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Rajouté Un Script Dans Le Main.scm


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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

 

 

 

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C'est une idée où il y a le même script dans un autre sujet ? :blink:

(double postage)

 

Il y a moyen de l'inclure dans le .scm avec Sanny Builder mais

il vaut mieux que tu fasses comme dans l'autre sujet, l'include avec la fonction CLEO de SannyBuilder

 

(ca permet d'inclure des fichiers .scm sans devoir bouger à l'énorme MAIN.SCM de GTA SA)

 

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