Mano, isso é muito estranho...
f14-utilidades/t179-gta3script-while-tr ... turn_false
Voltar para “[SA] Procurar coisas nos sacos de lixo”
Mas isso tá dentro de uma task sequence, ou seja, não tem como uma task atrapalhar a outra. ou tem?. E como eu disse, testei e tá funcionando certinho... Estranho.
Código: Selecionar tudo
SCRIPT_START
{
LVAR_INT scplayer hObject hTaskSequence
LVAR_FLOAT x y z
GET_PLAYER_CHAR 0 (scplayer)
WHILE TRUE
WAIT 0
GET_CHAR_COORDINATES scplayer (x y z)
IF GET_RANDOM_OBJECT_IN_SPHERE_NO_SAVE_RECURSIVE x y z 2.0 FALSE (hObject)
IF DOES_OBJECT_HAVE_THIS_MODEL hObject 1264
OR DOES_OBJECT_HAVE_THIS_MODEL hObject 1265
GOSUB activate
ENDIF
ENDIF
ENDWHILE
activate:
GET_OBJECT_COORDINATES hObject (x y z)
WHILE LOCATE_CHAR_ANY_MEANS_3D scplayer x y z 2.0 2.0 2.0 FALSE
WAIT 0
IF IS_BUTTON_PRESSED PAD1 15
REQUEST_ANIMATION BOMBER
LOAD_ALL_MODELS_NOW
OPEN_SEQUENCE_TASK (hTaskSequence)
TASK_TURN_CHAR_TO_FACE_COORD -1 (x y z)
TASK_PLAY_ANIM -1 BOM_Plant BOMBER 4.0 0 0 0 0 -1
CLOSE_SEQUENCE_TASK (hTaskSequence)
PERFORM_SEQUENCE_TASK scplayer (hTaskSequence)
CLEAR_SEQUENCE_TASK (hTaskSequence)
WAIT 2500
CLEO_CALL RandomThing 0 (scplayer) (scplayer)
ENDIF
ENDWHILE
RETURN
}
SCRIPT_END
{
LVAR_INT player
LVAR_INT iWeaponModel hRandom hObject hChar
LVAR_FLOAT x y z
RandomThing:
GENERATE_RANDOM_INT_IN_RANGE 0 10 (hRandom)
SWITCH (hRandom)
CASE 0
REQUEST_MODEL 2880
REQUEST_ANIMATION FOOD
LOAD_ALL_MODELS_NOW
CREATE_OBJECT_NO_OFFSET 2880 0.0 0.0 0.0 hObject
MARK_MODEL_AS_NO_LONGER_NEEDED 2880
TASK_PICK_UP_OBJECT player hObject 0.0 0.0 0.0 6 16 "NULL" "NULL" 0
TASK_PLAY_ANIM player EAT_Burger FOOD 4.0 0 0 0 0 -1
WAIT 5000
DELETE_OBJECT hObject
REMOVE_ANIMATION FOOD
BREAK
CASE 1
REQUEST_MODEL 325
LOAD_ALL_MODELS_NOW
GIVE_WEAPON_TO_CHAR player WEAPONTYPE_FLOWERS 1
BREAK
CASE 2
REQUEST_MODEL 321
LOAD_ALL_MODELS_NOW
GIVE_WEAPON_TO_CHAR player WEAPONTYPE_DILDO1 1
TASK_SAY player 11
BREAK
CASE 3
REQUEST_MODEL COLT45
LOAD_ALL_MODELS_NOW
GIVE_WEAPON_TO_CHAR player WEAPONTYPE_PISTOL 9
MARK_MODEL_AS_NO_LONGER_NEEDED COLT45
BREAK
CASE 4
REQUEST_MODEL 2601
REQUEST_ANIMATION VENDING
LOAD_ALL_MODELS_NOW
CREATE_OBJECT_NO_OFFSET 2601 0.0 0.0 0.0 hObject
MARK_MODEL_AS_NO_LONGER_NEEDED 2601
TASK_PICK_UP_OBJECT player hObject 0.0 0.0 0.0 5 16 "NULL" "NULL" 0
TASK_PLAY_ANIM player VEND_Drink_P VENDING 4.0 0 0 0 0 -1
WAIT 1500
DELETE_OBJECT hObject
BREAK
CASE 5
REQUEST_MODEL 1484
REQUEST_ANIMATION GANGS
LOAD_ALL_MODELS_NOW
CREATE_OBJECT_NO_OFFSET 1484 0.0 0.0 0.0 hObject
MARK_MODEL_AS_NO_LONGER_NEEDED 1484
TASK_PICK_UP_OBJECT player hObject 0.0 0.0 0.0 6 16 "NULL" "NULL" 0
TASK_PLAY_ANIM player drnkbr_prtl GANGS 4.0 1 0 0 0 5000
WAIT 5000
DELETE_OBJECT hObject
REMOVE_ANIMATION GANGS
BREAK
CASE 6
ADD_SCORE 0 25
TASK_SAY player 172
BREAK
CASE 7
REQUEST_MODEL MOLOTOV
LOAD_ALL_MODELS_NOW
GIVE_WEAPON_TO_CHAR player WEAPONTYPE_MOLOTOV 1
BREAK
CASE 8
REQUEST_MODEL SPRAYCAN
LOAD_ALL_MODELS_NOW
GIVE_WEAPON_TO_CHAR player WEAPONTYPE_SPRAYCAN 200
BREAK
CASE 9
REQUEST_MODEL SBMOTR2
LOAD_ALL_MODELS_NOW
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS player 0.0 1.0 0.0 (x y z)
CREATE_CHAR PEDTYPE_CIVMALE SBMOTR2 x y z (hChar)
TASK_FALL_AND_GET_UP hChar 1 0
TASK_SAY player 108
MARK_MODEL_AS_NO_LONGER_NEEDED SBMOTR2
MARK_CHAR_AS_NO_LONGER_NEEDED (hChar)
BREAK
ENDSWITCH
CLEO_RETURN 0 (player)
}