#1 20-07-2008 07:14

xxxsxxx
Registered: 20-07-2008
Posts: 11

cleo-скрипт. Что не так?

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:

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// 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)

Offline

#2 20-07-2008 07:40

Seemann
Registered: 07-08-2006
Posts: 2,156

Re: cleo-скрипт. Что не так?

Замени все $4 на 0@.

Этот блок лишний

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jump @NONAME_39
 
:NONAME_39
wait 0
if
   Actor.InCar($PLAYER_ACTOR, $4)
else_jump @NONAME_4

убери его совсем.



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{$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)

Offline

#3 20-07-2008 14:46

xxxsxxx
Registered: 20-07-2008
Posts: 11

Re: cleo-скрипт. Что не так?

Чет все равно не отвечает key16...
Так?:

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// 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

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// 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

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// 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...

Offline

#4 20-07-2008 14:52

xxxsxxx
Registered: 20-07-2008
Posts: 11

Re: cleo-скрипт. Что не так?

Да, и еще... в чем разница между 020B: explode_car и Car.Destroy(0@)?

Offline

#5 20-07-2008 15:03

Seemann
Registered: 07-08-2006
Posts: 2,156

Re: cleo-скрипт. Что не так?

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.

Offline

#6 20-07-2008 16:19

xxxsxxx
Registered: 20-07-2008
Posts: 11

Re: cleo-скрипт. Что не так?

Ага, большое спс! Но возник еще 1 вопрос:
Почему

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{$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

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{$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?

Offline

#7 20-07-2008 16:21

xxxsxxx
Registered: 20-07-2008
Posts: 11

Re: cleo-скрипт. Что не так?

Почему нельзя использовать wait 0 вместо 0000: NOP ?

Offline

#8 20-07-2008 17:12

xxxsxxx
Registered: 20-07-2008
Posts: 11

Re: cleo-скрипт. Что не так?

Вот опкод "актер в машине":
0449:actor $PLAYER_ACTOR in_a_car
Как задать "если актер НЕ в машине"??

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...if
0449:actor $PLAYER_ACTOR in_a_car
then...

Offline

#9 20-07-2008 19:00

flashTrash
From: Н.Новгород
Registered: 21-02-2007
Posts: 260
Website

Re: cleo-скрипт. Что не так?

1
Как задать "если актер НЕ в машине"??

"прибавить" восьмёрку - 8449:

Offline

#10 23-07-2008 22:24

xxxsxxx
Registered: 20-07-2008
Posts: 11

Re: cleo-скрипт. Что не так?

Посмотрите плз, как эти 3 блока можно обьеденить в один скрипт?:

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// 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)

Offline

#11 24-07-2008 08:12

Fess
Registered: 29-04-2008
Posts: 62

Re: cleo-скрипт. Что не так?

@xxxsxxx -

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{$CLEO}
0000:
while true
    wait 0
    if
        Player.Defined($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

Offline

#12 25-07-2008 06:15

xxxsxxx
Registered: 20-07-2008
Posts: 11

Re: cleo-скрипт. Что не так?

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?))

Offline

#13 25-07-2008 08:52

3Doomer
From: КаZан
Registered: 14-05-2008
Posts: 659
Website

Re: cleo-скрипт. Что не так?

xxxsxxx wrote:

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

Offline

#14 26-07-2008 19:21

xxxsxxx
Registered: 20-07-2008
Posts: 11

Re: cleo-скрипт. Что не так?

В чем здесь ошибка?

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// 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((

Offline

#15 26-07-2008 21:09

3Doomer
From: КаZан
Registered: 14-05-2008
Posts: 659
Website

Re: cleo-скрипт. Что не так?

После загрузки модели надо поставить проверку на её загруженность в цикле

А опкод выгрузки модели убери из начала и поставь после создания велоса


GIMS developer

Offline

#16 27-07-2008 07:14

Alexander
Registered: 19-08-2006
Posts: 184
Website

Re: cleo-скрипт. Что не так?

глобальные переменные убери

Offline

#17 27-08-2008 16:34

Soul_Hunter
Registered: 24-08-2008
Posts: 3

Re: cleo-скрипт. Что не так?

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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:

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// 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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