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Первое и последнее работает 100%. Я сам их использовал.
Скачал Reshack или Restorator, и думаешь, что можешь взламывать проги? xD
И что это такое? Флудо бред человека, который немного научился делать скрипты и теперь думает, что он хакер и флудит?
Use this:
0A8D: 0@ = read_memory 0xBAA3FB size 4 virtual_protect 0
if
0@ == 0
then
// radar disabled
end
А кто-нибудь знает, как заставить тюнинговать машину, которую в интернете я скачал? А то их делают, но не думают о тюнинге и игра вылетает. Что за зап части надо в машину засунуть, чтобы я мог тюнинговать?
У меня такое тоже бывает. Это получается если ты задаешь текстуре цвет. Тоже интересует ответ на вопрос.
Не могли бы помочь с координатами колес? Или это искать сложно? Просто не хотелось бы пользоваться store_coords_car, так как машины разные, позиции колес разные.
Как узнать координаты всех 4х колес у машины? Например, там, где создается эффект проколотого колеса (искры).
Хорошо, дайте кто-нибуь ссылку на нужный кряк.
P.S. Что за чушь, ребята? Качать кряк для лицензии.
Где? В какой теме это?
Стоит транспорт. Рядом с транспортом стоит пешеход.
04C4: store_coords 0@ 1@ 2@ from_actor 6@ with_offset 3@ 4@ 5@
В переменных 3@ 4@ 5@ должен быть оффсет с координатой позиции пешехода. Как сделать?
Вот исходник этого скрипта:
{$VERSION 3.1.0023}
{$CLEO .cs}
thread 'ACCES'
{
0@ Memory
1@ Current Weapon
2@ Weapon Model / Aim Mode
3@ Weapon Obj
4@ Aim X
5@ Aim Y
6@ Aim Z
7@ X
8@ Y
9@ Z
10@ X
11@ Y
12@ Z
13@ Distance
14@ Turret Dummy
15@ Greande
16@ Flash Light
17@ Flash Flag
18@ Aim X
19@ Aim Y
20@ Aim Z
21@ Sirenced Flag
22@ Fire X
23@ Fire Y
24@ Fire Z
25@ Fire Time
26@ Damage
27@ Range
28@ Sub Weapon
29@ Scope Flag
30@ Locked Actpr
31@ Locked Obj
32@ Secondary Timer
33@ Primary Timer
}
const
KEY_LGT = 11
KEY_SEC = 8
KEY_SGT = 9
KEY_SPR = 10
KEY_SWS = 19
end
:ACCES_I
wait 0
0006: 30@ = -229908
if
0038: &0(30@,1i) == 0x574D4F44
jf @ACCES_I
0004: &0(30@,1i) = 0x574D4F00
03E5: show_text_box 'CHEAT1'
:ACCES_0
wait 0
0006: 30@ = -229908
if
0038: &0(30@,1i) == 0x574D4F44
then
0004: &0(30@,1i) = 0x574D4F00
03E5: show_text_box 'CHEAT8'
jump @ACCES_I
end
gosub @ACCES_GREN
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
if or
0021: 5@ > 0.5
80E1: not player 0 pressed_key 6
jf @ACCES_1
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x475
0A8D: 8@ = read_memory 0@ size 1 virtual_protect 0
000A: 0@ += 0x1
0A8D: 9@ = read_memory 0@ size 1 virtual_protect 0
000A: 0@ += 0x2A2
0A8D: 0@ = read_memory 0@ size 1 virtual_protect 0
if and
0019: 8@ > 0x7F
001B: 0xF > 9@
0029: 0@ >= 2
002B: 7 >= 0@
jf @ACCES_0
:ACCES_1
000A: 0@ += 1
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 0@ weapon 1@ ammo 3@ model 2@
if and
8039: not 1@ == 0
8039: not 3@ == 0
jf @ACCES_0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -50.0
0107: 3@ = create_object 2@ at 4@ 5@ 6@
070A: AS_actor $PLAYER_ACTOR attach_to_object 3@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
0382: set_object 3@ collision_detection 0
0085: 0@ = 1@ // (int)
0012: 0@ *= 0x70
000A: 0@ += 0xC8AAC0
0A8D: 27@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x1A
0A8D: 26@ = read_memory 0@ size 2 virtual_protect 0
000A: 0@ += 0x2
0A8D: 22@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x4
0A8D: 23@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x4
0A8D: 24@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x18
0A8D: 25@ = read_memory 0@ size 4 virtual_protect 0
0A9F: 0@ = current_thread_pointer
000A: 0@ += 0x10
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= @ACCES_ANIM
000A: 1@ += -22
0012: 1@ *= 2
005A: 0@ += 1@ // (int)
0016: 1@ /= 2
000A: 1@ += 22
0A8D: 0@ = read_memory 0@ size 2 virtual_protect 0
0093: 0@ = integer 0@ to_float
0013: 25@ *= 30.0
0073: 0@ /= 25@ // (float)
0007: 25@ = 1000.0
0073: 25@ /= 0@ // (float)
0092: 25@ = float 25@ to_integer
0390: load_txd_dictionary 'mod_acc'
038F: load_texture "dot" as 1 // Load dictionary with 0390 first
038F: load_texture "scope" as 2 // Load dictionary with 0390 first
038F: load_texture "dark" as 3 // Load dictionary with 0390 first
038F: load_texture "black" as 4 // Load dictionary with 0390 first
038F: load_texture "sec_he" as 5 // Load dictionary with 0390 first
038F: load_texture "sec_sg" as 6 // Load dictionary with 0390 first
038F: load_texture "sec_fb" as 7 // Load dictionary with 0390 first
038F: load_texture "sec_st" as 8 // Load dictionary with 0390 first
038F: load_texture "spr_on" as 9 // Load dictionary with 0390 first
038F: load_texture "lgt_on" as 10 // Load dictionary with 0390 first
038F: load_texture "sgt_laser" as 11 // Load dictionary with 0390 first
038F: load_texture "sgt_dot" as 12 // Load dictionary with 0390 first
038F: load_texture "sgt_x35" as 13 // Load dictionary with 0390 first
038F: load_texture "sgt_x70" as 14 // Load dictionary with 0390 first
03F0: enable_text_draw 1
0247: load_model #GRENADE
0247: load_model #TEARGAS
0247: load_model #FLARE
0247: load_model 1582
038B: load_requested_models
:ACCES_2
wait 0
gosub @ACCES_GREN
if
0248: model #GRENADE available
0248: model #TEARGAS available
0248: model #FLARE available
0248: model 1582 available
jf @ACCES_2
if and
0019: 21@ > 1
82D8: not actor $PLAYER_ACTOR current_weapon == 25
82D8: not actor $PLAYER_ACTOR current_weapon == 26
82D8: not actor $PLAYER_ACTOR current_weapon == 27
82D8: not actor $PLAYER_ACTOR current_weapon == 35
82D8: not actor $PLAYER_ACTOR current_weapon == 36
82D8: not actor $PLAYER_ACTOR current_weapon == 37
then
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0
end
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
if and
0021: 5@ > 0.5
0019: 29@ > 3
82D8: not actor $PLAYER_ACTOR current_weapon == 34
82D8: not actor $PLAYER_ACTOR current_weapon == 35
82D8: not actor $PLAYER_ACTOR current_weapon == 36
then
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -50.0
0107: 14@ = create_object 1582 at 4@ 5@ 6@
0750: set_object 14@ visibility 0
09CA: set_object 14@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
069B: attach_object 14@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.5 rotation 0.0 0.0 0.0
0682: detach_object 14@ 0.0 0.0 0.0 collision_detection 0
0470: 13@ = actor $PLAYER_ACTOR current_weapon
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 14@ offset_from_object_origin 0.0 0.0 0.3 orientation 0 both_side_angle_limit 360.0 lock_weapon 13@
0382: set_object 14@ collision_detection 1
0392: make_object 14@ moveable 1
0906: set_object 14@ mass_to 50.0 // float
0908: set_object 14@ turn_mass_to 50000.0 // float
0172: 13@ = actor $PLAYER_ACTOR Z_angle
000F: 13@ -= 90.0
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 13@ rotation_speed 3600.0
0A8D: 2@ = read_memory 0xB6EC2E size 1 virtual_protect 0
0A8C: write_memory 0xB6EC2E size 1 value 1 virtual_protect 0
end
:ACCES_3
wait 0
gosub @ACCES_GREN
if and
03CA: object 14@ exists
0019: 29@ > 3
82D8: not actor $PLAYER_ACTOR current_weapon == 34
82D8: not actor $PLAYER_ACTOR current_weapon == 35
82D8: not actor $PLAYER_ACTOR current_weapon == 36
then
059F: get_object 14@ velocity_in_direction 7@ 8@ 12@
0494: get_joystick 0 data_to 7@ 8@ 9@ 9@
0093: 7@ = integer 7@ to_float
0093: 8@ = integer 8@ to_float
0017: 7@ /= 48.0
0017: 8@ /= 48.0
0172: 9@ = actor $PLAYER_ACTOR Z_angle
0453: set_object 14@ XY_rotation 0.0 0.0 angle 9@
05A2: set_object 14@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass
0087: 13@ = 7@ // (float)
0087: 7@ = 8@ // (float)
0013: 8@ *= -1.0
02F6: 10@ = cosine 9@ // (float)
02F7: 11@ = sine 9@ // (float)
006B: 7@ *= 10@ // (float)
006B: 8@ *= 11@ // (float)
02F7: 10@ = sine 9@ // (float)
02F6: 11@ = cosine 9@ // (float)
006B: 10@ *= 13@ // (float)
006B: 11@ *= 13@ // (float)
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
01BB: store_object 14@ position_to 10@ 11@ 9@
02CE: 10@ = ground_z_at 10@ 11@ 9@
000B: 10@ += 0.5
0063: 9@ -= 10@ // (float)
0087: 11@ = 9@ // (float)
0013: 9@ *= -27.5
if and
0021: 9@ > 0.0
0025: 9@ > 12@ // (float)
then
0087: 12@ = 9@ // (float)
end
if and
0023: 0.5 > 11@
0023: 1.1 > 12@
then
0007: 12@ = 1.1
end
0381: throw_object 14@ velocity_in_direction 7@ 8@ 12@
end
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
if
03CA: object 14@ exists
then
if or
00E1: player 0 pressed_key 4
00E1: player 0 pressed_key 6
00E1: player 0 pressed_key 17
jf @ACCES_8
end
if or
0021: 5@ > 0.5
80E1: not player 0 pressed_key 6
jf @ACCES_4
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x71C
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
if
0039: 0@ == 0
jf @ACCES_5
if
03CA: object 31@ exists
then
0108: destroy_object 31@
end
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x475
0A8D: 8@ = read_memory 0@ size 1 virtual_protect 0
000A: 0@ += 0x1
0A8D: 9@ = read_memory 0@ size 1 virtual_protect 0
000A: 0@ += 0x2A2
0A8D: 0@ = read_memory 0@ size 1 virtual_protect 0
if and
0019: 8@ > 0x7F
001B: 0xF > 9@
0029: 0@ >= 2
002B: 7 >= 0@
jf @ACCES_8
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x47C
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
if and
8039: not 0@ == 0
jf @ACCES_4
000A: 0@ += 0x2C
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
if
8039: not 0@ == 0
jf @ACCES_4
000A: 0@ += 0x8
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
if
8039: not 0@ == 0
jf @ACCES_4
000A: 0@ += 0x30
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x4
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
068D: get_camera_position_to 7@ 8@ 9@
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
jump @ACCES_7
:ACCES_4
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
if or
8021: not 5@ > 0.5
00E1: player 0 pressed_key 6
jf @ACCES_6
068E: get_camera_target_point_to 4@ 5@ 6@
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
0509: 5@ = distance_between_XY 4@ 5@ and_XY 0.0 0.0
gosub @ATAN
0801: get_camera_zoom_factor_to 13@ // float
0801: get_camera_zoom_factor_to 6@ // float
0017: 6@ /= 35.0
0013: 6@ *= -1.2
000B: 6@ += 16.4
0073: 13@ /= 6@ // (float)
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
if
0021: 5@ > 0.5
then
0A8D: 6@ = read_memory 0xC3EFA4 size 4 virtual_protect 0
0013: 13@ *= 1.6
0073: 13@ /= 6@ // (float)
005B: 4@ += 13@ // (float)
006B: 13@ *= 6@ // (float)
0017: 13@ /= 1.6
else
0007: 13@ = 0.0
end
02F7: 5@ = sine 4@ // (float)
02F6: 6@ = cosine 4@ // (float)
0013: 6@ *= -1.0
0017: 13@ /= 200.0
0656: get_angle 4@ absolute_degrees_to 4@
000B: 4@ += -270.0
0097: make 4@ absolute_float
0017: 4@ /= 90.0
006B: 4@ *= 4@ // (float)
006B: 4@ *= 13@ // (float)
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 4@ 6@ 5@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
068D: get_camera_position_to 7@ 8@ 9@
jump @ACCES_7
:ACCES_5
0A8D: 7@ = read_memory 0xB74490 size 4 virtual_protect 0
0A8D: 8@ = read_memory 7@ size 4 virtual_protect 0
000A: 7@ += 8
0A8D: 9@ = read_memory 7@ size 4 virtual_protect 0
0012: 9@ *= 0x7C4
005A: 9@ += 8@ // (int)
if and
002D: 0@ >= 8@ // (int)
001D: 9@ > 0@ // (int)
then
000A: 7@ += -4
0A8D: 9@ = read_memory 7@ size 4 virtual_protect 0
0085: 7@ = 0@ // (int)
0062: 7@ -= 8@ // (int)
0016: 7@ /= 0x7C4
005A: 9@ += 7@ // (int)
0A8D: 9@ = read_memory 9@ size 1 virtual_protect 0
0012: 7@ *= 0x100
005A: 7@ += 9@ // (int)
if
056D: actor 7@ defined
then
if or
83CA: not object 31@ exists
803B: not 30@ == 7@ // (int)
then
if
03CA: object 31@ exists
then
0108: destroy_object 31@
end
0085: 30@ = 7@ // (int)
04C4: store_coords_to 7@ 8@ 9@ from_actor 30@ with_offset 0.0 0.0 -50.0
0107: 31@ = create_object 1582 at 7@ 8@ 9@
070A: AS_actor 30@ attach_to_object 31@ offset 0.15 0.0 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 1
0382: set_object 31@ collision_detection 0
0566: link_object 31@ to_interior 1
0750: set_object 31@ visibility 0
09CA: set_object 31@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
end
if
8474: not actor 30@ near_object_in_cube 31@ radius 0.5 0.5 1.5 flag 0
then
070A: AS_actor 30@ attach_to_object 31@ offset 0.15 0.0 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 1
0382: set_object 31@ collision_detection 0
0750: set_object 31@ visibility 0
09CA: set_object 31@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
end
0400: store_coords_to 4@ 5@ 6@ from_object 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 7@ 8@ 9@
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
jump @ACCES_7
end
end
000A: 0@ += 0x14
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x30
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x4
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
000B: 6@ += 0.5
jump @ACCES_7
:ACCES_6
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
jump @ACCES_7
:ACCES_7
050A: 13@ = distance_between_XYZ 4@ 5@ 6@ and_XYZ 0.0 0.0 0.0
0073: 4@ /= 13@ // (float)
0073: 5@ /= 13@ // (float)
0073: 6@ /= 13@ // (float)
0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 0.0 0.0 0.0
050A: 13@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
000B: 13@ += 0.5
006B: 4@ *= 13@ // (float)
006B: 5@ *= 13@ // (float)
006B: 6@ *= 13@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
0017: 13@ /= 10.0
0073: 4@ /= 13@ // (float)
0073: 5@ /= 13@ // (float)
0073: 6@ /= 13@ // (float)
for 0@ = 0 to 10
0087: 10@ = 7@ // (float)
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
if
0039: 0@ == 10
then
0087: 18@ = 7@ // (float)
0087: 19@ = 8@ // (float)
0087: 20@ = 9@ // (float)
if or
0039: 29@ == 2
0039: 29@ == 3
then
04D5: create_corona_at 7@ 8@ 9@ radius 0.05 type 0 flare 0 RGB 255 0 0
end
break
end
if
86BD: not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 0
then
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
0017: 4@ /= 10.0
0017: 5@ /= 10.0
0017: 6@ /= 10.0
for 0@ = 0 to 9
0087: 10@ = 7@ // (float)
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
if
86BD: not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 0
then
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
0017: 4@ /= 10.0
0017: 5@ /= 10.0
0017: 6@ /= 10.0
for 0@ = 0 to 9
0087: 10@ = 7@ // (float)
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
if
86BD: not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 0
then
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
0017: 4@ /= 10.0
0017: 5@ /= 10.0
0017: 6@ /= 10.0
for 0@ = 0 to 9
0087: 10@ = 7@ // (float)
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
if
86BD: not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 0 object 1 particle 0
then
0087: 18@ = 7@ // (float)
0087: 19@ = 8@ // (float)
0087: 20@ = 9@ // (float)
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
if or
0039: 29@ == 2
0039: 29@ == 3
then
04D5: create_corona_at 7@ 8@ 9@ radius 0.05 type 0 flare 0 RGB 255 0 0
end
break
end
if
86BD: not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 0 car 0 actor 1 object 0 particle 0
then
0087: 18@ = 7@ // (float)
0087: 19@ = 8@ // (float)
0087: 20@ = 9@ // (float)
0013: 4@ *= 26.0
0013: 5@ *= 26.0
0013: 6@ *= 26.0
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
if or
0039: 29@ == 2
0039: 29@ == 3
then
04D5: create_corona_at 7@ 8@ 9@ radius 0.05 type 0 flare 0 RGB 255 0 0
end
break
end
end
break
end
end
break
end
end
break
end
end
if or
0039: 29@ == 2
0039: 29@ == 3
then
000B: 24@ += -0.1
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
000B: 24@ += 0.1
0087: 10@ = 18@ // (float)
0087: 11@ = 19@ // (float)
0087: 12@ = 20@ // (float)
0063: 10@ -= 7@ // (float)
0063: 11@ -= 8@ // (float)
0063: 12@ -= 9@ // (float)
050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
0017: 13@ /= 0.025
0073: 10@ /= 13@ // (float)
0073: 11@ /= 13@ // (float)
0073: 12@ /= 13@ // (float)
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 128 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 124 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 120 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 116 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 112 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 108 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 104 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 100 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 96 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 92 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 88 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 84 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 80 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 76 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 72 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 68 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 64 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 60 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 56 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 52 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 48 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 44 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 40 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 36 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 32 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 28 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 24 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 20 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 16 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 12 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 8 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 4 0 0
end
050A: 13@ = distance_between_XYZ 4@ 5@ 6@ and_XYZ 0.0 0.0 0.0
0073: 4@ /= 13@ // (float)
0073: 5@ /= 13@ // (float)
0073: 6@ /= 13@ // (float)
if and
82D8: not actor $PLAYER_ACTOR current_weapon == 25
82D8: not actor $PLAYER_ACTOR current_weapon == 26
82D8: not actor $PLAYER_ACTOR current_weapon == 27
82D8: not actor $PLAYER_ACTOR current_weapon == 35
82D8: not actor $PLAYER_ACTOR current_weapon == 36
82D8: not actor $PLAYER_ACTOR current_weapon == 37
then
0085: 0@ = 21@ // (int)
0016: 0@ /= 2
0012: 0@ *= 2
0062: 0@ -= 21@ // (int)
if and
0039: 0@ == 0
00E1: player 0 pressed_key KEY_SPR
then
000A: 21@ += 1
end
if and
8039: not 0@ == 0
80E1: not player 0 pressed_key KEY_SPR
then
000A: 21@ += 1
if
0039: 21@ == 2
then
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0
end
if
0039: 21@ == 4
then
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
0006: 21@ = 0
end
end
end
0085: 0@ = 17@ // (int)
0016: 0@ /= 2
0012: 0@ *= 2
0062: 0@ -= 17@ // (int)
if and
0039: 0@ == 0
00E1: player 0 pressed_key KEY_LGT
then
000A: 17@ += 1
end
if and
8039: not 0@ == 0
80E1: not player 0 pressed_key KEY_LGT
then
000A: 17@ += 1
if
0039: 17@ == 4
then
if
06B3: searchlight 16@ active
then
06B2: destroy_searchlight 16@
end
0006: 17@ = 0
end
end
0085: 0@ = 28@ // (int)
0016: 0@ /= 2
0012: 0@ *= 2
0062: 0@ -= 28@ // (int)
if and
0039: 0@ == 0
00E1: player 0 pressed_key KEY_SEC
then
000A: 28@ += 1
end
if and
8039: not 0@ == 0
80E1: not player 0 pressed_key KEY_SEC
then
000A: 28@ += 1
if
0039: 28@ == 10
then
0006: 28@ = 0
end
end
if and
82D8: not actor $PLAYER_ACTOR current_weapon == 25
82D8: not actor $PLAYER_ACTOR current_weapon == 26
82D8: not actor $PLAYER_ACTOR current_weapon == 27
82D8: not actor $PLAYER_ACTOR current_weapon == 35
82D8: not actor $PLAYER_ACTOR current_weapon == 36
82D8: not actor $PLAYER_ACTOR current_weapon == 37
then
0085: 0@ = 29@ // (int)
0016: 0@ /= 2
0012: 0@ *= 2
0062: 0@ -= 29@ // (int)
if and
0039: 0@ == 0
00E1: player 0 pressed_key KEY_SGT
then
000A: 29@ += 1
end
if and
8039: not 0@ == 0
80E1: not player 0 pressed_key KEY_SGT
then
097B: play_audio_at_object 3@ event 1015
000A: 29@ += 1
if
0039: 29@ == 4
then
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
if and
0021: 5@ > 0.5
82D8: not actor $PLAYER_ACTOR current_weapon == 34
82D8: not actor $PLAYER_ACTOR current_weapon == 35
82D8: not actor $PLAYER_ACTOR current_weapon == 36
then
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -10.0
0107: 14@ = create_object 1582 at 4@ 5@ 6@
0750: set_object 14@ visibility 0
09CA: set_object 14@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
069B: attach_object 14@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.5 rotation 0.0 0.0 0.0
0682: detach_object 14@ 0.0 0.0 0.0 collision_detection 0
0470: 13@ = actor $PLAYER_ACTOR current_weapon
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 14@ offset_from_object_origin 0.0 0.0 0.3 orientation 0 both_side_angle_limit 360.0 lock_weapon 13@
0382: set_object 14@ collision_detection 1
0392: make_object 14@ moveable 1
0906: set_object 14@ mass_to 50.0 // float
0908: set_object 14@ turn_mass_to 50000.0 // float
0172: 13@ = actor $PLAYER_ACTOR Z_angle
000F: 13@ -= 90.0
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 13@ rotation_speed 3600.0
0A8D: 2@ = read_memory 0xB6EC2E size 1 virtual_protect 0
0A8C: write_memory 0xB6EC2E size 1 value 1 virtual_protect 0
end
end
if
0039: 29@ == 10
then
if and
03CA: object 14@ exists
82D8: not actor $PLAYER_ACTOR current_weapon == 34
82D8: not actor $PLAYER_ACTOR current_weapon == 35
82D8: not actor $PLAYER_ACTOR current_weapon == 36
then
0A8C: write_memory 0xB6EC2E size 1 value 2@ virtual_protect 0
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object 14@
end
0006: 29@ = 0
end
end
if or
0039: 29@ == 4
0039: 29@ == 5
then
038D: draw_texture 3 position 40.0 224.5 size 80.0 480.0 RGBA 255 0 0 255
038D: draw_texture 1 position 200.0 224.5 size 240.0 480.0 RGBA 255 0 0 255
038D: draw_texture 1 position 440.0 224.5 size -240.0 480.0 RGBA 255 0 0 255
038D: draw_texture 3 position 600.0 224.5 size 80.0 480.0 RGBA 255 0 0 255
end
if
0019: 29@ > 5
then
038D: draw_texture 4 position 40.0 224.5 size 80.0 480.0 RGBA 0 0 0 255
038D: draw_texture 2 position 200.0 104.5 size 240.0 240.0 RGBA 0 0 0 255
038D: draw_texture 2 position 440.0 104.5 size -240.0 240.0 RGBA 0 0 0 255
038D: draw_texture 2 position 200.0 344.5 size 240.0 -240.0 RGBA 0 0 0 255
038D: draw_texture 2 position 440.0 344.5 size -240.0 -240.0 RGBA 0 0 0 255
038D: draw_texture 4 position 600.0 224.5 size 80.0 480.0 RGBA 0 0 0 255
if or
0039: 29@ == 4
0039: 29@ == 5
then
0922: set_camera_zoom_in_factor 50.0 out_factor 50.0 timelimit 100 mode 1
end
if or
0039: 29@ == 6
0039: 29@ == 7
then
0922: set_camera_zoom_in_factor 20.0 out_factor 20.0 timelimit 100 mode 1
end
if or
0039: 29@ == 8
0039: 29@ == 9
then
0922: set_camera_zoom_in_factor 10.0 out_factor 10.0 timelimit 100 mode 1
end
end
end
0A8D: 0@ = read_memory 0xBA6769 size 1 virtual_protect 0
if
8039: not 0@ == 0
then
if
0019: 28@ > 1
then
0085: 0@ = 28@ // (int)
0016: 0@ /= 2
000A: 0@ += 4
038D: draw_texture 0@ position 400.0 28.0 size 128.0 128.0 RGBA 255 255 255 255
end
if
0019: 21@ > 1
then
0085: 0@ = 21@ // (int)
0016: 0@ /= 2
000A: 0@ += 8
038D: draw_texture 0@ position 498.0 52.0 size 128.0 128.0 RGBA 255 255 255 255
end
if
0019: 17@ > 1
then
0085: 0@ = 17@ // (int)
0016: 0@ /= 2
000A: 0@ += 9
038D: draw_texture 0@ position 444.0 76.0 size 128.0 128.0 RGBA 255 255 255 255
end
if
0019: 29@ > 1
then
0085: 0@ = 29@ // (int)
0016: 0@ /= 2
000A: 0@ += 10
038D: draw_texture 0@ position 412.0 70.0 size 128.0 128.0 RGBA 255 255 255 255
end
end
if
0019: 17@ > 1
then
if
06B3: searchlight 16@ active
then
06B2: destroy_searchlight 16@
end
000B: 24@ += -0.1
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
000B: 24@ += 0.1
0087: 10@ = 18@ // (float)
0087: 11@ = 19@ // (float)
0087: 12@ = 20@ // (float)
0063: 10@ -= 7@ // (float)
0063: 11@ -= 8@ // (float)
0063: 12@ -= 9@ // (float)
050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
0017: 13@ /= 25.0
0073: 10@ /= 13@ // (float)
0073: 11@ /= 13@ // (float)
0073: 12@ /= 13@ // (float)
005B: 10@ += 7@ // (float)
005B: 11@ += 8@ // (float)
if and
0023: 7.5 > 12@
0031: 12@ >= 2.5
then
0007: 12@ = 7.5
end
if and
0023: 2.5 > 12@
0031: 12@ >= -2.5
then
0007: 12@ = -2.5
end
000B: 12@ += -2.5
005B: 12@ += 9@ // (float)
06B1: 16@ = create_searchlight_at 7@ 8@ 9@ radius 0.025 target 10@ 11@ 12@ radius 20.0
0063: 10@ -= 7@ // (float)
0063: 11@ -= 8@ // (float)
0063: 12@ -= 9@ // (float)
0017: 10@ /= 25.0
0017: 11@ /= 25.0
0017: 12@ /= 25.0
0007: 13@ = 0.0
for 0@ = 1 to 25
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
000B: 13@ += 0.25
09E5: create_flash_light_at 7@ 8@ 9@ RGB_mask 1023 1023 1023 radius 13@
end
end
if or
00E1: player 0 pressed_key 4
00E1: player 0 pressed_key 17
then
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x718
0A8D: 13@ = read_memory 0@ size 1 virtual_protect 0
0012: 13@ *= 28
0A96: 0@ = actor $PLAYER_ACTOR struct
005A: 0@ += 13@ // (int)
000A: 0@ += 0x5A4
0A8D: 13@ = read_memory 0@ size 4 virtual_protect 0
if and
001B: 2 > 13@
8019: not 21@ > 1
then
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x504
0A8D: 13@ = read_memory 0@ size 2 virtual_protect 0
if
0019: 13@ > 1
then
0A8C: write_memory 0@ size 2 value 0 virtual_protect 0
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
0087: 10@ = 18@ // (float)
0087: 11@ = 19@ // (float)
0087: 12@ = 20@ // (float)
0063: 10@ -= 7@ // (float)
0063: 11@ -= 8@ // (float)
0063: 12@ -= 9@ // (float)
050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
0073: 13@ /= 27@ // (float)
0073: 10@ /= 13@ // (float)
0073: 11@ /= 13@ // (float)
0073: 12@ /= 13@ // (float)
005B: 10@ += 7@ // (float)
005B: 11@ += 8@ // (float)
005B: 12@ += 9@ // (float)
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
end
end
if and
001B: 2 > 13@
0019: 21@ > 1
001D: 33@ > 25@ // (int)
then
if and
82D8: not actor $PLAYER_ACTOR current_weapon == 25
82D8: not actor $PLAYER_ACTOR current_weapon == 26
82D8: not actor $PLAYER_ACTOR current_weapon == 27
82D8: not actor $PLAYER_ACTOR current_weapon == 35
82D8: not actor $PLAYER_ACTOR current_weapon == 36
82D8: not actor $PLAYER_ACTOR current_weapon == 37
then
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
0087: 10@ = 18@ // (float)
0087: 11@ = 19@ // (float)
0087: 12@ = 20@ // (float)
0063: 10@ -= 7@ // (float)
0063: 11@ -= 8@ // (float)
0063: 12@ -= 9@ // (float)
050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
0073: 13@ /= 27@ // (float)
0073: 10@ /= 13@ // (float)
0073: 11@ /= 13@ // (float)
0073: 12@ /= 13@ // (float)
005B: 10@ += 7@ // (float)
005B: 11@ += 8@ // (float)
005B: 12@ += 9@ // (float)
06BC: create_M4_shoot_from 7@ 8@ 9@ target 10@ 11@ 12@ energy 26@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
018C: play_sound 1135 at 7@ 8@ 9@
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x718
0A8D: 13@ = read_memory 0@ size 1 virtual_protect 0
0012: 13@ *= 28
0A96: 0@ = actor $PLAYER_ACTOR struct
005A: 0@ += 13@ // (int)
000A: 0@ += 0x5A8
0A8D: 13@ = read_memory 0@ size 4 virtual_protect 0
000E: 13@ -= 1
0A8C: write_memory 0@ size 4 value 13@ virtual_protect 0
if
001B: 1 > 13@
then
000A: 0@ += -0x4
0A8C: write_memory 0@ size 4 value 2 virtual_protect 0
end
0006: 33@ = 0
end
end
end
if and
00E1: player 0 pressed_key KEY_SWS
0019: 32@ > 750
then
if
0039: 28@ == 2
then
for 0@ = 0xC891B8 to 0xC89614 step 0x24
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
if
0039: 7@ == 0
then
000A: 0@ += -0xC891B8
0016: 0@ /= 9
000A: 0@ += 0xC89110
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0
0107: 15@ = create_object #GRENADE at 7@ 8@ 9@
000B: 24@ += -0.05
069A: attach_object 15@ to_object 3@ with_offset 22@ 23@ 24@ rotation 0.0 0.0 0.0
0682: detach_object 15@ 0.0 0.0 0.0 collision_detection 0
09CA: set_object 15@ immunities BP 0 FP 0 EP 1 CP 0 MP 0
0013: 4@ *= 50.0
0013: 5@ *= 50.0
0013: 6@ *= 50.0
0381: throw_object 15@ velocity_in_direction 4@ 5@ 6@
0382: set_object 15@ collision_detection 1
04D9: object 15@ set_scripted_collision_check 1
0906: set_object 15@ mass_to 1.0 // float
0908: set_object 15@ turn_mass_to 1.0 // float
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
000B: 22@ += 1.0
0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 22@ 23@ 24@
000B: 22@ += -1.0
000B: 24@ += 0.05
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
018C: play_sound 1144 at 7@ 8@ 9@
0A98: 7@ = object 15@ struct
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += -0xC89110
0012: 0@ *= 9
000A: 0@ += 0xC891A8
0A8C: write_memory 0@ size 4 value 16 virtual_protect 0
000A: 0@ += 0x4
0A96: 7@ = actor $PLAYER_ACTOR struct
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += 0x8
0A8D: 7@ = read_memory 0xB7CB84 size 4 virtual_protect 0
000A: 7@ += 3500
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += 0x4
0A8C: write_memory 0@ size 1 value 1 virtual_protect 0
0006: 32@ = 0
break
end
end
end
if
0039: 28@ == 4
then
for 0@ = 0xC891B8 to 0xC89614 step 0x24
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
if
0039: 7@ == 0
then
000A: 0@ += -0xC891B8
0016: 0@ /= 9
000A: 0@ += 0xC89110
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0
0107: 15@ = create_object #TEARGAS at 7@ 8@ 9@
000B: 24@ += -0.05
069A: attach_object 15@ to_object 3@ with_offset 22@ 23@ 24@ rotation 0.0 0.0 0.0
0682: detach_object 15@ 0.0 0.0 0.0 collision_detection 0
09CA: set_object 15@ immunities BP 0 FP 0 EP 1 CP 0 MP 0
0013: 4@ *= 50.0
0013: 5@ *= 50.0
0013: 6@ *= 50.0
0381: throw_object 15@ velocity_in_direction 4@ 5@ 6@
0382: set_object 15@ collision_detection 1
04D9: object 15@ set_scripted_collision_check 1
0906: set_object 15@ mass_to 1.0 // float
0908: set_object 15@ turn_mass_to 1.0 // float
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
000B: 22@ += 1.0
0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 22@ 23@ 24@
000B: 22@ += -1.0
000B: 24@ += 0.05
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
018C: play_sound 1144 at 7@ 8@ 9@
066D: 13@ = attach_particle "teargasAD" to_object 15@ with_offset 0.0 0.0 0.1 flag 1
064C: make_particle 13@ visible
064F: remove_references_to_particle 13@
0A98: 7@ = object 15@ struct
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += -0xC89110
0012: 0@ *= 9
000A: 0@ += 0xC891A8
0A8C: write_memory 0@ size 4 value 17 virtual_protect 0
000A: 0@ += 0x4
0A96: 7@ = actor $PLAYER_ACTOR struct
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += 0x8
0A8D: 7@ = read_memory 0xB7CB84 size 4 virtual_protect 0
000A: 7@ += 20000
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += 0x4
0A8C: write_memory 0@ size 1 value 1 virtual_protect 0
0006: 32@ = 0
break
end
end
end
if
0039: 28@ == 6
then
for 0@ = 0xC891B8 to 0xC89614 step 0x24
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
if
0039: 7@ == 0
then
000A: 0@ += -0xC891B8
0016: 0@ /= 9
000A: 0@ += 0xC89110
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0
0107: 15@ = create_object #FLARE at 7@ 8@ 9@
000B: 24@ += -0.05
069A: attach_object 15@ to_object 3@ with_offset 22@ 23@ 24@ rotation 0.0 0.0 0.0
0682: detach_object 15@ 0.0 0.0 0.0 collision_detection 0
09CA: set_object 15@ immunities BP 0 FP 0 EP 1 CP 0 MP 0
0013: 4@ *= 50.0
0013: 5@ *= 50.0
0013: 6@ *= 50.0
0381: throw_object 15@ velocity_in_direction 4@ 5@ 6@
0382: set_object 15@ collision_detection 1
04D9: object 15@ set_scripted_collision_check 1
0906: set_object 15@ mass_to 1.0 // float
0908: set_object 15@ turn_mass_to 1.0 // float
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
000B: 22@ += 1.0
0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 22@ 23@ 24@
000B: 22@ += -1.0
000B: 24@ += 0.05
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
018C: play_sound 1144 at 7@ 8@ 9@
0A98: 7@ = object 15@ struct
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += -0xC89110
0012: 0@ *= 9
000A: 0@ += 0xC891A8
0A8C: write_memory 0@ size 4 value 17 virtual_protect 0
000A: 0@ += 0x4
0A96: 7@ = actor $PLAYER_ACTOR struct
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += 0x8
0A8D: 7@ = read_memory 0xB7CB84 size 4 virtual_protect 0
000A: 7@ += 10000
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += 0x4
0A8C: write_memory 0@ size 1 value 1 virtual_protect 0
0006: 32@ = 0
break
end
end
end
if
0039: 28@ == 8
then
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
0087: 10@ = 18@ // (float)
0087: 11@ = 19@ // (float)
0087: 12@ = 20@ // (float)
0063: 10@ -= 7@ // (float)
0063: 11@ -= 8@ // (float)
0063: 12@ -= 9@ // (float)
050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
0017: 13@ /= 40.0
0073: 10@ /= 13@ // (float)
0073: 11@ /= 13@ // (float)
0073: 12@ /= 13@ // (float)
005B: 10@ += 7@ // (float)
005B: 11@ += 8@ // (float)
005B: 12@ += 9@ // (float)
for 0@ = 0 to 7
0208: 4@ = random_float_in_ranges -1.5 1.5
0208: 5@ = random_float_in_ranges -1.5 1.5
0208: 6@ = random_float_in_ranges -1.5 1.5
005B: 4@ += 10@ // (float)
005B: 5@ += 11@ // (float)
005B: 6@ += 12@ // (float)
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 15
058A: create_gun_flash_from 7@ 8@ 9@ to 4@ 5@ 6@
097B: play_audio_at_object 3@ event 1157
097A: play_audio_at 7@ 8@ 9@ event 1157
end
0006: 32@ = 0
end
end
jump @ACCES_3
:ACCES_8
if
03CA: object 31@ exists
then
0108: destroy_object 31@
end
if
06B3: searchlight 16@ active
then
06B2: destroy_searchlight 16@
end
if and
0019: 21@ > 1
82D8: not actor $PLAYER_ACTOR current_weapon == 25
82D8: not actor $PLAYER_ACTOR current_weapon == 26
82D8: not actor $PLAYER_ACTOR current_weapon == 27
82D8: not actor $PLAYER_ACTOR current_weapon == 35
82D8: not actor $PLAYER_ACTOR current_weapon == 36
82D8: not actor $PLAYER_ACTOR current_weapon == 37
then
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
end
0108: destroy_object 3@
0249: release_model #GRENADE
0249: release_model #TEARGAS
0249: release_model #FLARE
0249: release_model 1582
if and
03CA: object 14@ exists
0019: 29@ > 3
82D8: not actor $PLAYER_ACTOR current_weapon == 34
82D8: not actor $PLAYER_ACTOR current_weapon == 35
82D8: not actor $PLAYER_ACTOR current_weapon == 36
then
0A8C: write_memory 0xB6EC2E size 1 value 2@ virtual_protect 0
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object 14@
0687: clear_actor $PLAYER_ACTOR task
end
wait 0
03F0: enable_text_draw 0
0391: release_txd_dictionary
wait 50
jump @ACCES_0
:ACCES_GREN
if
03CA: object 15@ exists
0AA1: return_if_false
if and
09CC: object 15@ model_is #GRENADE
04DA: has_object 15@ collided
0AA1: return_if_false
0A98: 8@ = object 15@ struct
for 0@ = 0xC89110 to 0xC8918C step 4
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
if
003B: 7@ == 8@ // (int)
then
000A: 0@ += -0xC89110
0012: 0@ *= 9
000A: 0@ += 0xC891B4
0A8D: 7@ = read_memory 0xB7CB84 size 4 virtual_protect 0
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
break
end
end
return
:ATAN
0509: 4@ = distance_between_XY 5@ 6@ and_XY 0.0 0.0
0073: 5@ /= 4@ // (float)
0073: 6@ /= 4@ // (float)
0509: 4@ = distance_between_XY 5@ 6@ and_XY 0.0 1.0
for 0@ = 0 to 11
0017: 4@ /= 2.0
006B: 4@ *= 4@ // (float)
0087: 6@ = 4@ // (float)
0013: 4@ *= -1.0
000B: 4@ += 1.0
01FB: 4@ = square_root 4@
0013: 4@ *= -1.0
000B: 4@ += 1.0
006B: 4@ *= 4@ // (float)
005B: 4@ += 6@ // (float)
01FB: 4@ = square_root 4@
end
0013: 4@ *= 4096.0
0013: 4@ *= 180.0
0017: 4@ /= 3.14159265
if
0021: 5@ > 0.0
then
0013: 4@ *= -1.0
000B: 4@ += 360.0
end
return
:ACCES_ANIM
hex
3200 2D00 2600 2200 3200 2800 4B00 5A00
4B00 4B00 4B00 0F00 0F00 3A00 3A00 3000 6801
end
А разве в МТА клео работает?
У меня лицензия от 1С, хотел написать скрипт для GTA 4, но когда поставил Asi loader, игра не запускается из-за неверной версии ехе. У меня ведь лицензия, ничего знать не хочу!!! Ппц вообще! В общем, дайте, пожалуйста, мне ехе, который поддерживает asi loader и Alice, или что-либо, что нужно для совместимости.
Кто-нибудь может помочь? Через память создать таблицу и добавить больше 12 строк, возможно?
Нет, надо изменять не ключи, а то, что будет выводиться во время проигрывания катсчены.
Я знаю, как они называются!!! Вдруг кто-то другой не знает! И вообще, я написал же, что надо от скрипта это делать, а ты опять пишешь бесполезное сообщение, предложив мне программу!
Кто-нибудь может подсказать как изменять диалоги катсцен? Я про буквы, которые снизу. Но чтобы все было из скрипта.
XotaBi4b, что-то ссылка не работает.
Надо на клео 3(
Спасибо, попробую разобраться.
Sanchez, не у всех есть клео 4.
===
Так ну я понял, как выводить символ, но если хочу число вывести, у меня в файле пишет 0. Можете сделать мне пример, выводящий координаты игрока X Y Z?
И еще. Как сделать, чтобы старое не стиралось в файле, а новое записывалось на строчку ниже?

А вот если скопировать:
)]EЋ±EО(AV єіC
И что это тебе дает??
Что показывать??? Сказал же, символы ненужные пишутся. Ты вообще, я смотрю, очень часто пишешь не по теме.
{$CLEO}
wait 0
:START
wait 0
if
00DF: actor $PLAYER_ACTOR driving
jf @START
if
0AB0: key_pressed 17 // Ctrl
jf @START
03C0: 8@ = actor $PLAYER_ACTOR car
00AA: store_car 8@ position_to 1@ 2@ 3@
0441: 4@ = car 8@ model
03F3: get_car 8@ primary_color_to 5@ secondary_color_to 6@
0174: 7@ = car 8@ Z_angle
0A99: chdir 0
0A9A: 0@ = openfile "My_info.txt" mode 0x6277
0A9E: writefile 0@ size 4 from 1@ // X pos
0A9E: writefile 0@ size 4 from 2@ // Y pos
0A9E: writefile 0@ size 4 from 3@ // Z pos
0A9E: writefile 0@ size 4 from 4@ // modelId
0A9E: writefile 0@ size 4 from 5@ // 1st color
0A9E: writefile 0@ size 4 from 6@ // 2nd color
0A9E: writefile 0@ size 4 from 7@ // Z angle
0A9B: closefile 0@
0A93: end_custom_threadВ чем ошибка? Почему в моем файле создаются всякий бред в виде символов?
Да, я допустил ошибку. Исправил у себя. Но я этот скрипт делал очень давно, и все работало! И сейчас у меня клео 3 и все работает. А вот клео 4 все-таки глючит. Тем более при загрузке игры у меня вообще скрипты некоторые не работают и т.д.