demonj0e Posted September 4, 2005 Share Posted September 4, 2005 Hey all ive been trying to make your car in sa be able to drop them stinger things used in punture wounds ive tried making sum code but game crashes when cj enters a vehicle :STINGERMOD03A4: name_thread 'STINGER':STINGERCHECK0001:wait 0 ms00D6: if 000DF: actor $PLAYER_ACTOR driving004D: jump_if_false ££STINGERCHECK0247: request_model #TEMP_STINGER20004: $7416 = 3 ;; integer values03C0: @0 = actor $PLAYER_ACTOR car:STINGERADD038B: load_requested_models00D6: if 00248: model #TEMP_STINGER2 available004D: jump_if_false ££STINGERADD00D6: if 000E1: key_pressed 0 17004D: jump_if_false ££STINGERADD0407: create_coordinate @6 @7 @8 from_car @0 offset 0.0 -3.0 -.5 0174: @3 = car @0 z_angle0009: @3 += 90.0 ;; floating-point values02CE: @1 = ground_z @6 @7 @80107: @2 = create_object #TEMP_STINGER2 at @6 @7 @80177: set_object @2 z_angle_to @3097A: @6 @7 @8 1125 0006: @9 = 1 ;; integer values000C: $7416 -= 1 ;; integer values0006: @10 = 0 ;; integer values:STINGERFINNISH0108: destroy_object @201C3: remove_references_to_car @0 ;; Like turning a car into any random car0249: release_model #TEMP_STINGER20002: jump ££STINGERMOD ive used most of the code from the punture wounds mission but i just cant see why the game is crashing when he enters a vehicle Link to comment Share on other sites More sharing options...
Big-Bear Posted September 4, 2005 Share Posted September 4, 2005 You better asked patrickW, or stop, because PatrickW has made this mod already, it's 4 VC aND sa, I thought Link to comment Share on other sites More sharing options...
demonj0e Posted September 4, 2005 Author Share Posted September 4, 2005 oh really? any links? Link to comment Share on other sites More sharing options...
Demarest Posted September 4, 2005 Share Posted September 4, 2005 I'm not familiar with Patrick making such a mod, though I was gone for a while. I WAS just on his site recently and I didn't see such a thing. I know it was talked about by others before (making a Stinger mod for SA). Here's the problems as I encounter them:•no if player defined check •low priority loop with a 0 wait •$7416 = 3; use custome labels, not DMA. I haven't bothered to check what $7416 is, but I know it doesn't belong to your mod, so you shouldn't be telling it to access it. By the looks of the way you use it later, it appears to be that mission's way of tracking a quantity. However, if you've never run that mission, the var is undefined and MAY crash the game. •no need to loop the load requested models command •but there IS a need for a loop to have a wait, a likely candidate for your crash •your lumping of model readiness and keypress check is inaccurate. If you want the model to always be loaded when player is driving, then the keypress check should have its own check •once you've added 90 to your angle, you should check if it's greater than 359.99 and if so, subtract 360 from it. However, my understanding is that the engine can handle angles grater than 360 anyways •you have @1 capturing ground z, but @8 is what you used for the z offset, just as @8 is what you went ahead and used for your place Z value. It would be more accurate to change the line @1 = ground z to @8 •@9 and @10 are unused by your mod, so I'm not sure why there are lines setting them to anything •your final jump jumps back to the beginning of the thread instead of the beginning of the thread's loop. So you're looping the name_thread command which there is no reason for and really shouldn't be done. •you release the model even though earlier in the mod, you appear to wish to keep it loaded for as long as you're driving •you've captured the car you're driving, but there is not a single is car wrecked check. •last but not least, you're eliminating your stinger as soon as you plant it. I would think you'd NEED some kind of tracking system. We've covered stuff like this before and I mentioned then that if you don't understand any of it, to ask. Should probably look more like (untested, with tracking only for a single stinger; more should be easy through use of array) :STINGERMOD03A4: name_thread 'STINGER':STINGERCHECK0001:wait 250 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££STINGERCHECK00D6: if 000DF: actor $PLAYER_ACTOR driving004D: jump_if_false ££STINGERCHECK03C0: @0 = actor $PLAYER_ACTOR car0247: request_model #TEMP_STINGER2038B: load_requested_models:STINGERADD0001:wait 0 ms00D6: if 00248: model #TEMP_STINGER2 available004D: jump_if_false ££STINGERADD:STINGERLOOP0001:wait 50 ms00D6: if 10256: player $PLAYER_CHAR defined8119: NOT car @0 wrecked004D: jump_if_false ££STINGERPURGE00D6: if 000DB: actor $PLAYER_ACTOR in_car @0004D: jump_if_false ££STINGERPURGE00D6: if 100E1: key_pressed 0 170043: @9 == 0004D: jump_if_false ££STINGERLOOP0005: @9 = 10407: create_coordinate @6 @7 @8 from_car @0 offset 0.0 -3.0 0.00174: @3 = car @0 z_angle0009: @3 += 90.0;; floating-point values00D6: if 00021: @3 > 359.99004D: jump_if_false ££STINGERCONT000F: @3 -= 360.0:STINGERCONT02CE: @1 = ground_z @6 @7 @80107: @2 = create_object #TEMP_STINGER2 at @6 @7 @10177: set_object @2 z_angle_to @3097A: @6 @7 @1 11250002: jump ££STINGERLOOP:STINGERPURGE00D6: if 00043: @9 == 1004D: jump_if_false ££STINGERPURGE201C4: remove_references_to_object @20005: @9 = 0:STINGERPURGE201C3: remove_references_to_car @00249: release_model #TEMP_STINGER20002: jump ££STINGERCHECK Link to comment Share on other sites More sharing options...
demonj0e Posted September 4, 2005 Author Share Posted September 4, 2005 (edited) lol yes that was very sloppy code from me it was like 1am when i made that and i got up early in morning cuz sister was puking up so i was realy tired when i posted it so i didnt realy notice much thankyou dem ill try some more now ook k big thanks working now iv gotta do a few check to make sure hes not driving a bike boat or helicopter and also how would i get it to delete the stinger after the player leaves the area? wil try some stuf now and post some updates Edited September 4, 2005 by demonj0e Link to comment Share on other sites More sharing options...
Big-Bear Posted September 4, 2005 Share Posted September 4, 2005 You will now that PatrickW dutch is, he release the mod on GTAgames.nl, so, and he released it on that site Link to comment Share on other sites More sharing options...
demonj0e Posted September 4, 2005 Author Share Posted September 4, 2005 ok but surely being as popular as he is here he would surely post it here Link to comment Share on other sites More sharing options...
Demarest Posted September 4, 2005 Share Posted September 4, 2005 how would i get it to delete the stinger after the player leaves the area? You already know how. @Bear: Even if Patrick has done this already, there's nothing wrong with people learning how on their own. Link to comment Share on other sites More sharing options...
demonj0e Posted September 4, 2005 Author Share Posted September 4, 2005 do i lol try some stuff but how dose it controll how many stingers he can drop? Link to comment Share on other sites More sharing options...
Demarest Posted September 4, 2005 Share Posted September 4, 2005 You can't tell by reading the code? Not sure I can help you then. Good thing I didn't try to make it support multiples first thing. Would've wasted a lot of my time. Link to comment Share on other sites More sharing options...
demonj0e Posted September 4, 2005 Author Share Posted September 4, 2005 no sorry its just not my day horrible weather making me realy bored and cant concentrate propely is it summin to do with the @9 == 1 part? Link to comment Share on other sites More sharing options...
Demarest Posted September 4, 2005 Share Posted September 4, 2005 Setting @9 to 1 when you drop a stinger accomplishes two things. First of all, it prevents you from dropping another since that code is only equipped to handle one stinger. Secondly, it lets the cleanup section of code know that the object has been created and needs to be relieved as well. Link to comment Share on other sites More sharing options...
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