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Я знаю что на форуме уже давно никто не живет но мне нужна помощь в доработке(((
15@ = 3 три это группа с которой начинается отсчет содержимого инвентаря, это пистолеты
Если поставить 2 то должно идти холодное оружие но объект не отображается((
Написано криво и много путаницы с переменными - мне нужна помощь!
Архив с самим файлом 3D weapons inventory
0000: NOP Model.Load(2985) 038B: load_requested_models :WEAP_MENUE_28 wait 0 if and Player.Defined($PLAYER_CHAR) $ONMISSION == 0 Actor.Stopped($PLAYER_ACTOR) not Actor.Driving($PLAYER_ACTOR) 09E7: player $PLAYER_CHAR not_frozen 86B9: not cutscene_data_loaded 8818: not actor $PLAYER_ACTOR in_air 0AB0: key_pressed 73 else_jump @WEAP_MENUE_28 15@ = 3 16@ = 0 :WEAP_MENUE_95 wait 0 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 15@ weapon 0@ ammo 1@ model 2@ if not 0@ == 39 else_jump @WEAP_MENUE_221 if not 15@ == 11 else_jump @WEAP_MENUE_221 if not 2@ == -1 else_jump @WEAP_MENUE_221 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 15@ weapon $WEAP_ID(16@,8i) ammo $AMMOR(16@,8i) model $MODEL(16@,8i) Model.Load($MODEL(16@,8i)) 038B: load_requested_models wait 0 16@ += 1 :WEAP_MENUE_221 15@ += 1 if 15@ > 11 else_jump @WEAP_MENUE_95 if not 16@ == 0 else_jump @WEAP_MENUE_2967 fade 0 100 wait 100 14@ = 0 15@ = 0 13@ = 360 0073: 13@ /= 16@ // (float) 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 12@ = Object.Create(2886, 1@, 2@, 3@) Object.PutAt(12@, 0.0, 0.0, 0.0) 08D2: object 12@ scale_model 0.001 Object.CollisionDetection(12@) = False 0581: enable_radar 0 0826: enable_hud 0 015D: set_gamespeed 0.3 02A3: enable_widescreen 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 0992: set_player $PLAYER_CHAR weapons_scrollable 0 0575: set_actor $PLAYER_ACTOR pinned_position 1 0337: set_actor $PLAYER_ACTOR visibility 0 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True Player.CanMove($PLAYER_CHAR) = False :WEAP_MENUE_448 Object.Angle(12@) = 14@ 0400: store_coords_to 1@ 2@ 3@ from_object 12@ with_offset 0.0 1.0 0.0 $OBJTEST(15@,8i) = Object.Create(1240, 1@, 2@, 3@) 069A: attach_object $OBJTEST(15@,8i) to_object 12@ with_offset 1@ 2@ 3@ rotation 0.0 0.0 14@ 08D2: object $OBJTEST(15@,8i) scale_model 0.025 0750: set_object $OBJTEST(15@,8i) visibility 0 Object.CollisionDetection($OBJTEST(15@,8i)) = False $GUN(15@,8i) = Object.Create($MODEL(15@,8i), 1@, 2@, 3@) 8@ = -0.1 9@ = -0.05 10@ = 0.0 11@ = 0.0 if Object.Model($GUN(15@,8i)) == #KNIFECUR else_jump @WEAP_MENUE_684 8@ = -0.03 9@ = -0.05 :WEAP_MENUE_684 if Object.Model($GUN(15@,8i)) == #BAT else_jump @WEAP_MENUE_727 8@ = -0.03 9@ = -0.05 :WEAP_MENUE_727 if Object.Model($GUN(15@,8i)) == #CHNSAW else_jump @WEAP_MENUE_770 8@ = -0.23 9@ = -0.05 :WEAP_MENUE_770 if Object.Model($GUN(15@,8i)) == #CAMERA else_jump @WEAP_MENUE_813 8@ = 0.07 10@ = 90.0 :WEAP_MENUE_813 if or Object.Model($GUN(15@,8i)) == #COLT45 Object.Model($GUN(15@,8i)) == #TEC9 Object.Model($GUN(15@,8i)) == #MICRO_UZI else_jump @WEAP_MENUE_880 8@ = -0.03 9@ = -0.05 :WEAP_MENUE_880 if or Object.Model($GUN(15@,8i)) == #HEATSEEK Object.Model($GUN(15@,8i)) == #ROCKETLA else_jump @WEAP_MENUE_935 8@ = 0.0 9@ = -0.04 :WEAP_MENUE_935 if Object.Model($GUN(15@,8i)) == #FIRE_EX else_jump @WEAP_MENUE_978 8@ = -0.18 9@ = 0.04 :WEAP_MENUE_978 if Object.Model($GUN(15@,8i)) == #FLAME else_jump @WEAP_MENUE_1021 8@ = -0.22 9@ = -0.02 :WEAP_MENUE_1021 if or Object.Model($GUN(15@,8i)) == #GRENADE Object.Model($GUN(15@,8i)) == #SPRAYCAN else_jump @WEAP_MENUE_1086 8@ = 0.0 9@ = 0.0 10@ = 270.0 :WEAP_MENUE_1086 if Object.Model($GUN(15@,8i)) == #MOLOTOV else_jump @WEAP_MENUE_1139 8@ = -0.02 9@ = 0.0 10@ = 45.0 :WEAP_MENUE_1139 if or Object.Model($GUN(15@,8i)) == #IRGOGGLES Object.Model($GUN(15@,8i)) == #NVGOGGLES else_jump @WEAP_MENUE_1214 8@ = -0.01 9@ = 0.0 10@ = 180.0 11@ = 180.0 :WEAP_MENUE_1214 0470: 5@ = actor $PLAYER_ACTOR current_weapon if 07D6: 5@ == $WEAP_ID(15@,8i) // integer vars else_jump @WEAP_MENUE_1269 008A: $IN_HANDS = 15@ // (int) 008A: $TOTAL_SLOTS = 16@ // (int) 0060: $TOTAL_SLOTS -= $IN_HANDS // (int) :WEAP_MENUE_1269 069A: attach_object $GUN(15@,8i) to_object $OBJTEST(15@,8i) with_offset 8@ 0.0 9@ rotation 11@ 11@ 10@ Object.CollisionDetection($GUN(15@,8i)) = False 08D2: object $GUN(15@,8i) scale_model 0.5 005B: 14@ += 13@ // (float) 15@ += 1 if 002D: 15@ >= 16@ // (int) else_jump @WEAP_MENUE_448 if $TOTAL_SLOTS == 0 else_jump @WEAP_MENUE_1389 $TOTAL_SLOTS = 1 :WEAP_MENUE_1389 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 Object.PutAt(12@, 1@, 2@, 3@) 0400: store_coords_to 1@ 2@ 3@ from_object 12@ with_offset 0.0 1.6 0.05 Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 1.0) 0400: store_coords_to 1@ 2@ 3@ from_object 12@ with_offset 0.0 0.0 0.03 Camera.PointAt(1@, 2@, 3@, 2) 14@ = Object.Angle(12@) 008F: 10@ = integer $TOTAL_SLOTS to_float 006B: 13@ *= 10@ // (float) 005B: 14@ += 13@ // (float) Object.Angle(12@) = 14@ 008B: 15@ = $TOTAL_SLOTS // (int) 0073: 13@ /= 10@ // (float) wait 130 fade 1 100 wait 100 015D: set_gamespeed 0.1 :WEAP_MENUE_1607 wait 0 008A: $IN_HANDS_2 = 15@ // (int) 008A: $TOTAL_SLOTS_2 = 16@ // (int) 0060: $TOTAL_SLOTS_2 -= $IN_HANDS_2 // (int) if 15@ == 0 else_jump @WEAP_MENUE_1660 15@ = 1 :WEAP_MENUE_1660 if Actor.HasWeapon($PLAYER_ACTOR, $WEAP_ID($TOTAL_SLOTS_2,8i)) else_jump @WEAP_MENUE_2337 0782: get_weapon_with_ID $WEAP_ID($TOTAL_SLOTS_2,8i) weapon_group_to 5@ 05AA: 6@s = 'ARMOR9' if 5@ == 1 else_jump @WEAP_MENUE_1741 05AA: 6@s = 'ARMOR1' :WEAP_MENUE_1741 if 5@ == 2 else_jump @WEAP_MENUE_1773 05AA: 6@s = 'ARMOR2' :WEAP_MENUE_1773 if 5@ == 3 else_jump @WEAP_MENUE_1805 05AA: 6@s = 'ARMOR3' :WEAP_MENUE_1805 if 5@ == 4 else_jump @WEAP_MENUE_1837 05AA: 6@s = 'ARMOR4' :WEAP_MENUE_1837 if 5@ == 5 else_jump @WEAP_MENUE_1869 05AA: 6@s = 'ARMOR5' :WEAP_MENUE_1869 if 5@ == 6 else_jump @WEAP_MENUE_1901 05AA: 6@s = 'ARMOR6' :WEAP_MENUE_1901 if 5@ == 7 else_jump @WEAP_MENUE_1933 05AA: 6@s = 'ARMOR7' :WEAP_MENUE_1933 if 5@ == 8 else_jump @WEAP_MENUE_1965 05AA: 6@s = 'ARMOR8' :WEAP_MENUE_1965 08DA: remove_panel 10@ 08D4: 10@ = create_panel_with_title 'MYGHT' position 125.0 368.0 width 140.0 columns 2 interactive 0 background 1 alignment 1 09DB: set_panel 10@ column 0 width 120 08DB: set_panel 10@ column 0 header 'DUMMY' data 'MYGHT' 'MYGHT' 'MYGHT' 'MYGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 08DB: set_panel 10@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 08EE: set_panel 10@ column 1 row 0 text_1number GXT 6@s number $AMMOR($TOTAL_SLOTS_2,8i) if not $AMMOR($TOTAL_SLOTS_2,8i) == 0 else_jump @WEAP_MENUE_2382 08EE: set_panel 10@ column 1 row 1 text_1number GXT 'SKHUDR1' number $AMMOR($TOTAL_SLOTS_2,8i) jump @WEAP_MENUE_2382 :WEAP_MENUE_2337 0308: show_text_6numbers GXT 'IDNUMR3' numbers $WEAP_ID($TOTAL_SLOTS_2,8i) $MODEL($TOTAL_SLOTS_2,8i) $AMMOR($TOTAL_SLOTS_2,8i) 15@ $TOTAL_SLOTS_2 16@ time 100 flag 5 :WEAP_MENUE_2382 if and not Actor.Dead($PLAYER_ACTOR) 84AD: not actor $PLAYER_ACTOR in_water 044B: actor $PLAYER_ACTOR on_foot else_jump @WEAP_MENUE_1607 if 0184: actor $PLAYER_ACTOR health >= 0 else_jump @WEAP_MENUE_2805 if 80E1: not player 0 pressed_key 15 else_jump @WEAP_MENUE_2805 if 80E1: not player 0 pressed_key 17 else_jump @WEAP_MENUE_2793 14@ = Object.Angle(12@) if or 0AB0: key_pressed 37 0AB0: key_pressed 39 else_jump @WEAP_MENUE_1607 if 0AB0: key_pressed 37 else_jump @WEAP_MENUE_2642 08DA: remove_panel 10@ 0063: 14@ -= 13@ // (float) $ROTATE = Object.Angle(12@) 008A: $PS_MM = 14@ // (int) :WEAP_MENUE_2531 wait 0 $ROTATE += -5.0 if 8024: not $ROTATE > $PS_MM // (float) else_jump @WEAP_MENUE_2579 008A: $ROTATE = $PS_MM // (int) jump @WEAP_MENUE_2594 :WEAP_MENUE_2579 Object.Angle(12@) = $ROTATE jump @WEAP_MENUE_2531 :WEAP_MENUE_2594 Object.Angle(12@) = 14@ 15@ -= 1 if not 15@ > 0 else_jump @WEAP_MENUE_2782 0085: 15@ = 16@ // (int) jump @WEAP_MENUE_2782 :WEAP_MENUE_2642 if 0AB0: key_pressed 39 else_jump @WEAP_MENUE_2749 08DA: remove_panel 10@ 005B: 14@ += 13@ // (float) $ROTATE = Object.Angle(12@) :WEAP_MENUE_2678 wait 0 $ROTATE += 5.0 if 0026: $ROTATE > 14@ // (float) else_jump @WEAP_MENUE_2726 008A: $ROTATE = 14@ // (int) jump @WEAP_MENUE_2741 :WEAP_MENUE_2726 Object.Angle(12@) = $ROTATE jump @WEAP_MENUE_2678 :WEAP_MENUE_2741 Object.Angle(12@) = 14@ :WEAP_MENUE_2749 15@ += 1 if 001D: 15@ > 16@ // (int) else_jump @WEAP_MENUE_2782 15@ = 1 :WEAP_MENUE_2782 wait 10 jump @WEAP_MENUE_1607 :WEAP_MENUE_2793 01B9: set_actor $PLAYER_ACTOR armed_weapon_to $WEAP_ID($TOTAL_SLOTS_2,8i) :WEAP_MENUE_2805 15@ = 0 :WEAP_MENUE_2812 Object.Destroy($GUN(15@,8i)) Object.Destroy($OBJTEST(15@,8i)) Model.Destroy($MODEL(15@,8i)) 15@ += 1 if 002D: 15@ >= 16@ // (int) else_jump @WEAP_MENUE_2812 08DA: remove_panel 10@ Object.Destroy(12@) Camera.SetBehindPlayer Camera.Restore_WithJumpCut 0581: enable_radar 1 0826: enable_hud 1 015D: set_gamespeed 1.0 02A3: enable_widescreen 0 0575: set_actor $PLAYER_ACTOR pinned_position 0 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False wait 100 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 0992: set_player $PLAYER_CHAR weapons_scrollable 1 0337: set_actor $PLAYER_ACTOR visibility 1 15@ = 0 wait 200 Player.CanMove($PLAYER_CHAR) = True wait 100 jump @WEAP_MENUE_28 :WEAP_MENUE_2967 00BC: show_text_highpriority GXT 'IDNUMR2' time 1000 flag 1 jump @WEAP_MENUE_28
Last edited by Skript47 (07-04-2011 17:19)
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Как-то не понятно... В чём суть скрипта?
А на форуме на самом деле есть люди.
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Суть в том что код записывает все оружие что есть у игрока и создает из него круг
[youtube]http://www.youtube.com/watch?v=Mm_bOFP30Ms[/youtube]
Вообщем только что я написал тоже самое только с 0 и на другой основе но может этот можно исправить?
Last edited by Skript47 (07-04-2011 19:58)
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Фиг с ним :-P Я написал что хотел и это вроде работает без ошибок ^_^
Может кто нибудь может помочь с удалением глобальных переменных? Чтоб код потом работал и не запутывался.
Model.Load(2985) 038B: load_requested_models :WEAP_MENUE_28 32@ = 0 :WEAP_MENUE_35 wait 0 if and Player.Defined($PLAYER_CHAR) $ONMISSION == 0 Actor.Stopped($PLAYER_ACTOR) not Actor.Driving($PLAYER_ACTOR) 09E7: player $PLAYER_CHAR not_frozen 86B9: not cutscene_data_loaded 8818: not actor $PLAYER_ACTOR in_air 0AB0: key_pressed 73 else_jump @WEAP_MENUE_28 if 500 > 32@ else_jump @WEAP_MENUE_114 jump @WEAP_MENUE_35 :WEAP_MENUE_114 wait 0 5@ = 1 7@ = 0 :WEAP_MENUE_132 wait 0 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 5@ weapon 0@ ammo 1@ model 2@ if not 0@ == 0 else_jump @WEAP_MENUE_178 7@ += 1 :WEAP_MENUE_178 5@ += 1 if 5@ > 12 else_jump @WEAP_MENUE_132 if not 7@ == 0 else_jump @WEAP_MENUE_3955 0992: set_player $PLAYER_CHAR weapons_scrollable 0 1@ = 0 5@ = 0 7@ = 1 fade 0 100 wait 100 0581: enable_radar 0 0826: enable_hud 0 015D: set_gamespeed 0.3 02A3: enable_widescreen 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 0575: set_actor $PLAYER_ACTOR pinned_position 1 0337: set_actor $PLAYER_ACTOR visibility 0 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True Player.CanMove($PLAYER_CHAR) = False 00BE: text_clear_all 03E6: remove_text_box :WEAP_MENUE_317 wait 0 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1440 1@ *= 28 005A: 0@ += 1@ // (int) 1@ /= 28 0A8D: $WEAP_ID(1@,8i) = read_memory 0@ size 4 virtual_protect 1 0@ += 8 0@ += 4 0308: show_text_6numbers GXT 'IDNUMR1' numbers $WEAP_ID(1@,8i) $AMMOR(1@,8i) $AMMOR_TOT(1@,8i) 1@ 0 0 time 0 flag 5 0470: 5@ = actor $PLAYER_ACTOR current_weapon if 07D6: 5@ == $WEAP_ID(1@,8i) // integer vars else_jump @WEAP_MENUE_471 0087: 24@ = 1@ // (float) :WEAP_MENUE_471 if not $WEAP_ID(1@,8i) == 0 else_jump @WEAP_MENUE_500 7@ += 1 :WEAP_MENUE_500 1@ += 1 if not 1@ == 13 else_jump @WEAP_MENUE_532 jump @WEAP_MENUE_317 :WEAP_MENUE_532 1@ = 0 15@ = 0 23@ = 360 0073: 23@ /= 7@ // (float) 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 9@ = Object.Create(2886, 11@, 12@, 13@) Object.PutAt(9@, 0.0, 0.0, 0.0) 08D2: object 9@ scale_model 0.01 Object.CollisionDetection(9@) = False 0750: set_object 9@ visibility 0 :WEAP_MENUE_652 wait 0 Object.Angle(9@) = 15@ 0400: store_coords_to 11@ 12@ 13@ from_object 9@ with_offset 0.0 0.7 0.0 $OBJTEST(1@,8i) = Object.Create(2886, 11@, 12@, 13@) 069A: attach_object $OBJTEST(1@,8i) to_object 9@ with_offset 11@ 12@ 13@ rotation 0.0 0.0 15@ 0750: set_object $OBJTEST(1@,8i) visibility 0 08D2: object $OBJTEST(1@,8i) scale_model 0.5 Object.CollisionDetection($OBJTEST(1@,8i)) = False 0781: get_weapon_with_ID $WEAP_ID(1@,8i) model_to 25@ if 25@ == -1 else_jump @WEAP_MENUE_822 25@ = 2886 :WEAP_MENUE_822 $GUN(1@,8i) = Object.Create(25@, 11@, 12@, 13@) if 25@ == 2886 else_jump @WEAP_MENUE_898 0750: set_object $GUN(1@,8i) visibility 0 if not 1@ == 0 else_jump @WEAP_MENUE_898 jump @WEAP_MENUE_2372 :WEAP_MENUE_898 08D2: object $GUN(1@,8i) scale_model 0.3 16@ = -0.06 17@ = -0.05 $OFF_RATE = 0.0 $OFF_RATE_FFF = 0.0 $OFF_RATE_FFF1 = 0.0 if Object.Model($GUN(1@,8i)) == #GUN_PARA else_jump @WEAP_MENUE_1022 16@ = 0.01 17@ = -0.05 $OFF_RATE = 180.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_1022 if Object.Model($GUN(1@,8i)) == #SHOTGSPA else_jump @WEAP_MENUE_1072 16@ = -0.09 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1072 if or Object.Model($GUN(1@,8i)) == #GUN_VIBE1 Object.Model($GUN(1@,8i)) == #GUN_VIBE2 Object.Model($GUN(1@,8i)) == #GUN_DILDO1 Object.Model($GUN(1@,8i)) == #GUN_DILDO2 Object.Model($GUN(1@,8i)) == #FLOWERA else_jump @WEAP_MENUE_1170 16@ = -0.02 17@ = -0.06 jump @WEAP_MENUE_2328 :WEAP_MENUE_1170 if or Object.Model($GUN(1@,8i)) == #SNIPER Object.Model($GUN(1@,8i)) == #CUNTGUN else_jump @WEAP_MENUE_1232 16@ = -0.07 $OFF_RATE = 20.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_1232 if Object.Model($GUN(1@,8i)) == #BRASSKNUCKLE else_jump @WEAP_MENUE_1282 16@ = -0.03 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1282 if Object.Model($GUN(1@,8i)) == #DESERT_EAGLE else_jump @WEAP_MENUE_1332 16@ = -0.045 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1332 if Object.Model($GUN(1@,8i)) == #KNIFECUR else_jump @WEAP_MENUE_1382 16@ = -0.03 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1382 if Object.Model($GUN(1@,8i)) == #NITESTICK else_jump @WEAP_MENUE_1432 16@ = -0.03 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1432 if Object.Model($GUN(1@,8i)) == #GOLFCLUB else_jump @WEAP_MENUE_1482 16@ = -0.02 17@ = -0.1 jump @WEAP_MENUE_2328 :WEAP_MENUE_1482 if or Object.Model($GUN(1@,8i)) == #BAT Object.Model($GUN(1@,8i)) == #SHOVEL Object.Model($GUN(1@,8i)) == #POOLCUE Object.Model($GUN(1@,8i)) == #KATANA else_jump @WEAP_MENUE_1618 16@ = -0.01 17@ = -0.065 jump @WEAP_MENUE_2328 if Object.Model($GUN(1@,8i)) == #SHOVEL else_jump @WEAP_MENUE_1618 16@ = 0.0 $OFF_RATE = 90.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_1618 if Object.Model($GUN(1@,8i)) == #CHNSAW else_jump @WEAP_MENUE_1668 16@ = -0.15 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1668 if Object.Model($GUN(1@,8i)) == #KATANA else_jump @WEAP_MENUE_1718 16@ = -0.02 17@ = -0.1 jump @WEAP_MENUE_2328 :WEAP_MENUE_1718 if Object.Model($GUN(1@,8i)) == #CAMERA else_jump @WEAP_MENUE_1778 16@ = 0.04 17@ = -0.05 $OFF_RATE = 90.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_1778 if or Object.Model($GUN(1@,8i)) == #COLT45 Object.Model($GUN(1@,8i)) == #TEC9 Object.Model($GUN(1@,8i)) == #MICRO_UZI else_jump @WEAP_MENUE_1852 16@ = -0.03 17@ = -0.05 jump @WEAP_MENUE_2328 :WEAP_MENUE_1852 if or Object.Model($GUN(1@,8i)) == #HEATSEEK Object.Model($GUN(1@,8i)) == #ROCKETLA else_jump @WEAP_MENUE_1924 16@ = 0.01 17@ = -0.04 $OFF_RATE = 20.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_1924 if Object.Model($GUN(1@,8i)) == #FIRE_EX else_jump @WEAP_MENUE_1974 16@ = -0.115 17@ = 0.03 jump @WEAP_MENUE_2328 :WEAP_MENUE_1974 if Object.Model($GUN(1@,8i)) == #FLAME else_jump @WEAP_MENUE_2024 16@ = -0.14 17@ = -0.02 jump @WEAP_MENUE_2328 :WEAP_MENUE_2024 if or Object.Model($GUN(1@,8i)) == #GRENADE Object.Model($GUN(1@,8i)) == #SPRAYCAN else_jump @WEAP_MENUE_2096 16@ = -0.013 17@ = -0.03 $OFF_RATE = 270.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_2096 if Object.Model($GUN(1@,8i)) == #MOLOTOV else_jump @WEAP_MENUE_2156 16@ = -0.013 17@ = -0.03 $OFF_RATE = 45.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_2156 if or Object.Model($GUN(1@,8i)) == #IRGOGGLES Object.Model($GUN(1@,8i)) == #NVGOGGLES else_jump @WEAP_MENUE_2248 16@ = 0.01 17@ = -0.06 $OFF_RATE = 180.0 $OFF_RATE_FFF = 180.0 $OFF_RATE_FFF1 = 90.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_2248 if Object.Model($GUN(1@,8i)) == #BOMB else_jump @WEAP_MENUE_2328 16@ = -0.01 17@ = -0.095 $OFF_RATE = 90.0 $OFF_RATE_FFF = 180.0 $OFF_RATE_FFF1 = 90.0 jump @WEAP_MENUE_2328 :WEAP_MENUE_2328 069A: attach_object $GUN(1@,8i) to_object $OBJTEST(1@,8i) with_offset 16@ 0.0 17@ rotation $OFF_RATE_FFF $OFF_RATE_FFF1 $OFF_RATE 0063: 15@ -= 23@ // (float) :WEAP_MENUE_2372 1@ += 1 if 1@ == 13 else_jump @WEAP_MENUE_652 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 Object.PutAt(9@, 11@, 12@, 13@) 0400: store_coords_to 11@ 12@ 13@ from_object 9@ with_offset 0.0 1.1 0.0 Camera.SetPosition(11@, 12@, 13@, 0.0, 0.0, 1.0) 0400: store_coords_to 11@ 12@ 13@ from_object 9@ with_offset 0.0 0.0 -0.01 Camera.PointAt(11@, 12@, 13@, 2) 1@ = 0 if 82D8: not actor $PLAYER_ACTOR current_weapon == 0 else_jump @WEAP_MENUE_2700 :WEAP_MENUE_2562 wait 0 1@ += 1 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1440 1@ *= 28 005A: 0@ += 1@ // (int) 1@ /= 28 0A8D: 26@ = read_memory 0@ size 4 virtual_protect 1 if not 26@ == 0 else_jump @WEAP_MENUE_2562 18@ = Object.Angle(9@) 005B: 18@ += 23@ // (float) Object.Angle(9@) = 18@ if 003B: 1@ == 24@ // (int) else_jump @WEAP_MENUE_2562 008F: 24@ = integer 24@ to_float 0092: 1@ = float 24@ to_integer :WEAP_MENUE_2700 wait 10 00BE: text_clear_all 03E6: remove_text_box fade 1 90 wait 130 :WEAP_MENUE_2719 wait 0 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1440 1@ *= 28 005A: 0@ += 1@ // (int) 1@ /= 28 0A8D: 26@ = read_memory 0@ size 4 virtual_protect 1 0@ += 8 0A8D: 12@ = read_memory 0@ size 4 virtual_protect 1 0@ += 4 0A8D: 11@ = read_memory 0@ size 4 virtual_protect 1 08DA: remove_panel 10@ 08D4: 10@ = create_panel_with_title 'MYGHT' position 135.0 355.0 width 140.0 columns 3 interactive 0 background 0 alignment 1 09DB: set_panel 10@ column 0 width 120 08DB: set_panel 10@ column 0 header 'DUMMY' data 'MYGHT' 'MYGHT' 'MYGHT' 'MYGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 08DB: set_panel 10@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' if 26@ == 0 else_jump @WEAP_MENUE_3156 08EE: set_panel 10@ column 1 row 0 text_1number GXT 'WEPL0' number 26@ jump @WEAP_MENUE_3258 :WEAP_MENUE_3156 08EE: set_panel 10@ column 1 row 0 text_1number GXT 'FDNUMR1' number 26@ 08EE: set_panel 10@ column 1 row 1 text_1number GXT 'FDNUMR5' number 1@ if not 12@ == 0 else_jump @WEAP_MENUE_3258 08EE: set_panel 10@ column 1 row 2 text_1number GXT 'FDNUMR3' number 11@ 08EE: set_panel 10@ column 1 row 3 text_1number GXT 'FDNUMR4' number 12@ :WEAP_MENUE_3258 if 0184: actor $PLAYER_ACTOR health >= 0 else_jump @WEAP_MENUE_3789 if 80E1: not player 0 pressed_key 15 else_jump @WEAP_MENUE_3789 if 80E1: not player 0 pressed_key 17 else_jump @WEAP_MENUE_3777 if 8AB0: not key_pressed 37 else_jump @WEAP_MENUE_3553 if 0AB0: key_pressed 39 else_jump @WEAP_MENUE_2719 18@ = Object.Angle(9@) 005B: 18@ += 23@ // (float) 13@ = Object.Angle(9@) :WEAP_MENUE_3364 wait 0 13@ += 5.0 if 0025: 13@ > 18@ // (float) else_jump @WEAP_MENUE_3412 0085: 13@ = 18@ // (int) jump @WEAP_MENUE_3427 :WEAP_MENUE_3412 Object.Angle(9@) = 13@ jump @WEAP_MENUE_3364 :WEAP_MENUE_3427 Object.Angle(9@) = 18@ 1@ += 1 if 1@ == 13 else_jump @WEAP_MENUE_3474 1@ = 0 jump @WEAP_MENUE_2719 :WEAP_MENUE_3474 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1440 1@ *= 28 005A: 0@ += 1@ // (int) 1@ /= 28 0A8D: 26@ = read_memory 0@ size 4 virtual_protect 1 if not 26@ == 0 else_jump @WEAP_MENUE_3427 wait 50 jump @WEAP_MENUE_2719 :WEAP_MENUE_3553 18@ = Object.Angle(9@) 0063: 18@ -= 23@ // (float) 13@ = Object.Angle(9@) :WEAP_MENUE_3577 wait 0 13@ += -5.0 if 0025: 18@ > 13@ // (float) else_jump @WEAP_MENUE_3625 0085: 13@ = 18@ // (int) jump @WEAP_MENUE_3640 :WEAP_MENUE_3625 Object.Angle(9@) = 13@ jump @WEAP_MENUE_3577 :WEAP_MENUE_3640 Object.Angle(9@) = 18@ 1@ -= 1 if 1@ == -1 else_jump @WEAP_MENUE_3680 1@ = 12 :WEAP_MENUE_3680 if not 1@ == 0 else_jump @WEAP_MENUE_2719 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1440 1@ *= 28 005A: 0@ += 1@ // (int) 1@ /= 28 0A8D: 26@ = read_memory 0@ size 4 virtual_protect 1 if not 26@ == 0 else_jump @WEAP_MENUE_3640 wait 50 jump @WEAP_MENUE_2719 :WEAP_MENUE_3777 01B9: set_actor $PLAYER_ACTOR armed_weapon_to $WEAP_ID(1@,8i) :WEAP_MENUE_3789 fade 0 60 wait 80 1@ = 0 :WEAP_MENUE_3806 wait 0 Object.Destroy($GUN(1@,8i)) Object.Destroy($OBJTEST(1@,8i)) 1@ += 1 if 1@ == 13 else_jump @WEAP_MENUE_3806 Object.Destroy(9@) 08DA: remove_panel 10@ Camera.SetBehindPlayer Camera.Restore_WithJumpCut 0581: enable_radar 1 0826: enable_hud 1 015D: set_gamespeed 1.0 02A3: enable_widescreen 0 0575: set_actor $PLAYER_ACTOR pinned_position 0 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 0992: set_player $PLAYER_CHAR weapons_scrollable 1 0337: set_actor $PLAYER_ACTOR visibility 1 wait 20 Player.CanMove($PLAYER_CHAR) = True wait 10 fade 1 200 wait 1000 jump @WEAP_MENUE_28 :WEAP_MENUE_3955 00BC: show_text_highpriority GXT 'IDNUMR2' time 1000 flag 1 jump @WEAP_MENUE_28
Last edited by Skript47 (09-04-2011 17:28)
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Правка -> Замена
Что заменить: $WEAP_ID(1@,8i)
На что заменить: 3@
Подтверждение замены: Да, для всех
Таким образом каждую глобальную переменную (кроме $PLAYER_ACTOR, $PLAYER_CHAR, $ONMISSION) надо заменить на свободную локальную переменную.
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Что за глупое предложение!?
$WEAP_ID(1@,8i) - это масив!!!
$WEAP_ID[0]
$WEAP_ID[1]
$WEAP_ID[2]
$WEAP_ID[3]
$WEAP_ID[4]
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$WEAP_ID[13]
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Я твой код детально не разбирал - стиль написания а-ля "спагетти" и отсутствие комментариев к этому не располагают.
Массив глобальных переменных необходимо заменить массивом локальных переменных 3@[1@] , где 3@ - 16@ - 14 свободных последовательно расположенных локальных переменных.
Last edited by Den_spb (09-04-2011 22:04)
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Не, мне кажется, тут лучше глобальный массив. Но назвать его надо в стиле $3000.
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"как узнать статистику, не используя статистику?":crazy:
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