TheArtemMaps
Новичок
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Здравствуйте. Подскажите пожалуйста, как сделать что-бы когда водитель машины умер, вертолет начал падать вниз? вот код
скрипт:
// This file was decompiled using SASCM.ini published on 2020-11-11
{$CLEO .cs}
0000: NOP
:NONAME_2
wait 0
NONAME_20()
jump @NONAME_2
:NONAME_20
if
Player.Defined($PLAYER_CHAR)
jf @NONAME_954
if
0@ == 0
jf @NONAME_961
077E: get_active_interior_to $ACTIVE_INTERIOR
if
$ACTIVE_INTERIOR == 0
jf @NONAME_961
if
is_key_pressed 8
jf @NONAME_961
Model.Load(#FAM1)
Model.Load(#FAM2)
Model.Load(#FAM3)
Model.Load(#MAVERICK)
Model.Load(#ROCKETLA)
:NONAME_114
if or
not Model.Available(#FAM1)
not Model.Available(#FAM2)
not Model.Available(#FAM3)
not Model.Available(#MAVERICK)
not Model.Available(#ROCKETLA)
jf @NONAME_158
wait 0
jump @NONAME_114
:NONAME_158
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 100.0 100.0 100.0
04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset -100.0 -100.0 0.0
0208: 9@ = random_float_in_ranges 1@ 6@
0208: 10@ = random_float_in_ranges 2@ 7@
0087: 11@ = 3@ // (float)
if
00C2: sphere_onscreen 9@ 10@ 11@ radius 5.0
jf @NONAME_284
wait 0
jump @NONAME_158
:NONAME_284
Car.Create(5@, #MAVERICK, 9@, 10@, 11@)
Car.Health(5@) = 1E11
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
039F: set_car 5@ race_to 1@ 2@
Actor.CreateAsDriver(4@, PedType.Gang2, #FAM1, 5@)
Actor.RemoveFromMissionCleanupList(4@)
Actor.Health(4@) = 1E13
Actor.SetMaxHealth(4@, 1E13)
:NONAME_394
0446: set_actor 4@ dismemberment_possible 1
054A: set_actor 4@ can_be_shot_in_a_car 1
04D8: set_actor 4@ drowns_in_water 1
05BC: AS_actor 4@ jump 1
Marker.CreateAboveActor(12@, 4@)
Marker.SetIconSize(12@, 3)
Marker.SetColor(12@, 1)
07E0: set_marker 12@ type_to 1
Actor.Create(13@, 8, #FAM2, 9@, 10@, 11@)
Actor.RemoveFromMissionCleanupList(13@)
Actor.Health(13@) = 1E13
Actor.SetMaxHealth(13@, 1E13)
0446: set_actor 13@ dismemberment_possible 0
054A: set_actor 13@ can_be_shot_in_a_car 0
04D8: set_actor 13@ drowns_in_water 0
05BC: AS_actor 13@ jump 1
Actor.Create(14@, 8, #FAM3, 9@, 10@, 11@)
Actor.RemoveFromMissionCleanupList(13@)
Actor.Health(14@) = 1E13
Actor.SetMaxHealth(14@, 1E13)
0446: set_actor 14@ dismemberment_possible 0
054A: set_actor 14@ can_be_shot_in_a_car 0
04D8: set_actor 14@ drowns_in_water 0
05BC: AS_actor 14@ jump 1
Actor.Create(15@, 8, #FAM2, 9@, 10@, 11@)
Actor.RemoveFromMissionCleanupList(13@)
Actor.Health(15@) = 1E13
Actor.SetMaxHealth(15@, 1E13)
0446: set_actor 15@ dismemberment_possible 0
054A: set_actor 15@ can_be_shot_in_a_car 0
04D8: set_actor 15@ drowns_in_water 0
05BC: AS_actor 15@ jump 1
Actor.Create(16@, 8, #FAM3, 9@, 10@, 11@)
Actor.RemoveFromMissionCleanupList(13@)
Actor.Health(16@) = 1E13
Actor.SetMaxHealth(16@, 1E13)
0446: set_actor 16@ dismemberment_possible 0
054A: set_actor 16@ can_be_shot_in_a_car 0
04D8: set_actor 16@ drowns_in_water 0
05BC: AS_actor 16@ jump 1
0464: put_actor 13@ into_turret_on_car 5@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 35
Actor.WeaponAccuracy(13@) = 90
0464: put_actor 14@ into_turret_on_car 5@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 35
Actor.WeaponAccuracy(14@) = 90
0464: put_actor 15@ into_turret_on_car 5@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 35
Actor.WeaponAccuracy(15@) = 90
0464: put_actor 16@ into_turret_on_car 5@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 35
Actor.WeaponAccuracy(16@) = 90
0825: set_helicopter 5@ instant_rotor_start
0726: heli 5@ follow_actor $PLAYER_ACTOR follow_car -1 radius 10.0
07BB: set_heli 5@ horizontal_thrust_power 6
Model.Destroy(#FAM1)
Model.Destroy(#FAM2)
Model.Destroy(#FAM2)
Model.Destroy(#MAVERICK)
Model.Destroy(#ROCKETLA)
0@ = 1
jump @NONAME_961
:NONAME_954
NONAME_1122()
:NONAME_961
if
0@ == 1
jf @NONAME_1120
NONAME_1184()
if and
not Actor.Dead(4@)
not Car.Wrecked(5@)
jf @NONAME_1113
if
Actor.Dead(13@)
jf @NONAME_1033
0465: remove_actor 13@ from_turret_mode
Actor.RemoveReferences(4@)
:NONAME_1033
if
Actor.Dead(14@)
jf @NONAME_1059
0465: remove_actor 13@ from_turret_mode
Actor.RemoveReferences(4@)
:NONAME_1059
if
Actor.Dead(15@)
jf @NONAME_1085
0465: remove_actor 13@ from_turret_mode
Actor.RemoveReferences(4@)
:NONAME_1085
if
Actor.Dead(16@)
jf @NONAME_1120
0465: remove_actor 13@ from_turret_mode
jump @NONAME_1120
:NONAME_1039
if
Actor.Dead(4@)
jf @NONAME_1039
0564: set_vehicle 5@ helicopter_simulate_crash_landing
jump @NONAME_1039
:NONAME_1113
NONAME_1122()
:NONAME_1120
return
:NONAME_1122
if
not 0@ == 0
jf @NONAME_1182
Actor.RemoveReferences(4@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(15@)
Actor.RemoveReferences(16@)
Car.RemoveReferences(5@)
Marker.Disable(12@)
0@ = 0
:NONAME_1182
return
:NONAME_1184
if
is_key_pressed 8
jf @NONAME_1326
TIMERB = 0
:NONAME_1206
wait 0
if
not Actor.Dead(4@)
not Car.Wrecked(5@)
if
is_key_pressed 8
jf @NONAME_1326
if
TIMERB > 1200
jf @NONAME_1206
Marker.Disable(12@)
Actor.RemoveReferences(4@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(15@)
Actor.RemoveReferences(16@)
Car.RemoveReferences(5@)
0@ = 0
:NONAME_1300
if
is_key_pressed 8
jf @NONAME_1326
wait 0
jump @NONAME_1300
:NONAME_1326
return