Вопросы по CLEO-скриптингу

Dreytix

Новичок
23
2
Как сделать клео скрипт активым при нажатой клавише? На примере б1-б6, допустим зажал капс лок - активировалась скорость бега как при б3, отжал - обычный бег.

Сам скрипт, собсна:
Код:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "SYSTEMAIN.3DN.RU"
thread "FASTWALK"
wait 0
0@ = 1.0
1@ = 1.0
3@ = 0

:FASTWALK_63
wait 0
if
   Player.Defined($PLAYER_CHAR)
else_jump @FASTWALK_63
wait 0
0393: actor $PLAYER_ACTOR perform_animation "WALK_PLAYER" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUNCROUCHFWD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUNCROUCHBWD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUNMOVE_BWD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUNMOVE_FWD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUNMOVE_L" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUNMOVE_R" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_GANG1" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "JOG_FEMALEA" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "JOG_MALEA" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_CIVI" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_CSAW" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_FAT" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_FATOLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_GANG1" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_OLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_ROCKET" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_WUZI" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_WUZI" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_ARMED" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_ROCKET" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_CIVI" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_CSAW" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_DRUNK" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_FAT" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_FATOLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_GANG1" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_GANG2" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_OLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_SHUFFLE" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_START" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_START_ARMED" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_START_CSAW" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_START_ROCKET" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_WUZI" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUN" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNBUSY" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNFATOLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNPANIC" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNSEXY" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKBUSY" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKFATOLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKNORM" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKOLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKPRO" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKSEXY" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKSHOP" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_1ARMED" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_ARMED" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_PANIC" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SWAT_RUN" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_ARMED" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_CSAW" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_ROCKET" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUN" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNBUSY" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNPANIC" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNSEXY" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FATSPRINT" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_IDLE" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLESPRINT" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_PULL" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND_FINISH" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SWIM_BREAST" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SWIM_CRAWL" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SWIM_DIVE_UNDER" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SWIM_GLIDE" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLERUN" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLESPRINT" at 0@ times_normal_rate
if and
key_down 66
key_down 49
else_jump @FASTWALK_1685
0@ = 1.0
1@ = 1.0
018C: play_sound 1056 at 0.0 0.0 0.0
wait 5

:FASTWALK_1685
if and
key_down 66
key_down 50
else_jump @FASTWALK_1748
0@ = 1.1
1@ = 1.2
018C: play_sound 1056 at 0.0 0.0 0.0
wait 5

:FASTWALK_1748
if and
key_down 66
key_down 51
else_jump @FASTWALK_1811
0@ = 1.2
1@ = 1.3
018C: play_sound 1056 at 0.0 0.0 0.0
wait 5

:FASTWALK_1811
if and
key_down 66
key_down 52
else_jump @FASTWALK_1874
0@ = 1.3
1@ = 1.3
018C: play_sound 1056 at 0.0 0.0 0.0
wait 5

:FASTWALK_1874
if and
key_down 66
key_down 53
else_jump @FASTWALK_1937
0@ = 1.4
1@ = 1.4
018C: play_sound 1056 at 0.0 0.0 0.0
wait 5

:FASTWALK_1937
if and
key_down 66
key_down 54
else_jump @FASTWALK_2000
0@ = 1.5
1@ = 1.5
018C: play_sound 1056 at 0.0 0.0 0.0
wait 5

:FASTWALK_2000
if and
key_down 66
key_down 48
else_jump @FASTWALK_2122
if
  3@ == 0
else_jump @FASTWALK_2083
Player.InfiniteRun($PLAYER_CHAR) = True
018C: play_sound 1056 at 0.0 0.0 0.0
3@ = 1
wait 1000
jump @FASTWALK_2122

:FASTWALK_2083
Player.InfiniteRun($PLAYER_CHAR) = False
018C: play_sound 1056 at 0.0 0.0 0.0
3@ = 0
wait 1000

:FASTWALK_2122
jump @FASTWALK_63
 
Последнее редактирование:

DarkExorcist

Новичок
77
3
Как сделать клео скрипт активым при нажатой клавише? На примере б1-б6, допустим зажал капс лок - активировалась скорость бега как при б3, отжал - обычный бег.

Сам скрипт, собсна:
Код:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "SYSTEMAIN.3DN.RU"
thread "FASTWALK"
wait 0
0@ = 1.0
1@ = 1.0
3@ = 0

:FASTWALK_63
wait 0
if
   Player.Defined($PLAYER_CHAR)
else_jump @FASTWALK_63
wait 0
0393: actor $PLAYER_ACTOR perform_animation "WALK_PLAYER" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUNCROUCHFWD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUNCROUCHBWD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUNMOVE_BWD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUNMOVE_FWD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUNMOVE_L" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "GUNMOVE_R" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_GANG1" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "JOG_FEMALEA" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "JOG_MALEA" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_CIVI" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_CSAW" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_FAT" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_FATOLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_GANG1" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_OLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_ROCKET" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_WUZI" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_WUZI" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_ARMED" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_ROCKET" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_CIVI" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_CSAW" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_DRUNK" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_FAT" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_FATOLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_GANG1" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_GANG2" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_OLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_SHUFFLE" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_START" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_START_ARMED" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_START_CSAW" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_START_ROCKET" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_WUZI" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUN" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNBUSY" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNFATOLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNPANIC" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNSEXY" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKBUSY" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKFATOLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKNORM" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKOLD" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKPRO" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKSEXY" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKSHOP" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_1ARMED" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_ARMED" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_PANIC" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SWAT_RUN" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_ARMED" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_CSAW" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WALK_ROCKET" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUN" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNBUSY" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNPANIC" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNSEXY" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FATSPRINT" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_IDLE" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLESPRINT" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_PULL" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND_FINISH" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SWIM_BREAST" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SWIM_CRAWL" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SWIM_DIVE_UNDER" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "SWIM_GLIDE" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLERUN" at 0@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "MUSCLESPRINT" at 0@ times_normal_rate
if and
key_down 66
key_down 49
else_jump @FASTWALK_1685
0@ = 1.0
1@ = 1.0
018C: play_sound 1056 at 0.0 0.0 0.0
wait 5

:FASTWALK_1685
if and
key_down 66
key_down 50
else_jump @FASTWALK_1748
0@ = 1.1
1@ = 1.2
018C: play_sound 1056 at 0.0 0.0 0.0
wait 5

:FASTWALK_1748
if and
key_down 66
key_down 51
else_jump @FASTWALK_1811
0@ = 1.2
1@ = 1.3
018C: play_sound 1056 at 0.0 0.0 0.0
wait 5

:FASTWALK_1811
if and
key_down 66
key_down 52
else_jump @FASTWALK_1874
0@ = 1.3
1@ = 1.3
018C: play_sound 1056 at 0.0 0.0 0.0
wait 5

:FASTWALK_1874
if and
key_down 66
key_down 53
else_jump @FASTWALK_1937
0@ = 1.4
1@ = 1.4
018C: play_sound 1056 at 0.0 0.0 0.0
wait 5

:FASTWALK_1937
if and
key_down 66
key_down 54
else_jump @FASTWALK_2000
0@ = 1.5
1@ = 1.5
018C: play_sound 1056 at 0.0 0.0 0.0
wait 5

:FASTWALK_2000
if and
key_down 66
key_down 48
else_jump @FASTWALK_2122
if
  3@ == 0
else_jump @FASTWALK_2083
Player.InfiniteRun($PLAYER_CHAR) = True
018C: play_sound 1056 at 0.0 0.0 0.0
3@ = 1
wait 1000
jump @FASTWALK_2122

:FASTWALK_2083
Player.InfiniteRun($PLAYER_CHAR) = False
018C: play_sound 1056 at 0.0 0.0 0.0
3@ = 0
wait 1000

:FASTWALK_2122
jump @FASTWALK_63
После проверки на зажатый капс
0B12: 1@ = 1@ XOR 1 // опкод, который меняет значение на 1, если было 0, и наоборот, если было 1.
Далее перед кодом на быстрый бег сделать проверку if 1@ == 1
Итог: если 1@ не равна одному, код на быстрый бег будет игнорироваться.
 

Dreytix

Новичок
23
2
После проверки на зажатый капс
0B12: 1@ = 1@ XOR 1 // опкод, который меняет значение на 1, если было 0, и наоборот, если было 1.
Далее перед кодом на быстрый бег сделать проверку if 1@ == 1
Итог: если 1@ не равна одному, код на быстрый бег будет игнорироваться.
в кодинге я не совсем разбираюсь, можешь это туда впихнуть?
 

Dark_Knight

Me, me and me.
Друг
4,062
2,077
Код:
while true
wait 0
if 0ab0: key_down 123
then
0af8: "Флуд" -1
end
end
Флудит в чат пока зажата клавиша F12
 

SR_team

like pancake
BH Team
4,720
6,369
Пацаны, помогайте, как узнать где находится пинг игрока? Нужно что то типа аима по пингу...
пусть a это сумма твоего пинга и пинга игрока. Разделим a на 40. Теперь возьмем скорость игрока (из пакета или опкода, но если берем из опкода, то делим ее на 50.0), условно запомним скоость как b. умножим b на a, теперь к координатам игрока прибавляем b и получаем его реальное местоположение - то куда надо стрелять