CLEO Nuclear Bomb

Скрипт атомного взрыва и его последствий.

Нажимать Ctrl+N для взрыва.

//-------------MAIN---------------
thread 'NUCLEAR'

:NUCLEAR_11
wait 0
if and
0AB0: key_pressed 17
0AB0: key_pressed 78
else_jump @NUCLEAR_11

:NUCLEAR_34
wait 0
Model.Load(#CELLPHONE)
Model.Load(3790)
038B: load_requested_models
if
Model.Available(#CELLPHONE)
Model.Available(3790)
else_jump @NUCLEAR_34
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
0489: set_actor $PLAYER_ACTOR muted 1
wait 5000
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
0489: set_actor $PLAYER_ACTOR muted 0
$532 = 5000
014E: start_timer_at $532 count_in_direction 1 // global_variable
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
Actor.StorePos($PLAYER_ACTOR, 5@, 6@, 7@)
0167: 3@ = create_marker_at 0@ 1@ 2@ color 0 flag 2
Marker.SetColor(3@, 4)
Marker.SetIconSize(3@, 2)
06D5: 4@ = create_racing_checkpoint_at 0@ 1@ 2@ point_to 0.0 0.0 0.0 type 2 radius 5.0

:NUCLEAR_229
wait 0
if and
0AB0: key_pressed 17
0AB0: key_pressed 67
else_jump @NUCLEAR_274
014F: stop_timer $532
jump @NUCLEAR_11
Marker.Disable(3@)
06D6: disable_racing_checkpoint 4@

:NUCLEAR_274
if
not $532 > 10000
else_jump @NUCLEAR_229
0208: 8@ = random_float_in_ranges 0.0 360.0
7@ = 50.0
005B: 7@ += 2@ // (float)
9@ = Object.Create(3790, 0@, 1@, 7@)
Object.SetImmunities(9@, 1, 1, 1, 1, 1)
08D2: object 9@ scale_model 2.5
Object.Angle(9@) = 8@
0400: store_coords_to 5@ 6@ 7@ from_object 9@ with_offset 3000.0 0.0 0.0
Object.PutAt(9@, 5@, 6@, 7@)
0087: 11@ = 5@ // (float)
0087: 12@ = 6@ // (float)
0063: 11@ -= 0@ // (float)
0063: 12@ -= 1@ // (float)
10@ = Marker.CreateAboveObject(9@)
Marker.SetColor(10@, 0)
Marker.SetIconSize(10@, 2)

:NUCLEAR_473
wait 0
if
0471: actor $PLAYER_ACTOR near_object_in_rectangle 9@ radius 100.0 100.0 sphere 0
else_jump @NUCLEAR_763
0400: store_coords_to 14@ 15@ 16@ from_object 9@ with_offset 2.5 0.0 0.0
095C: create_smoke_at 14@ 15@ 16@ velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 10.0 last_factor 0.1
0400: store_coords_to 14@ 15@ 16@ from_object 9@ with_offset 5.0 0.0 0.0
095C: create_smoke_at 14@ 15@ 16@ velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 10.0 last_factor 0.1
0400: store_coords_to 14@ 15@ 16@ from_object 9@ with_offset 7.5 0.0 0.0
095C: create_smoke_at 14@ 15@ 16@ velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 10.0 last_factor 0.1

:NUCLEAR_763
0087: 5@ = 11@ // (float)
0087: 6@ = 12@ // (float)
008F: 13@ = integer $532 to_float
13@ /= 10000.0
006B: 5@ *= 13@ // (float)
006B: 6@ *= 13@ // (float)
005B: 5@ += 0@ // (float)
005B: 6@ += 1@ // (float)
Object.PutAt(9@, 5@, 6@, 7@)
if
not $532 > 0
else_jump @NUCLEAR_473
Marker.Disable(3@)
06D6: disable_racing_checkpoint 4@
0750: set_object 9@ visibility 0
Marker.Disable(10@)
set_weather 8
31@ = 8

:NUCLEAR_894
wait 0
09E5: create_flash_light_at 0@ 1@ 7@ RGB_mask 16383 16383 16383 radius 100.0
04D5: create_corona_at 0@ 1@ 7@ radius 25.0 type 3 flare 2 RGB 4095 4095 4095
31@ += 1
31@ > 30
else_jump @NUCLEAR_894
01EB: set_traffic_density_multiplier_to 0.0
03AD: NOP 1 // set_rubbish
03C7: set_sensitivity_to_crime 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
06C8: enable_riot 1
06D7: enable_train_traffic 0
31@ = 1

:NUCLEAR_1013
wait 0
0093: 30@ = integer 31@ to_float
30@ *= 2.5
09E5: create_flash_light_at 0@ 1@ 7@ RGB_mask 16383 16383 16383 radius 500.0
30@ *= 8.0
if
30@ > 100.0
else_jump @NUCLEAR_1101
30@ = 100.0

:NUCLEAR_1101
04D5: create_corona_at 0@ 1@ 7@ radius 30@ type 3 flare 2 RGB 4095 4095 4095
0093: 30@ = integer 31@ to_float
30@ *= 2.0
if
31@ > 120
else_jump @NUCLEAR_1586
29@ = 1

:NUCLEAR_1171
27@ = 720.0
30@ = 240.0
0073: 27@ /= 30@ // (float)
0093: 30@ = integer 31@ to_float
30@ *= 2.0
0093: 28@ = integer 29@ to_float
006B: 27@ *= 28@ // (float)
Object.Angle(9@) = 27@
0400: store_coords_to 5@ 6@ 2@ from_object 9@ with_offset 30@ 0.0 0.0
02CE: 2@ = ground_z_at 5@ 6@ 7@
0400: store_coords_to 14@ 15@ 16@ from_object 9@ with_offset 20.0 0.0 5.0
0063: 14@ -= 0@ // (float)
0063: 15@ -= 1@ // (float)
0063: 16@ -= 7@ // (float)
2@ += 5.0
14@ *= 25.0
15@ *= 25.0
16@ *= 10.0
073E: get_car_in_sphere 5@ 6@ 2@ radius 10.0 model -1 handle_as 27@
if
056E: car 27@ defined
else_jump @NUCLEAR_1428
08CB: explode_car 27@ shake 0 effect 8 sound 0
Car.RemoveReferences(27@)

:NUCLEAR_1428
08E5: get_actor_in_sphere 5@ 6@ 2@ radius 10.0 handle_as 27@
if
056D: actor 27@ defined
else_jump @NUCLEAR_1473
0321: AS_actor 27@ die_headshotted
Actor.RemoveReferences(27@)

:NUCLEAR_1473
14@ *= 0.1
15@ *= 0.1
16@ *= 0.1
095C: create_smoke_at 5@ 6@ 2@ velocity 14@ 15@ 16@ RGBA 1.0 1.0 1.0 1.0 size 15.0 last_factor 0.03
Camera.Shake(100)
29@ += 1
29@ > 240
else_jump @NUCLEAR_1171
jump @NUCLEAR_2033

:NUCLEAR_1586
29@ = 1

:NUCLEAR_1593
27@ = 720.0
0073: 27@ /= 30@ // (float)
0093: 28@ = integer 29@ to_float
006B: 27@ *= 28@ // (float)
Object.Angle(9@) = 27@
0400: store_coords_to 5@ 6@ 2@ from_object 9@ with_offset 30@ 0.0 0.0
02CE: 2@ = ground_z_at 5@ 6@ 7@
0400: store_coords_to 14@ 15@ 16@ from_object 9@ with_offset 20.0 0.0 5.0
0063: 14@ -= 0@ // (float)
0063: 15@ -= 1@ // (float)
0063: 16@ -= 7@ // (float)
2@ += 5.0
14@ *= 25.0
15@ *= 25.0
16@ *= 10.0
073E: get_car_in_sphere 5@ 6@ 2@ radius 10.0 model -1 handle_as 27@
if
056E: car 27@ defined
else_jump @NUCLEAR_1822
08CB: explode_car 27@ shake 0 effect 8 sound 0
Car.RemoveReferences(27@)

:NUCLEAR_1822
08E5: get_actor_in_sphere 5@ 6@ 2@ radius 10.0 handle_as 27@
if
056D: actor 27@ defined
else_jump @NUCLEAR_1867
0321: AS_actor 27@ die_headshotted
Actor.RemoveReferences(27@)

:NUCLEAR_1867
14@ *= 0.1
15@ *= 0.1
16@ *= 0.1
095C: create_smoke_at 5@ 6@ 2@ velocity 14@ 15@ 16@ RGBA 1.0 1.0 1.0 1.0 size 15.0 last_factor 0.03
2@ += 5.0
095C: create_smoke_at 5@ 6@ 2@ velocity 14@ 15@ 16@ RGBA 1.0 1.0 1.0 1.0 size 15.0 last_factor 0.03
Camera.Shake(100)
29@ += 1
001D: 29@ > 31@ // (int)
else_jump @NUCLEAR_1593

:NUCLEAR_2033
31@ += 1
31@ > 250
else_jump @NUCLEAR_1013
Object.Destroy(9@)

:NUCLEAR_2060
wait 0
if
80EC: not actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 500.0 500.0
else_jump @NUCLEAR_2060
01EB: set_traffic_density_multiplier_to 1.0
03AD: NOP 0 // set_rubbish
03C7: set_sensitivity_to_crime 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
01B7: release_weather
06C8: enable_riot 0
06D7: enable_train_traffic 1
jump @NUCLEAR_11
end_thread
Скриншоты:
CLEO Nuclear Bomb



Просмотров: 2317
11.11.2013, 14:29 -

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

Коментарии к CLEO Nuclear Bomb: