Gates — различия между версиями

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(Новая: <source lang="scm">MISSION_START VAR_FLOAT objectx, objecty, objectz // Checks for the sliding doors to tell them to close if an object is in the way VAR_INT gate_sfx1_fish gate_sfx2_fi...)
 
 
Строка 26: Строка 26:
  
 
mission_start_gates:
 
mission_start_gates:
{
+
 
 
START_NEW_SCRIPT fish_factory_gate
 
START_NEW_SCRIPT fish_factory_gate
 
START_NEW_SCRIPT dog_food_factory_gate
 
START_NEW_SCRIPT dog_food_factory_gate
Строка 38: Строка 38:
  
 
MISSION_END
 
MISSION_END
}
+
 
  
  
Строка 44: Строка 44:
  
 
fish_factory_gate:
 
fish_factory_gate:
{
+
 
 
// Should be called in mission_start_gates
 
// Should be called in mission_start_gates
  
Строка 115: Строка 115:
  
 
GOTO fish_factory_gate_inner
 
GOTO fish_factory_gate_inner
}
+
 
  
  
 
dog_food_factory_gate:
 
dog_food_factory_gate:
{
+
 
 
// Should be called in mission_start_gates
 
// Should be called in mission_start_gates
  
Строка 184: Строка 184:
  
 
GOTO dog_food_factory_gate_inner
 
GOTO dog_food_factory_gate_inner
}
+
 
  
 
// END OF INDUSTRIAL GATES ****************************************************************************************
 
// END OF INDUSTRIAL GATES ****************************************************************************************
Строка 192: Строка 192:
  
 
police_gate1:
 
police_gate1:
{
+
 
 
// Should be called in mission_start_gates
 
// Should be called in mission_start_gates
  
Строка 260: Строка 260:
  
 
GOTO police_gate1_inner
 
GOTO police_gate1_inner
}
+
 
 
 
  
 
police_gate2:
 
police_gate2:
{
+
 
 
// Should be called in mission_start_gates
 
// Should be called in mission_start_gates
  
Строка 334: Строка 334:
  
 
GOTO police_gate2_inner
 
GOTO police_gate2_inner
}
+
 
  
  
 
colombian_gate:
 
colombian_gate:
{
+
 
 
// Should be called in mission_start_gates
 
// Should be called in mission_start_gates
  
Строка 406: Строка 406:
  
 
GOTO colombian_gate_inner
 
GOTO colombian_gate_inner
}
+
 
  
  
 
phils_gate:
 
phils_gate:
{
+
 
 
// Should be called in mission_start_gates
 
// Should be called in mission_start_gates
  
Строка 495: Строка 495:
  
 
GOTO phils_gate_inner
 
GOTO phils_gate_inner
}
+
 
  
 
// END OF COMMERCIAL GATES ****************************************************************************************
 
// END OF COMMERCIAL GATES ****************************************************************************************
Строка 504: Строка 504:
  
 
colombian_gate2:
 
colombian_gate2:
{
+
 
 
// Should be called in mission_start_gates
 
// Should be called in mission_start_gates
  
Строка 571: Строка 571:
  
 
GOTO colombian_gate2_inner
 
GOTO colombian_gate2_inner
}
+
 
  
 
// END OF SUBURBAN GATES ******************************************************************************************
 
// END OF SUBURBAN GATES ******************************************************************************************

Текущая версия на 21:14, 16 декабря 2011

MISSION_START
 
VAR_FLOAT objectx, objecty, objectz // Checks for the sliding doors to tell them to close if an object is in the way
VAR_INT gate_sfx1_fish gate_sfx2_fish  not_clunked_yet
VAR_INT	gate_sfx1_meat gate_sfx2_meat  
VAR_INT	gate_sfx1 gate_sfx2 gate2_sfx1 gate2_sfx2
VAR_INT open_phils_gate
 
gate_sfx1 = 0
gate_sfx2 = 0
gate2_sfx1 = 0
gate2_sfx2 = 0
 
gate_sfx1_fish = 0
gate_sfx2_fish = 0
 
gate_sfx1_meat = 0
gate_sfx2_meat = 0
 
not_clunked_yet = 0
 
SCRIPT_NAME	gates
 
SET_DEATHARREST_STATE OFF
 
 
mission_start_gates:
 
	START_NEW_SCRIPT fish_factory_gate
	START_NEW_SCRIPT dog_food_factory_gate
 
	START_NEW_SCRIPT police_gate1
	START_NEW_SCRIPT police_gate2
	START_NEW_SCRIPT colombian_gate
	START_NEW_SCRIPT phils_gate
 
	START_NEW_SCRIPT colombian_gate2
 
	MISSION_END
 
 
 
// INDUSTRIAL GATES ***********************************************************************************************
 
fish_factory_gate:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME FSH_GTE
 
fish_factory_gate_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
 
			IF IS_PLAYER_IN_ZONE Player PORT_W
 
				// Fish Factory Gate
				IF IS_PLAYER_IN_AREA_3D player 1025.2 -1108.4 12.0 1008.2 -1098.4 16.0 FALSE
					IF IS_PLAYER_IN_MODEL player CAR_BELLYUP
					OR IS_PLAYER_IN_MODEL player CAR_TRASHMASTER
					OR IS_PLAYER_IN_AREA_3D player 1015.6 -1100.5 12.0 1009.2 -1108.1 16.0 FALSE
						IF gate_sfx1_fish = 0
							ADD_ONE_OFF_SOUND 1016.0 -1107.955 12.294 SOUND_GATE_START_CLUNK
							gate_sfx1_fish = 1
						ENDIF
						WHILE NOT SLIDE_OBJECT fish_factory_gate 1016.0 -1099.455 12.294 0.0 0.1 0.0 FALSE
							WAIT 0								 
						ENDWHILE
						IF not_clunked_yet = 1
							gate_sfx2_fish = 0
							not_clunked_yet = 0
						ENDIF
						IF gate_sfx2_fish = 0
							ADD_ONE_OFF_SOUND 1016.0 -1099.455 12.294 SOUND_GATE_STOP_CLUNK
							gate_sfx2_fish = 1	  
						ENDIF
					ENDIF
 
				ELSE
 
					IF gate_sfx1_fish = 1
						ADD_ONE_OFF_SOUND 1016.0 -1099.455 12.294 SOUND_GATE_START_CLUNK
					ENDIF
 
					WHILE NOT SLIDE_OBJECT fish_factory_gate 1016.0 -1107.955 12.294 0.0 0.1 0.0 TRUE
	//					GET_OBJECT_COORDINATES fish_factory_gate objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES fish_factory_gate objectx objecty objectz
 
					IF gate_sfx2_fish = 1
						not_clunked_yet = 1
						IF objectx = 1016.0  
						AND objecty = -1107.955
						AND objectz	= 12.294
							ADD_ONE_OFF_SOUND 1016.0 -1107.955 12.294 SOUND_GATE_STOP_CLUNK
							gate_sfx2_fish = 0	  
							not_clunked_yet = 0
						ENDIF
					ENDIF
 
					gate_sfx1_fish = 0
				ENDIF	//	IF IS_PLAYER_IN_AREA_3D player 1025.2 -1108.4 12.0 1008.2 -1098.4 16.0 FALSE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE Player PORT_W
 
		//ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
 
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO fish_factory_gate_inner
 
 
 
dog_food_factory_gate:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME DOG_GTE
 
dog_food_factory_gate_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
 
			IF IS_PLAYER_IN_ZONE Player PORT_I
 
				// Dog Food Factory Gate
				IF IS_PLAYER_IN_ANGLED_AREA_3D player 1247.58 -822.0 12.0 1253.94 -815.0 18.0 14.0 FALSE
					IF gate_sfx1_meat = 0
						ADD_ONE_OFF_SOUND 1250.4 -812.0 13.97 SOUND_GATE_START_CLUNK
						gate_sfx1_meat = 1
					ENDIF
 
					WHILE NOT SLIDE_OBJECT dogfood_factory_gate 1244.4 -818.0 13.97 0.1 0.1 0.0 FALSE
						WAIT 0
					ENDWHILE
					IF not_clunked_yet = 1
						gate_sfx2_meat = 0
						not_clunked_yet = 0
					ENDIF
					IF gate_sfx2_meat = 0
						ADD_ONE_OFF_SOUND 1244.4 -818.0 13.97 SOUND_GATE_STOP_CLUNK
						gate_sfx2_meat = 1
					ENDIF
				ELSE
					IF gate_sfx1_meat = 1
						ADD_ONE_OFF_SOUND 1244.4 -818.0 13.97 SOUND_GATE_START_CLUNK
					ENDIF
 
					WHILE NOT SLIDE_OBJECT dogfood_factory_gate 1250.4 -812.0 13.97 0.1 0.1 0.0 TRUE
					//GET_OBJECT_COORDINATES dogfood_factory_gate objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES dogfood_factory_gate objectx objecty objectz
 
					IF gate_sfx2_meat = 1
						not_clunked_yet = 1
						IF objectx = 1250.4  
						AND objecty = -812.0
						AND objectz	= 13.97
							ADD_ONE_OFF_SOUND 1250.4 -812.0 13.97 SOUND_GATE_STOP_CLUNK
							gate_sfx2_meat = 0
							not_clunked_yet = 0
						ENDIF
					ENDIF
					gate_sfx1_meat = 0
				ENDIF	//	IF IS_PLAYER_IN_ANGLED_AREA_3D player 1247.58 -822.0 12.0 1253.94 -815.0 18.0 14.0 FALSE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE Player PORT_I
 
		//ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
 
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO dog_food_factory_gate_inner
 
 
// END OF INDUSTRIAL GATES ****************************************************************************************
 
 
// COMMERCIAL GATES ***********************************************************************************************
 
police_gate1:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME POL_GT1
 
police_gate1_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
 
		 	IF IS_PLAYER_IN_ZONE player YAKUSA
 
			// Commercial Police Gate one
				IF IS_PLAYER_IN_AREA_3D player 358.0 -1138.0 18.0 366.0 -1121.0 30.0 FALSE
					IF IS_PLAYER_IN_MODEL player CAR_POLICE
					OR IS_PLAYER_IN_AREA_3D player 365.9 -1128.2 21.9 358.5 -1119.5 26.0 FALSE
						IF gate_sfx1 = 0
							ADD_ONE_OFF_SOUND 366.158 -1128.522 21.941 SOUND_GATE_START_CLUNK
							gate_sfx1 = 1
						ENDIF
						WHILE NOT SLIDE_OBJECT police_door_one 358.158 -1128.522 21.941 0.1 0.0 0.0 FALSE
							WAIT 0
						ENDWHILE
						IF not_clunked_yet = 1
							gate_sfx2 = 0
							not_clunked_yet = 0
						ENDIF
						IF gate_sfx2 = 0
							ADD_ONE_OFF_SOUND 358.158 -1128.522 21.941 SOUND_GATE_STOP_CLUNK
							gate_sfx2 = 1
						ENDIF									
					ENDIF							 
				ELSE	
 
					IF gate_sfx1 = 1
						ADD_ONE_OFF_SOUND 358.158 -1128.522 21.941 SOUND_GATE_START_CLUNK
					ENDIF
 
					WHILE NOT SLIDE_OBJECT police_door_one 366.158 -1128.522 21.941 0.1 0.0 0.0 TRUE
	//					GET_OBJECT_COORDINATES police_door_one objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES police_door_one objectx objecty objectz
 
					IF gate_sfx2 = 1
						not_clunked_yet = 1
						IF objectx = 366.158  
						AND objecty = -1128.522
						AND objectz	= 21.941
							ADD_ONE_OFF_SOUND 366.158 -1128.522 21.941 SOUND_GATE_STOP_CLUNK
							gate_sfx2 = 0
							not_clunked_yet = 0
						ENDIF
					ENDIF
					gate_sfx1 = 0
				ENDIF	//	IF IS_PLAYER_IN_AREA_3D player 358.0 -1138.0 18.0 366.0 -1121.0 30.0 FALSE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE player YAKUSA
 
		//ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
 
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO police_gate1_inner
 
 
 
police_gate2:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME POL_GT2
 
police_gate2_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
 
		 	IF IS_PLAYER_IN_ZONE player YAKUSA
 
				// commercial police gate two
				IF IS_PLAYER_IN_AREA_3D player 317.87 -1136.0 18.0 322.84 -1119.82 30.0 FALSE
					IF IS_PLAYER_IN_MODEL player CAR_POLICE
					OR IS_PLAYER_IN_AREA_3D player 322.7 -1128.1 21.9 318.0 -1119.3 26.0 FALSE
						IF gate2_sfx1 = 0
							ADD_ONE_OFF_SOUND 326.3 -1128.522 21.941 SOUND_GATE_START_CLUNK
							gate2_sfx1 = 1
						ENDIF
 
						WHILE NOT SLIDE_OBJECT police_door_two 332.0 -1128.522 21.941 0.1 0.0 0.0 FALSE
							WAIT 0
						ENDWHILE
						IF not_clunked_yet = 1
							gate2_sfx2 = 0
							not_clunked_yet = 0
						ENDIF
						IF gate2_sfx2 = 0
							ADD_ONE_OFF_SOUND 332.0 -1128.522 21.941 SOUND_GATE_STOP_CLUNK
							gate2_sfx2 = 1
						ENDIF	
 
					ENDIF						
				ELSE	
 
					IF gate2_sfx1 = 1
						ADD_ONE_OFF_SOUND 332.0 -1128.522 21.941 SOUND_GATE_START_CLUNK							
					ENDIF
 
					WHILE NOT SLIDE_OBJECT police_door_two 326.3 -1128.522 21.941 0.1 0.0 0.0 TRUE
	//					GET_OBJECT_COORDINATES police_door_two objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES police_door_two objectx objecty objectz
 
					IF gate2_sfx2 = 1
						not_clunked_yet = 1
						IF objectx = 326.3  
						AND objecty = -1128.522
						AND objectz	= 21.941
							ADD_ONE_OFF_SOUND 326.3 -1128.522 21.941 SOUND_GATE_STOP_CLUNK
							gate2_sfx2 = 0
							not_clunked_yet = 0										
						ENDIF
					ENDIF
					gate2_sfx1 = 0
				ENDIF	//	IF IS_PLAYER_IN_AREA_3D player 317.87 -1136.0 18.0 322.84 -1119.82 30.0 FALSE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE player YAKUSA
 
		//ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
 
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO police_gate2_inner
 
 
 
colombian_gate:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME COL_GTE
 
colombian_gate_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
 
			IF IS_PLAYER_IN_ZONE player STADIUM
 
				// Colombian Compound Gate
				IF IS_PLAYER_IN_AREA_3D player 98.6 -337.53 14.0 81.9 -317.56 20.0 FALSE
					IF IS_PLAYER_IN_MODEL player CAR_COLUMB
					OR IS_PLAYER_IN_AREA_3D player 31.0 -317.0 14.0 91.0 -394.0 25.0 FALSE
						IF gate2_sfx1 = 0
							ADD_ONE_OFF_SOUND 91.589 -318.592 15.296 SOUND_GATE_START_CLUNK
							gate2_sfx1 = 1
						ENDIF
 
						WHILE NOT SLIDE_OBJECT colombian_gate 91.589 -327.365 15.296 0.0 0.1 0.0 FALSE
							WAIT 0
						ENDWHILE
						IF not_clunked_yet = 1
							gate_sfx2 = 0
							not_clunked_yet = 0
						ENDIF
						IF gate2_sfx2 = 0
							ADD_ONE_OFF_SOUND 91.589 -327.365 15.296 SOUND_GATE_STOP_CLUNK
							gate2_sfx2 = 1
						ENDIF
					ENDIF				
				ELSE
 
					IF gate2_sfx1 = 1
						ADD_ONE_OFF_SOUND 91.589 -327.365 15.296 SOUND_GATE_START_CLUNK
					ENDIF
 
					WHILE NOT SLIDE_OBJECT colombian_gate 91.589 -318.592 15.296 0.0 0.1 0.0 TRUE
	//					GET_OBJECT_COORDINATES colombian_gate objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES colombian_gate objectx objecty objectz
 
					IF gate2_sfx2 = 1
						not_clunked_yet = 1
						IF objectx = 91.589  
						AND objecty = -318.592
						AND objectz	= 15.296
							ADD_ONE_OFF_SOUND 91.589 -318.592 15.296 SOUND_GATE_STOP_CLUNK
							gate2_sfx2 = 0
							not_clunked_yet = 0		
						ENDIF
					ENDIF
					gate2_sfx1 = 0
				ENDIF	//	IF IS_PLAYER_IN_AREA_3D player 98.6 -337.53 14.0 81.9 -317.56 20.0 FALSE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE player STADIUM
 
		//ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO colombian_gate_inner
 
 
 
phils_gate:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME PHL_GTE
 
phils_gate_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
 
			IF IS_PLAYER_IN_ZONE player HOSPI_2
 
			//PHIL'S GATE
 
				open_phils_gate = FALSE
 
				IF flag_ray_mission2_passed = 1
					IF IS_PLAYER_IN_AREA_2D player 134.0 198.0 156.0 207.0 FALSE
						open_phils_gate = TRUE
					ENDIF
				ELSE
					IF flag_player_on_phil_mission = 1	//	If player is doing phil mission 
						GOTO phils_gate_inner			//	then this script doesn't move the gate at all.
					ENDIF								//	The phil script should do all gate moving.
 
					IF IS_PLAYER_IN_AREA_2D player 138.0 198.0 146.0 207.0 FALSE
						open_phils_gate = TRUE
					ENDIF
				ENDIF
 
				IF open_phils_gate = TRUE
 
					IF gate2_sfx1 = 0
						ADD_ONE_OFF_SOUND 147.249 207.323 10.599 SOUND_GATE_START_CLUNK
						gate2_sfx1 = 1
					ENDIF
 
					WHILE NOT SLIDE_OBJECT phils_compnd_gate 147.249 214.523 10.599 0.0 0.1 0.0 FALSE
						WAIT 0
					ENDWHILE
 
					IF not_clunked_yet = 1
						gate_sfx2 = 0
						not_clunked_yet = 0
					ENDIF
 
					IF gate2_sfx2 = 0
						ADD_ONE_OFF_SOUND 147.249 214.523 10.599 SOUND_GATE_STOP_CLUNK
						gate2_sfx2 = 1
					ENDIF
				ELSE
					IF gate2_sfx1 = 1
						ADD_ONE_OFF_SOUND 147.249 214.523 10.599 SOUND_GATE_START_CLUNK
					ENDIF
 
					WHILE NOT SLIDE_OBJECT phils_compnd_gate 147.249 207.323 10.599 0.0 0.1 0.0 TRUE
	//					GET_OBJECT_COORDINATES phils_compnd_gate objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES phils_compnd_gate objectx objecty objectz
 
					IF gate2_sfx2 = 1
						not_clunked_yet = 1
						IF objectx = 147.249  
						AND objecty = 207.323
						AND objectz	= 10.599
							ADD_ONE_OFF_SOUND 147.249 207.323 10.599 SOUND_GATE_STOP_CLUNK		
							gate2_sfx2 = 0
							not_clunked_yet = 0
						ENDIF
					ENDIF
					gate2_sfx1 = 0
 
				ENDIF	//	IF open_phils_gate = TRUE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE player HOSPI_2
 
		//ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO phils_gate_inner
 
 
// END OF COMMERCIAL GATES ****************************************************************************************
 
 
// SUBURBAN GATES *************************************************************************************************
 
 
colombian_gate2:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME COL2GTE
 
colombian_gate2_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN	
 
			IF IS_PLAYER_IN_ZONE player SWANKS
 
				// Columbian gate
				IF IS_PLAYER_IN_AREA_3D player -367.3 241.0 59.0 -358.8 259.6 65.0 FALSE
					IF IS_PLAYER_IN_MODEL player CAR_COLUMB
					OR IS_PLAYER_IN_AREA_3D player -367.3 251.0 59.0 -358.8 259.6 65.0 FALSE
						IF gate_sfx1 = 0
							ADD_ONE_OFF_SOUND -363.05 250.455 61.355 SOUND_GATE_START_CLUNK
							gate_sfx1 = 1
						ENDIF			   						  					
						WHILE NOT SLIDE_OBJECT Columbian_gate2 -370.05 250.455 61.355 0.1 0.0 0.0 FALSE
							WAIT 0
						ENDWHILE
						IF not_clunked_yet = 1
							gate_sfx2 = 0
							not_clunked_yet = 0
						ENDIF
						IF gate_sfx2 = 0
							ADD_ONE_OFF_SOUND -370.05 250.455 61.355 SOUND_GATE_STOP_CLUNK
							gate_sfx2 = 1
						ENDIF									
					ENDIF							 
				ELSE		
 
					IF gate_sfx1 = 1
						ADD_ONE_OFF_SOUND -370.05 250.455 61.355 SOUND_GATE_START_CLUNK
					ENDIF
 
					WHILE NOT SLIDE_OBJECT Columbian_gate2 -363.05 250.455 61.355 0.1 0.0 0.0 TRUE
	//					GET_OBJECT_COORDINATES Columbian_gate2 objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES Columbian_gate2 objectx objecty objectz
 
					IF gate_sfx2 = 1
						not_clunked_yet = 1
						IF objectx = -363.05  
						AND objecty = 250.455
						AND objectz	= 61.355
							ADD_ONE_OFF_SOUND -363.05 250.455 61.355 SOUND_GATE_STOP_CLUNK
							gate_sfx2 = 0
							not_clunked_yet = 0		
						ENDIF
					ENDIF
					gate_sfx1 = 0
				ENDIF	//	IF IS_PLAYER_IN_AREA_3D player -367.3 241.0 59.0 -358.8 259.6 65.0 FALSE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE player SWANKS
 
	   //ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO colombian_gate2_inner
 
 
// END OF SUBURBAN GATES ******************************************************************************************
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GTA III Grand Theft Auto III
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gta3.imggta3.zonhandling.cfgmain.scmmap.datmap.zonobject.datparticle.cfgped.datpedgrp.dat
pedstats.datsfx.rawsurface.datTimeCyc.DATtracks.dattrain.datwater.datwaterpro.datweapon.dat
ИнструментыCLEOClump ViewerCol-IO‎Collision File Editor IIData toolDFF Viewerdffxbox2pcG-ToolsGTA Garage Mod Manager
GXT EditorGTA3 Limit AdjusterGTA3 Mission BuilderGTA3 PatcherIMG ToolKam's Max ScriptsMap Editor
Mod GeneratorMod InstallerMoo MapperPS2 TXD ModPS2 TXD ViewerResourse HackerRotation Calculator
RW AnalyzeViceTXDWater EditorSanny BuilderTXD ToolTXD WorkshopYAIEZModeler
Туториалыраздел в разработке
Классические МодыGPS RadarBye-Bye BikiniUltimate Stunt ParkThe SphereMiss LibertyIllandoIntercity HighwayShoreside Bridge
Rockstar HeightsLighthouse BridgeBlade FunparkOrbital CityLakeside IslandLiberty PenitentiaryJEM Island
Illando HelixCliff Climbing Mountain
Глобальные МодыReal GTA3Twenty TenSnow CityFrosted WinterUltimateBeta modX-box modBad BusinessGTA3 HDUltra mod
OpenTunnelsBack to the Future
МультиплеерMulti Theft AutoLiberty Unleashed
Исходники4x48ballambulanceasukaasusbcameracar_gencatcopcardebugdemodiablofiretruckfrankgates
genstufhealthhjhoodimportintrojoeykenjiloveluigimayhemmeatpickupsrampagerayrcswitch
taxitoniusjwantedyard