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Car dealership script help


Yougotpwned
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I'm having trouble with this script. sad.gif 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! inlove.gif

: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

 

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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)).

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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. wink.gif

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 by Yougotpwned
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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?)

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random_download

There is at least one more in SA. There is also one with parameter type -2, which I'm not sure about.

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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.

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