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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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 | // 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
1 2 3 4 5 6 7 | jump @NONAME_39 :NONAME_39 wait 0 if Actor.InCar( $PLAYER_ACTOR , $4 ) else_jump @NONAME_4 |
убери его совсем.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 | { $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 $PLAYER_ACTOR car 020B: explode_car 0@ wait 1000 end end end |
Last edited by Seemann (20-07-2008 15:01)
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Чет все равно не отвечает key16...
Так?:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 | // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$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 $PLAYER_ACTOR car 020B: explode_car 0@ end end end |
или так
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 | // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$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 $PLAYER_ACTOR pressed_key 16 else_jump @NONAME_39 020B: explode_car 0@ jump @NONAME_4 |
а может так
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 | // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$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 $PLAYER_ACTOR car 020B: explode_car 0@ end jump @NONAME_4 |
Но работает никак...
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Да, и еще... в чем разница между 020B: explode_car и Car.Destroy(0@)?
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Да, и еще... в чем разница между 020B: explode_car и Car.Destroy(0@)?
020B взрывает машину, а car.destroy просто убирает из игры безо всяких эффектов.
Попробуй еще раз скрипт из второго поста, я профиксил его.
button 16 - это кнопка ускорения.
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Ага, большое спс! Но возник еще 1 вопрос:
Почему
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | {$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 $PLAYER_ACTOR car 020B: explode_car 0@ // versionA 0001: wait 10000 ms 0002: jump @NONAME_2 |
работает, а
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | {$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"??
1 2 3 | ... if 0449 :actor $PLAYER_ACTOR in_a_car then ... |
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1 | Как задать "если актер НЕ в машине" ?? |
"прибавить" восьмёрку - 8449:
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Посмотрите плз, как эти 3 блока можно обьеденить в один скрипт?:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 | // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$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 -
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 | { $CLEO } 0000: while true wait 0 if Player.Defined( $PLAYER_CHAR ) then if 0AB0: key_pressed 0x 74 then Actor.PutAt( $PLAYER_ACTOR , 2488.91, -1666.91, 13.14) wait 3000 end if 0AB0: key_pressed 0x 75 then Actor.PutAt( $PLAYER_ACTOR , 2488.91, -1666.91, 23.24) wait 3000 end if 0AB0: key_pressed 0x 76 then Actor.PutAt( $PLAYER_ACTOR , 2488.91, -1666.91, 33.34) wait 3000 end end end |
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Еще вопрос: можно как-то сделать, чтоб 015D: set_gamespeed влияло только на окружающих(на моего актера не влияло) или наоборот? Может для этого нужен какой-то другой опкод? Или мечтать не вредно?))
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Еще вопрос: можно как-то сделать, чтоб 015D: set_gamespeed влияло только на окружающих(на моего актера не влияло) или наоборот? Может для этого нужен какой-то другой опкод? Или мечтать не вредно?))
Мечтать не вредно...гравитацию и время нельзя изменить только для игрока)))
GIMS developer
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В чем здесь ошибка?
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 | // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$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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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 | :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 $PLAYER_ACTOR driving_car_with_model #BIKE 004D: jump_if_false @NONAME_11 0459: end_thread_named 'SKATE_MOUVT' 0459: end_thread_named 'SKATE_SPRINT' 0001: wait 0 ms 0002: jump @NONAME_9 0001: wait 0 ms 004E: end_thread |
что не так здесь плззз скажите !!!!я просто подкорректировал скрипт скейта чтобы с миссиями был а то без миссий не катит
вот оригинал:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 | // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 DEFINE OBJECTS 1 DEFINE OBJECT SANNY BUILDER 3.01 DEFINE MISSIONS 0 DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 {$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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