Quantcast

Jump to content

» «
Photo

GXT custom strings

9 replies to this topic
boncho88
  • boncho88

    Player Hater

  • Members
  • Joined: 26 Jan 2013

#1

Posted 04 April 2013 - 06:19 PM

Hi everyone,

I am doing some missions now and I want to display text. I downloaded GXT Editor 1.3 and edited some text, and put their strings 'M1_RYDER' for example in main.scm but nothing is displayed.

I also tried to change the values of a already existing string and then use it, but then the old text is displayed.

Do you any hints, ideas?

ChopTheDog.
  • ChopTheDog.

    War. War never changes.

  • Members
  • Joined: 31 May 2010
  • None

#2

Posted 04 April 2013 - 06:37 PM

In Vice city you couldn't add extra GXT strings, you had to replace them (Credit strings etc.).

I'm not sure if this is the case for Andreas because I haven't modded it in a while.

If you have CLEO installed you can download the GXT hook.
This allows you to add new GXT strings to Andreas without the need to edit the orignal GXT files.

bondlover1313
  • bondlover1313

    KITT2000

  • Members
  • Joined: 30 Nov 2008

#3

Posted 05 April 2013 - 01:40 AM

QUOTE (boncho88 @ Thursday, Apr 4 2013, 18:19)
Hi everyone,

I am doing some missions now and I want to display text. I downloaded GXT Editor 1.3 and edited some text, and put their strings 'M1_RYDER' for example in main.scm but nothing is displayed.

I also tried to change the values of a already existing string and then use it, but then the old text is displayed.

Do you any hints, ideas?

I know you might think I am being a jerk, but did you save the GXT file after you edited it? if so then did you use the right opcode for the actual script? What kind of text do you wanna mod or make, I mean give an example from a scene/part in the game.


Thanks, Bests
Bondlover1313 smile.gif

Daniel Carrington
  • Daniel Carrington

    Player Hater

  • Members
  • Joined: 01 Aug 2012

#4

Posted 07 April 2013 - 12:33 AM Edited by Daniel Carrington, 07 April 2013 - 12:36 AM.

QUOTE (boncho88)
Hi everyone,

I am doing some missions now and I want to display text. I downloaded GXT Editor 1.3 and edited some text, and put their strings 'M1_RYDER' for example in main.scm but nothing is displayed.

I also tried to change the values of a already existing string and then use it, but then the old text is displayed.

Do you any hints, ideas?


Hi.

1. Make sure you are using the opcode 054C: use_GXT_table 'X' before your showtext instruction, where 'X' is the name of the table in your gxt file.
2. In the string name, you cannot exceed the 6 characters (6 or 7, i'm not sure, i always use 6). 'M1_RYDER' has 8 characters.

You don't need to edit the existing strings, you can create new tables and entries into your 'american' or other language gxt.

TheGodfather.
  • TheGodfather.

    Nobody likes me here...I think...

  • Members
  • Joined: 19 Jun 2012

#5

Posted 07 April 2013 - 12:41 AM

Better to use X-GXT Editor by X-Men as other GXT editor is sometimes a mess..tounge.gif

boncho88
  • boncho88

    Player Hater

  • Members
  • Joined: 26 Jan 2013

#6

Posted 17 April 2013 - 02:51 PM

Thanks for the good advice. Indeed with X GXT editor it is better, but still behaves in a peculiar way. I tried with one string and it worked then I added all my strings that I need and it worked with 3 of them the rest did not show up, and the most interesting part was that the first string that worked stopped working. I used both high and low priority strings


00BC: show_text_highpriority GXT 'M3_KOG' time 4000 flag 1
00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1

Any ideas? I really do not want to use CLEO's extension for custom strings.

TheGodfather.
  • TheGodfather.

    Nobody likes me here...I think...

  • Members
  • Joined: 19 Jun 2012

#7

Posted 17 April 2013 - 03:37 PM

Can u post the whole script..?? Also make sure the strings aren't same..No duplicates..wink.gif

boncho88
  • boncho88

    Player Hater

  • Members
  • Joined: 26 Jan 2013

#8

Posted 17 April 2013 - 07:10 PM

This is what I have. I know that it is not good at all, but I am a beginner:

CODE
thread 'MAIN'
var
$PLAYER_CHAR: Player
end // var

01F0: set_max_wanted_level_to 6

set_wb_check_to 0

00C0: set_current_time 8 0
04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84

//Camera.SetAtPos(2459.55, -1697.75, 12.56)

$PLAYER_CHAR = Player.Create(#NULL, 2459.55, -1667.75, 12.56)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
Camera.SetBehindPlayer
set_weather 0
wait 0 ms
$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)
$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)
$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)
$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)
$PLAYER_CHAR.Build
$PLAYER_CHAR.CanMove = True
fade 1 (out) 0 ms
select_interior 0
0629: change_stat 181 (islands unlocked) to 2 //Possibly all islands is 3
016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0
016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 0
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here ($ONMISSION)
03E6: remove_text_box

01F0: set_max_wanted_level_to 6


create_thread @MODEL
//create_thread @MISSION_2
// IDLE LOOP
:leeg
wait 500
jump @leeg

end_thread






:MODEL
thread 'MODEL'

wait 1000 ms


$X_RYDER_HOUSE = 2459.55
$Y_RYDER_HOUSE = -1687.75
$Z_RYDER_HOUSE = 12.56

$ICON_RYDER = 34


:CREATE_MISSION_TAKE_POINT
$marker_1 = Marker.CreateIconAndSphere($ICON_RYDER, $X_RYDER_HOUSE, $Y_RYDER_HOUSE, $Z_RYDER_HOUSE)

:CHECK_FOR_MISSION_START
wait 1 ms
if
   00FE: actor $PLAYER_ACTOR sphere 0 in_sphere $X_RYDER_HOUSE $Y_RYDER_HOUSE $Z_RYDER_HOUSE radius 1.0 1.0 1.0
jf @CHECK_FOR_MISSION_START  
jump @START_MISSION

:START_MISSION
Marker.Disable($marker_1)
023C: load_special_actor 'RYDER2' as 1
Model.Load(#HUSTLER)
Model.Load(#PATRIOT)
Model.Load(#MOLOTOV)
Model.Load(#ROCKETLA)
Model.Load(#FAM3)
Model.Load(#MICRO_UZI)

:CHECK_MODELS_LOADED
wait 1 ms
if or
   823D: not special_actor 1 loaded
   not Model.Available(#HUSTLER)
   not Model.Available(#PATRIOT)
   not Model.Available(#MOLOTOV)
   not Model.Available(#ROCKETLA)
   not Model.Available(#FAM3)
   not Model.Available(#MICRO_UZI)
jf @SPAWN_RYDER
jump @CHECK_MODELS_LOADED

:SPAWN_RYDER
Player.CanMove($PLAYER_CHAR) = False
2@ = Actor.Create(Special, #SPECIAL01, 2449.168, -1697.483, 12.5007)
0568: set_actor 2@ targetable 0
Actor.Health(2@) = 2000
//07A1: set_walk_speed 7
//05D3: AS_actor 2@ goto_point 2459.00 -1688.00 $Z_RYDER_HOUSE mode 7 5500 ms
06A8: AS_actor 2@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 0.5 approach_angle 90.0

wait 5000 ms

01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 10 //Molotov
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 //RPG
//00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1  // ~s~This vehicle is not required for export.
054C: use_GXT_table 'MASTER'
00BC: show_text_highpriority GXT 'M1_MR' time 4000 flag 1 //CJ CJ Get this sh*t
wait 4000 ms
00BC: show_text_highpriority GXT 'M3_KOG' time 4000 flag 1 //CJ CJ Get this sh*t
wait 4000 ms

Player.CanMove($PLAYER_CHAR) = True

//9@ = Car.Create(#PATRIOT,  2473.464, -1690.702, 13.51416)
//16@ = Marker.CreateAboveCar(9@)
//Marker.SetColor(16@, 2)
//Car.Health(9@) = 4000
//00AD: set_car 9@ max_speed_to 15.0

//Spawn chasers
7@ = Car.Create(#PATRIOT, 2481.146, -1717.98, 13.54504)
12@ = Car.Create(#PATRIOT,  2420.18, -1687.792, 13.78882)

0129: 8@  = create_actor_pedtype 23 model #FAM3 in_car 7@ driverseat
0561: 10@ = create_passenger_in_car 7@ seat 0
0561: 11@ = create_passenger_in_car 7@ seat 1

0129: 13@ = create_actor_pedtype 23 model #FAM3 in_car 12@ driverseat
0561: 14@ = create_passenger_in_car 12@ seat 0
0561: 15@ = create_passenger_in_car 12@ seat 1

01B2: give_actor 10@ weapon 28 ammo 6000 // Load the weapon model before using this
01B2: give_actor 11@ weapon 28 ammo 6000 // Load the weapon model before using this
01B2: give_actor 14@ weapon 28 ammo 6000 // Load the weapon model before using this
01B2: give_actor 15@ weapon 28 ammo 6000 // Load the weapon model before using this

0713: actor 10@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 3000.0 0 0 firing_rate 90
0713: actor 11@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 3000.0 0 0 firing_rate 90
0713: actor 14@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 3000.0 0 0 firing_rate 90
0713: actor 15@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 3000.0 0 0 firing_rate 90

//05F1: set_car 7@ follow_car 9@ keep_9o_clock
//05F2: set_car 12@ follow_car 9@ keep_3o_clock

:CJ_IN_CAR
//wait 1 ms
//if
//    Actor.InCar($PLAYER_ACTOR, 9@)
//else_jump @CJ_IN_CAR
//Marker.Disable(16@)
//00BB: show_text_lowpriority GXT 'M1_GOTO' time 3000 flag 1                          
3@ = Car.Create(#HUSTLER, -59.98454, 110.9703, 3.117188)
4@ = Marker.CreateAboveCar(3@)
5@ = Car.Create(#PATRIOT, -63.21355, -41.8044, 2.995607)
6@ = Marker.CreateAboveCar(5@)
00BC: show_text_highpriority GXT 'M1_MR2' time 4000 flag 1 //Go and destroy the 2 cars
wait 4000 ms
jump @CHECK_CARS



:CHECK_CARS
wait 1 ms
if or
    not Car.Wrecked(3@)
    not Car.Wrecked(5@)
jf @MISSION_PASSED
jump @CHECK_FIRST_CAR

:CHECK_FIRST_CAR
if
   Car.Wrecked(3@)
else_jump @CHECK_SECOND_CAR
Marker.Disable(4@)
jump @CHECK_SECOND_CAR

:CHECK_SECOND_CAR
if
   Car.Wrecked(5@)
else_jump @CHECK_CARS
Marker.Disable(6@)
jump @CHECK_CARS

:MISSION_PASSED
Marker.Disable(6@)
Marker.Disable(4@)
Player.Money($PLAYER_CHAR) += 20000
0394: play_music 1
01E3: show_text_1number_styled GXT 'M_PASS' number 20000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~


:MISSION_2              
wait 1 ms
1@ = Marker.CreateIconAndSphere(23, -2623.393, 1407.097, 7.101563)
gosub @MISSION_2_CHECK_START

if
wasted_or_busted
jf @MISSION_2_TO_AIRPORT
jump @MISSION_2

:MISSION_2_TO_AIRPORT
gosub @MISSION_2_TO_AIRPORT_LOAD_MODELS

if
wasted_or_busted
jf @MISSION_2_DRIVE_TO_AIRPORT
jump @MISSION_2

:MISSION_2_DRIVE_TO_AIRPORT
gosub @MISSION_2_DRIVE_TO_ARIRPORT_GO_SUB
gosub @M2_JIZZY_FLY_HELLI
jump @m3_mission_take
//----------------------------------MISSION 2 ----------------------------------------------------------
//Check for entereing mission circle
:MISSION_2_CHECK_START
wait 1 ms
if
   00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2623.393 1407.097 7.101563 radius 1.0 1.0 1.0
jf @MISSION_2_CHECK_START
Marker.Disable(1@)
return  


//LOAD Special actors and special vehicle
:MISSION_2_TO_AIRPORT_LOAD_MODELS
Model.Load(#POLMAV)
Model.Load(#BROADWAY)
023C: load_special_actor 'JIZZY' as 1

:MISSION_2_LOAD_MODELS
wait 1 ms
if or
   823D: not special_actor 1 loaded
   not Model.Available(#POLMAV)
   not Model.Available(#BROADWAY)
jf @MISSION_2_SPAWN_MODELS
jump @MISSION_2_LOAD_MODELS

:MISSION_2_SPAWN_MODELS
5@ = Marker.CreateIconAndSphere(23, -1187.115, 25.8348, 20.14844)
4@ = Actor.Create(Special, #SPECIAL01, -2623.393, 1409.097, 7.101563)
10@ = Car.Create(#BROADWAY, -2623.393, 1400.097, 7.101563)
gosub @M2_CJ_IN_CAR
return


//JIZZI AND CJ IN THE CAR
:M2_CJ_IN_CAR
11@ = Marker.CreateAboveCar(10@)
Marker.SetColor(11@, 1)
00BB: show_text_lowpriority GXT 'M2_GIJC' time 4000 flag 1  //Get into Jizzys car
wait 4000 ms

:M2_CHECK_JIZZY
wait 1 ms
if
   80DB: not actor 4@ in_car 10@
jf @M2_CJ_IS_IN_CAR
12@ = Marker.CreateAboveActor(4@)
Marker.SetColor(11@, 2)
jump @M2_CJ_IS_IN_CAR

:M2_CJ_IS_IN_CAR
wait 1 ms
if
 00DB: actor $PLAYER_ACTOR in_car 10@
jf @M2_CJ_IS_IN_CAR
Marker.Disable(11@)
jump @M2_GET_JIZZY_IN_CAR  

:M2_GET_JIZZY_IN_CAR
wait 1 ms
if and
   0106: actor $PLAYER_ACTOR near_actor 4@ radius 15.0 15.0 15.0 0 in_car
   00DB: actor $PLAYER_ACTOR in_car 10@
jf @M2_GET_JIZZY_IN_CAR

07A1: set_walk_speed 4
05CA: AS_actor 4@ enter_car 10@ passenger_seat 0 10000 ms
Marker.Disable(12@)
00BB: show_text_lowpriority GXT 'M2_DTA' time 4000 flag 1       //Drive to the airport
wait 4000 ms
00BB: show_text_lowpriority GXT 'M2_DNWC' time 4000 flag 1      //Do not wrecj the car
wait 4000 ms
return
//JIZZY AND CJ IN THE CAR


:MISSION_2_DRIVE_TO_ARIRPORT_GO_SUB    
wait 1 ms
if
   00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -1187.115 25.8348 20.14844 radius 200.0 200.0 200.0
jf @MISSION_2_DRIVE_TO_ARIRPORT_GO_SUB
Marker.Disable(5@)
2@ = Car.Create(#POLMAV, -1187.115, 25.8348, 14.14844)
3@ = Marker.CreateAboveCar(2@)
00BB: show_text_lowpriority GXT 'M2_SNTP' time 4000 flag 1 //Stop near the police maverick
wait 4000 ms

:m2_near_chopper
wait 1 ms
if  and
   00EE: actor $PLAYER_ACTOR 0 near_point -1187.115 25.8348 radius 15.0 15.0 in_car
   01C1: car 10@ stopped
jf @m2_near_chopper
Player.CanMove($PLAYER_CHAR) = False
wait 1000 ms
05CD: AS_actor 4@ exit_car 10@
wait 1000 ms
0633: AS_actor $PLAYER_ACTOR exit_car
wait 1000 ms
05CB: AS_actor 4@ enter_car 2@ as_driver 10000 ms
05CA: AS_actor $PLAYER_ACTOR enter_car 2@ passenger_seat 0 10000 ms
wait 2000 ms
Marker.Disable(3@)
wait 1000 ms
00BB: show_text_lowpriority GXT 'M2_YHTD' time 4000 flag 1 //You have to destroy the 2 targets
wait 4000 ms
return


:M2_JIZZY_FLY_HELLI
Player.CanMove($PLAYER_CHAR) = True

Model.Load(#HYDRA)
Model.Load(#SKIMMER)
Model.Load(#ROCKETLA)
Model.Load(#GUN_PARA)

:m2_after_in_heli_model_check
wait 1 ms
if or
   not Model.Available(#HYDRA)
   not Model.Available(#SKIMMER)
   not Model.Available(#ROCKETLA)
   not Model.Available(#GUN_PARA)
jf @m2_after_in_heli_model_spawn
jump @m2_after_in_heli_model_check

:m2_after_in_heli_model_spawn
$hydra_x = -1680.046
$hydra_y = 705.53
$hydra_z = 30.602
$hydra_z_above = 200

$nex_to_skimmer_y = 120.0641
$nex_to_skimmer_x = 100.5198
$skimmer_x = 107.5198
$skimmer_y = 152.0641
$skimmer_z = 1.00

0825: set_helicopter 2@ instant_rotor_start
096A: enable_flying_helis 1
wait 5000 ms

0743: heli 2@ fly_to $nex_to_skimmer_x $nex_to_skimmer_y $skimmer_z altitude 100.0 100.0

:m2_kill_skimmer
wait 1 ms
if
   00FE: actor $PLAYER_ACTOR sphere 0 in_sphere $skimmer_x $skimmer_y $hydra_z_above radius 200.0 200.0 200.0
jf @m2_kill_skimmer
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 5 //RPG
7@ = Car.Create(#SKIMMER, $skimmer_x, $skimmer_y, $skimmer_z)
12@ = Marker.CreateAboveCar(7@)
00BB: show_text_lowpriority GXT 'M2_DTS' time 4000 flag 1 //Destroy the skimmer
wait 4000 ms

:m2_check_kill_skimmer
wait 1 ms
if and
   Car.Wrecked(7@)    
jf @m2_check_kill_skimmer
010D: set_player $PLAYER_CHAR wanted_level_to 0
Marker.Disable(12@)
Player.CanMove($PLAYER_CHAR) = False
05CA: AS_actor $PLAYER_ACTOR enter_car 2@ passenger_seat 0 10000 ms
jump @m2_cj_in_chopper

:m2_cj_in_chopper
wait 1 ms
if
   Actor.InCar($PLAYER_ACTOR, 2@)
jf @m2_cj_in_chopper
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 //Paraschute
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46
Player.CanMove($PLAYER_CHAR) = True
0743: heli 2@ fly_to -1691.642 694.8602 30.60156 altitude 100.0 100.0

:m2_kill_hidra
wait 1 ms
if
   00FE: actor $PLAYER_ACTOR sphere 0 in_sphere $hydra_x $hydra_y $hydra_z radius 100.0 100.0 100.0
jf @m2_kill_hidra
1@ = Car.Create(#HYDRA, $hydra_x, $hydra_y, $hydra_z)
9@ = Marker.CreateAboveCar(1@)
00BB: show_text_lowpriority GXT 'M2_DTH' time 4000 flag 1 // Destroy the Hydra
wait 4000 ms

:m2_check_kill_hydra
wait 1 ms
if
   Car.Wrecked(1@)
jf @m2_check_kill_hydra
Marker.Disable(9@)
Player.Money($PLAYER_CHAR) += 10000
0394: play_music 1
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
return


:m3_mission_take      
016C: restart_if_wasted at -2653.00 624.1763 14.453 angle 90.0 for_town_number 1
016D: restart_if_busted at -1602.3052 720.846 11.3834 angle 90.0 for_town_number 1
1@ = Marker.CreateIconAndSphere(13, -2029.1706, 156.2559, 28.8385)

:m3_check_mission_start
wait 1 ms

if
   00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2029.1706 156.2559 28.8385 radius 1.0 1.0 1.0
jf @m3_check_mission_start  
jump @m3_mission_start

:m3_mission_start
fade 0 500
wait 1000 ms
fade 1 500
00BB: show_text_lowpriority GXT 'M3_GTMF' time 4000 flag 1
wait 4000 ms
Marker.Disable(1@)
Model.Load(#VOODOO)
Model.Load(#M4)
023C: load_special_actor 'CESAR' as 1
023C: load_special_actor 'OGLOC' as 2
Model.Load(#FAM2)
Model.Load(#FAM3)
Model.Load(#VLA1)
Model.Load(#SFR3)
Model.Load(#LEVIATHN)


:m3_check_models_available
wait 1 ms
if or
   823D: not special_actor 1 loaded
   823D: not special_actor 2 loaded
   not Model.Available(#VOODOO)
   not Model.Available(#M4)
   not Model.Available(#FAM2)
   not Model.Available(#FAM3)
   not Model.Available(#VLA1)
   not Model.Available(#SFR3)
jf @m3_go_to_army
jump @m3_check_models_available

:m3_go_to_army
1@ = Marker.CreateIconAndSphere(13, 2591.00, 2718.00, 10.00)

:m3_check_near_base    
wait 1 ms
if or
 Actor.Dead($PLAYER_ACTOR)
 0741: actor $PLAYER_ACTOR busted
jf @m3_check_near_base_real
Marker.Disable(1@)
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
wait 4000 ms
jump @m3_mission_take


:m3_check_near_base_real
if
   80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 2591.00 2718.00 10.00 radius 100.0 100.0 100.0
jf @m3_spawn_car
jump @m3_check_near_base

:m3_spawn_car
Marker.Disable(1@)
1@ = Car.Create(#VOODOO, 2591.00, 2718.00, 10.00)
Car.Angle(1@) = 4
2@ = Marker.CreateAboveCar(1@)
00BB: show_text_lowpriority GXT 'M3_GITC' time 4000 flag 1 //Get in the car
wait 4000 ms
:m3_check_player_in_car
wait 1 ms

if or
 Actor.Dead($PLAYER_ACTOR)
 0741: actor $PLAYER_ACTOR busted
jf @m3_spawn_enemies_real
Marker.Disable(2@)
Car.Destroy(1@)
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
jump @m3_mission_take

:m3_spawn_enemies_real
if
   80DB: not actor $PLAYER_ACTOR in_car 1@
jf @m3_spawn_enemies
jump @m3_check_player_in_car

:m3_spawn_enemies
Marker.Disable(2@)

2@ = Actor.Create(CivMale, #FAM2, 2589.4160, 2841.7163, 14.2559)
Actor.Angle(2@) = 157
Actor.WeaponAccuracy(2@) = 50
01B2: give_actor 2@ weapon 31 ammo 100
0350: set_actor 2@ maintain_position_when_attacked 1

3@ = Actor.Create(CivMale, #FAM3, 2570.4155, 2842.794, 14.2559)
Actor.Angle(3@) = 177
Actor.WeaponAccuracy(3@) = 50
0350: set_actor 3@ maintain_position_when_attacked 1
01B2: give_actor 3@ weapon 31 ammo 100

4@ = Actor.Create(CivMale, #VLA1, 2546.9794, 2827.4643, 14.2559)
Actor.Angle(4@) = 282
Actor.WeaponAccuracy(4@) = 50
01B2: give_actor 4@ weapon 31 ammo 100
0350: set_actor 4@ maintain_position_when_attacked 1

5@ = Actor.Create(CivMale, #SFR3, 2547.7763, 2819.00, 14.2559)
Actor.Angle(5@) = 288
Actor.WeaponAccuracy(5@) = 50
01B2: give_actor 5@ weapon 31 ammo 100
0350: set_actor 5@ maintain_position_when_attacked 1

6@ = Actor.Create(Special, #SPECIAL01, 2575.4494, 2828.6900, 10.8203)  //Cesar
Actor.Angle(6@) = 200
0568: set_actor 6@ targetable 0
02A9: set_actor 6@ immune_to_nonplayer 1
7@ = Actor.Create(Special, #SPECIAL02, 2576.4091, 2826.9382, 10.8203)  //OGOLOC
Actor.Angle(7@) = 7
8@ = Marker.CreateAboveActor(7@)
0350: set_actor 7@ maintain_position_when_attacked 1
01B2: give_actor 7@ weapon 31 ammo 100
01B9: set_actor 7@ armed_weapon_to 31

0A1D: AS_actor 2@ rotate_to_and_look_at_actor 6@
0A1D: AS_actor 3@ rotate_to_and_look_at_actor 6@
0A1D: AS_actor 4@ rotate_to_and_look_at_actor 6@
0A1D: AS_actor 5@ rotate_to_and_look_at_actor 6@
0A1D: AS_actor 6@ rotate_to_and_look_at_actor 7@

00BB: show_text_lowpriority GXT 'M3_KOG' time 4000 flag 1
wait 4000 ms
:m3_ogloc_is_dead
wait 1 ms

if
 Actor.Dead($PLAYER_ACTOR)
jf @m3_check_og_loc_is_dead

Actor.DestroyInstantly(2@)
Actor.DestroyInstantly(3@)
Actor.DestroyInstantly(4@)
Actor.DestroyInstantly(5@)
Actor.DestroyInstantly(6@)
Actor.DestroyInstantly(7@)
Car.Destroy(1@)
Marker.Disable(8@)
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
jump @m3_mission_take

:m3_check_og_loc_is_dead
if
   Actor.Dead(7@)
jf @m3_ogloc_is_dead
Marker.Disable(8@)
//Actor.DestroyWithFade(7@)

05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR
7@ = Marker.CreateAboveActor(2@)
8@ = Marker.CreateAboveActor(3@)
9@ = Marker.CreateAboveActor(4@)
10@ = Marker.CreateAboveActor(5@)
00BB: show_text_lowpriority GXT 'M3_KT4D' time 4000 flag 1  //Kill the 4 dummies
wait 4000 ms
jump @m3_all_dead

:m3_all_dead
wait 1 ms

if
   Actor.Dead($PLAYER_ACTOR)
jf @m3_check_if_all_dead
Marker.Disable(7@)
Marker.Disable(8@)
Marker.Disable(9@)
Marker.Disable(10@)
Actor.DestroyInstantly(2@)
Actor.DestroyInstantly(3@)
Actor.DestroyInstantly(4@)
Actor.DestroyInstantly(5@)
Actor.DestroyInstantly(6@)
Actor.DestroyInstantly(7@)
Car.Destroy(1@)
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
jump @m3_mission_take

:m3_check_if_all_dead
if or
  not Actor.Dead(2@)
  not Actor.Dead(3@)
  not Actor.Dead(4@)
  not Actor.Dead(5@)
jf @m3_get_choper

:m3_check_dummy_1
if
 Actor.Dead(2@)
jf @m3_check_dummy_2
Marker.Disable(7@)
jump @m3_check_dummy_2

:m3_check_dummy_2
if
 Actor.Dead(3@)
jf @m3_check_dummy_3  
Marker.Disable(8@)
jump @m3_check_dummy_3

:m3_check_dummy_3
if
 Actor.Dead(4@)
jf @m3_check_dummy_4
Marker.Disable(9@)
jump @m3_check_dummy_4

:m3_check_dummy_4
if
 Actor.Dead(5@)
jf @m3_all_dead
Marker.Disable(10@)
jump @m3_all_dead


:m3_get_choper
00BB: show_text_lowpriority GXT 'M3_GTCH' time 4000 flag 1 // Get to the chopper
wait 4000 ms
Marker.Disable(7@)
Marker.Disable(8@)
Marker.Disable(9@)
Marker.Disable(10@)
11@ = Car.Create(#LEVIATHN, 2618.5788, 2722.1467, 36.5383)
Car.Angle(11@) = 271
0850: AS_Actor 6@ follow_actor $PLAYER_ACTOR
12@ = Marker.CreateAboveCar(11@)
13@ = Marker.CreateAboveActor(6@)


:m3_both_in_choper
wait 1 ms
Actor.StorePos($PLAYER_ACTOR, 14@, 15@, 16@) //CJ's
Actor.StorePos(6@, 17@, 18@, 19@) //Cesar

050A: 20@ = distance_between_XYZ 14@ 15@ 16@ and_XYZ 17@ 18@ 19@  
if
 20@ > 10.0 // (float)
jf @m3_cesar_in_range  
00BB: show_text_lowpriority GXT 'M3W_YLC' time 4000 flag 1
wait 4000 ms
Player.Money($PLAYER_ACTOR) += 1
jump @m3_cesar_in_range

:m3_cesar_in_range
if
   10.0 > 20@
jf @m3_check_CJ_in_heli
03D5: remove_text 'M3W_YLC'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off.
jump @m3_check_CJ_in_heli


:m3_check_CJ_in_heli
wait 1 ms
if
   Actor.InCar($PLAYER_ACTOR, 11@)
jf @m3_both_in_choper
05CA: AS_actor 6@ enter_car 11@ passenger_seat 0 5000 ms
Marker.Disable(12@)

wait 1 ms
if
   Actor.InCar(6@, 11@)
jf @m3_both_in_choper
Marker.Disable(13@)
jump @m3_escape


:m3_escape
00BB: show_text_lowpriority GXT 'M3W_FTD' time 4000 flag 1 // Fly yo Doherty
wait 4000 ms
2@ = Marker.CreateIconAndSphere(13, -2029.1706, 156.2559, 28.8385)

:m3_check_mission_completed
wait 1 ms

if or
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead(6@)
jf @m3_arrived_at_finish
Actor.DestroyInstantly(2@)
Actor.DestroyInstantly(3@)
Actor.DestroyInstantly(4@)
Actor.DestroyInstantly(5@)
Actor.DestroyInstantly(6@)
Actor.DestroyInstantly(7@)
Marker.Disable(2@)
Car.Destroy(1@)
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
jump @m3_mission_take

:m3_arrived_at_finish
if
   00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2029.1706 156.2559 28.8385 radius 1.0 1.0 1.0
jf @m3_check_mission_completed  
jump @m3_mission_completed

:m3_mission_completed
Marker.Disable(2@)
Player.Money($PLAYER_CHAR) += 10000
0394: play_music 1
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~

end_thread        





rllyguy
  • rllyguy

    Player Hater

  • Members
  • Joined: 13 Jan 2013

#9

Posted 30 April 2013 - 05:05 AM

I am going to bump this up as I am also having some problems with Custom GXT strings. Who would've thought that making some custom text will be diffcult?

TheGodfather.
  • TheGodfather.

    Nobody likes me here...I think...

  • Members
  • Joined: 19 Jun 2012

#10

Posted 02 May 2013 - 03:21 PM

Well it is pretty strange if you have found error in making custom GXT strings are u guys sure that the GXT was saved correctly..Was it read only option in american.gxt unmarked ???




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users