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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 = 0 end var $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@ : Float end 0000: :loop while 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 0x00C1C 964 size 4 virtual_protect 0 if 12@ > 0 then // ищем вертолет 0A8D: 13@ = read_memory 0x00B 74494 size 4 virtual_protect 0 0AA8: call_function_method 0x 00424160 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 0x00C1C 968 size 4 virtual_protect 0 if 12@ > 0 then // ищем вертолет 0A8D: 13@ = read_memory 0x00B 74494 size 4 virtual_protect 0 0AA8: call_function_method 0x 00424160 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 0 end {:Func 0400: store_coords_to 1@ 2@ 3@ from_object 0@ with_offset 1.2 0.5 0.587 0400: store_coords_to 4@ 5@ 6@ from_object 0@ with_offset 1.2 -0.5 1.587 03E6: remove_text_box if 05FC: actor $PLAYER_ACTOR in_cube_fll_corner_at 1@ 2@ 3@ fur_corner_at 4@ 5@ 6@ depth 50.0 flag 0 then 0513: show_text_box_1number 'NUMBER' number 777 end 0AB2: ret 0} :Shoot 0AB1: call_scm_func @RotateObjectAtPoint 5 0@ 18@ 19@ 4@ 5@ 18@ = 4@ 19@ = 5@ 0400: store_coords_to 1@ 2@ 3@ from_object 0@ with_offset 0.95 0.0 1.087 7@ = Random(-0.5, 0.5) 8@ = Random(-0.5, 0.5) 9@ = Random(-0.5, 0.5) 4@ += 7@ 5@ += 8@ 6@ += 9@ //$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@ visible jump @checks :damage 0@ .StorePos( 20@ , 21@ , 22@ ) 02CF: 26@ = create_fire_at 20@ 21@ 22@ propagation 0 size 2 0@ .ToggleInMovingList = true wait 5000 020C: 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_mass wait 500 0@ .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@ .Destroy 0650: destroy_particle 11@ //0650: destroy_particle 12@ jump @loop :DrawFloat 008C: 4@ = float_to_integer 0@ 008C: 5@ = float_to_integer 0@ 5@ *= 1000 0@ *= 1000.0 008C: 0@ = float_to_integer 0@ 0062: 0@ -= 5@ 0095: abs( 0@ ) gosub @TextDrawText2Settings 045B: text_draw_2numbers 1@ 2@ '_NUM_F' 4@ 0@ 0AB2: ret 0 :TextDrawTextSettings 0348: 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 0 0340: set_text_draw_color_RGB_mask_to 0x 12 0xFF 0 200 0343: set_text_draw_linewidth 640.0 return :TextDrawText2Settings 0348: 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 0340: set_text_draw_color_RGB_mask_to 0xFC 0xFF 0 200 0343: 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@ :Float end Object.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@ *= 0.05 7@ *= 0.05 while 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 0 end 0604: Arctan2( 3@ , 4@ ) store_to 30@ 30@ += 90.0 Object.Angle( 0@ ) = 30@ 0AB2: ret 0 :debug 03F0: enable_text_draw 1 0AB1: @DrawFloat 3 pars fnumber 10@ coords 69.0 200.0 0AB1: @DrawFloat 3 pars fnumber 11@ coords 69.0 210.0 return { 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_GETACTOR 0087: 17@ = 4@ // (float) 0087: 18@ = 5@ // (float) 0087: 19@ = 6@ // (float) gosub @AIC_GETACTOR 0AB2: ret 1 9@ :FUNC_GETPOLICEACTOR 0087: 17@ = 4@ // (float) 0087: 18@ = 5@ // (float) 0087: 19@ = 6@ // (float) gosub @AIC_GETPOLICEACTOR 0AB2: ret 1 9@ :FUNC_GETBANDITACTOR 0087: 17@ = 4@ // (float) 0087: 18@ = 5@ // (float) 0087: 19@ = 6@ // (float) gosub @AIC_GETBANDITACTOR 0AB2: ret 1 9@ :FUNC_GETVEHICLE gosub @AIC_GETVEHICLE 0AB2: ret 1 9@ :FUNC_GETOBJECT gosub @AIC_GETOBJECT 0AB2: ret 1 9@ :AIC_GETPOLICEACTOR 0006: 16@ = 305868 0006: 5@ = @AIC_TESTPOLICEACTORHANDLE 0006: 6@ = 1988 0002: jump @AIC_STARTSEARCH :AIC_GETBANDITACTOR 0006: 16@ = 305868 0006: 5@ = @AIC_TESTBANDITACTORHANDLE 0006: 6@ = 1988 0002: jump @AIC_STARTSEARCH :AIC_GETACTOR 0006: 16@ = 305868 0006: 5@ = @AIC_TESTACTORHANDLE 0006: 6@ = 1988 0002: jump @AIC_STARTSEARCH :AIC_GETVEHICLE 0006: 16@ = 305869 0006: 5@ = @AIC_TESTVEHICLEHANDLE 0006: 6@ = 2584 0006: 8@ = - 1 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AIC_STARTSEARCH 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @AIC_STARTSEARCH 03C0: 8@ = actor $PLAYER_ACTOR car 0002: jump @AIC_STARTSEARCH :AIC_GETOBJECT 0006: 16@ = 305871 0006: 5@ = @AIC_TESTOBJECTHANDLE 0006: 6@ = 412 :AIC_STARTSEARCH 008B: 16@ = &0( 16@ ,1i) // CPool* 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 8 )^ = 7@ // CPool.Size 0A8D: 11@ = read_memory 16@ size 4 virtual_protect 0 // CPool.pUnits 0006: 9@ = - 1 0006: 10@ = 0 :AIC_SEARCHLOOPMAIN 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 11@ + 20 )^ = 4@ // xyz* 8039: not 4@ == 0 004D: jump_if_false @AIC_SEARCHLOOPNEXT 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 48 )^ = 12@ // x 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 52 )^ = 13@ // y 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 56 )^ = 14@ // z 050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@ 0025: 3@ > 15@ // (float) 004D: jump_if_false @AIC_SEARCHLOOPNEXT 0085: 9@ = 10@ // (int) // counter 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 4 )^ = 4@ // CPool.flags 005A: 4@ += 9@ // (int) 0A8D: 4@ = read_memory 4@ size 1 virtual_protect 0 0012: 9@ *= 256 005A: 9@ += 4@ // (int) 0002: jump 5@ :AIC_TESTVEHICLEHANDLE 056E: is 9@ valid_vehicle_handle 004D: jump_if_false @AIC_NOHANDLE 00D6: if or 003B: 8@ == 9@ // (int) 0119: car 9@ wrecked 004D: jump_if_false @AIC_NEWSEARCHRADIUS 0002: jump @AIC_NOHANDLE :AIC_TESTACTORHANDLE 056D: is 9@ valid_actor_handle 004D: jump_if_false @AIC_NOHANDLE 00A0: 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_NOHANDLE 00D6: if or 02F2: actor 9@ model == #FAM1 02F2: actor 9@ model == #FAM2 02F2: actor 9@ model == #FAM3 06EE: actor 9@ in_group $PLAYER_GROUP then 0002: jump @AIC_NOHANDLE end 00D6: if or 003C: $PLAYER_ACTOR == 9@ // (int) 0118: actor 9@ dead 004D: jump_if_false @AIC_NEWSEARCHRADIUS 0002: jump @AIC_NOHANDLE :AIC_TESTBANDITACTORHANDLE 056D: is 9@ valid_actor_handle 004D: jump_if_false @AIC_NOHANDLE 803C: not $PLAYER_ACTOR == 9@ // (int) 004D: jump_if_false @AIC_NOHANDLE 8118: not actor 9@ dead 004D: jump_if_false @AIC_NOHANDLE 00A0: 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_NOHANDLE 02F2: actor 9@ model == #BALLAS1 004D: jump_if_false @001 0002: jump @AIC_NEWSEARCHRADIUS :001 02F2: actor 9@ model == #BALLAS2 004D: jump_if_false @002 0002: jump @AIC_NEWSEARCHRADIUS :002 02F2: actor 9@ model == #BALLAS3 004D: jump_if_false @003 0002: jump @AIC_NEWSEARCHRADIUS :003 02F2: actor 9@ model == #LSV1 004D: jump_if_false @004 0002: jump @AIC_NEWSEARCHRADIUS :004 02F2: actor 9@ model == #LSV2 004D: jump_if_false @005 0002: jump @AIC_NEWSEARCHRADIUS :005 02F2: actor 9@ model == #LSV3 004D: jump_if_false @006 0002: jump @AIC_NEWSEARCHRADIUS :006 02F2: actor 9@ model == #VLA1 004D: jump_if_false @007 0002: jump @AIC_NEWSEARCHRADIUS :007 02F2: actor 9@ model == #VLA2 004D: jump_if_false @008 0002: jump @AIC_NEWSEARCHRADIUS :008 02F2: actor 9@ model == #VLA3 004D: jump_if_false @AIC_NOHANDLE 0002: jump @AIC_NEWSEARCHRADIUS :AIC_TESTPOLICEACTORHANDLE 056D: is 9@ valid_actor_handle 004D: jump_if_false @AIC_NOHANDLE 803C: not $PLAYER_ACTOR == 9@ // (int) 004D: jump_if_false @AIC_NOHANDLE 8118: not actor 9@ dead 004D: jump_if_false @AIC_NOHANDLE 00A0: 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_NOHANDLE 02F2: actor 9@ model == #LAPD1 004D: jump_if_false @01 0002: jump @AIC_NEWSEARCHRADIUS :01 02F2: actor 9@ model == #SFPD1 004D: jump_if_false @02 0002: jump @AIC_NEWSEARCHRADIUS :02 02F2: actor 9@ model == #LVPD1 004D: jump_if_false @03 0002: jump @AIC_NEWSEARCHRADIUS :03 02F2: actor 9@ model == #CSHER 004D: jump_if_false @04 0002: jump @AIC_NEWSEARCHRADIUS :04 02F2: actor 9@ model == #DSHER 004D: jump_if_false @05 0002: jump @AIC_NEWSEARCHRADIUS :05 02F2: actor 9@ model == #LAPDM1 004D: jump_if_false @06 0002: jump @AIC_NEWSEARCHRADIUS :06 02F2: actor 9@ model == #SWAT 004D: jump_if_false @07 0002: jump @AIC_NEWSEARCHRADIUS :07 02F2: actor 9@ model == #FBI 004D: jump_if_false @08 0002: jump @AIC_NEWSEARCHRADIUS :08 02F2: actor 9@ model == #ARMY 004D: jump_if_false @AIC_NOHANDLE 0002: jump @AIC_NEWSEARCHRADIUS :AIC_TESTOBJECTHANDLE 83CA: not object 9@ exists 004D: jump_if_false @AIC_NEWSEARCHRADIUS :AIC_NOHANDLE 0006: 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_SEARCHLOOPNEXT 005A: 11@ += 6@ // (int) 000A: 10@ += 1 002D: 10@ >= 7@ // (int) 004D: jump_if_false @AIC_SEARCHLOOPMAIN 0051: return :AIC_READMEMOFFSET 0A8E: 0@ = 0@ + 1@ // int 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 0AB2: 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 = - 2.0 end var $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@ : Float end 0000: :loop while 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 0x0043A0B 6 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 0x00C1C 964 size 4 virtual_protect 0 if 12@ > 0 then // ищем вертолет 0A8D: 13@ = read_memory 0x00B 74494 size 4 virtual_protect 0 0AA8: call_function_method 0x 00424160 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 0x00C1C 968 size 4 virtual_protect 0 if 12@ > 0 then // ищем вертолет 0A8D: 13@ = read_memory 0x00B 74494 size 4 virtual_protect 0 0AA8: call_function_method 0x 00424160 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 0 end {:Func 0400: store_coords_to 1@ 2@ 3@ from_object 0@ with_offset 1.2 0.5 0.587 0400: store_coords_to 4@ 5@ 6@ from_object 0@ with_offset 1.2 -0.5 1.587 03E6: 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 0 then 0513: show_text_box_1number 'NUMBER' number 777 end 0AB2: 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@ visible jump @checks :damage 0@ .StorePos( 20@ , 21@ , 22@ ) 02CF: 26@ = create_fire_at 20@ 21@ 22@ propagation 0 size 2 0@ .ToggleInMovingList = true 0@ .CollisionDetection= true 32@ = 0 while 32@ < 5000 02D1: remove_fire 26@ 0@ .StorePos( 20@ , 21@ , 22@ ) 02CF: 26@ = create_fire_at 20@ 21@ 22@ propagation 0 size 2 wait 0 end 020C: create_explosion_with_radius 12 at 20@ 21@ 22@ 0682: detach_object 0@ 0.0 0.0 0.0 collision_detection 1 06A2: get_car 17@ velocity_in_direction_XYZ 20@ 21@ 22@ 22@ += 15.0 0@ .Throw( 20@ , 21@ , 22@ ) 05A2: set_object 0@ rotation_velocity_about_an_axis 0.0 5.0 0.0 through_center_of_mass wait 500 0@ .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@ .Destroy 0650: destroy_particle 11@ //0650: destroy_particle 12@ jump @loop :DrawFloat 008C: 4@ = float_to_integer 0@ 008C: 5@ = float_to_integer 0@ 5@ *= 1000 0@ *= 1000.0 008C: 0@ = float_to_integer 0@ 0062: 0@ -= 5@ 0095: abs( 0@ ) gosub @TextDrawText2Settings 045B: text_draw_2numbers 1@ 2@ '_NUM_F' 4@ 0@ 0AB2: ret 0 :TextDrawTextSettings 0348: 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 0 0340: set_text_draw_color_RGB_mask_to 0x 12 0xFF 0 200 0343: set_text_draw_linewidth 640.0 return :TextDrawText2Settings 0348: 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 0340: set_text_draw_color_RGB_mask_to 0xFC 0xFF 0 200 0343: 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@ : Float end 17@ = 5@ .Angle Object.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@*=0.05 7@*=0.05 while 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 0 end} 0604: Arctan2( 3@ , 4@ ) 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 0.2 rotation 0.0 0.0 30@ 0AB2: ret 0 :debug 03F0: enable_text_draw 1 0AB1: @DrawFloat 3 pars fnumber 10@ coords 69.0 200.0 0AB1: @DrawFloat 3 pars fnumber 11@ coords 69.0 210.0 return { 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_GETACTOR 0087: 17@ = 4@ // (float) 0087: 18@ = 5@ // (float) 0087: 19@ = 6@ // (float) gosub @AIC_GETACTOR 0AB2: ret 1 9@ :FUNC_GETPOLICEACTOR 0087: 17@ = 4@ // (float) 0087: 18@ = 5@ // (float) 0087: 19@ = 6@ // (float) gosub @AIC_GETPOLICEACTOR 0AB2: ret 1 9@ :FUNC_GETBANDITACTOR 0087: 17@ = 4@ // (float) 0087: 18@ = 5@ // (float) 0087: 19@ = 6@ // (float) gosub @AIC_GETBANDITACTOR 0AB2: ret 1 9@ :FUNC_GETVEHICLE gosub @AIC_GETVEHICLE 0AB2: ret 1 9@ :FUNC_GETOBJECT gosub @AIC_GETOBJECT 0AB2: ret 1 9@ :AIC_GETPOLICEACTOR 0006: 16@ = 305868 0006: 5@ = @AIC_TESTPOLICEACTORHANDLE 0006: 6@ = 1988 0002: jump @AIC_STARTSEARCH :AIC_GETBANDITACTOR 0006: 16@ = 305868 0006: 5@ = @AIC_TESTBANDITACTORHANDLE 0006: 6@ = 1988 0002: jump @AIC_STARTSEARCH :AIC_GETACTOR 0006: 16@ = 305868 0006: 5@ = @AIC_TESTACTORHANDLE 0006: 6@ = 1988 0002: jump @AIC_STARTSEARCH :AIC_GETVEHICLE 0006: 16@ = 305869 0006: 5@ = @AIC_TESTVEHICLEHANDLE 0006: 6@ = 2584 0006: 8@ = - 1 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AIC_STARTSEARCH 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @AIC_STARTSEARCH 03C0: 8@ = actor $PLAYER_ACTOR car 0002: jump @AIC_STARTSEARCH :AIC_GETOBJECT 0006: 16@ = 305871 0006: 5@ = @AIC_TESTOBJECTHANDLE 0006: 6@ = 412 :AIC_STARTSEARCH 008B: 16@ = &0( 16@ ,1i) // CPool* 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 8 )^ = 7@ // CPool.Size 0A8D: 11@ = read_memory 16@ size 4 virtual_protect 0 // CPool.pUnits 0006: 9@ = - 1 0006: 10@ = 0 :AIC_SEARCHLOOPMAIN 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 11@ + 20 )^ = 4@ // xyz* 8039: not 4@ == 0 004D: jump_if_false @AIC_SEARCHLOOPNEXT 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 48 )^ = 12@ // x 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 52 )^ = 13@ // y 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 56 )^ = 14@ // z 050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@ 0025: 3@ > 15@ // (float) 004D: jump_if_false @AIC_SEARCHLOOPNEXT 0085: 9@ = 10@ // (int) // counter 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 4 )^ = 4@ // CPool.flags 005A: 4@ += 9@ // (int) 0A8D: 4@ = read_memory 4@ size 1 virtual_protect 0 0012: 9@ *= 256 005A: 9@ += 4@ // (int) 0002: jump 5@ :AIC_TESTVEHICLEHANDLE 056E: is 9@ valid_vehicle_handle 004D: jump_if_false @AIC_NOHANDLE 00D6: if or 003B: 8@ == 9@ // (int) 0119: car 9@ wrecked 004D: jump_if_false @AIC_NEWSEARCHRADIUS 0002: jump @AIC_NOHANDLE :AIC_TESTACTORHANDLE 056D: is 9@ valid_actor_handle 004D: jump_if_false @AIC_NOHANDLE 00A0: 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_NOHANDLE 00D6: if or 02F2: actor 9@ model == #FAM1 02F2: actor 9@ model == #FAM2 02F2: actor 9@ model == #FAM3 06EE: actor 9@ in_group $PLAYER_GROUP then 0002: jump @AIC_NOHANDLE end 00D6: if or 003C: $PLAYER_ACTOR == 9@ // (int) 0118: actor 9@ dead 004D: jump_if_false @AIC_NEWSEARCHRADIUS 0002: jump @AIC_NOHANDLE :AIC_TESTBANDITACTORHANDLE 056D: is 9@ valid_actor_handle 004D: jump_if_false @AIC_NOHANDLE 803C: not $PLAYER_ACTOR == 9@ // (int) 004D: jump_if_false @AIC_NOHANDLE 8118: not actor 9@ dead 004D: jump_if_false @AIC_NOHANDLE 00A0: 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_NOHANDLE 02F2: actor 9@ model == #BALLAS1 004D: jump_if_false @001 0002: jump @AIC_NEWSEARCHRADIUS :001 02F2: actor 9@ model == #BALLAS2 004D: jump_if_false @002 0002: jump @AIC_NEWSEARCHRADIUS :002 02F2: actor 9@ model == #BALLAS3 004D: jump_if_false @003 0002: jump @AIC_NEWSEARCHRADIUS :003 02F2: actor 9@ model == #LSV1 004D: jump_if_false @004 0002: jump @AIC_NEWSEARCHRADIUS :004 02F2: actor 9@ model == #LSV2 004D: jump_if_false @005 0002: jump @AIC_NEWSEARCHRADIUS :005 02F2: actor 9@ model == #LSV3 004D: jump_if_false @006 0002: jump @AIC_NEWSEARCHRADIUS :006 02F2: actor 9@ model == #VLA1 004D: jump_if_false @007 0002: jump @AIC_NEWSEARCHRADIUS :007 02F2: actor 9@ model == #VLA2 004D: jump_if_false @008 0002: jump @AIC_NEWSEARCHRADIUS :008 02F2: actor 9@ model == #VLA3 004D: jump_if_false @AIC_NOHANDLE 0002: jump @AIC_NEWSEARCHRADIUS :AIC_TESTPOLICEACTORHANDLE 056D: is 9@ valid_actor_handle 004D: jump_if_false @AIC_NOHANDLE 803C: not $PLAYER_ACTOR == 9@ // (int) 004D: jump_if_false @AIC_NOHANDLE 8118: not actor 9@ dead 004D: jump_if_false @AIC_NOHANDLE 00A0: 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_NOHANDLE 02F2: actor 9@ model == #LAPD1 004D: jump_if_false @01 0002: jump @AIC_NEWSEARCHRADIUS :01 02F2: actor 9@ model == #SFPD1 004D: jump_if_false @02 0002: jump @AIC_NEWSEARCHRADIUS :02 02F2: actor 9@ model == #LVPD1 004D: jump_if_false @03 0002: jump @AIC_NEWSEARCHRADIUS :03 02F2: actor 9@ model == #CSHER 004D: jump_if_false @04 0002: jump @AIC_NEWSEARCHRADIUS :04 02F2: actor 9@ model == #DSHER 004D: jump_if_false @05 0002: jump @AIC_NEWSEARCHRADIUS :05 02F2: actor 9@ model == #LAPDM1 004D: jump_if_false @06 0002: jump @AIC_NEWSEARCHRADIUS :06 02F2: actor 9@ model == #SWAT 004D: jump_if_false @07 0002: jump @AIC_NEWSEARCHRADIUS :07 02F2: actor 9@ model == #FBI 004D: jump_if_false @08 0002: jump @AIC_NEWSEARCHRADIUS :08 02F2: actor 9@ model == #ARMY 004D: jump_if_false @AIC_NOHANDLE 0002: jump @AIC_NEWSEARCHRADIUS :AIC_TESTOBJECTHANDLE 83CA: not object 9@ exists 004D: jump_if_false @AIC_NEWSEARCHRADIUS :AIC_NOHANDLE 0006: 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_SEARCHLOOPNEXT 005A: 11@ += 6@ // (int) 000A: 10@ += 1 002D: 10@ >= 7@ // (int) 004D: jump_if_false @AIC_SEARCHLOOPMAIN 0051: return :AIC_READMEMOFFSET 0A8E: 0@ = 0@ + 1@ // int 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 0AB2: 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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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 == 0 then 03C0: 17@ = actor $PLAYER_ACTOR car $PLAYER_CHAR .Money += -500000 |
А это для некоего баланса сил?
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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 - 218 00000218&1: [834E] NOT SLIDE_OBJECT 40193 2495.33 - 1679.82 12.3389 0.0 0.0 0.05 0 // FALSE 00000249&0: [004D] GOTO_IF_FALSE - 267 00000267&0: [04EB] TASK_TOGGLE_DUCK 1 0 00000274&0: [01B4] SET_PLAYER_CONTROL 0 1 00000281&0: [0400] COMMAND_ 0400 40193 1.2 0.0 1.087 -> 1159460168 - 992881730 1096208502 00000310&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 1096208502 00000355&0: [0A8D] READ_MEMORY 0xC1C 964 4 0 -> 0 00000369&0: [00D6] IF 0 00000373&0: [0019] l12(0) > 0 // FALSE 00000380&0: [004D] GOTO_IF_FALSE - 536 00000536&0: [0A8D] READ_MEMORY 0xC1C 968 4 0 -> 0 00000550&0: [00D6] IF 0 00000554&0: [0019] l12(0) > 0 // FALSE 00000561&0: [004D] GOTO_IF_FALSE - 717 00000717&0: [00D6] IF 0 00000721&0: [8118] NOT IS_CHAR_DEAD 0 // FALSE 00000726&0: [004D] GOTO_IF_FALSE - 770 00000770&0: [00D6] IF 22 00000774&0: [0118] IS_CHAR_DEAD 0 // TRUE 00000779&1: [0021] l14(0) > 60.0 // FALSE 00000789&1: [0029] l32(100886520) >= 7000 // TRUE 00000797&1: [004D] GOTO_IF_FALSE - 978 00000804&1: [0006] l32(100886520) = 0 00000811&1: [0AB1] CALL - 2234 7 1159460168 - 992881730 1096208502 60.0 1159460168 - 992881730 1096208502 00002234&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 - 2342 00002342&1: [0006] l16(0) = 305868 00002352&1: [0006] l5(-992881730) = - 3259 00002362&1: [0006] l6(1096208502) = 1988 00002370&1: [0002] GOTO - 2549 00002549&1: [008B] l16(305868) = p00B74490(?) 00002561&1: [0AB1] CALL - 3615 2 3994784 8 00003615&1: [0A8E] COMMAND_0A8E 3994784 8 -> 3994792 00003626&1: [0A8D] READ_MEMORY 0x3CF4A 8 4 0 -> 140 00003638&1: [0AB2] RET 1 140 -> 140 00002579&1: [0A8D] READ_MEMORY 0x3CF4A 0 4 0 -> 169388136 00002591&1: [0006] l9(0) = - 1 00002598&1: [0006] l10(0) = 0 00002605&1: [0AB1] CALL - 3615 2 169388136 20 00003615&1: [0A8E] COMMAND_0A8E 169388136 20 -> 169388156 00003626&1: [0A8D] READ_MEMORY 0xA18A87C 4 0 -> 170908072 00003638&1: [0AB2] RET 1 170908072 -> 170908072 00002623&1: [8039] NOT l4(170908072) == 0 // TRUE 00002630&1: [004D] GOTO_IF_FALSE - 3583 00002637&1: [0AB1] CALL - 3615 2 170908072 48 00003615&1: [0A8E] COMMAND_0A8E 170908072 48 -> 170908120 00003626&1: [0A8D] READ_MEMORY 0xA2FD9D 8 4 0 -> 1159460168 00003638&1: [0AB2] RET 1 1159460168 -> 1159460168 00002655&1: [0AB1] CALL - 3615 2 170908072 52 00003615&1: [0A8E] COMMAND_0A8E 170908072 52 -> 170908124 00003626&1: [0A8D] READ_MEMORY 0xA2FD9DC 4 0 -> - 992855516 00003638&1: [0AB2] RET 1 - 992855516 -> - 992855516 00002673&1: [0AB1] CALL - 3615 2 170908072 56 00003615&1: [0A8E] COMMAND_0A8E 170908072 56 -> 170908128 00003626&1: [0A8D] READ_MEMORY 0xA2FD9E 0 4 0 -> 1096117276 00003638&1: [0AB2] RET 1 1096117276 -> 1096117276 00002691&1: [050A] GET_DISTANCE_BETWEEN_COORDS_3D 1159460168 - 992881730 1096208502 1159460168 - 992855516 1096117276 -> 1078779744 00002714&1: [0025] l3(1114636288) > l15(1078779744) // TRUE 00002722&1: [004D] GOTO_IF_FALSE - 3583 00002729&1: [0085] l9(-1) = l10(0) 00002737&1: [0AB1] CALL - 3615 2 3994784 4 00003615&1: [0A8E] COMMAND_0A8E 3994784 4 -> 3994788 00003626&1: [0A8D] READ_MEMORY 0x3CF4A 4 4 0 -> 53228928 00003638&1: [0AB2] RET 1 53228928 -> 53228928 00002755&1: [005A] l4(53228928) += l9(0) 00002763&1: [0A8D] READ_MEMORY 0x32C 3580 1 0 -> 1 00002775&1: [0012] l9(0) *= 256 00002783&1: [005A] l9(0) += l4(1) 00002791&1: [0002] GOTO - 3259 00003259&1: [056D] DOES_CHAR_EXIST 1 // TRUE 00003264&1: [004D] GOTO_IF_FALSE - 3559 00003271&1: [803C] NOT g3(1) == l9(1) // FALSE 00003279&0: [004D] GOTO_IF_FALSE - 3559 00003559&0: [0006] l9(1) = - 1 00003566&0: [0002] GOTO - 3583 00003583&0: [005A] l11(169388136) += l6(1988) 00003591&0: [000A] l10(0) += 1 00003598&0: [002D] l10(1) >= l7(140) // FALSE 00003606&0: [004D] GOTO_IF_FALSE - 2605 00002605&0: [0AB1] CALL - 3615 2 169390124 20 00003615&0: [0A8E] COMMAND_0A8E 169390124 20 -> 169390144 00003626&0: [0A8D] READ_MEMORY 0xA18B 040 4 0 -> - 9964545 00003638&0: [0AB2] RET 1 - 9964545 -> - 9964545 00002623&0: [8039] NOT l4(-9964545) == 0 // TRUE 00002630&1: [004D] GOTO_IF_FALSE - 3583 00002637&1: [0AB1] CALL - 3615 2 - 9964545 48 00003615&1: [0A8E] COMMAND_0A8E - 9964545 48 -> - 9964497 00003626&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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