- Higor$Mensagens Nível 3
- Mensagens : 207
Reputação : 0
Desde : 10/09/2012
Idade : 21
Localização : Macapá - AP
Link : https://www.youtube.com/channel/UCxNDmsK_b9P7bdmJuK82eDg
(ok, eu nao sou um scripter) Manolos, queria saber o que tem de errado nele? e se puder corrigir ele ficarei agradecido
(nem me peça pra corrigir ele, num intendo NADA)
Bom:
Nesse script era pra criar uma bola preta, o cj lançar no ar e atrair TUDO para a bola. tipo como se essa bola tivesse a gravidade. antigamente, no meu WinVista ele funcionava, mas agora nao tá. me ajudem
Ou baixem e testem : DOWNLOAD

Bom:
- Código:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$VERSION 3.1.0027}
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
:Noname_2
00D6: if
0256: player $PLAYER_CHAR defined
004D: jump_if_false @Noname_3248
00D6: if and
0AAB: file_exists "CLEO\sounds\chiT.mp3"
0AAB: file_exists "CLEO\sounds\chiT1.mp3"
0AB0: key_pressed 73
0AB0: key_pressed 79
004D: jump_if_false @Noname_3248
00D6: if or
02D8: actor $PLAYER_ACTOR current_weapon == 0
02D8: actor $PLAYER_ACTOR current_weapon == 1
004D: jump_if_false @Noname_3248
0AAC: 22@ = load_audiostream "CLEO\sounds\chiT1.mp3"
0AAC: 20@ = load_audiostream "CLEO\sounds\chiT.mp3"
0247: load_model 3106
0247: load_model 1598
038B: load_requested_models
:Noname_178
00D6: if and
8248: not model 3106 available
8248: not model 1598 available
004D: jump_if_false @Noname_210
0001: wait 0 ms
0002: jump @Noname_178
:Noname_210
0AAD: set_audiostream 20@ perform_action 1
0812: AS_actor $PLAYER_ACTOR perform_animation "DRIVE_BOAT" IFP_file "PED" 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionB
0612: set_actor $PLAYER_ACTOR animation "DRIVE_BOAT" paused 0
0614: set_actor $PLAYER_ACTOR animation "DRIVE_BOAT" progress_to 0.27 // 0.0 to 1.0
0007: 10@ = 1.5
0107: 8@ = create_object 3106 at 0.0 0.0 0.0
04D9: object 8@ set_scripted_collision_check 0
0382: set_object 8@ collision_detection 0
08D2: object 8@ scale_model 10@
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.65 0.1
01BC: put_object 8@ at 0@ 1@ 2@
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.65 -100.0
0107: 9@ = create_object 1598 at 0@ 1@ 2@
04D9: object 9@ set_scripted_collision_check 1
0382: set_object 9@ collision_detection 1
0750: set_object 9@ visibility 1
0392: make_object 9@ moveable 0
0249: release_model 3106
0249: release_model 1598
0006: 32@ = 0
:Noname_484
001B: 3000 > 32@
004D: jump_if_false @Noname_550
01BB: store_object 8@ position_to 0@ 1@ 2@
04D5: create_corona_at 0@ 1@ 2@ radius 1.0 type 0 flare 0 RGB 85 83 83
0001: wait 0 ms
0002: jump @Noname_484
:Noname_550
069A: attach_object 8@ to_object 9@ with_offset 0.0 0.0 100.1 rotation 0.0 0.0 0.0
0392: make_object 9@ moveable 1
0612: set_actor $PLAYER_ACTOR animation "DRIVE_BOAT" paused 1
0687: clear_actor $PLAYER_ACTOR task
0812: AS_actor $PLAYER_ACTOR perform_animation "Walk_DoorPartial" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
0172: 13@ = actor $PLAYER_ACTOR Z_angle
0006: 32@ = 0
0007: 11@ = 1.5
:Noname_702
001B: 3000 > 32@
004D: jump_if_false @Noname_873
0177: set_object 9@ Z_angle_to 13@
0400: store_coords_to 0@ 1@ 2@ from_object 9@ with_offset 0.0 11.0 12@
01BB: store_object 9@ position_to 3@ 4@ 5@
01BB: store_object 8@ position_to 15@ 16@ 17@
04D5: create_corona_at 15@ 16@ 17@ radius 1.0 type 0 flare 0 RGB 85 83 83
0063: 0@ -= 3@ // (float)
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0381: throw_object 9@ velocity_in_direction 0@ 1@ 2@
01FB: 12@ = square_root 11@
000B: 11@ += 1.0
0001: wait 0 ms
0002: jump @Noname_702
:Noname_873
0682: detach_object 8@ 0.0 0.0 0.0 collision_detection 0
01BB: store_object 8@ position_to 3@ 4@ 5@
01BC: put_object 8@ at 3@ 4@ 5@
0392: make_object 8@ moveable 0
0AAD: set_audiostream 22@ perform_action 1
0A8C: write_memory 8796548 size 4 value 0.0002 virtual_protect 1
0006: 33@ = 2300
0006: 32@ = 0
:Noname_968
00D6: if
0019: 33@ > 2200
004D: jump_if_false @Noname_1331
0006: 33@ = 0
0A8D: 29@ = read_memory 12010644 size 4 virtual_protect 0
000A: 29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
0006: 30@ = 0
:Noname_1034
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
000A: 29@ += 1
00D6: if and
0029: 31@ >= 0
001B: 128 > 31@
004D: jump_if_false @Noname_1133
005A: 31@ += 30@ // (int)
00D6: if
056E: car 31@ defined
004D: jump_if_false @Noname_1133
00D6: if
8496: not tire 0 on_car 31@ deflated
004D: jump_if_false @Noname_1128
04FE: deflate_tire 0 on_car 31@
:Noname_1128
0A30: repair_car 31@
:Noname_1133
000A: 30@ += 256
0019: 30@ > 27904
004D: jump_if_false @Noname_1034
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
000A: 29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
0006: 30@ = 0
:Noname_1196
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
000A: 29@ += 1
00D6: if and
0029: 31@ >= 0
001B: 128 > 31@
004D: jump_if_false @Noname_1306
005A: 31@ += 30@ // (int)
00D6: if and
056D: actor 31@ defined
803C: not $PLAYER_ACTOR == 31@ // (int)
8118: not actor 31@ dead
004D: jump_if_false @Noname_1306
00A0: store_actor 31@ position_to 0@ 1@ 2@
00A1: put_actor 31@ at 0@ 1@ 2@
:Noname_1306
000A: 30@ += 256
0019: 30@ > 35584
004D: jump_if_false @Noname_1196
:Noname_1331
0087: 14@ = 10@ // (float)
0013: 14@ *= 0.2
01BB: store_object 8@ position_to 0@ 1@ 2@
04D5: create_corona_at 0@ 1@ 2@ radius 14@ type 1 flare 0 RGB 255 200 200
000B: 10@ += 0.1
08D2: object 8@ scale_model 10@
00D6: if
0021: 10@ > 85.0
004D: jump_if_false @Noname_1436
0002: jump @Noname_3192
:Noname_1436
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
000A: 29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
0006: 30@ = 0
:Noname_1476
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
000A: 29@ += 1
00D6: if and
0029: 31@ >= 0
001B: 128 > 31@
004D: jump_if_false @Noname_1908
005A: 31@ += 30@ // (int)
00D6: if and
056D: actor 31@ defined
803C: not $PLAYER_ACTOR == 31@ // (int)
004D: jump_if_false @Noname_1908
01BB: store_object 8@ position_to 0@ 1@ 2@
00A0: store_actor 31@ position_to 3@ 4@ 5@
050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 3@ 4@ 5@
00D6: if
0023: 2.4 > 6@
004D: jump_if_false @Noname_1791
00D6: if
0023: 1.6 > 6@
004D: jump_if_false @Noname_1660
0002: jump @Noname_1933
0002: jump @Noname_1784
:Noname_1660
00D6: if
8118: not actor 31@ dead
004D: jump_if_false @Noname_1683
0223: set_actor 31@ health_to 0
:Noname_1683
0063: 0@ -= 3@ // (float)
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 0.0 0.0 0.0
0017: 6@ /= 10.0
0073: 0@ /= 6@ // (float)
0073: 1@ /= 6@ // (float)
0073: 2@ /= 6@ // (float)
083C: set_actor 31@ velocity_in_direction_XYZ 0@ 1@ 2@
:Noname_1784
0002: jump @Noname_1908
:Noname_1791
00D6: if
8118: not actor 31@ dead
004D: jump_if_false @Noname_1908
0063: 0@ -= 3@ // (float)
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 0.0 0.0 0.0
0017: 6@ /= 10.0
0073: 0@ /= 6@ // (float)
0073: 1@ /= 6@ // (float)
0073: 2@ /= 6@ // (float)
083C: set_actor 31@ velocity_in_direction_XYZ 0@ 1@ 2@
:Noname_1908
000A: 30@ += 256
0019: 30@ > 35584
004D: jump_if_false @Noname_1476
:Noname_1933
0A8D: 29@ = read_memory 12010644 size 4 virtual_protect 0
000A: 29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
0006: 30@ = 0
:Noname_1973
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
000A: 29@ += 1
00D6: if and
0029: 31@ >= 0
001B: 128 > 31@
004D: jump_if_false @Noname_2444
005A: 31@ += 30@ // (int)
00D6: if
056E: car 31@ defined
004D: jump_if_false @Noname_2444
01BB: store_object 8@ position_to 0@ 1@ 2@
00AA: store_car 31@ position_to 3@ 4@ 5@
050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 3@ 4@ 5@
00D6: if
0023: 4.8 > 6@
004D: jump_if_false @Noname_2318
00D6: if
0023: 3.4 > 6@
004D: jump_if_false @Noname_2149
0002: jump @Noname_2467
0002: jump @Noname_2311
:Noname_2149
00D6: if
8119: not car 31@ wrecked
004D: jump_if_false @Noname_2185
02AC: set_car 31@ immunities BP 0 FP 0 EP 0 CP 0 MP 0
070C: explode_car 31@ // versionB
:Noname_2185
0063: 0@ -= 3@ // (float)
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 0.0 0.0 0.0
0013: 6@ *= 10.0
0073: 0@ /= 6@ // (float)
0073: 1@ /= 6@ // (float)
0073: 2@ /= 6@ // (float)
04BA: set_car 31@ speed_to 0.0
07D5: set_car 31@ velocity_in_direction_XYZ 0@ 1@ 2@ rotation_velocitiesXY 0.0 0.0 unk 0.0
:Noname_2311
0002: jump @Noname_2444
:Noname_2318
0063: 0@ -= 3@ // (float)
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 0.0 0.0 0.0
0013: 6@ *= 10.0
0073: 0@ /= 6@ // (float)
0073: 1@ /= 6@ // (float)
0073: 2@ /= 6@ // (float)
04BA: set_car 31@ speed_to 0.0
07D5: set_car 31@ velocity_in_direction_XYZ 0@ 1@ 2@ rotation_velocitiesXY 0.0 0.0 unk 0.0
:Noname_2444
000A: 30@ += 256
0019: 30@ > 27904
004D: jump_if_false @Noname_1973
:Noname_2467
0A8D: 29@ = read_memory 12010652 size 4 virtual_protect 0
000A: 29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
0006: 30@ = 0
:Noname_2507
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
000A: 29@ += 1
00D6: if and
0029: 31@ >= 0
001B: 128 > 31@
004D: jump_if_false @Noname_2838
005A: 31@ += 30@ // (int)
00D6: if and
03CA: object 31@ exists
803B: not 8@ == 31@ // (int)
803B: not 9@ == 31@ // (int)
004D: jump_if_false @Noname_2838
0A98: 25@ = object 31@ struct
000A: 25@ += 66
0A8D: 25@ = read_memory 25@ size 1 virtual_protect 0
00D6: if
88B7: not test 25@ bit 7
004D: jump_if_false @Noname_2838
0392: make_object 31@ moveable 1
0382: set_object 31@ collision_detection 1
01BB: store_object 8@ position_to 0@ 1@ 2@
01BB: store_object 31@ position_to 3@ 4@ 5@
050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 3@ 4@ 5@
00D6: if
0023: 2.5 > 6@
004D: jump_if_false @Noname_2737
0002: jump @Noname_2863
0002: jump @Noname_2838
:Noname_2737
0063: 0@ -= 3@ // (float)
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 0.0 0.0 0.0
0017: 6@ /= 25.0
0073: 0@ /= 6@ // (float)
0073: 1@ /= 6@ // (float)
0073: 2@ /= 6@ // (float)
0381: throw_object 31@ velocity_in_direction 0@ 1@ 2@
:Noname_2838
000A: 30@ += 256
0019: 30@ > 89344
004D: jump_if_false @Noname_2507
:Noname_2863
00D6: if
0019: 32@ > 250
004D: jump_if_false @Noname_3155
0006: 32@ = 0
01BB: store_object 8@ position_to 3@ 4@ 5@
0395: clear_area 1 at 3@ 4@ 5@ radius 2.5
0006: 7@ = 0
:Noname_2928
0208: 0@ = random_float_in_ranges -15.0 15.0
0208: 1@ = random_float_in_ranges -10.0 10.0
0400: store_coords_to 0@ 1@ 2@ from_object 8@ with_offset 0@ 1@ -0.3
00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@
0063: 3@ -= 0@ // (float)
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
050A: 6@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 0.0 0.0 0.0
0017: 6@ /= 30.0
0073: 3@ /= 6@ // (float)
0073: 4@ /= 6@ // (float)
0073: 5@ /= 6@ // (float)
095C: create_smoke_at 0@ 1@ 2@ velocity 3@ 4@ 5@ RGBA 1.0 1.0 1.0 1.0 size 0.15 last_factor 0.01
000A: 7@ += 1
0019: 7@ > 7
004D: jump_if_false @Noname_2928
:Noname_3155
00D6: if and
0AB0: key_pressed 73
0AB0: key_pressed 79
004D: jump_if_false @Noname_3181
0002: jump @Noname_3192
:Noname_3181
0001: wait 0 ms
0002: jump @Noname_968
:Noname_3192
0AAE: release_audiostream 20@
0AAE: release_audiostream 22@
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
0A8C: write_memory 8796548 size 4 value 0.008 virtual_protect 1
0108: destroy_object 8@
0108: destroy_object 9@
0001: wait 1500 ms
:Noname_3248
0001: wait 0 ms
0002: jump @Noname_2
Nesse script era pra criar uma bola preta, o cj lançar no ar e atrair TUDO para a bola. tipo como se essa bola tivesse a gravidade. antigamente, no meu WinVista ele funcionava, mas agora nao tá. me ajudem

Ou baixem e testem : DOWNLOAD
______________________________
Intel Atom Deus
- JNRois12Programador - Básico
- Mensagens : 6341
Reputação : 65
Desde : 09/07/2012
Idade : 21
Localização : Potim - SP
Link : g1.globo.com/jornal-nacional/
o mod tem mais de 400 linhas, acho meio difícil alguém querer corrigir isso
(ler um cleo com mais de 400 linhas em lowlevel faz doer meu pâncreas
)


- Higor$Mensagens Nível 3
- Mensagens : 207
Reputação : 0
Desde : 10/09/2012
Idade : 21
Localização : Macapá - AP
Link : https://www.youtube.com/channel/UCxNDmsK_b9P7bdmJuK82eDg
Pelo menos testa no seu gta
, se a bola atrair tudo, até os peds, o problema é aqui no meu game

______________________________
Intel Atom Deus
sei@JNRois12 escreveu:o mod tem mais de 400 linhas, acho meio difícil alguém querer corrigir isso![]()
(ler um cleo com mais de 400 linhas em lowlevel faz doer meu pâncreas)
______________________________

- Higor$Mensagens Nível 3
- Mensagens : 207
Reputação : 0
Desde : 10/09/2012
Idade : 21
Localização : Macapá - AP
Link : https://www.youtube.com/channel/UCxNDmsK_b9P7bdmJuK82eDg
ESQUECE
______________________________
Intel Atom Deus
- *k[σ]яєiαVeterano
- Mensagens : 695
Reputação : 1
Desde : 03/06/2012
Idade : 25
Localização : Curitiba-PARANÁUE
Higor Silva escreveu:![]()
![]()

- Tasso3DModelador - Avançado
- Mensagens : 3166
Reputação : 28
Desde : 09/05/2012
Idade : 27
Localização : Feira de Santana - Ba
Link : tasso3d.blogspot.com
- Ayres (K.b.sa_)Animmer - Intermediário
- Mensagens : 1033
Reputação : 4
Desde : 10/08/2012
Idade : 24
Localização : Espirito Santo
Link : www.quementrareviado.blogspot.com
______________________________

(atualizado: as imagens da assinatura foram quebradas)
³K.b.sa_ escreveu:@JNRois12 escreveu:(ler um cleo com mais de 400 linhas em lowlevel faz doer meu pâncreas)
![]()

nem vou ler saporra
@Junior_Djjr escreveu:³K.b.sa_ escreveu:@JNRois12 escreveu:(ler um cleo com mais de 400 linhas em lowlevel faz doer meu pâncreas)
![]()
![]()
nem vou ler saporra

Eu já fiz uma vez 1000 linhas de low level

______________________________

Modifico quase qualquer coisa. :)
------------------>>>http://gtamodvicio.blogspot.com/ <<<------------------

Meu PC:
- Spoiler:
Configurações PC:
*Processador: Intel Core i7 4790K 4.00GHz LGA1150
*Placa Mãe: GIGABYTE GA-H97M-D3H Intel (LGA1150)
*HD: 1TB Seagate Barracuda 64MB Sata III 7200RPM (2x - RAID 0)
*HD²: SAMSUNG M3 Externo USB 5400RPM 1TB
*Placa de vídeo: Nvidia GTX660 2GB DDR5 192bit EVGA
*RAM: 8GB DDR3 1600MHZ Kingston HYPER X BEAST (2x4GB)
*Fonte: Corsair 600W Reais CX600M Modular - CP-9020060-WW (80 Plus Bronze)
*Gabinete: Gabinete Raidmax Super Hurricane Branco - 248WB
*Monitor: LG 23MP55HQ Full HD HDMI 23'
- Higor$Mensagens Nível 3
- Mensagens : 207
Reputação : 0
Desde : 10/09/2012
Idade : 21
Localização : Macapá - AP
Link : https://www.youtube.com/channel/UCxNDmsK_b9P7bdmJuK82eDg
Alguem de closed nesse tópico. ninguem vai resolver msm


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