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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
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