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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]
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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
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@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)
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@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.
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Извините за оффтоп, где взять обнову текстур, как на скрине?
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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 
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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.
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(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...
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