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Вопросы касающиеся скриптинга.
GTAshnikДата: Четверг, 15.12.2011, 22:01 | Сообщение # 1
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Если у вас возник вопрос касающийся скриптинга. То задавайте его в этой теме, дабы избежать засорения форума, ненужными темами.

 
zzzzzz2
Limonk@Дата: Пятница, 16.12.2011, 17:49 | Сообщение # 2
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о наконец-то есть тема biggrin

у меня вопрос как прописать в main.scm чтобы банды ходили (как в стандартном са банда Гроув Стрит)


Разрабатываю GTA Island Boho нужна помощь в скриптинге...


Сообщение отредактировал KarinaEx - Пятница, 16.12.2011, 18:12
 
zzzzzz2
mysterioДата: Пятница, 16.12.2011, 19:59 | Сообщение # 3
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Quote (KarinaEx)
у меня вопрос как прописать в main.scm чтобы банды ходили (как в стандартном са банда Гроув Стрит)

хочешь сделать, что бы определённый район контролировали какие то банды?
Вот парочка опкодов:
Code
076C: set_zone 'GAN1' gang 0 density_to 80
в зоне 'GAN1' будут тусоваться гангстеры Гров.
0 - номер банды
80 - плотность банды. Чем больше число, тем больше челов будет в этом районе

Code
0237: set_gang 0 weapons_to 41 28 24

Опкод указывает какое оружие будет в той или иной банды
0 - номер банды
41 28 24 - номера оружия, максимум 3

Code
0879: enable_gang_wars 1

включает войну за территории
1- вкл.
0 - выкл.

GTAshnik, хорошая тема! +




Сообщение отредактировал wmysterio - Пятница, 16.12.2011, 20:14
 
zzzzzz2
Limonk@Дата: Пятница, 16.12.2011, 20:51 | Сообщение # 4
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аа... опкоп куда вставлять)) в самом внизу мейна?

и ещё вопрос.. как я не понимаю в этих строках..

Code
Vegas, 3, -114.731, 451.17, -500.0, 3000.0, 3000.0, 500.0, 3, UNUSED


Разрабатываю GTA Island Boho нужна помощь в скриптинге...
 
zzzzzz2
mysterioДата: Пятница, 16.12.2011, 21:02 | Сообщение # 5
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Quote (KarinaEx)
аа... опкоп куда вставлять)) в самом внизу мейна?

опкоды вставлять в любое место, главное, что бы поток был активным.
например можешь вставить после создания игрока:
Code
$PLAYER_CHAR = Player.Create(#NULL, X, Y, X)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group            
Actor.Angle($PLAYER_ACTOR) = A


После них пишешь:
Code
0879: enable_gang_wars 1     
076C: set_zone 'GAN1' gang 0 density_to 80
076C: set_zone 'MUL1a' gang 1 density_to 45
076C: set_zone 'MUL1b' gang 2 density_to 30
076C: set_zone 'MUL1c' gang 1 density_to 80
0237: set_gang 0 weapons_to 30 9 29
0237: set_gang 1 weapons_to 31 38 24
0237: set_gang 2 weapons_to 25 17 14

компилируешь и запускаешь.

Quote (KarinaEx)
как я не понимаю в этих строках..

да, тебе остаётся скопировать только всё до первой запятой, а именно
'Vegas'. остальные числа - это координаты зон, что бы можно было ориентироваться. нам нужно только имя.

я лично беру названия с
Code
учебник -> документация по scm -> GTA SA -> типы зон -> в самом низу список зон. первое - это имя. его и беру.


Код, если нужно:





Сообщение отредактировал wmysterio - Пятница, 16.12.2011, 21:12
 
zzzzzz2
Limonk@Дата: Пятница, 16.12.2011, 21:13 | Сообщение # 6
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странно.. вобще нечего нету...

код мейна:
Code
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
DEFINE OBJECTS 4
DEFINE OBJECT SANNY BUILDER 3.04       
DEFINE OBJECT PICKUPSAVE               // Object number -1
DEFINE OBJECT LINERUNNER               // Object number -2
DEFINE OBJECT 1                        // Object number -3

DEFINE MISSIONS 0

DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 0

{$VERSION 3.1.0027}

//-------------MAIN---------------
thread 'MAIN'  
fade 0 0  
042C: set_total_missions_to 0  
030D: set_max_progress 187  
0997: set_total_respect_points_to 1339  
01F0: set_max_wanted_level_to 1  
set_wb_check_to 0  
00C0: set_current_time_hours_to 7 minutes_to 0  
04E4: unknown_refresh_game_renderer_at -79.9757 -399.3056  
062A: change_float_stat 165 to 999.0  
062A: change_float_stat 23 to 999.0  
062A: change_float_stat 22 to 999.0  
062A: change_float_stat 24 to 999.0  
062A: change_float_stat 21 to 0.0  
062A: change_float_stat 163 to 999.0  
062A: change_float_stat 160 to 999.0  
062A: change_float_stat 229 to 999.0  
062A: change_float_stat 223 to 999.0  
062A: change_float_stat 230 to 999.0  
0629: change_integer_stat 181 to 4  
0629: change_integer_stat 68 to 0  
$PLAYER_CHAR = Player.Create(#NULL, -86.5427, 2274.591, 18.2397)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group  
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
Camera.SetBehindPlayer
032A: set_behind_camera_mode_to 2  
Actor.Angle($PLAYER_ACTOR) = 262.0
set_weather 13  
Player.SetClothes($PLAYER_CHAR, "BBALLJACKRSTAR", "BBJACK", Torso)
Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
Player.Build($PLAYER_CHAR)
select_interior 0  
Player.CanMove($PLAYER_CHAR) = True
01B7: release_weather  
016C: restart_if_wasted_at 2.8641 48.2815 21.0 angle 262.0 town_number 0  
create_thread @NONAME_1  
create_thread @NONAME_2  
create_thread @PICKSAVE1  
create_thread @GSS  
create_thread @TREX  

:MAIN_421
wait 2500  
jump @MAIN_421  

:NONAME_1
wait 0  

:NONAME_1_4
wait 0  
end_thread  

:TREX
thread 'TREX'  
Model.Load(#WMYMECH)
038B: load_requested_models  

:TREX_17
if  
    Model.Available(#WMYMECH)
else_jump @TREX_17  
wait 1000  
6@ = Actor.Create(CivMale, #WMYMECH, -2206.6, -2289.5, 49.9)
Actor.Angle(6@) = 90.0
end_thread  

:NONAME_2
wait 0  
Model.Load(#CAMERA)
038B: load_requested_models  

:NONAME_2_11
wait 0  
if  
    Model.Available(#CAMERA)
else_jump @NONAME_2_11  
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 99999999 // Load the weapon model before using this  
end_thread  

:GSS
wait 0  
014B: $1000 = init_parked_car_generator #PEREN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -57.0439 2253.981 18.2922 angle 180269.2  
014C: set_parked_car_generator $1000 cars_to_generate_to 101  
014B: $1001 = init_parked_car_generator #VOODOO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -56.4641 2276.611 18.2922 angle 180269.2  
014C: set_parked_car_generator $1001 cars_to_generate_to 101  
014B: $1002 = init_parked_car_generator #SULTAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at 19.3904 2165.092 17.961 angle 90357.65  
014C: set_parked_car_generator $1002 cars_to_generate_to 101  
014B: $1003 = init_parked_car_generator #SUPERGT color -1 -1 0 alarm 0 door_lock 0 0 10000 at -10.8498 2163.369 17.9633 angle 90358.22  
014C: set_parked_car_generator $1003 cars_to_generate_to 101  
014B: $1004 = init_parked_car_generator #BULLET color -1 -1 0 alarm 0 door_lock 0 0 10000 at -22.3541 2130.011 17.9593 angle 90180.34  
014C: set_parked_car_generator $1004 cars_to_generate_to 101  
014B: $1005 = init_parked_car_generator #BMX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 7.6804 2253.315 18.2334 angle 90270.48  
014C: set_parked_car_generator $1005 cars_to_generate_to 101  
014B: $1006 = init_parked_car_generator #NRG500 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1.0676 2276.921 18.2469 angle 90270.48  
014C: set_parked_car_generator $1006 cars_to_generate_to 101  
014B: $1007 = init_parked_car_generator #FAGGIO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -5.4277 2129.831 18.2507 angle 9.027018E07  
014C: set_parked_car_generator $1007 cars_to_generate_to 101  
014B: $1008 = init_parked_car_generator #FAGGIO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 7.3114 2129.905 18.2641 angle 9.027018E07  
014C: set_parked_car_generator $1008 cars_to_generate_to 101  
014B: $1009 = init_parked_car_generator #BIKE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -93.0419 2105.798 17.9796 angle 180269.2  
014C: set_parked_car_generator $1009 cars_to_generate_to 101  
014B: $1010 = init_parked_car_generator #BIKE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -93.2767 2136.509 17.9361 angle 180269.2  
014C: set_parked_car_generator $1010 cars_to_generate_to 101  
wait 2000  
fade 1 3000  
end_thread  
thread "GSS"  

:GSS_575
wait 0  
06D7: enable_train_traffic 1  
Model.Load(#TRAM)
Model.Load(#FREIGHT)
Model.Load(#STREAK)
Model.Load(#STREAKC)
Model.Load(#FREIFLAT)
038B: load_requested_models  
if  
    Model.Available(#TRAM)
    Model.Available(#FREIGHT)
    Model.Available(#STREAK)
    Model.Available(#STREAKC)
    Model.Available(#FREIFLAT)
else_jump @GSS_575  
jump @GSS_653  

:GSS_653
wait 0  
06D8: $13035 = create_train_at 1691.975 -1787.739 586.6625 type 8 direction 1  
jump @GSS_688  

:GSS_688
wait 0  
06DD: set_train $13035 speed 20.0  
end_thread  
thread 'BRODOOR'  

:BRODOOR_11
wait 50  
if  
    Player.Defined($PLAYER_CHAR)
else_jump @BRODOOR_11  
if  
    Actor.DrivingVehicleType($PLAYER_ACTOR, #NEVADA)
else_jump @BRODOOR_835  
1@ = 1.0  

:BRODOOR_60
wait 50  
if  
    Actor.DrivingVehicleType($PLAYER_ACTOR, #NEVADA)
else_jump @BRODOOR_835  
03C0: 0@ = actor $PLAYER_ACTOR car  
if and
   1@ == 1.0  
00E1:   player 0 pressed_key 18  
else_jump @BRODOOR_461  
08A6: set_car 0@ componentA 3 rotation_to 0.05  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.1  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.15  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.2  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.25  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.3  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.35  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.4  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.45  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.5  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.55  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.6  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.65  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.7  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.75  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.8  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.85  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.9  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.95  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 1.0  
1@ = 2.0  
088B: set_car 0@ form_drag_multiplier_to 2.0  
jump @BRODOOR_60  

:BRODOOR_461
wait 50  
if and
   1@ == 2.0  
00E1:   player 0 pressed_key 18  
else_jump @BRODOOR_60  
08A6: set_car 0@ componentA 3 rotation_to 0.95  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.9  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.85  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.8  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.75  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.7  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.65  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.6  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.55  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.5  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.45  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.4  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.35  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.3  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.25  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.2  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.15  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.1  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.05  
wait 20  
08A6: set_car 0@ componentA 3 rotation_to 0.0  
1@ = 1.0  
088B: set_car 0@ form_drag_multiplier_to 0.25  
jump @BRODOOR_60  

:BRODOOR_835
wait 50  
if  
056E:   car 0@ defined  
else_jump @BRODOOR_11  
Car.RemoveReferences(0@)
jump @BRODOOR_11  
end_thread  
thread 'BROGEAR'  

:BROGEAR_11
wait 50  
if  
    Player.Defined($PLAYER_CHAR)
else_jump @BROGEAR_11  
if  
    Actor.DrivingVehicleType($PLAYER_ACTOR, #NEVADA)
else_jump @BROGEAR_1505  
1@ = 1.0  

:BROGEAR_60
wait 50  
if  
    Actor.DrivingVehicleType($PLAYER_ACTOR, #NEVADA)
else_jump @BROGEAR_1505  
03C0: 0@ = actor $PLAYER_ACTOR car  
091F: get_plane 0@ landing_gear_status_to 2@  
if and
   1@ == 1.0  
   2@ > 0.99  
else_jump @BROGEAR_1185  
1@ = 2.0  
08A6: set_car 0@ componentA 4 rotation_to 0.05  
08A6: set_car 0@ componentA 5 rotation_to 0.05  
wait 5  
08A6: set_car 0@ componentA 4 rotation_to 0.1  
08A6: set_car 0@ componentA 5 rotation_to 0.1  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1460  
08A6: set_car 0@ componentA 4 rotation_to 0.15  
08A6: set_car 0@ componentA 5 rotation_to 0.15  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1460  
08A6: set_car 0@ componentA 4 rotation_to 0.2  
08A6: set_car 0@ componentA 5 rotation_to 0.2  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1432  
08A6: set_car 0@ componentA 4 rotation_to 0.25  
08A6: set_car 0@ componentA 5 rotation_to 0.25  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1432  
08A6: set_car 0@ componentA 4 rotation_to 0.3  
08A6: set_car 0@ componentA 5 rotation_to 0.3  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1404  
08A6: set_car 0@ componentA 4 rotation_to 0.35  
08A6: set_car 0@ componentA 5 rotation_to 0.35  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1404  
08A6: set_car 0@ componentA 4 rotation_to 0.4  
08A6: set_car 0@ componentA 5 rotation_to 0.4  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1376  
08A6: set_car 0@ componentA 4 rotation_to 0.45  
08A6: set_car 0@ componentA 5 rotation_to 0.45  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1376  
08A6: set_car 0@ componentA 4 rotation_to 0.5  
08A6: set_car 0@ componentA 5 rotation_to 0.5  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1348  
08A6: set_car 0@ componentA 4 rotation_to 0.55  
08A6: set_car 0@ componentA 5 rotation_to 0.55  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1348  
08A6: set_car 0@ componentA 4 rotation_to 0.6  
08A6: set_car 0@ componentA 5 rotation_to 0.6  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1320  
08A6: set_car 0@ componentA 4 rotation_to 0.65  
08A6: set_car 0@ componentA 5 rotation_to 0.65  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1320  
08A6: set_car 0@ componentA 4 rotation_to 0.7  
08A6: set_car 0@ componentA 5 rotation_to 0.7  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1292  
08A6: set_car 0@ componentA 4 rotation_to 0.75  
08A6: set_car 0@ componentA 5 rotation_to 0.75  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1292  
08A6: set_car 0@ componentA 4 rotation_to 0.8  
08A6: set_car 0@ componentA 5 rotation_to 0.8  
wait 5  
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1264  
08A6: set_car 0@ componentA 4 rotation_to 0.85  
08A6: set_car 0@ componentA 5 rotation_to 0.85  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1264  
08A6: set_car 0@ componentA 4 rotation_to 0.9  
08A6: set_car 0@ componentA 5 rotation_to 0.9  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1236  
08A6: set_car 0@ componentA 4 rotation_to 0.95  
08A6: set_car 0@ componentA 5 rotation_to 0.95  
wait 5  
if and
   2@ > 0.99  
80E1:   not player 0 pressed_key 19  
else_jump @BROGEAR_1236  
08A6: set_car 0@ componentA 4 rotation_to 1.0  
08A6: set_car 0@ componentA 5 rotation_to 1.0  
jump @BROGEAR_60  

:BROGEAR_1185
if and
   1@ == 2.0  
00E1:   player 0 pressed_key 19  
else_jump @BROGEAR_60  
08A6: set_car 0@ componentA 4 rotation_to 0.9  
08A6: set_car 0@ componentA 5 rotation_to 0.9  

:BROGEAR_1236
wait 2  
08A6: set_car 0@ componentA 4 rotation_to 0.8  
08A6: set_car 0@ componentA 5 rotation_to 0.8  

:BROGEAR_1264
wait 2  
08A6: set_car 0@ componentA 4 rotation_to 0.7  
08A6: set_car 0@ componentA 5 rotation_to 0.7  

:BROGEAR_1292
wait 2  
08A6: set_car 0@ componentA 4 rotation_to 0.6  
08A6: set_car 0@ componentA 5 rotation_to 0.6  

:BROGEAR_1320
wait 2  
08A6: set_car 0@ componentA 4 rotation_to 0.5  
08A6: set_car 0@ componentA 5 rotation_to 0.5  

:BROGEAR_1348
wait 2  
08A6: set_car 0@ componentA 4 rotation_to 0.4  
08A6: set_car 0@ componentA 5 rotation_to 0.4  

:BROGEAR_1376
wait 2  
08A6: set_car 0@ componentA 4 rotation_to 0.3  
08A6: set_car 0@ componentA 5 rotation_to 0.3  

:BROGEAR_1404
wait 2  
08A6: set_car 0@ componentA 4 rotation_to 0.2  
08A6: set_car 0@ componentA 5 rotation_to 0.2  

:BROGEAR_1432
wait 2  
08A6: set_car 0@ componentA 4 rotation_to 0.1  
08A6: set_car 0@ componentA 5 rotation_to 0.1  

:BROGEAR_1460
wait 2  
08A6: set_car 0@ componentA 4 rotation_to 0.0  
08A6: set_car 0@ componentA 5 rotation_to 0.0  
1@ = 1.0  
jump @BROGEAR_60  

:BROGEAR_1505
if  
056E:   car 0@ defined  
else_jump @BROGEAR_11  
Car.RemoveReferences(0@)
jump @BROGEAR_11  
end_thread  
thread 'TBM02'  

:TBM02_11
wait 100  
if  
00E1:   player 0 pressed_key 10  
else_jump @TBM02_11  
015D: set_gamespeed 0.5  
Player.SetDrunkVisuals($PLAYER_CHAR, 100)
wait 1200  
jump @TBM02_58  

:TBM02_58
wait 250  
if  
00E1:   player 0 pressed_key 10  
else_jump @TBM02_58  
015D: set_gamespeed 1.0  
Player.SetDrunkVisuals($PLAYER_CHAR, 0)
Camera.Shake(215)
wait 3000  
jump @TBM02_11  
end_thread  
thread "STUNTCNTER1"  
jump @STUNTCNTER1_22  

:STUNTCNTER1_22
wait 1  
if  
07F1:   player $PLAYER_CHAR performing_wheelie  
else_jump @STUNTCNTER1_56  
$13016 += 7  
jump @STUNTCNTER1_22  

:STUNTCNTER1_56
wait 1  
if  
   $13016 == 0  
else_jump @STUNTCNTER1_85  
jump @STUNTCNTER1_22  

:STUNTCNTER1_85
wait 3000  
$13016 = 0  
jump @STUNTCNTER1_22  

:PICKSAVE1
thread "PICKSAVE1"  
Model.Load(#PICKUPSAVE)
0A3D: enable_prostitutes_pay_you 1  
jump @PICKSAVE1_28  

:PICKSAVE1_28
wait 10000  
$13017 = Pickup.Create(#PICKUPSAVE, 3, -1982.302, -2201.923, 49.5055)
jump @PICKSAVE1_64  

:PICKSAVE1_64
wait 10  
if  
    Pickup.Picked_up($13017)
else_jump @PICKSAVE1_64  
fade 0 10  
wait 10  
Pickup.Destroy($13017)
03D8: show_save_screen  
fade 1 5000  
wait 2500  
wait 15000  
jump @PICKSAVE1_28  
thread "MISSION1"  
09EF: set_behind_camera_autoposition_mode_for_car_model #BANDITO distance 0.7 altitude_multiplier 1.0 angle_X 0.18  
wait 5000  
054C: use_GXT_table 'VCSA'  
00BC: show_text_highpriority GXT 'MIS1' time 5000 flag 1  
wait 6000  
00BC: show_text_highpriority GXT 'MIS2' time 10000 flag 1  
wait 12000  
create_thread @INAIR1  

:INAIR1
wait 0  
Model.Load(#WMYPIZZ)
038B: load_requested_models  
wait 0  
if  
    Model.Available(#WMYPIZZ)
else_jump @NONAME_1_4  
09C7: change_player $PLAYER_CHAR model_to #WMYPIZZ  
end_thread  
end_thread  
thread "INAIR1"  
wait 100  
jump @INAIR1_64  

:INAIR1_64
wait 100  
if  
    Actor.DrivingPlane($PLAYER_ACTOR)
else_jump @INAIR1_64  
jump @INAIR1_91  

:INAIR1_91
03C0: $13018 = actor $PLAYER_ACTOR car  
wait 1  
if  
01F3:   car $13018 in_air  
else_jump @INAIR1_64  
jump @INAIR1_126  

:INAIR1_126
02E3: $13019 = car $13018 speed  
$13020 = 27  
wait 1  
if  
001C:   $13019 > $13020 // (int)  
else_jump @INAIR1_64  
099C: jiggle_camera type 1 timelimit 200.0 intensity 5.0  
0879: enable_gang_wars 1   
076C: set_zone 'GAN1' gang 0 density_to 80
076C: set_zone 'MUL1a' gang 1 density_to 45
076C: set_zone 'MUL1b' gang 2 density_to 30
076C: set_zone 'MUL1c' gang 1 density_to 80
0237: set_gang 0 weapons_to 30 9 29
0237: set_gang 1 weapons_to 31 38 24
0237: set_gang 2 weapons_to 25 17 14
jump @INAIR1_64  



код зоны:

Code
zone
Vegas, 3, -578.091, 1415.98, -500.0, 3000.0, 3000.0, 500.0, 3, UNUSED
end


не знаю почему не работает sad


Разрабатываю GTA Island Boho нужна помощь в скриптинге...
 
zzzzzz2
mysterioДата: Пятница, 16.12.2011, 21:18 | Сообщение # 7
Свой
Нафлудил 82 постов
Награды: 1
Репутация: 186
Quote (KarinaEx)
странно.. вобще нечего нету...

сек. я посмотрю код

Добавлено (16.12.2011, 21:18)
---------------------------------------------
там просто не в то место вставлено.
пробуй так:

Code

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
DEFINE OBJECTS 4
DEFINE OBJECT SANNY BUILDER 3.04        
DEFINE OBJECT PICKUPSAVE               // Object number -1
DEFINE OBJECT LINERUNNER               // Object number -2
DEFINE OBJECT 1                        // Object number -3

DEFINE MISSIONS 0

DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 0

{$VERSION 3.1.0027}

//-------------MAIN---------------
thread 'MAIN'   
fade 0 0   
042C: set_total_missions_to 0   
030D: set_max_progress 187   
0997: set_total_respect_points_to 1339   
01F0: set_max_wanted_level_to 1   
set_wb_check_to 0   
00C0: set_current_time_hours_to 7 minutes_to 0   
04E4: unknown_refresh_game_renderer_at -79.9757 -399.3056   
062A: change_float_stat 165 to 999.0   
062A: change_float_stat 23 to 999.0   
062A: change_float_stat 22 to 999.0   
062A: change_float_stat 24 to 999.0   
062A: change_float_stat 21 to 0.0   
062A: change_float_stat 163 to 999.0   
062A: change_float_stat 160 to 999.0   
062A: change_float_stat 229 to 999.0   
062A: change_float_stat 223 to 999.0   
062A: change_float_stat 230 to 999.0   
0629: change_integer_stat 181 to 4   
0629: change_integer_stat 68 to 0   
$PLAYER_CHAR = Player.Create(#NULL, -86.5427, 2274.591, 18.2397)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group   
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
Camera.SetBehindPlayer
032A: set_behind_camera_mode_to 2   
Actor.Angle($PLAYER_ACTOR) = 262.0
set_weather 13   
Player.SetClothes($PLAYER_CHAR, "BBALLJACKRSTAR", "BBJACK", Torso)
Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
Player.Build($PLAYER_CHAR)
select_interior 0   

0879: enable_gang_wars 1    
076C: set_zone 'GAN1' gang 0 density_to 80
076C: set_zone 'MUL1a' gang 1 density_to 45
076C: set_zone 'MUL1b' gang 2 density_to 30
076C: set_zone 'MUL1c' gang 1 density_to 80
0237: set_gang 0 weapons_to 30 9 29
0237: set_gang 1 weapons_to 31 38 24
0237: set_gang 2 weapons_to 25 17 14

Player.CanMove($PLAYER_CHAR) = True
01B7: release_weather   
016C: restart_if_wasted_at 2.8641 48.2815 21.0 angle 262.0 town_number 0   
create_thread @NONAME_1   
create_thread @NONAME_2   
create_thread @PICKSAVE1   
create_thread @GSS   
create_thread @TREX   

:MAIN_421
wait 2500   
jump @MAIN_421   

:NONAME_1
wait 0   

:NONAME_1_4
wait 0   
end_thread   

:TREX
thread 'TREX'   
Model.Load(#WMYMECH)
038B: load_requested_models   

:TREX_17
if   
     Model.Available(#WMYMECH)
else_jump @TREX_17   
wait 1000   
6@ = Actor.Create(CivMale, #WMYMECH, -2206.6, -2289.5, 49.9)
Actor.Angle(6@) = 90.0
end_thread   

:NONAME_2
wait 0   
Model.Load(#CAMERA)
038B: load_requested_models   

:NONAME_2_11
wait 0   
if   
     Model.Available(#CAMERA)
else_jump @NONAME_2_11   
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 99999999 // Load the weapon model before using this   
end_thread   

:GSS
wait 0   
014B: $1000 = init_parked_car_generator #PEREN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -57.0439 2253.981 18.2922 angle 180269.2   
014C: set_parked_car_generator $1000 cars_to_generate_to 101   
014B: $1001 = init_parked_car_generator #VOODOO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -56.4641 2276.611 18.2922 angle 180269.2   
014C: set_parked_car_generator $1001 cars_to_generate_to 101   
014B: $1002 = init_parked_car_generator #SULTAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at 19.3904 2165.092 17.961 angle 90357.65   
014C: set_parked_car_generator $1002 cars_to_generate_to 101   
014B: $1003 = init_parked_car_generator #SUPERGT color -1 -1 0 alarm 0 door_lock 0 0 10000 at -10.8498 2163.369 17.9633 angle 90358.22   
014C: set_parked_car_generator $1003 cars_to_generate_to 101   
014B: $1004 = init_parked_car_generator #BULLET color -1 -1 0 alarm 0 door_lock 0 0 10000 at -22.3541 2130.011 17.9593 angle 90180.34   
014C: set_parked_car_generator $1004 cars_to_generate_to 101   
014B: $1005 = init_parked_car_generator #BMX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 7.6804 2253.315 18.2334 angle 90270.48   
014C: set_parked_car_generator $1005 cars_to_generate_to 101   
014B: $1006 = init_parked_car_generator #NRG500 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1.0676 2276.921 18.2469 angle 90270.48   
014C: set_parked_car_generator $1006 cars_to_generate_to 101   
014B: $1007 = init_parked_car_generator #FAGGIO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -5.4277 2129.831 18.2507 angle 9.027018E07   
014C: set_parked_car_generator $1007 cars_to_generate_to 101   
014B: $1008 = init_parked_car_generator #FAGGIO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 7.3114 2129.905 18.2641 angle 9.027018E07   
014C: set_parked_car_generator $1008 cars_to_generate_to 101   
014B: $1009 = init_parked_car_generator #BIKE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -93.0419 2105.798 17.9796 angle 180269.2   
014C: set_parked_car_generator $1009 cars_to_generate_to 101   
014B: $1010 = init_parked_car_generator #BIKE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -93.2767 2136.509 17.9361 angle 180269.2   
014C: set_parked_car_generator $1010 cars_to_generate_to 101   
wait 2000   
fade 1 3000   
end_thread   
thread "GSS"   

:GSS_575
wait 0   
06D7: enable_train_traffic 1   
Model.Load(#TRAM)
Model.Load(#FREIGHT)
Model.Load(#STREAK)
Model.Load(#STREAKC)
Model.Load(#FREIFLAT)
038B: load_requested_models   
if   
     Model.Available(#TRAM)
     Model.Available(#FREIGHT)
     Model.Available(#STREAK)
     Model.Available(#STREAKC)
     Model.Available(#FREIFLAT)
else_jump @GSS_575   
jump @GSS_653   

:GSS_653
wait 0   
06D8: $13035 = create_train_at 1691.975 -1787.739 586.6625 type 8 direction 1   
jump @GSS_688   

:GSS_688
wait 0   
06DD: set_train $13035 speed 20.0   
end_thread   
thread 'BRODOOR'   

:BRODOOR_11
wait 50   
if   
     Player.Defined($PLAYER_CHAR)
else_jump @BRODOOR_11   
if   
     Actor.DrivingVehicleType($PLAYER_ACTOR, #NEVADA)
else_jump @BRODOOR_835   
1@ = 1.0   

:BRODOOR_60
wait 50   
if   
     Actor.DrivingVehicleType($PLAYER_ACTOR, #NEVADA)
else_jump @BRODOOR_835   
03C0: 0@ = actor $PLAYER_ACTOR car   
if and
    1@ == 1.0   
00E1:   player 0 pressed_key 18   
else_jump @BRODOOR_461   
08A6: set_car 0@ componentA 3 rotation_to 0.05   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.1   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.15   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.2   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.25   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.3   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.35   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.4   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.45   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.5   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.55   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.6   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.65   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.7   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.75   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.8   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.85   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.9   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.95   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 1.0   
1@ = 2.0   
088B: set_car 0@ form_drag_multiplier_to 2.0   
jump @BRODOOR_60   

:BRODOOR_461
wait 50   
if and
    1@ == 2.0   
00E1:   player 0 pressed_key 18   
else_jump @BRODOOR_60   
08A6: set_car 0@ componentA 3 rotation_to 0.95   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.9   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.85   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.8   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.75   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.7   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.65   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.6   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.55   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.5   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.45   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.4   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.35   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.3   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.25   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.2   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.15   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.1   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.05   
wait 20   
08A6: set_car 0@ componentA 3 rotation_to 0.0   
1@ = 1.0   
088B: set_car 0@ form_drag_multiplier_to 0.25   
jump @BRODOOR_60   

:BRODOOR_835
wait 50   
if   
056E:   car 0@ defined   
else_jump @BRODOOR_11   
Car.RemoveReferences(0@)
jump @BRODOOR_11   
end_thread   
thread 'BROGEAR'   

:BROGEAR_11
wait 50   
if   
     Player.Defined($PLAYER_CHAR)
else_jump @BROGEAR_11   
if   
     Actor.DrivingVehicleType($PLAYER_ACTOR, #NEVADA)
else_jump @BROGEAR_1505   
1@ = 1.0   

:BROGEAR_60
wait 50   
if   
     Actor.DrivingVehicleType($PLAYER_ACTOR, #NEVADA)
else_jump @BROGEAR_1505   
03C0: 0@ = actor $PLAYER_ACTOR car   
091F: get_plane 0@ landing_gear_status_to 2@   
if and
    1@ == 1.0   
    2@ > 0.99   
else_jump @BROGEAR_1185   
1@ = 2.0   
08A6: set_car 0@ componentA 4 rotation_to 0.05   
08A6: set_car 0@ componentA 5 rotation_to 0.05   
wait 5   
08A6: set_car 0@ componentA 4 rotation_to 0.1   
08A6: set_car 0@ componentA 5 rotation_to 0.1   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1460   
08A6: set_car 0@ componentA 4 rotation_to 0.15   
08A6: set_car 0@ componentA 5 rotation_to 0.15   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1460   
08A6: set_car 0@ componentA 4 rotation_to 0.2   
08A6: set_car 0@ componentA 5 rotation_to 0.2   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1432   
08A6: set_car 0@ componentA 4 rotation_to 0.25   
08A6: set_car 0@ componentA 5 rotation_to 0.25   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1432   
08A6: set_car 0@ componentA 4 rotation_to 0.3   
08A6: set_car 0@ componentA 5 rotation_to 0.3   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1404   
08A6: set_car 0@ componentA 4 rotation_to 0.35   
08A6: set_car 0@ componentA 5 rotation_to 0.35   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1404   
08A6: set_car 0@ componentA 4 rotation_to 0.4   
08A6: set_car 0@ componentA 5 rotation_to 0.4   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1376   
08A6: set_car 0@ componentA 4 rotation_to 0.45   
08A6: set_car 0@ componentA 5 rotation_to 0.45   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1376   
08A6: set_car 0@ componentA 4 rotation_to 0.5   
08A6: set_car 0@ componentA 5 rotation_to 0.5   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1348   
08A6: set_car 0@ componentA 4 rotation_to 0.55   
08A6: set_car 0@ componentA 5 rotation_to 0.55   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1348   
08A6: set_car 0@ componentA 4 rotation_to 0.6   
08A6: set_car 0@ componentA 5 rotation_to 0.6   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1320   
08A6: set_car 0@ componentA 4 rotation_to 0.65   
08A6: set_car 0@ componentA 5 rotation_to 0.65   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1320   
08A6: set_car 0@ componentA 4 rotation_to 0.7   
08A6: set_car 0@ componentA 5 rotation_to 0.7   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1292   
08A6: set_car 0@ componentA 4 rotation_to 0.75   
08A6: set_car 0@ componentA 5 rotation_to 0.75   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1292   
08A6: set_car 0@ componentA 4 rotation_to 0.8   
08A6: set_car 0@ componentA 5 rotation_to 0.8   
wait 5   
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1264   
08A6: set_car 0@ componentA 4 rotation_to 0.85   
08A6: set_car 0@ componentA 5 rotation_to 0.85   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1264   
08A6: set_car 0@ componentA 4 rotation_to 0.9   
08A6: set_car 0@ componentA 5 rotation_to 0.9   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1236   
08A6: set_car 0@ componentA 4 rotation_to 0.95   
08A6: set_car 0@ componentA 5 rotation_to 0.95   
wait 5   
if and
    2@ > 0.99   
80E1:   not player 0 pressed_key 19   
else_jump @BROGEAR_1236   
08A6: set_car 0@ componentA 4 rotation_to 1.0   
08A6: set_car 0@ componentA 5 rotation_to 1.0   
jump @BROGEAR_60   

:BROGEAR_1185
if and
    1@ == 2.0   
00E1:   player 0 pressed_key 19   
else_jump @BROGEAR_60   
08A6: set_car 0@ componentA 4 rotation_to 0.9   
08A6: set_car 0@ componentA 5 rotation_to 0.9   

:BROGEAR_1236
wait 2   
08A6: set_car 0@ componentA 4 rotation_to 0.8   
08A6: set_car 0@ componentA 5 rotation_to 0.8   

:BROGEAR_1264
wait 2   
08A6: set_car 0@ componentA 4 rotation_to 0.7   
08A6: set_car 0@ componentA 5 rotation_to 0.7   

:BROGEAR_1292
wait 2   
08A6: set_car 0@ componentA 4 rotation_to 0.6   
08A6: set_car 0@ componentA 5 rotation_to 0.6   

:BROGEAR_1320
wait 2   
08A6: set_car 0@ componentA 4 rotation_to 0.5   
08A6: set_car 0@ componentA 5 rotation_to 0.5   

:BROGEAR_1348
wait 2   
08A6: set_car 0@ componentA 4 rotation_to 0.4   
08A6: set_car 0@ componentA 5 rotation_to 0.4   

:BROGEAR_1376
wait 2   
08A6: set_car 0@ componentA 4 rotation_to 0.3   
08A6: set_car 0@ componentA 5 rotation_to 0.3   

:BROGEAR_1404
wait 2   
08A6: set_car 0@ componentA 4 rotation_to 0.2   
08A6: set_car 0@ componentA 5 rotation_to 0.2   

:BROGEAR_1432
wait 2   
08A6: set_car 0@ componentA 4 rotation_to 0.1   
08A6: set_car 0@ componentA 5 rotation_to 0.1   

:BROGEAR_1460
wait 2   
08A6: set_car 0@ componentA 4 rotation_to 0.0   
08A6: set_car 0@ componentA 5 rotation_to 0.0   
1@ = 1.0   
jump @BROGEAR_60   

:BROGEAR_1505
if   
056E:   car 0@ defined   
else_jump @BROGEAR_11   
Car.RemoveReferences(0@)
jump @BROGEAR_11   
end_thread   
thread 'TBM02'   

:TBM02_11
wait 100   
if   
00E1:   player 0 pressed_key 10   
else_jump @TBM02_11   
015D: set_gamespeed 0.5   
Player.SetDrunkVisuals($PLAYER_CHAR, 100)
wait 1200   
jump @TBM02_58   

:TBM02_58
wait 250   
if   
00E1:   player 0 pressed_key 10   
else_jump @TBM02_58   
015D: set_gamespeed 1.0   
Player.SetDrunkVisuals($PLAYER_CHAR, 0)
Camera.Shake(215)
wait 3000   
jump @TBM02_11   
end_thread   
thread "STUNTCNTER1"   
jump @STUNTCNTER1_22   

:STUNTCNTER1_22
wait 1   
if   
07F1:   player $PLAYER_CHAR performing_wheelie   
else_jump @STUNTCNTER1_56   
$13016 += 7   
jump @STUNTCNTER1_22   

:STUNTCNTER1_56
wait 1   
if   
    $13016 == 0   
else_jump @STUNTCNTER1_85   
jump @STUNTCNTER1_22   

:STUNTCNTER1_85
wait 3000   
$13016 = 0   
jump @STUNTCNTER1_22   

:PICKSAVE1
thread "PICKSAVE1"   
Model.Load(#PICKUPSAVE)
0A3D: enable_prostitutes_pay_you 1   
jump @PICKSAVE1_28   

:PICKSAVE1_28
wait 10000   
$13017 = Pickup.Create(#PICKUPSAVE, 3, -1982.302, -2201.923, 49.5055)
jump @PICKSAVE1_64   

:PICKSAVE1_64
wait 10   
if   
     Pickup.Picked_up($13017)
else_jump @PICKSAVE1_64   
fade 0 10   
wait 10   
Pickup.Destroy($13017)
03D8: show_save_screen   
fade 1 5000   
wait 2500   
wait 15000   
jump @PICKSAVE1_28   
thread "MISSION1"   
09EF: set_behind_camera_autoposition_mode_for_car_model #BANDITO distance 0.7 altitude_multiplier 1.0 angle_X 0.18   
wait 5000   
054C: use_GXT_table 'VCSA'   
00BC: show_text_highpriority GXT 'MIS1' time 5000 flag 1   
wait 6000   
00BC: show_text_highpriority GXT 'MIS2' time 10000 flag 1   
wait 12000   
create_thread @INAIR1   

:INAIR1
wait 0   
Model.Load(#WMYPIZZ)
038B: load_requested_models   
wait 0   
if   
     Model.Available(#WMYPIZZ)
else_jump @NONAME_1_4   
09C7: change_player $PLAYER_CHAR model_to #WMYPIZZ   
end_thread   
end_thread   
thread "INAIR1"   
wait 100   
jump @INAIR1_64   

:INAIR1_64
wait 100   
if   
     Actor.DrivingPlane($PLAYER_ACTOR)
else_jump @INAIR1_64   
jump @INAIR1_91   

:INAIR1_91
03C0: $13018 = actor $PLAYER_ACTOR car   
wait 1   
if   
01F3:   car $13018 in_air   
else_jump @INAIR1_64   
jump @INAIR1_126   

:INAIR1_126
02E3: $13019 = car $13018 speed   
$13020 = 27   
wait 1   
if   
001C:   $13019 > $13020 // (int)   
else_jump @INAIR1_64   
099C: jiggle_camera type 1 timelimit 200.0 intensity 5.0   
jump @INAIR1_64   


 
zzzzzz2
Limonk@Дата: Пятница, 16.12.2011, 21:21 | Сообщение # 8
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тоже самое.. может дело в моей зоне? не правильно делаю..

Разрабатываю GTA Island Boho нужна помощь в скриптинге...
 
zzzzzz2
mysterioДата: Пятница, 16.12.2011, 21:26 | Сообщение # 9
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Quote (KarinaEx)
тоже самое.. может дело в моей зоне? не правильно делаю..

попробуй скомпилировать мой код:
Code


DEFINE OBJECTS 1
DEFINE OBJECT SANNY BUILDER 3.04

DEFINE MISSIONS 0

DEFINE EXTERNAL_SCRIPTS 0

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 3072

{$VERSION 3.1.0027}

//-------------MAIN---------------
thread 'MAIN'
set_wb_check_to 0
set_weather 0
select_interior 0
fade 1 0
0180: set_on_mission_flag_to $ONMISSION
00C0: set_current_time_hours_to 8 minutes_to 0
04E4: unknown_refresh_game_renderer_at 2491.1572 -1670.3434
Camera.SetAtPos(2491.1572, -1670.3434, 12.3359)
$PLAYER_CHAR = Player.Create(#NULL, 2491.1572, -1670.3434, 12.3359)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
Actor.Angle($PLAYER_ACTOR) = 66.3548
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
Camera.SetBehindPlayer
Player.Build($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR) = True

{вставить сюда}
0879: enable_gang_wars 1
076C: set_zone 'GAN1' gang 1 density_to 80
076C: set_zone 'GAN2' gang 1 density_to 80
0237: set_gang 1 weapons_to 31 38 24
create_thread @SAVE_GM
end_thread  

:SAVE_GM
thread 'SAVE_GM'
wait 0      
if and
$ONMISSION == 0  
not Actor.Driving($PLAYER_ACTOR)
then
     if AND
     not actor.busted($PLAYER_ACTOR)  
     not actor.Dead($PLAYER_ACTOR)
     then
         if AND
         8A0C:   not player $PLAYER_CHAR on_jetpack  
         84AD:   not actor $PLAYER_ACTOR in_water
         then
             if
             0AB0:   key_pressed 115 // F4
             then
             03D8: show_save_screen  
             end
         end
     end
end
jump @SAVE_GM



в Гентоне будут ходить балласы. Иногда районы начинают подсвечиваться после сохранения


 
zzzzzz2
ЛихачДата: Пятница, 16.12.2011, 21:26 | Сообщение # 10
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wmysterio, KarinaEx, Ну поймёте что такое дистрибутив там урезанная игра, и зоны в ней вряд ли сохранились
надо создать свою а потом опкоды использовать у неё новая карта


Я гоняю на своей машине
 
zzzzzz2
Limonk@Дата: Пятница, 16.12.2011, 21:32 | Сообщение # 11
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wmysterio, ни капли банды нету.. даже в машинах и на улицах..

Разрабатываю GTA Island Boho нужна помощь в скриптинге...
 
zzzzzz2
mysterioДата: Пятница, 16.12.2011, 21:35 | Сообщение # 12
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Quote (Аксиома)
Ну поймёте что такое дистрибутив там урезанная игра, и зоны в ней вряд ли сохранились
надо создать свою а потом опкоды использовать у неё новая карта

KarinaEx, кстати скрипт, что я написал действует на стандартной гта(на глобальных модах не тестировал)


 
zzzzzz2
Limonk@Дата: Пятница, 16.12.2011, 21:37 | Сообщение # 13
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нет ну должен же выход.. никак не пойму и мейн у меня работоспособный даже на миссии

Разрабатываю GTA Island Boho нужна помощь в скриптинге...
 
zzzzzz2
mysterioДата: Пятница, 16.12.2011, 21:47 | Сообщение # 14
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Quote (Аксиома)
Ну поймёте что такое дистрибутив там урезанная игра, и зоны в ней вряд ли сохранились

бред, без зон игра бы не запустилась, урезанная она или оригинальная. Иначе зачем файл info.zon в папке data?? там должна быть хотя бы 1-а зона.
Раз в KarinaEx игра запустилась и не было ошибок, то значит все зоны на месте, просто почему то игра "не воспринимает" опкоды о зонах.


 
zzzzzz2
Limonk@Дата: Пятница, 16.12.2011, 21:49 | Сообщение # 15
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я так поняла зоны банд находятся в map.zon или в info.zon?

Разрабатываю GTA Island Boho нужна помощь в скриптинге...
 
zzzzzz2
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