Nuevo Documento de Texto-1
Nuevo Documento de Texto-1
csa}
{$USE AUDIO}
{$USE CLEO+}
//-------------MAIN---------------
03A4: name_thread 'UFO'
:BUMBLEBEE
03A4: name_thread 'BUMBLEBEE'
0001: wait 0 ms
00D6: if
0A52: is_widget_released 128
004D: jump_if_false @BUMBLEBEE
0665: get_actor $PLAYER_ACTOR model_to $240
0247: load_model 345
023C: load_special_actor 'BUMBEE9' as 2 // models 290-299
0247: load_model 350
04ED: load_animation "PARKOUR"
0AAC: $7 = load_audiostream "CLEO\TRANS.MP3"
0247: load_model $240
0001: wait 150 ms
038B: load_requested_models
:BUMBLEBEE_115
0001: wait 0 ms
00D6: if and
04EE: animation "PARKOUR" loaded
0248: model $240 available
004D: jump_if_false @BUMBLEBEE_115
048F: actor $PLAYER_ACTOR remove_weapons
09C7: change_player $PLAYER_CHAR model_to 291
0669: 15@ = attach_particle "YELLOWBLOT" to_actor $PLAYER_ACTOR with_offset 0.0 0.0
0.6 flag 1
064C: make_particle 15@ visible
0ACA: show_text_box "~R~BUMBLEBEE TF TLK"
055E: set_player $PLAYER_CHAR max_health += 5000
0223: set_actor $PLAYER_ACTOR health_to 5000
08AF: set_actor $PLAYER_ACTOR max_health_to 5000
0623: add 10000 to_integer_stat 73
0992: set_player $PLAYER_CHAR weapons_scrollable 0
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
01B2: give_actor $PLAYER_ACTOR weapon 26 ammo 99999 // Load the weapon model before
using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 26
0489: set_actor $PLAYER_ACTOR muted 1
01B2: give_actor $PLAYER_ACTOR weapon 26 ammo 99999 // Load the weapon model before
using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 26
0489: set_actor $PLAYER_ACTOR muted 1
0A8C: write_memory 7600773 size 1 value 144 virtual_protect 1
0A8C: write_memory 7600815 size 1 value 144 virtual_protect 1
0A8C: write_memory 7600816 size 2 value 37008 virtual_protect 1
0A8C: write_memory 7612591 size 1 value 144 virtual_protect 1
0A8C: write_memory 7612646 size 1 value 144 virtual_protect 1
0A8C: write_memory 7612647 size 2 value 37008 virtual_protect 1
0812: AS_actor $PLAYER_ACTOR perform_animation "NULL" IFP "NULL" framedelta 4.0
loopA 0 lockX 0 lockY 0 lockF 0 time 1 // versionB
0001: wait 500 ms
0687: clear_actor $PLAYER_ACTOR task
0002: jump @BUMBLEBEE_1532
:BUMBLEBEE_440
0001: wait 0 ms
00D6: if
044B: actor $PLAYER_ACTOR on_foot
004D: jump_if_false @BUMBLEBEE_1015
0247: load_model 411
038B: load_requested_models
:BUMBLEBEE_467
0001: wait 0 ms
00D6: if
0248: model 411 available
004D: jump_if_false @BUMBLEBEE_467
0812: AS_actor $PLAYER_ACTOR perform_animation "CORK" IFP "PARKOUR" framedelta 1.0
loopA 1 lockX 1 lockY 1 lockF 1 time 11030 // versionB
0001: wait 830 ms
0172: $23 = actor $PLAYER_ACTOR Z_angle
00A6: destroy_car 4@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0
0674: set_car_model 411 numberplate "BUMBLEBEE"
00A5: 4@ = create_car 411 at 7@ 8@ 9@
02AC: set_car 4@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0175: set_car 4@ Z_angle_to $23
072A: put_actor $PLAYER_ACTOR into_car 4@ driverseat
0A96: 14@ = actor $PLAYER_ACTOR struct
0A8E: 5@ = 14@ + 1140 // int
0A8D: 10@ = read_memory 5@ size 4 virtual_protect 0
0A8C: write_memory 5@ size 4 value 2 virtual_protect 0
0AAD: set_audiostream $7 perform_action 1
0229: set_car 4@ primary_color_to 6 secondary_color_to 0
01EC: make_car 4@ very_heavy 1
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car
0AAD: set_audiostream $7 perform_action 0
0001: wait 700 ms
067F: set_car 4@ lights 2
0919: enable_car 4@ parking_lights 1
0224: set_car 4@ health_to 100000
088B: set_car 4@ form_drag_multiplier_to 0.1
0002: jump @BUMBLEBEE_1532
:BUMBLEBEE_1015
00D6: if and
0A51: is_widget_pressed 38
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @BUMBLEBEE_1532
0AAD: set_audiostream $7 perform_action 1
0001: wait 100 ms
0AAD: set_audiostream $7 perform_action 0
0407: store_coords_to 27@ 28@ 29@ from_car 4@ with_offset 0.0 1.0 0.0
04EB: AS_actor $PLAYER_ACTOR crouch 1
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 27@ 28@ 29@
0812: AS_actor $PLAYER_ACTOR perform_animation "CORK" IFP "PARKOUR" framedelta 4.0
loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
0173: set_actor $PLAYER_ACTOR Z_angle_to $28
00A6: destroy_car 4@
0883: attach_particle 3@ to_actor $PLAYER_ACTOR mode 2
064C: make_particle 3@ visible
0A8C: write_memory 5@ size 4 value 10@ virtual_protect 0
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 26
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 26
055E: set_player $PLAYER_CHAR max_health += 5000
0223: set_actor $PLAYER_ACTOR health_to 5000
08AF: set_actor $PLAYER_ACTOR max_health_to 5000
0623: add 10000 to_integer_stat 73
0992: set_player $PLAYER_CHAR weapons_scrollable 0
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
01B2: give_actor $PLAYER_ACTOR weapon 26 ammo 99999 // Load the weapon model before
using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 26
0489: set_actor $PLAYER_ACTOR muted 1
01B2: give_actor $PLAYER_ACTOR weapon 26 ammo 99999 // Load the weapon model before
using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 26
0489: set_actor $PLAYER_ACTOR muted 1
0AAD: set_audiostream $7 perform_action 0
0001: wait 830 ms
0687: clear_actor $PLAYER_ACTOR task
0002: jump @BUMBLEBEE_1532
:BUMBLEBEE_1532
0001: wait 0 ms
00D6: if
8A51: not is_widget_pressed 38
004D: jump_if_false @BUMBLEBEE_440
00D6: if
0A52: is_widget_released 128
004D: jump_if_false @BUMBLEBEE_1532
00D6: if
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @BUMBLEBEE_1893
0407: store_coords_to 27@ 28@ 29@ from_car 4@ with_offset 0.0 1.0 0.0
0173: set_actor $PLAYER_ACTOR Z_angle_to $28
04EB: AS_actor $PLAYER_ACTOR crouch 1
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 27@ 28@ 29@
0812: AS_actor $PLAYER_ACTOR perform_animation "CORK" IFP "PARKOUR" framedelta 4.0
loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
00A6: destroy_car 4@
0883: attach_particle 3@ to_actor $PLAYER_ACTOR mode 2
064C: make_particle 3@ visible
0A8C: write_memory 5@ size 4 value 10@ virtual_protect 0
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 27@ 28@ 29@
0A8C: write_memory 7600773 size 1 value 72 virtual_protect 1
0A8C: write_memory 7600815 size 1 value 255 virtual_protect 1
0A8C: write_memory 7600816 size 2 value 3150 virtual_protect 1
0A8C: write_memory 7612591 size 1 value 72 virtual_protect 1
0A8C: write_memory 7612646 size 1 value 255 virtual_protect 1
0A8C: write_memory 7612647 size 2 value 3150 virtual_protect 1
0992: set_player $PLAYER_CHAR weapons_scrollable 0
055E: set_player $PLAYER_CHAR max_health += 100
0223: set_actor $PLAYER_ACTOR health_to 100
08AF: set_actor $PLAYER_ACTOR max_health_to 100
062A: change_float_stat 73 to 100.0
0992: set_player $PLAYER_CHAR weapons_scrollable 0
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
:BUMBLEBEE_1893
0ACA: show_text_box "~R~CHANGED"
0001: wait 100 ms
09C7: change_player $PLAYER_CHAR model_to $240
0992: set_player $PLAYER_CHAR weapons_scrollable 1
0489: set_actor $PLAYER_ACTOR muted 0
0A8C: write_memory 7600773 size 1 value 72 virtual_protect 1
0A8C: write_memory 7600815 size 1 value 255 virtual_protect 1
0A8C: write_memory 7600816 size 2 value 3150 virtual_protect 1
0A8C: write_memory 7612591 size 1 value 72 virtual_protect 1
0A8C: write_memory 7612646 size 1 value 255 virtual_protect 1
0A8C: write_memory 7612647 size 2 value 3150 virtual_protect 1
0992: set_player $PLAYER_CHAR weapons_scrollable 0
055E: set_player $PLAYER_CHAR max_health += 100
0223: set_actor $PLAYER_ACTOR health_to 100
08AF: set_actor $PLAYER_ACTOR max_health_to 100
062A: change_float_stat 73 to 100.0
0992: set_player $PLAYER_CHAR weapons_scrollable 0
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
0605: actor $PLAYER_ACTOR perform_animation "GETUP_FRONT" IFP "PED" framedelta 4.0
loop 0 lockX 0 lockY 0 lockF 0 time -1
0001: wait 500 ms
0687: clear_actor $PLAYER_ACTOR task
0002: jump @BUMBLEBEE
0002: jump @BUMBLEBEE