hippiebus Geplaatst: 25 september 2009 Rapport Geplaatst: 25 september 2009 Hallo, ik heb met SannyBuilder een code gemaakt voor een wapenspawner met menutje. Ik zie aleen geen tekst, hoe komt dit? Ik wil ook graag hebben dat de wapenspawner pas aangaat als je 'GUNFIRE' intypt. Hoe doe ik dit? De code: {$CLEO .cs} wait 0 :Load_Weapons 0247: load_model #gun_dildo1 0247: load_model #gun_dildo2 0247: load_model #gun_vibe1 0247: load_model #gun_vibe2 0247: load_model #flowera 0247: load_model #gun_cane 0247: load_model #brassknuckle 0247: load_model #golfclub 0247: load_model #nitestick 0247: load_model #knifecur 0247: load_model #bat 0247: load_model #shovel 0247: load_model #poolcue 0247: load_model #katana 0247: load_model #chnsaw 0247: load_model #grenade 0247: load_model #teargas 0247: load_model #molotov 0247: load_model #colt45 0247: load_model #silenced 0247: load_model #desert_eagle 0247: load_model #chromegun 0247: load_model #sawnoff 0247: load_model #shotgspa 0247: load_model #micro_uzi 0247: load_model #mp5lng 0247: load_model #tec9 0247: load_model #ak47 0247: load_model #m4 0247: load_model #cuntgun 0247: load_model #sniper 0247: load_model #rocketla 0247: load_model #heatseek 0247: load_model #flame 0247: load_model #minigun 0247: load_model #satchel 0247: load_model #spraycan 0247: load_model #fire_ex 0247: load_model #camera 0247: load_model #nvgoggles 0247: load_model #irgoggles 0247: load_model #gun_para 038B: load_requested_models wait 0 :KeyPress313 0AB0: key_pressed 71 //G 0AB0: key_pressed 85 //U 0AB0: key_pressed 78 //N 0AB0: key_pressed 70 //F 0AB0: key_pressed 73 //I 0AB0: key_pressed 82 //R 0AB0: key_pressed 69 //E :Wapentjes 0512: show_permanent_text_box 'CLOTHA' 08D4: $MENU = create_panel_with_title 'WEAPONSHIT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU column 0 header 'Weapons' data 'Hand' 'Melee' 'Handguns' 'Shotguns' 'SMGs' 'Assault rifles' 'Rifles' 'Heavy artillery' 'Thrown weapons' 'Handheld items' 'Gifts' 'Apparel items' repeat wait 0 ms if 00E1: player 0 pressed_key 15 then 08DA: remove_panel $MENU 03E6: remove text box jump @KeyPress313 end until 00E1: player 0 pressed_key 16 08D7: $choice = panel $MENU active_row 08DA: remove_panel $MENU 03E6: remove text box if $choice == 0 then jump @Handchoise end if $choice == 1 then jump @Meleechoise end if $choice == 2 then jump @Handgunchoise end if $choice == 3 then jump @Shotgunchoise end if $choice == 4 then jump @SMGchoise end if $choice == 5 then jump @Assaultchoise end if $choice == 6 then jump @Riflechoise end if $choice == 7 then jump @Heavychoise end if $choice == 8 then jump @Thrownchoise end if $choice == 9 then jump @Handheldchoise end if $choice == 10 then jump @Giftchoise end if $choice == 11 then jump @Apparelchoise end //------------------------------------------------------------------------------------------------------------ //Keuze 0, Hand----------------------------------------------------------------------------------------------- :Handchoise 08D4: $MENU1 = create_panel_with_title 'Hand' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU1 column 0 header 'Hand' data 'Fist' 'Brass knuckles' 'Clear weapons' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' repeat wait 0 ms if 00E1: player 0 pressed_key 15 then 08DA: remove_panel $MENU 03E6: remove text box jump @Wapentjes end until 00E1: player 0 pressed_key 16 08D7: $choice = panel $MENU1 active_row 08DA: remove_panel $MENU1 03E6: remove text box if $choice == 0 then 01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 60 // Load the weapon model before using this end jump @Handchoise if $choice == 1 then 01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 60 // Load the weapon model before using this end jump @Handchoise if $choice == 2 then 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 end jump @Handchoise //------------------------------------------------------------------------------------------------------------ //Keuze 1, Melee---------------------------------------------------------------------------------------------- :Meleechoise 08D4: $MENU2 = create_panel_with_title 'Melee' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU2 column 0 header 'Melee' data 'Baseball bat' 'Chainsaw' 'Golf club' 'Katana' 'Knife' 'Night stick' 'Pool cue' 'Shovel' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' repeat wait 0 ms if 00E1: player 0 pressed_key 15 then 08DA: remove_panel $MENU2 03E6: remove text box jump @Wapentjes end until 00E1: player 0 pressed_key 16 08D7: $choice = panel $MENU2 active_row 08DA: remove_panel $MENU2 03E6: remove text box if $choice == 0 then 01B2: give_actor $PLAYER_ACTOR weapon 5 ammo 60 // Load the weapon model before using this end jump @Meleechoise if $choice == 1 then 01B2: give_actor $PLAYER_ACTOR weapon 9 ammo 60 // Load the weapon model before using this end jump @Meleechoise if $choice == 2 then 01B2: give_actor $PLAYER_ACTOR weapon 2 ammo 60 // Load the weapon model before using this end jump @Meleechoise if $choice == 3 then 01B2: give_actor $PLAYER_ACTOR weapon 8 ammo 60 // Load the weapon model before using this end jump @Meleechoise if $choice == 4 then 01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 60 // Load the weapon model before using this end jump @Meleechoise if $choice == 5 then 01B2: give_actor $PLAYER_ACTOR weapon 3 ammo 60 // Load the weapon model before using this end jump @Meleechoise if $choice == 6 then 01B2: give_actor $PLAYER_ACTOR weapon 7 ammo 60 // Load the weapon model before using this end jump @Meleechoise if $choice == 7 then 01B2: give_actor $PLAYER_ACTOR weapon 6 ammo 60 // Load the weapon model before using this end jump @Meleechoise //------------------------------------------------------------------------------------------------------------ //Keuze 2, Handgun-------------------------------------------------------------------------------------------- :Handgunchoise 08D4: $MENU3 = create_panel_with_title 'Handgun' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU3 column 0 header 'Handgun' data 'Pistol' 'Silenced Pistol' 'Desert Eagle' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' repeat wait 0 ms if 00E1: player 0 pressed_key 15 then 08DA: remove_panel $MENU3 03E6: remove text box jump @Wapentjes end until 00E1: player 0 pressed_key 16 08D7: $choice = panel $MENU3 active_row 08DA: remove_panel $MENU3 03E6: remove text box if $choice == 0 then 01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 60 // Load the weapon model before using this end jump @Handgunchoise if $choice == 1 then 01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 60 // Load the weapon model before using this end jump @Handgunchoise if $choice == 2 then 01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 60 // Load the weapon model before using this end jump @Handgunchoise //------------------------------------------------------------------------------------------------------------ //Keuze 3, Shotgun-------------------------------------------------------------------------------------------- :Shotgunchoise 08D4: $MENU4 = create_panel_with_title 'Shotgun' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU4 column 0 header 'Shotgun' data 'Shotgun' 'Sawn Off' 'Combat Shotgun' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' repeat wait 0 ms if 00E1: player 0 pressed_key 15 then 08DA: remove_panel $MENU4 03E6: remove text box jump @Wapentjes end until 00E1: player 0 pressed_key 16 08D7: $choice = panel $MENU4 active_row 08DA: remove_panel $MENU4 03E6: remove text box if $choice == 0 //Shotgun then 01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 60 // Load the weapon model before using this end jump @Shotgunchoise if $choice == 1 //Sawn-off Shotgun then 01B2: give_actor $PLAYER_ACTOR weapon 26 ammo 60 // Load the weapon model before using this end jump @Shotgunchoise if $choice == 2 //Combat Shotgun then 01B2: give_actor $PLAYER_ACTOR weapon 27 ammo 60 // Load the weapon model before using this end jump @Shotgunchoise //------------------------------------------------------------------------------------------------------------ //Keuze 4, SMG-------------------------------------------------------------------------------------------- :SMGchoise 08D4: $MENU5 = create_panel_with_title 'SMG' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU5 column 0 header 'SMG' data 'Tec-9' 'Micro SMG' 'SMG' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' repeat wait 0 ms if 00E1: player 0 pressed_key 15 then 08DA: remove_panel $MENU5 03E6: remove text box jump @Wapentjes end until 00E1: player 0 pressed_key 16 08D7: $choice = panel $MENU5 active_row 08DA: remove_panel $MENU5 03E6: remove text box if $choice == 0 //Tec-9 then 01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 60 // Load the weapon model before using this end jump @SMGchoise if $choice == 1 //Micro SMG then 01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 60 // Load the weapon model before using this end jump @SMGchoise if $choice == 2 //SMG then 01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 60 // Load the weapon model before using this end jump @SMGchoise //------------------------------------------------------------------------------------------------------------ //Keuze 5, Assault rifles------------------------------------------------------------------------------------- :Assaultchoise 08D4: $MENU6 = create_panel_with_title 'Assault' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU6 column 0 header 'Assault' data 'AK47' 'M4' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' repeat wait 0 ms if 00E1: player 0 pressed_key 15 then 08DA: remove_panel $MENU 03E6: remove text box jump @Wapentjes end until 00E1: player 0 pressed_key 16 08D7: $choice = panel $MENU6 active_row 08DA: remove_panel $MENU6 03E6: remove text box if $choice == 0 //AK47 then 01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 60 // Load the weapon model before using this end jump @Assaultchoise if $choice == 1 //M4 then 01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 60 // Load the weapon model before using this end jump @Assaultchoise //---------------------------------------------------------------------------------------------------- //Keuze 6, Rifles------------------------------------------------------------------------------------- :Riflechoise 08D4: $MENU7 = create_panel_with_title 'Rifles' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU7 column 0 header 'Rifles' data 'Rifle' 'Sniper Rifle' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' repeat wait 0 ms if 00E1: player 0 pressed_key 15 then 08DA: remove_panel $MENU7 03E6: remove text box jump @Wapentjes end until 00E1: player 0 pressed_key 16 08D7: $choice = panel $MENU7 active_row 08DA: remove_panel $MENU7 03E6: remove text box if $choice == 0 //Rifle then 01B2: give_actor $PLAYER_ACTOR weapon 33 ammo 60 // Load the weapon model before using this end jump @Riflechoise if $choice == 1 //Sniper Rifle then 01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 60 // Load the weapon model before using this end jump @Riflechoise //---------------------------------------------------------------------------------------------------------- //Keuze 7, Heavy artillery---------------------------------------------------------------------------------- :Heavychoise 08D4: $MENU8 = create_panel_with_title 'Heavy artillery' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU8 column 0 header 'Heavy artillery' data 'Flamethrower' 'Minigun' 'Rocket Launcher' 'HS Rocket' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' repeat wait 0 ms if 00E1: player 0 pressed_key 15 then 08DA: remove_panel $MENU8 03E6: remove text box jump @Wapentjes end until 00E1: player 0 pressed_key 16 08D7: $choice = panel $MENU8 active_row 08DA: remove_panel $MENU8 03E6: remove text box if $choice == 0 //Flamethrower then 01B2: give_actor $PLAYER_ACTOR weapon 37 ammo 60 // Load the weapon model before using this end jump @Heavychoise if $choice == 1 //Minigun then 01B2: give_actor $PLAYER_ACTOR weapon 38 ammo 60 // Load the weapon model before using this end jump @Heavychoise if $choice == 2 //Rocket Launcher then 01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 60 // Load the weapon model before using this end jump @Heavychoise if $choice == 3 //Heat-seeking Rocket Launcher then 01B2: give_actor $PLAYER_ACTOR weapon 36 ammo 60 // Load the weapon model before using this end jump @Heavychoise //---------------------------------------------------------------------------------------------------------- //Keuze 8, Thrown weapons----------------------------------------------------------------------------------- :Thrownchoise 08D4: $MENU9 = create_panel_with_title 'Thrown weapons' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU9 column 0 header 'Thrown weapons' data 'Grenade' 'Molotov' 'Satchel charge' 'Tear Gas' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' repeat wait 0 ms if 00E1: player 0 pressed_key 15 then 08DA: remove_panel $MENU9 03E6: remove text box jump @Wapentjes end until 00E1: player 0 pressed_key 16 08D7: $choice = panel $MENU9 active_row 08DA: remove_panel $MENU9 03E6: remove text box if $choice == 0 //Grenade then 01B2: give_actor $PLAYER_ACTOR weapon 16 ammo 60 // Load the weapon model before using this end jump @Thrownchoise if $choice == 1 //Molotov cocktail then 01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 60 // Load the weapon model before using this end jump @Thrownchoise if $choice == 2 //Satchel charge then 01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 60 // Load the weapon model before using this end jump @Thrownchoise if $choice == 3 //Tear gas grenade then 01B2: give_actor $PLAYER_ACTOR weapon 17 ammo 60 // Load the weapon model before using this end jump @Thrownchoise //---------------------------------------------------------------------------------------------------------- //Keuze 9, Handheld items----------------------------------------------------------------------------------- :Handheldchoise 08D4: $MENU10 = create_panel_with_title 'Handheld items' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU10 column 0 header 'Handheld items' data 'Camera' 'Extinguisher' 'Spray Can' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' repeat wait 0 ms if 00E1: player 0 pressed_key 15 then 08DA: remove_panel $MENU10 03E6: remove text box jump @Wapentjes end until 00E1: player 0 pressed_key 16 08D7: $choice = panel $MENU10 active_row 08DA: remove_panel $MENU10 03E6: remove text box if $choice == 0 //Camera then 01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 60 // Load the weapon model before using this end jump @Handheldchoise if $choice == 1 //Fire Extinguisher then 01B2: give_actor $PLAYER_ACTOR weapon 42 ammo 60 // Load the weapon model before using this end jump @Handheldchoise if $choice == 2 //Spray Can then 01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 60 // Load the weapon model before using this end jump @Handheldchoise //---------------------------------------------------------------------------------------------------------- //Keuze 10, Gifts------------------------------------------------------------------------------------------- :Giftchoise 08D4: $MENU11 = create_panel_with_title 'Gifts' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU11 column 0 header 'Gifts' data 'Flowers' 'Big Dildo' 'Small Dildo' 'Big Vibrator' 'Small Vibrator' 'Cane' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' repeat wait 0 ms if 00E1: player 0 pressed_key 15 then 08DA: remove_panel $MENU11 03E6: remove text box jump @Wapentjes end until 00E1: player 0 pressed_key 16 08D7: $choice = panel $MENU11 active_row 08DA: remove_panel $MENU11 03E6: remove text box if $choice == 0 //Flowers then 01B2: give_actor $PLAYER_ACTOR weapon 14 ammo 60 // Load the weapon model before using this end jump @Giftchoise if $choice == 1 //Big Dildo then 01B2: give_actor $PLAYER_ACTOR weapon 10 ammo 60 // Load the weapon model before using this end jump @Giftchoise if $choice == 2 //Small Dildo then 01B2: give_actor $PLAYER_ACTOR weapon 11 ammo 60 // Load the weapon model before using this end jump @Giftchoise if $choice == 3 //Big Vibrator then 01B2: give_actor $PLAYER_ACTOR weapon 12 ammo 60 // Load the weapon model before using this end jump @Giftchoise if $choice == 4 //Small Vibrator then 01B2: give_actor $PLAYER_ACTOR weapon 13 ammo 60 // Load the weapon model before using this end jump @Giftchoise if $choice == 5 //Cane then 01B2: give_actor $PLAYER_ACTOR weapon 15 ammo 60 // Load the weapon model before using this end jump @Giftchoise //---------------------------------------------------------------------------------------------------------- //Keuze 11, Apparel items------------------------------------------------------------------------------------------- :Apparelchoise 08D4: $MENU12 = create_panel_with_title 'Apparel items' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU12 column 0 header 'Apparel items' data 'NV Goggles' 'Thermal Goggles' 'Parachute' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' repeat wait 0 ms if 00E1: player 0 pressed_key 15 then 08DA: remove_panel $MENU12 03E6: remove text box jump @Wapentjes end until 00E1: player 0 pressed_key 16 08D7: $choice = panel $MENU12 active_row 08DA: remove_panel $MENU12 03E6: remove text box if $choice == 0 //Night Vision Goggles then 01B2: give_actor $PLAYER_ACTOR weapon 44 ammo 60 // Load the weapon model before using this end jump @Apparelchoise if $choice == 1 //Thermal Goggles then 01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 60 // Load the weapon model before using this end jump @Apparelchoise if $choice == 2 //Parachute then 01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 60 // Load the weapon model before using this end jump @Apparelchoise :Endd //Release models 0249: release_model #gun_dildo1 0249: release_model #gun_dildo2 0249: release_model #gun_vibe1 0249: release_model #gun_vibe2 0249: release_model #flowera 0249: release_model #gun_cane 0249: release_model #brassknuckle 0249: release_model #golfclub 0249: release_model #nitestick 0249: release_model #knifecur 0249: release_model #bat 0249: release_model #shovel 0249: release_model #poolcue 0249: release_model #katana 0249: release_model #chnsaw 0249: release_model #grenade 0249: release_model #teargas 0249: release_model #molotov 0249: release_model #colt45 0249: release_model #silenced 0249: release_model #desert_eagle 0249: release_model #chromegun 0249: release_model #sawnoff 0249: release_model #shotgspa 0249: release_model #micro_uzi 0249: release_model #mp5lng 0249: release_model #tec9 0249: release_model #ak47 0249: release_model #m4 0249: release_model #cuntgun 0249: release_model #sniper 0249: release_model #rocketla 0249: release_model #heatseek 0249: release_model #flame 0249: release_model #minigun 0249: release_model #satchel 0249: release_model #spraycan 0249: release_model #fire_ex 0249: release_model #camera 0249: release_model #nvgoggles 0249: release_model #irgoggles 0249: release_model #gun_para 0A93: end_custom_thread Reageren
Beagle Geplaatst: 25 september 2009 Rapport Geplaatst: 25 september 2009 De strings die je daar in moet vullen verwijzen naar een invoer in een .gxt, of een .fxt als je de GXTHook.cleo geïnstalleerd hebt + je dit in CLEO3 doet. Dus als jij 'henk' invoert, dan gaat hij in de .gxt of .fxt kijken naar iets wat henk heet, en leest dan de tekst die erbij hoort en gebruikt die. Om een soort systeem te krijgen om cheats in te voeren, moet je cleo3 gebruiken. Dit is een stuk ingewikkelder, maar er is een tutorial over op GTAForums (kan 'm nu even niet vinden). Reageren
hippiebus Geplaatst: 25 september 2009 Auteur Rapport Geplaatst: 25 september 2009 Dankje, maar waar vind ik een fxt editor, alles wat ik vind is alleen voor gxt Reageren
Beagle Geplaatst: 26 september 2009 Rapport Geplaatst: 26 september 2009 Dat klopt, FXT bestanden maak je met kladblok. In de Master Tutorial List zijn een paar tutorials hierover Reageren
hippiebus Geplaatst: 26 september 2009 Auteur Rapport Geplaatst: 26 september 2009 Dat klopt, FXT bestanden maak je met kladblok. In de Master Tutorial List zijn een paar tutorials hierover Ik kan er geeneen vinden hoor (Ook niks over die soort van cheats ) Reageren
hippiebus Geplaatst: 28 september 2009 Auteur Rapport Geplaatst: 28 september 2009 BUMP! Kan iemand tutorials vinden voor: Soort van cheats FXT bestanden ??? Reageren
Beagle Geplaatst: 29 september 2009 Rapport Geplaatst: 29 september 2009 FXT bestanden Deze tutorial legt dat in het eerste deel uit. Reageren
hippiebus Geplaatst: 29 september 2009 Auteur Rapport Geplaatst: 29 september 2009 FXT bestanden Deze tutorial legt dat in het eerste deel uit. Dankje, maar als ik het bestand opsla als wapens.fxt blijft het een kladblok bestand En verder heb ik nog een code nodig dat je op een knop moet drukken om het te starten (Hoeft niet per se heel woord te zijn, alleen "0" mag ook ) Reageren
Beagle Geplaatst: 29 september 2009 Rapport Geplaatst: 29 september 2009 Het blijft een kladblok bestand, als de extensie maar .fxt is. :check wait 0 if 0AB0: key_pressed 48 // knop 0 // Zie: Sannybuilder Help -> CLEO3 Code Library -> Virtual Key Codes (for 0AB0) jf @check //Hier komt wat je wil doen als je de conditie waar is Reageren
hippiebus Geplaatst: 29 september 2009 Auteur Rapport Geplaatst: 29 september 2009 Het blijft een kladblok bestand, als de extensie maar .fxt is. :check wait 0 if 0AB0: key_pressed 48 // knop 0 // Zie: Sannybuilder Help -> CLEO3 Code Library -> Virtual Key Codes (for 0AB0) jf @check //Hier komt wat je wil doen als je de conditie waar is Alles werkt, behalve de tekst, die is nu: Weapons Weapons Hand Hand Melee Melee Handguns Handguns Shotguns Shotguns SMGs SMGs Assault_rifles Assault_rifles Rifles Rifles Heavy_artillery Heavy_artillery Thrown_weapons Thrown_weapons Handheld_items Handheld_items Gifts Gifts Apparel_items Apparel_items Fist Fist Brass_knuckles Brass_knuckles Clear_weapons Clear_weapons Baseball_bat Baseball_bat Chainsaw Chainsaw Golf_club Golf_club Katana Katana Knife Knife Night_stick Night_stick Pool_cue Pool_cue Shovel Shovel Pistol Pistol Silenced_Pistol Silenced_Pistol Desert_Eagle Desert_Eagle Shotgun Shotgun Sawn_Off Sawn_Off_Shotgun Combat_Shotgun Combat_Shotgun Tec-9 Tec-9 Micro_SMG Micro_SMG SMG SMG AK47 AK47 M4 M4 Rifle Rifle Sniper_Rifle Sniper_Rifle Flamethrower Flamethrower Minigun Minigun Rocket_Launcher Rocket_Launcher HS_Rocket HS_Rocket_Launcher Grenade Grenade Molotov Molotov_Cocktail Satchel_charge Satchel_charge Tear_Gas Tear_Gas_Grenade Camera Camera Extinguisher Fire_Extinguisher Spray_Can Spray_Can Flowers Flowers Big_Dildo Big_Dildo Small_Dildo Small_Dildo Big_Vibrator Big_Vibrator Small_Vibrator Small_Vibrator Cane Cane NV_Goggles Night_Vision_Goggles Thermal_Goggles Thermal_Goggles Parachute Parachute Oh ja, hoe stel je in dt je niet meer kan bewegen (en daarna weer wel natuurlijk) Reageren
Beagle Geplaatst: 30 september 2009 Rapport Geplaatst: 30 september 2009 1. Je namen in de .fxt zijn niet helemaal optimaal. Probeer niet meer dan +- 8 karakters te gebruiken, en alles in kleine letters (of hoofdletters). Zorg dat je deze namen dan ook aanpast in je code. 2. player.CanMove($player_char, false) //False = niet waar, true = waar Reageren
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