ドライブバイのやり方、させ方

Last-modified: 2015-05-03 (日) 21:23:19

■人にドライブバイさせることが出来るかも

  if
  0449: (check) actor 26@ in_a_car
  then
      0713: actor 26@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 100.0 100.0 firing_rate 1000
  end

■プレイヤーにドライブバイさせる

  {$VERSION 3.1.0027}
  {$CLEO .cs}
  thread '31)cardriveby'
  {
  012 temp
  345
  678
  91011
  121314  main_temp
  15
  16
  17
  18
  19
  202122
  232425
  262728 get_actor
  293031 get_pointer
  3233
  }
  const
  the_key = 17//6//aim weapon handbrake
  end
  :main
  wait 0
  if
  056D: (check) actor $PLAYER_ACTOR defined
  then
      if
      0449: (check) actor $PLAYER_ACTOR in_a_car
      then
          if
          00E1: (check) player 0 pressed_key the_key
          then
              0470: 15@ = actor $PLAYER_ACTOR current_weapon
              0781: get_weapon_with_ID 15@ model_to 15@
              if
              8248: (check) not model 15@ available
              then
                  0247: load_model 15@
                  038B: load_requested_models
                  while 8248:   not model 15@ available
                      wait 0
                  end
              end
              04C4: store_coords_to 3@ 4@ 5@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 100.0
              0107: 16@ = create_object 15@ at 3@ 4@ 5@
              if
              03CA: (check) object 16@ exists
              then
                  070A: AS_actor $PLAYER_ACTOR attach_to_object 16@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1
                  01C4: remove_references_to_object 16@ // This object will now disappear when the player looks away
              end
              0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 0 0 firing_rate 50
              while true
                  wait 0
                  if or
                  80E1: (check) not player 0 pressed_key the_key
                  8449: (check) not actor $PLAYER_ACTOR in_a_car
                  then
                      if
                      03CA: (check) object 16@ exists
                      then
                          0108: destroy_object 16@
                      end
                      0605: actor $PLAYER_ACTOR perform_animation_sequence "NOTHING" IFP_file "NOTHING" 1.0 loop 0 1 0 1 time -1 // versionA
                      break
                  end
              end
          end
      end
  end
  jump @main