Эту статью я вылаживал на миссионе, но все равно решил опубликовать здесь. Это первая версия этого скрипта, вторую потом допишу...Кароче подъезжаем на своем моте к другому моту, с водилой естественно, нажимаете гудок+вправо и угон произошол, еси не повезло значит нет... И ешо фича, еси вам кто то надоел типа мента на моте, подъезжаете к нему(на моте естественно) тыкаете на выстрел(кстати подъехать мона с любой стороны, главно чтобы близко) и ваш противник улетает с мота)))) :UGON wait 0 04ED: load_animation "MD_CHASE" 04ED: load_animation "BIKED" 04ED: load_animation "BIKES" 038B: load_requested_models create_thread @UDAR_LEFT
:UGON_RIGHT wait 0 0@ = 304491 1@ = 304536 if and 047A: actor $PLAYER_ACTOR driving_bike &0(0@,1i) == 0xFF &0(1@,1i) == 0xFF jf @UGON_RIGHT 03C0: $moto_actor = actor $PLAYER_ACTOR car 0605: actor $PLAYER_ACTOR perform_animation_sequence "MD_BIKE_JMP_F" IFP_file "MD_CHASE" 4.0 loop 0 1 0 0 time -1 // versionA wait 1100 04C4: store_coords $J $U $MP from_actor $PLAYER_ACTOR with_offset 2.0 0.0 0.0 wait 100 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $J $U $MP 0407: store_coords_to $UG $O $N from_car $moto_actor with_offset 7.0 7.0 0.0 0407: store_coords_to $M $OT $A from_car $moto_actor with_offset -7.0 -7.0 0.0 053E: $random = get_random_car_with_actors -1 in_rectangle_cornerA $UG $O cornerB $M $OT if 056E: car $random defined jf @NE_UDALOS 046C: $vodila = car $random driver if 056D: actor $vodila defined jf @NE_UDALOS if and 047A: actor $vodila driving_bike 80DD: not actor $vodila driving_car_with_model #BMX 80DD: not actor $vodila driving_car_with_model #BIKE 80DD: not actor $vodila driving_car_with_model #MTBIKE jf @NE_UDALOS wait 0 create_thread @Vodila 0407: create coordinate $randcar_x $randcar_y $randcar_z from car $random offset -4.0 5.0 4.0 015F: set camera position $randcar_x $randcar_y $randcar_z 0.0 0.0 0.0 0158: camera on vehicle $random 15 2 0464: put_actor $PLAYER_ACTOR into_turret_on_car $random at_car_offset 0.0 0.0 0.3 position 3 shooting_angle_limit 360.0 with_weapon 0 0605: actor $PLAYER_ACTOR perform_animation_sequence "BIKEd_jumponR" IFP_file "BIKED" 4.0 loop 0 1 1 1 time -1 // versionA wait 900 0465: remove_actor $PLAYER_ACTOR from_turret_mode 036A: put_actor $PLAYER_ACTOR in_car $random Car.RemoveReferences($random) Car.RemoveReferences($moto_actor) Camera.Restore_WithJumpCut() Camera.SetBehindPlayer() jump @UGON_RIGHT
:Vodila wait 0 0605: actor $vodila perform_animation_sequence "BIKE_FALLR" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA wait 1600 0407: store_coords_to $UGN $AL $I from_car $random with_offset 0.0 -7.0 0.0 0362: remove_actor $vodila from_car_and_place_at $UGN $AL $I
:UGNAL wait 0 Actor.RemoveReferences($vodila) end_thread
:NE_UDALOS wait 0 Car.RemoveReferences($random) Actor.RemoveReferences($vodila) Car.RemoveReferences($moto_actor) jump @UGON_RIGHT
:UGON_LEFT wait 0 3@ = 304534 4@ = 304489 if and 047A: actor $PLAYER_ACTOR driving_bike &0(3@,1i) == 0x00FF0000 &0(4@,1i) == 0x00FF0000 jf @UGON_RIGHT 03C0: $moto_actor1 = actor $PLAYER_ACTOR car 0174: $ahgle_moto = car $moto_actor1 Z_angle 0464: put_actor $PLAYER_ACTOR into_turret_on_car $moto_actor1 at_car_offset 0.0 0.0 -0.5 position 3 shooting_angle_limit 360.0 with_weapon 0 $ahgle_moto -= 90.0 Actor.Angle($PLAYER_ACTOR) = $ahgle_moto 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 4.0 5.0 jump @UGON_RIGHT
:UDAR_LEFT wait 1000 if and 047A: actor $PLAYER_ACTOR driving_bike 00E1: player 0 pressed_key 17 jf @UDAR_RIGHT 03C0: $moto_actor2 = actor $PLAYER_ACTOR car 0407: store_coords_to $UD $AR $S from_car $moto_actor2 with_offset 7.0 7.0 0.0 0407: store_coords_to $L $E $VA from_car $moto_actor2 with_offset -7.0 -7.0 0.0 053E: $podudarom = get_random_car_with_actors -1 in_rectangle_cornerA $UD $AR cornerB $L $E if 056E: car $podudarom defined jf @PROMAZAL 046C: $popal = car $podudarom driver if 056D: actor $popal defined jf @PROMAZAL if and 047A: actor $popal driving_bike 80DD: not actor $popal driving_car_with_model #BMX 80DD: not actor $popal driving_car_with_model #BIKE 80DD: not actor $popal driving_car_with_model #MTBIKE jf @PROMAZAL wait 0 0407: store_coords_to $OP $AS $NO from_car $moto_actor2 with_offset -0.7 0.0 0.0 if 00EE: actor $popal 0 near_point $OP $AS radius 1.0 1.0 in_car jf @PROMAZAL 0605: actor $PLAYER_ACTOR perform_animation_sequence "BIKEs_Snatch_L" IFP_file "BIKES" 4.0 loop 0 1 0 0 time -1 // versionA wait 100 0605: actor $popal perform_animation_sequence "BIKE_FALLR" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA wait 1600 0407: store_coords_to $UDA $R $IL from_car $podudarom with_offset 0.0 -7.0 0.0 0362: remove_actor $popal from_car_and_place_at $UDA $R $IL jump @UDAR_LEFT
:PROMAZAL wait 0 Actor.RemoveReferences($popal) Car.RemoveReferences($podudarom) Car.RemoveReferences($moto_actor2) jump @UDAR_LEFT
:UDAR_RIGHT wait 1000 if and 047A: actor $PLAYER_ACTOR driving_bike 00E1: player 0 pressed_key 17 jf @UDAR_LEFT 03C0: $moto_actor3 = actor $PLAYER_ACTOR car 0407: store_coords_to $UDAR $SP $RA from_car $moto_actor3 with_offset 7.0 7.0 0.0 0407: store_coords_to $V $OJ $STORONY from_car $moto_actor3 with_offset -7.0 -7.0 0.0 053E: $podudarom1 = get_random_car_with_actors -1 in_rectangle_cornerA $UDAR $SP cornerB $V $OJ if 056E: car $podudarom1 defined jf @PROMAZAL1 046C: $popal1 = car $podudarom1 driver if 056D: actor $popal1 defined jf @PROMAZAL1 if and 047A: actor $popal1 driving_bike 80DD: not actor $popal1 driving_car_with_model #BMX 80DD: not actor $popal1 driving_car_with_model #BIKE 80DD: not actor $popal1 driving_car_with_model #MTBIKE jf @PROMAZAL1 wait 0 0407: store_coords_to $OPA $SN $EE from_car $moto_actor3 with_offset 0.7 0.0 0.0 if 00EE: actor $popal1 0 near_point $OPA $SN radius 1.0 1.0 in_car jf @PROMAZAL1 0605: actor $PLAYER_ACTOR perform_animation_sequence "BIKEs_Snatch_R" IFP_file "BIKES" 4.0 loop 0 1 0 0 time -1 // versionA wait 100 0605: actor $popal1 perform_animation_sequence "BIKE_FALLR" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA wait 1600 0407: store_coords_to $PO $LU $CHIL from_car $podudarom1 with_offset 0.0 -7.0 0.0 0362: remove_actor $popal1 from_car_and_place_at $PO $LU $CHIL jump @UDAR_RIGHT
:PROMAZAL1 wait 0 Actor.RemoveReferences($popal1) Car.RemoveReferences($moto_actor3) Car.RemoveReferences($podudarom1) jump @UDAR_RIGHT