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Этот скрипт позволяет открывать/закрывать парочку гаражей в SF - рядом с домом Wusi, где были "китайские" миссии и гараж на стройке - тот самый главный гараж в СФ, где было много роликов. Достаточно подойти/подьехать нажать Y/N... Правда внутри главного гаража не загружены текстуры, но где-то был мод (мааленький), который это делает.
{$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0000: NOP :CH wait 0 if Player.Defined($PLAYER_CHAR) jf @CH :CJ wait 0 if 00EC: actor $PLAYER_ACTOR 0 near_point -2033.3815 178.6355 28.8429 radius 10.0 10.0 jf @WUSI jump @CJPRESS1 :WUSI wait 0 if 00EC: actor $PLAYER_ACTOR 0 near_point -2161.6111 654.6792 52.3672 radius 10.0 10.0 jf @CH jump @WUSIPRESS1 :CJPRESS1 wait 0 if 0AB0: key_pressed 89 // Y jf @CJPRESS2 jump @CJOPEN :CJPRESS2 wait 0 if 0AB0: key_pressed 78 // N jf @CH jump @CJCLOSE :CJOPEN wait 0 garage.Activate('HBGDSFS') garage.Open('HBGDSFS') jump @CH :CJCLOSE wait 0 garage.Close('HBGDSFS') garage.Deactivate('HBGDSFS') jump @CH :WUSIPRESS1 wait 0 if 0AB0: key_pressed 89 // Y jf @WUSIPRESS2 jump @WUSIOPEN :WUSIPRESS2 wait 0 if 0AB0: key_pressed 78 // N jf @CH jump @WUSICLOSE :WUSIOPEN wait 0 garage.Activate('FDORSFE')// - Активирует гараж garage.Open('FDORSFE')// - Открывает гараж jump @CH :WUSICLOSE wait 0 garage.Close('FDORSFE') //- Закрывает garage.Deactivate('FDORSFE') // - Деактивирует jump @CH
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По нажатию F-клавишь, превращаемся, не хватает только дыма и огня...
{$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0000: NOP thread 'REVOLVE' :CH wait 0 if AND Player.Defined($PLAYER_CHAR) not Actor.Driving($PLAYER_ACTOR) jf @CH :REVOLVE1 wait 0 if 0AB0: key_pressed 116 //f5 jf @REVOLVE2 jump @FAM1 :REVOLVE2 wait 0 if 0AB0: key_pressed 117 //f6 jf @REVOLVE3 jump @FAM2 :REVOLVE3 wait 0 if 0AB0: key_pressed 118 //f7 jf @REVOLVE4 jump @FAM3 :REVOLVE4 wait 0 if 0AB0: key_pressed 119 //f8 jf @REVOLVE5 jump @SOM :REVOLVE5 wait 0 if 0AB0: key_pressed 115 //f4 jf @REVOLVE6 jump @CJM :REVOLVE6 wait 0 if 0AB0: key_pressed 120 //f9 jf @REVOLVE7 jump @MADDOG :REVOLVE7 wait 0 if 0AB0: key_pressed 121 //f10 jf @REVOLVE1 jump @WUZI :FAM1 wait 0 Model.Load(#FAM1) 038B: load_requested_models :FAM1_1 wait 0 if Model.Available(#FAM1) jf @FAM1_1 09C7: change_player $PLAYER_CHAR model_to #FAM1 Model.Destroy(#FAM1) jump @CH :FAM2 wait 0 Model.Load(#FAM2) 038B: load_requested_models :FAM2_1 wait 0 if Model.Available(#FAM2) jf @FAM2_1 09C7: change_player $PLAYER_CHAR model_to #FAM2 Model.Destroy(#FAM2) jump @CH :FAM3 wait 0 Model.Load(#FAM3) 038B: load_requested_models :FAM3_1 wait 0 if Model.Available(#FAM3) jf @FAM3_1 09C7: change_player $PLAYER_CHAR model_to #FAM3 Model.Destroy(#FAM3) jump @CH :SOM wait 0 Model.Load(#SOMYRI) 038B: load_requested_models :SOM_1 wait 0 if Model.Available(#SOMYRI) jf @SOM_1 09C7: change_player $PLAYER_CHAR model_to #SOMYRI player.ClearWantedLevel($PLAYER_CHAR) Model.Destroy(#SOMYRI) jump @CH :CJM wait 0 Model.Load(#null) 038B: load_requested_models :CJM_1 wait 0 if Model.Available(#null) jf @CJM_1 09C7: change_player $PLAYER_CHAR model_to #null Model.Destroy(#null) jump @CH :MADDOG wait 0 023c: request_special_actor 'maddogg' as 1 038b: load requested models :MADDOG1 wait 0 if 023d: special_actor 1 loaded jf @MADDOG1 09C7: change_player $PLAYER_CHAR model_to #special01 0296: unload_special_actor 1 jump @CH :WUZI wait 0 023c: request_special_actor 'wuzimu' as 1 038b: load requested models :WUZI1 wait 0 if 023d: special_actor 1 loaded jf @WUZI1 09C7: change_player $PLAYER_CHAR model_to #special01 0296: unload_special_actor 1 jump @CH
Еслиб это работал под MP:..
{$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0000: NOP :CH wait 0 if Player.Defined($PLAYER_CHAR) jf @CH :PRESS wait 0 if 0AB0: key_pressed 49 // 1 jf @PRESS 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 30.0 0.0 0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1 0565: create_soundless_explosion_at 1@ 2@ 3@ type 6 wait 100 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 30.0 0.0 0.0 0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1 0565: create_soundless_explosion_at 1@ 2@ 3@ type 6 wait 100 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -30.0 0.0 0.0 0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1 0565: create_soundless_explosion_at 1@ 2@ 3@ type 6 wait 100 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 -30.0 0.0 0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1 0565: create_soundless_explosion_at 1@ 2@ 3@ type 6 wait 100 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25.0 25.0 0.0 0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1 0565: create_soundless_explosion_at 1@ 2@ 3@ type 6 wait 100 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -25.0 -25.0 0.0 0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1 0565: create_soundless_explosion_at 1@ 2@ 3@ type 6 wait 100 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 25.0 -25.0 0.0 0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1 0565: create_soundless_explosion_at 1@ 2@ 3@ type 6 wait 100 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -25.0 25.0 0.0 0948: create_explosion_at 1@ 2@ 3@ type 6 camera_shake 1 0565: create_soundless_explosion_at 1@ 2@ 3@ type 6 jump @CH
Last edited by JNikc (02-06-2009 09:19)
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