CLEO GTASA Helicopter hanging

Данный мод для GTASA добавляет возможность цепляться за вертолёт. Дополнение не добавляет\заменяет никакие анимации. Полностью основан только на CLEO3.

Активируется введением чита GRAB. Теперь можно прокатить героя на вертолёте. Для сбрасывания нажимаем CAPSLOCK.

{$VERSION 3.1.1000}
{$CLEO .cs}

//-------------MAIN---------------
thread "SKRIPT"
16@ = 0
33@ = 0
$SPTITLE = 0

:SKRIPT_304
wait 20
if
Player.Defined($PLAYER_CHAR)
else_jump @SKRIPT_304
if
not fading
else_jump @SKRIPT_304
wait 0
if and
not Actor.Dead($PLAYER_ACTOR)
not 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
$ONMISSION == 0
else_jump @SKRIPT_304
if and
Player.Controllable($PLAYER_CHAR)
not Actor.Driving($PLAYER_ACTOR)
else_jump @SKRIPT_304
if
0AB0: key_pressed 71
else_jump @SKRIPT_446
16@ = 1
33@ = 0

:SKRIPT_446
if and
16@ == 1
0AB0: key_pressed 82
else_jump @SKRIPT_482
16@ = 2
33@ = 0

:SKRIPT_482
if and
16@ == 2
0AB0: key_pressed 65
else_jump @SKRIPT_518
16@ = 3
33@ = 0

:SKRIPT_518
if and
16@ == 3
0AB0: key_pressed 66
else_jump @SKRIPT_554
16@ = 0
jump @SKRIPT_587

:SKRIPT_554
if
33@ > 5000
else_jump @SKRIPT_304
16@ = 0
jump @SKRIPT_304

:SKRIPT_587
if
$SPTITLE == 0
else_jump @SKRIPT_648
0512: show_permanent_text_box 'SPTEN1'
wait 4000
03E6: remove_text_box
0512: show_permanent_text_box 'SPTEN2'
wait 4000
03E6: remove_text_box
$SPTITLE = 1

:SKRIPT_648
fade 0 1000
wait 1200
Model.Load(#MAVERICK)
Model.Load(#SWAT)
Model.Load(#NULL)
04ED: load_animation "FINALE"
038B: load_requested_models
wait 100
if
04EE: animation "FINALE" loaded
else_jump @SKRIPT_648
00BA: show_text_styled GXT 'SPTEN0' time 1000 style 1
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 400.0
$HELLY = Car.Create(#MAVERICK, 1@, 2@, 3@)
Car.Angle($HELLY) = 273.1591
Car.DoorStatus($HELLY) = 3
0853: unknown_heli $HELLY flag 3
0825: set_helicopter $HELLY instant_rotor_start
if
Model.Available(#NULL)
else_jump @SKRIPT_848
$BOT = Actor.Create(CivMale, #NULL, 0.0, 0.0, 0.0)
jump @SKRIPT_880

:SKRIPT_848
$BOT = Actor.Create(CivMale, #SWAT, 0.0, 0.0, 0.0)
jump @SKRIPT_880

:SKRIPT_880
036A: put_actor $PLAYER_ACTOR in_car $HELLY
0464: put_actor $BOT into_turret_on_car $HELLY at_car_offset 1.05 0.2 -1.1 position 1 shooting_angle_limit 0.0 with_weapon 0
0812: AS_actor $BOT perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
$HEAL_SP = Car.Health($HELLY)
$PRO = 0
0209: $TIME_SP_LIM1 = random_int_in_ranges 14000 26000
0209: $TIME_SP_LIM2 = random_int_in_ranges 40000 60000
32@ = 0
wait 400
fade 1 1000

:SKRIPT_1023
wait 0
if
not Actor.Animation($BOT) == "FIN_HANG_LOOP"
else_jump @SKRIPT_1101
0812: AS_actor $BOT perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 2.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB

:SKRIPT_1101
if
Actor.DrivingVehicleType($PLAYER_ACTOR, #MAVERICK)
else_jump @SKRIPT_2134
$HELLY = Actor.CurrentCar($PLAYER_ACTOR)
$SP_HEAL = Car.Health($HELLY)
06A2: get_car $HELLY velocity_in_direction_XYZ 27@ 28@ 29@
02E3: 19@ = car $HELLY speed
0090: 19@ = float 19@ to_integer
083D: get_actor $BOT velocity_in_direction_XYZ 14@ 15@ 16@
04C4: store_coords_to 0@ 1@ 2@ from_actor $BOT with_offset 0.0 15@ 0.0
04C4: store_coords_to 3@ 4@ 2@ from_actor $BOT with_offset 0.0 0.0 0.0
0063: 0@ -= 3@ // (float)
0063: 1@ -= 4@ // (float)
0090: 25@ = float 1@ to_integer
if
$SP_HEAL >= 1000
else_jump @SKRIPT_1502
if
0025: $TIME_SP_LIM1 > 32@ // (float)
else_jump @SKRIPT_1502
if
not 19@ > 30
else_jump @SKRIPT_1359
if
80E1: not player 0 pressed_key 18
else_jump @SKRIPT_2134
if
0025: $TIME_SP_LIM2 > 32@ // (float)
else_jump @SKRIPT_2134
jump @SKRIPT_1023

:SKRIPT_1359
0812: AS_actor $BOT perform_animation "FIN_HANG_L" IFP "FINALE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB

:SKRIPT_1399
wait 0
if
Actor.DrivingVehicleType($PLAYER_ACTOR, #MAVERICK)
else_jump @SKRIPT_2134
$HELLY = Actor.CurrentCar($PLAYER_ACTOR)
06A2: get_car $HELLY velocity_in_direction_XYZ 27@ 28@ 29@
02E3: 19@ = car $HELLY speed
0090: 19@ = float 19@ to_integer
if
19@ > 25
else_jump @SKRIPT_1023
if
80E1: not player 0 pressed_key 18
else_jump @SKRIPT_2134
jump @SKRIPT_1399

:SKRIPT_1502
$PRO = 1
Car.SetImmunities($HELLY, 1, 1, 1, 1, 1)
0812: AS_actor $BOT perform_animation "FIN_HANG_SLIP" IFP "FINALE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB

:SKRIPT_1567
if
Actor.DrivingVehicleType($PLAYER_ACTOR, #MAVERICK)
else_jump @SKRIPT_2134
if
80E1: not player 0 pressed_key 18
else_jump @SKRIPT_2134
if
0.9 > 7@
else_jump @SKRIPT_1689
wait 0
if
Actor.Animation($BOT) == "FIN_HANG_SLIP"
else_jump @SKRIPT_1682
0613: 7@ = actor $BOT animation "FIN_HANG_SLIP" time

:SKRIPT_1682
jump @SKRIPT_1567

:SKRIPT_1689
wait 0
if
not Actor.Animation($BOT) == "FIN_HANG_LOOP"
else_jump @SKRIPT_1101
0812: AS_actor $BOT perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 2.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB

:SKRIPT_1767
wait 0
$HELLY = Actor.CurrentCar($PLAYER_ACTOR)
$SP_HEAL = Car.Health($HELLY)
06A2: get_car $HELLY velocity_in_direction_XYZ 27@ 28@ 29@
02E3: 19@ = car $HELLY speed
0090: 19@ = float 19@ to_integer
083D: get_actor $BOT velocity_in_direction_XYZ 14@ 15@ 16@
04C4: store_coords_to 0@ 1@ 2@ from_actor $BOT with_offset 0.0 15@ 0.0
04C4: store_coords_to 3@ 4@ 2@ from_actor $BOT with_offset 0.0 0.0 0.0
0063: 0@ -= 3@ // (float)
0063: 1@ -= 4@ // (float)
0090: 25@ = float 1@ to_integer
if
not 19@ > 30
else_jump @SKRIPT_1991
if
Actor.DrivingVehicleType($PLAYER_ACTOR, #MAVERICK)
else_jump @SKRIPT_2134
if
80E1: not player 0 pressed_key 18
else_jump @SKRIPT_2134
if
0025: $TIME_SP_LIM2 > 32@ // (float)
else_jump @SKRIPT_2134
jump @SKRIPT_1767

:SKRIPT_1991
0812: AS_actor $BOT perform_animation "FIN_HANG_L" IFP "FINALE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB

:SKRIPT_2031
wait 0
$HELLY = Actor.CurrentCar($PLAYER_ACTOR)
06A2: get_car $HELLY velocity_in_direction_XYZ 27@ 28@ 29@
02E3: 19@ = car $HELLY speed
0090: 19@ = float 19@ to_integer
if
19@ > 25
else_jump @SKRIPT_1689
if
Actor.DrivingVehicleType($PLAYER_ACTOR, #MAVERICK)
else_jump @SKRIPT_2134
if
80E1: not player 0 pressed_key 18
else_jump @SKRIPT_2134
jump @SKRIPT_2031

:SKRIPT_2134
wait 0
Car.SetImmunities($HELLY, 0, 0, 0, 0, 0)
0465: remove_actor $BOT from_turret_mode
0812: AS_actor $BOT perform_animation "FIN_HANG_L" IFP "FINALE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time 1 // versionB
wait 5000
Actor.RemoveReferences($BOT)
Car.RemoveReferences($HELLY)
Model.Destroy(#MAVERICK)
Model.Destroy(#SWAT)
04EF: release_animation "FINALE"
jump @SKRIPT_304



Просмотров: 238
5.11.2015, 14:47 -

Категория: Grand Theft Auto: San Andreas » Скрипты для Grand Theft Auto: San Andreas » CLEO скрипты для Grand Theft Auto: San Andreas

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