Вопросы касающиеся скриптинга.
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Limonk@ | Дата: Пятница, 16.12.2011, 17:49 | Сообщение # 2 |
Подполковник
Нафлудил 125 постов
| о наконец-то есть тема
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 |
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mysterio | Дата: Пятница, 16.12.2011, 19:59 | Сообщение # 3 |
Свой
Нафлудил 82 постов
| 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 |
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Limonk@ | Дата: Пятница, 16.12.2011, 20:51 | Сообщение # 4 |
Подполковник
Нафлудил 125 постов
| 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...
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mysterio | Дата: Пятница, 16.12.2011, 21:02 | Сообщение # 5 |
Свой
Нафлудил 82 постов
| 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 |
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Limonk@ | Дата: Пятница, 16.12.2011, 21:13 | Сообщение # 6 |
Подполковник
Нафлудил 125 постов
| 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 > $13020 // (int) else_jump @INAIR1_64 099C: jiggle_camera type 1 timelimit 200.0 intensity 5.0 0879: enable_gang_wars 1 076C: set_zone 'GAN1' gang 0 density_to 80 076C: set_zone 'MUL1a' gang 1 density_to 45 076C: set_zone 'MUL1b' gang 2 density_to 30 076C: set_zone 'MUL1c' gang 1 density_to 80 0237: set_gang 0 weapons_to 30 9 29 0237: set_gang 1 weapons_to 31 38 24 0237: set_gang 2 weapons_to 25 17 14 jump @INAIR1_64
код зоны:
Code zone Vegas, 3, -578.091, 1415.98, -500.0, 3000.0, 3000.0, 500.0, 3, UNUSED end
не знаю почему не работает
Разрабатываю GTA Island Boho нужна помощь в скриптинге...
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mysterio | Дата: Пятница, 16.12.2011, 21:18 | Сообщение # 7 |
Свой
Нафлудил 82 постов
| Quote (KarinaEx) странно.. вобще нечего нету... сек. я посмотрю кодДобавлено (16.12.2011, 21:18) --------------------------------------------- там просто не в то место вставлено. пробуй так: Code // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 DEFINE OBJECTS 4 DEFINE OBJECT SANNY BUILDER 3.04 DEFINE OBJECT PICKUPSAVE // Object number -1 DEFINE OBJECT LINERUNNER // Object number -2 DEFINE OBJECT 1 // Object number -3
DEFINE MISSIONS 0
DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script
DEFINE UNKNOWN_EMPTY_SEGMENT 0
DEFINE UNKNOWN_THREADS_MEMORY 0
{$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 > $13020 // (int) else_jump @INAIR1_64 099C: jiggle_camera type 1 timelimit 200.0 intensity 5.0 jump @INAIR1_64
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Limonk@ | Дата: Пятница, 16.12.2011, 21:21 | Сообщение # 8 |
Подполковник
Нафлудил 125 постов
| тоже самое.. может дело в моей зоне? не правильно делаю..
Разрабатываю GTA Island Boho нужна помощь в скриптинге...
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mysterio | Дата: Пятница, 16.12.2011, 21:26 | Сообщение # 9 |
Свой
Нафлудил 82 постов
| Quote (KarinaEx) тоже самое.. может дело в моей зоне? не правильно делаю.. попробуй скомпилировать мой код: Code
DEFINE OBJECTS 1 DEFINE OBJECT SANNY BUILDER 3.04
DEFINE MISSIONS 0
DEFINE EXTERNAL_SCRIPTS 0
DEFINE UNKNOWN_EMPTY_SEGMENT 0
DEFINE UNKNOWN_THREADS_MEMORY 3072
{$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
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Лихач | Дата: Пятница, 16.12.2011, 21:26 | Сообщение # 10 |
Подполковник
Нафлудил 128 постов
| 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
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Limonk@ | Дата: Пятница, 16.12.2011, 21:32 | Сообщение # 11 |
Подполковник
Нафлудил 125 постов
| wmysterio, ни капли банды нету.. даже в машинах и на улицах..
Разрабатываю GTA Island Boho нужна помощь в скриптинге...
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mysterio | Дата: Пятница, 16.12.2011, 21:35 | Сообщение # 12 |
Свой
Нафлудил 82 постов
| 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)
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Limonk@ | Дата: Пятница, 16.12.2011, 21:37 | Сообщение # 13 |
Подполковник
Нафлудил 125 постов
| нет ну должен же выход.. никак не пойму и мейн у меня работоспособный даже на миссии
Разрабатываю GTA Island Boho нужна помощь в скриптинге...
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mysterio | Дата: Пятница, 16.12.2011, 21:47 | Сообщение # 14 |
Свой
Нафлудил 82 постов
| 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.
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Limonk@ | Дата: Пятница, 16.12.2011, 21:49 | Сообщение # 15 |
Подполковник
Нафлудил 125 постов
| я так поняла зоны банд находятся в map.zon или в info.zon?
Разрабатываю GTA Island Boho нужна помощь в скриптинге...
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