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  • ...n between the explosion and SFX is [[hardcoded]]. The range is how far the player can be in meters before the sound diminishes. For III v1.0, the location of == Keywords ==
    4 KB (487 words) - 15:06, 15 January 2017
  • ...owing example, using Sanny Builder, will spawn a ped in a car close to the player character. == Keywords ==
    2 KB (337 words) - 05:03, 15 April 2017
  • == Keywords == * {{Icon|VC}} [[0490]], checks if the player has the specified weapon
    3 KB (450 words) - 19:43, 7 July 2017
  • ...ues are invalid and can crash the game. Setting an animation group for the player produces no effect.. == Keywords ==
    2 KB (258 words) - 21:58, 3 June 2016
  • [[00E1]]: player <span class="m">0</span> pressed_button <span class="m">14</span> <span cl == Keywords ==
    2 KB (362 words) - 00:13, 9 February 2017
  • == Keywords == * {{Icon|VC}} [[04AA]], checks if the player is in a helicopter
    858 bytes (124 words) - 07:48, 4 December 2016
  • ...ches the name <code>donkeymag</code>]] and can only be picked up while the player is in a vehicle. There are a total of 106 pickups and their locations are [ == Keywords ==
    5 KB (444 words) - 01:09, 4 December 2016
  • == Keywords == * {{Icon|3}} {{Icon|VC}} [[0170]], gets the heading of the player
    679 bytes (88 words) - 00:13, 20 November 2016
  • ...delString|matches the name <code>money</code>]]. When it is picked up, the player is given the set amount of money. This opcode is almost equivalent to opcod == Keywords ==
    1 KB (181 words) - 23:47, 26 December 2016
  • ...opcode sets the vehicle's cruise speed. It does not have an effect if the player is driving the vehicle. == Keywords ==
    481 bytes (69 words) - 06:14, 29 January 2016
  • ...nearest [[PATH|car path]] node. In San Andreas, it spawns in front of the player. Also in San Andreas, vehicles of type train are disallowed from being spaw == Keywords ==
    891 bytes (142 words) - 05:57, 4 August 2017
  • == Keywords == * {{Icon|VC}} [[04C9]], checks if the player is in a flying vehicle
    669 bytes (92 words) - 07:58, 4 December 2016
  • ...after the decimal mark will be truncated. The opcode has no effect on the player. By default, characters willingly wanting to enter a vehicle (like through == Keywords ==
    1 KB (177 words) - 18:27, 7 February 2015
  • This opcode initiates the streamed script if the player is within the radius of the object model. The object has to be defined in t == Keywords ==
    1 KB (154 words) - 00:28, 3 December 2016
  • ...e>]]. Unlike other pickups, pickups of this type do not disappear when the player character walks over them. Walking over the pickup displays a [[Text#Help m == Keywords ==
    1 KB (157 words) - 22:15, 2 December 2016
  • The following example, using Sanny Builder, will spawn a Pony close to the player character. A number is displayed on the screen to show the existence of the == Keywords ==
    4 KB (590 words) - 02:03, 12 December 2016
  • [[00E1]]: player <span class="m">0</span> pressed_button <span class="m">13</span> <span cl == Keywords ==
    3 KB (447 words) - 15:25, 14 September 2017
  • | p1d = The handle of the player character == Keywords ==
    440 bytes (64 words) - 07:52, 16 June 2016
  • * [[Audio directory (III)|SUBopen.wav]] is played once the player enters a vehicle == Keywords ==
    1 KB (162 words) - 00:13, 11 July 2016
  • ...following example, using Sanny Builder, will spawn a pistol object at the player character. Pressing [[00E1|button 4]] (ACTION key on foot) will spawn an ad == Keywords ==
    4 KB (625 words) - 01:47, 28 November 2016

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