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Может ли ктонить отредактировать этот скрипт так чтобы в прыжке при нажатии на правую кнопку мыши cj неспрыгивал в бмх !? автор скрипта ты непротив ?!
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$VERSION 3.1.0027}
{$CLEO .cs}
//-------------MAIN---------------
wait 10000
04ED: load_animation "BIKELEAP"
04ED: load_animation "MD_CHASE"
038B: load_requested_models
:NONAME_31
wait 0
if and
04EE: animation "MD_CHASE" loaded
04EE: animation "BIKELEAP" loaded
jf @NONAME_31
:NONAME_70
wait 0
062A: change_float_stat 230 to 1000.0
if
Player.Defined($PLAYER_CHAR)
jf @NONAME_70
if and
Actor.Driving($PLAYER_ACTOR)
not Actor.Dead($PLAYER_ACTOR)
jf @NONAME_70
if
Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
jf @NONAME_70
03C0: $12513 = actor $PLAYER_ACTOR car
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1
$12514 = 0
$12515 = 3.3
$12516 = -3.3
$12517 = 4.0
$12518 = -4.0
:NONAME_202
wait 0
015D: set_gamespeed 1.0
if
Actor.InCar($PLAYER_ACTOR, $12513)
jf @NONAME_1593
if
82BF: not car $12513 sunk
jf @NONAME_1593
$12514 = 0
jump @NONAME_262
:NONAME_262
wait 0
if
01F3: car $12513 in_air
jf @NONAME_952
015D: set_gamespeed 0.6
0494: get_joystick 0 data_to $12519 $12520 $12521 $12522
04C4: store_coords_to $12507 $12508 $12509 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
02CE: $12523 = ground_z_at $12507 $12508 $12509
$12523 += 1.5
:NONAME_358
wait 0
if and
00E1: player 0 pressed_key 0
not $12519 == 128
jf @NONAME_470
0605: actor $PLAYER_ACTOR perform_animation_sequence "BK_RDY_IN" IFP_file "BIKELEAP" 4.0 loop 0 1 0 0 time -1 // versionA
$12515 += 0.33
07DB: set_car $12513 rotation_velocity_XYZ 1.0 2.0 $12515 through_center_of_mass
$12514 += 2
jump @NONAME_806
:NONAME_470
wait 0
if and
00E1: player 0 pressed_key 0
$12519 == 128
jf @NONAME_582
0605: actor $PLAYER_ACTOR perform_animation_sequence "BK_RDY_IN" IFP_file "BIKELEAP" 4.0 loop 0 1 0 0 time -1 // versionA
$12516 -= 0.33
07DB: set_car $12513 rotation_velocity_XYZ 1.0 2.0 $12516 through_center_of_mass
$12514 += 2
jump @NONAME_806
:NONAME_582
wait 0
if
00E1: player 0 pressed_key 16
jf @NONAME_686
0605: actor $PLAYER_ACTOR perform_animation_sequence "BK_RDY_IN" IFP_file "BIKELEAP" 4.0 loop 0 1 0 0 time -1 // versionA
$12517 -= 0.17
07DB: set_car $12513 rotation_velocity_XYZ $12517 2.0 0.0 through_center_of_mass
$12514 += 2
jump @NONAME_806
:NONAME_686
wait 0
if
01F3: car $12513 in_air
jf @NONAME_901
if
00E1: player 0 pressed_key 14
jf @NONAME_952
0605: actor $PLAYER_ACTOR perform_animation_sequence "BK_RDY_IN" IFP_file "BIKELEAP" 4.0 loop 0 1 0 0 time -1 // versionA
$12518 += 0.17
07DB: set_car $12513 rotation_velocity_XYZ $12518 2.0 0.0 through_center_of_mass
$12514 += 2
jump @NONAME_806
:NONAME_806
wait 0
if
01F3: car $12513 in_air
jf @NONAME_901
if and
80E1: not player 0 pressed_key 0
80E1: not player 0 pressed_key 1
jf @NONAME_358
0605: actor $PLAYER_ACTOR perform_animation_sequence "BK_BLNCE_OUT" IFP_file "BIKELEAP" 4.0 loop 0 1 0 0 time 1000 // versionA
jump @NONAME_202
:NONAME_901
wait 20
$12515 = 3.3
$12516 = -3.3
$12517 = 4.0
$12518 = -4.0
jump @NONAME_202
:NONAME_952
wait 0
if and
81F3: not car $12513 in_air
Actor.Driving($PLAYER_ACTOR)
00E1: player 0 pressed_key 17
jf @NONAME_202
0605: actor $PLAYER_ACTOR perform_animation_sequence "MD_BIKE_JMP_F" IFP_file "MD_CHASE" 4.0 loop 0 1 0 0 time -1 // versionA
wait 1000
04C4: store_coords_to $12524 $12525 $12526 from_actor $PLAYER_ACTOR with_offset 1.0 0.0 0.0
wait 100
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $12524 $12525 $12526
jump @NONAME_1087
:NONAME_1087
0407: store_coords_to $12527 $12528 $12529 from_car $12513 with_offset 7.0 7.0 0.0
0407: store_coords_to $12530 $12531 $12532 from_car $12513 with_offset -7.0 -7.0 0.0
053E: $12533 = get_random_car_with_model -1 in_rectangle_cornerA $12527 $12528 cornerB $12530 $12531
if
056E: car $12533 defined
jf @NONAME_1576
046C: $12534 = car $12533 driver
if
056D: actor $12534 defined
jf @NONAME_1576
if and
not Actor.DrivingVehicleType($12534, #BMX)
not Actor.DrivingVehicleType($12534, #BIKE)
not Actor.DrivingVehicleType($12534, #MTBIKE)
jf @NONAME_1576
if and
not Actor.DrivingVehicleType($12534, #PCJ600)
not Actor.DrivingVehicleType($12534, #FREEWAY)
not Actor.DrivingVehicleType($12534, #SANCHEZ)
not Actor.DrivingVehicleType($12534, #FCR900)
not Actor.DrivingVehicleType($12534, #NRG500)
jf @NONAME_1576
if and
not Car.Model($12533) == #BMX
81C1: not car $12533 stopped
jf @NONAME_1576
wait 50
0407: store_coords_to $12535 $12536 $12537 from_car $12533 with_offset -7.0 5.0 6.0
Camera.SetPosition($12535, $12536, $12537, 0.0, 0.0, 0.0)
Camera.OnVehicle($12533, 15, 2)
0464: put_actor $PLAYER_ACTOR into_turret_on_car $12533 at_car_offset -1.0 0.0 0.0 position 3 shooting_angle_limit 360.0 with_weapon 0
0605: actor $PLAYER_ACTOR perform_animation_sequence "TRUCK_GETIN" IFP_file "BIKELEAP" 4.0 loop 0 1 0 0 time -1 // versionA
wait 1700
0657: car $12533 open_componentA 2
wait 1350
068A: set_car $12533 repair_componentA 2
0622: AS_actor $12534 bail_car $12533
wait 540
0465: remove_actor $PLAYER_ACTOR from_turret_mode
036A: put_actor $PLAYER_ACTOR in_car $12533
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0209: $12538 = random_int_in_ranges 700 1000
Player.Money($PLAYER_CHAR) += $12538
018C: play_sound 1052 at 0.0 0.0 0.0
01E4: show_text_1number_lowpriority GXT 'HJ_IS' number $12538 time 2000 flag 1 // …OH“C ‡A …E‡“MHѓ TP‘K: $~1~
jump @NONAME_1593
:NONAME_1576
Car.RemoveReferences($12533)
Actor.RemoveReferences($12534)
jump @NONAME_1593
:NONAME_1593
wait 0
Car.RemoveReferences($12513)
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0
015D: set_gamespeed 1.0
jump @NONAME_70
Last edited by Winston (28-06-2008 02:17)
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ну там када прыгаеш он крутиться поразному и непадает в бмх....
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Автор Alexander
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я так понял некто помочь неможет ? 
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Я не очень поддерживаю публичное изменение моих скриптов , тем более , исходного кода данного скрипта я не выкладывал .
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Поддерживаю
.. незя так с чужими скриптами 
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Alexander, а отредактируйте Вы сами, как автор скрипта, для общей публики)). Или winston учись скриптить и сам отредактируй- чист для себя=)
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