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Véhicule Devant La Banque (gruppe Sechs)


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12 réponses à ce sujet

#1 Woot

Woot

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Posté 02 October 2007 - 11:43 AM

Est ce qu'on peux choper le véhicule blindé de transport de fond juste devant la banque ? J'ai essayé de découper la porte à la tronçonneuse mais rien n'y fait, et vu qu'on peux peut prendre tout les véhicules qui trainent dans Vice City, je me demande s'il y a un truc à faire, où si juste moi qui suis un peu con, ou alors si c'est complétement impossible mais dans ce cas, à quoi il servirait ?
Une bonne rafale, et ça repart !

#2 Antholintello

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Posté 02 October 2007 - 04:14 PM

D'abord, les véhicules ne sont pas tous accessibles, il y en a qui sont fermés... Pour le fourgon blindé devant la banque, il y a une chance sur 6 pour que le véhicules te soit accessible ! Il faut juste avoir de la chance. Tu peux essayer de couper la port à la tronçonneuse, tu y arrivera pas ! coolio.gif

Modifié par Antholintello, 02 October 2007 - 04:14 PM.



#3 Woot

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Posté 02 October 2007 - 06:38 PM

Ok merci, je commencais à me demander vu que j'essaie régulierement smile.gif Maintenant, je vais juste essayer tout le temps biggrin.gif
Une bonne rafale, et ça repart !

#4 Mateos

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Posté 08 October 2007 - 05:21 PM

Nan c'est faux, ils sont en libre circulation au port, et ça s'appelle "Securicar" smile.gif

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#5 Ken Rosenberg

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Posté 10 October 2007 - 01:27 PM

Salut,

Tu peut faire sinon une manipulation au niveau du main.scm
Si tu veux plus de détail, envoie moi un MP
Ken Rosenberg
L'avocat de vice city


#6 GrandMiam

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Posté 10 October 2007 - 06:56 PM

Citation (Ken Rosenberg @ 10/10/2007, 14:27) <{POST_SNAPBACK}>
Salut,

Tu peut faire sinon une manipulation au niveau du main.scm
Si tu veux plus de détail, envoie moi un MP

C'est complètement ridicule, s'il demande sur le forum c'est pas pour qu'on lui explique par MP, et ça peut profiter à tout le monde ici.

badboy aka grandmiam


#7 Vicolaships

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Posté 10 October 2007 - 07:27 PM

Un exemple de code ou il faudra modifier les coordonnées du SECURICAR (actuellement "0.0 0.0 0.0"),

CODE
DEFINE OBJECTS 206
DEFINE OBJECT SANNY BUILDER v. 2.99
DEFINE OBJECT DTN_STADDOORA // Object number -1
DEFINE OBJECT DTN_STADDOORB // Object number -2
DEFINE OBJECT DTHOTRING_A // Object number -3
DEFINE OBJECT BRIBE // Object number -4
DEFINE OBJECT CI_GATESCLOSED // Object number -5
DEFINE OBJECT CI_BACKGATECLOSE // Object number -6
DEFINE OBJECT INFO // Object number -7
DEFINE OBJECT YT_MAIN_BODY // Object number -8
DEFINE OBJECT YT_MAIN_BODY2 // Object number -9
DEFINE OBJECT YT_DOORS14 // Object number -10
DEFINE OBJECT YT_TMP_BOAT // Object number -11
DEFINE OBJECT LODMAIN_BODY // Object number -12
DEFINE OBJECT YACHT_CHUNK_KB // Object number -13
DEFINE OBJECT YT_GANGPLNK_TMP // Object number -14
DEFINE OBJECT DTBLOODRING_A // Object number -15
DEFINE OBJECT DTDIRTRING_A // Object number -16
DEFINE OBJECT PICKUPSAVE // Object number -17
DEFINE OBJECT BODYARMOUR // Object number -18
DEFINE OBJECT STRIPCLBDROPEN // Object number -19
DEFINE OBJECT OD_CLBDR_OPEN // Object number -20
DEFINE OBJECT COP_DR_CLOSED // Object number -21
DEFINE OBJECT STRPBCKDRCLSD // Object number -22
DEFINE OBJECT STRIPCLBDRCLSD // Object number -23
DEFINE OBJECT COP_DR_OPEN // Object number -24
DEFINE OBJECT OD_CLBDR_CLOSE // Object number -25
DEFINE OBJECT LH_IMP_EXP01 // Object number -26
DEFINE OBJECT LH_IMP_EXP02 // Object number -27
DEFINE OBJECT LH_IMP_EXP03 // Object number -28
DEFINE OBJECT LH_IMP_EXP04 // Object number -29
DEFINE OBJECT LH_STRIKETHROUGH // Object number -30
DEFINE OBJECT COMGATE1OPEN // Object number -31
DEFINE OBJECT COMGATE2OPEN // Object number -32
DEFINE OBJECT ELECTRICGATE // Object number -33
DEFINE OBJECT MONEYBAG // Object number -34
DEFINE OBJECT BOOMSHINE // Object number -35
DEFINE OBJECT STREETLAMP2 // Object number -36
DEFINE OBJECT COKE_VOODOO // Object number -37
DEFINE OBJECT TROPHY1 // Object number -38
DEFINE OBJECT SUTIBAG // Object number -39
DEFINE OBJECT BONUS // Object number -40
DEFINE OBJECT FRAME1 // Object number -41
DEFINE OBJECT FRAME1DAMAGED // Object number -42
DEFINE OBJECT FLAME_TINS // Object number -43
DEFINE OBJECT TROPHIES // Object number -44
DEFINE OBJECT HELI_BOX // Object number -45
DEFINE OBJECT PIZZA_BOX1 // Object number -46
DEFINE OBJECT PIZZA_MESS // Object number -47
DEFINE OBJECT PIZZA_MESS2 // Object number -48
DEFINE OBJECT MAN_RUBBISH03 // Object number -49
DEFINE OBJECT GASH_BAGS1 // Object number -50
DEFINE OBJECT GASHBAGS2 // Object number -51
DEFINE OBJECT POLOROIDS // Object number -52
DEFINE OBJECT GUN_DOCS // Object number -53
DEFINE OBJECT SHOVEL // Object number -54
DEFINE OBJECT KILLFRENZY // Object number -55
DEFINE OBJECT COMGATE1CLOSED // Object number -56
DEFINE OBJECT COMGATE2CLOSED // Object number -57
DEFINE OBJECT NT_ROADBLOCKCI // Object number -58
DEFINE OBJECT NT_ROADBLOCKGF // Object number -59
DEFINE OBJECT WSH_ROADBLOCK // Object number -60
DEFINE OBJECT MANSION_NEW_DOORS // Object number -61
DEFINE OBJECT MAN_DOORCLOSED // Object number -62
DEFINE OBJECT WSHPERDRCLSD // Object number -63
DEFINE OBJECT HAITAXIDR // Object number -64
DEFINE OBJECT B_HSE_DOORS // Object number -65
DEFINE OBJECT DK_CAMJONESDOOR // Object number -66
DEFINE OBJECT DTS_GS_LIFTDOORL // Object number -67
DEFINE OBJECT DTS_GS_LIFTDOORR // Object number -68
DEFINE OBJECT DTS_SPOT_A // Object number -69
DEFINE OBJECT DTS_SOAPYTITWANK_A // Object number -70
DEFINE OBJECT DT_GSPOT_STAIRS // Object number -71
DEFINE OBJECT OD_CELLDOOR02 // Object number -72
DEFINE OBJECT CI_JETYGATESCLOSED // Object number -73
DEFINE OBJECT NHAITPLATDR // Object number -74
DEFINE OBJECT NHAITPLATDRR // Object number -75
DEFINE OBJECT SPAD_DR_CLOSED1 // Object number -76
DEFINE OBJECT SPAD_DR_CLOSED2 // Object number -77
DEFINE OBJECT SPAD_DR_CLOSED3 // Object number -78
DEFINE OBJECT PH_BUILD_DR_CLOSED // Object number -79
DEFINE OBJECT ICEDOOR // Object number -80
DEFINE OBJECT DTS_BBDOOR // Object number -81
DEFINE OBJECT GOLF_GATESCLOSED // Object number -82
DEFINE OBJECT PRINTDOOOR // Object number -83
DEFINE OBJECT UNROCKETED_WIN1 // Object number -84
DEFINE OBJECT BNK_GRILL01 // Object number -85
DEFINE OBJECT HEALTH // Object number -86
DEFINE OBJECT ADRENALINE // Object number -87
DEFINE OBJECT MOB_MOBROOM2 // Object number -88
DEFINE OBJECT MOB_DETAILSB // Object number -89
DEFINE OBJECT AP_RADAR1_01 // Object number -90
DEFINE OBJECT VEG_PALM04 // Object number -91
DEFINE OBJECT DOC_CRANEEGGS04 // Object number -92
DEFINE OBJECT DOC_CRANE_CAB04 // Object number -93
DEFINE OBJECT DOCKFUEL07 // Object number -94
DEFINE OBJECT LODCARGOSHP03 // Object number -95
DEFINE OBJECT LODCARGOSHP04 // Object number -96
DEFINE OBJECT LODCARGOSHP05 // Object number -97
DEFINE OBJECT LODCARGOSHP24 // Object number -98
DEFINE OBJECT LODCARGOSHP25 // Object number -99
DEFINE OBJECT LODCARGOSHP28 // Object number -100
DEFINE OBJECT LODCARGOSHP32 // Object number -101
DEFINE OBJECT LODCARGOSHP35 // Object number -102
DEFINE OBJECT LODCARGOSHP41 // Object number -103
DEFINE OBJECT LODCARGOSHP47 // Object number -104
DEFINE OBJECT LODCARGOSHP50 // Object number -105
DEFINE OBJECT LODCARGOSHP51 // Object number -106
DEFINE OBJECT LODCARGOSHP64 // Object number -107
DEFINE OBJECT LODCARGOSHP70 // Object number -108
DEFINE OBJECT LODCARGOSHP71 // Object number -109
DEFINE OBJECT LODCARGOSHP72 // Object number -110
DEFINE OBJECT LODCARGOSHP73 // Object number -111
DEFINE OBJECT LODARGOHULL2 // Object number -112
DEFINE OBJECT BIG_POLY_TINGS_B // Object number -113
DEFINE OBJECT BARREL4 // Object number -114
DEFINE OBJECT BIG_POLY_TINGS // Object number -115
DEFINE OBJECT SPAD_DR_OPEN3 // Object number -116
DEFINE OBJECT SPAD_DR_OPEN2 // Object number -117
DEFINE OBJECT SPAD_DR_OPEN1 // Object number -118
DEFINE OBJECT SEXYPOOLCOVER // Object number -119
DEFINE OBJECT BRIEFCASE // Object number -120
DEFINE OBJECT FAKETARGET // Object number -121
DEFINE OBJECT MAN_DOOROPEN // Object number -122
DEFINE OBJECT GOLF_GATESOPEN // Object number -123
DEFINE OBJECT DYNAMITE // Object number -124
DEFINE OBJECT BARREL2 // Object number -125
DEFINE OBJECT BLDNGST2MESHDAM // Object number -126
DEFINE OBJECT BLDNGST2MESH // Object number -127
DEFINE OBJECT JW_COFFIN // Object number -128
DEFINE OBJECT KEYCARD // Object number -129
DEFINE OBJECT TAR_GUN1 // Object number -130
DEFINE OBJECT TAR_GUN2 // Object number -131
DEFINE OBJECT TAR_FRAME // Object number -132
DEFINE OBJECT TAR_DOWNLEFT // Object number -133
DEFINE OBJECT TAR_DOWNRIGHT // Object number -134
DEFINE OBJECT TAR_TOP // Object number -135
DEFINE OBJECT TAR_UPLEFT // Object number -136
DEFINE OBJECT TAR_UPRIGHT // Object number -137
DEFINE OBJECT BNK_LFT_DOOR1 // Object number -138
DEFINE OBJECT BNK_LFT_DOOR2 // Object number -139
DEFINE OBJECT GASGRENADE // Object number -140
DEFINE OBJECT ROCKETED_WIN1 // Object number -141
DEFINE OBJECT OD_CLUBOUT_DY // Object number -142
DEFINE OBJECT OD_CLUBOUT_NT // Object number -143
DEFINE OBJECT OD_CLUBNEON // Object number -144
DEFINE OBJECT OD_CLUBDOORS // Object number -145
DEFINE OBJECT VEG_PALMKBB11 // Object number -146
DEFINE OBJECT ODNROAD01_NT // Object number -147
DEFINE OBJECT ODNROAD01_DY // Object number -148
DEFINE OBJECT OD_CLUBBACK // Object number -149
DEFINE OBJECT MIAMIODNROADXA // Object number -150
DEFINE OBJECT LODD_BUILD2 // Object number -151
DEFINE OBJECT SPAD_BUILDNEW // Object number -152
DEFINE OBJECT VEG_PALMBIG14 // Object number -153
DEFINE OBJECT GUNBOX // Object number -154
DEFINE OBJECT OD_WTSIGN // Object number -155
DEFINE OBJECT OD_CHARIOT // Object number -156
DEFINE OBJECT LODD_BUILDNEW // Object number -157
DEFINE OBJECT LODCHARIOT // Object number -158
DEFINE OBJECT PH_BUILD_DR_OPEN // Object number -159
DEFINE OBJECT DTS_SOAPYTITWANK_B // Object number -160
DEFINE OBJECT ML_TARBRUSH // Object number -161
DEFINE OBJECT ML_TARBRUSHDAMAGE // Object number -162
DEFINE OBJECT CI_GATESOPEN // Object number -163
DEFINE OBJECT CI_BACKGATEOPEN // Object number -164
DEFINE OBJECT CI_JETYGATESOPEN // Object number -165
DEFINE OBJECT DK_REEF // Object number -166
DEFINE OBJECT DOONTOON50 // Object number -167
DEFINE OBJECT ROAD_DOWNTOWN_NEW2 // Object number -168
DEFINE OBJECT ROAD_DOWNTOWN02 // Object number -169
DEFINE OBJECT AMMUNATION_DT // Object number -170
DEFINE OBJECT DOONTOON19 // Object number -171
DEFINE OBJECT DT_COMPOUND_ROOF // Object number -172
DEFINE OBJECT DOONTOON51 // Object number -173
DEFINE OBJECT LODNTOON28 // Object number -174
DEFINE OBJECT AMMU_WINDOWS1 // Object number -175
DEFINE OBJECT WATERJUMPX2 // Object number -176
DEFINE OBJECT WATERJUMP1 // Object number -177
DEFINE OBJECT BUILD1 // Object number -178
DEFINE OBJECT BUILDBLOWN // Object number -179
DEFINE OBJECT HDRUGFACTORYINT // Object number -180
DEFINE OBJECT HDRUGFACTORYPOL // Object number -181
DEFINE OBJECT LODLD1 // Object number -182
DEFINE OBJECT LODLDBLOWN // Object number -183
DEFINE OBJECT RCBOMB // Object number -184
DEFINE OBJECT LF_MEDIASTAGE // Object number -185
DEFINE OBJECT PIZZABOX // Object number -186
DEFINE OBJECT LH_RACE01 // Object number -187
DEFINE OBJECT LH_RACE02 // Object number -188
DEFINE OBJECT LH_RACE03 // Object number -189
DEFINE OBJECT LH_RACE04 // Object number -190
DEFINE OBJECT LH_RACE05 // Object number -191
DEFINE OBJECT LH_RACE06 // Object number -192
DEFINE OBJECT TRAFFICCONE // Object number -193
DEFINE OBJECT CRAIGPACKAGE // Object number -194
DEFINE OBJECT B_HSE_PIER // Object number -195
DEFINE OBJECT B_HSE_EXT // Object number -196
DEFINE OBJECT DOCKS28 // Object number -197
DEFINE OBJECT DOCKSPROPS12 // Object number -198
DEFINE OBJECT DOCKS85 // Object number -199
DEFINE OBJECT DK_DOCKROADS04 // Object number -200
DEFINE OBJECT B_HSE_PIERFENCE // Object number -201
DEFINE OBJECT B_HSE_INTERIOR // Object number -202
DEFINE OBJECT BOAT_KB2 // Object number -203
DEFINE OBJECT CONCERTH05 // Object number -204
DEFINE OBJECT CONCERTH06 // Object number -205

DEFINE MISSIONS 2
DEFINE MISSION 0 AT @INITIAL
DEFINE MISSION 1 AT @MALL

//-------------MAIN---------------
03A4: name_thread 'MAIN'
016A: fade 0 0 ms
01F0: set_max_wanted_level_to 6
00C0: set_current_time 12 0
02ED: set_total_hidden_packages_to 100
04E4: unknown_refresh_game_renderer_at 835.0 -1882.0
0330: set_player $PLAYER_CHAR infinite_run_to 0
03CB: set_camera 448.3 1030.0 18.0
0053: $PLAYER_CHAR = create_player #NULL at -1725.0 -1697.0 15.0
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
04BB: select_interiour 0 // select render area
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
01EB: set_car_density_to 100.0
02A3: toggle_widescreen 0
0001: wait 1 ms
0417: start_mission INITIAL
0417: start_mission MALL
0180: set_on_mission_flag_to $ONMISSION
00D6: if
8118: not actor $PLAYER_ACTOR dead
0001: wait 1 ms
0247: request_model #SECURICA
038B: load_requested_models
wait 0
00A5: $car1 = create_car #SECURICA at 0.0 0.0 0.0
0175: set_car $car1 z_angle_to 0.0

//-------------Mission 0---------------

:INITIAL
03A4: name_thread 'INITIAL'
0004: $DEFAULT_WAIT_TIME = 250 // integer values
029B: $ARENA_DOOR_1 = init_object #DTN_STADDOORA at -1109.615 1330.097 20.372
01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_1
029B: $ARENA_DOOR_2 = init_object #DTN_STADDOORB at -1109.615 1331.932 20.372
01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_2
029B: $183 = init_object #DTHOTRING_A at -1037.08 1340.2581 36.552
01C7: remove_object_from_mission_cleanup_list $183
029B: $FILM_STUDIO_FRONT_GATE_OPEN = init_object #CI_GATESOPEN at 10.273 963.308 12.258
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_FRONT_GATE_OPEN
029B: $FILM_STUDIO_BACK_GATE_OPEN = init_object #CI_BACKGATEOPEN at -14.381 884.12 13.542
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_BACK_GATE_OPEN
029B: $184 = init_object #CI_JETYGATESOPEN at -115.825 1028.55 11.334
01C7: remove_object_from_mission_cleanup_list $184
029B: $185 = init_object #COMGATE1OPEN at -712.524 -489.428 12.549
01C7: remove_object_from_mission_cleanup_list $185
029B: $186 = init_object #COMGATE2OPEN at -183.824 -473.223 12.615
01C7: remove_object_from_mission_cleanup_list $186
029B: $187 = init_object #COP_DR_CLOSED at 396.545 -472.883 12.6
01C7: remove_object_from_mission_cleanup_list $187
029B: $188 = init_object #GOLF_GATESOPEN at 107.81 228.072 20.989
01C7: remove_object_from_mission_cleanup_list $188
029B: $189 = init_object #MANSION_NEW_DOORS at -391.19 -575.906 24.071
01C7: remove_object_from_mission_cleanup_list $189
029B: $190 = init_object #MAN_DOORCLOSED at -378.542 -554.006 20.067
01C7: remove_object_from_mission_cleanup_list $190
029B: $191 = init_object #WSHPERDRCLSD at -266.496 -1214.563 9.02
01C7: remove_object_from_mission_cleanup_list $191
029B: $192 = init_object #HAITAXIDR at -1010.466 199.125 11.95
01C7: remove_object_from_mission_cleanup_list $192
029B: $193 = init_object #B_HSE_DOORS at -640.012 -1485.941 15.457
01C7: remove_object_from_mission_cleanup_list $193
029B: $194 = init_object #STRIPCLBDRCLSD at 97.203 -1469.731 10.578
01C7: remove_object_from_mission_cleanup_list $194
029B: $195 = init_object #STRPBCKDRCLSD at 68.988 -1444.2419 10.727
01C7: remove_object_from_mission_cleanup_list $195
029B: $196 = init_object #DK_CAMJONESDOOR at -837.134 -901.672 12.03
01C7: remove_object_from_mission_cleanup_list $196
0177: set_object $196 z_angle_to 0.0
029B: $197 = init_object #DTS_GS_LIFTDOORL at -559.476 783.107 23.279
01C7: remove_object_from_mission_cleanup_list $197
029B: $198 = init_object #DTS_GS_LIFTDOORR at -559.476 781.34 23.279
01C7: remove_object_from_mission_cleanup_list $198
029B: $199 = init_object #DTS_GS_LIFTDOORL at -553.563 788.895 97.917
01C7: remove_object_from_mission_cleanup_list $199
029B: $200 = init_object #DTS_GS_LIFTDOORR at -553.563 787.127 97.917
01C7: remove_object_from_mission_cleanup_list $200
029B: $201 = init_object #OD_CELLDOOR02 at 384.098 -505.893 9.68
0566: object $201 set_interior 12
01C7: remove_object_from_mission_cleanup_list $201
0177: set_object $201 z_angle_to 0.0
029B: $202 = init_object #CI_JETYGATESCLOSED at -116.738 1027.729 11.34
01C7: remove_object_from_mission_cleanup_list $202
029B: $203 = init_object #NHAITPLATDR at -981.114 265.419 8.939
01C7: remove_object_from_mission_cleanup_list $203
029B: $204 = init_object #NHAITPLATDRR at -981.114 267.607 8.937
01C7: remove_object_from_mission_cleanup_list $204
029B: $205 = init_object #SPAD_DR_CLOSED1 at 465.375 30.336 33.181
01C7: remove_object_from_mission_cleanup_list $205
029B: $206 = init_object #SPAD_DR_CLOSED2 at 465.375 30.336 33.181
01C7: remove_object_from_mission_cleanup_list $206
029B: $207 = init_object #SPAD_DR_CLOSED3 at 464.663 30.336 23.881
01C7: remove_object_from_mission_cleanup_list $207
029B: $208 = init_object #PH_BUILD_DR_CLOSED at 569.925 52.0 14.616
01C7: remove_object_from_mission_cleanup_list $208
034D: unknown_rotate_object $208 unknown_angle 270.0 270.0 0
029B: $209 = init_object #PRINTDOOOR at -1063.7729 -278.932 13.024
01C7: remove_object_from_mission_cleanup_list $209
029B: $210 = init_object #UNROCKETED_WIN1 at -899.851 -341.061 14.318
0566: object $210 set_interior 3
01C7: remove_object_from_mission_cleanup_list $210
029B: $211 = init_object #BNK_GRILL01 at -899.214 -333.656 21.233
0566: object $211 set_interior 3
0382: set_object $211 collision_detection 0
0392: object $211 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $211
029B: $212 = init_object #BNK_GRILL01 at -899.214 -348.466 21.233
0566: object $212 set_interior 3
0382: set_object $212 collision_detection 0
0392: object $212 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $212
029B: $213 = init_object #BNK_GRILL01 at -907.307 -336.618 23.987
0566: object $213 set_interior 3
0382: set_object $213 collision_detection 0
0392: object $213 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $213
029B: $214 = init_object #BNK_GRILL01 at -907.307 -345.504 23.987
0566: object $214 set_interior 3
0382: set_object $214 collision_detection 0
0392: object $214 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $214
029B: $215 = init_object #BNK_GRILL01 at -915.401 -336.6184 23.987
0566: object $215 set_interior 3
0382: set_object $215 collision_detection 0
0392: object $215 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $215
029B: $216 = init_object #BNK_GRILL01 at -915.401 -345.5 23.987
0566: object $216 set_interior 3
0382: set_object $216 collision_detection 0
0392: object $216 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $216
029B: $217 = init_object #OD_CLBDR_CLOSE at 490.34 -77.017 11.598
01C7: remove_object_from_mission_cleanup_list $217
016D: restart_if_busted at 388.0 -509.8 8.9 1.0
016D: restart_if_busted at 388.0 -509.8 8.9 1.0
016D: restart_if_busted at 388.0 -509.8 8.9 1.0
016D: restart_if_busted at 388.0 -509.8 8.9 1.0

//-------------Mission 1---------------

:MALL
03A4: name_thread 'MALL'
014B: $218 = init_parked_car_generator #MAVERICK -1 -1 1 alarm 0 door_lock 0 0 10000 at -1368.3 -1254.8 17.6 angle 22.0
014C: set_parked_car_generator $218 cars_to_generate_to 101
014B: $218 = init_parked_car_generator #INFERNUS -1 -1 1 alarm 0 door_lock 0 0 10000 at -1438.0 -823.0 14.0 angle 90.0
014C: set_parked_car_generator $218 cars_to_generate_to 101
014B: $218 = init_parked_car_generator #PCJ600 -1 -1 1 alarm 0 door_lock 0 0 10000 at 509.834 1964.689 10.5 angle 270.0
014C: set_parked_car_generator $218 cars_to_generate_to 101
014B: $219 = init_parked_car_generator #PIZZABOY -1 -1 1 alarm 0 door_lock 0 0 10000 at 399.185 1135.376 17.765 angle 90.0
014C: set_parked_car_generator $219 cars_to_generate_to 101
014B: $219 = init_parked_car_generator #CADDY -1 -1 1 alarm 0 door_lock 0 0 10000 at 442.879 1014.363 18.214 angle 90.0
014C: set_parked_car_generator $219 cars_to_generate_to 101
014B: $218 = init_parked_car_generator #PACKER -1 -1 1 alarm 0 door_lock 0 0 10000 at 359.003 1165.6071 24.18 angle 180.0
014C: set_parked_car_generator $218 cars_to_generate_to 101
014B: $218 = init_parked_car_generator #INFERNUS -1 -1 1 alarm 0 door_lock 0 0 10000 at 351.693 1211.1 24.168 angle 140.0
014C: set_parked_car_generator $218 cars_to_generate_to 101
014B: $218 = init_parked_car_generator #VOODOO -1 -1 1 alarm 0 door_lock 0 0 10000 at 329.952 1238.333 26.5 angle 43.0
014C: set_parked_car_generator $218 cars_to_generate_to 101
014B: $218 = init_parked_car_generator #ROMERO -1 -1 1 alarm 0 door_lock 0 0 10000 at 331.13 1196.248 21.766 angle 76.0
014C: set_parked_car_generator $218 cars_to_generate_to 101
014B: $218 = init_parked_car_generator #VCNMAV -1 -1 1 alarm 50 door_lock 0 0 10000 at 415.851 1126.26 51.573 angle 180.0
014C: set_parked_car_generator $218 cars_to_generate_to 101
014B: $220 = init_parked_car_generator #BUS -1 -1 1 alarm 50 door_lock 0 90 10000 at 378.923 1257.368 17.508 angle 180.0
014C: set_parked_car_generator $220 cars_to_generate_to 101
014B: $220 = init_parked_car_generator #BUS -1 -1 1 alarm 50 door_lock 0 90 10000 at 478.58 1124.3051 16.555 angle 180.0
014C: set_parked_car_generator $220 cars_to_generate_to 101
014B: $221 = init_parked_car_generator #BFINJECT -1 -1 1 alarm 0 door_lock 0 90 10000 at 471.197 -1635.922 10.196 angle 180.0
014C: set_parked_car_generator $221 cars_to_generate_to 101
014B: $222 = init_parked_car_generator #STRETCH -1 -1 1 alarm 0 door_lock 1 90 10000 at 848.0 -1852.0 3.4 angle 355.0
014C: set_parked_car_generator $222 cars_to_generate_to 101
014B: $223 = init_parked_car_generator #PACKER -1 -1 1 alarm 0 door_lock 0 90 10000 at 865.2 -1835.0 14.0 angle 175.0
014C: set_parked_car_generator $223 cars_to_generate_to 101
014B: $PASSED_LAW1_THE_PARTY = init_parked_car_generator #MAVERICK -1 -1 1 alarm 0 door_lock 0 90 10000 at 836.0 -1877.6219 200.0 angle 360.0
014C: set_parked_car_generator $PASSED_LAW1_THE_PARTY cars_to_generate_to 101
014B: $223 = init_parked_car_generator #DINGHY -1 -1 1 alarm 0 door_lock 0 90 10000 at 835.0 -1840.0 4.0 angle 0.0
014C: set_parked_car_generator $223 cars_to_generate_to 101
014B: $PASSED_LAW3_JURY_FURY = init_parked_car_generator #SANCHEZ -1 -1 1 alarm 0 door_lock 100 90 10000 at 0.0 0.0 0.0 angle 180.0
014C: set_parked_car_generator $PASSED_LAW3_JURY_FURY cars_to_generate_to 101
014B: $PASSED_LAW4_RIOT = init_parked_car_generator #STRETCH -1 -1 1 alarm 0 door_lock 1 90 10000 at 846.0 -1852.0 3.4 angle 355.0
014C: set_parked_car_generator $PASSED_LAW4_RIOT cars_to_generate_to 101
014B: $PASSED_COL1_TREACHEROUS_SWINE = init_parked_car_generator #STRETCH -1 -1 1 alarm 0 door_lock 1 90 10000 at 844.0 -1852.0 3.4 angle 355.0
014C: set_parked_car_generator $PASSED_COL1_TREACHEROUS_SWINE cars_to_generate_to 101
014B: $PASSED_COL2_MALL_SHOOTOUT = init_parked_car_generator #STRETCH -1 -1 1 alarm 0 door_lock 1 90 10000 at 842.0 -1852.0 3.4 angle 355.0
014C: set_parked_car_generator $PASSED_COL2_MALL_SHOOTOUT cars_to_generate_to 101
014B: $221 = init_parked_car_generator #PCJ600 -1 -1 1 alarm 0 door_lock 0 0 10000 at 901.0 -1145.5 104.0 angle 270.0
014C: set_parked_car_generator $221 cars_to_generate_to 1
032B: $228 = create_weapon_pickup #SNIPER 15 ammo 99999 at -109.834 969.689 10.0
0213: $234 = create_pickup #BRIBE type 15 at -1750.993 -275.696 13.887
0213: $2060 = create_pickup #HEALTH type 15 at 821.3 -1174.3 104.0
0213: $241 = create_pickup #BODYARMOUR type 15 at 815.0 -1174.3 104.0
0213: $240 = create_pickup #ADRENALINE type 15 at 423.826 1039.151 18.879
03BC: $243 = create_sphere 402.713 1233.996 18.231 1.2
029B: $248 = init_object #MAN_DOORCLOSED at 448.777 1003.136 18.495
029B: $248 = init_object #MAN_DOORCLOSED at 449.226 1255.745 17.497
029B: $248 = init_object #MAN_DOORCLOSED at 448.218 1249.7061 18.03
029B: $248 = init_object #MAN_DOORCLOSED at 379.791 1250.927 18.875
029B: $248 = init_object #MAN_DOORCLOSED at 379.935 1002.325 18.2
029B: $248 = init_object #DTS_GS_LIFTDOORL at 356.604 1124.642 18.247
029B: $248 = init_object #DTS_GS_LIFTDOORL at 356.604 1124.642 19.147
029B: $248 = init_object #DTS_GS_LIFTDOORL at 489.156 1125.791 15.208
029B: $248 = init_object #DTS_GS_LIFTDOORL at 356.604 1124.642 18.247
029B: $248 = init_object #DTS_GS_LIFTDOORL at 350.126 1123.7939 16.925
029B: $248 = init_object #DTS_GS_LIFTDOORL at 350.126 1123.7939 17.925
029B: $248 = init_object #DTS_GS_LIFTDOORL at 350.126 1123.7939 18.925
029B: $248 = init_object #DTS_GS_LIFTDOORL at 379.123 995.753 17.483
029B: $248 = init_object #DTS_GS_LIFTDOORL at 379.123 995.753 16.483
029B: $248 = init_object #MAN_DOORCLOSED at 449.682 996.974 17.501
029B: $248 = init_object #MAN_DOORCLOSED at 449.542 1255.287 17.538
029B: $248 = init_object #MAN_DOORCLOSED at 378.983 1255.576 17.668
004E: end_thread


Le problème avec ce genre de choses, c'est que tu est OBLIGE de redémarrer une partie. Pour utiliser le code utilises SannyBuilder. Vas voir sur mon site pour plus d'infos (http://www.vicolaships.moi.fr)

#8 Mateos

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Posté 14 October 2007 - 12:13 PM

Moi, je dis que l'on peut l'avoir de plusieurs manières :
- Une des missions par téléphone, il faut tuer les membres d'un gang : l'avant dernier se balade en Securicar (Ou celui d'avant...).
- Devant la Corrupto Bank.
- Au port.

Voilà, je pense que c'est tout...

Image IPB


#9 Woot

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Posté 14 October 2007 - 07:59 PM

Merci mais j'ai réussi à le choper sans modifications de fichier, je préfère pas trop tripoter tout ça j'y connais pas grand chose. Merci quand même pour vos réponses et propositions.
PS : T'es pas obligé d'être désagréable badboy hesitant.gif
Une bonne rafale, et ça repart !

#10 Arkh

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Posté 19 October 2007 - 10:31 PM

Citation (Woot @ 14/10/2007, 20:59) <{POST_SNAPBACK}>
PS : T'es pas obligé d'être désagréable badboy hesitant.gif


HS/Je ne pense pas que ce soit être désagréable que de rappeler à quoi sers un forum comme celui-ci;
et même si badboy est souvent direct, ce n'est pas sans raison (enfin pas à ma connaissance) et c'est aussi un modo donc bon, c'est son "job" quoi...\HS

sinon vicolaships, quand tu donnes des lignes de codes comme ça, comment tu fais :
1) pour les mettre sur le forum en tant que "code....<?ph
2) pour savoir où les intégrer dans le main.scm sans se planter et du coup, faire bugger le jeu hesitant.gif
merci d'avance ^^
Citation
reculer n'avance à rien

-=|Pipe dreaM|=-

#11 Brebiou

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Posté 19 October 2007 - 11:25 PM

Citation (Arkh @ 19/10/2007, 23:31) <{POST_SNAPBACK}>
sinon vicolaships, quand tu donnes des lignes de codes comme ça, comment tu fais :
1) pour les mettre sur le forum en tant que "code....<?ph


Euh regarde la quand tu écris un post...



CODE
Ceci est du code....


Mais il y en a plusieurs autres

>>A toi de les trouver et je suis plus dans le sujet, désolé lmfao.gif<<

#12 Vicolaships

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Posté 20 October 2007 - 10:42 AM

Citation (Arkh @ 19/10/2007, 23:31) <{POST_SNAPBACK}>
2) pour savoir où les intégrer dans le main.scm sans se planter et du coup, faire bugger le jeu hesitant.gif
Tout simplement, vide ton SCM, copies tout et compile smile.gif

Brébiou à parfaitement répondu à ton autre question wink.gif

#13 Arkh

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Posté 20 October 2007 - 12:00 PM

Merci beaucoup à vous deux ^^
@+
Citation
reculer n'avance à rien

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