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Need Help With A Script

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midou35000
  • midou35000

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#1

Posted 14 July 2014 - 01:25 PM

Hi,

So yeah i need help please does anyone know what is the Opcode to make a ped do an animation (not CJ!!) because i need this upcode and i couldnt find the opcode for it there is only one opcode i found in sanny builder:

605: actor $PLAYER_ACTOR perform_animation_sequence "picstnd_in" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 500

but this one is for CJ i want one for the peds only so i tried this:

0605: actor $ACTOR perform_animation_sequence "picstnd_in" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 500

here i just changed the ($PLAYER_ACTOR) to ($ACTOR) but it didnt work so anyone could help me plz i`d be so glad if you guys help me.

Thank you for your time.


In45do
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#2

Posted 14 July 2014 - 02:26 PM

The script must known which ped is scripted. Like for example :

009A: 7@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0
0605: actor 7@ perform_animation_sequence "idle_armed" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

Further more learn this tutorial about animation codes. :^: 


midou35000
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#3

Posted 14 July 2014 - 04:42 PM

Hi,

Thank you for the reply but i did what you told me and still not working (oh by the way this is a script that makes peds cose to you do this three animation when you are on the selected cars)

{$CLEO .cs}
 
03A4: name_thread "ANIME"
 
:ANIME_00
04ED: load_animation "SNAP"
wait 0 ms
00D6: if 
04EE:   animation "SNAP" loaded 
004D: jump_if_false @ANIME_00 
 
:ANIME_01
wait 0 ms
if and
0256: player $PLAYER_CHAR defined
00DD: actor $PLAYER_ACTOR driving_car_with_model #TURISMO
00DD: actor $PLAYER_ACTOR driving_car_with_model #PHOENIX
00DD: actor $PLAYER_ACTOR driving_car_with_model #SUPERGT
00DD: actor $PLAYER_ACTOR driving_car_with_model #NRG500
004D: jump_if_false @ANIME_01
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 -0.3
0172: 3@ = actor $PLAYER_ACTOR Z_angle
000B: 3@ += 180.0
009A: 6@ = create_actor_pedtype 4 model #SPECIAL01 at 0@ 1@ 2@
009A: 6@ = create_actor_pedtype 4 model #SPECIAL03 at 0@ 1@ 2@
009A: 6@ = create_actor_pedtype 4 model #SPECIAL02 at 0@ 1@ 2@
:ANIME_04
wait 0 ms
0605: actor 6@ perform_animation_sequence "picstnd_in" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 5000
0605: actor 6@ perform_animation_sequence "picstnd_out" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 5000
0605: actor 6@ perform_animation_sequence "picstnd_take" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 5000
 
:ANIME_03
wait 0 ms
if and
00DD: not actor $PLAYER_ACTOR driving_car_with_model #TURISMO
00DD: not actor $PLAYER_ACTOR driving_car_with_model #PHOENIX
00DD: not actor $PLAYER_ACTOR driving_car_with_model #SUPERGT
00DD: not actor $PLAYER_ACTOR driving_car_with_model #NRG500
04EF: release_animation "SNAP"
jump @ANIME_01

Blood Tiger
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#4

Posted 14 July 2014 - 05:04 PM Edited by Muxan, 14 July 2014 - 05:04 PM.

Try this 

 

:ANIME_00

04ED: load_animation "SNAP"
wait 0 ms
00D6: if 
04EE:   animation "SNAP" loaded 
004D: jump_if_false @ANIME_00 
 
:ANIME_01
wait 0 ms
if 
0256: player $PLAYER_CHAR defined
004D: jump_if_false @ANIME_01
if or
00DD: actor $PLAYER_ACTOR driving_car_with_model #TURISMO
00DD: actor $PLAYER_ACTOR driving_car_with_model #PHOENIX
00DD: actor $PLAYER_ACTOR driving_car_with_model #SUPERGT
00DD: actor $PLAYER_ACTOR driving_car_with_model #NRG500
004D: jump_if_false @ANIME_01
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 -0.3
0172: 3@ = actor $PLAYER_ACTOR Z_angle
000B: 3@ += 180.0
009A: 6@ = create_actor_pedtype 4 model #SPECIAL01 at 0@ 1@ 2@
009A: 6@ = create_actor_pedtype 4 model #SPECIAL03 at 0@ 1@ 2@
009A: 6@ = create_actor_pedtype 4 model #SPECIAL02 at 0@ 1@ 2@
:ANIME_04
wait 0 ms
0605: actor 6@ perform_animation_sequence "picstnd_in" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 5000
0605: actor 6@ perform_animation_sequence "picstnd_out" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 5000
0605: actor 6@ perform_animation_sequence "picstnd_take" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 5000
 
:ANIME_03
wait 0 ms
if and
80DD: not actor $PLAYER_ACTOR driving_car_with_model #TURISMO
80DD: not actor $PLAYER_ACTOR driving_car_with_model #PHOENIX
80DD: not actor $PLAYER_ACTOR driving_car_with_model #SUPERGT
80DD: not actor $PLAYER_ACTOR driving_car_with_model #NRG500
004D: jump_if_false @ANIME_00
04EF: release_animation "SNAP"
jump @ANIME_01

midou35000
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#5

Posted 14 July 2014 - 05:09 PM

 

Try this 

 

:ANIME_00

04ED: load_animation "SNAP"
wait 0 ms
00D6: if 
04EE:   animation "SNAP" loaded 
004D: jump_if_false @ANIME_00 
 
:ANIME_01
wait 0 ms
if 
0256: player $PLAYER_CHAR defined
004D: jump_if_false @ANIME_01
if or
00DD: actor $PLAYER_ACTOR driving_car_with_model #TURISMO
00DD: actor $PLAYER_ACTOR driving_car_with_model #PHOENIX
00DD: actor $PLAYER_ACTOR driving_car_with_model #SUPERGT
00DD: actor $PLAYER_ACTOR driving_car_with_model #NRG500
004D: jump_if_false @ANIME_01
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 -0.3
0172: 3@ = actor $PLAYER_ACTOR Z_angle
000B: 3@ += 180.0
009A: 6@ = create_actor_pedtype 4 model #SPECIAL01 at 0@ 1@ 2@
009A: 6@ = create_actor_pedtype 4 model #SPECIAL03 at 0@ 1@ 2@
009A: 6@ = create_actor_pedtype 4 model #SPECIAL02 at 0@ 1@ 2@
:ANIME_04
wait 0 ms
0605: actor 6@ perform_animation_sequence "picstnd_in" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 5000
0605: actor 6@ perform_animation_sequence "picstnd_out" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 5000
0605: actor 6@ perform_animation_sequence "picstnd_take" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 5000
 
:ANIME_03
wait 0 ms
if and
80DD: not actor $PLAYER_ACTOR driving_car_with_model #TURISMO
80DD: not actor $PLAYER_ACTOR driving_car_with_model #PHOENIX
80DD: not actor $PLAYER_ACTOR driving_car_with_model #SUPERGT
80DD: not actor $PLAYER_ACTOR driving_car_with_model #NRG500
004D: jump_if_false @ANIME_00
04EF: release_animation "SNAP"
jump @ANIME_01

 

Hey but its the same as mine dude?


Jaybog
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#6

Posted 14 July 2014 - 05:56 PM

Try this 

:ANIME_00
04ED: load_animation "SNAP"
wait 0 ms
00D6: if 
04EE:   animation "SNAP" loaded 
004D: jump_if_false @ANIME_00 
 
:ANIME_01
wait 0 ms
if 
0256: player $PLAYER_CHAR defined
004D: jump_if_false @ANIME_01
if or
00DD: actor $PLAYER_ACTOR driving_car_with_model #TURISMO
00DD: actor $PLAYER_ACTOR driving_car_with_model #PHOENIX
00DD: actor $PLAYER_ACTOR driving_car_with_model #SUPERGT
00DD: actor $PLAYER_ACTOR driving_car_with_model #NRG500
004D: jump_if_false @ANIME_01
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 -0.3
0172: 3@ = actor $PLAYER_ACTOR Z_angle
000B: 3@ += 180.0
009A: 6@ = create_actor_pedtype 4 model #SPECIAL01 at 0@ 1@ 2@
009A: 6@ = create_actor_pedtype 4 model #SPECIAL03 at 0@ 1@ 2@
009A: 6@ = create_actor_pedtype 4 model #SPECIAL02 at 0@ 1@ 2@
:ANIME_04
wait 0 ms
0605: actor 6@ perform_animation_sequence "picstnd_in" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 5000
0605: actor 6@ perform_animation_sequence "picstnd_out" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 5000
0605: actor 6@ perform_animation_sequence "picstnd_take" IFP_file "SNAP" 4.0 loop 0 0 0 0 time 5000
 
:ANIME_03
wait 0 ms
if and
80DD: not actor $PLAYER_ACTOR driving_car_with_model #TURISMO
80DD: not actor $PLAYER_ACTOR driving_car_with_model #PHOENIX
80DD: not actor $PLAYER_ACTOR driving_car_with_model #SUPERGT
80DD: not actor $PLAYER_ACTOR driving_car_with_model #NRG500
004D: jump_if_false @ANIME_00
04EF: release_animation "SNAP"
jump @ANIME_01

Hey but its the same as mine dude?


no, it's not the same

midou35000
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#7

Posted 14 July 2014 - 06:33 PM

Yes It IS


ZAZ
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#8

Posted 14 July 2014 - 08:03 PM Edited by ZAZ, 14 July 2014 - 08:07 PM.

no, it's not
maybe the script still don't work but Muxan fixed a failure in one of your conditional checks

midou35000
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#9

Posted 15 July 2014 - 12:13 PM

no, it's not
maybe the script still don't work but Muxan fixed a failure in one of your conditional checks

ZAZ can you help me with it?


Oh yeah he fixed "if and" to "if or"


Thank you muxan but the scriptstill dont work


ZAZ
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#10

Posted 15 July 2014 - 07:18 PM

Your script is so far away from working

 

If you wanna learn how to do, then learn scripting by writing small and simple scripts, click the link in my sig, called CLEO Script Tutorial, read the lessons an try the example scripts, especially the lessons about Special Actors as well about animations

 

btw. the ifp file you need to do the animations "picstnd_in" "picstnd_out" "picstnd_take" is called CAMERA.ifp
so need to load animation "CAMERA"

04ED: load_animation "CAMERA"

and insert that name in opcode 0605:

0605: actor 6@ perform_animation_sequence "picstnd_in" IFP_file "CAMERA" 4.0 loop 0 0 0 0 time 5000

If you just wanna have the working script, then post in request topic


midou35000
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#11

Posted 15 July 2014 - 07:37 PM Edited by midou35000, 15 July 2014 - 07:39 PM.

Your script is so far away from working

 

If you wanna learn how to do, then learn scripting by writing small and simple scripts, click the link in my sig, called CLEO Script Tutorial, read the lessons an try the example scripts, especially the lessons about Special Actors as well about animations

 

btw. the ifp file you need to do the animations "picstnd_in" "picstnd_out" "picstnd_take" is called CAMERA.ifp
so need to load animation "CAMERA"

04ED: load_animation "CAMERA"

and insert that name in opcode 0605:

0605: actor 6@ perform_animation_sequence "picstnd_in" IFP_file "CAMERA" 4.0 loop 0 0 0 0 time 5000

If you just wanna have the working script, then post in request topic

Hi ZAZ,

Actually i learned scripting from your tutorial in sanny builder forums and am still a loser in gta scripting,

BTW i have added a file called SNAP.ifp to ta3.img thats why i made its name in opcode 0605.

And i dont want to get the script i want to learn how to do it.


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#12

Posted 15 July 2014 - 08:34 PM

so write first a simple script to spawn an actor by key_press infront of Player and post it

midou35000
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#13

Posted 15 July 2014 - 08:43 PM

ZAZ how do i write the script like in sanny builder here?


midou35000
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#14

Posted 15 July 2014 - 09:02 PM

There you go ZAZ 
 
{$CLEO .cs}
 
name thread 'TEST ZAZ'
 
:TZAZ_01
wait 0 ms
if
0256:   player $PLAYER_CHAR defined
jump_if_false @TZAZ_01
if
key_pressed 50
jump_if_false @TZAZ_01
 
:TZAZ_02
wait 0 ms
077E: get_active_interior_to 30@
023C: load_special_actor 'RIDER' as 1
 
:TZAZ_03
wait 0 ms
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.2
009A: 1@ = create_actor_pedtype 24 model #SPECIAL01 at 11@ 12@ 13@
0223: set_actor 1@ health_to 500
0860: link_actor 1@ to_interior 30@
0296: unload_special_actor 1
 
:TZAZ_04
wait 0 ms
if
0118: not actor 0@ dead
jump_if_false @TZAZ_04
jump @TZAZ_04
 
:TZAZ_05
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
jump @TZAZ_01

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#15

Posted 15 July 2014 - 10:00 PM

not bad, but there's missing a load check
it needs to check first if the special actor model is loaded before you can create him

(it seems that something is wrong with the forums software, the messanger functions are not available at moment)

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#16

Posted 15 July 2014 - 10:10 PM

Sorry ZAZ i forgot that there you go:

:TZAZ_00
0001: wait 0 ms
00D6: if
823D:   not special_actor 1 loaded
004D: jump_if_false @TZAZ_02
023C: load_special_actor 'RIDER' as 1
0002: jump @TZAZ_00

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#17

Posted 15 July 2014 - 10:31 PM Edited by ZAZ, 15 July 2014 - 10:37 PM.

the whole script, please
...and..OMG... i idn't saw it: Rider don't exist, it must be Ryder
please test your script before you post and if it crashs, then try to find your failure by yourself

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#18

Posted 15 July 2014 - 10:34 PM

 

the whole script, please

{$CLEO .cs}
 
name thread 'TEST ZAZ'
 
:TZAZ_01
wait 0 ms
if
0256:   player $PLAYER_CHAR defined
jump_if_false @TZAZ_01
if
key_pressed 50
jump_if_false @TZAZ_01
 
:TZAZ_00
0001: wait 0 ms
00D6: if
823D:   not special_actor 1 loaded
004D: jump_if_false @TZAZ_02
023C: load_special_actor 'RIDER' as 1
0002: jump @TZAZ_00
 
:TZAZ_02
wait 0 ms
077E: get_active_interior_to 30@
023C: load_special_actor 'RIDER' as 1
 
:TZAZ_03
wait 0 ms
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.2
009A: 1@ = create_actor_pedtype 24 model #SPECIAL01 at 11@ 12@ 13@
0223: set_actor 1@ health_to 500
0860: link_actor 1@ to_interior 30@
0296: unload_special_actor 1
 
:TZAZ_04
wait 0 ms
if
0118: not actor 0@ dead
jump_if_false @TZAZ_04
jump @TZAZ_04
 
:TZAZ_05
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
jump @TZAZ_01

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#19

Posted 15 July 2014 - 10:38 PM

Rider don't exist, it must be Ryder please test your script before you post and if it crashs, then try to find your failure by yourself

midou35000
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#20

Posted 15 July 2014 - 10:44 PM

Rider don't exist, it must be Ryder please test your script before you post and if it crashs, then try to find your failure by yourself

There you go i tested it and it spawn Tenpen:

{$CLEO .cs}
 
03A4: name thread 'TEST ZAZ'
 
:TZAZ_01
wait 0 ms
if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @TZAZ_01
if
0AB0: key_pressed 50
004D: jump_if_false @TZAZ_01
 
:TZAZ_00
0001: wait 0 ms
00D6: if
823D:   not special_actor 1 loaded
004D: jump_if_false @TZAZ_02
023C: load_special_actor 'TENPEN' as 1
0002: jump @TZAZ_00
 
:TZAZ_02
wait 0 ms
077E: get_active_interior_to 30@
023C: load_special_actor 'TENPEN' as 1
 
:TZAZ_03
wait 0 ms
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.2
009A: 1@ = create_actor_pedtype 24 model #SPECIAL01 at 11@ 12@ 13@
0223: set_actor 1@ health_to 500
0860: link_actor 1@ to_interior 30@
0296: unload_special_actor 1
 
:TZAZ_04
wait 0 ms
if
0118: not actor 0@ dead
004D: jump_if_false @TZAZ_04
jump @TZAZ_04

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#21

Posted 15 July 2014 - 11:00 PM Edited by ZAZ, 15 July 2014 - 11:16 PM.

now you forgot the cleanup and made a worst script end
test this script again, kill the actor and try to spawn him again

this loops for ever:
:TZAZ_04
wait 0 ms
if
0118: not actor 0@ dead
004D: jump_if_false @TZAZ_04
jump @TZAZ_04

--------------------------------------------

the previous versions had the same failure

:TZAZ_04
wait 0 ms
if
0118: not actor 0@ dead
jump_if_false @TZAZ_04 <---- this should jump to the cleanup, to TZAZ_05
jump @TZAZ_04

:TZAZ_05
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
jump @TZAZ_01


OMG, THE FORUMS SOFTWARE SREWS UP

midou35000
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#22

Posted 15 July 2014 - 11:14 PM

now you forgot the cleanup and made a worst script end
test this script again, kill the actor and try to spawn him again

Ooops am sorry ZAZ thats a big Fail,

Now if you find a bug i will give you 10 $:

{$CLEO .cs}
 
03A4: name thread 'TEST ZAZ'
 
:TZAZ_01
wait 0 ms
if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @TZAZ_01
if
0AB0: key_pressed 50
004D: jump_if_false @TZAZ_01
 
:TZAZ_00
0001: wait 0 ms
00D6: if
823D:   not special_actor 1 loaded
004D: jump_if_false @TZAZ_02
023C: load_special_actor 'TENPEN' as 1
0002: jump @TZAZ_00
 
:TZAZ_02
wait 0 ms
077E: get_active_interior_to 30@
023C: load_special_actor 'TENPEN' as 1
 
:TZAZ_03
wait 0 ms
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.2
009A: 1@ = create_actor_pedtype 24 model #SPECIAL01 at 11@ 12@ 13@
0223: set_actor 1@ health_to 500
0860: link_actor 1@ to_interior 30@
0296: unload_special_actor 1
 
:TZAZ_04
wait 0 ms
if
0118: not actor 0@ dead
004D: jump_if_false @TZAZ_04
jump @TZAZ_01

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#23

Posted 15 July 2014 - 11:16 PM

OMG, THE FORUMS SOFTWARE SREWS UP

midou35000
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#24

Posted 15 July 2014 - 11:17 PM

What?


midou35000
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#25

Posted 16 July 2014 - 12:27 AM

ZAZ please dont ignore me keep going with me plz


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#26

Posted 16 July 2014 - 04:36 AM Edited by ZAZ, 16 July 2014 - 04:37 AM.

the forums software is buggy and have stolen the last lines of your post

same for my post

that makes impossible to post propper scripts

in addition was it very late in europe and i had to sleep
  • midou35000 likes this

midou35000
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#27

Posted 16 July 2014 - 10:42 AM

So can you now?


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#28

Posted 16 July 2014 - 04:21 PM

So can you now?

ok, looks good now
please post your current script

in code tags please

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#29

Posted 16 July 2014 - 06:17 PM

ZAZ how do i post in code tags?


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#30

Posted 16 July 2014 - 08:30 PM

tags are keywords in container
forums uses BBcode, keywords in square brackets: [keyword]text[/keyword]

you can see the keywords in square brackets, when you switch the messenger to source text mode
then you can type the keywords in container manual or by copy and paste

you can click to the icons when you switch to formated text, then the messenger opens a window to insert the text and put the text in keywords container automaticly

click to code format icon and paste the script

7cnRGYd.jpg




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