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Life Situation

The document is a script for a game modification, detailing the creation and management of various characters and vehicles within a specified area. It includes loading models and animations, creating actors and cars, and setting their properties and behaviors. The script also handles the destruction of these entities when the player leaves a certain area.

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herdisalfa4
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0% found this document useful (0 votes)
11 views3 pages

Life Situation

The document is a script for a game modification, detailing the creation and management of various characters and vehicles within a specified area. It includes loading models and animations, creating actors and cars, and setting their properties and behaviors. The script also handles the destruction of these entities when the player leaves a certain area.

Uploaded by

herdisalfa4
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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// This file was decompiled using SASCM.

ini published by GTAG


(http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
thread "NONAME"

:NONAME_12
wait 0
if and
Player.Defined($PLAYER_CHAR)
00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2218.998 -2164.2842 42.7598 radius
200.0 200.0 200.0
else_jump @NONAME_12
Model.Load(#HMYCR)
Model.Load(#OMYRI)
Model.Load(#SABRE)
Model.Load(#HMORI)
Model.Load(#VIRGO)
Model.Load(#NEBULA)
Model.Load(#BMYPOL2)
Model.Load(#SWMYHP2)
Model.Load(#WMYRI)
Model.Load(#VBMYCR)
Model.Load(#BUCCANEE)
04ED: load_animation "GANGS"
04ED: load_animation "BSKTBALL"
04ED: load_animation "CAR_CHAT"
04ED: load_animation "COP_AMBIENT"
04ED: load_animation "INT_SHOP"
038B: load_requested_models
jump @NONAME_177

:NONAME_177
wait 0
if and
Model.Available(#HMYCR)
Model.Available(#OMYRI)
Model.Available(#SABRE)
Model.Available(#HMORI)
Model.Available(#VIRGO)
Model.Available(#NEBULA)
else_jump @NONAME_177
if and
Model.Available(#WMYRI)
Model.Available(#VBMYCR)
Model.Available(#BUCCANEE)
Model.Available(#BMYPOL2)
Model.Available(#SWMYHP2)
else_jump @NONAME_177
if and
04EE: animation "GANGS" loaded
04EE: animation "BSKTBALL" loaded
04EE: animation "CAR_CHAT" loaded
04EE: animation "COP_AMBIENT" loaded
04EE: animation "INT_SHOP" loaded
else_jump @NONAME_177
wait 1000
1@ = Car.Create(#SABRE, -2198.2961, -2179.645, 44.1969)
2@ = Actor.Create(CivMale, #HMYCR, -2214.7168, -2169.3955, 42.8179)
3@ = Actor.Create(CivMale, #OMYRI, -2215.3596, -2169.7915, 42.688)
6@ = Actor.Create(CivMale, #HMORI, 0.0, 0.0, 0.0)
7@ = Car.Create(#VIRGO, -2216.6318, -2168.6748, 42.6048)
8@ = Car.Create(#NEBULA, -2225.8162, -2173.1587, 40.8109)
9@ = Actor.Create(CivMale, #BMYPOL2, -2204.5496, -2154.2168, 45.7803)
10@ = Actor.Create(CivMale, #SWMYHP2, -2199.301, -2178.3889, 43.9553)
11@ = Actor.Create(CivMale, #WMYRI, -2200.5117, -2179.3418, 43.7239)
12@ = Actor.Create(CivMale, #VBMYCR, -2223.8787, -2173.2759, 41.1314)
13@ = Car.Create(#BUCCANEE, -2202.7402, -2155.7925, 45.8544)
Car.Angle(1@) = 303.8895
Actor.Angle(2@) = 138.634
Actor.Angle(3@) = 318.0073
Actor.Angle(6@) = 0.0
Car.Angle(7@) = 140.978
Car.Angle(8@) = 137.5313
Actor.Angle(9@) = 174.1859
Actor.Angle(10@) = 211.868
Actor.Angle(11@) = 215.6047
Actor.Angle(12@) = 51.1908
Car.Angle(13@) = 86.7709
wait 100
072A: put_actor 6@ into_car 1@ driverseat
0605: actor 6@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1
lockX 0 lockY 0 lockF 0 time -1
0605: actor 2@ perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 1
lockX 0 lockY 0 lockF 0 time -1
0605: actor 3@ perform_animation "INVITE_YES" IFP "GANGS" framedelta 4.0 loop 1
lockX 0 lockY 0 lockF 0 time -1
0605: actor 6@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1
lockX 0 lockY 0 lockF 0 time -1
0605: actor 9@ perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0
loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 10@ perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1
lockX 0 lockY 0 lockF 0 time -1
0605: actor 11@ perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0
loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 12@ perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1
lockX 0 lockY 0 lockF 0 time -1
wait 1000
Car.LockInCurrentPosition(1@) = True
Actor.LockInCurrentPosition(2@) = True
Actor.LockInCurrentPosition(3@) = True
Actor.LockInCurrentPosition(6@) = True
Car.LockInCurrentPosition(7@) = True
Car.LockInCurrentPosition(8@) = True
Car.LockInCurrentPosition(13@) = True
0657: car 8@ open_door 0
Car.Health(1@) = 5000
Car.Health(7@) = 5000
Car.Health(8@) = 5000
Car.Health(13@) = 5000
Actor.SetImmunities(2@, 1, 1, 1, 1, 1)
Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
Actor.SetImmunities(6@, 1, 1, 1, 1, 1)
Actor.SetImmunities(9@, 1, 1, 1, 1, 1)
Actor.SetImmunities(10@, 1, 1, 1, 1, 1)
Actor.SetImmunities(11@, 1, 1, 1, 1, 1)
Actor.SetImmunities(12@, 1, 1, 1, 1, 1)

:NONAME_1012
wait 0
if
80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere -2218.998 -2164.2842 42.7598
radius 200.0 200.0 200.0
else_jump @NONAME_1012
Car.Destroy(1@)
Actor.DestroyInstantly(2@)
Actor.DestroyInstantly(3@)
Actor.DestroyInstantly(6@)
Car.Destroy(7@)
Car.Destroy(8@)
Car.Destroy(13@)
Actor.DestroyInstantly(9@)
Actor.DestroyInstantly(10@)
Actor.DestroyInstantly(11@)
Actor.DestroyInstantly(12@)
04EF: release_animation "GANGS"
04EF: release_animation "BSKTBALL"
04EF: release_animation "CAR_CHAT"
04EF: release_animation "COP_AMBIENT"
04EF: release_animation "INT_SHOP"
jump @NONAME_12

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