Спасибо за ссылку!
Сейчас попробую начать новую игру и дождаться выброса. Но вряд ли это поможет. Ведь там время в
time factor выставлено на 5, а у меня на 4. Разница небольшая. Наверно всё же придётся играть с оригинальным временем
К сожалению моих знаний не хватает чтобы исправить эту проблему.
Дождался Выброса. К сожалению как и в моём варианте эффекты неба и освещение тоже застывают на одном и том же.
Надо думать дальше
А пока поиграю с параметром по умолчанию.
Уважаемые, подскажите пожалуйста, как на модификацию Sigerous Mod (http://stalker-portal.ru/page.php?id=5806&d=80#go) поставить спавн? При разборе UI_MAIN_MENU.SCRIPT увидел там спан-скрипты но они не активируются, подскажите что делать? UI_MAIN_MENU.SCRIPT прилагается
Код:
-- File: UI_MAIN_MENU.SCRIPT
-- Description: Load Dialog for STALKER
-- Created: 28.10.2004
-- Lasd edit: 18.01.2006
-- Copyright: 2004 GSC Game World
-- Author: Serhiy Vynnychenko (narrator@gsc-game.kiev.ua)
-- Version: 0.9
class "main_menu" (CUIScriptWnd)
function main_menu:__init() super()
self.mbox_mode = 0
self:InitControls()
self:InitCallBacks()
xr_s.on_main_menu_on() --' Distemper 03.2008 --
end
function main_menu:__finalize()
end
function main_menu:InitControls()
self:SetWndRect (Frect():set(0,0,1024,768))
local xml = CScriptXmlInit()
xml:ParseFile ("ui_mod_main.xml")
function main_menu:OnMsgCancel()
self.mbox_mode = 0
end
function main_menu:OnMsgYes()
if self.mbox_mode == 1 then
self:LoadLastSave()
end
self.mbox_mode = 0
end
function main_menu:OnMsgNo()
self.mbox_mode = 0
end
function main_menu:LoadLastSave()
local console = get_console()
console:execute ("main_menu off")
console:execute ("load_last_save")
end
function main_menu:OnButton_last_save()
if ( alife() == nil) then
self:LoadLastSave ()
return
end
if ( (db.actor ~= nil) and (db.actor:alive() == false) ) then
self:LoadLastSave ()
return
end
self.mbox_mode = 1
self.message_box:InitMessageBox ("message_box_confirm_load_save")
self:GetHolder():start_stop_menu(self.message_box, true)
end
function main_menu:OnButton_credits_clicked()
-- local console = get_console()
-- console:execute("main_menu off")
game.start_tutorial("credits_seq")
end
function main_menu:OnButton_quit_clicked()
self.message_box:InitMessageBox("message_box_quit_windows")
self:GetHolder():start_stop_menu(self.message_box, true)
end
function main_menu:OnButton_disconnect_clicked()
self.message_box:InitMessageBox("message_box_quit_game")
if (level.game_id() ~= 1) then
self.message_box:SetText("ui_mm_disconnect_message") -- MultiPlayer
else
self.message_box:SetText("ui_mm_quit_game_message") -- SinglePlayer
end
self:GetHolder():start_stop_menu(self.message_box, true)
end
function main_menu:OnMessageQuitGame()
local console = get_console()
console:execute("disconnect")
end
function main_menu:OnMessageQuitWin()
local console = get_console()
console:execute("quit")
end
function main_menu:OnButton_return_game()
log("333")
local console = get_console()
console:execute("main_menu off")
xr_s.on_main_menu_off() --' Distemper 03.2008 --
end
function main_menu:OnButton_new_novice_game()
local console = get_console()
console:execute("g_game_difficulty gd_novice")
self:StartGame()
end
function main_menu:OnButton_new_stalker_game()
local console = get_console()
console:execute("g_game_difficulty gd_stalker")
self:StartGame()
end
function main_menu:OnButton_new_veteran_game()
local console = get_console()
console:execute("g_game_difficulty gd_veteran")
self:StartGame()
end
function main_menu:OnButton_new_master_game()
local console = get_console()
console:execute("g_game_difficulty gd_master")
self:StartGame()
end
function main_menu:StartGame()
local console = get_console()
if (alife() ~= nil) then
console:execute ("disconnect")
end
device():pause(false)
console:execute("start server(all/single/alife/new) client(localhost)")
console:execute("main_menu off")
end
function main_menu:OnButton_load_spawn()
if self.spawn_dlg == nil then
self.spawn_dlg = ui_spawn_dialog.spawn_dialog()
self.spawn_dlg.owner = self
end
self:GetHolder():start_stop_menu(self.spawn_dlg, true)
self:GetHolder():start_stop_menu(self, true) --new
self:Show(false)
end
function main_menu:OnButton_save_clicked()
if self.save_dlg == nil then
self.save_dlg = ui_save_dialog.save_dialog()
self.save_dlg.owner = self
end
self.save_dlg:FillList()
self:GetHolder():start_stop_menu(self.save_dlg, true)
self:GetHolder():start_stop_menu(self, true) --new
self:Show(false)
end
function main_menu:OnButton_options_clicked()
if self.opt_dlg == nil then
self.opt_dlg = ui_mm_opt_main.options_dialog()
self.opt_dlg.owner = self
end
self.opt_dlg:UpdateControls()
self:GetHolder():start_stop_menu(self.opt_dlg, true)
self:GetHolder():start_stop_menu(self, true) --new
self:Show(false)
end
function main_menu:OnButton_load_clicked()
if self.load_dlg ==nil then
self.load_dlg = ui_load_dialog.load_dialog()
self.load_dlg.owner = self
end
self.load_dlg:FillList()
self:GetHolder():start_stop_menu(self.load_dlg, true)
self:GetHolder():start_stop_menu(self, true) --new
self:Show(false)
end
function main_menu:OnButton_multiplayer_clicked()
if self.mp_dlg ==nil then
self.mp_dlg = ui_mp_main.mp_main()
self.mp_dlg.owner = self
end
self.mp_dlg:UpdateControls()
self:GetHolder():start_stop_menu(self.mp_dlg, true)
self:GetHolder():start_stop_menu(self, true) --new
self:Show(false)
-- self.mp_dlg:OnBtn_Refresh()
local console = get_console()
console:execute ("check_for_updates 0")
self.mp_dlg:OnRadio_NetChanged()
end
function main_menu:Dispatch(cmd, param) --virtual function
if cmd == 2 then
self:OnButton_multiplayer_clicked()
end
return true
end
function main_menu:OnButton_vertex_clicked()
local a=vector()
a=db.actor:position()
vid=db.actor:level_vertex_id()
gvid=db.actor:game_vertex_id()
local abs_cam_pos=device().cam_pos
local cam_pos_x=abs_cam_pos.x
local cam_pos_y=abs_cam_pos.y
local cam_pos_z=abs_cam_pos.z
text="Позиция:\\nX= "..a.x.."\\nY= "..a.y.."\\nZ= "..a.z.."\\nlevel_vertex= "..vid.."\\ngame_vertex_id= "..gvid.."\\nНаправление:\\nX= "..cam_pos_x.."\\nY= "..cam_pos_y.."\\nZ= "..cam_pos_z
news_manager.send_tip(db.actor,text,0,bandit,10000,"Координата")
end
function main_menu:extra_money()
if db.actor~=nil then
dialogs.relocate_money(db.actor,10000,"in")
end
end
function main_menu:extra_test()
if db.actor~=nil then
local actor_pos=db.actor:position()
create("test_npc",actor_pos.x+2,actor_pos.y,actor_pos.z-2,db.actor:level_vertex_id(),db.actor:game_vertex_id())
end
end
function main_menu:extra_modes()
-- if db.actor~=nil then
if self.extra_modes_dlg == nil then
self.extra_modes_dlg = ui_extra_modes.extra_modes()
self.extra_modes_dlg.owner = self
end
self:GetHolder():start_stop_menu(self.extra_modes_dlg,true)
self:GetHolder():start_stop_menu(self,true)
self:Show(false)
-- end
end
function main_menu:extra_options()
if self.extra_dlg == nil then
self.extra_dlg = ui_extra_options.extra_options()
self.extra_dlg.owner = self
end
self:GetHolder():start_stop_menu(self.extra_dlg, true)
self:GetHolder():start_stop_menu(self, true)
self:Show(false)
end
function main_menu:set_0_factor()
if db.actor~=nil then
level.set_time_factor(8)
end
end
function main_menu:set_1_factor()
if db.actor~=nil then
level.set_time_factor(50)
end
end
function main_menu:set_2_factor()
if db.actor~=nil then
level.set_time_factor(100)
end
end
function main_menu:set_3_factor()
if db.actor~=nil then
level.set_time_factor(500)
end
end
function main_menu:set_4_factor()
if db.actor~=nil then
level.set_time_factor(1000)
end
end
function main_menu:set_5_factor()
if db.actor~=nil then
level.set_time_factor(5000)
end
end
function main_menu:sgm_deactivate_on()
if db.actor~=nil then
db.actor:give_info_portion("mod_deactivate")
end
end
function main_menu:sgm_deactivate_off()
if db.actor~=nil then
db.actor:disable_info_portion("mod_deactivate")
end
end
function main_menu:OnKeyboard(dik, keyboard_action) --virtual function
CUIScriptWnd.OnKeyboard(self,dik,keyboard_action)
local bind = dik_to_bind(dik)
local console = get_console()
if keyboard_action == ui_events.WINDOW_KEY_PRESSED then
--/"default"/--
if dik == DIK_keys.DIK_ESCAPE then
if level.present() and
( ((db.actor ~= nil)and(db.actor:alive())) or
(false==IsGameTypeSingle())
) then
self.OnButton_return_game()
end
end
if dik == DIK_keys.DIK_Q then
self:OnMessageQuitWin()
elseif dik == DIK_keys.DIK_F5 then
self:extra_options()
elseif dik == DIK_keys.DIK_F2 then
self:sgm_deactivate_on()
elseif dik == DIK_keys.DIK_F3 then
self:sgm_deactivate_off()
elseif dik == DIK_keys.DIK_SUBTRACT then
self:screenshot_mode_on()
elseif dik == DIK_keys.DIK_ADD then
self:screenshot_mode_off()
end
--/"keys_mode"/--
if string.find(command_line(),"-keys_mode") then
if dik == DIK_keys.DIK_ADD then
give_quick_news("DIK_ADD")
elseif dik == DIK_keys.DIK_APOSTROPHE then
give_quick_news("DIK_APOSTROPHE")
elseif dik == DIK_keys.DIK_APPS then
give_quick_news("DIK_APPS")
elseif dik == DIK_keys.DIK_AT then
give_quick_news("DIK_AT")
elseif dik == DIK_keys.DIK_AX then
give_quick_news("DIK_AX")
elseif dik == DIK_keys.DIK_BACKSLASH then
give_quick_news("DIK_BACKSLASH")
elseif dik == DIK_keys.DIK_CAPITAL then
give_quick_news("DIK_CAPITAL")
elseif dik == DIK_keys.DIK_CIRCUMFLEX then
give_quick_news("DIK_CIRCUMFLEX")
elseif dik == DIK_keys.DIK_COLON then
give_quick_news("DIK_COLON")
elseif dik == DIK_keys.DIK_COMMA then
give_quick_news("DIK_COMMA")
elseif dik == DIK_keys.DIK_CONVERT then
give_quick_news("DIK_CONVERT")
elseif dik == DIK_keys.DIK_DECIMAL then
give_quick_news("DIK_DECIMAL")
elseif dik == DIK_keys.DIK_DELETE then
give_quick_news("DIK_DELETE")
elseif dik == DIK_keys.DIK_DIVIDE then
give_quick_news("DIK_DIVIDE")
elseif dik == DIK_keys.DIK_DOWN then
give_quick_news("DIK_DOWN")
elseif dik == DIK_keys.DIK_END then
give_quick_news("DIK_END")
elseif dik == DIK_keys.DIK_EQUALS then
give_quick_news("DIK_EQUALS")
elseif dik == DIK_keys.DIK_GRAVE then
give_quick_news("DIK_GRAVE")
elseif dik == DIK_keys.DIK_HOME then
give_quick_news("DIK_HOME")
elseif dik == DIK_keys.DIK_INSERT then
give_quick_news("DIK_INSERT")
elseif dik == DIK_keys.DIK_KANA then
give_quick_news("DIK_KANA")
elseif dik == DIK_keys.DIK_KANJI then
give_quick_news("DIK_KANJI")
elseif dik == DIK_keys.DIK_LBRACKET then
give_quick_news("DIK_LBRACKET")
elseif dik == DIK_keys.DIK_LCONTROL then
give_quick_news("DIK_LCONTROL")
elseif dik == DIK_keys.DIK_LEFT then
give_quick_news("DIK_LEFT")
elseif dik == DIK_keys.DIK_LMENU then
give_quick_news("DIK_LMENU")
elseif dik == DIK_keys.DIK_MULTIPLY then
give_quick_news("DIK_MULTIPLY")
elseif dik == DIK_keys.DIK_MINUS then
give_quick_news("DIK_MINUS")
elseif dik == DIK_keys.DIK_NEXT then
give_quick_news("DIK_NEXT")
elseif dik == DIK_keys.DIK_NOCONVERT then
give_quick_news("DIK_NOCONVERT")
elseif dik == DIK_keys.DIK_NUMLOCK then
give_quick_news("DIK_NUMLOCK")
elseif dik == DIK_keys.DIK_NUMPADCOMMA then
give_quick_news("DIK_NUMPADCOMMA")
elseif dik == DIK_keys.DIK_NUMPADENTER then
give_quick_news("DIK_NUMPADENTER")
elseif dik == DIK_keys.DIK_NUMPADEQUALS then
give_quick_news("DIK_NUMPADEQUALS")
elseif dik == DIK_keys.DIK_PERIOD then
give_quick_news("DIK_PERIOD")
elseif dik == DIK_keys.DIK_PRIOR then
give_quick_news("DIK_PRIOR")
elseif dik == DIK_keys.DIK_RBRACKET then
give_quick_news("DIK_RBRACKET")
elseif dik == DIK_keys.DIK_RCONTROL then
give_quick_news("DIK_RCONTROL")
elseif dik == DIK_keys.DIK_RETURN then
give_quick_news("DIK_RETURN")
elseif dik == DIK_keys.DIK_RIGHT then
give_quick_news("DIK_RIGHT")
elseif dik == DIK_keys.DIK_RMENU then
give_quick_news("DIK_RMENU")
elseif dik == DIK_keys.DIK_SEMICOLON then
give_quick_news("DIK_SEMICOLON")
elseif dik == DIK_keys.DIK_SLASH then
give_quick_news("DIK_SLASH")
elseif dik == DIK_keys.DIK_STOP then
give_quick_news("DIK_STOP")
elseif dik == DIK_keys.DIK_SUBTRACT then
give_quick_news("DIK_SUBTRACT")
elseif dik == DIK_keys.DIK_SYSRQ then
give_quick_news("DIK_SYSRQ")
elseif dik == DIK_keys.DIK_UNDERLINE then
give_quick_news("DIK_UNDERLINE")
elseif dik == DIK_keys.DIK_UNLABELED then
give_quick_news("DIK_UNLABELED")
elseif dik == DIK_keys.DIK_YEN then
give_quick_news("DIK_YEN")
end
end
--/"cheat_mode"/--
if string.find(command_line(),"-cheat_mode") then
if dik == DIK_keys.DIK_P then
self:extra_money()
elseif dik == DIK_keys.DIK_F1 then
self:extra_modes()
elseif dik==DIK_keys.DIK_0 then
self:set_0_factor()
elseif dik==DIK_keys.DIK_1 then
self:set_1_factor()
elseif dik==DIK_keys.DIK_2 then
self:set_2_factor()
elseif dik==DIK_keys.DIK_3 then
self:set_3_factor()
elseif dik==DIK_keys.DIK_4 then
self:set_4_factor()
elseif dik==DIK_keys.DIK_5 then
self:set_5_factor()
end
end
--/"test"/--
if string.find(command_line(),"-test") then
if dik==DIK_keys.DIK_Z then
self:extra_test()
elseif dik==DIK_keys.DIK_U then
self:sgm_addons()
elseif dik==DIK_keys.DIK_O then
self:sgm_outfits()
elseif dik==DIK_keys.DIK_A then
self:sgm_ammo()
elseif dik==DIK_keys.DIK_F then
self:sgm_af()
elseif dik==DIK_keys.DIK_M then
self:sgm_upgrades()
elseif dik==DIK_keys.DIK_W then
self:sgm_wpns()
elseif dik==DIK_keys.DIK_T then
self:sgm_flashs()
elseif dik==DIK_keys.DIK_N then
self:sgm_new_items()
elseif dik==DIK_keys.DIK_S then
self:sgm_wpn_books()
elseif dik==DIK_keys.DIK_B then
self:sgm_medals()
elseif dik==DIK_keys.DIK_H then
self:sgm_help()
elseif dik==DIK_keys.DIK_F9 then
self:sgm_show_smarts()
elseif dik==DIK_keys.DIK_F10 then
self:sgm_hide_smarts()
elseif dik==DIK_keys.DIK_F11 then
self:sgm_check_ground()
end
end
end
return true
end
function main_menu:sgm_check_ground()
local actor_pos=db.actor:position()
sgm_functions.write_variable("satiety_factor",sgm_functions.read_variable("satiety_factor")+10)
end
function main_menu:screenshot_mode_on()
level.hide_indicators_safe()
local hud = get_hud()
hud:HideActorMenu()
hud:HidePdaMenu()
end
function main_menu:screenshot_mode_off()
level.show_indicators()
end
function main_menu:sgm_show_smarts()
db.actor:give_info_portion("show_smarts")
end
function main_menu:sgm_hide_smarts()
db.actor:disable_info_portion("show_smarts")
end
function main_menu:sgm_medals()
if db.actor~=nil then
give_object_to_actor("medal_rank_100")
give_object_to_actor("medal_rank_200")
give_object_to_actor("medal_rank_400")
give_object_to_actor("medal_rank_600")
give_object_to_actor("medal_rank_800")
give_object_to_actor("medal_rank_1000")
end
end
function main_menu:sgm_wpn_books()
if db.actor~=nil then
give_object_to_actor("skill_book_ak78")
give_object_to_actor("skill_book_ak82")
give_object_to_actor("skill_book_heavy_rpg")
give_object_to_actor("skill_book_spp200")
give_object_to_actor("skill_book_shotgun")
give_object_to_actor("skill_book_berg")
give_object_to_actor("skill_book_grom")
give_object_to_actor("skill_book_viper")
give_object_to_actor("skill_book_ak78u")
give_object_to_actor("skill_book_commander_pm")
give_object_to_actor("skill_book_cobra")
give_object_to_actor("skill_book_autocolt")
give_object_to_actor("skill_book_pkm")
give_object_to_actor("skill_book_abakan")
give_object_to_actor("skill_book_ak74")
give_object_to_actor("skill_book_ak74u")
give_object_to_actor("skill_book_beretta")
give_object_to_actor("skill_book_bm16")
give_object_to_actor("skill_book_colt1911")
give_object_to_actor("skill_book_desert_eagle")
give_object_to_actor("skill_book_fn2000")
give_object_to_actor("skill_book_fort")
give_object_to_actor("skill_book_g36")
give_object_to_actor("skill_book_gauss")
give_object_to_actor("skill_book_groza")
give_object_to_actor("skill_book_hpsa")
give_object_to_actor("skill_book_l85")
give_object_to_actor("skill_book_lr300")
give_object_to_actor("skill_book_mp5")
give_object_to_actor("skill_book_pb")
give_object_to_actor("skill_book_pm")
give_object_to_actor("skill_book_rg-6")
give_object_to_actor("skill_book_rpg7")
give_object_to_actor("skill_book_sig220")
give_object_to_actor("skill_book_sig550")
give_object_to_actor("skill_book_spas12")
give_object_to_actor("skill_book_svd")
give_object_to_actor("skill_book_svu")
give_object_to_actor("skill_book_toz34")
give_object_to_actor("skill_book_usp")
give_object_to_actor("skill_book_val")
give_object_to_actor("skill_book_vintorez")
give_object_to_actor("skill_book_walther")
give_object_to_actor("skill_book_wincheaster1300")
end
end
function main_menu:sgm_new_items()
if db.actor~=nil then
give_object_to_actor("bio_bandage")
give_object_to_actor("medkit_elite")
give_object_to_actor("psy_complex")
give_object_to_actor("wild_drink")
give_object_to_actor("bun")
give_object_to_actor("ananas")
give_object_to_actor("af_geliy")
give_object_to_actor("af_monolit")
give_object_to_actor("cev_plastin_1")
give_object_to_actor("cev_plastin_2")
give_object_to_actor("cev_plastin_3")
give_object_to_actor("cev_plastin_4")
give_object_to_actor("cev_plastin_5")
give_object_to_actor("ammo_9x18_hpm")
give_object_to_actor("ammo_9x19_spp")
give_object_to_actor("ammo_5.45x39_hm")
give_object_to_actor("ammo_5.45x39_hr")
give_object_to_actor("ammo_5.56x45_gd")
give_object_to_actor("ammo_12x76_quadro")
give_object_to_actor("wpn_autocolt")
give_object_to_actor("wpn_cobra")
give_object_to_actor("solar_exo_outfit")
give_object_to_actor("novice_cevlar_outfit")
give_object_to_actor("killer_outfit")
give_object_to_actor("commander_outfit")
give_object_to_actor("dolg_scientific_outfit")
give_object_to_actor("raincoat_outfit")
give_object_to_actor("wpn_commander_pm")
give_object_to_actor("wpn_ak78")
give_object_to_actor("wpn_ak82")
give_object_to_actor("wpn_heavy_rpg")
give_object_to_actor("wpn_spp200")
give_object_to_actor("wpn_shotgun")
give_object_to_actor("wpn_berg")
give_object_to_actor("wpn_grom")
give_object_to_actor("wpn_viper")
give_object_to_actor("wpn_ak78u")
give_object_to_actor("wpn_svd_tiger")
give_object_to_actor("wpn_spp200_arrow")
give_object_to_actor("skill_book_ak78")
give_object_to_actor("skill_book_ak82")
give_object_to_actor("skill_book_heavy_rpg")
give_object_to_actor("skill_book_spp200")
give_object_to_actor("skill_book_shotgun")
give_object_to_actor("skill_book_berg")
give_object_to_actor("skill_book_grom")
give_object_to_actor("skill_book_viper")
give_object_to_actor("skill_book_ak78u")
give_object_to_actor("skill_book_commander_pm")
give_object_to_actor("skill_book_cobra")
give_object_to_actor("skill_book_autocolt")
give_object_to_actor("skill_book_pkm")
give_object_to_actor("skill_book_abakan")
give_object_to_actor("skill_book_ak74")
give_object_to_actor("skill_book_ak74u")
give_object_to_actor("skill_book_beretta")
give_object_to_actor("skill_book_bm16")
give_object_to_actor("skill_book_colt1911")
give_object_to_actor("skill_book_desert_eagle")
give_object_to_actor("skill_book_fn2000")
give_object_to_actor("skill_book_fort")
give_object_to_actor("skill_book_g36")
give_object_to_actor("skill_book_gauss")
give_object_to_actor("skill_book_groza")
give_object_to_actor("skill_book_hpsa")
give_object_to_actor("skill_book_l85")
give_object_to_actor("skill_book_lr300")
give_object_to_actor("skill_book_mp5")
give_object_to_actor("skill_book_pb")
give_object_to_actor("skill_book_pm")
give_object_to_actor("skill_book_rg-6")
give_object_to_actor("skill_book_rpg7")
give_object_to_actor("skill_book_sig220")
give_object_to_actor("skill_book_sig550")
give_object_to_actor("skill_book_spas12")
give_object_to_actor("skill_book_svd")
give_object_to_actor("skill_book_svu")
give_object_to_actor("skill_book_toz34")
give_object_to_actor("skill_book_usp")
give_object_to_actor("skill_book_val")
give_object_to_actor("skill_book_vintorez")
give_object_to_actor("skill_book_walther")
give_object_to_actor("skill_book_wincheaster1300")
end
end
function main_menu:sgm_addons()
if db.actor~=nil then
give_object_to_actor("wpn_addon_scope")
give_object_to_actor("wpn_addon_scope_4x")
give_object_to_actor("wpn_addon_scope_susat")
give_object_to_actor("wpn_silencer_9x18")
give_object_to_actor("wpn_silencer_9x19")
give_object_to_actor("wpn_silencer_11.43x23")
give_object_to_actor("wpn_silencer_5.56x45")
give_object_to_actor("wpn_silencer_5.45x39")
give_object_to_actor("wpn_silencer_9x39")
give_object_to_actor("wpn_addon_grenade_launcher")
give_object_to_actor("wpn_addon_grenade_launcher_m203")
end
end
function main_menu:sgm_flashs()
if db.actor~=nil then
give_object_to_actor("esc_mechanic_flash_card_1")
give_object_to_actor("esc_mechanic_flash_card_2")
give_object_to_actor("esc_mechanic_flash_card_3")
give_object_to_actor("esc_mechanic_flash_card_4")
give_object_to_actor("flesh_up_ac_mp5")
give_object_to_actor("flesh_up_bd_mp5")
give_object_to_actor("flesh_up_a_novice_outfit")
give_object_to_actor("flesh_up_ac_wincheaster1300")
give_object_to_actor("flesh_up_bd_wincheaster1300")
give_object_to_actor("flesh_up_ac_ak74u")
give_object_to_actor("flesh_up_fh_scientific_outfit")
give_object_to_actor("flesh_up_bdfh_scientific_outfit")
give_object_to_actor("flesh_up_aceg_scientific_outfit")
give_object_to_actor("flesh_up_ab_svu")
give_object_to_actor("flesh_up_cd_svu")
give_object_to_actor("flesh_up_abcd_svu")
give_object_to_actor("flesh_up_ab_pkm")
give_object_to_actor("flesh_up_cd_pkm")
give_object_to_actor("flesh_up_abcd_pkm")
give_object_to_actor("flesh_up_ac_desert_eagle")
give_object_to_actor("flesh_up_bd_desert_eagle")
give_object_to_actor("flesh_up_ac_spas12")
end
end
function main_menu:sgm_outfits()
if db.actor~=nil then
give_object_to_actor("novice_outfit")
give_object_to_actor("bandit_outfit")
give_object_to_actor("cs_light_outfit")
give_object_to_actor("cs_heavy_outfit")
give_object_to_actor("stalker_outfit")
give_object_to_actor("svoboda_light_outfit")
give_object_to_actor("svoboda_heavy_outfit")
give_object_to_actor("dolg_outfit")
give_object_to_actor("dolg_heavy_outfit")
give_object_to_actor("scientific_outfit")
give_object_to_actor("specops_outfit")
give_object_to_actor("military_outfit")
give_object_to_actor("exo_outfit")
give_object_to_actor("svoboda_exo_outfit")
end
end
function main_menu:sgm_ammo()
if db.actor~=nil then
give_object_to_actor("ammo_9x18_fmj")
give_object_to_actor("ammo_9x18_pmm")
give_object_to_actor("ammo_9x19_fmj")
give_object_to_actor("ammo_9x19_pbp")
give_object_to_actor("ammo_11.43x23_fmj")
give_object_to_actor("ammo_11.43x23_hydro")
give_object_to_actor("ammo_5.45x39_fmj")
give_object_to_actor("ammo_5.45x39_ap")
give_object_to_actor("ammo_5.56x45_ss190")
give_object_to_actor("ammo_5.56x45_ap")
give_object_to_actor("ammo_pkm_100")
give_object_to_actor("ammo_7.62x54_7h14")
give_object_to_actor("ammo_223_fmj")
give_object_to_actor("ammo_gauss")
give_object_to_actor("ammo_9x39_pab9")
give_object_to_actor("ammo_9x39_ap")
give_object_to_actor("ammo_12x70_buck")
give_object_to_actor("ammo_12x76_dart")
give_object_to_actor("ammo_12x76_zhekan")
give_object_to_actor("ammo_og-7b")
give_object_to_actor("ammo_vog-25p")
give_object_to_actor("ammo_vog-25")
give_object_to_actor("ammo_m209")
give_object_to_actor("ammo_minigame")
end
end
function main_menu:sgm_af()
if db.actor~=nil then
give_object_to_actor("af_medusa")
give_object_to_actor("af_cristall_flower")
give_object_to_actor("af_night_star")
give_object_to_actor("af_vyvert")
give_object_to_actor("af_gravi")
give_object_to_actor("af_gold_fish")
give_object_to_actor("af_cristall")
give_object_to_actor("af_fireball")
give_object_to_actor("af_dummy_glassbeads")
give_object_to_actor("af_eye")
give_object_to_actor("af_fire")
give_object_to_actor("af_blood")
give_object_to_actor("af_mincer_meat")
give_object_to_actor("af_soul")
give_object_to_actor("af_fuzz_kolobok")
give_object_to_actor("af_baloon")
give_object_to_actor("af_glass")
give_object_to_actor("af_electra_sparkler")
give_object_to_actor("af_electra_flash")
give_object_to_actor("af_electra_moonlight")
give_object_to_actor("af_dummy_battery")
give_object_to_actor("af_dummy_dummy")
give_object_to_actor("af_ice")
give_object_to_actor("af_compass")
give_object_to_actor("detector_simple")
give_object_to_actor("detector_advanced")
give_object_to_actor("detector_elite")
end
end
function main_menu:sgm_upgrades()
if db.actor~=nil then
give_object_to_actor("wpn_ak74_up")
give_object_to_actor("wpn_ak74_up2")
give_object_to_actor("wpn_ak74_minigame")
give_object_to_actor("wpn_ak74u_minigame")
give_object_to_actor("wpn_beretta_minigame")
give_object_to_actor("wpn_binoc")
give_object_to_actor("wpn_desert_eagle_up")
give_object_to_actor("wpn_gauss_aes")
give_object_to_actor("wpn_lr300_minigame")
give_object_to_actor("wpn_lr300_up2")
give_object_to_actor("wpn_mp5_minigame")
give_object_to_actor("wpn_pm_minigame")
give_object_to_actor("wpn_pm_up")
give_object_to_actor("wpn_pm_9x19")
give_object_to_actor("wpn_sig550_minigame")
give_object_to_actor("wpn_val_minigame")
give_object_to_actor("wpn_vintorez_up")
end
end
function main_menu:sgm_wpns()
if db.actor~=nil then
give_object_to_actor("wpn_pm")
give_object_to_actor("wpn_pb")
give_object_to_actor("wpn_fort")
give_object_to_actor("wpn_hpsa")
give_object_to_actor("wpn_beretta")
give_object_to_actor("wpn_walther")
give_object_to_actor("wpn_sig220")
give_object_to_actor("wpn_colt1911")
give_object_to_actor("wpn_usp")
give_object_to_actor("wpn_desert_eagle")
give_object_to_actor("wpn_bm16")
give_object_to_actor("wpn_toz34")
give_object_to_actor("wpn_wincheaster1300")
give_object_to_actor("wpn_spas12")
give_object_to_actor("wpn_ak74u")
give_object_to_actor("wpn_mp5")
give_object_to_actor("wpn_ak74")
give_object_to_actor("wpn_abakan")
give_object_to_actor("wpn_l85")
give_object_to_actor("wpn_lr300")
give_object_to_actor("wpn_sig550")
give_object_to_actor("wpn_groza")
give_object_to_actor("wpn_val")
give_object_to_actor("wpn_vintorez")
give_object_to_actor("wpn_svu")
give_object_to_actor("wpn_svd")
give_object_to_actor("wpn_rg-6")
give_object_to_actor("wpn_rpg7")
give_object_to_actor("wpn_g36")
give_object_to_actor("wpn_fn2000")
give_object_to_actor("wpn_pkm")
give_object_to_actor("wpn_gauss")
end
end
добавлено спустя 27 минут
И еще, в этом же моде. Установил с нуля, ничего не редактировал - захожу в меню нажимаю "ОПЦИИ" и сразу вылетает. (((( кто сталкивася? Прячьте большие сообщения в спойлер!
Модератор
Сообщение было успешно отредактировано Web Strikеr (15-10-2009 02:31 GMT3 часа, назад)
Народ кто нибудь знает, как сделать апгрейды брони/стволов не взаимоисключаемыми? Порылся в файлах апгрейдов, так ничего и не получилось. Возможно кроме них (даже скорее всего) задействованы еще файлы, но вот какие....основная проблема.
golded да вроде там так же как и в ЧН нужно схемы полностью переписывать...
Собсно такой вопрос: что и как прописать чтобы включить прицеливание у пулемёта?
Поздорову, Бродяги!!! Подскажите пожалуйста, какой текст в каком фыйле поменять, чтоб все время было светло? Или хотя бы днем было светло как в ТЧ, а то играю, на дворе полдень, а такое ощущение что вечер...(((( Помогите плиз, заранее благодарен!)
Здрасте всем, для себя не давно сделал мини модик: ПМ превратил в скорострельный автоматический пистолет, всё идёт работает, но такая проблемка игра стала выкидывать примерно каждые 5 минут, без мода опять всё нормально. Из за чего это может быть кто знает?
Сталкеры, так что с моим вопросом??? Неужели никто не знает как это сделаь??? Помогите мне пожалуйста!
Цитата#WolF_erinE :
Поздорову, Бродяги!!! Подскажите пожалуйста, какой текст в каком фыйле поменять, чтоб все время было светло? Или хотя бы днем было светло как в ТЧ, а то играю, на дворе полдень, а такое ощущение что вечер...(((( Помогите плиз, заранее благодарен!)
Заметил, что когда неписи подходят к костру, он загорается. На гг костер не реагирует. Не подскажите, какие функции отвечают за костер. Хочу сделать, чтоб по нажатию определенной клавиши костер либо загорался либо потухал, когда гг около него.
Эта тема закрыта, публикация новых сообщений недоступна.
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