{
use macro (Ctrl+J) "headsa"
to insert a file header
}
{$VERSION 3.0.0000}
thread 'MAIN'
var
$PLAYER_CHAR: Player
end // var
01F0: set_max_wanted_level_to 6
set_wb_check_to 0
00C0: set_current_time 8 0
04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84
Camera.SetAtPos(2488.5601, -1666.84, 13.38)
$PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
Camera.SetBehindPlayer
set_weather 0
wait 0 ms
$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)
$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)
$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)
$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)
$PLAYER_CHAR.Build
$PLAYER_CHAR.CanMove = True
fade 1 (out) 0 ms
select_interior 0
0629: change_stat 181 (islands unlocked) to 4
016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0
016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 0
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here ($ONMISSION)
03E6: remove_text_box
// put your create_thread commands here
create_thread @MODEL
// IDLE LOOP
:leeg
wait 500
jump @leeg
end_thread
:MODEL
thread "MODEL"
// Load models
0247: load_model #BFYST
038B: load_requested_models
:MODEL_LOAD
if
8248: not model #BFYST available
else_jump @MODEL_SPAWN
wait 0 ms
jump @MODEL_LOAD
// Spawn actor
:MODEL_SPAWN
10@ = Actor.Create(CIVFEMALE, #BFYST, 2491.3635, -1661.4694, 13.3359)
Actor.Angle(10@) = 182.9651
0249: release_model #BFYST
//Load and give animation
04ED: load_animation "DANCING"
repeat
wait 0
until 04EE: animation "DANCING" loaded
0605: actor 10@ perform_animation_sequence "DNCE_M_A" IFP_file "DANCING" 10.0 loop 1 0 0 0 time -1 // versionA
04EF: release_animation "DANCING"
end_thread