{$CLEO}
0000: NOP
0001: wait 5000 ms
:LITEFOOT_84
wait 0
if and
Player.Defined($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 $PLAYER_ACTOR perform_animation "FLAME_fire" at 100.0 times_normal_rate */
It's with rapidfire, it's not working... it's too badThere was nothing to do so here's source
Activation: key 0, not numpad
To kinda get a litefoot, spam A / D while holding SPACE, and W / S when you don't want the deagle to switch
Credits go to author D4Rk$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 $PLAYER_ACTOR perform_animation "FLAME_fire" at 100.0 times_normal_rate */
Friend, can you do without rapidfire?There was nothing to do so here's source
Activation: key 0, not numpad
To kinda get a litefoot, spam A / D while holding SPACE, and W / S when you don't want the deagle to switch
Credits go to author D4Rk$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 $PLAYER_ACTOR perform_animation "FLAME_fire" at 100.0 times_normal_rate */
So share it with everyone maybei already edited it, removed the rapidfire.
bro can u give me sniper litefootThere was nothing to do so here's source
Activation: key 0, not numpad
To kinda get a litefoot, spam A / D while holding SPACE, and W / S when you don't want the deagle to switch
Credits go to author D4Rk$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 */