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cango

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can anyone make version of this but without rapid, or if any auto litefoot exists?
 

blvck0v

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There was nothing to do so here's source

Activation: key 0, not numpad

To kinda get a litefoot, spam A / D while holding SPACE, and W / S when you don't want the deagle to switch

Credits go to author D4Rk$iD3

PHP:
{$CLEO}
0000: NOP

0001: wait 5000 ms

:LITEFOOT_84
wait 0
if and
   Player.Defined($PLAYER_CHAR)
0ADC:   test_cheat "0"
jf @LITEFOOT_84
print "Deagle Litefoot ~g~ON" 1000 
0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 1
//0330: set_player $PLAYER_CHAR infinite_run 1
0330: set_player_never_gets_tired $PLAYER_CHAR set 1
015A: restore_camera
018C: play_sound 1058 at 0.0 0.0 0.0
jump @LITEFOOT_160

:LITEFOOT_160
wait 0
if and
   Player.Defined($PLAYER_CHAR)
0ADC:   test_cheat "0"
jf @LITEFOOT_235
jump @LITEFOOT_195

:LITEFOOT_195
wait 0
print "Deagle Litefoot ~r~OFF" 1000
0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 1
09E7:   player $PLAYER_CHAR not_frozen
03EE:   player $PLAYER_CHAR controllable
01B4: set_player $PLAYER_CHAR frozen_state 0
01B4: toggle_player $PLAYER_CHAR can_move 1
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
Player.CanMove($PLAYER_CHAR) = True
0470: 3@ = actor $PLAYER_ACTOR current_weapon // inicio desbug
01B2: give_actor $PLAYER_ACTOR weapon 3@ ammo 0 // Load the weapon model before using this
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
2@ += -1.0
Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@) //fin desbug
0393: actor $PLAYER_ACTOR perform_animation "PYTHON_FIRE" at 1.05 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_fire_poor" at 1.05 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_reload" at 1.05 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TURN_180" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN2_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GANG_GUNSTAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND_FINISH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire_poor" at 100.0 times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP_FRONT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_R" at 100.0 times_normal_rate
015A: restore_camera
018C: play_sound 1057 at 0.0 0.0 0.0
jump @LITEFOOT_84


:LITEFOOT_235
//wait 0
0393: actor $PLAYER_ACTOR perform_animation "PYTHON_FIRE" at 15.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_fire_poor" at 15.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_reload" at 15.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TURN_180" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN2_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GANG_GUNSTAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND_FINISH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire_poor" at 100.0 times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP_FRONT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_R" at 100.0 times_normal_rate

if and
8AB0: not pressed_key 87  // W
8AB0: not pressed_key 83  // S
0AB0: key_down 32 // SPACE
Actor.Animation($PLAYER_ACTOR) == "PYTHON_FIRE"
02D8: not is_char_holding_weapon $PLAYER_ACTOR weapon 24
82E0: is_actor $PLAYER_ACTOR aggressive
//02D8:   actor $PLAYER_ACTOR current_weapon == 24 //deagle
//02D8:   actor $PLAYER_ACTOR current_weapon == 25 //  shotgun
//02D8:   actor $PLAYER_ACTOR current_weapon == 27 //  combat shotgun                                                       
//02D8:   actor $PLAYER_ACTOR current_weapon == 33 //  rifle
//02D8:   actor $PLAYER_ACTOR current_weapon == 34 //  sniper
not Actor.Animation($PLAYER_ACTOR) == "GUN_STAND" // accion apuntar
not Actor.Animation($PLAYER_ACTOR) == "IDLE_STANCE" // acción quieto
jf @LITEFOOT_160

0470: 5@ = actor $PLAYER_ACTOR current_weapon
01B2: give_actor $PLAYER_ACTOR weapon 5@ ammo 0 // Load the weapon model before using this

01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
//wait 50  //este configura la velocidad permitida para apuntar y empezar a ejecutar las animaciones
//082A: set_player_duck_button $PLAYER_CHAR to 0 //ESTABLECE SI PUEDE USAR EL BOTON DE AGACHARSE
0812: AS_actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" IFP "PED" framedelta 24.1 loopA 0 lockX 1 lockY 1 lockF 1 time 0 // valores optimos 8.1
wait 150   //por defecto 160, para fast 100
0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_CIVI" IFP "PED" framedelta 4.1 loopA 0 lockX 1 lockY 1 lockF 1 time 0    // valores optimos 5.1
wait 120
//inicio desbug
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
2@ += -1.0
Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)  //fin desbug
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 5@
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_CIVI" at 1.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 1000.0 times_normal_rate
01B2: give_actor $PLAYER_ACTOR weapon 5@ ammo 0 // Load the weapon model before using this
jump @LITEFOOT_235

//MUCHO OJO ACÁ
/*0812: AS_actor $PLAYER_ACTOR perform_animation "GUNCROUCHFWD" IFP "PED" framedelta 4.1 loopA 1 lockX 1 lockY 1 lockF 1 time 0  //of PED - CREAR HACK DESLIZAMIENTO CON LOOP ON
0393: actor $PLAYER_ACTOR perform_animation "" at 100.0 times_normal_rate  //of PED - CREAR HACK DESLIZAMIENTO CON LOOP ON */

//vainas innecesarias

//02E0:   actor $PLAYER_ACTOR firing_weapon
//0AB0: key_down 65  //tecla A
//0AB0: key_down 68  //tecla D
//0AB0: pressed_key 68  //tecla D

//0AB0:   pressed_key 32  //tecla barra de espacio
//82E0: is_actor $PLAYER_ACTOR aggressive
//Actor.Animation($PLAYER_ACTOR) == "python_fire"
//02E0: actor $PLAYER_ACTOR firing_weapon
//not Actor.Animation($PLAYER_ACTOR) == "GUN_STAND" // accion apuntar


/*0687: clear_actor $PLAYER_ACTOR task
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_CIVI" at 1 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "IDLE_STANCE" at 1 times_normal_rate*/

/*0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 1000.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CROUCH_ROLL_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CROUCH_ROLL_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_reload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire_poor" at 100.0 times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchfire" at 100.0 times_normal_rate 
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "2guns_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "colt45_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "colt45_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunCrouchBwd" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunCrouchFwd" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT_crouch" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunMove_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunMove_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handscower" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handsup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_walk" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_wall" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_behind" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_1" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_2" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_3" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_fire_poor" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_reload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RIFLE_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RIFLE_crouchload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "shotgun_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CrouchReload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SilenceCrouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TEC_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TEC_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "UZI_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "UZI_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Duck_Aim" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Gun_Aim" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Lift" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Lift_End" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Ret" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Ret_S" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Lift" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Lift_End" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Ret" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Ret_S" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Lift" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Lift_End" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Ret" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Ret_S" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_G_Lift_In" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_G_Lift_Out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Tray_In" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Tray_Out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Tray_Pose" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "lkup_point" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "panic_point" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_in" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_loop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_shout" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "point_in" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "point_loop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "point_out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "putdwn" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "putdwn05" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "putdwn105" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "crry_prtial" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "gym_free_putdown" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Barcustom_get" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CHOPPA_getoffBACK" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CHOPPA_getoffLHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CHOPPA_getoffRHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "PASS_Rifle_O" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "PASS_Rifle_Ped" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "PASS_Rifle_Ply" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FF_Sit_Look" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointysfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointybot22_sfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointybotb_sfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointybot_sfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "on_lookers" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "cj_bag_reclaim" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DESERT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DESERT_EAGLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "IDLE_STANCE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "ABSEIL" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_idle" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_jump" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_jump2fall" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_jump_B" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_Pull" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_stand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "gang_gunstand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_Stand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_Stand_finish" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_collapse" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_fall" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_glide" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_land" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_skyDive" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Fight2Idle" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT_crouch" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handscower" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handsup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_1" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_2" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_3" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_behind" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Jetpack_Idle" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Run_stop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Run_stopR" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Tap_hand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Tap_handP" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "turn_180" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "XPRESSscratch" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEIDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEIDLE_ARMED" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_bunnyhop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_drivebyFT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_driveby_LHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_driveby_RHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_fwd" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_getoffBACK" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_getoffLHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_getoffRHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_jumponL" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_jumponR" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_Left" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_pedal" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_pushes" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_Ride" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_Right" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_sprint" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_still" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FLAME_fire" at 100.0 times_normal_rate */
 

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  • LITEFOOTDEAGLE.cs
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Last edited:

FORTAO

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0
Location
Brasil
There was nothing to do so here's source

Activation: key 0, not numpad

To kinda get a litefoot, spam A / D while holding SPACE, and W / S when you don't want the deagle to switch

Credits go to author D4Rk$iD3

PHP:
{$CLEO}
0000: NOP

0001: wait 5000 ms

:LITEFOOT_84
wait 0
if and
   Player.Defined($PLAYER_CHAR)
0ADC:   test_cheat "0"
jf @LITEFOOT_84
print "Deagle Litefoot ~g~ON" 1000
0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 1
//0330: set_player $PLAYER_CHAR infinite_run 1
0330: set_player_never_gets_tired $PLAYER_CHAR set 1
015A: restore_camera
018C: play_sound 1058 at 0.0 0.0 0.0
jump @LITEFOOT_160

:LITEFOOT_160
wait 0
if and
   Player.Defined($PLAYER_CHAR)
0ADC:   test_cheat "0"
jf @LITEFOOT_235
jump @LITEFOOT_195

:LITEFOOT_195
wait 0
print "Deagle Litefoot ~r~OFF" 1000
0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 1
09E7:   player $PLAYER_CHAR not_frozen
03EE:   player $PLAYER_CHAR controllable
01B4: set_player $PLAYER_CHAR frozen_state 0
01B4: toggle_player $PLAYER_CHAR can_move 1
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
Player.CanMove($PLAYER_CHAR) = True
0470: 3@ = actor $PLAYER_ACTOR current_weapon // inicio desbug
01B2: give_actor $PLAYER_ACTOR weapon 3@ ammo 0 // Load the weapon model before using this
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
2@ += -1.0
Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@) //fin desbug
0393: actor $PLAYER_ACTOR perform_animation "PYTHON_FIRE" at 1.05 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_fire_poor" at 1.05 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_reload" at 1.05 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TURN_180" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN2_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GANG_GUNSTAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND_FINISH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire_poor" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP_FRONT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_R" at 100.0 times_normal_rate
015A: restore_camera
018C: play_sound 1057 at 0.0 0.0 0.0
jump @LITEFOOT_84


:LITEFOOT_235
//wait 0
0393: actor $PLAYER_ACTOR perform_animation "PYTHON_FIRE" at 15.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_fire_poor" at 15.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_reload" at 15.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TURN_180" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN2_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GANG_GUNSTAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND_FINISH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire_poor" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP_FRONT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_R" at 100.0 times_normal_rate

if and
8AB0: not pressed_key 87  // W
8AB0: not pressed_key 83  // S
0AB0: key_down 32 // SPACE
Actor.Animation($PLAYER_ACTOR) == "PYTHON_FIRE"
02D8: not is_char_holding_weapon $PLAYER_ACTOR weapon 24
82E0: is_actor $PLAYER_ACTOR aggressive
//02D8:   actor $PLAYER_ACTOR current_weapon == 24 //deagle
//02D8:   actor $PLAYER_ACTOR current_weapon == 25 //  shotgun
//02D8:   actor $PLAYER_ACTOR current_weapon == 27 //  combat shotgun                                                      
//02D8:   actor $PLAYER_ACTOR current_weapon == 33 //  rifle
//02D8:   actor $PLAYER_ACTOR current_weapon == 34 //  sniper
not Actor.Animation($PLAYER_ACTOR) == "GUN_STAND" // accion apuntar
not Actor.Animation($PLAYER_ACTOR) == "IDLE_STANCE" // acción quieto
jf @LITEFOOT_160

0470: 5@ = actor $PLAYER_ACTOR current_weapon
01B2: give_actor $PLAYER_ACTOR weapon 5@ ammo 0 // Load the weapon model before using this

01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
//wait 50  //este configura la velocidad permitida para apuntar y empezar a ejecutar las animaciones
//082A: set_player_duck_button $PLAYER_CHAR to 0 //ESTABLECE SI PUEDE USAR EL BOTON DE AGACHARSE
0812: AS_actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" IFP "PED" framedelta 24.1 loopA 0 lockX 1 lockY 1 lockF 1 time 0 // valores optimos 8.1
wait 150   //por defecto 160, para fast 100
0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_CIVI" IFP "PED" framedelta 4.1 loopA 0 lockX 1 lockY 1 lockF 1 time 0    // valores optimos 5.1
wait 120
//inicio desbug
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
2@ += -1.0
Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)  //fin desbug
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 5@
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_CIVI" at 1.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 1000.0 times_normal_rate
01B2: give_actor $PLAYER_ACTOR weapon 5@ ammo 0 // Load the weapon model before using this
jump @LITEFOOT_235

//MUCHO OJO ACÁ
/*0812: AS_actor $PLAYER_ACTOR perform_animation "GUNCROUCHFWD" IFP "PED" framedelta 4.1 loopA 1 lockX 1 lockY 1 lockF 1 time 0  //of PED - CREAR HACK DESLIZAMIENTO CON LOOP ON
0393: actor $PLAYER_ACTOR perform_animation "" at 100.0 times_normal_rate  //of PED - CREAR HACK DESLIZAMIENTO CON LOOP ON */

//vainas innecesarias

//02E0:   actor $PLAYER_ACTOR firing_weapon
//0AB0: key_down 65  //tecla A
//0AB0: key_down 68  //tecla D
//0AB0: pressed_key 68  //tecla D

//0AB0:   pressed_key 32  //tecla barra de espacio
//82E0: is_actor $PLAYER_ACTOR aggressive
//Actor.Animation($PLAYER_ACTOR) == "python_fire"
//02E0: actor $PLAYER_ACTOR firing_weapon
//not Actor.Animation($PLAYER_ACTOR) == "GUN_STAND" // accion apuntar


/*0687: clear_actor $PLAYER_ACTOR task
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_CIVI" at 1 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "IDLE_STANCE" at 1 times_normal_rate*/

/*0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 1000.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CROUCH_ROLL_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CROUCH_ROLL_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_reload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire_poor" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "2guns_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "colt45_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "colt45_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunCrouchBwd" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunCrouchFwd" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT_crouch" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunMove_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunMove_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handscower" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handsup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_walk" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_wall" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_behind" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_1" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_2" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_3" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_fire_poor" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_reload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RIFLE_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RIFLE_crouchload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "shotgun_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CrouchReload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SilenceCrouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TEC_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TEC_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "UZI_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "UZI_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Duck_Aim" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Gun_Aim" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Lift" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Lift_End" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Ret" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Ret_S" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Lift" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Lift_End" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Ret" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Ret_S" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Lift" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Lift_End" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Ret" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Ret_S" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_G_Lift_In" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_G_Lift_Out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Tray_In" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Tray_Out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Tray_Pose" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "lkup_point" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "panic_point" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_in" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_loop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_shout" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "point_in" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "point_loop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "point_out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "putdwn" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "putdwn05" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "putdwn105" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "crry_prtial" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "gym_free_putdown" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Barcustom_get" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CHOPPA_getoffBACK" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CHOPPA_getoffLHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CHOPPA_getoffRHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "PASS_Rifle_O" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "PASS_Rifle_Ped" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "PASS_Rifle_Ply" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FF_Sit_Look" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointysfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointybot22_sfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointybotb_sfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointybot_sfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "on_lookers" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "cj_bag_reclaim" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DESERT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DESERT_EAGLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "IDLE_STANCE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "ABSEIL" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_idle" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_jump" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_jump2fall" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_jump_B" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_Pull" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_stand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "gang_gunstand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_Stand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_Stand_finish" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_collapse" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_fall" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_glide" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_land" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_skyDive" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Fight2Idle" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT_crouch" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handscower" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handsup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_1" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_2" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_3" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_behind" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Jetpack_Idle" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Run_stop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Run_stopR" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Tap_hand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Tap_handP" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "turn_180" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "XPRESSscratch" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEIDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEIDLE_ARMED" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_bunnyhop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_drivebyFT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_driveby_LHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_driveby_RHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_fwd" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_getoffBACK" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_getoffLHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_getoffRHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_jumponL" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_jumponR" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_Left" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_pedal" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_pushes" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_Ride" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_Right" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_sprint" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_still" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FLAME_fire" at 100.0 times_normal_rate */
It's with rapidfire, it's not working... it's too bad
 

Junior2019

Member
Joined
Oct 12, 2019
Messages
6
Reaction score
0
Location
rio de janeiro
There was nothing to do so here's source

Activation: key 0, not numpad

To kinda get a litefoot, spam A / D while holding SPACE, and W / S when you don't want the deagle to switch

Credits go to author D4Rk$iD3

PHP:
{$CLEO}
0000: NOP

0001: wait 5000 ms

:LITEFOOT_84
wait 0
if and
   Player.Defined($PLAYER_CHAR)
0ADC:   test_cheat "0"
jf @LITEFOOT_84
print "Deagle Litefoot ~g~ON" 1000
0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 1
//0330: set_player $PLAYER_CHAR infinite_run 1
0330: set_player_never_gets_tired $PLAYER_CHAR set 1
015A: restore_camera
018C: play_sound 1058 at 0.0 0.0 0.0
jump @LITEFOOT_160

:LITEFOOT_160
wait 0
if and
   Player.Defined($PLAYER_CHAR)
0ADC:   test_cheat "0"
jf @LITEFOOT_235
jump @LITEFOOT_195

:LITEFOOT_195
wait 0
print "Deagle Litefoot ~r~OFF" 1000
0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 1
09E7:   player $PLAYER_CHAR not_frozen
03EE:   player $PLAYER_CHAR controllable
01B4: set_player $PLAYER_CHAR frozen_state 0
01B4: toggle_player $PLAYER_CHAR can_move 1
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
Player.CanMove($PLAYER_CHAR) = True
0470: 3@ = actor $PLAYER_ACTOR current_weapon // inicio desbug
01B2: give_actor $PLAYER_ACTOR weapon 3@ ammo 0 // Load the weapon model before using this
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
2@ += -1.0
Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@) //fin desbug
0393: actor $PLAYER_ACTOR perform_animation "PYTHON_FIRE" at 1.05 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_fire_poor" at 1.05 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_reload" at 1.05 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TURN_180" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN2_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GANG_GUNSTAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND_FINISH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire_poor" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP_FRONT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_R" at 100.0 times_normal_rate
015A: restore_camera
018C: play_sound 1057 at 0.0 0.0 0.0
jump @LITEFOOT_84


:LITEFOOT_235
//wait 0
0393: actor $PLAYER_ACTOR perform_animation "PYTHON_FIRE" at 15.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_fire_poor" at 15.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_reload" at 15.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TURN_180" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN2_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GANG_GUNSTAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND_FINISH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire_poor" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP_FRONT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_R" at 100.0 times_normal_rate

if and
8AB0: not pressed_key 87  // W
8AB0: not pressed_key 83  // S
0AB0: key_down 32 // SPACE
Actor.Animation($PLAYER_ACTOR) == "PYTHON_FIRE"
02D8: not is_char_holding_weapon $PLAYER_ACTOR weapon 24
82E0: is_actor $PLAYER_ACTOR aggressive
//02D8:   actor $PLAYER_ACTOR current_weapon == 24 //deagle
//02D8:   actor $PLAYER_ACTOR current_weapon == 25 //  shotgun
//02D8:   actor $PLAYER_ACTOR current_weapon == 27 //  combat shotgun                                                      
//02D8:   actor $PLAYER_ACTOR current_weapon == 33 //  rifle
//02D8:   actor $PLAYER_ACTOR current_weapon == 34 //  sniper
not Actor.Animation($PLAYER_ACTOR) == "GUN_STAND" // accion apuntar
not Actor.Animation($PLAYER_ACTOR) == "IDLE_STANCE" // acción quieto
jf @LITEFOOT_160

0470: 5@ = actor $PLAYER_ACTOR current_weapon
01B2: give_actor $PLAYER_ACTOR weapon 5@ ammo 0 // Load the weapon model before using this

01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
//wait 50  //este configura la velocidad permitida para apuntar y empezar a ejecutar las animaciones
//082A: set_player_duck_button $PLAYER_CHAR to 0 //ESTABLECE SI PUEDE USAR EL BOTON DE AGACHARSE
0812: AS_actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" IFP "PED" framedelta 24.1 loopA 0 lockX 1 lockY 1 lockF 1 time 0 // valores optimos 8.1
wait 150   //por defecto 160, para fast 100
0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_CIVI" IFP "PED" framedelta 4.1 loopA 0 lockX 1 lockY 1 lockF 1 time 0    // valores optimos 5.1
wait 120
//inicio desbug
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
2@ += -1.0
Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)  //fin desbug
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 5@
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_CIVI" at 1.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 1000.0 times_normal_rate
01B2: give_actor $PLAYER_ACTOR weapon 5@ ammo 0 // Load the weapon model before using this
jump @LITEFOOT_235

//MUCHO OJO ACÁ
/*0812: AS_actor $PLAYER_ACTOR perform_animation "GUNCROUCHFWD" IFP "PED" framedelta 4.1 loopA 1 lockX 1 lockY 1 lockF 1 time 0  //of PED - CREAR HACK DESLIZAMIENTO CON LOOP ON
0393: actor $PLAYER_ACTOR perform_animation "" at 100.0 times_normal_rate  //of PED - CREAR HACK DESLIZAMIENTO CON LOOP ON */

//vainas innecesarias

//02E0:   actor $PLAYER_ACTOR firing_weapon
//0AB0: key_down 65  //tecla A
//0AB0: key_down 68  //tecla D
//0AB0: pressed_key 68  //tecla D

//0AB0:   pressed_key 32  //tecla barra de espacio
//82E0: is_actor $PLAYER_ACTOR aggressive
//Actor.Animation($PLAYER_ACTOR) == "python_fire"
//02E0: actor $PLAYER_ACTOR firing_weapon
//not Actor.Animation($PLAYER_ACTOR) == "GUN_STAND" // accion apuntar


/*0687: clear_actor $PLAYER_ACTOR task
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_CIVI" at 1 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "IDLE_STANCE" at 1 times_normal_rate*/

/*0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 1000.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CROUCH_ROLL_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CROUCH_ROLL_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_reload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire_poor" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "2guns_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "colt45_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "colt45_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunCrouchBwd" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunCrouchFwd" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT_crouch" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunMove_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunMove_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handscower" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handsup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_walk" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_wall" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_behind" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_1" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_2" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_3" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_fire_poor" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_reload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RIFLE_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RIFLE_crouchload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "shotgun_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CrouchReload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SilenceCrouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TEC_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TEC_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "UZI_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "UZI_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Duck_Aim" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Gun_Aim" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Lift" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Lift_End" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Ret" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Ret_S" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Lift" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Lift_End" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Ret" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Ret_S" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Lift" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Lift_End" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Ret" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Ret_S" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_G_Lift_In" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_G_Lift_Out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Tray_In" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Tray_Out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Tray_Pose" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "lkup_point" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "panic_point" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_in" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_loop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_shout" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "point_in" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "point_loop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "point_out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "putdwn" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "putdwn05" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "putdwn105" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "crry_prtial" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "gym_free_putdown" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Barcustom_get" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CHOPPA_getoffBACK" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CHOPPA_getoffLHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CHOPPA_getoffRHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "PASS_Rifle_O" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "PASS_Rifle_Ped" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "PASS_Rifle_Ply" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FF_Sit_Look" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointysfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointybot22_sfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointybotb_sfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointybot_sfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "on_lookers" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "cj_bag_reclaim" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DESERT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DESERT_EAGLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "IDLE_STANCE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "ABSEIL" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_idle" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_jump" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_jump2fall" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_jump_B" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_Pull" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_stand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "gang_gunstand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_Stand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_Stand_finish" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_collapse" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_fall" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_glide" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_land" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_skyDive" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Fight2Idle" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT_crouch" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handscower" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handsup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_1" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_2" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_3" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_behind" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Jetpack_Idle" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Run_stop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Run_stopR" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Tap_hand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Tap_handP" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "turn_180" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "XPRESSscratch" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEIDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEIDLE_ARMED" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_bunnyhop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_drivebyFT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_driveby_LHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_driveby_RHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_fwd" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_getoffBACK" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_getoffLHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_getoffRHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_jumponL" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_jumponR" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_Left" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_pedal" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_pushes" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_Ride" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_Right" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_sprint" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_still" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FLAME_fire" at 100.0 times_normal_rate */
Friend, can you do without rapidfire?
 

Ohlmaoxd

Member
Joined
Mar 27, 2023
Messages
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There was nothing to do so here's source

Activation: key 0, not numpad

To kinda get a litefoot, spam A / D while holding SPACE, and W / S when you don't want the deagle to switch

Credits go to author D4Rk$iD3

PHP:
{$CLEO}
0000: NOP

0001: wait 5000 ms

:LITEFOOT_84
wait 0
if and
   Player.Defined($PLAYER_CHAR)
0ADC:   test_cheat "0"
jf @LITEFOOT_84
print "Deagle Litefoot ~g~ON" 1000
0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 1
//0330: set_player $PLAYER_CHAR infinite_run 1
0330: set_player_never_gets_tired $PLAYER_CHAR set 1
015A: restore_camera
018C: play_sound 1058 at 0.0 0.0 0.0
jump @LITEFOOT_160

:LITEFOOT_160
wait 0
if and
   Player.Defined($PLAYER_CHAR)
0ADC:   test_cheat "0"
jf @LITEFOOT_235
jump @LITEFOOT_195

:LITEFOOT_195
wait 0
print "Deagle Litefoot ~r~OFF" 1000
0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 1
09E7:   player $PLAYER_CHAR not_frozen
03EE:   player $PLAYER_CHAR controllable
01B4: set_player $PLAYER_CHAR frozen_state 0
01B4: toggle_player $PLAYER_CHAR can_move 1
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
Player.CanMove($PLAYER_CHAR) = True
0470: 3@ = actor $PLAYER_ACTOR current_weapon // inicio desbug
01B2: give_actor $PLAYER_ACTOR weapon 3@ ammo 0 // Load the weapon model before using this
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
2@ += -1.0
Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@) //fin desbug
0393: actor $PLAYER_ACTOR perform_animation "PYTHON_FIRE" at 1.05 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_fire_poor" at 1.05 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_reload" at 1.05 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TURN_180" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN2_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GANG_GUNSTAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND_FINISH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire_poor" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP_FRONT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_R" at 100.0 times_normal_rate
015A: restore_camera
018C: play_sound 1057 at 0.0 0.0 0.0
jump @LITEFOOT_84


:LITEFOOT_235
//wait 0
0393: actor $PLAYER_ACTOR perform_animation "PYTHON_FIRE" at 15.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_fire_poor" at 15.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_reload" at 15.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TURN_180" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN2_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GANG_GUNSTAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND_FINISH" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire_poor" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GETUP_FRONT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_R" at 100.0 times_normal_rate

if and
8AB0: not pressed_key 87  // W
8AB0: not pressed_key 83  // S
0AB0: key_down 32 // SPACE
Actor.Animation($PLAYER_ACTOR) == "PYTHON_FIRE"
02D8: not is_char_holding_weapon $PLAYER_ACTOR weapon 24
82E0: is_actor $PLAYER_ACTOR aggressive
//02D8:   actor $PLAYER_ACTOR current_weapon == 24 //deagle
//02D8:   actor $PLAYER_ACTOR current_weapon == 25 //  shotgun
//02D8:   actor $PLAYER_ACTOR current_weapon == 27 //  combat shotgun                                                      
//02D8:   actor $PLAYER_ACTOR current_weapon == 33 //  rifle
//02D8:   actor $PLAYER_ACTOR current_weapon == 34 //  sniper
not Actor.Animation($PLAYER_ACTOR) == "GUN_STAND" // accion apuntar
not Actor.Animation($PLAYER_ACTOR) == "IDLE_STANCE" // acción quieto
jf @LITEFOOT_160

0470: 5@ = actor $PLAYER_ACTOR current_weapon
01B2: give_actor $PLAYER_ACTOR weapon 5@ ammo 0 // Load the weapon model before using this

01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
//wait 50  //este configura la velocidad permitida para apuntar y empezar a ejecutar las animaciones
//082A: set_player_duck_button $PLAYER_CHAR to 0 //ESTABLECE SI PUEDE USAR EL BOTON DE AGACHARSE
0812: AS_actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" IFP "PED" framedelta 24.1 loopA 0 lockX 1 lockY 1 lockF 1 time 0 // valores optimos 8.1
wait 150   //por defecto 160, para fast 100
0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_CIVI" IFP "PED" framedelta 4.1 loopA 0 lockX 1 lockY 1 lockF 1 time 0    // valores optimos 5.1
wait 120
//inicio desbug
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
2@ += -1.0
Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)  //fin desbug
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 5@
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_CIVI" at 1.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 1000.0 times_normal_rate
01B2: give_actor $PLAYER_ACTOR weapon 5@ ammo 0 // Load the weapon model before using this
jump @LITEFOOT_235

//MUCHO OJO ACÁ
/*0812: AS_actor $PLAYER_ACTOR perform_animation "GUNCROUCHFWD" IFP "PED" framedelta 4.1 loopA 1 lockX 1 lockY 1 lockF 1 time 0  //of PED - CREAR HACK DESLIZAMIENTO CON LOOP ON
0393: actor $PLAYER_ACTOR perform_animation "" at 100.0 times_normal_rate  //of PED - CREAR HACK DESLIZAMIENTO CON LOOP ON */

//vainas innecesarias

//02E0:   actor $PLAYER_ACTOR firing_weapon
//0AB0: key_down 65  //tecla A
//0AB0: key_down 68  //tecla D
//0AB0: pressed_key 68  //tecla D

//0AB0:   pressed_key 32  //tecla barra de espacio
//82E0: is_actor $PLAYER_ACTOR aggressive
//Actor.Animation($PLAYER_ACTOR) == "python_fire"
//02E0: actor $PLAYER_ACTOR firing_weapon
//not Actor.Animation($PLAYER_ACTOR) == "GUN_STAND" // accion apuntar


/*0687: clear_actor $PLAYER_ACTOR task
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_CIVI" at 1 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "IDLE_STANCE" at 1 times_normal_rate*/

/*0393: actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" at 1000.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CROUCH_ROLL_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CROUCH_ROLL_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_reload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_fire_poor" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "buddy_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "2guns_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "colt45_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "colt45_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunCrouchBwd" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunCrouchFwd" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT_crouch" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunMove_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GunMove_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handscower" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handsup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_walk" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_wall" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_behind" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_1" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_2" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_3" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_fire_poor" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_reload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "python_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RIFLE_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RIFLE_crouchload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "shotgun_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CrouchReload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SilenceCrouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TEC_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "TEC_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "UZI_crouchfire" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "UZI_crouchreload" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Duck_Aim" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Gun_Aim" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Lift" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Lift_End" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Ret" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_1H_Ret_S" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Lift" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Lift_End" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Ret" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_2H_Ret_S" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Lift" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Lift_End" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Ret" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Ar_Ret_S" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_G_Lift_In" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_G_Lift_Out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Tray_In" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Tray_Out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SHP_Tray_Pose" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "lkup_point" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "panic_point" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_in" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_loop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Pointup_shout" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "point_in" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "point_loop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "point_out" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "putdwn" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "putdwn05" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "putdwn105" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "crry_prtial" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "gym_free_putdown" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Barcustom_get" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CHOPPA_getoffBACK" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CHOPPA_getoffLHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CHOPPA_getoffRHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "PASS_Rifle_O" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "PASS_Rifle_Ped" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "PASS_Rifle_Ply" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FF_Sit_Look" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointysfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointybot22_sfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointybotb_sfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "pointybot_sfe" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "on_lookers" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "cj_bag_reclaim" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DESERT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DESERT_EAGLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "IDLE_STANCE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "ABSEIL" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_idle" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_jump" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_jump2fall" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_jump_B" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_Pull" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_stand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "gang_gunstand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_Stand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_Stand_finish" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_collapse" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_fall" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_glide" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_land" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_skyDive" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Fight2Idle" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "getup_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Gun_2_IDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUN_BUTT_crouch" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handscower" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "handsup" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_1" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_2" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HitA_3" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_behind" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_front" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_GUN_BUTT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "HIT_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Jetpack_Idle" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Run_stop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Run_stopR" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Tap_hand" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Tap_handP" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "turn_180" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_L" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "Turn_R" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "XPRESSscratch" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEIDLE" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLEIDLE_ARMED" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_back" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_bunnyhop" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_drivebyFT" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_driveby_LHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_driveby_RHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_fwd" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_getoffBACK" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_getoffLHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_getoffRHS" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_jumponL" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_jumponR" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_Left" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_pedal" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_pushes" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_Ride" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_Right" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_sprint" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MTB_still" at 100.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FLAME_fire" at 100.0 times_normal_rate */
bro can u give me sniper litefoot
 
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