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Dark_Knight

Просьбы по редактированию cleo скриптов

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// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "SYSTEMFV12" 
wait 0 
thread "$NONAME" 
$76 = 0 
$78 = 0 
$79 = 0 
18@ = 0 
0000: NOP 
gosub @$NONAME_1473 
gosub @$NONAME_2525 

:$NONAME_73
wait 0 
gosub @$NONAME_173 
gosub @$NONAME_228 
gosub @$NONAME_290 
if or
  $76 == 1 
  $78 == 1 
  $79 == 1 
jf @$NONAME_141 
03F0: enable_text_draw 0 
jump @$NONAME_166 

:$NONAME_141
03F0: enable_text_draw 1 
gosub @$NONAME_359 
gosub @$NONAME_579 
gosub @$NONAME_1273 

:$NONAME_166
jump @$NONAME_73 

:$NONAME_173
0A8D: $36 = read_memory 11989093 size 4 virtual_protect 0 
if 
  $36 == 1 
jf @$NONAME_219 
$76 = 1 
jump @$NONAME_226 

:$NONAME_219
$76 = 0 

:$NONAME_226
return 

:$NONAME_228
0A8D: $77 = read_memory 9873356 size 4 virtual_protect 0 
if or
  $77 == 1 
  $77 == 2 
jf @$NONAME_281 
$78 = 1 
jump @$NONAME_288 

:$NONAME_281
$78 = 0 

:$NONAME_288
return 

:$NONAME_290
if 
06B9:   cutscene_data_loaded 
jf @$NONAME_330 
if 
82E9:   not cutscene_reached_end 
jf @$NONAME_323 
$79 = 1 

:$NONAME_323
jump @$NONAME_337 

:$NONAME_330
$79 = 0 

:$NONAME_337
return 
if 
  7@ > 0 
jf @$NONAME_357 

:$NONAME_357
return 

:$NONAME_359
gosub @$NONAME_412 
if and
  11@ > 0 
0965:   actor $PLAYER_ACTOR swimming 
jf @$NONAME_410 
gosub @$NONAME_420 
gosub @$NONAME_450 
gosub @$NONAME_543 

:$NONAME_410
return 

:$NONAME_412
0652: 11@ = integer_stat 4080 

:$NONAME_420
0653: 12@ = float_stat 225 
12@ *= 1.5 
12@ += 1150.0 
return 

:$NONAME_450
5@ = 570.0 
6@ = 106.0 
if 
0025:   12@ > 11@ // (float) 
jf @$NONAME_541 
5@ = 608.0 
0073: 12@ /= 11@ // (float) 
0073: 6@ /= 12@ // (float) 
0087: 11@ = 6@ // (float) 
11@ /= 2.0 
0063: 5@ -= 11@ // (float) 

:$NONAME_541
return 

:$NONAME_543
03E3: set_texture_to_be_drawn_antialiased 1 
038E: draw_box_position 5@ 600.0 size 6@ 7.0 RGBA 150 200 255 180 
return 

:$NONAME_579
gosub @$NONAME_1220 
gosub @$NONAME_773 
gosub @$NONAME_914 
gosub @$NONAME_1074 
gosub @$NONAME_1178 
gosub @$NONAME_623 
return 

:$NONAME_623
13@ += 1 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 13@ position 573.0 140.0 size 42.0 42.0 RGBA 255 255 255 255 
if 
  18@ == 1 
jf @$NONAME_771 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 19@ position 535.0 140.0 size 30.0 30.0 RGBA 150 150 150 200 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 20@ position 609.0 140.0 size 30.0 30.0 RGBA 150 150 150 200 

:$NONAME_771
return 

:$NONAME_773
if 
  21@ == 0 
jf @$NONAME_805 
gosub @$NONAME_1243 
15@ += 1 

:$NONAME_805
15@ -= 1 
if 
   not 15@ > 0 
jf @$NONAME_837 
15@ = 13 

:$NONAME_837
gosub @$NONAME_1055 
if or
  15@ == 1 
   not 24@ == -1 
jf @$NONAME_898 
0085: 19@ = 23@ // (int) 
19@ += 1 
21@ = 0 
jump @$NONAME_912 

:$NONAME_898
21@ = 1 
jump @$NONAME_773 

:$NONAME_912
return 

:$NONAME_914
if 
  22@ == 0 
jf @$NONAME_946 
gosub @$NONAME_1243 
15@ += 1 

:$NONAME_946
15@ += 1 
if 
  15@ > 13 
jf @$NONAME_978 
15@ = 1 

:$NONAME_978
gosub @$NONAME_1055 
if or
  15@ == 1 
   not 24@ == -1 
jf @$NONAME_1039 
0085: 20@ = 23@ // (int) 
20@ += 1 
22@ = 0 
jump @$NONAME_1053 

:$NONAME_1039
22@ = 1 
jump @$NONAME_914 

:$NONAME_1053
return 

:$NONAME_1055
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 15@ weapon 23@ ammo 14@ model 24@ 
return 

:$NONAME_1074
gosub @$NONAME_1220 
0085: 0@ = 13@ // (int) 
0@ *= 112 
0@ += 13150904 
0@ += 32 
0A8D: 30@ = read_memory 0@ size 4 virtual_protect 0 
if 
  30@ > 0 
jf @$NONAME_1176 
gosub @$NONAME_1230 
if 
  14@ == 0 
jf @$NONAME_1176 
0555: remove_weapon 13@ from_actor $PLAYER_ACTOR 

:$NONAME_1176
return 

:$NONAME_1178
if 
803B:   not  13@ == 23@ // (int) 
jf @$NONAME_1211 
18@ = 1 
jump @$NONAME_1218 

:$NONAME_1211
18@ = 0 

:$NONAME_1218
return 

:$NONAME_1220
0470: 13@ = actor $PLAYER_ACTOR current_weapon 
return 

:$NONAME_1230
041A: 14@ = actor $PLAYER_ACTOR weapon 13@ ammo 
return 

:$NONAME_1243
0A96: 0@ = actor $PLAYER_ACTOR struct 
0@ += 1816 
0A8D: 15@ = read_memory 0@ size 1 virtual_protect 0 
return 

:$NONAME_1273
return 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 50 position 17.0 330.0 size 0.0 0.0 RGBA 0 0 0 60 
038D: draw_texture 50 position 17.0 350.0 size 0.0 0.0 RGBA 0 0 0 60 
038D: draw_texture 50 position 17.0 370.0 size 0.0 0.0 RGBA 0 0 0 60 
038D: draw_texture 50 position 17.0 390.0 size 0.0 0.0 RGBA 0 0 0 60 
038D: draw_texture 50 position 17.0 410.0 size 0.0 0.0 RGBA 0 0 0 60 
038D: draw_texture 50 position 17.0 430.0 size 0.0 0.0 RGBA 0 0 0 60 
return 

:$NONAME_1473
0391: release_textures 
0390: load_txd_dictionary 'ARM' 
038F: load_texture "FIST" as 1 // Load dictionary with 0390 first 
038F: load_texture "KNUCKLS" as 2 // Load dictionary with 0390 first 
038F: load_texture "GLFCLUB" as 3 // Load dictionary with 0390 first 
038F: load_texture "NSTICK" as 4 // Load dictionary with 0390 first 
038F: load_texture "KNIFE" as 5 // Load dictionary with 0390 first 
038F: load_texture "BASBALB" as 6 // Load dictionary with 0390 first 
038F: load_texture "SHOVEL" as 7 // Load dictionary with 0390 first 
038F: load_texture "POOLCUE" as 8 // Load dictionary with 0390 first 
038F: load_texture "KATANA" as 9 // Load dictionary with 0390 first 
038F: load_texture "CHAINSW" as 10 // Load dictionary with 0390 first 
038F: load_texture "DILDO" as 11 // Load dictionary with 0390 first 
038F: load_texture "DILDO2" as 12 // Load dictionary with 0390 first 
038F: load_texture "VIBE" as 13 // Load dictionary with 0390 first 
038F: load_texture "VIBE2" as 14 // Load dictionary with 0390 first 
038F: load_texture "FLOWERS" as 15 // Load dictionary with 0390 first 
038F: load_texture "CANE" as 16 // Load dictionary with 0390 first 
038F: load_texture "GRENADE" as 17 // Load dictionary with 0390 first 
038F: load_texture "TEARGAS" as 18 // Load dictionary with 0390 first 
038F: load_texture "MOLOTOV" as 19 // Load dictionary with 0390 first 
038F: load_texture "PISTOL" as 23 // Load dictionary with 0390 first 
038F: load_texture "SILENCD" as 24 // Load dictionary with 0390 first 
038F: load_texture "DEAGLE" as 25 // Load dictionary with 0390 first 
038F: load_texture "SHOTGUN" as 26 // Load dictionary with 0390 first 
038F: load_texture "SAWNOFF" as 27 // Load dictionary with 0390 first 
038F: load_texture "SPAS" as 28 // Load dictionary with 0390 first 
038F: load_texture "UZI" as 29 // Load dictionary with 0390 first 
038F: load_texture "MP5" as 30 // Load dictionary with 0390 first 
038F: load_texture "AK47" as 31 // Load dictionary with 0390 first 
038F: load_texture "M4" as 32 // Load dictionary with 0390 first 
038F: load_texture "TEC9" as 33 // Load dictionary with 0390 first 
038F: load_texture "CUNTGUN" as 34 // Load dictionary with 0390 first 
038F: load_texture "SNIPER" as 35 // Load dictionary with 0390 first 
038F: load_texture "ROCKETL" as 36 // Load dictionary with 0390 first 
038F: load_texture "HSEEKER" as 37 // Load dictionary with 0390 first 
038F: load_texture "FLAMET" as 38 // Load dictionary with 0390 first 
038F: load_texture "MINIGUN" as 39 // Load dictionary with 0390 first 
038F: load_texture "SATCHEL" as 40 // Load dictionary with 0390 first 
038F: load_texture "DETNATR" as 41 // Load dictionary with 0390 first 
038F: load_texture "SPRAYC" as 42 // Load dictionary with 0390 first 
038F: load_texture "FXTING" as 43 // Load dictionary with 0390 first 
038F: load_texture "CAMERA" as 44 // Load dictionary with 0390 first 
038F: load_texture "NVGOGLS" as 45 // Load dictionary with 0390 first 
038F: load_texture "IRGOGLS" as 46 // Load dictionary with 0390 first 
038F: load_texture "PARCHUT" as 47 // Load dictionary with 0390 first 
038F: load_texture "DRAW" as 49 // Load dictionary with 0390 first 
038F: load_texture "HP" as 51 // Load dictionary with 0390 first 
038F: load_texture "ARMOUR" as 52 // Load dictionary with 0390 first 
038F: load_texture "FREN" as 53 // Load dictionary with 0390 first 
038F: load_texture "130" as 54 // Load dictionary with 0390 first 
0390: load_txd_dictionary 'HEAL' 
038F: load_texture "160" as 60 // Load dictionary with 0390 first 
038F: load_texture "155" as 61 // Load dictionary with 0390 first 
038F: load_texture "150" as 62 // Load dictionary with 0390 first 
038F: load_texture "145" as 63 // Load dictionary with 0390 first 
038F: load_texture "140" as 64 // Load dictionary with 0390 first 
038F: load_texture "135" as 65 // Load dictionary with 0390 first 
038F: load_texture "130" as 66 // Load dictionary with 0390 first 
038F: load_texture "125" as 67 // Load dictionary with 0390 first 
038F: load_texture "120" as 68 // Load dictionary with 0390 first 
038F: load_texture "115" as 69 // Load dictionary with 0390 first 
038F: load_texture "110" as 70 // Load dictionary with 0390 first 
038F: load_texture "105" as 71 // Load dictionary with 0390 first 
038F: load_texture "100" as 72 // Load dictionary with 0390 first 
038F: load_texture "95" as 73 // Load dictionary with 0390 first 
038F: load_texture "90" as 74 // Load dictionary with 0390 first 
038F: load_texture "85" as 75 // Load dictionary with 0390 first 
038F: load_texture "80" as 76 // Load dictionary with 0390 first 
038F: load_texture "75" as 77 // Load dictionary with 0390 first 
038F: load_texture "70" as 78 // Load dictionary with 0390 first 
038F: load_texture "65" as 79 // Load dictionary with 0390 first 
038F: load_texture "60" as 80 // Load dictionary with 0390 first 
038F: load_texture "55" as 81 // Load dictionary with 0390 first 
038F: load_texture "50" as 82 // Load dictionary with 0390 first 
038F: load_texture "45" as 83 // Load dictionary with 0390 first 
038F: load_texture "40" as 84 // Load dictionary with 0390 first 
038F: load_texture "35" as 85 // Load dictionary with 0390 first 
038F: load_texture "30" as 86 // Load dictionary with 0390 first 
038F: load_texture "25" as 87 // Load dictionary with 0390 first 
038F: load_texture "20" as 88 // Load dictionary with 0390 first 
038F: load_texture "15" as 89 // Load dictionary with 0390 first 
038F: load_texture "10" as 90 // Load dictionary with 0390 first 
038F: load_texture "05" as 91 // Load dictionary with 0390 first 
038F: load_texture "0" as 92 // Load dictionary with 0390 first 
0390: load_txd_dictionary 'BRON' 
038F: load_texture "100" as 93 // Load dictionary with 0390 first 
038F: load_texture "95" as 94 // Load dictionary with 0390 first 
038F: load_texture "90" as 95 // Load dictionary with 0390 first 
038F: load_texture "85" as 96 // Load dictionary with 0390 first 
038F: load_texture "80" as 97 // Load dictionary with 0390 first 
038F: load_texture "75" as 98 // Load dictionary with 0390 first 
038F: load_texture "70" as 99 // Load dictionary with 0390 first 
038F: load_texture "65" as 100 // Load dictionary with 0390 first 
038F: load_texture "60" as 101 // Load dictionary with 0390 first 
038F: load_texture "55" as 102 // Load dictionary with 0390 first 
038F: load_texture "50" as 103 // Load dictionary with 0390 first 
038F: load_texture "45" as 104 // Load dictionary with 0390 first 
038F: load_texture "40" as 105 // Load dictionary with 0390 first 
038F: load_texture "35" as 106 // Load dictionary with 0390 first 
038F: load_texture "30" as 107 // Load dictionary with 0390 first 
038F: load_texture "25" as 108 // Load dictionary with 0390 first 
038F: load_texture "20" as 109 // Load dictionary with 0390 first 
038F: load_texture "15" as 110 // Load dictionary with 0390 first 
038F: load_texture "10" as 111 // Load dictionary with 0390 first 
038F: load_texture "05" as 112 // Load dictionary with 0390 first 
038F: load_texture "0" as 113 // Load dictionary with 0390 first 

:$NONAME_2525
09BA: show_entered_zone_name 0 
09B9: show_entered_car_name 0 
return 

В общем нужно переместить иконки оружие в клео худе Lowrider

с текущей зоны, примерно туда где сейчас находится зона с бабками зв и прочим.

Помогите плз :)

Простите за длинное сообщение, я хз как спойлеры делать.

Изменено пользователем Archangel_Cool

Поделиться сообщением


Ссылка на сообщение

1. Damage.cs by SyXcho. Края экрана загораются красным при попадании в Вас. (Закинуть в папку CLEO)

2. _

3. VT

4. D

L

 

Возможно ли в этом скрипте сделать, так, чтоб края загорались, если снимается не 1 хп, а 2 и более 

Изменено пользователем JustLink

Поделиться сообщением


Ссылка на сообщение

Возможно ли в этом скрипте сделать, так, чтоб края загорались, если снимается не 1 хп, а 2 и более 

Тоже думал об этом, было бы замечательно если реализовали.

Поделиться сообщением


Ссылка на сообщение

Возможно ли в этом скрипте сделать, так, чтоб края загорались, если снимается не 1 хп, а 2 и более 

В скрипте проверка на снятие ХП.

Сделать можно, но кто будет делать это бесплатно?

Поделиться сообщением


Ссылка на сообщение
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "SYSTEMFV12" 
wait 0 
thread "$NONAME" 
$76 = 0 
$78 = 0 
$79 = 0 
18@ = 0 
0000: NOP 
gosub @$NONAME_1473 
gosub @$NONAME_2525 

:$NONAME_73
wait 0 
gosub @$NONAME_173 
gosub @$NONAME_228 
gosub @$NONAME_290 
if or
  $76 == 1 
  $78 == 1 
  $79 == 1 
jf @$NONAME_141 
03F0: enable_text_draw 0 
jump @$NONAME_166 

:$NONAME_141
03F0: enable_text_draw 1 
gosub @$NONAME_359 
gosub @$NONAME_579 
gosub @$NONAME_1273 

:$NONAME_166
jump @$NONAME_73 

:$NONAME_173
0A8D: $36 = read_memory 11989093 size 4 virtual_protect 0 
if 
  $36 == 1 
jf @$NONAME_219 
$76 = 1 
jump @$NONAME_226 

:$NONAME_219
$76 = 0 

:$NONAME_226
return 

:$NONAME_228
0A8D: $77 = read_memory 9873356 size 4 virtual_protect 0 
if or
  $77 == 1 
  $77 == 2 
jf @$NONAME_281 
$78 = 1 
jump @$NONAME_288 

:$NONAME_281
$78 = 0 

:$NONAME_288
return 

:$NONAME_290
if 
06B9:   cutscene_data_loaded 
jf @$NONAME_330 
if 
82E9:   not cutscene_reached_end 
jf @$NONAME_323 
$79 = 1 

:$NONAME_323
jump @$NONAME_337 

:$NONAME_330
$79 = 0 

:$NONAME_337
return 
if 
  7@ > 0 
jf @$NONAME_357 

:$NONAME_357
return 

:$NONAME_359
gosub @$NONAME_412 
if and
  11@ > 0 
0965:   actor $PLAYER_ACTOR swimming 
jf @$NONAME_410 
gosub @$NONAME_420 
gosub @$NONAME_450 
gosub @$NONAME_543 

:$NONAME_410
return 

:$NONAME_412
0652: 11@ = integer_stat 4080 

:$NONAME_420
0653: 12@ = float_stat 225 
12@ *= 1.5 
12@ += 1150.0 
return 

:$NONAME_450
5@ = 570.0 
6@ = 106.0 
if 
0025:   12@ > 11@ // (float) 
jf @$NONAME_541 
5@ = 608.0 
0073: 12@ /= 11@ // (float) 
0073: 6@ /= 12@ // (float) 
0087: 11@ = 6@ // (float) 
11@ /= 2.0 
0063: 5@ -= 11@ // (float) 

:$NONAME_541
return 

:$NONAME_543
03E3: set_texture_to_be_drawn_antialiased 1 
038E: draw_box_position 5@ 600.0 size 6@ 7.0 RGBA 150 200 255 180 
return 

:$NONAME_579
gosub @$NONAME_1220 
gosub @$NONAME_773 
gosub @$NONAME_914 
gosub @$NONAME_1074 
gosub @$NONAME_1178 
gosub @$NONAME_623 
return 

:$NONAME_623
13@ += 1 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 13@ position 573.0 140.0 size 42.0 42.0 RGBA 255 255 255 255 
if 
  18@ == 1 
jf @$NONAME_771 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 19@ position 535.0 140.0 size 30.0 30.0 RGBA 150 150 150 200 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 20@ position 609.0 140.0 size 30.0 30.0 RGBA 150 150 150 200 

:$NONAME_771
return 

:$NONAME_773
if 
  21@ == 0 
jf @$NONAME_805 
gosub @$NONAME_1243 
15@ += 1 

:$NONAME_805
15@ -= 1 
if 
   not 15@ > 0 
jf @$NONAME_837 
15@ = 13 

:$NONAME_837
gosub @$NONAME_1055 
if or
  15@ == 1 
   not 24@ == -1 
jf @$NONAME_898 
0085: 19@ = 23@ // (int) 
19@ += 1 
21@ = 0 
jump @$NONAME_912 

:$NONAME_898
21@ = 1 
jump @$NONAME_773 

:$NONAME_912
return 

:$NONAME_914
if 
  22@ == 0 
jf @$NONAME_946 
gosub @$NONAME_1243 
15@ += 1 

:$NONAME_946
15@ += 1 
if 
  15@ > 13 
jf @$NONAME_978 
15@ = 1 

:$NONAME_978
gosub @$NONAME_1055 
if or
  15@ == 1 
   not 24@ == -1 
jf @$NONAME_1039 
0085: 20@ = 23@ // (int) 
20@ += 1 
22@ = 0 
jump @$NONAME_1053 

:$NONAME_1039
22@ = 1 
jump @$NONAME_914 

:$NONAME_1053
return 

:$NONAME_1055
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 15@ weapon 23@ ammo 14@ model 24@ 
return 

:$NONAME_1074
gosub @$NONAME_1220 
0085: 0@ = 13@ // (int) 
0@ *= 112 
0@ += 13150904 
0@ += 32 
0A8D: 30@ = read_memory 0@ size 4 virtual_protect 0 
if 
  30@ > 0 
jf @$NONAME_1176 
gosub @$NONAME_1230 
if 
  14@ == 0 
jf @$NONAME_1176 
0555: remove_weapon 13@ from_actor $PLAYER_ACTOR 

:$NONAME_1176
return 

:$NONAME_1178
if 
803B:   not  13@ == 23@ // (int) 
jf @$NONAME_1211 
18@ = 1 
jump @$NONAME_1218 

:$NONAME_1211
18@ = 0 

:$NONAME_1218
return 

:$NONAME_1220
0470: 13@ = actor $PLAYER_ACTOR current_weapon 
return 

:$NONAME_1230
041A: 14@ = actor $PLAYER_ACTOR weapon 13@ ammo 
return 

:$NONAME_1243
0A96: 0@ = actor $PLAYER_ACTOR struct 
0@ += 1816 
0A8D: 15@ = read_memory 0@ size 1 virtual_protect 0 
return 

:$NONAME_1273
return 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 50 position 17.0 330.0 size 0.0 0.0 RGBA 0 0 0 60 
038D: draw_texture 50 position 17.0 350.0 size 0.0 0.0 RGBA 0 0 0 60 
038D: draw_texture 50 position 17.0 370.0 size 0.0 0.0 RGBA 0 0 0 60 
038D: draw_texture 50 position 17.0 390.0 size 0.0 0.0 RGBA 0 0 0 60 
038D: draw_texture 50 position 17.0 410.0 size 0.0 0.0 RGBA 0 0 0 60 
038D: draw_texture 50 position 17.0 430.0 size 0.0 0.0 RGBA 0 0 0 60 
return 

:$NONAME_1473
0391: release_textures 
0390: load_txd_dictionary 'ARM' 
038F: load_texture "FIST" as 1 // Load dictionary with 0390 first 
038F: load_texture "KNUCKLS" as 2 // Load dictionary with 0390 first 
038F: load_texture "GLFCLUB" as 3 // Load dictionary with 0390 first 
038F: load_texture "NSTICK" as 4 // Load dictionary with 0390 first 
038F: load_texture "KNIFE" as 5 // Load dictionary with 0390 first 
038F: load_texture "BASBALB" as 6 // Load dictionary with 0390 first 
038F: load_texture "SHOVEL" as 7 // Load dictionary with 0390 first 
038F: load_texture "POOLCUE" as 8 // Load dictionary with 0390 first 
038F: load_texture "KATANA" as 9 // Load dictionary with 0390 first 
038F: load_texture "CHAINSW" as 10 // Load dictionary with 0390 first 
038F: load_texture "DILDO" as 11 // Load dictionary with 0390 first 
038F: load_texture "DILDO2" as 12 // Load dictionary with 0390 first 
038F: load_texture "VIBE" as 13 // Load dictionary with 0390 first 
038F: load_texture "VIBE2" as 14 // Load dictionary with 0390 first 
038F: load_texture "FLOWERS" as 15 // Load dictionary with 0390 first 
038F: load_texture "CANE" as 16 // Load dictionary with 0390 first 
038F: load_texture "GRENADE" as 17 // Load dictionary with 0390 first 
038F: load_texture "TEARGAS" as 18 // Load dictionary with 0390 first 
038F: load_texture "MOLOTOV" as 19 // Load dictionary with 0390 first 
038F: load_texture "PISTOL" as 23 // Load dictionary with 0390 first 
038F: load_texture "SILENCD" as 24 // Load dictionary with 0390 first 
038F: load_texture "DEAGLE" as 25 // Load dictionary with 0390 first 
038F: load_texture "SHOTGUN" as 26 // Load dictionary with 0390 first 
038F: load_texture "SAWNOFF" as 27 // Load dictionary with 0390 first 
038F: load_texture "SPAS" as 28 // Load dictionary with 0390 first 
038F: load_texture "UZI" as 29 // Load dictionary with 0390 first 
038F: load_texture "MP5" as 30 // Load dictionary with 0390 first 
038F: load_texture "AK47" as 31 // Load dictionary with 0390 first 
038F: load_texture "M4" as 32 // Load dictionary with 0390 first 
038F: load_texture "TEC9" as 33 // Load dictionary with 0390 first 
038F: load_texture "CUNTGUN" as 34 // Load dictionary with 0390 first 
038F: load_texture "SNIPER" as 35 // Load dictionary with 0390 first 
038F: load_texture "ROCKETL" as 36 // Load dictionary with 0390 first 
038F: load_texture "HSEEKER" as 37 // Load dictionary with 0390 first 
038F: load_texture "FLAMET" as 38 // Load dictionary with 0390 first 
038F: load_texture "MINIGUN" as 39 // Load dictionary with 0390 first 
038F: load_texture "SATCHEL" as 40 // Load dictionary with 0390 first 
038F: load_texture "DETNATR" as 41 // Load dictionary with 0390 first 
038F: load_texture "SPRAYC" as 42 // Load dictionary with 0390 first 
038F: load_texture "FXTING" as 43 // Load dictionary with 0390 first 
038F: load_texture "CAMERA" as 44 // Load dictionary with 0390 first 
038F: load_texture "NVGOGLS" as 45 // Load dictionary with 0390 first 
038F: load_texture "IRGOGLS" as 46 // Load dictionary with 0390 first 
038F: load_texture "PARCHUT" as 47 // Load dictionary with 0390 first 
038F: load_texture "DRAW" as 49 // Load dictionary with 0390 first 
038F: load_texture "HP" as 51 // Load dictionary with 0390 first 
038F: load_texture "ARMOUR" as 52 // Load dictionary with 0390 first 
038F: load_texture "FREN" as 53 // Load dictionary with 0390 first 
038F: load_texture "130" as 54 // Load dictionary with 0390 first 
0390: load_txd_dictionary 'HEAL' 
038F: load_texture "160" as 60 // Load dictionary with 0390 first 
038F: load_texture "155" as 61 // Load dictionary with 0390 first 
038F: load_texture "150" as 62 // Load dictionary with 0390 first 
038F: load_texture "145" as 63 // Load dictionary with 0390 first 
038F: load_texture "140" as 64 // Load dictionary with 0390 first 
038F: load_texture "135" as 65 // Load dictionary with 0390 first 
038F: load_texture "130" as 66 // Load dictionary with 0390 first 
038F: load_texture "125" as 67 // Load dictionary with 0390 first 
038F: load_texture "120" as 68 // Load dictionary with 0390 first 
038F: load_texture "115" as 69 // Load dictionary with 0390 first 
038F: load_texture "110" as 70 // Load dictionary with 0390 first 
038F: load_texture "105" as 71 // Load dictionary with 0390 first 
038F: load_texture "100" as 72 // Load dictionary with 0390 first 
038F: load_texture "95" as 73 // Load dictionary with 0390 first 
038F: load_texture "90" as 74 // Load dictionary with 0390 first 
038F: load_texture "85" as 75 // Load dictionary with 0390 first 
038F: load_texture "80" as 76 // Load dictionary with 0390 first 
038F: load_texture "75" as 77 // Load dictionary with 0390 first 
038F: load_texture "70" as 78 // Load dictionary with 0390 first 
038F: load_texture "65" as 79 // Load dictionary with 0390 first 
038F: load_texture "60" as 80 // Load dictionary with 0390 first 
038F: load_texture "55" as 81 // Load dictionary with 0390 first 
038F: load_texture "50" as 82 // Load dictionary with 0390 first 
038F: load_texture "45" as 83 // Load dictionary with 0390 first 
038F: load_texture "40" as 84 // Load dictionary with 0390 first 
038F: load_texture "35" as 85 // Load dictionary with 0390 first 
038F: load_texture "30" as 86 // Load dictionary with 0390 first 
038F: load_texture "25" as 87 // Load dictionary with 0390 first 
038F: load_texture "20" as 88 // Load dictionary with 0390 first 
038F: load_texture "15" as 89 // Load dictionary with 0390 first 
038F: load_texture "10" as 90 // Load dictionary with 0390 first 
038F: load_texture "05" as 91 // Load dictionary with 0390 first 
038F: load_texture "0" as 92 // Load dictionary with 0390 first 
0390: load_txd_dictionary 'BRON' 
038F: load_texture "100" as 93 // Load dictionary with 0390 first 
038F: load_texture "95" as 94 // Load dictionary with 0390 first 
038F: load_texture "90" as 95 // Load dictionary with 0390 first 
038F: load_texture "85" as 96 // Load dictionary with 0390 first 
038F: load_texture "80" as 97 // Load dictionary with 0390 first 
038F: load_texture "75" as 98 // Load dictionary with 0390 first 
038F: load_texture "70" as 99 // Load dictionary with 0390 first 
038F: load_texture "65" as 100 // Load dictionary with 0390 first 
038F: load_texture "60" as 101 // Load dictionary with 0390 first 
038F: load_texture "55" as 102 // Load dictionary with 0390 first 
038F: load_texture "50" as 103 // Load dictionary with 0390 first 
038F: load_texture "45" as 104 // Load dictionary with 0390 first 
038F: load_texture "40" as 105 // Load dictionary with 0390 first 
038F: load_texture "35" as 106 // Load dictionary with 0390 first 
038F: load_texture "30" as 107 // Load dictionary with 0390 first 
038F: load_texture "25" as 108 // Load dictionary with 0390 first 
038F: load_texture "20" as 109 // Load dictionary with 0390 first 
038F: load_texture "15" as 110 // Load dictionary with 0390 first 
038F: load_texture "10" as 111 // Load dictionary with 0390 first 
038F: load_texture "05" as 112 // Load dictionary with 0390 first 
038F: load_texture "0" as 113 // Load dictionary with 0390 first 

:$NONAME_2525
09BA: show_entered_zone_name 0 
09B9: show_entered_car_name 0 
return 

В общем нужно переместить иконки оружие в клео худе Lowrider

с текущей зоны, примерно туда где сейчас находится зона с бабками зв и прочим.

Помогите плз :)

Простите за длинное сообщение, я хз как спойлеры делать.

 

Сделаю за игровую валюту GalaxY3

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Всем привет. Хочу отредактировать с_худ,но непойму как это сделать .

Дело в том что я хочу полоску с хп чуть выше радара,а иконки правее,на скрине показал все

Могу оплатить игровой валютой на гу2

 

 

samp348png_8691589_9727086.png

 

 

Вот ребята сделал полоску хп,но не знаю как ее засунуть,сейчас залью саму полоску

 

samp353png_4280377_9737703.jpg

 

ссылка на хп  

http://rghost.ru/50193705

 

samp349png_5966328_9727211.jpg

 


 

 

Вот сам с_худ 

Изменено пользователем Die_Fen1kc

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Бараш можешь ли ты отредактировать скрипт acvet который в модификациях клео? Сделай его плз для СФ 2.3

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Бараш можешь ли ты отредактировать скрипт acvet который в модификациях клео? Сделай его плз для СФ 2.3

зачем переделовать Ацвет,если можна просто самфункс 2.6 скачать,он также хорошо работает как 2.3

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зачем переделовать Ацвет,если можна просто самфункс 2.6 скачать,он также хорошо работает как 2.3

2.6 запрещён

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Посмотрел сообщения выше.

{$CLEO}
 
0000:
 
if 8AF7: get_samp_base_to 33@
then 0A93: end_custom_thread
end
repeat
    wait 400
until 0AFA: is_samp_structures_available
 
repeat
    wait 0
until Player.Defined(0)

8AAB: not file_exists "cleo\ini\cvet.ini"
else_jump @TURRET_164
0AF1: write_int 35 to_ini_file "cleo\ini\cvet.ini" section "Settings" key "cvet" //IF and SET
 
:TURRET_164
0AF0: 22@ = get_int_from_ini_file "cleo\ini\cvet.ini" section "Settings" key "cvet" //IF and SET
 
while true
    wait 0
    repeat
        wait 0
        0@ = SAMP.GetGamestate()
    until 0@ == 4
   
    if 0AB1: @IsActive 0
    jf continue
 
    wait 500
    0AF9: say "/cvet %d" 22@
   
    while 0AB1: @IsActive 0
        wait 0
        0@ = SAMP.GetGamestate()
        if 0@ == 4
        jf break
    end
end
 
:IsActive
0@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
0@ = SAMP.GetPlayerStruct(0@)
// 0C0C: 0@ = struct 0@ offset 244 size 4
// OR:
0@ += 244
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
if 0@ == 1
then
    0485:  return_true
    0AB2: 0 1
end
 
059A:  return_false
0AB2: 0

:dead
wait 0 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @dead
wait 3500
0AF9: samp say_msg "/cvet %d" 22@

:dead2
wait 0 
if 
not Actor.Dead($PLAYER_ACTOR) 
else_jump @dead2 
jump @dead

Исходник acvet.cs

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Посмотрел сообщения выше.

 

{$CLEO}
 
0000:
 
if 8AF7: get_samp_base_to 33@
then 0A93: end_custom_thread
end
repeat
    wait 400
until 0AFA: is_samp_structures_available
 
repeat
    wait 0
until Player.Defined(0)

8AAB: not file_exists "cleo\ini\cvet.ini"
else_jump @TURRET_164
0AF1: write_int 35 to_ini_file "cleo\ini\cvet.ini" section "Settings" key "cvet" //IF and SET
 
:TURRET_164
0AF0: 22@ = get_int_from_ini_file "cleo\ini\cvet.ini" section "Settings" key "cvet" //IF and SET
 
while true
    wait 0
    repeat
        wait 0
        0@ = SAMP.GetGamestate()
    until 0@ == 4
   
    if 0AB1: @IsActive 0
    jf continue
 
    wait 500
    0AF9: say "/cvet %d" 22@
   
    while 0AB1: @IsActive 0
        wait 0
        0@ = SAMP.GetGamestate()
        if 0@ == 4
        jf break
    end
end
 
:IsActive
0@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
0@ = SAMP.GetPlayerStruct(0@)
// 0C0C: 0@ = struct 0@ offset 244 size 4
// OR:
0@ += 244
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
if 0@ == 1
then
    0485:  return_true
    0AB2: 0 1
end
 
059A:  return_false
0AB2: 0

:dead
wait 0 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @dead
wait 3500
0AF9: samp say_msg "/cvet %d" 22@

:dead2
wait 0 
if 
not Actor.Dead($PLAYER_ACTOR) 
else_jump @dead2 
jump @dead
Исходник acvet.cs
Я нуб в этом(((, но что это значит?
  • Лайк 1

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1. Название модифакации: HUD Vagos by Vadya

2. Video/Screenshot: [screen]: [Screan]

3. Ссылка на VT: [VT]: [VT]

4. Ссылка на скачивание: [MediaFire]

 

Совместите Худ с постоянным прицелом, который как у скайлайна, Please  :dg:

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Сделай плиз чтоб в этом худе не было пост прицела.

C_Hud + Постоянный прицел by Wh_SkyLine 
Screen
VT
Download

Изменено пользователем 37rus37

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кто.нибудь помогите отредоктировать HUD что б строка с деньгами была внизу

Скачай Interface Editor Visual и передвинь сам себе деньги.

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1. Damage.cs by SyXcho. Края экрана загaраются красным при попадании в Вас. (Закинуть в папку CLEO)

2. _

3. VT

4. DL

 

Возможно ли в этом скрипте сделать, так, чтоб края загорались, если снимается не 1 хп, а 2 и более 

Давно писал об этом Барашику, он обещал сделать, но видно забыл.  

Ребят, кто шарит в скриптинге, просим помощи. Лайками не обидим. :)

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Хочу поменять управление CamHackom, Именно: W- вперёд, S- назад, А - влево,D- вправо, SPACE - вверх, L.SHIFT- вниз, On/Off - Alt+С
ещё что бы при активации, скин замораживался.

За ранее спасибо

Вот ссылка на скачку CamHack`a

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Хочу поменять управление CamHackom, Именно: W- вперёд, S- назад, А - влево,D- вправо, SPACE - вверх, L.SHIFT- вниз, On/Off - Alt+С
ещё что бы при активации, скин замораживался.

За ранее спасибо

Вот ссылка на скачку CamHack`a

 

1. Название модификации: New CamHack

2. Video/Screenshot: -

3. Ссылка на VT: -

4. Ссылка на скачивание: ClicK

 

Управление/Функционал:

 

Управление: WASD - Движение камерой.

 

QE - вверх/вниз

R - ускорение

Активация на NUM0

 

(При входе в режим CamHack вас автоматически замораживает, чтобы вы не бегали при движении камеры, так же при выходе из режима CamHack вас размораживает.)

 

 

 

------

 

1. Название модификации: New CamHack (version 2)

2. Video/Screenshot: -

3. Ссылка на VT: -

4. Ссылка на скачивание: ClicK

 

Управление/Функционал:

 

Управление: WASD - Движение камерой.

 

l.shift - вниз

Space(Пробел) - вверх

R - ускорение

Активация на F12

 

(При входе в режим CamHack вас автоматически замораживает, чтобы вы не бегали при движении камеры, так же при выходе из режима CamHack вас размораживает.)

 

Изменено пользователем КОРМ

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