CLEO GREAT GULYANKA
В лесу на берегу появляется несколько людей, танцующих под музыку. два гуляющих напившихся мужика, один пьющий и 4 парочки, кое-чем занимающиеся.
Место расположения я указал на скрине "КАРТА".
Место расположения я указал на скрине "КАРТА".
//-------------MAIN---------------
thread 'GUL'
:GUL_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GUL_11
wait 0
if
$ONMISSION == 0
else_jump @GUL_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GUL_11
if
00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -63.3882 -556.508 3.2544 radius 150.0 150.0 150.0
else_jump @GUL_11
Model.Load(#VOODOO)
Model.Load(#ESPERANT)
Model.Load(#OCEANIC)
Model.Load(#PONY)
Model.Load(#HFYBE)
Model.Load(#WFYST)
Model.Load(#BMYST)
Model.Load(#WFYLG)
Model.Load(#WFYCLOT)
Model.Load(#WFYBE)
Model.Load(#WMYRI)
Model.Load(#WFYRI)
Model.Load(#OFYRI)
Model.Load(#BMORI)
Model.Load(#WMYST)
Model.Load(#WMOST)
06E9: load_car_component #WHEEL_OR1
Model.Load(#HMYBE)
Model.Load(#BMYBE)
Model.Load(#WMYLG)
Model.Load(#WMYBE)
023C: load_special_actor 'MECGRL1' as 1 // models 290-299
023C: load_special_actor 'CROGRL1' as 2 // models 290-299
023C: load_special_actor 'NURGRL1' as 3 // models 290-299
023C: load_special_actor 'COPGRL1' as 4 // models 290-299
04ED: load_animation "SEX"
04ED: load_animation "GANGS"
04ED: load_animation "DANCING"
038B: load_requested_models
:GUL_296
wait 0
if and
Model.Available(#HFYBE)
Model.Available(#BMYST)
Model.Available(#WFYBE)
Model.Available(#WFYCLOT)
Model.Available(#WFYLG)
Model.Available(#ESPERANT)
Model.Available(#PONY)
Model.Available(#WHEEL_OR1)
04EE: animation "DANCING" loaded
else_jump @GUL_296
:GUL_361
wait 0
if and
Model.Available(#WFYST)
Model.Available(#WMYRI)
Model.Available(#BMORI)
Model.Available(#WFYRI)
Model.Available(#OFYRI)
Model.Available(#VOODOO)
Model.Available(#OCEANIC)
04EE: animation "GANGS" loaded
else_jump @GUL_361
:GUL_415
wait 0
if and
Model.Available(#WMYST)
Model.Available(#WMOST)
Model.Available(#WMYBE)
else_jump @GUL_415
:GUL_443
wait 0
if and
Model.Available(#HMYBE)
Model.Available(#WMYLG)
023D: special_actor 1 loaded
023D: special_actor 2 loaded
023D: special_actor 3 loaded
023D: special_actor 4 loaded
04EE: animation "SEX" loaded
else_jump @GUL_443
wait 100
$CAR1 = Car.Create(#ESPERANT, -83.6779, -546.675, 3.3447)
Car.Angle($CAR1) = 170.267
Car.DoorStatus($CAR1) = 3
$CAR2 = Car.Create(#PONY, -35.077, -541.3252, 3.354)
Car.Angle($CAR2) = 178.571
Car.DoorStatus($CAR2) = 3
$CAR3 = Car.Create(#PONY, -66.3355, -549.9215, 3.7847)
Car.Angle($CAR3) = 40.9765
06E7: 21@ = add_car_component #WHEEL_OR1 to_car $CAR3
0657: car $CAR3 open_door 4
0657: car $CAR3 open_door 5
Car.DoorStatus($CAR3) = 3
$ACT0 = Actor.Create(Mission1, #HFYBE, -63.8112, -552.9682, 3.5858)
Actor.Angle($ACT0) = 216.5742
$ACT1 = Actor.Create(Mission1, #BMYST, -57.6146, -556.7755, 3.1219)
$ACT2 = Actor.Create(Mission1, #WFYBE, -59.979, -553.9654, 3.4553)
$ACT3 = Actor.Create(Mission1, #WFYCLOT, -64.0322, -556.0728, 3.3111)
$ACT4 = Actor.Create(Mission1, #WFYLG, -63.8544, -561.4753, 2.9731)
0639: AS_actor $ACT1 rotate_to_actor $ACT3
0639: AS_actor $ACT2 rotate_to_actor $ACT4
0639: AS_actor $ACT3 rotate_to_actor $ACT1
0639: AS_actor $ACT4 rotate_to_actor $ACT2
wait 100
0812: AS_actor $ACT0 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $ACT1 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $ACT2 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $ACT3 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $ACT4 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
$CAR4 = Car.Create(#VOODOO, -49.9978, -530.7395, 4.3656)
Car.Angle($CAR4) = 353.1681
Car.DoorStatus($CAR4) = 3
$CAR5 = Car.Create(#OCEANIC, -71.0103, -517.1951, 5.0495)
Car.Angle($CAR5) = 134.4214
Car.DoorStatus($CAR5) = 3
$ACT5 = Actor.Create(Mission1, #WFYST, -61.5832, -563.9912, 2.7627)
Actor.Angle($ACT5) = 348.4091
$ACT6 = Actor.Create(Mission1, #WMYRI, -82.2287, -546.5015, 3.3606)
Actor.Angle($ACT6) = 261.739
Actor.SetWalkStyle($ACT6, "DRUNKMAN")
$ACT7 = Actor.Create(Mission1, #WFYRI, -55.6668, -561.1805, 2.6338)
Actor.Angle($ACT7) = 65.1739
$ACT8 = Actor.Create(Mission1, #OFYRI, -65.8578, -556.6954, 3.2799)
$ACT9 = Actor.Create(Mission1, #BMORI, -67.4344, -558.5255, 3.2592)
0639: AS_actor $ACT9 rotate_to_actor $ACT8
0639: AS_actor $ACT8 rotate_to_actor $ACT9
Actor.StorePos($ACT6, 1@, 2@, 3@)
$BUT0 = Object.Init(1509, 1@, 2@, 3@)
070A: AS_actor $ACT6 attach_to_object $BUT0 offset 0.0 0.1 -0.02 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1
wait 100
0812: AS_actor $ACT5 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0605: actor $ACT6 perform_animation "DRNKBR_PRTL" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0812: AS_actor $ACT7 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $ACT8 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $ACT9 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
$ACT10 = Actor.Create(Cop, #WMYST, -21.8156, -553.3074, 0.6869)
Actor.SetWalkStyle($ACT10, "DRUNKMAN")
Actor.StorePos($ACT10, 4@, 5@, 6@)
$BUT1 = Object.Init(1509, 4@, 5@, 6)
070A: AS_actor $ACT10 attach_to_object $BUT2 offset 0.0 0.1 -0.02 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1
$ACT11 = Actor.Create(Cop, #WMOST, -68.3811, -517.428, 4.998)
Actor.SetWalkStyle($ACT11, "DRUNKMAN")
Actor.StorePos($ACT11, 7@, 8@, 9@)
$BUT2 = Object.Init(1509, 7@, 8@, 9@)
070A: AS_actor $ACT11 attach_to_object $BUT2 offset 0.0 0.1 -0.02 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1
wait 100
0755: add_animation_path_3D_coord -77.304 -545.1304 3.7993 animation "DRNKBR_PRTL" IFP_file "GANGS"
0755: add_animation_path_3D_coord -89.3455 -561.4146 0.3647 animation "DRNKBR_PRTL" IFP_file "GANGS"
0755: add_animation_path_3D_coord -21.8156 -553.3074 0.6869 animation "DRNKBR_PRTL" IFP_file "GANGS"
0817: assign_actor $ACT10 to_animation_path_with_walk_mode 4 route_mode 3
wait 1000
0755: add_animation_path_3D_coord -47.1827 -534.7042 4.1279 animation "DRNKBR_PRTL" IFP_file "GANGS"
0755: add_animation_path_3D_coord -55.4019 -559.0916 2.8423 animation "DRNKBR_PRTL" IFP_file "GANGS"
0755: add_animation_path_3D_coord -68.3811 -517.428 4.998 animation "DRNKBR_PRTL" IFP_file "GANGS"
0817: assign_actor $ACT11 to_animation_path_with_walk_mode 4 route_mode 3
$ACT12 = Actor.Create(Gang2, #SPECIAL01, -32.1664, -541.0663, 2.5483)
$ACT13 = Actor.Create(Gang2, #SPECIAL02, -49.5465, -526.7607, 3.5385)
$ACT14 = Actor.Create(Gang2, #SPECIAL03, -110.0218, -489.2129, 6.4728)
$ACT15 = Actor.Create(Gang2, #SPECIAL04, -100.7805, -517.239, 1.0002)
$ACT17 = Actor.Create(Mission1, #HMYBE, -33.8366, -540.9589, 3.3383)
$ACT18 = Actor.Create(Mission1, #WMYLG, -48.165, -527.063, 3.497)
$ACT19 = Actor.Create(Cop, #WMYBE, -110.9419, -487.8079, 5.6516)
$ACT20 = Actor.Create(Cop, #BMYBE, -99.4846, -517.0383, 1.3322)
0639: AS_actor $ACT12 rotate_to_actor $ACT17
0639: AS_actor $ACT17 rotate_to_actor $ACT12
0639: AS_actor $ACT13 rotate_to_actor $ACT18
0639: AS_actor $ACT18 rotate_to_actor $ACT13
0639: AS_actor $ACT14 rotate_to_actor $ACT19
0639: AS_actor $ACT19 rotate_to_actor $ACT14
0639: AS_actor $ACT15 rotate_to_actor $ACT20
0639: AS_actor $ACT20 rotate_to_actor $ACT15
wait 1000
0619: enable_actor $ACT12 collision_detection 0
Player.CanMove($PLAYER_CHAR) = True
wait 0
0638: AS_actor $ACT12 stay_put 1
wait 0
0639: AS_actor $ACT17 rotate_to_actor $ACT12
wait 1000
04C4: store_coords_to 10@ 11@ 12@ from_actor $ACT17 with_offset 0.0 1.05 -1.0
$A1 = Actor.Angle($ACT17)
$A1 += 180.0
0638: AS_actor $ACT12 stay_put 0
Actor.PutAt($ACT12, 10@, 11@, 12@)
Actor.Angle($ACT12) = $A1
0619: enable_actor $ACT13 collision_detection 0
Player.CanMove($PLAYER_CHAR) = True
wait 0
0638: AS_actor $ACT13 stay_put 1
wait 0
0639: AS_actor $ACT18 rotate_to_actor $ACT12
wait 1000
04C4: store_coords_to 13@ 14@ 15@ from_actor $ACT18 with_offset 0.0 1.05 -1.0
$A2 = Actor.Angle($ACT18)
$A2 += 180.0
0638: AS_actor $ACT13 stay_put 0
Actor.PutAt($ACT13, 13@, 14@, 15@)
Actor.Angle($ACT13) = $A2
0619: enable_actor $ACT14 collision_detection 0
Player.CanMove($PLAYER_CHAR) = True
wait 0
0638: AS_actor $ACT14 stay_put 1
wait 0
0639: AS_actor $ACT19 rotate_to_actor $ACT14
wait 1000
04C4: store_coords_to 16@ 17@ 18@ from_actor $ACT19 with_offset 0.0 1.05 -1.0
$A3 = Actor.Angle($ACT19)
$A3 += 180.0
0638: AS_actor $ACT14 stay_put 0
Actor.PutAt($ACT14, 16@, 17@, 18@)
Actor.Angle($ACT14) = $A3
0619: enable_actor $ACT15 collision_detection 0
Player.CanMove($PLAYER_CHAR) = True
wait 0
0638: AS_actor $ACT15 stay_put 1
wait 0
0639: AS_actor $ACT20 rotate_to_actor $ACT15
wait 1000
04C4: store_coords_to 19@ 20@ 21@ from_actor $ACT20 with_offset 0.0 1.05 -1.0
$A4 = Actor.Angle($ACT20)
$A4 += 180.0
0638: AS_actor $ACT15 stay_put 0
Actor.PutAt($ACT15, 19@, 20@, 21@)
Actor.Angle($ACT15) = $A4
0812: AS_actor $ACT13 perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $ACT18 perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $ACT14 perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $ACT19 perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $ACT12 perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $ACT17 perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $ACT15 perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $ACT20 perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
Model.Destroy(#VOODOO)
Model.Destroy(#ESPERANT)
Model.Destroy(#OCEANIC)
Model.Destroy(#WFYST)
Model.Destroy(#HFYBE)
Model.Destroy(#BMYST)
Model.Destroy(#WFYLG)
Model.Destroy(#WFYCLOT)
Model.Destroy(#WFYBE)
Model.Destroy(#WMYRI)
Model.Destroy(#WFYRI)
Model.Destroy(#OFYRI)
Model.Destroy(#HMYBE)
Model.Destroy(#BMYBE)
Model.Destroy(#BMORI)
Model.Destroy(#WMYST)
Model.Destroy(#WMOST)
Model.Destroy(#WMYLG)
Model.Destroy(#WMYBE)
Model.Destroy(#WHEEL_OR1)
023C: load_special_actor 'MECGRL1' as 1 // models 290-299
023C: load_special_actor 'CROGRL1' as 2 // models 290-299
023C: load_special_actor 'NURGRL1' as 3 // models 290-299
023C: load_special_actor 'COPGRL1' as 4 // models 290-299
04EF: release_animation "SEX"
04EF: release_animation "DANCING"
04EF: release_animation "GANGS"
:GUL_3202
wait 0
if
00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -63.3882 -556.508 3.2544 radius 150.0 150.0 150.0
else_jump @GUL_3287
wait 0
if
$ONMISSION == 0
else_jump @GUL_3287
wait 0
jump @GUL_3202
:GUL_3287
Car.Destroy($CAR1)
Car.Destroy($CAR2)
Car.Destroy($CAR3)
Car.Destroy($CAR4)
Car.Destroy($CAR5)
Actor.DestroyInstantly($ACT1)
Actor.DestroyInstantly($ACT2)
Actor.DestroyInstantly($ACT3)
Actor.DestroyInstantly($ACT4)
Actor.DestroyInstantly($ACT5)
Actor.DestroyInstantly($ACT6)
Actor.DestroyInstantly($ACT7)
Actor.DestroyInstantly($ACT8)
Actor.DestroyInstantly($ACT9)
Actor.DestroyInstantly($ACT10)
Actor.DestroyInstantly($ACT11)
Actor.DestroyInstantly($ACT12)
Actor.DestroyInstantly($ACT13)
Actor.DestroyInstantly($ACT14)
Actor.DestroyInstantly($ACT15)
Actor.DestroyInstantly($ACT16)
Actor.DestroyInstantly($ACT17)
Actor.DestroyInstantly($ACT18)
Actor.DestroyInstantly($ACT19)
Actor.DestroyInstantly($ACT20)
Actor.DestroyInstantly($ACT0)
jump @GUL_11
Скачать:
11.11.2013, 14:24 -
Категория: Grand Theft Auto: San Andreas » Скрипты для Grand Theft Auto: San Andreas » CLEO скрипты для Grand Theft Auto: San Andreas