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Grand Theft Auto: San Andreas 26.10.2004

GTA SA "Dodge Diplomat FBI"

Довольно-таки интересный Dodge Diplomat на замену джипа ФБР.

Комментарии: 4
Ваш комментарий

В игре не очень,но лайкну

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Я, кстати, хотел еще в архив кинуть скрипт, который "выгоняет" ФБРку патрулировать город! Ели надо - ссылку дам!

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Не, не дам! Дам только код в следующем комменте! А вы с помощью Sanny Builder 3 запилите CS файл!

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{$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 03A4: name_thread 'SAUC' 0006: 4@ = 490 0006: 5@ = 346 0006: 7@ = 250 0006: 8@ = 183 :SAUC_43 0001: wait 5000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAUC_43 077E: get_active_interior_to 9@ 00D6: if and 0039: 9@ == 0 0038: $= 0 004D: jump_if_false @SAUC_43 :SAUC_94 0001: wait 0 ms 0006: 0@ = -1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAUC_94 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset -200.0 200.0 0.0 04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset 200.0 400.0 0.0 053E: 0@ = get_random_car_with_model -1 in_rectangle_cornerA 11@ 12@ cornerB 14@ 15@ 00D6: if 8039: not 0@ == -1 004D: jump_if_false @SAUC_223 0002: jump @SAUC_325 :SAUC_223 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset -200.0 -200.0 0.0 04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset 200.0 -400.0 0.0 053E: 0@ = get_random_car_with_model -1 in_rectangle_cornerA 11@ 12@ cornerB 14@ 15@ 00D6: if 8039: not 0@ == -1 004D: jump_if_false @SAUC_94 0002: jump @SAUC_325 :SAUC_325 0407: store_coords_to 17@ 18@ 19@ from_car 0@ with_offset 0.0 0.0 0.0 0174: 10@ = car 0@ Z_angle 0050: gosub @SAUC_1749 0247: load_model 4@ 0247: load_model 7@ 0247: load_model 8@ 0247: load_model 5@ 0247: load_model #COLT45 :SAUC_394 0001: wait 0 ms 00D6: if and 0248: model 4@ available 0248: model 7@ available 0248: model 8@ available 0248: model 5@ available 0248: model #COLT45 available 004D: jump_if_false @SAUC_394 00A6: destroy_car 0@ 00A5: 1@ = create_car 4@ at 17@ 18@ 19@ 0129: 2@ = create_actor_pedtype 6 model 7@ in_car 1@ driverseat 01C8: 3@ = create_actor_pedtype 6 model 8@ in_car 1@ passenger_seat 0 01B2: give_actor 2@ weapon 22 ammo 99999 // Load the weapon model before using this 02E2: set_actor 2@ weapon_accuracy_to 100 01B2: give_actor 3@ weapon 22 ammo 99999 // Load the weapon model before using this 02E2: set_actor 3@ weapon_accuracy_to 100 0223: set_actor 2@ health_to 100 0223: set_actor 3@ health_to 100 0175: set_car 1@ Z_angle_to 10@ 0249: release_model 4@ 0249: release_model 7@ 0249: release_model 8@ 0249: release_model 5@ 0249: release_model #COLT45 0407: store_coords_to 21@ 22@ 23@ from_car 1@ with_offset 0.0 1000.0 0.0 02AC: set_car 1@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 00A7: car 1@ drive_to 21@ 22@ 23@ 00AD: set_car 1@ max_speed_to 30.0 00A9: set_car 1@ to_normal_driver 00AF: set_car 1@ driver_behaviour_to 1 00AE: set_car 1@ traffic_behaviour_to 4 0006: 33@ = 5000 0006: 32@ = 0 0006: 25@ = 0 020A: set_car 1@ door_status_to 4 :SAUC_685 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAUC_1727 00D6: if and 8119: not car 1@ wrecked 82BF: not car 1@ sunk 81F4: not car 1@ flipped 004D: jump_if_false @SAUC_1727 00D6: if and 8118: not actor 2@ dead 8118: not actor 3@ dead 00DB: actor 2@ in_car 1@ 00DB: actor 3@ in_car 1@ 004D: jump_if_false @SAUC_1503 00D6: if and 0039: 9@ == 0 0038: $= 0 004D: jump_if_false @SAUC_1727 00D6: if or 00DB: actor $PLAYER_ACTOR in_car 1@ 8202: not actor $PLAYER_ACTOR near_car 1@ radius 450.0 450.0 flag 0 010F: player $PLAYER_CHAR wanted_level > 5 004D: jump_if_false @SAUC_846 0002: jump @SAUC_1727 :SAUC_846 00D6: if and 810F: not player $PLAYER_CHAR wanted_level > 0 051C: car 1@ damaged_by_actor $PLAYER_ACTOR 004D: jump_if_false @SAUC_879 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :SAUC_879 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @SAUC_959 00D6: if 0019: 33@ > 5000 004D: jump_if_false @SAUC_1021 0006: 33@ = 0 00A8: set_car 1@ to_psycho_driver 00AD: set_car 1@ max_speed_to 100.0 00AF: set_car 1@ driver_behaviour_to 6 00AE: set_car 1@ traffic_behaviour_to 6 0002: jump @SAUC_1021 :SAUC_959 00D6: if 051C: car 1@ damaged_by_actor $PLAYER_ACTOR 004D: jump_if_false @SAUC_985 0002: jump @SAUC_685 :SAUC_985 00AD: set_car 1@ max_speed_to 30.0 00A9: set_car 1@ to_normal_driver 00AF: set_car 1@ driver_behaviour_to 1 00AE: set_car 1@ traffic_behaviour_to 4 0002: jump @SAUC_1021 :SAUC_1021 00D6: if 0039: 25@ == 0 004D: jump_if_false @SAUC_1091 00D6: if and 0202: actor $PLAYER_ACTOR near_car 1@ radius 10.0 10.0 flag 0 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @SAUC_685 0006: 32@ = 0 0006: 25@ = 1 :SAUC_1091 00D6: if and 0039: 25@ == 1 0019: 32@ > 5000 004D: jump_if_false @SAUC_1223 00D6: if 0202: actor $PLAYER_ACTOR near_car 1@ radius 10.0 10.0 flag 0 004D: jump_if_false @SAUC_1322 0006: 32@ = 0 0006: 25@ = 0 020A: set_car 1@ door_status_to 0 0633: AS_actor 2@ exit_car 0633: AS_actor 3@ exit_car 0961: unknown_actor 2@ flag 1 0961: unknown_actor 3@ flag 1 06E4: AS_actor 2@ attempt_to_bust_actor $PLAYER_ACTOR 06E4: AS_actor 3@ attempt_to_bust_actor $PLAYER_ACTOR 020A: set_car 1@ door_status_to 0 0002: jump @SAUC_1336 :SAUC_1223 00D6: if or 051A: actor 2@ damaged_by_actor $PLAYER_ACTOR 051A: actor 3@ damaged_by_actor $PLAYER_ACTOR 0611: actor $PLAYER_ACTOR performing_animation "CAR_DOORLOCKED_LHS" 0611: actor $PLAYER_ACTOR performing_animation "CAR_DOORLOCKED_RHS" 004D: jump_if_false @SAUC_685 0006: 32@ = 0 0006: 25@ = 6000 0002: jump @SAUC_685 :SAUC_1322 0006: 25@ = 0 0002: jump @SAUC_685 :SAUC_1336 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAUC_1727 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @SAUC_1727 00D6: if or 8118: not actor 2@ dead 8118: not actor 3@ dead 004D: jump_if_false @SAUC_1727 00D6: if or 0104: actor $PLAYER_ACTOR near_actor 2@ radius 70.0 70.0 70.0 sphere 0 0104: actor $PLAYER_ACTOR near_actor 3@ radius 70.0 70.0 70.0 sphere 0 004D: jump_if_false @SAUC_1727 00D6: if and 8118: not actor 2@ dead 8118: not actor 3@ dead 004D: jump_if_false @SAUC_1477 :SAUC_1477 00D6: if 0019: 33@ > 5000 004D: jump_if_false @SAUC_1336 0006: 33@ = 0 :SAUC_1503 00D6: if 010F: player $PLAYER_CHAR wanted_level > -1 004D: jump_if_false @SAUC_1727 00D6: if and 8118: not actor 2@ dead 0104: actor $PLAYER_ACTOR near_actor 2@ radius 70.0 70.0 70.0 sphere 0 004D: jump_if_false @SAUC_1633 00D6: if and 00DB: actor 2@ in_car 1@ 0104: actor $PLAYER_ACTOR near_actor 2@ radius 30.0 30.0 70.0 sphere 0 004D: jump_if_false @SAUC_1618 020A: set_car 1@ door_status_to 0 0633: AS_actor 2@ exit_car :SAUC_1618 0961: unknown_actor 2@ flag 1 06E4: AS_actor 2@ attempt_to_bust_actor $PLAYER_ACTOR :SAUC_1633 00D6: if and 8118: not actor 3@ dead 0104: actor $PLAYER_ACTOR near_actor 3@ radius 70.0 70.0 70.0 sphere 0 004D: jump_if_false @SAUC_1727 00D6: if 00DB: actor 3@ in_car 1@ 004D: jump_if_false @SAUC_1705 020A: set_car 1@ door_status_to 0 0633: AS_actor 3@ exit_car :SAUC_1705 0961: unknown_actor 3@ flag 1 06E4: AS_actor 3@ attempt_to_bust_actor $PLAYER_ACTOR 0002: jump @SAUC_1336 :SAUC_1727 01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 01C3: remove_references_to_car 1@ // Like turning a car into any random car 0002: jump @SAUC_43 :SAUC_1749 0209: 6@ = random_int_in_ranges 0 6 0871: init_jump_table 6@ total_jumps 7 default_jump 0 @SAUC_1821 jumps 0 @SAUC_1821 1 @SAUC_1836 2 @SAUC_1851 3 @SAUC_1866 4 @SAUC_1881 5 @SAUC_1896 6 @SAUC_1911 :SAUC_1821 0006: 4@ = 490 0002: jump @SAUC_1926 :SAUC_1836 0006: 4@ = 490 0002: jump @SAUC_1926 :SAUC_1851 0006: 4@ = 490 0002: jump @SAUC_1926 :SAUC_1866 0006: 4@ = 490 0002: jump @SAUC_1926 :SAUC_1881 0006: 4@ = 490 0002: jump @SAUC_1926 :SAUC_1896 0006: 4@ = 490 0002: jump @SAUC_1926 :SAUC_1911 0006: 4@ = 490 0002: jump @SAUC_1926 :SAUC_1926 0209: 6@ = random_int_in_ranges 0 15 0871: init_jump_table 6@ total_jumps 16 default_jump 0 @SAUC_2063 jumps 0 @SAUC_2063 1 @SAUC_2078 2 @SAUC_2093 3 @SAUC_2107 4 @SAUC_2122 5 @SAUC_2137 6 @SAUC_2152 0872: jump_table_jumps 7 @SAUC_2166 8 @SAUC_2180 9 @SAUC_2194 10 @SAUC_2209 11 @SAUC_2223 12 @SAUC_2237 13 @SAUC_2251 14 @SAUC_2266 15 @SAUC_2280 :SAUC_2063 0006: 7@ = 184 0002: jump @SAUC_2294 :SAUC_2078 0006: 7@ = 183 0002: jump @SAUC_2294 :SAUC_2093 0006: 7@ = 122 0002: jump @SAUC_2294 :SAUC_2107 0006: 7@ = 128 0002: jump @SAUC_2294 :SAUC_2122 0006: 7@ = 206 0002: jump @SAUC_2294 :SAUC_2137 0006: 7@ = 250 0002: jump @SAUC_2294 :SAUC_2152 0006: 7@ = 59 0002: jump @SAUC_2294 :SAUC_2166 0006: 7@ = 121 0002: jump @SAUC_2294 :SAUC_2180 0006: 7@ = 73 0002: jump @SAUC_2294 :SAUC_2194 0006: 7@ = 182 0002: jump @SAUC_2294 :SAUC_2209 0006: 7@ = 55 0002: jump @SAUC_2294 :SAUC_2223 0006: 7@ = 60 0002: jump @SAUC_2294 :SAUC_2237 0006: 7@ = 100 0002: jump @SAUC_2294 :SAUC_2251 0006: 7@ = 250 0002: jump @SAUC_2294 :SAUC_2266 0006: 7@ = 28 0002: jump @SAUC_2294 :SAUC_2280 0006: 7@ = 29 0002: jump @SAUC_2294 :SAUC_2294 0209: 6@ = random_int_in_ranges 0 15 0871: init_jump_table 6@ total_jumps 16 default_jump 0 @SAUC_2431 jumps 0 @SAUC_2431 1 @SAUC_2446 2 @SAUC_2460 3 @SAUC_2474 4 @SAUC_2489 5 @SAUC_2504 6 @SAUC_2519 0872: jump_table_jumps 7 @SAUC_2533 8 @SAUC_2547 9 @SAUC_2561 10 @SAUC_2576 11 @SAUC_2590 12 @SAUC_2605 13 @SAUC_2620 14 @SAUC_2635 15 @SAUC_2649 :SAUC_2431 0006: 8@ = 242 0002: jump @SAUC_2664 :SAUC_2446 0006: 8@ = 64 0002: jump @SAUC_2664 :SAUC_2460 0006: 8@ = 47 0002: jump @SAUC_2664 :SAUC_2474 0006: 8@ = 151 0002: jump @SAUC_2664 :SAUC_2489 0006: 8@ = 219 0002: jump @SAUC_2664 :SAUC_2504 0006: 8@ = 186 0002: jump @SAUC_2664 :SAUC_2519 0006: 8@ = 40 0002: jump @SAUC_2664 :SAUC_2533 0006: 8@ = 90 0002: jump @SAUC_2664 :SAUC_2547 0006: 8@ = 101 0002: jump @SAUC_2664 :SAUC_2561 0006: 8@ = 238 0002: jump @SAUC_2664 :SAUC_2576 0006: 8@ = 91 0002: jump @SAUC_2664 :SAUC_2590 0006: 8@ = 131 0002: jump @SAUC_2664 :SAUC_2605 0006: 8@ = 181 0002: jump @SAUC_2664 :SAUC_2620 0006: 8@ = 233 0002: jump @SAUC_2664 :SAUC_2635 0006: 8@ = 30 0002: jump @SAUC_2664 :SAUC_2649 0006: 8@ = 150 0002: jump @SAUC_2664 :SAUC_2664 0051: return

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