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Этот скрипт позволяет открывать/закрывать парочку гаражей в SF - рядом с домом Wusi, где были "китайские" миссии и гараж на стройке - тот самый главный гараж в СФ, где было много роликов. Достаточно подойти/подьехать нажать Y/N... Правда внутри главного гаража не загружены текстуры, но где-то был мод (мааленький), который это делает.
{$VERSION 3.1.0027}
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
:CH
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @CH
:CJ
wait 0
if
00EC: actor $PLAYER_ACTOR 0 near_point -2033.3815 178.6355 28.8429 radius 10.0 10.0
jf @WUSI
jump @CJPRESS1
:WUSI
wait 0
if
00EC: actor $PLAYER_ACTOR 0 near_point -2161.6111 654.6792 52.3672 radius 10.0 10.0
jf @CH
jump @WUSIPRESS1
:CJPRESS1
wait 0
if
0AB0: key_pressed 89 // Y
jf @CJPRESS2
jump @CJOPEN
:CJPRESS2
wait 0
if
0AB0: key_pressed 78 // N
jf @CH
jump @CJCLOSE
:CJOPEN
wait 0
garage.Activate('HBGDSFS')
garage.Open('HBGDSFS')
jump @CH
:CJCLOSE
wait 0
garage.Close('HBGDSFS')
garage.Deactivate('HBGDSFS')
jump @CH
:WUSIPRESS1
wait 0
if
0AB0: key_pressed 89 // Y
jf @WUSIPRESS2
jump @WUSIOPEN
:WUSIPRESS2
wait 0
if
0AB0: key_pressed 78 // N
jf @CH
jump @WUSICLOSE
:WUSIOPEN
wait 0
garage.Activate('FDORSFE')// - Активирует гараж
garage.Open('FDORSFE')// - Открывает гараж
jump @CH
:WUSICLOSE
wait 0
garage.Close('FDORSFE') //- Закрывает
garage.Deactivate('FDORSFE') // - Деактивирует
jump @CH
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По нажатию F-клавишь, превращаемся, не хватает только дыма и огня...
{$VERSION 3.1.0027}
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
thread 'REVOLVE'
:CH
wait 0
if AND
Player.Defined($PLAYER_CHAR)
not Actor.Driving($PLAYER_ACTOR)
jf @CH
:REVOLVE1
wait 0
if
0AB0: key_pressed 116 //f5
jf @REVOLVE2
jump @FAM1
:REVOLVE2
wait 0
if
0AB0: key_pressed 117 //f6
jf @REVOLVE3
jump @FAM2
:REVOLVE3
wait 0
if
0AB0: key_pressed 118 //f7
jf @REVOLVE4
jump @FAM3
:REVOLVE4
wait 0
if
0AB0: key_pressed 119 //f8
jf @REVOLVE5
jump @SOM
:REVOLVE5
wait 0
if
0AB0: key_pressed 115 //f4
jf @REVOLVE6
jump @CJM
:REVOLVE6
wait 0
if
0AB0: key_pressed 120 //f9
jf @REVOLVE7
jump @MADDOG
:REVOLVE7
wait 0
if
0AB0: key_pressed 121 //f10
jf @REVOLVE1
jump @WUZI
:FAM1
wait 0
Model.Load(#FAM1)
038B: load_requested_models
:FAM1_1
wait 0
if
Model.Available(#FAM1)
jf @FAM1_1
09C7: change_player $PLAYER_CHAR model_to #FAM1
Model.Destroy(#FAM1)
jump @CH
:FAM2
wait 0
Model.Load(#FAM2)
038B: load_requested_models
:FAM2_1
wait 0
if
Model.Available(#FAM2)
jf @FAM2_1
09C7: change_player $PLAYER_CHAR model_to #FAM2
Model.Destroy(#FAM2)
jump @CH
:FAM3
wait 0
Model.Load(#FAM3)
038B: load_requested_models
:FAM3_1
wait 0
if
Model.Available(#FAM3)
jf @FAM3_1
09C7: change_player $PLAYER_CHAR model_to #FAM3
Model.Destroy(#FAM3)
jump @CH
:SOM
wait 0
Model.Load(#SOMYRI)
038B: load_requested_models
:SOM_1
wait 0
if
Model.Available(#SOMYRI)
jf @SOM_1
09C7: change_player $PLAYER_CHAR model_to #SOMYRI
player.ClearWantedLevel($PLAYER_CHAR)
Model.Destroy(#SOMYRI)
jump @CH
:CJM
wait 0
Model.Load(#null)
038B: load_requested_models
:CJM_1
wait 0
if
Model.Available(#null)
jf @CJM_1
09C7: change_player $PLAYER_CHAR model_to #null
Model.Destroy(#null)
jump @CH
:MADDOG
wait 0
023c: request_special_actor 'maddogg' as 1
038b: load requested models
:MADDOG1
wait 0
if
023d: special_actor 1 loaded
jf @MADDOG1
09C7: change_player $PLAYER_CHAR model_to #special01
0296: unload_special_actor 1
jump @CH
:WUZI
wait 0
023c: request_special_actor 'wuzimu' as 1
038b: load requested models
:WUZI1
wait 0
if
023d: special_actor 1 loaded
jf @WUZI1
09C7: change_player $PLAYER_CHAR model_to #special01
0296: unload_special_actor 1
jump @CHЕслиб это работал под MP:..
{$VERSION 3.1.0027}
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
:CH
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @CH
:PRESS
wait 0
if
0AB0: key_pressed 49 // 1
jf @PRESS
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 30.0 0.0
0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1
0565: create_soundless_explosion_at 1@ 2@ 3@ type 6
wait 100
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 30.0 0.0 0.0
0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1
0565: create_soundless_explosion_at 1@ 2@ 3@ type 6
wait 100
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -30.0 0.0 0.0
0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1
0565: create_soundless_explosion_at 1@ 2@ 3@ type 6
wait 100
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 -30.0 0.0
0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1
0565: create_soundless_explosion_at 1@ 2@ 3@ type 6
wait 100
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25.0 25.0 0.0
0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1
0565: create_soundless_explosion_at 1@ 2@ 3@ type 6
wait 100
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -25.0 -25.0 0.0
0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1
0565: create_soundless_explosion_at 1@ 2@ 3@ type 6
wait 100
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25.0 -25.0 0.0
0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1
0565: create_soundless_explosion_at 1@ 2@ 3@ type 6
wait 100
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -25.0 25.0 0.0
0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1
0565: create_soundless_explosion_at 1@ 2@ 3@ type 6
jump @CH
Last edited by JNikc (02-06-2009 09:19)
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