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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_4Заранее 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 $PLAYER_ACTOR car
020B: explode_car 0@
end
end
endили так
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$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 $PLAYER_ACTOR pressed_key 16
else_jump @NONAME_39
020B: explode_car 0@
jump @NONAME_4а может так
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$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 $PLAYER_ACTOR car
020B: explode_car 0@
end
jump @NONAME_4Но работает никак...
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Да, и еще... в чем разница между 020B: explode_car и Car.Destroy(0@)?
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Да, и еще... в чем разница между 020B: explode_car и Car.Destroy(0@)?
020B взрывает машину, а car.destroy просто убирает из игры безо всяких эффектов.
Попробуй еще раз скрипт из второго поста, я профиксил его.
button 16 - это кнопка ускорения.
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Ага, большое спс! Но возник еще 1 вопрос:
Почему
{$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 $PLAYER_ACTOR car
020B: explode_car 0@ // versionA
0001: wait 10000 ms
0002: jump @NONAME_2работает, а
{$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 $PLAYER_ACTOR at 2488.91 -1666.91 33.34
0001: wait 3000 ms
0002: jump @NONAME_273put_actor РАЗНЫЕ!!!
Last edited by xxxsxxx (23-07-2008 22:26)
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@xxxsxxx -
{$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_22Нажимаю "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_threadи если кто-то может переделайте в КЛЕО
Last edited by Soul_Hunter (28-08-2008 09:41)
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