You are not logged in.
Pages: 1
Трамвай теперь не пустой, а таскает сидящих внутри него людей.
thread 'trampeople' {$CLEO} //{$I Interceptor.txt} var $PLAYER_CHAR: Player $PLAYER_ACTOR: Actor end //0615: define_AS_pack_begin $8201 // 0A1A: actor -1 perform_animation "SEAT_DOWN" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC // 0A1A: actor -1 perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC //0616: define_AS_pack_end $8201 while true if $PLAYER_CHAR.Defined then $PLAYER_ACTOR.StorePos(1@, 2@, 3@) //$PLAYER_ACTOR.StorePos(3@, 4@, 33@) //1@+=100.0 //2@+=100.0 //3@-=100.0 //4@-=100.0 //09C0: 0@ = get_random_car_in_area 1@ 2@ 3@ 4@ 1.0 with_models #TRAM //053E: 0@ = get_random_car_with_model #TRAM in_rectangle 1@ 2@ 3@ 4@ //0327: 0@ = get_random_car_with_model #TRAM in_rectangle 1@ 2@ 3@ 4@ 0AB1: call_scm_func @FUNC_GETVEHICLE 4 1@ 2@ 3@ 100.0 0@ //0AB1: call_scm_func @FUNC_GETOBJECT 4 1@ 2@ 3@ 100.0 0@ //if 0@>0 //then // 0513: show_text_box_1number 'NUMBER' number 777 // ~1~ //end end wait 1000 end { Для мода трамвая: -1.142 1.461 0.239 -1.142 2.675 0.239 -1.142 3.725 0.239 1.177 1.59 0.239 1.177 2.826 0.239 1.177 3.803 0.239 -0.398 -2.56 0.239 -0.398 -1.555 0.239 -0.398 -0.58 0.239 0.437 -2.624 0.239 0.437 -1.539 0.239 0.437 -0.548 0.239 Для мода скамеек: -1,112 -0,884 -0,337 1,102 0,934 0,781 825.8475, -1863.8035, 12.8672 } :MyFunc2 0AB2: ret 0 {Object.StorePos(0@, 10@, 11@, 12@) Object.StorePos(0@, 13@, 14@, 15@) if 8339: not anything_in_cube 10@ 11@ 12@ 13@ 14@ 15@ solid 0 car 0 actor 1 object 0 particle 0 then Object.StorePos(0@, 10@, 11@, 12@) 13@ = Object.Angle(0@) 10@ += -0.48 11@ += -0.368 12@ += 0.281 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0972: put_actor 2@ at 10@ 11@ 12@ ; versionC Actor.Angle(2@)=13@ 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 Object.StorePos(0@, 10@, 11@, 12@) 13@ = Object.Angle(0@) 10@ += 0.448 11@ += -0.368 12@ += 0.281 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0972: put_actor 2@ at 10@ 11@ 12@ ; versionC Actor.Angle(2@)=13@ 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 Object.StorePos(0@, 10@, 11@, 12@) 13@ = Object.Angle(0@) 10@ += 0.448 11@ += 0.425 12@ += 0.281 13@ += 180.0 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0972: put_actor 2@ at 10@ 11@ 12@ ; versionC Actor.Angle(2@)=13@ 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 Object.StorePos(0@, 10@, 11@, 12@) 13@ = Object.Angle(0@) 10@ += -0.414 11@ += 0.425 12@ += 0.281 13@ += 180.0 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0972: put_actor 2@ at 10@ 11@ 12@ ; versionC Actor.Angle(2@)=13@ 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 end} :MyFunc Car.StorePos(0@, 10@, 11@, 12@) Car.StorePos(0@, 13@, 14@, 15@) 10@+=-1.228 11@+=-4.112 12@+=0.798 13@+=1.109 14@+=4.176 15@+=-0.88 if 8339: not anything_in_cube 10@ 11@ 12@ 13@ 14@ 15@ solid 0 car 0 actor 1 object 0 particle 0 then 0209: 1@ = random_int_in_ranges 0 1 if 1@ == 0 then 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0464: put_actor 2@ into_turret_on_car 0@ at_car_offset -1.142 1.461 0.239 position 1 shooting_angle_limit 0.0 with_weapon 0 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 end 0209: 1@ = random_int_in_ranges 0 1 if 1@ == 0 then 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0464: put_actor 2@ into_turret_on_car 0@ at_car_offset -1.142 2.675 0.239 position 1 shooting_angle_limit 0.0 with_weapon 0 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 end 0209: 1@ = random_int_in_ranges 0 1 if 1@ == 0 then 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0464: put_actor 2@ into_turret_on_car 0@ at_car_offset -1.142 3.725 0.239 position 1 shooting_angle_limit 0.0 with_weapon 0 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 end 0209: 1@ = random_int_in_ranges 0 1 if 1@ == 0 then 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0464: put_actor 2@ into_turret_on_car 0@ at_car_offset 1.177 1.59 0.239 position 3 shooting_angle_limit 0.0 with_weapon 0 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 end 0209: 1@ = random_int_in_ranges 0 1 if 1@ == 0 then 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0464: put_actor 2@ into_turret_on_car 0@ at_car_offset 1.177 2.826 0.239 position 3 shooting_angle_limit 0.0 with_weapon 0 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 end 0209: 1@ = random_int_in_ranges 0 1 if 1@ == 0 then 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0464: put_actor 2@ into_turret_on_car 0@ at_car_offset 1.177 3.803 0.239 position 3 shooting_angle_limit 0.0 with_weapon 0 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 end 0209: 1@ = random_int_in_ranges 0 1 if 1@ == 0 then 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0464: put_actor 2@ into_turret_on_car 0@ at_car_offset -0.398 -2.56 0.239 position 3 shooting_angle_limit 0.0 with_weapon 0 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 end 0209: 1@ = random_int_in_ranges 0 1 if 1@ == 0 then 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0464: put_actor 2@ into_turret_on_car 0@ at_car_offset -0.398 -1.555 0.239 position 3 shooting_angle_limit 0.0 with_weapon 0 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 end 0209: 1@ = random_int_in_ranges 0 1 if 1@ == 0 then 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0464: put_actor 2@ into_turret_on_car 0@ at_car_offset -0.398 -0.58 0.239 position 3 shooting_angle_limit 0.0 with_weapon 0 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 end 0209: 1@ = random_int_in_ranges 0 1 if 1@ == 0 then 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0464: put_actor 2@ into_turret_on_car 0@ at_car_offset 0.437 -2.624 0.239 position 1 shooting_angle_limit 0.0 with_weapon 0 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 end 0209: 1@ = random_int_in_ranges 0 1 if 1@ == 0 then 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0464: put_actor 2@ into_turret_on_car 0@ at_car_offset 0.437 -1.539 0.239 position 1 shooting_angle_limit 0.0 with_weapon 0 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 end 0209: 1@ = random_int_in_ranges 0 1 if 1@ == 0 then 0376: 2@ = create_random_actor_at 0.0 0.0 0.0 0464: put_actor 2@ into_turret_on_car 0@ at_car_offset 0.437 -0.548 0.239 position 1 shooting_angle_limit 0.0 with_weapon 0 0A1A: actor 2@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms // versionC 0AB1: call_scm_func @SetActorRef 2 2@ 1 end {else Car.StorePos(0@, 10@, 11@, 12@) 10@ += -1.142 11@ += 1.461 12@ += 0.239 089E: get_actor_in_sphere 10@ 11@ 12@ radius 0.1 handle_as 2@ // versionB if 2@>0 then if Actor.Dead(2@) then 0465: remove_actor 2@ from_turret_mode else if 8611: not actor 2@ performing_animation "SEAT_IDLE" then 0618: assign_actor 2@ to_AS_pack $8201 end end 0AB1: call_scm_func @SetActorRef 2 2@ 1 end Car.StorePos(0@, 10@, 11@, 12@) 10@ += -1.142 11@ += 2.675 12@ += 0.239 089E: get_actor_in_sphere 10@ 11@ 12@ radius 0.1 handle_as 2@ // versionB if 2@>0 then if Actor.Dead(2@) then 0465: remove_actor 2@ from_turret_mode else if 8611: not actor 2@ performing_animation "SEAT_IDLE" then 0618: assign_actor 2@ to_AS_pack $8201 end end 0AB1: call_scm_func @SetActorRef 2 2@ 1 end Car.StorePos(0@, 10@, 11@, 12@) 10@ += -1.142 11@ += 3.725 12@ += 0.239 089E: get_actor_in_sphere 10@ 11@ 12@ radius 0.1 handle_as 2@ // versionB if 2@>0 then if Actor.Dead(2@) then 0465: remove_actor 2@ from_turret_mode else if 8611: not actor 2@ performing_animation "SEAT_IDLE" then 0618: assign_actor 2@ to_AS_pack $8201 end end 0AB1: call_scm_func @SetActorRef 2 2@ 1 end Car.StorePos(0@, 10@, 11@, 12@) 10@ += 1.177 11@ += 1.59 12@ += 0.239 089E: get_actor_in_sphere 10@ 11@ 12@ radius 0.1 handle_as 2@ // versionB if 2@>0 then if Actor.Dead(2@) then 0465: remove_actor 2@ from_turret_mode else if 8611: not actor 2@ performing_animation "SEAT_IDLE" then 0618: assign_actor 2@ to_AS_pack $8201 end end 0AB1: call_scm_func @SetActorRef 2 2@ 1 end Car.StorePos(0@, 10@, 11@, 12@) 10@ += 1.177 11@ += 2.826 12@ += 0.239 089E: get_actor_in_sphere 10@ 11@ 12@ radius 0.1 handle_as 2@ // versionB if 2@>0 then if Actor.Dead(2@) then 0465: remove_actor 2@ from_turret_mode else if 8611: not actor 2@ performing_animation "SEAT_IDLE" then 0618: assign_actor 2@ to_AS_pack $8201 end end 0AB1: call_scm_func @SetActorRef 2 2@ 1 end Car.StorePos(0@, 10@, 11@, 12@) 10@ += 1.177 11@ += 3.803 12@ += 0.239 089E: get_actor_in_sphere 10@ 11@ 12@ radius 0.1 handle_as 2@ // versionB if 2@>0 then if Actor.Dead(2@) then 0465: remove_actor 2@ from_turret_mode else if 8611: not actor 2@ performing_animation "SEAT_IDLE" then 0618: assign_actor 2@ to_AS_pack $8201 end end 0AB1: call_scm_func @SetActorRef 2 2@ 1 end Car.StorePos(0@, 10@, 11@, 12@) 10@ += -0.398 11@ += -2.56 12@ += 0.239 089E: get_actor_in_sphere 10@ 11@ 12@ radius 0.1 handle_as 2@ // versionB if 2@>0 then if Actor.Dead(2@) then 0465: remove_actor 2@ from_turret_mode else if 8611: not actor 2@ performing_animation "SEAT_IDLE" then 0618: assign_actor 2@ to_AS_pack $8201 end end 0AB1: call_scm_func @SetActorRef 2 2@ 1 end Car.StorePos(0@, 10@, 11@, 12@) 10@ += -0.398 11@ += -1.555 12@ += 0.239 089E: get_actor_in_sphere 10@ 11@ 12@ radius 0.1 handle_as 2@ // versionB if 2@>0 then if Actor.Dead(2@) then 0465: remove_actor 2@ from_turret_mode else if 8611: not actor 2@ performing_animation "SEAT_IDLE" then 0618: assign_actor 2@ to_AS_pack $8201 end end 0AB1: call_scm_func @SetActorRef 2 2@ 1 end Car.StorePos(0@, 10@, 11@, 12@) 10@ += -0.398 11@ += -0.58 12@ += 0.239 089E: get_actor_in_sphere 10@ 11@ 12@ radius 0.1 handle_as 2@ // versionB if 2@>0 then if Actor.Dead(2@) then 0465: remove_actor 2@ from_turret_mode else if 8611: not actor 2@ performing_animation "SEAT_IDLE" then 0618: assign_actor 2@ to_AS_pack $8201 end end 0AB1: call_scm_func @SetActorRef 2 2@ 1 end Car.StorePos(0@, 10@, 11@, 12@) 10@ += 0.437 11@ += -2.624 12@ += 0.239 089E: get_actor_in_sphere 10@ 11@ 12@ radius 0.1 handle_as 2@ // versionB if 2@>0 then if Actor.Dead(2@) then 0465: remove_actor 2@ from_turret_mode else if 8611: not actor 2@ performing_animation "SEAT_IDLE" then 0618: assign_actor 2@ to_AS_pack $8201 end end 0AB1: call_scm_func @SetActorRef 2 2@ 1 end Car.StorePos(0@, 10@, 11@, 12@) 10@ += 0.437 11@ += -1.539 12@ += 0.239 089E: get_actor_in_sphere 10@ 11@ 12@ radius 0.1 handle_as 2@ // versionB if 2@>0 then if Actor.Dead(2@) then 0465: remove_actor 2@ from_turret_mode else if 8611: not actor 2@ performing_animation "SEAT_IDLE" then 0618: assign_actor 2@ to_AS_pack $8201 end end 0AB1: call_scm_func @SetActorRef 2 2@ 1 end Car.StorePos(0@, 10@, 11@, 12@) 10@ += 0.437 11@ += -0.548 12@ += 0.239 089E: get_actor_in_sphere 10@ 11@ 12@ radius 0.1 handle_as 2@ // versionB if 2@>0 then if Actor.Dead(2@) then 0465: remove_actor 2@ from_turret_mode else if 8611: not actor 2@ performing_animation "SEAT_IDLE" then 0618: assign_actor 2@ to_AS_pack $8201 end end 0AB1: call_scm_func @SetActorRef 2 2@ 1 end} end 0AB2: ret 0 :SetActorRef 0A96: 2@ = actor 0@ struct 2@+=0x484 0A8C: write_memory 2@ size 1 value 1@ virtual_protect 0 0AB2: ret 0 :FUNC_GETACTOR gosub @AIC_GETACTOR 0AB2: ret 1 9@ :FUNC_GETVEHICLE gosub @AIC_GETVEHICLE 0AB2: ret 1 9@ :FUNC_GETOBJECT gosub @AIC_GETOBJECT 0AB2: ret 1 9@ :AIC_GETACTOR 0006: 16@ = 305868 0006: 5@ = @AIC_TESTACTORHANDLE 0006: 6@ = 1988 0002: jump @AIC_STARTSEARCH :AIC_GETVEHICLE 0006: 16@ = 305869 0006: 5@ = @AIC_TESTVEHICLEHANDLE 0006: 6@ = 2584 0006: 8@ = -1 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AIC_STARTSEARCH 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @AIC_STARTSEARCH 03C0: 8@ = actor $PLAYER_ACTOR car 0002: jump @AIC_STARTSEARCH :AIC_GETOBJECT 0006: 16@ = 305871 0006: 5@ = @AIC_TESTOBJECTHANDLE 0006: 6@ = 412 :AIC_STARTSEARCH 008B: 16@ = &0(16@,1i) // CPool* 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 8 )^ = 7@ // CPool.Size 0A8D: 11@ = read_memory 16@ size 4 virtual_protect 0 // CPool.pUnits 0006: 9@ = -1 0006: 10@ = 0 :AIC_SEARCHLOOPMAIN 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 11@ + 20 )^ = 4@ // xyz* 8039: not 4@ == 0 004D: jump_if_false @AIC_SEARCHLOOPNEXT 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 48 )^ = 12@ // x 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 52 )^ = 13@ // y 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 56 )^ = 14@ // z 050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@ 0025: 3@ > 15@ // (float) 004D: jump_if_false @AIC_SEARCHLOOPNEXT 0085: 9@ = 10@ // (int) // counter 0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 4 )^ = 4@ // CPool.flags 005A: 4@ += 9@ // (int) 0A8D: 4@ = read_memory 4@ size 1 virtual_protect 0 0012: 9@ *= 256 005A: 9@ += 4@ // (int) 0002: jump 5@ :AIC_TESTVEHICLEHANDLE 056E: is 9@ valid_vehicle_handle 004D: jump_if_false @AIC_NOHANDLE 00D6: if or 003B: 8@ == 9@ // (int) 0119: car 9@ wrecked 004D: jump_if_false @AIC_NEWSEARCHRADIUS 0002: jump @AIC_NOHANDLE :AIC_TESTACTORHANDLE 056D: is 9@ valid_actor_handle 004D: jump_if_false @AIC_NOHANDLE 00D6: if or 003C: $PLAYER_ACTOR == 9@ // (int) 0118: actor 9@ dead 004D: jump_if_false @AIC_NEWSEARCHRADIUS 0002: jump @AIC_NOHANDLE :AIC_TESTOBJECTHANDLE 83CA: not object 9@ exists 004D: jump_if_false @AIC_NEWSEARCHRADIUS :AIC_NOHANDLE 0006: 9@ = -1 0002: jump @AIC_SEARCHLOOPNEXT :AIC_NEWSEARCHRADIUS { use 0051: return to break the loop immediately when found at least one actor/car/object, does not matter if he's nearest one. } // v EXTRA SEARCH CRITERIA GOES HERE v { 21@ contains the handle of an actor/car/object that should be excluded from the search result (for example a handle found previously). } //803B: 21@ <> 9@ //004D: jump_if_false @AIC_NOHANDLE if 056E: car 9@ defined then if 0137: car 9@ model == #TRAM then 0AB1: call_scm_func @MyFunc 1 9@ end end if 03CA: object 9@ exists then if 09CC: object 9@ model_is 1281 ; #parktable1 then 0AB1: call_scm_func @MyFunc2 1 9@ end end 0085: 3@ = 15@ :AIC_SEARCHLOOPNEXT 005A: 11@ += 6@ // (int) 000A: 10@ += 1 002D: 10@ >= 7@ // (int) 004D: jump_if_false @AIC_SEARCHLOOPMAIN 0051: return :AIC_READMEMOFFSET 0A8E: 0@ = 0@ + 1@ // int 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 0AB2: ret 1 0@
Баги:
Если ездят два прицеплённых трамвая, то при повороте с хрустом костей умирают два человека :-0
Людей нельзя убить пулевым оружием, только огнём или взрывом
Чтобы люди появились, иногда нужно подойти к трамваю вплотную из-за известного бага интерцептора (Радиус поиска каждый раз уменьшается)
Last edited by VcSaJen (09-01-2011 09:02)
[small][/small]
Offline
из-за известного бага интерцептора (Радиус поиска каждый раз уменьшается)
Оо а можно поподробнее?
наверно, стоит создать отдельную тему со списком модов, повышающих реалистичность окружающего мира
Offline
@VcSaJen - у тебя есть строка
if 09CC: object 9@ model_is 1281 ; #parktable1
"; #parktable1" - не лишнее случайно?
А так, щас посмотрю как в игре работает.
UPD. Не работает, возможно конфликтует с другими скриптами, или ещё чего.
Last edited by Sergey81 (09-01-2011 14:46)
Offline
Offline
@Den_spb - Точняк, спс. Оказывается handling - копия.cfg в моей папке data и не оригинал совсем, скопировал строку tram из оригинального файла и трамвай вернулся с небес на землю.
Offline
Извините за оффтоп, где взять обнову текстур, как на скрине?
Offline
Offline
странно, что компилятор на неё не ругается, ; не является символом комментария...
если компилятор находит достаточное кол-во параметров для текущего опкода (в данном случае 2), он бросает обработку строки и переходит на следующую. Неочевидная возможность
Offline
странно, что компилятор на неё не ругается, ; не является символом комментария...
; не является комментарием официально, но практически является комментарием.
Попробуй в самом начале строки написать ; и эта строка не скомпилируется.
Ещё можно закомментировать конец комментария: в начале скрипта если написать {;} то скрипт не скомпилируется.
[small][/small]
Offline
(продолжение оффтопа)
@~AquaZ~ - если вопрос ко мне, то тебе нужен SRT3 v1.7.
Блин, его нельзя использовать в своих модах и он ставится как-то отдельно от игры...
Offline
Pages: 1