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обьясните как можно в клео скрипте написать так, чтоб он при вводе какого либо кода, например parkour, включался , а при вводе еще раз выключался?
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http://rghost.ru/55159907
можете на примере этого скрипта сделать?
Offline
http://rghost.ru/55159907
можете на примере этого скрипта сделать?
Да он и так написан на этом принципе. Только это не исходник, поэтому код выглядит подругому.
// This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 06.11.2008 {$CLEO .cs} //-------------MAIN--------------- 0000: NOP 04ED: load_animation "BEACH" 04EE: animation "BEACH" loaded 04ED: load_animation "PAULNMAC" 04EE: animation "PAULNMAC" loaded 04ED: load_animation "MISC" 04EE: animation "MISC" loaded 04ED: load_animation "DANCING" 04EE: animation "DANCING" loaded 04ED: load_animation "BENCHPRESS" 04EE: animation "BENCHPRESS" loaded 04ED: load_animation "RIOT" 04EE: animation "RIOT" loaded 04ED: load_animation "RAPPING" 04EE: animation "RAPPING" loaded 04ED: load_animation "STRIP" 04EE: animation "STRIP" loaded 04ED: load_animation "KISSING" 04EE: animation "KISSING" loaded 04ED: load_animation "POLICE" 04EE: animation "POLICE" loaded 04ED: load_animation "GHANDS" 04EE: animation "GHANDS" loaded 04ED: load_animation "OTB" 04EE: animation "OTB" loaded 04ED: load_animation "PARK" 04EE: animation "PARK" loaded 04ED: load_animation "SHOP" 04EE: animation "SHOP" loaded 04ED: load_animation "BSKTBALL" 04EE: animation "BSKTBALL" loaded 04ED: load_animation "CAMERA" 04EE: animation "CAMERA" loaded 04ED: load_animation "CAR" 04EE: animation "CAR" loaded 04ED: load_animation "GFUNK" 04EE: animation "GFUNK" loaded 04ED: load_animation "MEDIC" 04EE: animation "MEDIC" loaded 04ED: load_animation "SWEET" 04EE: animation "SWEET" loaded 04ED: load_animation "ON_LOOKERS" 04EE: animation "ON_LOOKERS" loaded 04ED: load_animation "FOOD" 04EE: animation "FOOD" loaded :NONAME_430 wait 0 if 0ADC: test_cheat "PARKOUR" else_jump @NONAME_430 wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_485 :NONAME_485 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 49 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_595 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "PARKSIT_W_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_485 :NONAME_595 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 50 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_802 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0615: define_AS_pack_begin $ACTSEQ 0605: actor -1 perform_animation_sequence "WANK_IN" IFP_file "PAULNMAC" 4.0 loop 0 1 1 1 time -1 // versionA 0605: actor -1 perform_animation_sequence "WANK_LOOP" IFP_file "PAULNMAC" 4.0 loop 0 1 1 0 time -1 // versionA 0605: actor -1 perform_animation_sequence "WANK_OUT" IFP_file "PAULNMAC" 4.0 loop 0 1 1 0 time -1 // versionA 0616: define_AS_pack_end $ACTSEQ 0618: assign_actor $PLAYER_ACTOR to_AS_pack $ACTSEQ 061B: remove_references_to_AS_pack $ACTSEQ wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_595 :NONAME_802 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 51 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_906 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "BITCHSLAP" IFP_file "MISC" 4.0 loop 1 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_802 :NONAME_906 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 52 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_1014 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "DANCE_LOOP" IFP_file "DANCING" 4.0 loop 1 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_906 :NONAME_1014 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 53 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_1131 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_CELEBRATE" IFP_file "BENCHPRESS" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_1014 :NONAME_1131 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 54 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_1233 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "HIT_WALK" IFP_file "PED" 4.0 loop 1 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_1131 :NONAME_1233 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 55 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_1337 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "RIOT_FUKU" IFP_file "RIOT" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_1233 :NONAME_1337 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 56 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_1442 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "RIOT_ANGRY" IFP_file "RIOT" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_1337 :NONAME_1442 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 57 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_1548 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "LAUGH_01" IFP_file "RAPPING" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_1442 :NONAME_1548 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 90 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_1653 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "DANCE_G12" IFP_file "GFUNK" 4.0 loop 1 0 0 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_1548 :NONAME_1653 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 88 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_1757 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "WALK_DRUNK" IFP_file "PED" 4.0 loop 1 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_1653 :NONAME_1757 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 67 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_1869 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "GRLFRD_KISS_03" IFP_file "KISSING" 4.0 loop 0 0 0 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_1757 :NONAME_1869 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 86 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_1979 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "SCRATCHBALLS_01" IFP_file "MISC" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_1869 :NONAME_1979 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 66 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_2084 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "BD_CLAP" IFP_file "DANCING" 4.0 loop 1 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_1979 :NONAME_2084 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 78 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_2187 0605: actor $PLAYER_ACTOR perform_animation_sequence "ROB_LOOP_THREAT" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_2084 :NONAME_2187 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 77 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_2293 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "DOOR_KICK" IFP_file "POLICE" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_2187 :NONAME_2293 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 188 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_2400 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "FALL_SKYDIVE" IFP_file "PED" 4.0 loop 1 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_2293 :NONAME_2400 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 190 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_2676 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0615: define_AS_pack_begin $ACTSEQ 0605: actor -1 perform_animation_sequence "RHGSIGN1" IFP_file "GHANDS" 4.0 loop 0 1 1 1 time -1 // versionA 0605: actor -1 perform_animation_sequence "RHGSIGN2" IFP_file "GHANDS" 4.0 loop 0 1 1 0 time -1 // versionA 0605: actor -1 perform_animation_sequence "RHGSIGN3" IFP_file "GHANDS" 4.0 loop 0 1 1 0 time -1 // versionA 0605: actor -1 perform_animation_sequence "RHGSIGN4" IFP_file "GHANDS" 4.0 loop 0 1 1 0 time -1 // versionA 0605: actor -1 perform_animation_sequence "RHGSIGN5" IFP_file "GHANDS" 4.0 loop 0 1 1 0 time -1 // versionA 0616: define_AS_pack_end $ACTSEQ 0618: assign_actor $PLAYER_ACTOR to_AS_pack $ACTSEQ 061B: remove_references_to_AS_pack $ACTSEQ wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_2400 :NONAME_2676 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 191 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_2784 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "WTCHRACE_LOSE" IFP_file "OTB" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_2676 :NONAME_2784 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 81 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_2891 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "SEAT_TALK_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_2784 :NONAME_2891 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 69 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_3095 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0615: define_AS_pack_begin $ACTSEQ 0605: actor -1 perform_animation_sequence "TAI_CHI_IN" IFP_file "PARK" 4.0 loop 0 1 1 1 time -1 // versionA 0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 0 1 1 0 time -1 // versionA 0605: actor -1 perform_animation_sequence "TAI_CHI_OUT" IFP_file "PARK" 4.0 loop 0 1 1 0 time -1 // versionA 0616: define_AS_pack_end $ACTSEQ 0618: assign_actor $PLAYER_ACTOR to_AS_pack $ACTSEQ 061B: remove_references_to_AS_pack $ACTSEQ wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_2891 :NONAME_3095 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 82 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_3198 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "ARRESTGUN" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_3095 :NONAME_3198 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 84 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_3297 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_3198 :NONAME_3297 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 85 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_3398 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_3297 :NONAME_3398 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 89 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_3505 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SHOT_FRONT" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_3398 :NONAME_3505 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 221 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_3612 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 4.0 loop 1 0 0 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_3505 :NONAME_3612 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 219 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_3719 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "WTCHRACE_WIN" IFP_file "OTB" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_3612 :NONAME_3719 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 189 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_3827 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "HIKER_POSE_L" IFP_file "MISC" 4.0 loop 0 1 1 1 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_3719 :NONAME_3827 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 187 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_3933 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "HIKER_POSE" IFP_file "MISC" 4.0 loop 0 1 1 1 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_3827 :NONAME_3933 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 73 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4036 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "STRIP_D" IFP_file "STRIP" 4.0 loop 1 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_3933 :NONAME_4036 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 79 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4142 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "PUN_HOLLER" IFP_file "STRIP" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_4036 :NONAME_4142 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 80 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4246 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "SMOKE_RYD" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_4142 :NONAME_4246 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 70 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4359 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "BBALL_DEF_LOOP" IFP_file "BSKTBALL" 4.0 loop 1 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_4246 :NONAME_4359 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 71 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4470 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "POINTUP_IN" IFP_file "ON_LOOKERS" 4.0 loop 0 1 1 1 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_4359 :NONAME_4470 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 72 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4579 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAMSTND_CMON" IFP_file "CAMERA" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_4470 :NONAME_4579 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 74 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4682 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "FLAG_DROP" IFP_file "CAR" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_4579 :NONAME_4682 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 75 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4787 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "GFWAVE2" IFP_file "KISSING" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_4682 :NONAME_4787 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 76 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4886 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "CPR" IFP_file "MEDIC" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_4787 :NONAME_4886 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 186 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4996 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "COPTRAF_STOP" IFP_file "POLICE" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_4886 :NONAME_4996 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 222 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_5107 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "SWEET_ASS_SLAP" IFP_file "SWEET" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_4996 :NONAME_5107 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 192 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_5214 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_VOMIT_P" IFP_file "FOOD" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_5107 :NONAME_5214 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 113 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_5321 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "SHAKE_CARSH" IFP_file "GANGS" 4.0 loop 0 1 1 0 time -1 // versionA wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_5214 :NONAME_5321 wait 0 if and 0AB0: key_pressed 18 0AB0: key_pressed 48 not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_5402 0687: clear_actor $PLAYER_ACTOR task 00BC: show_text_highpriority GXT 'OFF' time 2500 flag 1 wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_5321 :NONAME_5402 wait 0 if 0ADC: test_cheat "PARKOUR" else_jump @NONAME_485 wait 300 018C: play_sound 1057 at 0.0 0.0 0.0 jump @NONAME_5402
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не робит полностью.
когда первый раз пишу паркур, то мод врубается, но когда пишу второй раз, мод не деактивируется...
типа дальше могу врубать анимации.(
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