CLEO Realistic car explosion

Реалистичный взрыв машины, как в gta4, CLEO скрипт.

thread 'CAR' 

:CAR_11
wait 0
31@ = 1

:CAR_22
if
03CA: object 24@(31@,8i) exists
jf @CAR_199
Object.StorePos(24@(31@,8i), 4@, 5@, 6@)
if
04DA: has_object 24@(31@,8i) collided
jf @CAR_143
095C: create_smoke_at 4@ 5@ 6@ velocity 0.0 0.0 2.5 RGBA 0.2 0.2 0.2 1.0 size 2.5 last_factor 0.1
jump @CAR_199

:CAR_143
095C: create_smoke_at 4@ 5@ 6@ velocity 0.0 0.0 0.5 RGBA 0.2 0.2 0.2 1.0 size 2.5 last_factor 0.5

:CAR_199
31@ += 1
31@ > 4
jf @CAR_22
if
33@ > 10000
jf @CAR_305
31@ = 1

:CAR_246
if
03CA: object 24@(31@,8i) exists
jf @CAR_284
0650: destroy_particle 20@(31@,8i)
Object.Destroy(24@(31@,8i))

:CAR_284
31@ += 1
31@ > 4
jf @CAR_246

:CAR_305
Model.Load(#SATCHEL)
Model.Load(#BOMB)
Model.Load(1582)
038B: load_requested_models
if and
Model.Available(#SATCHEL)
Model.Available(#BOMB)
Model.Available(1582)
jf @CAR_305
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @CAR_11
wait 0
if
Actor.Driving($PLAYER_ACTOR)
jf @CAR_11
064E: stop_particle 2@
064E: stop_particle 3@
064E: stop_particle 4@
064E: stop_particle 5@
0650: destroy_particle 2@
0650: destroy_particle 3@
0650: destroy_particle 4@
0650: destroy_particle 5@
wait 0
if and
84A7: not actor $PLAYER_ACTOR driving_boat
84A9: not actor $PLAYER_ACTOR driving_heli
847A: not actor $PLAYER_ACTOR driving_bike
not Actor.DrivingPlane($PLAYER_ACTOR)
jf @CAR_11
wait 0
if
Actor.Driving($PLAYER_ACTOR)
jf @CAR_11
10@ = Actor.CurrentCar($PLAYER_ACTOR)

:CAR_491
wait 0
if
Actor.Driving($PLAYER_ACTOR)
jf @CAR_491
wait 0
if
8185: not car 10@ health >= 250
jf @CAR_305
wait 0
jump @CAR_545

:CAR_545
066B: 2@ = attach_particle "FIRE" to_car 10@ with_offset -1.16 -2.0 -0.25 type 1
064C: make_particle 2@ visible
wait 0
066B: 3@ = attach_particle "FIRE" to_car 10@ with_offset 1.16 -2.0 -0.25 type 1
064C: make_particle 3@ visible
wait 0
066B: 4@ = attach_particle "OVERHEAT_CAR" to_car 10@ with_offset -1.16 -2.0 -0.25 type 1
064C: make_particle 4@ visible
wait 0
066B: 5@ = attach_particle "OVERHEAT_CAR" to_car 10@ with_offset 1.16 -2.0 -0.25 type 1
064C: make_particle 5@ visible
wait 0
if
8185: not car 10@ health >= 250
jf @CAR_305
wait 0
jump @CAR_751

:CAR_751
wait 0
if
8185: not car 10@ health >= 250
jf @CAR_305
wait 0
if
Car.Wrecked(10@)
jf @CAR_751
wait 0
31@ = 1

:CAR_805
if
03CA: object 24@(31@,8i) exists
jf @CAR_843
0650: destroy_particle 20@(31@,8i)
Object.Destroy(24@(31@,8i))

:CAR_843
31@ += 1
31@ > 4
jf @CAR_805
064E: stop_particle 2@
064E: stop_particle 3@
064E: stop_particle 4@
064E: stop_particle 5@
0650: destroy_particle 2@
0650: destroy_particle 3@
0650: destroy_particle 4@
0650: destroy_particle 5@
0407: store_coords_to 1@ 2@ 3@ from_car 10@ with_offset 0.0 0.0 2.0
02CE: 3@ = ground_z_at 1@ 2@ 3@
0@ = Object.Create(#SATCHEL, 1@, 2@, 3@)
Object.CollisionDetection(0@) = True
Object.SetImmunities(0@, 1, 1, 1, 1, 1)
020C: create_explosion_with_radius 0 at 1@ 2@ 3@
020C: create_explosion_with_radius 4 at 1@ 2@ 3@
020C: create_explosion_with_radius 5 at 1@ 2@ 3@
08EB: create_sparks_at 1@ 2@ 3@ velocity_direction 0.0 0.0 25.0 density 500

:CAR_1054
0093: 30@ = integer 31@ to_float
30@ *= 30.0
Object.Angle(0@) = 30@
0400: store_coords_to 4@ 5@ 6@ from_object 0@ with_offset 5.0 0.0 1.0
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
0063: 6@ -= 3@ // (float)
095C: create_smoke_at 1@ 2@ 3@ velocity 4@ 5@ 6@ RGBA 1.0 1.0 1.0 1.0 size 15.0 last_factor 0.5
31@ += 1
31@ > 12
jf @CAR_1054
31@ = 1

:CAR_1211
0208: 30@ = random_float_in_ranges 0.0 360.0
Object.Angle(0@) = 30@
0208: 29@ = random_float_in_ranges 5.0 15.0
0400: store_coords_to 4@ 5@ 6@ from_object 0@ with_offset 29@ 0.0 25.0
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
0063: 6@ -= 3@ // (float)
24@(31@,8i) = Object.Create(1582, 1@, 2@, 3@)
Object.SetImmunities(24@(31@,8i), 1, 1, 1, 1, 1)
08D2: object 24@(31@,8i) scale_model 0.01
069A: attach_object 24@(31@,8i) to_object 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
0682: detach_object 24@(31@,8i) 0.0 0.0 0.0 collision_detection 0
Object.CollisionDetection(24@(31@,8i)) = True
Object.Throw(24@(31@,8i), 4@, 5@, 6@)
Object.StorePos(24@(31@,8i), 4@, 5@, 6@)
066D: 20@(31@,8i) = attach_particle "FIRE_MED" to_object 24@(31@,8i) with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@(31@,8i) visible
04D9: object 24@(31@,8i) set_scripted_collision_check 1
095C: create_smoke_at 4@ 5@ 6@ velocity 0.0 0.0 0.5 RGBA 0.2 0.2 0.2 1.0 size 2.5 last_factor 0.5
31@ += 1
31@ > 4
jf @CAR_1211
Object.Destroy(0@)
33@ = 0
Car.RemoveReferences(10@)
jump @CAR_11



Просмотров: 1247
7.11.2013, 22:33 -

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

Коментарии к CLEO Realistic car explosion: