Автор Тема: Помощь с SCM  (Прочитано 2410 раз)

Оффлайн daniel_360

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    • daniel360465
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Помощь с SCM
« : Январь 26, 2020, 03:47:32 pm »
Здравствуйте, такая проблема. Я создал зомби и хотел чтобы спавнились разные модели, но почему-то спавнится только одна модель на всех, не подскажете, где моя ошибка?

: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

Оффлайн Shagg_E

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Re: Помощь с SCM
« Ответ #1 : Январь 26, 2020, 04:09:31 pm »
Ты один раз вызываешь опкод рандома вначале, получаешь рандомное число и потом всем зомбакам назначаешь это число, не меняя его.
Поскольку ты создаешь всех зомби одновременно 1 раз - проще вручную им раздать разные модельки, без функции рандома.

P.S. И еще ты загружаешь специальных актеров, но не используешь их...

Оффлайн daniel_360

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Re: Помощь с SCM
« Ответ #2 : Январь 26, 2020, 04:58:01 pm »
Я хотел, чтобы из этих загруженных спец.актёров спавнились рандомно, а не по порядку.
Просто, придётся для каждого зомби отдельно прописывать параметры
« Последнее редактирование: Январь 26, 2020, 05:00:11 pm от daniel_360 »

Оффлайн Shagg_E

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Re: Помощь с SCM
« Ответ #3 : Январь 26, 2020, 05:23:40 pm »
А, я не так понял код :D
Ну ты можешь в "первой волне" указать id моделей "вручную", а в дальнейшем коде(где у тебя проверки смерти зомбарей) вызывать опкод рандома каждый раз перед спавном.

Провернуть то же самое в самом начале не получится, т.к. если вызывать опкод рандомного числа без задержки, то он будет каждый раз выдавать одно и то же число.