#26 22-02-2009 14:24

GTASA
Registered: 13-09-2008
Posts: 476

Re: Меню, как сделать?

Вот, при нажатии на NEXT должна появиться новая панель, типо продолжение выбора оружия, но ничгео не появляется.

// 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 
wait 0 
0@ = 304526 

:16
wait 0 
if and
   not Actor.Dead($PLAYER_ACTOR)
0AB0:   key_pressed 9 
0AB0:   key_pressed 87 
else_jump @16
Player.CanMove($PLAYER_CHAR) = False
08D4: 1@ = create_panel_with_title 'FES_WEA' position 31.0 110.0 width 80.0 columns 1 interactive 1 background 1 alignment 0  // ’“ K 
08DB: set_panel 1@ column 0 header 'DUMMY' data 'M4' 'AK' 'SHOTGN1' 'SHOTGN3' 'SHOTGN2' 'STWE003' 'STWE002' 'STWE001' 'GUN3' 'MP5' 'STWE011' 'FEC_NWE'  // M4 // ak47 // ЂPO…OB K // PA‡PѓBHO  B HT4ECTEP // …OEBO  ЂPO…OB K // ’“CTѓHHѓ  OPE‚ // T X   ’ CTO‚ET // ’ CTO‚ET // M KPO ’O‚“-ABTOMATѓ // CM† // TEK9 // B HTOBKA
08D6: set_panel 1@ column 0 alignment 1 
08D6: set_panel 1@ column 1 alignment 2 
09DB: set_panel 1@ column 0 width 140 
09DB: set_panel 1@ column 1 width 46 
090E: set_panel 1@ active_row 0 

:256
wait 0 
if 
0AB0:   key_pressed 13 
else_jump @300 
03E6: remove_text_box 
08DA: remove_panel 1@ 
Player.CanMove($PLAYER_CHAR) = True
wait 10 
jump @16 

:300
wait 0 
if 
0AB0:   key_pressed 16 
else_jump @256 
03E6: remove_text_box 
08D7: 2@ = panel 1@ active_row 
Player.CanMove($PLAYER_CHAR) = True
08DA: remove_panel 1@ 

:341
wait 0 
if 
  2@ == 0 
else_jump @423 
Model.Load(#M4)
038B: load_requested_models 

:370
wait 0 
if and
   Model.Available(#M4)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @370 
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 3800 // Load the weapon model before using this 
Model.Destroy(#M4)
wait 10 
jump @16 

:423
wait 0 
if 
  2@ == 1 
else_jump @505
Model.Load(#AK47)
038B: load_requested_models 

:452
wait 0 
if and
   Model.Available(#AK47)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @452 
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 3800 // Load the weapon model before using this 
Model.Destroy(#AK47)
wait 10 
jump @16 

:505
wait 0 
if 
  2@ == 2 
else_jump @587 
Model.Load(#CHROMEGUN)
038B: load_requested_models 

:534
wait 0 
if and
   Model.Available(#CHROMEGUN)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @534 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 4000 // Load the weapon model before using this 
Model.Destroy(#CHROMEGUN)
wait 10 
jump @16 

:587
wait 10 
if 
  2@ == 3 
else_jump @669 
Model.Load(#SHOTGSPA)
038B: load_requested_models 

:616
wait 0 
if and
   Model.Available(#SHOTGSPA)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @616 
01B2: give_actor $PLAYER_ACTOR weapon 27 ammo 4000 // Load the weapon model before using this 
Model.Destroy(#SHOTGSPA)
wait 10 
jump @16 

:669
wait 10 
if 
  2@ == 4 
else_jump @751 
Model.Load(#SAWNOFF)
038B: load_requested_models 

:698
wait 0 
if and
   Model.Available(#SAWNOFF)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @698
01B2: give_actor $PLAYER_ACTOR weapon 26 ammo 4000 // Load the weapon model before using this 
Model.Destroy(#SAWNOFF)
wait 10 
jump @16 

:751
wait 0 
if 
  2@ == 5 
else_jump @833 
Model.Load(#DESERT_EAGLE)
038B: load_requested_models 

:780
wait 0 
if and
   Model.Available(#DESERT_EAGLE)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @780 
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 4000 // Load the weapon model before using this 
Model.Destroy(#DESERT_EAGLE)
wait 10 
jump @16 

:833
wait 0 
if 
  2@ == 6 
else_jump @915 
Model.Load(#SILENCED)
038B: load_requested_models 

:862
wait 0 
if and
   Model.Available(#SILENCED)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @862 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 4000 // Load the weapon model before using this 
Model.Destroy(#SILENCED)
wait 10 
jump @16 

:915
wait 0 
if 
  2@ == 7 
else_jump @997 
Model.Load(#COLT45)
038B: load_requested_models 

:944
wait 0 
if and
   Model.Available(#COLT45)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @944 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 4000 // Load the weapon model before using this 
Model.Destroy(#COLT45)
wait 10 
jump @16 

:997
wait 0 
if 
  2@ == 8 
else_jump @1079 
Model.Load(#MICRO_UZI)
038B: load_requested_models 

:1026
wait 0 
if and
   Model.Available(#MICRO_UZI)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @1026 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 7000 // Load the weapon model before using this 
Model.Destroy(#MICRO_UZI)
wait 10 
jump @16 

:1079
wait 0 
if 
  2@ == 9 
else_jump @1161 
Model.Load(#MP5LNG)
038B: load_requested_models 

:1108
wait 0 
if and
   Model.Available(#MP5LNG)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @1108 
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 7000 // Load the weapon model before using this 
Model.Destroy(#MP5LNG)
wait 10 
jump @16 

:1161
wait 0 
if 
  2@ == 10 
else_jump @1161 
Model.Load(#TEC9)
038B: load_requested_models 

:1190
wait 0 
if and
   Model.Available(#TEC9)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @1190 
01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 7000 // Load the weapon model before using this 
Model.Destroy(#TEC9)
wait 10 
jump @16 
wait 0 
if 
  2@ == 11 
else_jump @256 
Player.CanMove($PLAYER_CHAR) = False
08D4: 3@ = create_panel_with_title 'FES_WEA' position 31.0 110.0 width 80.0 columns 1 interactive 1 background 1 alignment 0  // ’“ K 
08DB: set_panel 3@ column 0 header 'DUMMY' data 'SNIPE' 'RIFLE' 'CHAINSA' 'KATANA' 'SHTR_1' 'CAS2_AG' 'BASEBAT' 'KNIFE' 'POLICE' 'SHTR_2' 'SHTR_3' 'SHTR_4'  // M4 // ak47 // ЂPO…OB K // PA‡PѓBHO  B HT4ECTEP // …OEBO  ЂPO…OB K // ’“CTѓHHѓ  OPE‚ // T X   ’ CTO‚ET // ’ CTO‚ET // M KPO ’O‚“-ABTOMATѓ // CM† // TEK9 // B HTOBKA
08D6: set_panel 3@ column 0 alignment 1 
08D6: set_panel 3@ column 1 alignment 2 
09DB: set_panel 3@ column 0 width 140 
09DB: set_panel 3@ column 1 width 46 
090E: set_panel 3@ active_row 0 

:NONAME_256
wait 0 
if 
0AB0:   key_pressed 13 
else_jump @NONAME_300 
03E6: remove_text_box 
08DA: remove_panel 3@ 
Player.CanMove($PLAYER_CHAR) = True
wait 10 
jump @16 

:NONAME_300
wait 0 
if 
0AB0:   key_pressed 16 
else_jump @NONAME_256 
03E6: remove_text_box 
08D7: 4@ = panel 3@ active_row 
Player.CanMove($PLAYER_CHAR) = True
08DA: remove_panel 3@ 

:NONAME_341
wait 0 
if 
  4@ == 0 
else_jump @NONAME_423 
Model.Load(#sniper)
038B: load_requested_models 

:NONAME_370
wait 0 
if and
   Model.Available(#sniper)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @NONAME_370 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 3800 // Load the weapon model before using this 
Model.Destroy(#sniper)
wait 10 
jump @16 

:NONAME_423
wait 0 
if 
  4@ == 1 
else_jump @NONAME_505 
Model.Load(#cuntgun)
038B: load_requested_models 

:NONAME_452
wait 0 
if and
   Model.Available(#cuntgun)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @NONAME_452 
01B2: give_actor $PLAYER_ACTOR weapon 33 ammo 3800 // Load the weapon model before using this 
Model.Destroy(#cuntgun)
wait 10 
jump @16 

:NONAME_505
wait 0 
if 
  4@ == 2 
else_jump @NONAME_587 
Model.Load(#chnsaw)
038B: load_requested_models 

:NONAME_534
wait 0 
if and
   Model.Available(#chnsaw)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @NONAME_534 
01B2: give_actor $PLAYER_ACTOR weapon 9 ammo 4000 // Load the weapon model before using this 
Model.Destroy(#chnsaw)
wait 10 
jump @16 

:NONAME_587
wait 10 
if 
  4@ == 3 
else_jump @NONAME_669 
Model.Load(#katana)
038B: load_requested_models 

:NONAME_616
wait 0 
if and
   Model.Available(#katana)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @NONAME_616 
01B2: give_actor $PLAYER_ACTOR weapon 8 ammo 4000 // Load the weapon model before using this 
Model.Destroy(#katana)
wait 10 
jump @16 

:NONAME_669
wait 10 
if 
  4@ == 4 
else_jump @NONAME_751 
Model.Load(#poolcue)
038B: load_requested_models 

:NONAME_698
wait 0 
if and
   Model.Available(#poolcue)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @NONAME_698 
01B2: give_actor $PLAYER_ACTOR weapon 7 ammo 4000 // Load the weapon model before using this 
Model.Destroy(#poolcue)
wait 10 
jump @16 

:NONAME_751
wait 0 
if 
  4@ == 5 
else_jump @NONAME_833 
Model.Load(#DESERT_EAGLE)
038B: load_requested_models 

:NONAME_780
wait 0 
if and
   Model.Available(#shovel)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @NONAME_780 
01B2: give_actor $PLAYER_ACTOR weapon 6 ammo 4000 // Load the weapon model before using this 
Model.Destroy(#shovel)
wait 10 
jump @16 

:NONAME_833
wait 0 
if 
  4@ == 6 
else_jump @NONAME_915 
Model.Load(#bat)
038B: load_requested_models 

:NONAME_862
wait 0 
if and
   Model.Available(#bat)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @NONAME_862 
01B2: give_actor $PLAYER_ACTOR weapon 5 ammo 4000 // Load the weapon model before using this 
Model.Destroy(#bat)
wait 10 
jump @16 

:NONAME_915
wait 0 
if 
  4@ == 7 
else_jump @NONAME_997 
Model.Load(#knifecur)
038B: load_requested_models 

:NONAME_944
wait 0 
if and
   Model.Available(#knifecur)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @NONAME_944 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 4000 // Load the weapon model before using this 
Model.Destroy(#knifecur)
wait 10 
jump @16 

:NONAME_997
wait 0 
if 
  4@ == 8 
else_jump @NONAME_1079 
Model.Load(#nitestick)
038B: load_requested_models 

:NONAME_1026
wait 0 
if and
   Model.Available(#nitestick)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @NONAME_1026 
01B2: give_actor $PLAYER_ACTOR weapon 3 ammo 7000 // Load the weapon model before using this 
Model.Destroy(#nitestick)
wait 10 
jump @16 

:NONAME_1079
wait 0 
if 
  4@ == 9 
else_jump @NONAME_1161 
Model.Load(#golfclub)
038B: load_requested_models 

:NONAME_1108
wait 0 
if and
   Model.Available(#golfclub)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @NONAME_1108 
01B2: give_actor $PLAYER_ACTOR weapon 2 ammo 7000 // Load the weapon model before using this 
Model.Destroy(#golfclub)
wait 10 
jump @16 

:NONAME_1161
wait 0 
if 
  4@ == 10 
else_jump @NONAME_1161 
Model.Load(#brassknuckle)
038B: load_requested_models 

:NONAME_1190
wait 0 
if and
   Model.Available(#brassknuckle)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @NONAME_1190 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 7000 // Load the weapon model before using this 
Model.Destroy(#brassknuckle)
wait 10 
jump @16 
wait 0 
if 
  4@ == 11 
else_jump @NONAME_256 
Model.Load(#gun_cane)
038B: load_requested_models 

:NONAME_1272
wait 0 
if and
   Model.Available(#gun_cane)
   Player.Defined($PLAYER_CHAR)
   not wasted_or_busted 
else_jump @NONAME_1272 
01B2: give_actor $PLAYER_ACTOR weapon 15 ammo 3000 // Load the weapon model before using this 
Model.Destroy(#gun_cane)
wait 10 
jump @16

Offline

#27 23-02-2009 20:05

GTASA
Registered: 13-09-2008
Posts: 476

Re: Меню, как сделать?

Пожалуйста посмотрите на мой скрипт.

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