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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
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Пожалуйста посмотрите на мой скрипт.
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