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обьясните как можно в клео скрипте написать так, чтоб он при вводе какого либо кода, например parkour, включался , а при вводе еще раз выключался?
Offline
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
Offline
http://rghost.ru/55159907
можете на примере этого скрипта сделать?
Offline
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
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не робит полностью.
когда первый раз пишу паркур, то мод врубается, но когда пишу второй раз, мод не деактивируется...
типа дальше могу врубать анимации.(
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