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[SoC] Ковыряемся в файлах


Halford

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чем отличается шестой патч от четвертого

Ставишь 5 и 6 и читай ридми, появятся в корне сталка.

Не делайте мне больно, господа...

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@BoBaH_671, я алспавн не трогал. В ОП-2 прописал:

 

[vehicle_btr]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_btr"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\btr\veh_btr_script_u_01.ogf
actor_visual = physics\vehicles\btr\veh_btr_script_u_01.ogf
ef_equipment_type = 3
ph_mass = 100000
script_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 = SCRPTCAR
cform = skeleton
visual = physics\vehicles\baggi\veh_baggi.ogf
actor_visual = physics\vehicles\baggi\veh_baggi.ogf
ef_equipment_type = 3
ph_mass = 1000
script_binding = bind_physic_object.init

[vehicle_niva_u_01]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_niva_u_01"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\niva\veh_niva_u_01.ogf
actor_visual = physics\vehicles\niva\veh_niva_u_01.ogf
ef_equipment_type = 3
ph_mass = 1000
script_binding = bind_physic_object.init

[vehicle_uaz_u_01]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_uaz_u_01"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\uaz\veh_uaz_u_01.ogf
actor_visual = physics\vehicles\uaz\veh_uaz_u_01.ogf
ef_equipment_type = 3
ph_mass = 1000
script_binding = bind_physic_object.init

[vehicle_uaz_zhuka]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_uaz_zhuka"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\uaz_zhuka\uazik_zhuka.ogf
actor_visual = physics\vehicles\uaz_zhuka\uazik_zhuka.ogf
ef_equipment_type = 3
ph_mass = 1000
script_binding = bind_physic_object.init

[vehicle_zaz_u_01]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_zaz_u_01"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\zaz\veh_zaz_u_01.ogf
actor_visual = physics\vehicles\zaz\veh_zaz_u_01.ogf
ef_equipment_type = 3
ph_mass = 1000
script_binding = bind_physic_object.init

[vehicle_gaz66_u_01]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_gaz66_u_01"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\gaz66.ogf
actor_visual = physics\vehicles\gaz66.ogf
ef_equipment_type = 3
ph_mass = 1000
script_binding = bind_physic_object.init

[vehicle_kamaz_mili]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_kamaz_mili"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\kamaz_military.ogf
actor_visual = physics\vehicles\kamaz_military.ogf
ef_equipment_type = 3
ph_mass = 1000
script_binding = bind_physic_object.init

[vehicle_laz_u_01]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_laz_u_01"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\laz.ogf
actor_visual = physics\vehicles\laz.ogf
ef_equipment_type = 3
ph_mass = 1000
script_binding = bind_physic_object.init

[vehicle_bus_u_02]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_bus_u_02"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\schoolbus.ogf
actor_visual = physics\vehicles\schoolbus.ogf
ef_equipment_type = 3
ph_mass = 1000
script_binding = bind_physic_object.init

[vehicle_zaz_968]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_zaz_968"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\zaz968.ogf
actor_visual = physics\vehicles\zaz968.ogf
ef_equipment_type = 3
ph_mass = 1000
script_binding = bind_physic_object.init

[vehicle_zil_u_01]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_zil_u_01"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\zil130.ogf
actor_visual = physics\vehicles\zil130.ogf
ef_equipment_type = 3
ph_mass = 1000
script_binding = bind_physic_object.init

[vehicle_zil_131]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_zil_131"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\zil131.ogf
actor_visual = physics\vehicles\zil131.ogf
ef_equipment_type = 3
ph_mass = 1000
script_binding = bind_physic_object.init

[vehicle_btr_acto]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_btr_acto"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\btr.ogf
actor_visual = physics\vehicles\btr.ogf
ef_equipment_type = 3
ph_mass = 1000
script_binding = bind_physic_object.init

 

Вместо оригинала:

 

[vehicle_btr]

GroupControlSection = spawn_group
$spawn = "vehicles\vehicle_btr"
class = SCRPTCAR
cform = skeleton
visual = physics\vehicles\btr\veh_btr_script_u_01.ogf
actor_visual = physics\vehicles\btr\veh_btr_script_u_01.ogf
ef_equipment_type = 3
ph_mass = 100000
script_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.

  • Полезно 2

Не делайте мне больно, господа...

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