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Общие вопросы / Re: Лимиты Игры
« : Май 27, 2021, 10:58:58 pm »
Есть ли возможность, как-то взломать лимит на добавление новых txd и dff файлов в gta3.img?
В этом разделе можно просмотреть все сообщения, сделанные этим пользователем.
05DF: write_memory 0x69A1D8 size 4 value 150.0 virtual_protect 1 // LOD людей и машин(70.0 default)
05DF: write_memory 0x687138 size 4 value 150.0 virtual_protect 1 // Удаляет транспорт, когда игрок повёрнут спиной к машине(40.0 default)
05DF: write_memory 0x6871F8 size 4 value 150.0 virtual_protect 1 // Удаляет транспорт, в зоне видимости игрока(120.0 default)
05DF: write_memory 0x687200 size 4 value 150.0 virtual_protect 1 // Удаляет транспорт, когда игрок смотрит под ноги(70.0 default)
На этом сайте есть уроки по программированию, среди которых есть материалы по памяти.
Для слишком сложных или наоборот быстрых простых вопросов есть группы в Discord(в русскоязычной есть раздел Вайса):
RU: https://discord.gg/QEesDGb
ENG: https://discord.gg/zaVqFQv
Вобщем-то все делалось ради этого:Танковый биатлон в VC?
:Zombie_1
wait 0
if and
0038: $SAVINGPROCESS == 0
Player.Defined(0)
84AD: not actor $PLAYER_ACTOR in_water
not wasted_or_busted
jf @Zombie_1
0209: $ZM = random_int_in_ranges 109 114
:Zombie_2
Model.Load(#CLEAVER)
023C: load_special_actor 1 'zm1'
023C: load_special_actor 2 'zm2'
023C: load_special_actor 3 'zm3'
023C: load_special_actor 4 'zm4'
023C: load_special_actor 5 'zm5'
023C: load_special_actor 6 'zm6'
Model.Load($ZM)
038B: load_requested_models
:Zombie_3
wait 0
if and
Model.Available(#CLEAVER)
023D: special_actor 1 loaded
023D: special_actor 2 loaded
023D: special_actor 3 loaded
023D: special_actor 4 loaded
023D: special_actor 5 loaded
023D: special_actor 6 loaded
Model.Available($ZM)
jf @Zombie_3
04C4: create_coordinate $zX $zY $zZ from_actor $PLAYER_ACTOR offset 0.0 20.0 0.0
02C0: set $zX $zY $zZ to_ped_path_coords_closest_to $zX $zY $zZ
0209: $ZH = random_int 400 1000
$zm1 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm1 look_at_player $PLAYER_CHAR
01D2: actor $zm1 follow_player $PLAYER_CHAR
0489: set_actor $zm1 muted 1
0245: set_actor $zm1 walk_style_to 36
01B2: give_actor $zm1 weapon 8 ammo 0
Actor.Health($zm1) = $ZH
0319: set_actor $zm1 running 1
01CA: actor $zm1 kill_player $PLAYER_CHAR
0009: $zY += 1.0
$zm2 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm2 look_at_player $PLAYER_CHAR
01D2: actor $zm2 follow_player $PLAYER_CHAR
0489: set_actor $zm2 muted 1
0245: set_actor $zm2 walk_style_to 38
01B2: give_actor $zm2 weapon 8 ammo 0
Actor.Health($zm2) = $ZH
0319: set_actor $zm2 running 1
01CA: actor $zm2 kill_player $PLAYER_CHAR
0009: $zY += 1.0
$zm3 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm3 look_at_player $PLAYER_CHAR
01D2: actor $zm3 follow_player $PLAYER_CHAR
0489: set_actor $zm3 muted 1
0245: set_actor $zm3 walk_style_to 41
01B2: give_actor $zm3 weapon 8 ammo 0
Actor.Health($zm3) = $ZH
0319: set_actor $zm3 running 1
01CA: actor $zm3 kill_player $PLAYER_CHAR
0009: $zY += 1.0
$zm4 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm4 look_at_player $PLAYER_CHAR
01D2: actor $zm4 follow_player $PLAYER_CHAR
0489: set_actor $zm4 muted 1
0245: set_actor $zm4 walk_style_to 50
01B2: give_actor $zm4 weapon 8 ammo 0
Actor.Health($zm4) = $ZH
0319: set_actor $zm4 running 1
01CA: actor $zm4 kill_player $PLAYER_CHAR
0009: $zY += 1.0
$zm5 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm5 look_at_player $PLAYER_CHAR
01D2: actor $zm5 follow_player $PLAYER_CHAR
0489: set_actor $zm5 muted 1
0245: set_actor $zm5 walk_style_to 36
01B2: give_actor $zm5 weapon 8 ammo 0
Actor.Health($zm5) = $ZH
0319: set_actor $zm5 running 1
01CA: actor $zm5 kill_player $PLAYER_CHAR
0009: $zY += 1.0
$zm6 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm6 look_at_player $PLAYER_CHAR
01D2: actor $zm6 follow_player $PLAYER_CHAR
0489: set_actor $zm6 muted 1
0245: set_actor $zm6 walk_style_to 38
01B2: give_actor $zm6 weapon 8 ammo 0
Actor.Health($zm6) = $ZH
0319: set_actor $zm6 running 1
01CA: actor $zm6 kill_player $PLAYER_CHAR
0009: $zX += 1.0
0009: $zY += -5.0
$zm7 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm7 look_at_player $PLAYER_CHAR
01D2: actor $zm7 follow_player $PLAYER_CHAR
0489: set_actor $zm7 muted 1
0245: set_actor $zm7 walk_style_to 41
01B2: give_actor $zm7 weapon 8 ammo 0
Actor.Health($zm7) = $ZH
0319: set_actor $zm7 running 1
01CA: actor $zm7 kill_player $PLAYER_CHAR
0009: $zX += 1.0
$zm8 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm8 look_at_player $PLAYER_CHAR
01D2: actor $zm8 follow_player $PLAYER_CHAR
0489: set_actor $zm8 muted 1
0245: set_actor $zm8 walk_style_to 50
01B2: give_actor $zm8 weapon 8 ammo 0
Actor.Health($zm8) = $ZH
0319: set_actor $zm8 running 1
01CA: actor $zm8 kill_player $PLAYER_CHAR
0009: $zX += 1.0
$zm9 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm9 look_at_player $PLAYER_CHAR
01D2: actor $zm9 follow_player $PLAYER_CHAR
0489: set_actor $zm9 muted 1
0245: set_actor $zm9 walk_style_to 36
01B2: give_actor $zm9 weapon 8 ammo 0
Actor.Health($zm9) = $ZH
0319: set_actor $zm9 running 1
01CA: actor $zm9 kill_player $PLAYER_CHAR
0009: $zX += -1.0
0009: $zY += 1.0
$zm10 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm10 look_at_player $PLAYER_CHAR
01D2: actor $zm10 follow_player $PLAYER_CHAR
0489: set_actor $zm10 muted 1
0245: set_actor $zm10 walk_style_to 38
01B2: give_actor $zm10 weapon 8 ammo 0
Actor.Health($zm10) = $ZH
0319: set_actor $zm10 running 1
01CA: actor $zm10 kill_player $PLAYER_CHAR
0009: $zX += 1.0
0009: $zY += 1.0
$zm11 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm11 look_at_player $PLAYER_CHAR
01D2: actor $zm11 follow_player $PLAYER_CHAR
0489: set_actor $zm11 muted 1
0245: set_actor $zm11 walk_style_to 41
01B2: give_actor $zm11 weapon 8 ammo 0
Actor.Health($zm11) = $ZH
0319: set_actor $zm11 running 1
01CA: actor $zm11 kill_player $PLAYER_CHAR
0009: $zX += 1.0
0009: $zY += 1.0
$zm12 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm12 look_at_player $PLAYER_CHAR
01D2: actor $zm12 follow_player $PLAYER_CHAR
0489: set_actor $zm12 muted 1
0245: set_actor $zm12 walk_style_to 50
01B2: give_actor $zm12 weapon 8 ammo 0
Actor.Health($zm12) = $ZH
0319: set_actor $zm12 running 1
01CA: actor $zm12 kill_player $PLAYER_CHAR
:Zombie_Check
wait 0
if and
0038: $SAVINGPROCESS == 0
NOT Actor.Dead($PLAYER_ACTOR)
jf @Zombie_Destroy
if and
Model.Available(#CLEAVER)
023D: special_actor 1 loaded
023D: special_actor 2 loaded
023D: special_actor 3 loaded
023D: special_actor 4 loaded
023D: special_actor 5 loaded
023D: special_actor 6 loaded
Model.Available($ZM)
jf @Zombie_ReloadModels
if or
Actor.Dead($zm1)
80F2: NOT actor $PLAYER_ACTOR near_actor $zm1 radius 150.0 150.0 sphere 0
jf @Zombie_Check2
04C4: create_coordinate $zX $zY $zZ from_actor $PLAYER_ACTOR offset 0.0 120.0 0.0
02C0: set $zX $zY $zZ to_ped_path_coords_closest_to $zX $zY $zZ
if and
8AE1: NOT 9@ = random_actor_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_deads 0
8AE2: NOT 9@ = random_vehicle_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_wrecked 0
8AE3: NOT 9@ = random_object_near_point $zX $zY $zZ in_radius 2.0 find_next 0
jf @Zombie_Check2
Actor.RemoveReferences($zm1)
$zm1 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm1 look_at_player $PLAYER_CHAR
01D2: actor $zm1 follow_player $PLAYER_CHAR
0489: set_actor $zm1 muted 1
0245: set_actor $zm1 walk_style_to 36
01B2: give_actor $zm1 weapon 8 ammo 0
Actor.Health($zm1) = $ZH
0319: set_actor $zm1 running 1
01CA: actor $zm1 kill_player $PLAYER_CHAR
:Zombie_Check2
if or
Actor.Dead($zm2)
80F2: NOT actor $PLAYER_ACTOR near_actor $zm2 radius 150.0 150.0 sphere 0
jf @Zombie_Check3
04C4: create_coordinate $zX $zY $zZ from_actor $PLAYER_ACTOR offset 0.0 -80.0 0.0
02C0: set $zX $zY $zZ to_ped_path_coords_closest_to $zX $zY $zZ
if and
8AE1: NOT 9@ = random_actor_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_deads 0
8AE2: NOT 9@ = random_vehicle_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_wrecked 0
8AE3: NOT 9@ = random_object_near_point $zX $zY $zZ in_radius 2.0 find_next 0
jf @Zombie_Check3
Actor.RemoveReferences($zm2)
$zm2 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm2 look_at_player $PLAYER_CHAR
01D2: actor $zm2 follow_player $PLAYER_CHAR
0489: set_actor $zm2 muted 1
0245: set_actor $zm2 walk_style_to 38
01B2: give_actor $zm2 weapon 8 ammo 0
Actor.Health($zm2) = $ZH
0319: set_actor $zm2 running 1
01CA: actor $zm2 kill_player $PLAYER_CHAR
:Zombie_Check3
if or
Actor.Dead($zm3)
80F2: NOT actor $PLAYER_ACTOR near_actor $zm3 radius 150.0 150.0 sphere 0
jf @Zombie_Check4
04C4: create_coordinate $zX $zY $zZ from_actor $PLAYER_ACTOR offset 0.0 120.0 0.0
02C0: set $zX $zY $zZ to_ped_path_coords_closest_to $zX $zY $zZ
if and
8AE1: NOT 9@ = random_actor_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_deads 0
8AE2: NOT 9@ = random_vehicle_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_wrecked 0
8AE3: NOT 9@ = random_object_near_point $zX $zY $zZ in_radius 2.0 find_next 0
jf @Zombie_Check4
Actor.RemoveReferences($zm3)
$zm3 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm3 look_at_player $PLAYER_CHAR
01D2: actor $zm3 follow_player $PLAYER_CHAR
0489: set_actor $zm3 muted 1
0245: set_actor $zm3 walk_style_to 41
01B2: give_actor $zm3 weapon 8 ammo 0
Actor.Health($zm3) = $ZH
0319: set_actor $zm3 running 1
01CA: actor $zm3 kill_player $PLAYER_CHAR
:Zombie_Check4
if or
Actor.Dead($zm4)
80F2: NOT actor $PLAYER_ACTOR near_actor $zm4 radius 150.0 150.0 sphere 0
jf @Zombie_Check5
04C4: create_coordinate $zX $zY $zZ from_actor $PLAYER_ACTOR offset 0.0 -80.0 0.0
02C0: set $zX $zY $zZ to_ped_path_coords_closest_to $zX $zY $zZ
if and
8AE1: NOT 9@ = random_actor_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_deads 0
8AE2: NOT 9@ = random_vehicle_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_wrecked 0
8AE3: NOT 9@ = random_object_near_point $zX $zY $zZ in_radius 2.0 find_next 0
jf @Zombie_Check5
Actor.RemoveReferences($zm4)
$zm4 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm4 look_at_player $PLAYER_CHAR
01D2: actor $zm4 follow_player $PLAYER_CHAR
0489: set_actor $zm4 muted 1
0245: set_actor $zm4 walk_style_to 50
01B2: give_actor $zm4 weapon 8 ammo 0
Actor.Health($zm4) = $ZH
0319: set_actor $zm4 running 1
01CA: actor $zm4 kill_player $PLAYER_CHAR
:Zombie_Check5
if or
Actor.Dead($zm5)
80F2: NOT actor $PLAYER_ACTOR near_actor $zm5 radius 150.0 150.0 sphere 0
jf @Zombie_Check6
04C4: create_coordinate $zX $zY $zZ from_actor $PLAYER_ACTOR offset 0.0 120.0 0.0
02C0: set $zX $zY $zZ to_ped_path_coords_closest_to $zX $zY $zZ
if and
8AE1: NOT 9@ = random_actor_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_deads 0
8AE2: NOT 9@ = random_vehicle_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_wrecked 0
8AE3: NOT 9@ = random_object_near_point $zX $zY $zZ in_radius 2.0 find_next 0
jf @Zombie_Check6
Actor.RemoveReferences($zm5)
$zm5 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm5 look_at_player $PLAYER_CHAR
01D2: actor $zm5 follow_player $PLAYER_CHAR
0489: set_actor $zm5 muted 1
0245: set_actor $zm5 walk_style_to 36
01B2: give_actor $zm5 weapon 8 ammo 0
Actor.Health($zm5) = $ZH
0319: set_actor $zm5 running 1
01CA: actor $zm5 kill_player $PLAYER_CHAR
:Zombie_Check6
if or
Actor.Dead($zm6)
80F2: NOT actor $PLAYER_ACTOR near_actor $zm6 radius 150.0 150.0 sphere 0
jf @Zombie_Check7
04C4: create_coordinate $zX $zY $zZ from_actor $PLAYER_ACTOR offset 0.0 -80.0 0.0
02C0: set $zX $zY $zZ to_ped_path_coords_closest_to $zX $zY $zZ
if and
8AE1: NOT 9@ = random_actor_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_deads 0
8AE2: NOT 9@ = random_vehicle_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_wrecked 0
8AE3: NOT 9@ = random_object_near_point $zX $zY $zZ in_radius 2.0 find_next 0
jf @Zombie_Check7
Actor.RemoveReferences($zm6)
$zm6 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm6 look_at_player $PLAYER_CHAR
01D2: actor $zm6 follow_player $PLAYER_CHAR
0489: set_actor $zm6 muted 1
0245: set_actor $zm6 walk_style_to 38
01B2: give_actor $zm6 weapon 8 ammo 0
Actor.Health($zm6) = $ZH
0319: set_actor $zm6 running 1
01CA: actor $zm6 kill_player $PLAYER_CHAR
:Zombie_Check7
if or
Actor.Dead($zm7)
80F2: NOT actor $PLAYER_ACTOR near_actor $zm7 radius 150.0 150.0 sphere 0
jf @Zombie_Check8
04C4: create_coordinate $zX $zY $zZ from_actor $PLAYER_ACTOR offset 0.0 120.0 0.0
02C0: set $zX $zY $zZ to_ped_path_coords_closest_to $zX $zY $zZ
if and
8AE1: NOT 9@ = random_actor_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_deads 0
8AE2: NOT 9@ = random_vehicle_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_wrecked 0
8AE3: NOT 9@ = random_object_near_point $zX $zY $zZ in_radius 2.0 find_next 0
jf @Zombie_Check8
Actor.RemoveReferences($zm7)
$zm7 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm7 look_at_player $PLAYER_CHAR
01D2: actor $zm7 follow_player $PLAYER_CHAR
0489: set_actor $zm7 muted 1
0245: set_actor $zm7 walk_style_to 41
01B2: give_actor $zm7 weapon 8 ammo 0
Actor.Health($zm7) = $ZH
0319: set_actor $zm7 running 1
01CA: actor $zm7 kill_player $PLAYER_CHAR
:Zombie_Check8
if or
Actor.Dead($zm8)
80F2: NOT actor $PLAYER_ACTOR near_actor $zm8 radius 150.0 150.0 sphere 0
jf @Zombie_Check9
04C4: create_coordinate $zX $zY $zZ from_actor $PLAYER_ACTOR offset 0.0 -80.0 0.0
02C0: set $zX $zY $zZ to_ped_path_coords_closest_to $zX $zY $zZ
if and
8AE1: NOT 9@ = random_actor_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_deads 0
8AE2: NOT 9@ = random_vehicle_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_wrecked 0
8AE3: NOT 9@ = random_object_near_point $zX $zY $zZ in_radius 2.0 find_next 0
jf @Zombie_Check9
Actor.RemoveReferences($zm8)
$zm8 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm8 look_at_player $PLAYER_CHAR
01D2: actor $zm8 follow_player $PLAYER_CHAR
0489: set_actor $zm8 muted 1
0245: set_actor $zm8 walk_style_to 50
01B2: give_actor $zm8 weapon 8 ammo 0
Actor.Health($zm8) = $ZH
0319: set_actor $zm8 running 1
01CA: actor $zm8 kill_player $PLAYER_CHAR
:Zombie_Check9
if or
Actor.Dead($zm9)
80F2: NOT actor $PLAYER_ACTOR near_actor $zm9 radius 150.0 150.0 sphere 0
jf @Zombie_Check10
04C4: create_coordinate $zX $zY $zZ from_actor $PLAYER_ACTOR offset 0.0 120.0 0.0
02C0: set $zX $zY $zZ to_ped_path_coords_closest_to $zX $zY $zZ
if and
8AE1: NOT 9@ = random_actor_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_deads 0
8AE2: NOT 9@ = random_vehicle_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_wrecked 0
8AE3: NOT 9@ = random_object_near_point $zX $zY $zZ in_radius 2.0 find_next 0
jf @Zombie_Check10
Actor.RemoveReferences($zm9)
$zm9 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm9 look_at_player $PLAYER_CHAR
01D2: actor $zm9 follow_player $PLAYER_CHAR
0489: set_actor $zm9 muted 1
0245: set_actor $zm9 walk_style_to 36
01B2: give_actor $zm9 weapon 8 ammo 0
Actor.Health($zm9) = $ZH
0319: set_actor $zm9 running 1
01CA: actor $zm9 kill_player $PLAYER_CHAR
:Zombie_Check10
if or
Actor.Dead($zm10)
80F2: NOT actor $PLAYER_ACTOR near_actor $zm10 radius 150.0 150.0 sphere 0
jf @Zombie_Check11
04C4: create_coordinate $zX $zY $zZ from_actor $PLAYER_ACTOR offset 0.0 -80.0 0.0
02C0: set $zX $zY $zZ to_ped_path_coords_closest_to $zX $zY $zZ
if and
8AE1: NOT 9@ = random_actor_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_deads 0
8AE2: NOT 9@ = random_vehicle_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_wrecked 0
8AE3: NOT 9@ = random_object_near_point $zX $zY $zZ in_radius 2.0 find_next 0
jf @Zombie_Check11
Actor.RemoveReferences($zm10)
$zm10 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm10 look_at_player $PLAYER_CHAR
01D2: actor $zm10 follow_player $PLAYER_CHAR
0489: set_actor $zm10 muted 1
0245: set_actor $zm10 walk_style_to 38
01B2: give_actor $zm10 weapon 8 ammo 0
Actor.Health($zm10) = $ZH
0319: set_actor $zm10 running 1
01CA: actor $zm10 kill_player $PLAYER_CHAR
:Zombie_Check11
if or
Actor.Dead($zm11)
80F2: NOT actor $PLAYER_ACTOR near_actor $zm11 radius 150.0 150.0 sphere 0
jf @Zombie_Check12
04C4: create_coordinate $zX $zY $zZ from_actor $PLAYER_ACTOR offset 0.0 120.0 0.0
02C0: set $zX $zY $zZ to_ped_path_coords_closest_to $zX $zY $zZ
if and
8AE1: NOT 9@ = random_actor_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_deads 0
8AE2: NOT 9@ = random_vehicle_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_wrecked 0
8AE3: NOT 9@ = random_object_near_point $zX $zY $zZ in_radius 2.0 find_next 0
jf @Zombie_Check12
Actor.RemoveReferences($zm11)
$zm11 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm11 look_at_player $PLAYER_CHAR
01D2: actor $zm11 follow_player $PLAYER_CHAR
0489: set_actor $zm11 muted 1
0245: set_actor $zm11 walk_style_to 41
01B2: give_actor $zm11 weapon 8 ammo 0
Actor.Health($zm11) = $ZH
0319: set_actor $zm11 running 1
01CA: actor $zm11 kill_player $PLAYER_CHAR
:Zombie_Check12
if or
Actor.Dead($zm12)
80F2: NOT actor $PLAYER_ACTOR near_actor $zm12 radius 150.0 150.0 sphere 0
jf @Zombie_Check
04C4: create_coordinate $zX $zY $zZ from_actor $PLAYER_ACTOR offset 0.0 -80.0 0.0
02C0: set $zX $zY $zZ to_ped_path_coords_closest_to $zX $zY $zZ
if and
8AE1: NOT 9@ = random_actor_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_deads 0
8AE2: NOT 9@ = random_vehicle_near_point $zX $zY $zZ in_radius 2.0 find_next 0 pass_wrecked 0
8AE3: NOT 9@ = random_object_near_point $zX $zY $zZ in_radius 2.0 find_next 0
jf @Zombie_Check
Actor.RemoveReferences($zm12)
$zm12 = Actor.Create(CivMale, $ZM, $zX, $zY, $zZ)
020F: actor $zm12 look_at_player $PLAYER_CHAR
01D2: actor $zm12 follow_player $PLAYER_CHAR
0489: set_actor $zm12 muted 1
0245: set_actor $zm12 walk_style_to 50
01B2: give_actor $zm12 weapon 8 ammo 0
Actor.Health($zm12) = $ZH
0319: set_actor $zm12 running 1
01CA: actor $zm12 kill_player $PLAYER_CHAR
jump @Zombie_Check
:Zombie_ReloadModels
Model.Load(#CLEAVER)
023C: load_special_actor 1 'zm1'
023C: load_special_actor 2 'zm2'
023C: load_special_actor 3 'zm3'
023C: load_special_actor 4 'zm4'
023C: load_special_actor 5 'zm5'
023C: load_special_actor 6 'zm6'
Model.Load($ZM)
038B: load_requested_models
jump @Zombie_Check
:Zombie_Destroy
Actor.RemoveReferences($zm1)
Actor.RemoveReferences($zm2)
Actor.RemoveReferences($zm3)
Actor.RemoveReferences($zm4)
Actor.RemoveReferences($zm5)
Actor.RemoveReferences($zm6)
Actor.RemoveReferences($zm7)
Actor.RemoveReferences($zm8)
Actor.RemoveReferences($zm9)
Actor.RemoveReferences($zm10)
Actor.RemoveReferences($zm11)
Actor.RemoveReferences($zm12)
Model.Destroy(#CLEAVER)
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0296: unload_special_actor 5
0296: unload_special_actor 6
Model.Destroy($ZM)
jump @Zombie_1