mc_alex
Участник
- 151
- 23
Опкод 0B12 не найден среди стандартных опкодов и в используемых расширениях.CLEO:0B34: register "cmd" @cmd While true wait 0 if 31@ == 1 then // code end end :cmd 0B12: 31@ = 31@ XOR 1 0B43: samp cmd ret
Опкод 0B12 не найден среди стандартных опкодов и в используемых расширениях.CLEO:0B34: register "cmd" @cmd While true wait 0 if 31@ == 1 then // code end end :cmd 0B12: 31@ = 31@ XOR 1 0B43: samp cmd ret
Опкод 0B12 не найден среди стандартных опкодов и в используемых расширениях.
{$USE bitwise}
прав. А3C.s это и есть он. но его как открыть то?Конкретно тут не вижу ничего что имело бы похожий эффект. Но предполагаю что тут есть вторая часть скрипта. Я прав?
Ровно также как и основной, через SBправ. А3C.s это и есть он. но его как открыть то?
Где можно почитать про Include и {$USE} ? Не первый раз вижу их использование, но вот откуда взять документацию?CLEO:{$USE bitwise}
ОткрылРовно также как и основной, через SB
Где можно почитать про Include и {$USE} ? Не первый раз вижу их использование, но вот откуда взять документацию?
Где можно почитать про Include и {$USE} ? Не первый раз вижу их использование, но вот откуда взять документацию?
Переделай файл в расширение .cs и попробуй опять
Вот содержимое:Переделай файл в расширение .cs и попробуй опять
// This file was decompiled using SASCM.ini published on 2020-11-11
{$CLEO .cs}
0000: NOP
:NONAME_2
wait 0
0@ = 0
Marker.CreateIconWithoutSphere(1@, 55, -1673.311, 415.5818, 6.8497)
Marker.CreateIconWithoutSphere(2@, 55, -2407.548, 974.9628, 44.9663)
Marker.CreateIconWithoutSphere(3@, 55, -1329.865, 2665.999, 49.6674)
Marker.CreateIconWithoutSphere(4@, 55, 603.6575, 1703.664, 7.1044)
Marker.CreateIconWithoutSphere(5@, 55, 2114.625, 920.1982, 10.8203)
Marker.CreateIconWithoutSphere(6@, 55, 2148.349, 2747.878, 10.8203)
Marker.CreateIconWithoutSphere(7@, 55, 2202.267, 2473.881, 10.8203)
Marker.CreateIconWithoutSphere(8@, 55, 1596.61, 2198.683, 10.8203)
Marker.CreateIconWithoutSphere(9@, 55, -2243.631, -2559.158, 31.9219)
Marker.CreateIconWithoutSphere(10@, 55, -1606.27, -2714.083, 48.5335)
Marker.CreateIconWithoutSphere(11@, 55, -90.1793, -1169.674, 2.3974)
Marker.CreateIconWithoutSphere(12@, 55, 655.2332, -565.256, 16.3359)
Marker.CreateIconWithoutSphere(13@, 55, 1943.467, -1773.244, 13.3906)
Marker.CreateIconWithoutSphere(14@, 55, -1469.834, 1864.404, 32.6328)
Marker.CreateIconWithoutSphere(15@, 55, 1381.541, 459.7987, 20.3452)
:NONAME_343
wait 0
read_memory 0@ 12216487 1 1
if
not 0@ == 0
jf @NONAME_343
Marker.Disable(1@)
Marker.Disable(2@)
Marker.Disable(3@)
Marker.Disable(4@)
Marker.Disable(5@)
Marker.Disable(6@)
Marker.Disable(7@)
Marker.Disable(8@)
Marker.Disable(9@)
Marker.Disable(10@)
Marker.Disable(11@)
Marker.Disable(12@)
Marker.Disable(13@)
Marker.Disable(14@)
Marker.Disable(15@)
:NONAME_454
wait 0
if or
09FA: is_menu_closed
03D9: save_done
jf @NONAME_454
jump @NONAME_2
Возможно это поможет. Но не думаю что прям в этом дело. Скорее всего этот поток отвечает за отрисовку самих азс на карте, и конфликтует с игрой. Эксперементируй!Там как я понимаю надо marker.disable удалить весь и все?
Возможно это поможет. Но не думаю что прям в этом дело. Скорее всего этот поток отвечает за отрисовку самих азс на карте, и конфликтует с игрой. Эксперементируй!
{$CLEO}
0000:
REPEAT
0001: 0
UNTIL 0AFA:
0AF8: samp add_message_to_chat "{48D1CC}[House Detector] {ffffff}Скрипт активирован!" color -1
0BB9: samp 0@ = get_pickup_pool_ptr
WHILE TRUE
0001: 0
FOR 1@ = 0 TO {MAX_PICKUPS}4096 [STEP = 1]
IF 0B51: samp 2@ = pickup_handle_by_id 1@
THEN
0A90: 2@ = 1@ * 20
000A: 2@ += 61444
000A: 2@ += 0@ // stPickup
0A8D: 3@ = read_memory 2@ size 4 virtual_protect TRUE // iModelID
IF 0039: 3@ == 1273
THEN
0C0C: 3@ = struct 2@ offset 8 size 4 // X
0C0C: 4@ = struct 2@ offset 12 size 4 // Y
0C0C: 5@ = struct 2@ offset 16 size 4 // Z
IF 00C2: sphere_onscreen 3@ 4@ 5@ radius 5.0
THEN
0B55: convert_3D_coords 3@ 4@ 5@ to_screen 3@ 4@
00A0: store_actor $PLAYER_ACTOR position_to 5@ 6@ 7@
0B55: convert_3D_coords 5@ 6@ 7@ to_screen 5@ 6@
0B68: render draw_line_point1 5@ 6@ point2 3@ 4@ width 1 color 0xFF4ECC18
END
END
END
END
END
// This file was decompiled using SASCM.ini published on 2020-11-11
{$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 $PLAYER_ACTOR follow_car -1 radius 10.0
07BB: set_heli 5@ horizontal_thrust_power 6
Model.Destroy(#FAM1)
Model.Destroy(#FAM2)
Model.Destroy(#FAM2)
Model.Destroy(#MAVERICK)
Model.Destroy(#ROCKETLA)
0@ = 1
jump @NONAME_961
:NONAME_954
NONAME_1122()
:NONAME_961
if
0@ == 1
jf @NONAME_1120
NONAME_1184()
if and
not Actor.Dead(4@)
not Car.Wrecked(5@)
jf @NONAME_1113
if
Actor.Dead(13@)
jf @NONAME_1033
0465: remove_actor 13@ from_turret_mode
Actor.RemoveReferences(4@)
:NONAME_1033
if
Actor.Dead(14@)
jf @NONAME_1059
0465: remove_actor 13@ from_turret_mode
Actor.RemoveReferences(4@)
:NONAME_1059
if
Actor.Dead(15@)
jf @NONAME_1085
0465: remove_actor 13@ from_turret_mode
Actor.RemoveReferences(4@)
:NONAME_1085
if
Actor.Dead(16@)
jf @NONAME_1120
0465: remove_actor 13@ from_turret_mode
jump @NONAME_1120
:NONAME_1039
if
Actor.Dead(4@)
jf @NONAME_1039
0564: set_vehicle 5@ helicopter_simulate_crash_landing
jump @NONAME_1039
:NONAME_1113
NONAME_1122()
:NONAME_1120
return
:NONAME_1122
if
not 0@ == 0
jf @NONAME_1182
Actor.RemoveReferences(4@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(15@)
Actor.RemoveReferences(16@)
Car.RemoveReferences(5@)
Marker.Disable(12@)
0@ = 0
:NONAME_1182
return
:NONAME_1184
if
is_key_pressed 8
jf @NONAME_1326
TIMERB = 0
:NONAME_1206
wait 0
if
not Actor.Dead(4@)
not Car.Wrecked(5@)
if
is_key_pressed 8
jf @NONAME_1326
if
TIMERB > 1200
jf @NONAME_1206
Marker.Disable(12@)
Actor.RemoveReferences(4@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(15@)
Actor.RemoveReferences(16@)
Car.RemoveReferences(5@)
0@ = 0
:NONAME_1300
if
is_key_pressed 8
jf @NONAME_1326
wait 0
jump @NONAME_1300
:NONAME_1326
return
А что ним происходит на данный момент? Расскажи подробнееЗдравствуйте. Подскажите пожалуйста, как сделать что-бы когда водитель машины умер, вертолет начал падать вниз? вот код
скрипт:// This file was decompiled using SASCM.ini published on 2020-11-11 {$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