You are not logged in.
Pages: 1
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?
Offline
и как включить сохранение?
Offline
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'.
Offline
не понял. нашел этот поток, а что дальше делать?
Last edited by GC0mmander (03-06-2008 13:16)
Offline
поможете? пожалуйста!
Offline
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.
Offline
так, объявлю все скрипты типа DEFINE SCRIPT BARBER AT @BARB , скопирую поток INTMAN, надеюсь, все заработает. хм..
Offline
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.
Offline
спасибо, буду эксперементировать 
Offline
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
Offline
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 scriptна 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
Offline
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/
Offline
Offline
Pages: 1