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gtamodspro

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Messages posté(e)s par gtamodspro

  1. Oui, et il y à déjà des nouveaux habits, des nouvelle texture (pour les voiture, mais j'ai même vu pour un bâtiment !).

    Il y à les mods comme devenir un piéton en une simple touche, les sauvegarde 100%, y a même un mods pour rajouter les moto de the lost damned !

    Enfin au l'aura compris ça avance vraiment à grand pas.

  2. Voilà un petit tuto pour pouvoir modifier gta IV :

     

    Si tu à patcher gta iv avec le premier patch télécharge ca ---> http://files.gtainside.com/downloads/ftpd/...gtaiv-magic.zip

     

     

    Si tu à patcher avec la version 2 du patch, télécharge ca ---> http://files.gtainside.com/downloads/ftpe/...agicpatcher.zip

     

    Ensuite dézippe tout sa dans le dossier racine de gta iv, sauf filelist.pak, tu le laisse ou il est ;).

    Ensuite lance magic.bat, tu l'installe.

     

    Ensuite réessaie de modifier le handing, et redit moi ;)

  3. Non en faite tu pourra pas plaçer tes main.scm, parce qu'il faut créer un script fait éxprès pour cléo. Sinon ton jeux va planter car justement il ne va pas savoir quelle main utilisé. On ne peut mettre que des fichier .CS qui sont des fichier fait éxprès pour cléo.

     

    Pars exemple ici : http://www.gtainside.com/download.php?do=cat&id=322 tu à beaucoup d'exemple de ce que c'est cleo (y en a 65 ). Tu pourrait faire des missions avec cleo, enfin mettre tes fin secrète mais il faudrai prendre que la mission et la "codé" (je sais pas si on peut dire comme sa) a fin quelle puisse se compiler en fichier .CS.

     

    Voilà j'espère t'avoir aider ;)

  4. Ok merci de ta réponse vicolaship ;) ca va être dure je sens. :)

    Sinon pour les fichier .cs en faite c'est les fichier de cleo library, c'est comme des mini main.scm à pars on peut en mettre plusieurs, et donc on est pas obligé de toucher au main.scm.

    C'est donc très pratique si pars exemple comme dans mon cas je veut garder ma partie, toute en mettant un "gros" mods.

    Et la j'essaie de transformer se script en .cs pour ne pas que je soie obligé de remplacer mon main.scm. ;)

  5. Si jamais c'est bon pour les fichier .cs j'ai trouver ;)

    Mais maintenant j'ai un autre problème. J'ai rajouter un script dans mon main.scm, dès que je veut compiler il me dise ;

     

    Label "ENTEXT_104920" non trouvé.

     

    Et vu que je ne suis pas super fort j'ai pas très bien compris se message, pouvez vous m'aidez.

    Merci d'avance.

  6. Bonjour à tous,

    voilà mon problème, c'est que je veux créer un fichier .cs avec sanny builder, jusque là tout vas bien, jusqu'au moment ou je veux ouvrir un fichier .cs avec sanny il affiche rien, enfin le fichier ne s'ouvre pas. :(

    Avant (avant hier) cela marchait j'ai même pu modifié un bout de script est sauvegarder en gardant l'extension .cs, il n'y avait aucun problème.

     

    Donc si quelqu'un pouvait m'aidé se serait super :)

    merci d'avance.

     

    PS: voici le script au cas ou :

     

    //Get CJ High and Drunk mod v1.15 Source Code
    
    
    
    
    
    DEFINE OBJECTS  390
    
    
    
    DEFINE OBJECT cj_bear_bottle              ; Object number -389 added by rolla
    
    
    
    
    
    :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

  7. Je t'ai trouver une skyline qui est neutre au départ mais que tu peux allez modifier dans les garage (c'est une R34) :

     

    http://www.gta.cz/sanandreas/data/KEDO2/cars/obrazky/Nissan_Skyline_GTR34_by_Leeman%5Bgta-worldmods%5D.jpg

     

     

    http://www.gta.cz/sanandreas/data/KEDO2/ca...4_by_Leeman.zip

     

     

    Et même si ce n'est pas se que tu recherche j'ai trouver deux skyline du genre comme tu cherche (de compétition) :

     

    http://www.gta.cz/sanandreas/data/00_7(sehnoutka)/23.3.06/silvia.jpg

    http://www.gta.cz/sanandreas/data/00_7%28s.../silviad1gp.zip

     

    Et voilà une autre :

     

    http://www.gta.cz/sanandreas/data/Ditto/Auta/FnF_3_Nissan_Sylvia.jpg

     

    http://www.gta.cz/sanandreas/data/Ditto/Au...jblackpearl.zip

     

    Et pour un avis perso : Je te conseille vivement les deux dernière skyline, dans le jeux elle sont P-A-R-F-A-I-T-E ! Je leur met 20/20.

     

    Voilà sinon c'est tous ce que j'ai trouvé. ^^

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