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hello, my name is knightprowl from GTAforums, i am making a mod about the Tianic in SA, so far ive got the BETA 2 ready, but now i need some assistance, im tring to make the titanic split into 2 parts, like in the movie, i have the code almost done, but idk how to do this exactally correct, i will code this myself as i have so far, i just want a little bit of help, so i can finally release this mod and get it off my back, so please, anyone willing to tell me where i am wrong, please do this, cause once this is working im gonna release the mod again, for a BETA 2, so please, anyone willing to help me out, let me know on here, or through a PM on here or GTAforums, my name is knightprowl on both, anyways, here is the code below, all im tring to do is make the ship sink like it did in the movie, to go up at an angle, then break into 2 parts, then both go verticall and then sink, thats all im asking, the rest is good except the sinking, so anyways, thanks for thouse whom have looked and helped me so far, thanks and peace
KP
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$VERSION 3.1.0027}
{$CLEO .cs}
//-------------MAIN---------------
03A4: name_thread 'TITANIC_SINK'
0247: load_model 1207
0247: load_model 1245
0247: load_model #WMYPLT
0247: load_model #WMOPREA
0247: load_model #WMYCH
0247: load_model #WMYRI
0247: load_model #SWFYRI
0247: load_model #BFYRI
0247: load_model #HFYRI
0247: load_model #OMYRI
0247: load_model #WFYRI
0247: load_model #WMYBU
0247: load_model #SBFYRI
0247: load_model #SWMYRI
0247: load_model #OFYRI
038B: load_requested_models
:TITANIC_SINK_88
0001: wait 0 ms
00D6: if
0248: model 1207 available
0248: model 1245 available
0248: model #WMYPLT available
0248: model #WMOPREA available
0248: model #WMYCH available
0248: model #WMYRI available
0248: model #SWFYRI available
0248: model #BFYRI available
0248: model #HFYRI available
0248: model #OMYRI available
0248: model #WFYRI available
0248: model #WMYBU available
0248: model #SBFYRI available
0248: model #SWMYRI available
0248: model #OFYRI available
004D: jump_if_false @TITANIC_SINK_88
0107: 22@ = create_object 1207 at 878.1075 -3398.907 -11.77466
0107: 23@ = create_object 1245 at 878.1075 -3398.907 -11.77466
066D: 24@ = attach_particle "PRT_SMOKE_HUGE" to_object 22@ with_offset 0.0 66.056 62.272 flag 1
066D: 25@ = attach_particle "PRT_SMOKE_HUGE" to_object 22@ with_offset 0.0 30.055 62.272 flag 1
066D: 26@ = attach_particle "PRT_SMOKE_HUGE" to_object 22@ with_offset 0.0 -7.667 62.272 flag 1
01BC: put_object 22@ at 878.1075 -3398.907 -11.77466
01BC: put_object 23@ at 878.1075 -3398.907 -11.77466
0177: set_object 22@ Z_angle_to 181.138
0177: set_object 23@ Z_angle_to 181.138
0750: set_object 22@ visibility 0
0750: set_object 23@ visibility 0
009A: 1@ = create_actor_pedtype 5 model #SBFYRI at 873.5859 -3293.896 15.6146
009A: 2@ = create_actor_pedtype 4 model #WMOPREA at 869.0507 -3310.413 11.86596
009A: 3@ = create_actor_pedtype 4 model #WMYCH at 890.8004 -3325.061 14.8269
009A: 4@ = create_actor_pedtype 4 model #WMYRI at 890.0822 -3346.798 22.17065
009A: 5@ = create_actor_pedtype 5 model #SWFYRI at 889.5921 -3503.039 11.86596
009A: 6@ = create_actor_pedtype 5 model #BFYRI at 885.6097 -3526.793 15.95133
009A: 7@ = create_actor_pedtype 5 model #HFYRI at 889.4095 -3481.31 22.17065
009A: 8@ = create_actor_pedtype 4 model #OMYRI at 892.1353 -3462.614 22.17065
009A: 9@ = create_actor_pedtype 5 model #WFYRI at 864.3344 -3421.647 22.17065
009A: 10@ = create_actor_pedtype 5 model #WMYBU at 862.4233 -3379.603 18.38159
009A: 11@ = create_actor_pedtype 5 model #SBFYRI at 866.2266 -3371.089 22.17065
009A: 12@ = create_actor_pedtype 4 model #WMOPREA at 867.1362 -3514.406 15.42831
009A: 13@ = create_actor_pedtype 5 model #WMYCH at 881.8749 -3488.016 18.38159
009A: 14@ = create_actor_pedtype 4 model #WMOPREA at 893.9373 -3459.789 18.38159
009A: 15@ = create_actor_pedtype 4 model #WMYCH at 893.9152 -3411.491 18.38159
009A: 16@ = create_actor_pedtype 4 model #WMYRI at 873.2083 -3279.758 19.54565
009A: 17@ = create_actor_pedtype 5 model #SWFYRI at 885.9495 -3275.772 15.61596
009A: 18@ = create_actor_pedtype 5 model #BFYRI at 872.2627 -3325.996 18.31909
009A: 19@ = create_actor_pedtype 5 model #HFYRI at 874.3141 -3480.027 22.17065
009A: 20@ = create_actor_pedtype 4 model #OMYRI at 886.0153 -3351.214 25.81909
009A: 21@ = create_actor_pedtype 5 model #WMYBU at 869.8848 -3362.913 25.81909
0337: set_actor 1@ visibility 0
0337: set_actor 2@ visibility 0
0337: set_actor 3@ visibility 0
0337: set_actor 4@ visibility 0
0337: set_actor 5@ visibility 0
0337: set_actor 6@ visibility 0
0337: set_actor 7@ visibility 0
0337: set_actor 8@ visibility 0
0337: set_actor 9@ visibility 0
0337: set_actor 10@ visibility 0
0337: set_actor 11@ visibility 0
0337: set_actor 12@ visibility 0
0337: set_actor 13@ visibility 0
0337: set_actor 14@ visibility 0
0337: set_actor 15@ visibility 0
0337: set_actor 16@ visibility 0
0337: set_actor 17@ visibility 0
0337: set_actor 18@ visibility 0
0337: set_actor 19@ visibility 0
0337: set_actor 20@ visibility 0
0337: set_actor 21@ visibility 0
:TITANIC_SINK_1073
0001: wait 0 ms
00D6: if
0AB0: key_pressed 9
004D: jump_if_false @TITANIC_SINK_1073
069A: attach_object 23@ to_object 22@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
0750: set_object 22@ visibility 1
0750: set_object 23@ visibility 1
0337: set_actor 1@ visibility 1
0337: set_actor 2@ visibility 1
0337: set_actor 3@ visibility 1
0337: set_actor 4@ visibility 1
0337: set_actor 5@ visibility 1
0337: set_actor 6@ visibility 1
0337: set_actor 7@ visibility 1
0337: set_actor 8@ visibility 1
0337: set_actor 9@ visibility 1
0337: set_actor 10@ visibility 1
0337: set_actor 11@ visibility 1
0337: set_actor 12@ visibility 1
0337: set_actor 13@ visibility 1
0337: set_actor 14@ visibility 1
0337: set_actor 15@ visibility 1
0337: set_actor 16@ visibility 1
0337: set_actor 17@ visibility 1
0337: set_actor 18@ visibility 1
0337: set_actor 19@ visibility 1
0337: set_actor 20@ visibility 1
0337: set_actor 21@ visibility 1
00C0: set_current_time_hours_to 23 minutes_to 45
01B6: set_weather 15
0006: 0@ = 301567
0004: &0(0@,1i) = 30000
0005: $X_ANGLE = 0.0
0005: $Y_ANGLE = 0.0
0005: $Z_ANGLE = 181.138
0005: $XPOS = 878.1075
0005: $YPOS = -3398.907
0005: $ZPOS = -11.77466
:TITANIC_SINK_1383
0001: wait 500 ms
0453: set_object 22@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
01BC: put_object 22@ at $XPOS $YPOS $ZPOS
000D: $X_ANGLE -= 0.5
000D: $ZPOS -= 0.5
00D6: if
8020: not $X_ANGLE > -30.0
004D: jump_if_false @TITANIC_SINK_1383
0001: wait 1000 ms
0682: detach_object 23@ 1.0 1.0 1.0 collision_detection 0
0453: set_object 23@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
01BC: put_object 23@ at $XPOS $YPOS $ZPOS
034D: rotate_object 23@ from_angle -30.0 to_angle 5.0 flag 0
000D: $X_ANGLE -= 0.5
000D: $ZPOS -= 0.5
00D6: if
0030: $X_ANGLE >= 5.0
004D: jump_if_false @TITANIC_SINK_1383
0001: wait 1000 ms
0453: set_object 22@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
01BC: put_object 22@ at $XPOS $YPOS $ZPOS
0453: set_object 23@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
01BC: put_object 23@ at $XPOS $YPOS $ZPOS
000D: $X_ANGLE -= 0.5
000D: $ZPOS -= 0.5
00D6: if
0030: $X_ANGLE >= -90.0
004D: jump_if_false @TITANIC_SINK_1383
0001: wait 5000 ms
0453: set_object 22@ XY_rotation $X_ANGLE 0.0 angle $Z_ANGLE
01BC: put_object 22@ at $XPOS $YPOS $ZPOS
0009: $X_ANGLE += 0.5
000D: $ZPOS -= 0.5
00D6: if
0030: $X_ANGLE >= 0.0
004D: jump_if_false @TITANIC_SINK_1383
0249: release_model 1207
0249: release_model 1245
0249: release_model #WMYPLT
0249: release_model #WMOPREA
0249: release_model #WMYCH
0249: release_model #WMYRI
0249: release_model #SWFYRI
0249: release_model #BFYRI
0249: release_model #HFYRI
0249: release_model #OMYRI
0249: release_model #WFYRI
0249: release_model #WMYBU
0249: release_model #SBFYRI
0249: release_model #SWMYRI
0249: release_model #OFYRI
00C0: set_current_time_hours_to 2 minutes_to 20
0002: jump @TITANIC_SINK_88
hello, my name is KnightProwl, or better known as KP, i am here to ask for a big favor from a experienced coder, that knows alot about CLEO and SCM, this is what im wanting...
10 Begins and TDK Missions and alot of misc codes(grapple gun, jump higher, run faster, Parachute faster and always availible, Spawn at Wayne Manor/Savepoint at Wayne Manor, TDK Batsuits spawn in batcave and TDK bunker/batcave(clothes pickup), ect...
now, i want the coder, whoever it may be, to makeup missions, based off of Batman Begins and The Dark Knight Movies, i want all of the missions to have text, a intro, and a plot/outro, i also want the misc codes to be just as they say, or as close as someone can get them to be as they say, also, anyone willing to do this, plz add my MSN to your contacts list, my MSN is [nospam=darkknightmodder@hotmail.com]darkknightmodder@hotmail.com[/nospam], anyways, there is no rushing/hurrying, nor should there be any time limit, but, i do want the coder to try and finish these codes by the beginning of next year, no later then febuary 10th, my birthday
, anyways, ttyl guys, and peace out 
KP
EDIT:
GTA TDKB Mod 3.0 is released!!!!!!, here is the link below, and plz tell me of anything else you want included in the mod for future updates, anyways, ttyl guys, peace
http://www.mediafire.com/file/onmyy5mml … ns_3.0.rar
Updates 1-7, enjoy and plz read the readme(s), thanks 
http://www.mediafire.com/file/onmyy5mml … ns_3.0.rar
http://www.mediafire.com/file/qnhn525mz … date_1.rar
http://www.mediafire.com/file/im1rizqkt … date_2.rar
http://download328.mediafire.com/pihzcd … date_3.rar
http://www.mediafire.com/file/mmjnmmu0a … date_4.rar
http://www.mediafire.com/file/znjh20zyo … date_5.rar
http://www.mediafire.com/file/mzemniwmm … date_6.rar
http://www.mediafire.com/file/jrgh4jmdx … date_7.rar
http://www.mediafire.com/file/v5mqmmgmr … date_8.rar
Pages: 1