CLEO Throw Grenade from car v1.0

Теперь и для тачки))) зажимаем кнопочку "G" и если ваша машинка уже разлетелась на кусочки то вы держали кнопку более 3 секунд XD можете сами мерять время) как только вы нажмете кнопку в руке у ГГ появится граната. Не забудьте перед испытанием добавить в инвентарь гранаты.

CLEO Throw Grenade from car v1.0


{$VERSION 3.1.1000}
{$CLEO .cs}

//-------------MAIN---------------
thread 'CAR'

:CAR_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @CAR_11

:CAR_31
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @CAR_31
25@ = Player.WantedLevel($PLAYER_CHAR)
Model.Load(3065)
Model.Load(#GRENADE)
Model.Load(#VMAFF1)
04ED: load_animation "GRENADE"

:CAR_84
wait 0
if and
Model.Available(3065)
Model.Available(#GRENADE)
04EE: animation "GRENADE" loaded
else_jump @CAR_84
17@ = 0
9@ = 1.0

:CAR_137
wait 0
if
1 > 17@
else_jump @CAR_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 0.5 // float
0908: set_object 0@(17@,3i) turn_mass_to 0.5 // 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 @CAR_137

:CAR_307
17@ = 0
0085: 8@ = 17@ // (int)
24@ = 0
33@ = 0
32@ = 0
01BD: 28@ = current_time_in_ms

:CAR_348
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @CAR_2939
Object.Destroy(26@)
if
not fading
else_jump @CAR_2939
if and
not Actor.DrivingPlane($PLAYER_ACTOR)
Actor.Driving($PLAYER_ACTOR)
847A: not actor $PLAYER_ACTOR driving_bike
84A7: not actor $PLAYER_ACTOR driving_boat
84A9: not actor $PLAYER_ACTOR driving_heli
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #TRACTOR)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #COMBINE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #GOLFCLUB)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #KART)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MOWER)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #DUMPER)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #LEVIATHN)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BFINJECT)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #PREDATOR)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BUS)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #RHINO)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #ARTICT1)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #ARTICT2)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #ARTICT3)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #COACH)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #RCBANDIT)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #SQUALO)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #SEASPAR)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #PIZZABOY)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #TRAM)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #SPEEDER)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #REEFER)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #TROPIC)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FLATBED)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #YANKEE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #CADDY)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #SKIMMER)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #PCJ600)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FAGGIO)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FREEWAY)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #RCBARON)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #RCRAIDER)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #SANCHEZ)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #SPARROW)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #QUAD)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #COASTG)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #DINGHY)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #RUSTLER)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MARQUIS)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BAGGAGE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #DOZER)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MAVERICK)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #VCNMAV)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #JETMAX)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #POLMAV)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #RCGOBLIN)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BEAGLE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #CROPDUST)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #STUNT)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #SHAMAL)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FCR900)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #NRG500)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #COPBIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #CEMENT)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FORKLIFT)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #TRACTOR)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #COMBINE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #FREIGHT)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAK)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #VORTEX)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #CARGOBOB)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #NEVADA)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #RAINDANC)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #RCTIGER)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAKC)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #KART)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MOWER)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #DUNERIDE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #SWEEPER)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #AT400)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BF400)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #TUG)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #WAYFARER)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTDOG)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #ANDROM)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #DODO)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #RCCAM)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #LAUNCH)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #SWATVAN)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BAGBOXA)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BAGBOXB)
else_jump @CAR_2939
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #TUGSTAIR)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BOXBURG)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #UTILTR1)
else_jump @CAR_2939
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 @CAR_348
jump @CAR_1387

:CAR_1387
wait 0
if
1 > 8@
else_jump @CAR_2583
if
Actor.Driving($PLAYER_ACTOR)
else_jump @CAR_2583
if
84AD: not actor $PLAYER_ACTOR in_water
else_jump @CAR_2583
if
not Actor.Animation($PLAYER_ACTOR) == "CAR_CLOSEDOORL_LHS"
else_jump @CAR_2583
if
not Actor.Animation($PLAYER_ACTOR) == "CAR_DEAD_LHS"
else_jump @CAR_2583
if
not Actor.Animation($PLAYER_ACTOR) == "CAR_FALLOUT_LHS"
else_jump @CAR_2583
if
not Actor.Animation($PLAYER_ACTOR) == "CAR_GETINL_LHS"
else_jump @CAR_2583
if
not Actor.Animation($PLAYER_ACTOR) == "CAR_GETIN_LHS"
else_jump @CAR_2583
if
not Actor.Animation($PLAYER_ACTOR) == "CAR_GETOUTL_LHS"
else_jump @CAR_2583
if
not Actor.Animation($PLAYER_ACTOR) == "CAR_JACKEDLHS"
else_jump @CAR_2583
if
not Actor.Animation($PLAYER_ACTOR) == "CAR_LJACKEDLHS"
else_jump @CAR_2583
if
not Actor.Animation($PLAYER_ACTOR) == "CAR_GETIN_LHS"
else_jump @CAR_2583
if
Actor.HasWeapon($PLAYER_ACTOR, 16)
else_jump @CAR_2583
if and
Actor.Driving($PLAYER_ACTOR)
0AB0: key_pressed 71
80E1: not player 0 pressed_key 17
else_jump @CAR_2583
04C4: store_coords_to 3@ 4@ 23@ from_actor $PLAYER_ACTOR with_offset 0.95 1.5 1.0
jump @CAR_1810

:CAR_1810
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 200
32@ = 0

:CAR_1936
if
Actor.Driving($PLAYER_ACTOR)
else_jump @CAR_2583
if
2900 > 32@
else_jump @CAR_2001
wait 0
if
0AB0: key_pressed 71
else_jump @CAR_2001
wait 0
jump @CAR_1936

:CAR_2001
Object.Destroy(26@)
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 -1.2 0.4 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 $PLAYER_ACTOR distance_from_ground
10@ = 30.1
14@ -= 5.0
02F6: 15@ = sine 19@ // (float)
02F7: 16@ = cosine 19@ // (float)
006B: 15@ *= 10@ // (float)
006B: 16@ *= 10@ // (float)
15@ *= -1.0
005B: 18@ += 14@ // (float)
Object.ToggleInMovingList(0@(17@,3i)) = True
14@ = Actor.CurrentCar($PLAYER_ACTOR)
06A2: get_car 14@ velocity_in_direction_XYZ 15@ 16@ 18@
Object.Throw(0@(17@,3i), 15@, 16@, 18@)
if
8@ == 1
else_jump @CAR_2520
33@ = 0
wait 50
jump @CAR_2583

:CAR_2520
if
8@ == 2
else_jump @CAR_2549
wait 50
jump @CAR_2583

:CAR_2549
if
8@ == 3
else_jump @CAR_2583
01BD: 28@ = current_time_in_ms
wait 50
jump @CAR_2583

:CAR_2583
if
8@ > 0
else_jump @CAR_2921
17@ = 0

:CAR_2608
if
3000 > 32@
else_jump @CAR_2638
wait 0
jump @CAR_2608

:CAR_2638
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 $PLAYER_ACTOR in_range 20.0
else_jump @CAR_2921
if
not 25@ == 0
else_jump @CAR_2907
Player.SetMinWantedLevel($PLAYER_CHAR, 25@)
jump @CAR_2921

:CAR_2907
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
jump @CAR_2921

:CAR_2921
if
24@ > 0
else_jump @CAR_348

:CAR_2939
17@ = 0
Model.Destroy(3065)
Model.Destroy(#GRENADE)
Model.Destroy(#VMAFF1)
04EF: release_animation "GRENADE"

:CAR_2971
wait 0
if
3 > 17@
else_jump @CAR_3035
Object.Destroy(0@(17@,3i))
Object.Destroy(20@(17@,3i))
17@ += 1
9@ += 1.0
jump @CAR_2971

:CAR_3035
17@ = 0
wait 100
17@ = 0
Model.Destroy(3065)

:CAR_3058
wait 0
if
3 > 17@
else_jump @CAR_3122
Object.Destroy(0@(17@,3i))
Object.Destroy(20@(17@,3i))
17@ += 1
9@ += 1.0
jump @CAR_3058

:CAR_3122
17@ = 0
wait 100
jump @CAR_11



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5.11.2015, 15:12 -

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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