Exoit Geplaatst: 11 juli 2009 Rapport Geplaatst: 11 juli 2009 Hallo mensen, Ik heb een script en daar heb ik 3 actors in en daar staan markers boven. Nou alles leuk Ik krijg ze ook allemaal gekilld maarja dan..........ZE GAAN NIET WEG // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 DEFINE OBJECTS 2 DEFINE OBJECT SANNY BUILDER 3.04 DEFINE OBJECT CEETAH // Object number -1 DEFINE MISSIONS 0 DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 {$VERSION 3.1.0027} //-------------MAIN--------------- thread 'MAIN' 01F0: set_max_wanted_level_to 6 set_wb_check_to 0 00C0: set_current_time_hours_to 8 minutes_to 0 04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84 Camera.SetAtPos(2488.56, -1666.84, 13.38) $PLAYER_CHAR = Player.Create(#NULL, 2488.56, -1666.84, 13.38) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group Camera.SetBehindPlayer set_weather 0 wait 0 Player.SetClothes($PLAYER_CHAR, "BBALLJACKRSTAR", "BBJACK", Torso) Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs) Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes) Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head) Player.Build($PLAYER_CHAR) Player.CanMove($PLAYER_CHAR) = True fade 1 0 select_interior 0 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 03E6: remove_text_box :MODEL thread 'MODEL' Model.Load(#FCR900) Model.Load(#AK47) Model.Load(#BFYST) 038B: load_requested_models :MODEL_27 if or not Model.Available(#FCR900) not Model.Available(#AK47) not Model.Available(#BFYST) else_jump @MODEL_63 wait 0 jump @MODEL_27 :MODEL_63 0674: set_car_model #FCR900 numberplate "RUBEN" $FCR900 = Car.Create(#FCR900, 2458.248, -1659.026, 13.3047) Car.Angle($FCR900) = 270.0 Car.Health($FCR900) = 250 $M1 = Marker.CreateAboveCar($FCR900) 01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 100000 // Load the weapon model before using this 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 30 :MODEL_143 wait 0 Actor.InCar($PLAYER_ACTOR, $FCR900) else_jump @MODEL_143 Marker.Disable($M1) $COORDINAAT_X = 2100.96 $COORDINAAT_Y = -1366.837 $COORDINAAT_Z = 23.9844 $COORDINAAT = Marker.CreateIconAndSphere(0, $COORDINAAT_X, $COORDINAAT_Y, $COORDINAAT_Z) $T_TIME = 1000000 03C3: set_timer_to $T_TIME type 1 GXT 'BB_19' // global_variable // Time :MODEL_239 wait 0 if Car.Wrecked($FCR900) else_jump @MODEL_270 wait 0 jump @MODEL :MODEL_270 if 01AE: car $FCR900 sphere 0 near_point $COORDINAAT_X $COORDINAAT_Y radius 5.0 5.0 stopped else_jump @MODEL_239 wait 0 10@ = Actor.Create(CIVFEMALE, #BFYST, 2094.35, -1342.952, 23.9844) 9@ = Actor.Create(CIVFEMALE, #BFYST, 2094.35, -1342.952, 23.9844) 8@ = Actor.Create(CIVFEMALE, #BFYST, 2094.35, -1342.952, 23.9844) Marker.Disable($COORDINAAT) Actor.Angle(10@) = 88.44 Actor.Angle(9@) = 90.0 Actor.Angle(8@) = 0.0 $MARKER = Marker.CreateAboveActor(10@) $MARKER = Marker.CreateAboveActor(9@) $MARKER = Marker.CreateAboveActor(8@) Actor.WeaponAccuracy(10@) = 50 Actor.WeaponAccuracy(9@) = 50 Actor.WeaponAccuracy(8@) = 50 Actor.Health(10@) = 250 Actor.Health(9@) = 250 Actor.Health(8@) = 250 01B2: give_actor 10@ weapon 30 ammo 1000 // Load the weapon model before using this 01B2: give_actor 9@ weapon 30 ammo 1000 // Load the weapon model before using this 01B2: give_actor 8@ weapon 30 ammo 1000 // Load the weapon model before using this 01B9: set_actor 10@ armed_weapon_to 30 01B9: set_actor 9@ armed_weapon_to 30 01B9: set_actor 8@ armed_weapon_to 30 05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR :MODEL_559 wait 0 Actor.Dead(10@) Actor.Dead(9@) Actor.Dead(8@) else_jump @MODEL_559 0394: play_music 1 01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~ 014F: stop_timer $T_TIMER Player.Money($PLAYER_CHAR) += 10000 Model.Destroy(#FCR900) Model.Destroy(#AK47) Model.Destroy(#BFYST) Model.Destroy(#BFYST) Model.Destroy(#BFYST) Marker.Disable($MARKER1) Marker.Disable($MARKER2) Marker.Disable($MARKER3) end_thread Wat is verkeerd? Reageren
Bierbuikje Geplaatst: 11 juli 2009 Rapport Geplaatst: 11 juli 2009 (bewerkt) :MODEL thread 'MODEL' Model.Load(#FCR900) Model.Load(#AK47) Model.Load(#BFYST) 038B: load_requested_models << Deze zin is overbodig, aan 'Model.Load' heb je genoeg. :MODEL_27 if or not Model.Available(#FCR900) not Model.Available(#AK47) not Model.Available(#BFYST) else_jump @MODEL_63 wait 0 jump @MODEL_27 :MODEL_63 0674: set_car_model #FCR900 numberplate "RUBEN" $FCR900 = Car.Create(#FCR900, 2458.248, -1659.026, 13.3047) Car.Angle($FCR900) = 270.0 Car.Health($FCR900) = 250 $M1 = Marker.CreateAboveCar($FCR900) 01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 100000 // Load the weapon model before using this 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 30 :MODEL_143 wait 0 if << IF! Actor.InCar($PLAYER_ACTOR, $FCR900) else_jump @MODEL_143 Marker.Disable($M1) $COORDINAAT_X = 2100.96 $COORDINAAT_Y = -1366.837 $COORDINAAT_Z = 23.9844 $COORDINAAT = Marker.CreateIconAndSphere(0, $COORDINAAT_X, $COORDINAAT_Y, $COORDINAAT_Z) $T_TIME = 1000000 03C3: set_timer_to $T_TIME type 1 GXT 'BB_19' // global_variable // Time :MODEL_239 wait 0 if Car.Wrecked($FCR900) else_jump @MODEL_270 wait 0 jump @MODEL :MODEL_270 if 01AE: car $FCR900 sphere 0 near_point $COORDINAAT_X $COORDINAAT_Y radius 5.0 5.0 stopped else_jump @MODEL_239 wait 0 10@ = Actor.Create(CIVFEMALE, #BFYST, 2094.35, -1342.952, 23.9844) << Gezellig met zijn drieën op schoot. ^^ 9@ = Actor.Create(CIVFEMALE, #BFYST, 2094.35, -1342.952, 23.9844) << 8@ = Actor.Create(CIVFEMALE, #BFYST, 2094.35, -1342.952, 23.9844) << Marker.Disable($COORDINAAT) Actor.Angle(10@) = 88.44 Actor.Angle(9@) = 90.0 Actor.Angle(8@) = 0.0 $MARKER1 = Marker.CreateAboveActor(10@) << Geef verschillende variabelen aan je markers! $MARKER2 = Marker.CreateAboveActor(9@) << $MARKER3 = Marker.CreateAboveActor(8@) << Actor.WeaponAccuracy(10@) = 50 Actor.WeaponAccuracy(9@) = 50 Actor.WeaponAccuracy(8@) = 50 Actor.Health(10@) = 250 Actor.Health(9@) = 250 Actor.Health(8@) = 250 01B2: give_actor 10@ weapon 30 ammo 1000 // Load the weapon model before using this 01B2: give_actor 9@ weapon 30 ammo 1000 // Load the weapon model before using this 01B2: give_actor 8@ weapon 30 ammo 1000 // Load the weapon model before using this 01B9: set_actor 10@ armed_weapon_to 30 01B9: set_actor 9@ armed_weapon_to 30 01B9: set_actor 8@ armed_weapon_to 30 05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR :MODEL_559 wait 0 if << Ook hier weer de IF vergeten. Actor.Dead(10@) Actor.Dead(9@) Actor.Dead(8@) else_jump @MODEL_559 0394: play_music 1 01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~ 014F: stop_timer $T_TIMER Player.Money($PLAYER_CHAR) += 10000 Model.Destroy(#FCR900) Model.Destroy(#AK47) Model.Destroy(#BFYST) Model.Destroy(#BFYST) Model.Destroy(#BFYST) Marker.Disable($MARKER1) << Hier had je de markers wel goed gezet. Marker.Disable($MARKER2) << Marker.Disable($MARKER3) << end_thread Zo moet het goed komen. Bewerkt: 11 juli 2009 door Bierbuikje Reageren
Exoit Geplaatst: 11 juli 2009 Auteur Rapport Geplaatst: 11 juli 2009 Met zijn drieën op schoot kan wel want ze komen toch na elkaar eraan gelopen maar wat ik ook kan doen is ze zomaar ergens heen zetten en dan op ze laten hunten BTW THX Voor het verbeteren!! Reageren
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