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Знакомая всем фича из VCS теперь и в оригинальной VC.
Видео - http://www.youtube.com/watch?v=DCt6M--G3BI
Скачать - buy_back_your_weapons_for_vc.zip
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 | { $CLEO } 0000: wait 250 while true wait 0 if and 10@ <> 1 0117: player $PLAYER_CHAR wasted //0130: player $PLAYER_CHAR busted then 05F7: 14@ = label @label offset 05E6: 15@ = actor $PLAYER_ACTOR struct 15@ += 0x 408 for 13@ = 1 to 10 step 1 05E0: 0@ = read_memory 15@ size 4 virtual_protect 1 //slot x 15@ += 0xC 05E0: 1@ = read_memory 15@ size 4 virtual_protect 1 //ammo for that weapon 15@ += -0xC 05DF: write_memory 14@ size 4 value 0@ virtual_protect 1 //write slot x 14@ += 4 05DF: write_memory 14@ size 4 value 1@ virtual_protect 1 //write ammo 14@ += 4 15@ += 0x 18 end 17@ = 0 10@ = 1 end if and 10@ <> 1 8256: not player $player_char defined 0184: actor $PLAYER_ACTOR health > 0 //0130: player $PLAYER_CHAR busted then 05F7: 14@ = label @label offset 05E6: 15@ = actor $PLAYER_ACTOR struct 15@ += 0x 408 for 13@ = 1 to 10 step 1 05E0: 0@ = read_memory 15@ size 4 virtual_protect 1 //slot x 15@ += 0xC 05E0: 1@ = read_memory 15@ size 4 virtual_protect 1 //ammo for that weapon 15@ += -0xC 05DF: write_memory 14@ size 4 value 0@ virtual_protect 1 //write slot x 14@ += 4 05DF: write_memory 14@ size 4 value 1@ virtual_protect 1 //write ammo 14@ += 4 15@ += 0x 18 end 17@ = 0 10@ = 1 end if and 010A: player $player_char money > 2000 10@ == 1 03EE: player $player_char controllable 816B: not fading then 0512: show_permanent_text_box 'VCSGNS' if 00E1: key_pressed 0 4 then 03E6: remove_text_box 05F7: 14@ = label @label offset for 12@ = 1 to 9 step 1 05E0: 3@ = read_memory 14@ size 4 virtual_protect 1 // weapon id 14@ += 0x 4 05E0: 4@ = read_memory 14@ size 4 virtual_protect 1 //ammo 14@ += -0x 4 if 3@ <> 0 then 05E2: call_function 0x4418B 0 num_params 1 pop 1 3@ 5@ //weapon id to model id 0247: request_model 5@ 038B: load_requested_models 01B1: give_player $player_char weapon 3@ ammo 4@ // Load the weapon model before using this 0249: release_model 5@ 6@ = 1 end 14@ += 0x 8 end if 6@ == 1 then 0109: player $player_char money += - 2000 else 0512: show_permanent_text_box 'RE_WEPE' end 05F7: 14@ = label @label offset for 11@ = 1 to 15 step 1 05DF: write_memory 14@ size 4 value 0x 00 virtual_protect 1 14@ += 4 end 6@ = 0 10@ = 0 end if and 10@ == 1 17@ > 15000 then 03E6: remove_text_box 05F7: 14@ = label @label offset for 11@ = 1 to 15 step 1 05DF: write_memory 14@ size 4 value 0x 00 virtual_protect 1 14@ += 4 end 10@ = 0 end end end :label hex 00 00 00 00 //slot 00 00 00 00 //ammo for that weapon 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 end |
Last edited by Sergey81 (06-04-2011 03:03)
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1 2 3 4 | 0247: request_model 5@ 038B: load_requested_models 01B1: give_player $player_char weapon 3@ ammo 4@ // Load the weapon model before using this 0249: release_model 3@ |
Хе хе, надо ж так опечататься. Делал версию для SA, вылетало на этой строке. В VC всё нормально.
А так, вот что получилось:
Знакомая всем фича из VCS теперь и в SA.
Видео - http://www.youtube.com/watch?v=xgB8AYwGlCg
Скачать - buy_back_your_weapons_for_sa.zip
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 | { $CLEO } 0000: wait 250 while true wait 0 if or 0117: player $PLAYER_CHAR wasted 0741: actor $PLAYER_ACTOR busted then if 20@ <> 1 then //05F7: 14@ = label @label offset 0A9F: 0@ = current_thread_pointer 0A8E: 10@ = 0@ + 0x 10 0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0 0A8F: 14@ = 10@ - @label 0A96: 15@ = actor $PLAYER_ACTOR struct 15@ += 0x5A 0 for 13@ = 1 to 13 step 1 0A8D: 21@ = read_memory 15@ size 4 virtual_protect 1 //slot x 15@ += 0xC 0A8D: 1@ = read_memory 15@ size 4 virtual_protect 1 //ammo for that weapon 15@ += -0xC 0A8C: write_memory 14@ size 4 value 21@ virtual_protect 1 //write slot x 14@ += 4 0A8C: write_memory 14@ size 4 value 1@ virtual_protect 1 //write ammo 14@ += 4 15@ += 0x1C end 33@ = 0 048F: actor $PLAYER_ACTOR remove_weapons 20@ = 1 end end if and 010A: player $player_char money > 2000 20@ == 1 03EE: player $player_char controllable 816B: not fading then 0512: show_permanent_text_box 'VCSGNS' if 00E1: key_pressed 0 4 then 03E6: remove_text_box 0A9F: 0@ = current_thread_pointer 0A8E: 10@ = 0@ + 0x 10 0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0 0A8F: 14@ = 10@ - @label for 12@ = 1 to 13 step 1 0A8D: 3@ = read_memory 14@ size 4 virtual_protect 1 // weapon id 14@ += 0x 4 0A8D: 4@ = read_memory 14@ size 4 virtual_protect 1 //ammo 14@ += -0x 4 if 3@ <> 0 then 0AA7: call_function 0x454AC 0 num_params 1 pop 1 3@ 5@ //weapon id to model id 0247: request_model 5@ 038B: load_requested_models 01B2: give_player $PLAYER_ACTOR weapon 3@ ammo 4@ // Load the weapon model before using this 0249: release_model 5@ 6@ = 1 end 14@ += 0x 8 end if 6@ == 1 then 0109: player $player_char money += - 2000 else 0512: show_permanent_text_box 'RE_WEPE' end 0A9F: 0@ = current_thread_pointer 0A8E: 10@ = 0@ + 0x 10 0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0 0A8F: 14@ = 10@ - @label for 22@ = 1 to 13 step 1 0A8C: write_memory 14@ size 4 value 0x 00 virtual_protect 1 14@ += 4 end 6@ = 0 20@ = 0 end if and 20@ == 1 33@ > 15000 then 03E6: remove_text_box 0A9F: 0@ = current_thread_pointer 0A8E: 10@ = 0@ + 0x 10 0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0 0A8F: 14@ = 10@ - @label for 22@ = 1 to 15 step 1 0A8C: write_memory 14@ size 4 value 0x 00 virtual_protect 1 14@ += 4 end 20@ = 0 end end end :label hex 00 00 00 00 //slot 00 00 00 00 //ammo for that weapon 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 end |
Зеркало на gtagarage для обоих скриптов.
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А в Сане есть же две подруги, после знакомства с которыми после больницы и полиции всё остаётся, скрипт это не учитывает?
ЗЫ Да, если сразу сделать сделать проверку на значение статистики, то и скрипт запускать не надо...
Last edited by reute70 (10-04-2011 18:36)
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@reute70 - Ну я специально сделал удаление оружия скриптом, если убрать строчку
1 | 048F: actor $PLAYER_ACTOR remove_weapons |
то оружие останется. Правда выкупить его всё равно можно будет, что удвоит количество патронов. Здесь уже надо делать проверку не только на busted/wasted, но и на значение статистики, отвечающее за потерю оружия.
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Версия для GTA 3. Сделано, конечно, как сделано, но вроде работает.
Видео - http://www.youtube.com/watch?v=DvLFeJ7x6_8
Скачать - buy_back_your_weapons_for_gta3.zip
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 | { $CLEO } 0000: wait 250 while true wait 0 if and 10@ <> 1 0117: player $PLAYER_CHAR wasted then //05F7: 14@ = label @label offset 05EC: 14@ = current_thread_pointer 14@ += 0x3D 9 for 13@ = 1 to 12 step 1 0419: 15@ = player $PLAYER_CHAR weapon 13@ ammo 05DF: write_memory 14@ size 4 value 13@ virtual_protect 1 //write slot x 14@ += 4 05DF: write_memory 14@ size 4 value 15@ virtual_protect 1 //write ammo 14@ += 4 end 17@ = 0 10@ = 1 end if and 10@ <> 1 8256: not player $player_char defined //2@ > 0 //0130: player $PLAYER_CHAR busted then 0226: 2@ = actor $PLAYER_ACTOR health if 2@ >= 0 then //05F7: 14@ = label @label offset 05EC: 14@ = current_thread_pointer 14@ += 0x3D 9 for 13@ = 1 to 12 step 1 0419: 15@ = player $PLAYER_CHAR weapon 13@ ammo 05DF: write_memory 14@ size 4 value 13@ virtual_protect 1 //write slot x 14@ += 4 05DF: write_memory 14@ size 4 value 15@ virtual_protect 1 //write ammo 14@ += 4 end 17@ = 0 10@ = 1 end end if and 010A: player $player_char money > 2000 10@ == 1 03EE: player $player_char controllable 816B: not fading then //03E5: show_permanent_text_box 'VCSGNS' 03F0: enable_text_draw 1 033E: text_draw 20.0 40.0 'VCSGNS' if //00E1: key_pressed 0 4 05EE: key_pressed 9 then //03E6: remove_text_box //05F7: 14@ = label @label offset 05EC: 14@ = current_thread_pointer 14@ += 0x3D 9 for 12@ = 1 to 11 step 1 05E0: 3@ = read_memory 14@ size 4 virtual_protect 1 // weapon id 14@ += 0x 4 05E0: 4@ = read_memory 14@ size 4 virtual_protect 1 //ammo 14@ += -0x 4 if 4@ <> 0 then 05E2: call_function 0x 430690 num_params 1 pop 1 3@ 5@ //weapon id to model id //5@ = 355 //3@ = 171 //4@ = 20 0247: request_model 5@ 038B: load_requested_models 01B1: give_player $player_char weapon 3@ ammo 4@ // Load the weapon model before using this 0249: release_model 5@ 6@ = 1 end 14@ += 0x 8 end if 6@ == 1 then 0109: player $player_char money += - 2000 else 03F0: enable_text_draw 1 //03E5: show_permanent_text_box 'RE_WEPE' //033E: text_draw 20.0 40.0 'RE_WEPE' 033E: text_draw 20.0 40.0 'RE_WEPE' end //05F7: 14@ = label @label offset 05EC: 14@ = current_thread_pointer 14@ += 0x3D 9 for 11@ = 1 to 11 step 1 05DF: write_memory 14@ size 4 value 0x 00 virtual_protect 1 14@ += 4 end 6@ = 0 10@ = 0 end if and 10@ == 1 17@ > 15000 then 00BE: text_clear_all //03E6: remove_text_box //05F7: 14@ = label @label offset 05EC: 14@ = current_thread_pointer 14@ += 0x3D 9 for 11@ = 1 to 11 step 1 05DF: write_memory 14@ size 4 value 0x 00 virtual_protect 1 14@ += 4 end 10@ = 0 end end {05EC: 14@ = current_thread_pointer 14@ += 0x347 05E0: 2@ = read_memory 14@ size 4 virtual_protect 0 03F0: enable_text_draw 1 0345: enable_text_draw_background 1 01E5: show_text_1number_highpriority GXT '1NUM' number 2@ time 5000 flag 1 } end :label hex 00 00 00 00 //slot 00 00 00 00 //ammo for that weapon 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 end |
Last edited by Sergey81 (27-04-2011 23:48)
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А если в VCS.fxt русскими буквами(транслитом не хочется), там вроде есть своя "система кодировки" ?
ЗЫ И Большое спасибо за скрипты, тем более для трёшки! Прямо хочется самому поиграть, поковыряться!
Last edited by reute70 (28-04-2011 17:08)
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@reute70 - насчёт русских букв незнаю, давно уже от них отказался.
Решил ещё сделать версию и для GTA IV. Насчёт EFLC пока ничего сказать не могу, почему-то в документации не расписаны WeaponCollection Members для эпизодов. Впрочем наверно есть другой способ узнавать количество патронов эпизодических пушек, но пока бы для IV доделать.
http://www.youtube.com/watch?v=7NrZtz3vh1g
Скачать: http://www.gtagarage.com/mods/show.php?id=15715
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 | using System; using System.Windows.Forms; using GTA; public class BuyBackYourWeapons : Script { int counter = 0; bool deadflag; int AMMO_Uzi = 0; int AMMO_SniperRifle_M40A1 = 0; int AMMO_RocketLauncher = 0; int AMMO_MP5 = 0; int AMMO_MolotovCocktails = 0; int AMMO_Knife = 0; int AMMO_Grenades = 0; int AMMO_Glock = 0; int AMMO_DesertEagle = 0; int AMMO_BasicSniperRifle = 0; int AMMO_BasicShotgun = 0; int AMMO_BaseballBat = 0; int AMMO_BarettaShotgun = 0; int AMMO_AssaultRifle_M4 = 0; int AMMO_AssaultRifle_AK47 = 0; public BuyBackYourWeapons() { this.Tick += new EventHandler(this.BuyBackYourWeapons_Tick); } private void BuyBackYourWeapons_Tick(object sender, EventArgs e) { if ((Player.Character.Health <= 0) && (deadflag == false) || (GTA.Native.Function.Call<bool>("IS_PLAYER_BEING_ARRESTED") && (deadflag == false))) { AMMO_DesertEagle = Player.Character.Weapons.DesertEagle.Ammo; AMMO_Uzi = Player.Character.Weapons.Uzi.Ammo; AMMO_SniperRifle_M40A1 = Player.Character.Weapons.SniperRifle_M40A1.Ammo; AMMO_RocketLauncher = Player.Character.Weapons.RocketLauncher.Ammo; AMMO_MP5 = Player.Character.Weapons.MP5.Ammo; AMMO_MolotovCocktails = Player.Character.Weapons.MolotovCocktails.Ammo; AMMO_Knife = Player.Character.Weapons.Knife.Ammo; AMMO_Grenades = Player.Character.Weapons.Grenades.Ammo; AMMO_Glock = Player.Character.Weapons.Glock.Ammo; AMMO_DesertEagle = Player.Character.Weapons.DesertEagle.Ammo; AMMO_BasicSniperRifle = Player.Character.Weapons.BasicSniperRifle.Ammo; AMMO_BasicShotgun = Player.Character.Weapons.BasicShotgun.Ammo; AMMO_BaseballBat = Player.Character.Weapons.BaseballBat.Ammo; AMMO_BarettaShotgun = Player.Character.Weapons.BarettaShotgun.Ammo; AMMO_AssaultRifle_M4 = Player.Character.Weapons.AssaultRifle_M4.Ammo; AMMO_AssaultRifle_AK47 = Player.Character.Weapons.AssaultRifle_AK47.Ammo; counter = 0; deadflag = true; GTA.Native.Function.Call("REMOVE_ALL_CHAR_WEAPONS", Player.Character); } if ((deadflag == true ) && (Player.Character.isAliveAndWell) && (!GTA.Native.Function.Call<bool>( "IS_CHAR_IN_WATER" , Player.Character)) && (!GTA.Native.Function.Call<bool>( "IS_PLAYER_BEING_ARRESTED" )) && (counter < 330) && (Player.WantedLevel==0)) { Game.DisplayText("Pay $2000 bribe to get back your weapons? Press Y to buy."); this.KeyDown += new GTA.KeyEventHandler(this.BuyBackYourWeapons_KeyDown); counter += 1; } if (counter >= 329) deadflag = false ; } private void BuyBackYourWeapons_KeyDown(object sender, GTA.KeyEventArgs e) { if (e.Key == Keys.Y && deadflag == true && counter < 330) { if ((AMMO_Uzi == 0) && (AMMO_SniperRifle_M40A1 == 0) && (AMMO_RocketLauncher == 0) && (AMMO_MP5 == 0) && (AMMO_MolotovCocktails == 0) && (AMMO_Knife == 0) && (AMMO_Grenades == 0) && (AMMO_Glock == 0) && (AMMO_DesertEagle == 0) && (AMMO_BasicSniperRifle == 0) && (AMMO_BasicShotgun == 0) && (AMMO_BaseballBat == 0) && (AMMO_BarettaShotgun == 0) && (AMMO_AssaultRifle_M4 == 0) && (AMMO_AssaultRifle_AK47 == 0)) { Game.DisplayText("You don't have any weapons to return"); deadflag = false; } else { if (AMMO_Uzi != 0) Player.Character.Weapons.Uzi.Ammo = AMMO_Uzi; if (AMMO_SniperRifle_M40A1 != 0) Player.Character.Weapons.SniperRifle_M40A1.Ammo = AMMO_SniperRifle_M40A1; if (AMMO_RocketLauncher != 0) Player.Character.Weapons.RocketLauncher.Ammo = AMMO_RocketLauncher; if (AMMO_MP5 != 0) Player.Character.Weapons.MP5.Ammo = AMMO_MP5; if (AMMO_MolotovCocktails != 0) Player.Character.Weapons.MolotovCocktails.Ammo = AMMO_MolotovCocktails; if (AMMO_Knife != 0) Player.Character.Weapons.Knife.Ammo = AMMO_Knife; if (AMMO_Grenades != 0) Player.Character.Weapons.Grenades.Ammo = AMMO_Grenades; if (AMMO_Glock != 0) Player.Character.Weapons.Glock.Ammo = AMMO_Glock; if (AMMO_DesertEagle != 0) Player.Character.Weapons.DesertEagle.Ammo = AMMO_DesertEagle; if (AMMO_BasicSniperRifle != 0) Player.Character.Weapons.BasicSniperRifle.Ammo = AMMO_BasicSniperRifle; if (AMMO_BasicShotgun != 0) Player.Character.Weapons.BasicShotgun.Ammo = AMMO_BasicShotgun; if (AMMO_BaseballBat != 0) Player.Character.Weapons.BaseballBat.Ammo = AMMO_BaseballBat; if (AMMO_BarettaShotgun != 0) Player.Character.Weapons.BarettaShotgun.Ammo = AMMO_BarettaShotgun; if (AMMO_AssaultRifle_M4 != 0) Player.Character.Weapons.AssaultRifle_M4.Ammo = AMMO_AssaultRifle_M4; if (AMMO_AssaultRifle_AK47 != 0) Player.Character.Weapons.AssaultRifle_AK47.Ammo = AMMO_AssaultRifle_AK47; Game.DisplayText("Weapons returned"); Player.Money -= 2000; deadflag = false; } } } } |
Кстати, а как там с SCO дело продвигается? Стоит ли вобще когда-нибудь ожидать аналог клео под RAGE?
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Хм, а если, допустим, у игрока из оружия был только нож, то он тоже заплатит $2000?
Plugin-SDK https://github.com/DK22Pac/plugin-sdk
Discord-сервер по plugin-sdk и программированию в GTA
RU https://discord.gg/QEesDGb
ENG https://discord.gg/zaVqFQv
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@DK22Pac - Ну да, прайс то фиксированный. Но никто ж не заставляет выкупать нож за 2к$.
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У меня одного с опкодом
1 | 0130: player $PLAYER_CHAR busted |
игра вылетает?
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