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Народ, кто-то разбирал архивы с локализациями?
И кстати, где Листенер ?
Меня терзают смутные сомненья, что майдаун затронул его (среди технарей, к сожалению, много либералов - как в России, так и на Украине)
Причем тут политика?
Last post 17-09-2014 21:24
Последний пост на ЖЖ - 1 января этого года. И никакой политики
what is your gta_sa.exe version?
Снова я со своими вопросами
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1) Можно ли отключить звук (оповещение в виде постоянного писка) приближения вражеской ракеты с теплонаведением, который проигрывается в транспорте?2) Есть ли возможность отключить стрельбу ракетами у самолёта Rustler после применения опкода атаки игрока? То есть после опкода 08А2 самолёт, не имеющий ракет, стреляет как из пулемёта, так и ракетами, что нелогично. Пробовал другой опкод с аналогичным действием, но результат тот же.
Заранее спасибо!
2) Как вариант прочесовать пулл снарядов (0xC891A8) ловить там те, что выпущинные твоим Rustler и выгружать их.
Здравствуйте у меня при пролиставонии кейвордов: Actor и других выдаёт вот эту ошибку:
https://pp.vk.me/c622419/v622419994/282 … v-CATs.jpg
Надеюсь вы это исправите?
напиши в багтрэкер http://bugs.sannybuilder.com/
Asi-скрипты это те же dll-ки, только с другим разрешением. Пишутся на Delphi и C++
http://ru-script.3dn.ru/forum/6-89-1
http://ru-script.3dn.ru/publ/uroki_skri … bliotek/18
ZeroTen, спасибо конечно, но надеюсь DK22Pac сможет превратить это
в один опкод...
Это и не нужно совать в Клео, ибо данный код - отличный пример использования функции с длл'ки.
В WinAPI есть прекрасные нативные функции для работы с ини файлами - это GetPrivateProfileString и WritePrivateProfileString. Добавить их в КЛЕО с помощью с++ очень просто
SHooZ wrote:Dimoman wrote:Подскажите плиз как отключить отображение иконок оружия в HUD, а не весь HUD?
Можно занопить функцию, которая рисует эти иконки. Ёё адресс - 0x58D7D0.
Спасибо. Только что значит "занопить"?
Как убрать прицел после определенного условия?
Занопить - это, грубо говоря, затереть. Т.е. игра прыгает на функцию, которая рисует иконку, но эта функция чистая - состоит из нопов(нулей) ничего не делает. По этому иконки нет. Код нопа - 0х90
Пример:
{$CLEO}
0000:
while true
wait 0
if 0ab0: 9
then
0A8C: write_memory 0x58D7D0 size 450 value 0x90 virtual_protect 1
end
end // whileЕсли честно, этот способ не совсем коректный, т.к. он затирает функцию, а нужно затереть её вызов. Но его адреса я, увы, не нашел
Насчет прицела все надо делать аналогично: нашёл вызов, затер его когда тебе надо и возобновил, когда не надо.
Подскажите плиз как отключить отображение иконок оружия в HUD, а не весь HUD?
Можно занопить функцию, которая рисует эти иконки. Ёё адресс - 0x58D7D0.
возможно у тебя ехе'шник версии 1.01
what?
Если ты о декомпиляции - нажми F5 и выбери нужный тебе файл
SHooZ wrote:она ещё не вышла, рано говорить
Зато с момента выхода версий для Xbox 360 и PlayStation 3 почти год прошёл.
Пока жив Янукович моддинг СА, а именно скриптинг, никто серьезно браться за 5 не будет. Я думаю, что будет ситуация аналогичная с ГТА 4
она ещё не вышла, рано говорить
http://rghost.ru/55159907
можете на примере этого скрипта сделать?
Да он и так написан на этом принципе. Только это не исходник, поэтому код выглядит подругому.
// This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 06.11.2008
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
04ED: load_animation "BEACH"
04EE: animation "BEACH" loaded
04ED: load_animation "PAULNMAC"
04EE: animation "PAULNMAC" loaded
04ED: load_animation "MISC"
04EE: animation "MISC" loaded
04ED: load_animation "DANCING"
04EE: animation "DANCING" loaded
04ED: load_animation "BENCHPRESS"
04EE: animation "BENCHPRESS" loaded
04ED: load_animation "RIOT"
04EE: animation "RIOT" loaded
04ED: load_animation "RAPPING"
04EE: animation "RAPPING" loaded
04ED: load_animation "STRIP"
04EE: animation "STRIP" loaded
04ED: load_animation "KISSING"
04EE: animation "KISSING" loaded
04ED: load_animation "POLICE"
04EE: animation "POLICE" loaded
04ED: load_animation "GHANDS"
04EE: animation "GHANDS" loaded
04ED: load_animation "OTB"
04EE: animation "OTB" loaded
04ED: load_animation "PARK"
04EE: animation "PARK" loaded
04ED: load_animation "SHOP"
04EE: animation "SHOP" loaded
04ED: load_animation "BSKTBALL"
04EE: animation "BSKTBALL" loaded
04ED: load_animation "CAMERA"
04EE: animation "CAMERA" loaded
04ED: load_animation "CAR"
04EE: animation "CAR" loaded
04ED: load_animation "GFUNK"
04EE: animation "GFUNK" loaded
04ED: load_animation "MEDIC"
04EE: animation "MEDIC" loaded
04ED: load_animation "SWEET"
04EE: animation "SWEET" loaded
04ED: load_animation "ON_LOOKERS"
04EE: animation "ON_LOOKERS" loaded
04ED: load_animation "FOOD"
04EE: animation "FOOD" loaded
:NONAME_430
wait 0
if
0ADC: test_cheat "PARKOUR"
else_jump @NONAME_430
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_485
:NONAME_485
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 49
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_595
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "PARKSIT_W_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_485
:NONAME_595
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 50
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_802
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0615: define_AS_pack_begin $ACTSEQ
0605: actor -1 perform_animation_sequence "WANK_IN" IFP_file "PAULNMAC" 4.0 loop 0 1 1 1 time -1 // versionA
0605: actor -1 perform_animation_sequence "WANK_LOOP" IFP_file "PAULNMAC" 4.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "WANK_OUT" IFP_file "PAULNMAC" 4.0 loop 0 1 1 0 time -1 // versionA
0616: define_AS_pack_end $ACTSEQ
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ACTSEQ
061B: remove_references_to_AS_pack $ACTSEQ
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_595
:NONAME_802
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 51
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_906
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "BITCHSLAP" IFP_file "MISC" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_802
:NONAME_906
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 52
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1014
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "DANCE_LOOP" IFP_file "DANCING" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_906
:NONAME_1014
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 53
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1131
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_CELEBRATE" IFP_file "BENCHPRESS" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1014
:NONAME_1131
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 54
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1233
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "HIT_WALK" IFP_file "PED" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1131
:NONAME_1233
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 55
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1337
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "RIOT_FUKU" IFP_file "RIOT" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1233
:NONAME_1337
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 56
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1442
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "RIOT_ANGRY" IFP_file "RIOT" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1337
:NONAME_1442
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 57
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1548
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "LAUGH_01" IFP_file "RAPPING" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1442
:NONAME_1548
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 90
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1653
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "DANCE_G12" IFP_file "GFUNK" 4.0 loop 1 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1548
:NONAME_1653
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 88
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1757
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "WALK_DRUNK" IFP_file "PED" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1653
:NONAME_1757
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 67
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1869
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "GRLFRD_KISS_03" IFP_file "KISSING" 4.0 loop 0 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1757
:NONAME_1869
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 86
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1979
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SCRATCHBALLS_01" IFP_file "MISC" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1869
:NONAME_1979
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 66
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2084
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "BD_CLAP" IFP_file "DANCING" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1979
:NONAME_2084
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 78
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2187
0605: actor $PLAYER_ACTOR perform_animation_sequence "ROB_LOOP_THREAT" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2084
:NONAME_2187
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 77
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2293
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "DOOR_KICK" IFP_file "POLICE" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2187
:NONAME_2293
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 188
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2400
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "FALL_SKYDIVE" IFP_file "PED" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2293
:NONAME_2400
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 190
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2676
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0615: define_AS_pack_begin $ACTSEQ
0605: actor -1 perform_animation_sequence "RHGSIGN1" IFP_file "GHANDS" 4.0 loop 0 1 1 1 time -1 // versionA
0605: actor -1 perform_animation_sequence "RHGSIGN2" IFP_file "GHANDS" 4.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "RHGSIGN3" IFP_file "GHANDS" 4.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "RHGSIGN4" IFP_file "GHANDS" 4.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "RHGSIGN5" IFP_file "GHANDS" 4.0 loop 0 1 1 0 time -1 // versionA
0616: define_AS_pack_end $ACTSEQ
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ACTSEQ
061B: remove_references_to_AS_pack $ACTSEQ
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2400
:NONAME_2676
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 191
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2784
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "WTCHRACE_LOSE" IFP_file "OTB" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2676
:NONAME_2784
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 81
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2891
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SEAT_TALK_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2784
:NONAME_2891
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 69
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3095
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0615: define_AS_pack_begin $ACTSEQ
0605: actor -1 perform_animation_sequence "TAI_CHI_IN" IFP_file "PARK" 4.0 loop 0 1 1 1 time -1 // versionA
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "TAI_CHI_OUT" IFP_file "PARK" 4.0 loop 0 1 1 0 time -1 // versionA
0616: define_AS_pack_end $ACTSEQ
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ACTSEQ
061B: remove_references_to_AS_pack $ACTSEQ
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2891
:NONAME_3095
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 82
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3198
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "ARRESTGUN" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3095
:NONAME_3198
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 84
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3297
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3198
:NONAME_3297
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 85
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3398
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3297
:NONAME_3398
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 89
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3505
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SHOT_FRONT" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3398
:NONAME_3505
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 221
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3612
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 4.0 loop 1 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3505
:NONAME_3612
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 219
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3719
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "WTCHRACE_WIN" IFP_file "OTB" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3612
:NONAME_3719
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 189
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3827
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "HIKER_POSE_L" IFP_file "MISC" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3719
:NONAME_3827
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 187
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3933
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "HIKER_POSE" IFP_file "MISC" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3827
:NONAME_3933
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 73
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4036
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "STRIP_D" IFP_file "STRIP" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3933
:NONAME_4036
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 79
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4142
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "PUN_HOLLER" IFP_file "STRIP" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4036
:NONAME_4142
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 80
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4246
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SMOKE_RYD" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4142
:NONAME_4246
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 70
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4359
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "BBALL_DEF_LOOP" IFP_file "BSKTBALL" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4246
:NONAME_4359
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 71
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4470
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "POINTUP_IN" IFP_file "ON_LOOKERS" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4359
:NONAME_4470
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 72
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4579
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAMSTND_CMON" IFP_file "CAMERA" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4470
:NONAME_4579
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 74
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4682
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "FLAG_DROP" IFP_file "CAR" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4579
:NONAME_4682
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 75
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4787
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "GFWAVE2" IFP_file "KISSING" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4682
:NONAME_4787
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 76
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4886
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "CPR" IFP_file "MEDIC" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4787
:NONAME_4886
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 186
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4996
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "COPTRAF_STOP" IFP_file "POLICE" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4886
:NONAME_4996
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 222
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_5107
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SWEET_ASS_SLAP" IFP_file "SWEET" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4996
:NONAME_5107
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 192
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_5214
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_VOMIT_P" IFP_file "FOOD" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_5107
:NONAME_5214
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 113
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_5321
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SHAKE_CARSH" IFP_file "GANGS" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_5214
:NONAME_5321
wait 0
if and
0AB0: key_pressed 18
0AB0: key_pressed 48
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_5402
0687: clear_actor $PLAYER_ACTOR task
00BC: show_text_highpriority GXT 'OFF' time 2500 flag 1
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_5321
:NONAME_5402
wait 0
if
0ADC: test_cheat "PARKOUR"
else_jump @NONAME_485
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_5402
while true
wait 0
if
0ADC: test_cheat "CHEAT"
then
{
твой скрипт...
}
if
0ADC: test_cheat "CHEAT"
then
{
завершение работы твого скрипта (удаления моделей, востановления значений памяти и тд)
}
end
end
endIf
Почему то он не работает так как нужно
а что не так?
Не тестил, но думаю, что будет работать:
{$CLEO}
0000:
const
Car = 3@
PrevDriver = 4@
end
while true
wait 0
if
0AB0: key_pressed 105
then
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
0AE2: Car = random_vehicle_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 pass_wrecked 1
then
if and
not 1@ == FALSE
Actor.InCar($PLAYER_ACTOR,Car)
then
046C: PrevDriver = car Car driver
0362: remove_actor PrevDriver from_car_and_place_at 0 0 0
072A: put_actor $PLAYER_ACTOR into_car Car driverseat
end
end
end
end
0A93:
не понял вопроса 
{$CLEO}
0000:
0@ = 70.0
while true
// здесь должна быть проверка на то что актер целится или фотографирует
0922: set_camera_zoom_in_factor 0@ out_factor 0@ timelimit 1000 mode 1
endкак-то так
Возможно ли создать скрипт, чтобы радио при выходе из машины не выключалось, а было как в gta 4, становилось тише только на определенном расстоянии не было его слышно совсем?
DK22 такой уже написал
@Yoda, что за "дженерик", я что-то не понял?
GENERIC текстуры путь к которым прописан в default.dat
#TEXDICTION MODELS\GENERIC.TXD
.
Используются только в мапинге
SHooZ wrote:мне тоже кажется что это банальный пиар
ЛОЛШТО? Это было бы тоже самое, если бы ради пиара Михалков раздавал бы диски со своими фильмами на горбушке
Ну а сам подумай:
Игра полностью защищена от запуска - т.е. они не теряют денег из-за пиратских копий до релиза (как было с фар краем). Кракеры смогли вытащить только музыку и видео, а это огромный ажиотаж на пустом месте, который только заставит купить игру. С другой стороны они абсолютно не виновны - мол это всё Сони. А я сомневаюсь, что такая компания как Сони могла "нечаяно" не заметить что они выложили GTA V на почти свободное скачивание.
Так-что ИМХО это простой пиар, а в образе может быть и не полная GTA=)
мне тоже кажется что это банальный пиар