Вопросы по CLEO-скриптингу

SPARTA

Новичок
53
2
Можно попробовать сделать через хук входящего RPC AddMessage, получить с него ник отправителя, в цикле искать ид по нику, разделить строку на строки до никак и после. Потом как нашли ид склеить это все в одно сообщение и правильно перезаписать все. Минус этого всего, что для каждого типа сообщений в которых ты хочешь видеть ид придется писать условия.

Вот от legend хук пакета сообщений, сообщение читает, убирает. Но в пакете нету сразу ид клиента?
Да я спрятал уже, т.к. урок отвратный.
А так, ссылка на вики находится наверху, между кнопками "Чат" и "Пользователи".

На те пример:
Код:
{$CLEO}
{$INCLUDE SF}
 
0000:
 
while not SAMP.Available()
    wait 400
end
 
0BE3: raknet setup_incoming_rpc_hook @hook_in_rpc
 
0BDE: pause_thread 0
 
:hook_in_rpc
0BE5: raknet 0@ = get_hook_param PARAM_PACKETID
if 0@ == RPC_SCRCLIENTMESSAGE
then
    0BE5: raknet 1@ = get_hook_param PARAM_BITSTREAM
 
    0BE7: raknet 2@ = bit_stream_read 1@ type BS_TYPE_INT // color
    0BE7: raknet 3@ = bit_stream_read 1@ type BS_TYPE_INT // message len
 
    0AC8: 4@ = allocate_memory_size 145       
    0BE8: raknet bit_stream 1@ read_array 4@ size 3@
    0C1E: array 4@ element 3@ el_size 1 = 0x0
 
    if 0C14: strcmp string1 4@ string2 "Добро пожаловать"
    then
        0BEA: raknet bit_stream 1@ reset_write_pointer // safe
        0BEB: raknet bit_stream 1@ ignore_bits 32 // ignore color
 
        0C11: memset destination 4@ value 0x0 size 145 // clear mem
 
        0AD3: 4@ = format "Горите в аду!"
        0C17: 5@ = strlen 4@
        0B40: raknet bit_stream 1@ write 5@ type BS_TYPE_INT size 4 // message len
        0B40: raknet bit_stream 1@ write 4@ type BS_TYPE_ARRAY size 5@
        0BF6: raknet emul_rpc_receive RPC_SCRCLIENTMESSAGE bit_stream 1@
 
        free 4@
        0BE0: raknet hook_ret false
    end
 
    0AC9: free_allocated_memory 4@
end
 
0BE0: raknet hook_ret true


здесь на с++ вроде есть
http://pastebin.com/dGKuMPwS
 

Dark_Knight

Me, me and me.
Друг
4,067
2,080
Разбиваешь строку на что-то подобное
Код:
String: Nickname кричит: АЛЛО
String1: Nickname
String2: кричит: АЛЛО
Потом через функцию получаешь ид в переменную и через 0ad3 делаешь новую строку.
Код:
0ad3: "%s[%d]%s" String1 ID String2
 
  • Нравится
Реакции: XyJluraH_J

SPARTA

Новичок
53
2
Что-то не получается правильно сделать, крашит когда появляется сообщение "Сказал" . . Не могу разобраться в разделении правильном.
PHP:
{$CLEO }
{$INCLUDE includes/RakNetDefines.txt}
{$INCLUDE SF}
0000:
 
if not 0@ = SAMP.Base()
then 0a93:
end
 
repeat
wait 400
until SAMP.Available()
 
 
0BE3: raknet setup_incoming_rpc_hook @hook_in_rpc
 
0BDE: pause_thread 0
 
:hook_in_rpc
0BE5: raknet 0@ = get_hook_param PARAM_PACKETID
if 0@ == RPC_SCRCLIENTMESSAGE
then
    0BE5: raknet 1@ = get_hook_param PARAM_BITSTREAM
 
    0BE7: raknet 2@ = bit_stream_read 1@ type BS_TYPE_INT // color
    0BE7: raknet 3@ = bit_stream_read 1@ type BS_TYPE_INT // message len
 
    0AC8: 4@ = allocate_memory_size 145       
    0BE8: raknet bit_stream 1@ read_array 4@ size 3@
    0C1E: array 4@ element 3@ el_size 1 = 0x0
    if 0C18: 10@ = strstr string1 4@ string2 "сказал"
    then
    0C16: 10@ = strtok string1 4@ string2 "сказал" // разделяем сообщение
    
        0ab1: @get_playerid_by_name 1 nickname 4@ ID 20@     // получаем ид
        
        0AD3: 4@ = format "%s[%d]%s!" 4@ 20@ 10@
        0C17: 5@ = strlen 4@
        0B40: raknet bit_stream 1@ write 5@ type BS_TYPE_INT size 4 // message len
        0B40: raknet bit_stream 1@ write 4@ type BS_TYPE_ARRAY size 5@
        
 
        free 4@
        0BE0: raknet hook_ret false
    end
 
    0AC9: free_allocated_memory 4@
end
 
0BE0: raknet hook_ret true
 
 
 
 
 
:get_playerid_by_name
for 1@ = 0 to 100
    if SAMP.IsPlayerConnected(1@)
    then
        2@ = SAMP.GetPlayerNickname(1@)
        if 0C14: strcmp string1 0@ string2 2@
        then break
        end
    end
end
0ab2: 1 1@
 

MISTER_GONWIK

Всефорумный гонщик
Всефорумный модератор
1,260
1,742
Что-то не получается правильно сделать, крашит когда появляется сообщение "Сказал" . . Не могу разобраться в разделении правильном.
PHP:
{$CLEO }
{$INCLUDE includes/RakNetDefines.txt}
{$INCLUDE SF}
0000:
 
if not 0@ = SAMP.Base()
then 0a93:
end
 
repeat
wait 400
until SAMP.Available()
 
 
0BE3: raknet setup_incoming_rpc_hook @hook_in_rpc
 
0BDE: pause_thread 0
 
:hook_in_rpc
0BE5: raknet 0@ = get_hook_param PARAM_PACKETID
if 0@ == RPC_SCRCLIENTMESSAGE
then
    0BE5: raknet 1@ = get_hook_param PARAM_BITSTREAM
 
    0BE7: raknet 2@ = bit_stream_read 1@ type BS_TYPE_INT // color
    0BE7: raknet 3@ = bit_stream_read 1@ type BS_TYPE_INT // message len
 
    0AC8: 4@ = allocate_memory_size 145       
    0BE8: raknet bit_stream 1@ read_array 4@ size 3@
    0C1E: array 4@ element 3@ el_size 1 = 0x0
    if 0C18: 10@ = strstr string1 4@ string2 "сказал"
    then
    0C16: 10@ = strtok string1 4@ string2 "сказал" // разделяем сообщение
    
        0ab1: @get_playerid_by_name 1 nickname 4@ ID 20@     // получаем ид
        
        0AD3: 4@ = format "%s[%d]%s!" 4@ 20@ 10@
        0C17: 5@ = strlen 4@
        0B40: raknet bit_stream 1@ write 5@ type BS_TYPE_INT size 4 // message len
        0B40: raknet bit_stream 1@ write 4@ type BS_TYPE_ARRAY size 5@
        
 
        free 4@
        0BE0: raknet hook_ret false
    end
 
    0AC9: free_allocated_memory 4@
end
 
0BE0: raknet hook_ret true
 
 
 
 
 
:get_playerid_by_name
for 1@ = 0 to 100
    if SAMP.IsPlayerConnected(1@)
    then
        2@ = SAMP.GetPlayerNickname(1@)
        if 0C14: strcmp string1 0@ string2 2@
        then break
        end
    end
end
0ab2: 1 1@
ФункуУ гутплееридбайчлен переделай, хреново сделана
 

kemperrr

Известный
104
2
Возможно "просканировать" то что написано в ChatBubble на расстоянии 5 метров(хз в чем изменяется растояние :D) ?
 

Dark_Knight

Me, me and me.
Друг
4,067
2,080
Да, но у меня есть сомнения что будет успеваю проводить расчеты.
 

DubStep_

Известный
292
52
e
Всем привет, помогите пожалуйста :), http://i.imgur.com/ZjWJQz6.png надо чтоб запасные патроны показывались вот так 7/3, а у меня показывает в запасных патронах, общие патроны 7/10. Поправьте что не так, и отправьте в личку.
Код:
{$CLEO .cs}
 
0000: NOP
0001: wait 2000 ms
0B6D: render 0@ = create_font "Garamond" height 11 flags 13
0B34: samp register_client_command "/" to_label @Label739
 
:Label36
0001: wait 0 ms
00D6: if or
0039:  20@ == 1
0039:  20@ == 2
004D: jump_if_false @Label162
0B2B: samp 3@ = get_player_id_by_actor_handle $PLAYER_ACTOR
0B36: samp 4@ = get_player_nickname 3@
0B37: samp 6@ = get_player_color 3@
0226: 5@ = actor $PLAYER_ACTOR health
04DD: 7@ = actor $PLAYER_ACTOR armour
0B2A: samp 8@ = get_player_ping 3@
0B65: samp 9@ = player 3@ score
010B: 17@ = player $PLAYER_CHAR money
0A8D: 16@ = read_memory 5823328 size 4 virtual_protect 0
0470: 18@ = actor $PLAYER_ACTOR current_weapon
call @get_weapon_name_by_id 1 id 18@ to 30@
041A: 19@ = actor $PLAYER_ACTOR weapon 18@ ammo
0AB1: call @get_AmmoInClip 0 return: 19@
041A: 32@ = actor $PLAYER_ACTOR weapon 18@ ammo
 
:Label162
00D6: if
0039:  20@ == 1
004D: jump_if_false @Label732
0AC8: 11@ = allocate_memory_size 512
0AC8: 12@ = allocate_memory_size 128
0AC8: 13@ = allocate_memory_size 128
0AC8: 14@ = allocate_memory_size 128
0AC8: 15@ = allocate_memory_size 512
0AD3: 11@ = format "%s [%d]" 4@ 3@
0AD3: 12@ = format "{FF0000}HP:{FF0000}%d {FFA500}AP:{FFFAFA}%d" 5@ 7@
0AD3: 13@ = format "{777F7A}${4CFF00}%d {4CFF00}LVL:{7FFF00}%d" 17@ 9@
0AD3: 14@ = format "{FF0000}Розыск:{FF0000}%d {6B8E23}Ping:{FF0800}%d" 16@ 8@
0AD3: 15@ = format "{FF0000}Weapon:{FF0000}%s {FF0000}Ammo:{FF0000}%d/%d" 30@ 19@ 32@
04C4: store_coords_to 25@ 26@ 27@ from_actor $PLAYER_ACTOR with_offset 0.3 0.0 0.0
0B55: convert_3D_coords 25@ 26@ 27@ to_screen 25@ 26@
0B6C: render 2@ = font 0@ draw_height
005A: 26@ += 2@ // (int)
0B6F: render font 0@ draw_text 14@ pos 25@ 26@ color -256
005A: 26@ += 2@ // (int)
0B6F: render font 0@ draw_text 15@ pos 25@ 26@ color -256
04C4: store_coords_to 25@ 26@ 27@ from_actor $PLAYER_ACTOR with_offset -0.7 0.0 0.7
0B55: convert_3D_coords 25@ 26@ 27@ to_screen 25@ 26@
0B6C: render 3@ = font 0@ draw_height
0B6F: render font 0@ draw_text 11@ pos 25@ 26@ color 6@
005A: 26@ += 3@ // (int)
0B6F: render font 0@ draw_text 12@ pos 25@ 26@ color -256
005A: 26@ += 3@ // (int)
0B6F: render font 0@ draw_text 13@ pos 25@ 26@ color -256
0AC9: free_allocated_memory 11@
0AC9: free_allocated_memory 12@
0AC9: free_allocated_memory 13@
0AC9: free_allocated_memory 14@
0AC9: free_allocated_memory 15@
 
:Label732
0002: jump @Label36
 
:Label739
0B35: samp 5@ = get_last_command_params
00D6: if
0AD4: 5@ = scan_string 5@ format "%d" 6@
004D: jump_if_false @Label804
00D6: if or
0039:  6@ == 0
0039:  6@ == 1
004D: jump_if_false @Label804
0085: 20@ = 6@ // (int)
 
:Label804
0B43: samp cmd_ret
0AA6: call_method 1@ struct 2@ num_params 0 pop 0
000A: 1@ += -1232
000A: 0@ += 4
0A8C: write_memory 0@ size 4 value 1@ virtual_protect 0
 
:get_AmmoInClip
0A96: 0@ = actor $PLAYER_ACTOR struct
0A8E: 1@ = 0@ + 0x0718
0A8D: 1@ = read_memory 1@ size 1 virtual_protect 0
1@ *= 0x1C
0A8E: 2@ = 0@ + 0x5A0
005a: 2@ += 1@
2@ += 0x8
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
ret 1 2@
 
:get_weapon_name_by_id
0AC6: 1@ = label @weapons offset
0@ *= 19
005A: 1@ += 0@ // (int)
ret 1 1@
 
:weapons
hex
"Duke" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 0 }
"Brass" 20 "Knuckles" 00 00 00 00 00 { 1 }
"Golf" 20 "Club" 00 00 00 00 00 00 00 00 00 00 { 2 }
"Nite" 20 "Stick" 00 00 00 00 00 00 00 00 00 { 3 }
"Knife" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 4 }
"Baseball" 00 00 00 00 00 00 00 00 00 00 00 { 5 }
"Shovel" 00 00 00 00 00 00 00 00 00 00 00 00 00 { 6 }
"Pool" 20 "Cue" 00 00 00 00 00 00 00 00 00 00 00 { 7 }
"Katana" 00 00 00 00 00 00 00 00 00 00 00 00 00 { 8 }
"Chainsaw" 00 00 00 00 00 00 00 00 00 00 00 { 9 }
"Dildo" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 10 }
"Dildo" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 11 }
"Dildo" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 12 }
"Dildo" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 13 }
"Flowers" 00 00 00 00 00 00 00 00 00 00 00 00 { 14 }
"Cane" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 15 }
"Grenade" 00 00 00 00 00 00 00 00 00 00 00 00 { 16 }
"Tear" 20 "Gas" 00 00 00 00 00 00 00 00 00 00 00 { 17 }
"Molotov" 00 00 00 00 00 00 00 00 00 00 00 00 { 18 }
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 19 }
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 20 }
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 21 }
"Pistol" 00 00 00 00 00 00 00 00 00 00 00 00 00 { 22 }
"SDPistol" 00 00 00 00 00 00 00 00 00 00 00 { 23 }
"Deagle" 00 00 00 00 00 00 00 00 00 00 00 00 00 { 24 }
"Shotgun" 00 00 00 00 00 00 00 00 00 00 00 00 { 25 }
"SawnOff" 00 00 00 00 00 00 00 00 00 00 00 00 { 26 }
"Spas12" 00 00 00 00 00 00 00 00 00 00 00 00 00 { 27 }
"Tec9" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 28 }
"MP5" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 29 }
"AK47" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 30 }
"M4" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 31 }
"Mac10" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 32 }
"Rifle" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 33 }
"Sniper" 00 00 00 00 00 00 00 00 00 00 00 00 00 { 34 }
"Rocket" 20 "Launcher" 00 00 00 00 { 35 }
"HS" 20 "Rocket" 20 "Launcher" 00 { 36 }
"Flamethrower" 00 00 00 00 00 00 00 { 37 }
"Minigun" 00 00 00 00 00 00 00 00 00 00 { 38 }
"C4" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 39 }
"Detonator" 00 00 00 00 00 00 00 00 00 00 { 40 }
"Spray" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 41 }
"Fire" 20 "Extinguisher" 00 00 { 42 }
"Camera" 00 00 00 00 00 00 00 00 00 00 00 00 00 { 43 }
"Nightvision" 00 00 00 00 00 00 00 00 { 44 }
"Infrared" 20 "Vision" 00 00 00 00 { 45 }
"Parachute" 00 00 00 00 00 00 00 00 00 00 { 46 }
32@ -= 19@
 

2Shae

Известный
149
8
Хочу себе поставить стробоскопы, но говорят что из-за скриптаувеличивается скорость транспортного средства в игре. В чём прикол? Я прост немогу понять :D
Код:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
 
//-------------MAIN---------------
03A4: name_thread 'STRBSKP'
 
:Label11
0001: wait 0 ms
0256:  player $PLAYER_CHAR defined
004D: jump_if_false @Label11
00D6: if and
00DF:  actor $PLAYER_ACTOR driving
847A:  not actor $PLAYER_ACTOR driving_bike
84A7:  not actor $PLAYER_ACTOR driving_boat
84C8:  not actor $PLAYER_ACTOR driving_flying_vehicle
80DD:  not actor $PLAYER_ACTOR driving_car_with_model #BMX
004D: jump_if_false @Label11
0002: jump @Label73
 
:Label73
0001: wait 0 ms
0AB0:  key_pressed 80
004D: jump_if_false @Label73
0002: jump @Label95
 
:Label95
0001: wait 0 ms
03C0: 0@ = actor $PLAYER_ACTOR car
0A97: 1@ = car 0@ struct
000A: 1@ += 1440
067F: set_car 0@ lights 2
0001: wait 50 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 3
0002: jump @Label160
 
:Label160
0001: wait 100 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0001: wait 100 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0001: wait 100 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0001: wait 100 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
00D6: if
0AB0:  key_pressed 80
004D: jump_if_false @Label160
0001: wait 500 ms
0002: jump @Label336
 
:Label336
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 3
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0001: wait 500 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
00D6: if
0AB0:  key_pressed 80
004D: jump_if_false @Label336
0001: wait 500 ms
0002: jump @Label719
 
:Label719
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 3
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0001: wait 300 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
00D6: if
0AB0:  key_pressed 80
004D: jump_if_false @Label719
0001: wait 500 ms
0002: jump @Label950
 
:Label950
0001: wait 60 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 3
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0001: wait 60 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0001: wait 60 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0001: wait 60 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0001: wait 60 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0001: wait 60 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0001: wait 60 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0001: wait 60 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0001: wait 60 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0001: wait 350 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0001: wait 60 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0001: wait 50 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0001: wait 50 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0001: wait 100 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0001: wait 100 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0001: wait 100 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0001: wait 80 ms
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
00D6: if
0AB0:  key_pressed 80
004D: jump_if_false @Label950
0001: wait 500 ms
067F: set_car 0@ lights 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 3
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0001: wait 2000 ms
01C3: remove_references_to_car 0@
0002: jump @Label11
 

АндрейЧотак

Известный
80
10
Можно ли сделать так что бы ты прописал команду и только через 3 секунды сервер "принял" эту команду