Yougotpwned Posted December 13, 2005 Share Posted December 13, 2005 I'm having trouble with this script. The code is makes a car dealership in east Los Santos. When I compile it I get a message that says Mission Builder does not recognize DEAL1_14. I've tried everything to get this to work. If you help me I will love you forever! :DEAL1_103A4: name_thread 'CHEAP'0006: @4 = 2132.0;; integer values0006: @5 = -1149.3;; integer values0006: @6 = 24.2;; integer values 04CE: $CDICON = create_icon_marker_without_sphere 57 at @4 @5 @603BC: @100 = create_sphere @4 @5 @6 1.5:DEAL1_20001: wait 250 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££DEAL1_200D6: if 003EE: player $PLAYER_CHAR controllable004D: jump_if_false ££DEAL1_200D6: if 00102: actor $PLAYER_ACTOR stopped_near_point_on_foot @4 @5 @6 radius 1.5 1.5 1.5 sphere 0004D: jump_if_false ££DEAL1_20002: jump ££DEAL1_30051: return:DEAL1_3054C: use_GXT_table 'DEALERS'0512: permanent text box 'CLOTHA'0581: toggle_radar 0 (off)01B4: set player $PLAYER_CHAR frozen_state 0 (frozen)08D4: 'CHLIST' 30.0 150.0 300.0 1 1 1 1 $deal1_handle08DB: $deal1_handle 0 'DUMMY' 'PRIMO2' 'REGIN3' 'BLISTA4' 'BURR5' 'ESPER6' 'GREEN7' 'TAHOM8' 'NEBUL9' 'PICA10' 'SABR11' 'TORN12' 'BUCC1'09DB: $deal1_handle 0 200:DEAL1_40001: wait 0 ms00D6: if 000E1: key_pressed 0 15004D: jump_if_false ££DEAL1_508DA: $deal1_handle03E6: remove_text_box0581: toggle_radar 1 (on)01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)0002: jump ££DEAL1_END:DEAL1_500D6: if 000E1: key_pressed 0 16004D: jump_if_false ££DEAL1_408D7: $deal1_handle $1100608DA: $deal1_handle03E6: remove_text_box0581: toggle_radar 1 (on)01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)0871: init_jump_table $11006 total_jumps 12 0 ££DEAL1_6 jumps 0 ££DEAL1_6 1 ££DEAL1_7 2 ££DEAL1_8 3 ££DEAL1_9 4 ££DEAL1_10 5 ££DEAL1_11 6 ££DEAL1_120872: jump_table_jumps 7 ££DEAL1_13 8 ££DEAL1_14 9 ££DEAL1_15 10 ££DEAL1_16 11 ££DEAL1_17 -1 ££DEAL1_6 -1 ££DEAL1_6 -1 ££DEAL1_6 -1 ££DEAL1_6:PICKERZ20001: wait $DEFAULT_WAIT_TIME ms03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)02A3: toggle_widescreen 1 (on)0169: set_fade_color 0 0 0016A: fade 0 () 1500 ms0006: @1 = 2123.8;; integer values0006: @2 = -1140.3;; integer values0006: @3 = 26.5;; integer values :PICKERZ300D6: if 0016B: fading004D: jump_if_false ££PICKERZ40001: wait 0 ms0002: jump ££PICKERZ3:PICKERZ40051: return:DEAL1_6; selected button 'BLADE2' (0)00D6: if 0010A: player $PLAYER_CHAR money > 5000004D: jump_if_false ££NOMONEY0109: player $PLAYER_CHAR money += -50000001: wait 10 ms0050: gosub ££PICKERZ20002: jump ££BLADE :BLADE0247: request_model #BLADE2 :BLADE200D6: if 08248: NOT model #BLADE available004D: jump_if_false ££BLADE30001: wait 0 ms0002: jump ££BLADE:BLADE30395: clear_area 1 at @1 @2 @3 range 2.000A5: $498 = create_car #BLADE at @1 @2 @30002: jump ££NEXTRI:DEAL1_7; selected button 'BROADWAY3' (1)00D6: if 0010A: player $PLAYER_CHAR money > 5000004D: jump_if_false ££NOMONEY0109: player $PLAYER_CHAR money += -50000001: wait 10 ms0050: gosub ££PICKERZ20002: jump ££BROADWAY :BROADWAY0247: request_model #BROADWAY :BROADWAY200D6: if 08248: NOT model #BROADWAY available004D: jump_if_false ££BROADWAY30001: wait 0 ms0002: jump ££BROADWAY:BROADWAY30395: clear_area 1 at @1 @2 @3 range 2.000A5: $498 = create_car #BROADWAY at @1 @2 @30002: jump ££NEXTRI:DEAL1_8; selected button 'REMINGTN4' (2)00D6: if 0010A: player $PLAYER_CHAR money > 5000004D: jump_if_false ££NOMONEY0109: player $PLAYER_CHAR money += -50000001: wait 10 ms0050: gosub ££PICKERZ20002: jump ££REMINGTN :REMINGTN0247: request_model #REMINGTN :REMINGTN200D6: if 08248: NOT model #REMINGTN available004D: jump_if_false ££REMINGTN30001: wait 0 ms0002: jump ££REMINGTN:REMINGTN30395: clear_area 1 at @1 @2 @3 range 2.000A5: $498 = create_car #REMINGTN at @1 @2 @30002: jump ££NEXTRI:DEAL1_9; selected button 'SAVANNA5' (3)00D6: if 0010A: player $PLAYER_CHAR money > 5000004D: jump_if_false ££NOMONEY0109: player $PLAYER_CHAR money += -50000001: wait 10 ms0050: gosub ££PICKERZ20002: jump ££BURR :SAVANNA0247: request_model #SAVANNA :SAVANNA200D6: if 08248: NOT model #SAVANNA available004D: jump_if_false ££SAVANNA30001: wait 0 ms0002: jump ££SAVANNA:SAVANNA30395: clear_area 1 at @1 @2 @3 range 2.000A5: $498 = create_car #SAVANNA at @1 @2 @30002: jump ££NEXTRI:DEAL1_10; selected button 'SLAMVAN6' (4)00D6: if 0010A: player $PLAYER_CHAR money > 5000004D: jump_if_false ££NOMONEY0109: player $PLAYER_CHAR money += -50000001: wait 10 ms0050: gosub ££PICKERZ20002: jump ££SLAMVAN :SLAMVAN0247: request_model #SLAMVAN :SLAMVAN200D6: if 08248: NOT model #SLAMVAN available004D: jump_if_false ££SLAMVAN30001: wait 0 ms0002: jump ££SLAMVAN:SLAMVAN30395: clear_area 1 at @1 @2 @3 range 2.000A5: $498 = create_car #SLAMVAN at @1 @2 @30002: jump ££NEXTRI:DEAL1_11; selected button 'TAHOMA7' (5)00D6: if 0010A: player $PLAYER_CHAR money > 5000004D: jump_if_false ££NOMONEY0109: player $PLAYER_CHAR money += -50000001: wait 10 ms0050: gosub ££PICKERZ20002: jump ££TAHOMA :TAHOMA0247: request_model #TAHOMA :TAHOMA200D6: if 08248: NOT model #TAHOMA available004D: jump_if_false ££TAHOMA30001: wait 0 ms0002: jump ££TAHOMA:TAHOMA30395: clear_area 1 at @1 @2 @3 range 2.000A5: $498 = create_car #TAHOMA at @1 @2 @30002: jump ££NEXTRI:DEAL1_12; selected button 'TORNADO8' (6)00D6: if 0010A: player $PLAYER_CHAR money > 5000004D: jump_if_false ££NOMONEY0109: player $PLAYER_CHAR money += -50000001: wait 10 ms0050: gosub ££PICKERZ20002: jump ££TORNADO :TORNADO0247: request_model #TORNADO :TORNADO200D6: if 08248: NOT model #TORNADO available004D: jump_if_false ££TORNADO30001: wait 0 ms0002: jump ££TORNADO:TORNADO30395: clear_area 1 at @1 @2 @3 range 2.000A5: $498 = create_car #TORNADO at @1 @2 @30002: jump ££NEXTRI:DEAL1_13; selected button 'VOODOO9' (7)00D6: if 0010A: player $PLAYER_CHAR money > 5000004D: jump_if_false ££NOMONEY0109: player $PLAYER_CHAR money += -50000001: wait 10 ms0050: gosub ££PICKERZ20002: jump ££VOODOO :VOODOO0247: request_model #VOODOO :VOODOO200D6: if 08248: NOT model #VOODOO available004D: jump_if_false ££VOODOO30001: wait 0 ms0002: jump ££VOODOO:VOODOO30395: clear_area 1 at @1 @2 @3 range 2.000A5: $498 = create_car #VOODOO at @1 @2 @30002: jump ££NEXTRI :NEXTRI0001: wait 0 ms0175: set_car $498 z_angle_to 351.0015F: set_camera_position 2127.2 -1149.4 26.2 0 0 00160: point_camera @1 @2 @3 20001: wait 2000 ms016A: fade 1 (back) 1500 ms:TRI_56600D6: if 0016B: fading004D: jump_if_false ££TRI_5760001: wait 0 ms0002: jump ££TRI_566:TRI_57600A1: put_actor $PLAYER_ACTOR at 2132.3 -1147.4 24.70173: set_actor $PLAYER_ACTOR z_angle_to 40.40001: wait 1000 ms02EB: restore_camera_with_jumpcut0373: set_camera_directly_behind_player:TRI_58301B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)01C3: remove_references_to_car $49802A3: toggle_widescreen 0 (off)0001: wait 1000 ms0002: jump ££DEAL1_2 :NOMONEY054C: use_GXT_table 'DEALERS'00BC: text_highpriority 'NOMO' 2000 ms 10001: wait 3000 ms0002: jump ££DEAL1_2 :DEAL1_END0001: wait 250 ms00D6: if 00102: NOT actor $PLAYER_ACTOR stopped_near_point_on_foot @4 @5 @6 radius 1.5 1.5 1.5 sphere 0004D: jump_if_false ££DEAL1_20002: jump ££DEAL1_END Link to comment Share on other sites More sharing options...
Y_Less Posted December 13, 2005 Share Posted December 13, 2005 Thats because you are trying to jump to that address in one of your jump_tables but that address doesn't exist (neither do the ones after it)). Link to comment Share on other sites More sharing options...
Yougotpwned Posted December 13, 2005 Author Share Posted December 13, 2005 (edited) Great, I fixed that, and changed the line 08DB: $deal1_handle 0 'DUMMY' 'PRIMO2' 'REGIN3' 'BLISTA4' 'BURR5' 'ESPER6' 'GREEN7' 'TAHOM8' 'NEBUL9' 'PICA10' 'SABR11' 'TORN12' 'BUCC1' To this, 08DB: $deal1_handle 0 'DUMMY' 'BLADE2' 'BROADWAY3' 'REMINGTN4' 'SAVANNA5' 'SLAMVAN6' 'TAHOMA7' 'TORNADO8' 'VOODOO9' To match the cars I want to spawn. I thinks this is because the last one from the original code ends with a 1, where as mine ends with a 9. But when I change it back to the original, the code works fine, after I fixed some other typing errors on my part. Edit: When I play the game, if a try to buy a car the menu does not show up with the cars I changed. It shows the 12 cars from the original code, not my modified 8. And if I buy a car the game crashes. Edited December 13, 2005 by Yougotpwned Link to comment Share on other sites More sharing options...
Y_Less Posted December 13, 2005 Share Posted December 13, 2005 There should be 12 items listed, you can't just change the number of parameters on an OpCode, they're (almost all) static - that one is static, the only one AFAIK that isn't is 004F: create_thread, but most people (and you unless you know exactly how it works, which I doubt) only use one (come to think of it, why weren't jump tables done with variable length OpCodes so you could have as many as you wanted?) Link to comment Share on other sites More sharing options...
random_download Posted December 13, 2005 Share Posted December 13, 2005 There is at least one more in SA. There is also one with parameter type -2, which I'm not sure about. Link to comment Share on other sites More sharing options...
Y_Less Posted December 13, 2005 Share Posted December 13, 2005 The only other one I could find was '0913: run_external_script', which I would assume passes variables in the same way as threads. The only -2 I could find was '05B6: (write_debug_string_STR)?'. But as none of those 3 were the one he was using my point still stands. Link to comment Share on other sites More sharing options...
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