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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9% [4 Голосов]

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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

Ну раз уж я тут)
004F: create thread ££NARK_1

:TIME_M1
0001: wait 0 ms
0247: request model 466
023C: load special actor 1 'TENPEN'
038B: load requested models
09C7: $PLAYER_CHAR 290
070D: $PLAYER_CHAR
0008: $NARK += 1 ;; integer values
00A1: put actor $PLAYER_ACTOR at 1927.5621 -2530.2212 12.0
00A5: $A1 = create_car 466 at 1934.0 -2480.0 12.5
0175: set car $A1 z angle to 90.0
00A5: $A2 = create_car 466 at 1934.0 -2483.0 12.5
0175: set car $A2 z angle to 90.0
00A5: $A3 = create_car 466 at 1934.0 -2486.0 12.5
0175: set car $A3 z angle to 90.0
00A5: $A4 = create_car 466 at 1934.0 -2489.0 12.5
0175: set car $A4 z angle to 90.0
00A5: $A5 = create_car 466 at 1934.0 -2492.0 12.5
0175: set car $A5 z angle to 90.0
00A5: $A6 = create_car 466 at 1934.0 -2495.0 12.5
0175: set car $A6 z angle to 90.0
00A5: $A7 = create_car 466 at 1934.0 -2498.0 12.5
0175: set car $A7 z angle to 90.0
00A5: $A8 = create_car 466 at 1934.0 -2501.0 12.5
0175: set car $A8 z angle to 90.0
00A5: $A9 = create_car 466 at 1934.0 -2504.0 12.5
0175: set car $A9 z angle to 90.0
00A5: $A10 = create_car 466 at 1934.0 -2507.0 12.5
0175: set car $A10 z angle to 90.0
00A5: $A11 = create_car 466 at 1934.0 -2510.0 12.5
0175: set car $A11 z angle to 90.0
00A5: $A12 = create_car 466 at 1934.0 -2513.0 12.5
0175: set car $A12 z angle to 90.0
00A5: $A13 = create_car 466 at 1934.0 -2516.0 12.5
0175: set car $A13 z angle to 90.0
00A5: $A14 = create_car 466 at 1934.0 -2519.0 12.5
0175: set car $A14 z angle to 90.0
00A5: $A15 = create_car 466 at 1934.0 -2522.0 12.5
0175: set car $A15 z angle to 90.0
00A5: $A16 = create_car 466 at 1934.0 -2525.0 12.5
0175: set car $A16 z angle to 90.0
00A5: $A17 = create_car 466 at 1934.0 -2528.0 12.5
0175: set car $A17 z angle to 90.0
00A5: $A18 = create_car 466 at 1940.0 -2480.0 12.5
0175: set car $A18 z angle to 90.0
00A5: $A19 = create_car 466 at 1940.0 -2483.0 12.5
0175: set car $A19 z angle to 90.0
00A5: $A20 = create_car 466 at 1940.0 -2486.0 12.5
0175: set car $A20 z angle to 90.0
00A5: $A21 = create_car 466 at 1940.0 -2489.0 12.5
0175: set car $A21 z angle to 90.0
00A5: $A22 = create_car 466 at 1940.0 -2492.0 12.5
0175: set car $A22 z angle to 90.0
00A5: $A23 = create_car 466 at 1940.0 -2495.0 12.5
0175: set car $A23 z angle to 90.0
00A5: $A24 = create_car 466 at 1940.0 -2498.0 12.5
0175: set car $A24 z angle to 90.0
00A5: $A25 = create_car 466 at 1940.0 -2501.0 12.5
0175: set car $A25 z angle to 90.0
00A5: $A26 = create_car 466 at 1940.0 -2504.0 12.5
0175: set car $A26 z angle to 90.0
00A5: $A27 = create_car 466 at 1940.0 -2507.0 12.5
0175: set car $A27 z angle to 90.0
00A5: $A28 = create_car 466 at 1940.0 -2510.0 12.5
0175: set car $A28 z angle to 90.0
00A5: $A29 = create_car 466 at 1940.0 -2513.0 12.5
0175: set car $A29 z angle to 90.0
00A5: $A30 = create_car 466 at 1940.0 -2516.0 12.5
0175: set car $A30 z angle to 90.0
00A5: $A31 = create_car 466 at 1940.0 -2519.0 12.5
0175: set car $A31 z angle to 90.0
00A5: $A32 = create_car 466 at 1940.0 -2522.0 12.5
0175: set car $A32 z angle to 90.0
00A5: $A33 = create_car 466 at 1940.0 -2525.0 12.5
0175: set car $A33 z angle to 90.0
00A5: $A34 = create_car 466 at 1940.0 -2528.0 12.5
0175: set car $A34 z angle to 90.0
00A5: $A35 = create_car 466 at 1946.0 -2480.0 12.5
0175: set car $A35 z angle to 90.0
00A5: $A36 = create_car 466 at 1946.0 -2483.0 12.5
0175: set car $A36 z angle to 90.0
00A5: $A37 = create_car 466 at 1946.0 -2486.0 12.5
0175: set car $A37 z angle to 90.0
00A5: $A38 = create_car 466 at 1946.0 -2489.0 12.5
0175: set car $A38 z angle to 90.0
00A5: $A39 = create_car 466 at 1946.0 -2492.0 12.5
0175: set car $A39 z angle to 90.0
00A5: $A40 = create_car 466 at 1946.0 -2495.0 12.5
0175: set car $A40 z angle to 90.0
00A5: $A41 = create_car 466 at 1946.0 -2498.0 12.5
0175: set car $A41 z angle to 90.0
00A5: $A42 = create_car 466 at 1946.0 -2501.0 12.5
0175: set car $A42 z angle to 90.0
00A5: $A43 = create_car 466 at 1946.0 -2504.0 12.5
0175: set car $A43 z angle to 90.0
00A5: $A44 = create_car 466 at 1946.0 -2507.0 12.5
0175: set car $A44 z angle to 90.0
00A5: $A45 = create_car 466 at 1946.0 -2510.0 12.5
0175: set car $A45 z angle to 90.0
00A5: $A46 = create_car 466 at 1946.0 -2513.0 12.5
0175: set car $A46 z angle to 90.0
00A5: $A47 = create_car 466 at 1946.0 -2516.0 12.5
0175: set car $A47 z angle to 90.0
00A5: $A48 = create_car 466 at 1946.0 -2519.0 12.5
0175: set car $A48 z angle to 90.0
00A5: $A49 = create_car 466 at 1946.0 -2522.0 12.5
0175: set car $A49 z angle to 90.0
00A5: $A50 = create_car 466 at 1946.0 -2525.0 12.5
0175: set car $A50 z angle to 90.0
00A5: $A51 = create_car 466 at 1946.0 -2528.0 12.5
0175: set car $A51 z angle to 90.0
00A5: $A52 = create_car 466 at 1952.0 -2480.0 12.5
0175: set car $A52 z angle to 90.0
00A5: $A53 = create_car 466 at 1952.0 -2483.0 12.5
0175: set car $A53 z angle to 90.0
00A5: $A54 = create_car 466 at 1952.0 -2486.0 12.5
0175: set car $A54 z angle to 90.0
00A5: $A55 = create_car 466 at 1952.0 -2489.0 12.5
0175: set car $A55 z angle to 90.0
00A5: $A56 = create_car 466 at 1952.0 -2492.0 12.5
0175: set car $A56 z angle to 90.0
00A5: $A57 = create_car 466 at 1952.0 -2495.0 12.5
0175: set car $A57 z angle to 90.0
00A5: $A58 = create_car 466 at 1952.0 -2498.0 12.5
0175: set car $A58 z angle to 90.0
00A5: $A59 = create_car 466 at 1952.0 -2501.0 12.5
0175: set car $A59 z angle to 90.0
00A5: $A60 = create_car 466 at 1952.0 -2504.0 12.5
0175: set car $A60 z angle to 90.0
00A5: $A61 = create_car 466 at 1952.0 -2507.0 12.5
0175: set car $A61 z angle to 90.0
00A5: $A62 = create_car 466 at 1952.0 -2510.0 12.5
0175: set car $A62 z angle to 90.0
00A5: $A63 = create_car 466 at 1952.0 -2513.0 12.5
0175: set car $A63 z angle to 90.0
00A5: $A64 = create_car 466 at 1952.0 -2516.0 12.5
0175: set car $A64 z angle to 90.0
00A5: $A65 = create_car 466 at 1952.0 -2519.0 12.5
0175: set car $A65 z angle to 90.0
00A5: $A66 = create_car 466 at 1952.0 -2522.0 12.5
0175: set car $A66 z angle to 90.0
00A5: $A67 = create_car 466 at 1952.0 -2525.0 12.5
0175: set car $A67 z angle to 90.0
00A5: $A68 = create_car 466 at 1952.0 -2528.0 12.5
0175: set car $A68 z angle to 90.0
00A5: $A69 = create_car 466 at 1928.0 -2480.0 12.5
0175: set car $A69 z angle to 90.0
00A5: $A70 = create_car 466 at 1928.0 -2483.0 12.5
0175: set car $A70 z angle to 90.0
00A5: $A71 = create_car 466 at 1928.0 -2486.0 12.5
0175: set car $A71 z angle to 90.0
00A5: $A72 = create_car 466 at 1928.0 -2489.0 12.5
0175: set car $A72 z angle to 90.0
00A5: $A73 = create_car 466 at 1928.0 -2492.0 12.5
0175: set car $A73 z angle to 90.0
00A5: $A74 = create_car 466 at 1928.0 -2495.0 12.5
0175: set car $A74 z angle to 90.0
00A5: $A75 = create_car 466 at 1928.0 -2498.0 12.5
0175: set car $A75 z angle to 90.0
00A5: $A76 = create_car 466 at 1928.0 -2501.0 12.5
0175: set car $A76 z angle to 90.0
00A5: $A77 = create_car 466 at 1928.0 -2504.0 12.5
0175: set car $A77 z angle to 90.0
00A5: $A78 = create_car 466 at 1928.0 -2507.0 12.5
0175: set car $A78 z angle to 90.0
00A5: $A79 = create_car 466 at 1928.0 -2510.0 12.5
0175: set car $A79 z angle to 90.0
00A5: $A80 = create_car 466 at 1928.0 -2513.0 12.5
0175: set car $A80 z angle to 90.0
00A5: $A81 = create_car 466 at 1928.0 -2516.0 12.5
0175: set car $A81 z angle to 90.0
00A5: $A82 = create_car 466 at 1928.0 -2519.0 12.5
0175: set car $A82 z angle to 90.0
00A5: $A83 = create_car 466 at 1928.0 -2522.0 12.5
0175: set car $A83 z angle to 90.0
00A5: $A84 = create_car 466 at 1928.0 -2525.0 12.5
0175: set car $A84 z angle to 90.0
00A5: $A85 = create_car 466 at 1928.0 -2528.0 12.5
0175: set car $A85 z angle to 90.0
00A5: $A86 = create_car 466 at 1958.0 -2480.0 12.5
0175: set car $A86 z angle to 90.0
00A5: $A87 = create_car 466 at 1958.0 -2483.0 12.5
0175: set car $A87 z angle to 90.0
00A5: $A88 = create_car 466 at 1958.0 -2486.0 12.5
0175: set car $A88 z angle to 90.0
00A5: $A89 = create_car 466 at 1958.0 -2489.0 12.5
0175: set car $A89 z angle to 90.0
00A5: $A90 = create_car 466 at 1958.0 -2492.0 12.5
0175: set car $A90 z angle to 90.0
00A5: $A91 = create_car 466 at 1958.0 -2495.0 12.5
0175: set car $A91 z angle to 90.0
00A5: $A92 = create_car 466 at 1958.0 -2498.0 12.5
0175: set car $A92 z angle to 90.0
00A5: $A93 = create_car 466 at 1958.0 -2501.0 12.5
0175: set car $A93 z angle to 90.0
00A5: $A94 = create_car 466 at 1958.0 -2504.0 12.5
0175: set car $A94 z angle to 90.0
00A5: $A95 = create_car 466 at 1958.0 -2507.0 12.5
0175: set car $A95 z angle to 90.0
00A5: $A96 = create_car 466 at 1958.0 -2510.0 12.5
0175: set car $A96 z angle to 90.0
00A5: $A97 = create_car 466 at 1958.0 -2513.0 12.5
0175: set car $A97 z angle to 90.0
00A5: $A98 = create_car 466 at 1958.0 -2516.0 12.5
0175: set car $A98 z angle to 90.0
00A5: $A99 = create_car 466 at 1958.0 -2519.0 12.5
0175: set car $A99 z angle to 90.0
00A5: $A100 = create_car 466 at 1958.0 -2522.0 12.5
0175: set car $A100 z angle to 90.0
00A5: $A101 = create_car 466 at 1958.0 -2525.0 12.5
0175: set car $A101 z angle to 90.0
00A5: $A102 = create_car 466 at 1958.0 -2528.0 12.5
0175: set car $A102 z angle to 90.0
0001: wait 100 ms
0224: set car $A31 health to 1
0001: wait 70000 ms
016A: fade 0 () 5000 ms
0001: wait 5200 ms
015A: restore camera
00A6: remove_references_to_car $A1 ;; Like turning a car into any random car
00A6: remove_references_to_car $A2 ;; Like turning a car into any random car
00A6: remove_references_to_car $A3 ;; Like turning a car into any random car
00A6: remove_references_to_car $A4 ;; Like turning a car into any random car
00A6: remove_references_to_car $A5 ;; Like turning a car into any random car
00A6: remove_references_to_car $A6 ;; Like turning a car into any random car
00A6: remove_references_to_car $A7 ;; Like turning a car into any random car
00A6: remove_references_to_car $A8 ;; Like turning a car into any random car
00A6: remove_references_to_car $A9 ;; Like turning a car into any random car
00A6: remove_references_to_car $A10 ;; Like turning a car into any random car
00A6: remove_references_to_car $A11 ;; Like turning a car into any random car
00A6: remove_references_to_car $A12 ;; Like turning a car into any random car
00A6: remove_references_to_car $A13 ;; Like turning a car into any random car
00A6: remove_references_to_car $A14 ;; Like turning a car into any random car
00A6: remove_references_to_car $A15 ;; Like turning a car into any random car
00A6: remove_references_to_car $A16 ;; Like turning a car into any random car
00A6: remove_references_to_car $A17 ;; Like turning a car into any random car
00A6: remove_references_to_car $A18 ;; Like turning a car into any random car
00A6: remove_references_to_car $A19 ;; Like turning a car into any random car
00A6: remove_references_to_car $A20 ;; Like turning a car into any random car
00A6: remove_references_to_car $A21 ;; Like turning a car into any random car
00A6: remove_references_to_car $A22 ;; Like turning a car into any random car
00A6: remove_references_to_car $A23 ;; Like turning a car into any random car
00A6: remove_references_to_car $A24 ;; Like turning a car into any random car
00A6: remove_references_to_car $A25 ;; Like turning a car into any random car
00A6: remove_references_to_car $A26 ;; Like turning a car into any random car
00A6: remove_references_to_car $A27 ;; Like turning a car into any random car
00A6: remove_references_to_car $A28 ;; Like turning a car into any random car
00A6: remove_references_to_car $A29 ;; Like turning a car into any random car
00A6: remove_references_to_car $A30 ;; Like turning a car into any random car
00A6: remove_references_to_car $A31 ;; Like turning a car into any random car
00A6: remove_references_to_car $A32 ;; Like turning a car into any random car
00A6: remove_references_to_car $A33 ;; Like turning a car into any random car
00A6: remove_references_to_car $A34 ;; Like turning a car into any random car
00A6: remove_references_to_car $A35 ;; Like turning a car into any random car
00A6: remove_references_to_car $A36 ;; Like turning a car into any random car
00A6: remove_references_to_car $A37 ;; Like turning a car into any random car
00A6: remove_references_to_car $A38 ;; Like turning a car into any random car
00A6: remove_references_to_car $A39 ;; Like turning a car into any random car
00A6: remove_references_to_car $A40 ;; Like turning a car into any random car
00A6: remove_references_to_car $A41 ;; Like turning a car into any random car
00A6: remove_references_to_car $A42 ;; Like turning a car into any random car
00A6: remove_references_to_car $A43 ;; Like turning a car into any random car
00A6: remove_references_to_car $A44 ;; Like turning a car into any random car
00A6: remove_references_to_car $A45 ;; Like turning a car into any random car
00A6: remove_references_to_car $A46 ;; Like turning a car into any random car
00A6: remove_references_to_car $A47 ;; Like turning a car into any random car
00A6: remove_references_to_car $A48 ;; Like turning a car into any random car
00A6: remove_references_to_car $A49 ;; Like turning a car into any random car
00A6: remove_references_to_car $A50 ;; Like turning a car into any random car
00A6: remove_references_to_car $A51 ;; Like turning a car into any random car
00A6: remove_references_to_car $A52 ;; Like turning a car into any random car
00A6: remove_references_to_car $A53 ;; Like turning a car into any random car
00A6: remove_references_to_car $A54 ;; Like turning a car into any random car
00A6: remove_references_to_car $A55 ;; Like turning a car into any random car
00A6: remove_references_to_car $A56 ;; Like turning a car into any random car
00A6: remove_references_to_car $A57 ;; Like turning a car into any random car
00A6: remove_references_to_car $A58 ;; Like turning a car into any random car
00A6: remove_references_to_car $A59 ;; Like turning a car into any random car
00A6: remove_references_to_car $A60 ;; Like turning a car into any random car
00A6: remove_references_to_car $A61 ;; Like turning a car into any random car
00A6: remove_references_to_car $A62 ;; Like turning a car into any random car
00A6: remove_references_to_car $A63 ;; Like turning a car into any random car
00A6: remove_references_to_car $A64 ;; Like turning a car into any random car
00A6: remove_references_to_car $A65 ;; Like turning a car into any random car
00A6: remove_references_to_car $A66 ;; Like turning a car into any random car
00A6: remove_references_to_car $A67 ;; Like turning a car into any random car
00A6: remove_references_to_car $A68 ;; Like turning a car into any random car
00A6: remove_references_to_car $A69 ;; Like turning a car into any random car
00A6: remove_references_to_car $A70 ;; Like turning a car into any random car
00A6: remove_references_to_car $A71 ;; Like turning a car into any random car
00A6: remove_references_to_car $A72 ;; Like turning a car into any random car
00A6: remove_references_to_car $A73 ;; Like turning a car into any random car
00A6: remove_references_to_car $A74 ;; Like turning a car into any random car
00A6: remove_references_to_car $A75 ;; Like turning a car into any random car
00A6: remove_references_to_car $A76 ;; Like turning a car into any random car
00A6: remove_references_to_car $A77 ;; Like turning a car into any random car
00A6: remove_references_to_car $A78 ;; Like turning a car into any random car
00A6: remove_references_to_car $A79 ;; Like turning a car into any random car
00A6: remove_references_to_car $A80 ;; Like turning a car into any random car
00A6: remove_references_to_car $A81 ;; Like turning a car into any random car
00A6: remove_references_to_car $A82 ;; Like turning a car into any random car
00A6: remove_references_to_car $A83 ;; Like turning a car into any random car
00A6: remove_references_to_car $A84 ;; Like turning a car into any random car
00A6: remove_references_to_car $A85 ;; Like turning a car into any random car
00A6: remove_references_to_car $A86 ;; Like turning a car into any random car
00A6: remove_references_to_car $A87 ;; Like turning a car into any random car
00A6: remove_references_to_car $A88 ;; Like turning a car into any random car
00A6: remove_references_to_car $A89 ;; Like turning a car into any random car
00A6: remove_references_to_car $A90 ;; Like turning a car into any random car
00A6: remove_references_to_car $A91 ;; Like turning a car into any random car
00A6: remove_references_to_car $A92 ;; Like turning a car into any random car
00A6: remove_references_to_car $A93 ;; Like turning a car into any random car
00A6: remove_references_to_car $A94 ;; Like turning a car into any random car
00A6: remove_references_to_car $A95 ;; Like turning a car into any random car
00A6: remove_references_to_car $A96 ;; Like turning a car into any random car
00A6: remove_references_to_car $A97 ;; Like turning a car into any random car
00A6: remove_references_to_car $A98 ;; Like turning a car into any random car
00A6: remove_references_to_car $A99 ;; Like turning a car into any random car
00A6: remove_references_to_car $A100 ;; Like turning a car into any random car
00A6: remove_references_to_car $A101 ;; Like turning a car into any random car
052C: set player $PLAYER_CHAR drunk visuals 1000
09C7: $PLAYER_CHAR $PLAYER_CHAR
070D: $PLAYER_CHAR
016A: fade 1 () 5000 ms
0001: wait 30000 ms
052C: set player $PLAYER_CHAR drunk visuals 0
0002: jump ££NARK_2

:MA4ULOVA
0001: wait 0 ms
0247: request model 118
0247: request model 120
0247: request model 339
038B: load requested models
00C0: set_current_time 0 0
01B6: set weather 20
0008: $NARK += 1 ;; integer values
009A: $COP1 = create_actor 18 118 at 1382.0 2108.0 11.0
009A: $COP2 = create_actor 18 118 at 1382.0 2109.0 11.0
009A: $COP3 = create_actor 18 118 at 1382.0 2110.0 11.0
009A: $COP4 = create_actor 18 118 at 1382.0 2111.0 11.0
009A: $COP5 = create_actor 18 118 at 1382.0 2112.0 11.0
009A: $COP6 = create_actor 18 118 at 1382.0 2113.0 11.0
009A: $COP7 = create_actor 18 118 at 1382.0 2114.0 11.0
009A: $COP8 = create_actor 18 118 at 1382.0 2115.0 11.0
009A: $COP9 = create_actor 18 118 at 1382.0 2116.0 11.0
009A: $COP10 = create_actor 18 118 at 1382.0 2117.0 11.0
009A: $COP11 = create_actor 18 118 at 1382.0 2118.0 11.0
009A: $COP12 = create_actor 18 118 at 1382.0 2119.0 11.0
009A: $COP13 = create_actor 18 118 at 1382.0 2120.0 11.0
009A: $COP14 = create_actor 18 118 at 1382.0 2121.0 11.0
009A: $COP15 = create_actor 18 118 at 1382.0 2122.0 11.0
009A: $COP16 = create_actor 18 118 at 1382.0 2123.0 11.0
009A: $COP17 = create_actor 18 118 at 1382.0 2124.0 11.0
009A: $COP18 = create_actor 18 118 at 1382.0 2125.0 11.0
009A: $COP19 = create_actor 18 118 at 1382.0 2126.0 11.0
009A: $COP20 = create_actor 18 118 at 1382.0 2127.0 11.0
009A: $COP21 = create_actor 18 118 at 1382.0 2128.0 11.0
009A: $COP22 = create_actor 18 118 at 1382.0 2129.0 11.0
009A: $COP23 = create_actor 18 118 at 1382.0 2130.0 11.0
009A: $COP24 = create_actor 18 118 at 1382.0 2131.0 11.0
009A: $COP25 = create_actor 18 118 at 1382.0 2132.0 11.0
009A: $COP26 = create_actor 18 118 at 1382.0 2133.0 11.0
009A: $KR1 = create_actor 19 120 at 1390.0 2108.0 11.0
009A: $KR2 = create_actor 19 120 at 1390.0 2109.0 11.0
009A: $KR3 = create_actor 19 120 at 1390.0 2110.0 11.0
009A: $KR4 = create_actor 19 120 at 1390.0 2111.0 11.0
009A: $KR5 = create_actor 19 120 at 1390.0 2112.0 11.0
009A: $KR6 = create_actor 19 120 at 1390.0 2113.0 11.0
009A: $KR7 = create_actor 19 120 at 1390.0 2114.0 11.0
009A: $KR8 = create_actor 19 120 at 1390.0 2115.0 11.0
009A: $KR9 = create_actor 19 120 at 1390.0 2116.0 11.0
009A: $KR10 = create_actor 19 120 at 1390.0 2117.0 11.0
009A: $KR11 = create_actor 19 120 at 1390.0 2118.0 11.0
009A: $KR12 = create_actor 19 120 at 1390.0 2119.0 11.0
009A: $KR13 = create_actor 19 120 at 1390.0 2120.0 11.0
009A: $KR14 = create_actor 19 120 at 1390.0 2121.0 11.0
009A: $KR15 = create_actor 19 120 at 1390.0 2122.0 11.0
009A: $KR16 = create_actor 19 120 at 1390.0 2123.0 11.0
009A: $KR17 = create_actor 19 120 at 1390.0 2124.0 11.0
009A: $KR18 = create_actor 19 120 at 1390.0 2125.0 11.0
009A: $KR19 = create_actor 19 120 at 1390.0 2126.0 11.0
009A: $KR20 = create_actor 19 120 at 1390.0 2127.0 11.0
009A: $KR21 = create_actor 19 120 at 1390.0 2128.0 11.0
009A: $KR22 = create_actor 19 120 at 1390.0 2129.0 11.0
009A: $KR23 = create_actor 19 120 at 1390.0 2130.0 11.0
009A: $KR24 = create_actor 19 120 at 1390.0 2131.0 11.0
009A: $KR25 = create_actor 19 120 at 1390.0 2132.0 11.0
009A: $KR26 = create_actor 19 120 at 1390.0 2133.0 11.0
00A1: put actor $PLAYER_ACTOR at 1393.5621 2121.2212 11.4484
0630: put actor $COP1 in group $COP as leader
0631: put actor $COP2 in group $COP
0631: put actor $COP3 in group $COP
0631: put actor $COP4 in group $COP
0631: put actor $COP5 in group $COP
0631: put actor $COP6 in group $COP
0631: put actor $COP7 in group $COP
0631: put actor $COP8 in group $COP
0631: put actor $COP9 in group $COP
0631: put actor $COP10 in group $COP
0631: put actor $COP11 in group $COP
0631: put actor $COP12 in group $COP
0631: put actor $COP13 in group $COP
0631: put actor $COP14 in group $COP
0631: put actor $COP15 in group $COP
0631: put actor $COP16 in group $COP
0631: put actor $COP17 in group $COP
0631: put actor $COP18 in group $COP
0631: put actor $COP19 in group $COP
0631: put actor $COP20 in group $COP
0631: put actor $COP21 in group $COP
0631: put actor $COP22 in group $COP
0631: put actor $COP23 in group $COP
0631: put actor $COP24 in group $COP
0631: put actor $COP25 in group $COP
0631: put actor $COP26 in group $COP
0630: put actor $KR1 in group $KR as leader
0631: put actor $KR2 in group $KR
0631: put actor $KR3 in group $KR
0631: put actor $KR4 in group $KR
0631: put actor $KR5 in group $KR
0631: put actor $KR6 in group $KR
0631: put actor $KR7 in group $KR
0631: put actor $KR8 in group $KR
0631: put actor $KR9 in group $KR
0631: put actor $KR10 in group $KR
0631: put actor $KR11 in group $KR
0631: put actor $KR12 in group $KR
0631: put actor $KR13 in group $KR
0631: put actor $KR14 in group $KR
0631: put actor $KR15 in group $KR
0631: put actor $KR16 in group $KR
0631: put actor $KR17 in group $KR
0631: put actor $KR18 in group $KR
0631: put actor $KR19 in group $KR
0631: put actor $KR20 in group $KR
0631: put actor $KR21 in group $KR
0631: put actor $KR22 in group $KR
0631: put actor $KR23 in group $KR
0631: put actor $KR24 in group $KR
0631: put actor $KR25 in group $KR
0631: put actor $KR26 in group $KR
0173: set actor $COP1 z angle to 270.0
0173: set actor $COP2 z angle to 270.0
0173: set actor $COP3 z angle to 270.0
0173: set actor $COP4 z angle to 270.0
0173: set actor $COP5 z angle to 270.0
0173: set actor $COP6 z angle to 270.0
0173: set actor $COP7 z angle to 270.0
0173: set actor $COP8 z angle to 270.0
0173: set actor $COP9 z angle to 270.0
0173: set actor $COP10 z angle to 270.0
0173: set actor $COP11 z angle to 270.0
0173: set actor $COP12 z angle to 270.0
0173: set actor $COP13 z angle to 270.0
0173: set actor $COP14 z angle to 270.0
0173: set actor $COP15 z angle to 270.0
0173: set actor $COP16 z angle to 270.0
0173: set actor $COP17 z angle to 270.0
0173: set actor $COP18 z angle to 270.0
0173: set actor $COP19 z angle to 270.0
0173: set actor $COP20 z angle to 270.0
0173: set actor $COP21 z angle to 270.0
0173: set actor $COP22 z angle to 270.0
0173: set actor $COP23 z angle to 270.0
0173: set actor $COP24 z angle to 270.0
0173: set actor $COP25 z angle to 270.0
0173: set actor $COP26 z angle to 270.0
0173: set actor $KR1 z angle to 90.0
0173: set actor $KR2 z angle to 90.0
0173: set actor $KR3 z angle to 90.0
0173: set actor $KR4 z angle to 90.0
0173: set actor $KR5 z angle to 90.0
0173: set actor $KR6 z angle to 90.0
0173: set actor $KR7 z angle to 90.0
0173: set actor $KR8 z angle to 90.0
0173: set actor $KR9 z angle to 90.0
0173: set actor $KR10 z angle to 90.0
0173: set actor $KR11 z angle to 90.0
0173: set actor $KR12 z angle to 90.0
0173: set actor $KR13 z angle to 90.0
0173: set actor $KR14 z angle to 90.0
0173: set actor $KR15 z angle to 90.0
0173: set actor $KR16 z angle to 90.0
0173: set actor $KR17 z angle to 90.0
0173: set actor $KR18 z angle to 90.0
0173: set actor $KR19 z angle to 90.0
0173: set actor $KR20 z angle to 90.0
0173: set actor $KR21 z angle to 90.0
0173: set actor $KR22 z angle to 90.0
0173: set actor $KR23 z angle to 90.0
0173: set actor $KR24 z angle to 90.0
0173: set actor $KR25 z angle to 90.0
0173: set actor $KR26 z angle to 90.0
01B2: give actor $KR1 weapon 8 ammo 1
01B2: give actor $KR2 weapon 8 ammo 1
01B2: give actor $KR3 weapon 8 ammo 1
01B2: give actor $KR4 weapon 8 ammo 1
01B2: give actor $KR5 weapon 8 ammo 1
01B2: give actor $KR6 weapon 8 ammo 1
01B2: give actor $KR7 weapon 8 ammo 1
01B2: give actor $KR8 weapon 8 ammo 1
01B2: give actor $KR9 weapon 8 ammo 1
01B2: give actor $KR10 weapon 8 ammo 1
01B2: give actor $KR11 weapon 8 ammo 1
01B2: give actor $KR12 weapon 8 ammo 1
01B2: give actor $KR13 weapon 8 ammo 1
01B2: give actor $KR14 weapon 8 ammo 1
01B2: give actor $KR15 weapon 8 ammo 1
01B2: give actor $KR16 weapon 8 ammo 1
01B2: give actor $KR17 weapon 8 ammo 1
01B2: give actor $KR18 weapon 8 ammo 1
01B2: give actor $KR19 weapon 8 ammo 1
01B2: give actor $KR20 weapon 8 ammo 1
01B2: give actor $KR21 weapon 8 ammo 1
01B2: give actor $KR22 weapon 8 ammo 1
01B2: give actor $KR23 weapon 8 ammo 1
01B2: give actor $KR24 weapon 8 ammo 1
01B2: give actor $KR25 weapon 8 ammo 1
01B2: give actor $KR26 weapon 8 ammo 1
01B2: give actor $COP1 weapon 8 ammo 1
01B2: give actor $COP2 weapon 8 ammo 1
01B2: give actor $COP3 weapon 8 ammo 1
01B2: give actor $COP4 weapon 8 ammo 1
01B2: give actor $COP5 weapon 8 ammo 1
01B2: give actor $COP6 weapon 8 ammo 1
01B2: give actor $COP7 weapon 8 ammo 1
01B2: give actor $COP8 weapon 8 ammo 1
01B2: give actor $COP9 weapon 8 ammo 1
01B2: give actor $COP10 weapon 8 ammo 1
01B2: give actor $COP11 weapon 8 ammo 1
01B2: give actor $COP12 weapon 8 ammo 1
01B2: give actor $COP13 weapon 8 ammo 1
01B2: give actor $COP14 weapon 8 ammo 1
01B2: give actor $COP15 weapon 8 ammo 1
01B2: give actor $COP16 weapon 8 ammo 1
01B2: give actor $COP17 weapon 8 ammo 1
01B2: give actor $COP18 weapon 8 ammo 1
01B2: give actor $COP19 weapon 8 ammo 1
01B2: give actor $COP20 weapon 8 ammo 1
01B2: give actor $COP21 weapon 8 ammo 1
01B2: give actor $COP22 weapon 8 ammo 1
01B2: give actor $COP23 weapon 8 ammo 1
01B2: give actor $COP24 weapon 8 ammo 1
01B2: give actor $COP25 weapon 8 ammo 1
01B2: give actor $COP26 weapon 8 ammo 1
01B2: give actor $PLAYER_ACTOR weapon 8 ammo 1
0004: $KRP1 = 0 ;; integer values
0004: $KRP2 = 0 ;; integer values
0004: $KRP3 = 0 ;; integer values
0004: $KRP4 = 0 ;; integer values
0004: $KRP5 = 0 ;; integer values
0004: $KRP6 = 0 ;; integer values
0004: $KRP7 = 0 ;; integer values
0004: $KRP8 = 0 ;; integer values
0004: $KRP9 = 0 ;; integer values
0004: $KRP10 = 0 ;; integer values
0004: $KRP11 = 0 ;; integer values
0004: $KRP12 = 0 ;; integer values
0004: $KRP13 = 0 ;; integer values
0004: $KRP14 = 0 ;; integer values
0004: $KRP15 = 0 ;; integer values
0004: $KRP16 = 0 ;; integer values
0004: $KRP17 = 0 ;; integer values
0004: $KRP18 = 0 ;; integer values
0004: $KRP19 = 0 ;; integer values
0004: $KRP20 = 0 ;; integer values
0004: $KRP21 = 0 ;; integer values
0004: $KRP22 = 0 ;; integer values
0004: $KRP23 = 0 ;; integer values
0004: $KRP24 = 0 ;; integer values
0004: $KRP25 = 0 ;; integer values
0004: $KRP26 = 0 ;; integer values
0004: $COPP1 = 0 ;; integer values
0004: $COPP2 = 0 ;; integer values
0004: $COPP3 = 0 ;; integer values
0004: $COPP4 = 0 ;; integer values
0004: $COPP5 = 0 ;; integer values
0004: $COPP6 = 0 ;; integer values
0004: $COPP7 = 0 ;; integer values
0004: $COPP8 = 0 ;; integer values
0004: $COPP9 = 0 ;; integer values
0004: $COPP10 = 0 ;; integer values
0004: $COPP11 = 0 ;; integer values
0004: $COPP12 = 0 ;; integer values
0004: $COPP13 = 0 ;; integer values
0004: $COPP14 = 0 ;; integer values
0004: $COPP15 = 0 ;; integer values
0004: $COPP16 = 0 ;; integer values
0004: $COPP17 = 0 ;; integer values
0004: $COPP18 = 0 ;; integer values
0004: $COPP19 = 0 ;; integer values
0004: $COPP20 = 0 ;; integer values
0004: $COPP21 = 0 ;; integer values
0004: $COPP22 = 0 ;; integer values
0004: $COPP23 = 0 ;; integer values
0004: $COPP24 = 0 ;; integer values
0004: $COPP25 = 0 ;; integer values
0004: $COPP26 = 0 ;; integer values
0004: $BCESDOHLI1 = 0 ;; integer values
0004: $BCESDOHLI2 = 0 ;; integer values
04F7: status text $BCESDOHLI1 0 line 1 '666' ; Score
04F7: status text $BCESDOHLI2 0 line 2 '666' ; Score
09C7: $PLAYER_CHAR 120
070D: $PLAYER_CHAR


:MA4
0001: wait 0 ms
00D6: if 21
8118: NOT actor $KR1 dead
8038: $KRP1 == 0 ;; integer values
004D: jump if false ££KR1_S
00D6: if 21
8118: NOT actor $KR2 dead
8038: $KRP2 == 0 ;; integer values
004D: jump if false ££KR2_S
00D6: if 21
8118: NOT actor $KR3 dead
8038: $KRP3 == 0 ;; integer values
004D: jump if false ££KR3_S
00D6: if 21
8118: NOT actor $KR4 dead
8038: $KRP4 == 0 ;; integer values
004D: jump if false ££KR4_S
00D6: if 21
8118: NOT actor $KR5 dead
8038: $KRP5 == 0 ;; integer values
004D: jump if false ££KR5_S
00D6: if 21
8118: NOT actor $KR6 dead
8038: $KRP6 == 0 ;; integer values
004D: jump if false ££KR6_S
00D6: if 21
8118: NOT actor $KR7 dead
8038: $KRP7 == 0 ;; integer values
004D: jump if false ££KR7_S
00D6: if 21
8118: NOT actor $KR8 dead
8038: $KRP8 == 0 ;; integer values
004D: jump if false ££KR8_S
00D6: if 21
8118: NOT actor $KR9 dead
8038: $KRP9 == 0 ;; integer values
004D: jump if false ££KR9_S
00D6: if 21
8118: NOT actor $KR10 dead
8038: $KRP10 == 0 ;; integer values
004D: jump if false ££KR10_S
00D6: if 21
8118: NOT actor $KR11 dead
8038: $KRP11 == 0 ;; integer values
004D: jump if false ££KR11_S
00D6: if 21
8118: NOT actor $KR12 dead
8038: $KRP12 == 0 ;; integer values
004D: jump if false ££KR12_S
00D6: if 21
8118: NOT actor $KR13 dead
8038: $KRP13 == 0 ;; integer values
004D: jump if false ££KR13_S
00D6: if 21
8118: NOT actor $KR14 dead
8038: $KRP14 == 0 ;; integer values
004D: jump if false ££KR14_S
00D6: if 21
8118: NOT actor $KR15 dead
8038: $KRP15 == 0 ;; integer values
004D: jump if false ££KR15_S
00D6: if 21
8118: NOT actor $KR16 dead
8038: $KRP16 == 0 ;; integer values
004D: jump if false ££KR16_S
00D6: if 21
8118: NOT actor $KR17 dead
8038: $KRP17 == 0 ;; integer values
004D: jump if false ££KR17_S
00D6: if 21
8118: NOT actor $KR18 dead
8038: $KRP18 == 0 ;; integer values
004D: jump if false ££KR18_S
00D6: if 21
8118: NOT actor $KR19 dead
8038: $KRP19 == 0 ;; integer values
004D: jump if false ££KR19_S
00D6: if 21
8118: NOT actor $KR20 dead
8038: $KRP20 == 0 ;; integer values
004D: jump if false ££KR20_S
00D6: if 21
8118: NOT actor $KR21 dead
8038: $KRP21 == 0 ;; integer values
004D: jump if false ££KR21_S
00D6: if 21
8118: NOT actor $KR22 dead
8038: $KRP22 == 0 ;; integer values
004D: jump if false ££KR22_S
00D6: if 21
8118: NOT actor $KR23 dead
8038: $KRP23 == 0 ;; integer values
004D: jump if false ££KR23_S
00D6: if 21
8118: NOT actor $KR24 dead
8038: $KRP24 == 0 ;; integer values
004D: jump if false ££KR24_S
00D6: if 21
8118: NOT actor $KR25 dead
8038: $KRP25 == 0 ;; integer values
004D: jump if false ££KR25_S
00D6: if 21
8118: NOT actor $KR26 dead
8038: $KRP26 == 0 ;; integer values
004D: jump if false ££KR26_S
00D6: if 21
8118: NOT actor $COP1 dead
8038: $COPP1 == 0 ;; integer values
004D: jump if false ££COP1_S
00D6: if 21
8118: NOT actor $COP2 dead
8038: $COPP2 == 0 ;; integer values
004D: jump if false ££COP2_S
00D6: if 21
8118: NOT actor $COP3 dead
8038: $COPP3 == 0 ;; integer values
004D: jump if false ££COP3_S
00D6: if 21
8118: NOT actor $COP4 dead
8038: $COPP4 == 0 ;; integer values
004D: jump if false ££COP4_S
00D6: if 21
8118: NOT actor $COP5 dead
8038: $COPP5 == 0 ;; integer values
004D: jump if false ££COP5_S
00D6: if 21
8118: NOT actor $COP6 dead
8038: $COPP6 == 0 ;; integer values
004D: jump if false ££COP6_S
00D6: if 21
8118: NOT actor $COP7 dead
8038: $COPP7 == 0 ;; integer values
004D: jump if false ££COP7_S
00D6: if 21
8118: NOT actor $COP8 dead
8038: $COPP8 == 0 ;; integer values
004D: jump if false ££COP8_S
00D6: if 21
8118: NOT actor $COP9 dead
8038: $COPP9 == 0 ;; integer values
004D: jump if false ££COP9_S
00D6: if 21
8118: NOT actor $COP10 dead
8038: $COPP10 == 0 ;; integer values
004D: jump if false ££COP10_S
00D6: if 21
8118: NOT actor $COP11 dead
8038: $COPP11 == 0 ;; integer values
004D: jump if false ££COP11_S
00D6: if 21
8118: NOT actor $COP12 dead
8038: $COPP12 == 0 ;; integer values
004D: jump if false ££COP12_S
00D6: if 21
8118: NOT actor $COP13 dead
8038: $COPP13 == 0 ;; integer values
004D: jump if false ££COP13_S
00D6: if 21
8118: NOT actor $COP14 dead
8038: $COPP14 == 0 ;; integer values
004D: jump if false ££COP14_S
00D6: if 21
8118: NOT actor $COP15 dead
8038: $COPP15 == 0 ;; integer values
004D: jump if false ££COP15_S
00D6: if 21
8118: NOT actor $COP16 dead
8038: $COPP16 == 0 ;; integer values
004D: jump if false ££COP16_S
00D6: if 21
8118: NOT actor $COP17 dead
8038: $COPP17 == 0 ;; integer values
004D: jump if false ££COP17_S
00D6: if 21
8118: NOT actor $COP18 dead
8038: $COPP18 == 0 ;; integer values
004D: jump if false ££COP18_S
00D6: if 21
8118: NOT actor $COP19 dead
8038: $COPP19 == 0 ;; integer values
004D: jump if false ££COP19_S
00D6: if 21
8118: NOT actor $COP20 dead
8038: $COPP20 == 0 ;; integer values
004D: jump if false ££COP20_S
00D6: if 21
8118: NOT actor $COP21 dead
8038: $COPP21 == 0 ;; integer values
004D: jump if false ££COP21_S
00D6: if 21
8118: NOT actor $COP22 dead
8038: $COPP22 == 0 ;; integer values
004D: jump if false ££COP22_S
00D6: if 21
8118: NOT actor $COP23 dead
8038: $COPP23 == 0 ;; integer values
004D: jump if false ££COP23_S
00D6: if 21
8118: NOT actor $COP24 dead
8038: $COPP24 == 0 ;; integer values
004D: jump if false ££COP24_S
00D6: if 21
8118: NOT actor $COP25 dead
8038: $COPP25 == 0 ;; integer values
004D: jump if false ££COP25_S
00D6: if 21
8118: NOT actor $COP26 dead
8038: $COPP26 == 0 ;; integer values
004D: jump if false ££COP26_S
00D6: if 21
0038: $BCESDOHLI1 == 26 ;; integer values
0038: $BCESDOHLI2 == 26 ;; integer values
004D: jump if false ££MA4
0002: jump ££BCE


:KR1_S
0001: wait 0 ms
0004: $KRP1 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR2_S
0001: wait 0 ms
0004: $KRP2 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR3_S
0001: wait 0 ms
0004: $KRP3 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR4_S
0001: wait 0 ms
0004: $KRP4 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR5_S
0001: wait 0 ms
0004: $KRP5 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR6_S
0001: wait 0 ms
0004: $KRP6 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR7_S
0001: wait 0 ms
0004: $KRP7 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR8_S
0001: wait 0 ms
0004: $KRP8 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR9_S
0001: wait 0 ms
0004: $KRP9 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR10_S
0001: wait 0 ms
0004: $KRP10 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR11_S
0001: wait 0 ms
0004: $KRP11 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR12_S
0001: wait 0 ms
0004: $KRP12 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR13_S
0001: wait 0 ms
0004: $KRP13 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR14_S
0001: wait 0 ms
0004: $KRP14 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR15_S
0001: wait 0 ms
0004: $KRP15 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR16_S
0001: wait 0 ms
0004: $KRP16 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR17_S
0001: wait 0 ms
0004: $KRP17 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR18_S
0001: wait 0 ms
0004: $KRP18 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR19_S
0001: wait 0 ms
0004: $KRP19 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR20_S
0001: wait 0 ms
0004: $KRP20 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR21_S
0001: wait 0 ms
0004: $KRP21 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR22_S
0001: wait 0 ms
0004: $KRP22 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR23_S
0001: wait 0 ms
0004: $KRP23 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR24_S
0001: wait 0 ms
0004: $KRP24 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR25_S
0001: wait 0 ms
0004: $KRP25 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR26_S
0001: wait 0 ms
0004: $KRP26 = 1 ;; integer values
0002: jump ££PLUS1_1

:COP1_S
0001: wait 0 ms
0004: $COPP1 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP2_S
0001: wait 0 ms
0004: $COPP2 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP3_S
0001: wait 0 ms
0004: $COPP3 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP4_S
0001: wait 0 ms
0004: $COPP4 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP5_S
0001: wait 0 ms
0004: $COPP5 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP6_S
0001: wait 0 ms
0004: $COPP6 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP7_S
0001: wait 0 ms
0004: $COPP7 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP8_S
0001: wait 0 ms
0004: $COPP8 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP9_S
0001: wait 0 ms
0004: $COPP9 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP10_S
0001: wait 0 ms
0004: $COPP10 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP11_S
0001: wait 0 ms
0004: $COPP11 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP12_S
0001: wait 0 ms
0004: $COPP12 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP13_S
0001: wait 0 ms
0004: $COPP13 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP14_S
0001: wait 0 ms
0004: $COPP14 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP15_S
0001: wait 0 ms
0004: $COPP15 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP16_S
0001: wait 0 ms
0004: $COPP16 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP17_S
0001: wait 0 ms
0004: $COPP17 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP18_S
0001: wait 0 ms
0004: $COPP18 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP19_S
0001: wait 0 ms
0004: $COPP19 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP20_S
0001: wait 0 ms
0004: $COPP20 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP21_S
0001: wait 0 ms
0004: $COPP21 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP22_S
0001: wait 0 ms
0004: $COPP22 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP23_S
0001: wait 0 ms
0004: $COPP23 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP24_S
0001: wait 0 ms
0004: $COPP24 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP25_S
0001: wait 0 ms
0004: $COPP25 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP26_S
0001: wait 0 ms
0004: $COPP26 = 1 ;; integer values
0002: jump ££PLUS1_2

:PLUS1_1
0001: wait 0 ms
0008: $BCESDOHLI1 += 1 ;; integer values
0002: jump ££MA4

:PLUS1_2
0001: wait 0 ms
0008: $BCESDOHLI2 += 1 ;; integer values
0002: jump ££MA4

:BCE
0001: wait 0 ms
016A: fade 0 () 5000 ms
0001: wait 5000 ms
016A: fade 1 () 5000 ms
034F: destroy_actor_with_fade $COP1 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP2 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP3 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP4 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP5 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP6 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP7 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP8 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP9 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP10 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP11 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP12 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP13 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP14 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP15 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP16 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP17 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP18 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP19 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP20 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP21 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP22 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP23 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP24 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP25 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP26 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR1 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR2 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR3 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR4 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR5 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR6 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR7 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR8 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR9 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR10 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR11 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR12 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR13 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR14 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR15 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR16 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR17 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR18 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR19 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR20 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR21 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR22 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR23 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR24 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR25 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR26 ;; The actor fades away like a ghost
00C0: set_current_time 8 0
01B6: set weather 1
0151: remove status text $BCESDOHLI1
0151: remove status text $BCESDOHLI2
01B4: set player $PLAYER_CHAR frozen state 0 (unfrozen)
09C7: $PLAYER_CHAR $PLAYER_CHAR
070D: $PLAYER_CHAR
0001: wait 250 ms
01B4: set player $PLAYER_CHAR frozen state 1 (unfrozen)
052C: set player $PLAYER_CHAR drunk visuals 1000
0110: clear player $PLAYER_CHAR wanted level
0001: wait 30000 ms
052C: set player $PLAYER_CHAR drunk visuals 0
0002: jump ££NARK_2

:NARK_1
0001: wait 0 ms
0247: request model 28
038B: load requested models
04ED: load animation "LOWRIDER"
04ED: load animation "GANG"
0004: $NARK = 0 ;; integer values
009A: $DOLB_NARK = create_actor 4 28 at 2210.0 -1345.2 24.0
0605: unknown action sequence $DOLB_NARK "M_SMKLEAN_LOOP" "LOWRIDER" 4.0 1 0 0 0 -1
02AB: set actor $DOLB_NARK immunities 1 1 1 1 1
03BC: $149 = create sphere 2210.0 -1344.0 24.0 1.0
00A1: put actor $PLAYER_ACTOR at 2214.0 -1345.0 24.0

:NARK_2
0001: wait 0 ms
00D6: if 0
00EC: actor $PLAYER_ACTOR 0 ()near point 2210.0 -1344.0 radius 1.0 1.0
004D: jump if false ££NARK_2
02A3: toggle widescreen 1 (on)
015A: restore camera
01B4: set player $PLAYER_CHAR frozen state 0 (frozen)
00A1: put actor $PLAYER_ACTOR at 2210.0 -1344.0 23.0
0173: set actor $PLAYER_ACTOR z angle to 180.0
0001: wait 500 ms
016A: fade 0 () 5000 ms
0001: wait 5200 ms

:NARK_3
0001: wait 0 ms
00D6: if 0
8038: $NARK == 2 ;; integer values
004D: jump if false ££NARKS1
00D6: if 0
8038: $NARK == 0 ;; integer values
004D: jump if false ££NARKS2
00D6: if 0
8038: $NARK == 1 ;; integer values
004D: jump if false ££NARKS3
004E: end_thread

:NARKS1
0001: wait 0 ms
02A3: toggle widescreen 0 (off)
01B4: set player $PLAYER_CHAR frozen state 1 (unfrozen)
016A: fade 1 () 1000 ms
0002: jump ££MA4ULOVA

:NARKS2
0001: wait 0 ms
02A3: toggle widescreen 0 (off)
01B4: set player $PLAYER_CHAR frozen state 1 (unfrozen)
016A: fade 1 () 1000 ms
0002: jump ££TIME_M1

:NARKS3
0001: wait 0 ms
02A3: toggle widescreen 0 (off)
01B4: set player $PLAYER_CHAR frozen state 1 (unfrozen)
016A: fade 1 () 1000 ms
0002: jump ££CAMOL1

:CAMOL1
0001: wait 0 ms
0247: request model 577
0247: request model 415
038B: load requested models
00A5: $CAMOL = create_car 577 at 1484.0 -2469.0 135.0
04BA: set car $CAMOL speed instantly 180.0
0158: camera on vehicle $CAMOL 18 2

:CAMOL2
0001: wait 0 ms
04D2: unknown RC car $CAMOL race to 1293.0 -1914.0 135.0 0.0 0.0
00D6: if 0
01AD: car $CAMOL 0 ()near point 1293.0 -1914.0 50.0 50.0
004D: jump if false ££CAMOL2

:CAMOL3
0001: wait 0 ms
04D2: unknown RC car $CAMOL race to 1484.0 -2469.0 135.0 0.0 0.0
00D6: if 0
01AD: car $CAMOL 0 ()near point 1484.0 -2469.0 50.0 50.0
004D: jump if false ££CAMOL3
0224: set car $CAMOL health to 1
0001: wait 10000 ms
00A6: destroy car $CAMOL

:CAMOL10
0001: wait 0 ms
00A5: $DOLB_COP = create_car 415 at 2237.0 -1300.0 23.0
0229: set car $DOLB_COP color to 0 0
0175: set car $DOLB_COP z angle to 270.0
04BA: set car $DOLB_COP speed instantly 80.0
0158: camera on ped $DOLB_COP 18 2

:CAMOL11
0001: wait 0 ms
00D6: if 0
01AF: car $DOLB_COP 0 ()near point 2285.8004 -1302.1063 23.0 radius 40.0 40.0 10.0
004D: jump if false ££CAMOL11

:CAMOL12
0001: wait 0 ms
0247: request model 538
0247: request model 537
0247: request model 449
0247: request model 515
0247: request model 569
0247: request model 570
0247: request model 590
038B: load requested models
06D8: $TR1 = create_train_at 2284.152 -1168.5 24.0 track 13 unknown 1
00AD: set_car $TR1 max_speed_to 180.0
04BA: set car $TR1 speed instantly 180.0
06DC: set train $TR1 acc 180.0
06DD: set train $TR1 speed 180.0
0001: wait 5000 ms
016A: fade 0 () 5000 ms
0001: wait 5200 ms
015A: restore camera
052C: set player $PLAYER_CHAR drunk visuals 1000
00A1: put actor $PLAYER_ACTOR at 2223.5621 -1459.2212 24.4484
0008: $NARK += 1 ;; integer values
0001: wait 2500 ms
016A: fade 1 () 2500 ms
0001: wait 30000 ms
052C: set player $PLAYER_CHAR drunk visuals 0
0002: jump ££NARK_2

Комментарии
#1 | Vital 09.05.2011 - 15:17:16
Shock ни фига себе.... вот это у тебя терпение и память...
#2 | Vital 09.05.2011 - 15:53:37
А можно в формат Sanny Builder переделать? Просто конвертирование не работает Sad
#3 | itslife920 19.07.2014 - 15:45:14
Умный http://bossdriver.ru/ seo блог
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