R russellbessono Новичок Автор темы 1 0 27 Дек 2019 #1 Может кто проверить и сказать , есть ли тут стиллер ? Очень нужно , спасибо большое заранее ПОМОГИТЕЕЕЕ Вложения pF_flyingstuff.cs 17.4 KB · Просмотры: 9 Последнее редактирование: 28 Дек 2019
Может кто проверить и сказать , есть ли тут стиллер ? Очень нужно , спасибо большое заранее ПОМОГИТЕЕЕЕ
sep Известный 681 77 28 Дек 2019 #2 все чисто код: // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- thread 'FLYSTUF' wait 1000 :FLYSTUF_16 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @FLYSTUF_16 if 8965: not actor $PLAYER_ACTOR swimming else_jump @FLYSTUF_16 if or 044B: actor $PLAYER_ACTOR on_foot 04A7: actor $PLAYER_ACTOR driving_boat 047A: actor $PLAYER_ACTOR driving_bike Actor.DrivingVehicleType($PLAYER_ACTOR, #QUAD) else_jump @FLYSTUF_16 wait 1000 066A: 0@ = attach_particle "FLYINGSTUFF" to_actor $PLAYER_ACTOR with_offset 0.0 -0.4 0.5 rotation 0.0 -1.5 0.5 type 1 064C: make_particle 0@ visible wait 1000 :FLYSTUF_154 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @FLYSTUF_224 if or 044B: actor $PLAYER_ACTOR on_foot 04A7: actor $PLAYER_ACTOR driving_boat 047A: actor $PLAYER_ACTOR driving_bike Actor.DrivingVehicleType($PLAYER_ACTOR, #QUAD) else_jump @FLYSTUF_224 if 0965: actor $PLAYER_ACTOR swimming else_jump @FLYSTUF_154 :FLYSTUF_224 0976: destroy_particle 0@ wait 1000 jump @FLYSTUF_16 Реакции: russellbessono Позитивный голос 0 Негативный голос
все чисто код: // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- thread 'FLYSTUF' wait 1000 :FLYSTUF_16 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @FLYSTUF_16 if 8965: not actor $PLAYER_ACTOR swimming else_jump @FLYSTUF_16 if or 044B: actor $PLAYER_ACTOR on_foot 04A7: actor $PLAYER_ACTOR driving_boat 047A: actor $PLAYER_ACTOR driving_bike Actor.DrivingVehicleType($PLAYER_ACTOR, #QUAD) else_jump @FLYSTUF_16 wait 1000 066A: 0@ = attach_particle "FLYINGSTUFF" to_actor $PLAYER_ACTOR with_offset 0.0 -0.4 0.5 rotation 0.0 -1.5 0.5 type 1 064C: make_particle 0@ visible wait 1000 :FLYSTUF_154 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @FLYSTUF_224 if or 044B: actor $PLAYER_ACTOR on_foot 04A7: actor $PLAYER_ACTOR driving_boat 047A: actor $PLAYER_ACTOR driving_bike Actor.DrivingVehicleType($PLAYER_ACTOR, #QUAD) else_jump @FLYSTUF_224 if 0965: actor $PLAYER_ACTOR swimming else_jump @FLYSTUF_154 :FLYSTUF_224 0976: destroy_particle 0@ wait 1000 jump @FLYSTUF_16