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transformacion kyubi

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transformacion kyubi

Mensaje por RAYDTORR el Lun Feb 06, 2012 1:32 am

seria bueno q naruto se transformara en las diferentes etapas de kyubi

RAYDTORR

Mensajes : 19
Fecha de inscripción : 10/10/2011

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Re: transformacion kyubi

Mensaje por jayd00 el Lun Feb 06, 2012 2:06 am

creo que se me habia olvidado xD ya habia hecho algo asi... de hecho hice tres scripts para que se acoplara al gusto de cada quien pero se me olvido subirlo xD
de todos modos aca os lo dejo;
SCRIPT 1 (recomendado)
pueden usar tres skins, y a los 30 segundos automaticamente cambia de "transformación" todo esto ustedes lo pueden cambiar en los scripts(mas abajo os explico)

SCRIPT 2
es igual que el anterior pero sin el limite del tiempo, ustedes deciden cuando transformarse en otro

SCRIPT 3
igual que el primero pero esta vez los deja cambiar a 4 transformaciones osea 4 skins, y no tiene limite de tiempo ustedes deciden cuando transformarse.


SCRIPT 1
observad esta parte:

SKIN1 = 'ANDRE'
SKIN2 = 'CLAUDE'
SKIN3 = 'SMOKE'
//// estos skins son las "transformaciones" coloquen ahí el nombre de su skin ó archivo .dff/.txd
Código:
ejemplo:
SKIN1 = 'kyubicola3'

SKIN2 = 'kyubicola8'

SKIN3 = 'kyubicola9'

Código:
LEVEL_SHAKE = 60
TIME = 30000  /// 30 segundos
///// la pantalla se mueve cada vez que se transforman Wink pueden aumentar ese numerito para que la pantalla se mueva mas y el TIEMP es el tiempo que se tardan en transformarse automaticamente, cambienlo a su gusto, pero recuerden
1000 milesimas = 1 segundo

copienlo y peguenlo en sanny builder, modifiquen los nombres, tiempo etc.. y compilenlo!!!

para transformarse:
PRESIONAR TECLA: I

Código:

const
SKIN1 = 'ANDRE'
SKIN2 = 'CLAUDE'
SKIN3 = 'SMOKE'
LEVEL_SHAKE = 60
TIME = 30000  /// 30 segundos
end

{$CLEO}
0000:
5@ = 0

while true
 wait 0
if
  Player.Defined(0)
then
 
    if and
    5@ == 0
    0AB0:  key_pressed 73  /// I
    then
        023C: load_special_actor SKIN1 as 1 // models 290-299
        038B: load_requested_models

        while 823D:  not special_actor 1 loaded
        wait 0
        end
        0332: set_actor $PLAYER_ACTOR bleeding 1
        066A: 1@ = attach_particle "fire" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.048 rotation 0.0 0.0 0.0 flag 1
        064C: make_particle 1@ visible
        0812: AS_actor $PLAYER_ACTOR perform_animation "gas_cwr" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
        33@ = 0
        while 2000 > 33@
        0003: shake_camera LEVEL_SHAKE
        wait 0
        end
        {
        0169: set_fade_color_RGB 234 0 6
        016A: fade 0 time 500
        wait 100
        016A: fade 1 time 500
        }
        5@ = 1
        0792: disembark_instantly_actor $PLAYER_ACTOR
        09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
        0332: set_actor $PLAYER_ACTOR bleeding 0
        0296: unload_special_actor 1
        0650: destroy_particle 1@
        32@ = 0
        30@ = TIME   

    end

    if and
    5@ == 1
    0AB0:  key_pressed 79    /// O
    then
        gosub @Transform_2
    else
        if and
        5@ == 1
        32@ > TIME
        then
            gosub @Transform_2
        end       
    end

    if and
    5@ == 2
    0AB0:  key_pressed 80  /// P
    then
        gosub @Transform_3

        while  TIME > 32@
        wait 0
            gosub @Timer
            if
            0AB0:  key_pressed 80  /// P
            then
                break
            end

        end
        09C7: change_player $PLAYER_CHAR model_to #NULL
        0792: disembark_instantly_actor $PLAYER_ACTOR
        5@ = 0
    else
        if and
        5@ == 2
        32@ > TIME
        then
            gosub @Transform_3

            while TIME > 32@
            wait 0
                gosub @Timer
                if
                0AB0:  key_pressed 80
                then
                    break
                end
            end
            09C7: change_player $PLAYER_CHAR model_to #NULL
            0792: disembark_instantly_actor $PLAYER_ACTOR
            5@ = 0

        end
    end
   
    if or
    5@ == 1
    5@ == 2
    then
        gosub @Timer
    end
else
    if or
    5@ == 1
    5@ == 2
    then
        09C7: change_player $PLAYER_CHAR model_to #NULL
        0792: disembark_instantly_actor $PLAYER_ACTOR
    end
end
end


:Transform_2
023C: load_special_actor SKIN2 as 1 // models 290-299
038B: load_requested_models

while 823D:  not special_actor 1 loaded
    wait 0
end
0332: set_actor $PLAYER_ACTOR bleeding 1
066A: 1@ = attach_particle "fire" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.048 rotation 0.0 0.0 0.0 flag 1
064C: make_particle 1@ visible
0812: AS_actor $PLAYER_ACTOR perform_animation "gas_cwr" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
33@ = 0
while 2000 > 33@
    0003: shake_camera LEVEL_SHAKE
 wait 0
end
{
0169: set_fade_color_RGB 234 0 6
016A: fade 0 time 500
wait 100
016A: fade 1 time 500
}
5@ = 2
0792: disembark_instantly_actor $PLAYER_ACTOR
09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
0332: set_actor $PLAYER_ACTOR bleeding 0
0296: unload_special_actor 1
0650: destroy_particle 1@
32@ = 0
30@ = TIME   
return

:Transform_3
023C: load_special_actor SKIN3 as 1 // models 290-299
038B: load_requested_models

while 823D:  not special_actor 1 loaded
    wait 0
end
0332: set_actor $PLAYER_ACTOR bleeding 1
066A: 1@ = attach_particle "fire" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.048 rotation 0.0 0.0 0.0 flag 1
064C: make_particle 1@ visible
0812: AS_actor $PLAYER_ACTOR perform_animation "gas_cwr" IFP_file "PED" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1// versionB
33@ = 0
while 2000 > 33@
    0003: shake_camera LEVEL_SHAKE
 wait 0
end
{
0169: set_fade_color_RGB 234 0 6
016A: fade 0 time 500
wait 100
016A: fade 1 time 500
}
0792: disembark_instantly_actor $PLAYER_ACTOR
09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
0332: set_actor $PLAYER_ACTOR bleeding 0

0296: unload_special_actor 1
0650: destroy_particle 1@
32@ = 0
30@ = TIME   
return

:Timer
0085: 29@ = 32@ // (int)
0085: 28@ = 30@ // (int)
29@ /= 1000
28@ /= 1000
0062: 28@ -= 29@ // (int)
03F0: enable_text_draw 1
033F: set_text_draw_letter_size 0.5 2.5
045A: draw_text_1number 13.0 410.5 GXT 'CNT_DWN' number 28@
return

SCRIPT 2
lo mismo que dije en el aterior Wink

copienlo y peguenlo en sanny builder, modifiquen los nombres, tiempo etc.. y compilenlo!!!

para transformarse:
PRESIONAR TECLA: I

Código:

const
SKIN1 = 'ANDRE'
SKIN2 = 'CLAUDE'
SKIN3 = 'SMOKE'
LEVEL_SHAKE = 60
end

{$CLEO}
0000:
5@ = 0

while true
 wait 0
if
  Player.Defined(0)
then
 
    if and
    5@ == 0
    0AB0:  key_pressed 73  /// I
    then
        023C: load_special_actor SKIN1 as 1 // models 290-299
        038B: load_requested_models

        while 823D:  not special_actor 1 loaded
        wait 0
        end
        0332: set_actor $PLAYER_ACTOR bleeding 1
        066A: 1@ = attach_particle "fire" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.048 rotation 0.0 0.0 0.0 flag 1
        064C: make_particle 1@ visible
       
        0812: AS_actor $PLAYER_ACTOR perform_animation "gas_cwr" IFP_file "PED" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB
        33@ = 0
        while 2000 > 33@
        0003: shake_camera LEVEL_SHAKE
        wait 0
        end
        {
        0169: set_fade_color_RGB 234 0 6
        016A: fade 0 time 500
        wait 100
        016A: fade 1 time 500
        }
        5@ = 1
        0792: disembark_instantly_actor $PLAYER_ACTOR
        09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
        0332: set_actor $PLAYER_ACTOR bleeding 0
        0296: unload_special_actor 1
        0650: destroy_particle 1@
        wait 100
    end

    if and
    5@ == 1
    0AB0:  key_pressed 79  /// O
    then
        023C: load_special_actor SKIN2 as 1 // models 290-299
        038B: load_requested_models

        while 823D:  not special_actor 1 loaded
        wait 0
        end
        0332: set_actor $PLAYER_ACTOR bleeding 1
        066A: 1@ = attach_particle "fire" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.048 rotation 0.0 0.0 0.0 flag 1
        064C: make_particle 1@ visible
       
        0812: AS_actor $PLAYER_ACTOR perform_animation "gas_cwr" IFP_file "PED" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB
        33@ = 0
        while 2000 > 33@
        0003: shake_camera LEVEL_SHAKE
        wait 0
        end
        {
        0169: set_fade_color_RGB 234 0 6
        016A: fade 0 time 500
        wait 100
        016A: fade 1 time 500
        }
        5@ = 2
        0792: disembark_instantly_actor $PLAYER_ACTOR
        09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
        0332: set_actor $PLAYER_ACTOR bleeding 0

        0296: unload_special_actor 1
        0650: destroy_particle 1@
        wait 100
    end

    if and
    5@ == 2
    0AB0:  key_pressed 80  ///P
    then
        023C: load_special_actor SKIN3 as 1 // models 290-299
        038B: load_requested_models

        while 823D:  not special_actor 1 loaded
        wait 0
        end
        0332: set_actor $PLAYER_ACTOR bleeding 1
        066A: 1@ = attach_particle "fire" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.048 rotation 0.0 0.0 0.0 flag 1
        064C: make_particle 1@ visible
       
        0812: AS_actor $PLAYER_ACTOR perform_animation "gas_cwr" IFP_file "PED" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB
        33@ = 0
        while 2000 > 33@
        0003: shake_camera LEVEL_SHAKE
        wait 0
        end
        {
        0169: set_fade_color_RGB 234 0 6
        016A: fade 0 time 500
        wait 100
        016A: fade 1 time 500
        }
        5@ = 1
        0792: disembark_instantly_actor $PLAYER_ACTOR
        09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
        0332: set_actor $PLAYER_ACTOR bleeding 0

        0296: unload_special_actor 1
        0650: destroy_particle 1@
       
        while true
            if
            0AB0:  key_pressed 80  ///P
            then
                break
            end
        wait 0
        end
        09C7: change_player $PLAYER_CHAR model_to #NULL
        0792: disembark_instantly_actor $PLAYER_ACTOR
        5@ = 0
    end

else
    if or
    5@ == 1
    5@ == 2
    then
        09C7: change_player $PLAYER_CHAR model_to #NULL
        0792: disembark_instantly_actor $PLAYER_ACTOR
    end
end
end



SCRIPT 3
lo mismo que dije en el primero Wink

copienlo y peguenlo en sanny builder, modifiquen los nombres, tiempo etc.. y compilenlo!!!

para transformarse:
PRESIONAR TECLA: I

Código:

const
SKIN1 = 'cola1'
SKIN2 = 'cola4'
SKIN3 = 'cola6'
SKIN4 = 'cola9'
LEVEL_SHAKE = 60
end

{$CLEO}
0000:
5@ = 0

while true
 wait 0
if
  Player.Defined(0)
then
 
    if and
    5@ == 0
    0AB0:  key_pressed 73  /// I
    then
        023C: load_special_actor SKIN1 as 1 // models 290-299
        038B: load_requested_models

        while 823D:  not special_actor 1 loaded
        wait 0
        end
        0332: set_actor $PLAYER_ACTOR bleeding 1
        066A: 1@ = attach_particle "fire" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.048 rotation 0.0 0.0 0.0 flag 1
        064C: make_particle 1@ visible
       
        0812: AS_actor $PLAYER_ACTOR perform_animation "gas_cwr" IFP_file "PED" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB
        33@ = 0
        while 2000 > 33@
        0003: shake_camera LEVEL_SHAKE
        wait 0
        end
        {
        0169: set_fade_color_RGB 234 0 6
        016A: fade 0 time 500
        wait 100
        016A: fade 1 time 500
        }
        5@ = 1
        0792: disembark_instantly_actor $PLAYER_ACTOR
        09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
        0332: set_actor $PLAYER_ACTOR bleeding 0
        0296: unload_special_actor 1
        0650: destroy_particle 1@
        wait 100
    end

    if and
    5@ == 1
    0AB0:  key_pressed 73  /// I
    //0AB0:  key_pressed 79  /// O
    then
        023C: load_special_actor SKIN2 as 1 // models 290-299
        038B: load_requested_models

        while 823D:  not special_actor 1 loaded
        wait 0
        end
        0332: set_actor $PLAYER_ACTOR bleeding 1
        066A: 1@ = attach_particle "fire" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.048 rotation 0.0 0.0 0.0 flag 1
        064C: make_particle 1@ visible
       
        0812: AS_actor $PLAYER_ACTOR perform_animation "gas_cwr" IFP_file "PED" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB
        33@ = 0
        while 2000 > 33@
        0003: shake_camera LEVEL_SHAKE
        wait 0
        end
        {
        0169: set_fade_color_RGB 234 0 6
        016A: fade 0 time 500
        wait 100
        016A: fade 1 time 500
        }
        5@ = 2
        0792: disembark_instantly_actor $PLAYER_ACTOR
        09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
        0332: set_actor $PLAYER_ACTOR bleeding 0

        0296: unload_special_actor 1
        0650: destroy_particle 1@
        wait 100
    end

    if and
    5@ == 2
    0AB0:  key_pressed 73  /// I
    //0AB0:  key_pressed 79  /// O
    then
        023C: load_special_actor SKIN3 as 1 // models 290-299
        038B: load_requested_models

        while 823D:  not special_actor 1 loaded
        wait 0
        end
        0332: set_actor $PLAYER_ACTOR bleeding 1
        066A: 1@ = attach_particle "fire" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.048 rotation 0.0 0.0 0.0 flag 1
        064C: make_particle 1@ visible
       
        0812: AS_actor $PLAYER_ACTOR perform_animation "gas_cwr" IFP_file "PED" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB
        33@ = 0
        while 2000 > 33@
        0003: shake_camera LEVEL_SHAKE
        wait 0
        end
        {
        0169: set_fade_color_RGB 234 0 6
        016A: fade 0 time 500
        wait 100
        016A: fade 1 time 500
        }
        5@ = 3
        0792: disembark_instantly_actor $PLAYER_ACTOR
        09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
        0332: set_actor $PLAYER_ACTOR bleeding 0

        0296: unload_special_actor 1
        0650: destroy_particle 1@
        wait 100
    end

    if and
    5@ == 3
    0AB0:  key_pressed 73  /// I
    //0AB0:  key_pressed 80  ///P
    then
        023C: load_special_actor SKIN4 as 1 // models 290-299
        038B: load_requested_models

        while 823D:  not special_actor 1 loaded
        wait 0
        end
        0332: set_actor $PLAYER_ACTOR bleeding 1
        066A: 1@ = attach_particle "fire" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.048 rotation 0.0 0.0 0.0 flag 1
        064C: make_particle 1@ visible
       
        0812: AS_actor $PLAYER_ACTOR perform_animation "gas_cwr" IFP_file "PED" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB
        33@ = 0
        while 2000 > 33@
        0003: shake_camera LEVEL_SHAKE
        wait 0
        end
        {
        0169: set_fade_color_RGB 234 0 6
        016A: fade 0 time 500
        wait 100
        016A: fade 1 time 500
        }
        5@ = 1
        0792: disembark_instantly_actor $PLAYER_ACTOR
        09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
        0332: set_actor $PLAYER_ACTOR bleeding 0

        0296: unload_special_actor 1
        0650: destroy_particle 1@
       
        while true
            if
            0AB0:  key_pressed 73  /// I
            //0AB0:  key_pressed 80  ///P
            then
                break
            end
        wait 0
        end
        09C7: change_player $PLAYER_CHAR model_to #NULL
        0792: disembark_instantly_actor $PLAYER_ACTOR
        5@ = 0
        wait 2000
    end

else
    if
    5@ > 0
    then
        09C7: change_player $PLAYER_CHAR model_to #NULL
        0792: disembark_instantly_actor $PLAYER_ACTOR
    end
end
end

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jayd00
Admin

Mensajes : 185
Fecha de inscripción : 07/03/2011
Edad : 27
Localización : Guatemala

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Re: transformacion kyubi

Mensaje por RAYDTORR el Lun Feb 06, 2012 11:55 pm

estos scripts estan excelentes

RAYDTORR

Mensajes : 19
Fecha de inscripción : 10/10/2011

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Re: transformacion kyubi

Mensaje por Contenido patrocinado


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