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пытаюсь сделать скрипт, чтоб можно было перезаряжать оружие(Клавиша R)
// 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
:NONAME_2
wait 0
0470: 2@ = actor $PLAYER_ACTOR current_weapon
if and
Player.Controllable($PLAYER_CHAR)
not Actor.Driving($PLAYER_ACTOR)
not Actor.Dead($PLAYER_ACTOR)
jf @NONAME_2
if or
2@ == 22
2@ == 28
2@ == 32
jf @NONAME_79
jump @NONAME_239
:NONAME_79
if
2@ == 23
jf @NONAME_104
jump @NONAME_426
:NONAME_104
if
2@ == 24
jf @NONAME_129
jump @NONAME_622
:NONAME_129
if or
2@ == 27
2@ == 33
2@ == 34
2@ == 30
2@ == 31
jf @NONAME_182
jump @NONAME_809
:NONAME_182
if
2@ == 29
jf @NONAME_207
jump @NONAME_989
:NONAME_207
if
2@ == 26
jf @NONAME_232
jump @NONAME_1161
:NONAME_232
jump @NONAME_2
:NONAME_239
if
84EE: not animation "COLT45" loaded
jf @NONAME_277
04ED: load_animation "COLT45"
jump @NONAME_277
:NONAME_277
wait 0
041A: 1@ = actor $PLAYER_ACTOR weapon 2@ ammo
if
2@ == 22
then
0653: 3@ = float_stat 69
else
0653: 3@ = float_stat 75
end
repeat
wait 0
until 04EE: animation "COLT45" loaded
if and
0597: actor $PLAYER_ACTOR crouching
3@ == 1000.0
not 1@ == 0
0AB0: key_pressed 82
then
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0615: define_AS_pack_begin 4@
0605: actor -1 perform_animation_sequence "colt45_crouchreload" IFP_file "colt45" 4.0 loop 0 0 0 1 time -1
0605: actor -1 perform_animation_sequence "colt45_crouchreload" IFP_file "colt45" 4.0 loop 0 0 0 1 time -1
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end 4@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 4@
061B: remove_references_to_AS_pack 4@
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 2000
01B4: set_player $PLAYER_CHAR can_move 1
0992: set_player $PLAYER_CHAR weapons_scrollable 1
04EF: release_animation "COLT45"
jump @NONAME_2
end
if and
0597: actor $PLAYER_ACTOR crouching
3@ < 1000.0
not 1@ == 0
0AB0: key_pressed 82
then
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0615: define_AS_pack_begin 4@
0605: actor -1 perform_animation_sequence "colt45_crouchreload" IFP_file "colt45" 4.0 loop 0 0 0 1 time -1
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end 4@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 4@
061B: remove_references_to_AS_pack 4@
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 1
04EF: release_animation "COLT45"
jump @NONAME_2
end
if and
3@ == 1000.0
not 1@ == 0
0AB0: key_pressed 82
then
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0615: define_action_sequences 4@
0605: actor -1 perform_animation_sequence "COLT45_RELOAD" from_file "COLT45" 4.0 loop 0 0 0 0 -1
0605: actor -1 perform_animation_sequence "COLT45_RELOAD" from_file "COLT45" 4.0 loop 0 0 0 0 -1
0616: define_action_sequences_end 4@
0618: assign_actor $PLAYER_ACTOR to_action_sequences 4@
061B: remove_references_to_action_sequences 4@
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 2000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 1
04EF: release_animation "COLT45"
jump @NONAME_2
end
if and
3@ < 1000.0
not 1@ == 0
0AB0: key_pressed 82
jf @NONAME_2
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_RELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 1
04EF: release_animation "COLT45"
jump @NONAME_2
:NONAME_426
if
84EE: not animation "SILENCED" loaded
jf @NONAME_468
04ED: load_animation "SILENCED"
jump @NONAME_468
:NONAME_468
wait 0
041A: 1@ = actor $PLAYER_ACTOR weapon 2@ ammo
repeat
wait 0
until 04EE: animation "SILENCED" loaded
if and
0597: actor $PLAYER_ACTOR crouching
not 1@ == 0
0AB0: key_pressed 82
then
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0615: define_AS_pack_begin 4@
0605: actor -1 perform_animation_sequence "CrouchReload" IFP_file "SILENCED" 4.0 loop 0 0 0 1 time -1
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end 4@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 4@
061B: remove_references_to_AS_pack 4@
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 1
04EF: release_animation "SILENCED"
jump @NONAME_2
end
if and
not 1@ == 0
0AB0: key_pressed 82
jf @NONAME_2
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SILENCE_RELOAD" IFP_file "SILENCED" 4.0 loop 0 0 0 0 time -1 // versionA
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 1
04EF: release_animation "SILENCED"
jump @NONAME_2
:NONAME_622
if
84EE: not animation "PYTHON" loaded
jf @NONAME_660
04ED: load_animation "PYTHON"
jump @NONAME_660
:NONAME_660
wait 0
041A: 1@ = actor $PLAYER_ACTOR weapon 2@ ammo
repeat
wait 0
until 04EE: animation "PYTHON" loaded
if and
0597: actor $PLAYER_ACTOR crouching
not 1@ == 0
0AB0: key_pressed 82
then
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0615: define_AS_pack_begin 4@
0605: actor -1 perform_animation_sequence "python_crouchreload" IFP_file "PYTHON" 4.0 loop 0 0 0 1 time -1
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end 4@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 4@
061B: remove_references_to_AS_pack 4@
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 1
04EF: release_animation "PYTHON"
jump @NONAME_2
end
if and
not 1@ == 0
0AB0: key_pressed 82
jf @NONAME_2
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0605: actor $PLAYER_ACTOR perform_animation_sequence "PYTHON_RELOAD" IFP_file "PYTHON" 4.0 loop 0 0 0 0 time -1 // versionA
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 1
04EF: release_animation "PYTHON"
jump @NONAME_2
:NONAME_809
if
84EE: not animation "RIFLE" loaded
jf @NONAME_845
04ED: load_animation "RIFLE"
jump @NONAME_845
:NONAME_845
wait 0
041A: 1@ = actor $PLAYER_ACTOR weapon 2@ ammo
repeat
wait 0
until 04EE: animation "RIFLE" loaded
if and
0597: actor $PLAYER_ACTOR crouching
not 1@ == 0
0AB0: key_pressed 82
then
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0615: define_AS_pack_begin 4@
0605: actor -1 perform_animation_sequence "RIFLE_crouchload" IFP_file "RIFLE" 4.0 loop 0 0 0 1 time -1
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end 4@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 4@
061B: remove_references_to_AS_pack 4@
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 1
04EF: release_animation "RIFLE"
jump @NONAME_2
end
if and
not 1@ == 0
0AB0: key_pressed 82
jf @NONAME_2
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0605: actor $PLAYER_ACTOR perform_animation_sequence "RIFLE_LOAD" IFP_file "RIFLE" 4.0 loop 0 0 0 0 time -1 // versionA
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 1
04EF: release_animation "RIFLE"
jump @NONAME_2
:NONAME_989
if
84EE: not animation "UZI" loaded
jf @NONAME_1021
04ED: load_animation "UZI"
jump @NONAME_1021
:NONAME_1021
wait 0
041A: 1@ = actor $PLAYER_ACTOR weapon 2@ ammo
repeat
wait 0
until 04EE: animation "UZI" loaded
if and
0597: actor $PLAYER_ACTOR crouching
not 1@ == 0
0AB0: key_pressed 82
then
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0615: define_AS_pack_begin 4@
0605: actor -1 perform_animation_sequence "UZI_crouchreload" IFP_file "UZI" 4.0 loop 0 0 0 1 time -1
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end 4@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 4@
061B: remove_references_to_AS_pack 4@
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 1
04EF: release_animation "UZI"
jump @NONAME_2
end
if and
not 1@ == 0
0AB0: key_pressed 82
jf @NONAME_2
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0605: actor $PLAYER_ACTOR perform_animation_sequence "UZI_RELOAD" IFP_file "UZI" 4.0 loop 0 0 0 0 time -1 // versionA
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 1
04EF: release_animation "UZI"
jump @NONAME_2
:NONAME_1161
if
84EE: not animation "COLT45" loaded
jf @NONAME_1199
04ED: load_animation "COLT45"
jump @NONAME_1199
:NONAME_1199
wait 0
041A: 1@ = actor $PLAYER_ACTOR weapon 2@ ammo
0653: 3@ = float_stat 73
repeat
wait 0
until 04EE: animation "COLT45" loaded
if and
3@ == 1000.0
not 1@ == 0
0AB0: key_pressed 82
then
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0615: define_action_sequences 4@
0605: actor -1 perform_animation_sequence "SAWNOFF_RELOAD" from_file "COLT45" 4.0 loop 0 0 0 0 -1
0605: actor -1 perform_animation_sequence "SAWNOFF_RELOAD" from_file "COLT45" 4.0 loop 0 0 0 0 -1
0616: define_action_sequences_end 4@
0618: assign_actor $PLAYER_ACTOR to_action_sequences 4@
061B: remove_references_to_action_sequences 4@
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 2000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 1
04EF: release_animation "COLT45"
jump @NONAME_2
end
if
04EE: animation "COLT45" loaded
jf @NONAME_1161
if and
not 1@ == 0
0AB0: key_pressed 82
jf @NONAME_2
0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B4: set_player $PLAYER_CHAR can_move 0
wait 200
1@ *= -1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SAWNOFF_RELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
1@ *= -1
01B2: give_actor $PLAYER_ACTOR weapon 2@ ammo 1@ // Load the weapon model before using this
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 1
04EF: release_animation "COLT45"
jump @NONAME_2в общем куча багов
1)перезарядка только стоя. Пробовал ставить анимацию сидя, но выполнив, сиджей все равно встает - как исправить не знаю
2)не нашел опкода на проверку какого-нибудь стата, чтобы, например, на уровне оружия киллер перезаряжались 2 пистолета, а не один
3)не могу выгрузить файлы анимаций - игра вылетает, максимум что смог сделать, чтоб загружался только один анимационный файл проверкой на загруженность
84EE: not animation "COLT45" loaded
Last edited by Alien (19-10-2008 12:27)
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@Alien -
1) используй сидячии анимации (colt45_crouchreload, UZI_crouchreload и т.д.)
2)
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 0653: $STAT_FAT = float_stat 21
3)
04EF: release_animation "LOWRIDER"
Offline
@Alien -
1) используй сидячии анимации (colt45_crouchreload, UZI_crouchreload и т.д.)2)
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 0653: $STAT_FAT = float_stat 213)
04EF: release_animation "LOWRIDER"
1)после выполнения этих анимаций сиджей все равно встает
2) ща проверю=)
3)говорю же вылетает, если поставить выгрузку анимаций... В принципе, думаю, кажется, может быть, можно оставить все как есть - не так уж много они весят, эти ifp-файлы
Last edited by Alien (18-10-2008 08:31)
Offline
скрипт откорректировал: бага под номером 2 больше нет:D
баг под номером 3 исчез сам собой - я наверно раньше что-то не то делал=)
Last edited by Alien (18-10-2008 09:28)
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после выполнения этих анимаций сиджей все равно встает
{$CLEO}
32@ = 0
while true
wait 0
if
Player.Defined($PLAYER_CHAR)
then
if and
32@ >= 250
0AB0: key_pressed 0x73
then
32@ = 0
04ED: load_animation "colt45"
while 84EE: not animation "colt45" loaded
wait 0
end
0605: actor $PLAYER_ACTOR perform_animation_sequence "colt45_crouchreload" IFP_file "colt45" 4.0 loop 0 0 0 1 time -1 // versionA
04EF: release_animation "colt45"
end
end
end0605: actor $PLAYER_ACTOR perform_animation_sequence "colt45_crouchreload" IFP_file "colt45" 4.0 loop 0 0 0 1 time -1 // versionA
Смотри предпоследний параметр.
Offline
ля=)
а теперь он выполнив анимацию не встает, он вообще не может двигаться:cry:
я эти флаги уже менял, так ниче и не вышло...=(
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Попробуй так:
{$CLEO}
32@ = 0
while true
wait 0
if
Player.Defined($PLAYER_CHAR)
then
if and
32@ >= 250
0AB0: key_pressed 0x73
then
32@ = 0
04ED: load_animation "colt45"
while 84EE: not animation "colt45" loaded
wait 0
end
0615: define_AS_pack_begin 1@
0605: actor -1 perform_animation_sequence "colt45_crouchreload" IFP_file "colt45" 4.0 loop 0 0 0 1 time -1 // versionA
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end 1@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 1@
061B: remove_references_to_AS_pack 1@
04EF: release_animation "colt45"
end
end
end
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Ура! сработало..:^
спасибо:clap:, щас подправлю...;-)
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