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Спасибо Д22 ты очень помог, я просто не ожидал что ответ будет так быстро и если у тебя будет время конешно распиши как ты все это делал, потому что скриптинг и програмирование для меня это как бы понятно но как работать с адресами памяти я честно говоря плохо знаю досих пор.
Я могу вообще написать отдельный поток который будет выводить текст но не думаю что это этично и правильно в целом. Но если других вариантов нету то сделаю по своему просто. Но вообще тогда этот ХУД считается не играбельным раз на других версия GTA будут такие проблемы с текстом титров.
не знаю пригодится ли мне это чрез месяц но думаю для создания игровых HUD важно знать эти параметры.
Элементарным 00BC: show_text_highpriority GXT "DIAYM_5" time 6000 flag 1
Я могу написать отдельный поток с такими параметрами как я хочу но это не совсем практично наверное
ты имел введу опцию "Wide скрин"? этом режиме титры по центру
Но ведь должен же быть параметр который может исправить расположение данного типа текста
Еще я хотел спросить как узнать навык владения определенным оружием если не использовать статистику
0652: 28@ = integer_stat 69
Ок ну а пока у меня нет вопросов я вроде со всем разобрался и все хорошо работает) Спасибки)))
Что за глупое предложение!?
$WEAP_ID(1@,8i) - это масив!!!
$WEAP_ID[0]
$WEAP_ID[1]
$WEAP_ID[2]
$WEAP_ID[3]
$WEAP_ID[4]
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$WEAP_ID[13]
Фиг с ним :-P Я написал что хотел и это вроде работает без ошибок ^_^
Может кто нибудь может помочь с удалением глобальных переменных? Чтоб код потом работал и не запутывался.
Model.Load(2985) 038B: load_requested_models :WEAP_MENUE_28 32@ = 0 :WEAP_MENUE_35 wait 0 if and Player.Defined($PLAYER_CHAR) $ONMISSION == 0 Actor.Stopped($PLAYER_ACTOR) not Actor.Driving($PLAYER_ACTOR) 09E7: player $PLAYER_CHAR not_frozen 86B9: not cutscene_data_loaded 8818: not actor $PLAYER_ACTOR in_air 0AB0: key_pressed 73 else_jump @WEAP_MENUE_28 if 500 > 32@ else_jump @WEAP_MENUE_114 jump @WEAP_MENUE_35 :WEAP_MENUE_114 wait 0 5@ = 1 7@ = 0 :WEAP_MENUE_132 wait 0 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 5@ weapon 0@ ammo 1@ model 2@ if not 0@ == 0 else_jump @WEAP_MENUE_178 7@ += 1 :WEAP_MENUE_178 5@ += 1 if 5@ > 12 else_jump @WEAP_MENUE_132 if not 7@ == 0 else_jump @WEAP_MENUE_3955 0992: set_player $PLAYER_CHAR weapons_scrollable 0 1@ = 0 5@ = 0 7@ = 1 fade 0 100 wait 100 0581: enable_radar 0 0826: enable_hud 0 015D: set_gamespeed 0.3 02A3: enable_widescreen 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 0575: set_actor $PLAYER_ACTOR pinned_position 1 0337: set_actor $PLAYER_ACTOR visibility 0 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True Player.CanMove($PLAYER_CHAR) = False 00BE: text_clear_all 03E6: remove_text_box :WEAP_MENUE_317 wait 0 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1440 1@ *= 28 005A: 0@ += 1@ // (int) 1@ /= 28 0A8D: $WEAP_ID(1@,8i) = read_memory 0@ size 4 virtual_protect 1 0@ += 8 0@ += 4 0308: show_text_6numbers GXT 'IDNUMR1' numbers $WEAP_ID(1@,8i) $AMMOR(1@,8i) $AMMOR_TOT(1@,8i) 1@ 0 0 time 0 flag 5 0470: 5@ = actor $PLAYER_ACTOR current_weapon if 07D6: 5@ == $WEAP_ID(1@,8i) // integer vars else_jump @WEAP_MENUE_471 0087: 24@ = 1@ // (float) :WEAP_MENUE_471 if not $WEAP_ID(1@,8i) == 0 else_jump @WEAP_MENUE_500 7@ += 1 :WEAP_MENUE_500 1@ += 1 if not 1@ == 13 else_jump @WEAP_MENUE_532 jump @WEAP_MENUE_317 :WEAP_MENUE_532 1@ = 0 15@ = 0 23@ = 360 0073: 23@ /= 7@ // (float) 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 9@ = Object.Create(2886, 11@, 12@, 13@) Object.PutAt(9@, 0.0, 0.0, 0.0) 08D2: object 9@ scale_model 0.01 Object.CollisionDetection(9@) = False 0750: set_object 9@ visibility 0 :WEAP_MENUE_652 wait 0 Object.Angle(9@) = 15@ 0400: store_coords_to 11@ 12@ 13@ from_object 9@ with_offset 0.0 0.7 0.0 $OBJTEST(1@,8i) = Object.Create(2886, 11@, 12@, 13@) 069A: attach_object $OBJTEST(1@,8i) to_object 9@ with_offset 11@ 12@ 13@ rotation 0.0 0.0 15@ 0750: set_object $OBJTEST(1@,8i) visibility 0 08D2: object $OBJTEST(1@,8i) scale_model 0.5 Object.CollisionDetection($OBJTEST(1@,8i)) = False 0781: get_weapon_with_ID $WEAP_ID(1@,8i) model_to 25@ if 25@ == -1 else_jump @WEAP_MENUE_822 25@ = 2886 :WEAP_MENUE_822 $GUN(1@,8i) = Object.Create(25@, 11@, 12@, 13@) if 25@ == 2886 else_jump @WEAP_MENUE_898 0750: set_object $GUN(1@,8i) visibility 0 if not 1@ == 0 else_jump @WEAP_MENUE_898 jump @WEAP_MENUE_2372 :WEAP_MENUE_898 08D2: object $GUN(1@,8i) scale_model 0.3 16@ = -0.06 17@ = -0.05 $OFF_RATE = 0.0 $OFF_RATE_FFF = 0.0 $OFF_RATE_FFF1 = 0.0 if Object.Model($GUN(1@,8i)) == #GUN_PARA else_jump @WEAP_MENUE_1022 16@ = 0.01 17@ = -0.05 $OFF_RATE = 180.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_1022 if Object.Model($GUN(1@,8i)) == #SHOTGSPA else_jump @WEAP_MENUE_1072 16@ = -0.09 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1072 if or Object.Model($GUN(1@,8i)) == #GUN_VIBE1 Object.Model($GUN(1@,8i)) == #GUN_VIBE2 Object.Model($GUN(1@,8i)) == #GUN_DILDO1 Object.Model($GUN(1@,8i)) == #GUN_DILDO2 Object.Model($GUN(1@,8i)) == #FLOWERA else_jump @WEAP_MENUE_1170 16@ = -0.02 17@ = -0.06 jump @WEAP_MENUE_2328 :WEAP_MENUE_1170 if or Object.Model($GUN(1@,8i)) == #SNIPER Object.Model($GUN(1@,8i)) == #CUNTGUN else_jump @WEAP_MENUE_1232 16@ = -0.07 $OFF_RATE = 20.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_1232 if Object.Model($GUN(1@,8i)) == #BRASSKNUCKLE else_jump @WEAP_MENUE_1282 16@ = -0.03 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1282 if Object.Model($GUN(1@,8i)) == #DESERT_EAGLE else_jump @WEAP_MENUE_1332 16@ = -0.045 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1332 if Object.Model($GUN(1@,8i)) == #KNIFECUR else_jump @WEAP_MENUE_1382 16@ = -0.03 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1382 if Object.Model($GUN(1@,8i)) == #NITESTICK else_jump @WEAP_MENUE_1432 16@ = -0.03 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1432 if Object.Model($GUN(1@,8i)) == #GOLFCLUB else_jump @WEAP_MENUE_1482 16@ = -0.02 17@ = -0.1 jump @WEAP_MENUE_2328 :WEAP_MENUE_1482 if or Object.Model($GUN(1@,8i)) == #BAT Object.Model($GUN(1@,8i)) == #SHOVEL Object.Model($GUN(1@,8i)) == #POOLCUE Object.Model($GUN(1@,8i)) == #KATANA else_jump @WEAP_MENUE_1618 16@ = -0.01 17@ = -0.065 jump @WEAP_MENUE_2328 if Object.Model($GUN(1@,8i)) == #SHOVEL else_jump @WEAP_MENUE_1618 16@ = 0.0 $OFF_RATE = 90.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_1618 if Object.Model($GUN(1@,8i)) == #CHNSAW else_jump @WEAP_MENUE_1668 16@ = -0.15 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1668 if Object.Model($GUN(1@,8i)) == #KATANA else_jump @WEAP_MENUE_1718 16@ = -0.02 17@ = -0.1 jump @WEAP_MENUE_2328 :WEAP_MENUE_1718 if Object.Model($GUN(1@,8i)) == #CAMERA else_jump @WEAP_MENUE_1778 16@ = 0.04 17@ = -0.05 $OFF_RATE = 90.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_1778 if or Object.Model($GUN(1@,8i)) == #COLT45 Object.Model($GUN(1@,8i)) == #TEC9 Object.Model($GUN(1@,8i)) == #MICRO_UZI else_jump @WEAP_MENUE_1852 16@ = -0.03 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1852 if or Object.Model($GUN(1@,8i)) == #HEATSEEK Object.Model($GUN(1@,8i)) == #ROCKETLA else_jump @WEAP_MENUE_1924 16@ = 0.01 17@ = -0.04 $OFF_RATE = 20.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_1924 if Object.Model($GUN(1@,8i)) == #FIRE_EX else_jump @WEAP_MENUE_1974 16@ = -0.115 17@ = 0.03 jump @WEAP_MENUE_2328 :WEAP_MENUE_1974 if Object.Model($GUN(1@,8i)) == #FLAME else_jump @WEAP_MENUE_2024 16@ = -0.14 17@ = -0.02 jump @WEAP_MENUE_2328 :WEAP_MENUE_2024 if or Object.Model($GUN(1@,8i)) == #GRENADE Object.Model($GUN(1@,8i)) == #SPRAYCAN else_jump @WEAP_MENUE_2096 16@ = -0.013 17@ = -0.03 $OFF_RATE = 270.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_2096 if Object.Model($GUN(1@,8i)) == #MOLOTOV else_jump @WEAP_MENUE_2156 16@ = -0.013 17@ = -0.03 $OFF_RATE = 45.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_2156 if or Object.Model($GUN(1@,8i)) == #IRGOGGLES Object.Model($GUN(1@,8i)) == #NVGOGGLES else_jump @WEAP_MENUE_2248 16@ = 0.01 17@ = -0.06 $OFF_RATE = 180.0 $OFF_RATE_FFF = 180.0 $OFF_RATE_FFF1 = 90.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_2248 if Object.Model($GUN(1@,8i)) == #BOMB else_jump @WEAP_MENUE_2328 16@ = -0.01 17@ = -0.095 $OFF_RATE = 90.0 $OFF_RATE_FFF = 180.0 $OFF_RATE_FFF1 = 90.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_2328 069A: attach_object $GUN(1@,8i) to_object $OBJTEST(1@,8i) with_offset 16@ 0.0 17@ rotation $OFF_RATE_FFF $OFF_RATE_FFF1 $OFF_RATE 0063: 15@ -= 23@ // (float) :WEAP_MENUE_2372 1@ += 1 if 1@ == 13 else_jump @WEAP_MENUE_652 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 Object.PutAt(9@, 11@, 12@, 13@) 0400: store_coords_to 11@ 12@ 13@ from_object 9@ with_offset 0.0 1.1 0.0 Camera.SetPosition(11@, 12@, 13@, 0.0, 0.0, 1.0) 0400: store_coords_to 11@ 12@ 13@ from_object 9@ with_offset 0.0 0.0 -0.01 Camera.PointAt(11@, 12@, 13@, 2) 1@ = 0 if 82D8: not actor $PLAYER_ACTOR current_weapon == 0 else_jump @WEAP_MENUE_2700 :WEAP_MENUE_2562 wait 0 1@ += 1 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1440 1@ *= 28 005A: 0@ += 1@ // (int) 1@ /= 28 0A8D: 26@ = read_memory 0@ size 4 virtual_protect 1 if not 26@ == 0 else_jump @WEAP_MENUE_2562 18@ = Object.Angle(9@) 005B: 18@ += 23@ // (float) Object.Angle(9@) = 18@ if 003B: 1@ == 24@ // (int) else_jump @WEAP_MENUE_2562 008F: 24@ = integer 24@ to_float 0092: 1@ = float 24@ to_integer :WEAP_MENUE_2700 wait 10 00BE: text_clear_all 03E6: remove_text_box fade 1 90 wait 130 :WEAP_MENUE_2719 wait 0 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1440 1@ *= 28 005A: 0@ += 1@ // (int) 1@ /= 28 0A8D: 26@ = read_memory 0@ size 4 virtual_protect 1 0@ += 8 0A8D: 12@ = read_memory 0@ size 4 virtual_protect 1 0@ += 4 0A8D: 11@ = read_memory 0@ size 4 virtual_protect 1 08DA: remove_panel 10@ 08D4: 10@ = create_panel_with_title 'MYGHT' position 135.0 355.0 width 140.0 columns 3 interactive 0 background 0 alignment 1 09DB: set_panel 10@ column 0 width 120 08DB: set_panel 10@ column 0 header 'DUMMY' data 'MYGHT' 'MYGHT' 'MYGHT' 'MYGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 08DB: set_panel 10@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' if 26@ == 0 else_jump @WEAP_MENUE_3156 08EE: set_panel 10@ column 1 row 0 text_1number GXT 'WEPL0' number 26@ jump @WEAP_MENUE_3258 :WEAP_MENUE_3156 08EE: set_panel 10@ column 1 row 0 text_1number GXT 'FDNUMR1' number 26@ 08EE: set_panel 10@ column 1 row 1 text_1number GXT 'FDNUMR5' number 1@ if not 12@ == 0 else_jump @WEAP_MENUE_3258 08EE: set_panel 10@ column 1 row 2 text_1number GXT 'FDNUMR3' number 11@ 08EE: set_panel 10@ column 1 row 3 text_1number GXT 'FDNUMR4' number 12@ :WEAP_MENUE_3258 if 0184: actor $PLAYER_ACTOR health >= 0 else_jump @WEAP_MENUE_3789 if 80E1: not player 0 pressed_key 15 else_jump @WEAP_MENUE_3789 if 80E1: not player 0 pressed_key 17 else_jump @WEAP_MENUE_3777 if 8AB0: not key_pressed 37 else_jump @WEAP_MENUE_3553 if 0AB0: key_pressed 39 else_jump @WEAP_MENUE_2719 18@ = Object.Angle(9@) 005B: 18@ += 23@ // (float) 13@ = Object.Angle(9@) :WEAP_MENUE_3364 wait 0 13@ += 5.0 if 0025: 13@ > 18@ // (float) else_jump @WEAP_MENUE_3412 0085: 13@ = 18@ // (int) jump @WEAP_MENUE_3427 :WEAP_MENUE_3412 Object.Angle(9@) = 13@ jump @WEAP_MENUE_3364 :WEAP_MENUE_3427 Object.Angle(9@) = 18@ 1@ += 1 if 1@ == 13 else_jump @WEAP_MENUE_3474 1@ = 0 jump @WEAP_MENUE_2719 :WEAP_MENUE_3474 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1440 1@ *= 28 005A: 0@ += 1@ // (int) 1@ /= 28 0A8D: 26@ = read_memory 0@ size 4 virtual_protect 1 if not 26@ == 0 else_jump @WEAP_MENUE_3427 wait 50 jump @WEAP_MENUE_2719 :WEAP_MENUE_3553 18@ = Object.Angle(9@) 0063: 18@ -= 23@ // (float) 13@ = Object.Angle(9@) :WEAP_MENUE_3577 wait 0 13@ += -5.0 if 0025: 18@ > 13@ // (float) else_jump @WEAP_MENUE_3625 0085: 13@ = 18@ // (int) jump @WEAP_MENUE_3640 :WEAP_MENUE_3625 Object.Angle(9@) = 13@ jump @WEAP_MENUE_3577 :WEAP_MENUE_3640 Object.Angle(9@) = 18@ 1@ -= 1 if 1@ == -1 else_jump @WEAP_MENUE_3680 1@ = 12 :WEAP_MENUE_3680 if not 1@ == 0 else_jump @WEAP_MENUE_2719 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1440 1@ *= 28 005A: 0@ += 1@ // (int) 1@ /= 28 0A8D: 26@ = read_memory 0@ size 4 virtual_protect 1 if not 26@ == 0 else_jump @WEAP_MENUE_3640 wait 50 jump @WEAP_MENUE_2719 :WEAP_MENUE_3777 01B9: set_actor $PLAYER_ACTOR armed_weapon_to $WEAP_ID(1@,8i) :WEAP_MENUE_3789 fade 0 60 wait 80 1@ = 0 :WEAP_MENUE_3806 wait 0 Object.Destroy($GUN(1@,8i)) Object.Destroy($OBJTEST(1@,8i)) 1@ += 1 if 1@ == 13 else_jump @WEAP_MENUE_3806 Object.Destroy(9@) 08DA: remove_panel 10@ Camera.SetBehindPlayer Camera.Restore_WithJumpCut 0581: enable_radar 1 0826: enable_hud 1 015D: set_gamespeed 1.0 02A3: enable_widescreen 0 0575: set_actor $PLAYER_ACTOR pinned_position 0 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 0992: set_player $PLAYER_CHAR weapons_scrollable 1 0337: set_actor $PLAYER_ACTOR visibility 1 wait 20 Player.CanMove($PLAYER_CHAR) = True wait 10 fade 1 200 wait 1000 jump @WEAP_MENUE_28 :WEAP_MENUE_3955 00BC: show_text_highpriority GXT 'IDNUMR2' time 1000 flag 1 jump @WEAP_MENUE_28
Суть в том что код записывает все оружие что есть у игрока и создает из него круг
[youtube]http://www.youtube.com/watch?v=Mm_bOFP30Ms[/youtube]
Вообщем только что я написал тоже самое только с 0 и на другой основе но может этот можно исправить?
Я знаю что на форуме уже давно никто не живет но мне нужна помощь в доработке(((
15@ = 3 три это группа с которой начинается отсчет содержимого инвентаря, это пистолеты
Если поставить 2 то должно идти холодное оружие но объект не отображается((
Написано криво и много путаницы с переменными - мне нужна помощь!
Архив с самим файлом 3D weapons inventory
0000: NOP Model.Load(2985) 038B: load_requested_models :WEAP_MENUE_28 wait 0 if and Player.Defined($PLAYER_CHAR) $ONMISSION == 0 Actor.Stopped($PLAYER_ACTOR) not Actor.Driving($PLAYER_ACTOR) 09E7: player $PLAYER_CHAR not_frozen 86B9: not cutscene_data_loaded 8818: not actor $PLAYER_ACTOR in_air 0AB0: key_pressed 73 else_jump @WEAP_MENUE_28 15@ = 3 16@ = 0 :WEAP_MENUE_95 wait 0 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 15@ weapon 0@ ammo 1@ model 2@ if not 0@ == 39 else_jump @WEAP_MENUE_221 if not 15@ == 11 else_jump @WEAP_MENUE_221 if not 2@ == -1 else_jump @WEAP_MENUE_221 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 15@ weapon $WEAP_ID(16@,8i) ammo $AMMOR(16@,8i) model $MODEL(16@,8i) Model.Load($MODEL(16@,8i)) 038B: load_requested_models wait 0 16@ += 1 :WEAP_MENUE_221 15@ += 1 if 15@ > 11 else_jump @WEAP_MENUE_95 if not 16@ == 0 else_jump @WEAP_MENUE_2967 fade 0 100 wait 100 14@ = 0 15@ = 0 13@ = 360 0073: 13@ /= 16@ // (float) 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 12@ = Object.Create(2886, 1@, 2@, 3@) Object.PutAt(12@, 0.0, 0.0, 0.0) 08D2: object 12@ scale_model 0.001 Object.CollisionDetection(12@) = False 0581: enable_radar 0 0826: enable_hud 0 015D: set_gamespeed 0.3 02A3: enable_widescreen 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 0992: set_player $PLAYER_CHAR weapons_scrollable 0 0575: set_actor $PLAYER_ACTOR pinned_position 1 0337: set_actor $PLAYER_ACTOR visibility 0 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True Player.CanMove($PLAYER_CHAR) = False :WEAP_MENUE_448 Object.Angle(12@) = 14@ 0400: store_coords_to 1@ 2@ 3@ from_object 12@ with_offset 0.0 1.0 0.0 $OBJTEST(15@,8i) = Object.Create(1240, 1@, 2@, 3@) 069A: attach_object $OBJTEST(15@,8i) to_object 12@ with_offset 1@ 2@ 3@ rotation 0.0 0.0 14@ 08D2: object $OBJTEST(15@,8i) scale_model 0.025 0750: set_object $OBJTEST(15@,8i) visibility 0 Object.CollisionDetection($OBJTEST(15@,8i)) = False $GUN(15@,8i) = Object.Create($MODEL(15@,8i), 1@, 2@, 3@) 8@ = -0.1 9@ = -0.05 10@ = 0.0 11@ = 0.0 if Object.Model($GUN(15@,8i)) == #KNIFECUR else_jump @WEAP_MENUE_684 8@ = -0.03 9@ = -0.05 :WEAP_MENUE_684 if Object.Model($GUN(15@,8i)) == #BAT else_jump @WEAP_MENUE_727 8@ = -0.03 9@ = -0.05 :WEAP_MENUE_727 if Object.Model($GUN(15@,8i)) == #CHNSAW else_jump @WEAP_MENUE_770 8@ = -0.23 9@ = -0.05 :WEAP_MENUE_770 if Object.Model($GUN(15@,8i)) == #CAMERA else_jump @WEAP_MENUE_813 8@ = 0.07 10@ = 90.0 :WEAP_MENUE_813 if or Object.Model($GUN(15@,8i)) == #COLT45 Object.Model($GUN(15@,8i)) == #TEC9 Object.Model($GUN(15@,8i)) == #MICRO_UZI else_jump @WEAP_MENUE_880 8@ = -0.03 9@ = -0.05 :WEAP_MENUE_880 if or Object.Model($GUN(15@,8i)) == #HEATSEEK Object.Model($GUN(15@,8i)) == #ROCKETLA else_jump @WEAP_MENUE_935 8@ = 0.0 9@ = -0.04 :WEAP_MENUE_935 if Object.Model($GUN(15@,8i)) == #FIRE_EX else_jump @WEAP_MENUE_978 8@ = -0.18 9@ = 0.04 :WEAP_MENUE_978 if Object.Model($GUN(15@,8i)) == #FLAME else_jump @WEAP_MENUE_1021 8@ = -0.22 9@ = -0.02 :WEAP_MENUE_1021 if or Object.Model($GUN(15@,8i)) == #GRENADE Object.Model($GUN(15@,8i)) == #SPRAYCAN else_jump @WEAP_MENUE_1086 8@ = 0.0 9@ = 0.0 10@ = 270.0 :WEAP_MENUE_1086 if Object.Model($GUN(15@,8i)) == #MOLOTOV else_jump @WEAP_MENUE_1139 8@ = -0.02 9@ = 0.0 10@ = 45.0 :WEAP_MENUE_1139 if or Object.Model($GUN(15@,8i)) == #IRGOGGLES Object.Model($GUN(15@,8i)) == #NVGOGGLES else_jump @WEAP_MENUE_1214 8@ = -0.01 9@ = 0.0 10@ = 180.0 11@ = 180.0 :WEAP_MENUE_1214 0470: 5@ = actor $PLAYER_ACTOR current_weapon if 07D6: 5@ == $WEAP_ID(15@,8i) // integer vars else_jump @WEAP_MENUE_1269 008A: $IN_HANDS = 15@ // (int) 008A: $TOTAL_SLOTS = 16@ // (int) 0060: $TOTAL_SLOTS -= $IN_HANDS // (int) :WEAP_MENUE_1269 069A: attach_object $GUN(15@,8i) to_object $OBJTEST(15@,8i) with_offset 8@ 0.0 9@ rotation 11@ 11@ 10@ Object.CollisionDetection($GUN(15@,8i)) = False 08D2: object $GUN(15@,8i) scale_model 0.5 005B: 14@ += 13@ // (float) 15@ += 1 if 002D: 15@ >= 16@ // (int) else_jump @WEAP_MENUE_448 if $TOTAL_SLOTS == 0 else_jump @WEAP_MENUE_1389 $TOTAL_SLOTS = 1 :WEAP_MENUE_1389 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 Object.PutAt(12@, 1@, 2@, 3@) 0400: store_coords_to 1@ 2@ 3@ from_object 12@ with_offset 0.0 1.6 0.05 Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 1.0) 0400: store_coords_to 1@ 2@ 3@ from_object 12@ with_offset 0.0 0.0 0.03 Camera.PointAt(1@, 2@, 3@, 2) 14@ = Object.Angle(12@) 008F: 10@ = integer $TOTAL_SLOTS to_float 006B: 13@ *= 10@ // (float) 005B: 14@ += 13@ // (float) Object.Angle(12@) = 14@ 008B: 15@ = $TOTAL_SLOTS // (int) 0073: 13@ /= 10@ // (float) wait 130 fade 1 100 wait 100 015D: set_gamespeed 0.1 :WEAP_MENUE_1607 wait 0 008A: $IN_HANDS_2 = 15@ // (int) 008A: $TOTAL_SLOTS_2 = 16@ // (int) 0060: $TOTAL_SLOTS_2 -= $IN_HANDS_2 // (int) if 15@ == 0 else_jump @WEAP_MENUE_1660 15@ = 1 :WEAP_MENUE_1660 if Actor.HasWeapon($PLAYER_ACTOR, $WEAP_ID($TOTAL_SLOTS_2,8i)) else_jump @WEAP_MENUE_2337 0782: get_weapon_with_ID $WEAP_ID($TOTAL_SLOTS_2,8i) weapon_group_to 5@ 05AA: 6@s = 'ARMOR9' if 5@ == 1 else_jump @WEAP_MENUE_1741 05AA: 6@s = 'ARMOR1' :WEAP_MENUE_1741 if 5@ == 2 else_jump @WEAP_MENUE_1773 05AA: 6@s = 'ARMOR2' :WEAP_MENUE_1773 if 5@ == 3 else_jump @WEAP_MENUE_1805 05AA: 6@s = 'ARMOR3' :WEAP_MENUE_1805 if 5@ == 4 else_jump @WEAP_MENUE_1837 05AA: 6@s = 'ARMOR4' :WEAP_MENUE_1837 if 5@ == 5 else_jump @WEAP_MENUE_1869 05AA: 6@s = 'ARMOR5' :WEAP_MENUE_1869 if 5@ == 6 else_jump @WEAP_MENUE_1901 05AA: 6@s = 'ARMOR6' :WEAP_MENUE_1901 if 5@ == 7 else_jump @WEAP_MENUE_1933 05AA: 6@s = 'ARMOR7' :WEAP_MENUE_1933 if 5@ == 8 else_jump @WEAP_MENUE_1965 05AA: 6@s = 'ARMOR8' :WEAP_MENUE_1965 08DA: remove_panel 10@ 08D4: 10@ = create_panel_with_title 'MYGHT' position 125.0 368.0 width 140.0 columns 2 interactive 0 background 1 alignment 1 09DB: set_panel 10@ column 0 width 120 08DB: set_panel 10@ column 0 header 'DUMMY' data 'MYGHT' 'MYGHT' 'MYGHT' 'MYGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 08DB: set_panel 10@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 08EE: set_panel 10@ column 1 row 0 text_1number GXT 6@s number $AMMOR($TOTAL_SLOTS_2,8i) if not $AMMOR($TOTAL_SLOTS_2,8i) == 0 else_jump @WEAP_MENUE_2382 08EE: set_panel 10@ column 1 row 1 text_1number GXT 'SKHUDR1' number $AMMOR($TOTAL_SLOTS_2,8i) jump @WEAP_MENUE_2382 :WEAP_MENUE_2337 0308: show_text_6numbers GXT 'IDNUMR3' numbers $WEAP_ID($TOTAL_SLOTS_2,8i) $MODEL($TOTAL_SLOTS_2,8i) $AMMOR($TOTAL_SLOTS_2,8i) 15@ $TOTAL_SLOTS_2 16@ time 100 flag 5 :WEAP_MENUE_2382 if and not Actor.Dead($PLAYER_ACTOR) 84AD: not actor $PLAYER_ACTOR in_water 044B: actor $PLAYER_ACTOR on_foot else_jump @WEAP_MENUE_1607 if 0184: actor $PLAYER_ACTOR health >= 0 else_jump @WEAP_MENUE_2805 if 80E1: not player 0 pressed_key 15 else_jump @WEAP_MENUE_2805 if 80E1: not player 0 pressed_key 17 else_jump @WEAP_MENUE_2793 14@ = Object.Angle(12@) if or 0AB0: key_pressed 37 0AB0: key_pressed 39 else_jump @WEAP_MENUE_1607 if 0AB0: key_pressed 37 else_jump @WEAP_MENUE_2642 08DA: remove_panel 10@ 0063: 14@ -= 13@ // (float) $ROTATE = Object.Angle(12@) 008A: $PS_MM = 14@ // (int) :WEAP_MENUE_2531 wait 0 $ROTATE += -5.0 if 8024: not $ROTATE > $PS_MM // (float) else_jump @WEAP_MENUE_2579 008A: $ROTATE = $PS_MM // (int) jump @WEAP_MENUE_2594 :WEAP_MENUE_2579 Object.Angle(12@) = $ROTATE jump @WEAP_MENUE_2531 :WEAP_MENUE_2594 Object.Angle(12@) = 14@ 15@ -= 1 if not 15@ > 0 else_jump @WEAP_MENUE_2782 0085: 15@ = 16@ // (int) jump @WEAP_MENUE_2782 :WEAP_MENUE_2642 if 0AB0: key_pressed 39 else_jump @WEAP_MENUE_2749 08DA: remove_panel 10@ 005B: 14@ += 13@ // (float) $ROTATE = Object.Angle(12@) :WEAP_MENUE_2678 wait 0 $ROTATE += 5.0 if 0026: $ROTATE > 14@ // (float) else_jump @WEAP_MENUE_2726 008A: $ROTATE = 14@ // (int) jump @WEAP_MENUE_2741 :WEAP_MENUE_2726 Object.Angle(12@) = $ROTATE jump @WEAP_MENUE_2678 :WEAP_MENUE_2741 Object.Angle(12@) = 14@ :WEAP_MENUE_2749 15@ += 1 if 001D: 15@ > 16@ // (int) else_jump @WEAP_MENUE_2782 15@ = 1 :WEAP_MENUE_2782 wait 10 jump @WEAP_MENUE_1607 :WEAP_MENUE_2793 01B9: set_actor $PLAYER_ACTOR armed_weapon_to $WEAP_ID($TOTAL_SLOTS_2,8i) :WEAP_MENUE_2805 15@ = 0 :WEAP_MENUE_2812 Object.Destroy($GUN(15@,8i)) Object.Destroy($OBJTEST(15@,8i)) Model.Destroy($MODEL(15@,8i)) 15@ += 1 if 002D: 15@ >= 16@ // (int) else_jump @WEAP_MENUE_2812 08DA: remove_panel 10@ Object.Destroy(12@) Camera.SetBehindPlayer Camera.Restore_WithJumpCut 0581: enable_radar 1 0826: enable_hud 1 015D: set_gamespeed 1.0 02A3: enable_widescreen 0 0575: set_actor $PLAYER_ACTOR pinned_position 0 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False wait 100 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 0992: set_player $PLAYER_CHAR weapons_scrollable 1 0337: set_actor $PLAYER_ACTOR visibility 1 15@ = 0 wait 200 Player.CanMove($PLAYER_CHAR) = True wait 100 jump @WEAP_MENUE_28 :WEAP_MENUE_2967 00BC: show_text_highpriority GXT 'IDNUMR2' time 1000 flag 1 jump @WEAP_MENUE_28
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