ... Merci d'avance ! Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Vicolaships Posté(e) le 30 juin 2006 Signaler Partager Posté(e) le 30 juin 2006 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 Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Firairs_fr Posté(e) le 30 juin 2006 Auteur Signaler Partager Posté(e) le 30 juin 2006 (modifié) :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 le 30 juin 2006 par Firairs_fr Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
BlackHawk67 Posté(e) le 30 juin 2006 Signaler Partager Posté(e) le 30 juin 2006 tu peux ouvrir le MAIN.scm avec SA mission builder mais cependant tu devra peut-être commencer une nouvelle partie Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Vicolaships Posté(e) le 30 juin 2006 Signaler Partager Posté(e) le 30 juin 2006 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 < Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Firairs_fr Posté(e) le 30 juin 2006 Auteur Signaler Partager Posté(e) le 30 juin 2006 Trop cool!Merci Vicolaship ! Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Vicolaships Posté(e) le 30 juin 2006 Signaler Partager Posté(e) le 30 juin 2006 (modifié) 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 ) 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 Fiouuuuuu moi j'ai mal au nieux nieux devant mon écran je vais faire autre chose... Modifié le 30 juin 2006 par vicolaships Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Firairs_fr Posté(e) le 30 juin 2006 Auteur Signaler Partager Posté(e) le 30 juin 2006 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 ? Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Firairs_fr Posté(e) le 3 juillet 2006 Auteur Signaler Partager Posté(e) le 3 juillet 2006 J'ai enfin réussi à regler ce probleme mais maintenant je suis debordé par la masse d'information qui mle depasse.Quelqu'un aurait une idée de quelle partie je pourrais modifier? :happycry: Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
x-stroyer Posté(e) le 3 juillet 2006 Signaler Partager Posté(e) le 3 juillet 2006 Demande un tuto à un macreatorien Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
milanac13 Posté(e) le 17 juillet 2006 Signaler Partager Posté(e) le 17 juillet 2006 Si quelqu'un la fait pour San andreas , sa m'interresse ! Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
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