Вопросы касающиеся скриптинга.
|
|
|
mysterio | Дата: Понедельник, 19.12.2011, 19:27 | Сообщение # 62 |
Свой
Нафлудил 82 постов
| Quote (Limonk@) сама не понимаю.. с этим гаражом всё так сложно... ну наверх и вниз сойдёт хоть что-то обычно гаражи делают через какую то программу Но раз вы решили через скрипт сделать, то сделаем =)
Quote (GTAshnik) лучше вниз...наверх, дверь будет из гаража вылезать) а так хоть под землю... так я и написал вниз и вверх а не вверх и вниз
Сообщение отредактировал mysterio - Понедельник, 19.12.2011, 19:28 |
|
zzz | zzz2 | |
| |
Limonk@ | Дата: Понедельник, 19.12.2011, 19:40 | Сообщение # 63 |
Подполковник
Нафлудил 125 постов
| кстати народ вот ещё вопрос вот я создала дискету(чтобы сохранять игру), а вот когда создала вторую первая не работает, то есть гг на неё наступает и ничего не происходит
P.S я в мейне делала код: 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($PLAYER_ACTOR) = 262.0 set_weather 14 Player.SetClothes($PLAYER_CHAR, "SHIRTBGANG", "SHIRTB", Torso) Player.SetClothes($PLAYER_CHAR, "DENIMSGANG", "JEANS", Legs) Player.SetClothes($PLAYER_CHAR, "BASK2HEATWHT", "BASK1", Shoes) Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head) Player.Build($PLAYER_CHAR) select_interior 0 0879: enable_gang_wars 1 0767: set_zone 'ELCA' popcycle_group_for_peds_and_cars_to 7 // “ћ©-Kac¦њћ©o-љeћ©-ѓ©¬—ћo 0767: set_zone 'ELCA1' popcycle_group_for_peds_and_cars_to 7 0767: set_zone 'ELCA2' popcycle_group_for_peds_and_cars_to 7 076C: set_zone 'ELCA' gang 0 density_to 80 // “ћ©-Kac¦њћ©o-љeћ©-ѓ©¬—ћo 076C: set_zone 'ELCA1' gang 0 density_to 80 076C: set_zone 'ELCA2' gang 0 density_to 80 0237: set_gang 0 weapons_to 24 29 30 0879: enable_gang_wars 1 0767: set_zone 'BONE' popcycle_group_for_peds_and_cars_to 7 // Њyc¦Ё®®Ёќ Okpy™ 076C: set_zone 'BONE' gang 2 density_to 80 // Њyc¦Ё®®Ёќ Okpy™ 0237: set_gang 2 weapons_to 22 28 30 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_553 wait 2500 jump @MAIN_553
: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) Model.Load(#AK47) Model.Load(#MP5LNG) Model.Load(#MOLOTOV) 038B: load_requested_models
:NONAME_2_26 wait 0 if Model.Available(#CAMERA) Model.Available(#AK47) Model.Available(#MP5LNG) Model.Available(#MOLOTOV) else_jump @NONAME_2_26 01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 99999999 // Load the weapon model before using this 01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 99999999 // Load the weapon model before using this 01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 99999999 // Load the weapon model before using this 01B2: give_actor $PLAYER_ACTOR weapon 18 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 014B: $1011 = init_parked_car_generator #CHEETAH color -1 -1 0 alarm 0 door_lock 0 0 10000 at 27.2317 2129.535 17.7604 angle 90180.34 014C: set_parked_car_generator $1011 cars_to_generate_to 101 014B: $1012 = init_parked_car_generator #JETMAX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 220.6353 2186.554 -0.8353 angle 90180 014C: set_parked_car_generator $1012 cars_to_generate_to 101 014B: $1013 = init_parked_car_generator #BLADE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -91.7873 2313.043 17.7684 angle 90180 014C: set_parked_car_generator $1013 cars_to_generate_to 101 014B: $1014 = init_parked_car_generator #TAMPA color -1 -1 0 alarm 0 door_lock 0 0 10000 at 7.6248 2163.095 18.268 angle 90357.65 014C: set_parked_car_generator $1014 cars_to_generate_to 101 014B: $1015 = init_parked_car_generator #ALPHA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -95.6229 2214.532 18.0283 angle 90357 014C: set_parked_car_generator $1015 cars_to_generate_to 101 wait 2000 fade 1 3000 end_thread thread "GSS"
:GSS_825 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_825 jump @GSS_903
:GSS_903 wait 0 06D8: $13035 = create_train_at 1691.975 -1787.739 586.6625 type 8 direction 1 jump @GSS_938
:GSS_938 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) Model.Load(#PICKUPSAVE) 0A3D: enable_prostitutes_pay_you 1 jump @PICKSAVE1_28
:PICKSAVE1_28 wait 10000 $13017 = Pickup.Create(#PICKUPSAVE, 3, 2343.16, -1064.218, 1049.023) $13017 = Pickup.Create(#PICKUPSAVE, 3, 36.8346, 2231.6018, 18.2602) 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
Разрабатываю GTA Island Boho нужна помощь в скриптинге...
|
|
zzz | zzz2 | |
| |
mysterio | Дата: Понедельник, 19.12.2011, 19:52 | Сообщение # 64 |
Свой
Нафлудил 82 постов
| Quote (Limonk@) то есть гг на неё наступает и ничего не происходит что бы дискетка сработала, нужно проверить не взята ли она и написать опкод сохранения: Code $13017 = Pickup.Create(#PICKUPSAVE, 3, 2343.16, -1064.218, 1049.023) $13018 = Pickup.Create(#PICKUPSAVE, 3, 36.8346, 2231.6018, 18.2602)
:PICK_UP wait 0 if OR pickup.Picked_up($13017) pickup.Picked_up($13018) then 03D8: show_save_screen end jump @PICK_UP И даже в таком случаи сохранится получится только 2 раза. Что бы работало постоянно нужно написать мини скрипт. Скинь координаты дискет и я напишу скриптДобавлено (19.12.2011, 19:52) --------------------------------------------- вот скрипт гаража. по идеи должен открываться когда игрок находится вблизи от гаража на 5м и закрываться если дальше. скрипт не тестировал, потому что нету нужного объекта(ID). Если будут ошибки или аномалии пиши, исправлю
Code // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$VERSION 3.1.0027} {$CLEO .cs}
//-------------MAIN--------------- 0000:
const STATUS_UP = 0 STATUS_DOWN = 1 model = 4546 min = 9.75 max = 18.75 angle = 90.0 end
var 0@: integer 1@: object end 1@ = STATUS_UP
:GARAGE thread 'GARAGE' wait 0 gosub @GARAGE_L 1@.Create(model, 17.2742, -15.713, 19.0) 1@.Angle = angle 1@.StorePos(2@, 3@, 4@)
:GARAGE_1 wait 0 if AND 1@ == STATUS_UP 00EC: actor $PLAYER_ACTOR 0 near_point 17.2742 -15.713 18.0 radius 5.0 then gosub @GARAGE_R_D end if AND 1@ == STATUS_DOWN 80EC: not actor $PLAYER_ACTOR 0 near_point 17.2742 -15.713 18.0 radius 5.0 then gosub @GARAGE_R_U end jump @GARAGE_1
:GARAGE_R_D wait 0 while min >= 4@ 4@ += -0.25 1@.PutAt(2@, 3@, 4@) 1@.Angle = angle end 1@ = STATUS_DOWN return
:GARAGE_R_U wait 0 while max >= 4@ 4@ += 0.25 1@.PutAt(2@, 3@, 4@) 1@.Angle = angle end 1@ = STATUS_UP return
:GARAGE_L wait 0 model.Load(model) 038B: load_requested_models
:GARAGE_L_1 wait 0 if model.Available(model) jf @GARAGE_L_1 return
|
|
zzz | zzz2 | |
| |
Limonk@ | Дата: Понедельник, 19.12.2011, 20:00 | Сообщение # 65 |
Подполковник
Нафлудил 125 постов
| вот координаты
Code 2341.8665 -1064.1941 1049.0234
2233.1792 -1105.6251 1050.8903 Добавлено (19.12.2011, 20:00) --------------------------------------------- а насчёт гаража тоже самое то пропадает то появляется но зайти нельзя
Разрабатываю GTA Island Boho нужна помощь в скриптинге...
|
|
zzz | zzz2 | |
| |
mysterio | Дата: Понедельник, 19.12.2011, 20:11 | Сообщение # 66 |
Свой
Нафлудил 82 постов
| скрипт сейва: типа этого должно быть: Code ..... create_thread @SAVE_GM end_thread
:SAVE_GM thread 'SAVE_GM' wait 0 1@ = Pickup.Create(#PICKUPSAVE, 3, 2341.8665, -1064.1941, 1049.0234) 2@ = Pickup.Create(#PICKUPSAVE, 3, 2233.1792, -1105.6251, 1050.8903)
:SAVE_GM_1 wait 0 if pickup.Picked_up(1@) then 5@ = actor.Angle($PLAYER_ACTOR) actor.PutAt($PLAYER_ACTOR, 2341.8665, -1064.0941, 1048.0234) actor.Angle($PLAYER_ACTOR) = 5@ wait 250 03D8: show_save_screen pickup.Destroy(1@) 1@ = Pickup.Create(#PICKUPSAVE, 3, 2341.8665, -1064.1941, 1049.0234) end if pickup.Picked_up(2@) then 5@ = actor.Angle($PLAYER_ACTOR) actor.PutAt($PLAYER_ACTOR, 2233.1792, -1105.7251, 1050.7903) actor.Angle($PLAYER_ACTOR) = 5@ wait 250 03D8: show_save_screen pickup.Destroy(2@) 2@ = Pickup.Create(#PICKUPSAVE, 3, 2233.1792, -1105.6251, 1050.8903) end jump @SAVE_GM_1 на счёт гаража, то там я ошибку допустил. найди строку с таким содержимым: замени её на:
а пропадает как? даже если впритул к нему подойдёшь то все равно двигается вниз вверх? если да, то значит задал слишком большую скорость движения и ошибся со счётчиком.
Сообщение отредактировал mysterio - Понедельник, 19.12.2011, 20:29 |
|
zzz | zzz2 | |
| |
Limonk@ | Дата: Понедельник, 19.12.2011, 20:50 | Сообщение # 67 |
Подполковник
Нафлудил 125 постов
| насчёт гаража вабще вылет..
а насчёт сохранений, как только появляется окно сохранить игру там гг сразу к етому месту подходит...
Разрабатываю GTA Island Boho нужна помощь в скриптинге...
|
|
zzz | zzz2 | |
| |
|
Limonk@ | Дата: Вторник, 20.12.2011, 09:33 | Сообщение # 69 |
Подполковник
Нафлудил 125 постов
| GTAshnik, согласна. Но не могу найти нормального скриптера поетому самой всё приходиться делать... Добавлено (20.12.2011, 09:33) --------------------------------------------- всё со скриптом сохранений разобралась
Разрабатываю GTA Island Boho нужна помощь в скриптинге...
|
|
zzz | zzz2 | |
| |
mysterio | Дата: Среда, 21.12.2011, 14:35 | Сообщение # 70 |
Свой
Нафлудил 82 постов
| Quote (Limonk@) всё со скриптом сохранений разобралась а не проще сделать, что бы при нажатии какой то кнопки игра сохранялась? или ты стремишься поближе к оригиналу сделать мод? =)
|
|
zzz | zzz2 | |
| |
Limonk@ | Дата: Среда, 21.12.2011, 17:13 | Сообщение # 71 |
Подполковник
Нафлудил 125 постов
| mysterio, ближе к оригиналу, там была ошибка в том что гг раньше появлялся когда выскакивает окно сохранений =)
Разрабатываю GTA Island Boho нужна помощь в скриптинге...
|
|
zzz | zzz2 | |
| |
mysterio | Дата: Среда, 21.12.2011, 17:47 | Сообщение # 72 |
Свой
Нафлудил 82 постов
| Limonk@, ну не знаю, в моём моде работало, может ошибка из за того, что у меня только одна дискетка и скрипт не такой запутанный вышел =)
Сообщение отредактировал mysterio - Среда, 21.12.2011, 17:48 |
|
zzz | zzz2 | |
| |
Limonk@ | Дата: Среда, 21.12.2011, 22:10 | Сообщение # 73 |
Подполковник
Нафлудил 125 постов
| вот ещё вопрос есть ли такой опкоп чтобы банды (например баллас) когда видят гг стреляли? а то они стоят мирно как будто войны нету))
Разрабатываю GTA Island Boho нужна помощь в скриптинге...
|
|
zzz | zzz2 | |
| |
mysterio | Дата: Среда, 21.12.2011, 22:24 | Сообщение # 74 |
Свой
Нафлудил 82 постов
| Quote (Limonk@) вот ещё вопрос есть ли такой опкоп чтобы банды (например баллас) когда видят гг стреляли? а то они стоят мирно как будто войны нету)) вставь эти строки: Code 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 // see ped.dat 0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 9 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 14 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0 // see ped.dat 0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 8 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 9 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 14 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 0 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 8 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 7 // see ped.dat 0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 14 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 0 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 8 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 7 // see ped.dat 0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 9 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 11 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 13 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 10 // see ped.dat 0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 10 // see ped.dat 0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 11 // see ped.dat 0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 13 // see ped.dat и будут тебе банды приставать к игроку опкод указывает отношение пешеходов к игроку(ну или к другим пешеходам)
|
|
zzz | zzz2 | |
| |
Limonk@ | Дата: Четверг, 22.12.2011, 13:04 | Сообщение # 75 |
Подполковник
Нафлудил 125 постов
| о спасибо теперь другое дело Добавлено (22.12.2011, 13:04) --------------------------------------------- и опять у меня фигня какя-та со сохранениями.. 3 дискета вобще не работает
все 2 работают всё сохраняют а на 3 наступает гг и ничего не происходит. раньше с 3 такого не было. наверное ошибка
код: Code create_thread @SAVE_GM end_thread
:SAVE_GM thread 'SAVE_GM' wait 0 1@ = Pickup.Create(#PICKUPSAVE, 3, 2343.16, -1064.218, 1049.023) 2@ = Pickup.Create(#PICKUPSAVE, 3, 2232.818, -1106.356, 1050.883) 3@ = Pickup.Create(#PICKUPSAVE, 3, 590.0378, 2157.0779, 17.6766)
:SAVE_GM_63 wait 0 if Pickup.Picked_up(1@) jf @SAVE_GM_155 03D8: show_save_screen 5@ = Actor.Angle($PLAYER_ACTOR) Actor.PutAt($PLAYER_ACTOR, 2340.243, -1064.27, 1049.023) Actor.Angle($PLAYER_ACTOR) = 5@ wait 250 Pickup.Destroy(1@) 1@ = Pickup.Create(#PICKUPSAVE, 3, 2343.16, -1064.218, 1049.023)
:SAVE_GM_155 if Pickup.Picked_up(2@) jf @SAVE_GM_243 03D8: show_save_screen 5@ = Actor.Angle($PLAYER_ACTOR) Actor.PutAt($PLAYER_ACTOR, 2233.412, -1108.768, 1050.883) Actor.Angle($PLAYER_ACTOR) = 5@ wait 250 Pickup.Destroy(2@) 2@ = Pickup.Create(#PICKUPSAVE, 3, 2232.818, -1106.356, 1050.883) wait 0 if pickup.Picked_up(3@) 03D8: show_save_screen 3@ = actor.Angle($PLAYER_ACTOR) actor.PutAt($PLAYER_ACTOR, 593.1109 2157.0144 17.6766) actor.Angle($PLAYER_ACTOR) = 3@ wait 250 pickup.Destroy(3@) 3@ = Pickup.Create(#PICKUPSAVE, 3, 590.0378, 2157.0779, 17.6766)
:SAVE_GM_243 jump @SAVE_GM_63
Разрабатываю GTA Island Boho нужна помощь в скриптинге...
|
|
zzz | zzz2 | |
| |