Мы создадим левел-чейнджер на месте ГГ. Наш диалог создаст переход и ГГ попадет куда угодно.
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
Комментарии к функциям есть в первой функции. Активировать через диалог:
<action>название_скрипта.название_функции_без_скобок</action>
В моде Hand Teleport на любой вкус.
vllzl