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Jarno

Error while compling stripped scm

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Jarno

I used the SA stripped SCM from Steve-M:

 

DEFINE VERSION SA 0.330002: jump ££Second_SegmentDEFINE MEMORY  43800; Equals Mission Builder type global variable range $2 to $10949:Second_Segment0002: jump ££Third_SegmentDEFINE OBJECTS  1DEFINE OBJECT MOO                ; This is an unused object. You can put anything here.:Third_Segment0002: jump ££Fourth_SegmentDEFINE MISSIONS  0:Fourth_Segment0002: jump ££Fifth_SegmentDEFINE EXTERNAL_SCRIPTS  0:Fifth_Segment0002: jump ££Sixth_SegmentDEFINE UNKNOWN_FIFTH_SEGMENTDEFINE UNKNOWN1  0:Sixth_Segment0002: jump ££MAIN_1DEFINE UNKNOWN_SIXTH_SEGMENTDEFINE UNKNOWN3  574;-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade  0 ()  0 ms042C: set_total_missions_to  0030D: set_total_mission_points_to  001F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  10  004E4: unknown_refresh_game_renderer_at  2488.562 -1666.86403CB: set_camera  2488.562 -1666.864  13.3757062A: change_stat  165 (energy) to  800.0; float062A: change_stat  23 (muscle) to  800.0; float062A: change_stat  21 (fat) to  200.0; float062A: change_stat  160 (driving skill) to  200.0; float0629: change_stat  181 (islands unlocked) to  4; integer see statdisp.dat0629: change_stat  68 () to  0; integer see statdisp.dat0053: $PLAYER_CHAR = create_player #NULL at  2488.562 -1666.864  12.875707AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0373: set_camera_directly_behind_player0173: set_actor $PLAYER_ACTOR z_angle_to  262.0  01B6: set_weather  1087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack"  0087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS"  2087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER"  3087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD"  1070D: $PLAYER_CHAR04BB: select_interior  0;; select render area01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)01B7: release_weather  016C: restart_if_wasted at  2488.562 -1666.864  12.8757 angle  0.0 unknown  009E2: $parked_car = parked_car_generator_w_numberplate #MONSTERB -1 -1  0 alarm  0 door_lock  0  0  10000 plate "_MYRIAD_" at 2490.0 -1670.0  14.0 angle  0.00A17: $parked_car  1014C: set_parked_car_generator $parked_car cars_to_generate_to  101014B: $parked_bike = init_parked_car_generator #BMX -1 -1  0 alarm  0 door_lock  0  0  10000 at  2480.0 -1665.0  14.0 angle  180.00A17: $parked_bike  1014C: set_parked_car_generator $parked_bike cars_to_generate_to  101014B: $parked_plane = init_parked_car_generator #HYDRA -1 -1  0 alarm  0 door_lock  0  0  10000 at 2490.0 -1660.864  14.0 angle  110.00A17: $parked_bike  1014C: set_parked_car_generator $parked_plane cars_to_generate_to  1010247: request_model #MONSTERB0247: request_model #BMX0247: request_model #HYDRA:MAIN_20001: wait  0 ms00D6: if  20248:   model #MONSTERB available0248:   model #BMX available0248:   model #HYDRA available004D: jump_if_false ££MAIN_2016A: fade  1 ()  1000 ms0001: wait  100 ms03E6: remove_text_box:MAIN_30001: wait 2500 ms0002: jump ££MAIN_3

 

 

But when I compile I get this error:

 

0053: $PLAYER_CHAR = create_player #NULL at  2488.562 -1666.864  12.8757

 

Object not defined. The object > #NULL < was not found inside your '.ide' files or defined with 'DEFINE_OBJECT'

 

 

Thanks in advance.

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Demarest
So... how did the original code use that line? You should be able to copy/paste that and use your coords and be good to go confused.gif

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trx

 

:Second_Segment0002: jump ££Third_SegmentDEFINE OBJECTS  1DEFINE OBJECT MOO  

 

 

You havent defined the model #NULL, so you cant use it in your code

 

0053: $PLAYER_CHAR = create_player #NULL at  2488.562 -1666.864  12.8757

 

Since model #NULL is model ID 0 you can use:

 

0053: $PLAYER_CHAR = create_player 0 at  2488.562 -1666.864  12.8757

instead.

 

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Jarno

Tnx guys.

 

Again a error suicidal.gif

 

09E2: $parked_car = parked_car_generator_w_numberplate #MONSTERB -1 -1  0 alarm  0 door_lock  0  0  10000 plate "_MYRIAD_" at 2490.0 -1670.0  14.0 angle  0.00A17: $parked_car  1014C: set_parked_car_generator $parked_car cars_to_generate_to  101014B: $parked_bike = init_parked_car_generator #BMX -1 -1  0 alarm  0 door_lock  0  0  10000 at  2480.0 -1665.0  14.0 angle  180.00A17: $parked_bike  1014C: set_parked_car_generator $parked_bike cars_to_generate_to  101014B: $parked_plane = init_parked_car_generator #HYDRA -1 -1  0 alarm  0 door_lock  0  0  10000 at 2490.0 -1660.864  14.0 angle  110.00A17: $parked_bike  1014C: set_parked_car_generator $parked_plane cars_to_generate_to  1010247: request_model #MONSTERB0247: request_model #BMX0247: request_model #HYDRA:MAIN_20001: wait  0 ms00D6: if  20248:   model #MONSTERB available0248:   model #BMX available0248:   model #HYDRA available004D: jump_if_false ££MAIN_2

 

This is a piece of the whole code (See the first post where this threads are staying.

 

 

ERROR:

 

09E2: $parked_car = parked_car_generator_w_numberplate #MONSTERB -1 -1  0 alarm  0 door_lock  0  0  10000 plate "_MYRIAD_" at 2490.0 -1670.0  14.0 angle  0.0

 

Object not defined. The object > #MONSTERB < was not found inside your '.ide' files or defined with 'DEFINE_OBJECT'

 

Again thanks in advance.

And I think then the other 2 parked cars also give an error.

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trx

Same answer as your first question. Don't use model names if you havent defined them somewhere.

look in ../data/vehicles.ide file (open in notepad) find out what the vehicle model ID is and use the number instead.

#MONSTER is 444 for example.

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nubbel

Copy the /data/vehicles.ide file to your Mission Builder program folder or replace the #VEHICELNAME with the ID of the vehicle read from this file like trx said.

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trx
Copy the /data/vehicles.ide file to your Mission Builder program folder or replace the #VEHICELNAME with the ID of the vehicle read from this file like trx said.

^^ Even better biggrin.gif

/me = Mission Builder n00p

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Jarno

Thanks guys.

It's now working tounge.gif

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nubbel
Copy the /data/vehicles.ide file to your Mission Builder program folder or replace the #VEHICELNAME with the ID of the vehicle read from this file like trx said.

^^ Even better biggrin.gif

/me = Mission Builder n00p

hehe yeah, me too xmas.gif

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demonj0e

sumone seriously should fix up the errors and re release it

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ThAtSgOtTaHuRt

could you please tell me what this does:

 

 

0A17: $parked_car  1

 

 

thank you,

TGH

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Craig Kostelecky
sumone seriously should fix up the errors and re release it

I'm hosting Barton's SA Builder here. Many of the ini files are updated. So this version should work perfectly without any changes.

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Demarest
Bumpity bump bump. Just acquired SA and was searching for a stripped SCM. Recently received and IM or PM asking me the same thing. Thought maybe if I surfaced this thread, it would help them and possibly others.

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mbell

This is what I used. I'd prefer a slightly less stripped version that maintains the pickups, parked cars, etc, but this works. Note that the restart_if_wasted line puts you way up in the air, so if you die, you get into an infinite loop of falling to your death if you don't change the coords. The other problem I ran into is the lack of a restart_if_busted (016D) line (I just added it right after the existing restart_if_wasted), which will cause weird behavior if you get busted.

 

EDIT: I just noticed the top of this thread already has a slightly modified version of this script...this is the clean base for it.

Edited by mbell

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Demarest

Okay, here's a TRULY stripped SCM wink.gif

 

 

DEFINE VERSION SA 0.330002: jump ££Second_SegmentDEFINE MEMORY  43800; Equals Mission Builder type global variable range $2 to $10949:Second_Segment0002: jump ££Third_SegmentDEFINE OBJECTS  1DEFINE OBJECT MOO               ; This is an unused object. You can put anything here.:Third_Segment0002: jump ££Fourth_SegmentDEFINE MISSIONS  0:Fourth_Segment0002: jump ££Fifth_SegmentDEFINE EXTERNAL_SCRIPTS  0:Fifth_Segment0002: jump ££Sixth_SegmentDEFINE UNKNOWN_FIFTH_SEGMENTDEFINE UNKNOWN1  0:Sixth_Segment0002: jump ££MAIN_1DEFINE UNKNOWN_SIXTH_SEGMENTDEFINE UNKNOWN3  574;-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade  0 ()  0 ms01F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  10  004E4: unknown_refresh_game_renderer_at  2488.562 -1666.86403CB: set_camera  2488.562 -1666.864  13.37570053: $PLAYER_CHAR = create_player #NULL at  2488.562 -1666.864  12.875701F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0373: set_camera_directly_behind_player0173: set_actor $PLAYER_ACTOR z_angle_to  262.0  01B6: set_weather  1070D: $PLAYER_CHAR04BB: select_interior  0;; select render area01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)01B7: release_weather  016C: restart_if_wasted at  2488.562 -1666.864  12.8757 angle  0.0 unknown  0016D: restart_if_busted at  2488.562 -1666.864  12.8757 angle  0.0 unknown  0016A: fade  1 ()  1000 ms0001: wait  100 ms03E6: remove_text_box:MAIN_30001: wait 2500 ms0002: jump ££MAIN_3

 

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demonj0e

YAY!!!! dem got SA!!!!!

hmm should of thought about that when he releaed darkpact lol

 

but umm where in a stripped scm would the create thread code go?

 

dose it matter?

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Demarest

It's a stripped SCM, so nothing's happening really. So it really doesn't matter. Might as well put it before the wait 100. Just make sure your code goes to the end.

 

Why so happy to see me get SA?

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demonj0e
your a great coder wink.gif

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Demarest
Thanks. Then you'll be happy to know that I'm so eager to SA code that I'll probably be doing more assistance with the work of others.

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DemolitionMan™

If u would read the readme.txt for mission builder u would see that u need .ide files in mission builders folder

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Demarest
Who are you talking to? I don't see anybody expressing a problem confused.gif

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demonj0e

Aight i got a little prob with a stripped scm. Ive tried adding some code that makes CJ invunrible and same for his car

 

this is my code

 

 

DEFINE VERSION SA 0.330002: jump ££Second_SegmentDEFINE MEMORY  45813 ; Equals Mission Builder type global variable range $2 to $10949:Second_Segment0002: jump ££Third_SegmentDEFINE OBJECTS  0 :Third_Segment0002: jump ££Fourth_SegmentDEFINE MISSIONS  0:Fourth_Segment0002: jump ££Fifth_SegmentDEFINE EXTERNAL_SCRIPTS  0:Fifth_Segment0002: jump ££Sixth_SegmentDEFINE UNKNOWN_FIFTH_SEGMENTDEFINE UNKNOWN1  0:Sixth_Segment0002: jump ££MAIN_1DEFINE UNKNOWN_SIXTH_SEGMENTDEFINE UNKNOWN3  574;-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade  0 ()  1000 ms042C: set_total_missions_to  0030D: set_total_mission_points_to  001F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  8  004E4: unknown_refresh_game_renderer_at  2489.667 -1666.41503CB: set_camera 2489.667 -1666.415  13.443750053: $PLAYER_CHAR = create_player #NULL at  2489.667 -1666.415  13.4437507AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0373: set_camera_directly_behind_player0173: set_actor $PLAYER_ACTOR z_angle_to  90.001B6: set_weather  1087B: set_player $PLAYER_CHAR clothes "VEST" "VEST"  0 087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS"  2 087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER"  3 087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD"  1 070D: $PLAYER_CHAR04BB: select_interior  0;; select render area01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)01B7: release_weather016C: restart_if_wasted at  2489.667 -1666.415  13.44375 angle  90.0 unknown  0016D: restart_if_busted at  2489.667 -1666.415  13.44375 angle  90.0 unknown  0 016A: fade  1 (back)  1000 ms02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer  10223: set_actor $PLAYER_ACTOR health_to  100002AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1035F: set_actor $PLAYER_ACTOR armour_to  2500330: set_player $PLAYER_CHAR infinite_run_to  1 (true)0001: wait  100 ms03E6: remove_text_box:MAIN_30001: wait  2500 ms0002: jump ££MAIN_3:MAIN_502A9: set_actor $PLAYER_ACTOR immune_to_nonplayer  10223: set_actor $PLAYER_ACTOR health_to  100002AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1035F: set_actor $PLAYER_ACTOR armour_to  2500330: set_player $PLAYER_CHAR infinite_run_to  1 (true):MAIN_603C0: @0 = actor $PLAYER_ACTOR car02AC: set_car @0 immunities  1  1  1  1  10224: set_car @0 health_to  32000053F: set_car @0 tires_vulnerable  0

 

 

but the code dosent work unless i place it at the top of the scm

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Demarest

Your first block of

02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer  10223: set_actor $PLAYER_ACTOR health_to  100002AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1035F: set_actor $PLAYER_ACTOR armour_to  2500330: set_player $PLAYER_CHAR infinite_run_to  1 (true)

...runs and works I presume. The 2nd block is unneeded and doesn't run.

 

Likewise, your car-related code isn't running either. Why not? MAIN_3 is a code trap. It loops right there forever. That's okay though becuase if you put it where it could run, it would crash. You need to loop that code and before capturing his car, make sure he's driving one! Using that opcode while on foot will crash the game.

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demonj0e

Ok after you explained loops to me now ive tried again works perfect

 

Heres the code if anyone else needs help like this

 

 

:PLAYERARMOR10001: wait 50 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££PLAYERARMOR1:PLAYERARMOR1B0223: set_actor $PLAYER_ACTOR health_to  100002AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1035F: set_actor $PLAYER_ACTOR armour_to  2500330: set_player $PLAYER_CHAR infinite_run_to  1 (true)0001: wait 200 ms0002: jump ££PLAYERARMOR1b

 

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Demarest

 

:PLAYERARMOR10001: wait 0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££PLAYERARMOR10330: set_player $PLAYER_CHAR infinite_run_to  1 (true):PLAYERARMOR1B0001: wait 50 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££PLAYERARMOR1B02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1:PLAYERARMOR1C0001: wait 200 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££PLAYERARMOR1B0223: set_actor $PLAYER_ACTOR health_to  1000035F: set_actor $PLAYER_ACTOR armour_to  2500002: jump ££PLAYERARMOR1C

 

Would be more accurate. First of all, you only need the infinite run command once. You only need to set the immunities once, unless you die or get arrested (hence the 3rd loop pointing back to the 2nd in case of no longer being defined. THEN loop the set health and armor. If that doesn't make sense, be sure to ask colgate.gif

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demonj0e
thanks dem soon i hope to be able to write my own code that actually works without having to ask for help

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