Найди любую коллизию и возьми от туда код.Где найти код коллизии для вшивки в скрипт?
(legend хватит меня обнулять бля :D)
Где найти код коллизии для вшивки в скрипт?
(legend хватит меня обнулять бля :D)
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 7@ closest_ped_to 8@
if 8@ > 0
then
0619: enable_actor 8@ collision_detection 0
end
0C46: samp get_3d_text_info_by_id 0@ string_ptr 1@ color 2@ position 3@ 4@ 5@ view_distance 6@ show_behind_walls 7@ attached_to_player 8@ attached_to_vehicle 9@Возможно ли проверить (if / then) изменения в тексте 3D , к примеру как на скрине текс, возможно прочекать его изменение:
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{$CLEO .cs}
//-------------MAIN---------------
1@ = 0
0AB3: var 0 = 0
:NONAME_79
wait 250
if and
Actor.Driving($PLAYER_ACTOR)
$ONMISSION == 0
89AE: not actor $PLAYER_ACTOR driving_train
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @NONAME_280
077E: get_active_interior_to $ACTIVE_INTERIOR
0@ = Actor.CurrentCar($PLAYER_ACTOR)
046C: 26@ = car 0@ driver
if and
$ACTIVE_INTERIOR == 0
003B: 26@ == $PLAYER_ACTOR // (int)
else_jump @NONAME_280
if
0AB0: key_pressed 50
else_jump @NONAME_205
gosub @NONAME_353
:NONAME_205
if
0AB0: key_pressed 70
else_jump @NONAME_227
gosub @NONAME_287
:NONAME_227
0A97: 8@ = car 0@ struct
8@ += 1064
if
9@ == 16
else_jump @NONAME_280
08C0: clear 1@ bit 1
:NONAME_280
jump @NONAME_79
:NONAME_287
if and
84A9: not actor $PLAYER_ACTOR driving_heli
847A: not actor $PLAYER_ACTOR driving_bike
84A7: not actor $PLAYER_ACTOR driving_boat
else_jump @NONAME_333
Car.DoorStatus(0@) = 1
02D4: car 0@ turn_off_engine
0622: AS_actor $PLAYER_ACTOR bail_car 0@
:NONAME_333
wait 250
0AB3: var 0 = 0
1@ = 0
return
:NONAME_353
if
88B4: not test 1@ bit 1
else_jump @NONAME_467
if and
84A9: not actor $PLAYER_ACTOR driving_heli
84A7: not actor $PLAYER_ACTOR driving_boat
847A: not actor $PLAYER_ACTOR driving_bike
else_jump @NONAME_433
0918: set_car 0@ engine_operation 0
08BA: set 1@ bit 1
0AB3: var 0 = 1
jump @NONAME_551
:NONAME_433
02D4: car 0@ turn_off_engine
08BA: set 1@ bit 1
0AB3: var 0 = 1
jump @NONAME_551
:NONAME_467
if and
84A9: not actor $PLAYER_ACTOR driving_heli
84A7: not actor $PLAYER_ACTOR driving_boat
847A: not actor $PLAYER_ACTOR driving_bike
else_jump @NONAME_525
0918: set_car 0@ engine_operation 1
08C0: clear 1@ bit 1
0AB3: var 0 = 0
jump @NONAME_551
:NONAME_525
036A: put_actor $PLAYER_ACTOR in_car 0@
08C0: clear 1@ bit 1
0AB3: var 0 = 0
:NONAME_551
wait 1000
return
if
88B4: not test 1@ bit 2
else_jump @NONAME_602
067F: set_car 0@ lights 2
08BA: set 1@ bit 2
wait 1000
jump @NONAME_621
:NONAME_602
067F: set_car 0@ lights 1
08C0: clear 1@ bit 2
wait 1000
:NONAME_621
return
if and
847A: not actor $PLAYER_ACTOR driving_bike
84A7: not actor $PLAYER_ACTOR driving_boat
else_jump @NONAME_782
if
88B4: not test 1@ bit 3
else_jump @NONAME_715
Car.DoorStatus(0@) = 4
054C: use_GXT_table 'WUZI1'
00BC: show_text_highpriority GXT 'WOO1@00' time 3000 flag 1 // ~z~–Ё џakpЁ¦Ё, Јpњљypok!
08BA: set 1@ bit 3
wait 1000
jump @NONAME_782
:NONAME_715
if and
84A7: not actor $PLAYER_ACTOR driving_boat
847A: not actor $PLAYER_ACTOR driving_bike
else_jump @NONAME_782
Car.DoorStatus(0@) = 1
054C: use_GXT_table 'HEIST3'
00BC: show_text_highpriority GXT 'HE3_DA' time 3000 flag 1 // ~z~ѓўep© o¦kpЁ¦a, Їac¦ep!
08C0: clear 1@ bit 3
wait 1000
:NONAME_782
return
{$CLEO .cs}
//-------------MAIN---------------
0A8C: write_memory 7034233 size 4 value -1869574000 virtual_protect 1
0A8C: write_memory 7034237 size 2 value 37008 virtual_protect 1
0A8C: write_memory 7034506 size 4 value -1869574000 virtual_protect 1
0A8C: write_memory 7034510 size 2 value 37008 virtual_protect 1
0A93: end_custom_thread
{$CLEO .cs}
//-------------MAIN---------------
0A8C: write_memory 7034233 size 4 value -1869574000 virtual_protect 1
0A8C: write_memory 7034237 size 2 value 37008 virtual_protect 1
0A8C: write_memory 7034506 size 4 value -1869574000 virtual_protect 1
0A8C: write_memory 7034510 size 2 value 37008 virtual_protect 1
1@ = 0
0AB3: var 0 = 0
:NONAME_79
wait 250
if and
Actor.Driving($PLAYER_ACTOR)
$ONMISSION == 0
89AE: not actor $PLAYER_ACTOR driving_train
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @NONAME_280
077E: get_active_interior_to $ACTIVE_INTERIOR
0@ = Actor.CurrentCar($PLAYER_ACTOR)
046C: 26@ = car 0@ driver
if and
$ACTIVE_INTERIOR == 0
003B: 26@ == $PLAYER_ACTOR // (int)
else_jump @NONAME_280
if
0AB0: key_pressed 50
else_jump @NONAME_205
gosub @NONAME_353
:NONAME_205
if
0AB0: key_pressed 70
else_jump @NONAME_227
gosub @NONAME_287
:NONAME_227
0A97: 8@ = car 0@ struct
8@ += 1064
if
9@ == 16
else_jump @NONAME_280
08C0: clear 1@ bit 1
:NONAME_280
jump @NONAME_79
:NONAME_287
if and
84A9: not actor $PLAYER_ACTOR driving_heli
847A: not actor $PLAYER_ACTOR driving_bike
84A7: not actor $PLAYER_ACTOR driving_boat
else_jump @NONAME_333
Car.DoorStatus(0@) = 1
02D4: car 0@ turn_off_engine
0622: AS_actor $PLAYER_ACTOR bail_car 0@
:NONAME_333
wait 250
0AB3: var 0 = 0
1@ = 0
return
:NONAME_353
if
88B4: not test 1@ bit 1
else_jump @NONAME_467
if and
84A9: not actor $PLAYER_ACTOR driving_heli
84A7: not actor $PLAYER_ACTOR driving_boat
847A: not actor $PLAYER_ACTOR driving_bike
else_jump @NONAME_433
0918: set_car 0@ engine_operation 0
08BA: set 1@ bit 1
0AB3: var 0 = 1
jump @NONAME_551
:NONAME_433
02D4: car 0@ turn_off_engine
08BA: set 1@ bit 1
0AB3: var 0 = 1
jump @NONAME_551
:NONAME_467
if and
84A9: not actor $PLAYER_ACTOR driving_heli
84A7: not actor $PLAYER_ACTOR driving_boat
847A: not actor $PLAYER_ACTOR driving_bike
else_jump @NONAME_525
0918: set_car 0@ engine_operation 1
08C0: clear 1@ bit 1
0AB3: var 0 = 0
jump @NONAME_551
:NONAME_525
036A: put_actor $PLAYER_ACTOR in_car 0@
08C0: clear 1@ bit 1
0AB3: var 0 = 0
:NONAME_551
wait 1000
return
if
88B4: not test 1@ bit 2
else_jump @NONAME_602
067F: set_car 0@ lights 2
08BA: set 1@ bit 2
wait 1000
jump @NONAME_621
:NONAME_602
067F: set_car 0@ lights 1
08C0: clear 1@ bit 2
wait 1000
:NONAME_621
return
if and
847A: not actor $PLAYER_ACTOR driving_bike
84A7: not actor $PLAYER_ACTOR driving_boat
else_jump @NONAME_782
if
88B4: not test 1@ bit 3
else_jump @NONAME_715
Car.DoorStatus(0@) = 4
054C: use_GXT_table 'WUZI1'
00BC: show_text_highpriority GXT 'WOO1@00' time 3000 flag 1 // ~z~–Ё џakpЁ¦Ё, Јpњљypok!
08BA: set 1@ bit 3
wait 1000
jump @NONAME_782
:NONAME_715
if and
84A7: not actor $PLAYER_ACTOR driving_boat
847A: not actor $PLAYER_ACTOR driving_bike
else_jump @NONAME_782
Car.DoorStatus(0@) = 1
054C: use_GXT_table 'HEIST3'
00BC: show_text_highpriority GXT 'HE3_DA' time 3000 flag 1 // ~z~ѓўep© o¦kpЁ¦a, Їac¦ep!
08C0: clear 1@ bit 3
wait 1000
:NONAME_782
return
Всё ровно, работает только один.Код:{$CLEO .cs} //-------------MAIN--------------- 0A8C: write_memory 7034233 size 4 value -1869574000 virtual_protect 1 0A8C: write_memory 7034237 size 2 value 37008 virtual_protect 1 0A8C: write_memory 7034506 size 4 value -1869574000 virtual_protect 1 0A8C: write_memory 7034510 size 2 value 37008 virtual_protect 1 1@ = 0 0AB3: var 0 = 0 :NONAME_79 wait 250 if and Actor.Driving($PLAYER_ACTOR) $ONMISSION == 0 89AE: not actor $PLAYER_ACTOR driving_train not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX) not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE) not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE) else_jump @NONAME_280 077E: get_active_interior_to $ACTIVE_INTERIOR 0@ = Actor.CurrentCar($PLAYER_ACTOR) 046C: 26@ = car 0@ driver if and $ACTIVE_INTERIOR == 0 003B: 26@ == $PLAYER_ACTOR // (int) else_jump @NONAME_280 if 0AB0: key_pressed 50 else_jump @NONAME_205 gosub @NONAME_353 :NONAME_205 if 0AB0: key_pressed 70 else_jump @NONAME_227 gosub @NONAME_287 :NONAME_227 0A97: 8@ = car 0@ struct 8@ += 1064 if 9@ == 16 else_jump @NONAME_280 08C0: clear 1@ bit 1 :NONAME_280 jump @NONAME_79 :NONAME_287 if and 84A9: not actor $PLAYER_ACTOR driving_heli 847A: not actor $PLAYER_ACTOR driving_bike 84A7: not actor $PLAYER_ACTOR driving_boat else_jump @NONAME_333 Car.DoorStatus(0@) = 1 02D4: car 0@ turn_off_engine 0622: AS_actor $PLAYER_ACTOR bail_car 0@ :NONAME_333 wait 250 0AB3: var 0 = 0 1@ = 0 return :NONAME_353 if 88B4: not test 1@ bit 1 else_jump @NONAME_467 if and 84A9: not actor $PLAYER_ACTOR driving_heli 84A7: not actor $PLAYER_ACTOR driving_boat 847A: not actor $PLAYER_ACTOR driving_bike else_jump @NONAME_433 0918: set_car 0@ engine_operation 0 08BA: set 1@ bit 1 0AB3: var 0 = 1 jump @NONAME_551 :NONAME_433 02D4: car 0@ turn_off_engine 08BA: set 1@ bit 1 0AB3: var 0 = 1 jump @NONAME_551 :NONAME_467 if and 84A9: not actor $PLAYER_ACTOR driving_heli 84A7: not actor $PLAYER_ACTOR driving_boat 847A: not actor $PLAYER_ACTOR driving_bike else_jump @NONAME_525 0918: set_car 0@ engine_operation 1 08C0: clear 1@ bit 1 0AB3: var 0 = 0 jump @NONAME_551 :NONAME_525 036A: put_actor $PLAYER_ACTOR in_car 0@ 08C0: clear 1@ bit 1 0AB3: var 0 = 0 :NONAME_551 wait 1000 return if 88B4: not test 1@ bit 2 else_jump @NONAME_602 067F: set_car 0@ lights 2 08BA: set 1@ bit 2 wait 1000 jump @NONAME_621 :NONAME_602 067F: set_car 0@ lights 1 08C0: clear 1@ bit 2 wait 1000 :NONAME_621 return if and 847A: not actor $PLAYER_ACTOR driving_bike 84A7: not actor $PLAYER_ACTOR driving_boat else_jump @NONAME_782 if 88B4: not test 1@ bit 3 else_jump @NONAME_715 Car.DoorStatus(0@) = 4 054C: use_GXT_table 'WUZI1' 00BC: show_text_highpriority GXT 'WOO1@00' time 3000 flag 1 // ~z~–Ё џakpЁ¦Ё, Јpњљypok! 08BA: set 1@ bit 3 wait 1000 jump @NONAME_782 :NONAME_715 if and 84A7: not actor $PLAYER_ACTOR driving_boat 847A: not actor $PLAYER_ACTOR driving_bike else_jump @NONAME_782 Car.DoorStatus(0@) = 1 054C: use_GXT_table 'HEIST3' 00BC: show_text_highpriority GXT 'HE3_DA' time 3000 flag 1 // ~z~ѓўep© o¦kpЁ¦a, Їac¦ep! 08C0: clear 1@ bit 3 wait 1000 :NONAME_782 return
На.
А что должен делать второй скрипт?Всё ровно, работает только один.
Первый скрипт позволяет включать и выключать двигатель как в СРП по нажатию "2", а второй оставляет колёса повернутыми после выхода из машины.А что должен делать второй скрипт?
Как сделать чтоб прибавлялось 1хп при нажатии на клавишу, или автоматом с командой?
{$CLEO}
0000:
while true
wait 0
if 0ab0: 123
then
wait 150
Actor.Health($player_actor) += 1
end
end
В машине должен быть человек или нет? (Водитель).Как телепортировать машины по всей карте?
К примеру я стою в одном месте, и ТПшу все машины в одну точку.