CLEO,看看前面哪里出错了。
本帖最后由 mika 于 2016-11-6 16:35 编辑进入红圈就死机。
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread 'MIKA'
:MIKA_11
wt 0
if
$ONMISSION == 0
jf @MIKA_11
jt @MIKA_2
:MIKA_2
wt 0
if
00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -531.8197 -103.0165 63.2969 radius 80.0 100.0 60.0
jf @MIKA_2
jt @MIKA_12
:MIKA_12
wt 0
30@ = Audiostream.Load("CLEO\MIKABGM\PBGM2.MP3")
Audiostream.PerformAction(30@, PLAY)
jt @MIKA_13
:MIKA_13
wt 0
023C: load_special_actor 'M1' as 1 // models 290-299
023C: load_special_actor 'M2' as 2 // models 290-299
023C: load_special_actor 'M3' as 3 // models 290-299
023C: load_special_actor 'M4' as 4 // models 290-299
Model.Load(#KNIFECUR)
038B: load_requested_models
wt 1
1@ = Actor.Create(Mission1, #SPECIAL01, -523.8588, -99.8305, 63.2969)
2@ = Actor.Create(Mission1, #SPECIAL02, -535.1231, -98.8218, 63.2969)
3@ = Actor.Create(Mission1, #SPECIAL03, -502.588, -113.3636, 64.5385)
4@ = Actor.Create(Mission1, #SPECIAL04, -530.2788, -105.8785, 63.2969)
5@ = Actor.Create(Mission1, #SPECIAL01, -489.1268, -100.1853, 62.125)
6@ = Actor.Create(Mission1, #SPECIAL02, -487.6706, -152.3003, 75.5642)
7@ = Actor.Create(Mission1, #SPECIAL03, -497.5461, -88.525, 64.7072)
8@ = Actor.Create(Mission1, #SPECIAL04, -486.3074, -119.8356, 65.2261)
Actor.Health(1@) = 1000
Actor.Health(5@) = 1000
Actor.Health(2@) = 800
Actor.Health(3@) = 900
Actor.Health(4@) = 800
Actor.Health(6@) = 900
Actor.Health(7@) = 800
Actor.Health(8@) = 900
02E0: actor 1@ aggressive
02E0: actor 2@ aggressive
02E0: actor 3@ aggressive
02E0: actor 4@ aggressive
02E0: actor 5@ aggressive
02E0: actor 6@ aggressive
02E0: actor 7@ aggressive
02E0: actor 8@ aggressive
0446: set_actor 1@ immune_to_headshots 1
0446: set_actor 2@ immune_to_headshots 1
0446: set_actor 3@ immune_to_headshots 1
0446: set_actor 4@ immune_to_headshots 1
0446: set_actor 5@ immune_to_headshots 1
0446: set_actor 6@ immune_to_headshots 1
0446: set_actor 7@ immune_to_headshots 1
0446: set_actor 8@ immune_to_headshots 1
if
Model.Available(#KNIFECUR)
jf @MIKA_13
01B9: set_actor 1@ armed_weapon_to 4
01B9: set_actor 5@ armed_weapon_to 4
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR
jt @MIKA_14
:MIKA_14
wt 0
if
Actor.Dead($PLAYER_ACTOR)
jf @MIKA_15
wt 60000
jt @MIKA_11
:MIKA_15
wt 0
if
00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -531.8197 -103.0165 63.2969 radius 150.0 150.0 150.0
jf @MIKA_11
jt @MIKA_16
:MIKA_16
wt 0
if and
Actor.Dead(1@)
Actor.Dead(2@)
Actor.Dead(3@)
Actor.Dead(4@)
Actor.Dead(5@)
Actor.Dead(6@)
Actor.Dead(7@)
Actor.Dead(8@)
jf @MIKA_16
Audiostream.PerformAction(30@, STOP)
jt @MIKA_17
:MIKA_17
wt 0
023C: load_special_actor 'MBOSS2' as 5 // models 290-299
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.5)
9@ = Actor.Create(Mission1, #SPECIAL05, -486.3074, -119.8356, 65.2261)
Actor.Angle(9@) = 87.7931
Actor.WeaponAccuracy(9@) = 100
0332: set_actor 9@ bleeding 1
0446: set_actor 9@ dismemberment_possible 0
07DD: set_actor 9@ attack_rate 100 // previously known as temper_to
02E0: actor 9@ firing_weapon
0A09: set_actor 9@ muted 1 // versionB
0946: set_actor 9@ actions_uninterupted_by_weapon_fire 1
03FE: set_actor 9@ money 0
Actor.Health(9@) = 2200
31@ = Audiostream.Load("CLEO\MIKABGM\PBGM3.MP3")
Audiostream.PerformAction(31@, PLAY)
05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR
Camera.OnPed(9@, 15, 1)
wt 4000
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Camera.Restore_WithJumpCut
jt @MIKA_18
:MIKA_18
wt 0
if or
Actor.Animation(9@) == "FIGHTA_1"
Actor.Animation(9@) == "FIGHTA_2"
Actor.Animation(9@) == "FIGHTA_3"
jf @MIKA_18
0209: 10@ = random_int_in_ranges 1 3
jt @MIKA_19
:MIKA_19
wt 0
if
10@ == 1
jf @MIKA_20
if
not Actor.Dead(9@)
jf @MIKA_30
jt @MIKA_42
:MIKA_42
wt 0
029B: 12@ = init_object 1608 at 0.0 0.0 0.0
070A: AS_actor 9@ attach_to_object 12@ offset 0.04 0.1 0.05 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1
04C4: store_coords_to 3@ 4@ 5@ from_actor $PLAYER_ACTOR with_offset 0.0 0.1 0.0
020C: create_explosion_with_radius 4 at 3@ 4@ 5@
wt 1000
0108: destroy_object 12@
jt @MIKA_18
:MIKA_20
wt 0
if
10@ == 2
jf @MIKA_21
if
not Actor.Dead(9@)
jf @MIKA_30
wait 0
029B: 13@ = init_object 3044 at 0.0 0.0 0.0
070A: AS_actor 9@ attach_to_object 13@ offset 0.04 0.1 0.05 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1
jt @MIKA_23
:MIKA_23
wait 0
04ED: load_animation "GANGS"
jt @MIKA_24
:MIKA_24
if
04EE: animation "GANGS" loaded
jf @MIKA_23
jt @MIKA_25
:MIKA_25
wt 0
0605: actor 9@ perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000
wt 2000
0669: 14@ = attach_particle "EXHALE" to_actor 9@ with_offset 0.05 0.0 -0.05 type 2
0883: attach_particle 14@ to_actor 9@ mode 5
064C: make_particle 14@ visible
wt 1000
0650: destroy_particle 14@
wt 1000
020C: create_explosion_with_radius 4 at 3@ 4@ 5@
jt @MIKA_18
:MIKA_21
wt 0
if
10@ == 3
jf @MIKA_19
if
not Actor.Dead(9@)
jf @MIKA_30
jt @MIKA_22
:MIKA_22
wt 0
jt @MIKA_18
:MIKA_30
wt 2000
023C: load_special_actor 'MBOSS' as 9 // models 290-299
Audiostream.PerformAction(31@, STOP)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
16@ = Actor.Create(Mission1, #SPECIAL09, -535.1231, -98.8218, 63.2969)
Actor.Angle(16@) = 128.8139
Actor.WeaponAccuracy(16@) = 100
0332: set_actor 16@ bleeding 1
0446: set_actor 16@ dismemberment_possible 0
07DD: set_actor 16@ attack_rate 100 // previously known as temper_to
02E0: actor 16@ firing_weapon
0A09: set_actor 16@ muted 1 // versionB
0946: set_actor 16@ actions_uninterupted_by_weapon_fire 1
03FE: set_actor 16@ money 0
Actor.Health(16@) = 3100
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR
Camera.OnPed(16@, 15, 1)
Actor.SetImmunities(16@, 0, 1, 0, 1, 0)
wt 4000
Camera.Restore_WithJumpCut
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
32@ = Audiostream.Load("CLEO\MIKABGM\PBGM4.MP3")
Audiostream.PerformAction(32@, PLAY)
jt @MIKA_31
:MIKA_31
wt 0
if or
Actor.Animation(16@) == "FIGHTA_1"
Actor.Animation(16@) == "FIGHTA_2"
Actor.Animation(16@) == "FIGHTA_3"
jf @MIKA_31
0209: 17@ = random_int_in_ranges 1 3
jt @MIKA_32
:MIKA_32
if
10@ == 1
jf @MIKA_34
if
not Actor.Dead(16@)
jf @MIKA_80
jt @MIKA_33
:MIKA_33
wt 0
if
0393: actor 16@ perform_animation "RUN_PLAYER" at 1.0 times_normal_rate
jf @MIKA_33
04C4: store_coords_to 7@ 8@ 9@ from_actor 16@ with_offset 0.0 0.3 0.3
020C: create_explosion_with_radius 3 at 7@ 8@ 9@
jt @MIKA_34
:MIKA_34
if
10@ == 2
jf @MIKA_36
if
not Actor.Dead(16@)
jf @MIKA_80
jt @MIKA_35
:MIKA_35
wt 0
04C4: store_coords_to 10@ 11@ 12@ from_actor 16@ with_offset 0.04 0.1 0.05
04C4: store_coords_to 12@ 13@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.8 0.0
Actor.PutAt(16@, 12@, 13@, 14@)
06B1: 20@ = create_searchlight_at 10@ 11@ 12@ radius 0.3 target 1@ 2@ 3@ radius 1.0
020C: create_explosion_with_radius 2 at 1@ 2@ 3@
Camera.Shake(1000)
jt @MIKA_31
:MIKA_36
wt 0
if
10@ == 3
jf @MIKA_32
jt @MIKA_31
:MIKA_80
wt 0
Audiostream.PerformAction(32@, STOP)
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
Actor.RemoveReferences(4@)
Actor.RemoveReferences(5@)
Actor.RemoveReferences(6@)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(16@)
wt 60000
jt @MIKA_11
似曾相识…… 霊0.0 发表于 2016-11-7 17:10
似曾相识……
{:5_144:} 本帖最后由 冰の爵士丶 于 2016-11-9 20:06 编辑
加个0248的判定试试
00D6: if and
0248: model #SPECIAL01 available
....
0248: model #SPECIAL05 available
jf
jp
也可以用
00D6: if and
023D: special_actor 1 loaded
..
023D: special_actor 5 loaded
jf
jp
确定模型可用先
冰の爵士丶 发表于 2016-11-9 18:42
加个0248的判定试试
00D6: if and
0248: model #SPECIAL01 available
之前在學的時候都會看到「確認模型可用」的句子
不加就一定會出問題嗎?
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