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Dutchy3010

By: a guest on Jun 23rd, 2009  |  syntax: None  |  size: 2.06 KB  |  views: 267  |  expires: Never
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  1. {
  2.   use macro (Ctrl+J) "headsa"
  3.   to insert a file header      
  4. }
  5. {$VERSION 3.0.0000}                                                              
  6.  
  7. thread 'MAIN'
  8.  var
  9.   $PLAYER_CHAR: Player
  10.  end // var
  11. 01F0: set_max_wanted_level_to 6
  12. set_wb_check_to 0
  13. 00C0: set_current_time 8 0
  14. 04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84
  15. Camera.SetAtPos(2488.5601, -1666.84, 13.38)
  16. $PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38)
  17. $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
  18. 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
  19. Camera.SetBehindPlayer
  20. set_weather 0          
  21. wait 0 ms
  22. $PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)
  23. $PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)                          
  24. $PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)
  25. $PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)
  26. $PLAYER_CHAR.Build
  27. $PLAYER_CHAR.CanMove = True
  28. fade 1 (out) 0 ms                    
  29. select_interior 0
  30. 0629: change_stat 181 (islands unlocked) to 4
  31. 016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0
  32. 016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 0
  33. 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here ($ONMISSION)
  34. 03E6: remove_text_box
  35. // put your create_thread commands here
  36.  
  37. create_thread @MODEL
  38.  
  39. // IDLE LOOP
  40. :leeg
  41. wait 500
  42. jump @leeg
  43.  
  44. end_thread
  45.  
  46. :MODEL
  47. thread "MODEL"  
  48.  
  49. // Load models
  50. 0247: load_model #BFYST
  51. 038B: load_requested_models
  52.  
  53. :MODEL_LOAD
  54. if
  55. 8248:   not model #BFYST available
  56. else_jump @MODEL_SPAWN
  57. wait 0 ms
  58. jump @MODEL_LOAD
  59.  
  60. // Spawn actor
  61. :MODEL_SPAWN
  62. 10@ = Actor.Create(CIVFEMALE, #BFYST, 2491.3635, -1661.4694, 13.3359)
  63. Actor.Angle(10@) =  182.9651
  64.  
  65. 0249: release_model #BFYST
  66.  
  67. //Load and give animation
  68. 04ED: load_animation "DANCING"
  69.  
  70. repeat
  71.  wait 0
  72. until 04EE:   animation "DANCING" loaded
  73.  
  74. 0605: actor 10@ perform_animation_sequence "DNCE_M_A" IFP_file "DANCING" 10.0 loop 1 0 0 0 time -1 // versionA
  75.  
  76. 04EF: release_animation "DANCING"
  77.  
  78. end_thread
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