BlackNoise
offline
[i]
Я это сделал! angel_hypocrite.gif
в каменте скрипт, чтоб не забыть.

:Label_GangCops
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false ЈЈLabel_GangCops
00D6: if 1
0038: $ONMISSION == 0
810F: NOT player $PLAYER_CHAR wanted level > 0
004D: jump_if_false ЈЈLabel_GangCops
00BF: $GangHours = current time hours, $GangMinutes = current time minutes
00D6: if 21
0028: $GangHours >= 20
002A: 5 >= $GangHours
004D: jump_if_false ЈЈLabel_GangCops
0247: request_model #OCEANIC
0247: request_model #POLICE
0247: request_model #WMYCR
0247: request_model #WMYST
0247: request_model #COP
0247: request_model #UZI
0247: request_model #BRIEFCASE

:Label_GangCopsLoad
0001: wait 0 ms
00D6: if 6
0248: model #OCEANIC available
0248: model #POLICE available
0248: model #WMYCR available
0248: model #WMYST available
0248: model #COP available
0248: model #UZI available
0248: model #BRIEFCASE available
004D: jump_if_false ЈЈLabel_GangCopsLoad
04C4: create coordinate $GangX $GangY $GangZ from actor $PLAYER_ACTOR offset 0 50.0 0
02C1: set $GangX $GangY $GangZ to car path coords closest to $GangX $GangY $GangZ
00A5: $GangCar = create_car #OCEANIC at $GangX $GangY $GangZ
0224: set_car $GangCar health_to 5000
053F: set car $GangCar tires vulnerable 0
0129: $GangActor = create_actor 4 #WMYCR in_car $GangCar driverseat
04E1: open trunk of car fully $GangCar
0107: $GangCase1 = create_object #BRIEFCASE at 0.0 0.0 0.0
0107: $GangCase2 = create_object #BRIEFCASE at 0.0 0.0 0.0
0107: $GangCase3 = create_object #BRIEFCASE at 0.0 0.0 0.0
0382: set object $GangCase1 collision detection 0
0382: set object $GangCase2 collision detection 0
0382: set object $GangCase3 collision detection 0
00AD: set_car $GangCar max_speed_to 100.0
00AE: unknown set car $GangCar to ignore traffic lights 2
03AA: play suspect last seen at $GangX $GangY $GangZ
04C4: create coordinate $GangX $GangY $GangZ from actor $PLAYER_ACTOR offset 0 80.0 0
02C1: set $GangX $GangY $GangZ to car path coords closest to $GangX $GangY $GangZ
00A5: $PoliceCar = create_car #POLICE at $GangX $GangY $GangZ
0224: set_car $PoliceCar health_to 5000
053F: set car $PoliceCar tires vulnerable 0
0129: $PoliceActor = create_actor 4 #COP in_car $PoliceCar driverseat
00AD: set_car $PoliceCar max_speed_to 100.0
00AE: unknown set car $PoliceCar to ignore traffic lights 2
009A: $GangTurret = create_actor 4 #WMYST at 0.0 0.0 0.0
0464: put actor $GangTurret into turret on car $GangCar at car offset 0.0 -.3 .8 unknown 0 angle 180.0 with weapon 23
01D9: actor $GangTurret destroy_car $PoliceCar
02E2: set actor $GangTurret weapon accuracy to 75
02AB: set actor $GangTurret immunities 1 1 1 1 1
009A: $PoliceTurret = create_actor 4 #COP at 0.0 0.0 0.0
0464: put actor $PoliceTurret into turret on car $PoliceCar at car offset 0.0 -.3 .8 unknown 0 angle 0.0 with weapon 23
01D9: actor $PoliceTurret destroy_car $GangCar
02E2: set actor $PoliceTurret weapon accuracy to 75
02AB: set actor $PoliceTurret immunities 1 1 1 1 1
0423: car $PoliceCar improve handling 1.5
0397: car $PoliceCar siren = 1 (on)
0249: release_model #OCEANIC
0249: release_model #POLICE
0249: release_model #WMYCR
0249: release_model #WMYST
0249: release_model #COP
0249: release_model #UZI
0249: release_model #BRIEFCASE

:Label_GangCopsChecks
0001: wait 50 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false ЈЈLabel_GangCopsEnd
00D6: if 3
8119: NOT car $GangCar wrecked
8119: NOT car $PoliceCar wrecked
8118: NOT actor $GangActor dead
8118: NOT actor $PoliceActor dead
004D: jump_if_false ЈЈLabel_GangCopsRemove
00AA: store_car $GangCar position_to $GangX $GangY $GangZ
02C2: car $PoliceCar drive to point $GangX $GangY $GangZ
035C: place object $GangCase1 relative to car $GangCar offset 0 -2.0 0
035C: place object $GangCase2 relative to car $GangCar offset 0 -2.2 0
035C: place object $GangCase3 relative to car $GangCar offset 0 -2.4 0
0002: jump ЈЈLabel_GangCopsChecks

:Label_GangCopsEnd
009B: destroy_actor_instantly $GangActor
009B: destroy_actor_instantly $GangTurret
009B: destroy_actor_instantly $PoliceActor
009B: destroy_actor_instantly $PoliceTurret
00A6: destroy_car $GangCar
00A6: destroy_car $PoliceCar
0108: destroy_object $GangCase1
0108: destroy_object $GangCase2
0108: destroy_object $GangCase3
0002: jump ЈЈLabel_GangCops

:Label_GangCopsRemove
01C2: remove_references_to_actor $GangActor
009B: destroy_actor_instantly $GangTurret
01C2: remove_references_to_actor $PoliceActor
009B: destroy_actor_instantly $PoliceTurret
01C3: remove references to car $GangCar
01C3: remove references to car $PoliceCar
0108: destroy_object $GangCase1
0108: destroy_object $GangCase2
0108: destroy_object $GangCase3
0002: jump ЈЈLabel_GangCops


BlackNoise
offline
[i]
:NONAME_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @NONAME_10
if
$ONMISSION == 0 // integer values
else_jump @NONAME_10
if
not Player.WantedLevel($PLAYER_CHAR) > 2
else_jump @NONAME_10
00BF: 0@ = current_time_hours, 1@ = current_time_minutes
if or
0@ >= 20 // integer values
6 >= 0@ // integer values (never used VC or GTA 3)
else_jump @NONAME_10
Model.Load(#COMET)
Model.Load(#FBIRANCH)
Model.Load(#WFYG2)
Model.Load(#BMYCR)
Model.Load(#FBI)
Model.Load(#UZI)
038B: load_requested_models

:NONAME_10_119
wait 250
if and
Model.Available(#COMET)
Model.Available(#FBIRANCH)
Model.Available(#WFYG2)
Model.Available(#BMYCR)
Model.Available(#FBI)
Model.Available(#UZI)
else_jump @NONAME_10_119
04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 50.0 150.0 0
02C1: set 1@ 2@ 3@ to_car_path_coords_closest_to 1@ 2@ 3@
4@ = Car.Create(#COMET, 1@, 2@, 3@)
Car.Health(4@) = 1000
053F: set_car 4@ tires_vulnerable 0
0129: 6@ = create_actor 5 #WFYG2 in_car 4@ driverseat
01ED: reset_actor 6@ flags
0243: set_actor 6@ ped_stats_to 16
Car.SetMaxSpeed(4@, 30.0)
00AE: set_vehicle 4@ traffic_behavior_to 2
Car.SetToPsychoDriver(4@)
03AA: play_suspect_last_seen_at $1360 $1361 $1362
04C4: create_coordinate $1360 $1361 $1362 from_actor $PLAYER_ACTOR offset -50.0 100.0 0
02C1: set $1360 $1361 $1362 to_car_path_coords_closest_to $1360 $1361 $1362
5@ = Car.Create(#FBIRANCH, $1360, $1361, $1362)
0229: set_car 5@ color_to 0 1
Car.Health(5@) = 1000
053F: set_car 5@ tires_vulnerable 0
0129: 7@ = create_actor 5 #FBI in_car 5@ driverseat
01ED: reset_actor 7@ flags
0243: set_actor 7@ ped_stats_to 16
Car.SetMaxSpeed(5@, 40.0)
00AE: set_vehicle 5@ traffic_behavior_to 2
8@ = Actor.Create(CivFemale, #BMYCR, 0.0, 0.0, 0.0)
01ED: reset_actor 8@ flags
0243: set_actor 8@ ped_stats_to 16
0464: put_actor 8@ into_turret_on_car 4@ at_car_offset 0.0 -0.3 0.8 position 2 angle 180.0 with_weapon 23
01D9: actor 8@ run_away_from_car 5@
02E2: set_actor 8@ weapon_accuracy_to 100
02AB: set_actor 8@ immunities 1 1 1 1 1
9@ = Actor.Create(CivFemale, #FBI, 0.0, 0.0, 0.0)
01ED: reset_actor 9@ flags
0243: set_actor 9@ ped_stats_to 16
0464: put_actor 9@ into_turret_on_car 5@ at_car_offset 0.0 -0.3 0.8 position 0 angle 180.0 with_weapon 23
01D9: actor 9@ run_away_from_car 4@
02E2: set_actor 9@ weapon_accuracy_to 100
02AB: set_actor 9@ immunities 1 1 1 1 1
0397: car 5@ siren = 1 // never used in VC
Model.Destroy(#COMET)
Model.Destroy(#FBIRANCH)
Model.Destroy(#WFYG2)
Model.Destroy(#BMYCR)
Model.Destroy(#UZI)
Model.Destroy(#FBI)

:NONAME_10_655
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @NONAME_10_2106
if
$ONMISSION == 0 // integer values
else_jump @NONAME_10_2143
if and
not Car.Wrecked(4@)
not Car.Wrecked(5@)
else_jump @NONAME_10_2069
if and
not Actor.Dead(6@)
not Actor.Dead(7@)
not Actor.Dead(8@)
not Actor.Dead(9@)
else_jump @NONAME_10_2069
if
80DC: not player $PLAYER_CHAR driving 4@
else_jump @NONAME_10_2036
1@ = Car.Health(4@)
2@ = Car.Health(5@)
if and
1@ >= 400 // integer values
2@ >= 400 // integer values
else_jump @NONAME_10_858
0407: create_coordinate 1@ 2@ 3@ from_car 4@ offset 0.0 -3.0 0.0
02C2: car 5@ drive_to_point 1@ 2@ 3@
jump @NONAME_10_655

:NONAME_10_858
0465: remove_actor 8@ from_turret_mode
0465: remove_actor 9@ from_turret_mode
0407: create_coordinate 1@ 2@ 3@ from_car 4@ offset 0.0 -0.3 1.5
Actor.PutAt(8@, 1@, 2@, 3@)
0407: create_coordinate 1@ 2@ 3@ from_car 5@ offset 0.0 -0.3 1.5
Actor.PutAt(9@, 1@, 2@, 3@)
02AB: set_actor 8@ immunities 0 0 0 0 0
02AB: set_actor 9@ immunities 0 0 0 0 0
01B2: give_actor 6@ weapon 23 ammo 9999 // Load the weapon model before using this
01B2: give_actor 8@ weapon 23 ammo 9999 // Load the weapon model before using this
01B2: give_actor 7@ weapon 23 ammo 9999 // Load the weapon model before using this
01B2: give_actor 9@ weapon 23 ammo 9999 // Load the weapon model before using this
02E2: set_actor 6@ weapon_accuracy_to 75
02E2: set_actor 8@ weapon_accuracy_to 75
02E2: set_actor 7@ weapon_accuracy_to 75
02E2: set_actor 9@ weapon_accuracy_to 75
Actor.Health(6@) = 200
Actor.Health(8@) = 200
Actor.Health(7@) = 200
Actor.Health(9@) = 200
03E2: actor 6@ exit_car
03E2: actor 8@ exit_car
03E2: actor 7@ exit_car
03E2: actor 9@ exit_car
Actor.StorePos(6@, 1@, 2@, 3@)
0239: actor 6@ run_to 1@ 2@
Actor.StorePos(8@, 1@, 2@, 3@)
0239: actor 8@ run_to 1@ 2@
Actor.StorePos(7@, 1@, 2@, 3@)
0239: actor 7@ run_to 1@ 2@
Actor.StorePos(9@, 1@, 2@, 3@)
0239: actor 9@ run_to 1@ 2@
01CB: actor 6@ kill_actor 9@
01CB: actor 7@ kill_actor 8@
01CB: actor 8@ kill_actor 7@
01CB: actor 9@ kill_actor 6@
12@ = 0 // integer values
13@ = 0 // integer values
14@ = 0 // integer values
15@ = 0 // integer values
16@ = 0 // integer values

:NONAME_10_1271
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @NONAME_10_2106
if
$ONMISSION == 0 // integer values
else_jump @NONAME_10_2143
if
not 16@ > 30000 // integer values
else_jump @NONAME_10_2069
if or
not Actor.Dead(6@)
not Actor.Dead(8@)
else_jump @NONAME_10_1755
if or
not Actor.Dead(7@)
not Actor.Dead(9@)
else_jump @NONAME_10_1650
if
80DC: not player $PLAYER_CHAR driving 4@
else_jump @NONAME_10_2036
if
Actor.Dead(9@)
else_jump @NONAME_10_1455
if
12@ == 0 // integer values
else_jump @NONAME_10_1455
12@ = 1 // integer values
if
not Actor.Dead(6@)
else_jump @NONAME_10_1455
01CB: actor 6@ kill_actor 7@

:NONAME_10_1455
if
Actor.Dead(8@)
else_jump @NONAME_10_1520
if
13@ == 0 // integer values
else_jump @NONAME_10_1520
13@ = 1 // integer values
if
not Actor.Dead(7@)
else_jump @NONAME_10_1520
01CB: actor 7@ kill_actor 6@

:NONAME_10_1520
if
Actor.Dead(7@)
else_jump @NONAME_10_1585
if
14@ == 0 // integer values
else_jump @NONAME_10_1585
14@ = 1 // integer values
if
not Actor.Dead(8@)
else_jump @NONAME_10_1585
01CB: actor 8@ kill_actor 9@

:NONAME_10_1585
if
Actor.Dead(6@)
else_jump @NONAME_10_1271
if
15@ == 0 // integer values
else_jump @NONAME_10_1271
15@ = 1 // integer values
if
not Actor.Dead(8@)
else_jump @NONAME_10_1271
01CB: actor 9@ kill_actor 8@

:NONAME_10_1650
Car.RemoveReferences(5@)
0085: 5@ = 4@ // integer values and handles
if
not Actor.Dead(6@)
else_jump @NONAME_10_1709
Actor.RemoveReferences(8@)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(9@)
0085: 9@ = 6@ // integer values and handles
jump @NONAME_10_1830

:NONAME_10_1709
if
not Actor.Dead(8@)
else_jump @NONAME_10_2069
Actor.RemoveReferences(6@)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(9@)
0085: 9@ = 8@ // integer values and handles
jump @NONAME_10_1830

:NONAME_10_1755
Car.RemoveReferences(4@)
if
not Actor.Dead(7@)
else_jump @NONAME_10_1799
Actor.RemoveReferences(6@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
0085: 9@ = 7@ // integer values and handles

:NONAME_10_1799
if
not Actor.Dead(9@)
else_jump @NONAME_10_2069
Actor.RemoveReferences(6@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(7@)

:NONAME_10_1830
if
not Car.Wrecked(5@)
else_jump @NONAME_10_2069
011C: actor 9@ clear_objective
01ED: reset_actor 9@ flags
0243: set_actor 9@ ped_stats_to 16
01D5: actor 9@ go_to_and_drive_car 5@
16@ = 0 // integer values

:NONAME_10_1878
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @NONAME_10_2106
if
$ONMISSION == 0 // integer values
else_jump @NONAME_10_2143
if
not 16@ > 30000 // integer values
else_jump @NONAME_10_2069
if and
not Car.Wrecked(5@)
not Actor.Dead(9@)
else_jump @NONAME_10_2069
if
80DC: not player $PLAYER_CHAR driving 4@
else_jump @NONAME_10_2036
if
0449: actor 9@ in_a_car
else_jump @NONAME_10_1878
Car.SetDriverBehaviour(5@, FollowRoad)
Car.SetMaxSpeed(5@, 40.0)
02C2: car 5@ drive_to_point 0.0 0.0 0.0
jump @NONAME_10_2069

:NONAME_10_2036
Player.Money($PLAYER_CHAR) += 2000
if
not Player.WantedLevel($PLAYER_CHAR) > 2
else_jump @NONAME_10_2069
Player.WantedLevel($PLAYER_CHAR) = 2

:NONAME_10_2069
Actor.RemoveReferences(6@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(9@)
Car.RemoveReferences(4@)
Car.RemoveReferences(5@)
jump @NONAME_10

:NONAME_10_2106
Actor.DestroyInstantly(6@)
Actor.DestroyInstantly(8@)
Actor.DestroyInstantly(7@)
Actor.DestroyInstantly(9@)
Car.Destroy(4@)
Car.Destroy(5@)
jump @NONAME_10

:NONAME_10_2143
Actor.DestroyInstantly(6@)
Actor.DestroyInstantly(8@)
Actor.DestroyInstantly(7@)
Actor.DestroyInstantly(9@)
Car.Destroy(4@)
Car.Destroy(5@)
jump @NONAME_10