Вопросы по CLEO-скриптингу

Mossberg

Новичок
48
0
Как в своем скрипте сделать меню с командами? Например прописываю /tphelp, и там выходят все команды для телепорта
 

Ctroitel

Известный
9
0
Короче есть скрипт который показывает количество хп и брони в цифрах
KyNpE8LhMJY.jpg
но они слева а мне надо что бы были справа цифры крч ну я думаю вы поняли, как сделать так?
Код:
// 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
 

Mossberg

Новичок
48
0
Где тут id кнопки? Или как вообще его в игре включить ?
Код:
{$CLEO}
 
const
    DIALOG_STYLE_MSGBOX = 0
end
 
0000:
 
repeat
    wait 400
until 0AFA:  is_samp_available // Ожидаем инициализации структур SAMP'а
 
0B3B: samp show_dialog id 15 caption "Первый диалог" text "{ffffff}Хей хей хей! Это же {ff0000}первый {ffffff}диалог!" button_1 "Уря" button_2 "Закрыть" style DIALOG_STYLE_MSGBOX
 
while true
    wait 0
    if
        0B3C:  samp is_dialog_responded id 15 button 1@ list_item 0 input_text 0
    then
        0AF8: samp add_message_to_chat "Была нажата кнопка %d" color -1 1@
 
        if
            1@ == 1
        then
            0AF8: samp add_message_to_chat "А именно: Уря" color -1
        else
            0AF8: samp add_message_to_chat "А именно: Закрыть" color -1
        end
    end
end
 

fonarik

Известный
206
3
Где тут id кнопки? Или как вообще его в игре включить ?
Код:
{$CLEO}
 
const
    DIALOG_STYLE_MSGBOX = 0
end
 
0000:
 
repeat
    wait 400
until 0AFA:  is_samp_available // Ожидаем инициализации структур SAMP'а
 
0B3B: samp show_dialog id 15 caption "Первый диалог" text "{ffffff}Хей хей хей! Это же {ff0000}первый {ffffff}диалог!" button_1 "Уря" button_2 "Закрыть" style DIALOG_STYLE_MSGBOX
 
while true
    wait 0
    if
        0B3C:  samp is_dialog_responded id 15 button 1@ list_item 0 input_text 0
    then
        0AF8: samp add_message_to_chat "Была нажата кнопка %d" color -1 1@
 
        if
            1@ == 1
        then
            0AF8: samp add_message_to_chat "А именно: Уря" color -1
        else
            0AF8: samp add_message_to_chat "А именно: Закрыть" color -1
        end
    end
end


id 1 - кнопка с текстом "уря", либо нажатие ENTER
id 0 - кнопка с текстом "закрыть", либо нажатие ESC

Что не понятного?
И кого вообще включать то?Ты о чем? Если открыть диалог,то он автоматически открывается,тк не условия,перед открытием.
 

Mossberg

Новичок
48
0
id 1 - кнопка с текстом "уря", либо нажатие ENTER
id 0 - кнопка с текстом "закрыть", либо нажатие ESC

Что не понятного?
И кого вообще включать то?Ты о чем? Если открыть диалог,то он автоматически открывается,тк не условия,перед открытием.

Да нет, мне надо сделать так, чтобы в игре, при нажатии определенной кнопки, выходило это меню с командами моего КЛЕО
А как это сделать, я не знаю. т.к только начал изучать КЛЕО.
 

fonarik

Известный
206
3
Да нет, мне надо сделать так, чтобы в игре, при нажатии определенной кнопки, выходило это меню с командами моего КЛЕО
А как это сделать, я не знаю. т.к только начал изучать КЛЕО.

ну так учи основы,что ты лезешь вперед ?!