-far volare cj
-fargli apparire delle ali quando vola automaticamente (attraverso un file ifp caricato su gta3.img credo)
-quando comincia il volo cambia skin automaticamente(attraverso file dff e txd caricati su gta3.img)
La mia idea per uso personale ovviamente, è di sfruttare solo la prima opzione (quella in rosso), in modo da poterla assemblare più in là con lo skin selector (perché no?!).
Dunque mi rivolgo a te per una mano. Ho provato io stesso, ma a poco mandavo in tilt il pc tra crash e roba simile, quindi spero che tu possa aiutarmi.
{$CLEO} 0000: while true if Player.Defined(0) // $PLAYER_CHAR == 0 then 0A8D: 30@ = read_memory 0x969110 size 4 virtual_protect 0 0A8D: 31@ = read_memory 0x969114 size 2 virtual_protect 0 if 05AE: 30@s == "IATUOJ" // @s == 'short' then 0A8C: write_memory 0x969110 size 4 value 0x0 virtual_protect 0 04ED: load_animation "SKJOUTAI" 023C: load_special_actor 'SASUKE3' as 5 // models 290-299 038B: load_requested_models while true if and 84EE: not animation "SKJOUTAI" loaded 823D: not special_actor 5 loaded jf break wait 0 end 00A0: store_actor $PLAYER_ACTOR position_to 27@ 28@ 29@ 095C: create_smoke_at 27@ 28@ 29@ velocity 0.0 0.0 0.05 RGBA 1.0 1.0 1.0 1.0 size 1.0 last_factor 0.1 09C7: change_player $PLAYER_CHAR model_to #SPECIAL05 0296: unload_special_actor 5 while true if and 00E1: player 0 pressed_key 4 // action 00E1: player 0 pressed_key 14 // jump then 023C: load_special_actor 'SASUKEW' as 6 // models 290-299 0247: load_model 1582 038B: load_requested_models while true if and 823D: not special_actor 6 loaded 8248: not model 1582 available jf break wait 0 end 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 1 CP 1 MP 0 0992: set_player $PLAYER_CHAR weapons_scrollable 0 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 0172: 8@ = actor $PLAYER_ACTOR Z_angle 0812: AS_actor $PLAYER_ACTOR perform_animation "sasuke_01" IFP_file "SKJOUTAI" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 20.0 wait 900 04C4: store_coords_to 27@ 28@ 29@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 009A: 26@ = create_actor_pedtype 8 model #SPECIAL06 at 27@ 28@ 29@ 02AB: set_actor 26@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 0619: enable_actor 26@ collision_detection 0 0489: set_actor 26@ muted 1 0296: unload_special_actor 6 0107: 25@ = create_object 1582 at 27@ 28@ -25.0 0382: set_object 25@ collision_detection 0 04D9: object 25@ set_scripted_collision_check 0 08D2: object 25@ scale_model 0.01 0177: set_object 25@ Z_angle_to 8@ 0249: release_model 1582 069B: attach_object 25@ to_actor $PLAYER_ACTOR with_offset -0.088 0.27 0.295 rotation 0.0 0.0 0.0 04F4: put_actor 26@ into_turret_on_object 25@ offset_from_object_origin 0.0 0.0 -0.5 orientation 0 both_side_angle_limit 0.0 lock_weapon 1 0812: AS_actor 26@ perform_animation "sasuke_02" IFP_file "SKJOUTAI" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 9@ = 1.0 19@ = 50.0 while true 0494: get_joystick 0 data_to 17@ 18@ 22@ 22@ 0093: 17@ = integer 17@ to_float 0093: 18@ = integer 18@ to_float 0013: 17@ *= -1.0 0087: 20@ = 17@ // (float) 0087: 21@ = 18@ // (float) 0097: make 18@ absolute_float 0017: 19@ /= 1750.0 006B: 17@ *= 19@ // (float) 006B: 18@ *= 19@ // (float) 005B: 8@ += 17@ // (float) 0017: 18@ /= 6.5 if 00E1: player 0 pressed_key 1 /// forward/backward then if 0.0 > 21@ then 005B: 9@ += 18@ // (float) //9@ += 0.5 if 9@ > 14.9 then 9@ = 15.0 end else if 21@ > 0.0 then 0063: 9@ -= 18@ // (float) //9@ += -0.5 if 0.5 > 9@ then 9@ = 0.5 end end end else //0063: 9@ -= 18@ // (float) 9@ += -0.6 if 0.5 > 9@ then 9@ = 0.5 end end if 00E1: player 0 pressed_key 0 /// left/right then if 0.0 > 20@ then 2@ += 3.5 if 2@ > 35.0 then 2@ = 35.0 end else if 20@ > 0.0 then 2@ -= 3.5 if -35.0 > 2@ then 2@ = -35.0 end end end else if 2@ > 0.0 then 2@ -= 2.5 if 0.0 > 2@ then 2@ = 0.0 end end if 0.0 > 2@ then 2@ += 2.5 if 2@ > 0.0 then 2@ = 0.0 end end end 0007: 7@ = 29.0 0087: 6@ = 9@ // (float) 0013: 6@ *= 2.0 0063: 7@ -= 6@ // (float) if 0.0 > 7@ then 7@ = 0.0 end if 7@ > 27.0 then 7@ = 30.0 end 0173: set_actor $PLAYER_ACTOR Z_angle_to 8@ 083E: set_actor $PLAYER_ACTOR rotation 7@ 2@ 8@ while_in_air 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 9@ 0.1 00A0: store_actor $PLAYER_ACTOR position_to 13@ 14@ 15@ 0063: 10@ -= 13@ // (float) 0063: 11@ -= 14@ // (float) 0063: 12@ -= 15@ // (float) 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 10@ 11@ 12@ 0819: 16@ = actor $PLAYER_ACTOR distance_from_ground if or 1.9 > 16@ 00E1: player 0 pressed_key 15 // enter then 009B: destroy_actor 26@ 0108: destroy_object 25@ break end 19@ = 50.0 wait 0 end 0173: set_actor $PLAYER_ACTOR Z_angle_to 8@ 0792: disembark_instantly_actor $PLAYER_ACTOR 0992: set_player $PLAYER_CHAR weapons_scrollable 1 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 end 0A8D: 30@ = read_memory 0x969110 size 4 virtual_protect 0 0A8D: 31@ = read_memory 0x969114 size 2 virtual_protect 0 if 05AE: 30@s == "IATUOJ" // @s == 'short' then 0A8C: write_memory 0x969110 size 4 value 0x0 virtual_protect 0 04EF: release_animation "SKJOUTAI" break end wait 0 end 00A0: store_actor $PLAYER_ACTOR position_to 27@ 28@ 29@ 095C: create_smoke_at 27@ 28@ 29@ velocity 0.0 0.0 0.05 RGBA 1.0 1.0 1.0 1.0 size 1.0 last_factor 0.1 09C7: change_player $PLAYER_CHAR model_to #NULL 0792: disembark_instantly_actor $PLAYER_ACTOR wait 1000 end end wait 0 end