karavan150 1 086 Опубликовано 21 Января 2016 чем отличается шестой патч от четвертого Ставишь 5 и 6 и читай ридми, появятся в корне сталка. Не делайте мне больно, господа... Поделиться этим сообщением Ссылка на сообщение
karavan150 1 086 Опубликовано 30 Января 2016 @Mr. Kontroler, Нужно их прописать в vechicles.ltx - gamedata\config\creatures Не делайте мне больно, господа... Поделиться этим сообщением Ссылка на сообщение
karavan150 1 086 Опубликовано 30 Января 2016 @BoBaH_671, я алспавн не трогал. В ОП-2 прописал: [vehicle_btr]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_btr"class = SCRPTCARcform = skeletonvisual = physics\vehicles\btr\veh_btr_script_u_01.ogfactor_visual = physics\vehicles\btr\veh_btr_script_u_01.ogfef_equipment_type = 3ph_mass = 100000script_binding = bind_physic_object.init; Для парада[vehicle_btr_parad_tm]:vehicle_btr; Для сюжета на Кордоне[vol_vehicle_btr]:vehicle_btr[vehicle_baggi]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_baggi"class = SCRPTCARcform = skeletonvisual = physics\vehicles\baggi\veh_baggi.ogfactor_visual = physics\vehicles\baggi\veh_baggi.ogfef_equipment_type = 3ph_mass = 1000script_binding = bind_physic_object.init[vehicle_niva_u_01]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_niva_u_01"class = SCRPTCARcform = skeletonvisual = physics\vehicles\niva\veh_niva_u_01.ogfactor_visual = physics\vehicles\niva\veh_niva_u_01.ogfef_equipment_type = 3ph_mass = 1000script_binding = bind_physic_object.init[vehicle_uaz_u_01]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_uaz_u_01"class = SCRPTCARcform = skeletonvisual = physics\vehicles\uaz\veh_uaz_u_01.ogfactor_visual = physics\vehicles\uaz\veh_uaz_u_01.ogfef_equipment_type = 3ph_mass = 1000script_binding = bind_physic_object.init[vehicle_uaz_zhuka]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_uaz_zhuka"class = SCRPTCARcform = skeletonvisual = physics\vehicles\uaz_zhuka\uazik_zhuka.ogfactor_visual = physics\vehicles\uaz_zhuka\uazik_zhuka.ogfef_equipment_type = 3ph_mass = 1000script_binding = bind_physic_object.init[vehicle_zaz_u_01]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_zaz_u_01"class = SCRPTCARcform = skeletonvisual = physics\vehicles\zaz\veh_zaz_u_01.ogfactor_visual = physics\vehicles\zaz\veh_zaz_u_01.ogfef_equipment_type = 3ph_mass = 1000script_binding = bind_physic_object.init[vehicle_gaz66_u_01]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_gaz66_u_01"class = SCRPTCARcform = skeletonvisual = physics\vehicles\gaz66.ogfactor_visual = physics\vehicles\gaz66.ogfef_equipment_type = 3ph_mass = 1000script_binding = bind_physic_object.init[vehicle_kamaz_mili]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_kamaz_mili"class = SCRPTCARcform = skeletonvisual = physics\vehicles\kamaz_military.ogfactor_visual = physics\vehicles\kamaz_military.ogfef_equipment_type = 3ph_mass = 1000script_binding = bind_physic_object.init[vehicle_laz_u_01]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_laz_u_01"class = SCRPTCARcform = skeletonvisual = physics\vehicles\laz.ogfactor_visual = physics\vehicles\laz.ogfef_equipment_type = 3ph_mass = 1000script_binding = bind_physic_object.init[vehicle_bus_u_02]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_bus_u_02"class = SCRPTCARcform = skeletonvisual = physics\vehicles\schoolbus.ogfactor_visual = physics\vehicles\schoolbus.ogfef_equipment_type = 3ph_mass = 1000script_binding = bind_physic_object.init[vehicle_zaz_968]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_zaz_968"class = SCRPTCARcform = skeletonvisual = physics\vehicles\zaz968.ogfactor_visual = physics\vehicles\zaz968.ogfef_equipment_type = 3ph_mass = 1000script_binding = bind_physic_object.init[vehicle_zil_u_01]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_zil_u_01"class = SCRPTCARcform = skeletonvisual = physics\vehicles\zil130.ogfactor_visual = physics\vehicles\zil130.ogfef_equipment_type = 3ph_mass = 1000script_binding = bind_physic_object.init[vehicle_zil_131]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_zil_131"class = SCRPTCARcform = skeletonvisual = physics\vehicles\zil131.ogfactor_visual = physics\vehicles\zil131.ogfef_equipment_type = 3ph_mass = 1000script_binding = bind_physic_object.init[vehicle_btr_acto]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_btr_acto"class = SCRPTCARcform = skeletonvisual = physics\vehicles\btr.ogfactor_visual = physics\vehicles\btr.ogfef_equipment_type = 3ph_mass = 1000script_binding = bind_physic_object.init Вместо оригинала: [vehicle_btr]GroupControlSection = spawn_group$spawn = "vehicles\vehicle_btr"class = SCRPTCARcform = skeletonvisual = physics\vehicles\btr\veh_btr_script_u_01.ogfactor_visual = physics\vehicles\btr\veh_btr_script_u_01.ogfef_equipment_type = 3ph_mass = 100000script_binding = bind_physic_object.init; Для парада[vehicle_btr_parad_tm]:vehicle_btr; Для сюжета на Кордоне[vol_vehicle_btr]:vehicle_btr И все машины ездят. 2 Не делайте мне больно, господа... Поделиться этим сообщением Ссылка на сообщение