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cleo "sphere" script help

4 replies to this topic
spidermight
  • spidermight

    Cleo Modder

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  • Joined: 14 Aug 2008
  • None

#1

Posted 26 March 2012 - 12:39 PM Edited by spidermight, 26 March 2012 - 12:43 PM.

hi, i i made this Cleo 3 script that allows you to to get $100 when a certain actor dies but if i don't go in the sphere then none of the people walk away after actor 1@ dies so the Cleo script wont restart till i go in the sphere
i want to make it so even if i don't want to go in the sphere the actors will still walk away after actor 1@ is dead

here is the script :

CODE
thread 'DOGS4'

:barking_sound
wait 0
if
00EC:   actor $PLAYER_ACTOR 0 near_point 2692.4468 -1849.6704 radius 35.0000 35.0
else_jump @barking_sound
0AAC: $BARKING = load_mp3 "CLEO\PLAYLIST\barking.MP3"
0AAD: set_mp3 $BARKING perform_action 1
wait 0
jump @Los_santos_sphere

:Los_santos_sphere
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @Los_santos_sphere  
if
00EC:   actor $PLAYER_ACTOR 0 near_point 2692.4468 -1849.6704 radius 100.0000 100.0
else_jump @Los_santos_sphere  
Model.Load(#DWMYLC2)
Model.Load(#WMOTR1)
Model.Load(#BMOTR1)
Model.Load(#WMYCR)
Model.Load(#WMYST)
Model.Load(#FAM3)
Model.Load(#SBMOTR2)
Model.Load(#SWMOTR2)
Model.Load(#SBMYTR3)
Model.Load(#SBMYST)  
Model.Load(#WFYPRO)
Model.Load(#WMYBE)
Model.Load(#CWMYHB1)
Model.Load(#CWFOHB)
Model.Load(#CWFYFR1)
Model.Load(#SBMOST)
Model.Load(#SWFORI)
Model.Load(#FAM1)
Model.Load(#OFORI)
Model.Load(#WMYBMX)
Model.Load(#WMYDRUG)

:dog1spawn
wait 0
if
  Model.Available(#DWMYLC2)
else_jump @dog1spawn
1@ = Actor.Create(Mission1, #DWMYLC2, 2707.491, -1860.2445, 9.5033)    //done
Actor.Angle(1@) = 14.2431
Actor.WeaponAccuracy(1@) = 100
0446: set_actor 1@ immune_to_headshots 1
07DD: set_actor 1@ temper_to 100 // see pedstats.dat  
0A09: set_actor 1@ muted 1 // versionB  
03FE: set_actor 1@ money 0
Actor.Health(1@) = 600
Model.Destroy(#DWMYLC2)

:dog2spawn
wait 0
if
  Model.Available(#DWMYLC2)
else_jump @dog2spawn
2@ = Actor.Create(Mission1, #DWMYLC2, 2707.6292, -1858.0317, 9.5047)             //done
Actor.Angle(2@) = 176.4084
Actor.WeaponAccuracy(2@) = 100
0446: set_actor 2@ immune_to_headshots 1
07DD: set_actor 2@ temper_to 100 // see pedstats.dat  
0A09: set_actor 2@ muted 1 // versionB  
03FE: set_actor 2@ money 0
Actor.Health(2@) = 1000
05E2: AS_actor 1@ kill_actor 2@
05E2: AS_actor 2@ kill_actor 1@
Model.Destroy(#DWMYLC2)

:person1spawn
wait 0
if
  Model.Available(#WMOTR1)
else_jump @person1spawn
3@ = Actor.Create(Mission1, #WMOTR1, 2708.9922, -1862.0585, 9.5089)    //done
Actor.Angle(3@) = 32.7771
Actor.WeaponAccuracy(3@) = 100
0446: set_actor 3@ immune_to_headshots 1
07DD: set_actor 3@ temper_to 0 // see pedstats.dat    
03FE: set_actor 3@ money 1
Actor.Health(3@) = 250
Model.Destroy(#WMOTR1)

:person2spawn
wait 0
if
  Model.Available(#BMOTR1)
else_jump @person2spawn
4@ = Actor.Create(Mission1, #BMOTR1, 2709.5022, -1861.5398, 9.5113)          //done
Actor.Angle(4@) = 54.3025
Actor.WeaponAccuracy(4@) = 100
0446: set_actor 4@ immune_to_headshots 1
07DD: set_actor 4@ temper_to 0 // see pedstats.dat                                                                                                                                                                    //spidermight
03FE: set_actor 4@ money 1
Actor.Health(4@) = 250
Model.Destroy(#BMOTR1)

:person3spawn
wait 0
if
  Model.Available(#WMYCR)
else_jump @person3spawn
5@ = Actor.Create(Mission1, #WMYCR, 2709.6594, -1860.7747, 9.5122)          //done
Actor.Angle(5@) = 100.2394
Actor.WeaponAccuracy(5@) = 100
0446: set_actor 5@ immune_to_headshots 1
07DD: set_actor 5@ temper_to 0 // see pedstats.dat                                                                                                                                                            //spidermight
03FE: set_actor 5@ money 1
Actor.Health(5@) = 250
Model.Destroy(#WMYCR)

:person4spawn
wait 0
if
  Model.Available(#WMYST)
else_jump @person4spawn
6@ = Actor.Create(Mission1, #WMYST, 2709.7664, -1860.1719, 9.5129)          //done
Actor.Angle(6@) = 79.4744
Actor.WeaponAccuracy(6@) = 100
0446: set_actor 6@ immune_to_headshots 1
07DD: set_actor 6@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 6@ money 1
Actor.Health(6@) = 250
Model.Destroy(#WMYST)

:person5spawn
wait 0
if
  Model.Available(#FAM3)
else_jump @person5spawn
7@ = Actor.Create(Mission1, #FAM3, 2709.9106, -1859.3849, 9.5138)          //done
Actor.Angle(7@) = 88.0754
Actor.WeaponAccuracy(7@) = 100
0446: set_actor 7@ immune_to_headshots 1
07DD: set_actor 7@ temper_to 0 // see pedstats.dat                                                                                                                                                                    //spidermight
03FE: set_actor 7@ money 1
Actor.Health(7@) = 250
Model.Destroy(#FAM3)

:person6spawn
wait 0
if
  Model.Available(#SBMOTR2)
else_jump @person6spawn
8@ = Actor.Create(Mission1, #SBMOTR2, 2709.9478, -1858.8081, 9.5143)          //done
Actor.Angle(8@) = 96.8624
Actor.WeaponAccuracy(8@) = 100
0446: set_actor 8@ immune_to_headshots 1
07DD: set_actor 8@ temper_to 0 // see pedstats.dat                                                                                                                                                                    //spidermight  
03FE: set_actor 8@ money 1
Actor.Health(8@) = 250
Model.Destroy(#SBMOTR2)

:person7spawn
wait 0
if
  Model.Available(#SWMOTR2)
else_jump @person7spawn
9@ = Actor.Create(Mission1, #SWMOTR2, 2709.6099, -1858.1832, 9.513)          //done
Actor.Angle(9@) = 130.2686
Actor.WeaponAccuracy(9@) = 100
0446: set_actor 9@ immune_to_headshots 1
07DD: set_actor 9@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 9@ money 1
Actor.Health(9@) = 250
Model.Destroy(#SWMOTR2)

:person8spawn
wait 0
if
  Model.Available(#SBMYTR3)
else_jump @person8spawn
10@ = Actor.Create(Mission1, #SBMYTR3, 2709.261, -1857.639, 9.5117)          //done
Actor.Angle(10@) = 134.9799
Actor.WeaponAccuracy(10@) = 100
0446: set_actor 10@ immune_to_headshots 1
07DD: set_actor 10@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 10@ money 1
Actor.Health(10@) = 250
Model.Destroy(#SBMYTR3)

:person9spawn
wait 0
if
  Model.Available(#SBMYST)  
else_jump @person9spawn
11@ = Actor.Create(Mission1, #SBMYST, 2708.1975, -1862.1595, 9.5056)          //done
Actor.Angle(11@) = 13.427
Actor.WeaponAccuracy(11@) = 100
0446: set_actor 11@ immune_to_headshots 1
07DD: set_actor 11@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 11@ money 1
Actor.Health(11@) = 250
Model.Destroy(#SBMYST)

:person10spawn
wait 0
if
  Model.Available(#WFYPRO)
else_jump @person10spawn
12@ = Actor.Create(Mission1, #WFYPRO, 2706.998, -1861.8716, 9.5006)          //done
Actor.Angle(12@) = 342.5495
Actor.WeaponAccuracy(12@) = 100
0446: set_actor 12@ immune_to_headshots 1
07DD: set_actor 12@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 12@ money 1
Actor.Health(12@) = 250
Model.Destroy(#WFYPRO)

:person11spawn
wait 0
if
  Model.Available(#WMYBE)
else_jump @person11spawn
13@ = Actor.Create(Mission1, #WMYBE, 2705.9429, -1861.375, 9.4964)          //done
Actor.Angle(13@) = 326.9459
Actor.WeaponAccuracy(13@) = 100
0446: set_actor 13@ immune_to_headshots 1
07DD: set_actor 13@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 13@ money 1
Actor.Health(13@) = 250
Model.Destroy(#WMYBE)

:person12spawn
wait 0
if
  Model.Available(#CWMYHB1)
else_jump @person12spawn
14@ = Actor.Create(Mission1, #CWMYHB1, 2705.2588, -1860.4137, 9.4939)          //done
Actor.Angle(14@) = 299.8055
Actor.WeaponAccuracy(14@) = 100
0446: set_actor 14@ immune_to_headshots 1
07DD: set_actor 14@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 14@ money 1
Actor.Health(14@) = 250
Model.Destroy(#CWMYHB1)

:person13spawn
wait 0
if
  Model.Available(#CWFOHB)  
else_jump @person13spawn
15@ = Actor.Create(Mission1, #CWFOHB, 2705.0281, -1859.1995, 9.4933)          //done
Actor.Angle(15@) = 267.3981
Actor.WeaponAccuracy(15@) = 100
0446: set_actor 15@ immune_to_headshots 1
07DD: set_actor 15@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 15@ money 1
Actor.Health(15@) = 250
Model.Destroy(#CWFOHB)

:person14spawn
wait 0
if
  Model.Available(#CWFYFR1)  
else_jump @person14spawn
16@ = Actor.Create(Mission1, #CWFYFR1, 2705.7461, -1858.0747, 9.4968)          //done
Actor.Angle(16@) = 236.5238
Actor.WeaponAccuracy(16@) = 100
0446: set_actor 16@ immune_to_headshots 1
07DD: set_actor 16@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 16@ money 1
Actor.Health(16@) = 250
Model.Destroy(#CWFYFR1)

:person15spawn
wait 0
if
  Model.Available(#SBMOST)  
else_jump @person15spawn
17@ = Actor.Create(Mission1, #SBMOST, 2706.584, -1857.5215, 9.5005)          //done
Actor.Angle(17@) = 218.7502
Actor.WeaponAccuracy(17@) = 100
0446: set_actor 17@ immune_to_headshots 1
07DD: set_actor 17@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 17@ money 1
Actor.Health(17@) = 250
Model.Destroy(#SBMOST)

:person16spawn
wait 0
if
  Model.Available(#SWFORI)  
else_jump @person16spawn
18@ = Actor.Create(Mission1, #SWFORI, 2707.3755, -1857.4116, 9.5038)          //done
Actor.Angle(18@) = 192.0697
Actor.WeaponAccuracy(18@) = 100
0446: set_actor 18@ immune_to_headshots 1
07DD: set_actor 18@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 18@ money 1
Actor.Health(18@) = 250
Model.Destroy(#SWFORI)

:person17spawn
wait 0
if
  Model.Available(#FAM1)
else_jump @person17spawn
19@ = Actor.Create(Mission1, #FAM1, 2708.1372, -1857.3878, 9.5071)          //done
Actor.Angle(19@) = 174.0556
Actor.WeaponAccuracy(19@) = 100
0446: set_actor 19@ immune_to_headshots 1
07DD: set_actor 19@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 19@ money 1
Actor.Health(19@) = 250
Model.Destroy(#FAM1)

:person18spawn
wait 0
if
  Model.Available(#OFORI)    
else_jump @person18spawn
20@ = Actor.Create(Mission1, #OFORI, 2704.6677, -1853.1564, 9.494)          //done
Actor.Angle(20@) = 214.7514
Actor.WeaponAccuracy(20@) = 100
0446: set_actor 20@ immune_to_headshots 1
07DD: set_actor 20@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 20@ money 1
Actor.Health(20@) = 250
Model.Destroy(#OFORI)

:person19spawn
wait 0
if
  Model.Available(#WMYBMX)  
else_jump @person19spawn
21@ = Actor.Create(Mission1, #WMYBMX, 2699.7437, -1861.8336, 9.4806)          //done
Actor.Angle(21@) = 279.6754
Actor.WeaponAccuracy(21@) = 100
0446: set_actor 21@ immune_to_headshots 1
07DD: set_actor 21@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 21@ money 1
Actor.Health(21@) = 250
Model.Destroy(#WMYBMX)

:person20spawn
wait 0
if
  Model.Available(#WMYDRUG)
else_jump @person20spawn
22@ = Actor.Create(Mission1, #WMYDRUG, 2711.9932, -1865.6837, 9.5202)          //done
Actor.Angle(22@) = 33.0805
Actor.WeaponAccuracy(22@) = 100
0446: set_actor 22@ immune_to_headshots 1
07DD: set_actor 22@ temper_to 0 // see pedstats.dat                                                                                                                                                                   //spidermight
03FE: set_actor 22@ money 1
Actor.Health(22@) = 250
Model.Destroy(#WMYDRUG)

:betting_sphere
wait 0
if
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2712.0139 -1863.7783 9.521 radius 2.0 2.0 3.0 on_foot
else_jump @betting_sphere
03E5: show_text_box 'BETTING'
05E2: AS_actor 2@ kill_actor 1@
else_jump @betting_sphere
jump @dog1end

:dog1end
wait 0
if
  not Actor.Dead(1@)
else_jump @endpart1
if
0104:   actor 1@ near_actor 2@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @dog1end

:dog2end
wait 0
if
  not Actor.Dead(2@)
else_jump @endpart1
if
0104:   actor 2@ near_actor 1@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @dog2end

:PERSON1end
wait 0
if
  not Actor.Dead(3@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 3@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person1end

:Person2end
wait 0
if
  not Actor.Dead(4@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 4@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person2end

:Person3end
wait 0
if
  not Actor.Dead(5@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 5@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person3end

:Person4end
wait 0
if
  not Actor.Dead(6@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 6@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person4end

:Person5end
wait 0
if
  not Actor.Dead(7@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 7@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person5end

:Person6end
wait 0
if
  not Actor.Dead(8@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person6end

:Person7end
wait 0
if
  not Actor.Dead(9@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 9@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person7end

:Person8end
wait 0
if
  not Actor.Dead(10@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 10@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person8end

:Person9end
wait 0
if
  not Actor.Dead(11@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 11@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person9end

:Person10end
wait 0
if
  not Actor.Dead(12@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 12@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person10end

:Person11end
wait 0
if
  not Actor.Dead(13@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 13@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person11end

:Person12end
wait 0
if
  not Actor.Dead(14@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 14@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person12end

:Person13end
wait 0
if
  not Actor.Dead(15@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 15@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person13end

:Person14end
wait 0
if
  not Actor.Dead(16@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 16@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person14end

:Person15end
wait 0
if
  not Actor.Dead(17@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 17@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person15end

:Person16end
wait 0
if
  not Actor.Dead(18@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 18@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person16end

:Person17end
wait 0
if
  not Actor.Dead(19@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 19@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person17end

:Person18end
wait 0
if
  not Actor.Dead(20@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 20@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person18end

:Person19end
wait 0
if
  not Actor.Dead(21@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 21@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person19end

:Person20end
wait 0
if
  not Actor.Dead(22@)
else_jump @endpart1
if
0104:   actor $PLAYER_ACTOR near_actor 22@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person20end

:endpart1
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
Actor.RemoveReferences(4@)
Actor.RemoveReferences(5@)
Actor.RemoveReferences(6@)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(15@)
Actor.RemoveReferences(16@)
Actor.RemoveReferences(17@)
Actor.RemoveReferences(18@)
Actor.RemoveReferences(19@)
Actor.RemoveReferences(20@)
Actor.RemoveReferences(21@)
Actor.RemoveReferences(22@)
0AAE: release_mp3 $BARKING
player.Money($PLAYER_CHAR) += 100
wait 30000
jump @barking_sound

ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union

#2

Posted 26 March 2012 - 04:10 PM

QUOTE (spidermight @ Monday, Mar 26 2012, 12:39)

i want to make it so even if i don't want to go in the sphere the actors will still walk away after actor 1@ is dead

here is the script :

CODE


:betting_sphere
wait 0
if
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2712.0139 -1863.7783 9.521 radius 2.0 2.0 3.0 on_foot
else_jump @betting_sphere
03E5: show_text_box 'BETTING'
05E2: AS_actor 2@ kill_actor 1@
else_jump @betting_sphere
jump @dog1end

:dog1end
wait 0
if
  not Actor.Dead(1@)
else_jump @endpart1
if
0104:   actor 1@ near_actor 2@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @dog1end


Bind the conditional checks together like a chain and let the code run throw the 2 blocks
CODE
:betting_sphere//Loopadress
wait 0
if
 Player.Defined($PLAYER_CHAR)
else_jump @endpart1
if
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2712.0139 -1863.7783 9.521 radius 2.0 2.0 3.0 on_foot
else_jump @dog1end//----------------- else jump to next check
03E5: show_text_box 'BETTING'
05E2: AS_actor 2@ kill_actor 1@ <------------------------------ this is useless in this case
//else_jump @betting_sphere <---------------------------------- this was a failure
jump @dog1end

:dog1end
//wait 0
if
 not Actor.Dead(1@)
else_jump @endpart1
if
0104:   actor 1@ near_actor 2@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @betting_sphere//jump to Loopadress


but i think that this wasn't your plan:
QUOTE
i want to make it so even if i don't want to go in the sphere the actors will still walk away after actor 1@ is dead
i assume that you want, if $PLAYER_ACTOR is in sphere OR Actor 1@ is Dead
in this case it needs just one small loop
CODE
:betting_sphere
wait 0
if
 Player.Defined($PLAYER_CHAR)
else_jump @endpart1
if or
Actor.Dead(1@)
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2712.0139 -1863.7783 9.521 radius 2.0 2.0 3.0 on_foot
else_jump @betting_sphere
03E5: show_text_box 'BETTING'
05E2: AS_actor 2@ kill_actor 1@ <------------------------------ this is useless in this case
//else_jump @betting_sphere <---------------------------------- this was a failure
jump @endpart1

spidermight
  • spidermight

    Cleo Modder

  • Members
  • Joined: 14 Aug 2008
  • None

#3

Posted 27 March 2012 - 02:44 AM

thanks for the help zaz but is there any way to make it so if you don't go in the sphere you dont get the "BETTING" fxt message and the $100 and the actors will release when actor 1@ dies

ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union

#4

Posted 27 March 2012 - 03:36 PM

QUOTE (spidermight @ Tuesday, Mar 27 2012, 02:44)
thanks for the help zaz but is there any way to make it so if you don't go in the sphere you dont get the "BETTING" fxt message and the $100 and the actors will release when actor 1@ dies


do you understand the conditional checks in your script?

in this way for example
CODE
:betting_sphere
wait 0
if
 Player.Defined($PLAYER_CHAR)
else_jump @endpart1
if
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2712.0139 -1863.7783 9.521 radius 2.0 2.0 3.0 on_foot
else_jump @dog1end
player.Money($PLAYER_CHAR) += 100// <--- remove money from endpart and place it here
03E5: show_text_box 'BETTING'
jump @endpart1///  <---------------------- jump here to endpart

:dog1end
if
 not Actor.Dead(1@)
else_jump @endpart1
if
0104:   actor 1@ near_actor 2@ radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @betting_sphere


spidermight
  • spidermight

    Cleo Modder

  • Members
  • Joined: 14 Aug 2008
  • None

#5

Posted 28 March 2012 - 06:53 AM

thanks zaz, yea i do kinda no but its been years since i have done cleo scripting so just trying to remember it




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