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function tutorial_give_equipment(first_speaker, second_speaker)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_12x70_buck", 10)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_9x18_fmj", 10)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_bm16")
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_pm")
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_knife")
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "detector_simple")
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "bandage", 5)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "medkit", 2)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "antirad", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_ac_mp5", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_bd_mp5", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_a_novice_outfit", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_ac_wincheaster1300", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_bd_wincheaster1300", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_ac_ak74u", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_fh_scientific_outfit", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_aceg_scientific_outfit", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_bdfh_scientific_outfit", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_ab_svu", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_cd_svu", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_abcd_svu", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_ab_pkm", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_cd_pkm", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_abcd_pkm", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_ac_desert_eagle", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_bd_desert_eagle", 1)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "flesh_up_ac_spas12", 1)
dialogs.relocate_money(first_speaker, 10000, "in")
end
function disable_input()
level.disable_input()
--printf("marsh_dialogs <disable_input>")
end
function enable_input()
level.enable_input()
--printf("marsh_dialogs <enable_input>")
end
function disable_ui()
get_console():execute("hud_crosshair 0")
get_console():execute("hud_weapon 0")
level.disable_input()
level.hide_indicators_safe()
--printf("marsh_dialogs <disable_ui>")
end
function enable_ui()
get_console():execute("hud_crosshair 1")
get_console():execute("hud_weapon 1")
level.show_indicators()
level.enable_input()
--printf("marsh_dialogs <enable_ui>")
end
function run_tutorial()
game.start_tutorial("part_1_pda")
end 下载附件,用记事本方式打开MOD文件
在红色字那里改,想改多少就多少。
但必须从新开始游戏,在晴空基地武器商人获得。 |
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