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:ULTSCM03A4: name_thread 'ULTSCM'055E: set_player $PLAYER_CHAR max_health += 150 055F: set_player $PLAYER_CHAR max_armour += 150 $11242 = 0 $11243 = 0 $11244 = 0 $11245 = 0 $11246 = 12 $11247 = 0 $11248 = 13 $11249 = 1 $11250 = 0 // Wanted Level $11251 = 1 $11252 = 0 $11253 = 1 $11254 = 1 $11255 = 0 $11256 = 0 set_weather 13 01B5: force_weather 13 039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 0572: enable_taxi_nitros 1 Player.InfiniteRun($PLAYER_CHAR) = True055D: make_player $PLAYER_CHAR fireproof 1 Actor.WeaponAccuracy($PLAYER_ACTOR) = 100
:ULTSCM_171wait 10 Actor.Armour($PLAYER_ACTOR) = 250Actor.Health($PLAYER_ACTOR) = 250Actor.SetImmunities($PLAYER_ACTOR, $11253, $11253, $11253, $11253, $11253)03BF: set_player $PLAYER_CHAR ignored_by_everyone $11251 01F0: set_max_wanted_level_to $11252 if Player.Defined($PLAYER_CHAR)else_jump @ULTSCM_171 if not Actor.Driving($PLAYER_ACTOR)else_jump @ULTSCM_1887 if 84AD: not actor $PLAYER_ACTOR in_water else_jump @ULTSCM_5453 ////////// FOOT FUNCTIONS //////////if or80E1: not player 0 pressed_key 16 // Key 16 = Sprint 80E1: not player 0 pressed_key 19 // Key 19 = Look Behind else_jump @ULTSCM_5835 // TP Save (Foot)if or80E1: not player 0 pressed_key 16 // Key 16 = Sprint 80E1: not player 0 pressed_key 17 // Key 17 = Fire else_jump @ULTSCM_5897 // TP Load (Foot)if or80E1: not player 0 pressed_key 4 // Key 4 = Action 80E1: not player 0 pressed_key 17 // Key 17 = Fire else_jump @ULTSCM_4482 // Wanted Levelif or80E1: not player 0 pressed_key 4 // Key 4 = Action 80E1: not player 0 pressed_key 19 // Key 19 = Look Behind else_jump @ULTSCM_3768 // Weather Changeif or80E1: not player 0 pressed_key 18 // Key 18 = Crouch 80E1: not player 0 pressed_key 13 // Key 13 = Change Camera else_jump @ULTSCM_3514 // Freeze Timeif 80E1: not player 0 pressed_key 13 // Key 13 = Change Camera else_jump @ULTSCM_3838 // Jetpackif or 80E1: not player 0 pressed_key 18 // Key 18 = Crouch 80E1: not player 0 pressed_key 19 // Key 19 = Look Behind else_jump @ULTSCM_3650 // Player Vulnerabilityif or80E1: not player 0 pressed_key 18 // Key 18 = Crouch 80E1: not player 0 pressed_key 16 // Key 16 = Sprint else_jump @ULTSCM_3368 // Ghosttownif or80E1: not player 0 pressed_key 16 // Key 16 = Sprint 80E1: not player 0 pressed_key 6 // Key 6 = Aim weapon else_jump @ULTSCM_528 // Spawner 1 + Spawner 2if 80E1: not player 0 pressed_key 16 // Key 16 = Sprint else_jump @ULTSCM_3071 if $11249 == 1 else_jump @ULTSCM_171 00C0: set_current_time_hours_to $11246 minutes_to $11247 01B5: force_weather $11248 jump @ULTSCM_171
:ULTSCM_3838018C: play_sound 1058 at 0.0 0.0 0.0 03E5: show_text_box 'JETON' 032A: set_behind_camera_mode_to 1 wait 250 jump @ULTSCM_3885 :ULTSCM_3885wait 30 if Player.Defined($PLAYER_CHAR)else_jump @ULTSCM_3885 Actor.Armour($PLAYER_ACTOR) = 250Actor.Health($PLAYER_ACTOR) = 250068D: get_camera_position_to 6@ 7@ 8@ 068E: get_camera_target_point_to 9@ 10@ 11@ 000F: 9@ -= 6@ // Note: the incorrect math opcode was used here000F: 10@ -= 7@ // Note: the incorrect math opcode was used here0604: get_Z_angle_for_point 9@ 10@ store_to 12@ Actor.Angle($PLAYER_ACTOR) = 12@00E2: get_player $PLAYER_CHAR key 0 state_to 4@ if not 4@ == -128 else_jump @ULTSCM_4302 if not 4@ == 128 else_jump @ULTSCM_4364 if 80E1: not player 0 pressed_key 14 // Key 14 = Jump else_jump @ULTSCM_4131 if 80E1: not player 0 pressed_key 18 // Key 18 = Crouchelse_jump @ULTSCM_4188 if 80E1: not player 0 pressed_key 1 // Key 1 = Forward/Backward else_jump @ULTSCM_4245 if 80E1: not player 0 pressed_key 13 // Key 13 = Change Cameraelse_jump @ULTSCM_4428 if $11249 == 1 else_jump @ULTSCM_3885 00C0: set_current_time_hours_to $11246 minutes_to $11247 01B5: force_weather $11248 jump @ULTSCM_3885 :ULTSCM_413104C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 5.0 Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)Actor.LockInCurrentPosition($PLAYER_ACTOR) = Truejump @ULTSCM_3885 :ULTSCM_418804C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -5.0 Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)Actor.LockInCurrentPosition($PLAYER_ACTOR) = Truejump @ULTSCM_3885 :ULTSCM_424504C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 -1.0 Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)Actor.LockInCurrentPosition($PLAYER_ACTOR) = Truejump @ULTSCM_3885 :ULTSCM_4302018C: play_sound 1058 at 0.0 0.0 0.0 5@ = Actor.Angle($PLAYER_ACTOR)5@ += 5.0 Actor.Angle($PLAYER_ACTOR) = 5@Actor.LockInCurrentPosition($PLAYER_ACTOR) = TrueCamera.SetBehindPlayerjump @ULTSCM_3885 :ULTSCM_4364018C: play_sound 65535 at 0.0 0.0 0.0 5@ = Actor.Angle($PLAYER_ACTOR)5@ -= 5.0 Actor.Angle($PLAYER_ACTOR) = 5@Actor.LockInCurrentPosition($PLAYER_ACTOR) = TrueCamera.SetBehindPlayerjump @ULTSCM_3885 :ULTSCM_4428018C: play_sound 1058 at 0.0 0.0 0.0 03E5: show_text_box 'JETOFF' Actor.LockInCurrentPosition($PLAYER_ACTOR) = False032A: set_behind_camera_mode_to 1 wait 250 jump @ULTSCM_171
07A7: put_jetpack_on_actor $PLAYER_ACTOR0A0C: player $PLAYER_CHAR on_jetpack
Final ChapterDue to the increasing DMCA takedowns against various GTA San Andreas map modifications, it is with a heavy heart that we must announce that we decided to preemptively take all remaining instances of GTA United, including its predecessors VC2SA and LC2SA, down.This means that, while our team haven't received a takedown notice, we opted ourselves to say goodbye on our own conditions, and that effectively now all our official uploads are taken offline. We are sorry to all the people that enjoyed playing GTA United, many of which we had positive interactions with, but this is a step we felt was necessary, as Take Two and Rockstar Games seem to gradually reject more and more "Modding" of their games, even if it's the older ones.We want to use this opportunity to say thanks to all the people that have helped with the creation, maintenance, hosting and support of GTA United. It has been a pleasure to work alongside such talented and dedicated people, an experience we shall never forget, and without all of you it would not have been possible to pull off.There were so many layers to the whole project, so many little details and even small secrets hidden away, that at times it felt overwhelming to work on the project. To us, it wasn't just about merging the maps of two of our favourite games, it was about bringing them once again to life. From small missions and races, radio stations, a breathing world through working pedestrians in the streets, new load and menu screens, custom graffities and hundreds of items handplaced in the world, including our own collectables in form of United numplates. These are only a couple of the things we hoped would help people in immersing themselves once again in these iconic worlds.Above all stands the fun we had while constructing this modification and the fun we had with people enjoying it, so once again, thanks a lot for the great time.The GTA United Team
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