boss Опубликовано 2 августа, 2013 Автор Поделиться Опубликовано 2 августа, 2013 ого + 1 красава а я пока не могу сделать ((( ты значения как искал воде или де ? Ссылка на комментарий Поделиться на другие сайты Поделиться
Laziz Опубликовано 2 августа, 2013 Поделиться Опубликовано 2 августа, 2013 Я с начало искал как Alexander-mx подсказал, нашел пару инструкции (один из них Aliast уже написал), дальше уже по цепочке инструкции... что на что отвечает... в каком случии это инструкция работает.дальше точно не скажу, потому что в голове каша Ссылка на комментарий Поделиться на другие сайты Поделиться
boss Опубликовано 2 августа, 2013 Автор Поделиться Опубликовано 2 августа, 2013 ага я тоже так ищу не изменилось когда на бегу а когда воде изменилось ну не находит нечего нужногодаже уже искал 1 когда воде 0 когда на суши тоже нету нужногощас еще от Z попробую найтигг камеру вроде нашели еще когда воду заходишь тебя телепортирует Ссылка на комментарий Поделиться на другие сайты Поделиться
ArxLex Опубликовано 9 августа, 2013 Поделиться Опубликовано 9 августа, 2013 Одним NOP-ом не обойдешься... Вот исходник МОДа полета и не только для GTA San Andreas. Думаю разберешься что да как Показать контент // This file was decompiled using sascm.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013{$VERSION 3.1.1000}{$CLEO .cs}//-------------MAIN---------------0000: NOP0A95: enable_thread_savingthread 'SCJ'wait 15009@ = 10.011@ = 2.012@ = 0.008C3: clear 10@ bit 708C3: clear 10@ bit 808C3: clear 10@ bit 908C3: clear 10@ bit 1008C3: clear 10@ bit 1108C3: clear 10@ bit 12:SCJ_92wait 50if Player.Defined($PLAYER_CHAR)else_jump @SCJ_92if not Actor.Driving($PLAYER_ACTOR)else_jump @SCJ_92if04EE: animation "PARACHUTE" loadedelse_jump @SCJ_19570090: $10949 = float 9@ to_integer04F7: status_text $10949 type 1 line 4 GXT 'RYD3_E' // global_variable // C潯a0819: 16@ = actor $PLAYER_ACTOR distance_from_ground06AC: 8@ = actor $PLAYER_ACTOR movement_speedgosub @SCJ_2497gosub @SCJ_1988gosub @SCJ_2641if not 16@ > 2.0else_jump @SCJ_250gosub @SCJ_589jump @SCJ_1847:SCJ_250if84AD: not actor $PLAYER_ACTOR in_waterelse_jump @SCJ_1847if 16@ > 3.0else_jump @SCJ_1826Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)if and not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL" not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"else_jump @SCJ_3790687: clear_actor $PLAYER_ACTOR task12@ = 0.0jump @SCJ_440:SCJ_379if00E1: player 0 pressed_key 8else_jump @SCJ_561wait 250if08B7: test 10@ bit 12else_jump @SCJ_43308C3: clear 10@ bit 12jump @SCJ_440:SCJ_43308BD: set 10@ bit 12:SCJ_440if08B7: test 10@ bit 12else_jump @SCJ_5100812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionBjump @SCJ_561:SCJ_5100812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB:SCJ_561gosub @SCJ_1534gosub @SCJ_919gosub @SCJ_1052jump @SCJ_92:SCJ_589if and00E1: player 0 pressed_key 1800E1: player 0 pressed_key 14else_jump @SCJ_91704C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.404C4: store_coords_to 24@ 25@ 26@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 7.6if06BD: no_obstacles_between 21@ 22@ 23@ and 24@ 25@ 26@ solid 1 car 1 actor 1 object 1 particle 1else_jump @SCJ_91720@ = 50066A: 21@ = attach_particle "JETTHRUST" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 rotation 0.0 0.01 0.0 type 1066A: 22@ = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -4.0 rotation 0.0 0.01 0.0 type 1064C: make_particle 21@ visible064C: make_particle 22@ visible:SCJ_829wait 20083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 9.00819: 16@ = actor $PLAYER_ACTOR distance_from_ground20@ += -1if not 20@ == 0else_jump @SCJ_907if04B5: 16@ >= 9.0 // @ >= constantelse_jump @SCJ_829:SCJ_9070650: destroy_particle 21@0650: destroy_particle 22@:SCJ_917return:SCJ_919if00E1: player 0 pressed_key 17else_jump @SCJ_1050if88B7: not test 10@ bit 9else_jump @SCJ_1043066A: 3@ = attach_particle "EXPLOSION_FUEL_CAR" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 rotation 0.0 0.01 0.0 type 1064C: make_particle 3@ visible064F: remove_references_to_particle 3@08BD: set 10@ bit 9wait 400jump @SCJ_1050:SCJ_104308C3: clear 10@ bit 9:SCJ_1050return:SCJ_1052if and not 16@ > 15.0 16@ > 2.008B7: test 10@ bit 9else_jump @SCJ_1502if88B7: not test 10@ bit 7else_jump @SCJ_1171066A: 26@ = attach_particle "HELI_DUST" to_actor $PLAYER_ACTOR with_offset 0.0 10.0 -10.0 rotation 0.0 0.01 0.0 type 108BD: set 10@ bit 7064C: make_particle 26@ visible:SCJ_117104C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset -10.0 -10.0 0.004C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 10.0 -10.0 0.009C0: 0@ = get_random_car_in_area 20@ 21@ 22@ 23@ 30.0 with_actors -1if056E: car 0@ definedelse_jump @SCJ_1502046C: 25@ = car 0@ driverif056D: actor 25@ definedelse_jump @SCJ_1298Actor.DestroyInstantly(25@):SCJ_12980407: store_coords_to 20@ 21@ 22@ from_car 0@ with_offset 0.0 0.0 0.004C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.00063: 23@ -= 20@ // (float)0063: 24@ -= 21@ // (float)23@ *= -0.00624@ *= -0.006006B: 23@ *= 9@ // (float)006B: 24@ *= 9@ // (float)0073: 23@ /= 16@ // (float)0073: 24@ /= 16@ // (float)07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0066B: 28@ = attach_particle "SHOOTLIGHT" to_car 0@ with_offset 0.0 2.0 1.0 type 1064C: make_particle 28@ visible064F: remove_references_to_particle 28@:SCJ_1502if08B7: test 10@ bit 7else_jump @SCJ_153208C3: clear 10@ bit 70650: destroy_particle 26@:SCJ_1532return:SCJ_15340494: get_joystick 0 direction_offset_to 1@ 2@ 3@ 4@0093: 1@ = integer 1@ to_float0093: 2@ = integer 2@ to_float1@ *= 0.02006B: 1@ *= 11@ // (float)4@ = Actor.Angle($PLAYER_ACTOR)0063: 4@ -= 1@ // (float)1@ *= 4.02@ *= 0.02006B: 2@ *= 11@ // (float)005B: 12@ += 2@ // (float)if -80.0 > 12@else_jump @SCJ_166712@ = -80.0:SCJ_1667if 12@ > 80.0else_jump @SCJ_169812@ = 80.0:SCJ_1698083E: set_actor $PLAYER_ACTOR rotation 12@ 1@ 4@ while_in_air5@ = 360.00063: 5@ -= 4@ // (float)02F6: 6@ = sine 5@ // (float)02F7: 7@ = cosine 5@ // (float)006B: 6@ *= 9@ // (float)006B: 7@ *= 9@ // (float)02F6: 13@ = sine 12@ // (float)02F7: 14@ = cosine 12@ // (float)006B: 6@ *= 14@ // (float)006B: 7@ *= 14@ // (float)0087: 15@ = 9@ // (float)006B: 15@ *= 13@ // (float)083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 6@ 7@ 15@return:SCJ_1826if 8@ > 8.0else_jump @SCJ_92:SCJ_1847if or Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL" Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"else_jump @SCJ_92083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.00687: clear_actor $PLAYER_ACTOR taskwait 25012@ = 0.0Actor.Angle($PLAYER_ACTOR) = 4@jump @SCJ_92:SCJ_1957054C: use_GXT_table 'RYDER3'04ED: load_animation "PARACHUTE"jump @SCJ_92:SCJ_19880087: 25@ = 9@ // (float)25@ /= 15.0if not 25@ > 1.0else_jump @SCJ_203725@ = 1.0:SCJ_2037if Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"else_jump @SCJ_20850393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at 25@ times_normal_rate:SCJ_2085if Actor.Animation($PLAYER_ACTOR) == "SWIM_CRAWL"else_jump @SCJ_21330393: actor $PLAYER_ACTOR perform_animation "SWIM_CRAWL" at 25@ times_normal_rate:SCJ_2133if Actor.Animation($PLAYER_ACTOR) == "RUN_CSAW"else_jump @SCJ_21770393: actor $PLAYER_ACTOR perform_animation "RUN_CSAW" at 25@ times_normal_rate:SCJ_2177if Actor.Animation($PLAYER_ACTOR) == "RUN_ROCKET"else_jump @SCJ_22250393: actor $PLAYER_ACTOR perform_animation "RUN_ROCKET" at 25@ times_normal_rate:SCJ_2225if Actor.Animation($PLAYER_ACTOR) == "RUN_ARMED"else_jump @SCJ_22710393: actor $PLAYER_ACTOR perform_animation "RUN_ARMED" at 25@ times_normal_rate:SCJ_2271if Actor.Animation($PLAYER_ACTOR) == "FIGHTA_1"else_jump @SCJ_23150393: actor $PLAYER_ACTOR perform_animation "FIGHTA_1" at 25@ times_normal_rate:SCJ_2315if Actor.Animation($PLAYER_ACTOR) == "FIGHTA_2"else_jump @SCJ_23590393: actor $PLAYER_ACTOR perform_animation "FIGHTA_2" at 25@ times_normal_rate:SCJ_2359if Actor.Animation($PLAYER_ACTOR) == "FIGHTA_3"else_jump @SCJ_24030393: actor $PLAYER_ACTOR perform_animation "FIGHTA_3" at 25@ times_normal_rate:SCJ_2403if Actor.Animation($PLAYER_ACTOR) == "FIGHTA_G"else_jump @SCJ_24470393: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" at 25@ times_normal_rate:SCJ_2447if Actor.Animation($PLAYER_ACTOR) == "SWIM_UNDER"else_jump @SCJ_24950393: actor $PLAYER_ACTOR perform_animation "SWIM_UNDER" at 25@ times_normal_rate:SCJ_2495return:SCJ_2497if or80E1: not player 0 pressed_key 1100E1: player 0 pressed_key 10else_jump @SCJ_2550if or80E1: not player 0 pressed_key 1000E1: player 0 pressed_key 11else_jump @SCJ_2598jump @SCJ_2639:SCJ_25509@ -= 2.0if 5.0 > 9@else_jump @SCJ_26399@ = 5.0jump @SCJ_2639:SCJ_25989@ += 2.0if 9@ > 200.0else_jump @SCJ_26399@ = 200.0:SCJ_2639return:SCJ_2641if 8@ > 60.0else_jump @SCJ_2955if88B7: not test 10@ bit 8else_jump @SCJ_274208BD: set 10@ bit 8066A: 30@ = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 type 1064C: make_particle 30@ visible:SCJ_2742if 8@ > 130.0else_jump @SCJ_2967if88B7: not test 10@ bit 10else_jump @SCJ_284408BD: set 10@ bit 10066A: 29@ = attach_particle "PRT_SAND2" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 type 1064C: make_particle 29@ visible:SCJ_2844if 8@ > 180.0else_jump @SCJ_2979if88B7: not test 10@ bit 11else_jump @SCJ_299108BD: set 10@ bit 11066A: 27@ = attach_particle "SMOKE_FLARE" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 type 1064C: make_particle 27@ visiblejump @SCJ_2991:SCJ_295508C3: clear 10@ bit 80650: destroy_particle 30@:SCJ_296708C3: clear 10@ bit 100650: destroy_particle 29@:SCJ_297908C3: clear 10@ bit 110650: destroy_particle 27@:SCJ_2991returnend_threadthread 'SCJA':SCJA_11wait 250if Player.Defined($PLAYER_CHAR)else_jump @SCJA_11if not Actor.Driving($PLAYER_ACTOR)else_jump @SCJA_11if80E1: not player 0 pressed_key 9else_jump @SCJA_1089if and00E1: player 0 pressed_key 880E1: not player 0 pressed_key 9else_jump @SCJA_11if Player.Defined($PLAYER_CHAR)else_jump @SCJA_1104C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset -5.0 5.0 0.004C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 5.0 5.0 0.009C0: 0@ = get_random_car_in_area 20@ 21@ 22@ 23@ 10.0 with_actors -1if056E: car 0@ definedelse_jump @SCJA_110407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.0064B: 25@ = create_particle "HELI_DUST" at 10@ 11@ 12@ type 1064C: make_particle 25@ visible1@ = Car.Model(0@)Model.Load(1@):SCJA_276wait 0if Model.Available(1@)else_jump @SCJA_276046C: 7@ = car 0@ driverif056D: actor 7@ definedelse_jump @SCJA_325Actor.DestroyInstantly(7@):SCJA_3250407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.02@ = Car.Angle(0@)03F3: get_car 0@ primary_color_to 3@ secondary_color_to 4@0A12: get_car 0@ tertiary_color_to 5@ quaternary_color_to 6@7@ = Car.Health(0@)Car.Destroy(0@)0@ = Car.Create(1@, 10@, 11@, 12@)Model.Destroy(1@)Car.Angle(0@) = 2@0229: set_car 0@ primary_color_to 3@ secondary_color_to 4@0A11: set_car 0@ tertiary_color_to 5@ quaternary_color_to 6@Car.Health(0@) = 7@06A2: get_car 0@ velocity_in_direction_XYZ 10@ 11@ 12@10@ *= 0.0311@ *= 0.0307D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.02@ = 5000208: 8@ = random_float_in_ranges 2.0 5.00208: 9@ = random_float_in_ranges 0.045 0.075:SCJA_564wait 50if056E: car 0@ definedelse_jump @SCJA_7912@ += -10407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.002CE: 3@ = ground_z_at 10@ 11@ 12@0087: 4@ = 12@ // (float)0063: 4@ -= 3@ // (float)0087: 5@ = 4@ // (float)006B: 5@ *= 8@ // (float)02F7: 6@ = cosine 5@ // (float)006B: 6@ *= 9@ // (float)07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 6@ rotation_velocitiesXY 0.0 0.0 unk 0.004F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable0085: 30@ = 2@ // (int)30@ /= 5008A: $10948 = 30@ // (int)if80E1: not player 0 pressed_key 9else_jump @SCJA_825if 2@ == 0else_jump @SCJA_564:SCJA_7910650: destroy_particle 25@:SCJA_796Car.RemoveReferences(0@):SCJA_8010650: destroy_particle 26@08C3: clear 29@ bit 00151: remove_status_text $10948jump @SCJA_11:SCJA_8250650: destroy_particle 25@2@ = 500:SCJA_838wait 50if056E: car 0@ definedelse_jump @SCJA_796if80E1: not player 0 pressed_key 8else_jump @SCJA_7962@ += -10407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.004C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.00063: 13@ -= 10@ // (float)0063: 14@ -= 11@ // (float)0063: 15@ -= 12@ // (float)13@ *= 0.0114@ *= 0.0115@ *= 0.0107D5: set_car 0@ velocity_in_direction_XYZ 13@ 14@ 15@ rotation_velocitiesXY 0.0 0.0 unk 0.004F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable0085: 30@ = 2@ // (int)30@ /= 5008A: $10948 = 30@ // (int)if 2@ == 0else_jump @SCJA_838jump @SCJA_791:SCJA_10890819: 27@ = actor $PLAYER_ACTOR distance_from_groundif not 27@ > 1.5else_jump @SCJA_112@ = 10004F7: status_text $10948 type 1 line 3 GXT 'DUMMY' // global_variable:SCJA_1143wait 0if88B7: not test 29@ bit 0else_jump @SCJA_123208BD: set 29@ bit 0066A: 26@ = attach_particle "WATER_RIPPLES" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.01 0.0 type 1064C: make_particle 26@ visible:SCJA_12322@ += -1008A: $10948 = 2@ // (int)if not 2@ == 0else_jump @SCJA_801if00E1: player 0 pressed_key 9else_jump @SCJA_80104C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.004C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset -20.0 -20.0 0.004C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 20.0 -20.0 0.0073E: get_car_in_sphere 10@ 11@ 12@ radius 10.0 model -1 handle_as 0@if056E: car 0@ definedelse_jump @SCJA_1413jump @SCJA_1467:SCJA_141309C0: 0@ = get_random_car_in_area 13@ 14@ 15@ 16@ 40.0 with_actors -1if056E: car 0@ definedelse_jump @SCJA_1460jump @SCJA_1467:SCJA_1460jump @SCJA_1143:SCJA_1467046C: 7@ = car 0@ driverif056D: actor 7@ definedelse_jump @SCJA_1496Actor.DestroyInstantly(7@):SCJA_1496066B: 28@ = attach_particle "SHOOTLIGHT" to_car 0@ with_offset 0.0 2.0 1.0 type 1064C: make_particle 28@ visible064F: remove_references_to_particle 28@0407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.009E5: create_flash_light_at 10@ 11@ 12@ RGB_mask 255 0 0 radius 20.004C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.00063: 10@ -= 13@ // (float)0063: 11@ -= 14@ // (float)10@ *= 4.011@ *= 4.002F7: 13@ = cosine 10@ // (float)02F7: 14@ = cosine 11@ // (float)if not 10@ > 0.0else_jump @SCJA_170713@ *= -1.0:SCJA_1707if not 11@ > 0.0else_jump @SCJA_173814@ *= -1.0:SCJA_173813@ *= 0.0714@ *= 0.0707D5: set_car 0@ velocity_in_direction_XYZ 13@ 14@ 0.01 rotation_velocitiesXY 0.0 0.0 unk 0.0wait 50if8449: not actor $PLAYER_ACTOR in_a_carelse_jump @SCJA_1894if and00E1: player 0 pressed_key 600E1: player 0 pressed_key 9else_jump @SCJA_189404C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 2.00565: create_soundless_explosion_at 0@ 1@ 2@ type 1020C: create_explosion_with_radius 8 at 0@ 1@ 2@else_jump @SCJA_1894:SCJA_1894wait 508449: not actor $PLAYER_ACTOR in_a_car00E1: player 0 pressed_key 600E1: player 0 pressed_key 804C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.1 0.1 0.20565: create_soundless_explosion_at 0@ 1@ 2@ type 1020C: create_explosion_with_radius 8 at 0@ 0@ 0@jump @SCJA_1143 Ссылка на комментарий Поделиться на другие сайты Поделиться
aliast Опубликовано 9 августа, 2013 Поделиться Опубликовано 9 августа, 2013 Я забыл\не знаю как такие скрипты в игру втюривать. Вроде бы Санни Билдером, но как именно... Ссылка на комментарий Поделиться на другие сайты Поделиться
ZOCKIR Опубликовано 9 августа, 2013 Поделиться Опубликовано 9 августа, 2013 Примеры Ссылка на комментарий Поделиться на другие сайты Поделиться
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