Блокбастер «Конвой»
Итак, в этом скрипте вы можете либо просто наблюдать за происходящим, либо принять активное участие и заработать деньги. Нажмите «присесть + спринт» для запуска миссии.
Игрок будет кататься в машине пассажиром. От посягательства ментов его охраняют 5 других машин вместе с 11-ю вооруженными актерами. Если машина застряла, нажмите «horn». Всегда можно выйти, нажав «выход из машины».
Но самое интересное начнется через 1 минуту после начала миссии. Копы вызовут подкрепление. Вот тогда вы можете нажать кнопку «подмисии» чтобы разнести полицейские машины с помощью минигана. Для успешного прохождения миссии надо взорвать 120 полицейских машин. Или вы можете нажать «look behind» чтобы снова оказаться внутри машины.
:SHOW2_1237
wait 25
if and
00E1: key_pressed 0 18
00E1: key_pressed 0 16
jf @SHOW2_1237
if and
Player.Defined($PLAYER_CHAR)
Player.Controllable($PLAYER_CHAR)
jf @SHOW2_1237
if and
$ONMISSION == 0 // integer values
not Actor.Driving($PLAYER_ACTOR)
jf @SHOW2_1237
077E: $ACTIVE_INTERIOR = active_interior
if
$ACTIVE_INTERIOR == 0 // integer values
jf @SHOW2_1237
if
88FE: not text_box_displaying
jf @SHOW2_1237
00BA: text_styled 'SWEET_1' 1500 ms 2
fade 0 2500
:SHOW2_1385
wait 0
if
not fading
jf @SHOW2_1385
start_mission 135
end_thread
:escort_300
if
80E1: not key_pressed 0 15
jf @escort_2712
:escort_2019
wait 0
if or
01F4: car $walt1 flipped
02BF: car $walt1 sunk
jf @escort_2092
Car.StorePos($walt1, $x_pos, $y_pos, $z_pos)
02C1: set $x_pos $y_pos $z_pos to_car_path_coords_closest_to $x_pos $y_pos $z_pos
0395: clear_area 1 at $x_pos $y_pos $z_pos range 10.0
Car.PutAt($walt1, $x_pos, $y_pos, $z_pos)
:escort_2092
if or
01F4: car $strat flipped
02BF: car $strat sunk
00E1: key_pressed 0 18
jf @escort_2161
Car.StorePos($strat, $x_pos, $y_pos, $z_pos)
02C1: set $x_pos $y_pos $z_pos to_car_path_coords_closest_to $x_pos $y_pos $z_pos
0395: clear_area 1 at $x_pos $y_pos $z_pos range 10.0
Car.PutAt($strat, $x_pos, $y_pos, $z_pos)
:escort_2161
if or
01F4: car $walt2 flipped
02BF: car $walt2 sunk
jf @escort_2230
Car.StorePos($walt2, $x_pos, $y_pos, $z_pos)
02C1: set $x_pos $y_pos $z_pos to_car_path_coords_closest_to $x_pos $y_pos $z_pos
0395: clear_area 1 at $x_pos $y_pos $z_pos range 10.0
Car.PutAt($walt2, $x_pos, $y_pos, $z_pos)
:escort_2230
if or
01F4: car $walt5 flipped
02BF: car $walt5 sunk
jf @escort_2299
Car.StorePos($walt5, $x_pos, $y_pos, $z_pos)
02C1: set $x_pos $y_pos $z_pos to_car_path_coords_closest_to $x_pos $y_pos $z_pos
0395: clear_area 1 at $x_pos $y_pos $z_pos range 10.0
Car.PutAt($walt5, $x_pos, $y_pos, $z_pos)
:escort_2299
if or
01F4: car $walt3 flipped
02BF: car $walt3 sunk
jf @escort_2368
Car.StorePos($walt3, $x_pos, $y_pos, $z_pos)
02C1: set $x_pos $y_pos $z_pos to_car_path_coords_closest_to $x_pos $y_pos $z_pos
0395: clear_area 1 at $x_pos $y_pos $z_pos range 10.0
Car.PutAt($walt3, $x_pos, $y_pos, $z_pos)
:escort_2368
if or
01F4: car $walt4 flipped
02BF: car $walt4 sunk
jf @escort_2372
Car.StorePos($walt4, $x_pos, $y_pos, $z_pos)
02C1: set $x_pos $y_pos $z_pos to_car_path_coords_closest_to $x_pos $y_pos $z_pos
0395: clear_area 1 at $x_pos $y_pos $z_pos range 10.0
Car.PutAt($walt4, $x_pos, $y_pos, $z_pos)
:escort_2372
return
:escort_2407
for $i = 1 to $max_cop
:escort_2417
repeat
wait 0
gosub @escort_300
$rnd_x = random(5, 130)
$rnd = random(0, 360)
02F6: $cos = cosine $rnd // sinus swapped with cosine
02F7: $sin = sinus $rnd // cosine swapped with sinus
$cos *= $rnd_x // floating-point values
$sin *= $rnd_x // floating-point values
04C4: create_coordinate $X $Y $Z from_actor $PLAYER_ACTOR offset $cos $sin 0.0
02C1: set $x[$i] $y[$i] $z[$i] to_car_path_coords_closest_to $x $y $z
until 80C2: not sphere_onscreen $x[$i] $y[$i] $z[$i] 5.0
for $k = 1 to $i // step 1
if
$k $i
then
if and
$x[$i] == $x[$k]
$y[$i] == $y[$k]
$z[$i] == $z[$k]
then
jump @escort_2417
end // if
end // if
end // for
if
$i > 6
then
$modelcar = #COPCARVG
$modelcop = #LVPD1
$weapon = 24
else
$modelcar = #FBIRANCH
$modelcop = #fbi
$weapon = 29
end // if
$copcar[$i] = Car.Create($modelcar, $x[$i], $y[$i], $z[$i])
0129: $actcop[$i] = create_actor 6 $modelcop in_car $copcar[$i] driverseat
072F: (unknown) $copcar[$i] 1.0 2000 1 1 1 -1
0397: car $copcar[$i] siren = 1
04BA: set_car $copcar[$i] speed_instantly 5.0
01C8: $actcop2[$i] = create_actor 6 $modelcop in_car $copcar[$i] passenger_seat 0
01B2: give_actor $actcop2[$i] weapon $weapon ammo 99999
0713: actor $actcop2[$i] drive_by actor -1 car $strat point 0.0 0.0 0.0 5000.0 8 1 60
06E1: unknown_action_sequence $actcop[$i] $copcar[$i] $strat 2 60.0 2
end
jump @escort_2430
:escort_2422
if
00E1: key_pressed 0 19
then
if
$turret_mode == 0
then
$turret_mode = 1
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0
0464: put_actor $PLAYER_ACTOR into_turret_on_car $walt5 at_car_offset 0.5 -1.8 0.9 position 0 shooting_angle 360.0 with_weapon 38
04F7: status_text $timer 0 line 1 'BB_18' // O4KN
else
$turret_mode = 0
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0430: put_actor $PLAYER_ACTOR into_vehicle $strat passenger_seat 0
0151: remove_status_text $timer
end
end
return
:escort_2430
for $i = 1 to $max_cop
wait 0
if
$copcar[$i] -1
then
if or
Car.Wrecked($copcar[$i])
8202: not actor $PLAYER_ACTOR near_car $copcar[$i] radius 130.0 130.0 unknown 0
then
if and
Car.Wrecked($copcar[$i])
$turret_mode == 1
then
$timer += -1 // integer values
018C: play_sound 1058 at 0.0 0.0 0.0
gosub @escort_2440
gosub @escort_2437
else
gosub @escort_2440
gosub @escort_2437
end // if
else
gosub @escort_300
gosub @escort_2422
end
end
end
jump @escort_2430
:escort_2437
repeat
wait 0
gosub @escort_300
gosub @escort_2422
$rnd_x = random(5, 130)
$rnd = random(0, 360)
02F6: $cos = cosine $rnd // sinus swapped with cosine
02F7: $sin = sinus $rnd // cosine swapped with sinus
$cos *= $rnd_x // floating-point values
$sin *= $rnd_x // floating-point values
04C4: create_coordinate $X $Y $Z from_actor $PLAYER_ACTOR offset $cos $sin 0.0
02C1: set $x[$i] $y[$i] $z[$i] to_car_path_coords_closest_to $x $y $z
until 80C2: not sphere_onscreen $x[$i] $y[$i] $z[$i] 5.0
for $k = 1 to $max_cop // step 1
if
$k $i
then
if or
$x[$i] == $x[$k]
$y[$i] == $y[$k]
then
jump @escort_2437
end // if
end // if
end // for
if
$i > 6
then
$modelcar = #COPCARVG
$modelcop = #LVPD1
$weapon = 24
else
$modelcar = #FBIRANCH
$modelcop = #fbi
$weapon = 29
end // if
$copcar[$i] = Car.Create($modelcar, $x[$i], $y[$i], $z[$i])
0129: $actcop[$i] = create_actor 6 $modelcop in_car $copcar[$i] driverseat
072F: (unknown) $copcar[$i] 1.0 2000 1 1 1 -1
0397: car $copcar[$i] siren = 1
04BA: set_car $copcar[$i] speed_instantly 5.0
01C8: $actcop2[$i] = create_actor 6 $modelcop in_car $copcar[$i] passenger_seat 0
01B2: give_actor $actcop2[$i] weapon $weapon ammo 99999
if
$turret_mode == 0
then
0713: actor $actcop2[$i] drive_by actor -1 car $strat point 0.0 0.0 0.0 5000.0 8 1 60
06E1: unknown_action_sequence $actcop[$i] $copcar[$i] $strat 2 60.0 2
else
if
$timer == 0
then
jump @escort_2709
else
0713: actor $actcop2[$i] drive_by actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 5000.0 8 1 60
06E1: unknown_action_sequence $actcop[$i] $copcar[$i] $walt4 2 60.0 2
end // if
end
return