#1 Re: Вопросы по скриптингу » Один вопрос » 09-01-2011 10:55

ответьте пожалуйста на вопросы:
можно ли сделать в клео скрипте секундомер,но не чч:мм:сс а чч:мм:сс:дд- доли секунды. просто я подумал что если wait использует милисекунды то это можно как то применить и для игры. если это можно сделать то опишите пожалуйста как.
и еще: как свою txd текстуру вывести на экран гта са?
и еще: что происходит при нажатии клавиши escap в игре? она ведь как то становится на паузу. каким опкодом это можно осуществить?
и еще: как можно заставить игру с помощью клео скриптов чувствовать реальное время (которое на компе в панели задач)?
если сможите найти ответ то буду благодарен по гроб жизни:^

#2 Re: Вопросы по скриптингу » Вопросы по опкодам » 26-12-2010 14:32

помогите пожалуйста с опкодом

0129: 41@ = create_actor_pedtype 23 model #SPECIAL02 in_car 35@ driverseat

в общем мне нужно чтобы появлялась машина сразу с педом за рулем. по моему это тот опкод, который мне нужен но игра вылетает из за него почемуто

#3 Re: Вопросы по скриптингу » Один вопрос » 25-12-2010 06:53

Den_spb wrote:

@ilyha, если ты новичок, то попробуй для начала написать более простой, но стабильно работающий скрипт. Что касается твоего кода: wasted or busted надо убрать, т.к. эта проверка применяется только в миссиях. Вместо глобальных переменных ($1, $2 ...) в клео надо применять локальные (0@, 1@ ...). Также в клео-скриптах не применяется опкод end thread - вместо него надо использовать 0A93: end_custom_thread. Ещё заметил, что ты не различаешь условия и команды - внимательно изучи соответствующие разделы в справке

спасибо за подсказку. разобрался сам. начудил с одной из переменных в конце. теперь все работает отлично. и еще вопрос: мне интересно как бы этот скрипт выглядел в руках опытного скриптера

вот пепределаный скрипт

{$CLEO .cs}

//-------------MAIN---------------
thread "FACEPALM.JPG"
wait 1000
:folt
if
player.defined($Player_char)
jf @folt
marker.CreateIconAndSphere($Mark,23,274.1831, 2505.5039, 16.4844)

:folt1
wait 0
if  
0101: actor $PLAYER_ACTOR stopped_near_point 274.2205 2505.5354 16.4844 radius 1.5 1.5 1.5 sphere 0
jf @folt1
marker.Disable($Mark)
wait 0
00C0: set_current_time_to 00 minutes_to 00
wait 0
model.Load(5713)
model.Load(5714)
model.Load(5715)
model.Load(9833)
038B: load_requested_models
Jump @folt1_2 
 end_thread
 
:folt1_2
wait 0
if and
model.Available(5713)
model.Available(5714)
model.Available(5715)
model.Available(9833)
jf @folt1_2
object.Create(1@,5713, 325.7908, 2506.9893, 14.5)
object.Angle(1@) = 270.0
object.Create(2@,5713, 412.2807, 2506.9893, 14.5)
object.Angle(2@) = 270.0
object.Create(3@,5714, 385.6027, 2506.9893, 14.5)
object.Angle(3@) = 270.0
object.Create(4@,5715, 350.7908, 2506.9893, 14.5)
object.Angle(4@) = 270.0
object.Create(5@,9833, 415.5789, 2506.9893, 14.5)
object.Angle(5@) = 270.0
Jump @folt1_3

:folt1_3
wait 0
if
player.defined($Player_char)
jf @folt1_3
Jump @folt2 

:folt2
wait 0
model.load(258) 
model.load(253)
model.load(260)
038B: load_requested_models

 :folt2_1
 wait 0
if and
model.available(258)
model.available(253)
model.available(260)
jf @folt2_1
Jump @folt2_2

:folt2_2
 wait 0
if and
actor.Create(6@,4,253,322.8822, 2503.0637, 16.4844)
actor.Create(7@,4,260,323.1521, 2491.134, 16.4844)
actor.Create(8@,4,258,315.3968, 2493.405, 16.4844)
actor.Create(9@,4,253,315.1443, 2500.6709, 16.4844)
actor.Create(10@,4,260,315.0663, 2505.6206, 16.4844)
actor.Create(11@,4,258,315.0244, 2511.3728, 16.5594)
actor.Create(12@,4,253,314.6855, 2522.022, 16.7265)
actor.Create(13@,4,260,314.357, 2526.8503, 16.7849)
actor.Create(14@,4,258,323.0516, 2508.1335, 16.5039)
jf @folt2_2
Jump @folt2_3
 
:folt2_3
wait 0
if and 
Actor.SetImmunities(6@, 1, 1, 1, 1, 0)
Actor.SetImmunities(7@, 1, 1, 1, 1, 0)
Actor.SetImmunities(8@, 1, 1, 1, 1, 1)
Actor.SetImmunities(9@, 1, 1, 1, 1, 0)
Actor.SetImmunities(10@, 1, 1, 1, 1, 0)
Actor.SetImmunities(11@, 1, 1, 1, 1, 1)
Actor.SetImmunities(12@, 1, 1, 1, 1, 0)
Actor.SetImmunities(13@, 1, 1, 1, 1, 0)
Actor.SetImmunities(14@, 1, 1, 1, 1, 1)
jf @folt2_3
Actor.Health(6@) = 1000
Actor.Health(7@) = 1000
Actor.Health(8@) = 1000
Actor.Health(9@) = 1000
Actor.Health(10@) = 1000
Actor.Health(11@) = 1000
Actor.Health(12@) = 1000
Actor.Health(13@) = 1000
Actor.Health(14@) = 1000
if and
0245: set_actor 6@ walk_style_to "BLINDMAN" 
0245: set_actor 7@ walk_style_to "BLINDMAN"
0245: set_actor 8@ walk_style_to "BLINDMAN" 
0245: set_actor 9@ walk_style_to "BLINDMAN" 
0245: set_actor 10@ walk_style_to "BLINDMAN"
0245: set_actor 11@ walk_style_to "BLINDMAN" 
0245: set_actor 12@ walk_style_to "BLINDMAN" 
0245: set_actor 13@ walk_style_to "BLINDMAN"
0245: set_actor 14@ walk_style_to "BLINDMAN" 
jf @folt2_3
Jump @folt2_4

:folt2_4
wait 0
if
player.defined($Player_char)
jf @folt
05D6: clear_scmpath 
05D7: add_point_to_scmpath(1) 413.2871 2506.7603 16.4844
05D8: AS_assign_scmpath to_actor 6@ flags 4 0
05D8: AS_assign_scmpath to_actor 7@ flags 4 0
05D8: AS_assign_scmpath to_actor 8@ flags 4 0
05D8: AS_assign_scmpath to_actor 9@ flags 4 0
05D8: AS_assign_scmpath to_actor 10@ flags 4 0
05D8: AS_assign_scmpath to_actor 11@ flags 4 0
05D8: AS_assign_scmpath to_actor 12@ flags 4 0
05D8: AS_assign_scmpath to_actor 13@ flags 4 0
05D8: AS_assign_scmpath to_actor 14@ flags 4 0
Jump @folt2_5
end_thread

:folt2_5
wait 0
if or
00E1: key_pressed 0 17
00E1: key_pressed 0 6  
jf @folt2_5
Jump @folt2_6


:folt2_6
wait 1000
if and
actor.DestroyInstantly(6@)
actor.DestroyInstantly(7@)
actor.DestroyInstantly(8@)
actor.DestroyInstantly(9@)
actor.DestroyInstantly(10@)
actor.DestroyInstantly(11@)
actor.DestroyInstantly(12@)
actor.DestroyInstantly(13@)
actor.DestroyInstantly(14@)
jf @folt2_6
Jump @folt2_7

:folt2_7
wait 0
if 
player.defined($Player_char)
jf @folt2_7
wait 0
model.load(258) 
model.load(253)
model.load(260)
038B: load_requested_models
Jump @folt2_8

:folt2_8
wait 0
if and
05D6: clear_scmpath 
00C0: set_current_time_to 00 minutes_to 00
01b6: set_weather 19
model.available(258)
model.available(253)
model.available(260)
jf @folt2_8
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 -5.5 0.0
actor.Create(6@,4,253,$X1,$Y1,$Z1)
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 -6.0 0.0
actor.Create(7@,4,260,$X1,$Y1,$Z1)
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 -6.5 0.0
actor.Create(8@,4,258,$X1,$Y1,$Z1)
Actor.SetImmunities(6@, 1, 1, 1, 1, 0)
Actor.SetImmunities(7@, 1, 1, 1, 1, 0)
Actor.SetImmunities(8@, 1, 1, 1, 1, 0)
Actor.Health(6@) = 500
Actor.Health(7@) = 500
Actor.Health(8@) = 500 
0850: AS_actor 6@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
0850: AS_actor 7@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
0850: AS_actor 8@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR
Jump @folt2_9

:folt2_9_1
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 -5.0 0.0
actor.Create(9@,4,253,$X1,$Y1,$Z1)
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 -6.5 0.0
actor.Create(10@,4,260,$X1,$Y1,$Z1)
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 -7.0 0.0
actor.Create(11@,4,258,$X1,$Y1,$Z1) 
Actor.SetImmunities(9@, 1, 1, 1, 1, 0)
Actor.SetImmunities(10@, 1, 1, 1, 1, 0)
Actor.SetImmunities(11@, 1, 1, 1, 1, 0)
Actor.Health(9@) = 500
Actor.Health(10@) = 500
Actor.Health(11@) = 500 
0850: AS_actor 9@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR 
0850: AS_actor 10@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
0850: AS_actor 11@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 
jump @folt3

:folt2_9_2
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 -5.5 0.0
actor.Create(12@,4,253,$X1,$Y1,$Z1)
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 -6.0 0.0
actor.Create(13@,4,260,$X1,$Y1,$Z1)
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 -6.5 0.0
actor.Create(14@,4,258,$X1,$Y1,$Z1)
Actor.SetImmunities(12@, 1, 1, 1, 1, 0)
Actor.SetImmunities(13@, 1, 1, 1, 1, 0)
Actor.SetImmunities(14@, 1, 1, 1, 1, 0)
Actor.Health(12@) = 500
Actor.Health(13@) = 500
Actor.Health(14@) = 500
0850: AS_actor 12@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR 
0850: AS_actor 13@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR
0850: AS_actor 14@ follow_actor $PLAYER_ACTOR
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR
jump @folt3_1
end_thread

:folt2_9
wait 0 
if and
Actor.Dead(6@)
Actor.Dead(7@)
Actor.Dead(8@)
jf @folt2_9
actor.DestroyInstantly(6@)
actor.DestroyInstantly(7@)
actor.DestroyInstantly(8@)
jump @folt2_9_1

:folt3
wait 0 
if and
Actor.Dead(9@)
Actor.Dead(10@)
Actor.Dead(11@)
jf @folt3
actor.DestroyInstantly(9@)
actor.DestroyInstantly(10@)
actor.DestroyInstantly(11@)
jump @folt2_9_2

:folt3_1
wait 0
if and
Actor.Dead(12@)
Actor.Dead(13@)
Actor.Dead(14@)
jf @folt3_1
actor.DestroyInstantly(12@)
actor.DestroyInstantly(13@)
actor.DestroyInstantly(14@)  
jump @folt4

end_thread

:folt4
wait 0 
if 
player.defined($Player_char)
jf @folt4
 wait 2000
0394: play_music 2
01b6: set_weather 18
jump @folt4_1

:folt4_1
wait 5000
if and
model.destroy(258)
model.destroy(253)
model.destroy(260)
jf @folt4_1
jump @folt4_2

:folt4_2
wait 1000
if and
Object.Destroy(1@ 5713) 
Object.Destroy(2@ 5713) 
Object.Destroy(3@ 5714) 
Object.Destroy(4@ 5715) 
Object.Destroy(5@ 9833)
jf @folt4_2
jump @folt

#4 Re: Вопросы по скриптингу » Один вопрос » 24-12-2010 19:34

но ведь моя конструкция работает. просто в конце не исчезает одна из моделей, не пойму какая (1@? 2@? или 3@) и в конце когда встаеш на маркер игра вылетает. mfisto а как бы ты сделал на моем месте? помоги пожалуйста а то я новичек в скриптинге, по мануалу сб делал. но ведь там для маина а не клео

#5 Re: Вопросы по скриптингу » Один вопрос » 24-12-2010 12:43

Sergey81 wrote:

@ilyha - я бы для начала поменял thread "folt" на thread "FACEPALM.JPG"

к сожалению это ничего не дало

#6 Re: Вопросы по скриптингу » Один вопрос » 24-12-2010 06:50

помогите пожалуйста, всю голову сломал уже. модели не выгружаются по моему

{$CLEO .cs}

//-------------MAIN---------------
thread "folt"
wait 1000
:folt
if
player.defined($Player_char)
jf @folt
marker.CreateIconAndSphere($Mark,23,274.1831, 2505.5039, 16.4844)

:folt1
wait 0
if  
0101: actor $PLAYER_ACTOR stopped_near_point 274.2205 2505.5354 16.4844 radius 1.5 1.5 1.5 sphere 0
jf @folt1
marker.Disable($Mark)
wait 0
00C0: set_current_time_to 00 minutes_to 00
wait 0
model.Load(1@ 5713)
model.Load(2@ 5714)
model.Load(3@ 5715)
038B: load_requested_models
Jump @folt1_2 
 end_thread
 
:folt1_2
wait 0
if and
model.Available(1@ 5713)
model.Available(2@ 5714)
model.Available(3@ 5715)
jf @folt1_2
object.Create(1@,5713, 325.7908, 2506.9893, 14.5)
object.Angle(1@) = 270.0
object.Create(1@,5713, 412.2807, 2506.9893, 14.5)
object.Angle(1@) = 270.0
object.Create(2@,5714, 385.6027, 2506.9893, 14.5)
object.Angle(2@) = 270.0
object.Create(3@,5715, 350.7908, 2506.9893, 14.5)
object.Angle(3@) = 270.0
Jump @folt1_3
end_thread

:folt1_3
wait 0
model.Load(4@ 9833)
038B: load_requested_models
if
player.defined($Player_char)
jf @folt1_3
Jump @folt1_4 
 end_thread
 
 :folt1_4
 wait 0
if and
model.Available(4@ 9833)
jf @folt1_4
object.Create(4@,9833, 415.5789, 2506.9893, 14.5)
object.Angle(4@) = 270.0
Jump @folt2 

:folt2
wait 0
model.load(258) 
model.load(253)
model.load(260)
038B: load_requested_models

 :folt2_1
 wait 0
if and
model.available(258)
model.available(253)
model.available(260)
jf @folt2_1
Jump @folt2_2

:folt2_2
 wait 0
if and
actor.Create(5@,4,258,323.0516, 2508.1335, 16.5039)
actor.Create(6@,4,253,322.8822, 2503.0637, 16.4844)
actor.Create(7@,4,260,323.1521, 2491.134, 16.4844)
actor.Create(8@,4,258,315.3968, 2493.405, 16.4844)
actor.Create(9@,4,253,315.1443, 2500.6709, 16.4844)
actor.Create(10@,4,260,315.0663, 2505.6206, 16.4844)
actor.Create(11@,4,258,315.0244, 2511.3728, 16.5594)
actor.Create(12@,4,253,314.6855, 2522.022, 16.7265)
actor.Create(13@,4,260,314.357, 2526.8503, 16.7849)
jf @folt2_2
Jump @folt2_3
 
:folt2_3
wait 0
if and 
Actor.SetImmunities(5@, 1, 1, 1, 1, 1)
Actor.SetImmunities(6@, 1, 1, 1, 1, 0)
Actor.SetImmunities(7@, 1, 1, 1, 1, 0)
Actor.SetImmunities(8@, 1, 1, 1, 1, 1)
Actor.SetImmunities(9@, 1, 1, 1, 1, 0)
Actor.SetImmunities(10@, 1, 1, 1, 1, 0)
Actor.SetImmunities(11@, 1, 1, 1, 1, 1)
Actor.SetImmunities(12@, 1, 1, 1, 1, 0)
Actor.SetImmunities(13@, 1, 1, 1, 1, 0)
jf @folt2_3
Actor.Health(5@) = 1000
Actor.Health(6@) = 1000
Actor.Health(7@) = 1000
Actor.Health(8@) = 1000
Actor.Health(9@) = 1000
Actor.Health(10@) = 1000
Actor.Health(11@) = 1000
Actor.Health(12@) = 1000
Actor.Health(13@) = 1000
if and
0245: set_actor 5@ walk_style_to "BLINDMAN" 
0245: set_actor 6@ walk_style_to "BLINDMAN" 
0245: set_actor 7@ walk_style_to "BLINDMAN"
0245: set_actor 8@ walk_style_to "BLINDMAN" 
0245: set_actor 9@ walk_style_to "BLINDMAN" 
0245: set_actor 10@ walk_style_to "BLINDMAN"
0245: set_actor 11@ walk_style_to "BLINDMAN" 
0245: set_actor 12@ walk_style_to "BLINDMAN" 
0245: set_actor 13@ walk_style_to "BLINDMAN"
jf @folt2_3
Jump @folt2_4

:folt2_4
wait 0
if
player.defined($Player_char)
jf @folt
05D6: clear_scmpath 
05D7: add_point_to_scmpath(1) 413.2871 2506.7603 16.4844
05D8: AS_assign_scmpath to_actor 5@ flags 4 0
05D8: AS_assign_scmpath to_actor 6@ flags 4 0
05D8: AS_assign_scmpath to_actor 7@ flags 4 0
05D8: AS_assign_scmpath to_actor 8@ flags 4 0
05D8: AS_assign_scmpath to_actor 9@ flags 4 0
05D8: AS_assign_scmpath to_actor 10@ flags 4 0
05D8: AS_assign_scmpath to_actor 11@ flags 4 0
05D8: AS_assign_scmpath to_actor 12@ flags 4 0
05D8: AS_assign_scmpath to_actor 13@ flags 4 0
Jump @folt2_5
end_thread

:folt2_5
wait 0
if or
00E1: key_pressed 0 17
00E1: key_pressed 0 6  
jf @folt2_5
Jump @folt2_6


:folt2_6
wait 1000
if and
actor.DestroyInstantly(5@)
actor.DestroyInstantly(6@)
actor.DestroyInstantly(7@)
actor.DestroyInstantly(8@)
actor.DestroyInstantly(9@)
actor.DestroyInstantly(10@)
actor.DestroyInstantly(11@)
actor.DestroyInstantly(12@)
actor.DestroyInstantly(13@) 
jf @folt2_6
Jump @folt2_7

:folt2_7
wait 0
if 
player.defined($Player_char)
jf @folt2_7
wait 0
model.load(258) 
model.load(253)
model.load(260)
038B: load_requested_models

:folt2_8
wait 0
if and
05D6: clear_scmpath 
00C0: set_current_time_to 00 minutes_to 00
01b6: set_weather 19
model.available(258)
model.available(253)
model.available(260)
jf @folt2_8
wait 0   
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0
actor.Create(5@,4,258,$X1,$Y1,$Z1)
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 5.5 0.0
actor.Create(6@,4,253,$X1,$Y1,$Z1)
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 6.0 0.0
actor.Create(7@,4,260,$X1,$Y1,$Z1)
Actor.SetImmunities(5@, 1, 1, 1, 1, 0)
Actor.SetImmunities(6@, 1, 1, 1, 1, 0)
Actor.SetImmunities(7@, 1, 1, 1, 1, 0)
Actor.Health(5@) = 500
Actor.Health(6@) = 500
Actor.Health(7@) = 500
0850: AS_actor 5@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR 
0850: AS_actor 6@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
0850: AS_actor 7@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
Jump @folt2_9

:folt2_9_1
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 6.5 0.0
actor.Create(8@,4,258,$X1,$Y1,$Z1)
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 7.0 0.0
actor.Create(9@,4,253,$X1,$Y1,$Z1)
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 7.5 0.0
actor.Create(10@,4,260,$X1,$Y1,$Z1)
Actor.SetImmunities(8@, 1, 1, 1, 1, 0)
Actor.SetImmunities(9@, 1, 1, 1, 1, 0)
Actor.SetImmunities(10@, 1, 1, 1, 1, 0)
Actor.Health(8@) = 500
Actor.Health(9@) = 500
Actor.Health(10@) = 500
0850: AS_actor 8@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR 
0850: AS_actor 9@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR 
0850: AS_actor 10@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
jump @folt3

:folt2_9_2
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 8.0 0.0
actor.Create(11@,4,258,$X1,$Y1,$Z1)
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 8.5 0.0
actor.Create(12@,4,253,$X1,$Y1,$Z1)
wait 0
04C4: create_coordinate $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR offset 0.0 9.0 0.0
actor.Create(13@,4,260,$X1,$Y1,$Z1)
Actor.SetImmunities(11@, 1, 1, 1, 1, 0)
Actor.SetImmunities(12@, 1, 1, 1, 1, 0)
Actor.SetImmunities(13@, 1, 1, 1, 1, 0)
Actor.Health(11@) = 500
Actor.Health(12@) = 500
Actor.Health(13@) = 500
0850: AS_actor 11@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 
0850: AS_actor 12@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR 
0850: AS_actor 13@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR
jump @folt3_1
end_thread

:folt2_9
wait 0 
if and
Actor.Dead(5@)
Actor.Dead(6@)
Actor.Dead(7@)
jf @folt2_9
actor.DestroyInstantly(5@)
actor.DestroyInstantly(6@)
actor.DestroyInstantly(7@)
jump @folt2_9_1

:folt3
wait 0 
if and
Actor.Dead(8@)
Actor.Dead(9@)
Actor.Dead(10@)
jf @folt3
actor.DestroyInstantly(8@)
actor.DestroyInstantly(9@)
actor.DestroyInstantly(10@)
jump @folt2_9_2

:folt3_1
wait 0
if and
Actor.Dead(11@)
Actor.Dead(12@)
Actor.Dead(13@)
jf @folt3_1
actor.DestroyInstantly(11@)
actor.DestroyInstantly(12@)
actor.DestroyInstantly(13@)  
jump @folt4

end_thread

:folt4
wait 0 
if or
player.defined($Player_char)
wasted_or_busted
jf @folt4
 wait 2000
0394: play_music 2
01b6: set_weather 18
jump @folt4_1

:folt4_1
wait 5000
if and
model.destroy(258)
model.destroy(253)
model.destroy(260)
jf @folt4_1
jump @folt4_2

:folt4_2
wait 1000
if and 
Object.Destroy(1@ 5713) 
Object.Destroy(2@ 5714) 
Object.Destroy(3@ 5715) 
Object.Destroy(4@ 9833) 
jf @folt4_2
jump @folt

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