SoC. Создание проводника между локациями — различия между версиями
Материал из S.T.A.L.K.E.R. Inside Wiki
(→Реализация) |
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end | end | ||
</lua> | </lua> | ||
+ | === Update by Stalk loxanutiy === | ||
+ | Не знаю как у всех, но у меня вылетело если я назвал функцию телепордации на stancia2 как захотел — вылет.<br /> | ||
+ | Возможно у других пойдет. | ||
+ | == == | ||
Комментарии к функциям есть в первой функции. | Комментарии к функциям есть в первой функции. | ||
Активировать через диалог: | Активировать через диалог: |
Версия 03:16, 2 октября 2014
Левел-чейнджер
Мы создадим левел-чейнджер на месте ГГ. Наш диалог создаст переход и ГГ попадет куда угодно.
Реализация
Вы уже создали диалоги, если нет - статья Создание диалогов. Ниже есть функции создающие левел-чейнджер. Их ОЧЕНЬ много (на любой вкус):
function create_level_changer( p_story_id, -- STORY_ID нового level_changer (понадобится нам позже) p_position, -- вектор, координаты точки, в которой будет располагаться центр нового level_changer p_lvertex_id, -- level_vertext_id - идентифицируют уровень, на котором будет создан level_changer p_gvertex_id, -- game_vertext_id p_dest_lv, -- level_vertex_id - идентифицируют уровень, на который level_changer будет перебрасывать игрока p_dest_gv, -- game_vertex_id p_dest_pos, -- координаты точки, в которой на новом уровне окажется игрок p_dest_dir, -- направрение взгляда игрока p_dest_level, -- название уровня, например "L11_Pripyat" p_silent -- следует задать 1, чтобы подавить вопрос о смене уровня (автоматический переход) ) local obj = alife():create("level_changer", p_position, p_lvertex_id, p_gvertex_id) level.map_add_object_spot(obj.id, "level_changer", "") local packet = net_packet() obj:STATE_Write(packet) -- свойства cse_alife_object local game_vertex_id = packet:r_u16() local cse_alife_object__unk1_f32 = packet:r_float() local cse_alife_object__unk2_u32 = packet:r_u32() local level_vertex_id = packet:r_u32() local object_flags = packet:r_u32() local custom_data = packet:r_stringZ() local story_id = packet:r_u32() local spawn_story_id = packet:r_u32() -- свойства cse_shape local shape_count = packet:r_u8() for i=1,shape_count do local shape_type = packet:r_u8() if shape_type == 0 then -- sphere local center = packet:r_vec3() local radius = packet:r_float() else -- box local axis_x_x = packet:r_float() local axis_x_y = packet:r_float() local axis_x_z = packet:r_float() local axis_y_x = packet:r_float() local axis_y_y = packet:r_float() local axis_y_z = packet:r_float() local axis_z_x = packet:r_float() local axis_z_y = packet:r_float() local axis_z_z = packet:r_float() local offset_x = packet:r_float() local offset_y = packet:r_float() local offset_z = packet:r_float() end end -- свойства cse_alife_space_restrictor local restrictor_type = packet:r_u8() -- свойства cse_level_changer local dest_game_vertex_id = packet:r_u16() local dest_level_vertex_id = packet:r_u32() local dest_position = packet:r_vec3() local dest_direction = packet:r_vec3() local dest_level_name = packet:r_stringZ() local dest_graph_point = packet:r_stringZ() local silent_mode = packet:r_u8() packet:w_begin(game_vertex_id) -- game_vertex_id packet:w_float(cse_alife_object__unk1_f32) packet:w_u32(cse_alife_object__unk2_u32) packet:w_u32(level_vertex_id) -- level_vertex_id packet:w_u32( bit_not(193) ) -- object_flags = -193 = 0xFFFFFF3E packet:w_stringZ(custom_data) packet:w_u32(p_story_id) -- story_id packet:w_u32(spawn_story_id) packet:w_u8(1) -- количество фигур -- packet:w_u8(0) -- тип фигуры: сфера -- packet:w_vec3(vector():set(0, 0, 0)) -- sphere_center -- packet:w_float(3.0) packet:w_u8(1) -- тип фигуры: box packet:w_float(2) -- axis_x_x packet:w_float(0) -- axis_x_y packet:w_float(0) -- axis_x_z packet:w_float(0) -- axis_y_x packet:w_float(4) -- axis_y_y packet:w_float(0) -- axis_y_z packet:w_float(0) -- axis_z_x packet:w_float(0) -- axis_z_y packet:w_float(4) -- axis_z_z packet:w_float(0) -- offset_x packet:w_float(0) -- offset_y packet:w_float(0) -- offset_z packet:w_u8(3) -- restrictor_type packet:w_u16(p_dest_gv) -- destination game_vertex_id packet:w_s32(p_dest_lv) -- destination level_vertex_id packet:w_vec3(p_dest_pos) -- destination position packet:w_vec3(p_dest_dir) -- destination direction (направление взгляда) packet:w_stringZ(p_dest_level) -- destination level name packet:w_stringZ("start_actor_02") -- some string, always const packet:w_u8(p_silent) -- 1 for silent level changing packet:r_seek(0) obj:STATE_Read(packet, packet:w_tell()) level.add_pp_effector ("teleport.ppe", 2006, false) end function exit_as() create_level_changer(11077, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 28719, 1758, vector():set(-317.23675537109,-26.327833175659,55.278633117676), vector():set(0.0, 0.0, 0.0), "l07_military", 1) end function exit_as2() create_level_changer(11078, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 66343, 1786, vector():set(-274.62121582031,-27.297189712524,239.00979614258), vector():set(0.0, 0.0, 0.0), "l07_military", 1) end function exit_as3() create_level_changer(11079, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 273147, 1821, vector():set(-33.368682861328,-20.897382736206,379.58074951172), vector():set(0.0, 0.0, 0.0), "l07_military", 1) end function exit_as4() create_level_changer(11080, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 83694, 1852, vector():set(-243.89454650879,-0.28634393215179,435.28894042969), vector():set(0.0, 0.0, 0.0), "l07_military", 1) end function exit_bunker() create_level_changer(11085, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 7807, 2773, vector():set(8.3457946777344,-23.525426864624,19.003190994263), vector():set(0.0, 0.0, 0.0), "l10u_bunker", 1) end function exit_svalka() create_level_changer(11041, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 127101, 351, vector():set(-77.325019836426,-3.660080909729,195.34251403809), vector():set(0.0, 0.0, 0.0), "l02_garbage", 1) end function exit_svalka2() create_level_changer(11042, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 1201, 260, vector():set(-289.04534912109,-6.6783475875854,-178.82406616211), vector():set(0.0, 0.0, 0.0), "l02_garbage", 1) end function exit_svalka3() create_level_changer(11043, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 344517, 401, vector():set(200.77691650391,-0.638019323349,-145.20561218262), vector():set(0.0, 0.0, 0.0), "l02_garbage", 1) end function exit_svalka4() create_level_changer(11044, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 284570, 374, vector():set(122.61166381836,-4.2376079559326,153.47959899902), vector():set(0.0, 0.0, 0.0), "l02_garbage", 1) end function exit_svalka5() create_level_changer(11045, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 324917, 384, vector():set(173.82795715332,-0.30577194690704,51.149074554443), vector():set(0.0, 0.0, 0.0), "l02_garbage", 1) end function exit_svalka6() create_level_changer(11046, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 311456, 385, vector():set(97.819366455078,15.575645446777,31.107891082764), vector():set(0.0, 0.0, 0.0), "l02_garbage", 1) end function exit_svalka7() create_level_changer(11047, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 166216, 332, vector():set(-49.738338470459,20.034204483032,115.88290405273), vector():set(0.0, 0.0, 0.0), "l02_garbage", 1) end function exit_svalka8() create_level_changer(11048, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 2848, 314, vector():set(-277.18438720703,0.42264106869698,26.608871459961), vector():set(0.0, 0.0, 0.0), "l02_garbage", 1) end function exit_svalka9() create_level_changer(11049, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 27161, 308, vector():set(-204.31503295898,0.77477610111237,-14.08620929718), vector():set(0.0, 0.0, 0.0), "l02_garbage", 1) end function exit_svalka10() create_level_changer(11050, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 117566, 299, vector():set(-43.285057067871,22.38338470459,-109.06379699707), vector():set(0.0, 0.0, 0.0), "l02_garbage", 1) end function exit_svalka11() create_level_changer(11051, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 123627, 268, vector():set(-82.571281433105,-2.6017231941223,-208.38046264648), vector():set(0.0, 0.0, 0.0), "l02_garbage", 1) end function exit_svalka12() create_level_changer(11052, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 272734, 263, vector():set(108.47253417969,-2.2334003448486,-264.66119384766), vector():set(0.0, 0.0, 0.0), "l02_garbage", 1) end function exit_pripyat() create_level_changer(11086, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 260269, 2219, vector():set(190.84159851074,2.8052725791931,212.05661010742), vector():set(0.0, 0.0, 0.0), "l11_pripyat", 1) db.actor:give_info_portion("exit_pripyat") end function exit_pripyat2() create_level_changer(11087, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 7817, 2216, vector():set(-112.93630981445,2.8031325340271,97.108512878418), vector():set(0.0, 0.0, 0.0), "l11_pripyat", 1) db.actor:give_info_portion("exit_pripyat2") end function exit_x18() create_level_changer(11056, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 4086, 1155, vector():set(5.0796270370483,-12.429841995239,15.65408706665), vector():set(0.0, 0.0, 0.0), "l04u_labx18", 1) end function exit_td() create_level_changer(11057, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 212105, 1025, vector():set(31.025503158569,-2.9186296463013,-18.474792480469), vector():set(0.0, 0.0, 0.0), "l04_darkvalley", 1) end function exit_td2() create_level_changer(11058, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 377579, 938, vector():set(177.20614624023,6.6501698493958,-368.2509765625), vector():set(0.0, 0.0, 0.0), "l04_darkvalley", 1) end function exit_kordon() create_level_changer(11026, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 557888, 245, vector():set(288.75579833984,6.6381821632385,334.9274597168), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon2() create_level_changer(11027, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 220208, 16, vector():set(-56.72008895874,-29.649417877197,-352.75286865234), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon3() create_level_changer(11028, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 314641, 198, vector():set(33.526428222656,4.8442959785461,406.35510253906), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon4() create_level_changer(11029, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 326234, 97, vector():set(43.707790374756,1.604367017746,157.83784484863), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon5() create_level_changer(11030, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 346954, 97, vector():set(59.635650634766,19.672622680664,156.50126647949), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon6() create_level_changer(11031, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 479316, 242, vector():set(176.90881347656,6.2265067100525,274.12582397461), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon7() create_level_changer(11032, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 418761, 115, vector():set(116.21976470947,-7.5939545631409,-16.879535675049), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon8() create_level_changer(11033, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 71846, 30, vector():set(-178.17098999023,-29.790063858032,-355.4208984375), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon9() create_level_changer(11034, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 116591, 19, vector():set(-138.1682434082,-25.440311431885,-356.09561157227), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon10() create_level_changer(11035, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 46406, 38, vector():set(-206.31811523438,-36.486312866211,-275.36505126953), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon11() create_level_changer(11036, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 34087, 47, vector():set(-218.33445739746,-19.930738449097,-167.60050964355), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon12() create_level_changer(11037, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 45951, 58, vector():set(-207.27334594727,-22.535316467285,-128.54507446289), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon13() create_level_changer(11038, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 11502, 67, vector():set(-246.82745361328,-14.313711166382,-17.025833129883), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon14() create_level_changer(11039, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 143574, 73, vector():set(-112.90689849854,-8.191520690918,7.4986095428467), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_kordon15() create_level_changer(11040, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 274973, 108, vector():set(-1.5780007839203,-17.687986373901,-152.26568603516), vector():set(0.0, 0.0, 0.0), "l01_escape", 1) end function exit_radar() create_level_changer(11081, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 93230, 2081, vector():set(351.03564453125,-45.688995361328,-201.36804199219), vector():set(0.0, 0.0, 0.0), "l10_radar", 1) end function exit_radar2() create_level_changer(11082, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 67978, 1930, vector():set(304.68270874023,-39.390411376953,-25.789834976196), vector():set(0.0, 0.0, 0.0), "l10_radar", 1) end function exit_radar3() create_level_changer(11083, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 14611, 2013, vector():set(14.053562164307,-1.2424700260162,41.381050109863), vector():set(0.0, 0.0, 0.0), "l10_radar", 1) end function exit_radar4() create_level_changer(11084, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 6439, 1960, vector():set(-12.000325202942,0.37741497159004,-67.812171936035), vector():set(0.0, 0.0, 0.0), "l10_radar", 1) db.actor:give_info_portion("exit_radar4") end function exit_undergraund() create_level_changer(11088, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 2505, 745, vector():set(-84.987205505371,-16.462963104248,-60.738975524902), vector():set(0.0, 0.0, 0.0), "l03_agr_underground", 1) end function exit_bar() create_level_changer(11059, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 45474, 1188, vector():set(193.61143493652,0.097166806459427,71.526657104492), vector():set(0.0, 0.0, 0.0), "l05_bar", 1) end function exit_bar2() create_level_changer(11060, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 39883, 1204, vector():set(175.31533813477,-0.0002819299697876,145.91943359375), vector():set(0.0, 0.0, 0.0), "l05_bar", 1) end function exit_bar3() create_level_changer(11061, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 47206, 1270, vector():set(198.24176025391,3.271665096283,-77.252685546875), vector():set(0.0, 0.0, 0.0), "l05_bar", 1) end function exit_bar4() create_level_changer(11062, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 59366, 1277, vector():set(232.64491271973,5.1447978019714,-113.61502838135), vector():set(0.0, 0.0, 0.0), "l05_bar", 1) end function exit_bar5() create_level_changer(11063, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 68763, 1274, vector():set(276.64755249023,0.055086404085159,-66.742523193359), vector():set(0.0, 0.0, 0.0), "l05_bar", 1) end function exit_bar6() create_level_changer(11064, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 35860, 1238, vector():set(128.80438232422,-4.8249382972717,16.76756477356), vector():set(0.0, 0.0, 0.0), "l05_bar", 1) end function exit_bar7() create_level_changer(11065, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 33903, 1239, vector():set(116.09830474854,-5.3052234649658,12.649393081665), vector():set(0.0, 0.0, 0.0), "l05_bar", 1) end function exit_agroprom() create_level_changer(11053, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 428448, 498, vector():set(253.95002746582,-0.20055566728115,76.619018554688), vector():set(0.0, 0.0, 0.0), "l03_agroprom", 1) end function exit_agroprom2() create_level_changer(11054, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 117939, 523, vector():set(-122.60626983643,10.350003242493,164.23361206055), vector():set(0.0, 0.0, 0.0), "l03_agroprom", 1) end function exit_agroprom3() create_level_changer(11055, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 103987, 621, vector():set(-135.0357208252,4.9933753013611,-196.9232635498), vector():set(0.0, 0.0, 0.0), "l03_agroprom", 1) end function exit_yantar1() create_level_changer(11066, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 6635, 1486, vector():set(-98.555587768555,-12.03422164917,-263.20428466797), vector():set(0.0, 0.0, 0.0), "l08_yantar", 1) end function exit_yantar2() create_level_changer(11067, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 22009, 1454, vector():set(-49.516319274902,-12.687213897705,-263.55654907227), vector():set(0.0, 0.0, 0.0), "l08_yantar", 1) end function exit_yantar3() create_level_changer(11068, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 85543, 1440, vector():set(87.165092468262,1.5326626300812,-137.15473937988), vector():set(0.0, 0.0, 0.0), "l08_yantar", 1) end function exit_yantar4() create_level_changer(11069, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 98895, 1520, vector():set(110.79859924316,0.51710104942322,67.085777282715), vector():set(0.0, 0.0, 0.0), "l08_yantar", 1) end function exit_yantar5() create_level_changer(11070, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 93237, 1515, vector():set(102.05886077881,-0.055661827325821,-38.264953613281), vector():set(0.0, 0.0, 0.0), "l08_yantar", 1) end function exit_yantar6() create_level_changer(11071, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 50739, 1505, vector():set(23.551870346069,-3.417268037796,-50.092147827148), vector():set(0.0, 0.0, 0.0), "l08_yantar", 1) end function exit_yantar7() create_level_changer(11072, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 57034, 1445, vector():set(35.566432952881,0.036594957113266,19.930288314819), vector():set(0.0, 0.0, 0.0), "l08_yantar", 1) end function exit_yantar8() create_level_changer(11073, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 87168, 1514, vector():set(90.726051330566,0.028770864009857,-2.0428421497345), vector():set(0.0, 0.0, 0.0), "l08_yantar", 1) end function exit_yantar9() create_level_changer(11074, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 38250, 1525, vector():set(-2.272828578949,0.31553617119789,-12.611492156982), vector():set(0.0, 0.0, 0.0), "l08_yantar", 1) end function exit_yantar10() create_level_changer(11075, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 39736, 1525, vector():set(0.41521853208542,20.732145309448,-11.2778673172), vector():set(0.0, 0.0, 0.0), "l08_yantar", 1) end function exit_yantar11() create_level_changer(11076, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 53157, 1480, vector():set(28.687835693359,-5.943422794342,-272.9033203125), vector():set(0.0, 0.0, 0.0), "l08_yantar", 1) end function exit_dt1() create_level_changer(11089, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 15216, 1391, vector():set(-236.99816894531,9.3585262298584,56.257476806641), vector():set(0.0, 0.0, 0.0), "l06_rostok", 1) end function exit_dt2() create_level_changer(11090, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 8119, 1382, vector():set(-254.47462463379,-5.8917918205261,88.748420715332), vector():set(0.0, 0.0, 0.0), "l06_rostok", 1) end function exit_dt3() create_level_changer(11091, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 4658, 1379, vector():set(-268.44509887695,-6.0012273788452,106.45835113525), vector():set(0.0, 0.0, 0.0), "l06_rostok", 1) end function exit_dt4() create_level_changer(11092, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 7269, 1338, vector():set(-282.68493652344,-0.0055593848228455,203.75721740723), vector():set(0.0, 0.0, 0.0), "l06_rostok", 1) end function exit_dt5() create_level_changer(11093, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 32043, 1329, vector():set(-173.43870544434,-0.0011672079563141,192.25354003906), vector():set(0.0, 0.0, 0.0), "l06_rostok", 1) end function exit_dt6() create_level_changer(11094, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 38957, 1328, vector():set(-149.55770874023,0.096051603555679,179.93653869629), vector():set(0.0, 0.0, 0.0), "l06_rostok", 1) end function exit_dt7() create_level_changer(11095, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 22437, 1370, vector():set(-217.82315063477,1.935809969902,88.06103515625), vector():set(0.0, 0.0, 0.0), "l06_rostok", 1) end function exit_dt8() create_level_changer(11096, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 32382, 1322, vector():set(-169.39688110352,-0.0033434927463531,82.040466308594), vector():set(0.0, 0.0, 0.0), "l06_rostok", 1) end function exit_dt9() create_level_changer(11097, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 36070, 1321, vector():set(-159.36485290527,-0.0026704967021942,99.839752197266), vector():set(0.0, 0.0, 0.0), "l06_rostok", 1) end function exit_dt10() create_level_changer(11098, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 27318, 1326, vector():set(-192.9693145752,-0.0026823878288269,119.04988098145), vector():set(0.0, 0.0, 0.0), "l06_rostok", 1) end function exit_dt11() create_level_changer(11099, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), 46578, 1421, vector():set(-89.581573486328,3.1074571609497,148.33610534668), vector():set(0.0, 0.0, 0.0), "l06_rostok", 1) end
Update by Stalk loxanutiy
Не знаю как у всех, но у меня вылетело если я назвал функцию телепордации на stancia2 как захотел — вылет.
Возможно у других пойдет.
Комментарии к функциям есть в первой функции. Активировать через диалог:
<action>название_скрипта.название_функции_без_скобок</action>
Источник
В моде Hand Teleport на любой вкус.
Статьи автор
vllzl