gtasan112
-
Compteur de contenus
40 -
Inscription
-
Dernière visite
Messages posté(e)s par gtasan112
-
-
Bonjour à tous et à toute,
j'aimerais mettre çe script dans un fichier .cs (cleo) mais je ne sais pas comment faire.
J'ai déjà esseyez avec sanny builder mais à chaque fois il me creer un fichier texte au lieu d'un script .cs...
Alors si quelqu'un si connaît et aurait la bonté de me le dire ce serait super.
Merci beaucoup d'avance.
Si jamais c'est ce script la :
DEFINE OBJECTS 390
DEFINE OBJECT cj_bear_bottle ; Object number -389 added by rolla
004F: create_thread ££DRUNK
004F: create_thread ££SMOKE
004F: create_thread ££DRINK
:DRUNK
03A4: name thread 'DRUNK'
09E2: $rollacar = parked_car_generator_w_numberplate 567 93 03 0 alarm 0 door_lock 0 0 10000 plate "_ROLLA__" at 2504.047 -1678.798 13.37605 angle 16.0
014C: set_parked_car_generator $rollacar cars_to_generate_to 101
0004: $smokeon = 0
0004: $weednum = 1
04ED: load_animation "GANGS"
0247: request model #CIGAR
0006: @78 = 1
:DRUNK3
0213: @2 = create_pickup -201 type 3 at 2247.395 -1253.71 24.0 //game start (weed)
0213: @3 = create_pickup -201 type 3 at 2458.654 -1717.004 12.0 //ryders house (weed)
0213: @4 = create_pickup -201 type 3 at 511.1169 -72.95301 997.0 //bar (weed)
0213: @6 = create_pickup #CIGAR type 3 at 2463.143 -1712.092 13.50691 //ryders house (blunt)
0213: @7 = create_pickup #CIGAR type 3 at 2253.906 -1250.897 25.45253 //game start (blunt)
0213: @8 = create_pickup #CIGAR type 3 at 510.2982 -76.86326 998.7578 //bar (blunt)
:DRUNK4
0001: wait 500 ms
00D6: if 22
0214: pickup @2 picked up
0214: pickup @3 picked up
0214: pickup @4 picked up
004D: jump if false ££DRUNK41
0215: destroy pickup @2
0215: destroy pickup @3
0215: destroy pickup @4
0004: $weednum = 0
0004: $bottlenum = 0
016A: fade 0 () 500 ms
0001: wait 1000 ms
0002: jump ££DRUNK42
:DRUNK41
00D6: if 22
0214: pickup @6 picked up
0214: pickup @7 picked up
0214: pickup @8 picked up
004D: jump if false ££DRUNK8
0215: destroy pickup @6
0215: destroy pickup @7
0215: destroy pickup @8
0004: $weednum = 1
0004: $bottlenum = 0
03FD: set player $PLAYER_CHAR handling responsiveness 1
052C: set player $PLAYER_CHAR drunk visuals 0
015D: set gamespeed 1.0
016A: fade 0 () 500 ms
0001: wait 1000 ms
0002: jump ££DRUNK5
:DRUNK42; weed
00D6: if 0
0038: $smokeon == 0
004D: jump_if_false ££DRUNK45
03FD: set player $PLAYER_CHAR handling responsiveness 5
052C: set player $PLAYER_CHAR drunk visuals 255
015D: set gamespeed .75
0002: jump ££DRUNK5
:DRUNK45; if pickup already picked up, do this
03FD: set player $PLAYER_CHAR handling responsiveness 1
052C: set player $PLAYER_CHAR drunk visuals 0
015D: set gamespeed 1.0
0004: $smokeon = 0
0108: destroy_object $blunt
0004: $weednum = 1
0004: $blunton = 0
0004: $bottlenum = 0
016A: fade 1 (back) 500 ms
0001: wait 10000 ms
0002: jump ££DRUNK3
:DRUNK5; blunt goes straight here, weed goes here after effects are made
00D6: if 0
0038: $smokeon == 0
004D: jump_if_false ££DRUNK45
04ED: load_animation "smoking"
0247: request model #CIGAR
0004: $smokeon = 1
:DRUNK55
00D6: if 0
0038: $drinkon == 1
004D: jump if false ££DRUNK7
0004: $drinkon = 0
0108: destroy_object $bottle
:DRUNK7
0001: wait 500 ms
00A0: store_actor $PLAYER_ACTOR position_to $x $y $z
0107: $blunt = create_object #CIGAR at $x $y $z
070A: unknown_action_sequence $PLAYER_ACTOR $blunt .04 .1 .05 6 16 "NULL" "NULL" -1
0004: $blunton = 1
016A: fade 1 (back) 500 ms
0002: jump ££DRUNK3
:DRUNK8
00D6: if 0
0038: $smokeon == 1
004D: jump if false ££DRUNK4
:DRUNK81234 ;this keeps the drunk effect going on, no more wearing off!
00D6: if 2
0038: $weednum == 0
0038: $drinkon == 0
0038: $smokeon == 1
004D: jump_if_false ££DRUNK812
:DRUNK801
00D6: if 21
8039: NOT player $PLAYER_CHAR drunk visuals == 255
8039: NOT player $PLAYER_CHAR handling responsiveness == 5
004D: jump_if_false ££DRUNK812
03FD: set player $PLAYER_CHAR handling responsiveness 5
052C: set player $PLAYER_CHAR drunk visuals 255
015D: set gamespeed .75
:DRUNK812
00D6: if 2
0038: $blunton == 1
0038: $smokeon == 1
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££DRUNK85
:DRUNK815
00D6: if 0
00E1: key pressed 0 15; enter car
004D: jump_if_false ££DRUNK81
0002: jump ££DRUNK82
:DRUNK81
00D6: if 21
02D8: actor $PLAYER_ACTOR currentweapon == 0
02D8: actor $PLAYER_ACTOR currentweapon == 1
004D: jump_if_false ££DRUNK82
0002: jump ££DRUNK9
:DRUNK82
0108: destroy_object $blunt
0004: $blunton = 0
0002: jump ££DRUNK9
:DRUNK85
00D6: if 2
0038: $blunton == 0
0038: $smokeon == 1
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££DRUNK9
:DRUNK86
00D6: if 22
00E1: key pressed 0 15; enter car
02D8: actor $PLAYER_ACTOR currentweapon == 0
02D8: actor $PLAYER_ACTOR currentweapon == 1
004D: jump_if_false ££DRUNK9
:DRUNK87
00D6: if 2; if running to a car
80E1: NOT key pressed 0 0; move
80E1: NOT key pressed 0 1;move
82A0: NOT actor $PLAYER_ACTOR stopped
004D: jump_if_false ££DRUNK88
0002: jump ££DRUNK9
:DRUNK88
00A0: store_actor $PLAYER_ACTOR position_to $x $y $z
0107: $blunt = create_object #CIGAR at $x $y $z
070A: unknown_action_sequence $PLAYER_ACTOR $blunt .04 .1 .05 6 16 "NULL" "NULL" -1
0004: $blunton = 1
:DRUNK9
00D6: if 25
00E1: key pressed 0 0; move
00E1: key pressed 0 1;move
00E1: key pressed 0 15;enter/exit
00E1: key pressed 0 17;shoot
00E1: key pressed 0 14;jump
00E1: key pressed 0 18;crouch
004D: jump_if_false ££DRUNK10
00D6: if 0
0611: $PLAYER_ACTOR "SMKCIG_PRTL"
004D: jump_if_false ££DRUNK10
00D6: if 0
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££DRUNK10
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1
:DRUNK10
00D6: if 2
047A: actor $PLAYER_ACTOR on_motorbike
82A0: NOT actor $PLAYER_ACTOR stopped
0611: $PLAYER_ACTOR "SMKCIG_PRTL"
004D: jump_if_false ££DRUNK11
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1
:DRUNK11
00D6: if 5
00DF: actor $PLAYER_ACTOR driving
0038: $blunton == 0
0038: $smokeon == 1
80E1: NOT key pressed 0 17;shoot
80E1: NOT key pressed 0 5;look l
80E1: NOT key pressed 0 7;look r
004D: jump_if_false ££DRUNK12
00A0: store_actor $PLAYER_ACTOR position_to $x $y $z
0107: $blunt = create_object #CIGAR at $x $y $z
070A: unknown_action_sequence $PLAYER_ACTOR $blunt .04 .1 .05 6 16 "NULL" "NULL" -1
0004: $blunton = 1
:DRUNK12
00D6: if 2
00DF: actor $PLAYER_ACTOR driving
0038: $blunton == 1
0038: $smokeon == 1
004D: jump_if_false ££DRUNK4
:DRUNK13
00D6: if 22
00E1: key pressed 0 17;shoot
00E1: key pressed 0 5;look l
00E1: key pressed 0 7;look r
004D: jump_if_false ££DRUNK4
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1
0108: destroy_object $blunt
0004: $blunton = 0
0002: jump ££DRUNK4
004E: end thread
:SMOKE
03A4: name thread 'SMOKE'
:SMOKE05
0004: $startcount = 0
0001: wait 250 ms
0004: $smokecount = 15
0004: $drinkcount = 20
:SMOKE1
00D6: if 0
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££SMOKE15
00D6: if 21
02D8: actor $PLAYER_ACTOR currentweapon == 0
02D8: actor $PLAYER_ACTOR currentweapon == 1
004D: jump_if_false ££SMOKE05
:SMOKE15
00D6: if 21
02A0: actor $PLAYER_ACTOR stopped
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false ££SMOKE05
0001: wait 250 ms
0008: $startcount += 1 ;; integer values
00D6: if 0
8038: NOT $smokecount == 15
004D: jump_if_false ££SMOKE16
0008: $smokecount += 1
:SMOKE16
00D6: if 0
8038: NOT $drinkcount == 20
004D: jump_if_false ££SMOKE2
0008: $drinkcount += 1
:SMOKE2
00D6: if 21
0031: $startcount >= 10
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false ££SMOKE1
00D6: if 0
0038: $smokeon == 1
004D: jump_if_false ££SMOKE3
:SMOKE22
00D6: if 0
0611: $PLAYER_ACTOR "SMKCIG_PRTL"
004D: jump_if_false ££SMOKE25
0613: $PLAYER_ACTOR "SMKCIG_PRTL" @6
00D6: if 1
0031: @6 >= .4 ;; floating-point values
0023: .7 > @6 ;; floating-point values
004D: jump_if_false ££SMOKE23
064C: @13
0669: "EXHALE" $PLAYER_ACTOR 0.0 0.0 0.0 1 @13
0883: @13 $PLAYER_ACTOR 5
:SMOKE23
00D6: if 0
0611: $PLAYER_ACTOR "SMKCIG_PRTL"
004D: jump_if_false ££SMOKE25
0613: $PLAYER_ACTOR "SMKCIG_PRTL" @6
00D6: if 0
0031: @6 >= .7 ;; floating-point values
004D: jump_if_false ££SMOKE24
0650: @13
:SMOKE24
00D6: if 0
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false ££SMOKE1
:SMOKE25
00D6: if 7
00DF: actor $PLAYER_ACTOR driving
82A0: NOT actor $PLAYER_ACTOR stopped
847A: NOT actor $PLAYER_ACTOR on_motorbike
0038: $blunton == 1
0038: $smokecount == 15
80E1: NOT key pressed 0 17;shoot
80E1: NOT key pressed 0 5;look l
80E1: NOT key pressed 0 7;look r
004D: jump_if_false ££SMOKE255
0605: unknown_action_sequence $PLAYER_ACTOR "SMOKE_IN_CAR" "PED" 1.0 0 0 0 0 0
0004: $smokecount = 0
0002: jump ££SMOKE1
:SMOKE255
00D6: if 5
00DF: actor $PLAYER_ACTOR driving
02A0: actor $PLAYER_ACTOR stopped
0038: $blunton == 1
80E1: NOT key pressed 0 17;shoot
80E1: NOT key pressed 0 5;look l
80E1: NOT key pressed 0 7;look r
004D: jump_if_false ££SMOKE26
0605: unknown_action_sequence $PLAYER_ACTOR "SMKCIG_PRTL" "GANGS" 1.0 0 0 0 0 0
0002: jump ££SMOKE1
:SMOKE26
00D6: if 5
80DF: NOT actor $PLAYER_ACTOR driving
02A0: actor $PLAYER_ACTOR stopped
80E1: NOT key pressed 0 17;shoot
80E1: NOT key pressed 0 5;look l
80E1: NOT key pressed 0 7;look r
0038: $blunton == 1
004D: jump_if_false ££SMOKE1
0605: unknown_action_sequence $PLAYER_ACTOR "SMKCIG_PRTL" "GANGS" 1.0 0 0 0 0 0
0002: jump ££SMOKE1
:SMOKE3
00D6: if 7
0038: $drinkon == 1
0038: $bottleon == 1
8611: NOT $PLAYER_ACTOR "DRNKBR_PRTL"
847A: NOT actor $PLAYER_ACTOR on_motorbike
0038: $drinkcount == 20
80E1: NOT key pressed 0 17;shoot
80E1: NOT key pressed 0 5;look l
80E1: NOT key pressed 0 7;look r
004D: jump_if_false ££SMOKE1
0605: unknown_action_sequence $PLAYER_ACTOR "DRNKBR_PRTL" "GANGS" 1.0 0 0 0 0 0
0004: $drinkcount = 0
0002: jump ££SMOKE1
004E: end thread
:DRINK
03A4: name thread 'DRINK'
04ED: load_animation "GANGS"
0247: request model #KB_BEER
0247: request model #cj_bear_bottle
0004: $drinkon = 0
0006: @30 = 1
0006: @31 = 1
0004: $bottlenum = 0
:DRINK2
0213: @2 = create_pickup #KB_BEER type 3 at 2251.814 -1255.919 25.45161 //game start (beer)
0213: @3 = create_pickup #KB_BEER type 3 at 2450.654 -1710.004 13.56381 //ryders house (beer)
0213: @4 = create_pickup #KB_BEER type 3 at 499.9867 -76.86562 999.6047 //bar (beer)
0213: @6 = create_pickup -389 type 3 at 2254.729 -1254.212 25.45676 //game start (wine)
0213: @7 = create_pickup -389 type 3 at 2450.213 -1716.74 13.6833 //ryders house (wine)
0213: @8 = create_pickup -389 type 3 at 499.0795 -73.34201 998.7578 //bar (wine)
:DRINK3
0001: wait 500 ms
00D6: if 22
0214: pickup @6 picked up
0214: pickup @7 picked up
0214: pickup @8 picked up
004D: jump if false ££DRINK41
0215: destroy pickup @6
0215: destroy pickup @7
0215: destroy pickup @8
0004: $bottlenum = 2
016A: fade 0 () 500 ms
0001: wait 1000 ms
0002: jump ££DRINK42
:DRINK41
00D6: if 22
0214: pickup @2 picked up
0214: pickup @3 picked up
0214: pickup @4 picked up
004D: jump if false ££DRINK6
0215: destroy pickup @2
0215: destroy pickup @3
0215: destroy pickup @4
0004: $bottlenum = 1
016A: fade 0 () 500 ms
0001: wait 1000 ms
0006: @55 = -389
0006: @30 = 0
0006: @31 = 0
03FD: set player $PLAYER_CHAR handling responsiveness 1
052C: set player $PLAYER_CHAR drunk visuals 0
015D: set gamespeed 1.0
0002: jump ££DRINK45
:DRINK42 ;wine bottle pickup code
00D6: if 0
0038: $drinkon == 0
004D: jump_if_false ££DRINK35
03FD: set player $PLAYER_CHAR handling responsiveness 5
052C: set player $PLAYER_CHAR drunk visuals 255
015D: set gamespeed 1.0
0006: @55 = -389
0006: @30 = 0
0006: @31 = 0
0002: jump ££DRINK45
:DRINK35 ;if bottle has been picked up, execute this
00D6: if 0
0038: $drinkon == 1
004D: jump if false ££DRINK3
0004: $drinkon = 0
0108: destroy_object $bottle
0004: $bottlenum = 0
0004: $bottleon = 0
03FD: set player $PLAYER_CHAR handling responsiveness 1
052C: set player $PLAYER_CHAR drunk visuals 0
015D: set gamespeed 1.0
0006: @30 = 1
0006: @31 = 1
016A: fade 1 (back) 500 ms
0001: wait 10000 ms
0002: jump ££DRINK2
:DRINK45 ;beer bottle pickup code (and eventual wine code)
00D6: if 0
0038: $drinkon == 0
004D: jump if false ££DRINK35
0004: $drinkon = 1 ;set drink pickup picked up
0004: $smokeon = 0 ;set weed pickup not picked up
04C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
0107: $bottle = create_object @55 at $x $y $z
0177: set_object $bottle z_angle_to 90.0
035D: toggle_object $bottle targetable 1
0004: $bottleon = 1
070A: unknown_action_sequence $PLAYER_ACTOR $bottle @31 @31 @30 6 16 "NULL" "NULL" -1 //left
016A: fade 1 (back) 500 ms
0002: jump ££DRINK2
:DRINK6
00D6: if 0
0038: $drinkon == 1
004D: jump if false ££DRINK3
:DRINK61 ;this keeps the drunk effect going on, no more wearing off!
00D6: if 2
0038: $bottlenum == 2
0038: $smokeon == 0
0038: $drinkon == 1
004D: jump_if_false ££DRINK812
:DRINK62
00D6: if 21
8039: NOT player $PLAYER_CHAR drunk visuals == 255
8039: NOT player $PLAYER_CHAR handling responsiveness == 5
004D: jump_if_false ££DRINK812
03FD: set player $PLAYER_CHAR handling responsiveness 5
052C: set player $PLAYER_CHAR drunk visuals 255
:DRINK812
00D6: if 2
0038: $bottleon == 1
0038: $drinkon == 1
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££DRINK85
:DRINK815
00D6: if 0
00E1: key pressed 0 15; enter car
004D: jump_if_false ££DRINK81
0002: jump ££DRINK82
:DRINK81
00D6: if 21
02D8: actor $PLAYER_ACTOR currentweapon == 0
02D8: actor $PLAYER_ACTOR currentweapon == 1
004D: jump_if_false ££DRINK82
0002: jump ££DRINK9
:DRINK82
0108: destroy_object $bottle
0004: $bottleon = 0
0002: jump ££DRINK9
:DRINK85
00D6: if 2
0038: $bottleon == 0
0038: $drinkon == 1
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££DRINK9
:DRINK86
00D6: if 22
00E1: key pressed 0 15; enter car
02D8: actor $PLAYER_ACTOR currentweapon == 0
02D8: actor $PLAYER_ACTOR currentweapon == 1
004D: jump_if_false ££DRINK9
:DRINK87
00D6: if 2; if running to a car
80E1: NOT key pressed 0 0; move
80E1: NOT key pressed 0 1;move
82A0: NOT actor $PLAYER_ACTOR stopped
004D: jump_if_false ££DRINK88
0002: jump ££DRINK9
:DRINK88
00D6: if 0
0038: $drinkon == 1
04C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
0107: $bottle = create_object @55 at $x $y $z
070A: unknown_action_sequence $PLAYER_ACTOR $bottle @31 @31 @30 6 16 "NULL" "NULL" -1
0004: $bottleon = 1
:DRINK9
00D6: if 25
00E1: key pressed 0 0; move
00E1: key pressed 0 1;move
00E1: key pressed 0 15;enter/exit
00E1: key pressed 0 17;shoot
00E1: key pressed 0 14;jump
00E1: key pressed 0 18;crouch
004D: jump_if_false ££DRINK11
00D6: if 1
0611: $PLAYER_ACTOR "DRNKBR_PRTL"
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££DRINK11
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1
:DRINK11
00D6: if 5
00DF: actor $PLAYER_ACTOR driving
0038: $bottleon == 0
0038: $drinkon == 1
80E1: NOT key pressed 0 17;shoot
80E1: NOT key pressed 0 5;look l
80E1: NOT key pressed 0 7;look r
004D: jump_if_false ££DRINK12
04C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
0107: $bottle = create_object @55 at $x $y $z
070A: unknown_action_sequence $PLAYER_ACTOR $bottle @31 @31 @30 6 16 "NULL" "NULL" -1
0004: $bottleon = 1
:DRINK12
00D6: if 2
00DF: actor $PLAYER_ACTOR driving
0038: $bottleon == 1
0038: $drinkon == 1
004D: jump_if_false ££DRINK3
:DRINK13
00D6: if 22
00E1: key pressed 0 17;shoot
00E1: key pressed 0 5;look l
00E1: key pressed 0 7;look r
004D: jump_if_false ££DRINK3
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1
0108: destroy_object $bottle
0004: $bottleon = 0
0002: jump ££DRINK3
004E: end thread
-
Merci ca peut vraiment aidez le site.
-
a d'accord j'ai compris mon probleme, merci beaucoup :frim:
-
Bonjour à tous et à toute,
je pose peut être (ou surement) une question bête mais, comment mais on une image sur le forum ?
J'ai déjà esseyé la balise [/img] rien y fait sa ne fonctionne toujours pas...
merci d'avance de votre réponse :frim:
-
Plein de nouveau screen vienne d'arrivé !!
-
Merci pour le commentaire sa donne du courage pour la suite :frim:
-
Je vais vous présentez une grosse compilation que j'ai faite pour le plaisir de vos yeux. :frim:
Alors voici toute les modifications apporté au jeux :
-------------------------------------------------
- Taille exact du mod (780,39 MB)
- Installation automatique
- plus de 1700 texture remplacée (inc. LOD)
- 100% de la map et enneigé
- Neige realiste qui tombe (pressé CTRL+[Num+])
- menu météo (pressé 1 pour faire apparaître le menu)
- Possibilité d'éteindre ou de'allumé la voiture (pressé Page Up- et Page Down)
- Caméra bougable dans la map (pressé K)
- choix de la voiture sur place (pressé 2)
- 270 installation d'option (Version GAMI)
- 152 nouveau vehicule
- 30 nouvelles coupes de cheveux
- De surprenant detail sillonne les rue (glaçon,neige etc..)
- La route devient glissante à cause de la neige
- Un handing realiste
- Des texture photo-realiste
- Marque de pied sur la neige, quand cj marche
-Trace sur les route à cause de la neige (voiture,pas ect..)
- Nouvelle trace pendant le freinage
- Réflexion de neige sur les véhicules
- Qualité supérieur pour les phare
- Eau ajusté pour le mods
- Neige sur les pneu.
- Haute texture pour les intérieur
- Végétation enneigé
- Objet ajusté
- Nouvelle jante
- Nouvelle arme
- Nouveau tunning pour vos vehicule
- Certaine nouvelle mission
- Salle d'exposition de Véhicule dans "Ottos Carsaloon"
- 13 eastereggs
- Panneau publicitaire
-Menu pour choisir vos vêtement sur place
-Choisissé une point sur la carte et téléporter vous sur le point que vous avez placez.
-Cj peux fumer
-Cj peut boire de l'alcool
-Cj peut vomir
-Cj peut faire pipi
-Cj peut dancer
-Cj peut voler sur un balet
-Cj peut rentrer dans une voiture comme passager
-Cj peut tirer un gros boulet qui explose
-Menu pour choisir ces jante
-Possibilité d'ouvrir les portière,le coffre et le moteur
-Eteindre et rallumer les phare
-Menu tunning
-Possibilité de mettre un saut devant cj
-Compteur sofistiqué (Km/H)
-Vous dever géré l'essance.
Code spécial à faire pendant la partie :
PED: pour choisir nimporte quelle civil pour votre gang
FIREWORKS: pour faire un feux d'artifice
STOP: arrête le temps à pars cj
PORTAL: Tire avec votre arme et sa creer une porte de téléportation.
FPS:vue première personne.
Voici tout les vehicule modifié :
GMC Sierra Police "Snow Edition"
IFA W50 Straßenräumfahrzeug
1986 Ford Econoline "Journey Winter Edition"
Woofis Hotrod )
Ford Crown Victoria "Snow Edition"
Woofi´s Truck Pack
Landrover Defender 110SW
IFA W50
1936 Sedan Fordor V8
IFA W50 LA/A/C "Duneride"
1946 RoughRider Cigarette
Ducati996's Bandito Madness
1972 Vespa N-50 V2
1974 Ford Capri RS Cosworth
Buick 1950 Custom
1996 Cadillac Eldorado
2004 Saturn Ion Quad Coupe
1996 Lincoln Mark VIII
"BAGGAGE" Airport SERVICE Vehicle
Shelby GT500E
Peterbilt 359
1992 Chevrolet Caprice Station Wagon
BMW 316i (E36)
KAMAZ AC 7,0-40 (43118)
1985 Cadillac Fleetwood Limousine
Toyota Trueno AE86
Lamborghini Murcielago V12 6.2L
1957 Dodge Lancer
Ferrari Enzo 2003
1986 Ford Econoline Ambulance
1998 Mazda Demio LT
1985 Cadillac Coupe DeVille
1991 Chevrolet Caprice Taxi
Mercedes Benz S 600
Chevrolet Silverado 3500
BF Evolution
MIL-24 Hind Gunship
1999 Dodge Intrepid
1986 Chevrolet 3500 SWAT T2
1985 GMC 6000 Armored Truck
JACKz VIPER UNREAL X²
1969 GM TDH-5303 V 1.0 Santa Monica Intercity Bus Lines
M1A1 ABRAMS
M352A
1932 Ford Roadster
Nissan 240 SX ,
GMC 1955
1993 Chevrolet Caprice Taxi
Plymouth Road Runner
Mercedes Benz Sprinter (Perduto Style)
1985 Cadillac Fleetwood Hearse
Peterbilt Packer
1986 Ford E-250 Monster Truck
1985 Mercedes 500SE
Bell 13h
Maserati MC12
The speedboat with no name
Sports Fishing Boat
1982 Mack R 600 DumpTruck
GMC 6000 "Yankee"
1999 Volvo V40
DeHavilland Beaver
Yamaha M1 Version 2.0
HellFire
1959 Chevrolet
Honda CRF450R Xtreme
Bell H13 "M.A.S.H."
1986 Hummer "MP"
Snowmobil
1970 Chevrolet Chevelle SS
Beechcraft Baron 58 T
U.S. NAVY KAMAN-SH 2F SEASPRITE
Jaguar XJ220
1949 Ford Frieghter
1981 Mercury Grand Marquis Colony Park
2007 Jaguar XK Convertible
Spin Wheel BMX
1976 Dodge Tradesman SWB Van (Mild Custom 4x4)
NEOPLAN N 9022 AIRPORT BUS by Denis Dolgushev
Caterpiller T530
Bell 206B JetRanger II
Robinson R44 Raven II
Jeep Cherokee (1984-1990)
AMG H2 HUMMER SUV FBI
1972 Linclon Continental Mark IV
Nissan Pickup Dakar 2004
Toyota Corolla GT-S Twin Cam 16V
1986 Jeep Wrangler 4.0 "Fury"
Aston Martin Road Warrior
Maibatsu Canyon
1985 Cadillac Fleetwood Brougham
Low Rider Bike
1964 Ford Thunderbird
1959 Cadillac Eldorado
Ducati 996
Yamaha M1
MAD MAX BIKE
Mercedes-Benz Actros 6x4
BMW M3 GTR
1992 Dynasty LE v2
Tunable Tractor
New Holland TX 34 Combine Harvester
Honda S2000
1963 Chevrolet Impala Lowrider
DBAG Baureihe 101
LCAC (Landing Craft Air Cushion)
Ford GT40
Ford Torino Rusty
1985 GMC Sierra 2500
Renault-19 Chamade
2006 Lexus IS300
1976 Chevrolet Nova
2007 Audi RS 4
Mitsubishi Galant VR6
1986 Chevrolet Silverado K-10 2500
Jaguar XK Stock + Convertible 2005
Mazda Miata RX-7
Mitsubishi Lancer Evo IX MR Edition
Nissan Stagea 25RS Four S
Nissan Skyline GT-R (R-34)
VW Golf IV
1963 Chevrolet Impala 4 Door Hardtop
Kart
Bugatti Veyron
Tunable Mower
1930 Minerva AL
1958 Chevrolet Impala
Mitsubishi Fuso Crane 8X4
Suzuki GSXR Final
Nissan Primera
Honda Goldwing
Nissan 300 ZX
VW Golf GTI R32 W8
Maule Orion
1985 Ford LTD Crown Victoria Interceptor LAPD
Pontiac GTO Police Edition
Chevrolet El Camino
A-11 "Miniwar"
2003 Mitsubishi Eclipse
1987 Camaro IROC-Z T-Tops
1978 Ford F-150 "Old Crate" Edition (Damaged)
1991 Chevrolet Step Van 30 V2
Holiday Trailer
1951 Ford Wrecker
BMW 318i Touring
GTA-Action Monster Truck
Lexus GS430 Bj. 1999
Boeing 737-800
Land Rover Discovery 2
Rolls-Royce Phantom'03 V2.0
Antonov An-225 Mriya
Skoda Octavia
- Nouvelle partie nécessaire. (GTA SA V1.00)
Maintenant quelque screen (cliqué sur les liens, et dès que vous ête dans l'hébergeur re-cliqué pour voir la taille réel) :
http://images4.hiboox.com/images/3108/e267...001e3e8dd3f.bmp
http://images4.hiboox.com/images/3108/981a...d53fa54f923.bmp
http://images4.hiboox.com/images/3108/53d0...5aabdff919d.bmp
http://images4.hiboox.com/images/3108/ef5e...e9d60c4cefc.bmp
://images4.hiboox.com/images/3108/6def...edf3f2f679.bmp
http://images4.hiboox.com/images/3108/11ed...8cb29a93ff2.bmp
http://images4.hiboox.com/images/3108/5fb0...d8cdf75e933.bmp
://images4.hiboox.com/images/3108/6175...16db30f3a3.bmp
://images4.hiboox.com/images/3108/0edb...390782a11b.bmp
http://images4.hiboox.com/images/3108/6093...37807071a7d.bmp
http://images4.hiboox.com/images/3108/c06f...ac56b058451.bmp
http://images4.hiboox.com/images/3108/0425...96dc8b6dc1d.bmp
http://images4.hiboox.com/images/3108/562d...34f2fb7f140.bmp
http://images4.hiboox.com/images/3108/1e0b...7369bc8ebd8.bmp
http://images4.hiboox.com/images/3108/c412...bbaa3457730.bmp
http://images4.hiboox.com/images/3108/2d07...da204a70b60.bmp
http://images4.hiboox.com/images/3108/9a31...f847d25b698.bmp
http://images4.hiboox.com/images/3108/be77...ee82c20e130.jpg
http://images4.hiboox.com/images/3108/3908...14422bd0c1e.jpg
Je sais que c'est peu mais je tiens à gardé le suspens pour l'instant. :boxing:
CE SOIR LE MODS EST EN TELECHARGEMENT ! :frim:
Ps: ceux qui voudrons une sauvegarde 100% qui fonctionne avec le mods, dite le moi, je vous la passerais.
-
A ce que je vois pas un mot d'encouragement.
Franchement vous pourriez u moin l'encourager quoi !, plus d'une année qu'il ce crève le cul à faire sa.
Alors moi je te dit bon courage est vraiment un gros bravo pour se que vous avez fait, dès qu'il sortira je le prendrai a coup sur. :clap:
-
J'ai trouver que le tuto de thomasleroi n'étais pas assez complet à mon gout, je trouve qu'il manque trop de screen, pour les débutants je trouve qu'il ne comprenne pas assez bien, loin de la l'idée de critiquer mais je veux améliorer.
Alors dans ce tuto je vais vous apprendre à modifier des sons de gta san andreas, commençons par le bruit des moteur.
Avant tout faite un copier coller de votre fichier "GENRL"
Alors tout d'abord télécharger ce logiciel :
SaatGuiFront part.1 : http://www.gta.cz/sanandreas/data/22mira22...End_1-part1.zip
SaatGuiFront part2 : http://www.gta.cz/sanandreas/data/22mira22...End_1-part2.zip
Dès que cela est télécharger dézipper les deux partie dans un dossier, et lancer l'appliquation.
Vous verrez ceci normalement :
http://www.gta.cz/sanandreas/data/andr3w/n...uk/screen6v.JPG
Ensuite double cliquer sur "GENRL" et vous verrez plein de chose ou c'est écrit "bank,2,3 ect..."
C'est ici que nous allons commencer à modifier les sons.
Alors avant de commancer nous allons télécharger bien entendu des sons de voiture,camion ect...
C'est à cette adresse qu'il y en a le plus : http://gta-worldmods.planet-multiplayer.de...=150&type=4
Imaginons que je télécharge le sons de la dodge charger '69, apres avoir télécharger le son, dézipper les deux dossier nommé "bank_039" et "bank_040"
(bien entendu a chaque voiture les numéro change, ceci n'est qu'un exemple)
Ensuite vous regarder les numéro a la fin, ici c'est 39 et 40, alors dans le programme allez au bank 39 et 40, comme ici :
http://images4.hiboox.com/images/3108/dccd...faa8855d329.jpg
Après avoir fait cela il vous faudra les remplacer pars ceux que vous avez télécharger, alors séléctioner dans le programme "bank_039\sound_001.waw" et en haut du programme vous avez ceci :
http://images4.hiboox.com/images/3108/3afd...1eb6c31be4a.jpg
Alors la il vous faut cliquer sur le dossier ou il y a une flèche qui rentre, alors la il faudra que vous remplaciez par les sons que vous avez télécharger, et un de si suite, ensuite vous selectionner "sound_002" ensuite "003" ect..
Deuxième Tuto :
Modifier les musique du jeux (radio, parole ect...)
Faite un copier coller du fichier "SFX"
Alors pour commencer télécharger ce programme : http://www.01net.com/telecharger/windows/M...ches/27312.html
Ensuite executer-le, installer-le, et lancez-le.
Vous verrez ceci :
http://images4.hiboox.com/images/3108/bbba...c887ffc3e88.jpg
Alors cliquez sur "add", et choisissez un mp3 de votre choix.
ensuite vous verrez ceci :
http://images4.hiboox.com/images/3108/53de...b6040feef4e.jpg
Alors choisissez "ogg" en bas du programme.
Et ensuite cliquez sur le bouton rose qui se nomme "encode", et vous verrez ceci :
http://images4.hiboox.com/images/3108/6419...f9e1b231990.bmp
Et la musique convertie devrait être dans : C:\OUT_MEDIA_FILES\
Alors ensuite vous ouvrez SaatGuiFront et vous allez dans le dossier "stream" cette fois, la vous verrez toute les radio, vous double cliquez sur celle de votre choix, et vous verrez plein de nom de musique avec a la fin ".ogg", et la vous prenez la musique que vous avez convertie en ogg et vous remplacé la musique de votre choix pars celle que vous avez converti.
Voila et c'est comme ca pour les dossier suivant Pour tout les dossier qui se trouve dans stream.
Si vous n'avez pas compris quelque chose n'hésité surtout pas. :frim:
-
oui je suis sur est certain
il faut que tu prenne spark est rentrer les fichier BSM avec se logiciel
il se telecharge la: http://www.sanandreas-fr.net/downloads/ind...file&id=301
tu me redit
si tu l'utilise deja esseie de mettre tout les fichier d'un coup mais si tu l'utilise pas tu ne le fait surtout pas.
aussi dit moi se que le message d'erreur te dit
-
slt
j'arrive pas a mettre les fichier BSM sa me fait error123 pourquoi??
aurevoir ilyes
tu et sur de bien rentrer les fichier BSM dans gta3.img ?
-
salut,il existe deja un mods pour ne pas se cognier au potaux il s'appelle No lamp collision dis moi si tu veux que je te le mette. :frim:
-
Ok, merci bcp!
J'ai tout fait par contre lorsque je lance le jeu, après le chargement de la partie, j'arrive sur un écran noir avec écrit 'veuillez patienter" et boum, plantage
edit : maintenant je lance la partie, je marche qq mèrtres et le jeux se fige !
alors la je sais pas quoi te dire....
je ne comprend pas tu a quelle config pour ton ordi ?
-
bien sur:
tu vas dans gta3.img et trouve les fichier petro.txd, petro.dff, petror.dff, petror.txd des que tu les a trouver tu les remplace par ceux qui sont fourni dans le dossier rar.
pour les fichier script.img et main.scm tu va dans gta san andreas/data/script est la tu les remplace par cux fourni dans le dossier rar.
pour le fichier default.ide tu vas dans gta san andreas/data est la tu le remplace par celui fourni dans le dossier rar.
pour tout les fichier qui porte le nom de BSM tu vas dans gta3.img (qui se trouve dans gta san andreas/models) est tu les ajoute tous sans rien replacer.
voilasi ta pas compris quelque chose dit le moi.
-
desinstale gta est reinstalle le a un autre endroit, par exemple installe le sur le bureau.
-
oui effectivement le download n'est pas bien, je ne sais pas si on a le droit mais bon je vais quand meme vous le faire parvenir a l'aide de megauloapad: http://www.megaupload.com/fr/?d=PENGQRFC
petit (tres petit) tuto:
h) rentrer dans le bus est appuyer 3 secnde sur h
y) pour ouvrir les porte
s+delete) changer de vitesse
n) pour activer l'essuie glace
ctrl) pour abaisser le changement de vitesse
h) (quand vous ete en vus interieur) activer le ventilateur
é) activer les mission
voila un petit tuto pour ceux qui ne parle pas le russe LOL
dite moi si vous n'aver pas compris ou mettre les dossier ou si vous avez un probleme.
-
ben je pourrai t'aider un petit peut pour ton mods si tu veux bien.
-
tu veut dire tu veut mettre une autre peinture de celle d'origine, par exemple l'elegy tu aimerai mettre une autre peinture dessus ??
merci d'etre clair est precis pour la reponse.
-
en clair sa veut dire oui,alors maintenent tu peux commencer ton mods :frim: :frim:
-
d'accord merci beaucoup pour vos reponse les gars :frim:
-
Bonjours a tous et a toute,
voila alors je vais m'acheter un nouvel ordi mais je voudrais vous demander votre avis pour ne pas depensez pour rien:
si je pourrai jouer a ses jeu sans lag (saccade ect...):
gta san andreas
test drive unlimited
city life edition 2008
colin macra dirt
counter strike source
gta san andreas (avec plein de mods comme des voitures,maps,trains,mods qui remplace tout, ect...)
voila La config:
INTEL® CORE 2 DUO E4500(2.2GHz)
Windows® XP Professional
Disque dur 250 Gb
Carte graphique X1650 Pro IceQ 256MB
2Gb de DDR2 RAM
merci beaucoup de me repondre par oui ou par non pour chaque jeu
Merci beaucoup a ceux qui m repondrons :frim:
-
va ici: http://www.gta.cz/vicecity/index.php?clanek=146
y en a pas beaucoup mais bon.
-
non pas du tout mes bruit provienne de site speciaux qui on tous les droit sur les bruit,son ect... puisque c'est des "partenaire" qu'il les font eux meme est qu'il ne vont pas les acheter, ....est ensuite apres avoir telecharger on les modifie par un programme est je te dit c'est pas de la m**** le bruit apres.
-
non mes bruit de voiture ne son pas ete obtenu en payant il on ete obtenu grace a des modification de son autre que ceux de voiture et je sais sa car j'en connait un qui fait sa est que j'en ai fait quelque un grace a des logiciel, je peut te dire que c'est les auteur qu'il les mette a disposition de tout le monde sur des site connu, est pour te dire on a tout a fait le droit de citer des nom de site il n'y a rien d'illegal je crois meme qu'il en son content les createur des site.
Rajouté Un Script Dans Le Main.scm
dans Aide et discussions sur la création
Posté(e)
Bonjour à tous et à toute,
j'aimerais ajouté un script à mon main.scm mais je ne sais pas comment il faut faire :/
Alors si qelqu'un pourrait m'aidé, se serait super.
Merci d'avance.
Et voilà le script :
DEFINE OBJECTS 390
DEFINE OBJECT cj_bear_bottle ; Object number -389 added by rolla
004F: create_thread ££DRUNK
004F: create_thread ££SMOKE
004F: create_thread ££DRINK
:DRUNK
03A4: name thread 'DRUNK'
09E2: $rollacar = parked_car_generator_w_numberplate 567 93 03 0 alarm 0 door_lock 0 0 10000 plate "_ROLLA__" at 2504.047 -1678.798 13.37605 angle 16.0
014C: set_parked_car_generator $rollacar cars_to_generate_to 101
0004: $smokeon = 0
0004: $weednum = 1
04ED: load_animation "GANGS"
0247: request model #CIGAR
0006: @78 = 1
:DRUNK3
0213: @2 = create_pickup -201 type 3 at 2247.395 -1253.71 24.0 //game start (weed)
0213: @3 = create_pickup -201 type 3 at 2458.654 -1717.004 12.0 //ryders house (weed)
0213: @4 = create_pickup -201 type 3 at 511.1169 -72.95301 997.0 //bar (weed)
0213: @6 = create_pickup #CIGAR type 3 at 2463.143 -1712.092 13.50691 //ryders house (blunt)
0213: @7 = create_pickup #CIGAR type 3 at 2253.906 -1250.897 25.45253 //game start (blunt)
0213: @8 = create_pickup #CIGAR type 3 at 510.2982 -76.86326 998.7578 //bar (blunt)
:DRUNK4
0001: wait 500 ms
00D6: if 22
0214: pickup @2 picked up
0214: pickup @3 picked up
0214: pickup @4 picked up
004D: jump if false ££DRUNK41
0215: destroy pickup @2
0215: destroy pickup @3
0215: destroy pickup @4
0004: $weednum = 0
0004: $bottlenum = 0
016A: fade 0 () 500 ms
0001: wait 1000 ms
0002: jump ££DRUNK42
:DRUNK41
00D6: if 22
0214: pickup @6 picked up
0214: pickup @7 picked up
0214: pickup @8 picked up
004D: jump if false ££DRUNK8
0215: destroy pickup @6
0215: destroy pickup @7
0215: destroy pickup @8
0004: $weednum = 1
0004: $bottlenum = 0
03FD: set player $PLAYER_CHAR handling responsiveness 1
052C: set player $PLAYER_CHAR drunk visuals 0
015D: set gamespeed 1.0
016A: fade 0 () 500 ms
0001: wait 1000 ms
0002: jump ££DRUNK5
:DRUNK42; weed
00D6: if 0
0038: $smokeon == 0
004D: jump_if_false ££DRUNK45
03FD: set player $PLAYER_CHAR handling responsiveness 5
052C: set player $PLAYER_CHAR drunk visuals 255
015D: set gamespeed .75
0002: jump ££DRUNK5
:DRUNK45; if pickup already picked up, do this
03FD: set player $PLAYER_CHAR handling responsiveness 1
052C: set player $PLAYER_CHAR drunk visuals 0
015D: set gamespeed 1.0
0004: $smokeon = 0
0108: destroy_object $blunt
0004: $weednum = 1
0004: $blunton = 0
0004: $bottlenum = 0
016A: fade 1 (back) 500 ms
0001: wait 10000 ms
0002: jump ££DRUNK3
:DRUNK5; blunt goes straight here, weed goes here after effects are made
00D6: if 0
0038: $smokeon == 0
004D: jump_if_false ££DRUNK45
04ED: load_animation "smoking"
0247: request model #CIGAR
0004: $smokeon = 1
:DRUNK55
00D6: if 0
0038: $drinkon == 1
004D: jump if false ££DRUNK7
0004: $drinkon = 0
0108: destroy_object $bottle
:DRUNK7
0001: wait 500 ms
00A0: store_actor $PLAYER_ACTOR position_to $x $y $z
0107: $blunt = create_object #CIGAR at $x $y $z
070A: unknown_action_sequence $PLAYER_ACTOR $blunt .04 .1 .05 6 16 "NULL" "NULL" -1
0004: $blunton = 1
016A: fade 1 (back) 500 ms
0002: jump ££DRUNK3
:DRUNK8
00D6: if 0
0038: $smokeon == 1
004D: jump if false ££DRUNK4
:DRUNK81234 ;this keeps the drunk effect going on, no more wearing off!
00D6: if 2
0038: $weednum == 0
0038: $drinkon == 0
0038: $smokeon == 1
004D: jump_if_false ££DRUNK812
:DRUNK801
00D6: if 21
8039: NOT player $PLAYER_CHAR drunk visuals == 255
8039: NOT player $PLAYER_CHAR handling responsiveness == 5
004D: jump_if_false ££DRUNK812
03FD: set player $PLAYER_CHAR handling responsiveness 5
052C: set player $PLAYER_CHAR drunk visuals 255
015D: set gamespeed .75
:DRUNK812
00D6: if 2
0038: $blunton == 1
0038: $smokeon == 1
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££DRUNK85
:DRUNK815
00D6: if 0
00E1: key pressed 0 15; enter car
004D: jump_if_false ££DRUNK81
0002: jump ££DRUNK82
:DRUNK81
00D6: if 21
02D8: actor $PLAYER_ACTOR currentweapon == 0
02D8: actor $PLAYER_ACTOR currentweapon == 1
004D: jump_if_false ££DRUNK82
0002: jump ££DRUNK9
:DRUNK82
0108: destroy_object $blunt
0004: $blunton = 0
0002: jump ££DRUNK9
:DRUNK85
00D6: if 2
0038: $blunton == 0
0038: $smokeon == 1
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££DRUNK9
:DRUNK86
00D6: if 22
00E1: key pressed 0 15; enter car
02D8: actor $PLAYER_ACTOR currentweapon == 0
02D8: actor $PLAYER_ACTOR currentweapon == 1
004D: jump_if_false ££DRUNK9
:DRUNK87
00D6: if 2; if running to a car
80E1: NOT key pressed 0 0; move
80E1: NOT key pressed 0 1;move
82A0: NOT actor $PLAYER_ACTOR stopped
004D: jump_if_false ££DRUNK88
0002: jump ££DRUNK9
:DRUNK88
00A0: store_actor $PLAYER_ACTOR position_to $x $y $z
0107: $blunt = create_object #CIGAR at $x $y $z
070A: unknown_action_sequence $PLAYER_ACTOR $blunt .04 .1 .05 6 16 "NULL" "NULL" -1
0004: $blunton = 1
:DRUNK9
00D6: if 25
00E1: key pressed 0 0; move
00E1: key pressed 0 1;move
00E1: key pressed 0 15;enter/exit
00E1: key pressed 0 17;shoot
00E1: key pressed 0 14;jump
00E1: key pressed 0 18;crouch
004D: jump_if_false ££DRUNK10
00D6: if 0
0611: $PLAYER_ACTOR "SMKCIG_PRTL"
004D: jump_if_false ££DRUNK10
00D6: if 0
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££DRUNK10
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1
:DRUNK10
00D6: if 2
047A: actor $PLAYER_ACTOR on_motorbike
82A0: NOT actor $PLAYER_ACTOR stopped
0611: $PLAYER_ACTOR "SMKCIG_PRTL"
004D: jump_if_false ££DRUNK11
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1
:DRUNK11
00D6: if 5
00DF: actor $PLAYER_ACTOR driving
0038: $blunton == 0
0038: $smokeon == 1
80E1: NOT key pressed 0 17;shoot
80E1: NOT key pressed 0 5;look l
80E1: NOT key pressed 0 7;look r
004D: jump_if_false ££DRUNK12
00A0: store_actor $PLAYER_ACTOR position_to $x $y $z
0107: $blunt = create_object #CIGAR at $x $y $z
070A: unknown_action_sequence $PLAYER_ACTOR $blunt .04 .1 .05 6 16 "NULL" "NULL" -1
0004: $blunton = 1
:DRUNK12
00D6: if 2
00DF: actor $PLAYER_ACTOR driving
0038: $blunton == 1
0038: $smokeon == 1
004D: jump_if_false ££DRUNK4
:DRUNK13
00D6: if 22
00E1: key pressed 0 17;shoot
00E1: key pressed 0 5;look l
00E1: key pressed 0 7;look r
004D: jump_if_false ££DRUNK4
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1
0108: destroy_object $blunt
0004: $blunton = 0
0002: jump ££DRUNK4
004E: end thread
:SMOKE
03A4: name thread 'SMOKE'
:SMOKE05
0004: $startcount = 0
0001: wait 250 ms
0004: $smokecount = 15
0004: $drinkcount = 20
:SMOKE1
00D6: if 0
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££SMOKE15
00D6: if 21
02D8: actor $PLAYER_ACTOR currentweapon == 0
02D8: actor $PLAYER_ACTOR currentweapon == 1
004D: jump_if_false ££SMOKE05
:SMOKE15
00D6: if 21
02A0: actor $PLAYER_ACTOR stopped
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false ££SMOKE05
0001: wait 250 ms
0008: $startcount += 1 ;; integer values
00D6: if 0
8038: NOT $smokecount == 15
004D: jump_if_false ££SMOKE16
0008: $smokecount += 1
:SMOKE16
00D6: if 0
8038: NOT $drinkcount == 20
004D: jump_if_false ££SMOKE2
0008: $drinkcount += 1
:SMOKE2
00D6: if 21
0031: $startcount >= 10
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false ££SMOKE1
00D6: if 0
0038: $smokeon == 1
004D: jump_if_false ££SMOKE3
:SMOKE22
00D6: if 0
0611: $PLAYER_ACTOR "SMKCIG_PRTL"
004D: jump_if_false ££SMOKE25
0613: $PLAYER_ACTOR "SMKCIG_PRTL" @6
00D6: if 1
0031: @6 >= .4 ;; floating-point values
0023: .7 > @6 ;; floating-point values
004D: jump_if_false ££SMOKE23
064C: @13
0669: "EXHALE" $PLAYER_ACTOR 0.0 0.0 0.0 1 @13
0883: @13 $PLAYER_ACTOR 5
:SMOKE23
00D6: if 0
0611: $PLAYER_ACTOR "SMKCIG_PRTL"
004D: jump_if_false ££SMOKE25
0613: $PLAYER_ACTOR "SMKCIG_PRTL" @6
00D6: if 0
0031: @6 >= .7 ;; floating-point values
004D: jump_if_false ££SMOKE24
0650: @13
:SMOKE24
00D6: if 0
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false ££SMOKE1
:SMOKE25
00D6: if 7
00DF: actor $PLAYER_ACTOR driving
82A0: NOT actor $PLAYER_ACTOR stopped
847A: NOT actor $PLAYER_ACTOR on_motorbike
0038: $blunton == 1
0038: $smokecount == 15
80E1: NOT key pressed 0 17;shoot
80E1: NOT key pressed 0 5;look l
80E1: NOT key pressed 0 7;look r
004D: jump_if_false ££SMOKE255
0605: unknown_action_sequence $PLAYER_ACTOR "SMOKE_IN_CAR" "PED" 1.0 0 0 0 0 0
0004: $smokecount = 0
0002: jump ££SMOKE1
:SMOKE255
00D6: if 5
00DF: actor $PLAYER_ACTOR driving
02A0: actor $PLAYER_ACTOR stopped
0038: $blunton == 1
80E1: NOT key pressed 0 17;shoot
80E1: NOT key pressed 0 5;look l
80E1: NOT key pressed 0 7;look r
004D: jump_if_false ££SMOKE26
0605: unknown_action_sequence $PLAYER_ACTOR "SMKCIG_PRTL" "GANGS" 1.0 0 0 0 0 0
0002: jump ££SMOKE1
:SMOKE26
00D6: if 5
80DF: NOT actor $PLAYER_ACTOR driving
02A0: actor $PLAYER_ACTOR stopped
80E1: NOT key pressed 0 17;shoot
80E1: NOT key pressed 0 5;look l
80E1: NOT key pressed 0 7;look r
0038: $blunton == 1
004D: jump_if_false ££SMOKE1
0605: unknown_action_sequence $PLAYER_ACTOR "SMKCIG_PRTL" "GANGS" 1.0 0 0 0 0 0
0002: jump ££SMOKE1
:SMOKE3
00D6: if 7
0038: $drinkon == 1
0038: $bottleon == 1
8611: NOT $PLAYER_ACTOR "DRNKBR_PRTL"
847A: NOT actor $PLAYER_ACTOR on_motorbike
0038: $drinkcount == 20
80E1: NOT key pressed 0 17;shoot
80E1: NOT key pressed 0 5;look l
80E1: NOT key pressed 0 7;look r
004D: jump_if_false ££SMOKE1
0605: unknown_action_sequence $PLAYER_ACTOR "DRNKBR_PRTL" "GANGS" 1.0 0 0 0 0 0
0004: $drinkcount = 0
0002: jump ££SMOKE1
004E: end thread
:DRINK
03A4: name thread 'DRINK'
04ED: load_animation "GANGS"
0247: request model #KB_BEER
0247: request model #cj_bear_bottle
0004: $drinkon = 0
0006: @30 = 1
0006: @31 = 1
0004: $bottlenum = 0
:DRINK2
0213: @2 = create_pickup #KB_BEER type 3 at 2251.814 -1255.919 25.45161 //game start (beer)
0213: @3 = create_pickup #KB_BEER type 3 at 2450.654 -1710.004 13.56381 //ryders house (beer)
0213: @4 = create_pickup #KB_BEER type 3 at 499.9867 -76.86562 999.6047 //bar (beer)
0213: @6 = create_pickup -389 type 3 at 2254.729 -1254.212 25.45676 //game start (wine)
0213: @7 = create_pickup -389 type 3 at 2450.213 -1716.74 13.6833 //ryders house (wine)
0213: @8 = create_pickup -389 type 3 at 499.0795 -73.34201 998.7578 //bar (wine)
:DRINK3
0001: wait 500 ms
00D6: if 22
0214: pickup @6 picked up
0214: pickup @7 picked up
0214: pickup @8 picked up
004D: jump if false ££DRINK41
0215: destroy pickup @6
0215: destroy pickup @7
0215: destroy pickup @8
0004: $bottlenum = 2
016A: fade 0 () 500 ms
0001: wait 1000 ms
0002: jump ££DRINK42
:DRINK41
00D6: if 22
0214: pickup @2 picked up
0214: pickup @3 picked up
0214: pickup @4 picked up
004D: jump if false ££DRINK6
0215: destroy pickup @2
0215: destroy pickup @3
0215: destroy pickup @4
0004: $bottlenum = 1
016A: fade 0 () 500 ms
0001: wait 1000 ms
0006: @55 = -389
0006: @30 = 0
0006: @31 = 0
03FD: set player $PLAYER_CHAR handling responsiveness 1
052C: set player $PLAYER_CHAR drunk visuals 0
015D: set gamespeed 1.0
0002: jump ££DRINK45
:DRINK42 ;wine bottle pickup code
00D6: if 0
0038: $drinkon == 0
004D: jump_if_false ££DRINK35
03FD: set player $PLAYER_CHAR handling responsiveness 5
052C: set player $PLAYER_CHAR drunk visuals 255
015D: set gamespeed 1.0
0006: @55 = -389
0006: @30 = 0
0006: @31 = 0
0002: jump ££DRINK45
:DRINK35 ;if bottle has been picked up, execute this
00D6: if 0
0038: $drinkon == 1
004D: jump if false ££DRINK3
0004: $drinkon = 0
0108: destroy_object $bottle
0004: $bottlenum = 0
0004: $bottleon = 0
03FD: set player $PLAYER_CHAR handling responsiveness 1
052C: set player $PLAYER_CHAR drunk visuals 0
015D: set gamespeed 1.0
0006: @30 = 1
0006: @31 = 1
016A: fade 1 (back) 500 ms
0001: wait 10000 ms
0002: jump ££DRINK2
:DRINK45 ;beer bottle pickup code (and eventual wine code)
00D6: if 0
0038: $drinkon == 0
004D: jump if false ££DRINK35
0004: $drinkon = 1 ;set drink pickup picked up
0004: $smokeon = 0 ;set weed pickup not picked up
04C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
0107: $bottle = create_object @55 at $x $y $z
0177: set_object $bottle z_angle_to 90.0
035D: toggle_object $bottle targetable 1
0004: $bottleon = 1
070A: unknown_action_sequence $PLAYER_ACTOR $bottle @31 @31 @30 6 16 "NULL" "NULL" -1 //left
016A: fade 1 (back) 500 ms
0002: jump ££DRINK2
:DRINK6
00D6: if 0
0038: $drinkon == 1
004D: jump if false ££DRINK3
:DRINK61 ;this keeps the drunk effect going on, no more wearing off!
00D6: if 2
0038: $bottlenum == 2
0038: $smokeon == 0
0038: $drinkon == 1
004D: jump_if_false ££DRINK812
:DRINK62
00D6: if 21
8039: NOT player $PLAYER_CHAR drunk visuals == 255
8039: NOT player $PLAYER_CHAR handling responsiveness == 5
004D: jump_if_false ££DRINK812
03FD: set player $PLAYER_CHAR handling responsiveness 5
052C: set player $PLAYER_CHAR drunk visuals 255
:DRINK812
00D6: if 2
0038: $bottleon == 1
0038: $drinkon == 1
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££DRINK85
:DRINK815
00D6: if 0
00E1: key pressed 0 15; enter car
004D: jump_if_false ££DRINK81
0002: jump ££DRINK82
:DRINK81
00D6: if 21
02D8: actor $PLAYER_ACTOR currentweapon == 0
02D8: actor $PLAYER_ACTOR currentweapon == 1
004D: jump_if_false ££DRINK82
0002: jump ££DRINK9
:DRINK82
0108: destroy_object $bottle
0004: $bottleon = 0
0002: jump ££DRINK9
:DRINK85
00D6: if 2
0038: $bottleon == 0
0038: $drinkon == 1
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££DRINK9
:DRINK86
00D6: if 22
00E1: key pressed 0 15; enter car
02D8: actor $PLAYER_ACTOR currentweapon == 0
02D8: actor $PLAYER_ACTOR currentweapon == 1
004D: jump_if_false ££DRINK9
:DRINK87
00D6: if 2; if running to a car
80E1: NOT key pressed 0 0; move
80E1: NOT key pressed 0 1;move
82A0: NOT actor $PLAYER_ACTOR stopped
004D: jump_if_false ££DRINK88
0002: jump ££DRINK9
:DRINK88
00D6: if 0
0038: $drinkon == 1
04C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
0107: $bottle = create_object @55 at $x $y $z
070A: unknown_action_sequence $PLAYER_ACTOR $bottle @31 @31 @30 6 16 "NULL" "NULL" -1
0004: $bottleon = 1
:DRINK9
00D6: if 25
00E1: key pressed 0 0; move
00E1: key pressed 0 1;move
00E1: key pressed 0 15;enter/exit
00E1: key pressed 0 17;shoot
00E1: key pressed 0 14;jump
00E1: key pressed 0 18;crouch
004D: jump_if_false ££DRINK11
00D6: if 1
0611: $PLAYER_ACTOR "DRNKBR_PRTL"
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££DRINK11
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1
:DRINK11
00D6: if 5
00DF: actor $PLAYER_ACTOR driving
0038: $bottleon == 0
0038: $drinkon == 1
80E1: NOT key pressed 0 17;shoot
80E1: NOT key pressed 0 5;look l
80E1: NOT key pressed 0 7;look r
004D: jump_if_false ££DRINK12
04C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
0107: $bottle = create_object @55 at $x $y $z
070A: unknown_action_sequence $PLAYER_ACTOR $bottle @31 @31 @30 6 16 "NULL" "NULL" -1
0004: $bottleon = 1
:DRINK12
00D6: if 2
00DF: actor $PLAYER_ACTOR driving
0038: $bottleon == 1
0038: $drinkon == 1
004D: jump_if_false ££DRINK3
:DRINK13
00D6: if 22
00E1: key pressed 0 17;shoot
00E1: key pressed 0 5;look l
00E1: key pressed 0 7;look r
004D: jump_if_false ££DRINK3
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1
0108: destroy_object $bottle
0004: $bottleon = 0
0002: jump ££DRINK3
004E: end thread