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Здорова! Я недавно сделал скрипт, который даёт возможность купить автосалон "Ottos Autos" При покупке на крыше появится seasparrow, а в самом здании 4 авто, огнемёт с 9999 патронами, пикап сохранения и денег! Но SannyBuilder неможет скомпилировать в cleo формат! Посмотрите пожалуйста, что не так? Вот скрипт:
{$CLEO .cs}
//-------------MAIN---------------
:OTTOS
model.Load(#SEASPAR)
model.Load(#FLAME)
model.Load(#BUFFALO)
model.Load(#NEBULA)
model.Load(#MERIT)
model.Load(#EUROS)
model.Load(#PICKUPSAVE)
038B: load_requested_models
:OTTOS_1
wait 100
if 6
model.Available(#SEASPAR)
model.Available(#FLAME)
model.Available(#BUFFALO)
model.Available(#NEBULA)
model.Available(#MERIT)
model.Available(#EUROS)
model.Available(#PICKUPSAVE)
jf @OTTOS_1
jump @OTTOS_2
:OTTOS_2
wait 100
if 5
model.Available(#SEASPAR)
model.Available(#FLAME)
model.Available(#BUFFALO)
model.Available(#NEBULA)
model.Available(#MERIT)
model.Available(#EUROS)
model.Available(#PICKUPSAVE)
jf @OTTOS_2
0518: 1@ = create_available_asset_pickup 'PROP_3' at -1637.218 1201.7833 7.2079 price 250000 // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
2@ = Marker.CreateIconWithoutSphere(31, -1637.218 1201.7833 7.2079)
:OTTOS_3
wait 0
if
Pickup.Picked_up(1@)
jf @OTTOS_3
fade 0 400
marker.Disable(2@)
2@ = Marker.CreateIconWithoutSphere(9, -1637.218 1201.7833 7.2079)
5@ = Marker.CreateIconWithoutSphere(35, -1637.218 1201.7833 7.2079)
0213: 10@ = create_pickup #PICKUPSAVE type 3 at -1669.4203 1204.3993 7.2546
014B: $_SEASPAR = init_parked_car_generator #SEASPAR -1 -1 1 alarm 0 door_lock 0 0 10000 at -1664.1903 1216.1267 32.4043 angle 202.2651
014C: set_parked_car_generator $_SEASPAR cars_to_generate_to 101
09E2: $_BUFFALO = init_parked_car_generator_w_numberplate #BUFFALO 3 3 1 alarm 0 door_lock 0 0 10000 plate "MADRIVER" at -1664.83 1205.89 20.95 angle 313.1
014C: set_parked_car_generator $_BUFFALO cars_to_generate_to 101
09E2: $_NEBULA = init_parked_car_generator_w_numberplate #NEBULA color 1 1 1 alarm 0 door_lock 0 0 10000 plate "MBAUTOS" at -1650.47 1206.96 20.95 angle 56.5
014C: set_parked_car_generator $_NEBULA cars_to_generate_to 101
09E2: $_MERIT = init_parked_car_generator_w_numberplate #MERIT color 0 0 1 alarm 0 door_lock 0 0 10000 plate "MBAUTOS" at -1663.91 1222.65 20.95 angle 200.1
014C: set_parked_car_generator $_MERIT cars_to_generate_to 101
09E2: $_EUROS = init_parked_car_generator_w_numberplate #EUROS color 0 0 1 alarm 0 door_lock 0 0 10000 plate "KILLER" at -1678.62 1209.76 13.47 angle 222.9
014C: set_parked_car_generator $_EUROS cars_to_generate_to 101
032B: $_FLAME = create_weapon_pickup #FLAME 15 ammo 9999 at -1658.3413 1207.4832 7.25
fade 1 400
:OTTOS_3_1
0394: play_music 2
00BA: text_styled 'ASS_ACQ' 4000 ms 6 // Asset acquired!
02A3: toggle_widescreen 1
Camera.SetPosition(-1654.9 1205.896 9.7709, 0.0, 0.0, 0.0)
Camera.PointAt(-1614.6892 1251.5153 7.0469, 131.3366)
wait 4000
04A6: 3@ = create_asset_money_pickup_at -1653.0076 1206.9279 7.25 money 25000 25000
01E5: text_1number_highpriority 'ASS_LUV' 10000 6000 ms 1
Camera.SetPosition(-1654.9 1205.896 9.7709, 0.0, 0.0, 0.0)
Camera.PointAt(-1614.6892 1251.5153 7.0469, 131.3366)
wait 2000
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: toggle_widescreen 0
:OTTOS_4
wait 0
if 2
Player.Defined($PLAYER_CHAR)
$ONMISSION == 0 // integer values
Pickup.Picked_up(10@)
jf @OTTOS_3_1
Pickup.Destroy(10@)
fade 0 600
wait 600
Player.CanMove($PLAYER_CHAR) = false
wait 100
00A1: put_actor $PLAYER_ACTOR at -1645.4777 1204.8865 7.25
0173: set_actor $PLAYER_ACTOR z_angle_to 64.885990.0
0223: set_actor $PLAYER_ACTOR health_to 176
Actor.Armour($PLAYER_ACTOR) = 100
Player.CanMove($PLAYER_CHAR) = true
wait 200
03D8: show_save_screen
jump @OTTOS_5
:OTTOS_5
wait 0
if 0
03D9: save_done
jf @OTTOS_5
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 600
wait 1500
0213: 10@ = create_pickup #PICKUPSAVE type 3 at -1669.4203 1204.3993 7.2546
jump @OTTOS_4
:OTTOS_6
wait 0
Pickup.Destroy(10@)
if 0
0038: $ONMISSION == 0 ;; integer values
jf @OTTOS_6
end_thread
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{$VERSION 3.1.0027} {$CLEO .cs} 0000: NOP thread 'OTBAIPR' wait 1000 :OTTOS model.Load(#SEASPAR) model.Load(#FLAME) model.Load(#BUFFALO) model.Load(#NEBULA) model.Load(#MERIT) model.Load(#EUROS) model.Load(#PICKUPSAVE) 038B: load_requested_models :OTTOS_1 wait 100 if 6 [color=#fd4801]/////////////////////////////////6 --> and[/color] model.Available(#SEASPAR) model.Available(#FLAME) model.Available(#BUFFALO) model.Available(#NEBULA) model.Available(#MERIT) model.Available(#EUROS) model.Available(#PICKUPSAVE) jf @OTTOS_1 jump @OTTOS_2 [color=#fd4801]/////////////////////////////////убрать это[/color] :OTTOS_2 wait 100 if 5 [color=#fd4801]/////////////////////////////////почему 5??? ставь and[/color] model.Available(#SEASPAR) model.Available(#FLAME) model.Available(#BUFFALO) model.Available(#NEBULA) model.Available(#MERIT) model.Available(#EUROS) model.Available(#PICKUPSAVE) jf @OTTOS_2 0518: 1@ = create_available_asset_pickup 'PROP_3' at -1637.218 1201.7833 7.2079 price 250000 // Press ~k~~PED_ANSWER_PHONE~ to buy this property. 2@ = Marker.CreateIconWithoutSphere(31, -1637.218 1201.7833 7.2079) :OTTOS_3 wait 0 if Pickup.Picked_up(1@) jf @OTTOS_3 fade 0 400 marker.Disable(2@) 2@ = Marker.CreateIconWithoutSphere(9, -1637.218 1201.7833 7.2079) 5@ = Marker.CreateIconWithoutSphere(35, -1637.218 1201.7833 7.2079) 0213: 10@ = create_pickup #PICKUPSAVE type 3 at -1669.4203 1204.3993 7.2546 014B: $_SEASPAR = init_parked_car_generator #SEASPAR -1 -1 1 alarm 0 door_lock 0 0 10000 at -1664.1903 1216.1267 32.4043 angle 202.2651 014C: set_parked_car_generator $_SEASPAR cars_to_generate_to 101 09E2: $_BUFFALO = init_parked_car_generator_w_numberplate #BUFFALO 3 3 1 alarm 0 door_lock 0 0 10000 plate "MADRIVER" at -1664.83 1205.89 20.95 angle 313.1 014C: set_parked_car_generator $_BUFFALO cars_to_generate_to 101 09E2: $_NEBULA = init_parked_car_generator_w_numberplate #NEBULA color 1 1 1 alarm 0 door_lock 0 0 10000 plate "MBAUTOS" at -1650.47 1206.96 20.95 angle 56.5 014C: set_parked_car_generator $_NEBULA cars_to_generate_to 101 09E2: $_MERIT = init_parked_car_generator_w_numberplate #MERIT color 0 0 1 alarm 0 door_lock 0 0 10000 plate "MBAUTOS" at -1663.91 1222.65 20.95 angle 200.1 014C: set_parked_car_generator $_MERIT cars_to_generate_to 101 09E2: $_EUROS = init_parked_car_generator_w_numberplate #EUROS color 0 0 1 alarm 0 door_lock 0 0 10000 plate "KILLER" at -1678.62 1209.76 13.47 angle 222.9 014C: set_parked_car_generator $_EUROS cars_to_generate_to 101 032B: $_FLAME = create_weapon_pickup #FLAME 15 ammo 9999 at -1658.3413 1207.4832 7.25 fade 1 400 :OTTOS_3_1 0394: play_music 2 00BA: text_styled 'ASS_ACQ' 4000 ms 6 // Asset acquired! 02A3: toggle_widescreen 1 Camera.SetPosition(-1654.9 1205.896 9.7709, 0.0, 0.0, 0.0) Camera.PointAt(-1614.6892 1251.5153 7.0469, 131.3366) wait 4000 04A6: 3@ = create_asset_money_pickup_at -1653.0076 1206.9279 7.25 money 25000 25000 01E5: text_1number_highpriority 'ASS_LUV' 10000 6000 ms 1 Camera.SetPosition(-1654.9 1205.896 9.7709, 0.0, 0.0, 0.0) Camera.PointAt(-1614.6892 1251.5153 7.0469, 131.3366) wait 2000 Camera.SetBehindPlayer Camera.Restore_WithJumpCut 02A3: toggle_widescreen 0 :OTTOS_4 wait 0 if 2 Player.Defined($PLAYER_CHAR) $ONMISSION == 0 // integer values Pickup.Picked_up(10@) jf @OTTOS_3_1 Pickup.Destroy(10@) fade 0 600 wait 600 Player.CanMove($PLAYER_CHAR) = false wait 100 00A1: put_actor $PLAYER_ACTOR at -1645.4777 1204.8865 7.25 0173: set_actor $PLAYER_ACTOR z_angle_to 64.885990.0 0223: set_actor $PLAYER_ACTOR health_to 176 Actor.Armour($PLAYER_ACTOR) = 100 Player.CanMove($PLAYER_CHAR) = true wait 200 03D8: show_save_screen jump @OTTOS_5 :OTTOS_5 wait 0 if 0 03D9: save_done jf @OTTOS_5 Camera.SetBehindPlayer Camera.Restore_WithJumpCut fade 1 600 wait 1500 0213: 10@ = create_pickup #PICKUPSAVE type 3 at -1669.4203 1204.3993 7.2546 jump @OTTOS_4 :OTTOS_6 wait 0 Pickup.Destroy(10@) if 0 0038: $ONMISSION == 0 ;; integer values jf @OTTOS_6 end_thread [color=#fd4801]/////////////////////////////////убери, не позорь КЛЕО ставь 0A93:[/color]
Это мелкие поправки, если честно я только глазом смотрел)))
Last edited by 3Doomer (28-07-2008 00:41)
GIMS developer
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зачем jump'ы левые ? зачем по несколько раз подряд модели проверять ? еще убери глобальные переменные
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зачем jump'ы левые ? зачем по несколько раз подряд модели проверять ? еще убери глобальные переменные
{$VERSION 3.1.0027} {$CLEO .cs} 0000: NOP thread 'OTBAIPR' wait 1000 :def wait 100 if 0256: player $PLAYER_CHAR defined jf @def model.Load(#SEASPAR) model.Load(#FLAME) model.Load(#BUFFALO) model.Load(#NEBULA) model.Load(#MERIT) model.Load(#EUROS) model.Load(#PICKUPSAVE) :OTTOS_1 wait 100 if and model.Available(#SEASPAR) model.Available(#FLAME) model.Available(#BUFFALO) model.Available(#NEBULA) model.Available(#MERIT) model.Available(#EUROS) model.Available(#PICKUPSAVE) jf @OTTOS_1 0518: 1@ = create_available_asset_pickup 'PROP_3' at -1637.218 1201.7833 7.2079 price 250000 // Press ~k~~PED_ANSWER_PHONE~ to buy this property. 2@ = Marker.CreateIconWithoutSphere(31, -1637.218 1201.7833 7.2079) :OTTOS_3 wait 10 if Pickup.Picked_up(1@) jf @OTTOS_3 fade 0 400 marker.Disable(2@) 2@ = Marker.CreateIconWithoutSphere(9, -1637.218 1201.7833 7.2079) 5@ = Marker.CreateIconWithoutSphere(35, -1637.218 1201.7833 7.2079) 0213: 10@ = create_pickup #PICKUPSAVE type 3 at -1669.4203 1204.3993 7.2546 014B: 21@ = init_parked_car_generator #SEASPAR -1 -1 1 alarm 0 door_lock 0 0 10000 at -1664.1903 1216.1267 32.4043 angle 202.2651 014C: set_parked_car_generator 21@ cars_to_generate_to 101 09E2: 22@ = init_parked_car_generator_w_numberplate #BUFFALO 3 3 1 alarm 0 door_lock 0 0 10000 plate "MADRIVER" at -1664.83 1205.89 20.95 angle 313.1 014C: set_parked_car_generator 22@ cars_to_generate_to 101 09E2: 23@ = init_parked_car_generator_w_numberplate #NEBULA color 1 1 1 alarm 0 door_lock 0 0 10000 plate "MBAUTOS" at -1650.47 1206.96 20.95 angle 56.5 014C: set_parked_car_generator 23@ cars_to_generate_to 101 09E2: 24@ = init_parked_car_generator_w_numberplate #MERIT color 0 0 1 alarm 0 door_lock 0 0 10000 plate "MBAUTOS" at -1663.91 1222.65 20.95 angle 200.1 014C: set_parked_car_generator 24@ cars_to_generate_to 101 09E2: 25@ = init_parked_car_generator_w_numberplate #EUROS color 0 0 1 alarm 0 door_lock 0 0 10000 plate "KILLER" at -1678.62 1209.76 13.47 angle 222.9 014C: set_parked_car_generator 25@ cars_to_generate_to 101 032B: 26@ = create_weapon_pickup #FLAME 15 ammo 9999 at -1658.3413 1207.4832 7.25 fade 1 400 :OTTOS_3_1 0394: play_music 2 00BA: text_styled 'ASS_ACQ' 4000 ms 6 // Asset acquired! 02A3: toggle_widescreen 1 Camera.SetPosition(-1654.9 1205.896 9.7709, 0.0, 0.0, 0.0) Camera.PointAt(-1614.6892 1251.5153 7.0469, 131.3366) wait 4000 04A6: 3@ = create_asset_money_pickup_at -1653.0076 1206.9279 7.25 money 25000 25000 01E5: text_1number_highpriority 'ASS_LUV' 10000 6000 ms 1 Camera.SetPosition(-1654.9 1205.896 9.7709, 0.0, 0.0, 0.0) Camera.PointAt(-1614.6892 1251.5153 7.0469, 131.3366) wait 2000 Camera.SetBehindPlayer Camera.Restore_WithJumpCut 02A3: toggle_widescreen 0 :OTTOS_4 wait 0 if and Player.Defined($PLAYER_CHAR) $ONMISSION == 0 // integer values Pickup.Picked_up(10@) jf @OTTOS_3_1 Pickup.Destroy(10@) fade 0 600 wait 600 Player.CanMove($PLAYER_CHAR) = false wait 100 00A1: put_actor $PLAYER_ACTOR at -1645.4777 1204.8865 7.25 0173: set_actor $PLAYER_ACTOR z_angle_to 64.885990.0 0223: set_actor $PLAYER_ACTOR health_to 176 Actor.Armour($PLAYER_ACTOR) = 100 Player.CanMove($PLAYER_CHAR) = true wait 200 03D8: show_save_screen jump @OTTOS_5 :OTTOS_5 wait 0 if 0 03D9: save_done jf @OTTOS_5 Camera.SetBehindPlayer Camera.Restore_WithJumpCut fade 1 600 wait 1500 0213: 10@ = create_pickup #PICKUPSAVE type 3 at -1669.4203 1204.3993 7.2546 jump @OTTOS_4 :OTTOS_6 wait 0 Pickup.Destroy(10@) if 0 0038: $ONMISSION == 0 ;; integer values jf @OTTOS_6
Если честно в игре не проверял, с САном траблы
GIMS developer
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to 3Doomer Не знаю, например у меня тот код не работал
to Mad Driver Вот 100% работающий, сам проверял. (Немного изменил принцип: вместо Sea Sparrow простой Sparrow, добавил еще ZR-350, изменил количество единиц в огнемете)
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0000: NOP :OTTOS_AUTOS_2 thread 'OTTOS_AUTOS' wait 100 0A95: enable_thread_saving if Player.Defined($PLAYER_CHAR) jf @OTTOS_AUTOS_2 0518: 1@ = create_available_asset_pickup 'PROP_3' at -1637.218 1201.783 7.2079 price 250000 // Press ~k~~PED_ANSWER_PHONE~ to buy this property. 2@ = Marker.CreateIconWithoutSphere(31, -1637.218, 1201.783, 7.2079) Model.Load(#SEASPAR) Model.Load(#BUFFALO) Model.Load(#NEBULA) Model.Load(#MERIT) Model.Load(#EUROS) Model.Load(#ZR350) Model.Load(1277) 038B: load_requested_models :OTTOS_AUTOS_136 wait 100 if and Model.Available(#SEASPAR) Model.Available(#BUFFALO) Model.Available(#NEBULA) Model.Available(#MERIT) Model.Available(#EUROS) Model.Available(#ZR350) Model.Available(1277) jf @OTTOS_AUTOS_136 :OTTOS_AUTOS_186 wait 0 if Pickup.Picked_up(1@) jf @OTTOS_AUTOS_186 fade 0 400 Marker.Disable(2@) 5@ = Marker.CreateIconWithoutSphere(35, -1637.218, 1201.783, 7.2079) 17@ = Pickup.Create(1277, 3, -1669.42, 1204.399, 7.2546) 014B: 21@ = init_parked_car_generator #SPARROW color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1664.19 1216.127 32.4043 angle 202.2651 014C: set_parked_car_generator 21@ cars_to_generate_to 101 09E2: 22@ = parked_car_generator_w_numberplate #BUFFALO 3 3 1 alarm 0 door_lock 0 0 10000 plate "MADRIVER" at -1664.83 1205.89 20.95 angle 313.1 014C: set_parked_car_generator 22@ cars_to_generate_to 101 09E2: 23@ = parked_car_generator_w_numberplate #NEBULA 1 1 1 alarm 0 door_lock 0 0 10000 plate "MBAUTOS" at -1650.47 1206.96 20.95 angle 56.5 014C: set_parked_car_generator 23@ cars_to_generate_to 101 09E2: 24@ = parked_car_generator_w_numberplate #MERIT 0 0 1 alarm 0 door_lock 0 0 10000 plate "MBAUTOS" at -1663.91 1222.65 20.95 angle 200.1 014C: set_parked_car_generator 24@ cars_to_generate_to 101 09E2: 25@ = parked_car_generator_w_numberplate #EUROS 0 0 1 alarm 0 door_lock 0 0 10000 plate "KILLER" at -1678.62 1209.76 13.47 angle 222.9 014C: set_parked_car_generator 25@ cars_to_generate_to 101 014B: 10@ = init_parked_car_generator #ZR350 color 1 1 1 alarm 0 door_lock 0 0 10000 at -1656.693 1217.001 13.2654 angle 225.8211 014C: set_parked_car_generator 10@ cars_to_generate_to 101 032B: 26@ = create_weapon_pickup #FLAME group 15 ammo 1500 at -1658.341 1207.483 7.25 Model.Destroy(#FLAME) fade 1 400 0394: play_music 2 00BA: show_text_styled GXT 'ASS_ACQ' time 4000 style 6 // Asset acquired! 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False Camera.SetPosition(-1626.806, 1252.746, 19.3017, 0.0, 0.0, 0.0) Camera.PointAt(-1657.924, 1218.722, 16.333, 2) wait 4000 04A6: 3@ = create_asset_money_pickup_at -1653.008 1206.928 7.25 money 25000 25000 01E5: show_text_1number_highpriority GXT 'ASS_LUV' number 25000 time 6000 flag 1 // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly! Camera.SetPosition(-1651.557, 1209.234, 7.25, 0.0, 0.0, 0.0) Camera.PointAt(-1653.008, 1206.928, 7.25, 2) wait 6000 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 :OTTOS_AUTOS_844 wait 0 if and Player.Defined($PLAYER_CHAR) $ONMISSION == 0 Pickup.Picked_up(17@) jf @OTTOS_AUTOS_844 Player.CanMove($PLAYER_CHAR) = False 03D8: show_save_screen :OTTOS_AUTOS_885 if 83D9: not save_done jf @OTTOS_AUTOS_909 wait 0 jump @OTTOS_AUTOS_885 :OTTOS_AUTOS_909 Pickup.Destroy(17@) 17@ = Pickup.Create(1277, 3, -1669.42, 1204.399, 7.2546) 0395: clear_area 1 at -1645.478 1204.886 7.25 radius 1.0 Actor.PutAt($PLAYER_ACTOR, -1645.478, 1204.886, 7.15) Actor.Angle($PLAYER_ACTOR) = 64.88599 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True wait 0 fade 1 1000 jump @OTTOS_AUTOS_844
Может в "Модификации" выложить?
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А зачем загружать модели? парковки ж этого не требуют
Поправьте меня если я ошибаюсь
только вежливо :)
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