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Я написал cleo-скрипт, но он почему-то не работает. Но игра запускается. Просто не реагирует на заданную мной команду на key16. Надо, чтоб машина, в какой сидит CJ, взрывалась при нажатии пробел. Посмотрите, плз, что здесь не так:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- wait 0 :NONAME_4 wait 0 if Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4 Car.RemoveReferences($4) 03C0: $4 = actor $PLAYER_ACTOR car jump @NONAME_39 :NONAME_39 wait 0 if Actor.InCar($PLAYER_ACTOR, $4) else_jump @NONAME_4 if 00E1: player $PLAYER_ACTOR pressed_key 16 else_jump @NONAME_39 Car.Destroy($4) jump @NONAME_4
Заранее благодарен!
Last edited by xxxsxxx (20-07-2008 07:17)
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Замени все $4 на 0@.
Этот блок лишний
jump @NONAME_39 :NONAME_39 wait 0 if Actor.InCar($PLAYER_ACTOR, $4) else_jump @NONAME_4
убери его совсем.
{$CLEO} 0000: while true wait 250 if 0256: player $PLAYER_CHAR defined then if and Actor.Driving($PLAYER_ACTOR) 00E1: player $PLAYER_CHAR pressed_key 16 // accelerate button then 03C0: 0@ = actor $PLAYER_ACTOR car 020B: explode_car 0@ wait 1000 end end end
Last edited by Seemann (20-07-2008 15:01)
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Чет все равно не отвечает key16...
Так?:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- wait 0 :NONAME_4 wait 0 if Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4 Car.RemoveReferences(0@) 03C0: 0@ = actor $PLAYER_ACTOR car while true wait 250 if 0256: player $PLAYER_CHAR defined then if and Actor.Driving($PLAYER_ACTOR) 00E1: player $PLAYER_ACTOR pressed_key 16 then 03C0: 0@ = actor $PLAYER_ACTOR car 020B: explode_car 0@ end end end
или так
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- wait 0 :NONAME_4 wait 0 if Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4 Car.RemoveReferences(0@) 03C0: 0@ = actor $PLAYER_ACTOR car jump @NONAME_39 :NONAME_39 wait 0 if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @NONAME_4 if 00E1: player $PLAYER_ACTOR pressed_key 16 else_jump @NONAME_39 020B: explode_car 0@ jump @NONAME_4
а может так
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- wait 0 :NONAME_4 wait 0 if Actor.Driving($PLAYER_ACTOR) 00E1: player $PLAYER_ACTOR pressed_key 16 then 03C0: 0@ = actor $PLAYER_ACTOR car 020B: explode_car 0@ end jump @NONAME_4
Но работает никак...
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Да, и еще... в чем разница между 020B: explode_car и Car.Destroy(0@)?
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Да, и еще... в чем разница между 020B: explode_car и Car.Destroy(0@)?
020B взрывает машину, а car.destroy просто убирает из игры безо всяких эффектов.
Попробуй еще раз скрипт из второго поста, я профиксил его.
button 16 - это кнопка ускорения.
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Ага, большое спс! Но возник еще 1 вопрос:
Почему
{$CLEO .cs} //-------------MAIN--------------- 0000: NOP :NONAME_2 0001: wait 0 ms 00D6: if and 00DF: actor $PLAYER_ACTOR driving 00E1: player $PLAYER_CHAR pressed_key 16 004D: jump_if_false @NONAME_2 03C0: 0@ = actor $PLAYER_ACTOR car 020B: explode_car 0@ // versionA 0001: wait 10000 ms 0002: jump @NONAME_2
работает, а
{$CLEO .cs} //-------------MAIN--------------- wait 0 :NONAME_2 0001: wait 0 ms 00D6: if and 00DF: actor $PLAYER_ACTOR driving 00E1: player $PLAYER_CHAR pressed_key 16 004D: jump_if_false @NONAME_2 03C0: 0@ = actor $PLAYER_ACTOR car 020B: explode_car 0@ // versionA 0001: wait 10000 ms 0002: jump @NONAME_2
- нет?
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Почему нельзя использовать wait 0 вместо 0000: NOP ?
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Вот опкод "актер в машине":
0449:actor $PLAYER_ACTOR in_a_car
Как задать "если актер НЕ в машине"??
...if 0449:actor $PLAYER_ACTOR in_a_car then...
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Как задать "если актер НЕ в машине"??
"прибавить" восьмёрку - 8449:
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Посмотрите плз, как эти 3 блока можно обьеденить в один скрипт?:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0006: 1@ = 304498 0006: 2@ = 304498 0006: 3@ = 304499 :NONAME_32 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 0038: &0(1@,1i) == 255 004D: jump_if_false @NONAME_32 00A1: put_actor $PLAYER_ACTOR at 2488.91 -1666.91 13.14 0001: wait 3000 ms 0002: jump @NONAME_32 :NONAME_207 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 0038: &0(2@,1i) == 16711680 004D: jump_if_false @NONAME_207 00A1: put_actor $PLAYER_ACTOR at 2488.91 -1666.91 23.24 0001: wait 3000 ms 0002: jump @NONAME_207 :NONAME_273 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 0038: &0(3@,1i) == 255 004D: jump_if_false @NONAME_273 00A1: put_actor $PLAYER_ACTOR at 2488.91 -1666.91 33.34 0001: wait 3000 ms 0002: jump @NONAME_273
put_actor РАЗНЫЕ!!!
Last edited by xxxsxxx (23-07-2008 22:26)
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@xxxsxxx -
{$CLEO} 0000: while true wait 0 if Player.Defined($PLAYER_CHAR) then if 0AB0: key_pressed 0x74 then Actor.PutAt($PLAYER_ACTOR, 2488.91, -1666.91, 13.14) wait 3000 end if 0AB0: key_pressed 0x75 then Actor.PutAt($PLAYER_ACTOR, 2488.91, -1666.91, 23.24) wait 3000 end if 0AB0: key_pressed 0x76 then Actor.PutAt($PLAYER_ACTOR, 2488.91, -1666.91, 33.34) wait 3000 end end end
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Еще вопрос: можно как-то сделать, чтоб 015D: set_gamespeed влияло только на окружающих(на моего актера не влияло) или наоборот? Может для этого нужен какой-то другой опкод? Или мечтать не вредно?))
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Еще вопрос: можно как-то сделать, чтоб 015D: set_gamespeed влияло только на окружающих(на моего актера не влияло) или наоборот? Может для этого нужен какой-то другой опкод? Или мечтать не вредно?))
Мечтать не вредно...гравитацию и время нельзя изменить только для игрока)))
GIMS developer
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В чем здесь ошибка?
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0000: NOP 0@ = 304525 1@ = 304489 :NONAME_22 wait 0 if and not Actor.Driving($PLAYER_ACTOR) Player.Defined($PLAYER_CHAR) &0(1@,1i) == 16711680 &0(0@,1i) == 16711680 else_jump @NONAME_22 Model.Destroy(#BMX) Model.Load(#BMX) 038B: load_requested_models 04C4: store_coords_to $4 $5 $6 from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 $7 = Car.Create(#BMX, $4, $5, $6) wait 1200 jump @NONAME_22
Нажимаю "tab"+"/" - все ок. Сажусь в транспорт (любой), выхожу, жму "tab"+"/"- выбивает игру((
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:NONAME_9 0001: wait 0 ms 0247: load_model #BIKE 038B: load_requested_models 00D6: if and 0206: actor $PLAYER_ACTOR near_car $SKATE radius 5.0 5.0 5.0 flag 0 on_foot 00E1: player 0 pressed_key 15 004D: jump_if_false @NONAME_9 04ED: load_animation "CHOPPA" 0407: store_coords_to $X_SKATE $Y_SKATE $Z_SKATE from_car $SKATE with_offset -0.35 -0.6 0.0 0174: $SKATE_Z = car $SKATE Z_angle 0009: $SKATE_Z += -90.0 00A1: put_actor $PLAYER_ACTOR at $X_SKATE $Y_SKATE $Z_SKATE 0173: set_actor $PLAYER_ACTOR Z_angle_to $SKATE_Z 0001: wait 1 ms 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_JUMPONR" IFP_file "CHOPPA" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 0001: wait 2500 ms 036A: put_actor $PLAYER_ACTOR in_car $SKATE 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 004F: create_thread @SKATE_MOUVT :SKATE_MOUVT 0001: wait 0 ms 00D6: if 00DD: actor $PLAYER_ACTOR driving_car_with_model #BIKE 004D: jump_if_false @SKATE_MOUVT 04ED: load_animation "CHOPPA" 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 03C0: $SKATE = actor $PLAYER_ACTOR car 004F: create_thread @NONAME_11 :SKATE_MOUVT_91 03A4: name_thread 'SKATE_MOUVT' 02E3: $SKATE_S = car $SKATE speed 004F: create_thread @NONAME_10 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 1 004D: jump_if_false @SKATE_MOUVT_201 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 1000 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_201 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 1 004D: jump_if_false @SKATE_MOUVT_276 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 1000 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_276 0001: wait 0 ms 00D6: if and 00E1: player 0 pressed_key 0 00E1: player 0 pressed_key 16 004D: jump_if_false @SKATE_MOUVT_356 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 10 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_356 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 19 004D: jump_if_false @SKATE_MOUVT_436 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_DRIVEBYLHS" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 2000 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_436 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 6 004D: jump_if_false @SKATE_MOUVT_510 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_RIDE" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 1 time -1 // versionB 0001: wait 4000 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_510 0001: wait 0 ms 00D6: if and 00E1: player 0 pressed_key 16 0020: $SKATE_S > 20.0 004D: jump_if_false @SKATE_MOUVT_596 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_SPRINT" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 1 time -1 // versionB 0001: wait 4000 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_596 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 16 004D: jump_if_false @SKATE_MOUVT_671 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_PEDAL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 2000 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_671 0001: wait 1 ms 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 10 ms 0002: jump @SKATE_MOUVT_91 :NONAME_10 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 4 004D: jump_if_false @NONAME_10 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_BUNNYHOP" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 1000 ms 0002: jump @NONAME_10 004E: end_thread :NONAME_11 0001: wait 0 ms 00D6: if 80DD: not actor $PLAYER_ACTOR driving_car_with_model #BIKE 004D: jump_if_false @NONAME_11 0459: end_thread_named 'SKATE_MOUVT' 0459: end_thread_named 'SKATE_SPRINT' 0001: wait 0 ms 0002: jump @NONAME_9 0001: wait 0 ms 004E: end_thread
что не так здесь плззз скажите !!!!я просто подкорректировал скрипт скейта чтобы с миссиями был а то без миссий не катит
вот оригинал:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 DEFINE OBJECTS 1 DEFINE OBJECT SANNY BUILDER 3.01 DEFINE MISSIONS 0 DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 {$VERSION 3.1.0027} //-------------MAIN--------------- 03A4: name_thread 'MAIN' 042C: set_total_missions_to 0 030D: set_max_progress 187 0997: set_total_respect_points_to 1339 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check 0 00C0: set_current_time_hours_to 8 minutes_to 0 016A: fade 0 time 10 01B6: set_weather 1 04BB: select_interior 0 04E4: unknown_refresh_game_renderer_at 0.0 0.0 03CB: set_rendering_origin_at 0.0 0.0 0.0 0053: $PLAYER_CHAR = create_player #NULL at 1504.567 -840.718 67.0 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 01F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 0373: set_camera_directly_behind_player 0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 0001: wait 100 ms 087B: set_player $PLAYER_CHAR clothes_texture "TSHIRTWHITE" model "TSHIRT" body_part 0 087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1 070D: rebuild_player $PLAYER_CHAR 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 016A: fade 1 time 1000 0247: load_model #BIKE 0247: load_model #INFERNUS 0247: load_model #TEC9 038B: load_requested_models 0001: wait 1 ms 00A5: $SKATE = create_car #BIKE at 1504.567 -842.718 65.9793 0175: set_car $SKATE Z_angle_to 180.0 01EB: set_traffic_density_multiplier_to 0.0 020A: set_car $SKATE door_status_to 4 004F: create_thread @SKATE_MOUVT :MAIN_384 0001: wait 0 ms 00D6: if and 0206: actor $PLAYER_ACTOR near_car $SKATE radius 5.0 5.0 5.0 flag 0 on_foot 00E1: player 0 pressed_key 15 004D: jump_if_false @MAIN_384 04ED: load_animation "CHOPPA" 0407: store_coords_to $X_SKATE $Y_SKATE $Z_SKATE from_car $SKATE with_offset -0.35 -0.6 0.0 0174: $SKATE_Z = car $SKATE Z_angle 0009: $SKATE_Z += -90.0 00A1: put_actor $PLAYER_ACTOR at $X_SKATE $Y_SKATE $Z_SKATE 0173: set_actor $PLAYER_ACTOR Z_angle_to $SKATE_Z 0001: wait 1 ms 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_JUMPONR" IFP_file "CHOPPA" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 0001: wait 2500 ms 036A: put_actor $PLAYER_ACTOR in_car $SKATE 020A: set_car $SKATE door_status_to 0 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB :SKATE_MOUVT 0001: wait 0 ms 00D6: if 00DD: actor $PLAYER_ACTOR driving_car_with_model #BIKE 004D: jump_if_false @SKATE_MOUVT 04ED: load_animation "CHOPPA" 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 03C0: $SKATE = actor $PLAYER_ACTOR car 004F: create_thread @SKATE_MOUVT_808 :SKATE_MOUVT_91 03A4: name_thread 'SKATE_MOUVT' 02E3: $SKATE_S = car $SKATE speed 004F: create_thread @SKATE_MOUVT_728 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 1 004D: jump_if_false @SKATE_MOUVT_201 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 1000 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_201 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 1 004D: jump_if_false @SKATE_MOUVT_276 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 1000 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_276 0001: wait 0 ms 00D6: if and 00E1: player 0 pressed_key 0 00E1: player 0 pressed_key 16 004D: jump_if_false @SKATE_MOUVT_356 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 10 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_356 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 19 004D: jump_if_false @SKATE_MOUVT_436 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_DRIVEBYLHS" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 2000 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_436 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 6 004D: jump_if_false @SKATE_MOUVT_510 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_RIDE" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 1 time -1 // versionB 0001: wait 4000 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_510 0001: wait 0 ms 00D6: if and 00E1: player 0 pressed_key 16 0020: $SKATE_S > 20.0 004D: jump_if_false @SKATE_MOUVT_596 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_SPRINT" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 1 time -1 // versionB 0001: wait 4000 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_596 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 16 004D: jump_if_false @SKATE_MOUVT_671 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_PEDAL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 2000 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_671 0001: wait 1 ms 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_STILL" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 10 ms 0002: jump @SKATE_MOUVT_91 :SKATE_MOUVT_728 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 4 004D: jump_if_false @SKATE_MOUVT_728 0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_BUNNYHOP" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 1000 ms 0002: jump @SKATE_MOUVT_728 004E: end_thread :SKATE_MOUVT_808 0001: wait 0 ms 00D6: if 80DD: not actor $PLAYER_ACTOR driving_car_with_model #BIKE 004D: jump_if_false @SKATE_MOUVT_808 0459: end_thread_named 'SKATE_MOUVT' 0459: end_thread_named 'SKATE_SPRINT' 0001: wait 0 ms 0002: jump @MAIN_384 0001: wait 0 ms 004E: end_thread
и если кто-то может переделайте в КЛЕО
Last edited by Soul_Hunter (28-08-2008 09:41)
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