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Why is Sanny compiling this mod as .scm?

Best Answer Inadequate, A week ago

You forgot {$CLEO .cs} at the beginning of the script to make it a CS file. That's why Sanny compiles it in SCM format.

{$CLEO .cs}

//----------MAIN------------
 
Thread 'HUNTERBEAST'
 
:HUNTER_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @HUNTER_16 
if 
  $ONMISSION == 0 
jf @HUNTER_11
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2079.3025 -1995.2384 radius 80.0 80.0
jf @HUNTER_16
if and
00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes 
  [email protected] >= 3 
  20 > [email protected] 
jf @HUNTER_16 
jump @HUNTER_11 
 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2079.3025 -1995.2384 radius 80.0 80.0
023C: load_special_actor 'hunterbeast' as 1 // models 290-299
 
023D:   special_actor 1 loaded
 
:HUNTER_16
[email protected] = actor.Create(CivMale,#SPECIAL01, -2093.0723, -2013.5988, -13.5469)
Actor.Angle([email protected]) = 347.2881
Actor.Health([email protected]) = 10000
0446: set_actor [email protected] dismemberment_possible 0 
04D8: set_actor [email protected] drowns_in_water 1 
0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 
060B: set_actor [email protected] decision_maker_to 32 
07FE: set_actor [email protected] fighting_style_to 6 moves 6 
060F: set_actor [email protected] melee_accuracy_to 100.0 
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 
0A09: set_actor [email protected] muted 1 // versionB
03FE: set_actor [email protected] money 0
 
 
Actor.Dead([email protected])
 
Actor.RemoveReferences([email protected])
 
0A93: end_custom_thread
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1 reply to this topic
SpicyDragon
  • SpicyDragon

    Not a furry

  • Members
  • Joined: 19 Oct 2017
  • United-Kingdom

#1

Posted A week ago

Have I coded it wrong or is Sanny just being an unco-operative c*nt?

 

 

 

 

 

//----------MAIN------------
 
Thread 'HUNTERBEAST'
 
:HUNTER_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @HUNTER_16 
if 
  $ONMISSION == 0 
jf @HUNTER_11
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2079.3025 -1995.2384 radius 80.0 80.0
jf @HUNTER_16
if and
00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes 
jf @HUNTER_16 
jump @HUNTER_11 
 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2079.3025 -1995.2384 radius 80.0 80.0
023C: load_special_actor 'hunterbeast' as 1 // models 290-299
 
023D:   special_actor 1 loaded
 
:HUNTER_16
[email protected] = actor.Create(CivMale,#SPECIAL01, -2093.0723, -2013.5988, -13.5469)
Actor.Angle([email protected]) = 347.2881
Actor.Health([email protected]) = 10000
0446: set_actor [email protected] dismemberment_possible 0 
04D8: set_actor [email protected] drowns_in_water 1 
0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 
060B: set_actor [email protected] decision_maker_to 32 
07FE: set_actor [email protected] fighting_style_to 6 moves 6 
060F: set_actor [email protected] melee_accuracy_to 100.0 
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 
0A09: set_actor [email protected] muted 1 // versionB
03FE: set_actor [email protected] money 0
 
 
Actor.Dead([email protected])
 
Actor.RemoveReferences([email protected])
 
0A93: end_custom_thread
 

Inadequate
  • Inadequate

    Midnight Emulator

  • Members
  • Joined: 11 Apr 2012
  • None

#2

Posted A week ago   Best Answer

You forgot {$CLEO .cs} at the beginning of the script to make it a CS file. That's why Sanny compiles it in SCM format.

{$CLEO .cs}

//----------MAIN------------
 
Thread 'HUNTERBEAST'
 
:HUNTER_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @HUNTER_16 
if 
  $ONMISSION == 0 
jf @HUNTER_11
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2079.3025 -1995.2384 radius 80.0 80.0
jf @HUNTER_16
if and
00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes 
  [email protected] >= 3 
  20 > [email protected] 
jf @HUNTER_16 
jump @HUNTER_11 
 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2079.3025 -1995.2384 radius 80.0 80.0
023C: load_special_actor 'hunterbeast' as 1 // models 290-299
 
023D:   special_actor 1 loaded
 
:HUNTER_16
[email protected] = actor.Create(CivMale,#SPECIAL01, -2093.0723, -2013.5988, -13.5469)
Actor.Angle([email protected]) = 347.2881
Actor.Health([email protected]) = 10000
0446: set_actor [email protected] dismemberment_possible 0 
04D8: set_actor [email protected] drowns_in_water 1 
0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 
060B: set_actor [email protected] decision_maker_to 32 
07FE: set_actor [email protected] fighting_style_to 6 moves 6 
060F: set_actor [email protected] melee_accuracy_to 100.0 
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 
0A09: set_actor [email protected] muted 1 // versionB
03FE: set_actor [email protected] money 0
 
 
Actor.Dead([email protected])
 
Actor.RemoveReferences([email protected])
 
0A93: end_custom_thread
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