Re: I'M A NERD!
Posted by: Axaj
Date: 2009-05-14 22:26:36
Glitch City Laboratories closed on 1 September 2020 (announcement). This is an archived copy of a thread from Glitch City Laboratories Forums.
You can join Glitch City Research Institute to ask questions or discuss current developments.
You may also download the archive of this forum in .tar.gz, .sql.gz, or .sqlite.gz formats.
Ah, but that's merely infinite recursion; division by zero shouldn't produce that effect.
Ah, but that's merely infinite recursion; division by zero shouldn't produce that effect.
Merely infinite recursion? No, the universe is recursively imploding on itself.
Ah, but that's merely infinite recursion; division by zero shouldn't produce that effect.
Merely infinite recursion? No, the universe is recursively imploding on itself.
If we are on the topic of infinity, What do you think Infinity-Infinity is. Most people say zero but I say what stops you from taking one more away. It is not as if subtractions is bounded into positive values. What is bigger than infinity to get you to get to the other end of the scale. It isn't 2xInfinty numbers it is an infinite amount, so thus I wish to get back to the other end.
I personally believe it is negative infinity but then as infinity is not finite (no duh) then maybe it could have different values.
2/0 - 1/0 = 1/0 = infinity (?)
1/0 - 1/0 = 0/0 = Any value ever in the world. Because how many zeros can you add before you get zero?
1/0 - 2/0 = -1/0 = negative infinity
2/0 > 1/0 yet 2/0 = 1/0
But nothing mathematical agrees with me. Well the 2/0 does equal 1/0 is true.
Tan90 anyone?
malacoda@live-free-or-die:~$ python
Python 2.6.4 (r264:75706, Dec 7 2009, 18:45:15)
[GCC 4.4.1] on linux2
Type "help", "copyright", "credits" or "license" for more information.
>>> 7 * 14 / 2 * (8 + 12) - 7 / 3
978
{
POLICE RESISTANCE MINIGAME:
This is a small minigame activated at the VCPD Station in Washington Beach (will be Pacoima Police Station when
converted to the San Fernando Valley.) You have to basically resist the police as long as you can while still in
the radius of the police station. If you venture off, you fail the minigame. And this also applies to being wasted
or busted. The forces will become stronger, and the final attack is an Air Glider with FBI members waiting to
shoot. You also start out at a three star wanted level, with the max wanted level being five.
This will also only be able to be played once the player beats the game.
Resolved bugs with this script:
* Apparently when the FBI would spawn on the Air Glider, they would die, thus activating the script where the
helicopter flies away.
* Saving the game after ending the script with vehicles left over would crash the game upon reloading
the savegame.
Occuring bugs:
* None as of yet.
}
:CHOPPERGUN
thread 'CHOPGUN'
:CHOPPERGUN_2
wait 0
3@ = 156
7@ = 19
8@ = 277
Model.Load(3@)
Model.Load(#COP)
Model.Load(8@)
if and
Model.Available(3@)
Model.Available(#COP)
Model.Available(8@)
jf @CHOPPERGUN_2
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
:CHOPPERGUN_4
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 85.0 15.0 0.0
04D3: get_nearest_car_path_coords_from 0@ 1@ 2@ type 1 store_to 0@ 1@ 2@
4@ = Car.Create(3@, 0@, 1@, 2@)
0129: 5@ = create_actor 6 #COP in_car 4@ driverseat
01B2: give_actor 5@ weapon 7@ ammo 9999 // Load the weapon model before using this
00AE: set_vehicle 4@ traffic_behavior_to 2
Car.SetMaxSpeed(4@, 65.0)
Car.SetDriverBehaviour(4@, DriveToPlayer)
6@ = Marker.CreateAboveCar(4@)
:CHOPPERGUN_75
wait 0
if and
Car.Wrecked(4@)
8202: not actor $PLAYER_ACTOR near_car 4@ radius 5.0 5.0 unknown 0
jf @CHOPPERGUN_35
Marker.Disable(6@)
Car.RemoveReferences(4@)
Actor.RemoveReferences(5@)
jump @CHOPPERGUN_6
:CHOPPERGUN_35
wait 0
if
0202: actor $PLAYER_ACTOR near_car 4@ radius 5.0 5.0 unknown 0
jf @CHOPPERGUN_75
03E2: actor 5@ exit_car
Marker.Disable(6@)
:CHOPPERGUN_5
wait 0
if
Actor.Dead(5@)
jf @CHOPPERGUN_45
Car.RemoveReferences(4@)
Actor.RemoveReferences(5@)
jump @CHOPPERGUN_6
:CHOPPERGUN_45
wait 0
if
00E1: key_pressed 0 19
jf @CHOPPERGUN_5
Player.ClearWantedLevel($PLAYER_CHAR)
Car.RemoveReferences(4@)
Actor.RemoveReferences(5@)
Model.Destroy(3@)
Model.Destroy(#COP)
create_thread @CHOPAC
create_thread @SAVING
mission_cleanup
end_thread
:CHOPPERGUN_6
wait 6000
if
010F: player $PLAYER_CHAR wanted_level > 3
810F: not player $PLAYER_CHAR wanted_level > 4
jf @CHOPPERGUN_7
Model.Destroy(3@)
3@ = 157
7@ = 27
8@ = 276
repeat
wait 0
Model.Load(3@)
until Model.Available(3@)
repeat
wait 0
Model.Load(8@)
until Model.Available(8@)
jump @CHOPPERGUN_4
:CHOPPERGUN_7
wait 0
if
010F: player $PLAYER_CHAR wanted_level > 4
jf @CHOPPERGUN_4
Model.Destroy(3@)
Model.Destroy(#COP)
Model.Destroy(8@)
:CHOPPERGUN_8
wait 0
Model.Load(#MAVERICK)
Model.Load(#FBI)
Model.Load(#RUGER)
if and
Model.Available(#MAVERICK)
Model.Available(#FBI)
Model.Available(#RUGER)
jf @CHOPPERGUN_8
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 85.0 125.0 12.0
04D3: get_nearest_car_path_coords_from 0@ 1@ 2@ type 1 store_to 0@ 1@ 2@
9@ = Car.Create(#MAVERICK, 0@, 1@, 2@)
0129: 10@ = create_actor 6 #FBI in_car 9@ driverseat
11@ = Actor.Create(Cop, #FBI, 0.0, 0.0, 0.0)
12@ = Actor.Create(Cop, #FBI, 0.0, 0.0, 0.0)
0464: put_actor 11@ into_turret_on_car 9@ at_car_offset 0.0200 -0.0679 2.1322 position 3 angle 270.0 with_weapon 27
0464: put_actor 12@ into_turret_on_car 9@ at_car_offset 2.4242 -0.0679 2.1322 position 3 angle 270.0 with_weapon 27
13@ = Marker.CreateAboveCar(9@)
04BA: set_car 9@ speed_instantly 0.1
02AB: set_actor 11@ immunities 0 1 0 0 0
02AB: set_actor 12@ immunities 0 1 0 0 0
{:CHOPPERGUN_9
wait 0
if and
Actor.Dead(11@)
Actor.Dead(12@)
not Car.Wrecked(9@)
jf @CHOPPERGUN_10
jump @CHOPPERGUN_11}
:CHOPPERGUN_10
wait 0
if
Car.Wrecked(9@)
jf @CHOPPERGUN_13
Marker.Disable(13@)
Car.RemoveReferences(9@)
Actor.RemoveReferences(11@)
Actor.RemoveReferences(12@)
Model.Destroy(#MAVERICK)
Model.Destroy(#FBI)
Model.Destroy(#RUGER)
wait 6000
jump @CHOPPERGUN_8
{:CHOPPERGUN_11
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 400.0 350.0
04A2: heli 9@ fly_to 0@ 1@ 2@ speed 100
jump @CHOPPERGUN_14}
:CHOPPERGUN_13
wait 0
if and
00E1: key_pressed 0 19
not Car.Wrecked(9@)
not Actor.Dead(11@)
not Actor.Dead(12@)
jf @CHOPPERGUN_12
020B: explode_car 9@
Marker.Disable(13@)
Player.ClearWantedLevel($PLAYER_CHAR)
Model.Destroy(#MAVERICK)
Model.Destroy(#FBI)
Model.Destroy(#RUGER)
create_thread @CHOPAC
create_thread @SAVING
mission_cleanup
end_thread
:CHOPPERGUN_12
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 15.0 12.0
04A2: heli 9@ fly_to 0@ 1@ 2@ speed 30
jump @CHOPPERGUN_10
:CHOPPERGUN_14
wait 0
if
8202: not actor $PLAYER_ACTOR near_car 9@ radius 175.0 175.0 unknown 0
jf @CHOPPERGUN_14
wait 6000
jump @CHOPPERGUN_8