Razor
DonCorleone
Dołączył: 22 Maj 2008
Posty: 3029
Przeczytał: 0 tematów
Ostrzeżeń: 0/5
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Wysłany:
Pon 16:56, 11 Sie 2008 |
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Witam mam skrypt do mapki i mam 2 błędy, które nie wiem jak załatać ;/
Skrypt:
Kod: |
// player's
PLAYER_PED player1 = (121.5, 137.5, 6.0) 7 0
PLAYER_PED player2 = (143.5, 118.5, 6.0) 10 0
PLAYER_PED player3 = (160.5, 142.5, 6.0) 13 0
PLAYER_PED player4 = (135.5, 157.5, 6.0) 11 0
SAVED_COUNTER true = 1
SAVED_COUNTER false = 0
//powerups and guns
GENERATOR fr = (140.5, 137.5, 3.0 ) 0 COLLECT_36 3000 3000 1
GENERATOR mgun1 = (135.5, 157.5, 4.0 ) 0 COLLECT_09 1600 1600 60
GENERATOR mgun2 = (124.5, 137.5, 4.0 ) 0 COLLECT_09 1600 1600 60
GENERATOR mgun3 = (140.5, 121.5, 4.0 ) 0 COLLECT_09 1600 1600 60
GENERATOR mgun4 = (16.5, 140.5, 4.0 ) 0 COLLECT_09 1600 1600 60
GENERATOR sg1 = (136.5, 133.5, 4.0 ) 0 COLLECT_06 1900 1900 10
GENERATOR sg2 = (144.5, 133.5, 4.0 ) 0 COLLECT_06 1900 1900 10
GENERATOR sg3 = (144.5, 141.5, 4.0 ) 0 COLLECT_06 1900 1900 10
GENERATOR sg4 = (136.5, 141.5, 4.0 ) 0 COLLECT_06 1900 1900 10
GENERATOR koka1 = (157.5, 157.5, 4.0 ) 0 COLLECT_04 2300 2300 10
GENERATOR koka2 = (159.5, 151.5, 4.0 ) 0 COLLECT_04 2300 2300 10
GENERATOR koka3 = (121.5, 116.5, 4.0 ) 0 COLLECT_04 2300 2300 10
GENERATOR koka4 = (119.5, 156.5, 4.0 ) 0 COLLECT_04 2300 2300 10
GENERATOR armor4 = (138.5, 139.5, 4.0 ) 0 COLLECT_31 2300 2300 1
GENERATOR armor3 = (142.5, 139.5, 4.0 ) 0 COLLECT_31 2300 2300 1
GENERATOR armor2 = (142.5, 135.5, 4.0 ) 0 COLLECT_31 2300 2300 1
GENERATOR armor1 = (138.5, 135.5, 4.0 ) 0 COLLECT_31 2300 2300 1
//phones
OBJ_DATA phone1 = ( 139.5 , 116.5 , 4.0 ) 090 PHONE
OBJ_DATA phone2 = ( 140.5 , 158.5 , 4.0 ) 270 PHONE
OBJ_DATA phone3 = ( 119.5 , 137.5 , 4.0 ) 180 PHONE
OBJ_DATA phone4 = ( 161.5 , 136.5 , 4.0 ) 000 PHONE
//bodyguards p1
CHAR_DATA zbgp1
CHAR_DATA xbgp2
CHAR_DATA ybgp3
CHAR_DATA ubgp4
//counters
COUNTER loop = 1
LEVELSTART
//sets (light levels)
SET_SHADING_LEVEL (20)
SET_AMBIENT_LEVEL ( 0.3 , 3 )
//generators!
SWITCH_GENERATOR ( fr , ON )
SWITCH_GENERATOR ( mgun1 , ON )
SWITCH_GENERATOR ( mgun2 , ON )
SWITCH_GENERATOR ( mgun3 , ON )
SWITCH_GENERATOR ( mgun4 , ON )
SWITCH_GENERATOR ( sg1 , ON )
SWITCH_GENERATOR ( sg2 , ON )
SWITCH_GENERATOR ( sg3 , ON )
SWITCH_GENERATOR ( sg4 , ON )
SWITCH_GENERATOR ( koka1 , ON )
SWITCH_GENERATOR ( koka2 , ON )
SWITCH_GENERATOR ( koka3 , ON )
SWITCH_GENERATOR ( koka4 , ON )
SWITCH_GENERATOR ( armor1 , ON )
SWITCH_GENERATOR ( armor2 , ON )
SWITCH_GENERATOR ( armor3 , ON )
SWITCH_GENERATOR ( armor4 , ON )
//bg
WHILE ( loop = 1 )
//P1
// p1 bg phone1
IF (LOCATE_CHARACTER_ANY_MEANS ( player1 , 119.5 , 137.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 121.0, 142.0 , 4.0 ) 7 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player1 )
DELAY_HERE (1500)
ENDIF
// p1 bg phone2
IF (LOCATE_CHARACTER_ANY_MEANS ( player1 , 140.5 , 158.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 143.0, 158.0 , 4.0 ) 7 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player1 )
DELAY_HERE (1500)
ENDIF
// p1 bg phone3
IF (LOCATE_CHARACTER_ANY_MEANS ( player1 , 139.5 , 116.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 145.0, 117.0 , 4.0 ) 7 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player1 )
DELAY_HERE (1500)
ENDIF
// p1 bg phone4
IF (LOCATE_CHARACTER_ANY_MEANS ( player1 , 161.5 , 136.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 160.0, 132.0 , 4.0 ) 7 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player1 )
DELAY_HERE (1500)
ENDIF
//P2
// p2 bg phone1
IF (LOCATE_CHARACTER_ANY_MEANS ( player2 , 119.5 , 137.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 121.0, 142.0 , 4.0 ) 10 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player2 )
DELAY_HERE (1500)
ENDIF
// p2 bg phone2
IF (LOCATE_CHARACTER_ANY_MEANS ( player2 , 140.5 , 158.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 143.0, 158.0 , 4.0 ) 10 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player2 )
DELAY_HERE (1500)
ENDIF
// p2 bg phone3
IF (LOCATE_CHARACTER_ANY_MEANS ( player2 , 139.5 , 116.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 145.0, 117.0 , 4.0 ) 10 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player2 )
DELAY_HERE (1500)
ENDIF
// p2 bg phone4
IF (LOCATE_CHARACTER_ANY_MEANS ( player2 , 161.5 , 136.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 160.0, 132.0 , 4.0 ) 10 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player2 )
DELAY_HERE (1500)
ENDIF
//P3
// p3 bg phone1
IF (LOCATE_CHARACTER_ANY_MEANS ( player3 , 119.5 , 137.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 121.0, 142.0 , 4.0 ) 13 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player3 )
DELAY_HERE (1500)
ENDIF
// p3 bg phone2
IF (LOCATE_CHARACTER_ANY_MEANS ( player3 , 140.5 , 158.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 143.0, 158.0 , 4.0 ) 13 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player3 )
DELAY_HERE (1500)
ENDIF
// p3 bg phone3
IF (LOCATE_CHARACTER_ANY_MEANS ( player3 , 139.5 , 116.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 145.0, 117.0 , 4.0 ) 13 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player3 )
DELAY_HERE (1500)
ENDIF
// p3 bg phone4
IF (LOCATE_CHARACTER_ANY_MEANS ( player3 , 161.5 , 136.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 160.0, 132.0 , 4.0 ) 13 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player3 )
DELAY_HERE (1500)
ENDIF
//P4
// p4 bg phone1
IF (LOCATE_CHARACTER_ANY_MEANS ( player4 , 119.5 , 137.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 121.0, 142.0 , 4.0 ) 11 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player4 )
DELAY_HERE (1500)
ENDIF
// p4 bg phone2
IF (LOCATE_CHARACTER_ANY_MEANS ( player4 , 140.5 , 158.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 143.0, 158.0 , 4.0 ) 11 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player4 )
DELAY_HERE (1500)
ENDIF
// p4 bg phone3
IF (LOCATE_CHARACTER_ANY_MEANS ( player4 , 139.5 , 116.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 145.0, 117.0 , 4.0 ) 11 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player4 )
DELAY_HERE (1500)
ENDIF
// p4 bg phone4
IF (LOCATE_CHARACTER_ANY_MEANS ( player4 , 161.5 , 136.5 , 4.0 , 1.0 , 1.0 ))
DISPLAY_BRIEF (3029)
zbgp1 = CREATE_CHAR ( 160.0, 132.0 , 4.0 ) 11 0 criminal END
SET_CHAR_THREAT_REACTION ( zbgp1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( zbgp1 , line_of_sight )
GIVE_WEAPON ( zbgp1 , machine_gun )
ADD_GROUP_TO_CHARACTER ( zbgp1 , 8 )
MAKE_NEW_LEADER_OF_GROUP ( zbgp1 , player4 )
DELAY_HERE (1500)
ENDIF
ENDWHILE
LEVELEND
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1. Wiadomość wyświetla się każdemu a powinna tylko osobie która wejdzie w pole!
2.Dealy here jest dla każdego gracza liczone czyli jeśli jedna osoba wejdzie np. w pole 139.5 , 116.5 , 4.0 to wszyscy playerzy dostają "czas oczekiwania" a nie tylko ta osoba, która wejdzie.
Macie pomysły jak to fixnąć?
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