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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:^
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
@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
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
@ilyha - я бы для начала поменял thread "folt" на thread "FACEPALM.JPG"
к сожалению это ничего не дало
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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