Blockbuster "Aviation"

При нажатии клавиши look behind запускается миссия и игрок оказывается в Инфернусе, сидящий пассажиром (как я уже писал от игрока ничего не зависит, он может только смотреть). Думаю многие устали что-то самим делать в игре и хотели бы просто посмотреть за блестящей игрой актеров и насладиться красивым зрелищем, поэтому всё именно так. В крайнем случае можно просто поменять местами игрока и водителя и сказать игроку, скажем, доехать до определенной точки... Что-то я отвлёкся...
Итак, игрок появляется в инфернусе и... охота начинается! За игроком будут гнаться 2 машины (model turismo, BFINJECT) с актерами (army), стреляющими в машину игрока, полицейский вертолет, обстреливающий инфернус с пулемета. Ах да, на offset от вертолета помешены 4 swat c M4, выполняющие все ту же задачу, как, вопщем то, и все в этой миссии. И на десерт 4 ИСТРЕБИТЕЛЯ, делающие то, что и должны истребители. Инфернус канешна бронерованный.
НО самое главное, при нажатии клавиши caps look меняется вид камеры. То есть если с начала игрок, сидя в машине, смотрит как со всех сторон его машину обстреливают, то при последовательном нажатии этой клавиши игрок видит это со стороны преследователей! Скажем, камера устанавливается под истребителем, истребитель летит - камера летит вместе с ним и игрок видит как инфернус обстреливают на скорости с высоты. Также можно понаблюдать за действиями вертолета или машины преследования.
Посмотреть на мир глазами истребителя, испытать атмосферу погони на полицейском вертолёте, ощутить себя в шкуре преследователей, да и просто поездить пассажиром; все это – результат работы моего скрипта.
Все машины бронированные, при переворачивании или попадании в воду востанавливаются на близжайшем дорожном пути. Если истребитель запахал землю - востановление в воздухе. Таким образом предотвращены практически все возможные катаклизмы. Конец миссии только один - игрок нажимает выход из машины.

:show1
thread 'show1'

:show1_1245
wait 25
if and
00E1: key_pressed 0 19
80E1: not key_pressed 0 8
80E1: not key_pressed 0 9
80E1: not key_pressed 0 10
80E1: not key_pressed 0 11
else_jump @show1_1245
if and
Player.Defined($PLAYER_CHAR)
Player.Controllable($PLAYER_CHAR)
else_jump @show1_1245
if and
$ONMISSION == 0 // integer values
not actor.Driving($PLAYER_actor)
else_jump @show1_1245
077E: $ACTIVE_INTERIOR = active_interior
if
$ACTIVE_INTERIOR == 0 // integer values
else_jump @show1_1245
if
88FE: not text_box_displaying
else_jump @show1_1245
00BA: text_styled 'SWEET_1' 1500 ms 2 // KPNMNHALJHSN PANOH FOPODA
fade 0 2500

:show1_1371
wait 0
if
not fading
else_jump @show1_1371
start_mission 135
end_thread


---

//-------------Mission 135---------------

:aviation
thread 'avia'
gosub @aviation_47
if
wasted_or_busted
else_jump @aviation_38
gosub @aviation_3940

:aviation_38
gosub @aviation_3966
end_thread

:aviation_47
increment_mission_attempts
$ONMISSION = 1 // integer values
Player.ClearWantedLevel($PLAYER_CHAR)
Model.Load(#HYDRA)
Model.Load(#HMORI)
Model.Load(#M4)
Model.Load(#INFERNUS)
Model.Load(#POLMAV)
Model.Load(#SWAT)
Model.Load(#HEATSEEK)
Model.Load(#patriot)
Model.Load(#ARMY)
Model.Load(#copcarla)
Model.Load(#LAPD1)
Model.Load(#desert_eagle)
038B: load_requested_models

:aviation_121
wait 0
if and
Model.Available(#HYDRA)
Model.Available(#HMORI)
Model.Available(#SWAT)
Model.Available(#POLMAV)
Model.Available(#HEATSEEK)
else_jump @aviation_121
$x_start = -177.9091 // floating-point values
$y_start = 230.6698 // floating-point values
04E4: unknown_refresh_game_renderer_at $x_start $y_start
0395: clear_area 1 at $x_start $y_start 1.5 range 100.0
$infer = Car.Create(#INFERNUS, $x_start, $y_start, 10.8)
Car.DoorStatus($infer) = 2
Car.Angle($infer) = 270.0
0423: car $infer improve_handling 3.0
0430: put_actor $PLAYER_ACTOR into_vehicle $infer passenger_seat 0
0A26: set_radio_to_favorite_station
0129: $act1 = create_actor 4 #HMORI in_car $infer driverseat
00AE: unknown_set_car $infer to_ignore_traffic_lights 2
Car.SetMaxSpeed($infer, 100.0)
Car.SetDriverBehaviour($infer, FollowRoad)
$Hydra1 = Car.Create(#HYDRA, $x_start, $y_start, 300.0)
070E: (unknown) $Hydra1 $PLAYER_CHAR 25.0
$mark1 = Marker.CreateAboveCar($Hydra1)
018B: show_on_radar $mark1 2
0745: (unknown) $Hydra1
0129: $act2 = create_actor 4 #HMORI in_car $Hydra1 driverseat
Car.SetImmunities($infer, 1, 1, 1, 1, 1)
Car.SetImmunities($Hydra1, 1, 1, 1, 1, 1)
$maver = Car.Create(#POLMAV, $x_start, $y_start, 100.0)
0657: open_car $maver component 2
0657: open_car $maver component 3
0657: open_car $maver component 4
0657: open_car $maver component 5
0129: $act3 = create_actor 4 #HMORI in_car $maver driverseat
$mark2 = Marker.CreateAboveCar($maver)
Marker.SetColor($mark2, 4)
018B: show_on_radar $mark2 2
04BA: set_car $maver speed_instantly 1.0
0724: helicopter $maver follow_and_attack_player $PLAYER_CHAR radius 30.0
0841: flying_vehicle $maver use_secondary_gun 1
06C1: create_searchlight $light on_vehicle $maver offset 0.0 1.0 -0.5 radius 0.4 target 0.0 0.0 0.02 radius 6.0
06B6: set_searchlight $light follow_actor $PLAYER_ACTOR speed 4.0
$act4 = Actor.Create(Criminal, #SWAT, 0.0, 0.0, 0.0)
$act5 = Actor.Create(Criminal, #SWAT, 0.0, 0.0, 0.0)
$act6 = Actor.Create(Criminal, #SWAT, 0.0, 0.0, 0.0)
$act7 = Actor.Create(Criminal, #SWAT, 0.0, 0.0, 0.0)
0464: put_actor $act4 into_turret_on_car $maver at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle 360.0 with_weapon 36
Actor.SetImmunities($act4, 1, 1, 1, 1, 1)
0464: put_actor $act5 into_turret_on_car $maver at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle 360.0 with_weapon 31
Actor.SetImmunities($act5, 1, 1, 1, 1, 1)
0464: put_actor $act6 into_turret_on_car $maver at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle 360.0 with_weapon 31
Actor.SetImmunities($act6, 1, 1, 1, 1, 1)
0464: put_actor $act7 into_turret_on_car $maver at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle 360.0 with_weapon 31
Actor.SetImmunities($act7, 1, 1, 1, 1, 1)
Car.SetImmunities($maver, 1, 1, 1, 1, 1)
05E2: AS_actor $act4 kill_actor $PLAYER_ACTOR
05E2: AS_actor $act5 kill_actor $PLAYER_ACTOR
05E2: AS_actor $act6 kill_actor $PLAYER_ACTOR
05E2: AS_actor $act7 kill_actor $PLAYER_ACTOR
$Hydra2 = Car.Create(#HYDRA, $x_start, $y_start, 350.0)
070E: (unknown) $Hydra2 $PLAYER_CHAR 27.0
0745: (unknown) $Hydra2
$mark3 = Marker.CreateAboveCar($Hydra2)
018B: show_on_radar $mark3 2
0129: $act8 = create_actor 4 #HMORI in_car $Hydra2 driverseat
Car.SetImmunities($Hydra2, 1, 1, 1, 1, 1)
$hydra3 = Car.Create(#HYDRA, $x_start, $y_start, 330.0)
070E: (unknown) $hydra3 $PLAYER_CHAR 29.0
0745: (unknown) $hydra3
$mark4 = Marker.CreateAboveCar($hydra3)
018B: show_on_radar $mark4 2
0129: $act9 = create_actor 4 #HMORI in_car $hydra3 driverseat
Car.SetImmunities($hydra3, 1, 1, 1, 1, 1)
$hydra4 = Car.Create(#HYDRA, $x_start, $y_start, 400.0)
070E: (unknown) $hydra4 $PLAYER_CHAR 31.0
0745: (unknown) $hydra4
$mark5 = Marker.CreateAboveCar($hydra4)
018B: show_on_radar $mark5 2
0129: $act10 = create_actor 4 #HMORI in_car $hydra4 driverseat
Car.SetImmunities($hydra4, 1, 1, 1, 1, 1)
$car1 = Car.Create(#patriot, -245.1593, 249.4581, 9.7433)
Car.Angle($car1) = 270.0
01EC: make_car $car1 very_heavy 1.5
Car.DoorStatus($car1) = 3
Car.SetImmunities($car1, 1, 1, 1, 1, 1)
$car2 = Car.Create(#copcarla, -30.0561, 157.2634, 2.1523)
Car.Angle($car2) = 340.0
01EC: make_car $car2 very_heavy 1.5
Car.DoorStatus($car2) = 3
Car.SetImmunities($car2, 1, 1, 1, 1, 1)
0397: car $car2 siren = 1
0129: $act11 = create_actor 6 #ARMY in_car $car1 driverseat
00AE: unknown_set_car $car1 to_ignore_traffic_lights 2
Car.SetMaxSpeed($car1, 100.0)
0423: car $car1 improve_handling 2.3
01C8: $act12 = create_actor 6 #ARMY in_car $car1 passenger_seat 0
01B2: give_actor $act12 weapon 31 ammo 999999 // Load the weapon model before using this
0129: $act13 = create_actor 6 #lapd1 in_car $car2 driverseat
00AE: unknown_set_car $car2 to_ignore_traffic_lights 2
Car.SetMaxSpeed($car2, 100.0)
0423: car $car2 improve_handling 2.3
01C8: $act14 = create_actor 6 #lapd1 in_car $car2 passenger_seat 0
01B2: give_actor $act14 weapon 24 ammo 999999 // Load the weapon model before using this
06E1: unknown_action_sequence $act11 $car1 $infer 2 50.0 2
072F: (unknown) $car1 1.0 2000 1 1 1 -1
06E1: unknown_action_sequence $act13 $car2 $infer 4 50.0 2
072F: (unknown) $car2 1.0 2000 1 1 1 -1
0713: actor $act14 drive_by actor -1 car $infer point 0.0 0.0 0.0 -1 8 1 60
0713: actor $act12 drive_by actor -1 car $infer point 0.0 0.0 0.0 -1 8 1 60
$mark6 = Marker.CreateAboveCar($car1)
018B: show_on_radar $mark6 2
$mark7 = Marker.CreateAboveCar($car2)
018B: show_on_radar $mark7 2
Marker.SetColor($mark6, 2)
Marker.SetColor($mark7, 2)
Actor.SetImmunities($act11, 1, 1, 1, 1, 1)
Actor.SetImmunities($act13, 1, 1, 1, 1, 1)
Actor.SetImmunities($act12, 1, 1, 1, 1, 1)
Actor.SetImmunities($act14, 1, 1, 1, 1, 1)
wait 500
fade 1 1000
wait 500
00BE: text_clear_all
jump @aviation_2209

:aviation_1766
wait 0
Car.StorePos($hydra3, $pos_x, $pos_y, $pos_z)
$pos_z += -4.0 // floating-point values
Camera.SetPosition($pos_x, $pos_y, $pos_z, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
gosub @aviation_2438
if
00E1: key_pressed 0 19
else_jump @aviation_1766

:aviation_1853
wait 0
Car.StorePos($hydra4, $pos_x, $pos_y, $pos_z)
$pos_z += -4.0 // floating-point values
Camera.SetPosition($pos_x, $pos_y, $pos_z, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
gosub @aviation_2438
if
00E1: key_pressed 0 19
else_jump @aviation_1853

:aviation_1940
wait 0
Car.StorePos($Hydra1, $pos_x, $pos_y, $pos_z)
$pos_z += -4.0 // floating-point values
Camera.SetPosition($pos_x, $pos_y, $pos_z, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
gosub @aviation_2438
if
00E1: key_pressed 0 19
else_jump @aviation_1940

:aviation_2031
wait 0
Car.StorePos($Hydra2, $pos_x, $pos_y, $pos_z)
$pos_z += -4.0 // floating-point values
Camera.SetPosition($pos_x, $pos_y, $pos_z, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
gosub @aviation_2438
if
00E1: key_pressed 0 19
else_jump @aviation_2031

:aviation_2118
wait 0
Car.StorePos($maver, $pos_x, $pos_y, $pos_z)
$pos_z += -2.7 // floating-point values
Camera.SetPosition($pos_x, $pos_y, $pos_z, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
gosub @aviation_2438
if
00E1: key_pressed 0 19
else_jump @aviation_2118
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:aviation_2209
wait 0
gosub @aviation_2438
if
00E1: key_pressed 0 19
else_jump @aviation_2209

:aviation_2237
wait 0
0407: create_coordinate $pos_x $pos_y $pos_z from_car $car1 offset .0 -2.85 2.15
Camera.SetPosition($pos_x, $pos_y, $pos_z, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
gosub @aviation_2438
if
00E1: key_pressed 0 19
else_jump @aviation_2237

:aviation_2334
wait 0
0407: create_coordinate $pos_x $pos_y $pos_z from_car $car2 offset .0 -2.85 2.15
Camera.SetPosition($pos_x, $pos_y, $pos_z, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
gosub @aviation_2438
if
00E1: key_pressed 0 19
else_jump @aviation_2334
jump @aviation_1766

:aviation_2438
if
80E1: not key_pressed 0 15
else_jump @aviation_3734
if
81F4: not car $infer flipped
else_jump @aviation_2689
if
80E1: not key_pressed 0 18
else_jump @aviation_2689
if
81F4: not car $car1 flipped
else_jump @aviation_2704
if
81F4: not car $car2 flipped
else_jump @aviation_2719
if
01F3: car $hydra3 airborne
else_jump @aviation_2784
if
01F3: car $Hydra1 airborne
else_jump @aviation_2799
if
01F3: car $hydra4 airborne
else_jump @aviation_2818
if
01F3: car $Hydra2 airborne
else_jump @aviation_2833
if
82BF: not car $infer sunk
else_jump @aviation_2891
if
82BF: not car $car1 sunk
else_jump @aviation_3061
if
82BF: not car $car2 sunk
else_jump @aviation_3341
if
82BF: not car $hydra3 sunk
else_jump @aviation_3621
if
82BF: not car $Hydra1 sunk
else_jump @aviation_3644
if
82BF: not car $hydra4 sunk
else_jump @aviation_3675
if
82BF: not car $Hydra2 sunk
else_jump @aviation_3698
if
82BF: not car $maver sunk
else_jump @aviation_3718
return

:aviation_2689
0085: 200@ = $infer // integer values and handles
jump @aviation_2734

:aviation_2704
0085: 200@ = $car1 // integer values and handles
jump @aviation_2734

:aviation_2719
0085: 200@ = $car2 // integer values and handles

:aviation_2734
Car.StorePos(200@, $pos_x, $pos_y, $pos_z)
02C1: set $pos_x $pos_y $pos_z to_car_path_coords_closest_to $pos_x $pos_y $pos_z
Car.PutAt(200@, $pos_x, $pos_y, $pos_z)
return

:aviation_2784
0085: 200@ = $hydra3 // integer values and handles
jump @aviation_2841

:aviation_2799
0085: 200@ = $Hydra1 // integer values and handles
jump @aviation_2841

:aviation_2818
0085: 200@ = $hydra4 // integer values and handles
jump @aviation_2841

:aviation_2833
0085: 200@ = $Hydra2 // integer values and handles

:aviation_2841
Car.StorePos(200@, $pos_x, $pos_y, $pos_z)
$pos_z += 80.0 // floating-point values
Car.PutAt(200@, $pos_x, $pos_y, $pos_z)
04BA: set_car 200@ speed_instantly 20.0
return

:aviation_2891
Car.StorePos($infer, $pos_x, $pos_y, $pos_z)
02C1: set $pos_x $pos_y $pos_z to_car_path_coords_closest_to $pos_x $pos_y $pos_z
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0
0362: remove_actor $act1 from_car_and_place_at 0.0 0.0 0.0
Car.Destroy($infer)
$infer = Car.Create(#INFERNUS, $pos_x, $pos_y, $pos_z)
Car.DoorStatus($infer) = 2
0423: car $infer improve_handling 3.0
0430: put_actor $PLAYER_ACTOR into_vehicle $infer passenger_seat 0
036A: put_actor $act1 in_car $infer
00AE: unknown_set_car $infer to_ignore_traffic_lights 2
Car.SetMaxSpeed($infer, 100.0)
Car.SetDriverBehaviour($infer, FollowRoad)
Car.SetImmunities($infer, 1, 1, 1, 1, 1)
return

:aviation_3061
Car.StorePos($car1, $pos_x, $pos_y, $pos_z)
02C1: set $pos_x $pos_y $pos_z to_car_path_coords_closest_to $pos_x $pos_y $pos_z
0362: remove_actor $act11 from_car_and_place_at 0.0 0.0 0.0
Car.Destroy($car1)
Actor.DestroyInstantly($act12)
$car1 = Car.Create(#patriot, $pos_x, $pos_y, $pos_z)
01EC: make_car $car1 very_heavy 1.5
Car.DoorStatus($car1) = 3
0423: car $car1 improve_handling 2.3
01C8: $act12 = create_actor 6 #ARMY in_car $car1 passenger_seat 0
01B2: give_actor $act12 weapon 31 ammo 999999 // Load the weapon model before using this
036A: put_actor $act11 in_car $car1
00AE: unknown_set_car $car1 to_ignore_traffic_lights 2
Car.SetMaxSpeed($car1, 100.0)
Car.SetImmunities($car1, 1, 1, 1, 1, 1)
Actor.SetImmunities($act11, 1, 1, 1, 1, 1)
Actor.SetImmunities($act12, 1, 1, 1, 1, 1)
06E1: unknown_action_sequence $act11 $car1 $infer 2 50.0 2
072F: (unknown) $car1 1.0 2000 1 1 1 -1
0713: actor $act12 drive_by actor -1 car $infer point 0.0 0.0 0.0 -1 8 1 60
$mark6 = Marker.CreateAboveCar($car1)
018B: show_on_radar $mark6 2
Marker.SetColor($mark6, 2)
return

:aviation_3341
Car.StorePos($car2, $pos_x, $pos_y, $pos_z)
02C1: set $pos_x $pos_y $pos_z to_car_path_coords_closest_to $pos_x $pos_y $pos_z
0362: remove_actor $act13 from_car_and_place_at 0.0 0.0 0.0
Car.Destroy($car2)
Actor.DestroyInstantly($act14)
$car2 = Car.Create(#copcarla, $pos_x, $pos_y, $pos_z)
0397: car $car2 siren = 1
01EC: make_car $car2 very_heavy 1.5
Car.DoorStatus($car2) = 3
0423: car $car2 improve_handling 2.3
01C8: $act14 = create_actor 6 #lapd1 in_car $car2 passenger_seat 0
01B2: give_actor $act14 weapon 24 ammo 999999 // Load the weapon model before using this
036A: put_actor $act13 in_car $car2
00AE: unknown_set_car $car2 to_ignore_traffic_lights 2
Car.SetMaxSpeed($car2, 100.0)
Car.SetImmunities($car2, 1, 1, 1, 1, 1)
Actor.SetImmunities($act14, 1, 1, 1, 1, 1)
Actor.SetImmunities($act13, 1, 1, 1, 1, 1)
06E1: unknown_action_sequence $act13 $car2 $infer 2 50.0 2
072F: (unknown) $car2 1.0 2000 1 1 1 -1
0713: actor $act14 drive_by actor -1 car $infer point 0.0 0.0 0.0 -1 8 1 60
$mark7 = Marker.CreateAboveCar($car2)
018B: show_on_radar $mark7 2
Marker.SetColor($mark7, 2)
return

:aviation_3621
0085: 200@ = $hydra3 // integer values and handles
0085: 201@ = $act9 // integer values and handles
jump @aviation_3714

:aviation_3644
0085: 200@ = $Hydra1 // integer values and handles
0085: 201@ = $act2 // integer values and handles
jump @aviation_3714

:aviation_3675
0085: 200@ = $hydra4 // integer values and handles
0085: 201@ = $act10 // integer values and handles
jump @aviation_3714

:aviation_3698
0085: 200@ = $Hydra2 // integer values and handles
0085: 201@ = $act8 // integer values and handles

:aviation_3714
Car.StorePos(200@, $pos_x, $pos_y, $pos_z)
0362: remove_actor 201@ from_car_and_place_at 0.0 0.0 0.0
$pos_z += 80.0 // floating-point values
Car.Destroy(200@)
200@ = Car.Create(#HYDRA, $pos_x, $pos_y, $pos_z)
04BA: set_car 200@ speed_instantly 20.0
070E: (unknown) 200@ $PLAYER_CHAR 27.0
0745: (unknown) 200@
5@ = Marker.CreateAboveCar(200@)
018B: show_on_radar 5@ 2
036A: put_actor 201@ in_car 200@
Car.SetImmunities(200@, 1, 1, 1, 1, 1)
return

:aviation_3718
Car.StorePos($maver, $pos_x, $pos_y, $pos_z)
$pos_z += 30.0 // floating-point values
Car.PutAt($maver, $pos_x, $pos_y, $pos_z)
04BA: set_car $maver speed_instantly 2.0
return

:aviation_3724
0555: remove_weapon 31 from_actor $act12
0555: remove_weapon 24 from_actor $act14
Actor.SetImmunities($act12, 0, 0, 0, 0, 0)
Actor.SetImmunities($act14, 0, 0, 0, 0, 0)
Car.RemoveReferences($car1)
Car.RemoveReferences($car2)
Car.RemoveReferences($infer)
Car.RemoveReferences($Hydra2)
Car.RemoveReferences($Hydra1)
Car.RemoveReferences($Hydra3)
Car.RemoveReferences($Hydra4)
Car.RemoveReferences($maver)
actor.RemoveReferences($act1)
actor.RemoveReferences($act2)
actor.RemoveReferences($act3)
actor.RemoveReferences($act4)
actor.RemoveReferences($act5)
actor.RemoveReferences($act6)
actor.RemoveReferences($act7)
actor.RemoveReferences($act8)
actor.RemoveReferences($act9)
actor.RemoveReferences($act10)
actor.RemoveReferences($act11)
actor.RemoveReferences($act12)
actor.RemoveReferences($act13)
actor.RemoveReferences($act14)
Marker.Disable($mark1)
Marker.Disable($mark2)
Marker.Disable($mark3)
Marker.Disable($mark4)
Marker.Disable($mark5)
Marker.Disable($mark6)
Marker.Disable($mark7)
06B2: destroy_searchlight $light
Model.destroy(#HYDRA)
Model.destroy(#HMORI)
Model.destroy(#M4)
Model.destroy(#INFERNUS)
Model.destroy(#POLMAV)
Model.destroy(#SWAT)
Model.destroy(#HEATSEEK)
Model.destroy(#patriot)
Model.destroy(#ARMY)
Model.destroy(#copcarla)
Model.destroy(#lapd1)
Model.destroy(#DESERT_EAGLE)
return

:aviation_3734
gosub @aviation_3724
0633: AS_actor $PLAYER_ACTOR exit_vehicle
01E3: text_1number_styled 'M_PASS' -200 5000 ms 1 // MNCCNR BSZOLHEHA!~n~~w~$~1~~n~~w~ZPN3HAHNE +
0318: set_latest_mission_passed 'SWEET_1' // KPNMNHALJHSN PANOH FOPODA
Player.Money($PLAYER_CHAR) += -200
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1
create_thread @show1
gosub @aviation_38
return

:aviation_3940
gosub @aviation_3724
00BA: text_styled 'M_FAIL' 5000 ms 1 // ~r~MNCCNR ZPOBALEHA!
create_thread @show1
return

:aviation_3966
$ONMISSION = 0 // integer values
mission_cleanup
return



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8.11.2013, 15:33 -

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

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