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Kiva Rider Kick

This document contains code for a script that spawns an object attached to the player character and plays an animation sequence. When the player presses a button, it loads an animation, attaches particles to the player, sets the game speed, and animates both the player and another actor. It then destroys the spawned object and releases resources when finished.

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Shikifujin X ID
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© © All Rights Reserved
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0% found this document useful (0 votes)
136 views4 pages

Kiva Rider Kick

This document contains code for a script that spawns an object attached to the player character and plays an animation sequence. When the player presses a button, it loads an animation, attaches particles to the player, sets the game speed, and animates both the player and another actor. It then destroys the spawned object and releases resources when finished.

Uploaded by

Shikifujin X ID
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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// This file was decompiled using SASCM.

ini published by GTAG


(http://gtagmodding.com/opcode-database/) on 7.7.2019
{$CLEO .csi}

//-------------MAIN---------------
03A4: name_thread 'RRRIDERTVDCD'

:RRRIDERTVDCD_19
0001: wait 0 ms
00D6: if
0A51: is_widget_pressed 71
004D: jump_if_false @END
004D: jump_if_false @RRRIDERTVDCD_59
0247: load_model 3913
038B: load_requested_models
0002: jump @RRRIDERTVDCD_78

:RRRIDERTVDCD_59
0006: 29@ = 0
0164: disable_marker 30@
0002: jump @RRRIDERTVDCD_19

:RRRIDERTVDCD_78
0006: 31@ = 0
0006: 1@ = 0

:RRRIDERTVDCD_92
0085: 0@ = 1@ // (int)
0006: 2@ = 0

:RRRIDERTVDCD_107
00D6: if
056D: actor 0@ defined
004D: jump_if_false @RRRIDERTVDCD_159
00D6: if and
803C: not $PLAYER_ACTOR == 0@ // (int)
80DF: not actor 0@ driving
8118: not actor 0@ dead
004D: jump_if_false @RRRIDERTVDCD_159
0050: gosub @RRRIDERTVDCD_1465

:RRRIDERTVDCD_159
000A: 0@ += 1
000A: 2@ += 1
0019: 2@ > 127
004D: jump_if_false @RRRIDERTVDCD_107
000A: 1@ += 256
0019: 1@ > 35584
004D: jump_if_false @RRRIDERTVDCD_92
00D6: if
056D: actor 31@ defined
004D: jump_if_false @RRRIDERTVDCD_345
00D6: if
803B: not 29@ == 31@ // (int)
004D: jump_if_false @RRRIDERTVDCD_268
0164: disable_marker 30@
0187: 30@ = create_marker_above_actor 31@
0085: 29@ = 31@ // (int)
:RRRIDERTVDCD_268
00D6: if
00E1: player 3 pressed_key 8
004D: jump_if_false @RRRIDERTVDCD_345
04ED: load_animation "DECADEKICK"
004D: jump_if_false @RRRIDERTVDCD_345

:RRRIDERTVDCD_306
84EE: not animation "DECADEKICK" loaded
004D: jump_if_false @RRRIDERTVDCD_338
0001: wait 0 ms
0002: jump @RRRIDERTVDCD_306

:RRRIDERTVDCD_338
0002: jump @RRRIDERTVDCD_352

:RRRIDERTVDCD_345
0002: jump @RRRIDERTVDCD_19

:RRRIDERTVDCD_352
0248: model 3913 available
0001: wait 100 ms
0107: 22@ = create_object 3913 at 1@ 2@ 3@
0750: set_object 22@ visibility 0
0177: set_object 22@ Z_angle_to 180.0
0550: keep_object 22@ in_memory 0
0566: link_object 22@ to_interior 0
08D2: object 22@ scale_model 2.0
069B: attach_object 22@ to_actor $PLAYER_ACTOR with_offset 0.0 -250.0 150.0
rotation -70.0 0.0 0.0
0750: set_object 22@ visibility 1
0006: 29@ = 0
0164: disable_marker 30@
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
0635: AS_actor $PLAYER_ACTOR aim_at_actor 31@ 30 ms
04D7: set_actor 31@ locked 0
0001: wait 180 ms
04C4: store_coords_to $C99 $C98 $C97 from_actor $PLAYER_ACTOR with_offset 0.3 0.6
-0.1
0001: wait 500 ms
04C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 9.9 -1.0

00A1: put_actor 31@ at 13@ 14@ 15@


0946: set_actor 31@ actions_uninterupted_by_weapon_fire 1
0A1D: AS_actor 31@ rotate_to_and_look_at_actor $PLAYER_ACTOR
0001: wait 50 ms
0812: AS_actor 31@ perform_animation "IRONMAN_4" IFP "DECADEKICK" framedelta 4.0
loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionB
015D: set_gamespeed 0.3
0812: AS_actor $PLAYER_ACTOR perform_animation "PHILIP3" IFP "DECADEKICK"
framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
0669: $9 = attach_particle "NEONREDS" to_actor $PLAYER_ACTOR with_offset 0.07 0.1
0.04 type 1
0883: attach_particle $9 to_actor $PLAYER_ACTOR mode 5
064C: make_particle $9 visible
0669: $10 = attach_particle "NEONREDS" to_actor $PLAYER_ACTOR with_offset 0.07 0.1
-0.04 type 1
0883: attach_particle $10 to_actor $PLAYER_ACTOR mode 5
064C: make_particle $10 visible
0669: $12 = attach_particle "HELI_DUST" to_actor $PLAYER_ACTOR with_offset -0.1
-0.05 0.5 type 1
064C: make_particle $12 visible
0253: save_current_time
00C0: set_current_time_hours_to 0 minutes_to 0
0001: wait 1000 ms
015D: set_gamespeed 0.2
0812: AS_actor $PLAYER_ACTOR perform_animation "KIVA1" IFP "DECADEKICK" framedelta
4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 rotation 0.0 0.0 0.0
tilt 0.0 switchstyle 2
0001: wait 500 ms
015D: set_gamespeed 0.3
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 5.0 -3.0 rotation 0.0 0.0 0.0
tilt 0.0 switchstyle 2
0812: AS_actor $PLAYER_ACTOR perform_animation "BLANSH" IFP "DECADEKICK" framedelta
30.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 10@ 11@ 700.0
0001: wait 900 ms
015D: set_gamespeed 1.0
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -8.0 4.0 rotation 0.0 0.0 0.0
tilt 0.0 switchstyle 2
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 5.0 -50.0
05BF: AS_actor $PLAYER_ACTOR look_at_actor 31@ 700 ms
0812: AS_actor $PLAYER_ACTOR perform_animation "RYUKI_3" IFP "DECADEKICK"
framedelta 30.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
0001: wait 500 ms
015D: set_gamespeed 0.3
0669: 18@ = attach_particle "KIVA1" to_actor 31@ with_offset 0.0 0.0 0.0 type 1
0883: attach_particle 18@ to_actor 31@ mode 5
064F: remove_references_to_particle 18@
0001: wait 200 ms
015D: set_gamespeed 1.2
0812: AS_actor 31@ perform_animation "HIT_FIGHTKICK_B" IFP "DECADEKICK" framedelta
4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
0001: wait 100 ms
015A: restore_camera
04C4: store_coords_to 16@ 17@ 18@ from_actor 31@ with_offset 0.0 0.0 0.0
0948: create_explosion_at 16@ 17@ 18@ type 3 camera_shake 2.0
0001: wait 200 ms
05BE: AS_actor 31@ die
0001: wait 500 ms
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
064F: remove_references_to_particle 2@
0001: wait 200 ms
015D: set_gamespeed 1.0
0812: AS_actor $PLAYER_ACTOR perform_animation "RYUKI_4" IFP "DECADEKICK"
framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
0001: wait 500 ms
0108: destroy_object 22@
0249: release_model 3913
01C4: remove_references_to_object 22@ // This object will now disappear when the
player looks away
0650: destroy_particle $9
0650: destroy_particle $10
0650: destroy_particle $12
01B6: set_weather 0
01B7: release_weather
0254: restore_current_time
0002: jump @RRRIDERTVDCD_19

:RRRIDERTVDCD_1465
00D6: if
056D: actor 31@ defined
004D: jump_if_false @RRRIDERTVDCD_1775
068E: get_camera_target_point_to 3@ 4@ 5@
068D: get_camera_position_to 6@ 7@ 8@
000F: 8@ -= 0.1
0063: 3@ -= 6@ // (float)
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0013: 3@ *= 150.0
0013: 4@ *= 150.0
0013: 5@ *= 150.0
00A0: store_actor $PLAYER_ACTOR position_to 6@ 7@ 8@
005B: 3@ += 6@ // (float)
005B: 4@ += 7@ // (float)
005B: 5@ += 8@ // (float)
00A0: store_actor 31@ position_to 9@ 10@ 11@
050A: 14@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 9@ 10@ 11@
050A: 15@ = distance_between_XYZ 6@ 7@ 8@ and_XYZ 9@ 10@ 11@
005B: 14@ += 15@ // (float)
00A0: store_actor 0@ position_to 9@ 10@ 11@
050A: 15@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 9@ 10@ 11@
050A: 13@ = distance_between_XYZ 6@ 7@ 8@ and_XYZ 9@ 10@ 11@
005B: 15@ += 13@ // (float)
00D6: if
0025: 14@ > 15@ // (float)
004D: jump_if_false @RRRIDERTVDCD_1768
0085: 31@ = 0@ // (int)

:RRRIDERTVDCD_1768
0002: jump @RRRIDERTVDCD_1783

:RRRIDERTVDCD_1775
0085: 31@ = 0@ // (int)

:RRRIDERTVDCD_1783
0051: return

:END
03A4: name_thread "END"
00D6: if
00E1: player 3 pressed_key 7
004D: jump_if_false @RRRIDERTVDCD_19
004E: end_thread

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