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jayd00

EXAMPLE ~ CLEO

Apr 11th, 2011
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  1. //// Example
  2. ////
  3. {$CLEO .cs}
  4. 03A4: name_thread 'RASENGAN'
  5.  
  6. while true
  7. wait 0
  8. if
  9. Player.Defined($PLAYER_CHAR)
  10. then
  11. if
  12. 0ADC: test_cheat "RASENGAN"
  13. then
  14. 04ED: load_animation "stinger"
  15. 0247: load_model 1598 /// beach ball
  16.  
  17. while true
  18. if and
  19. 84EE: not animation "stinger" loaded
  20. 8248: not model 1598 available
  21. jf break
  22. wait 0
  23. end
  24.  
  25. 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 421.1
  26. 0107: 5@ = create_object 1598 at 1@ 2@ 3@
  27. 04D9: object 5@ set_scripted_collision_check 0
  28. 0382: set_object 5@ collision_detection 0
  29. 0750: set_object 5@ visibility 0
  30.  
  31. 0812: AS_actor $PLAYER_ACTOR perform_animation "sting_start" IFP_file "stinger" 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1
  32. wait 250
  33.  
  34. 070A: AS_actor $PLAYER_ACTOR attach_to_object 5@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 // you need to search the bone where the object will be attached, and manage the offset for correct position
  35.  
  36. 066E: create_particle "nbluesphere" attached_to_object 5@ with_offset 0.0 0.0 0.1 rotation 0.0 0.0 0.0 flag 1 handle_as 17@
  37. 064C: make_particle 17@ visible
  38. wait 100
  39.  
  40. 0792: disembark_instantly_actor $PLAYER_ACTOR
  41. ///0687: clear_actor $PLAYER_ACTOR task ///I don't know which one will work fine..
  42.  
  43.  
  44. repeat
  45. wait 0
  46. until 0AB0: key_pressed 15
  47. 0812: AS_actor $PLAYER_ACTOR perform_animation "sting_finish" IFP_file "stinger" 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1
  48. wait 250
  49.  
  50. 0792: disembark_instantly_actor $PLAYER_ACTOR
  51. 04EF: release_animation "stinger"
  52. 0976: destroy_particle 17@
  53. 0249: release_model 1598
  54.  
  55.  
  56. end
  57. end
  58. end
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