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Скрипт минигана, который стреляет сам по полицейским (в первую очередь) и по машинам, вертолётам, пешеходам. Поставить автоминиган - клавиша M.
Миниган разворачивается плавно.
Недостаток - подтормаживание, если прохожих нет поблизости.
На всякий случай скажу, что этот скрипт был написан мной 31 октября 2008 г., 16:11:18.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 | {$CLEO}const MINIGUN_BASE = 2985 ACTIVATION_KEY = 0x4D //VK_M DAMAGE_1BULLET = 100 TIME_BETWEEN_SHOTS = 0endvar $PLAYER_ACTOR: Actor $PLAYER_CHAR: Player 0@: Object 1@: Float 2@: Float 3@: Float 4@: Float 5@: Float 6@: Float 7@: Float 8@: Float 9@: Float 18@: Float 19@: Floatend0000::loopwhile true if $PLAYER_CHAR.Defined then if and 0AB0: key_pressed ACTIVATION_KEY $PLAYER_CHAR.Controllable not $PLAYER_ACTOR.Driving $PLAYER_CHAR.Money > 499999 $ONMISSION == 0 then $PLAYER_CHAR.Money += -500000// $PLAYER_CHAR.WantedLevel = 6 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0// 02CE: 3@ = ground_z_at 1@ 2@ 3@ 3@-=1.5 0@ = Object.Create(MINIGUN_BASE, 1@, 2@, 3@) 7@ = $PLAYER_ACTOR.Angle 7@ += 90.0 0@.Angle = 7@ {02F6: 18@ = sine 7@ // (float) 02F7: 19@ = cosine 7@ // (float) 18@+=1@ 19@+=2@} 7@ -= 90.0 3@+=1.5 066E: create_particle "gunsmoke" attached_to_object 0@ with_offset 0.95 0.0 1.089 rotation 90.0 0.0 0.0 flag 0 handle_as 11@// 066E: create_particle "prt_gunshell" attached_to_object 0@ with_offset 0.141034 -0.0554999 1.1 rotation 0.0 100.0 90.0 flag 0 handle_as 12@ Camera.SetBehindPlayer $PLAYER_CHAR.CanMove = false 04EB: AS_actor $PLAYER_ACTOR crouch 1 while 834E: not move_object 0@ to 1@ 2@ 3@ speed 0.0 0.0 0.05 flag 0 wait 0 end 04EB: AS_actor $PLAYER_ACTOR crouch 0 $PLAYER_CHAR.CanMove = true 0400: store_coords_to 1@ 2@ 3@ from_object 0@ with_offset 1.2 0.0 1.087 18@=1@ 19@=2@ while true 0400: store_coords_to 4@ 5@ 6@ from_object 0@ with_offset 100.2 0.0 1.087 0A8D: 12@ = read_memory 0x00C1C964 size 4 virtual_protect 0 if 12@ > 0 then // ищем вертолет 0A8D: 13@ = read_memory 0x00B74494 size 4 virtual_protect 0 0AA8: call_function_method 0x00424160 struct 13@ num_params 1 pop 0 12@ 13@ if 0185: car 13@ health >= 250 then Car.StorePos(13@, 4@, 5@, 6@) 050A: 14@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@ if and 14@ <= 75.0 06BD: no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 0 actor 0 object 0 particle 0 then jump @Shoot end end end 0A8D: 12@ = read_memory 0x00C1C968 size 4 virtual_protect 0 if 12@ > 0 then // ищем вертолет 0A8D: 13@ = read_memory 0x00B74494 size 4 virtual_protect 0 0AA8: call_function_method 0x00424160 struct 13@ num_params 1 pop 0 12@ 13@ if 0185: car 13@ health >= 250 then Car.StorePos(13@, 4@, 5@, 6@) 050A: 14@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@ if and 14@ <= 75.0 06BD: no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 0 actor 0 object 0 particle 0 then jump @Shoot end end end //08E5: get_actor_in_sphere 1@ 2@ 3@ radius 50.0 handle_as 10@ //0AB1: call_scm_func @Func 1 0@ if not Actor.Dead(10@) then Actor.StorePos(10@, 4@, 5@, 6@) 050A: 14@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@ end if or Actor.Dead(10@) 14@>60.0 32@>=7000 then 32@=0 0AB1: call_scm_func @FUNC_GETPOLICEACTOR 7 1@ 2@ 3@ 60.0 1@ 2@ 3@ 10@ if 10@<0 then 0AB1: call_scm_func @FUNC_GETBANDITACTOR 7 1@ 2@ 3@ 60.0 1@ 2@ 3@ 10@ if 10@<0 then 0AB1: call_scm_func @FUNC_GETACTOR 7 1@ 2@ 3@ 60.0 1@ 2@ 3@ 10@ if 10@<0 then wait 500 end end end end // 073F: get_actor_in_sphere 1@ 2@ 3@ radius 50.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 10@ // 0A3E: unknown_get_actor_in_sphere 1@ 2@ 3@ radius 50.0 50.0 5.0 handle_as 10@ // 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 30@ closest_ped_to 10@ if and 10@ > 0 not Actor.Dead(10@) //86EE: not actor 10@ in_group $PLAYER_GROUP then Actor.StorePos(10@, 4@, 5@, 6@) //Actor.RemoveReferences(10@) jump @Shoot// 064C: make_particle 12@ visible end :checks if or 0AB0: key_pressed ACTIVATION_KEY not $PLAYER_CHAR.Defined $ONMISSION == 1 89E7: not player $PLAYER_CHAR not_frozen then Break end 0@.StorePos(20@, 21@, 22@) 0@.StorePos(23@, 24@, 25@) 20@-=2.5 21@-=2.5 22@-=2.5 23@+=2.5 24@+=2.5 25@+=2.5 if 0356: explosion_type -1 in_cube_cornerA 20@ 21@ 22@ cornerB 23@ 24@ 25@ then jump @damage end wait TIME_BETWEEN_SHOTS end 0@.Destroy 0650: destroy_particle 11@// 0650: destroy_particle 12@ end end wait 0end{:Func0400: store_coords_to 1@ 2@ 3@ from_object 0@ with_offset 1.2 0.5 0.5870400: store_coords_to 4@ 5@ 6@ from_object 0@ with_offset 1.2 -0.5 1.58703E6: remove_text_box if 05FC: actor $PLAYER_ACTOR in_cube_fll_corner_at 1@ 2@ 3@ fur_corner_at 4@ 5@ 6@ depth 50.0 flag 0then 0513: show_text_box_1number 'NUMBER' number 777end0AB2: ret 0}:Shoot 0AB1: call_scm_func @RotateObjectAtPoint 5 0@ 18@ 19@ 4@ 5@ 18@=4@ 19@=5@ 0400: store_coords_to 1@ 2@ 3@ from_object 0@ with_offset 0.95 0.0 1.087 7@ = Random(-0.5, 0.5) 8@ = Random(-0.5, 0.5) 9@ = Random(-0.5, 0.5) 4@+=7@ 5@+=8@ 6@+=9@ //$PLAYER_ACTOR.SetImmunities(1,0,0,0,0) 06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy DAMAGE_1BULLET //$PLAYER_ACTOR.SetImmunities(0,0,0,0,0) 064C: make_particle 11@ visiblejump @checks:damage0@.StorePos(20@, 21@, 22@)02CF: 26@ = create_fire_at 20@ 21@ 22@ propagation 0 size 20@.ToggleInMovingList = truewait 5000020C: create_explosion_with_radius 12 at 20@ 21@ 22@0@.Throw(0.0, 0.0, 10.0)05A2: set_object 0@ rotation_velocity_about_an_axis 0.0 5.0 0.0 through_center_of_masswait 5000@.StorePos(20@, 21@, 22@)02D1: remove_fire 26@020C: create_explosion_with_radius 0 at 20@ 21@ 22@020C: create_explosion_with_radius 5 at 20@ 21@ 22@0@.Destroy0650: destroy_particle 11@//0650: destroy_particle 12@ jump @loop:DrawFloat008C: 4@ = float_to_integer 0@008C: 5@ = float_to_integer 0@5@ *= 10000@ *= 1000.0008C: 0@ = float_to_integer 0@ 0062: 0@ -= 5@0095: abs( 0@ ) gosub @TextDrawText2Settings045B: text_draw_2numbers 1@ 2@ '_NUM_F' 4@ 0@0AB2: ret 0:TextDrawTextSettings0348: set_text_draw_proportional 1 033F: set_text_draw_letter_width_to 0.3 height_to 1.0 0349: set_text_draw_style_to 1 081C: draw_text_outline 1 0 0 0 255//081C: draw_text_outline 0 0 0 0 00340: set_text_draw_color_RGB_mask_to 0x12 0xFF 0 2000343: set_text_draw_linewidth 640.0return:TextDrawText2Settings0348: set_text_draw_proportional 1 033F: set_text_draw_letter_width_to 0.3 height_to 1.0 0349: set_text_draw_style_to 1 081C: draw_text_outline 1 0 0 0 2550340: set_text_draw_color_RGB_mask_to 0xFC 0xFF 0 2000343: set_text_draw_linewidth 640.0 return:RotateObjectAtPoint{In_Object,In_XY_Float}var 0@:Object 1@:Float//OldX 2@:Float//OldY 3@:Float//NewX 4@:Float//NewY 5@:Float 6@:Float 7@:Float 8@:Float 9@:Float 10@:Float 11@:Float 12@:Float 13@:Float 14@:FloatendObject.StorePos(0@, 13@, 14@, 15@)1@-=13@2@-=14@3@-=13@4@-=14@0509: 5@ = distance_between_XY 0.0 0.0 and_XY 1@ 2@1@/=5@2@/=5@0509: 5@ = distance_between_XY 0.0 0.0 and_XY 3@ 4@3@/=5@4@/=5@6@=3@7@=4@6@-=1@7@-=2@0509: 5@ = distance_between_XY 0.0 0.0 and_XY 6@ 7@6@/=5@7@/=5@6@*=0.057@*=0.05while true 1@+=6@ 2@+=7@ 8@=1@ 9@=2@ 8@-=3@ 9@-=4@ 0097: make 8@ absolute_float 0097: make 9@ absolute_float if and 8@<=0.06 9@<=0.06 then Break end 0604: Arctan2( 1@ , 2@ ) store_to 30@ 30@+=90.0 Object.Angle(0@) = 30@ wait 0end0604: Arctan2( 3@ , 4@ ) store_to 30@30@+=90.0Object.Angle(0@) = 30@0AB2: ret 0:debug03F0: enable_text_draw 10AB1: @DrawFloat 3 pars fnumber 10@ coords 69.0 200.00AB1: @DrawFloat 3 pars fnumber 11@ coords 69.0 210.0return{ The Interceptor 1.1 by PLPynton and Seemann Parameters: 0@ - input coord X 1@ - input coord Y 2@ - input coord Z 3@ - search radius variables 4@..16@ in use 9@ = Result (returns -1 if not found) }jump @Interceptor_end:FUNC_GETACTOR0087: 17@ = 4@ // (float)0087: 18@ = 5@ // (float)0087: 19@ = 6@ // (float)gosub @AIC_GETACTOR0AB2: ret 1 9@:FUNC_GETPOLICEACTOR0087: 17@ = 4@ // (float)0087: 18@ = 5@ // (float)0087: 19@ = 6@ // (float)gosub @AIC_GETPOLICEACTOR0AB2: ret 1 9@:FUNC_GETBANDITACTOR0087: 17@ = 4@ // (float)0087: 18@ = 5@ // (float)0087: 19@ = 6@ // (float)gosub @AIC_GETBANDITACTOR0AB2: ret 1 9@:FUNC_GETVEHICLEgosub @AIC_GETVEHICLE0AB2: ret 1 9@:FUNC_GETOBJECTgosub @AIC_GETOBJECT0AB2: ret 1 9@:AIC_GETPOLICEACTOR0006: 16@ = 3058680006: 5@ = @AIC_TESTPOLICEACTORHANDLE0006: 6@ = 19880002: jump @AIC_STARTSEARCH:AIC_GETBANDITACTOR0006: 16@ = 3058680006: 5@ = @AIC_TESTBANDITACTORHANDLE0006: 6@ = 19880002: jump @AIC_STARTSEARCH:AIC_GETACTOR0006: 16@ = 3058680006: 5@ = @AIC_TESTACTORHANDLE0006: 6@ = 19880002: jump @AIC_STARTSEARCH:AIC_GETVEHICLE0006: 16@ = 3058690006: 5@ = @AIC_TESTVEHICLEHANDLE0006: 6@ = 25840006: 8@ = -10256: player $PLAYER_CHAR defined004D: jump_if_false @AIC_STARTSEARCH00DF: actor $PLAYER_ACTOR driving004D: jump_if_false @AIC_STARTSEARCH03C0: 8@ = actor $PLAYER_ACTOR car0002: jump @AIC_STARTSEARCH:AIC_GETOBJECT0006: 16@ = 3058710006: 5@ = @AIC_TESTOBJECTHANDLE0006: 6@ = 412:AIC_STARTSEARCH008B: 16@ = &0(16@,1i) // CPool*0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 8 )^ = 7@ // CPool.Size0A8D: 11@ = read_memory 16@ size 4 virtual_protect 0 // CPool.pUnits0006: 9@ = -1 0006: 10@ = 0:AIC_SEARCHLOOPMAIN0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 11@ + 20 )^ = 4@ // xyz*8039: not 4@ == 0 004D: jump_if_false @AIC_SEARCHLOOPNEXT0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 48 )^ = 12@ // x0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 52 )^ = 13@ // y0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 56 )^ = 14@ // z050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@0025: 3@ > 15@ // (float) 004D: jump_if_false @AIC_SEARCHLOOPNEXT0085: 9@ = 10@ // (int) // counter0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 4 )^ = 4@ // CPool.flags005A: 4@ += 9@ // (int) 0A8D: 4@ = read_memory 4@ size 1 virtual_protect 0 0012: 9@ *= 256 005A: 9@ += 4@ // (int)0002: jump 5@:AIC_TESTVEHICLEHANDLE056E: is 9@ valid_vehicle_handle004D: jump_if_false @AIC_NOHANDLE00D6: if or003B: 8@ == 9@ // (int) 0119: car 9@ wrecked 004D: jump_if_false @AIC_NEWSEARCHRADIUS0002: jump @AIC_NOHANDLE:AIC_TESTACTORHANDLE056D: is 9@ valid_actor_handle004D: jump_if_false @AIC_NOHANDLE00A0: store_actor 9@ position_to 22@ 23@ 24@06BD: no_obstacles_between 17@ 18@ 19@ and 22@ 23@ 24@ solid 1 car 0 actor 0 object 0 particle 0 004D: jump_if_false @AIC_NOHANDLE00D6: if or02F2: actor 9@ model == #FAM102F2: actor 9@ model == #FAM202F2: actor 9@ model == #FAM306EE: actor 9@ in_group $PLAYER_GROUP then0002: jump @AIC_NOHANDLE end00D6: if or003C: $PLAYER_ACTOR == 9@ // (int) 0118: actor 9@ dead004D: jump_if_false @AIC_NEWSEARCHRADIUS0002: jump @AIC_NOHANDLE:AIC_TESTBANDITACTORHANDLE056D: is 9@ valid_actor_handle004D: jump_if_false @AIC_NOHANDLE803C: not $PLAYER_ACTOR == 9@ // (int)004D: jump_if_false @AIC_NOHANDLE8118: not actor 9@ dead004D: jump_if_false @AIC_NOHANDLE00A0: store_actor 9@ position_to 22@ 23@ 24@06BD: no_obstacles_between 17@ 18@ 19@ and 22@ 23@ 24@ solid 1 car 0 actor 0 object 0 particle 0 004D: jump_if_false @AIC_NOHANDLE02F2: actor 9@ model == #BALLAS1004D: jump_if_false @0010002: jump @AIC_NEWSEARCHRADIUS:00102F2: actor 9@ model == #BALLAS2004D: jump_if_false @0020002: jump @AIC_NEWSEARCHRADIUS:00202F2: actor 9@ model == #BALLAS3004D: jump_if_false @0030002: jump @AIC_NEWSEARCHRADIUS:00302F2: actor 9@ model == #LSV1004D: jump_if_false @0040002: jump @AIC_NEWSEARCHRADIUS:00402F2: actor 9@ model == #LSV2004D: jump_if_false @0050002: jump @AIC_NEWSEARCHRADIUS:00502F2: actor 9@ model == #LSV3004D: jump_if_false @0060002: jump @AIC_NEWSEARCHRADIUS:00602F2: actor 9@ model == #VLA1004D: jump_if_false @0070002: jump @AIC_NEWSEARCHRADIUS:00702F2: actor 9@ model == #VLA2004D: jump_if_false @0080002: jump @AIC_NEWSEARCHRADIUS:00802F2: actor 9@ model == #VLA3004D: jump_if_false @AIC_NOHANDLE0002: jump @AIC_NEWSEARCHRADIUS:AIC_TESTPOLICEACTORHANDLE056D: is 9@ valid_actor_handle004D: jump_if_false @AIC_NOHANDLE803C: not $PLAYER_ACTOR == 9@ // (int)004D: jump_if_false @AIC_NOHANDLE8118: not actor 9@ dead004D: jump_if_false @AIC_NOHANDLE00A0: store_actor 9@ position_to 22@ 23@ 24@06BD: no_obstacles_between 17@ 18@ 19@ and 22@ 23@ 24@ solid 1 car 0 actor 0 object 0 particle 0 004D: jump_if_false @AIC_NOHANDLE02F2: actor 9@ model == #LAPD1004D: jump_if_false @010002: jump @AIC_NEWSEARCHRADIUS:0102F2: actor 9@ model == #SFPD1004D: jump_if_false @020002: jump @AIC_NEWSEARCHRADIUS:0202F2: actor 9@ model == #LVPD1004D: jump_if_false @030002: jump @AIC_NEWSEARCHRADIUS:0302F2: actor 9@ model == #CSHER004D: jump_if_false @040002: jump @AIC_NEWSEARCHRADIUS:0402F2: actor 9@ model == #DSHER004D: jump_if_false @050002: jump @AIC_NEWSEARCHRADIUS:0502F2: actor 9@ model == #LAPDM1004D: jump_if_false @060002: jump @AIC_NEWSEARCHRADIUS:0602F2: actor 9@ model == #SWAT004D: jump_if_false @070002: jump @AIC_NEWSEARCHRADIUS:0702F2: actor 9@ model == #FBI004D: jump_if_false @080002: jump @AIC_NEWSEARCHRADIUS:0802F2: actor 9@ model == #ARMY004D: jump_if_false @AIC_NOHANDLE0002: jump @AIC_NEWSEARCHRADIUS:AIC_TESTOBJECTHANDLE83CA: not object 9@ exists 004D: jump_if_false @AIC_NEWSEARCHRADIUS:AIC_NOHANDLE0006: 9@ = -1 0002: jump @AIC_SEARCHLOOPNEXT:AIC_NEWSEARCHRADIUS{ use 0051: return to break the loop immediately when found at least one actor/car/object, does not matter if he's nearest one. }// v EXTRA SEARCH CRITERIA GOES HERE v{ 21@ contains the handle of an actor/car/object that should be excluded from the search result (for example a handle found previously). }//803B: 21@ <> 9@//004D: jump_if_false @AIC_NOHANDLE 0051: return 0085: 3@ = 15@:AIC_SEARCHLOOPNEXT005A: 11@ += 6@ // (int) 000A: 10@ += 1 002D: 10@ >= 7@ // (int)004D: jump_if_false @AIC_SEARCHLOOPMAIN0051: return:AIC_READMEMOFFSET0A8E: 0@ = 0@ + 1@ // int0A8D: 0@ = read_memory 0@ size 4 virtual_protect 00AB2: ret 1 0@:Interceptor_end |
[small][/small]
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интересный скрипт. Понравилось решение с арктангенсом:^
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Мобильная версия пушки: прицепляется к Patriot'у.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 | {$CLEO}const MINIGUN_BASE = 2985 ACTIVATION_KEY = 0x4D //VK_M DAMAGE_1BULLET = 100 TIME_BETWEEN_SHOTS = 0 Y_OFFSET = -2.0endvar $PLAYER_ACTOR: Actor $PLAYER_CHAR: Player 0@: Object 1@: Float 2@: Float 3@: Float 4@: Float 5@: Float 6@: Float 7@: Float 8@: Float 9@: Float 17@: Car 18@: Float 19@: Floatend0000::loopwhile true if $PLAYER_CHAR.Defined then if and 0AB0: key_pressed ACTIVATION_KEY not $PLAYER_ACTOR.Driving then fade 0 500 while fading wait 0 end 0AA5: call 0x0043A0B6 num_params 1 pop 1 #PATRIOT fade 1 500 while fading wait 0 end end if and 0AB0: key_pressed ACTIVATION_KEY $PLAYER_ACTOR.Driving 00DD: actor $PLAYER_ACTOR driving_car_with_model #PATRIOT $PLAYER_CHAR.Money > 499999 $ONMISSION == 0 then 03C0: 17@ = actor $PLAYER_ACTOR car $PLAYER_CHAR.Money += -500000// $PLAYER_CHAR.WantedLevel = 6 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0// 02CE: 3@ = ground_z_at 1@ 2@ 3@ 3@-=1.5 0@ = Object.Create(MINIGUN_BASE, 1@, 2@, 3@) 0@.CollisionDetection=false 7@ = $PLAYER_ACTOR.Angle 7@ += 90.0 0@.Angle = 7@ 0681: attach_object 0@ to_car 17@ with_offset 0.0 Y_OFFSET 0.2 rotation 0.0 0.0 -90.0 {02F6: 18@ = sine 7@ // (float) 02F7: 19@ = cosine 7@ // (float) 18@+=1@ 19@+=2@} 7@ -= 90.0 3@+=1.5 066E: create_particle "gunsmoke" attached_to_object 0@ with_offset 0.95 0.0 1.089 rotation 90.0 0.0 0.0 flag 0 handle_as 11@// 066E: create_particle "prt_gunshell" attached_to_object 0@ with_offset 0.141034 -0.0554999 1.1 rotation 0.0 100.0 90.0 flag 0 handle_as 12@ 0400: store_coords_to 1@ 2@ 3@ from_object 0@ with_offset 1.2 0.0 1.087 18@=1@ 19@=2@ wait 200 while $PLAYER_ACTOR.InCar(17@) 0400: store_coords_to 1@ 2@ 3@ from_object 0@ with_offset 0.95 0.0 1.087 0400: store_coords_to 4@ 5@ 6@ from_object 0@ with_offset 100.2 0.0 1.087 0A8D: 12@ = read_memory 0x00C1C964 size 4 virtual_protect 0 if 12@ > 0 then // ищем вертолет 0A8D: 13@ = read_memory 0x00B74494 size 4 virtual_protect 0 0AA8: call_function_method 0x00424160 struct 13@ num_params 1 pop 0 12@ 13@ if 0185: car 13@ health >= 250 then Car.StorePos(13@, 4@, 5@, 6@) 050A: 14@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@ if and 14@ <= 75.0 06BD: no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 0 actor 0 object 0 particle 0 then jump @Shoot end end end 0A8D: 12@ = read_memory 0x00C1C968 size 4 virtual_protect 0 if 12@ > 0 then // ищем вертолет 0A8D: 13@ = read_memory 0x00B74494 size 4 virtual_protect 0 0AA8: call_function_method 0x00424160 struct 13@ num_params 1 pop 0 12@ 13@ if 0185: car 13@ health >= 250 then Car.StorePos(13@, 4@, 5@, 6@) 050A: 14@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@ if and 14@ <= 75.0 06BD: no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 0 actor 0 object 0 particle 0 then jump @Shoot end end end //08E5: get_actor_in_sphere 1@ 2@ 3@ radius 50.0 handle_as 10@ //0AB1: call_scm_func @Func 1 0@ if not Actor.Dead(10@) then Actor.StorePos(10@, 4@, 5@, 6@) 050A: 14@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@ end if or Actor.Dead(10@) 14@>60.0 32@>=7000 then 32@=0 0AB1: call_scm_func @FUNC_GETPOLICEACTOR 7 1@ 2@ 3@ 60.0 1@ 2@ 3@ 10@ if 10@<0 then 0AB1: call_scm_func @FUNC_GETBANDITACTOR 7 1@ 2@ 3@ 60.0 1@ 2@ 3@ 10@ if 10@<0 then 0AB1: call_scm_func @FUNC_GETACTOR 7 1@ 2@ 3@ 60.0 1@ 2@ 3@ 10@ if 10@<0 then wait 500 end end end end // 073F: get_actor_in_sphere 1@ 2@ 3@ radius 50.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 10@ // 0A3E: unknown_get_actor_in_sphere 1@ 2@ 3@ radius 50.0 50.0 5.0 handle_as 10@ // 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 30@ closest_ped_to 10@ if and 10@ > 0 not Actor.Dead(10@) //86EE: not actor 10@ in_group $PLAYER_GROUP then Actor.StorePos(10@, 4@, 5@, 6@) //Actor.RemoveReferences(10@) jump @Shoot// 064C: make_particle 12@ visible end :checks if or 0AB0: key_pressed ACTIVATION_KEY not $PLAYER_CHAR.Defined $ONMISSION == 1 89E7: not player $PLAYER_CHAR not_frozen then Break end 0@.StorePos(20@, 21@, 22@) 0@.StorePos(23@, 24@, 25@) 20@-=2.5 21@-=2.5 22@-=2.5 23@+=2.5 24@+=2.5 25@+=2.5 if 0356: explosion_type -1 in_cube_cornerA 20@ 21@ 22@ cornerB 23@ 24@ 25@ then jump @damage end wait TIME_BETWEEN_SHOTS end 0@.Destroy 0650: destroy_particle 11@// 0650: destroy_particle 12@ end end wait 0end{:Func0400: store_coords_to 1@ 2@ 3@ from_object 0@ with_offset 1.2 0.5 0.5870400: store_coords_to 4@ 5@ 6@ from_object 0@ with_offset 1.2 -0.5 1.58703E6: remove_text_box if 05FC: actor $PLAYER_ACTOR in_cube_fll_corner_at 1@ 2@ 3@ fur_corner_at 4@ 5@ 6@ depth 50.0 flag 0then 0513: show_text_box_1number 'NUMBER' number 777end0AB2: ret 0}:Shoot 0AB1: call_scm_func @RotateObjectAtPoint 6 0@ 18@ 19@ 4@ 5@ 17@ 18@=4@ 19@=5@ 0400: store_coords_to 1@ 2@ 3@ from_object 0@ with_offset 0.95 0.0 1.087 7@ = Random(-0.5, 0.5) 8@ = Random(-0.5, 0.5) 9@ = Random(-0.5, 0.5) 4@+=7@ 5@+=8@ 6@+=9@ 17@.SetImmunities(1,0,0,0,0) 06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy DAMAGE_1BULLET 17@.SetImmunities(0,0,0,0,0) 064C: make_particle 11@ visiblejump @checks:damage0@.StorePos(20@, 21@, 22@)02CF: 26@ = create_fire_at 20@ 21@ 22@ propagation 0 size 20@.ToggleInMovingList = true0@.CollisionDetection=true32@=0while 32@<5000 02D1: remove_fire 26@ 0@.StorePos(20@, 21@, 22@) 02CF: 26@ = create_fire_at 20@ 21@ 22@ propagation 0 size 2 wait 0end020C: create_explosion_with_radius 12 at 20@ 21@ 22@0682: detach_object 0@ 0.0 0.0 0.0 collision_detection 106A2: get_car 17@ velocity_in_direction_XYZ 20@ 21@ 22@22@+=15.00@.Throw(20@, 21@, 22@)05A2: set_object 0@ rotation_velocity_about_an_axis 0.0 5.0 0.0 through_center_of_masswait 5000@.StorePos(20@, 21@, 22@)02D1: remove_fire 26@020C: create_explosion_with_radius 0 at 20@ 21@ 22@020C: create_explosion_with_radius 5 at 20@ 21@ 22@0@.Destroy0650: destroy_particle 11@//0650: destroy_particle 12@ jump @loop:DrawFloat008C: 4@ = float_to_integer 0@008C: 5@ = float_to_integer 0@5@ *= 10000@ *= 1000.0008C: 0@ = float_to_integer 0@ 0062: 0@ -= 5@0095: abs( 0@ ) gosub @TextDrawText2Settings045B: text_draw_2numbers 1@ 2@ '_NUM_F' 4@ 0@0AB2: ret 0:TextDrawTextSettings0348: set_text_draw_proportional 1 033F: set_text_draw_letter_width_to 0.3 height_to 1.0 0349: set_text_draw_style_to 1 081C: draw_text_outline 1 0 0 0 255//081C: draw_text_outline 0 0 0 0 00340: set_text_draw_color_RGB_mask_to 0x12 0xFF 0 2000343: set_text_draw_linewidth 640.0return:TextDrawText2Settings0348: set_text_draw_proportional 1 033F: set_text_draw_letter_width_to 0.3 height_to 1.0 0349: set_text_draw_style_to 1 081C: draw_text_outline 1 0 0 0 2550340: set_text_draw_color_RGB_mask_to 0xFC 0xFF 0 2000343: set_text_draw_linewidth 640.0 return:RotateObjectAtPoint{In_Object,In_XY_Float}var 0@:Object 1@:Float//OldX 2@:Float//OldY 3@:Float//NewX 4@:Float//NewY 5@:Car//CarHandle 17@:Float 16@:Float 6@:Float 7@:Float 8@:Float 9@:Float 10@:Float 11@:Float 12@:Float 13@:Float 14@:Float 30@: Floatend17@=5@.AngleObject.StorePos(0@, 13@, 14@, 15@)1@-=13@2@-=14@3@-=13@4@-=14@{0509: 16@ = distance_between_XY 0.0 0.0 and_XY 1@ 2@1@/=16@2@/=16@0509: 16@ = distance_between_XY 0.0 0.0 and_XY 3@ 4@3@/=16@4@/=16@6@=3@7@=4@6@-=1@7@-=2@0509: 16@ = distance_between_XY 0.0 0.0 and_XY 6@ 7@6@/=16@7@/=16@6@*=0.057@*=0.05while true 1@+=6@ 2@+=7@ 8@=1@ 9@=2@ 8@-=3@ 9@-=4@ 0097: make 8@ absolute_float 0097: make 9@ absolute_float if and 8@<=0.06 9@<=0.06 then Break end 0604: Arctan2( 1@ , 2@ ) store_to 30@ 30@+=90.0 30@-=17@ if 0685: object 0@ attached then 0682: detach_object 0@ 0.0 0.0 0.0 collision_detection 0 end 0681: attach_object 0@ to_car 5@ with_offset 0.0 Y_OFFSET 0.0 rotation 0.0 0.0 30@ wait 0end}0604: Arctan2( 3@ , 4@ ) store_to 30@30@+=90.030@-=17@if 0685: object 0@ attachedthen 0682: detach_object 0@ 0.0 0.0 0.0 collision_detection 0 end0681: attach_object 0@ to_car 5@ with_offset 0.0 Y_OFFSET 0.2 rotation 0.0 0.0 30@0AB2: ret 0:debug03F0: enable_text_draw 10AB1: @DrawFloat 3 pars fnumber 10@ coords 69.0 200.00AB1: @DrawFloat 3 pars fnumber 11@ coords 69.0 210.0return{ The Interceptor 1.1 by PLPynton and Seemann Parameters: 0@ - input coord X 1@ - input coord Y 2@ - input coord Z 3@ - search radius variables 4@..16@ in use 9@ = Result (returns -1 if not found) }jump @Interceptor_end:FUNC_GETACTOR0087: 17@ = 4@ // (float)0087: 18@ = 5@ // (float)0087: 19@ = 6@ // (float)gosub @AIC_GETACTOR0AB2: ret 1 9@:FUNC_GETPOLICEACTOR0087: 17@ = 4@ // (float)0087: 18@ = 5@ // (float)0087: 19@ = 6@ // (float)gosub @AIC_GETPOLICEACTOR0AB2: ret 1 9@:FUNC_GETBANDITACTOR0087: 17@ = 4@ // (float)0087: 18@ = 5@ // (float)0087: 19@ = 6@ // (float)gosub @AIC_GETBANDITACTOR0AB2: ret 1 9@:FUNC_GETVEHICLEgosub @AIC_GETVEHICLE0AB2: ret 1 9@:FUNC_GETOBJECTgosub @AIC_GETOBJECT0AB2: ret 1 9@:AIC_GETPOLICEACTOR0006: 16@ = 3058680006: 5@ = @AIC_TESTPOLICEACTORHANDLE0006: 6@ = 19880002: jump @AIC_STARTSEARCH:AIC_GETBANDITACTOR0006: 16@ = 3058680006: 5@ = @AIC_TESTBANDITACTORHANDLE0006: 6@ = 19880002: jump @AIC_STARTSEARCH:AIC_GETACTOR0006: 16@ = 3058680006: 5@ = @AIC_TESTACTORHANDLE0006: 6@ = 19880002: jump @AIC_STARTSEARCH:AIC_GETVEHICLE0006: 16@ = 3058690006: 5@ = @AIC_TESTVEHICLEHANDLE0006: 6@ = 25840006: 8@ = -10256: player $PLAYER_CHAR defined004D: jump_if_false @AIC_STARTSEARCH00DF: actor $PLAYER_ACTOR driving004D: jump_if_false @AIC_STARTSEARCH03C0: 8@ = actor $PLAYER_ACTOR car0002: jump @AIC_STARTSEARCH:AIC_GETOBJECT0006: 16@ = 3058710006: 5@ = @AIC_TESTOBJECTHANDLE0006: 6@ = 412:AIC_STARTSEARCH008B: 16@ = &0(16@,1i) // CPool*0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 8 )^ = 7@ // CPool.Size0A8D: 11@ = read_memory 16@ size 4 virtual_protect 0 // CPool.pUnits0006: 9@ = -1 0006: 10@ = 0:AIC_SEARCHLOOPMAIN0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 11@ + 20 )^ = 4@ // xyz*8039: not 4@ == 0 004D: jump_if_false @AIC_SEARCHLOOPNEXT0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 48 )^ = 12@ // x0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 52 )^ = 13@ // y0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 56 )^ = 14@ // z050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@0025: 3@ > 15@ // (float) 004D: jump_if_false @AIC_SEARCHLOOPNEXT0085: 9@ = 10@ // (int) // counter0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 4 )^ = 4@ // CPool.flags005A: 4@ += 9@ // (int) 0A8D: 4@ = read_memory 4@ size 1 virtual_protect 0 0012: 9@ *= 256 005A: 9@ += 4@ // (int)0002: jump 5@:AIC_TESTVEHICLEHANDLE056E: is 9@ valid_vehicle_handle004D: jump_if_false @AIC_NOHANDLE00D6: if or003B: 8@ == 9@ // (int) 0119: car 9@ wrecked 004D: jump_if_false @AIC_NEWSEARCHRADIUS0002: jump @AIC_NOHANDLE:AIC_TESTACTORHANDLE056D: is 9@ valid_actor_handle004D: jump_if_false @AIC_NOHANDLE00A0: store_actor 9@ position_to 22@ 23@ 24@06BD: no_obstacles_between 17@ 18@ 19@ and 22@ 23@ 24@ solid 1 car 0 actor 0 object 0 particle 0 004D: jump_if_false @AIC_NOHANDLE00D6: if or02F2: actor 9@ model == #FAM102F2: actor 9@ model == #FAM202F2: actor 9@ model == #FAM306EE: actor 9@ in_group $PLAYER_GROUP then0002: jump @AIC_NOHANDLE end00D6: if or003C: $PLAYER_ACTOR == 9@ // (int) 0118: actor 9@ dead004D: jump_if_false @AIC_NEWSEARCHRADIUS0002: jump @AIC_NOHANDLE:AIC_TESTBANDITACTORHANDLE056D: is 9@ valid_actor_handle004D: jump_if_false @AIC_NOHANDLE803C: not $PLAYER_ACTOR == 9@ // (int)004D: jump_if_false @AIC_NOHANDLE8118: not actor 9@ dead004D: jump_if_false @AIC_NOHANDLE00A0: store_actor 9@ position_to 22@ 23@ 24@06BD: no_obstacles_between 17@ 18@ 19@ and 22@ 23@ 24@ solid 1 car 0 actor 0 object 0 particle 0 004D: jump_if_false @AIC_NOHANDLE02F2: actor 9@ model == #BALLAS1004D: jump_if_false @0010002: jump @AIC_NEWSEARCHRADIUS:00102F2: actor 9@ model == #BALLAS2004D: jump_if_false @0020002: jump @AIC_NEWSEARCHRADIUS:00202F2: actor 9@ model == #BALLAS3004D: jump_if_false @0030002: jump @AIC_NEWSEARCHRADIUS:00302F2: actor 9@ model == #LSV1004D: jump_if_false @0040002: jump @AIC_NEWSEARCHRADIUS:00402F2: actor 9@ model == #LSV2004D: jump_if_false @0050002: jump @AIC_NEWSEARCHRADIUS:00502F2: actor 9@ model == #LSV3004D: jump_if_false @0060002: jump @AIC_NEWSEARCHRADIUS:00602F2: actor 9@ model == #VLA1004D: jump_if_false @0070002: jump @AIC_NEWSEARCHRADIUS:00702F2: actor 9@ model == #VLA2004D: jump_if_false @0080002: jump @AIC_NEWSEARCHRADIUS:00802F2: actor 9@ model == #VLA3004D: jump_if_false @AIC_NOHANDLE0002: jump @AIC_NEWSEARCHRADIUS:AIC_TESTPOLICEACTORHANDLE056D: is 9@ valid_actor_handle004D: jump_if_false @AIC_NOHANDLE803C: not $PLAYER_ACTOR == 9@ // (int)004D: jump_if_false @AIC_NOHANDLE8118: not actor 9@ dead004D: jump_if_false @AIC_NOHANDLE00A0: store_actor 9@ position_to 22@ 23@ 24@06BD: no_obstacles_between 17@ 18@ 19@ and 22@ 23@ 24@ solid 1 car 0 actor 0 object 0 particle 0 004D: jump_if_false @AIC_NOHANDLE02F2: actor 9@ model == #LAPD1004D: jump_if_false @010002: jump @AIC_NEWSEARCHRADIUS:0102F2: actor 9@ model == #SFPD1004D: jump_if_false @020002: jump @AIC_NEWSEARCHRADIUS:0202F2: actor 9@ model == #LVPD1004D: jump_if_false @030002: jump @AIC_NEWSEARCHRADIUS:0302F2: actor 9@ model == #CSHER004D: jump_if_false @040002: jump @AIC_NEWSEARCHRADIUS:0402F2: actor 9@ model == #DSHER004D: jump_if_false @050002: jump @AIC_NEWSEARCHRADIUS:0502F2: actor 9@ model == #LAPDM1004D: jump_if_false @060002: jump @AIC_NEWSEARCHRADIUS:0602F2: actor 9@ model == #SWAT004D: jump_if_false @070002: jump @AIC_NEWSEARCHRADIUS:0702F2: actor 9@ model == #FBI004D: jump_if_false @080002: jump @AIC_NEWSEARCHRADIUS:0802F2: actor 9@ model == #ARMY004D: jump_if_false @AIC_NOHANDLE0002: jump @AIC_NEWSEARCHRADIUS:AIC_TESTOBJECTHANDLE83CA: not object 9@ exists 004D: jump_if_false @AIC_NEWSEARCHRADIUS:AIC_NOHANDLE0006: 9@ = -1 0002: jump @AIC_SEARCHLOOPNEXT:AIC_NEWSEARCHRADIUS{ use 0051: return to break the loop immediately when found at least one actor/car/object, does not matter if he's nearest one. }// v EXTRA SEARCH CRITERIA GOES HERE v{ 21@ contains the handle of an actor/car/object that should be excluded from the search result (for example a handle found previously). }//803B: 21@ <> 9@//004D: jump_if_false @AIC_NOHANDLE 0051: return 0085: 3@ = 15@:AIC_SEARCHLOOPNEXT005A: 11@ += 6@ // (int) 000A: 10@ += 1 002D: 10@ >= 7@ // (int)004D: jump_if_false @AIC_SEARCHLOOPMAIN0051: return:AIC_READMEMOFFSET0A8E: 0@ = 0@ + 1@ // int0A8D: 0@ = read_memory 0@ size 4 virtual_protect 00AB2: ret 1 0@:Interceptor_end |
[small][/small]
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Интересно... А что за параметр propagation у create_fire_at?
Last edited by ~AquaZ~ (12-03-2010 23:12)
Мой сайт — AquaDC.NET. Но кому он нафиг нужен...
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Интересно... А что за параметр propagation у create_fire_at?
propagation - распространение (вроде радиус на который будет распростроняться дым)
Элементарно же!
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 Модификации SannyBuilder.com Forums_files/946.jpg)
1 2 3 4 5 6 7 8 9 | if and 0AB0: key_pressed ACTIVATION_KEY $PLAYER_ACTOR.Driving 00DD: actor $PLAYER_ACTOR driving_car_with_model #PATRIOT $PLAYER_CHAR.Money > 499999 $ONMISSION == 0then 03C0: 17@ = actor $PLAYER_ACTOR car $PLAYER_CHAR.Money += -500000 |
А это для некоего баланса сил?  Модификации SannyBuilder.com Forums_files/smile.gif)
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Попробовал эту турельку, после ее установки на землю игра сразу вылетает, SCRLOG выдает такой лог
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 | ******************************************** script minigun Local variables dump: 40193 1159460168 -992871900 1095068700 0 0 0 1135869952 0 0 0 -1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 100886520 1145578744********************************************00000260&1: [0002] GOTO -21800000218&1: [834E] NOT SLIDE_OBJECT 40193 2495.33 -1679.82 12.3389 0.0 0.0 0.05 0 // FALSE00000249&0: [004D] GOTO_IF_FALSE -26700000267&0: [04EB] TASK_TOGGLE_DUCK 1 000000274&0: [01B4] SET_PLAYER_CONTROL 0 100000281&0: [0400] COMMAND_0400 40193 1.2 0.0 1.087 -> 1159460168 -992881730 109620850200000310&0: [0087] l18(0.0) = l1(2495.33) 00000318&0: [0087] l19(0.0) = l2(-1678.62) 00000326&0: [0400] COMMAND_0400 40193 100.2 0.0 1.087 -> 1159460168 -993692738 109620850200000355&0: [0A8D] READ_MEMORY 0xC1C964 4 0 -> 000000369&0: [00D6] IF 000000373&0: [0019] l12(0) > 0 // FALSE00000380&0: [004D] GOTO_IF_FALSE -53600000536&0: [0A8D] READ_MEMORY 0xC1C968 4 0 -> 000000550&0: [00D6] IF 000000554&0: [0019] l12(0) > 0 // FALSE00000561&0: [004D] GOTO_IF_FALSE -71700000717&0: [00D6] IF 000000721&0: [8118] NOT IS_CHAR_DEAD 0 // FALSE00000726&0: [004D] GOTO_IF_FALSE -77000000770&0: [00D6] IF 2200000774&0: [0118] IS_CHAR_DEAD 0 // TRUE00000779&1: [0021] l14(0) > 60.0 // FALSE00000789&1: [0029] l32(100886520) >= 7000 // TRUE00000797&1: [004D] GOTO_IF_FALSE -97800000804&1: [0006] l32(100886520) = 000000811&1: [0AB1] CALL -2234 7 1159460168 -992881730 1096208502 60.0 1159460168 -992881730 109620850200002234&1: [0087] l17(0.0) = l4(2495.33) 00002242&1: [0087] l18(0.0) = l5(-1678.62) 00002250&1: [0087] l19(0.0) = l6(13.4259) 00002258&1: [0050] GOSUB -234200002342&1: [0006] l16(0) = 30586800002352&1: [0006] l5(-992881730) = -325900002362&1: [0006] l6(1096208502) = 198800002370&1: [0002] GOTO -254900002549&1: [008B] l16(305868) = p00B74490(?) 00002561&1: [0AB1] CALL -3615 2 3994784 800003615&1: [0A8E] COMMAND_0A8E 3994784 8 -> 399479200003626&1: [0A8D] READ_MEMORY 0x3CF4A8 4 0 -> 14000003638&1: [0AB2] RET 1 140 -> 14000002579&1: [0A8D] READ_MEMORY 0x3CF4A0 4 0 -> 16938813600002591&1: [0006] l9(0) = -100002598&1: [0006] l10(0) = 000002605&1: [0AB1] CALL -3615 2 169388136 2000003615&1: [0A8E] COMMAND_0A8E 169388136 20 -> 16938815600003626&1: [0A8D] READ_MEMORY 0xA18A87C 4 0 -> 17090807200003638&1: [0AB2] RET 1 170908072 -> 17090807200002623&1: [8039] NOT l4(170908072) == 0 // TRUE00002630&1: [004D] GOTO_IF_FALSE -358300002637&1: [0AB1] CALL -3615 2 170908072 4800003615&1: [0A8E] COMMAND_0A8E 170908072 48 -> 17090812000003626&1: [0A8D] READ_MEMORY 0xA2FD9D8 4 0 -> 115946016800003638&1: [0AB2] RET 1 1159460168 -> 115946016800002655&1: [0AB1] CALL -3615 2 170908072 5200003615&1: [0A8E] COMMAND_0A8E 170908072 52 -> 17090812400003626&1: [0A8D] READ_MEMORY 0xA2FD9DC 4 0 -> -99285551600003638&1: [0AB2] RET 1 -992855516 -> -99285551600002673&1: [0AB1] CALL -3615 2 170908072 5600003615&1: [0A8E] COMMAND_0A8E 170908072 56 -> 17090812800003626&1: [0A8D] READ_MEMORY 0xA2FD9E0 4 0 -> 109611727600003638&1: [0AB2] RET 1 1096117276 -> 109611727600002691&1: [050A] GET_DISTANCE_BETWEEN_COORDS_3D 1159460168 -992881730 1096208502 1159460168 -992855516 1096117276 -> 107877974400002714&1: [0025] l3(1114636288) > l15(1078779744) // TRUE00002722&1: [004D] GOTO_IF_FALSE -358300002729&1: [0085] l9(-1) = l10(0) 00002737&1: [0AB1] CALL -3615 2 3994784 400003615&1: [0A8E] COMMAND_0A8E 3994784 4 -> 399478800003626&1: [0A8D] READ_MEMORY 0x3CF4A4 4 0 -> 5322892800003638&1: [0AB2] RET 1 53228928 -> 5322892800002755&1: [005A] l4(53228928) += l9(0) 00002763&1: [0A8D] READ_MEMORY 0x32C3580 1 0 -> 100002775&1: [0012] l9(0) *= 25600002783&1: [005A] l9(0) += l4(1) 00002791&1: [0002] GOTO -325900003259&1: [056D] DOES_CHAR_EXIST 1 // TRUE00003264&1: [004D] GOTO_IF_FALSE -355900003271&1: [803C] NOT g3(1) == l9(1) // FALSE00003279&0: [004D] GOTO_IF_FALSE -355900003559&0: [0006] l9(1) = -100003566&0: [0002] GOTO -358300003583&0: [005A] l11(169388136) += l6(1988) 00003591&0: [000A] l10(0) += 100003598&0: [002D] l10(1) >= l7(140) // FALSE00003606&0: [004D] GOTO_IF_FALSE -260500002605&0: [0AB1] CALL -3615 2 169390124 2000003615&0: [0A8E] COMMAND_0A8E 169390124 20 -> 16939014400003626&0: [0A8D] READ_MEMORY 0xA18B040 4 0 -> -996454500003638&0: [0AB2] RET 1 -9964545 -> -996454500002623&0: [8039] NOT l4(-9964545) == 0 // TRUE00002630&1: [004D] GOTO_IF_FALSE -358300002637&1: [0AB1] CALL -3615 2 -9964545 4800003615&1: [0A8E] COMMAND_0A8E -9964545 48 -> -996449700003626&1: [0A8D] READ_MEMORY 0xFF67F42F 4 0*********************************> Logging finished: 09:57:33 Powered by SCRLog (by LINK/2012)********************************* |
Last edited by Karlayl (19-10-2014 17:20)
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Проблема решилась установкой CLEO 3 (стояла 4)
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