San Andreas / Mod / CLEO Mod
Convoy Protection V2
- MARINNE
- mexicanosmodsgta.blogspot.mx/
- 07/11/2012
- 70397 下载量
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描述
Cleo mod this is my second version of the convoy with improved protection are now two vehicles with armed soldiers and one a police swat truck armed and ready to protect you
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for activation press the number "9" and deactivate "9"
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for activation press the number "9" and deactivate "9"
评论
目前已发表了 9 条评论。
10/10/2012 02:09
hi dude, nice ur work, you know
i found the source like this:
can you combine mods?
look
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$VERSION 3.1.0027}
{$CLEO .cs}
//-------------MAIN---------------
0662: NOP "MARINO-SCRIPT"
03A4: name_thread "#MRN"
0001: wait 0 ms
:MRN_29
0001: wait 0 ms
00D6: if
0256: player $PLAYER_CHAR defined
004D: jump_if_false @MRN_29
0001: wait 0 ms
00D6: if
0256: player $PLAYER_CHAR defined
004D: jump_if_false @MRN_29
00D6: if
0AB0: key_pressed 122
004D: jump_if_false @MRN_29
0247: load_model #FAM1
0247: load_model #FAM2
0247: load_model #FAM3
0247: load_model #NRG500
:MRN_101
0001: wait 0 ms
00D6: if and
0248: model #FAM1 available
0248: model #FAM2 available
0248: model #FAM3 available
0248: model #NRG500 available
00DF: actor $PLAYER_ACTOR driving
84A7: not actor $PLAYER_ACTOR driving_boat
89AE: not actor $PLAYER_ACTOR driving_train
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
004D: jump_if_false @MRN_101
016A: fade 0 time 500
0001: wait 1000 ms
03C0: $CJ = actor $PLAYER_ACTOR car
0172: $ANGLE = actor $PLAYER_ACTOR Z_angle
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 0.0 -15.0 0.0
04C4: store_coords_to $X2 $Y2 $Z2 from_actor $PLAYER_ACTOR with_offset 0.0 -30.0 0.0
04C4: store_coords_to $X3 $Y3 $Z3 from_actor $PLAYER_ACTOR with_offset 0.0 -45.0 0.0
00A5: $CAR = create_car #NRG500 at $X $Y $Z
02AC: set_car $CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1
0175: set_car $CAR Z_angle_to $ANGLE
00A5: $CAR2 = create_car #NRG500 at $X2 $Y2 $Z2
02AC: set_car $CAR2 immunities BP 1 FP 1 EP 1 CP 1 MP 1
0175: set_car $CAR2 Z_angle_to $ANGLE
00A5: $CAR3 = create_car #NRG500 at $X3 $Y3 $Z3
02AC: set_car $CAR3 immunities BP 1 FP 1 EP 1 CP 1 MP 1
0175: set_car $CAR3 Z_angle_to $ANGLE
0129: $M1 = create_actor_pedtype 14 model #FAM1 in_car $CAR driverseat
01C8: $M2 = create_actor_pedtype 14 model #FAM2 in_car $CAR passenger_seat 0
0129: $M3 = create_actor_pedtype 14 model #FAM3 in_car $CAR2 driverseat
01C8: $M4 = create_actor_pedtype 14 model #FAM1 in_car $CAR2 passenger_seat 0
01C8: $M5 = create_actor_pedtype 14 model #FAM2 in_car $CJ passenger_seat 0
0129: $M6 = create_actor_pedtype 14 model #FAM3 in_car $CAR3 driverseat
01C8: $M7 = create_actor_pedtype 14 model #FAM1 in_car $CAR3 passenger_seat 0
01B2: give_actor $M1 weapon 31 ammo 9999 // Load the weapon model before using this
01B2: give_actor $M2 weapon 31 ammo 9999 // Load the weapon model before using this
01B2: give_actor $M3 weapon 31 ammo 9999 // Load the weapon model before using this
01B2: give_actor $M4 weapon 31 ammo 9999 // Load the weapon model before using this
01B2: give_actor $M5 weapon 31 ammo 9999 // Load the weapon model before using this
01B2: give_actor $M6 weapon 31 ammo 9999 // Load the weapon model before using this
01B2: give_actor $M7 weapon 31 ammo 9999 // Load the weapon model before using this
0223: set_actor $M1 health_to 999
0223: set_actor $M2 health_to 999
0223: set_actor $M3 health_to 999
0223: set_actor $M4 health_to 999
0223: set_actor $M5 health_to 999
0223: set_actor $M6 health_to 999
0223: set_actor $M7 health_to 999
02E2: set_actor $M1 weapon_accuracy_to 100
02E2: set_actor $M2 weapon_accuracy_to 100
02E2: set_actor $M3 weapon_accuracy_to 100
02E2: set_actor $M4 weapon_accuracy_to 100
02E2: set_actor $M5 weapon_accuracy_to 100
02E2: set_actor $M6 weapon_accuracy_to 100
02E2: set_actor $M7 weapon_accuracy_to 100
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0630: put_actor $PLAYER_ACTOR in_group $PLAYER_GROUP as_leader
0631: put_actor $M5 in_group $PLAYER_GROUP
07F8: car $CAR follow_car $CJ radius 5.0
07F8: car $CAR2 follow_car $CAR radius 5.0
07F8: car $CAR3 follow_car $CAR2 radius 5.0
00AD: set_car $CAR max_speed_to 300.0
00AD: set_car $CAR2 max_speed_to 300.0
00AD: set_car $CAR3 max_speed_to 300.0
0001: wait 2000 ms
016A: fade 1 time 250
0001: wait 10000 ms
0249: release_model #FAM1
0249: release_model #FAM2
0249: release_model #FAM3
0249: release_model #NRG500
:MRN_782
0001: wait 0 ms
00D6: if
0AB0: key_pressed 122
004D: jump_if_false @MRN_808
0002: jump @MRN_1243
:MRN_808
0001: wait 0 ms
00D6: if and
044B: actor $PLAYER_ACTOR on_foot
0449: actor $M1 in_a_car
004D: jump_if_false @MRN_840
0002: jump @MRN_872
:MRN_840
0001: wait 0 ms
00D6: if and
0449: actor $PLAYER_ACTOR in_a_car
044B: actor $M1 on_foot
004D: jump_if_false @MRN_782
0002: jump @MRN_979
:MRN_872
0001: wait 0 ms
05CD: AS_actor $M1 exit_car $CAR
05CD: AS_actor $M2 exit_car $CAR
05CD: AS_actor $M3 exit_car $CAR2
05CD: AS_actor $M4 exit_car $CAR2
05CD: AS_actor $M6 exit_car $CAR3
05CD: AS_actor $M7 exit_car $CAR3
0631: put_actor $M1 in_group $PLAYER_GROUP
0631: put_actor $M2 in_group $PLAYER_GROUP
0631: put_actor $M3 in_group $PLAYER_GROUP
0631: put_actor $M4 in_group $PLAYER_GROUP
0631: put_actor $M6 in_group $PLAYER_GROUP
0631: put_actor $M7 in_group $PLAYER_GROUP
0002: jump @MRN_782
:MRN_979
0001: wait 0 ms
06C9: remove_actor $M1 from_group
06C9: remove_actor $M2 from_group
06C9: remove_actor $M3 from_group
06C9: remove_actor $M4 from_group
06C9: remove_actor $M6 from_group
06C9: remove_actor $M7 from_group
05CB: AS_actor $M1 enter_car $CAR as_driver 10000 ms
05CA: AS_actor $M2 enter_car $CAR passenger_seat 0 10000 ms
0772: AS_actor $M3 run_to_car $CAR2 60000 ms stop_at_distance 50.0
0772: AS_actor $M4 run_to_car $CAR2 60000 ms stop_at_distance 50.0
0772: AS_actor $M6 run_to_car $CAR3 60000 ms stop_at_distance 50.0
0772: AS_actor $M7 run_to_car $CAR3 60000 ms stop_at_distance 50.0 (yg bener 5.0)
0001: wait 5000 ms
05CB: AS_actor $M3 enter_car $CAR2 as_driver 10000 ms
05CA: AS_actor $M4 enter_car $CAR2 passenger_seat 0 10000 ms
05CB: AS_actor $M6 enter_car $CAR3 as_driver 10000 ms
05CA: AS_actor $M7 enter_car $CAR3 passenger_seat 0 10000 ms
0001: wait 10000 ms
07F8: car $CAR follow_car $CJ radius 5.0
07F8: car $CAR2 follow_car $CAR radius 5.0
07F8: car $CAR3 follow_car $CAR2 radius 5.0
00AD: set_car $CAR max_speed_to 300.0
00AD: set_car $CAR2 max_speed_to 300.0
00AD: set_car $CAR3 max_speed_to 300.0
0002: jump @MRN_782
:MRN_1243
0001: wait 0 ms
016A: fade 0 time 500
0001: wait 1000 ms
009B: destroy_actor $M1
009B: destroy_actor $M2
009B: destroy_actor $M3
009B: destroy_actor $M4
009B: destroy_actor $M5
009B: destroy_actor $M6
009B: destroy_actor $M7
00A6: destroy_car $CAR
00A6: destroy_car $CAR2
00A6: destroy_car $CAR3
0001: wait 1000 ms
016A: fade 1 time 500
0002: jump @MRN_29
引用 | 回复 | (0)
hi dude, nice ur work, you know
i found the source like this:
can you combine mods?
look
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$VERSION 3.1.0027}
{$CLEO .cs}
//-------------MAIN---------------
0662: NOP "MARINO-SCRIPT"
03A4: name_thread "#MRN"
0001: wait 0 ms
:MRN_29
0001: wait 0 ms
00D6: if
0256: player $PLAYER_CHAR defined
004D: jump_if_false @MRN_29
0001: wait 0 ms
00D6: if
0256: player $PLAYER_CHAR defined
004D: jump_if_false @MRN_29
00D6: if
0AB0: key_pressed 122
004D: jump_if_false @MRN_29
0247: load_model #FAM1
0247: load_model #FAM2
0247: load_model #FAM3
0247: load_model #NRG500
:MRN_101
0001: wait 0 ms
00D6: if and
0248: model #FAM1 available
0248: model #FAM2 available
0248: model #FAM3 available
0248: model #NRG500 available
00DF: actor $PLAYER_ACTOR driving
84A7: not actor $PLAYER_ACTOR driving_boat
89AE: not actor $PLAYER_ACTOR driving_train
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
004D: jump_if_false @MRN_101
016A: fade 0 time 500
0001: wait 1000 ms
03C0: $CJ = actor $PLAYER_ACTOR car
0172: $ANGLE = actor $PLAYER_ACTOR Z_angle
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 0.0 -15.0 0.0
04C4: store_coords_to $X2 $Y2 $Z2 from_actor $PLAYER_ACTOR with_offset 0.0 -30.0 0.0
04C4: store_coords_to $X3 $Y3 $Z3 from_actor $PLAYER_ACTOR with_offset 0.0 -45.0 0.0
00A5: $CAR = create_car #NRG500 at $X $Y $Z
02AC: set_car $CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1
0175: set_car $CAR Z_angle_to $ANGLE
00A5: $CAR2 = create_car #NRG500 at $X2 $Y2 $Z2
02AC: set_car $CAR2 immunities BP 1 FP 1 EP 1 CP 1 MP 1
0175: set_car $CAR2 Z_angle_to $ANGLE
00A5: $CAR3 = create_car #NRG500 at $X3 $Y3 $Z3
02AC: set_car $CAR3 immunities BP 1 FP 1 EP 1 CP 1 MP 1
0175: set_car $CAR3 Z_angle_to $ANGLE
0129: $M1 = create_actor_pedtype 14 model #FAM1 in_car $CAR driverseat
01C8: $M2 = create_actor_pedtype 14 model #FAM2 in_car $CAR passenger_seat 0
0129: $M3 = create_actor_pedtype 14 model #FAM3 in_car $CAR2 driverseat
01C8: $M4 = create_actor_pedtype 14 model #FAM1 in_car $CAR2 passenger_seat 0
01C8: $M5 = create_actor_pedtype 14 model #FAM2 in_car $CJ passenger_seat 0
0129: $M6 = create_actor_pedtype 14 model #FAM3 in_car $CAR3 driverseat
01C8: $M7 = create_actor_pedtype 14 model #FAM1 in_car $CAR3 passenger_seat 0
01B2: give_actor $M1 weapon 31 ammo 9999 // Load the weapon model before using this
01B2: give_actor $M2 weapon 31 ammo 9999 // Load the weapon model before using this
01B2: give_actor $M3 weapon 31 ammo 9999 // Load the weapon model before using this
01B2: give_actor $M4 weapon 31 ammo 9999 // Load the weapon model before using this
01B2: give_actor $M5 weapon 31 ammo 9999 // Load the weapon model before using this
01B2: give_actor $M6 weapon 31 ammo 9999 // Load the weapon model before using this
01B2: give_actor $M7 weapon 31 ammo 9999 // Load the weapon model before using this
0223: set_actor $M1 health_to 999
0223: set_actor $M2 health_to 999
0223: set_actor $M3 health_to 999
0223: set_actor $M4 health_to 999
0223: set_actor $M5 health_to 999
0223: set_actor $M6 health_to 999
0223: set_actor $M7 health_to 999
02E2: set_actor $M1 weapon_accuracy_to 100
02E2: set_actor $M2 weapon_accuracy_to 100
02E2: set_actor $M3 weapon_accuracy_to 100
02E2: set_actor $M4 weapon_accuracy_to 100
02E2: set_actor $M5 weapon_accuracy_to 100
02E2: set_actor $M6 weapon_accuracy_to 100
02E2: set_actor $M7 weapon_accuracy_to 100
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0630: put_actor $PLAYER_ACTOR in_group $PLAYER_GROUP as_leader
0631: put_actor $M5 in_group $PLAYER_GROUP
07F8: car $CAR follow_car $CJ radius 5.0
07F8: car $CAR2 follow_car $CAR radius 5.0
07F8: car $CAR3 follow_car $CAR2 radius 5.0
00AD: set_car $CAR max_speed_to 300.0
00AD: set_car $CAR2 max_speed_to 300.0
00AD: set_car $CAR3 max_speed_to 300.0
0001: wait 2000 ms
016A: fade 1 time 250
0001: wait 10000 ms
0249: release_model #FAM1
0249: release_model #FAM2
0249: release_model #FAM3
0249: release_model #NRG500
:MRN_782
0001: wait 0 ms
00D6: if
0AB0: key_pressed 122
004D: jump_if_false @MRN_808
0002: jump @MRN_1243
:MRN_808
0001: wait 0 ms
00D6: if and
044B: actor $PLAYER_ACTOR on_foot
0449: actor $M1 in_a_car
004D: jump_if_false @MRN_840
0002: jump @MRN_872
:MRN_840
0001: wait 0 ms
00D6: if and
0449: actor $PLAYER_ACTOR in_a_car
044B: actor $M1 on_foot
004D: jump_if_false @MRN_782
0002: jump @MRN_979
:MRN_872
0001: wait 0 ms
05CD: AS_actor $M1 exit_car $CAR
05CD: AS_actor $M2 exit_car $CAR
05CD: AS_actor $M3 exit_car $CAR2
05CD: AS_actor $M4 exit_car $CAR2
05CD: AS_actor $M6 exit_car $CAR3
05CD: AS_actor $M7 exit_car $CAR3
0631: put_actor $M1 in_group $PLAYER_GROUP
0631: put_actor $M2 in_group $PLAYER_GROUP
0631: put_actor $M3 in_group $PLAYER_GROUP
0631: put_actor $M4 in_group $PLAYER_GROUP
0631: put_actor $M6 in_group $PLAYER_GROUP
0631: put_actor $M7 in_group $PLAYER_GROUP
0002: jump @MRN_782
:MRN_979
0001: wait 0 ms
06C9: remove_actor $M1 from_group
06C9: remove_actor $M2 from_group
06C9: remove_actor $M3 from_group
06C9: remove_actor $M4 from_group
06C9: remove_actor $M6 from_group
06C9: remove_actor $M7 from_group
05CB: AS_actor $M1 enter_car $CAR as_driver 10000 ms
05CA: AS_actor $M2 enter_car $CAR passenger_seat 0 10000 ms
0772: AS_actor $M3 run_to_car $CAR2 60000 ms stop_at_distance 50.0
0772: AS_actor $M4 run_to_car $CAR2 60000 ms stop_at_distance 50.0
0772: AS_actor $M6 run_to_car $CAR3 60000 ms stop_at_distance 50.0
0772: AS_actor $M7 run_to_car $CAR3 60000 ms stop_at_distance 50.0 (yg bener 5.0)
0001: wait 5000 ms
05CB: AS_actor $M3 enter_car $CAR2 as_driver 10000 ms
05CA: AS_actor $M4 enter_car $CAR2 passenger_seat 0 10000 ms
05CB: AS_actor $M6 enter_car $CAR3 as_driver 10000 ms
05CA: AS_actor $M7 enter_car $CAR3 passenger_seat 0 10000 ms
0001: wait 10000 ms
07F8: car $CAR follow_car $CJ radius 5.0
07F8: car $CAR2 follow_car $CAR radius 5.0
07F8: car $CAR3 follow_car $CAR2 radius 5.0
00AD: set_car $CAR max_speed_to 300.0
00AD: set_car $CAR2 max_speed_to 300.0
00AD: set_car $CAR3 max_speed_to 300.0
0002: jump @MRN_782
:MRN_1243
0001: wait 0 ms
016A: fade 0 time 500
0001: wait 1000 ms
009B: destroy_actor $M1
009B: destroy_actor $M2
009B: destroy_actor $M3
009B: destroy_actor $M4
009B: destroy_actor $M5
009B: destroy_actor $M6
009B: destroy_actor $M7
00A6: destroy_car $CAR
00A6: destroy_car $CAR2
00A6: destroy_car $CAR3
0001: wait 1000 ms
016A: fade 1 time 500
0002: jump @MRN_29
引用 | 回复 | (0)
