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Я вот подумал и решил попробовать на примере скрипта Yelmi написать скрипт который при включении мигалки давал бы эфект маргания фар, при этом для разнообразия маргание в 3 режимах: мегают все фары, беспорядочно и чередуясь, но воплотить в жизнь оказалось не так просто поэтому прошу помощи у профессионалов так как очень обьёмно получаеться...
Скрипт Yelmi если он не против - для примера.
// 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---------------
0000: NOP
:NONAME_2
wait 0
if and
Player.Defined($PLAYER_CHAR)
$ONMISSION == 0
0AB0: key_pressed 84
else_jump @NONAME_2
if and
Actor.Driving($PLAYER_ACTOR)
847A: not actor $PLAYER_ACTOR driving_bike
84A7: not actor $PLAYER_ACTOR driving_boat
84A9: not actor $PLAYER_ACTOR driving_heli
not Actor.DrivingPlane($PLAYER_ACTOR)
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
89AE: not actor $PLAYER_ACTOR driving_train
else_jump @NONAME_2
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #PIZZABOY)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #PCJ600)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FAGGIO)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FREEWAY)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #SANCHEZ)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FCR900)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #NRG500)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #COPBIKE)
else_jump @NONAME_2
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BF400)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #WAYFARER)
else_jump @NONAME_2
03C0: 0@ = actor $PLAYER_ACTOR car
067F: set_car 0@ lights 2
wait 750
:NONAME_201
wait 250
if
Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_429
0A97: 1@ = car 0@ struct
1@ += 1440
0494: get_joystick 0 data_to 10@ 11@ 12@ 13@
if
-100 > 10@
else_jump @NONAME_334
0AA6: call_method 7086336 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 1@ num_params 2 pop 0 1 1
wait 300
0AA6: call_method 7086336 1@ num_params 2 pop 0 1 0
:NONAME_334
if
10@ > 100
else_jump @NONAME_414
0AA6: call_method 7086336 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 1@ num_params 2 pop 0 0 1
wait 300
0AA6: call_method 7086336 1@ num_params 2 pop 0 1 1
:NONAME_414
if
0AB0: key_pressed 84
else_jump @NONAME_201
:NONAME_429
0AA6: call_method 7086336 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 1@ num_params 2 pop 0 0 1
067F: set_car 0@ lights 0
wait 1000
jump @NONAME_2
Last edited by Seemann (13-08-2008 10:13)
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Скрипт нашол, но раздражает то что машина абсолютно не ломаеться при ударах... Может кто поможет испарвить? Я тока по краям почистил но этого явно недостаточно.
// 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---------------
0000: NOP
014B: $MODCOPCAR = init_parked_car_generator #COPCARLA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2436.479 -1636.828 13.0112 angle 153.9109
014C: set_parked_car_generator $MODCOPCAR cars_to_generate_to 1
$SPECIALFLASHON = 1
$SPECIALFLASHTYPE = 0
$LIGHTS_CHANGE_TIME_LEVEL = 0
$BACKJUMPMODE1 = 0
$BACKJUMPMODE2 = 0
:NONAME_87
wait 10
if and
Actor.Driving($PLAYER_ACTOR)
Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
00E1: player $PLAYER_CHAR pressed_key 19
else_jump @NONAME_87
wait 250
03C0: $ACTIVE_COP_CAR = actor $PLAYER_ACTOR car
0397: enable_car $ACTIVE_COP_CAR siren 1
wait 100
:NONAME_143
073C: car $ACTIVE_COP_CAR damage_component 7 // versionB
$BACKJUMPMODE1 = 0
jump @NONAME_283
:NONAME_164
073C: car $ACTIVE_COP_CAR damage_component 6 // versionB
$BACKJUMPMODE1 = 1
jump @NONAME_283
:NONAME_185
073C: car $ACTIVE_COP_CAR damage_component 7 // versionB
$BACKJUMPMODE1 = 2
jump @NONAME_283
:NONAME_206
073C: car $ACTIVE_COP_CAR damage_component 6 // versionB
$BACKJUMPMODE1 = 3
jump @NONAME_283
:NONAME_227
$BACKJUMPMODE1 = 4
jump @NONAME_283
:NONAME_241
067F: set_car $ACTIVE_COP_CAR lights 1
$BACKJUMPMODE2 = 0
jump @NONAME_568
:NONAME_262
067F: set_car $ACTIVE_COP_CAR lights 2
$BACKJUMPMODE2 = 1
jump @NONAME_568
:NONAME_283
0397: enable_car $ACTIVE_COP_CAR siren 1
067F: set_car $ACTIVE_COP_CAR lights 2
if
not Car.Wrecked($ACTIVE_COP_CAR)
else_jump @NONAME_87
if
80E1: not player $PLAYER_CHAR pressed_key 19
else_jump @NONAME_893
if
80E1: not player $PLAYER_CHAR pressed_key 18
else_jump @NONAME_241
0397: enable_car $ACTIVE_COP_CAR siren 1
gosub @NONAME_744
if
$LIGHTS_CHANGE_TIME_LEVEL == 0
else_jump @NONAME_385
wait 100
:NONAME_385
if
$LIGHTS_CHANGE_TIME_LEVEL == 1
else_jump @NONAME_408
wait 200
:NONAME_408
if
$LIGHTS_CHANGE_TIME_LEVEL == 2
else_jump @NONAME_431
wait 300
:NONAME_431
0A30: repair_car $ACTIVE_COP_CAR
if
$BACKJUMPMODE1 == 0
else_jump @NONAME_461
jump @NONAME_164
:NONAME_461
if
$BACKJUMPMODE1 == 1
else_jump @NONAME_486
jump @NONAME_185
:NONAME_486
if
$BACKJUMPMODE1 == 2
else_jump @NONAME_511
jump @NONAME_206
:NONAME_511
if
$BACKJUMPMODE1 == 3
else_jump @NONAME_536
jump @NONAME_227
:NONAME_536
if
$BACKJUMPMODE1 == 4
else_jump @NONAME_561
jump @NONAME_143
:NONAME_561
jump @NONAME_143
:NONAME_568
0397: enable_car $ACTIVE_COP_CAR siren 1
if
not Car.Wrecked($ACTIVE_COP_CAR)
else_jump @NONAME_87
if
00E1: player $PLAYER_CHAR pressed_key 18
else_jump @NONAME_143
0A30: repair_car $ACTIVE_COP_CAR
gosub @NONAME_744
0397: enable_car $ACTIVE_COP_CAR siren 1
if
$LIGHTS_CHANGE_TIME_LEVEL == 0
else_jump @NONAME_650
wait 50
:NONAME_650
if
$LIGHTS_CHANGE_TIME_LEVEL == 1
else_jump @NONAME_672
wait 80
:NONAME_672
if
$LIGHTS_CHANGE_TIME_LEVEL == 2
else_jump @NONAME_694
wait 100
:NONAME_694
if
$BACKJUMPMODE2 == 0
else_jump @NONAME_719
jump @NONAME_262
:NONAME_719
if
$BACKJUMPMODE2 == 1
else_jump @NONAME_744
jump @NONAME_241
:NONAME_744
if
$SPECIALFLASHON == 1
else_jump @NONAME_891
0407: store_coords_to $THEX $THEY $THEZ from_car $ACTIVE_COP_CAR with_offset 0.0 0.0 0.0
if
$SPECIALFLASHTYPE == 0
else_jump @NONAME_841
09E5: create_flash_light_at $THEX $THEY $THEZ RGB_mask 190 15 5 radius 20.0
$SPECIALFLASHTYPE = 1
return
:NONAME_841
if
$SPECIALFLASHTYPE == 1
else_jump @NONAME_891
09E5: create_flash_light_at $THEX $THEY $THEZ RGB_mask 66 60 196 radius 20.0
$SPECIALFLASHTYPE = 0
return
:NONAME_891
return
:NONAME_893
0A30: repair_car $ACTIVE_COP_CAR
0397: enable_car $ACTIVE_COP_CAR siren 0
00C1: $CURRENTTIME = get_minutes_left_to_time_hours $CURRENTTIME_HOUR time_minutes $CURRENTTIME_MINUTE
if and
not 5 > $CURRENTTIME_HOUR
21 >= $CURRENTTIME_HOUR
else_jump @NONAME_960
067F: set_car $ACTIVE_COP_CAR lights 1
wait 250
jump @NONAME_87
:NONAME_960
067F: set_car $ACTIVE_COP_CAR lights 2
wait 250
jump @NONAME_87
0A93: end_custom_threadПрошу заключать большие куски кода в тэг [cоde]. Seemann
Last edited by Seemann (13-08-2008 10:13)
Offline
Ну опять двадцать пять. Замени все глобальные переменные на локальные(кроме $PLAYER_ACTOR)
014C: set_parked_car_generator $MODCOPCAR cars_to_generate_to 1
Почему 1?
$SPECIALFLASHTYPE = 0
Когда заменишь это локальными переменными, то инициализация в ноль будет не нужна
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