#26 01-11-2008 18:10

Alien
Registered: 12-10-2008
Posts: 564

Re: [ SA | WIL] Реалистичная военка.

Спасибо всем за помощчь=)

flashTrash wrote:

Масив пиши так

201@ = Actor.Create(Cop, #ARMY, 103.9055, 1900.535, 33.898440)

это будет равно 200@[1] (а 200@[0] - это 200@). А дальше обращайся уже как 200@[1], 200@[2] и т. д.

Ну, собственно, это и не массив...

Offline

#27 01-11-2008 18:29

Fess
Registered: 29-04-2008
Posts: 62

Re: [ SA | WIL] Реалистичная военка.

Ну, собственно, это и не массив...

В качестве индекса массива можно использовать переменную:

var
    0@: Array 10 of Actor
end
0@ = Actor.Create(Mission1, #ARMY, 0,0,0)
1@ = Actor.Create(Mission1, #ARMY, 0,0,0)
//
9@ = Actor.Create(Mission1, #ARMY, 0,0,0)
for 10@ = 0 to 9
    01B2: give_actor 0@[10@] weapon 28 ammo 60 // Load the weapon model before using this 
end

Offline

#28 01-11-2008 18:41

Alien
Registered: 12-10-2008
Posts: 564

Re: [ SA | WIL] Реалистичная военка.

ага, поправил:
это стартер, ничего не менял - вроде и так пашет:

{$CLEO .cs}

 0000:
:noname_2
wait 0 
if and
  $ONMISSION == 0 
00EC:   actor $PLAYER_ACTOR 0 near_point 247.10 1910.10 radius 250.0 300.0 
jf @NONAME_2 
0A94: start_custom_mission "area69"
0A93: end_custom_thread

а это миссия - нужно сохранить как area69.cm:

{$VERSION 3.1.0027}
{$CLEO .cm}

//-------------MAIN---------------
var
12@ : float
0@ : float
100@ : array 13 of Pickup
200@ : array 47 of Actor
end
2@ = 0
9@ = 0
13@ = 0
14@ = 0
15@ = 0
16@ = 0
17@ = 0
18@ = 0
19@ = 0
20@ = 0
21@ = 0
22@ = 0
23@ = 0
24@ = 0
25@ = 0
26@ = 0
27@ = 0
28@ = 0
29@ = 0
30@ = 0
31@ = 0
32@ = 0
33@ = 0 
for 1@ = 1 to 47
200@[1@] = -1
end
:NONAME_2
wait 0 
if and
  $ONMISSION == 0 
00EC:   actor $PLAYER_ACTOR 0 near_point 247.10 1910.10 radius 250.0 300.0 
jf @NONAME_2 
Model.Load(#ARMY)
Model.Load(#SNIPER)
model.Load(#RHINO)
model.load(2951)
038B: load_requested_models 
jump @NONAME_88 

:NONAME_88
wait 0 
if and
   model.Available(2951)
   Model.Available(#ARMY)
   Model.Available(#SNIPER)
   model.Available(#RHINO)
   00EC:   actor $PLAYER_ACTOR 0 near_point 247.10 1910.10 radius 300.0 300.0 
jf @NONAME_88 
for 1@ = 1 to 47
if
200@[1@] <> -1
then
jump @NONAME_88
end
end
$ONMISSION = 1
200@ = Actor.Create(Cop, #ARMY, 103.9055, 1900.535, 33.898440)
Actor.Angle(200@) = 6.0802
01B2: give_actor 200@ weapon 34 ammo 9999
0638: AS_actor 200@ stay_put 1
060B: set_actor 200@ decision_maker_to 1
Actor.Health(200@) = 100
201@ = Actor.Create(Cop, #ARMY, 113.3839, 1814.261, 33.898440)
Actor.Angle(201@) = 5.0273
01B2: give_actor 201@ weapon 34 ammo 9999
0638: AS_actor 201@ stay_put 1
060B: set_actor 201@ decision_maker_to 1
Actor.Health(201@) = 100
202@ = Actor.Create(Cop, #ARMY, 165.6023, 1850.07, 33.898440)
Actor.Angle(202@) = 5.0273
01B2: give_actor 202@ weapon 34 ammo 9999
0638: AS_actor 202@ stay_put 1
060B: set_actor 202@ decision_maker_to 1
Actor.Health(202@) = 100
203@ = Actor.Create(Cop, #ARMY, 261.8728, 1807.938, 33.898440)
Actor.Angle(203@) = 5.0273
01B2: give_actor 203@ weapon 34 ammo 9999
0638: AS_actor 203@ stay_put 1
060B: set_actor 203@ decision_maker_to 1
Actor.Health(203@) = 100
204@ = Actor.Create(Cop, #ARMY, 267.1389, 1895.485, 33.898440)
Actor.Angle(204@) = 119.7683
01B2: give_actor 204@ weapon 34 ammo 9999
0638: AS_actor 204@ stay_put 1
060B: set_actor 204@ decision_maker_to 1
Actor.Health(204@) = 100
205@ = Actor.Create(Cop, #ARMY, 161.9575, 1933.342, 33.898440)
Actor.Angle(205@) = 119.7683
01B2: give_actor 205@ weapon 34 ammo 9999
0638: AS_actor 205@ stay_put 1
060B: set_actor 205@ decision_maker_to 1
Actor.Health(205@) = 100
206@ = Actor.Create(Cop, #ARMY, 233.6724, 1934.623, 33.898440)
Actor.Angle(206@) = 119.7683
01B2: give_actor 206@ weapon 34 ammo 9999
0638: AS_actor 206@ stay_put 1 
060B: set_actor 206@ decision_maker_to 1
Actor.Health(206@) = 100
8@ = Car.Create(#RHINO, 159.0842, 1900.98, 18.74702)
0129: 207@ = create_actor_pedtype 23 model #Army in_car 8@ driverseat
Car.SetImmunities(8@, 1, 1, 1, 1, 1)
208@ = Actor.Create(Cop, #ARMY, 112.39, 1931.193, 17.77)
01B2: give_actor 208@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 208@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 114.51 1914.793 18.8 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 112.39 1931.193 18.77 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 208@ to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_actor 208@ unknown_set 20.0 unknown_flag 1 
209@ = Actor.Create(Cop, #ARMY, 125.135, 1916.59, 17.9)
01B2: give_actor 209@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 209@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.716 1890.25 18.33 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 161.32 1914.42 18.6 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 125.135 1916.59 18.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 209@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(209@) = 85
074E: unknown_actor 209@ unknown_set 30.0 unknown_flag 1 
210@ = Actor.Create(Cop, #ARMY, 131.37, 1821.139, 16.6)
01B2: give_actor 210@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 210@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 130.62 1855.297 17.73 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 102.09 1858.6 17.7 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 102.94 1839.78 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 131.37 1821.139 17.6 animation "NONE" IFP_file "NONE" 
0817: assign_actor 210@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(210@) = 80
074E: unknown_actor 210@ unknown_set 30.0 unknown_flag 1 
211@ = Actor.Create(Cop, #ARMY, 163.458, 1824.58, 17.64)
Actor.Angle(211@) = 180.123
01B2: give_actor 211@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 211@ task_set 200.0 // float 
Actor.WeaponAccuracy(211@) = 85
074E: unknown_actor 211@ unknown_set 30.0 unknown_flag 1 
212@ = Actor.Create(Cop, #ARMY, 189.91, 1916.399, 16.64)
01B2: give_actor 212@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 212@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 168.0187 1916.279 18.37 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 189.91 1916.399 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 212@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(212@) = 85
074E: unknown_actor 212@ unknown_set 30.0 unknown_flag 1 
213@ = Actor.Create(Cop, #ARMY, 191.535, 1809.588, 16.641)
01B2: give_actor 213@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 213@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 131.24 1811.194 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 191.535 1809.588 17.641 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 213@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(213@) = 85
074E: unknown_actor 213@ unknown_set 30.0 unknown_flag 1 
214@ = Actor.Create(Cop, #ARMY, 195.36, 1872.92, 16.64)
01B2: give_actor 214@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 214@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 231.095 1872.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 195.36 1872.92 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 214@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(214@) = 85
074E: unknown_actor 214@ unknown_set 20.0 unknown_flag 1 
215@ = Actor.Create(Cop, #ARMY, 108.673, 1886.18, 17.04)
01B2: give_actor 215@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 215@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 107.065 1865.8 17.78 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 126.78 1864.25 17.8 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 127.842 1885.04 18.027 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 108.673 1886.18 18.04 animation "NONE" IFP_file "NONE" 
0817: assign_actor 215@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(215@) = 85     
074E: unknown_actor 215@ unknown_set 30.0 unknown_flag 1 
216@ = Actor.Create(Cop, #ARMY, 173.671, 1886.841, 19.9)
01B2: give_actor 216@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 216@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 174.25 1866.51 20.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 173.671 1886.841 20.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 216@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(216@) = 85
074E: unknown_actor 216@ unknown_set 30.0 unknown_flag 1 
217@ = Actor.Create(Cop, #ARMY, 249.99, 1874.78, 19.6)
01B2: give_actor 217@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 217@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.99 1906.56 20.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.99 1874.78 20.6 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 217@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(217@) = 85
074E: unknown_actor 217@ unknown_set 30.0 unknown_flag 1 
218@ = Actor.Create(Cop, #ARMY, 224.26, 1916.79, 16.64)
01B2: give_actor 218@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 218@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 204.475 1915.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 204.628 1904.521 17.64 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 221.645 1905.13 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 224.26 1916.79 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 218@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(218@) = 85
074E: unknown_actor 218@ unknown_set 30.0 unknown_flag 1 
219@ = Actor.Create(Cop, #ARMY, 209.07, 1833.63, 16.64)
Actor.Angle(219@) = 346.579
01B2: give_actor 219@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 219@ task_set 200.0 // float 
Actor.WeaponAccuracy(219@) = 85
074E: unknown_actor 219@ unknown_set 30.0 unknown_flag 1 
220@ = Actor.Create(Cop, #ARMY, 268.027, 1862.269, 17.64)
01B2: give_actor 220@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 220@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 266.9 1822.3 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 268.027 1862.269 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 220@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(220@) = 85
074E: unknown_actor 220@ unknown_set 30.0 unknown_flag 1 
221@ = Actor.Create(Cop, #ARMY, 221.16, 1858.28, 20.63)
01B2: give_actor 221@ weapon 31 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(221@) = 90
0648: unknown_actor 221@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 198.711 1857.64 19.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 221.16 1858.28 20.63 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 221@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(221@) = 90
074E: unknown_actor 221@ unknown_set 30.0 unknown_flag 1 
222@ = Actor.Create(Cop, #ARMY, 218.45, 1820.78, 16.64)
01B2: give_actor 222@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 222@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.31 1821.924 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 218.45 1820.78 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 222@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(222@) = 80
074E: unknown_actor 222@ unknown_set 30.0 unknown_flag 1
223@ = Actor.Create(Cop, #ARMY, 248.128, 1860.732, 8.76)
Actor.Angle(223@) = 266.82
01B2: give_actor 223@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 223@ task_set 200.0 // float 
05DE: AS_actor 223@ walk_around_ped_path 
Actor.WeaponAccuracy(223@) = 80
074E: unknown_actor 223@ unknown_set 30.0 unknown_flag 1
224@ = Actor.Create(Cop, #ARMY, 245.1791, 1879.571, 10.4609)
Actor.Angle(224@) = 266.1505
01B2: give_actor 224@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 224@ task_set 200.0 // float 
05DE: AS_actor 224@ walk_around_ped_path 
Actor.WeaponAccuracy(224@) = 80
074E: unknown_actor 224@ unknown_set 30.0 unknown_flag 1
225@ = Actor.Create(Cop, #ARMY, 245.1999, 1863.952, 7.5618)
Actor.Angle(225@) = 175.5655
01B2: give_actor 225@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 225@ task_set 200.0 // float 
05DE: AS_actor 225@ walk_around_ped_path 
Actor.WeaponAccuracy(225@) = 80
074E: unknown_actor 225@ unknown_set 30.0 unknown_flag 1
226@ = Actor.Create(Cop, #ARMY, 261.9116, 1870.728, 7.7578)
Actor.Angle(226@) = 186.0656
01B2: give_actor 226@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 226@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 261.6897 1860.464 7.765 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 256.1913 1859.627 7.765 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 256.0048 1870.207 7.79 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 261.9116 1870.728 7.7578 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 226@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(226@) = 80
074E: unknown_actor 226@ unknown_set 30.0 unknown_flag 1
227@ = Actor.Create(Cop, #ARMY, 243.0288, 1846.451, 7.765)
Actor.Angle(227@) = 270.7867
01B2: give_actor 227@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 227@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 255.3062 1846.276 7.7734 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 243.0288 1846.451 7.765 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 227@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(227@) = 80
074E: unknown_actor 227@ unknown_set 30.0 unknown_flag 1
228@ = Actor.Create(Cop, #ARMY, 248.5208, 1806.681, 6.5619)
Actor.Angle(228@) = 0.0
01B2: give_actor 228@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 228@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 248.8298 1835.772 6.5471 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 248.5208 1809.681 6.5619 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 228@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(228@) = 80
074E: unknown_actor 228@ unknown_set 30.0 unknown_flag 1
229@ = Actor.Create(Cop, #ARMY, 254.1943, 1835.365, 3.7175)
Actor.Angle(229@) = 271.2598
01B2: give_actor 229@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 229@ task_set 200.0 // float 
05DE: AS_actor 229@ walk_around_ped_path 
Actor.WeaponAccuracy(229@) = 80
074E: unknown_actor 229@ unknown_set 30.0 unknown_flag 1
230@ = Actor.Create(Cop, #ARMY, 249.41, 1825.84, 4.7)
Actor.Angle(230@) = 180.5658
01B2: give_actor 230@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 230@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 249.63 1816.64 4.71 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.41 1825.84 4.7 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 230@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(230@) = 80
074E: unknown_actor 230@ unknown_set 30.0 unknown_flag 1
231@ = Actor.Create(Cop, #ARMY, 236.5669, 1813.103, 6.4213)
Actor.Angle(231@) = 167.7513
01B2: give_actor 231@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 231@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 236.0416 1803.519 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 243.165 1803.049 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 236.0416 1803.519 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 236.5669 1813.103 6.4213 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 231@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(231@) = 80
074E: unknown_actor 231@ unknown_set 30.0 unknown_flag 1
232@ = Actor.Create(Cop, #ARMY, 284.416, 1816.59, 3.8)
Actor.Angle(232@) = 83.92
01B2: give_actor 232@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 232@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 265.829 1816.31 4.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 284.416 1816.59 4.72 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 232@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(232@) = 80
074E: unknown_actor 232@ unknown_set 30.0 unknown_flag 1
233@ = Actor.Create(Cop, #ARMY, 280.7216, 1840.162, 6.7266)
Actor.Angle(233@) = 262.0249
01B2: give_actor 233@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 233@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 292.8436 1839.781 6.7266 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 280.7216 1840.162 6.7266 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 233@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(233@) = 80
074E: unknown_actor 233@ unknown_set 30.0 unknown_flag 1
234@ = Actor.Create(Cop, #ARMY, 301.3004, 1839.902, 6.7266)
Actor.Angle(234@) = 91.0904
01B2: give_actor 234@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 234@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 328.527 1839.673 6.8281 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 301.3004 1839.902 6.7266 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 234@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(234@) = 80
074E: unknown_actor 234@ unknown_set 30.0 unknown_flag 1
235@ = Actor.Create(Cop, #ARMY, 329.3857, 1855.295, 6.8357)
Actor.Angle(235@) = 272.6715
01B2: give_actor 235@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 235@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 317.411 1855.274 6.7341 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 329.3857 1855.295 6.8357 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 235@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(235@) = 80
074E: unknown_actor 235@ unknown_set 30.0 unknown_flag 1
236@ = Actor.Create(Cop, #ARMY, 298.3582, 1856.054, 6.8281)
Actor.Angle(236@) = 167.8933
01B2: give_actor 236@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 236@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 297.3482 1868.002 7.7578 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 298.3582 1856.054 6.8281 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 236@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(236@) = 80
074E: unknown_actor 236@ unknown_set 30.0 unknown_flag 1
237@ = Actor.Create(Cop, #ARMY, 313.7065, 1845.551, 6.7341)
Actor.Angle(237@) = 2.8719
01B2: give_actor 237@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 237@ task_set 200.0 // float 
05DE: AS_actor 237@ walk_around_ped_path 
Actor.WeaponAccuracy(237@) = 80
074E: unknown_actor 237@ unknown_set 30.0 unknown_flag 1
238@ = Actor.Create(Cop, #ARMY, 261.5664, 1891.85, 7.4446)
Actor.Angle(238@) = 212.7731
01B2: give_actor 238@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 238@ task_set 200.0 // float 
0638: AS_actor 238@ stay_put 1 
Actor.WeaponAccuracy(238@) = 80
074E: unknown_actor 238@ unknown_set 30.0 unknown_flag 1
239@ = Actor.Create(Cop, #ARMY, 268.4905, 1890.074, 4.875)
Actor.Angle(239@) = 176.3921
01B2: give_actor 239@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 239@ task_set 200.0 // float 
0638: AS_actor 239@ stay_put 1 
Actor.WeaponAccuracy(239@) = 80
074E: unknown_actor 239@ unknown_set 30.0 unknown_flag 1
240@ = Actor.Create(Cop, #ARMY, 274.3991, 1880.725, -1.3518)
Actor.Angle(240@) = 65.8577
01B2: give_actor 240@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 240@ task_set 200.0 // float 
0638: AS_actor 240@ stay_put 1 
Actor.WeaponAccuracy(240@) = 80
074E: unknown_actor 240@ unknown_set 30.0 unknown_flag 1
241@ = Actor.Create(Cop, #ARMY, 268.9641, 1878.019, -4.5078)
Actor.Angle(241@) = 352.3847
01B2: give_actor 241@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 241@ task_set 200.0 // float 
0638: AS_actor 241@ stay_put 1 
Actor.WeaponAccuracy(241@) = 80
074E: unknown_actor 241@ unknown_set 30.0 unknown_flag 1
242@ = Actor.Create(Cop, #ARMY, 262.9983, 1883.624, -9.2031)
Actor.Angle(242@) = 259.5976
01B2: give_actor 242@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 242@ task_set 200.0 // float 
0638: AS_actor 242@ stay_put 1 
Actor.WeaponAccuracy(242@) = 80
074E: unknown_actor 242@ unknown_set 30.0 unknown_flag 1
243@ = Actor.Create(Cop, #ARMY, 268.0892, 1889.709, -13.8984)
Actor.Angle(243@) = 197.1955
01B2: give_actor 243@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 243@ task_set 200.0 // float 
0638: AS_actor 243@ stay_put 1 
Actor.WeaponAccuracy(243@) = 80
074E: unknown_actor 243@ unknown_set 30.0 unknown_flag 1
244@ = Actor.Create(Cop, #ARMY, 274.8945, 1884.525, -18.5859)
Actor.Angle(244@) = 117.7696
01B2: give_actor 244@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 244@ task_set 200.0 // float 
0638: AS_actor 244@ stay_put 1 
Actor.WeaponAccuracy(244@) = 80
074E: unknown_actor 244@ unknown_set 30.0 unknown_flag 1
245@ = Actor.Create(Cop, #ARMY, 270.4637, 1878.031, -22.7266)
Actor.Angle(245@) = 0.0
01B2: give_actor 245@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 245@ task_set 200.0 // float 
0638: AS_actor 245@ stay_put 1 
Actor.WeaponAccuracy(245@) = 80
074E: unknown_actor 245@ unknown_set 30.0 unknown_flag 1
246@ = Actor.Create(Cop, #ARMY, 262.6877, 1883.484, -27.9766)
Actor.Angle(246@) = 270.0
01B2: give_actor 246@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 246@ task_set 200.0 // float 
0638: AS_actor 246@ stay_put 1 
Actor.WeaponAccuracy(246@) = 80
074E: unknown_actor 246@ unknown_set 30.0 unknown_flag 1
for 1@ = 0 to 46
    077A: set_actor 200@[1@] acquaintance 4 to_actors_pedtype 0
    077A: set_actor 200@[1@] acquaintance 4 to_actors_pedtype 8
end
wait 0 
model.load(#teargas)
model.load(#molotov)
model.load(#desert_eagle)
model.load(#sawnoff)
model.load(#micro_uzi)
model.load(#ak47)
model.load(#m4)
model.load(#sniper)
model.load(#heatseek)
model.load(#flame)
model.load(#minigun)
model.load(#nvgoggles)
model.Load(#JETPACK)
038B: load_requested_models
repeat
wait 0
until model.Available(#TEARGAS)
repeat
wait 0
until model.Available(#molotov)
repeat
wait 0
until model.Available(#desert_eagle)
repeat
wait 0
until model.Available(#sawnoff)
repeat
wait 0
until model.Available(#micro_uzi)
repeat
wait 0
until model.Available(#ak47)
repeat
wait 0
until model.Available(#m4)
repeat
wait 0
until model.Available(#sniper)
repeat
wait 0
until model.Available(#heatseek)
repeat
wait 0
until model.Available(#flame)
repeat
wait 0
until model.Available(#minigun)
repeat
wait 0
until model.Available(#nvgoggles)
repeat
wait 0
until model.Available(#JETPACK)
032B: 100@ = create_weapon_pickup #teargas type 3 ammo 500 at 263.208900 1883.515000 -29.342940
032B: 101@ = create_weapon_pickup #molotov type 3 ammo 500 at 263.208900 1882.398000 -29.342940
032B: 102@ = create_weapon_pickup #desert_eagle type 3 ammo 15000 at 263.208900 1881.217000 -29.342940
032B: 103@ = create_weapon_pickup #sawnoff type 3 ammo 15000 at 262.925000 1879.633000 -30.390630
032B: 104@ = create_weapon_pickup #micro_uzi type 3 ammo 20000 at 262.925000 1885.360000 -30.390630
032B: 105@ = create_weapon_pickup #ak47 type 3 ammo 20000 at 262.925000 1886.635000 -30.390630
032B: 106@ = create_weapon_pickup #m4 type 3 ammo 20000 at 274.438600 1887.475000 -30.390630
032B: 107@ = create_weapon_pickup #sniper type 3 ammo 15000 at 274.438600 1885.451000 -30.390630
032B: 108@ = create_weapon_pickup #heatseek type 3 ammo 500 at 274.438600 1879.804000 -30.390630
032B: 109@ = create_weapon_pickup #minigun type 3 ammo 50000 at 273.556300 1878.214000 -30.390630
032B: 110@ = create_weapon_pickup #nvgoggles type 3 ammo 1 at 268.311100 1878.214000 -30.390630
032B: 111@ = create_weapon_pickup #flame type 3 ammo 15000 at 263.573700 1878.214000 -30.390630
032B: 112@ = create_weapon_pickup #JETPACK group 3 ammo 0 at 268.7 1884.1 -30.085 
wait 100 
Model.Destroy(#teargas)
Model.Destroy(#molotov)
Model.Destroy(#desert_eagle)
Model.Destroy(#sawnoff type)
Model.Destroy(#micro_uzi)
Model.Destroy(#ak47)
Model.Destroy(#m4)
Model.Destroy(#sniper)
Model.Destroy(#heatseek)
Model.Destroy(#minigun)
Model.Destroy(#nvgoggles)
Model.Destroy(#flame)
model.Destroy(#JETPACK)
3@ = Object.Init(2951, 268.66, 1864.059, 7.5)
wait 0
model.Destroy(#RHINO)
model.Destroy(#ARMY)
model.Destroy(#SNIPER)
model.Destroy(2951)
jump @NONAME_1855 

:NONAME_1855
wait 0
0819: 0@ = actor $PLAYER_ACTOR distance_from_ground 
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.5
if and
01AD:   car 8@ sphere 0 near_point 245.968 1862.843 radius 4.0 4.0 
03CA: object $OBJECT_M_A51_VENTCOVERB exists 
then
object.Destroy($OBJECT_M_A51_VENTCOVERB)
marker.Disable(9@) 
097A: play_audio_at 245.968 1862.843 19.49 event 1148
03D5: remove_text 'PANZER'
00BC: show_text_highpriority GXT 'GOOD' time 10000 flag 1
actor.SetImmunities($PLAYER_ACTOR,1,1,1,1,1) 
020C: create_explosion_with_radius 4 at 245.968 1862.843 20.49 
while 0356: explosion_type 12 in_cube_cornerA 230.968 1800.843 10.49 cornerB 260.968 1890.843 30.49 
wait 0
end
actor.SetImmunities($PLAYER_ACTOR,0,0,0,0,0)
car.SetImmunities(8@,1,1,1,1,1)
02AA: set_car 8@ immune_to_nonplayer 0 
05CD: AS_actor 207@ exit_car 8@ 
02D4: car 8@ turn_off_engine
while actor.InCar(207@,8@)
wait 0
end
marker.Disable(2@)
01B2: give_actor 208@ weapon 31 ammo 9999 // Load the weapon model before using this 
0634: AS_actor 208@ attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 2000 unknown 100 
end
for 1@ = 0 to 6
if and
00F2:   actor 200@[1@] near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
874F:   not actor 200@[1@] ped_event == 36 
874F:   not actor 200@[1@] ped_event == 37 
874F:   not actor 200@[1@] ped_event == 38 
874F:   not actor 200@[1@] ped_event == 63
not actor.Dead(200@[1@])
then
0634: AS_actor 200@[1@] attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 2000 unknown 100 
end
end
if
actor.InCar($PLAYER_ACTOR,8@)
then
02D4: car 8@ turn_off_engine
00BC: show_text_highpriority GXT 'PBR' time 1000 flag 1
end
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
if and
7@ < 10.0
00ED:   actor $PLAYER_ACTOR 0 near_point 212.93 1822.82 radius 10.0 10.0 on_foot 
then
00BB: show_text_lowpriority GXT 'SAM' time 1000 flag 1  
end
if
80ED:   not actor $PLAYER_ACTOR 0 near_point 212.93 1822.82 radius 10.0 10.0 on_foot 
then
03D5: remove_text 'SAM'
end
if and 
7@ < 10.0   
00E1:   player 0 pressed_key 11
00ED:   actor $PLAYER_ACTOR 0 near_point 212.93 1822.82 radius 10.0 10.0 on_foot 
then 
05D3: AS_actor $PLAYER_ACTOR goto_point 212.93 1822.82 5.41 mode 4 3000 ms // versionA 
repeat
wait 0
until 00F0:   actor $PLAYER_ACTOR 0 near_point 212.93 1822.82 radius 3.0 3.0 stopped_on_foot 
Player.CanMove($PLAYER_CHAR) = False
Actor.Angle($PLAYER_ACTOR) = 92.24
0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 500 // versionA 
wait 500
0687: clear_actor $PLAYER_ACTOR task 
00BC: show_text_highpriority GXT 'SAM_0' time 4000 flag 1
07A8: enable_area69_sam 0 
Player.CanMove($PLAYER_CHAR) = True 
object.PutAt(3@,268.66,1864.059,12.2)
end    
if and
0@ <= 5.0
13@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 185.10 2111.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(13@,1)
end
if and
0@ <= 5.0
14@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 159.10 2093.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(14@,1)
end
if and
0@ <= 5.0
15@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 167.10 2056.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(15@,1)
end
if and
0@ <= 5.0
16@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 172.10 2027.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(16@,1)
end
if and
0@ <= 5.0
17@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 171.10 2000.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(17@,1)
end
if and
0@ <= 5.0
18@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 172.10 1964.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(18@,1)
end
if and
0@ <= 5.0
19@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 160.10 1956.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(19@,1)
end
if and
0@ <= 5.0
20@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 112.10 1953.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(20@,1)
end
if and
0@ <= 5.0
21@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 86.10 1942.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(21@,1)
end
if and
0@ <= 5.0
22@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 85.10 1906.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(22@,1)
end
if and
0@ <= 5.0
23@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 85.10 1978.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(23@,1)
end
if and
0@ <= 5.0
24@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 82.10 1847.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(24@,1)
end
if and
0@ <= 5.0
25@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 83.10 1812.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(25@,1)
end
if and
0@ <= 5.0
26@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 111.10 1789.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(26@,1)
end
if and
0@ <= 5.0
27@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 146.10 1786.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(27@,1)
end
if and
0@ <= 5.0
28@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 180.10 1785.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(28@,1)
end
if and
0@ <= 5.0
29@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 212.10 1784.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(29@,1)
end
if and
0@ <= 5.0
30@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 263.10 1785.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(30@,1)
end
if and
0@ <= 5.0
31@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 298.10 1769.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(31@,1)
end
for 1@ = 0 to 46
if or
074F:   actor 200@[1@] ped_event == 36 
074F:   actor 200@[1@] ped_event == 37 
074F:   actor 200@[1@] ped_event == 38 
074F:   actor 200@[1@] ped_event == 63
then
for 4@ = 0 to 46
if and
4@ <> 1@
00F2:   actor 200@[1@] near_actor 200@[4@] radius 60.0 60.0 0
then
0634: AS_actor 200@[4@] attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 2000 unknown 100 
end
end 
end
if or
0205:   actor $PLAYER_ACTOR near_car 8@ radius 25.0 25.0 25.0 flag 0 
00EC:   actor $PLAYER_ACTOR 0 near_point 245.968 1862.843 radius 25.0 25.0 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 97.77377 1940.441 cornerB 245.704300 1863.32
then
if
actor.InCar(207@,8@)
jf @NONAME_1855 
00BC: show_text_highpriority GXT 'PANZER' time 4000 flag 0
if and
2@ == 0
9@ == 0
jf @NONAME_1855
marker.CreateAboveCar(2@,8@)
marker.SetColor(2@,0)
marker.CreateAboveObject(9@,$OBJECT_M_A51_VENTCOVERB)
marker.SetColor(9@,4)
02AA: set_car 8@ immune_to_nonplayer 1 
Car.SetMaxSpeed(8@, 50.0)
0619: enable_actor 207@ collision_detection 0 
Car.SetDriverBehaviour(8@, KillThePlayer)
00AE: set_car 8@ traffic_behaviour_to 2 
0423: set_car 8@ improved_handling_to 2.0 // (float) 
054A: set_actor 207@ immune_to_car_headshots 0 
053F: set_car 8@ tires_vulnerability 0 
09C4: set_car 8@ gas_tank_explosion_enabled 0 
Car.Health(8@) = 3000
0526: set_actor 207@ stay_in_car 1 
039E: set_actor 207@ locked 1 while_in_car 
end
if
80EC:   not actor $PLAYER_ACTOR 0 near_point 247.10 1910.10 radius 300.0 400.0
then
for 1@ = 0 to 46
actor.DestroyInstantly(200@[1@])
200@[1@] = -1 
end
if
03CA: object 3@ exists 
then
object.Destroy(3@)
end
car.Destroy(8@)
model.Load(3117)
repeat 
wait 0
until model.Available(3117)
$OBJECT_M_A51_VENTCOVERB = Object.Create(3117, 245.968, 1862.843, 19.49)
model.Destroy(3117)
0453: set_object $OBJECT_M_A51_VENTCOVERB XY_rotation 0.0 0.0 angle -140.998 
07A8: enable_area69_sam 1
for 1@ = 0 to 12
pickup.Destroy(100@[1@])
end
$ONMISSION = 0
2@ = 0
9@ = 0
13@ = 0
14@ = 0
15@ = 0
16@ = 0
17@ = 0
18@ = 0
19@ = 0
20@ = 0
21@ = 0
22@ = 0
23@ = 0
24@ = 0
25@ = 0
26@ = 0
27@ = 0
28@ = 0
29@ = 0
30@ = 0
31@ = 0
32@ = 0
33@ = 0
jump @NONAME_2
end
jump @NONAME_1855

Тексты - сохраняются в папку CLEO_TEXT с расширением *.fxt
английские (универсальные)

SAM_0 SAM site disabled, door to the launch bay opened.
SAM Press ~k~~CONVERSATION_YES~ to disable SAM site and open door to the launch bay.
PANZER Let this ~r~PANZER~s~ will pass on a ~b~ventilating lattice~s~.
PBR Panzer is broken.
GOOD Good work! Now you can get in base.

Русские (для тех, у кого такая же русификация, как у меня)

SAM_0 C›cteџa ‡BO o—–«peљe¬a, ™«ep§ « ceЇpet¬oe ®oџe e¬›e otЇp¦ta.
SAM Haљџ› ~k~~CONVERSATION_YES~, ўto—¦ otЇ ©ў›t§ c›cteџћ ‡BO › otЇp¦t§ ™«ep§ « ceЇpet¬oe ®oџe e¬›e
PANZER ‡ћct§ Ёtot ~r~ta¬Ї~s~ ®poe™et ®o ~y~«e¬t› ЄЎ›o¬¬oњ peЈetЇe~s~.
PBR Ta¬Ї c oџa¬.
GOOD XopoЈaЄ pa—ota! te®ep§ t¦ џoљeЈ§ ®po¬›Ї¬ћt§ «¬ћtp§ —a–¦.

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