CLEO Help wallrun script help

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Anemoiasz

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this is a wallrun mod, but it only > 300 time
the owner of this mod said that to leave the wallrun infinite I would have to remove the line> 300 but it didn't work
how leave infinite? line "not TIMERA >= 300"
 

Zin

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I imagine just changing 300 to a really high number would do the trick but you only posted 1 single line of code along with a bad explanation so can't really expect much from anyone.
 

Anemoiasz

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// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013 {$CLEO .cs} //-------------MAIN--------------- thread "WALLRUN" 04ED: load_animation "WALLRUN" Model.Load(978) 038B: load_requested_models :WALLRUN_29 wait 0 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 2.0 if and Model.Available(978) 04EE: animation "WALLRUN" loaded 86BD: not no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 1 object 1 particle 1 00E1: player 0 pressed_key 14 00E1: player 0 pressed_key 1 else_jump @WALLRUN_29 wait 5 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 10.0 0812: AS_actor $PLAYER_ACTOR perform_animation "WALLRUN" IFP "WALLRUN" framedelta 10.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 2.0 0063: 4@ -= 1@ // (float) 0063: 5@ -= 2@ // (float) 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 6.0 TIMERA = 0 jump @WALLRUN_326 :WALLRUN_326 wait 0 if and not TIMERA >= 300 04EE: animation "WALLRUN" loaded Actor.Animation($PLAYER_ACTOR) == "WALLRUN" 00E1: player 0 pressed_key 1 else_jump @WALLRUN_737 wait 1 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 10.0 0812: AS_actor $PLAYER_ACTOR perform_animation "WALLRUN" IFP "WALLRUN" framedelta 10.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.5 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 1.5 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 if 06BD: no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 1 86BD: not no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 1 object 1 particle 1 else_jump @WALLRUN_761 wait 0 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: 4@ -= 1@ // (float) 0063: 5@ -= 2@ // (float) 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 6.0 jump @WALLRUN_326 jump @WALLRUN_761 :WALLRUN_737 if 80E1: not player 0 pressed_key 1 else_jump @WALLRUN_761 jump @WALLRUN_761 :WALLRUN_761 wait 0 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.5 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 1.5 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 if and 06BD: no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 1 object 1 particle 1 86BD: not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 1 else_jump @WALLRUN_1310 04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.05 $MAT = Object.Create(978, 16@, 17@, 18@) 0400: store_coords_to 16@ 17@ 18@ from_object $MAT with_offset 0.0 -0.2 0.2 0750: set_object $MAT visibility 0 Actor.PutAt($PLAYER_ACTOR, 16@, 17@, 18@) 0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" at 10.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH_R" at 10.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "FALL_COLLAPSE" at 10.0 times_normal_rate 05BC: AS_actor $PLAYER_ACTOR jump 0 wait 1000 Object.Destroy($MAT) wait 250 if and not Actor.Animation($PLAYER_ACTOR) == "FALL_FALL" not Actor.Animation($PLAYER_ACTOR) == "FALL_GLIDE" not Actor.Animation($PLAYER_ACTOR) == "JUMP_LAUNCH_R" not Actor.Animation($PLAYER_ACTOR) == "JUMP_LAUNCH" else_jump @WALLRUN_1310 0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH_R" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "FALL_COLLAPSE" at 1.0 times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" at 1.0 times_normal_rate wait 1500 jump @WALLRUN_29 :WALLRUN_1310 wait 0 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 10.0 0812: AS_actor $PLAYER_ACTOR perform_animation "BLANSH" IFP "WALLRUN" framedelta 10.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 -2.5 0.0 0063: 4@ -= 1@ // (float) 0063: 5@ -= 2@ // (float) 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 8.0 wait 1500 jump @WALLRUN_29
 
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