Помощь со скриптом.

morpehrt

Новичок
Автор темы
3
0
Хай,я щас делаю скрипт на оживление Эль Короны,вообщем мне надо чтобы они появлялись с 10:00 и исчезали в 20:00. Знаю там надо что-то сделать с опкодом OOBF,но как юзать этот опкод я хз,я лишь сделал чтоб они исчезали в 0:00 и появлялись в 10:00. Кто поможет с этим?
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{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
thread "NONAME"

:NONAME_12
wait 0
if and
00BF: 30@ = current_time_hours, 31@ = current_time_minutes
30@ >= 10
10 > 31@
Player.Defined($PLAYER_CHAR)
00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1864.2908 -2051.4436 13.3828 radius 200.0 200.0 200.0
jf @NONAME_12
Model.Load(#BROADWAY)
Model.Load(#REMINGTN)
Model.Load(#VLA1)
Model.Load(#VLA1)
Model.Load(#VLA1)
Model.Load(#VLA1)
Model.Load(#VLA1)
Model.Load(#VLA2)
Model.Load(#VLA2)
Model.Load(#VLA2)
Model.Load(#VLA2)
Model.Load(#VLA2)
Model.Load(#VLA3)
Model.Load(#VLA3)
Model.Load(#VLA3)
Model.Load(#VLA3)
Model.Load(#SMYST2)
04ED: load_animation "INT_HOUSE"
04ED: load_animation "GANGS"
04ED: load_animation "CRACK"
04ED: load_animation "FIGHT_D"
04ED: load_animation "INT_SHOP"
04ED: load_animation "RAPPING"
038B: load_requested_models
$RAP = Audiostream.Load3D("CLEO\PLAYLIST\az.MP3")
jump @NONAME_238

:NONAME_238
wait 0
if and
Model.Available(#BROADWAY)
Model.Available(#REMINGTN)
Model.Available(#VLA1)
Model.Available(#VLA1)
Model.Available(#VLA1)
Model.Available(#VLA1)
jf @NONAME_238
if and
Model.Available(#VLA1)
Model.Available(#VLA2)
Model.Available(#VLA2)
Model.Available(#VLA2)
Model.Available(#VLA2)
Model.Available(#VLA2)
Model.Available(#VLA3)
jf @NONAME_238
if and
Model.Available(#VLA3)
Model.Available(#VLA3)
Model.Available(#VLA3)
Model.Available(#SMYST2)
Audiostream.PerformAction($RAP, PLAY)
Audiostream.Loop($RAP, 1)
if and
04EE: animation "INT_HOUSE" loaded
04EE: animation "GANGS" loaded
04EE: animation "CRACK" loaded
04EE: animation "FIGHT_D" loaded
04EE: animation "INT_SHOP" loaded
04EE: animation "RAPPING" loaded
jf @NONAME_238
wait 1000
1@ = Car.Create(#BROADWAY, 1888.0, -2022.9, 12.9)
Car.Angle(1@) = 359.1
2@ = Car.Create(#REMINGTN, 1866.2, -2057.6, 12.8)
Car.Angle(2@) = 269.0
3@ = Actor.Create(CivMale, #VLA1, 1886.5, -2022.6, 13.3)// В тачке
Actor.Angle(3@) = 95.0
4@ = Actor.Create(CivMale, #VLA1, 1877.4, -2037.8, 13.5)// ржет над дракой и бухает
Actor.Angle(4@) = 327.3
5@ = Actor.Create(CivMale, #VLA1, 1873.4, -2062.9, 14.0)// сидит на ступеньках
Actor.Angle(5@) = 357.3
6@ = Actor.Create(CivMale, #VLA1, 1877.7, -2026.3, 13.5)// в толпе
Actor.Angle(6@) = 92.2
7@ = Actor.Create(CivFemale, #VLA2, 1876.7, -2024.9, 13.5)// в толпе
Actor.Angle(7@) = 181.7
8@ = Actor.Create(CivMale, #VLA1, 1868.2, -2070.7, 15.0)// стоит у бухич хаты
Actor.Angle(8@) = 3.4
9@ = Actor.Create(CivFemale,#VLA2, 1886.6, -2023.7, 13.3)// стоит у тачки
Actor.Angle(9@) = 318.6
10@ = Actor.Create(CivMale, #VLA2, 1886.4, -2021.8, 13.3)// у тачки
Actor.Angle(10@) = 224.0
11@ = Actor.Create(CivMale, #VLA2, 1862.7, -2058.1, 13.5)// у бухич хаты роеться в тачке
Actor.Angle(11@) = 270.4
12@ = Actor.Create(CivFemale, #VLA2, 1883.1, -2030.3, 13.3)//лежит избитый
Actor.Angle(12@) = 86.5
13@ = Actor.Create(CivFemale, #VLA3, 1870.5, -2040.8, 13.5)// Облакотился на столб
Actor.Angle(13@) = 270.2
14@ = Actor.Create(CivFemale, #VLA3, 1876.6, -2027.4, 13.5)// в толпе
Actor.Angle(14@) = 1.0
15@ = Actor.Create(CivFemale, #VLA3, 1872.0, -2070.3, 15.4)// разговаривает по телефону
Actor.Angle(15@) = 269.9
16@ = Actor.Create(CivFemale, #VLA3, 1882.6, -2032.3, 13.3)// смотрит на драку
Actor.Angle(16@) = 357.0
17@ = Actor.Create(CivFemale, #SMYST2, 1882.4, -2030.3, 13.3)// избивает чела
Actor.Angle(17@) = 271.3
wait 100
0605: actor 3@ perform_animation "RAP_B_Loop" IFP "RAPPING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 4@ perform_animation "drnkbr_prtl" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 5@ perform_animation "LOU_Loop" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 6@ perform_animation "prtial_gngtlkH" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 7@ perform_animation "prtial_gngtlkH" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 8@ perform_animation "RAP_B_Loop" IFP "RAPPING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 9@ perform_animation "prtial_gngtlkD" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 10@ perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 11@ perform_animation "shop_loop" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 12@ perform_animation "crckdeth2" IFP "CRACK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 13@ perform_animation "leanIDLE" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 14@ perform_animation "prtial_gngtlkD" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 15@ perform_animation "phone_talk" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 16@ perform_animation "Laugh_01" IFP "RAPPING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 17@ perform_animation "FightD_G" IFP "FIGHT_D" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
wait 1000
Car.LockInCurrentPosition(1@) = True
Car.LockInCurrentPosition(2@) = True
Actor.LockInCurrentPosition(3@) = True
Actor.LockInCurrentPosition(4@) = True
Actor.LockInCurrentPosition(5@) = True
Actor.LockInCurrentPosition(6@) = True
Actor.LockInCurrentPosition(7@) = True
Actor.LockInCurrentPosition(8@) = True
Actor.LockInCurrentPosition(9@) = True
Actor.LockInCurrentPosition(10@) = True
Actor.LockInCurrentPosition(11@) = True
Actor.LockInCurrentPosition(12@) = True
Actor.LockInCurrentPosition(13@) = True
Actor.LockInCurrentPosition(14@) = True
Actor.LockInCurrentPosition(15@) = True
Actor.LockInCurrentPosition(16@) = True
Actor.LockInCurrentPosition(17@) = True
Car.SetImmunities(1@, 1, 1, 1, 1, 1)
car.SetImmunities(2@, 1, 1, 1, 1, 1)
Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
Actor.SetImmunities(4@, 1, 1, 1, 1, 1)
Actor.SetImmunities(5@, 1, 1, 1, 1, 1)
Actor.SetImmunities(6@, 1, 1, 1, 1, 1)
Actor.SetImmunities(7@, 1, 1, 1, 1, 1)
Actor.SetImmunities(8@, 1, 1, 1, 1, 1)
Actor.SetImmunities(9@, 1, 1, 1, 1, 1)
Actor.SetImmunities(10@, 1, 1, 1, 1, 1)
Actor.SetImmunities(11@, 1, 1, 1, 1, 1)
Actor.SetImmunities(12@, 1, 1, 1, 1, 1)
Actor.SetImmunities(13@, 1, 1, 1, 1, 1)
Actor.SetImmunities(14@, 1, 1, 1, 1, 1)
Actor.SetImmunities(15@, 1, 1, 1, 1, 1)
Actor.SetImmunities(16@, 1, 1, 1, 1, 1)
Actor.SetImmunities(17@, 1, 1, 1, 1, 1)
actor.Stopped(3@)
actor.Stopped(4@)
actor.Stopped(5@)
actor.Stopped(6@)
actor.Stopped(7@)
actor.Stopped(8@)
actor.Stopped(9@)
actor.Stopped(10@)
actor.Stopped(11@)
actor.Stopped(12@)
actor.Stopped(13@)
actor.Stopped(14@)
actor.Stopped(15@)
actor.Stopped(16@)
actor.Stopped(17@)
jump @NONAME_2077

:NONAME_2077
wait 0
if
80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 1864.2908 -2051.4436 13.3828 radius 200.0 200.0 200.0
jf @NONAME_2077
Audiostream.Release($RAP)
Car.Destroy(1@)
Car.Destroy(2@)
Actor.DestroyInstantly(3@)
Actor.DestroyInstantly(4@)
Actor.DestroyInstantly(5@)
Actor.DestroyInstantly(6@)
Actor.DestroyInstantly(7@)
Actor.DestroyInstantly(8@)
Actor.DestroyInstantly(9@)
Actor.DestroyInstantly(10@)
Actor.DestroyInstantly(11@)
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly(14@)
Actor.DestroyInstantly(15@)
Actor.DestroyInstantly(16@)
Actor.DestroyInstantly(17@)
Model.Destroy(#BROADWAY)
Model.Destroy(#REMINGTN)
Model.Destroy(#VLA1)
Model.Destroy(#VLA1)
Model.Destroy(#VLA1)
Model.Destroy(#VLA1)
Model.Destroy(#VLA1)
Model.Destroy(#VLA2)
Model.Destroy(#VLA2)
Model.Destroy(#VLA2)
Model.Destroy(#VLA2)
Model.Destroy(#VLA2)
Model.Destroy(#VLA3)
Model.Destroy(#VLA3)
Model.Destroy(#VLA3)
Model.Destroy(#VLA3)
Model.Destroy(#SMYST2)
04EF: release_animation "GANGS"
04EF: release_animation "INT_HOUSE"
04EF: release_animation "CRACK"
04EF: release_animation "FIGHT_D"
04EF: release_animation "RAPPING"
04EF: release_animation "INT_SHOP"
jump @NONAME_12
end_thread