#1 Re: Вопросы по скриптингу » cleo-скрипт. Что не так? » 27-08-2008 16:34

:NONAME_9
0001: wait 0 ms
0247: load_model #BIKE 
038B: load_requested_models 
00D6: if and
0206:   actor $PLAYER_ACTOR near_car $SKATE radius 5.0 5.0 5.0 flag 0 on_foot 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @NONAME_9 
04ED: load_animation "CHOPPA" 
0407: store_coords_to $X_SKATE $Y_SKATE $Z_SKATE from_car $SKATE with_offset -0.35 -0.6 0.0 
0174: $SKATE_Z = car $SKATE Z_angle 
0009: $SKATE_Z += -90.0 
00A1: put_actor $PLAYER_ACTOR at $X_SKATE $Y_SKATE $Z_SKATE 
0173: set_actor $PLAYER_ACTOR Z_angle_to $SKATE_Z 
0001: wait 1 ms 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_JUMPONR" IFP_file "CHOPPA" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0001: wait 2500 ms 
036A: put_actor $PLAYER_ACTOR in_car $SKATE  
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
004F: create_thread @SKATE_MOUVT 

:SKATE_MOUVT
0001: wait 0 ms 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BIKE 
004D: jump_if_false @SKATE_MOUVT 
04ED: load_animation "CHOPPA" 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03C0: $SKATE = actor $PLAYER_ACTOR car 
004F: create_thread @NONAME_11 

:SKATE_MOUVT_91
03A4: name_thread 'SKATE_MOUVT' 
02E3: $SKATE_S = car $SKATE speed 
004F: create_thread @NONAME_10 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @SKATE_MOUVT_201 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 1000 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_201
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @SKATE_MOUVT_276 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 1000 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_276
0001: wait 0 ms 
00D6: if and
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SKATE_MOUVT_356 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 10 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_356
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SKATE_MOUVT_436 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_DRIVEBYLHS" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 2000 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_436
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @SKATE_MOUVT_510 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_RIDE" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0001: wait 4000 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_510
0001: wait 0 ms 
00D6: if and
00E1:   player 0 pressed_key 16 
0020:   $SKATE_S > 20.0 
004D: jump_if_false @SKATE_MOUVT_596 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_SPRINT" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0001: wait 4000 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_596
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SKATE_MOUVT_671 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_PEDAL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 2000 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_671
0001: wait 1 ms 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 10 ms 
0002: jump @SKATE_MOUVT_91 

:NONAME_10
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @NONAME_10 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_BUNNYHOP" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 1000 ms 
0002: jump @NONAME_10 
004E: end_thread 

:NONAME_11
0001: wait 0 ms 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #BIKE 
004D: jump_if_false @NONAME_11 
0459: end_thread_named 'SKATE_MOUVT' 
0459: end_thread_named 'SKATE_SPRINT' 
0001: wait 0 ms 
0002: jump @NONAME_9 
0001: wait 0 ms 
004E: end_thread

что не так здесь плззз скажите !!!!я просто подкорректировал скрипт скейта чтобы с миссиями был а то без миссий не катит
вот оригинал:

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
DEFINE OBJECTS 1
DEFINE OBJECT SANNY BUILDER 3.01      

DEFINE MISSIONS 0

DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 0

{$VERSION 3.1.0027}

//-------------MAIN---------------
03A4: name_thread 'MAIN' 
042C: set_total_missions_to 0 
030D: set_max_progress 187 
0997: set_total_respect_points_to 1339 
01F0: set_max_wanted_level_to 6 
0111: set_wasted_busted_check 0 
00C0: set_current_time_hours_to 8 minutes_to 0 
016A: fade 0 time 10 
01B6: set_weather 1 
04BB: select_interior 0 
04E4: unknown_refresh_game_renderer_at 0.0 0.0 
03CB: set_rendering_origin_at 0.0 0.0 0.0 
0053: $PLAYER_CHAR = create_player #NULL at 1504.567 -840.718 67.0 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
01F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
0373: set_camera_directly_behind_player 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0001: wait 100 ms 
087B: set_player $PLAYER_CHAR clothes_texture "TSHIRTWHITE" model "TSHIRT" body_part 0 
087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2 
087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 
087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1 
070D: rebuild_player $PLAYER_CHAR 
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 
016A: fade 1 time 1000 
0247: load_model #BIKE 
0247: load_model #INFERNUS 
0247: load_model #TEC9 
038B: load_requested_models 
0001: wait 1 ms 
00A5: $SKATE = create_car #BIKE at 1504.567 -842.718 65.9793 
0175: set_car $SKATE Z_angle_to 180.0 
01EB: set_traffic_density_multiplier_to 0.0 
020A: set_car $SKATE door_status_to 4 
004F: create_thread @SKATE_MOUVT 

:MAIN_384
0001: wait 0 ms 
00D6: if and
0206:   actor $PLAYER_ACTOR near_car $SKATE radius 5.0 5.0 5.0 flag 0 on_foot 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @MAIN_384 
04ED: load_animation "CHOPPA" 
0407: store_coords_to $X_SKATE $Y_SKATE $Z_SKATE from_car $SKATE with_offset -0.35 -0.6 0.0 
0174: $SKATE_Z = car $SKATE Z_angle 
0009: $SKATE_Z += -90.0 
00A1: put_actor $PLAYER_ACTOR at $X_SKATE $Y_SKATE $Z_SKATE 
0173: set_actor $PLAYER_ACTOR Z_angle_to $SKATE_Z 
0001: wait 1 ms 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_JUMPONR" IFP_file "CHOPPA" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0001: wait 2500 ms 
036A: put_actor $PLAYER_ACTOR in_car $SKATE 
020A: set_car $SKATE door_status_to 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:SKATE_MOUVT
0001: wait 0 ms 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BIKE 
004D: jump_if_false @SKATE_MOUVT 
04ED: load_animation "CHOPPA" 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03C0: $SKATE = actor $PLAYER_ACTOR car 
004F: create_thread @SKATE_MOUVT_808 

:SKATE_MOUVT_91
03A4: name_thread 'SKATE_MOUVT' 
02E3: $SKATE_S = car $SKATE speed 
004F: create_thread @SKATE_MOUVT_728 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @SKATE_MOUVT_201 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 1000 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_201
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @SKATE_MOUVT_276 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 1000 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_276
0001: wait 0 ms 
00D6: if and
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SKATE_MOUVT_356 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 10 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_356
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SKATE_MOUVT_436 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_DRIVEBYLHS" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 2000 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_436
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @SKATE_MOUVT_510 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_RIDE" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0001: wait 4000 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_510
0001: wait 0 ms 
00D6: if and
00E1:   player 0 pressed_key 16 
0020:   $SKATE_S > 20.0 
004D: jump_if_false @SKATE_MOUVT_596 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_SPRINT" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0001: wait 4000 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_596
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SKATE_MOUVT_671 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_PEDAL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 2000 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_671
0001: wait 1 ms 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 10 ms 
0002: jump @SKATE_MOUVT_91 

:SKATE_MOUVT_728
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @SKATE_MOUVT_728 
0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_BUNNYHOP" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0001: wait 1000 ms 
0002: jump @SKATE_MOUVT_728 
004E: end_thread 

:SKATE_MOUVT_808
0001: wait 0 ms 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #BIKE 
004D: jump_if_false @SKATE_MOUVT_808 
0459: end_thread_named 'SKATE_MOUVT' 
0459: end_thread_named 'SKATE_SPRINT' 
0001: wait 0 ms 
0002: jump @MAIN_384 
0001: wait 0 ms 
004E: end_thread

и если  кто-то может переделайте в КЛЕО

#2 Re: Модификации » Двигатель » 26-08-2008 19:11

так во первых это не в клео дело(был уже установлен КЛЕО и после переустановке таже фигня)а во вторых я думаю это дело в sascm.ini(надо добавить это опкод и всё)


З.Ы:скачал-не помогает!((((

#3 Re: Модификации » Двигатель » 26-08-2008 13:28

ну и чё мне с этим делать ?

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