Can somebody please give an example on how to send Bullet Data to a player? in CLEO?
Please? ;(
Can somebody please give an example on how to send Bullet Data to a player? in CLEO?
Please? ;(
PACKET_BULLET_SYNC = 224
//struct stBulletSync ( size =39)
//BYTE bHitType;+0
//short iHitID;+1
//float fBullFrom[3];+3
//float fBullTo[3];+15
//float fBodyOfsset[3];+27
:SendFakeBulletShot
0B20: samp 9@ = actor_handle_by_samp_player_id 0@ // Получаем хендл игрока
Actor.StorePos($PLAYER_ACTOR, 10@ 11@ 12@) // Находим наши координаты
Actor.StorePos(9@, 13@ 14@ 15@) // Находим координаты игрока
0AC8: 5@ = allocate_memory_size 39 // Выделяем память для bitstream
0C0D: struct 5@ offset 0 size 1 = 1 //type - тип пули. 0 - попадает в воздух. 1 - в игрока. 2 - в машину. 3 - в объект.
0C0D: struct 5@ offset 1 size 2 = 0@ //id - id того, в зависимости, что вы написали выше (игрока, машины, объекта). Если type = 0, то id = 0.
//Позиции XYZ, откуда мы стреляем.
0C0D: struct 5@ offset 3 size 4 = 10@
0C0D: struct 5@ offset 7 size 4 = 11@
0C0D: struct 5@ offset 11 size 4 = 12@
//Позиции XYZ, куда попадает пуля. Если вы стреляете в объект, игрока или машину, то независимо, от того,
//что вы здесь написали, пуля попадет в тело, с смещением от центра тела, которое будет указано ниже.
0C0D: struct 5@ offset 15 size 4 = 13@
0C0D: struct 5@ offset 19 size 4 = 14@
0C0D: struct 5@ offset 23 size 4 = 15@
//Если вы стреляете в игрока, объект или машину, то это смещение от центра тела.
//То есть, координаты 0 0 0 это середина тела, а координаты 0.0 0.0 0.5, координаты головы игрока, и тд.
//Если стреляете в воздух, то ставьте их всегда 0 0 0.
0C0D: struct 5@ offset 27 size 4 = 0.0
0C0D: struct 5@ offset 31 size 4 = 0.0
0C0D: struct 5@ offset 35 size 4 = 0.0
0B3D: raknet 6@ = new_bit_stream
0B40: raknet bit_stream 6@ write 224 type BS_TYPE_BYTE size 1
0B40: raknet bit_stream 6@ write 5@ type BS_TYPE_ARRAY size 39
0B8B: raknet send bit_stream 6@
0B3E: raknet delete_bit_stream 6@
0AC9: free_allocated_memory 5@
0AB2: ret 0
0af8: "{FF0000}[GM] {00FF00}Скрипт загружен." 0xffffffПоследний вопрос)
Как сделать, чтобы какая то часть теста была другим цветом?
Пример:
0AF8:samp add_message_to_chat "[GM]Скрипт загружен!" color 0x00BFFF
Я хочу чтобы [GM] было красным, а Скрипт загружен - зеленым. Как это осуществить ?
Подскажите пожалуйста, возможно ли найти как-то ид пикапа по его позиции?
Создаешь 2 команды, в первой вводишь новую переменную, точнее присваиваешь текущий статус активации(переменная 0@), а в основном цикле можно что-нибудь сделать)Как сделать, чтобы скрипт включался и выключался по команде? Например:
Я прописываю "/tpmon" - включает скрипт и выключает.
А чтобы например телепротироваться, прописываю "/tpmet"
{$CLEO}
0001: wait 0 ms
while not SAMP.Available()
wait 400
end
0B34: samp register_client_command "tpmon" to_label @first_cmd
0B34: samp register_client_command "tpmet" to_label @second_cmd
while true
wait 0
if 0@ == 1
then
0AD1: show_formatted_text_highpriority "~p~TPMON = %d" time 0 params 0@
end
end
:first_cmd
if 0@ == 0
then
0AF8: samp add_message_to_chat "/tpmon: Включен" color -1
0@ = 1
else
0AF8: samp add_message_to_chat "/tpmon: Отключен" color -1
0@ = 0
end
0B43: samp cmd_ret
:second_cmd
0AF8: samp add_message_to_chat "/tpmet" color -1
00A1: put_actor $PLAYER_ACTOR at 123.4 567.8 9.0
0B43: samp cmd_ret
Создаешь 2 команды, в первой вводишь новую переменную, точнее присваиваешь текущий статус активации(переменная 0@), а в основном цикле можно что-нибудь сделать)
Во второй просто телепорт. Ниже пример.
Код:{$CLEO} 0001: wait 0 ms while not SAMP.Available() wait 400 end 0B34: samp register_client_command "tpmon" to_label @first_cmd 0B34: samp register_client_command "tpmet" to_label @second_cmd while true wait 0 if 0@ == 1 then 0AD1: show_formatted_text_highpriority "~p~TPMON = %d" time 0 params 0@ end end :first_cmd if 0@ == 0 then 0AF8: samp add_message_to_chat "/tpmon: Включен" color -1 0@ = 1 else 0AF8: samp add_message_to_chat "/tpmon: Отключен" color -1 0@ = 0 end 0B43: samp cmd_ret :second_cmd 0AF8: samp add_message_to_chat "/tpmet" color -1 00A1: put_actor $PLAYER_ACTOR at 123.4 567.8 9.0 0B43: samp cmd_ret
Тебе дали пример, сделаешь. Это не стол заказов.мне надо это уже в свой готовый скрипт впихнуть, просто сделать включение и выключение
Тебе дали пример, сделаешь. Это не стол заказов.
// This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$CLEO .cs}
//-------------MAIN---------------
0662: NOP "MOD NAME: C_HUD"
0662: NOP "BY ANTHONY_MILLER"
$76 = 0
$78 = 0
$79 = 0
18@ = 0
0000: NOP
gosub @NONAME_4308
gosub @NONAME_4312
$MARKER_EMMETS_GUN = 52
$PICKUP_EMMETS_COLT45 = 93
$STAT_LUNG_CAPACITY = 0
:NONAME_105
wait 0
gosub @NONAME_254
gosub @NONAME_309
gosub @NONAME_371
if or
$76 == 1
$78 == 1
$79 == 1
else_jump @NONAME_173
03F0: enable_text_draw 0
jump @NONAME_247
:NONAME_173
03F0: enable_text_draw 1
gosub @NONAME_420
gosub @NONAME_791
gosub @NONAME_1161
gosub @NONAME_1412
gosub @NONAME_2139
gosub @NONAME_4070
gosub @NONAME_3167
gosub @NONAME_3233
gosub @NONAME_3738
gosub @NONAME_2546
:NONAME_247
jump @NONAME_105
:NONAME_254
0A8D: $36 = read_memory 11989093 size 4 virtual_protect 0
if
$36 == 1
else_jump @NONAME_300
$76 = 1
jump @NONAME_307
:NONAME_300
$76 = 0
:NONAME_307
return
:NONAME_309
0A8D: $77 = read_memory 9873356 size 4 virtual_protect 0
if or
$77 == 1
$77 == 2
else_jump @NONAME_362
$78 = 1
jump @NONAME_369
:NONAME_362
$78 = 0
:NONAME_369
return
:NONAME_371
if
06B9: cutscene_data_loaded
else_jump @NONAME_411
if
82E9: not cutscene_reached_end
else_jump @NONAME_404
$79 = 1
:NONAME_404
jump @NONAME_418
:NONAME_411
$79 = 0
:NONAME_418
return
:NONAME_420
gosub @NONAME_482
if
7@ > 0
else_jump @NONAME_480
gosub @NONAME_492
gosub @NONAME_511
gosub @NONAME_2756
gosub @NONAME_612
gosub @NONAME_687
:NONAME_480
return
:NONAME_482
7@ = Actor.Health($PLAYER_ACTOR)
return
:NONAME_492
0653: 8@ = float_stat 24
8@ /= 5.69
return
:NONAME_511
008D: 7@ = integer 7@ to_float
1@ = 548.0
2@ = 106.0
if
0025: 8@ > 7@ // (float)
else_jump @NONAME_610
1@ = 608.0
0073: 8@ /= 7@ // (float)
0073: 2@ /= 8@ // (float)
0087: 7@ = 2@ // (float)
7@ /= 2.0
0063: 1@ -= 7@ // (float)
:NONAME_610
return
:NONAME_612
$CUSTOM_TOURNAMENT_FLAG = 0
if or
001D: $120 > $CUSTOM_TOURNAMENT_FLAG // (int)
0AB0: key_pressed 121
else_jump @NONAME_651
return
jump @NONAME_687
:NONAME_651
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position 1@ 99999.0 size 2@ 7.0 RGBA 255 255 255 255
return
:NONAME_687
if
0AB0: key_pressed 121
else_jump @NONAME_711
return
jump @NONAME_791
:NONAME_711
26@ = Actor.Health($PLAYER_ACTOR)
26@ /= 1
033F: set_text_draw_letter_size 0.4 1.1
081C: draw_text_outline 1 RGBA 0 0 0 255
0340: set_text_draw_RGBA 255 255 255 255
045A: draw_text_1number 548.0 65.0 GXT 'NUMBER' number 26@ // ~1~
return
:NONAME_791
gosub @NONAME_853
if
9@ > 0
else_jump @NONAME_851
gosub @NONAME_863
gosub @NONAME_881
gosub @NONAME_2819
gosub @NONAME_982
gosub @NONAME_1057
:NONAME_851
return
:NONAME_853
04DD: 9@ = actor $PLAYER_ACTOR armour
return
:NONAME_863
0945: get_player $PLAYER_CHAR max_armour_to 10@
008D: 10@ = integer 10@ to_float
return
:NONAME_881
008D: 9@ = integer 9@ to_float
3@ = 548.0
4@ = 106.0
if
0025: 10@ > 9@ // (float)
else_jump @NONAME_980
3@ = 608.0
0073: 10@ /= 9@ // (float)
0073: 4@ /= 10@ // (float)
0087: 9@ = 4@ // (float)
9@ /= 2.0
0063: 3@ -= 9@ // (float)
:NONAME_980
return
:NONAME_982
$CUSTOM_TOURNAMENT_FLAG = 0
if or
001D: $LSGYM_ICON > $CUSTOM_TOURNAMENT_FLAG // (int)
0AB0: key_pressed 121
else_jump @NONAME_1021
return
jump @NONAME_1057
:NONAME_1021
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position 3@ 99999.0 size 4@ 7.0 RGBA 171 171 171 190
return
:NONAME_1057
if
0AB0: key_pressed 121
else_jump @NONAME_1081
return
jump @NONAME_1161
:NONAME_1081
04DD: 26@ = actor $PLAYER_ACTOR armour
26@ /= 1
033F: set_text_draw_letter_size 0.4 1.1
081C: draw_text_outline 1 RGBA 0 0 0 255
0340: set_text_draw_RGBA 255 255 255 255
045A: draw_text_1number 548.0 44.0 GXT 'NUMBER' number 26@ // ~1~
return
:NONAME_1161
gosub @NONAME_1221
if and
11@ > 0
0965: actor $PLAYER_ACTOR swimming
else_jump @NONAME_1219
gosub @NONAME_1229
gosub @NONAME_1259
gosub @NONAME_2882
gosub @NONAME_1352
:NONAME_1219
return
:NONAME_1221
0652: 11@ = integer_stat 4080
:NONAME_1229
0653: 12@ = float_stat 225
12@ *= 1.5
12@ += 1150.0
return
:NONAME_1259
5@ = 548.0
6@ = 106.0
if
0025: 12@ > 11@ // (float)
else_jump @NONAME_1350
5@ = 608.0
0073: 12@ /= 11@ // (float)
0073: 6@ /= 12@ // (float)
0087: 11@ = 6@ // (float)
11@ /= 2.0
0063: 5@ -= 11@ // (float)
:NONAME_1350
return
:NONAME_1352
if
0AB0: key_pressed 121
else_jump @NONAME_1376
return
jump @NONAME_1412
:NONAME_1376
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position 5@ 99999.0 size 6@ 7.0 RGBA 255 255 255 255
return
:NONAME_1412
gosub @NONAME_2086
gosub @NONAME_1639
gosub @NONAME_1780
gosub @NONAME_1940
gosub @NONAME_2044
gosub @NONAME_1456
return
:NONAME_1456
if
0AB0: key_pressed 121
else_jump @NONAME_1480
return
jump @NONAME_1489
:NONAME_1480
gosub @NONAME_1489
return
:NONAME_1489
13@ += 1
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 13@ position 99999.0 33.0 size 55.0 55.0 RGBA 255 255 255 255
if
18@ == 1
else_jump @NONAME_1637
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 19@ position 99999.0 33.0 size 40.0 40.0 RGBA 150 150 150 150
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 20@ position 99999.0 33.0 size 40.0 40.0 RGBA 150 150 150 150
:NONAME_1637
return
:NONAME_1639
if
21@ == 0
else_jump @NONAME_1671
gosub @NONAME_2109
15@ += 1
:NONAME_1671
15@ -= 1
if
not 15@ > 0
else_jump @NONAME_1703
15@ = 13
:NONAME_1703
gosub @NONAME_1921
if or
15@ == 1
not 24@ == -1
else_jump @NONAME_1764
0085: 19@ = 23@ // (int)
19@ += 1
21@ = 0
jump @NONAME_1778
:NONAME_1764
21@ = 1
jump @NONAME_1639
:NONAME_1778
return
:NONAME_1780
if
22@ == 0
else_jump @NONAME_1812
gosub @NONAME_2109
15@ += 1
:NONAME_1812
15@ += 1
if
15@ > 13
else_jump @NONAME_1844
15@ = 1
:NONAME_1844
gosub @NONAME_1921
if or
15@ == 1
not 24@ == -1
else_jump @NONAME_1905
0085: 20@ = 23@ // (int)
20@ += 1
22@ = 0
jump @NONAME_1919
:NONAME_1905
22@ = 1
jump @NONAME_1780
:NONAME_1919
return
:NONAME_1921
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 15@ weapon 23@ ammo 14@ model 24@
return
:NONAME_1940
gosub @NONAME_2086
0085: 0@ = 13@ // (int)
0@ *= 112
0@ += 13150904
0@ += 32
0A8D: 30@ = read_memory 0@ size 4 virtual_protect 0
if
30@ > 0
else_jump @NONAME_2042
gosub @NONAME_2096
if
14@ == 0
else_jump @NONAME_2042
0555: remove_weapon 13@ from_actor $PLAYER_ACTOR
:NONAME_2042
return
:NONAME_2044
if
803B: not 13@ == 23@ // (int)
else_jump @NONAME_2077
18@ = 1
jump @NONAME_2084
:NONAME_2077
18@ = 0
:NONAME_2084
return
:NONAME_2086
0470: 13@ = actor $PLAYER_ACTOR current_weapon
return
:NONAME_2096
041A: 14@ = actor $PLAYER_ACTOR weapon 13@ ammo
return
:NONAME_2109
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: 15@ = read_memory 0@ size 1 virtual_protect 0
return
:NONAME_2139
if
0AB0: key_pressed 121
else_jump @NONAME_2163
return
jump @NONAME_2179
:NONAME_2163
gosub @NONAME_2179
gosub @NONAME_2189
return
:NONAME_2179
25@ = Player.WantedLevel($PLAYER_CHAR)
return
:NONAME_2189
if
25@ > 0
else_jump @NONAME_2254
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 99999.0 99999.0 size 25.0 25.0 RGBA 250 250 210 220
gosub @NONAME_2945
:NONAME_2254
if
25@ > 1
else_jump @NONAME_2312
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 99999.0 99999.0 size 25.0 25.0 RGBA 250 250 210 220
:NONAME_2312
if
25@ > 2
else_jump @NONAME_2370
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 99999.0 99999.0 size 25.0 25.0 RGBA 250 250 210 220
:NONAME_2370
if
25@ > 3
else_jump @NONAME_2428
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 99999.0 99999.0 size 25.0 25.0 RGBA 250 250 210 220
:NONAME_2428
if
25@ > 4
else_jump @NONAME_2486
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 99999.0 99999.0 size 25.0 25.0 RGBA 250 250 210 220
:NONAME_2486
if
25@ > 5
else_jump @NONAME_2544
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 99999.0 99999.0 size 25.0 25.0 RGBA 250 250 210 220
:NONAME_2544
return
:NONAME_2546
if
Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2658
03C0: 31@ = actor $PLAYER_ACTOR car
0@ = Car.Model(31@)
0@ -= 400
0@ *= 776
0@ += 11662928
0@ += 54
0A8D: $5 = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: $30 = read_memory 0@ size 3 virtual_protect 0
0AB1: call_scm_func @NONAME_2660 2 $5 $30
:NONAME_2658
return
:NONAME_2660
gosub @NONAME_2672
0AB2: ret 0
:NONAME_2672
if
0AB0: key_pressed 121
else_jump @NONAME_2696
return
jump @NONAME_2756
:NONAME_2696
03E0: unknown_text_draw_flag 1
033F: set_text_draw_letter_size 0.5 1.6
081C: draw_text_outline 2 RGBA 0 0 0 200
0340: set_text_draw_RGBA 255 255 255 255
033E: set_draw_text_position 99999.0 99999.0 GXT 0@s
return
:NONAME_2756
if
0AB0: key_pressed 121
else_jump @NONAME_2780
return
jump @NONAME_2819
:NONAME_2780
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 49 position 99999.0 99999.0 size 108.0 9.0 RGBA 0 0 0 255
return
:NONAME_2819
if
0AB0: key_pressed 121
else_jump @NONAME_2843
return
jump @NONAME_2882
:NONAME_2843
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 49 position 99999.0 99999.0 size 108.0 9.0 RGBA 0 0 0 255
return
:NONAME_2882
if
0AB0: key_pressed 121
else_jump @NONAME_2906
return
jump @NONAME_2945
:NONAME_2906
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 49 position 99999.0 99999.0 size 108.0 9.0 RGBA 0 0 0 255
return
:NONAME_2945
if
0AB0: key_pressed 121
else_jump @NONAME_2969
return
jump @NONAME_3167
:NONAME_2969
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 50 position 99999.0 99999.0 size 25.0 25.0 RGBA 0 0 0 60
038D: draw_texture 50 position 99999.0 99999.0 size 25.0 25.0 RGBA 0 0 0 60
038D: draw_texture 50 position 99999.0 99999.0 size 25.0 25.0 RGBA 0 0 0 60
038D: draw_texture 50 position 99999.0 99999.0 size 25.0 25.0 RGBA 0 0 0 60
038D: draw_texture 50 position 99999.0 99999.0 size 25.0 25.0 RGBA 0 0 0 60
038D: draw_texture 50 position 99999.0 99999.0 size 25.0 25.0 RGBA 0 0 0 60
return
:NONAME_3167
if
0AB0: key_pressed 121
else_jump @NONAME_3191
return
jump @NONAME_3233
:NONAME_3191
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 51 position 99999.2 99999.5 size 137.0 113.0 RGBA 255 255 255 255
return
:NONAME_3233
if
0AB0: key_pressed 121
else_jump @NONAME_3257
return
jump @NONAME_3266
:NONAME_3257
gosub @NONAME_3266
return
:NONAME_3266
gosub @NONAME_2086
if and
13@ > 21
not 13@ == 34
not 13@ == 35
not 13@ == 36
not 13@ == 39
not 13@ == 40
not 13@ > 43
else_jump @NONAME_3347
gosub @NONAME_3351
jump @NONAME_3349
:NONAME_3347
return
:NONAME_3349
return
:NONAME_3351
if or
Actor.Driving($PLAYER_ACTOR)
0965: actor $PLAYER_ACTOR swimming
else_jump @NONAME_3381
return
jump @NONAME_3388
:NONAME_3381
gosub @NONAME_3390
:NONAME_3388
return
:NONAME_3390
if and
0AB0: key_pressed 2
0AB0: key_pressed 49
8818: not actor $PLAYER_ACTOR in_air
else_jump @NONAME_3503
$MARKER_EMMETS_GUN = 52
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture $MARKER_EMMETS_GUN position 99999.1 99999.1 size 29.0 29.0 RGBA 0 0 0 255
038D: draw_texture 53 position 99999.1 99999.1 size 25.0 25.0 RGBA 255 255 0 255
return
jump @NONAME_3512
:NONAME_3503
gosub @NONAME_3512
return
:NONAME_3512
if and
0AB0: key_pressed 2
0AB0: key_pressed 50
8818: not actor $PLAYER_ACTOR in_air
else_jump @NONAME_3628
$MARKER_EMMETS_GUN = 90
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture $MARKER_EMMETS_GUN position 99999.1 99999.1 size 29.0 29.0 RGBA 255 255 255 255
038D: draw_texture 53 position 99999.1 99999.1 size 25.0 25.0 RGBA 255 255 0 255
return
jump @NONAME_3635
:NONAME_3628
gosub @NONAME_3635
:NONAME_3635
if
8818: not actor $PLAYER_ACTOR in_air
else_jump @NONAME_3736
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture $MARKER_EMMETS_GUN position 99999.1 99999.1 size 29.0 29.0 RGBA 255 255 255 255
038D: draw_texture 53 position 99999.1 99999.1 size 25.0 25.0 RGBA 255 255 0 255
return
jump @NONAME_3738
:NONAME_3736
return
:NONAME_3738
gosub @NONAME_2086
if
13@ == 34
else_jump @NONAME_3777
gosub @NONAME_3781
jump @NONAME_3779
:NONAME_3777
return
:NONAME_3779
return
:NONAME_3781
if or
Actor.Driving($PLAYER_ACTOR)
0965: actor $PLAYER_ACTOR swimming
else_jump @NONAME_3811
return
jump @NONAME_3818
:NONAME_3811
gosub @NONAME_3818
:NONAME_3818
if and
0AB0: key_pressed 2
0AB0: key_pressed 49
8818: not actor $PLAYER_ACTOR in_air
else_jump @NONAME_3899
$PICKUP_EMMETS_COLT45 = 93
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture $PICKUP_EMMETS_COLT45 position 99999.6 99999.0 size 650.0 455.47 RGBA 255 255 255 255
return
jump @NONAME_3908
:NONAME_3899
gosub @NONAME_3908
return
:NONAME_3908
if and
0AB0: key_pressed 2
0AB0: key_pressed 50
8818: not actor $PLAYER_ACTOR in_air
else_jump @NONAME_3989
$PICKUP_EMMETS_COLT45 = 94
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture $PICKUP_EMMETS_COLT45 position 99999.6 99999.0 size 650.0 455.47 RGBA 255 255 255 255
return
jump @NONAME_3998
:NONAME_3989
gosub @NONAME_3998
return
:NONAME_3998
if and
8818: not actor $PLAYER_ACTOR in_air
0AB0: key_pressed 2
else_jump @NONAME_4068
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture $PICKUP_EMMETS_COLT45 position 99999.6 99999.0 size 650.0 455.47 RGBA 255 255 255 255
return
jump @NONAME_4070
:NONAME_4068
return
:NONAME_4070
if
0AB0: key_pressed 121
else_jump @NONAME_4094
return
jump @NONAME_4103
:NONAME_4094
gosub @NONAME_4103
return
:NONAME_4103
00BF: 27@ = current_time_hours, 28@ = current_time_minutes
if
10 > 28@
else_jump @NONAME_4143
gosub @NONAME_4152
jump @NONAME_4150
:NONAME_4143
gosub @NONAME_4228
:NONAME_4150
return
:NONAME_4152
03E0: unknown_text_draw_flag 1
033F: set_text_draw_letter_size 0.45 1.3
03E4: enable_text_draw_align_right 1
081C: draw_text_outline 1 RGBA 0 0 0 200
0340: set_text_draw_RGBA 255 255 255 220
045B: draw_text_2numbers 999999.0 99999.0 GXT 'TIME_0' numbers 27@ 28@ // ~1~:0~1~
return
:NONAME_4228
03E0: unknown_text_draw_flag 1
033F: set_text_draw_letter_size 0.45 1.3
03E4: enable_text_draw_align_right 1
081C: draw_text_outline 1 RGBA 0 0 0 200
0340: set_text_draw_RGBA 255 255 255 240
045B: draw_text_2numbers 9999.0 99999.0 GXT 'TIME' numbers 27@ 28@ // ~1~:~1~
return
if
:NONAME_4308
0391: release_txd_dictionary
return
:NONAME_4312
09BA: show_entered_zone_name 0
09B9: show_entered_car_name 0
return
Как сделать, чтобы в скрипт добавить например два телепорта? Пример:
По команде /tps - Тпшает на шахту
А по команде /tpz - Тпшает на завод. Как в один скрипт поместить "два" скрипта? Спасибо.
{$CLEO }
0000:
wait 1750
0B34: samp register_client_command "tps" to_label @tps
0B34: samp register_client_command "tpz" to_label @tpz
while true
wait 0
end
:tps
wait 0
actor.PutAt(1@, 2@, 3@)
samp.CmdRet()
:tpz
actor.PutAt(1@, 2@, 3@)
samp.CmdRet()
PHP:{$CLEO } 0000: wait 1750 0B34: samp register_client_command "tps" to_label @tps 0B34: samp register_client_command "tpz" to_label @tpz while true wait 0 end :tps wait 0 actor.PutAt(1@, 2@, 3@) samp.CmdRet() :tpz actor.PutAt(1@, 2@, 3@) samp.CmdRet()
PHP:{$CLEO } 0000: wait 1750 0B34: samp register_client_command "tps" to_label @tps 0B34: samp register_client_command "tpz" to_label @tpz while true wait 0 end :tps wait 0 actor.PutAt(1@, 2@, 3@) samp.CmdRet() :tpz actor.PutAt(1@, 2@, 3@) samp.CmdRet()