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Я начал писать новый сюжет. Но в main меня хватило только на 2 миссии, а потом надоело постоянно начинать новую игру. Решил перейти на CLEO. Когда каждая миссия будет готова на 100%, буду вбивать ее в мейн.
Появились частые вылеты (но не всегда!) после cut-сцен. В 1й CLEO-миссии два ролика.
p.s. быдлокод
катсцены и актеры новые
{$CLEO .cm} :MIS3 thread 'MIS3' gosub @MissionStart111 if wasted_or_busted jf @MissionCleanup111 gosub @MissionFailed111 :MissionCleanup111 $ONMISSION = 0 mission_cleanup end_thread :MissionStart111 increment_mission_attempts $ONMISSION = 1 Player.CanMove($PLAYER_CHAR) = False 054C: use_GXT_table 'SWEET5' fade 0 1000 wait 3000 select_interior 1 02E4: load_cutscene_data "MORGN1" :M1_593 if 86B9: not cutscene_data_loaded jf @M1_833 wait 0 jump @M1_593 :M1_833 02E7: start_cutscene fade 1 1000 :M1_923 if 82E9: not cutscene_reached_end jf @M1_1163 wait 0 jump @M1_923 :M1_1163 Player.CanMove($PLAYER_CHAR) = False fade 0 0 :M1_1293 if fading else_jump @M1_1533 wait 0 jump @M1_1293 :M1_1533 02EA: end_cutscene select_interior 0 jump @Cuts2 :Cuts2 054C: use_GXT_table 'GROVE1' wait 3000 select_interior 3 02E4: load_cutscene_data "MORGN2" :M1_5914 if 86B9: not cutscene_data_loaded jf @M1_8314 wait 0 jump @M1_5914 :M1_8314 02E7: start_cutscene fade 1 1000 :M1_9214 if 82E9: not cutscene_reached_end jf @M1_11614 wait 0 jump @M1_9214 :M1_11614 Player.CanMove($PLAYER_CHAR) = False fade 0 0 :M1_12914 if fading else_jump @M1_15314 wait 0 jump @M1_12914 :M1_15314 02EA: end_cutscene jump @NOX :NOX wait 1000 select_interior 0 fade 0 1000 0110: clear_player $PLAYER_CHAR wanted_level 054C: use_GXT_table 'EFSA' Model.Load(#DESERT_EAGLE) Model.Load(#MP5LNG) Model.Load(#BANSHEE) Model.Load(#SULTAN) Model.Load(#ELEGY) Model.Load(#BMYST) Model.Load(#HMYST) Model.Load(#BMYPIMP) Model.Load(#BFYPRO) Model.Load(#VWFYST1) Model.Load(#WFYPRO) 023C: request_special_actor 'MORGAN' as 1 083B: load_requested_models 04ED: load_animation "STRIP" 04ED: load_animation "BLOWJOBZ" :NOX1 wait 1000 if and Model.Available(#DESERT_EAGLE) Model.Available(#MP5LNG) Model.Available(#BANSHEE) Model.Available(#SULTAN) Model.Available(#ELEGY) Model.Available(#BMYST) Model.Available(#HMYST) Model.Available(#BMYPIMP) jf @NOX1 if and Model.Available(#BFYPRO) Model.Available(#VWFYST1) Model.Available(#WFYPRO) 023D: special_actor 1 loaded 04EE: animation "PED" loaded 04EE: animation "STRIP" loaded 04EE: animation "BLOWJOBZ" loaded jf @NOX1 0674: set_car_model #GREENWOO numberplate "FROM3ADS" car.Create(1@,#GREENWOO,2508.2373, -1671.8248, 13.3794) 0229: set_car 1@ color_to 59 34 car.Create(2@,#BANSHEE,2351.105, -1482.0582, 24.0) Car.Angle(2@) = 180.0 0229: set_car 2@ color_to 16 33 Actor.PutAt($PLAYER_ACTOR, 2495.1729, -1687.704, 13.5156) actor.Create(3@,mission1,#SPECIAL01,2494.2639, -1685.9767, 13.5125) 01B2: give_actor 3@ weapon 24 ammo 2000 // Load the weapon model before using this wait 1000 fade 1 1100 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut player.CanMove($PLAYER_CHAR) = True
Также в этой части глюк. В начале миссии нужно доехать до чекпоинта, потом игрок и актер вылезают из машины. Дальше сценка в интерьере, затем там же надо пристрелить троих бандитов. После игра переносится на улицу, там игрок и актер разговаривают, и по идее дальше идет код, чтобы они сели в машину (погоня). Но машина оказывается в нескольких метрах над землей в сельской местности.
Переставить машину (car.putat) пробовал но из-за ошибки с вылетами после катсцен (см. выше) не удается даже протестировать.
:NOX4 wait 0 if and Actor.Dead(6@) Actor.Dead(7@) Actor.Dead(8@) jf @NOX4 fade 0 1000 wait 1000 select_interior 0 0860: link_actor $PLAYER_ACTOR to_interior 0 0860: link_actor 3@ to_interior 0 072A: put_actor 3@ into_car 1@ driverseat 0430: put_actor $PLAYER_ACTOR into_car 1@ passenger_seat 0 039E: set_actor 3@ locked 1 while_in_car 039E: set_actor $PLAYER_ACTOR locked 1 while_in_car car.Create(15@,#SULTAN,2347.4658, -1472.1797, 23.8281) Car.Angle(15@) = 270.0 0229: set_car 15@ color_to 4 26 car.Create(16@,#ELEGY,2337.647, -1468.5758, 23.8264) Car.Angle(16@) = 270.0 0229: set_car 16@ color_to 30 11 0129: 17@ = create_actor_pedtype 27 model #BMYST in_car 15@ driverseat 0129: 18@ = create_actor_pedtype 27 model #HMYST in_car 16@ driverseat 01C8: 19@ = create_actor_pedtype 27 model #BMYPIMP in_car 15@ passenger_seat 0 01C8: 20@ = create_actor_pedtype 27 model #BMYST in_car 16@ passenger_seat 0 01B2: give_actor 19@ weapon 29 ammo 2000 // Load the weapon model before using this 01B2: give_actor 20@ weapon 29 ammo 2000 // Load the weapon model before using this 01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 999999 // Load the weapon model before using this wait 2000 fade 1 1000 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 0615: define_AS_pack_begin 30@ 05D1: AS_actor 3@ drive_car 1@ to 2346.229 -1730.524 13.3828 speed 25.0 0 model #GREENWOO 2 05D1: AS_actor 3@ drive_car 1@ to 2478.366 -1729.022 13.3828 speed 30.0 0 model #GREENWOO 2 05D1: AS_actor 3@ drive_car 1@ to 2482.731 -1674.627 13.3406 speed 40.0 0 model #GREENWOO 2 0618: assign_actor 3@ to_AS_pack 30@ 0616: define_AS_pack_end 30@ Camera.SetPosition(-1596.864, 649.5828, 7.1875, 0.0, 0.0, 0.0) Camera.OnVehicle(1@, 15, 2) Car.SetDriverBehaviour(1@, FollowRoad) Actor.SetImmunities($PLAYER_ACTOR, 0, 1, 1, 0, 0) Car.SetDriverBehaviour(1@, FollowRoad) Car.SetImmunities(1@, 0, 0, 1, 1, 1) Car.Health(1@) = 5000 07CC: set_player $PLAYER_CHAR button_15 0 053F: set_car 1@ tires_vulnerability 0 0615: define_AS_pack_begin 31@ 05D1: AS_actor 17@ drive_car 15@ to 2346.229 -1730.524 13.3828 speed 25.0 0 model #SULTAN 2 05D1: AS_actor 17@ drive_car 15@ to 2478.366 -1729.022 13.3828 speed 30.0 0 model #SULTAN 2 05D1: AS_actor 17@ drive_car 15@ to 2482.731 -1674.627 13.3406 speed 40.0 0 model #SULTAN 2 0618: assign_actor 17@ to_AS_pack 31@ 0616: define_AS_pack_end 31@ Car.SetDriverBehaviour(15@, FollowRoad) 0615: define_AS_pack_begin 32@ 05D1: AS_actor 18@ drive_car 16@ to 2346.229 -1730.524 13.3828 speed 25.0 0 model #ELEGY 2 05D1: AS_actor 18@ drive_car 16@ to 2478.366 -1729.022 13.3828 speed 30.0 0 model #ELEGY 2 05D1: AS_actor 18@ drive_car 16@ to 2482.731 -1674.627 13.3406 speed 40.0 0 model #ELEGY 2 0618: assign_actor 18@ to_AS_pack 32@ 0616: define_AS_pack_end 32@ Car.SetDriverBehaviour(15@, FollowRoad) 00BC: show_text_highpriority GXT 'ST_CL3' time 3000 flag 1 wait 3000 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 0713: actor $player_actor driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 0713: actor 19@ driveby_actor $player_actor car 1@ point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 0713: actor 20@ driveby_actor $player_actor car 1@ point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 00BC: show_text_highpriority GXT 'ST_CL4' time 3000 flag 1 Marker.CreateAboveCar(21@,15@) Marker.CreateAboveCar(22@,16@)
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