1
В этом разделе можно просмотреть все сообщения, сделанные этим пользователем.
{$CLEO .cs}
thread 'Actor'
:Actor
wait 0
if
player.Defined(0)
jf @Actor
if and
not actor.Dead($PLAYER_ACTOR)
not actor.Driving($PLAYER_ACTOR)
0AB0: key_pressed 57
jf @Actor
:Actor2
repeat
wait 100
until player.Defined(0)
model.Load(#micro_uzi)
Model.Load(#FAM2)
038B: load_requested_models
if
Model.Available(#micro_uzi)
Model.Available(#FAM2)
04C4: create_coordinate 4@ 5@ 6@ from_actor $PLAYER_ACTOR offset 0.0 1.2 0.0
3@ = Actor.Create(Gang2,#FAM2, 4@, 5@, 6@)
7@ = Marker.CreateAboveActor(3@)
0631: put_actor 3@ in_group $PLAYER_GROUP
02E2: set_actor 3@ weapon_accuracy_to 100
0631: put_actor 3@ in_group $PLAYER_GROUP
060A: create_decision_maker_type 0 store_to 31@ // decision\allowed\m_.ped files // вот тут создаешь
0709: set_decision_maker 31@ on_event 31 task 413 respect 0.0 hate 0.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // тут определяешь его
060B: set_actor 0@ decision_maker_to 31@ //тут присваиваешь его к актеру
0708: reset_decision_maker 31@ event 27 // этим опкодом можешь сбрасывать его
09F2: decision_maker 31@ exists // вот этим проверять если есть такой Decision.
065C: release_decision_maker 31@ // ну и не забывай после того как допустим тебе этот Decision не нужен удалить его из памяти
if and
Model.Destroy(#micro_uzi)
Model.Destroy(#FAM2)
jf @Actor2
actor.Health(3@)= 1000
04F7: status_text $HLT 0 line 1 'TEXT4'
while true
wait 0
$HLT = actor.Health(3@)
if or
not player.Defined(0)
8104: actor $PLAYER_ACTOR near_actor 3@ radius 500.0 500.0 50.0 sphere 0
then
3@ = @Actor
break
else
if
actor.Dead(3@)
then
break
end
end
end
0151: remove_status_text $HLT
wait 1
actor.RemoveReferences(3@)
jump @Actor2
end_thread
{$CLEO .cs}
thread 'Actor'
:Actor
wait 0
if
player.Defined(0)
jf @Actor
if and
not actor.Dead($PLAYER_ACTOR)
not actor.Driving($PLAYER_ACTOR)
0AB0: key_pressed 57
jf @Actor
:Actor2
repeat
wait 100
until player.Defined(0)
model.Load(#micro_uzi)
Model.Load(#FAM2)
038B: load_requested_models
if
Model.Available(#micro_uzi)
Model.Available(#FAM2)
04C4: create_coordinate 4@ 5@ 6@ from_actor $PLAYER_ACTOR offset 0.0 1.2 0.0
3@ = Actor.Create(Gang2,#FAM2, 4@, 5@, 6@)
7@ = Marker.CreateAboveActor(3@)
0631: put_actor 3@ in_group $PLAYER_GROUP
02E2: set_actor 3@ weapon_accuracy_to 100
0631: put_actor 3@ in_group $PLAYER_GROUP
0709: set_decision_maker 3@ on_event 9 task 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1
0709: set_decision_maker 3@ on_event 41 task 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1
01B2: give_actor 3@ weapon 28 ammo 6090 // Load the weapon model before using this
0713: actor 3@ driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90
if and
Model.Destroy(#micro_uzi)
Model.Destroy(#FAM2)
jf @Actor2
actor.Health(3@)= 1000
04F7: status_text $HLT 0 line 1 'TEXT4'
while true
wait 0
$HLT = actor.Health(3@)
if or
not player.Defined(0)
8104: actor $PLAYER_ACTOR near_actor 3@ radius 500.0 500.0 50.0 sphere 0
then
3@ = @Actor
break
else
if
actor.Dead(3@)
then
break
end
end
end
0151: remove_status_text $HLT
wait 1
actor.RemoveReferences(3@)
jump @Actor2
end_thread
{$CLEO .cs}
thread 'Actor'
:Actor
wait 0
if
player.Defined(0)
jf @Actor
if and
not actor.Dead($PLAYER_ACTOR)
not actor.Driving($PLAYER_ACTOR)
0AB0: key_pressed 57
jf @Actor
:Actor2
repeat
wait 100
until player.Defined(0)
model.Load(#micro_uzi)
Model.Load(#LAPD1)
038B: load_requested_models
if
Model.Available(#micro_uzi)
Model.Available(#LAPD1)
04C4: create_coordinate 4@ 5@ 6@ from_actor $PLAYER_ACTOR offset 0.0 1.2 0.0
3@ = Actor.Create(Cop,#LAPD1, 4@, 5@, 6@)
7@ = Marker.CreateAboveActor(3@)
0631: put_actor 3@ in_group $PLAYER_GROUP
02E2: set_actor 3@ weapon_accuracy_to 100
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 0 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 4 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 5 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 6 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 7 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 8 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 14 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 9 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 11 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 13 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 12 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 17 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 18 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 19 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 21 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 1 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 2 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 3 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 9 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 10 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 16 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 15 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 20 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 23 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 22 // see ped.dat
077A: set_actor 3@ acquaintance 2 to_actors_pedtype 24 // see ped.dat
01B2: give_actor 3@ weapon 28 ammo 6090 // Load the weapon model before using this
if and
Model.Destroy(#micro_uzi)
Model.Destroy(#LAPD1)
jf @Actor2
actor.Health(3@)= 1000
04F7: status_text $HLT 0 line 1 'TEXT4'
while true
wait 0
$HLT = actor.Health(3@)
if or
not player.Defined(0)
8104: actor $PLAYER_ACTOR near_actor 3@ radius 500.0 500.0 50.0 sphere 0
then
3@ = @Actor
break
else
if
actor.Dead(3@)
then
break
end
end
end
0151: remove_status_text $HLT
wait 1
actor.RemoveReferences(3@)
jump @Actor2
end_thread