GTAG - Downloads - CLEO Scripts - Fire Grenade
Fire Grenade
| Information | Screenshot | |||||||||
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DownloadDisclaimer: GTAG cannot be held responsible for any user submitted files. | Rating | |||||||||
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| Title | Fire Grenade | |||||||||
| Author | Deji | |||||||||
| Games | ||||||||||
| Version | 0.1 BETA | |||||||||
| Summary | Throw a flame which will explode in impact. | |||||||||
| Rating | 5 (2 votes) | |||||||||
| Submitted | 27 Oct 2010 | |||||||||
| Description |
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| Made from a request. I'll probably work on improving the effects when I get a chance. Feel free to modify the source and do whatever you want with the modified source... No point in 2 mods existing doing the exact same thing, eh? SANNY {$CLEO} { 0@ Flame Base Dummy Object 1@ Flame 3@ Flame State 4@ Temp 5@ Temp 6@ Temp 7@ Temp 8@ Temp 9@ Temp 10@ Throw Power 30@ Cheat String 31@ Cheat String+4 32@ Timer } 0039: 0@ == 0 else_jump @FireMayhem :Begin 0006: 30@ = -229908 0006: 31@ = -229907 wait 1000 :FireBall wait 150 if and 0038: &0(30@,1i) == 0x42414C4C 0038: &0(31@,1i) == 0x46495245 else_jump @FireBall 03E5: show_text_box "CHEAT1" 0247: load_model 3106 0247: load_model 3065 04ED: load_animation "GRENADE" :Fire8Ball_Load wait 0 if and 04EE: animation "GRENADE" loaded 0248: model 3106 available 0248: model 3065 available else_jump @Fire8Ball_Load 0006: 3@ = 10 0107: 0@ = create_object 3106 at 0.0 0.0 0.0 0249: release_model 3106 066D: 1@ = attach_particle "molotov_flame" to_object 0@ with_offset 0.0 0.0 0.0 type 2 070A: AS_actor $PLAYER_ACTOR attach_to_object 0@ offset 0.06 0.04 0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 09E8: 2@ = actor $PLAYER_ACTOR active_interior 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 07CC: set_player 0 button_15 0 0881: set_player 0 able_to_shoot_weapons 0 0992: set_player 0 weapons_scrollable 0 0004: &0(30@,1i) = 0x00414C4C 0039: 2@ == 1 else_jump @AltHideObject 0566: link_object 0@ to_interior 2 jump @FireLit :AltHideObject 0566: link_object 0@ to_interior 1 :FireLit wait 0 if or 8038: not &0(30@,1i) == 0x42414C4C 8038: not &0(31@,1i) == 0x46495245 else_jump @End 8039: not 3@ == 10 else_jump @RelightFlame 0819: 4@ = actor $PLAYER_ACTOR distance_from_ground if and 0A0C: player 0 on_jetpack 00E1: player 0 pressed_key 15 0023: 2.0 > 4@ then 0792: disembark_instantly_actor $PLAYER_ACTOR end :BlowFlame 06AC: 4@ = actor $PLAYER_ACTOR movement_speed if and 044B: actor $PLAYER_ACTOR on_foot 0021: 4@ > 5.0 else_jump @FlameNotBlown 0039: 3@ == 0 else_jump @RelightFlame 0006: 3@ = 1 064E: stop_particle 1@ jump @RelightFlame :FlameNotBlown 0039: 3@ == 1 else_jump @WetFlame 0006: 3@ = 10 :WetFlame //04AD: actor $PLAYER_ACTOR in_water 04E7: object 0@ in_water else_jump @FlameNotWet 0039: 3@ == 0 else_jump @RelightFlame 0006: 3@ = 2 064E: stop_particle 1@ 01BB: store_object 0@ position_to 4@ 5@ 6@ 0098: 7@ = random_float 0098: 8@ = random_float 0098: 9@ = random_float 095C: create_smoke_at 4@ 5@ 6@ velocity 7@ 8@ 9@ RGBA 1.0 1.0 1.0 0.6 size 0.1 last_factor 0.2 jump @RelightFlame :FlameNotWet 0039: 3@ == 2 else_jump @ThrowFire 0006: 3@ = 10 :ThrowFire 00E1: player 0 pressed_key 17 else_jump @RelightFlame gosub @ThrowFireBall jump @RelightFlame :RelightFlame 0039: 3@ == 10 else_jump @FireLit 064C: make_particle 1@ visible 01BB: store_object 0@ position_to 4@ 5@ 6@ 08EB: create_sparks_at 4@ 5@ 6@ velocity_direction 0.0 0.0 -0.4 density 5 0006: 32@ = 0 0006: 3@ = 0 jump @FireLit :End 0004: &0(30@,1i) = 0x00414C4C 0650: destroy_particle 1@ 0108: destroy_object 0@ 03E5: show_text_box "CHEAT8" 04EF: release_animation "GRENADE" 07CC: set_player 0 button_15 1 0992: set_player 0 weapons_scrollable 1 0881: set_player 1 able_to_shoot_weapons 0 jump @FireBall :ThrowFireBall //01B4: set_player 0 can_move 0 0006: 3@ = 10 0006: 32@ = 0 064E: stop_particle 1@ 0812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_start_throw" IFP "GRENADE" rate 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 :ThrowingFireBall 00E1: player 0 pressed_key 17 else_jump @ThrowIt wait 0 0613: 10@ = actor $PLAYER_ACTOR animation "WEAPON_start_throw" time 0023: 0.9 > 10@ else_jump @ThrowIt jump @ThrowingFireBall :ThrowIt 0021: 10@ > 0.7 else_jump @ThrowItUnderarm 0812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_throw" IFP "GRENADE" rate 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 jump @ThrowSpark :ThrowItUnderarm 0812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_throwu" IFP "GRENADE" rate 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 :ThrowSpark 066E: 11@ = create_particle "Flame" attached_to_object 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 180.0 type 2 064C: make_particle 11@ visible :Throwing wait 0 0611: actor $PLAYER_ACTOR performing_animation "WEAPON_throw" else_jump @ThrowingUnderarm 0613: 9@ = actor $PLAYER_ACTOR animation "WEAPON_throw" time jump @LetGo :ThrowingUnderarm 0613: 9@ = actor $PLAYER_ACTOR animation "WEAPON_throwu" time :LetGo 0021: 9@ > 0.3 else_jump @Throwing 000B: 10@ += 0.2 //01B4: set_player 0 can_move 1 0650: destroy_particle 11@ 01BB: store_object 0@ position_to 7@ 8@ 9@ 0107: 12@ = create_object 3065 at 7@ 8@ 9@ 066E: 20@ = create_particle "fire_bike" attached_to_object 12@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 180.0 type 1 064C: make_particle 20@ visible 0750: set_object 12@ visibility 0 0392: make_object 12@ moveable 1 04D9: object 12@ set_scripted_collision_check 1 0906: set_object 12@ mass_to 0.0001 //0908: set_object 12@ turn_mass_to 0.0001 //0400: store_coords_to 4@ 5@ 6@ from_object 12@ with_offset 0.0 30.0 6.0 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 40.0 6.0 0063: 4@ -= 7@ 0063: 5@ -= 8@ 0063: 6@ -= 9@ 006B: 4@ *= 10@ 006B: 5@ *= 10@ 0381: throw_object 12@ velocity_in_direction 4@ 5@ 6@ 0A92: create_custom_thread "fireball.cs" 12@ 20@ while true if and 0611: actor $PLAYER_ACTOR performing_animation "WEAPON_throw" 0611: actor $PLAYER_ACTOR performing_animation "WEAPON_throwu" jf break wait 0 end wait 800 return :FireMayhem 0006: 32@ = 0 0006: 33@ = 0 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 1 CP 0 MP 0 while 001B: 8000 > 32@ 01BB: store_object 0@ position_to 2@ 3@ 4@ 04DA: has_object 0@ collided else_jump @FireRoar break :FireRoar 0019: 33@ > 200 else_jump @FireRoar_2 0650: destroy_particle 5@ 066E: 5@ = create_particle "fire_med" attached_to_object 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 180.0 type 1 064C: make_particle 5@ visible :FireRoar_2 0039: 15@ == 0 else_jump @FireContinue 0006: 15@ = 1 0650: destroy_particle 1@ 066E: 1@ = create_particle "fire_large" attached_to_object 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 180.0 type 1 064C: make_particle 1@ visible //0565: create_soundless_explosion_at 2@ 3@ 4@ type 3 :FireContinue wait 0 end 02CF: 14@ = create_fire_at 2@ 3@ 4@ propagation 1 size 3 0828: unknown_fires_stuff 6 0986: unknown_fires_stuff 02CE: 4@ = ground_z_at 2@ 3@ 4@ 020C: create_explosion_with_radius 1 at 2@ 3@ 4@ 0650: destroy_particle 1@ 0650: destroy_particle 5@ 0108: destroy_object 0@ 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 0A93: end_custom_thread |


