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Bungle

Thread/Label additions..

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Bungle

Hello There,

I have just decided that i want to try and get myself some experience with scm coding (it's only now that i feel i want to do something in it).

I have read through several tutorials, those of which i have found detail how certain opcodes and commands work, and there correct syntaxes.

 

Upon creating my first mini code thingie (only a small thing), i found that the game crashes after the amount of seconds i specify in the WAIT.

I tried to make a small elevator-based code without ripping it from elsewhere, so i assume either some of my syntaxes are wrong, or i might be mis-placing the code.

 

 

--MAIN BIT--004F: create_thread ££Lift --MISSION BIT--:Lift03A4: name_thread "Lift":Lift20001: wait  2000 ms00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££Lift200D6: if  000F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  385.6785 -897.5128 18.6833 radius  1.4  1.8  1.5004D: jump_if_false ££Lift20055: put_player $PLAYER_CHAR at  396.7951 -902.5042 18.7089004E: end_thread

 

 

Might be something simple, well it probably is.. i am wondering if code needs to be added in a particular area of the scm for correct operation, but alas if i knew that, i wouldn't be creating a topic with the problem.

 

Help appreciated biggrin.gif

 

- Bungle

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Y_Less

Is this for San Andreas? If so, alot of the player only opcodes have been removed and you have to use the actor equivalents (if there is one), e.g:

 

 

--MAIN BIT--004F: create_thread ££Lift--MISSION BIT--:Lift03A4: name_thread "Lift":Lift20001: wait  2000 ms00D6: if 00256:   player $PLAYER_CHAR defined;; No actor equivalent - still works004D: jump_if_false ££Lift200D6: if  000FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  385.6785 -897.5128 18.6833 radius  1.4  1.8  1.5;; Player version unsupported in SA004D: jump_if_false ££Lift200A1: put_actor $PLAYER_ACTOR at  396.7951 -902.5042 18.7089;; Player version unsupported in SA004E: end_thread

 

 

If you're not doing this for SA, I don't know what the problem is as it should work.

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Bungle

I am starting on VC for now.

If you say the code is kosha, i can only assume i must added it to a bad place? confused.gif

I literally have it at the end of my main.scm file.. whether it needs to be elsewhere i don't know.. if it helps, i could send you the scm i am working on (it's only very small.. probably less than 200 lines).

 

- Bungle

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Y_Less

If its not that big, paste it here or post the link so others can help out.

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Bungle

I know most of the code before mine is irrelevant and wont matter being removed, but i don't know exactly which bits to remove and which bits need to be kept in.

 

 

DEFINE VERSION VICE 1.410002: jump ��Label0000BCDEFINE MEMORY  181:Label0000BC0002: jump ��Label001430DEFINE OBJECTS  207DEFINE OBJECT (no name)                 ; This is an unused object. You can put anything here.<removed list of DEFINE OBJECTS to cut down on size>:Label0014300002: jump ��Label001448DEFINE MISSIONS  1DEFINE MISSION 0 AT ��Label00185B;-------------MAIN---------------:Label00144803A4: name_thread "MAIN"00C0: set_current_time  12  00053: $PLAYER_ACTOR = create_player #NULL at -355.0 -286.0  22.201F5: $PLAYER_CHAR = create_emulated_actor_from_player $PLAYER_ACTOR022B: create_forbidden_for_peds_cube -100000.0 -100000.0 -100000.0  100000.0  100000.0  100000.001E8: create_forbidden_for_cars_cube -100000.0 -100000.0 -100000.0  100000.0  100000.0  100000.001F0: set_max_wanted_level_to  003DE: set_pedestrians_density_multiplier_to  001EB: set_car_density_to  00330: set_player $PLAYER_ACTOR infinite_run_to  1 (true)015F: set_camera_position 662.238 -1194.530 22.780  0.0  0.0  0.00160: point_camera 662.238 -1200.530 20.780  20213: $6 = create_pickup #HEALTH type  15 at  88.9988 -601.3602 19.60700213: $7 = create_pickup #HEALTH type  15 at  113.9633 -1078.1090 11.37130213: $8 = create_pickup #HEALTH type  15 at  45.2811 -1218.8978 18.29140213: $9 = create_pickup #HEALTH type  15 at  348.0615 -807.7114 38.66870213: $A = create_pickup #HEALTH type  15 at  458.9909 -195.2276 16.23900213: $B = create_pickup #HEALTH type  15 at  632.9680 -917.1602 18.24010213: $C = create_pickup #HEALTH type  15 at  636.3989 -1354.5979 19.82980213: $D = create_pickup #HEALTH type  15 at  665.0679 -1159.3848 20.76840213: $E = create_pickup #HEALTH type  15 at  926.0582 -1563.6721 18.9401032B: $odieb = create_weapon_pickup #PYTHON  15 ammo  35 at 343.1410 -891.6862 18.7089032B: $police = create_weapon_pickup #TEC9  15 ammo  125 at 665.6880 -1168.5791 20.7682032B: $stairs = create_weapon_pickup #MOLOTOV  15 ammo  8 at 821.2458 -1298.6338 19.428403B6: replace_model_at  692.26 -933.796  21.042 radius  50.0 from #INDHELIX_BARRIER to -1337004F: create_thread ��Label0018B9004F: create_thread ��Lift :Label00184F0001: wait  5000 ms0002: jump ��Label00184F;-------------Mission 0---------------; Originally: (no description):Label00185B022B: create_forbidden_for_peds_cube -100000.0 -100000.0 -100000.0  100000.0  100000.0  100000.001E8: create_forbidden_for_cars_cube -100000.0 -100000.0 -100000.0  100000.0  100000.0  100000.001F0: set_max_wanted_level_to  003DE: set_pedestrians_density_multiplier_to  001EB: set_car_density_to  001B6: set_weather  0038B: load_requested_models:Label0018AD0001: wait  1000 ms0002: jump �Label0018AD:Label0018B903A4: name_thread "SSVBRIG"0005: $28 =  .05;; floating-point values0363: toggle_model_render_at -618.159 -629.847  80.7116 radius  50.0 object #BRIDGE_LIFTSEC  00363: toggle_model_render_at -618.159 -629.847  80.7116 radius  50.0 object #BRIDGE_LIFTSEC_REV  00363: toggle_model_render_at -614.438 -631.564  49.0088 radius  50.0 object #SUBBRIDGE_LIFT  00363: toggle_model_render_at -618.637 -630.543  134.071 radius  70.0 object #BRIDGE_LIFTWEIGHT  00363: toggle_model_render_at -618.159 -629.847  80.7116 radius  50.0 object #LODDGE_LIFTSEC  00363: toggle_model_render_at -618.637 -630.543  134.071 radius  70.0 object #LODDGE_LIFTWEIGHT  003B6: replace_model_at -618.159 -629.847  80.7116 radius  50.0 from #BRIDGE_LIFTSEC to #LOD_LAND01403B6: replace_model_at -618.159 -629.847  80.7116 radius  50.0 from #BRIDGE_LIFTSEC_REV to #LOD_LAND01403B6: replace_model_at -614.438 -631.564  49.0088 radius  50.0 from #SUBBRIDGE_LIFT to #LOD_LAND01403B6: replace_model_at -618.637 -630.543  134.071 radius  70.0 from #BRIDGE_LIFTWEIGHT to #LOD_LAND01403B6: replace_model_at -618.159 -629.847  80.7116 radius  50.0 from #LODDGE_LIFTSEC to #LOD_LAND01403B6: replace_model_at -618.637 -630.543  134.071 radius  70.0 from #LODDGE_LIFTWEIGHT to #LOD_LAND014029B: $29 = init_object #BRIDGE_LIFTSEC at -618.159 -629.847  105.7116029B: $2A = init_object #BRIDGE_LIFTSEC_REV at -618.159 -629.847  105.7116029B: $2B = init_object #SUBBRIDGE_LIFT at -614.438 -631.564  74.0088029B: $2C = init_object #BRIDGE_LIFTWEIGHT at -618.637 -630.543  109.071029B: $2D = init_object #LODDGE_LIFTSEC at -618.159 -629.847  105.7116029B: $2E = init_object #LODDGE_LIFTWEIGHT at -618.637 -630.543  109.07101C7: remove_object_from_mission_cleanup_list $2901C7: remove_object_from_mission_cleanup_list $2A01C7: remove_object_from_mission_cleanup_list $2B01C7: remove_object_from_mission_cleanup_list $2C01C7: remove_object_from_mission_cleanup_list $2D01C7: remove_object_from_mission_cleanup_list $2E0392: object $29 toggle_in_moving_list  00392: object $2A toggle_in_moving_list  00392: object $2B toggle_in_moving_list  00392: object $2C toggle_in_moving_list  00392: object $2D toggle_in_moving_list  00392: object $2E toggle_in_moving_list  0022B: create_forbidden_for_peds_cube -665.0 -700.0  46.0 -565.0 -558.0  51.001E8: create_forbidden_for_cars_cube -665.0 -700.0  46.0 -565.0 -558.0  51.0:Label001B230001: wait  0 ms00D6: if  5034E: unknown_move_object $29 to -618.159 -629.847  80.7116 unknown_angle  0.0  0.0 $28  0034E: unknown_move_object $2A to -618.159 -629.847  80.7116 unknown_angle  0.0  0.0 $28  0034E: unknown_move_object $2B to -614.438 -631.564  49.0088 unknown_angle  0.0  0.0 $28  0034E: unknown_move_object $2C to -618.637 -630.543  134.071 unknown_angle  0.0  0.0 $28  0034E: unknown_move_object $2D to -618.159 -629.847  80.7116 unknown_angle  0.0  0.0 $28  0034E: unknown_move_object $2E to -618.637 -630.543  134.071 unknown_angle  0.0  0.0 $28  0004D: jump_if_false ��Label001B23022A: remove_forbidden_for_peds_cube -665.0 -700.0  46.0 -565.0 -558.0  51.001E7: remove_forbidden_for_cars_cube -665.0 -700.0  46.0 -565.0 -558.0  51.00001: wait  40000 ms022B: create_forbidden_for_peds_cube -665.0 -700.0  46.0 -565.0 -558.0  51.001E8: create_forbidden_for_cars_cube -665.0 -700.0  46.0 -565.0 -558.0  51.00001: wait  10000 ms03BA: clear_cars_from_cube -665.0 -700.0  46.0 -565.0 -558.0  51.0:Label001CB00001: wait  0 ms00D6: if  5034E: unknown_move_object $29 to -618.159 -629.847  80.7116 unknown_angle  0.0  0.0 $28  0034E: unknown_move_object $2A to -618.159 -629.847  80.7116 unknown_angle  0.0  0.0 $28  0034E: unknown_move_object $2B to -614.438 -631.564  49.0088 unknown_angle  0.0  0.0 $28  0034E: unknown_move_object $2C to -618.637 -630.543  134.071 unknown_angle  0.0  0.0 $28  0034E: unknown_move_object $2D to -618.159 -629.847  80.7116 unknown_angle  0.0  0.0 $28  0034E: unknown_move_object $2E to -618.637 -630.543  134.071 unknown_angle  0.0  0.0 $28  0004D: jump_if_false ��Label001CB00001: wait  10000 ms0002: jump ��Label001B23004E: end_thread:Lift03A4: name_thread "Lift":Lift20001: wait  5000 ms00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ��Lift200D6: if  000F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  385.6785 -897.5128 18.6833 radius  1.4  1.8  1.5004D: jump_if_false ��Lift20055: put_player $PLAYER_CHAR at  396.7951 -902.5042 18.7089

 

 

- Bungle

Edited by Bungle

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spaceeinstein
All created threads goes before mission 0.

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Bungle

meh now i am slightly confused.. all i see before Mission 0 is

:Label00184F, which i have no idea what that is, but i didn't think it was a thread.

The first thread in there is within the mission area and doesn't crash it.

Any chance of being a bit more specific? Thanks.

 

- Bungle

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demonj0e

Take All This

:Lift03A4: name_thread "Lift":Lift20001: wait  5000 ms00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ��Lift200D6: if  000F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  385.6785 -897.5128 18.6833 radius  1.4  1.8  1.5004D: jump_if_false ��Lift20055: put_player $PLAYER_CHAR at  396.7951 -902.5042 18.7089

 

 

And Just Paste It Before ;-------------Mission 0---------------

 

Then Delete The Lift Code At The Bottom Where You Originaly Had It

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Bungle
Take All This
:Lift03A4: name_thread "Lift":Lift20001: wait  5000 ms00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ��Lift200D6: if  000F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  385.6785 -897.5128 18.6833 radius  1.4  1.8  1.5004D: jump_if_false ��Lift20055: put_player $PLAYER_CHAR at  396.7951 -902.5042 18.7089

 

 

And Just Paste It Before ;-------------Mission 0---------------

 

Then Delete The Lift Code At The Bottom Where You Originaly Had It

Cut and paste the block so it appears directly above the Mission 0 part.. but to no avail.

 

- Bungle

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Y_Less

Delete the first instance of it.

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random_download

You want to add soemthing like an end_thread at the end of your lift code to stop it from running into mission 0, also why do you have this line: "004F: create_thread ££Label0018B9"? That label is in mission 0.

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Bungle

I "Cut" and pasted it, therefore removing the original instance of the block of code.

I commented the first create_thread line if you say it isn't necessary.

I also added an end_thread but the problem still seems to exist.

I wouldn't mind if i had added a lot of code.. understandable then if problems occured, but i don't see why this should be causing me problems confused.gif

 

- Bungle

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demonj0e

wouldent this be causing problems as after it creates the threads it woudl go to then and keep going around in a loop?

 

:Label00184F0001: wait  5000 ms0002: jump ��Label00184F

 

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Bungle
wouldent this be causing problems as after it creates the threads it woudl go to then and keep going around in a loop?

 

:Label00184F0001: wait  5000 ms0002: jump ��Label00184F

 

that was in the script when i first got it, and the game operated ok before i made my addition. I don't know what it is, what it does, if it's needed.. but i don't think it's causing any problems (but what do I know) tounge.gif.

 

- Bungle

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demonj0e
justa though dozingoff.gif post your latest code so we can see if you might of accidently made any errors

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random_download

The main thread cannot just end, it has to do something, ie. just loop doing nothing with a high wait so it is low priority.

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Bungle
The main thread cannot just end, it has to do something, ie. just loop doing nothing with a high wait so it is low priority.

 

:Lift03A4: name_thread "Lift":Lift20001: wait  500 ms00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££Lift200D6: if  000F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  385.6785 -897.5128 18.6833 radius  1.4  1.8  1.5004D: jump_if_false ££Lift20055: put_player $PLAYER_CHAR at  396.7951 -902.5042 18.7089004E: end_thread

 

 

That is directly above my --Mission 0- line.. the rest of the file is the same as pasted above so no point wasting more space.. and there was me thinking i would have it sorted after a few posts tounge.gif

I thank all those who have contributed so far, and just hope you're not quickly running out of ideas wow.gif

 

- Bungle

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demonj0e

think i foudn the error try this

 

:Lift03A4: name_thread "Lift":Lift20001: wait  500 ms00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££Lift200D6: if  000FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot 385.6785 -897.5128 18.6833  radius  1.4  1.8  1.5004D: jump_if_false ££Lift20055: put_player $PLAYER_CHAR at  396.7951 -902.5042 18.7089004E: end_thread

 

 

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Un3462
The main thread cannot just end, it has to do something, ie. just loop doing nothing with a high wait so it is low priority.

are you sure?

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Y_Less

I just noticed your define player lines are the wrong way round so $PLAYER_CHAR is the actor and $PLAYER_ACTOR is the player - you will need to update you opcodes or definitions accordingly.

 

 

Where did you get that SCM? It looks like a mashed version of the LC lift bridge code stuck in a thread in the middle of a mission confused.gif

 

 

DEFINE VERSION VICE 1.410002: jump ££secondsegmentDEFINE MEMORY  181:secondsegment0002: jump ££thirdsegmentDEFINE OBJECTS  1DEFINE OBJECT (no name)               ; This is an unused object. You can put anything here.:thirdsegment0002: jump ££fourthsegmentDEFINE MISSIONS  0;-------------MAIN---------------:fourthsegment03A4: name_thread "MAIN"00C0: set_current_time  12  00053: $PLAYER_CHAR = create_player #NULL at -355.0 -286.0  22.201F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR01F0: set_max_wanted_level_to  003DE: set_pedestrians_density_multiplier_to  001EB: set_car_density_to  00330: set_player $PLAYER_CHAR infinite_run_to  1 (true)015F: set_camera_position 662.238 -1194.530 22.780  0.0  0.0  0.00160: point_camera 662.238 -1200.530 20.780  2004F: create_thread ££Lift :Labelmainloop0001: wait  5000 ms0002: jump ££mainloop:Lift03A4: name_thread "Lift":Lift20001: wait  5000 ms00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££Lift200D6: if  000F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  385.6785 -897.5128 18.6833 radius  1.4  1.8  1.5004D: jump_if_false ££Lift20055: put_player $PLAYER_CHAR at  396.7951 -902.5042 18.7089

 

 

That should work as a complete (practically) stripped script.

 

The main problem I think is that whoever you got that off had swapped two standard variables to confuse people so they would use the wrong one with the wrong opcode.

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Bungle

right.. created a new file with the code Y_Less pasted, compiled it and ran the game, and no crash.

I go over to the area where i expect to be teleported, and it works fine.. i teleport to the given co-ordinates.

 

Although the main problem is rectified, an issue exists where after around 15 secs (it's always the same amount of time after every teleport), the game will crash, giving me the same error code: "Exception At Address: 0x00509DF3".

Is something looping too much and needs to be stopped?

 

I put an end_thread to see what happens, and although it stops the crash from happening, it also "kills" the code, so next time i go the location i wont be teleported. I also put the wait back to 500ms as i don't want to wait 5 secs for something to happen wink.gif

 

Thanks for everyone's help so far.. i greatly appreciate it.. i am just glad it's progressing biggrin.gif

 

(the "LC" code was in there, but i didn't know which part was safe to remove, so left it, but it didn't serve any purpose) tounge.gif

 

- Bungle

Edited by Bungle

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demonj0e

good to hear and if u want to be able to do it all again instead of end thread put

 

 

0002: jump ££Lift2

 

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Bungle

thanks for the response demonj0e.. that seems to work quite nicely.. i guess looking back now, it would have made sense to try that.. but ah well tounge.gif

Now, i want the lift to go back in the opposite direction too, so i figured i'd add additional code like so:

 

 

:Lift20001: wait  500 ms00D6: if 00256:   player $PLAYER_CHAR defined004D: jump_if_false ££Lift200D6: if  000F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  390.6785 -896.5128 18.6833 radius  2.4  2.8  2.5004D: jump_if_false ££Lift20055: put_player $PLAYER_CHAR at  387.7951 -900.5042 7.908900D6: if  000F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  385.6785 -896.5128 8.2830 radius  2.4  2.8  2.5004D: jump_if_false ££Lift20055: put_player $PLAYER_CHAR at  387.7951 -900.5042 18.20890002: jump ££Lift2

 

 

Alas, the extra code i added has no effect, but the original blcok in the if statement before it works fine every time. I assume this one is down to a syntax error, or the code being mis-placed.

 

- Bungle

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demonj0e
i thought the opcode was 00E4: not 00F6: try usin diff opcode see if it makes any difference

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random_download

Follow your code through, as if you wanted to go back in the opposite direction:

 

00D6: if  000F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  390.6785 -896.5128 18.6833 radius  2.4  2.8  2.5004D: jump_if_false ££Lift20055: put_player $PLAYER_CHAR at  387.7951 -900.5042 7.908900D6: if  000F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  385.6785 -896.5128 8.2830 radius  2.4  2.8  2.5004D: jump_if_false ££Lift20055: put_player $PLAYER_CHAR at  387.7951 -900.5042 18.2089

 

The code checks to see if the player is near point 1, whic hhe is not, he is at point 2. It then jumps to :lift2, and does that check again. The check to see if the player is at point 2 will never run. You need to do something like:

 

:Lift20001: wait  500 ms00D6: if 00256:   player $PLAYER_CHAR defined004D: jump_if_false ££Lift200D6: if  000F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  390.6785 -896.5128 18.6833 radius  2.4  2.8  2.5004D: jump_if_false ££Lift30055: put_player $PLAYER_CHAR at  387.7951 -900.5042 7.9089:Lift300D6: if  000F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  385.6785 -896.5128 8.2830 radius  2.4  2.8  2.5004D: jump_if_false ££Lift20055: put_player $PLAYER_CHAR at  387.7951 -900.5042 18.20890002: jump ££Lift2

 

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Bungle

Well, upon reading that, it sounded very logical, and worked as perfect as i could expect it to smile.gif

Because there are several floors, and 2 lifts on each, i might need several blocks of code for it to be fully functional.

If i followed that method you stated above (whereby, if one statement returns false, it jumps to the next label, and jumps to the one after if that is false, until it gets to the end, it'll jump back to the start), i'd assume it would still work as expected without any hitches. If that is the case, i guess the problem i origionally had has been rectified.

 

Thanks to everyone who has contributed in this thread.. you're all a great asset to the community!

 

- Bungle

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