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Dutchy3010

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  1. // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
  2. DEFINE OBJECTS 1
  3. DEFINE OBJECT SANNY BUILDER 3.03      
  4.  
  5. DEFINE MISSIONS 0
  6.  
  7. DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script
  8.  
  9. DEFINE UNKNOWN_EMPTY_SEGMENT 0
  10.  
  11. DEFINE UNKNOWN_THREADS_MEMORY 0
  12.  
  13. {$VERSION 3.1.0027}
  14.  
  15. //-------------MAIN---------------                                                  
  16. thread 'MAIN'
  17. 01F0: set_max_wanted_level_to 6
  18. 042C: set_total_missions_to 1
  19. 030D: set_max_progress 1                                                                                                      
  20.  
  21. set_wb_check_to 0
  22. 00C0: set_current_time_hours_to 10 minutes_to 0
  23. 04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.549 13.3438
  24. Camera.SetAtPos(2488.5601, -1666.549, 13.3438)
  25. $PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.549, 13.3438)
  26. $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
  27. set_weather 6
  28. wait 0
  29. 0180: set_on_mission_flag_to $4 // Note: your missions have to use the variable defined here
  30. Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
  31. Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
  32. Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
  33. Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)
  34. Player.Build($PLAYER_CHAR)
  35. Player.CanMove($PLAYER_CHAR) = True
  36. 032B: $5 = create_weapon_pickup #AK47 group 15 ammo 15000 at 117.215 -102.7513 2.95162
  37. fade 1 0
  38. select_interior 0
  39. 0629: change_integer_stat 181 to 4
  40. 016C: restart_if_wasted_at 237.5228 2499.1719 2.2405 angle 90.0 town_number 0
  41. 016D: restart_if_busted_at 237.5228 2499.1719 2.2405 angle 90.0 town_number 0
  42. create_thread @CUTSCENE
  43.  
  44. set_weather 6
  45. 015A: restore_camera
  46.  
  47. :MAIN_LOOP
  48. wait 0 ms
  49. 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
  50. jump @MAIN_LOOP
  51.  
  52. end_thread
  53.  
  54. //---------------------
  55. //Start Cutscene
  56. //---------------------
  57. :CUTSCENE
  58. 03BC: $begin = create_sphere_at 2489.0088 -1658.4554 13.3519 radius 1.0
  59.  
  60. repeat
  61. wait 0
  62. until 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2489.0088 -1658.4554 13.3519 radius 1.0 1.0 1.0
  63.  
  64. Player.CanMove($PLAYER_CHAR, false)
  65.  
  66. //---------------------
  67. //Load Models
  68. //---------------------
  69.  
  70. model.Load(#army)
  71. model.Load(#patriot)
  72. model.load(#m4)
  73. 023C: load_special_actor 'SWEET' as 1 // models 290-299
  74. 023C: load_special_actor 'KENDL' as 2 // models 290-299
  75. 023C: load_special_actor 'CESAR' as 3 // models 290-299
  76. 038B: load_requested_models
  77.  
  78. :load_check
  79. wait 0
  80. if and
  81. model.available(#army)
  82. model.available(#patriot)
  83. model.available(#m4)
  84. 023D:   special_actor 1 loaded
  85. 023D:   special_actor 2 loaded
  86. 023D:   special_actor 3 loaded
  87. else_jump @load_check
  88.  
  89. //---------------------
  90. //Spawn everything in fade
  91. //---------------------
  92.  
  93. fade 0 500
  94. repeat
  95. wait 0
  96. until 816B:   not fading
  97. 02A3: enable_widescreen 1
  98. 03BD: destroy_sphere $begin
  99.  
  100. Car.Create($car, #patriot, 2503.0217, -1672.2841, 13.3594)
  101. Car.Angle($car) = 82.3844
  102.  
  103. 0129: 1@ = create_actor_pedtype 23 model #army in_car $car driverseat
  104. 01C8: 2@ = create_actor_pedtype 23 model #army in_car $car passenger_seat 0
  105. 01C8: 3@ = create_actor_pedtype 23 model #army in_car $car passenger_seat 1
  106. 01C8: 4@ = create_actor_pedtype 23 model #army in_car $car passenger_seat 2
  107.  
  108. 01B2: give_actor 1@ weapon 31 ammo 60 // Load the weapon model before using this
  109. 01B2: give_actor 2@ weapon 31 ammo 60 // Load the weapon model before using this
  110. 01B2: give_actor 3@ weapon 31 ammo 60 // Load the weapon model before using this
  111. 01B2: give_actor 4@ weapon 31 ammo 60 // Load the weapon model before using this
  112.  
  113.  
  114. 009A: 5@ = create_actor_pedtype 4 model #SPECIAL01 at 2479.1279 -1680.2635 13.338
  115. Actor.Angle(5@) = 359.6866
  116. 009A: 6@ = create_actor_pedtype 4 model #SPECIAL02 at 2477.7996 -1678.5049 13.3386
  117. Actor.Angle(6@) = 266.6259
  118. 009A: 7@ = create_actor_pedtype 4 model #SPECIAL03 at 2479.3577 -1676.2166 13.337
  119. Actor.Angle(7@) = 176.3852
  120. 00A1: put_actor $PLAYER_ACTOR at 2480.9185 -1678.2045 13.3404
  121. Actor.Angle($PLAYER_ACTOR) = 98.7008
  122.  
  123. 04ED: load_animation "GANGS"
  124.  
  125. repeat
  126. wait 0
  127. until 04EE:   animation "GANGS" loaded
  128.  
  129. 0605: actor 5@ perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1
  130. 0605: actor 6@ perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1
  131. 0605: actor 7@ perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1
  132. 0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1
  133.  
  134. Camera.SetPosition(2472.7151, -1681.5944, 16.9041, 0.0, 0.0, 0.0)
  135. Camera.PointAt(2494.2827, -1669.9541, 13.3359, 2)
  136. wait 2000
  137. 00A7: car $car drive_to 2487.1799 -1670.8324 13.3359
  138. fade 1 500
  139. repeat
  140. wait 0
  141. until 816B:   not fading
  142.  
  143. //---------------------
  144. //Behaviour after fade
  145. //---------------------
  146.  
  147. repeat
  148. wait 10
  149. until 01AE:   car $car sphere 0 near_point 2487.1799 -1670.8324 radius 3.0 3.0 stopped
  150.  
  151. 0160: set_camera_point_at 2494.2827 -1669.9541 9.3359 mode 2
  152.  
  153. 05CD: AS_actor 1@ exit_car $car
  154. 05CD: AS_actor 2@ exit_car $car
  155. 05CD: AS_actor 3@ exit_car $car
  156. 05CD: AS_actor 4@ exit_car $car
  157.  
  158. 0635: AS_actor 1@ aim_at_actor $PLAYER_ACTOR -1 ms
  159. 0635: AS_actor 2@ aim_at_actor $PLAYER_ACTOR -1 ms
  160. 0635: AS_actor 3@ aim_at_actor $PLAYER_ACTOR -1 ms
  161. 0635: AS_actor 4@ aim_at_actor $PLAYER_ACTOR -1 ms
  162.  
  163. 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 1@ timelimit -1
  164. 074D: AS_actor 5@ turns_to_and_look_at_actor 1@ timelimit -1
  165. 074D: AS_actor 6@ turns_to_and_look_at_actor 1@ timelimit -1
  166. 074D: AS_actor 7@ turns_to_and_look_at_actor 1@ timelimit -1
  167.  
  168. wait 2500
  169.  
  170. 05C4: AS_actor $PLAYER_ACTOR hands_up -1 ms
  171. 05C4: AS_actor 5@ hands_up -1 ms
  172. 05C4: AS_actor 6@ hands_up -1 ms
  173. 05C4: AS_actor 7@ hands_up -1 ms
  174.  
  175. wait 5000
  176.  
  177. //---------------------
  178. //Cleanup
  179. //---------------------
  180.  
  181. fade 0 500
  182. repeat
  183. wait 0
  184. until 816B:   not fading
  185.  
  186. 00A6: destroy_car $car
  187. 009B: destroy_actor 1@
  188. 009B: destroy_actor 2@
  189. 009B: destroy_actor 3@
  190. 009B: destroy_actor 4@
  191. 009B: destroy_actor 5@
  192. 009B: destroy_actor 6@
  193. 009B: destroy_actor 7@
  194.  
  195. 0687: clear_actor $PLAYER_ACTOR task
  196. Player.CanMove($PLAYER_CHAR, true)
  197. 0373: set_camera_directly_behind_player
  198. 02EB: restore_camera_with_jumpcut
  199. 02A3: enable_widescreen 0
  200.  
  201. wait 2000
  202.  
  203. fade 1 500
  204. repeat
  205. wait 0
  206. until 816B:   not fading
  207.  
  208. :LOOP_CUTSCENE
  209. wait 100 ms
  210. jump @LOOP_CUTSCENE
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