2-Pl minimod
Ето не финальная версия скрипта, ну Сразу к делу, в игре при нажатие клавиш yes + sprint
появляется менюшка : Субота,Понедельник, Вт,Ср,Чт,Пт,Вс. выбираете любой из пунктов (клавиша No)(выход из меню пункт Вс.) :
Субота- приежает две машины и с каждой вылазят по четыри мафиози злые на обоих игроков, если их замочить игроки получяют деньги, и уважэние.
Понедельник- приежает лимузин с него вылазят три не дружелюбные актера.(везде награда одинаковая, но количество ее разное)
Вторник- Прилетает вертолет с четырьмя врагами.
Среда- Появляется машина с двумя врагами, их надо догнать и убить.
Четверг- Появляются актеры(не далеко) становятса злые на обеих игроков если те их коцнут. (прийдетца коцнуть, а как по другому :-) )
Пятница- дает первому игроку оружее Ак47, Узи, Балончик. В дальнейшем хочу сделать два джыпа которые будут ганятса заигроками.
Воскрисение- выход из меню.
Модик расщитан на режым два игрока, в одиночном режыме он работает но при вызове например лимузина, тот приедет и исчезнет. Чтобы сделать скрипт под одного игрока нужно заменить
$SECOND_PLAYER_ACTOR на $PLAYER_ACTOR, а условия 0118: actor $SECOND_PLAYER_ACTOR dead вобше убрать. Тогда все будет спокойно пахать в одиночном режыме.
Скрипт не маленький, надабудет выложу сое cleo.
0001: wait 3000 ms
0006: 0@ = 0
:minimod_12
8248: not model #CELLPHONE available
004D: jump_if_false @minimod_40
0247: load_model #CELLPHONE
0001: wait 0 ms
0002: jump @minimod_12
:minimod_40
0001: wait 100 ms
0256: player $PLAYER_CHAR defined
004D: jump_if_false @minimod_40
00D6: if and
80DF: not actor $PLAYER_ACTOR driving
00E1: player 0 pressed_key 11
00E1: player 0 pressed_key 16
004D: jump_if_false @minimod_40
01B4: set_player $PLAYER_CHAR can_move 0
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
0001: wait 2500 ms
054C: use_GXT_table 'TRU1'
00BC: show_text_highpriority GXT 'TRU1@01' time 2000 flag 1 // ~z~C‘?A.
0001: wait 2100 ms
054C: use_GXT_table 'TRU1'
00BB: show_text_lowpriority GXT 'TRU1@02' time 2000 flag 1 // ~z~O, KAP‚! 4TO TAM, ’APEHg0;?
0001: wait 1500 ms
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
01B4: set_player $PLAYER_CHAR can_move 1
0001: wait 10 ms
0249: release_model #CELLPHONE
0001: wait 0 ms
0001: wait 0 ms
01B4: set_player $PLAYER_CHAR can_move 0
0512: show_permanent_text_box 'IE20' // C’O‚g0;3“TE ~k~~GO_FORWARD~ ~k~~GO_BACK~ 4TO…(2; B(2;…PATg0; ?EHg0;.~N~~k~~PED_SPRINT~ B(2;…PATg0;~N~~k~~VEHICLE_ENTER_EXIT~ B(2;T
0581: enable_radar 0
08D4: $PANEL = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 // M’OPT(2;
08DB: set_panel $PANEL column 0 header 'DUMMY' data 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // BOCKPECEHg0;E // ’OHE?E‚g0;HK // BTOPHK // CPE?A // 4ETBEP† // ’•TH”A // C“……OTA
:minimod_2070
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @minimod_2197
0164: disable_marker $GANG1
0164: disable_marker $GANG2
0164: disable_marker $GANG3
0164: disable_marker $GANG4
0164: disable_marker $GANG15
0164: disable_marker $GANG25
0164: disable_marker $GANG35
0164: disable_marker $GANG45
00A6: destroy_car 30@
00A6: destroy_car 29@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 15@
009B: destroy_actor 17@
009B: destroy_actor 18@
009B: destroy_actor 19@
0001: wait 1000 ms
0002: jump @minimod_7919
:minimod_2197
0001: wait 0 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
0118: actor 23@ dead
0118: actor 24@ dead
004D: jump_if_false @minimod_2070
0164: disable_marker $GANG1
0164: disable_marker $GANG2
0164: disable_marker $GANG3
0164: disable_marker $GANG4
0164: disable_marker $GANG15
0164: disable_marker $GANG25
0164: disable_marker $GANG35
0164: disable_marker $GANG45
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 15@
009B: destroy_actor 17@
009B: destroy_actor 18@
009B: destroy_actor 19@
01C3: remove_references_to_car 30@ // Like turning a car into any random car
01C3: remove_references_to_car 29@ // Like turning a car into any random car
0998: add_respect 5
0109: player $PLAYER_CHAR money += 70000
0001: wait 10000 ms
00A6: destroy_car 30@
00A6: destroy_car 29@
0001: wait 1000 ms
0002: jump @minimod_7919
:minimod_3063
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @minimod_3135
0164: disable_marker $GANG11
0164: disable_marker $GANG21
0164: disable_marker $GANG31
00A6: destroy_car $CARLIMUZ
009B: destroy_actor $MENVAR1
009B: destroy_actor $MENVAR2
009B: destroy_actor $MENVAR3
0001: wait 1000 ms
0002: jump @minimod_7919
:minimod_3135
0001: wait 0 ms
00D6: if and
0118: actor $MENVAR1 dead
0118: actor $MENVAR2 dead
0118: actor $MENVAR3 dead
004D: jump_if_false @minimod_3063
0164: disable_marker $GANG11
0164: disable_marker $GANG21
0164: disable_marker $GANG31
009B: destroy_actor $MENVAR1
009B: destroy_actor $MENVAR2
009B: destroy_actor $MENVAR3
01C3: remove_references_to_car $CARLIMUZ // Like turning a car into any random car
0998: add_respect 10
0109: player $PLAYER_CHAR money += 20000
0001: wait 10000 ms
00A6: destroy_car $CARLIMUZ
0001: wait 1000 ms
0002: jump @minimod_7919
:minimod_4674
0001: wait 0 ms
00D6: if and
0248: model $CAR_MODELPOGONY available
0248: model $ACTOR_MODELVCAR available
0248: model $ACTOR_MODEL2VCAR available
004D: jump_if_false @minimod_4674
0001: wait 0 ms
00D6: if and
0248: model #MICRO_UZI available
0248: model #MP5LNG available
004D: jump_if_false @minimod_4674
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 50.0 50.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
00A5: $CARPOGONY = create_car $CAR_MODELPOGONY at $X $Y $Z
0229: set_car $CARPOGONY primary_color_to $AUTOPOGONYCVET secondary_color_to $AUTOPOGONYCVET
0224: set_car $CARPOGONY health_to 3000
0594: unknown_car $CARPOGONY flag 0
0423: set_car $CARPOGONY improved_handling_to 1.5 // (float)
00AE: set_car $CARPOGONY traffic_behaviour_to 2
00AD: set_car $CARPOGONY max_speed_to 50.0
072F: enable_car $CARPOGONY stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 0 10.0 0
0186: $CARPOGONYMARCER = create_marker_above_car $CARPOGONY
0165: set_marker $CARPOGONYMARCER color_to 1
0168: set_marker $CARPOGONYMARCER size 2
0129: $ACTPOGONY = create_actor_pedtype 12 model $ACTOR_MODELVCAR in_car $CARPOGONY driverseat
01C8: $ACTPOGONY2 = create_actor_pedtype 12 model $ACTOR_MODEL2VCAR in_car $CARPOGONY passenger_seat 0
01B2: give_actor $ACTPOGONY weapon 28 ammo 6000 // Load the weapon model before using this
01B2: give_actor $ACTPOGONY2 weapon 29 ammo 6000 // Load the weapon model before using this
02E2: set_actor $ACTPOGONY weapon_accuracy_to 80
02E2: set_actor $ACTPOGONY2 weapon_accuracy_to 80
0223: set_actor $ACTPOGONY health_to 200
035F: actor $ACTPOGONY armour += 200
0223: set_actor $ACTPOGONY2 health_to 200
035F: actor $ACTPOGONY2 armour += 200
054A: set_actor $ACTPOGONY immune_to_car_headshots 0
054A: set_actor $ACTPOGONY2 immune_to_car_headshots 0
0001: wait 5000 ms
0249: release_model #MP5LNG
0249: release_model #MICRO_UZI
0249: release_model $ACTOR_MODELVCAR
0249: release_model $ACTOR_MODEL2VCAR
04C4: store_coords_to $X5 $Y5 $Z5 from_actor $ACTPOGONY with_offset 150.0 150.0 0.0
02C1: store_to $X5 $Y5 $Z5 car_path_coords_closest_to $X5 $Y5 $Z5
018A: $POGONYCHECPOINT = create_checkpoint_at $X5 $Y5 $Z5
0168: set_marker $POGONYCHECPOINT size 1
0165: set_marker $POGONYCHECPOINT color_to 4
00AE: set_car $CARPOGONY traffic_behaviour_to 1
00AE: set_car $CARPOGONY traffic_behaviour_to 2
00AD: set_car $CARPOGONY max_speed_to 50.0
0001: wait 10 ms
00A7: car $CARPOGONY drive_to $X5 $Y5 $Z5
020A: set_car $CARPOGONY door_status_to 2
:minimod_5173
0001: wait 10 ms
00D6: if
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @minimod_5433
03C0: $PLAYER_ACTORCAR = actor $PLAYER_ACTOR car
0713: actor $ACTPOGONY2 driveby_actor -1 car $PLAYER_ACTORCAR point 0.0 0.0 0.0 radius 270.0 270.0 270.0 firing_rate 90
0001: wait 3000 ms
00D6: if
0100: actor $ACTPOGONY in_sphere $X5 $Y5 $Z5 radius 20.0 20.0 20.0 sphere 0 in_car
004D: jump_if_false @minimod_5433
0164: disable_marker $POGONYCHECPOINT
04C4: store_coords_to $X5 $Y5 $Z5 from_actor $ACTPOGONY with_offset 150.0 150.0 0.0
02C1: store_to $X5 $Y5 $Z5 car_path_coords_closest_to $X5 $Y5 $Z5
018A: $POGONYCHECPOINT = create_checkpoint_at $X5 $Y5 $Z5
0168: set_marker $POGONYCHECPOINT size 1
0165: set_marker $POGONYCHECPOINT color_to 4
00AE: set_car $CARPOGONY traffic_behaviour_to 1
00AE: set_car $CARPOGONY traffic_behaviour_to 2
00AD: set_car $CARPOGONY max_speed_to 50.0
0001: wait 10 ms
00A7: car $CARPOGONY drive_to $X5 $Y5 $Z5
0001: wait 1000 ms
0002: jump @minimod_5173
0002: jump @minimod_5173
:minimod_5433
0001: wait 0 ms
00D6: if and
0118: actor $ACTPOGONY dead
0118: actor $ACTPOGONY2 dead
004D: jump_if_false @minimod_5502
0164: disable_marker $POGONYCHECPOINT
0164: disable_marker $CARPOGONYMARCER
00A6: destroy_car $CARPOGONY
009B: destroy_actor $ACTPOGONY
009B: destroy_actor $ACTPOGONY2
0998: add_respect 5
0109: player $PLAYER_CHAR money += 25000
0002: jump @minimod_7919
:minimod_5502
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @minimod_5554
00A6: destroy_car $CARPOGONY
009B: destroy_actor $ACTPOGONY
009B: destroy_actor $ACTPOGONY2
0164: disable_marker $CARPOGONYMARCER
0002: jump @minimod_7919
:minimod_6293
0001: wait 0 ms
00D6: if and
0248: model $ACTOR_MODEL available
0248: model $ACTOR_MODEL2 available
0248: model $ACTOR_MODEL3 available
004D: jump_if_false @minimod_6293
0001: wait 0 ms
00D6: if and
0248: model #MINIGUN available
0248: model #AK47 available
0248: model #MP5LNG available
0248: model #CHROMEGUN available
004D: jump_if_false @minimod_6293
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 100.0 100.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
0503: create_actor_on_rope_with_pedtype 12 model $ACTOR_MODEL at $X $Y $Z handle_as $ACTWAR
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 140.0 140.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
0503: create_actor_on_rope_with_pedtype 12 model $ACTOR_MODEL at $X $Y $Z handle_as $ACTWAR1
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 130.0 130.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
0503: create_actor_on_rope_with_pedtype 12 model $ACTOR_MODEL at $X $Y $Z handle_as $ACTWAR2
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 120.0 120.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
0503: create_actor_on_rope_with_pedtype 12 model $ACTOR_MODEL2 at $X $Y $Z handle_as $ACTWAR3
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 80.0 80.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
0503: create_actor_on_rope_with_pedtype 12 model $ACTOR_MODEL2 at $X $Y $Z handle_as $ACTWAR4
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 110.0 110.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
0503: create_actor_on_rope_with_pedtype 12 model $ACTOR_MODEL3 at $X $Y $Z handle_as $ACTWAR5
0001: wait 1000 ms
01B2: give_actor $ACTWAR weapon 29 ammo 6000 // Load the weapon model before using this
01B2: give_actor $ACTWAR1 weapon 29 ammo 6000 // Load the weapon model before using this
01B2: give_actor $ACTWAR2 weapon 30 ammo 6000 // Load the weapon model before using this
01B2: give_actor $ACTWAR3 weapon 30 ammo 6000 // Load the weapon model before using this
01B2: give_actor $ACTWAR4 weapon 25 ammo 6000 // Load the weapon model before using this
01B2: give_actor $ACTWAR5 weapon 38 ammo 6000 // Load the weapon model before using this
02E2: set_actor $ACTWAR weapon_accuracy_to 80
02E2: set_actor $ACTWAR1 weapon_accuracy_to 80
02E2: set_actor $ACTWAR2 weapon_accuracy_to 80
02E2: set_actor $ACTWAR3 weapon_accuracy_to 80
02E2: set_actor $ACTWAR4 weapon_accuracy_to 80
02E2: set_actor $ACTWAR5 weapon_accuracy_to 80
0223: set_actor $ACTWAR health_to 200
035F: actor $ACTWAR armour += 200
0223: set_actor $ACTWAR1 health_to 200
035F: actor $ACTWAR1 armour += 200
0223: set_actor $ACTWAR2 health_to 200
035F: actor $ACTWAR2 armour += 200
0223: set_actor $ACTWAR3 health_to 200
035F: actor $ACTWAR3 armour += 200
0223: set_actor $ACTWAR4 health_to 200
035F: actor $ACTWAR4 armour += 200
0223: set_actor $ACTWAR5 health_to 200
035F: actor $ACTWAR5 armour += 200
054A: set_actor $ACTWAR5 immune_to_car_headshots 0
0187: $GANG17 = create_marker_above_actor $ACTWAR
0187: $GANG27 = create_marker_above_actor $ACTWAR1
0187: $GANG37 = create_marker_above_actor $ACTWAR2
0187: $GANG47 = create_marker_above_actor $ACTWAR3
0187: $GANG57 = create_marker_above_actor $ACTWAR4
0187: $GANG67 = create_marker_above_actor $ACTWAR5
0001: wait 5000 ms
0249: release_model $ACTOR_MODEL
0249: release_model $ACTOR_MODE2
0249: release_model $ACTOR_MODE3
0249: release_model $WEPONS_MODEL
0249: release_model $WEPONS_MODEL2
0249: release_model #MINIGUN
0249: release_model #AK47
0249: release_model #MP5LNG
0249: release_model #CHROMEGUN
:minimod_7074
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @minimod_7166
0164: disable_marker $GANG17
0164: disable_marker $GANG27
0164: disable_marker $GANG37
0164: disable_marker $GANG47
0164: disable_marker $GANG57
0164: disable_marker $GANG67
009B: destroy_actor $ACTWAR
009B: destroy_actor $ACTWAR1
009B: destroy_actor $ACTWAR2
009B: destroy_actor $ACTWAR3
009B: destroy_actor $ACTWAR4
009B: destroy_actor $ACTWAR5
0002: jump @minimod_7919
:minimod_7166
0001: wait 0 ms
00D6: if and
0118: actor $ACTWAR dead
0118: actor $ACTWAR1 dead
0118: actor $ACTWAR2 dead
0118: actor $ACTWAR3 dead
0118: actor $ACTWAR4 dead
0118: actor $ACTWAR5 dead
004D: jump_if_false @minimod_7265
0164: disable_marker $GANG17
0164: disable_marker $GANG27
0164: disable_marker $GANG37
0164: disable_marker $GANG47
0164: disable_marker $GANG57
0164: disable_marker $GANG67
0998: add_respect 7
0109: player $PLAYER_CHAR money += 20000
0001: wait 1000 ms
0002: jump @minimod_7919
:minimod_7265
0001: wait 0 ms
00D6: if or
051A: actor $ACTWAR damaged_by_actor $PLAYER_ACTOR
051A: actor $ACTWAR1 damaged_by_actor $PLAYER_ACTOR
051A: actor $ACTWAR2 damaged_by_actor $PLAYER_ACTOR
051A: actor $ACTWAR3 damaged_by_actor $PLAYER_ACTOR
051A: actor $ACTWAR4 damaged_by_actor $PLAYER_ACTOR
051A: actor $ACTWAR5 damaged_by_actor $PLAYER_ACTOR
004D: jump_if_false @minimod_7392
0001: wait 10 ms
05E2: AS_actor $ACTWAR kill_actor $PLAYER_ACTOR
05E2: AS_actor $ACTWAR1 kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor $ACTWAR2 kill_actor $PLAYER_ACTOR
05E2: AS_actor $ACTWAR3 kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor $ACTWAR4 kill_actor $PLAYER_ACTOR
05E2: AS_actor $ACTWAR5 kill_actor $SECOND_PLAYER_ACTOR
0001: wait 1000 ms
0002: jump @minimod_7519
:minimod_7392
0001: wait 0 ms
00D6: if
051A: actor $ACTWAR damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor $ACTWAR1 damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor $ACTWAR2 damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor $ACTWAR3 damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor $ACTWAR4 damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor $ACTWAR5 damaged_by_actor $SECOND_PLAYER_ACTOR
004D: jump_if_false @minimod_7074
0001: wait 10 ms
05E2: AS_actor $ACTWAR kill_actor $PLAYER_ACTOR
05E2: AS_actor $ACTWAR1 kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor $ACTWAR2 kill_actor $PLAYER_ACTOR
05E2: AS_actor $ACTWAR3 kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor $ACTWAR4 kill_actor $PLAYER_ACTOR
05E2: AS_actor $ACTWAR5 kill_actor $SECOND_PLAYER_ACTOR
0001: wait 1000 ms
0002: jump @minimod_7519
:minimod_7519
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @minimod_7611
0164: disable_marker $GANG17
0164: disable_marker $GANG27
0164: disable_marker $GANG37
0164: disable_marker $GANG47
0164: disable_marker $GANG57
0164: disable_marker $GANG67
009B: destroy_actor $ACTWAR
009B: destroy_actor $ACTWAR1
009B: destroy_actor $ACTWAR2
009B: destroy_actor $ACTWAR3
009B: destroy_actor $ACTWAR4
009B: destroy_actor $ACTWAR5
0002: jump @minimod_7919
:minimod_7611
0001: wait 0 ms
00D6: if and
0118: actor $ACTWAR dead
0118: actor $ACTWAR1 dead
0118: actor $ACTWAR2 dead
0118: actor $ACTWAR3 dead
0118: actor $ACTWAR4 dead
0118: actor $ACTWAR5 dead
004D: jump_if_false @minimod_7519
0164: disable_marker $GANG17
0164: disable_marker $GANG27
0164: disable_marker $GANG37
0164: disable_marker $GANG47
0164: disable_marker $GANG57
0164: disable_marker $GANG67
009B: destroy_actor $ACTWAR
009B: destroy_actor $ACTWAR1
009B: destroy_actor $ACTWAR2
009B: destroy_actor $ACTWAR3
009B: destroy_actor $ACTWAR4
009B: destroy_actor $ACTWAR5
0998: add_respect 7
0109: player $PLAYER_CHAR money += 20000
0001: wait 1000 ms
0002: jump @minimod_7919
:minimod_7797
0001: wait 0 ms
00D6: if and
0248: model #AK47 available
0248: model #SPRAYCAN available
0248: model #MICRO_UZI available
004D: jump_if_false @minimod_7797
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 5000 // Load the weapon model before using this
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 5000 // Load the weapon model before using this
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 5000 // Load the weapon model before using this
0001: wait 10 ms
0249: release_model #AK47
0249: release_model #SPRAYCAN
0249: release_model #MICRO_UZI
0002: jump @minimod_7919