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Posté(e) (modifié)

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

Modifié par gtasan112
Posté(e)

ça fait très longtemps que j'en ai fait ><

 

Je pense qu'une déclaration est nécessaire au début de ton script !

Essaie de recompiler ton projet avec ceci au tout début de celui-ci

 

{$VERSION 3.1.0027}
{$CLEO .cs}

 

la 2ième ligne est la plus importante je crois..

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