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script problem

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Joni2030
  • Joni2030

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#1

Posted 29 April 2012 - 06:53 PM

I try put My Steed mod to main.scm

CODE
03A4: name_thread 'Steed'

:Steed_11
0001: wait 0 ms
00D6: if and
0256:   player $PLAYER_CHAR defined
047A:   actor $PLAYER_ACTOR driving_bike
004D: jump_if_false @Steed_61
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1
0001: wait 10 ms
0002: jump @Steed_11
0002: jump @Steed_68

:Steed_61
0002: jump @Steed_11

:Steed_68 // Note: a jump to this label will crash the game
end_thread

And when i try in game i fall of the bike itīs work with cleo but i want it in scm without cleo [Itīs work without cleo.asi but mod itīs not work sad.gif

LINK/2012
  • LINK/2012

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#2

Posted 29 April 2012 - 06:56 PM

?? But it is ready for the main.scm, just create the new thread with 00d7.
I couldn't understand your question.

Joni2030
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#3

Posted 29 April 2012 - 07:17 PM

When i try with nrg example and I drive to the wall so I fall off the motorcycle

ChopTheDog.
  • ChopTheDog.

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#4

Posted 29 April 2012 - 08:26 PM

QUOTE (Joni2030 @ Sunday, Apr 29 2012, 19:53)
I try put My Steed mod to main.scm

CODE
03A4: name_thread 'Steed'

:Steed_11
0001: wait 0 ms
00D6: if and
0256:   player $PLAYER_CHAR defined
047A:   actor $PLAYER_ACTOR driving_bike
004D: jump_if_false @Steed_61
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1
0001: wait 10 ms
0002: jump @Steed_11
0002: jump @Steed_68

:Steed_61
0002: jump @Steed_11

:Steed_68 // Note: a jump to this label will crash the game
end_thread

And when i try in game i fall of the bike itīs work with cleo but i want it in scm without cleo [Itīs work without cleo.asi but mod itīs not work sad.gif

Can you please explain to me why you are jumping all over the script?

CODE

:Steed_11
0001: wait 0 ms
00D6: if and
0256:   player $PLAYER_CHAR defined
047A:   actor $PLAYER_ACTOR driving_bike
jf @Steed_11
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1
end_thread

Joni2030
  • Joni2030

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#5

Posted 29 April 2012 - 08:30 PM

I dont know but that script works in cleo but not in main.scm sad.gif i want use it in my main.scm

Jack
  • Jack

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#6

Posted 29 April 2012 - 08:48 PM Edited by JACK JONES, 30 April 2012 - 11:41 AM.

Use this:
CODE
004F: create_thread @first label in your scrypt
....................
your script
004E: end_thread
If you don't know where to put 004F then just open Sanny Builder and search for the first text like this "create_thread @". When you find it you'll notice plenty of these opcodes below that one - just add create_thread @ and give a name of your first label in scrypt. And why are you puting another jump command after the first jump? I mean when a code reaches jump @Steed_11 it jumps to that label so jump @Steed_68 will never happen - you can't have two jump commands at once - it's pointless. A code is like a ricochet - it goes in one direction until jump (or else_jump, gosub, return) changes its trajectory - just follow a bullet and you'll see what's wrong.

Deji
  • Deji

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#7

Posted 30 April 2012 - 06:07 PM

Something that basic and hacky could go in the main loop or even another existing thread.

Also, that 'end_thread' will cause your script to only work once.

Jack
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#8

Posted 30 April 2012 - 07:37 PM

Well before I started with CLEO I was using that method in VC for a thousand times. Maybe my reply wasn't clear enough. I was thinking to put only "create_thread" command below the rest of create_thread commands but NOT to put the whole scrypt there. I'm puting scrypts between the first and second existed threads in VC which are thread 'HOT' and 'LAW1'. For example I rigged a part of some scrypt from some old VC mod and I passed the whole VC game to the end and there were no game crashing or anything like that - that scrypt was working perfect. But on the other hand I never tried this on SA main.scm so I apologize if my reply is wrong.




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