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.
					  
                    	  	  
                    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 
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		            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

























