Введите "GRM", чтобы вызвать меню изменения гравитации. Помимо заранее заготовленных вариантов можно самому отредактировать значение гравитации.
//$PLAYER_ACTOR $PLAYER_GROUP
/* Made by Vital */
/* Gravity Mod: Normal, No gravity, Moon, Low, High, The Highest */
{$CLEO}
0000:
repeat
wait 0
until player.Defined(0)
0A8C: write_memory 0x863984 size 4 value 0.008 virtual_protect 0
var
3@ : Array 6 of Float //3,4,5,6,7,8 @
9@ : Float = 0.008
end
2@ = 0
3@[2@] = 0.0
2@ ++
3@[2@] = 0.0013
2@ ++
3@[2@] = 0.003
2@ ++
3@[2@] = 0.008
2@ ++
3@[2@] = 0.01
2@ ++
3@[2@] = 0.03
while true
wait 0
if
player.Defined(0)
then
if and
not actor.Driving($PLAYER_ACTOR)
0ADC: test_cheat "GRM"
then
11@ = 0 //Exit Flag
player.CanMove(0,0)
//Start
0ADF: add_dynamic_GXT_entry "GR1" text "~r~~>~Gravity Mod~<~"
0ADF: add_dynamic_GXT_entry "GR2" text "Zero"
0ADF: add_dynamic_GXT_entry "GR3" text "Moon"
0ADF: add_dynamic_GXT_entry "GR4" text "Low"
0ADF: add_dynamic_GXT_entry "GR5" text "~h~Normal"
0ADF: add_dynamic_GXT_entry "GR6" text "High"
0ADF: add_dynamic_GXT_entry "GR7" text "The Highest"
0ADF: add_dynamic_GXT_entry "GR8" text "Custom"
03E6: remove_text_box
08D4: 0@ = create_panel_with_title 'DUMMY' position 20.0 40.0 width 140.0 columns 1 interactive 1 background 1 alignment 1 // Imports
08DB: set_panel 0@ column 0 header 'GR1' data 'GR2' 'GR3' 'GR4' 'GR5' 'GR6' 'GR7' 'GR8' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
while true //Main Body
wait 0
if or
11@ == 1
not player.Defined(0)
actor.Driving($PLAYER_ACTOR)
00E1: player 0 pressed_key 15
then
break
else
if
00E1: player 0 pressed_key 16
then
08D7: 1@ = panel 0@ active_row
if
1@ <> 6
then
0087: 9@ = 3@[1@] // (float)
0AB1: call_scm_func @Gravity 1 3@[1@]
else
0AB1: call_scm_func @KeyRelease 1 16
0087: 10@ = 9@ // (float)
08DA: remove_panel 0@
0ADF: add_dynamic_GXT_entry "GR9" text "~r~~>~Custom Gravity~<~"
0ADF: add_dynamic_GXT_entry "GR10" text "~k~~PED_CYCLE_WEAPON_LEFT~ - Decrease"
0ADF: add_dynamic_GXT_entry "GR11" text "~k~~PED_CYCLE_WEAPON_RIGHT~ - Increase"
0ADF: add_dynamic_GXT_entry "GR12" text "~k~~PED_SPRINT~ - Confirm"
0ADF: add_dynamic_GXT_entry "GR13" text "~k~~VEHICLE_ENTER_EXIT~ - Cancel"
0ADF: add_dynamic_GXT_entry "GR14" text "~k~~PED_ANSWER_PHONE~ - Default"
gosub @Custom
0AE0: remove_dynamic_GXT_entry "GR9"
0AE0: remove_dynamic_GXT_entry "GR10"
0AE0: remove_dynamic_GXT_entry "GR11"
0AE0: remove_dynamic_GXT_entry "GR12"
0AE0: remove_dynamic_GXT_entry "GR13"
0AE0: remove_dynamic_GXT_entry "GR14"
end
end
end
end //Main Body
//Exit
08DA: remove_panel 0@
0AE0: remove_dynamic_GXT_entry "GR1"
0AE0: remove_dynamic_GXT_entry "GR2"
0AE0: remove_dynamic_GXT_entry "GR3"
0AE0: remove_dynamic_GXT_entry "GR4"
0AE0: remove_dynamic_GXT_entry "GR5"
0AE0: remove_dynamic_GXT_entry "GR6"
0AE0: remove_dynamic_GXT_entry "GR7"
0AE0: remove_dynamic_GXT_entry "GR8"
player.CanMove(0,1)
end
end
end
:Gravity
0A8C: write_memory 0x863984 size 4 value 0@ virtual_protect 0
0AB2: ret 0
:Wait //Delay for softer change of the gravity value
32@ = 0
repeat
wait 0
if or
not player.Defined(0)
actor.Driving($PLAYER_ACTOR)
80E1: not player 0 pressed_key 0@
then
break
end
until 32@ > 39
0AB2: ret 0
:KeyRelease //Wait for the player to release a pressed key
repeat
wait 0
if or
not player.Defined(0)
actor.Driving($PLAYER_ACTOR)
then
break
end
until 80E1: not player 0 pressed_key 0@
0AB2: ret 0
:Custom //Custom Gravity
08D4: 0@ = create_panel_with_title 'DUMMY' position 20.0 40.0 width 200.0 columns 1 interactive 0 background 1 alignment 1 // Imports
08DB: set_panel 0@ column 0 header 'GR9' data 'GR10' 'GR11' 'GR12' 'GR13' 'GR14' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
while true //CG Body
wait 0
0AD1: show_formatted_text_highpriority "Gravity: %.4f" time 100 9@
if or
not player.Defined(0)
actor.Driving($PLAYER_ACTOR)
then
11@ = 1
08DA: remove_panel 0@
03E6: remove_text_box
break
else
if
00E1: player 0 pressed_key 15 //Enter/Exit Vehicle
then
0AB1: call_scm_func @KeyRelease 1 15
0AB1: call_scm_func @Gravity 1 10@
03E6: remove_text_box
08DA: remove_panel 0@
08D4: 0@ = create_panel_with_title 'DUMMY' position 20.0 40.0 width 140.0 columns 1 interactive 1 background 1 alignment 1 // Imports
08DB: set_panel 0@ column 0 header 'GR1' data 'GR2' 'GR3' 'GR4' 'GR5' 'GR6' 'GR7' 'GR8' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
break //We'll go back to the previous menu
else
if
00E1: player 0 pressed_key 16 //Confirm
then
11@ = 1 //Let the Main Body stop the script after 'return'
018C: play_sound 1054 at 0.0 0.0 0.0
break
else
if
00E1: player 0 pressed_key 5 //Prev. Weapon
then
9@ -= 0.0001
0AB1: call_scm_func @Wait 1 5
0AB1: call_scm_func @Gravity 1 9@
else
if
00E1: player 0 pressed_key 7 //Next Weapon
then
9@ += 0.0001
0AB1: call_scm_func @Wait 1 7
0AB1: call_scm_func @Gravity 1 9@
else
if
00E1: player 0 pressed_key 4 //Action
then
9@ = 0.008
0AB1: call_scm_func @KeyRelease 1 4
018C: play_sound 1052 at 0.0 0.0 0.0
0AB1: call_scm_func @Gravity 1 9@
end
end
end
end
end
end
end //CG Body
return //Back to the Main Body
//$PLAYER_ACTOR $PLAYER_GROUP
/* Made by Vital */
/* Gravity Mod: Normal, No gravity, Moon, Low, High, The Highest */
{$CLEO}
0000:
repeat
wait 0
until player.Defined(0)
0A8C: write_memory 0x863984 size 4 value 0.008 virtual_protect 0
var
3@ : Array 6 of Float //3,4,5,6,7,8 @
9@ : Float = 0.008
end
2@ = 0
3@[2@] = 0.0
2@ ++
3@[2@] = 0.0013
2@ ++
3@[2@] = 0.003
2@ ++
3@[2@] = 0.008
2@ ++
3@[2@] = 0.01
2@ ++
3@[2@] = 0.03
while true
wait 0
if
player.Defined(0)
then
if and
not actor.Driving($PLAYER_ACTOR)
0ADC: test_cheat "GRM"
then
11@ = 0 //Exit Flag
player.CanMove(0,0)
//Start
0ADF: add_dynamic_GXT_entry "GR1" text "~r~~>~Gravity Mod~<~"
0ADF: add_dynamic_GXT_entry "GR2" text "Zero"
0ADF: add_dynamic_GXT_entry "GR3" text "Moon"
0ADF: add_dynamic_GXT_entry "GR4" text "Low"
0ADF: add_dynamic_GXT_entry "GR5" text "~h~Normal"
0ADF: add_dynamic_GXT_entry "GR6" text "High"
0ADF: add_dynamic_GXT_entry "GR7" text "The Highest"
0ADF: add_dynamic_GXT_entry "GR8" text "Custom"
03E6: remove_text_box
08D4: 0@ = create_panel_with_title 'DUMMY' position 20.0 40.0 width 140.0 columns 1 interactive 1 background 1 alignment 1 // Imports
08DB: set_panel 0@ column 0 header 'GR1' data 'GR2' 'GR3' 'GR4' 'GR5' 'GR6' 'GR7' 'GR8' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
while true //Main Body
wait 0
if or
11@ == 1
not player.Defined(0)
actor.Driving($PLAYER_ACTOR)
00E1: player 0 pressed_key 15
then
break
else
if
00E1: player 0 pressed_key 16
then
08D7: 1@ = panel 0@ active_row
if
1@ <> 6
then
0087: 9@ = 3@[1@] // (float)
0AB1: call_scm_func @Gravity 1 3@[1@]
else
0AB1: call_scm_func @KeyRelease 1 16
0087: 10@ = 9@ // (float)
08DA: remove_panel 0@
0ADF: add_dynamic_GXT_entry "GR9" text "~r~~>~Custom Gravity~<~"
0ADF: add_dynamic_GXT_entry "GR10" text "~k~~PED_CYCLE_WEAPON_LEFT~ - Decrease"
0ADF: add_dynamic_GXT_entry "GR11" text "~k~~PED_CYCLE_WEAPON_RIGHT~ - Increase"
0ADF: add_dynamic_GXT_entry "GR12" text "~k~~PED_SPRINT~ - Confirm"
0ADF: add_dynamic_GXT_entry "GR13" text "~k~~VEHICLE_ENTER_EXIT~ - Cancel"
0ADF: add_dynamic_GXT_entry "GR14" text "~k~~PED_ANSWER_PHONE~ - Default"
gosub @Custom
0AE0: remove_dynamic_GXT_entry "GR9"
0AE0: remove_dynamic_GXT_entry "GR10"
0AE0: remove_dynamic_GXT_entry "GR11"
0AE0: remove_dynamic_GXT_entry "GR12"
0AE0: remove_dynamic_GXT_entry "GR13"
0AE0: remove_dynamic_GXT_entry "GR14"
end
end
end
end //Main Body
//Exit
08DA: remove_panel 0@
0AE0: remove_dynamic_GXT_entry "GR1"
0AE0: remove_dynamic_GXT_entry "GR2"
0AE0: remove_dynamic_GXT_entry "GR3"
0AE0: remove_dynamic_GXT_entry "GR4"
0AE0: remove_dynamic_GXT_entry "GR5"
0AE0: remove_dynamic_GXT_entry "GR6"
0AE0: remove_dynamic_GXT_entry "GR7"
0AE0: remove_dynamic_GXT_entry "GR8"
player.CanMove(0,1)
end
end
end
:Gravity
0A8C: write_memory 0x863984 size 4 value 0@ virtual_protect 0
0AB2: ret 0
:Wait //Delay for softer change of the gravity value
32@ = 0
repeat
wait 0
if or
not player.Defined(0)
actor.Driving($PLAYER_ACTOR)
80E1: not player 0 pressed_key 0@
then
break
end
until 32@ > 39
0AB2: ret 0
:KeyRelease //Wait for the player to release a pressed key
repeat
wait 0
if or
not player.Defined(0)
actor.Driving($PLAYER_ACTOR)
then
break
end
until 80E1: not player 0 pressed_key 0@
0AB2: ret 0
:Custom //Custom Gravity
08D4: 0@ = create_panel_with_title 'DUMMY' position 20.0 40.0 width 200.0 columns 1 interactive 0 background 1 alignment 1 // Imports
08DB: set_panel 0@ column 0 header 'GR9' data 'GR10' 'GR11' 'GR12' 'GR13' 'GR14' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
while true //CG Body
wait 0
0AD1: show_formatted_text_highpriority "Gravity: %.4f" time 100 9@
if or
not player.Defined(0)
actor.Driving($PLAYER_ACTOR)
then
11@ = 1
08DA: remove_panel 0@
03E6: remove_text_box
break
else
if
00E1: player 0 pressed_key 15 //Enter/Exit Vehicle
then
0AB1: call_scm_func @KeyRelease 1 15
0AB1: call_scm_func @Gravity 1 10@
03E6: remove_text_box
08DA: remove_panel 0@
08D4: 0@ = create_panel_with_title 'DUMMY' position 20.0 40.0 width 140.0 columns 1 interactive 1 background 1 alignment 1 // Imports
08DB: set_panel 0@ column 0 header 'GR1' data 'GR2' 'GR3' 'GR4' 'GR5' 'GR6' 'GR7' 'GR8' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
break //We'll go back to the previous menu
else
if
00E1: player 0 pressed_key 16 //Confirm
then
11@ = 1 //Let the Main Body stop the script after 'return'
018C: play_sound 1054 at 0.0 0.0 0.0
break
else
if
00E1: player 0 pressed_key 5 //Prev. Weapon
then
9@ -= 0.0001
0AB1: call_scm_func @Wait 1 5
0AB1: call_scm_func @Gravity 1 9@
else
if
00E1: player 0 pressed_key 7 //Next Weapon
then
9@ += 0.0001
0AB1: call_scm_func @Wait 1 7
0AB1: call_scm_func @Gravity 1 9@
else
if
00E1: player 0 pressed_key 4 //Action
then
9@ = 0.008
0AB1: call_scm_func @KeyRelease 1 4
018C: play_sound 1052 at 0.0 0.0 0.0
0AB1: call_scm_func @Gravity 1 9@
end
end
end
end
end
end
end //CG Body
return //Back to the Main Body
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