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Seemann,flashTrash, спс, вроде работает.
З.Ы. имхо SB намного сложней павно
flashTrash, спс, но я неишю опровдание, я сказал правду, еслебы я мог ябы непросил... есле я могу написать мод в павно(самп), то я некого непрошу а пишу сам
ппц всеровно неработает, разбиваеш тачку до 555 и игра вылетает...
вот я понять немогу что это такое, выделено
{$CLEO}
0000::CH
while true
wait 0
if
Player.Defined($PLAYER_CHAR)
then
if
Actor.Driving($PLAYER_ACTOR)
then
03C0: 0@ = actor $PLAYER_ACTOR car
1@ = Car.Health(0@)
if
not 1@ > 555
then
Car.Health(1@) = 1000
end
end
end
end
Мож кто напишет нормальный такой скрипт, и есле можно распишите значения дапустим not 1@ > 555 - проверка жизней авто. и т.д...
Seemann, я так понял название машины ненадо вписывать некуда, надо сделать чтото типо проверки в какой тачке игрок и сделать проверку на жизни тачки, и чтобы эта тачка ченилась есле у нее жизней меньше 555, я вот обяснить примерно как это будет работаьт могу а вот воплотить неполучяеться... сделай плиз чтобы работало, я мож тада пойму как оно должно быть.
З.Ы. я юзаю Sanny Builder буквально дня 3-4.
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- wait 5000 jump @NONAME_12 :NONAME_12 wait 0 if 0185: car $bullet health >= 555 else_jump @NONAME_12 Car.Health($bullet) = 1000 jump @NONAME_12
пытаюся сделать чтото типо бесмертной тачки... есле меньше 555 чтобы востонавливалися жизни тачки до 1000... но када заходиш в игру
wait 5000
и вылетает с ошибкой... пробывал заместо этого
else_jump @NONAME_12
это
jf @NONAME_12
результат нулевой...
помогите исправить... буду благодарен.
я так понял некто помочь неможет ?
ну там када прыгаеш он крутиться поразному и непадает в бмх....
Может ли ктонить отредактировать этот скрипт так чтобы в прыжке при нажатии на правую кнопку мыши cj неспрыгивал в бмх !? автор скрипта ты непротив ?!
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- wait 10000 04ED: load_animation "BIKELEAP" 04ED: load_animation "MD_CHASE" 038B: load_requested_models :NONAME_31 wait 0 if and 04EE: animation "MD_CHASE" loaded 04EE: animation "BIKELEAP" loaded jf @NONAME_31 :NONAME_70 wait 0 062A: change_float_stat 230 to 1000.0 if Player.Defined($PLAYER_CHAR) jf @NONAME_70 if and Actor.Driving($PLAYER_ACTOR) not Actor.Dead($PLAYER_ACTOR) jf @NONAME_70 if Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX) jf @NONAME_70 03C0: $12513 = actor $PLAYER_ACTOR car 08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 $12514 = 0 $12515 = 3.3 $12516 = -3.3 $12517 = 4.0 $12518 = -4.0 :NONAME_202 wait 0 015D: set_gamespeed 1.0 if Actor.InCar($PLAYER_ACTOR, $12513) jf @NONAME_1593 if 82BF: not car $12513 sunk jf @NONAME_1593 $12514 = 0 jump @NONAME_262 :NONAME_262 wait 0 if 01F3: car $12513 in_air jf @NONAME_952 015D: set_gamespeed 0.6 0494: get_joystick 0 data_to $12519 $12520 $12521 $12522 04C4: store_coords_to $12507 $12508 $12509 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 02CE: $12523 = ground_z_at $12507 $12508 $12509 $12523 += 1.5 :NONAME_358 wait 0 if and 00E1: player 0 pressed_key 0 not $12519 == 128 jf @NONAME_470 0605: actor $PLAYER_ACTOR perform_animation_sequence "BK_RDY_IN" IFP_file "BIKELEAP" 4.0 loop 0 1 0 0 time -1 // versionA $12515 += 0.33 07DB: set_car $12513 rotation_velocity_XYZ 1.0 2.0 $12515 through_center_of_mass $12514 += 2 jump @NONAME_806 :NONAME_470 wait 0 if and 00E1: player 0 pressed_key 0 $12519 == 128 jf @NONAME_582 0605: actor $PLAYER_ACTOR perform_animation_sequence "BK_RDY_IN" IFP_file "BIKELEAP" 4.0 loop 0 1 0 0 time -1 // versionA $12516 -= 0.33 07DB: set_car $12513 rotation_velocity_XYZ 1.0 2.0 $12516 through_center_of_mass $12514 += 2 jump @NONAME_806 :NONAME_582 wait 0 if 00E1: player 0 pressed_key 16 jf @NONAME_686 0605: actor $PLAYER_ACTOR perform_animation_sequence "BK_RDY_IN" IFP_file "BIKELEAP" 4.0 loop 0 1 0 0 time -1 // versionA $12517 -= 0.17 07DB: set_car $12513 rotation_velocity_XYZ $12517 2.0 0.0 through_center_of_mass $12514 += 2 jump @NONAME_806 :NONAME_686 wait 0 if 01F3: car $12513 in_air jf @NONAME_901 if 00E1: player 0 pressed_key 14 jf @NONAME_952 0605: actor $PLAYER_ACTOR perform_animation_sequence "BK_RDY_IN" IFP_file "BIKELEAP" 4.0 loop 0 1 0 0 time -1 // versionA $12518 += 0.17 07DB: set_car $12513 rotation_velocity_XYZ $12518 2.0 0.0 through_center_of_mass $12514 += 2 jump @NONAME_806 :NONAME_806 wait 0 if 01F3: car $12513 in_air jf @NONAME_901 if and 80E1: not player 0 pressed_key 0 80E1: not player 0 pressed_key 1 jf @NONAME_358 0605: actor $PLAYER_ACTOR perform_animation_sequence "BK_BLNCE_OUT" IFP_file "BIKELEAP" 4.0 loop 0 1 0 0 time 1000 // versionA jump @NONAME_202 :NONAME_901 wait 20 $12515 = 3.3 $12516 = -3.3 $12517 = 4.0 $12518 = -4.0 jump @NONAME_202 :NONAME_952 wait 0 if and 81F3: not car $12513 in_air Actor.Driving($PLAYER_ACTOR) 00E1: player 0 pressed_key 17 jf @NONAME_202 0605: actor $PLAYER_ACTOR perform_animation_sequence "MD_BIKE_JMP_F" IFP_file "MD_CHASE" 4.0 loop 0 1 0 0 time -1 // versionA wait 1000 04C4: store_coords_to $12524 $12525 $12526 from_actor $PLAYER_ACTOR with_offset 1.0 0.0 0.0 wait 100 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $12524 $12525 $12526 jump @NONAME_1087 :NONAME_1087 0407: store_coords_to $12527 $12528 $12529 from_car $12513 with_offset 7.0 7.0 0.0 0407: store_coords_to $12530 $12531 $12532 from_car $12513 with_offset -7.0 -7.0 0.0 053E: $12533 = get_random_car_with_model -1 in_rectangle_cornerA $12527 $12528 cornerB $12530 $12531 if 056E: car $12533 defined jf @NONAME_1576 046C: $12534 = car $12533 driver if 056D: actor $12534 defined jf @NONAME_1576 if and not Actor.DrivingVehicleType($12534, #BMX) not Actor.DrivingVehicleType($12534, #BIKE) not Actor.DrivingVehicleType($12534, #MTBIKE) jf @NONAME_1576 if and not Actor.DrivingVehicleType($12534, #PCJ600) not Actor.DrivingVehicleType($12534, #FREEWAY) not Actor.DrivingVehicleType($12534, #SANCHEZ) not Actor.DrivingVehicleType($12534, #FCR900) not Actor.DrivingVehicleType($12534, #NRG500) jf @NONAME_1576 if and not Car.Model($12533) == #BMX 81C1: not car $12533 stopped jf @NONAME_1576 wait 50 0407: store_coords_to $12535 $12536 $12537 from_car $12533 with_offset -7.0 5.0 6.0 Camera.SetPosition($12535, $12536, $12537, 0.0, 0.0, 0.0) Camera.OnVehicle($12533, 15, 2) 0464: put_actor $PLAYER_ACTOR into_turret_on_car $12533 at_car_offset -1.0 0.0 0.0 position 3 shooting_angle_limit 360.0 with_weapon 0 0605: actor $PLAYER_ACTOR perform_animation_sequence "TRUCK_GETIN" IFP_file "BIKELEAP" 4.0 loop 0 1 0 0 time -1 // versionA wait 1700 0657: car $12533 open_componentA 2 wait 1350 068A: set_car $12533 repair_componentA 2 0622: AS_actor $12534 bail_car $12533 wait 540 0465: remove_actor $PLAYER_ACTOR from_turret_mode 036A: put_actor $PLAYER_ACTOR in_car $12533 Camera.SetBehindPlayer Camera.Restore_WithJumpCut 0209: $12538 = random_int_in_ranges 700 1000 Player.Money($PLAYER_CHAR) += $12538 018C: play_sound 1052 at 0.0 0.0 0.0 01E4: show_text_1number_lowpriority GXT 'HJ_IS' number $12538 time 2000 flag 1 // …OH“C ‡A …E‡“MHѓ TP‘K: $~1~ jump @NONAME_1593 :NONAME_1576 Car.RemoveReferences($12533) Actor.RemoveReferences($12534) jump @NONAME_1593 :NONAME_1593 wait 0 Car.RemoveReferences($12513) 08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 015D: set_gamespeed 1.0 jump @NONAME_70
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