/* Made by Vital */
//$PLAYER_ACTOR $PLAYER_GROUP $ONMISSION
//Byte, Char – 1; Short, Word – 2; Long, DWord, Float – 4
{$CLEO}
0000:
while true
wait 0
if and
player.Defined(0)
0ADC: test_cheat "TURRET"
then
077E: get_active_interior_to 0@
if and
0@ == 0
not actor.Driving($PLAYER_ACTOR)
then
model.Load(#GREENWOO)
model.Load(#FAM1)
model.Load(#TEC9)
model.Load(#MP5LNG)
038B: load_requested_models
actor.StorePos($PLAYER_ACTOR,0@,1@,2@)
03D3: get_route_nearest_for 0@ 1@ 2@ store_to 0@ 1@ 2@ Z_angle_to 3@
car.Create(4@,#GREENWOO,0@,1@,2@)
car.Health(4@) = 1250 //1000 is usual health
car.SetImmunities(4@,0,0,0,1,0) //collision proof
01EC: make_car 4@ very_heavy 1
053F: set_car 4@ tires_vulnerability 0
car.Angle(4@) = 3@
actor.CreateAsDriver(5@,Gang2,#FAM1,4@)
actor.CreateAsPassenger(6@,Gang2,#FAM1,4@,1)
actor.Health(6@) = 150
actor.SetImmunities(6@,0,1,1,0,0) //fire & explosion proof
0446: set_actor 6@ dismemberment_possible 0 //disable headshots
/* passenger seats: 0 - front, 1 - rear left, 2 - rear right */
actor.GiveWeaponAndAmmo(6@,Tec9,9999)
077A: set_actor 5@ acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor 6@ acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
car.SetToPsychoDriver(4@) //drive around
car.SetMaxSpeed(4@,30.0)
00AE: set_car 4@ traffic_behaviour_to 2 //ignore traffic lights
03ED: set_car 4@ disable_flipped_explosion_when_empty 1
09F6: set_actor 5@ get_out_of_upside_down_car 0
09F6: set_actor 6@ get_out_of_upside_down_car 0
072F: enable_car 4@ stuck_check_distance 2.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC
0464: put_actor $PLAYER_ACTOR into_turret_on_car 4@ at_car_offset 0.5 -1.0 0.7 position 2 shooting_angle_limit 360.0 with_weapon 29
//06A7: put_actor $PLAYER_ACTOR into_turret_on_car 4@ at_car_offset 0.5 -1.0 0.7 position 2 shooting_angle 360.0 5.0 with_weapon 29
/* position (direction of looking): 0 - forward, 1 - left, 2 - backward, 3 - right */
model.Destroy(#GREENWOO)
model.Destroy(#FAM1)
model.Destroy(#TEC9)
model.Destroy(#MP5LNG)
041E: set_radio_station 12 //turn off the radio
/* 0 PlayBack, 1 K-Rose, 2 K-DST, 3 Bounce FM, 4 SFUR,
5 Radio Los Santos, 6 Radio, X 7 CSR 103.9, 8 K-JAH West Radio,
9 Master Sounds, 10 WCTR Talking Radio, 11 MP3 Player, 12 Off */
player.WantedLevel(0) = 2
3@ = 29 //weapon number
32@ = 0 //timer 1
33@ = 0 //timer 2
0629: change_integer_stat 176 to 0 //"kills since last checkpoint"
while player.Defined(0) //TURRET MAIN
wait 0
077E: get_active_interior_to 10@
if or
10@ <> 0
car.Wrecked(4@)
actor.Dead(5@)
not actor.InCar(5@,4@)
00E1: player 0 pressed_key 15
then
0465: remove_actor $PLAYER_ACTOR from_turret_mode
break
else
if
03CE: car 4@ stuck
then
actor.StorePos($PLAYER_ACTOR,0@,1@,2@)
03D3: get_route_nearest_for 0@ 1@ 2@ store_to 0@ 1@ 2@ Z_angle_to 10@
car.PutAt(4@,0@,1@,2@)
car.Angle(4@) = 10@
end
0652: 7@ = integer_stat 176
8@ = actor.Health(6@)
9@ = car.Health(4@)
if and //next weapon
3@ < 38
00E1: player 0 pressed_key 7
then
3@ ++
if and
3@ > 33
3@ < 37
then
3@ = 37
end
0AB1: call_scm_func @SwitchWeap 2 3@ 4@
else
if and //previous weapon
3@ > 22
00E1: player 0 pressed_key 5
then
3@ --
if and
3@ > 33
3@ < 37
then
3@ = 33
end
0AB1: call_scm_func @SwitchWeap 2 3@ 4@
end
end
if and //car's health regeneration
9@ < 1250
32@ > 49
then
9@ ++
car.Health(4@) = 9@
32@ = 0
end
if and //player's health regeneration
8184: not actor $PLAYER_ACTOR health >= 49
33@ > 999
then
10@ = actor.Health($PLAYER_ACTOR)
10@ ++
actor.Health($PLAYER_ACTOR) = 10@
end
if //driveby
not actor.Dead(6@)
then
actor.StorePos(6@,0@,1@,2@)
0713: actor 6@ driveby_actor -1 car -1 point 0@ 1@ 2@ radius 100.0 4 0 firing_rate 100
if and //shooter's health regeneration
8@ < 150
33@ > 1199
then
8@ ++
actor.Health(6@) = 8@
33@ = 0
end
else
if
33@ > 999
then
33@ = 0
end
end
9@ -= 250 //when a car's health is below 250, it starts to burn and then explodes
if
9@ < 1
then
9@ = 0
end
0AD0: show_formatted_text_lowpriority "Kills: ~r~%i ~s~Shooter: ~r~%i ~s~Car: ~r~%i" time 200 7@ 8@ 9@
end
end //TURRET MAIN
0110: clear_player 0 wanted_level
048F: actor $PLAYER_ACTOR remove_weapons
car.RemoveReferences(4@)
actor.RemoveReferences(5@)
actor.RemoveReferences(6@)
end
end
end
:SwitchWeap //2 parameters - weapon number (3@ -> 0@) & car (4@ -> 1@)
0781: get_weapon_with_ID 0@ model_to 2@
model.Load(2@)
038B: load_requested_models
0464: put_actor $PLAYER_ACTOR into_turret_on_car 1@ at_car_offset 0.5 -1.0 0.7 position 2 shooting_angle_limit 360.0 with_weapon 0@
model.Destroy(2@)
0AB2: ret 0
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