Мини-чат
Marsi4eg
17.11.2017 - 14:47
2004? Wink
AriaMan
19.10.2017 - 01:41
Привет из 2005ого... Думаю никто не переплюнет. Smile
Shaggy
04.08.2017 - 16:05
Привет из 2017
kostyanchik2009
07.08.2016 - 12:54
привет из 2016
SKV1991
12.10.2015 - 12:29
Дизайн сайта почти Material Grin Главно пашет так же стабильно, как раньше
SKV1991
12.10.2015 - 12:18
Аааа! Сайт жив!!!! Я последний раз тут лет 9 назад был, писал скрипты Grin
Shaggy
15.02.2015 - 14:45
Хай эврибади!
kostyanchik2009
13.09.2014 - 14:39
Всем привет! И в правду тухловато здесь Sad
VcSaJen
11.09.2014 - 21:19
Vital, ага.
Vital
27.08.2014 - 23:50
Эх, как тихо тут...
itslife920
19.07.2014 - 15:09
Кому интересно - прохождение mirrors edge.
VcSaJen
20.11.2013 - 19:30
Привет, gcuman.
gcuman
15.11.2013 - 17:59
aasdas
cij
16.07.2013 - 14:28
Можно узнать условия размещения рекламы ?
Vital
05.07.2013 - 17:05
Жаль, отступы не сохраняются при публикации, было бы полезно.
Vital
05.07.2013 - 17:03
Спасибо! Раньше месяцами ждали, теперь через 5 минут всё готово. Smile
Marsi4eg
05.07.2013 - 17:02
спасибо, утвердил
Vital
05.07.2013 - 16:48
Отправил статью про Rampage режим, а то нигде такого не видел.
VcSaJen
24.02.2013 - 16:10
Привет.
Vital
12.12.2012 - 17:36
Alexander, здесь ещё кто-то бывает? Может, стоит попробовать разместить ссылки на сайт, тогда, возможно, народ прибудет.
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Голосование
Скриптинг мертв?

Да
Да
9% [4 Голосов]

Нет
Нет
23% [10 Голосов]

Он еще вернется :) После выхода ГТА4 например
Он еще вернется :) После выхода ГТА4 например
68% [30 Голосов]

Голосов: 44
Начат: 16.03.2008 - 02:40
Закончен: 14.04.2009 - 18:45

Архив опросов

2Pl CLEO
Вобщем вот еще один мой скрипт на тематику 2 Игрока.
Теперь мод 2 Игрока в виде CLEO!!!
Игру проходить еще раз ненадо, теперь можно играть вдвойом в, любом из своих МAIN'ов, в любом сейве!
К делу, нажимаем F6(только не в здании) появляетса список( No - выбор):
1 пункт- Второй игрок SWEET
2 пункт- Второй игрок ARMY
3 пункт- Второй игрок CLAUDE(главны герой gta3)
4 пункт- Второй игрок CATELINA
5 пункт- Второй игрок Медсестра
6 пункт- выход с меню

минусы
1 Нельзя целоватся со вторым игроком.
2 После нежылательной капитуляции одного из игроков :-), 1Player благополучно появится в городке по средине карты.

плюсы
1 $SECOND_PLAYER_GROUP создана, чесно или можно добавлять в нее актеров незнаю, но скорее всего можно.
2 Второго игрока вызывать в любом месте на карте!(не в здании конечно)


0001: wait 3000 ms
0006: 0@ = 0

:NONAME_12
8248: not model #CELLPHONE available
004D: jump_if_false @NONAME_40
0247: load_model #CELLPHONE
0001: wait 0 ms
0002: jump @NONAME_12

:NONAME_40
0001: wait 100 ms
0006: 1@ = 304498
00D6: if and
80DF: not actor $PLAYER_ACTOR driving
0038: &0(1@,1i) == 16711680
8118: not actor $PLAYER_ACTOR dead
004D: jump_if_false @NONAME_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: 3@ = 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 3@ column 0 header 'FES_PLA' data 'BANDA17' 'ZERO_4' 'AK' 'BAR1' '7MARY' 'BACK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // †POK // ‡E‚EH(2; ’‚ATOK // APM• HOBO MO€E‚ // ak47 // K‚“… // M‡P // HA‡A€

:NONAME_386
0001: wait 0 ms
00D6: if
00E1: player 0 pressed_key 10
004D: jump_if_false @NONAME_2522
08D7: 0@ = panel 3@ active_row
00D6: if
0039: 0@ == 0
004D: jump_if_false @NONAME_825
00BE: text_clear_all
00BA: show_text_styled GXT 'MTG02F' time 3000 style 5 // ~z~KP“TO. €O CKOPO†O, ’APEHg0;.
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel 3@
01B4: set_player $PLAYER_CHAR can_move 1
0249: release_model #CELLPHONE
023C: load_special_actor 'SWEET' as 1 // models 290-299
038B: load_requested_models

:NONAME_489
0001: wait 0 ms
00D6: if
023D: special_actor 1 loaded
004D: jump_if_false @NONAME_489
016A: fade 0 time 4500
0001: wait 4500 ms
016A: fade 1 time 4500
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 5.0 5.0 2.0
0053: $SECOND_PLAYER = create_player #CSPLAY at 10@ 11@ 12@
09F8: unknown_give_to_2_player_weapon_of_1_player
01F5: $SECOND_PLAYER_ACTOR = get_player_actor $SECOND_PLAYER
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01
0173: set_actor $SECOND_PLAYER_ACTOR Z_angle_to 269.0526
0001: wait 1000 ms
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 // see ped.dat
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 // see ped.dat
06F3: unknown_2_players_flag 0
0568: set_actor $PLAYER_ACTOR targetable 1
0568: set_actor $SECOND_PLAYER_ACTOR targetable 1
06E0: set_2_player_camera_mode_to 2
06F1: unknown_set_2_player_distance_limit_to 80.0
094E: set_actor $SECOND_PLAYER_ACTOR unknown_flag 1
0467: clear_actor $PLAYER_ACTOR last_weapon_damage
0467: clear_actor $SECOND_PLAYER_ACTOR last_weapon_damage
0245: set_actor $SECOND_PLAYER_ACTOR walk_style_to "MAN"
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 5 6
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $SECOND_PLAYER_ACTOR
0639: AS_actor $SECOND_PLAYER_ACTOR rotate_to_actor $PLAYER_ACTOR
07AF: $SECOND_PLAYER_GROUP = player $SECOND_PLAYER group
0001: wait 100 ms
0296: unload_special_actor 1

:NONAME_718
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
0741: actor $PLAYER_ACTOR busted
0741: actor $SECOND_PLAYER_ACTOR busted
004D: jump_if_false @NONAME_718
05BE: AS_kill_actor $PLAYER_ACTOR
05BE: AS_kill_actor $SECOND_PLAYER_ACTOR

:NONAME_763
0001: wait 0 ms
00D6: if
8118: not actor $PLAYER_ACTOR dead
004D: jump_if_false @NONAME_763
016A: fade 0 time 100
0001: wait 2000 ms
016A: fade 0 time 500
0001: wait 500 ms
016A: fade 1 time 8000
0001: wait 5000 ms
0002: jump @NONAME_2522

:NONAME_825
00D6: if
0039: 0@ == 1
004D: jump_if_false @NONAME_1229
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME1' time 3000 style 5 // ~s~BO‡BPAAC• ME„€“ 20:00  …:00.
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel 3@
01B4: set_player $PLAYER_CHAR can_move 1
0249: release_model #CELLPHONE
0247: load_model #ARMY
038B: load_requested_models

:NONAME_891
0001: wait 0 ms
00D6: if
0248: model #ARMY available
004D: jump_if_false @NONAME_891
016A: fade 0 time 4500
0001: wait 4500 ms
016A: fade 1 time 4500
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 5.0 5.0 2.0
0053: $SECOND_PLAYER = create_player #CSPLAY at 10@ 11@ 12@
09F8: unknown_give_to_2_player_weapon_of_1_player
01F5: $SECOND_PLAYER_ACTOR = get_player_actor $SECOND_PLAYER
09C7: change_player $SECOND_PLAYER model_to #ARMY
0173: set_actor $SECOND_PLAYER_ACTOR Z_angle_to 269.0526
0001: wait 1000 ms
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 // see ped.dat
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 // see ped.dat
06F3: unknown_2_players_flag 0
0568: set_actor $PLAYER_ACTOR targetable 1
0568: set_actor $SECOND_PLAYER_ACTOR targetable 1
06E0: set_2_player_camera_mode_to 2
06F1: unknown_set_2_player_distance_limit_to 80.0
094E: set_actor $SECOND_PLAYER_ACTOR unknown_flag 1
0467: clear_actor $PLAYER_ACTOR last_weapon_damage
0467: clear_actor $SECOND_PLAYER_ACTOR last_weapon_damage
0245: set_actor $SECOND_PLAYER_ACTOR walk_style_to "MAN"
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $SECOND_PLAYER_ACTOR
0639: AS_actor $SECOND_PLAYER_ACTOR rotate_to_actor $PLAYER_ACTOR
07AF: $SECOND_PLAYER_GROUP = player $SECOND_PLAYER group
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 6
0249: release_model #ARMY
0001: wait 100 ms

:NONAME_1122
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
0741: actor $PLAYER_ACTOR busted
0741: actor $SECOND_PLAYER_ACTOR busted
004D: jump_if_false @NONAME_1122
05BE: AS_kill_actor $PLAYER_ACTOR
05BE: AS_kill_actor $SECOND_PLAYER_ACTOR

:NONAME_1167
0001: wait 0 ms
00D6: if
8118: not actor $PLAYER_ACTOR dead
004D: jump_if_false @NONAME_1167
016A: fade 0 time 100
0001: wait 2000 ms
016A: fade 0 time 500
0001: wait 500 ms
016A: fade 1 time 8000
0001: wait 5000 ms
0002: jump @NONAME_2522

:NONAME_1229
00D6: if
0039: 0@ == 2
004D: jump_if_false @NONAME_1643
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME1' time 3000 style 5 // ~s~BO‡BPAAC• ME„€“ 20:00  …:00.
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel 3@
01B4: set_player $PLAYER_CHAR can_move 1
0249: release_model #CELLPHONE
023C: load_special_actor 'CLAUDE' as 1 // models 290-299
038B: load_requested_models

:NONAME_1303
0001: wait 0 ms
00D6: if
023D: special_actor 1 loaded
004D: jump_if_false @NONAME_1303
0001: wait 100 ms
016A: fade 0 time 4500
0001: wait 4500 ms
016A: fade 1 time 4500
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 5.0 5.0 2.0
0053: $SECOND_PLAYER = create_player #CSPLAY at 10@ 11@ 12@
09F8: unknown_give_to_2_player_weapon_of_1_player
01F5: $SECOND_PLAYER_ACTOR = get_player_actor $SECOND_PLAYER
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01
0173: set_actor $SECOND_PLAYER_ACTOR Z_angle_to 269.0526
0001: wait 1000 ms
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 // see ped.dat
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 // see ped.dat
06F3: unknown_2_players_flag 0
0568: set_actor $PLAYER_ACTOR targetable 1
0568: set_actor $SECOND_PLAYER_ACTOR targetable 1
06E0: set_2_player_camera_mode_to 2
06F1: unknown_set_2_player_distance_limit_to 80.0
094E: set_actor $SECOND_PLAYER_ACTOR unknown_flag 1
0467: clear_actor $PLAYER_ACTOR last_weapon_damage
0467: clear_actor $SECOND_PLAYER_ACTOR last_weapon_damage
0245: set_actor $SECOND_PLAYER_ACTOR walk_style_to "MAN"
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 6
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $SECOND_PLAYER_ACTOR
0639: AS_actor $SECOND_PLAYER_ACTOR rotate_to_actor $PLAYER_ACTOR
07AF: $SECOND_PLAYER_GROUP = player $SECOND_PLAYER group
0001: wait 100 ms
0296: unload_special_actor 1

:NONAME_1536
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
0741: actor $PLAYER_ACTOR busted
0741: actor $SECOND_PLAYER_ACTOR busted
004D: jump_if_false @NONAME_1536
05BE: AS_kill_actor $PLAYER_ACTOR
05BE: AS_kill_actor $SECOND_PLAYER_ACTOR

:NONAME_1581
0001: wait 0 ms
00D6: if
8118: not actor $PLAYER_ACTOR dead
004D: jump_if_false @NONAME_1581
016A: fade 0 time 100
0001: wait 2000 ms
016A: fade 0 time 500
0001: wait 500 ms
016A: fade 1 time 8000
0001: wait 5000 ms
0002: jump @NONAME_2522

:NONAME_1643
00D6: if
0039: 0@ == 3
004D: jump_if_false @NONAME_2053
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME3' time 3000 style 5 // ~s~BO‡BPAAC• ME„€“ 9:00  17:00.
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel 3@
01B4: set_player $PLAYER_CHAR can_move 1
0249: release_model #CELLPHONE
023C: load_special_actor 'CAT' as 1 // models 290-299
038B: load_requested_models

:NONAME_1717
0001: wait 0 ms
00D6: if
023D: special_actor 1 loaded
004D: jump_if_false @NONAME_1717
016A: fade 0 time 4500
0001: wait 4500 ms
016A: fade 1 time 4500
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 5.0 5.0 2.0
0053: $SECOND_PLAYER = create_player #CSPLAY at 10@ 11@ 12@
09F8: unknown_give_to_2_player_weapon_of_1_player
01F5: $SECOND_PLAYER_ACTOR = get_player_actor $SECOND_PLAYER
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01
0173: set_actor $SECOND_PLAYER_ACTOR Z_angle_to 269.0526
0001: wait 1000 ms
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 // see ped.dat
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 // see ped.dat
06F3: unknown_2_players_flag 0
0568: set_actor $PLAYER_ACTOR targetable 1
0568: set_actor $SECOND_PLAYER_ACTOR targetable 1
06E0: set_2_player_camera_mode_to 2
06F1: unknown_set_2_player_distance_limit_to 80.0
094E: set_actor $SECOND_PLAYER_ACTOR unknown_flag 1
0467: clear_actor $PLAYER_ACTOR last_weapon_damage
0467: clear_actor $SECOND_PLAYER_ACTOR last_weapon_damage
0245: set_actor $SECOND_PLAYER_ACTOR walk_style_to "MAN"
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 7 6
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $SECOND_PLAYER_ACTOR
0639: AS_actor $SECOND_PLAYER_ACTOR rotate_to_actor $PLAYER_ACTOR
07AF: $SECOND_PLAYER_GROUP = player $SECOND_PLAYER group
0001: wait 100 ms
0296: unload_special_actor 1

:NONAME_1946
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
0741: actor $PLAYER_ACTOR busted
0741: actor $SECOND_PLAYER_ACTOR busted
004D: jump_if_false @NONAME_1946
05BE: AS_kill_actor $PLAYER_ACTOR
05BE: AS_kill_actor $SECOND_PLAYER_ACTOR

:NONAME_1991
0001: wait 0 ms
00D6: if
8118: not actor $PLAYER_ACTOR dead
004D: jump_if_false @NONAME_1991
016A: fade 0 time 100
0001: wait 2000 ms
016A: fade 0 time 500
0001: wait 500 ms
016A: fade 1 time 8000
0001: wait 5000 ms
0002: jump @NONAME_2522

:NONAME_2053
00D6: if
0039: 0@ == 4
004D: jump_if_false @NONAME_2463
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME3' time 3000 style 5 // ~s~BO‡BPAAC• ME„€“ 9:00  17:00.
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel 3@
01B4: set_player $PLAYER_CHAR can_move 1
0249: release_model #CELLPHONE
023C: load_special_actor 'NURGRL2' as 1 // models 290-299
038B: load_requested_models
0001: wait 0 ms
00D6: if
023D: special_actor 1 loaded
004D: jump_if_false @NONAME_2463
016A: fade 0 time 4500
0001: wait 4500 ms
016A: fade 1 time 4500
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 5.0 5.0 2.0
0053: $SECOND_PLAYER = create_player #CSPLAY at 10@ 11@ 12@
09F8: unknown_give_to_2_player_weapon_of_1_player
01F5: $SECOND_PLAYER_ACTOR = get_player_actor $SECOND_PLAYER
09C7: change_player $SECOND_PLAYER model_to #SPECIAL01
0173: set_actor $SECOND_PLAYER_ACTOR Z_angle_to 269.0526
0001: wait 1000 ms
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 // see ped.dat
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 // see ped.dat
06F3: unknown_2_players_flag 0
0568: set_actor $PLAYER_ACTOR targetable 1
0568: set_actor $SECOND_PLAYER_ACTOR targetable 1
06E0: set_2_player_camera_mode_to 2
06F1: unknown_set_2_player_distance_limit_to 80.0
094E: set_actor $SECOND_PLAYER_ACTOR unknown_flag 1
0467: clear_actor $PLAYER_ACTOR last_weapon_damage
0467: clear_actor $SECOND_PLAYER_ACTOR last_weapon_damage
0245: set_actor $SECOND_PLAYER_ACTOR walk_style_to "MAN"
07FE: set_actor $SECOND_PLAYER_ACTOR fighting_style_to 6 6
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $SECOND_PLAYER_ACTOR
0639: AS_actor $SECOND_PLAYER_ACTOR rotate_to_actor $PLAYER_ACTOR
07AF: $SECOND_PLAYER_GROUP = player $SECOND_PLAYER group
0001: wait 100 ms
0296: unload_special_actor 1

:NONAME_2356
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
0741: actor $PLAYER_ACTOR busted
0741: actor $SECOND_PLAYER_ACTOR busted
004D: jump_if_false @NONAME_2356
05BE: AS_kill_actor $PLAYER_ACTOR
05BE: AS_kill_actor $SECOND_PLAYER_ACTOR

:NONAME_2401
0001: wait 0 ms
00D6: if
8118: not actor $PLAYER_ACTOR dead
004D: jump_if_false @NONAME_2401
016A: fade 0 time 100
0001: wait 2000 ms
016A: fade 0 time 500
0001: wait 500 ms
016A: fade 1 time 8000
0001: wait 5000 ms
0002: jump @NONAME_2522

:NONAME_2463
00D6: if
0039: 0@ == 5
004D: jump_if_false @NONAME_2522
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME4' time 3000 style 5 // ~s~BO‡BPAAC• ME„€“ 7:00  18:00.
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel 3@
01B4: set_player $PLAYER_CHAR can_move 1
0249: release_model #CELLPHONE

:NONAME_2522
0001: wait 0 ms
004D: jump_if_false @NONAME_386
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel 3@
01B4: set_player $PLAYER_CHAR can_move 1
0002: jump @NONAME_12

Комментарии
#1 | Flash 11.01.2008 - 22:52:16
Ты использовал глобальные переменную $SECOND_PLAYER_GROUP которая не названа в CustomVariables.ini. Надо в начале скрипта поставить alloc или использовать вместо нее глобальную клео-переменную.
#2 | Rio900 06.06.2008 - 13:26:23
07AF: $SECOND_PLAYER_GROUP = player $SECOND_PLAYER group
эту строку и вовсе просто можно удалить. На роботу скрипта она не влияет, а в прочем я както закину на maps свой Cleo етого модика
#3 | itslife920 19.07.2014 - 15:56:41
Самый простой салат на планете.
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