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{
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  use macro (Ctrl+J) "headsa"
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  to insert a file header      
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}
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{$VERSION 3.0.0000}                                                               
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thread 'MAIN'
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 var
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  $PLAYER_CHAR: Player 
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 end // var
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01F0: set_max_wanted_level_to 6 
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set_wb_check_to 0 
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00C0: set_current_time 8 0 
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04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84 
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Camera.SetAtPos(2488.5601, -1666.84, 13.38)
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$PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38)
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$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
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07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
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Camera.SetBehindPlayer
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set_weather 0          
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wait 0 ms
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$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)
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$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)                          
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$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)
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$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)
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$PLAYER_CHAR.Build
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$PLAYER_CHAR.CanMove = True
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fade 1 (out) 0 ms                     
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select_interior 0
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0629: change_stat 181 (islands unlocked) to 4
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016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0
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016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 0
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0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here ($ONMISSION)
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03E6: remove_text_box
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// put your create_thread commands here
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create_thread @MODEL
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// IDLE LOOP
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:leeg
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wait 500
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jump @leeg
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end_thread 
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:MODEL
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thread "MODEL"  
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// Load models
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0247: load_model #BFYST
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038B: load_requested_models
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:MODEL_LOAD
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if
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8248:   not model #BFYST available
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else_jump @MODEL_SPAWN
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wait 0 ms
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jump @MODEL_LOAD
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:MODEL_SPAWN
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10@ = Actor.Create(CIVFEMALE, #BFYST, 2488.5601, -1680.84, 13.3438 )
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//Here you say what you want to do with the actor.
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0249: release_model #BFYST
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end_thread