#2 Re: Вопросы по скриптингу » Меньше потери здоровья » 11-06-2008 11:15

тебе сказали - редактируй weapons.dat.

там уменьшаешь мощность оружия, которого захочешь

#3 Re: Вопросы по скриптингу » включение » 08-06-2008 13:13

вот скрипт, упорно не хочет компилировать, в чем трабла?

DEFINE OBJECTS 1
DEFINE MISSIONS 1
DEFINE MISSION 0 AT @MISSION           // Initial 1
                                                    
DEFINE EXTERNAL_SCRIPTS 76 // Use -1 in order not to compile AAA script
DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0
DEFINE SCRIPT PARACHUTE AT @PARACH     // 1
DEFINE SCRIPT BCESAR2 AT @BCESAR2      // 2
DEFINE SCRIPT BCESAR3 AT @COKEC        // 3
DEFINE SCRIPT SLOT_MACHINE AT @BANDIT  // 4
DEFINE SCRIPT ROULETTE AT @ROULETE     // 5
DEFINE SCRIPT OTB_SCRIPT AT @OTB_MSC   // 6
DEFINE SCRIPT ARCADE AT @ARCADE        // 7
DEFINE SCRIPT VENDING_MACHINE AT @VENDING // 8
DEFINE SCRIPT FOOD_VENDOR AT @FODVEND  // 9
DEFINE SCRIPT GATES_SCRIPT AT @GATEOS  // 10
DEFINE SCRIPT GYMBIKE AT @GYMBIKE      // 11
DEFINE SCRIPT GYMBENCH AT @GYMBENC     // 12
DEFINE SCRIPT GYMTREAD AT @GYMTREA     // 13
DEFINE SCRIPT GYMDUMB AT @GYMDUMB      // 14
DEFINE SCRIPT BASKETB AT @BBALL        // 15
DEFINE SCRIPT VIDPOK AT @VIDPOK        // 16
DEFINE SCRIPT BLACKJ AT @BLACKJ        // 17
DEFINE SCRIPT WHEELO AT @WOF           // 18
DEFINE SCRIPT DEALER AT @DEALER        // 19
DEFINE SCRIPT HOME_BRAINS AT @HMLES    // 20
DEFINE SCRIPT POOL_SCRIPT AT @POOL     // 21
DEFINE SCRIPT LOWR_CONT AT @LOWRCON    // 22
DEFINE SCRIPT BURG_BRAINS AT @BURGLAR  // 23
DEFINE SCRIPT GF_MEETING AT @GFMEET    // 24
DEFINE SCRIPT GF_DATE AT @GFDATE       // 25
DEFINE SCRIPT GF_SEX AT @GFSEX         // 26
DEFINE SCRIPT CASINO_AMBIENCE AT @CASAMB // 27
DEFINE SCRIPT BAR_AMBIENCE AT @BAR     // 28
DEFINE SCRIPT FOODBRAINS AT @PSHOP     // 29
DEFINE SCRIPT OTB_AMBIENCE AT @OTBSHP  // 30
DEFINE SCRIPT STRIP_AMBIENCE AT @STRIP // 31
DEFINE SCRIPT PLANES AT @PLANES        // 32
DEFINE SCRIPT TRAINS AT @TRAINS        // 33
DEFINE SCRIPT ZERO_AMBIENCE AT @RCSHOP // 34
DEFINE SCRIPT DANCE AT @DANCE          // 35
DEFINE SCRIPT SHOPKEEPER AT @SKBRAIN   // 36
DEFINE SCRIPT CUSTOMER_PANIC AT @FFPNC // 37
DEFINE SCRIPT BAR_STAFF AT @BARSTAF    // 38
DEFINE SCRIPT BOUNCER AT @BOUNCER      // 39
DEFINE SCRIPT OTB_STAFF AT @OTBSTAF    // 40
DEFINE SCRIPT PCHAIR AT @PCHAIR        // 41
DEFINE SCRIPT PCUSTOM AT @PCUSTOM      // 42
DEFINE SCRIPT OTBWTCH AT @OTBWTCH      // 43
DEFINE SCRIPT OTBSLP AT @OTBSLP        // 44
DEFINE SCRIPT OTBTILL AT @OTBTILL      // 45
DEFINE SCRIPT FBOOTHR AT @FBOOTHR      // 46
DEFINE SCRIPT FBOOTHL AT @FBOOTHL      // 47
DEFINE SCRIPT BARGUY AT @BARGUY        // 48
DEFINE SCRIPT PEDROUL AT @PEDROUL      // 49
DEFINE SCRIPT PEDCARD AT @PEDCARD      // 50
DEFINE SCRIPT PEDSLOT AT @PEDSLOT      // 51
DEFINE SCRIPT DANCER AT @DANCER        // 52
DEFINE SCRIPT STRIPW AT @STRIPW        // 53
DEFINE SCRIPT STRIPM AT @STRIPM        // 54
DEFINE SCRIPT BROWSE AT @BROWSE        // 55
DEFINE SCRIPT COPSIT AT @COPSIT        // 56
DEFINE SCRIPT COPLOOK AT @COPLOOK      // 57
DEFINE SCRIPT TICKET AT @TICKET        // 58
DEFINE SCRIPT SHOPPER AT @SHOPPER      // 59
DEFINE SCRIPT AMMU AT @AMUNAT          // 60
DEFINE SCRIPT TATTOO AT @TATTO         // 61
DEFINE SCRIPT BARBER AT @BARB          // 62
DEFINE SCRIPT WARDROBE AT @WARROBE     // 63
DEFINE SCRIPT CLOTHES AT @CLOTH        // 64
DEFINE SCRIPT JUNKFUD AT @JFUD         // 65
DEFINE SCRIPT CARMOD1 AT @CARMOD       // 66
DEFINE SCRIPT CRANE1 AT @CRANE1        // 67
DEFINE SCRIPT CRANE2 AT @CRANE2        // 68
DEFINE SCRIPT CRANE3 AT @CRANE3        // 69
DEFINE SCRIPT CARPARK1 AT @CARPRK1     // 70
DEFINE SCRIPT IMPOUND AT @IMPND        // 71
DEFINE SCRIPT VALET AT @VALET          // 72
DEFINE SCRIPT PHOTO AT @PHOTO          // 73
DEFINE SCRIPT PRISONR AT @PRISONR      // 74
DEFINE SCRIPT CAMERA AT @CAMERA        // 75
DEFINE SCRIPT DEBT AT @DEBT            // 76

DEFINE UNKNOWN_EMPTY_SEGMENT 0
DEFINE UNKNOWN_THREADS_MEMORY 0





:ESC_INTERIOR_MANAGER
thread 'INTMAN' 
$INTERIOR_DECISION_MAKER_A = -1 
if 
  $INTERIOR_DECISION_MAKER_A == 9999 
else_jump @INTMAN_57 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_B 

:INTMAN_57
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTMAN_80 
gosub @INTMAN_91 

:INTMAN_80
wait 0 
jump @INTMAN_57 

:INTMAN_91
0871: init_jump_table 0@ total_jumps 2 default_jump 0 @INTMAN_182 jumps 0 @INTMAN_154 1 @INTMAN_168 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 

:INTMAN_154
gosub @INTMAN_184 
jump @INTMAN_182 

:INTMAN_168
gosub @INTMAN_2976 
jump @INTMAN_182 

:INTMAN_182
return 

:INTMAN_184
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if 
   not $1250 == 0 
else_jump @INTMAN_2974 
094B: v$ACTIVE_INTERIOR_NAME = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
8846:   not string v$ACTIVE_INTERIOR_NAME empty // same as 0844 
else_jump @INTMAN_2974 
0084: $1251 = $1250 // (int) 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTMAN_266 
$PLAYER_WANTED_LEVEL = Player.WantedLevel($PLAYER_CHAR)

:INTMAN_266
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
$1261 = 0 
$PLAYER_IN_INTERIOR = 0 
2@ = 0 
if 
  $ONMISSION == 0 
else_jump @INTMAN_359 
$9472 = 0 
$9470 = 0 
$9471 = 0 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 0 
$2881 = 0 
$9473 = 0 
$9526 = 0 

:INTMAN_359
if and
08F9:   v$ACTIVE_INTERIOR_NAME == "CHANGER" 
  $1250 == 14 
else_jump @INTMAN_451 
0926: 1@ = external_script_status 63 (WARDROBE) 
if 
  1@ == 0 
else_jump @INTMAN_451 
08A9: load_external_script 63 (WARDROBE) 
038B: load_requested_models 
if 
08AB:   external_script 63 (WARDROBE) loaded 
else_jump @INTMAN_451 
0913: run_external_script 63 (WARDROBE)  
0@ += 1 
return 

:INTMAN_451
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
else_jump @INTMAN_818 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_531 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_531
0926: 1@ = external_script_status 39 (BOUNCER) 
if 
  1@ == 0 
else_jump @INTMAN_560 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_560
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_589 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_589
0926: 1@ = external_script_status 27 (CASINO_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_618 
08A9: load_external_script 27 (CASINO_AMBIENCE) 

:INTMAN_618
04ED: load_animation "BAR" 
04ED: load_animation "CASINO" 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @INTMAN_676 
Model.Load(#VMAFF1)
Model.Load(#VMAFF3)
Model.Load(#VMAFF2)
Model.Load(#VWFYWAI)

:INTMAN_676
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
else_jump @INTMAN_715 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYWA2)

:INTMAN_715
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
else_jump @INTMAN_755 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYCRP)

:INTMAN_755
038B: load_requested_models 
if 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
else_jump @INTMAN_777 
0913: run_external_script 27 (CASINO_AMBIENCE)  

:INTMAN_777
if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
else_jump @INTMAN_818 
$1261 = 1 
0@ += 1 

:INTMAN_818
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "UFOBAR" 
else_jump @INTMAN_1088 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_893 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_893
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_922 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_922
0926: 1@ = external_script_status 28 (BAR_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_951 
08A9: load_external_script 28 (BAR_AMBIENCE) 

:INTMAN_951
0926: 1@ = external_script_status 35 (DANCE) 
if 
  1@ == 0 
else_jump @INTMAN_980 
08A9: load_external_script 35 (DANCE) 

:INTMAN_980
04ED: load_animation "BAR" 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
else_jump @INTMAN_1020 
04ED: load_animation "DANCING" 

:INTMAN_1020
Model.Load(#VWFYCRP)
038B: load_requested_models 
if 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
else_jump @INTMAN_1047 
0913: run_external_script 28 (BAR_AMBIENCE)  

:INTMAN_1047
if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
08AB:   external_script 35 (DANCE) loaded 
else_jump @INTMAN_1088 
$1261 = 1 
0@ += 1 

:INTMAN_1088
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "GENOTB" 
else_jump @INTMAN_1286 
0926: 1@ = external_script_status 40 (OTB_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_1141 
08A9: load_external_script 40 (OTB_STAFF) 

:INTMAN_1141
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_1170 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1170
0926: 1@ = external_script_status 30 (OTB_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_1199 
08A9: load_external_script 30 (OTB_AMBIENCE) 

:INTMAN_1199
04ED: load_animation "OTB" 
04ED: load_animation "INT_SHOP" 
Model.Load(#VBFYCRP)
Model.Load(#VWFYCRP)
038B: load_requested_models 
if 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
else_jump @INTMAN_1249 
0913: run_external_script 30 (OTB_AMBIENCE)  

:INTMAN_1249
if and
08AB:   external_script 40 (OTB_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
else_jump @INTMAN_1286 
$1261 = 1 
0@ += 1 

:INTMAN_1286
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "LASTRIP" 
08F9:   v$ACTIVE_INTERIOR_NAME == "STRIP2" 
else_jump @INTMAN_1534 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_1353 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_1353
0926: 1@ = external_script_status 39 (BOUNCER) 
if 
  1@ == 0 
else_jump @INTMAN_1382 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_1382
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_1411 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1411
0926: 1@ = external_script_status 31 (STRIP_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_1440 
08A9: load_external_script 31 (STRIP_AMBIENCE) 

:INTMAN_1440
04ED: load_animation "BAR" 
04ED: load_animation "STRIP" 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYCRP)
038B: load_requested_models 
if 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
else_jump @INTMAN_1493 
0913: run_external_script 31 (STRIP_AMBIENCE)  

:INTMAN_1493
if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
else_jump @INTMAN_1534 
$1261 = 1 
0@ += 1 

:INTMAN_1534
if 
  $9977 == 0 
else_jump @INTMAN_1724 
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "CSCHP" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CSSPRT" 
08F9:   v$ACTIVE_INTERIOR_NAME == "LACS1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CLOTHGP" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CSDESGN" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CSEXL" 
else_jump @INTMAN_1724 
0926: 1@ = external_script_status 64 (CLOTHES) 
if 
  1@ == 0 
else_jump @INTMAN_1669 
08A9: load_external_script 64 (CLOTHES) 

:INTMAN_1669
04ED: load_animation "INT_SHOP" 
038B: load_requested_models 
if 
08AB:   external_script 64 (CLOTHES) loaded 
else_jump @INTMAN_1724 
$1258 = 0 
0913: run_external_script 64 (CLOTHES)  
$1261 = 1 
0@ += 1 

:INTMAN_1724
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "FDPIZA" 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDCHICK" 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDBURG" 
else_jump @INTMAN_2221 
0926: 1@ = external_script_status 65 (JUNKFUD) 
if 
  1@ == 0 
else_jump @INTMAN_1804 
08A9: load_external_script 65 (JUNKFUD) 

:INTMAN_1804
0926: 1@ = external_script_status 29 (FOODBRAINS) 
if 
  1@ == 0 
else_jump @INTMAN_1833 
08A9: load_external_script 29 (FOODBRAINS) 

:INTMAN_1833
0926: 1@ = external_script_status 36 (SHOPKEEPER) 
if 
  1@ == 0 
else_jump @INTMAN_1862 
08A9: load_external_script 36 (SHOPKEEPER) 

:INTMAN_1862
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_1891 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1891
04ED: load_animation "FOOD" 
04ED: load_animation "INT_SHOP" 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDPIZA" 
else_jump @INTMAN_1952 
Model.Load(#WMYPIZZ)
Model.Load(#PIZZAHIGH)
Model.Load(#CJ_PIZZA_1)
Model.Load(#CJ_PIZZA_2)

:INTMAN_1952
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDCHICK" 
else_jump @INTMAN_1994 
Model.Load(#WMYBELL)
Model.Load(#BURGERHIGH)
Model.Load(#CJ_BURG_1)
Model.Load(#CJ_BURG_2)

:INTMAN_1994
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDBURG" 
else_jump @INTMAN_2035 
Model.Load(#WFYBURG)
Model.Load(#BURGERHIGH)
Model.Load(#CJ_BURG_1)
Model.Load(#CJ_BURG_2)

:INTMAN_2035
038B: load_requested_models 
if 
08AB:   external_script 65 (JUNKFUD) loaded 
else_jump @INTMAN_2057 
0913: run_external_script 65 (JUNKFUD)  

:INTMAN_2057
if 
08AB:   external_script 29 (FOODBRAINS) loaded 
else_jump @INTMAN_2180 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDPIZA" 
else_jump @INTMAN_2110 
0913: run_external_script 29 (FOODBRAINS) 0  
jump @INTMAN_2180 

:INTMAN_2110
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDCHICK" 
else_jump @INTMAN_2149 
0913: run_external_script 29 (FOODBRAINS) 1  
jump @INTMAN_2180 

:INTMAN_2149
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDBURG" 
else_jump @INTMAN_2180 
0913: run_external_script 29 (FOODBRAINS) 2  

:INTMAN_2180
if and
08AB:   external_script 65 (JUNKFUD) loaded 
08AB:   external_script 29 (FOODBRAINS) loaded 
08AB:   external_script 36 (SHOPKEEPER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
else_jump @INTMAN_2221 
$1261 = 1 
0@ += 1 

:INTMAN_2221
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "BARBERS" 
08F9:   v$ACTIVE_INTERIOR_NAME == "BARBER2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "BARBER3" 
else_jump @INTMAN_2339 
0926: 1@ = external_script_status 62 (BARBER) 
if 
  1@ == 0 
else_jump @INTMAN_2339 
08A9: load_external_script 62 (BARBER) 
038B: load_requested_models 
if 
08AB:   external_script 62 (BARBER) loaded 
else_jump @INTMAN_2339 
0913: run_external_script 62 (BARBER)  
$1261 = 1 
0@ += 1 

:INTMAN_2339
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "TATTOO" 
08F9:   v$ACTIVE_INTERIOR_NAME == "TATTO2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "TATTO3" 
else_jump @INTMAN_2454 
0926: 1@ = external_script_status 61 (TATTOO) 
if 
  1@ == 0 
else_jump @INTMAN_2454 
08A9: load_external_script 61 (TATTOO) 
038B: load_requested_models 
if 
08AB:   external_script 61 (TATTOO) loaded 
else_jump @INTMAN_2454 
0913: run_external_script 61 (TATTOO)  
$1261 = 1 
0@ += 1 

:INTMAN_2454
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "RCPLAY" 
else_jump @INTMAN_2596 
0926: 1@ = external_script_status 34 (ZERO_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_2507 
08A9: load_external_script 34 (ZERO_AMBIENCE) 

:INTMAN_2507
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_2536 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_2536
Model.Load(#WMYCLOT)
038B: load_requested_models 
if 
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
else_jump @INTMAN_2563 
0913: run_external_script 34 (ZERO_AMBIENCE)  

:INTMAN_2563
if and
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
else_jump @INTMAN_2596 
$1261 = 1 
0@ += 1 

:INTMAN_2596
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE3" 
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE4" 
else_jump @INTMAN_2728 
$1260 = 1 
$1261 = 1 
04ED: load_animation "COP_AMBIENT" 
04ED: load_animation "INT_OFFICE" 
04ED: load_animation "GANGS" 
Model.Load(#CIGAR)
038B: load_requested_models 
0@ += 1 

:INTMAN_2728
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN3" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN4" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN5" 
else_jump @INTMAN_2869 
0926: 1@ = external_script_status 60 (AMMU) 
if 
  1@ == 0 
else_jump @INTMAN_2869 
08A9: load_external_script 60 (AMMU) 
038B: load_requested_models 
if 
08AB:   external_script 60 (AMMU) loaded 
else_jump @INTMAN_2869 
0913: run_external_script 60 (AMMU)  
$1261 = 1 
0@ += 1 

:INTMAN_2869
if 
  $1261 == 1 
else_jump @INTMAN_2974 
if 
89F2:   not decision_maker $INTERIOR_DECISION_MAKER_A exists 
else_jump @INTMAN_2927 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 27 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 48 

:INTMAN_2927
if 
89F2:   not decision_maker $INTERIOR_DECISION_MAKER_B exists 
else_jump @INTMAN_2974 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_B 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 27 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 48 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 9 

:INTMAN_2974
return 

:INTMAN_2976
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if 
803A:   not  $1250 == $1251 // (int) 
else_jump @INTMAN_3052 
gosub @INTMAN_3136 
$PLAYER_IN_INTERIOR = 0 
2@ = 0 
$1260 = 0 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
0@ -= 1 
return 
jump @INTMAN_3134 

:INTMAN_3052
if 
  $1260 == 1 
else_jump @INTMAN_3095 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @INTMAN_3095 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)

:INTMAN_3095
if and
  $PLAYER_IN_INTERIOR == 1 
  2@ == 0 
else_jump @INTMAN_3134 
gosub @INTMAN_3136 
2@ = 1 

:INTMAN_3134
return 

:INTMAN_3136
04EF: release_animation "BAR" 
04EF: release_animation "CASINO" 
04EF: release_animation "DANCING" 
04EF: release_animation "OTB" 
04EF: release_animation "INT_SHOP" 
04EF: release_animation "STRIP" 
04EF: release_animation "FOOD" 
04EF: release_animation "COP_AMBIENT" 
04EF: release_animation "INT_OFFICE" 
04EF: release_animation "GANGS" 
Model.Destroy(#CIGAR)
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF3)
Model.Destroy(#VMAFF2)
Model.Destroy(#VWFYWAI)
Model.Destroy(#VWFYWA2)
Model.Destroy(#BMYBOUN)
Model.Destroy(#WMYBOUN)
Model.Destroy(#VWFYCRP)
Model.Destroy(#VBFYCRP)
Model.Destroy(#WMYPIZZ)
Model.Destroy(#PIZZAHIGH)
Model.Destroy(#CJ_PIZZA_1)
Model.Destroy(#CJ_PIZZA_2)
Model.Destroy(#WMYBELL)
Model.Destroy(#BURGERHIGH)
Model.Destroy(#CJ_BURG_1)
Model.Destroy(#CJ_BURG_2)
Model.Destroy(#WFYBURG)
Model.Destroy(#WMYCLOT)
090F: end_external_script 63 (WARDROBE) 
090F: end_external_script 64 (CLOTHES) 
090F: end_external_script 65 (JUNKFUD) 
090F: end_external_script 62 (BARBER) 
090F: end_external_script 61 (TATTOO) 
090F: end_external_script 60 (AMMU) 
090F: end_external_script 27 (CASINO_AMBIENCE) 
090F: end_external_script 28 (BAR_AMBIENCE) 
090F: end_external_script 30 (OTB_AMBIENCE) 
090F: end_external_script 31 (STRIP_AMBIENCE) 
090F: end_external_script 29 (FOODBRAINS) 
090F: end_external_script 34 (ZERO_AMBIENCE) 
090F: end_external_script 35 (DANCE) 
090F: end_external_script 36 (SHOPKEEPER) 
090F: end_external_script 37 (CUSTOMER_PANIC) 
090F: end_external_script 38 (BAR_STAFF) 
090F: end_external_script 39 (BOUNCER) 
090F: end_external_script 40 (OTB_STAFF) 
065C: release_decision_maker $INTERIOR_DECISION_MAKER_A 
065C: release_decision_maker $INTERIOR_DECISION_MAKER_B 
$INTERIOR_DECISION_MAKER_A = -1 
$INTERIOR_DECISION_MAKER_B = -1 
return 

//-------------MAIN---------------
thread 'MAIN' 
fade 0 0 
01F0: set_max_wanted_level_to 6 
030D: set_total_mission_points_to 187
set_wb_check_to 0 
00C0: set_current_time_hours_to 8 minutes_to 0 
04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84 
Camera.SetAtPos(2488.56, -1666.84, 13.38)
$PLAYER_CHAR = Player.Create(#NULL, 2473.376, -1669.84, 13.38)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Camera.SetBehindPlayer
set_weather 0 
09BA: show_entered_zone_name 0 
wait 0 
Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)
Player.Build($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR) = True
$NEW_TOTAL_PASSED_MISSIONS = 0 
fade 1 0 
select_interior 0 
0629: change_integer_stat 181 to 4 
016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 
016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 
03E6: remove_text_box 
create_thread @START 
end_thread 

:START
thread 'START' 
wait 0 
1@ = Marker.CreateIconAndSphere(36, 2490.768, -1669.816, 13.3359)

:START_37
wait 250 
if and
   Player.Defined($PLAYER_CHAR)
0102:   actor $PLAYER_ACTOR in_sphere 2490.7 -1669.8 13.4 radius 2.0 2.0 1.0 sphere 1 stopped_on_foot 
jf @START_37 
Marker.Disable(1@)
00BA: show_text_styled GXT 'MISS1' time 1000 style 2  // 
fade 0 500 
wait 500 
start_mission MISSION // Initial 1
end_thread 

//-------------Mission 0---------------
// Originally: Initial 1

:MISSION
thread 'MISSION' 
gosub @MissionStart 
if 
wasted_or_busted 
jf @MissionCleanup 
gosub @MissionFailed 

:MissionCleanup
$ONMISSION = 0 
mission_cleanup 
end_thread 

:MissionStart
    wait 0
    fade 0 500
    model.Load(#BALLAS1)
    model.Load(#BALLAS2)
    model.Load(#BALLAS3)
    model.Load(#M4)
    model.Load(#AK47)
    038B: load_requested_models 

:Mission_2_Start    
    wait 0
    if and
    model.Available(#BALLAS1)
    model.Available(#BALLAS2)
    model.Available(#BALLAS3)
    model.Available(#AK47)
    model.Available(#M4)
    
    Jf @Mission_2_Start
    fade 1 500

    
    actor.Create(1@,4,#BALLAS1,2517.8367, -1664.6057, 14.0369)
    actor.Create(2@,4,#BALLAS2,2517.1902, -1667.9568, 14.028)
    actor.Create(3@,4,#BALLAS3,2516.353, -1671.1974, 13.8478)


    01B2: give_actor 1@ weapon 31 ammo 999999
    01B2: give_actor 2@ weapon 31 ammo 999999 
    01B2: give_actor 3@ weapon 31 ammo 999999
    wait 500
      
    
    marker.CreateAboveActor($ActMark,1@) 
    marker.CreateAboveActor($ActMark,2@) 
    marker.CreateAboveActor($ActMark,3@) 
    marker.SetColor($ActMark,1)
    
    
    
    
    Player.CanMove($PLAYER_CHAR) = False
        
    04E4: unknown_refresh_game_renderer_at 2517.8367 -1664.6057 14.0369
    02A3: toggle_widescreen 1
    Camera.SetAtPos(2517.8367 -1664.6057 14.0369)
    Camera.SetBehindPlayer
    wait 500
    fade 1 500
    02A3: toggle_widescreen 0
    03E5: text_box 'MISS1' 
    
    Player.CanMove($PLAYER_CHAR) = True
    
    032B: $Weap = create_weapon_pickup #ak47 type 15 ammo 999999 at 2492.5251 -1670.2029 13.3359
    
    05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
    05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR 
    05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
    
:Mission_3_Start    
    wait 0
    if 
    wasted_or_busted
    jf @Mission_4_Start
    jump @MissionPassed
    

    
      
:Mission_4_Start          
    wait 0
    if and
    actor.Dead(1@)
    actor.Dead(2@)
    actor.Dead(3@)
    marker.Disable($ActMark)
    03E6: remove_text_box

    jf @Mission_3_Start


:MissionPassed
01E3: show_text_1number_styled GXT 'M_PASSS' number 2000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0998: add_respect 3 
Player.Money($PLAYER_CHAR) += 2000
0394: play_music 1 
$NEW_TOTAL_PASSED_MISSIONS += 1
marker.Disable($Mark)
return 

:MissionFailed
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
create_thread @START 

return

#4 Re: Вопросы по скриптингу » включение » 06-06-2008 10:11

спасибо, буду эксперементировать wink

#5 Re: Вопросы по скриптингу » включение » 05-06-2008 15:28

так, объявлю все скрипты типа DEFINE SCRIPT BARBER AT @BARB  , скопирую поток INTMAN, надеюсь, все заработает. хм..

#7 Re: Вопросы по скриптингу » включение » 03-06-2008 12:55

не понял. нашел этот поток, а что дальше делать?

#8 Re: Вопросы по скриптингу » включение » 03-06-2008 12:39

и как включить сохранение?

#9 Вопросы по скриптингу » включение » 03-06-2008 12:37

GC0mmander
Replies: 12

я написал небольшой main.scm

меня интересует вопрос - как включить магазины одежды, парикмахерские и т.д в мое скрипте, что бы в них можно было заходить и покупать?

#10 Re: Вопросы по скриптингу » помощь » 03-06-2008 09:36

спасибо за помощь и указание на статьи.

#11 Re: Вопросы по скриптингу » помощь » 03-06-2008 07:16

вот новый код, все равно не работет sad((((

DEFINE OBJECTS 0
DEFINE MISSIONS 0 at @StartMissii1
DEFINE EXTERNAL_SCRIPTS -1 // Use -1 to not write AAA script
DEFINE UNKNOWN_EMPTY_SEGMENT 0
DEFINE UNKNOWN_THREADS_MEMORY 0

thread 'MAIN'
 var
  $PLAYER_CHAR : Player
 end
01F0: set_max_wanted_level_to 6 
set_wb_check_to 0 
00C0: set_current_time 8 0 
04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84 
Camera.SetAtPos(2488.5601, -1666.84, 13.38)
$PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38)
Player.Money($10) += 333
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
Camera.SetBehindPlayer
set_weather 0          
wait 0                                   
$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD",  Head)
$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)
$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)
$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)
$PLAYER_CHAR.Build
$PLAYER_CHAR.CanMove = True
fade 1 (out) 0 ms                     
select_interior 0
016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 unknown 0 
016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 unknown 0
create_thread @StartMissii1
end_thread


:StartMissii1
    wait 100 
    Marker.CreateIconAndSphere(1@,36, 2490.7676, -1669.8162, 13.3359)
    gosub @StartMissii1_2
    end_thread

   :StartMissii1_2
0001: wait 250 ms
    00D6: if 0
    0256: player $PLAYER_CHAR defined
    004D: jump_if_false @StartMissii1
    00D6: if 0
    00FF: actor $PLAYER_ACTOR 0 ()near point on foot 2490.7676 -1669.8162 13.3359 radius 1.0 1.0 2.0
    004D: jump_if_false @StartMissii1
    00D6: if 0
    0038: $ON_MISSION == 0 ;; integer values
    004D: jump_if_false @StartMissii1
    0164: disable_marker $marker_miss
    03BD: destroy sphere $sphere_miss
    0417: start_mission 0
    004E: end_thread 
    
    :MIS1
    gosub @KOD_MISSII 
    if 
    wasted_or_busted
    Jf @PROPUSK_KODA 
    gosub @KOD_PROVALA 

   :PROPUSK_KODA 
    gosub @UDALENIE_KODA
    end_thread

   :KOD_MISSII 
    increment_mission_attempts
    $ONMISSION = 1
    0110: clear_player $PLAYER_CHAR wanted_level
    
    :LabelMis1_1
    wait 0
    fade 0 500
    model.Load(#BALLAS1)
    model.Load(#BALLAS2)
    model.Load(#BALLAS3)
    model.Load(#M4)
    038B: load_requested_models 
    
    :LabelMis1_2
    wait 0
    if and
    model.Available(#BALLAS1)
    model.Available(#BALLAS2)
    model.Available(#BALLAS3)
    model.Available(#M4)
    Jf @LabelMis1_2
    fade 1 500
    actor.Create(1@,4,#BALLAS1,2517.8367, -1664.6057, 14.0369)
    actor.Create(2@,4,#BALLAS2,2517.1902, -1667.9568, 14.028)
    actor.Create(3@,4,#BALLAS3,2516.353, -1671.1974, 13.8478)
    01B2: give_actor 1@ weapon 31 ammo 999999
    01B2: give_actor 2@ weapon 31 ammo 999999 
    01B2: give_actor 3@ weapon 31 ammo 999999
    wait 500
    05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
    05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
    05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
    
    :LabelMis1_3
    wait 0
    if 
    wasted_or_busted
    jf @LabelMis1_4
    jump @KOD_PROVALA  
    
    :LabelMis1_4
    wait 0
    if and
    actor.Dead(1@)
    actor.Dead(2@)
    actor.Dead(3@)
    jf @LabelMis1_3
    
   :UDACHNO  // ------- Сюда надо делать переход(Jump) , если миссия удалась --------
    wait 0 
    01E3: text_1number_styled 'M_PASS' 25000 5000 ms 4  
    Player.Money($PLAYER_CHAR) += 25000
    0110: clear_player $PLAYER_CHAR wanted_level
    0394: play_music 1                                        
    gosub @PROPUSK_KODA
    return

   :KOD_PROVALA  // ------- Сюда надо делать переход(Jump) , если миссия провалена --------
    00BA: text_styled 'M_FAIL' 5000 ms 1
    $ONMISSION = 0   
    mission_cleanup
    model.destroy(#BALLAS1)
    model.destroy(#BALLAS2)
    model.destroy(#BALLAS3)
    model.destroy(#M4)
    create_thread @StartMissii1
    return

   :UDALENIE_KODA 
    $ONMISSION = 0
    mission_cleanup
    return

#12 Вопросы по скриптингу » помощь » 03-06-2008 06:56

GC0mmander
Replies: 4

есть код скрипта. в самом начале появляется маркер мисии. но при становлении на маркер миссия не запускается, и создается дубль актера .  помогите плиз.

DEFINE OBJECTS 0
DEFINE MISSIONS 0
DEFINE EXTERNAL_SCRIPTS -1 // Use -1 to not write AAA script
DEFINE UNKNOWN_EMPTY_SEGMENT 0
DEFINE UNKNOWN_THREADS_MEMORY 0

thread 'MAIN'
 var
  $PLAYER_CHAR : Player
 end
01F0: set_max_wanted_level_to 6 
set_wb_check_to 0 
00C0: set_current_time 8 0 
04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84 
Camera.SetAtPos(2488.5601, -1666.84, 13.38)
$PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38)
Player.Money($10) += 333
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
Camera.SetBehindPlayer
set_weather 0          
wait 0                                   
$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD",  Head)
$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)
$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)
$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)
$PLAYER_CHAR.Build
$PLAYER_CHAR.CanMove = True
fade 1 (out) 0 ms                     
select_interior 0
016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 unknown 0 
016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 unknown 0
create_thread @StartMissii1
end_thread


:StartMissii1
    wait 100 
    Marker.CreateIconAndSphere(1@,36, 2490.7676, -1669.8162, 13.3359)

   :StartMissii1_2
0001: wait 250 ms
    00D6: if 0
    0256: player $PLAYER_CHAR defined
    004D: jump_if_false @StartMissii1
    00D6: if 0
    00FF: actor $PLAYER_ACTOR 0 ()near point on foot 2490.7676 -1669.8162 13.3359 radius 1.0 1.0 2.0
    004D: jump_if_false @StartMissii1
    00D6: if 0
    0038: $ON_MISSION == 0 ;; integer values
    004D: jump_if_false @StartMissii1
    0164: disable_marker $marker_miss
    03BD: destroy sphere $sphere_miss
    0417: start_mission 135
    004E: end_thread 
    
    :MIS1
    gosub @KOD_MISSII 
    if 
    wasted_or_busted
    Jf @PROPUSK_KODA 
    gosub @KOD_PROVALA 

   :PROPUSK_KODA 
    gosub @UDALENIE_KODA
    end_thread

   :KOD_MISSII 
    increment_mission_attempts
    $ONMISSION = 1
    0110: clear_player $PLAYER_CHAR wanted_level
    
    :LabelMis1_1
    wait 0
    fade 0 500
    model.Load(#BALLAS1)
    model.Load(#BALLAS2)
    model.Load(#BALLAS3)
    model.Load(#M4)
    038B: load_requested_models 
    
    :LabelMis1_2
    wait 0
    if and
    model.Available(#BALLAS1)
    model.Available(#BALLAS2)
    model.Available(#BALLAS3)
    model.Available(#M4)
    Jf @LabelMis1_2
    fade 1 500
    actor.Create(1@,4,#BALLAS1,2517.8367, -1664.6057, 14.0369)
    actor.Create(2@,4,#BALLAS2,2517.1902, -1667.9568, 14.028)
    actor.Create(3@,4,#BALLAS3,2516.353, -1671.1974, 13.8478)
    01B2: give_actor 1@ weapon 31 ammo 999999
    01B2: give_actor 2@ weapon 31 ammo 999999 
    01B2: give_actor 3@ weapon 31 ammo 999999
    wait 500
    05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
    05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
    05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
    
    :LabelMis1_3
    wait 0
    if 
    wasted_or_busted
    jf @LabelMis1_4
    jump @KOD_PROVALA  
    
    :LabelMis1_4
    wait 0
    if and
    actor.Dead(1@)
    actor.Dead(2@)
    actor.Dead(3@)
    jf @LabelMis1_3
    
   :UDACHNO  // ------- Сюда надо делать переход(Jump) , если миссия удалась --------
    wait 0 
    01E3: text_1number_styled 'M_PASS' 25000 5000 ms 4  
    Player.Money($PLAYER_CHAR) += 25000
    0110: clear_player $PLAYER_CHAR wanted_level
    0394: play_music 1                                        
    gosub @PROPUSK_KODA
    return

   :KOD_PROVALA  // ------- Сюда надо делать переход(Jump) , если миссия провалена --------
    00BA: text_styled 'M_FAIL' 5000 ms 1
    $ONMISSION = 0   
    mission_cleanup
    model.destroy(#BALLAS1)
    model.destroy(#BALLAS2)
    model.destroy(#BALLAS3)
    model.destroy(#M4)
    create_thread @StartMissii1
    return

   :UDALENIE_KODA 
    $ONMISSION = 0
    mission_cleanup
    return

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