#1 Re: Модификации » [SA] Outlined subtitles » 13-06-2012 09:25

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.

#2 Re: Модификации » [SA] Outlined subtitles » 08-06-2012 19:45

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.

#3 Re: Модификации » [SA] Outlined subtitles » 07-06-2012 14:16

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

#4 Re: Модификации » [SA] Outlined subtitles » 06-06-2012 18:00

ты имел введу опцию "Wide скрин"? этом режиме титры по центру
Но ведь должен же быть параметр который может исправить расположение данного типа текста

#5 Re: Модификации » [SA] Outlined subtitles » 04-06-2012 22:13

Знаю это все было в 2011 и не этично здесь спрашивать но кто нибудь может помочь с расположением текста титров
thumb.png
Как настроить расположение? sad Кто нибудь кому не трудно пожалуйста помогите с этим

#6 Re: Вопросы по скриптингу » Нужна помощь в доработке » 28-04-2011 11:13

Еще я хотел спросить как узнать навык владения определенным оружием если не использовать статистику

0652: 28@ = integer_stat 69

#7 Re: Вопросы по скриптингу » Нужна помощь в доработке » 16-04-2011 17:58

Ок ну а пока у меня нет вопросов я вроде со всем разобрался и все хорошо работает) Спасибки)))

#8 Re: Вопросы по скриптингу » Нужна помощь в доработке » 09-04-2011 19:22

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]

....................
....................
....................
....................
....................
....................
....................

$WEAP_ID[13]

#9 Re: Вопросы по скриптингу » Нужна помощь в доработке » 09-04-2011 16:53

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

#10 Re: Вопросы по скриптингу » Нужна помощь в доработке » 07-04-2011 19:57

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?

#11 Вопросы по скриптингу » Нужна помощь в доработке » 07-04-2011 17:17

Skript47
Replies: 11

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

[c]gtasa2011040713301570.th.jpg[/c]

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

Board footer

Powered by FluxBB