CLEO Throw Grenade From Bike Final
Благодаря этому моду для GTA SA вы сможете метать гранаты прямо с любого мотоцикла!
Есть возможность бросать коктейль молотова. Для этого у вас в инвентаре должны быть гранаты, чтоб бросить нажмите "G".
Работает на: Sanchez, Quadbike, BF400, PCJ600, FCR900, NRG500, MOWER, Copbike, Freeway, Faggio, Pizzaboy, Wayfarer, HPV1000 (Copbike), Mountain Bike , BMX, Bike.
Исправлены баги предыдуших версий!
Данная версия мода - последняя и багов не имеет!
Есть возможность бросать коктейль молотова. Для этого у вас в инвентаре должны быть гранаты, чтоб бросить нажмите "G".
Работает на: Sanchez, Quadbike, BF400, PCJ600, FCR900, NRG500, MOWER, Copbike, Freeway, Faggio, Pizzaboy, Wayfarer, HPV1000 (Copbike), Mountain Bike , BMX, Bike.
Исправлены баги предыдуших версий!
Данная версия мода - последняя и багов не имеет!
{$VERSION 3.1.1000}
{$CLEO .cs}
//-------------MAIN---------------
thread 'AKCTIVE'
:AKCTIVE_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @AKCTIVE_11
if and
not Actor.Dead($PLAYER_ACTOR)
Actor.Driving($PLAYER_ACTOR)
8965: not actor $PLAYER_ACTOR swimming
8A0C: not player $PLAYER_CHAR on_jetpack
84AD: not actor $PLAYER_ACTOR in_water
09E7: player $PLAYER_CHAR not_frozen
86B9: not cutscene_data_loaded
8818: not actor $PLAYER_ACTOR in_air
$ONMISSION == 0
else_jump @AKCTIVE_11
gosub @AKCTIVE_107
gosub @AKCTIVE_136
jump @AKCTIVE_11
:AKCTIVE_107
wait 0
if
Actor.HasWeapon($PLAYER_ACTOR, 16)
else_jump @AKCTIVE_165
jump @GRENWEP_11
:AKCTIVE_136
wait 0
if
Actor.HasWeapon($PLAYER_ACTOR, 18)
else_jump @AKCTIVE_165
jump @GRENWEP2_19
:AKCTIVE_165
return
thread 'GRENWEP'
:GRENWEP_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GRENWEP_11
:GRENWEP_31
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GRENWEP_31
25@ = Player.WantedLevel($PLAYER_CHAR)
Model.Load(3065)
Model.Load(#GRENADE)
Model.Load(#VMAFF1)
04ED: load_animation "GRENADE"
:GRENWEP_84
wait 0
if and
Model.Available(3065)
Model.Available(#GRENADE)
04EE: animation "GRENADE" loaded
else_jump @GRENWEP_84
17@ = 0
9@ = 1.0
:GRENWEP_137
wait 0
if
1 > 17@
else_jump @GRENWEP_307
0@(17@,3i) = Object.Create(3065, 0.0, 9@, 500.0)
0750: set_object 0@(17@,3i) visibility 0
04D9: object 0@(17@,3i) set_scripted_collision_check 1
Object.CollisionDetection(0@(17@,3i)) = True
0906: set_object 0@(17@,3i) mass_to 10.0 // float
0908: set_object 0@(17@,3i) turn_mass_to 10.0 // float
20@(17@,3i) = Object.Create(#GRENADE, 0.0, 0.0, 600.0)
Object.CollisionDetection(20@(17@,3i)) = False
17@ += 1
9@ += 1.0
jump @GRENWEP_137
:GRENWEP_307
17@ = 0
0085: 8@ = 17@ // (int)
24@ = 0
33@ = 0
32@ = 0
01BD: 28@ = current_time_in_ms
:GRENWEP_348
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GRENWEP_1900
Object.Destroy(26@)
if
not fading
else_jump @GRENWEP_1900
wait 0
if and
not Actor.Dead($PLAYER_ACTOR)
Actor.Driving($PLAYER_ACTOR)
8965: not actor $PLAYER_ACTOR swimming
8A0C: not player $PLAYER_CHAR on_jetpack
84AD: not actor $PLAYER_ACTOR in_water
09E7: player $PLAYER_CHAR not_frozen
86B9: not cutscene_data_loaded
8818: not actor $PLAYER_ACTOR in_air
$ONMISSION == 0
else_jump @GRENWEP_348
if
Actor.HasWeapon($PLAYER_ACTOR, 16)
else_jump @GRENWEP2_19
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #PIZZABOY)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FAGGIO)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FREEWAY)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FCR900)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #COPBIKE)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MOWER)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #QUAD)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #SANCHEZ)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FCR900)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #NRG500)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #PCJ600)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BF400)
else_jump @GRENWEP_755
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
else_jump @GRENWEP_755
jump @GRENWEP_348
:GRENWEP_755
wait 0
if
1 > 8@
else_jump @GRENWEP_1536
if and
0AB0: key_pressed 71
80E1: not player 0 pressed_key 17
else_jump @GRENWEP_1536
04C4: store_coords_to 3@ 4@ 23@ from_actor $PLAYER_ACTOR with_offset 0.95 1.5 1.0
jump @GRENWEP_834
:GRENWEP_834
26@ = Object.Create(#GRENADE, 1.0, 1.0, 1.0)
Object.CollisionDetection(26@) = False
070A: AS_actor $PLAYER_ACTOR attach_to_object 26@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
0605: actor $PLAYER_ACTOR perform_animation "GRD_THROW_BK" IFP "GRENADE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
wait 400
Object.Destroy(26@)
if
Actor.Driving($PLAYER_ACTOR)
else_jump @GRENWEP_1536
0085: 17@ = 8@ // (int)
8@ += 1
19@ = Actor.Angle($PLAYER_ACTOR)
068D: get_camera_position_to 30@ 31@ 14@
0087: 10@ = 14@ // (float)
0063: 10@ -= 23@ // (float)
10@ *= -2.0
005B: 14@ += 10@ // (float)
0063: 14@ -= 23@ // (float)
14@ += 0.5
005B: 23@ += 14@ // (float)
14@ *= 10.0
Object.PutAt(0@(17@,3i), 3@, 4@, 23@)
04C4: store_coords_to 3@ 4@ 23@ from_actor $PLAYER_ACTOR with_offset 0.4 0.9 0.55
Object.PutAt(0@(17@,3i), 3@, 4@, 23@)
19@ += 270.0
14@ += 15.0
0453: set_object 0@(17@,3i) XYZ_rotation 0.0 14@ 19@
Object.Angle(20@(17@,3i)) = 19@
069A: attach_object 20@(17@,3i) to_object 0@(17@,3i) with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
$DEMO = Actor.Create(Mission1, #VMAFF1, 2.9739, 28.7207, 1198.594)
04F4: put_actor $DEMO into_turret_on_object 0@(17@,3i) offset_from_object_origin 0.0 0.0 0.0 orientation 2 both_side_angle_limit 0.0 lock_weapon 0
0337: set_actor $DEMO visibility 0
0619: enable_actor $DEMO collision_detection 0
19@ = Actor.Angle($PLAYER_ACTOR)
0819: 18@ = actor $PLAYER_ACTOR distance_from_ground
10@ = 30.1
14@ -= 5.0
02F6: 15@ = sine 19@ // (float)
02F7: 16@ = cosine 19@ // (float)
006B: 15@ *= 10@ // (float)
006B: 16@ *= 10@ // (float)
15@ *= -1.0
005B: 18@ += 14@ // (float)
Object.ToggleInMovingList(0@(17@,3i)) = True
Object.Throw(0@(17@,3i), 15@, 16@, 18@)
if
8@ == 1
else_jump @GRENWEP_1466
33@ = 0
wait 50
jump @GRENWEP_1536
:GRENWEP_1466
if
8@ == 2
else_jump @GRENWEP_1502
32@ = 0
wait 50
jump @GRENWEP_1536
:GRENWEP_1502
if
8@ == 3
else_jump @GRENWEP_1536
01BD: 28@ = current_time_in_ms
wait 50
jump @GRENWEP_1536
:GRENWEP_1536
if
8@ > 0
else_jump @GRENWEP_1882
17@ = 0
0400: store_coords_to 11@ 12@ 13@ from_object 0@(17@,3i) with_offset 0.0 0.0 0.0
wait 3000
0400: store_coords_to 11@ 12@ 13@ from_object 0@(17@,3i) with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 11@ 12@ 13@
0565: create_soundless_explosion_at 11@ 12@ 13@ type 5
095C: create_smoke_at 11@ 12@ 13@ velocity 0.0 0.0 0.0 RGBA 0.0 0.0 0.0 0.2 size 3.0 last_factor 0.1
0682: detach_object 20@(17@,3i) 0.0 0.0 0.0 collision_detection 1
9@ += 1.0
Object.PutAt(0@(17@,3i), 0.0, 9@, 700.0)
Object.PutAt(20@(17@,3i), 0.0, 0.0, 600.0)
Object.CollisionDetection(20@(17@,3i)) = False
24@ += 1
if
06FF: any_ped_near_actor $PLAYER_ACTOR in_range 20.0
else_jump @GRENWEP_1882
if
not 25@ == 0
else_jump @GRENWEP_1868
Player.SetMinWantedLevel($PLAYER_CHAR, 25@)
jump @GRENWEP_1882
:GRENWEP_1868
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
jump @GRENWEP_1882
:GRENWEP_1882
if
24@ > 0
else_jump @GRENWEP_348
:GRENWEP_1900
17@ = 0
Model.Destroy(3065)
Model.Destroy(#GRENADE)
Model.Destroy(#VMAFF1)
04EF: release_animation "GRENADE"
:GRENWEP_1932
wait 0
if
3 > 17@
else_jump @GRENWEP_1996
Object.Destroy(0@(17@,3i))
Object.Destroy(20@(17@,3i))
17@ += 1
9@ += 1.0
jump @GRENWEP_1932
:GRENWEP_1996
17@ = 0
wait 100
17@ = 0
Model.Destroy(3065)
:GRENWEP_2019
wait 0
if
3 > 17@
else_jump @GRENWEP_2083
Object.Destroy(0@(17@,3i))
Object.Destroy(20@(17@,3i))
17@ += 1
9@ += 1.0
jump @GRENWEP_2019
:GRENWEP_2083
17@ = 0
wait 100
jump @GRENWEP_11
thread 'GRENWEP2'
:GRENWEP2_19
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GRENWEP2_19
:GRENWEP2_39
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GRENWEP2_39
25@ = Player.WantedLevel($PLAYER_CHAR)
Model.Load(3065)
Model.Load(#MOLOTOV)
Model.Load(#VMAFF1)
04ED: load_animation "GRENADE"
:GRENWEP2_92
wait 0
if and
Model.Available(3065)
Model.Available(#MOLOTOV)
04EE: animation "GRENADE" loaded
else_jump @GRENWEP2_92
17@ = 0
9@ = 1.0
:GRENWEP2_145
wait 0
if
1 > 17@
else_jump @GRENWEP2_315
0@(17@,3i) = Object.Create(3065, 0.0, 9@, 500.0)
0750: set_object 0@(17@,3i) visibility 0
04D9: object 0@(17@,3i) set_scripted_collision_check 1
Object.CollisionDetection(0@(17@,3i)) = True
0906: set_object 0@(17@,3i) mass_to 10.0 // float
0908: set_object 0@(17@,3i) turn_mass_to 10.0 // float
20@(17@,3i) = Object.Create(#MOLOTOV, 0.0, 0.0, 600.0)
Object.CollisionDetection(20@(17@,3i)) = False
17@ += 1
9@ += 1.0
jump @GRENWEP2_145
:GRENWEP2_315
17@ = 0
0085: 8@ = 17@ // (int)
24@ = 0
33@ = 0
32@ = 0
01BD: 28@ = current_time_in_ms
:GRENWEP2_356
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GRENWEP2_1956
Object.Destroy(26@)
if
not fading
else_jump @GRENWEP2_1956
wait 0
if and
not Actor.Dead($PLAYER_ACTOR)
Actor.Driving($PLAYER_ACTOR)
8965: not actor $PLAYER_ACTOR swimming
8A0C: not player $PLAYER_CHAR on_jetpack
84AD: not actor $PLAYER_ACTOR in_water
09E7: player $PLAYER_CHAR not_frozen
86B9: not cutscene_data_loaded
8818: not actor $PLAYER_ACTOR in_air
$ONMISSION == 0
else_jump @GRENWEP2_356
if
Actor.HasWeapon($PLAYER_ACTOR, 18)
else_jump @GRENWEP_11
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #PIZZABOY)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FAGGIO)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FREEWAY)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FCR900)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #COPBIKE)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MOWER)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #QUAD)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #SANCHEZ)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FCR900)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #NRG500)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #PCJ600)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BF400)
else_jump @GRENWEP2_763
if
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
else_jump @GRENWEP2_763
jump @GRENWEP2_356
:GRENWEP2_763
wait 0
if
1 > 8@
else_jump @GRENWEP2_1544
if and
0AB0: key_pressed 71
80E1: not player 0 pressed_key 17
else_jump @GRENWEP2_1544
04C4: store_coords_to 3@ 4@ 23@ from_actor $PLAYER_ACTOR with_offset 0.95 1.5 1.0
jump @GRENWEP2_842
:GRENWEP2_842
26@ = Object.Create(#MOLOTOV, 1.0, 1.0, 1.0)
Object.CollisionDetection(26@) = False
070A: AS_actor $PLAYER_ACTOR attach_to_object 26@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
0605: actor $PLAYER_ACTOR perform_animation "GRD_THROW_BK" IFP "GRENADE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
wait 400
Object.Destroy(26@)
if
Actor.Driving($PLAYER_ACTOR)
else_jump @GRENWEP2_1544
0085: 17@ = 8@ // (int)
8@ += 1
19@ = Actor.Angle($PLAYER_ACTOR)
068D: get_camera_position_to 30@ 31@ 14@
0087: 10@ = 14@ // (float)
0063: 10@ -= 23@ // (float)
10@ *= -2.0
005B: 14@ += 10@ // (float)
0063: 14@ -= 23@ // (float)
14@ += 0.5
005B: 23@ += 14@ // (float)
14@ *= 10.0
Object.PutAt(0@(17@,3i), 3@, 4@, 23@)
04C4: store_coords_to 3@ 4@ 23@ from_actor $PLAYER_ACTOR with_offset 0.4 0.9 0.55
Object.PutAt(0@(17@,3i), 3@, 4@, 23@)
19@ += 270.0
14@ += 15.0
0453: set_object 0@(17@,3i) XYZ_rotation 0.0 14@ 19@
Object.Angle(20@(17@,3i)) = 19@
069A: attach_object 20@(17@,3i) to_object 0@(17@,3i) with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
$DEMO = Actor.Create(Mission1, #VMAFF1, 2.9739, 28.7207, 1198.594)
04F4: put_actor $DEMO into_turret_on_object 0@(17@,3i) offset_from_object_origin 0.0 0.0 0.0 orientation 2 both_side_angle_limit 0.0 lock_weapon 0
0337: set_actor $DEMO visibility 0
0619: enable_actor $DEMO collision_detection 0
19@ = Actor.Angle($PLAYER_ACTOR)
0819: 18@ = actor $PLAYER_ACTOR distance_from_ground
10@ = 30.1
14@ -= 5.0
02F6: 15@ = sine 19@ // (float)
02F7: 16@ = cosine 19@ // (float)
006B: 15@ *= 10@ // (float)
006B: 16@ *= 10@ // (float)
15@ *= -1.0
005B: 18@ += 14@ // (float)
Object.ToggleInMovingList(0@(17@,3i)) = True
Object.Throw(0@(17@,3i), 15@, 16@, 18@)
if
8@ == 1
else_jump @GRENWEP2_1474
33@ = 0
wait 50
jump @GRENWEP2_1544
:GRENWEP2_1474
if
8@ == 2
else_jump @GRENWEP2_1510
32@ = 0
wait 50
jump @GRENWEP2_1544
:GRENWEP2_1510
if
8@ == 3
else_jump @GRENWEP2_1544
01BD: 28@ = current_time_in_ms
wait 50
jump @GRENWEP2_1544
:GRENWEP2_1544
if
8@ > 0
else_jump @GRENWEP2_1938
17@ = 0
0400: store_coords_to 11@ 12@ 13@ from_object 0@(17@,3i) with_offset 0.0 0.0 0.0
:GRENWEP2_1602
wait 0
if or
8474: not actor $PLAYER_ACTOR near_object_in_cube 0@(17@,3i) radius 200.0 200.0 200.0 sphere 0
04DA: has_object 0@(17@,3i) collided
else_jump @GRENWEP2_1602
0400: store_coords_to 11@ 12@ 13@ from_object 0@(17@,3i) with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 11@ 12@ 13@
0565: create_soundless_explosion_at 11@ 12@ 13@ type 1
095C: create_smoke_at 11@ 12@ 13@ velocity 0.0 0.0 0.0 RGBA 0.0 0.0 0.0 0.2 size 3.0 last_factor 0.1
0682: detach_object 20@(17@,3i) 0.0 0.0 0.0 collision_detection 1
9@ += 1.0
Object.PutAt(0@(17@,3i), 0.0, 9@, 700.0)
Object.PutAt(20@(17@,3i), 0.0, 0.0, 600.0)
Object.CollisionDetection(20@(17@,3i)) = False
24@ += 1
if
06FF: any_ped_near_actor $PLAYER_ACTOR in_range 20.0
else_jump @GRENWEP2_1938
if
not 25@ == 0
else_jump @GRENWEP2_1924
Player.SetMinWantedLevel($PLAYER_CHAR, 25@)
jump @GRENWEP2_1938
:GRENWEP2_1924
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
jump @GRENWEP2_1938
:GRENWEP2_1938
if
24@ > 0
else_jump @GRENWEP2_356
:GRENWEP2_1956
17@ = 0
Model.Destroy(3065)
Model.Destroy(#MOLOTOV)
Model.Destroy(#VMAFF1)
04EF: release_animation "GRENADE"
:GRENWEP2_1988
wait 0
if
3 > 17@
else_jump @GRENWEP2_2052
Object.Destroy(0@(17@,3i))
Object.Destroy(20@(17@,3i))
17@ += 1
9@ += 1.0
jump @GRENWEP2_1988
:GRENWEP2_2052
17@ = 0
wait 100
17@ = 0
Model.Destroy(3065)
:GRENWEP2_2075
wait 0
if
3 > 17@
else_jump @GRENWEP2_2139
Object.Destroy(0@(17@,3i))
Object.Destroy(20@(17@,3i))
17@ += 1
9@ += 1.0
jump @GRENWEP2_2075
:GRENWEP2_2139
17@ = 0
wait 100
jump @GRENWEP2_19
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5.11.2015, 12:17 -
Категория: Grand Theft Auto: San Andreas » Скрипты для Grand Theft Auto: San Andreas » CLEO скрипты для Grand Theft Auto: San Andreas