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я написал небольшой main.scm
меня интересует вопрос - как включить магазины одежды, парикмахерские и т.д в мое скрипте, что бы в них можно было заходить и покупать?
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и как включить сохранение?
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Не нужно писать подряд несколько сообщений (дабл-постить) без особой на то нужды. Пользуйся кнопкой редактирования предыдущего сообщения.
По первому вопросу - нужно активировать внешние скрипты. Ответ ищи в потоке 'INTMAN'.
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не понял. нашел этот поток, а что дальше делать?
Last edited by GC0mmander (03-06-2008 13:16)
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поможете? пожалуйста!
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Нужно вставить этот поток в твой майн, т.к. именно он отвечает за загрузку скриптов парикмахерских, закусочных и т.д.
Кроме INTMAN, тебе нужно будет добавить в майн соответствующие внешние скрипты (опять-таки скопировать из оригинального майна) - BARBER, TATTOO и т.п.
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так, объявлю все скрипты типа DEFINE SCRIPT BARBER AT @BARB , скопирую поток INTMAN, надеюсь, все заработает. хм..
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Еще нужно в INTMAN заменить номера скриптов на новые
08A9: load_external_script 62 (BARBER)
например, в оригинале скрипт BARBER шел в заголовке 62-м. А в твоем скрипте он станет например 10-м. Нужно заменить число на 10. И так везде по всему потоку INTMAN.
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спасибо, буду эксперементировать
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вот скрипт, упорно не хочет компилировать, в чем трабла?
DEFINE OBJECTS 1 DEFINE MISSIONS 1 DEFINE MISSION 0 AT @MISSION // Initial 1 DEFINE EXTERNAL_SCRIPTS 76 // Use -1 in order not to compile AAA script DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0 DEFINE SCRIPT PARACHUTE AT @PARACH // 1 DEFINE SCRIPT BCESAR2 AT @BCESAR2 // 2 DEFINE SCRIPT BCESAR3 AT @COKEC // 3 DEFINE SCRIPT SLOT_MACHINE AT @BANDIT // 4 DEFINE SCRIPT ROULETTE AT @ROULETE // 5 DEFINE SCRIPT OTB_SCRIPT AT @OTB_MSC // 6 DEFINE SCRIPT ARCADE AT @ARCADE // 7 DEFINE SCRIPT VENDING_MACHINE AT @VENDING // 8 DEFINE SCRIPT FOOD_VENDOR AT @FODVEND // 9 DEFINE SCRIPT GATES_SCRIPT AT @GATEOS // 10 DEFINE SCRIPT GYMBIKE AT @GYMBIKE // 11 DEFINE SCRIPT GYMBENCH AT @GYMBENC // 12 DEFINE SCRIPT GYMTREAD AT @GYMTREA // 13 DEFINE SCRIPT GYMDUMB AT @GYMDUMB // 14 DEFINE SCRIPT BASKETB AT @BBALL // 15 DEFINE SCRIPT VIDPOK AT @VIDPOK // 16 DEFINE SCRIPT BLACKJ AT @BLACKJ // 17 DEFINE SCRIPT WHEELO AT @WOF // 18 DEFINE SCRIPT DEALER AT @DEALER // 19 DEFINE SCRIPT HOME_BRAINS AT @HMLES // 20 DEFINE SCRIPT POOL_SCRIPT AT @POOL // 21 DEFINE SCRIPT LOWR_CONT AT @LOWRCON // 22 DEFINE SCRIPT BURG_BRAINS AT @BURGLAR // 23 DEFINE SCRIPT GF_MEETING AT @GFMEET // 24 DEFINE SCRIPT GF_DATE AT @GFDATE // 25 DEFINE SCRIPT GF_SEX AT @GFSEX // 26 DEFINE SCRIPT CASINO_AMBIENCE AT @CASAMB // 27 DEFINE SCRIPT BAR_AMBIENCE AT @BAR // 28 DEFINE SCRIPT FOODBRAINS AT @PSHOP // 29 DEFINE SCRIPT OTB_AMBIENCE AT @OTBSHP // 30 DEFINE SCRIPT STRIP_AMBIENCE AT @STRIP // 31 DEFINE SCRIPT PLANES AT @PLANES // 32 DEFINE SCRIPT TRAINS AT @TRAINS // 33 DEFINE SCRIPT ZERO_AMBIENCE AT @RCSHOP // 34 DEFINE SCRIPT DANCE AT @DANCE // 35 DEFINE SCRIPT SHOPKEEPER AT @SKBRAIN // 36 DEFINE SCRIPT CUSTOMER_PANIC AT @FFPNC // 37 DEFINE SCRIPT BAR_STAFF AT @BARSTAF // 38 DEFINE SCRIPT BOUNCER AT @BOUNCER // 39 DEFINE SCRIPT OTB_STAFF AT @OTBSTAF // 40 DEFINE SCRIPT PCHAIR AT @PCHAIR // 41 DEFINE SCRIPT PCUSTOM AT @PCUSTOM // 42 DEFINE SCRIPT OTBWTCH AT @OTBWTCH // 43 DEFINE SCRIPT OTBSLP AT @OTBSLP // 44 DEFINE SCRIPT OTBTILL AT @OTBTILL // 45 DEFINE SCRIPT FBOOTHR AT @FBOOTHR // 46 DEFINE SCRIPT FBOOTHL AT @FBOOTHL // 47 DEFINE SCRIPT BARGUY AT @BARGUY // 48 DEFINE SCRIPT PEDROUL AT @PEDROUL // 49 DEFINE SCRIPT PEDCARD AT @PEDCARD // 50 DEFINE SCRIPT PEDSLOT AT @PEDSLOT // 51 DEFINE SCRIPT DANCER AT @DANCER // 52 DEFINE SCRIPT STRIPW AT @STRIPW // 53 DEFINE SCRIPT STRIPM AT @STRIPM // 54 DEFINE SCRIPT BROWSE AT @BROWSE // 55 DEFINE SCRIPT COPSIT AT @COPSIT // 56 DEFINE SCRIPT COPLOOK AT @COPLOOK // 57 DEFINE SCRIPT TICKET AT @TICKET // 58 DEFINE SCRIPT SHOPPER AT @SHOPPER // 59 DEFINE SCRIPT AMMU AT @AMUNAT // 60 DEFINE SCRIPT TATTOO AT @TATTO // 61 DEFINE SCRIPT BARBER AT @BARB // 62 DEFINE SCRIPT WARDROBE AT @WARROBE // 63 DEFINE SCRIPT CLOTHES AT @CLOTH // 64 DEFINE SCRIPT JUNKFUD AT @JFUD // 65 DEFINE SCRIPT CARMOD1 AT @CARMOD // 66 DEFINE SCRIPT CRANE1 AT @CRANE1 // 67 DEFINE SCRIPT CRANE2 AT @CRANE2 // 68 DEFINE SCRIPT CRANE3 AT @CRANE3 // 69 DEFINE SCRIPT CARPARK1 AT @CARPRK1 // 70 DEFINE SCRIPT IMPOUND AT @IMPND // 71 DEFINE SCRIPT VALET AT @VALET // 72 DEFINE SCRIPT PHOTO AT @PHOTO // 73 DEFINE SCRIPT PRISONR AT @PRISONR // 74 DEFINE SCRIPT CAMERA AT @CAMERA // 75 DEFINE SCRIPT DEBT AT @DEBT // 76 DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 :ESC_INTERIOR_MANAGER thread 'INTMAN' $INTERIOR_DECISION_MAKER_A = -1 if $INTERIOR_DECISION_MAKER_A == 9999 else_jump @INTMAN_57 07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A 07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_B :INTMAN_57 if Player.Defined($PLAYER_CHAR) else_jump @INTMAN_80 gosub @INTMAN_91 :INTMAN_80 wait 0 jump @INTMAN_57 :INTMAN_91 0871: init_jump_table 0@ total_jumps 2 default_jump 0 @INTMAN_182 jumps 0 @INTMAN_154 1 @INTMAN_168 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 :INTMAN_154 gosub @INTMAN_184 jump @INTMAN_182 :INTMAN_168 gosub @INTMAN_2976 jump @INTMAN_182 :INTMAN_182 return :INTMAN_184 09E8: $1250 = actor $PLAYER_ACTOR active_interior if not $1250 == 0 else_jump @INTMAN_2974 094B: v$ACTIVE_INTERIOR_NAME = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string if 8846: not string v$ACTIVE_INTERIOR_NAME empty // same as 0844 else_jump @INTMAN_2974 0084: $1251 = $1250 // (int) if Player.Defined($PLAYER_CHAR) else_jump @INTMAN_266 $PLAYER_WANTED_LEVEL = Player.WantedLevel($PLAYER_CHAR) :INTMAN_266 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string $1261 = 0 $PLAYER_IN_INTERIOR = 0 2@ = 0 if $ONMISSION == 0 else_jump @INTMAN_359 $9472 = 0 $9470 = 0 $9471 = 0 $FOOD_PLAYER_AGGRESSIVE_FLAG = 0 $2881 = 0 $9473 = 0 $9526 = 0 :INTMAN_359 if and 08F9: v$ACTIVE_INTERIOR_NAME == "CHANGER" $1250 == 14 else_jump @INTMAN_451 0926: 1@ = external_script_status 63 (WARDROBE) if 1@ == 0 else_jump @INTMAN_451 08A9: load_external_script 63 (WARDROBE) 038B: load_requested_models if 08AB: external_script 63 (WARDROBE) loaded else_jump @INTMAN_451 0913: run_external_script 63 (WARDROBE) 0@ += 1 return :INTMAN_451 if or 08F9: v$ACTIVE_INTERIOR_NAME == "TRICAS" 08F9: v$ACTIVE_INTERIOR_NAME == "MAFCAS" 08F9: v$ACTIVE_INTERIOR_NAME == "CASINO2" else_jump @INTMAN_818 0926: 1@ = external_script_status 38 (BAR_STAFF) if 1@ == 0 else_jump @INTMAN_531 08A9: load_external_script 38 (BAR_STAFF) :INTMAN_531 0926: 1@ = external_script_status 39 (BOUNCER) if 1@ == 0 else_jump @INTMAN_560 08A9: load_external_script 39 (BOUNCER) :INTMAN_560 0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) if 1@ == 0 else_jump @INTMAN_589 08A9: load_external_script 37 (CUSTOMER_PANIC) :INTMAN_589 0926: 1@ = external_script_status 27 (CASINO_AMBIENCE) if 1@ == 0 else_jump @INTMAN_618 08A9: load_external_script 27 (CASINO_AMBIENCE) :INTMAN_618 04ED: load_animation "BAR" 04ED: load_animation "CASINO" if 08F9: v$ACTIVE_INTERIOR_NAME == "MAFCAS" else_jump @INTMAN_676 Model.Load(#VMAFF1) Model.Load(#VMAFF3) Model.Load(#VMAFF2) Model.Load(#VWFYWAI) :INTMAN_676 if 08F9: v$ACTIVE_INTERIOR_NAME == "TRICAS" else_jump @INTMAN_715 Model.Load(#BMYBOUN) Model.Load(#WMYBOUN) Model.Load(#VWFYWA2) :INTMAN_715 if 08F9: v$ACTIVE_INTERIOR_NAME == "CASINO2" else_jump @INTMAN_755 Model.Load(#BMYBOUN) Model.Load(#WMYBOUN) Model.Load(#VWFYCRP) :INTMAN_755 038B: load_requested_models if 08AB: external_script 27 (CASINO_AMBIENCE) loaded else_jump @INTMAN_777 0913: run_external_script 27 (CASINO_AMBIENCE) :INTMAN_777 if and 08AB: external_script 38 (BAR_STAFF) loaded 08AB: external_script 39 (BOUNCER) loaded 08AB: external_script 37 (CUSTOMER_PANIC) loaded 08AB: external_script 27 (CASINO_AMBIENCE) loaded else_jump @INTMAN_818 $1261 = 1 0@ += 1 :INTMAN_818 if or 08F9: v$ACTIVE_INTERIOR_NAME == "BAR1" 08F9: v$ACTIVE_INTERIOR_NAME == "BAR2" 08F9: v$ACTIVE_INTERIOR_NAME == "UFOBAR" else_jump @INTMAN_1088 0926: 1@ = external_script_status 38 (BAR_STAFF) if 1@ == 0 else_jump @INTMAN_893 08A9: load_external_script 38 (BAR_STAFF) :INTMAN_893 0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) if 1@ == 0 else_jump @INTMAN_922 08A9: load_external_script 37 (CUSTOMER_PANIC) :INTMAN_922 0926: 1@ = external_script_status 28 (BAR_AMBIENCE) if 1@ == 0 else_jump @INTMAN_951 08A9: load_external_script 28 (BAR_AMBIENCE) :INTMAN_951 0926: 1@ = external_script_status 35 (DANCE) if 1@ == 0 else_jump @INTMAN_980 08A9: load_external_script 35 (DANCE) :INTMAN_980 04ED: load_animation "BAR" if 08F9: v$ACTIVE_INTERIOR_NAME == "BAR1" else_jump @INTMAN_1020 04ED: load_animation "DANCING" :INTMAN_1020 Model.Load(#VWFYCRP) 038B: load_requested_models if 08AB: external_script 28 (BAR_AMBIENCE) loaded else_jump @INTMAN_1047 0913: run_external_script 28 (BAR_AMBIENCE) :INTMAN_1047 if and 08AB: external_script 38 (BAR_STAFF) loaded 08AB: external_script 37 (CUSTOMER_PANIC) loaded 08AB: external_script 28 (BAR_AMBIENCE) loaded 08AB: external_script 35 (DANCE) loaded else_jump @INTMAN_1088 $1261 = 1 0@ += 1 :INTMAN_1088 if 08F9: v$ACTIVE_INTERIOR_NAME == "GENOTB" else_jump @INTMAN_1286 0926: 1@ = external_script_status 40 (OTB_STAFF) if 1@ == 0 else_jump @INTMAN_1141 08A9: load_external_script 40 (OTB_STAFF) :INTMAN_1141 0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) if 1@ == 0 else_jump @INTMAN_1170 08A9: load_external_script 37 (CUSTOMER_PANIC) :INTMAN_1170 0926: 1@ = external_script_status 30 (OTB_AMBIENCE) if 1@ == 0 else_jump @INTMAN_1199 08A9: load_external_script 30 (OTB_AMBIENCE) :INTMAN_1199 04ED: load_animation "OTB" 04ED: load_animation "INT_SHOP" Model.Load(#VBFYCRP) Model.Load(#VWFYCRP) 038B: load_requested_models if 08AB: external_script 30 (OTB_AMBIENCE) loaded else_jump @INTMAN_1249 0913: run_external_script 30 (OTB_AMBIENCE) :INTMAN_1249 if and 08AB: external_script 40 (OTB_STAFF) loaded 08AB: external_script 37 (CUSTOMER_PANIC) loaded 08AB: external_script 30 (OTB_AMBIENCE) loaded else_jump @INTMAN_1286 $1261 = 1 0@ += 1 :INTMAN_1286 if or 08F9: v$ACTIVE_INTERIOR_NAME == "LASTRIP" 08F9: v$ACTIVE_INTERIOR_NAME == "STRIP2" else_jump @INTMAN_1534 0926: 1@ = external_script_status 38 (BAR_STAFF) if 1@ == 0 else_jump @INTMAN_1353 08A9: load_external_script 38 (BAR_STAFF) :INTMAN_1353 0926: 1@ = external_script_status 39 (BOUNCER) if 1@ == 0 else_jump @INTMAN_1382 08A9: load_external_script 39 (BOUNCER) :INTMAN_1382 0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) if 1@ == 0 else_jump @INTMAN_1411 08A9: load_external_script 37 (CUSTOMER_PANIC) :INTMAN_1411 0926: 1@ = external_script_status 31 (STRIP_AMBIENCE) if 1@ == 0 else_jump @INTMAN_1440 08A9: load_external_script 31 (STRIP_AMBIENCE) :INTMAN_1440 04ED: load_animation "BAR" 04ED: load_animation "STRIP" Model.Load(#BMYBOUN) Model.Load(#WMYBOUN) Model.Load(#VWFYCRP) 038B: load_requested_models if 08AB: external_script 31 (STRIP_AMBIENCE) loaded else_jump @INTMAN_1493 0913: run_external_script 31 (STRIP_AMBIENCE) :INTMAN_1493 if and 08AB: external_script 38 (BAR_STAFF) loaded 08AB: external_script 39 (BOUNCER) loaded 08AB: external_script 37 (CUSTOMER_PANIC) loaded 08AB: external_script 31 (STRIP_AMBIENCE) loaded else_jump @INTMAN_1534 $1261 = 1 0@ += 1 :INTMAN_1534 if $9977 == 0 else_jump @INTMAN_1724 if or 08F9: v$ACTIVE_INTERIOR_NAME == "CSCHP" 08F9: v$ACTIVE_INTERIOR_NAME == "CSSPRT" 08F9: v$ACTIVE_INTERIOR_NAME == "LACS1" 08F9: v$ACTIVE_INTERIOR_NAME == "CLOTHGP" 08F9: v$ACTIVE_INTERIOR_NAME == "CSDESGN" 08F9: v$ACTIVE_INTERIOR_NAME == "CSEXL" else_jump @INTMAN_1724 0926: 1@ = external_script_status 64 (CLOTHES) if 1@ == 0 else_jump @INTMAN_1669 08A9: load_external_script 64 (CLOTHES) :INTMAN_1669 04ED: load_animation "INT_SHOP" 038B: load_requested_models if 08AB: external_script 64 (CLOTHES) loaded else_jump @INTMAN_1724 $1258 = 0 0913: run_external_script 64 (CLOTHES) $1261 = 1 0@ += 1 :INTMAN_1724 if or 08F9: v$ACTIVE_INTERIOR_NAME == "FDPIZA" 08F9: v$ACTIVE_INTERIOR_NAME == "FDCHICK" 08F9: v$ACTIVE_INTERIOR_NAME == "FDBURG" else_jump @INTMAN_2221 0926: 1@ = external_script_status 65 (JUNKFUD) if 1@ == 0 else_jump @INTMAN_1804 08A9: load_external_script 65 (JUNKFUD) :INTMAN_1804 0926: 1@ = external_script_status 29 (FOODBRAINS) if 1@ == 0 else_jump @INTMAN_1833 08A9: load_external_script 29 (FOODBRAINS) :INTMAN_1833 0926: 1@ = external_script_status 36 (SHOPKEEPER) if 1@ == 0 else_jump @INTMAN_1862 08A9: load_external_script 36 (SHOPKEEPER) :INTMAN_1862 0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) if 1@ == 0 else_jump @INTMAN_1891 08A9: load_external_script 37 (CUSTOMER_PANIC) :INTMAN_1891 04ED: load_animation "FOOD" 04ED: load_animation "INT_SHOP" if 08F9: v$ACTIVE_INTERIOR_NAME == "FDPIZA" else_jump @INTMAN_1952 Model.Load(#WMYPIZZ) Model.Load(#PIZZAHIGH) Model.Load(#CJ_PIZZA_1) Model.Load(#CJ_PIZZA_2) :INTMAN_1952 if 08F9: v$ACTIVE_INTERIOR_NAME == "FDCHICK" else_jump @INTMAN_1994 Model.Load(#WMYBELL) Model.Load(#BURGERHIGH) Model.Load(#CJ_BURG_1) Model.Load(#CJ_BURG_2) :INTMAN_1994 if 08F9: v$ACTIVE_INTERIOR_NAME == "FDBURG" else_jump @INTMAN_2035 Model.Load(#WFYBURG) Model.Load(#BURGERHIGH) Model.Load(#CJ_BURG_1) Model.Load(#CJ_BURG_2) :INTMAN_2035 038B: load_requested_models if 08AB: external_script 65 (JUNKFUD) loaded else_jump @INTMAN_2057 0913: run_external_script 65 (JUNKFUD) :INTMAN_2057 if 08AB: external_script 29 (FOODBRAINS) loaded else_jump @INTMAN_2180 if 08F9: v$ACTIVE_INTERIOR_NAME == "FDPIZA" else_jump @INTMAN_2110 0913: run_external_script 29 (FOODBRAINS) 0 jump @INTMAN_2180 :INTMAN_2110 if 08F9: v$ACTIVE_INTERIOR_NAME == "FDCHICK" else_jump @INTMAN_2149 0913: run_external_script 29 (FOODBRAINS) 1 jump @INTMAN_2180 :INTMAN_2149 if 08F9: v$ACTIVE_INTERIOR_NAME == "FDBURG" else_jump @INTMAN_2180 0913: run_external_script 29 (FOODBRAINS) 2 :INTMAN_2180 if and 08AB: external_script 65 (JUNKFUD) loaded 08AB: external_script 29 (FOODBRAINS) loaded 08AB: external_script 36 (SHOPKEEPER) loaded 08AB: external_script 37 (CUSTOMER_PANIC) loaded else_jump @INTMAN_2221 $1261 = 1 0@ += 1 :INTMAN_2221 if or 08F9: v$ACTIVE_INTERIOR_NAME == "BARBERS" 08F9: v$ACTIVE_INTERIOR_NAME == "BARBER2" 08F9: v$ACTIVE_INTERIOR_NAME == "BARBER3" else_jump @INTMAN_2339 0926: 1@ = external_script_status 62 (BARBER) if 1@ == 0 else_jump @INTMAN_2339 08A9: load_external_script 62 (BARBER) 038B: load_requested_models if 08AB: external_script 62 (BARBER) loaded else_jump @INTMAN_2339 0913: run_external_script 62 (BARBER) $1261 = 1 0@ += 1 :INTMAN_2339 if or 08F9: v$ACTIVE_INTERIOR_NAME == "TATTOO" 08F9: v$ACTIVE_INTERIOR_NAME == "TATTO2" 08F9: v$ACTIVE_INTERIOR_NAME == "TATTO3" else_jump @INTMAN_2454 0926: 1@ = external_script_status 61 (TATTOO) if 1@ == 0 else_jump @INTMAN_2454 08A9: load_external_script 61 (TATTOO) 038B: load_requested_models if 08AB: external_script 61 (TATTOO) loaded else_jump @INTMAN_2454 0913: run_external_script 61 (TATTOO) $1261 = 1 0@ += 1 :INTMAN_2454 if 08F9: v$ACTIVE_INTERIOR_NAME == "RCPLAY" else_jump @INTMAN_2596 0926: 1@ = external_script_status 34 (ZERO_AMBIENCE) if 1@ == 0 else_jump @INTMAN_2507 08A9: load_external_script 34 (ZERO_AMBIENCE) :INTMAN_2507 0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) if 1@ == 0 else_jump @INTMAN_2536 08A9: load_external_script 37 (CUSTOMER_PANIC) :INTMAN_2536 Model.Load(#WMYCLOT) 038B: load_requested_models if 08AB: external_script 34 (ZERO_AMBIENCE) loaded else_jump @INTMAN_2563 0913: run_external_script 34 (ZERO_AMBIENCE) :INTMAN_2563 if and 08AB: external_script 34 (ZERO_AMBIENCE) loaded 08AB: external_script 37 (CUSTOMER_PANIC) loaded else_jump @INTMAN_2596 $1261 = 1 0@ += 1 :INTMAN_2596 if or 08F9: v$ACTIVE_INTERIOR_NAME == "POLICE1" 08F9: v$ACTIVE_INTERIOR_NAME == "POLICE2" 08F9: v$ACTIVE_INTERIOR_NAME == "POLICE3" 08F9: v$ACTIVE_INTERIOR_NAME == "POLICE4" else_jump @INTMAN_2728 $1260 = 1 $1261 = 1 04ED: load_animation "COP_AMBIENT" 04ED: load_animation "INT_OFFICE" 04ED: load_animation "GANGS" Model.Load(#CIGAR) 038B: load_requested_models 0@ += 1 :INTMAN_2728 if or 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN1" 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN2" 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN3" 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN4" 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN5" else_jump @INTMAN_2869 0926: 1@ = external_script_status 60 (AMMU) if 1@ == 0 else_jump @INTMAN_2869 08A9: load_external_script 60 (AMMU) 038B: load_requested_models if 08AB: external_script 60 (AMMU) loaded else_jump @INTMAN_2869 0913: run_external_script 60 (AMMU) $1261 = 1 0@ += 1 :INTMAN_2869 if $1261 == 1 else_jump @INTMAN_2974 if 89F2: not decision_maker $INTERIOR_DECISION_MAKER_A exists else_jump @INTMAN_2927 07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 27 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 48 :INTMAN_2927 if 89F2: not decision_maker $INTERIOR_DECISION_MAKER_B exists else_jump @INTMAN_2974 07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_B 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 27 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 48 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 9 :INTMAN_2974 return :INTMAN_2976 09E8: $1250 = actor $PLAYER_ACTOR active_interior if 803A: not $1250 == $1251 // (int) else_jump @INTMAN_3052 gosub @INTMAN_3136 $PLAYER_IN_INTERIOR = 0 2@ = 0 $1260 = 0 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 0@ -= 1 return jump @INTMAN_3134 :INTMAN_3052 if $1260 == 1 else_jump @INTMAN_3095 if 82D8: not actor $PLAYER_ACTOR current_weapon == 56 else_jump @INTMAN_3095 Player.SetMinWantedLevel($PLAYER_CHAR, 2) :INTMAN_3095 if and $PLAYER_IN_INTERIOR == 1 2@ == 0 else_jump @INTMAN_3134 gosub @INTMAN_3136 2@ = 1 :INTMAN_3134 return :INTMAN_3136 04EF: release_animation "BAR" 04EF: release_animation "CASINO" 04EF: release_animation "DANCING" 04EF: release_animation "OTB" 04EF: release_animation "INT_SHOP" 04EF: release_animation "STRIP" 04EF: release_animation "FOOD" 04EF: release_animation "COP_AMBIENT" 04EF: release_animation "INT_OFFICE" 04EF: release_animation "GANGS" Model.Destroy(#CIGAR) Model.Destroy(#VMAFF1) Model.Destroy(#VMAFF3) Model.Destroy(#VMAFF2) Model.Destroy(#VWFYWAI) Model.Destroy(#VWFYWA2) Model.Destroy(#BMYBOUN) Model.Destroy(#WMYBOUN) Model.Destroy(#VWFYCRP) Model.Destroy(#VBFYCRP) Model.Destroy(#WMYPIZZ) Model.Destroy(#PIZZAHIGH) Model.Destroy(#CJ_PIZZA_1) Model.Destroy(#CJ_PIZZA_2) Model.Destroy(#WMYBELL) Model.Destroy(#BURGERHIGH) Model.Destroy(#CJ_BURG_1) Model.Destroy(#CJ_BURG_2) Model.Destroy(#WFYBURG) Model.Destroy(#WMYCLOT) 090F: end_external_script 63 (WARDROBE) 090F: end_external_script 64 (CLOTHES) 090F: end_external_script 65 (JUNKFUD) 090F: end_external_script 62 (BARBER) 090F: end_external_script 61 (TATTOO) 090F: end_external_script 60 (AMMU) 090F: end_external_script 27 (CASINO_AMBIENCE) 090F: end_external_script 28 (BAR_AMBIENCE) 090F: end_external_script 30 (OTB_AMBIENCE) 090F: end_external_script 31 (STRIP_AMBIENCE) 090F: end_external_script 29 (FOODBRAINS) 090F: end_external_script 34 (ZERO_AMBIENCE) 090F: end_external_script 35 (DANCE) 090F: end_external_script 36 (SHOPKEEPER) 090F: end_external_script 37 (CUSTOMER_PANIC) 090F: end_external_script 38 (BAR_STAFF) 090F: end_external_script 39 (BOUNCER) 090F: end_external_script 40 (OTB_STAFF) 065C: release_decision_maker $INTERIOR_DECISION_MAKER_A 065C: release_decision_maker $INTERIOR_DECISION_MAKER_B $INTERIOR_DECISION_MAKER_A = -1 $INTERIOR_DECISION_MAKER_B = -1 return //-------------MAIN--------------- thread 'MAIN' fade 0 0 01F0: set_max_wanted_level_to 6 030D: set_total_mission_points_to 187 set_wb_check_to 0 00C0: set_current_time_hours_to 8 minutes_to 0 04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84 Camera.SetAtPos(2488.56, -1666.84, 13.38) $PLAYER_CHAR = Player.Create(#NULL, 2473.376, -1669.84, 13.38) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group Camera.SetBehindPlayer set_weather 0 09BA: show_entered_zone_name 0 wait 0 Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head) Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs) Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes) Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso) Player.Build($PLAYER_CHAR) Player.CanMove($PLAYER_CHAR) = True $NEW_TOTAL_PASSED_MISSIONS = 0 fade 1 0 select_interior 0 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 03E6: remove_text_box create_thread @START end_thread :START thread 'START' wait 0 1@ = Marker.CreateIconAndSphere(36, 2490.768, -1669.816, 13.3359) :START_37 wait 250 if and Player.Defined($PLAYER_CHAR) 0102: actor $PLAYER_ACTOR in_sphere 2490.7 -1669.8 13.4 radius 2.0 2.0 1.0 sphere 1 stopped_on_foot jf @START_37 Marker.Disable(1@) 00BA: show_text_styled GXT 'MISS1' time 1000 style 2 // fade 0 500 wait 500 start_mission MISSION // Initial 1 end_thread //-------------Mission 0--------------- // Originally: Initial 1 :MISSION thread 'MISSION' gosub @MissionStart if wasted_or_busted jf @MissionCleanup gosub @MissionFailed :MissionCleanup $ONMISSION = 0 mission_cleanup end_thread :MissionStart wait 0 fade 0 500 model.Load(#BALLAS1) model.Load(#BALLAS2) model.Load(#BALLAS3) model.Load(#M4) model.Load(#AK47) 038B: load_requested_models :Mission_2_Start wait 0 if and model.Available(#BALLAS1) model.Available(#BALLAS2) model.Available(#BALLAS3) model.Available(#AK47) model.Available(#M4) Jf @Mission_2_Start fade 1 500 actor.Create(1@,4,#BALLAS1,2517.8367, -1664.6057, 14.0369) actor.Create(2@,4,#BALLAS2,2517.1902, -1667.9568, 14.028) actor.Create(3@,4,#BALLAS3,2516.353, -1671.1974, 13.8478) 01B2: give_actor 1@ weapon 31 ammo 999999 01B2: give_actor 2@ weapon 31 ammo 999999 01B2: give_actor 3@ weapon 31 ammo 999999 wait 500 marker.CreateAboveActor($ActMark,1@) marker.CreateAboveActor($ActMark,2@) marker.CreateAboveActor($ActMark,3@) marker.SetColor($ActMark,1) Player.CanMove($PLAYER_CHAR) = False 04E4: unknown_refresh_game_renderer_at 2517.8367 -1664.6057 14.0369 02A3: toggle_widescreen 1 Camera.SetAtPos(2517.8367 -1664.6057 14.0369) Camera.SetBehindPlayer wait 500 fade 1 500 02A3: toggle_widescreen 0 03E5: text_box 'MISS1' Player.CanMove($PLAYER_CHAR) = True 032B: $Weap = create_weapon_pickup #ak47 type 15 ammo 999999 at 2492.5251 -1670.2029 13.3359 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR :Mission_3_Start wait 0 if wasted_or_busted jf @Mission_4_Start jump @MissionPassed :Mission_4_Start wait 0 if and actor.Dead(1@) actor.Dead(2@) actor.Dead(3@) marker.Disable($ActMark) 03E6: remove_text_box jf @Mission_3_Start :MissionPassed 01E3: show_text_1number_styled GXT 'M_PASSS' number 2000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT + 0998: add_respect 3 Player.Money($PLAYER_CHAR) += 2000 0394: play_music 1 $NEW_TOTAL_PASSED_MISSIONS += 1 marker.Disable($Mark) return :MissionFailed 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED! create_thread @START return
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Замени это
DEFINE OBJECTS 1 DEFINE MISSIONS 1 DEFINE MISSION 0 AT @MISSION // Initial 1 DEFINE EXTERNAL_SCRIPTS 76 // Use -1 in order not to compile AAA script
на это
DEFINE OBJECTS 0 DEFINE MISSIONS 1 DEFINE MISSION 0 AT @MISSION // Initial 1 DEFINE EXTERNAL_SCRIPTS 77 // Use -1 in order not to compile AAA script
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Может немного в тему вопрос
Имею я стриппед, зделал в нём мисию, еще разные приколы-возможности, сделал сейв. Всё работало и сейвило игру норм.
Потом решил добавить мисии мент такси пожарн и прочего с потока R3 Ну его я скопировал, скопировал соответств мисии и еще каких то 2 минимальных потока (без них не компилировалось)
Игра работает, мисии тоже, всё гуд, но при сохранении - ошибка.
В чём может быть проблема?
-=YariK=-
http://my-mods.org.ua/
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