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> Сиджей умеет выглядывать из-за угла!, Вот щас написал скрипт :)
Johnix
сообщение 20.08.2007, 22:42:22
Сообщение #1

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Теперь Сиджей может подходить к стене и выглядывать из-за угла, как это умели враги в некоторых миссиях и стрелять из-за угла! Нужно подойти к стене вплотную, лицом, нажать кнопку "ОТВЕТ - НЕТ" (по умолчанию N). Сиджей "прилипнет" к стене и вы сможете вдоль нее передвигаться (передвижение - кнопка "ОРУЖИЕ ВЛЕВО\ВПРАВО" (по умолчанию Q и E)). Когда подойдет к краю - автоматически выглянет из-за угла. Нажмите "прицел" (правая мышекнопка) чтобы Сиджей выстрелил из-за угла (кнопку нужно держать, когда отпустите - Сиджей снова зайдет за стену. Чтобы снова нормально бегать, снова нажмите "ОТВЕТ - НЕТ".
Скрины:
user posted image

user posted image

user posted image

От ментов непросто отстреливаться (они появляются с обеих сторон), но если вы хотите сделать миссию, то тогда , может, пригодится biggrin.gif

CODE
:KOR_1
wait 0
if
0256:   player $PLAYER_CHAR defined
jf @KOR_1
wait 0
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset 0.0 0.5 1.0
04C4: create_coordinate $xyz4 $xyz5 $xyz6 from_actor $PLAYER_ACTOR offset 0.0 0.0 1.0
04C4: create_coordinate $xyz7 $xyz8 $xyz9 from_actor $PLAYER_ACTOR offset 1.0 1.0 1.0
04C4: create_coordinate $xyz10 $xyz11 $xyz12 from_actor $PLAYER_ACTOR offset -1.0 1.0 1.0
wait 0
if
86BD: not no_obstacles_between $xyz1 $xyz2 $xyz3 and $xyz4 $xyz5 $xyz6 solid 1 car 0 actor 0 object 0 particle 0
jf @KOR_1
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 22
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 23
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 24
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 25
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 26
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 27
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 28
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 29
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 30
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 31
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 32
jf @KOR_2
wait 0
jump @KOR_1

:KOR_2
if
00E1:   key_pressed 0 10
jf @KOR_1
wait 0
0992: set_player $PLAYER_CHAR weapons_scrollable 0
0638: AS_actor $PLAYER_ACTOR stay_put 1
//03C8: rotate_player-180-degrees
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset 0.0 -5.0 1.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
0172: $TEMPVAR_ANGLE = actor $PLAYER_ACTOR z_angle
wait 100
0460: set_camera_pointing_time 0.0 2000
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 1)
wait 500

:KOR_3
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
04ED: load_animation "SWAT"
038B: load_requested_models
wait 0
if
04EE:   animation "SWAT" loaded
jf @KOR_3
wait 0    
if
80E1: not  key_pressed 0 10
jf @KOR_10
wait 0
if
80E1:   key_pressed 0 7
jf @KOR_6
wait 0
if
80E1:   key_pressed 0 5
jf @KOR_7
wait 0
jump @KOR_3

:KOR_35
05D4: AS_actor $PLAYER_ACTOR rotate_angle $TEMPVAR_ANGLE
wait 1000
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset 0.0 -5.0 1.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
wait 100
0460: set_camera_pointing_time 0.0 2000
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 1)
jump @KOR_3

:KOR_4
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
0615: 30@
0605: unknown_action_sequence -1 "SWT_WLLPK_R" "SWAT"  8.0  0  0  0  0 -1
0638: unknown_action_sequence -1  1
0638: unknown_action_sequence -1  0
0605: unknown_action_sequence -1 "SWT_WLLPK_R_BACK" "SWAT"  8.0  0  0  0  0 -1
0643: 30@  1
0616: 30@
0618: $PLAYER_ACTOR 30@
061B: 30@
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset -2.0 -5.0 1.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset -2.0 0.0 0.0
wait 100
0460: set_camera_pointing_time 0.0 2000
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 1)
jump @KOR_8

:KOR_5
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
0615: 30@
0605: unknown_action_sequence -1 "SWT_WLLPK_L" "SWAT"  8.0  0  0  0  0 -1
0638: unknown_action_sequence -1  1
0638: unknown_action_sequence -1  0
0605: unknown_action_sequence -1 "SWT_WLLPK_L_BACK" "SWAT"  8.0  0  0  0  0 -1
0643: 30@  1
0616: 30@
0618: $PLAYER_ACTOR 30@
061B: 30@
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset 2.0 -5.0 1.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset 2.0 0.0 0.0
wait 100
0460: set_camera_pointing_time 0.0 2000
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 1)
jump @KOR_9

:KOR_6
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset 1.0 0.0 0.0
05D3: AS_actor $PLAYER_ACTOR go_to $xyz1 $xyz2 $xyz3 speed 6 1000 ms
wait 500
$TEMPVAR_ANGLE1 = 270.0
0009: $TEMPVAR_ANGLE1 += $TEMPVAR_ANGLE

:KOR_16
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE1
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset 0.0 3.0 0.0
05D3: AS_actor $PLAYER_ACTOR go_to $xyz1 $xyz2 $xyz3 speed 6 1000 ms
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset 5.0 0.0 0.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
wait 100
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
0460: set_camera_pointing_time 0.0 101
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 1)
04C4: create_coordinate $xyz4 $xyz5 $xyz6 from_actor $PLAYER_ACTOR offset 0.0 1.0 1.0
04C4: create_coordinate $xyz10 $xyz11 $xyz12 from_actor $PLAYER_ACTOR offset -1.0 1.0 1.0
if
86BD: not no_obstacles_between $xyz10 $xyz11 $xyz12 and $xyz4 $xyz5 $xyz6 solid 1 car 0 actor 0 object 0 particle 0
jf @KOR_5
wait 0
if
80E1:   key_pressed 0 10
jf @KOR_10
wait 0    
if
00E1:   key_pressed 0 7
jf @KOR_35
wait 0
jump @KOR_16

:KOR_7
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset -1.0 0.0 0.0
05D3: AS_actor $PLAYER_ACTOR go_to $xyz1 $xyz2 $xyz3 speed 6 1000 ms
wait 500
$TEMPVAR_ANGLE2 = 90.0
0009: $TEMPVAR_ANGLE2 += $TEMPVAR_ANGLE

:KOR_17
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE2
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset 0.0 3.0 0.0
05D3: AS_actor $PLAYER_ACTOR go_to $xyz1 $xyz2 $xyz3 speed 6 1000 ms
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset -5.0 0.0 0.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
wait 100
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
0460: set_camera_pointing_time 0.0 1
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 1)
wait 0
04C4: create_coordinate $xyz4 $xyz5 $xyz6 from_actor $PLAYER_ACTOR offset 0.0 1.0 1.0
04C4: create_coordinate $xyz7 $xyz8 $xyz9 from_actor $PLAYER_ACTOR offset 1.0 1.0 1.0
if
86BD: not no_obstacles_between $xyz7 $xyz8 $xyz9 and $xyz4 $xyz5 $xyz6 solid 1 car 0 actor 0 object 0 particle 0
jf @KOR_4
wait 0
if
80E1:   key_pressed 0 10
jf @KOR_10
wait 0
if
00E1:   key_pressed 0 5
jf @KOR_35
wait 0
jump @KOR_17

:KOR_8
wait 0
if
80E1:   key_pressed 0 10
jf @KOR_10
wait 0
if
80E1:   key_pressed 0 7
jf @KOR_6
wait 0
if
80E1:   key_pressed 0 6
jf @KOR_11
wait 0
jump @KOR_8

:KOR_9
wait 0
if
80E1:   key_pressed 0 10
jf @KOR_10
wait 0
if
80E1:   key_pressed 0 5
jf @KOR_7
wait 0
if
80E1:   key_pressed 0 6
jf @KOR_12
wait 0
jump @KOR_9

:KOR_10
0792: (unknown) $PLAYER_ACTOR
0992: set_player $PLAYER_CHAR weapons_scrollable 1
0638: AS_actor $PLAYER_ACTOR stay_put 0
02EB: restore_camera_with_jumpcut
04EF: release_animation "SWAT"
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
jump @KOR_1

:KOR_11
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset 0.0 0.0 -1.0
0792: (unknown) $PLAYER_ACTOR
0605: unknown_action_sequence $PLAYER_ACTOR "SWT_WLLSHOOT_IN_R" "SWAT"  8.0  0  1  1  0 1000
wait 1000
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
04D7: lock_actor $PLAYER_ACTOR in_current_position 1                    
jump @KOR_13

:KOR_12
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset 0.0 0.0 -1.0
0792: (unknown) $PLAYER_ACTOR
0605: unknown_action_sequence $PLAYER_ACTOR "SWT_WLLSHOOT_IN_L" "SWAT"  8.0  0  1  1  0 1000
wait 1000
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
jump @KOR_14

:KOR_13
wait 0
if
80E1:   key_pressed 0 10
jf @KOR_10
wait 0
if
00E1:   key_pressed 0 6
jf @KOR_20
wait 0
jump @KOR_13

:KOR_14
wait 0
if
80E1:   key_pressed 0 10
jf @KOR_10
wait 0
if
00E1:   key_pressed 0 6
jf @KOR_30
wait 0
jump @KOR_14

:KOR_20
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
0792: (unknown) $PLAYER_ACTOR
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
0605: unknown_action_sequence $PLAYER_ACTOR "SWT_WLLSHOOT_OUT_R" "SWAT"  8.0  0  1  1  0 1000
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset 2.0 -5.0 1.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset 2.0 0.0 0.0
wait 100
0460: set_camera_pointing_time 0.0 2000
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 1)
wait 1000
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
actor.PutAt($PLAYER_ACTOR, $xyz1 $xyz2 $xyz3)
jump @KOR_17

:KOR_30
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
0792: (unknown) $PLAYER_ACTOR
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
0638: unknown_action_sequence -1  0
0605: unknown_action_sequence $PLAYER_ACTOR "SWT_WLLSHOOT_OUT_L" "SWAT"  8.0  0  1  1  0 1000
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset -2.0 -5.0 1.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset -2.0 0.0 0.0
wait 100
0460: set_camera_pointing_time 0.0 2000
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 1)
wait 1000
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
actor.PutAt($PLAYER_ACTOR, $xyz1 $xyz2 $xyz3)
jump @KOR_16

Sanny Builder v2.99e

Сообщение отредактировал Johnix - 20.08.2007, 22:46:17


--------------------

- бескорыстная кнопка

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kipelov
сообщение 21.08.2007, 07:06:04
Сообщение #2

Угонщик
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Прикольно. 023.gif
Жалко что для Вайса такого нельзя сделать, а то бы использовал wink.gif


--------------------
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user posted image
...And Justice for All user posted image
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Тёма
сообщение 21.08.2007, 07:15:18
Сообщение #3

Новенький
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Если написать скрипт для Вайса, то можно будет и анимацию сконвертить...
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The Tube
сообщение 21.08.2007, 07:23:31
Сообщение #4

Новенький
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на миссионсе выложи
user posted image

Сообщение отредактировал The Tube - 21.08.2007, 07:27:37


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Energizer
сообщение 21.08.2007, 08:04:52
Сообщение #5

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этож реальная matrix-path of neo)


--------------------
Я вернулся?

user posted image
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ХАХАХА! Я родоначальник моды на животных! бугога
У меня появился червячок. Его зовут ТИЛЬДО....
Фото: Тильдо сходило в салон красоты, поэтому ее никто не узнавал:

К сожалению Тильдо пока не совсем ручной и любит убегать...
имхо кака©Energizer

user posted imageuser posted image
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Alexander
сообщение 21.08.2007, 10:18:17
Сообщение #6

Come As You Are
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норма ,только используй локальные переменные , а то потом глюко необреёшся


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Johnix
сообщение 21.08.2007, 11:06:36
Сообщение #7

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Улучшенная версия.
Исправления:
-Анимация и камера стали более плавными
-Теперь скрипт не грузится, если игрок в машине
-Предотвращена ситуация, когда игрок мог выглянуть из-за стены и упасть из-за разницы высот

CODE
:KOR_1
wait 0
if
0256:   player $PLAYER_CHAR defined
jf @KOR_1
wait 0
if
80DF: not  actor $PLAYER_ACTOR driving
jf @KOR_1
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset 0.0 0.5 1.0
04C4: create_coordinate $xyz4 $xyz5 $xyz6 from_actor $PLAYER_ACTOR offset 0.0 0.0 1.0
04C4: create_coordinate $xyz7 $xyz8 $xyz9 from_actor $PLAYER_ACTOR offset 1.0 1.0 1.0
04C4: create_coordinate $xyz10 $xyz11 $xyz12 from_actor $PLAYER_ACTOR offset -1.0 1.0 1.0
wait 0
if
86BD: not no_obstacles_between $xyz1 $xyz2 $xyz3 and $xyz4 $xyz5 $xyz6 solid 1 car 0 actor 0 object 0 particle 0
jf @KOR_1
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 22
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 23
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 24
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 25
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 26
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 27
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 28
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 29
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 30
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 31
jf @KOR_2
wait 0
if
82D8:   not actor $PLAYER_ACTOR currentweapon == 32
jf @KOR_2
wait 0
jump @KOR_1

:KOR_2
if
00E1:   key_pressed 0 10
jf @KOR_1
wait 0
0992: set_player $PLAYER_CHAR weapons_scrollable 0
0638: AS_actor $PLAYER_ACTOR stay_put 1
//03C8: rotate_player-180-degrees
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset 0.0 -5.0 1.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
0172: $TEMPVAR_ANGLE = actor $PLAYER_ACTOR z_angle
wait 100
0460: set_camera_pointing_time 0.0 2000
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 1)
wait 500

:KOR_3
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
04ED: load_animation "SWAT"
038B: load_requested_models
wait 0
if
04EE:   animation "SWAT" loaded
jf @KOR_3
wait 0    
if
80E1: not  key_pressed 0 10
jf @KOR_10
wait 0
if
80E1:   key_pressed 0 7
jf @KOR_6
wait 0
if
80E1:   key_pressed 0 5
jf @KOR_7
wait 0
jump @KOR_3

:KOR_35
0792: (unknown) $PLAYER_ACTOR
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset 0.0 -5.0 1.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0  
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 2)
jump @KOR_3

:KOR_4      
0792: (unknown) $PLAYER_ACTOR
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset -2.0 -5.0 1.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset -2.0 0.0 0.0
0460: set_camera_pointing_time 0.0 2000
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 1)
0792: (unknown) $PLAYER_ACTOR
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
0615: 30@
0605: unknown_action_sequence -1 "SWT_WLLPK_R" "SWAT"  8.0  0  0  0  0 -1
0638: unknown_action_sequence -1  1
0638: unknown_action_sequence -1  0
0605: unknown_action_sequence -1 "SWT_WLLPK_R_BACK" "SWAT"  8.0  0  0  0  0 -1
0643: 30@  1
0616: 30@
0618: $PLAYER_ACTOR 30@
061B: 30@
jump @KOR_8

:KOR_5
0792: (unknown) $PLAYER_ACTOR
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset 2.0 -5.0 1.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset 2.0 0.0 0.0
0460: set_camera_pointing_time 0.0 2000
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 1)
0792: (unknown) $PLAYER_ACTOR
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
0615: 30@
0605: unknown_action_sequence -1 "SWT_WLLPK_L" "SWAT"  8.0  0  0  0  0 -1
0638: unknown_action_sequence -1  1
0638: unknown_action_sequence -1  0
0605: unknown_action_sequence -1 "SWT_WLLPK_L_BACK" "SWAT"  8.0  0  0  0  0 -1
0643: 30@  1
0616: 30@
0618: $PLAYER_ACTOR 30@
061B: 30@
jump @KOR_9

:KOR_6
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset 1.0 0.0 0.0
05D3: AS_actor $PLAYER_ACTOR go_to $xyz1 $xyz2 $xyz3 speed 6 1000 ms
wait 500
$TEMPVAR_ANGLE1 = 270.0
0009: $TEMPVAR_ANGLE1 += $TEMPVAR_ANGLE
067C: put_camera_on_actor $PLAYER_ACTOR offset 5.0 0.0 0.0 rotation 0.0 2.0 0.0  0.0 2

:KOR_16
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE1
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset 0.0 3.0 0.0
05D3: AS_actor $PLAYER_ACTOR go_to $xyz1 $xyz2 $xyz3 speed 6 1000 ms
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
wait 100
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
04C4: create_coordinate $xyz4 $xyz5 $xyz6 from_actor $PLAYER_ACTOR offset 0.0 1.0 1.0
04C4: create_coordinate $xyz10 $xyz11 $xyz12 from_actor $PLAYER_ACTOR offset -1.0 1.0 1.0
if
86BD: not no_obstacles_between $xyz10 $xyz11 $xyz12 and $xyz4 $xyz5 $xyz6 solid 1 car 0 actor 0 object 0 particle 0
jf @KOR_50
wait 0
if
80E1:   key_pressed 0 10
jf @KOR_10
wait 0    
if
00E1:   key_pressed 0 7
jf @KOR_35
wait 0
jump @KOR_16

:KOR_7
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset -1.0 0.0 0.0
05D3: AS_actor $PLAYER_ACTOR go_to $xyz1 $xyz2 $xyz3 speed 6 1000 ms
wait 500
$TEMPVAR_ANGLE2 = 90.0
0009: $TEMPVAR_ANGLE2 += $TEMPVAR_ANGLE
067C: put_camera_on_actor $PLAYER_ACTOR offset -5.0 0.0 0.0 rotation 0.0 2.0 0.0  0.0 2

:KOR_17
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE2
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset 0.0 3.0 0.0
05D3: AS_actor $PLAYER_ACTOR go_to $xyz1 $xyz2 $xyz3 speed 6 1000 ms
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
wait 100
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
wait 0
04C4: create_coordinate $xyz4 $xyz5 $xyz6 from_actor $PLAYER_ACTOR offset 0.0 1.0 1.0
04C4: create_coordinate $xyz7 $xyz8 $xyz9 from_actor $PLAYER_ACTOR offset 1.0 1.0 1.0
if
86BD: not no_obstacles_between $xyz7 $xyz8 $xyz9 and $xyz4 $xyz5 $xyz6 solid 1 car 0 actor 0 object 0 particle 0
jf @KOR_40
wait 0
if
80E1:   key_pressed 0 10
jf @KOR_10
wait 0
if
00E1:   key_pressed 0 5
jf @KOR_35
wait 0
jump @KOR_17

:KOR_40
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset -5.0 0.0 0.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset 0.0 2.0 0.0
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 2)
wait 100
jump @KOR_4

:KOR_50
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset 5.0 0.0 0.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset 0.0 2.0 0.0
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 2)
wait 100
jump @KOR_5


:KOR_8
wait 0
if
80E1:   key_pressed 0 10
jf @KOR_10
wait 0
if
80E1:   key_pressed 0 7
jf @KOR_6
wait 0
if
80E1:   key_pressed 0 6
jf @KOR_11
wait 0
jump @KOR_8

:KOR_9
wait 0
if
80E1:   key_pressed 0 10
jf @KOR_10
wait 0
if
80E1:   key_pressed 0 5
jf @KOR_7
wait 0
if
80E1:   key_pressed 0 6
jf @KOR_12
wait 0
jump @KOR_9

:KOR_10
0792: (unknown) $PLAYER_ACTOR
0992: set_player $PLAYER_CHAR weapons_scrollable 1
0638: AS_actor $PLAYER_ACTOR stay_put 0
02EB: restore_camera_with_jumpcut
04EF: release_animation "SWAT"
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
jump @KOR_1

:KOR_11
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset -1.0 0.0 -1.5
04C4: create_coordinate $xyz4 $xyz5 $xyz6 from_actor $PLAYER_ACTOR offset -1.0 0.0 0.0
if
86BD: not no_obstacles_between $xyz1 $xyz2 $xyz3 and $xyz4 $xyz5 $xyz6 solid 1 car 0 actor 0 object 0 particle 0
jf @KOR_8
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset 0.0 0.0 -1.0
0792: (unknown) $PLAYER_ACTOR
0605: unknown_action_sequence $PLAYER_ACTOR "SWT_WLLSHOOT_IN_R" "SWAT"  8.0  0  1  1  0 1000
wait 1000
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
04D7: lock_actor $PLAYER_ACTOR in_current_position 1                    
jump @KOR_13

:KOR_12
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset 1.0 0.0 -1.5
04C4: create_coordinate $xyz4 $xyz5 $xyz6 from_actor $PLAYER_ACTOR offset 1.0 0.0 0.0
if
86BD: not no_obstacles_between $xyz1 $xyz2 $xyz3 and $xyz4 $xyz5 $xyz6 solid 1 car 0 actor 0 object 0 particle 0
jf @KOR_9
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
04C4: create_coordinate $xyz1 $xyz2 $xyz3 from_actor $PLAYER_ACTOR offset 0.0 0.0 -1.0
0792: (unknown) $PLAYER_ACTOR
0605: unknown_action_sequence $PLAYER_ACTOR "SWT_WLLSHOOT_IN_L" "SWAT"  8.0  0  1  1  0 1000
wait 1000
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
jump @KOR_14

:KOR_13
wait 0
if
80E1:   key_pressed 0 10
jf @KOR_10
wait 0
if
00E1:   key_pressed 0 6
jf @KOR_20
wait 0
jump @KOR_13

:KOR_14
wait 0
if
80E1:   key_pressed 0 10
jf @KOR_10
wait 0
if
00E1:   key_pressed 0 6
jf @KOR_30
wait 0
jump @KOR_14

:KOR_20
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
0792: (unknown) $PLAYER_ACTOR
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
0605: unknown_action_sequence $PLAYER_ACTOR "SWT_WLLSHOOT_OUT_R" "SWAT"  8.0  0  1  1  0 1000
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset -1.0 -5.0 1.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset -1.0 0.0 0.0
wait 100
0460: set_camera_pointing_time 0.0 1000
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 1)
wait 1000
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
actor.PutAt($PLAYER_ACTOR, $xyz1 $xyz2 $xyz3)
jump @KOR_4

:KOR_30
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
0792: (unknown) $PLAYER_ACTOR
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
0638: unknown_action_sequence -1  0
0605: unknown_action_sequence $PLAYER_ACTOR "SWT_WLLSHOOT_OUT_L" "SWAT"  8.0  0  1  1  0 1000
04C4: create_coordinate $cam1 $cam2 $cam3 from_actor $PLAYER_ACTOR offset 1.0 -5.0 1.0
04C4: create_coordinate $cam4 $cam5 $cam6 from_actor $PLAYER_ACTOR offset 1.0 0.0 0.0
wait 100
0460: set_camera_pointing_time 0.0 1000
015F: set_camera_position $cam1 $cam2 $cam3 0.0 0.0 0.0
camera.PointAt($cam4 $cam5 $cam6, 1)
wait 1000
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
0173: set_actor $PLAYER_ACTOR z_angle_to $TEMPVAR_ANGLE
actor.PutAt($PLAYER_ACTOR, $xyz1 $xyz2 $xyz3)
jump @KOR_5


--------------------

- бескорыстная кнопка

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+Quote Post
Riaz
сообщение 21.08.2007, 20:54:34
Сообщение #8

Угонщик
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нормально, жаль на сан


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+Quote Post
Energizer
сообщение 21.08.2007, 21:38:09
Сообщение #9

Почетное батарейко форума
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не жаль, а наоборот супер что на сан!


--------------------
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ХАХАХА! Я родоначальник моды на животных! бугога
У меня появился червячок. Его зовут ТИЛЬДО....
Фото: Тильдо сходило в салон красоты, поэтому ее никто не узнавал:

К сожалению Тильдо пока не совсем ручной и любит убегать...
имхо кака©Energizer

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+Quote Post
fedo
сообщение 21.08.2007, 21:40:10
Сообщение #10

Новенький
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Репутация:   6  


о круто а то только в роликах такая фикня присутствовала и еще актеры вские использовали а си жой не мог - вот лох стар ленивые


--------------------
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Тёма
сообщение 21.08.2007, 22:00:02
Сообщение #11

Новенький
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Репутация:   102  


нет такое нада на вайс сделать))))
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