#1 14-05-2014 16:57

roman14104
Registered: 14-05-2014
Posts: 4

Помогите

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

#2 14-05-2014 18:29

SHooZ
From: Львів
Registered: 05-06-2013
Posts: 51
Website

Re: Помогите

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
end

If

Offline

#3 14-05-2014 19:13

roman14104
Registered: 14-05-2014
Posts: 4

Re: Помогите

http://rghost.ru/55159907
можете на примере этого скрипта сделать?

Offline

#4 15-05-2014 16:56

SHooZ
From: Львів
Registered: 05-06-2013
Posts: 51
Website

Re: Помогите

roman14104 wrote:

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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#5 15-05-2014 17:05

roman14104
Registered: 14-05-2014
Posts: 4

Re: Помогите

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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