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sueey

About 'gosub' and 'return'

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sueey
As in, not use DMA.

 

@Y_Less: sueey has always ignored any guidance effort.

No,Cuz my English is a little rusty~~~I have already read the guidance effort many time,but ........language problem! die.gif

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jarjar
It must be hard being on an English form and not speaking english. I have a hard enough time with the spelling diffrence. Like color, here it's colour, on GTAForums it's color. And mum is mom. God, it get frustrating.

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sueey

ZAZ,could help me to check my code?some problem in it!So serious,the gosub and return doesn't work ,I have already seen your post ,but still, please,just check my gosub & return

 

PS:Code just communioned!Not show my capability,I'm a green hand on mission coding!Don't misapprehension me!

 

 

the starter::K_103A4: name_thread 'K'0213: $855 = create_pickup #KEYCARD type  15 at  2304.51  2432.02  10.82:K_30001: wait  0 ms00D6: if  10256:   player $PLAYER_CHAR defined0214:   pickup $855 picked_up004D: jump_if_false ££K_30001: wait  0 ms0417: start_mission  1  ; Originally: Initial 2004E: end_thread];-------------Mission 1---------------; Originally: Initial 2:M_1_103A4: name_thread "HUY"0050: gosub £M_1_1800D6: if  00112:   wasted_or_busted004D: jump_if_false £M_1_70050: gosub £M_1_16:M_1_70050: gosub £M_1_9004E: end_thread:M_1_9009B: destroy_actor_instantly @1009B: destroy_actor_instantly @2009B: destroy_actor_instantly @30004: $ON_MISSION =  0 ;; integer values00D8: mission_cleanup0004: $855 =  1 ;; integer values0051: return:M_1_1600BA: text_styled "M_FAIL"  4000 ms  10051: return:M_1_180317: increment_mission_attempts0004: $ON_MISSION =  1 ;; integer values03A4: name_thread "BOX"0001: wait  0 ms02A3: toggle_widescreen  1 (on)01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)015F: set_camera_position  2314.06  2434.54  14.31  0.0  0.0  0.00160: point_camera  2306.27  2431.88  10.82  200BA: text_styled 'J'  4000 ms  20001: wait  0 ms0002: jump ££JUDO1_1:JUDO1_103A4: name_thread 'JUDO1'0247: request_model #ARMY0247: request_model #AK470247: request_model #VBMYBOX0247: request_model #MINIGUN:JUDO1_60001: wait  0 ms00D6: if  30248:   model #ARMY available0248:   model #AK47 available0248:   model #VBMYBOX available0248:   model #MINIGUN available004D: jump_if_false ££JUDO1_6009A: @1 = create_actor  4 #ARMY at  1570.08  2127.46  10.820173: set_actor @1 z_angle_to  180.001B2: give_actor @1 weapon  30 ammo  99999 ;; Load the weapon model before using this0223: set_actor @1 health_to  90002E2: set_actor @1 weapon_accuracy_to  400350: unknown_actor @1 not_scared_flag  1009A: @2 = create_actor  4 #ARMY at  1573.07  2128.4  10.820173: set_actor @2 z_angle_to  180.001B2: give_actor @2 weapon  30 ammo  99999 ;; Load the weapon model before using this0223: set_actor @2 health_to  90002E2: set_actor @2 weapon_accuracy_to  400350: unknown_actor @2 not_scared_flag  1009A: @3 = create_actor  4 #VBMYBOX at  1575.4  2127.98  10.820173: set_actor @3 z_angle_to  180.001B2: give_actor @3 weapon  38 ammo  99999 ;; Load the weapon model before using this0223: set_actor @3 health_to  90002E2: set_actor @3 weapon_accuracy_to  500350: unknown_actor @3 not_scared_flag  10249: release_model #ARMY0249: release_model #AK470249: release_model #VBMYBOX0249: release_model #MINIGUN0002: jump ££JUDO1_36:JUDO1_3600BC: text_highpriority 'J1'  3000 ms  10001: wait  3000 ms00BC: text_highpriority 'J2'  3000 ms  10001: wait  3000 ms00BC: text_highpriority 'J3'  3000 ms  10001: wait  3000 ms02A3: toggle_widescreen  0 (off)01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut00A1: put_actor $PLAYER_ACTOR at  1572.76  2060.04  10.810173: set_actor $PLAYER_ACTOR z_angle_to  90.00001: wait  0 ms0002: jump ££JUDO1_50:JUDO1_500001: wait  0 ms00D6: if  258118:   NOT   actor @1 dead851A:   NOT   unknown_actor @1 hit_by_actor $PLAYER_ACTOR80F3:   NOT   actor $PLAYER_ACTOR near_actor_on_foot @3 radius  .8  .8  08118:   NOT   actor @2 dead851A:   NOT   unknown_actor @2 hit_by_actor $PLAYER_ACTOR80F3:   NOT   actor $PLAYER_ACTOR near_actor_on_foot @2 radius  .8  .8  0004D: jump_if_false ££JUDO1_59:JUDO1_5905E2: action_sequence actor @1 kill_actor $PLAYER_ACTOR 05E2: action_sequence actor @2 kill_actor $PLAYER_ACTOR 0001: wait  50 ms00D6: if  00118:   actor @3 dead004D: jump_if_false ££JUDO1_500002: jump ££JUDO1_66:JUDO1_6601E3: text_1number_styled 'M_PASS'  10000  5000 ms  1010D: set_player $PLAYER_CHAR wanted_level_to  00109: player $PLAYER_CHAR money +=  100000394: play_music  20318: set_latest_mission_passed 'J'0004: $855 =  0 ;; integer values0051: return

 

Edited by sueey

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ZAZ

why did you set the end sektion near the top ?

I didn t know really whats wrong.

I must sleep now. Its deep in the night in middle europe. catspider.gif

Whats happend exactly?

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sueey
why did you set the end sektion near the top ?

I didn t know really whats wrong.

I must sleep now. Its deep in the night in middle europe. catspider.gif

Whats happend exactly?

You see!?when the mission started,so cj was killed by the actors,the mission cant start again,what was worse,when i use the gosub,the SAMB always 'parameter not set',my god! Now the problem is how to code the cj died mission can start again, just like the orinigal mission in SA,could you help me to code?Sorry about that i always disturb you!><~

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spaceeinstein

Hello...

Bleh

 

For some reason, I see a Vice City/San An code hybrids in this. Oh well:

 

004F: create_thread ££K_1:K_103A4: name_thread 'K'0213: $KeyCard = create_pickup #KEYCARD type  15 at  2304.51  2432.02  10.82:K_30001: wait  250 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££K_300D6: if  10038:   $ONMISSION ==  00214:   pickup $KeyCard picked_up004D: jump_if_false ££K_30215: destroy_pickup $KeyCard0417: start_mission  10002: jump ££K_3;-------------Mission 1---------------; Originally: Initial 2:M_1_103A4: name_thread 'HUY'0050: gosub £M_1_1800D6: if  00112:   wasted_or_busted004D: jump_if_false £M_1_70050: gosub £M_1_16:M_1_70050: gosub £M_1_9004E: end_thread:M_1_9009B: destroy_actor_instantly @1009B: destroy_actor_instantly @2009B: destroy_actor_instantly @30004: $ON_MISSION =  00213: $KeyCard = create_pickup #KEYCARD type  15 at  2304.51  2432.02  10.8200D8: mission_cleanup0051: return:M_1_1600BA: text_styled 'M_FAIL'  4000 ms  10051: return:M_1_180317: increment_mission_attempts0004: $ON_MISSION =  102A3: toggle_widescreen  1 (on)01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)015F: set_camera_position  2314.06  2434.54  14.31  0.0  0.0  0.00160: point_camera  2306.27  2431.88  10.82  200BA: text_styled 'J'  4000 ms  20247: request_model #ARMY0247: request_model #AK470247: request_model #VBMYBOX0247: request_model #MINIGUN038B: load_requested_models:JUDO1_60001: wait  0 ms00D6: if  30248:   model #ARMY available0248:   model #AK47 available0248:   model #VBMYBOX available0248:   model #MINIGUN available004D: jump_if_false £JUDO1_6009A: @1 = create_actor  4 #ARMY at  1570.08  2127.46  10.820173: set_actor @1 z_angle_to  180.001B2: give_actor @1 weapon  30 ammo  999990223: set_actor @1 health_to  90002E2: set_actor @1 weapon_accuracy_to  400350: unknown_actor @1 not_scared_flag  1009A: @2 = create_actor  4 #ARMY at  1573.07  2128.4  10.820173: set_actor @2 z_angle_to  180.001B2: give_actor @2 weapon  30 ammo  999990223: set_actor @2 health_to  90002E2: set_actor @2 weapon_accuracy_to  400350: unknown_actor @2 not_scared_flag  1009A: @3 = create_actor  4 #VBMYBOX at  1575.4  2127.98  10.820173: set_actor @3 z_angle_to  180.001B2: give_actor @3 weapon  38 ammo  999990223: set_actor @3 health_to  90002E2: set_actor @3 weapon_accuracy_to  500350: unknown_actor @3 not_scared_flag  10249: release_model #ARMY0249: release_model #AK470249: release_model #VBMYBOX0249: release_model #MINIGUN00BC: text_highpriority 'J1'  3000 ms  10001: wait  3000 ms00BC: text_highpriority 'J2'  3000 ms  10001: wait  3000 ms00BC: text_highpriority 'J3'  3000 ms  10001: wait  3000 ms02A3: toggle_widescreen  0 (off)01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut00A1: put_actor $PLAYER_ACTOR at  1572.76  2060.04  10.810173: set_actor $PLAYER_ACTOR z_angle_to  90.0:JUDO1_500001: wait  250 ms00D6: if  18118:   NOT   actor @1 dead051A:   actor @1 hit_by_actor $PLAYER_ACTOR004D: jump_if_false £JUDO1_5105E2: action_sequence actor @1 kill_actor $PLAYER_ACTOR:JUDO1_5100D6: if  28118:   NOT   actor @2 dead051A:   actor @2 hit_by_actor $PLAYER_ACTOR00F3:   actor $PLAYER_ACTOR near_actor_on_foot @2 radius  .8  .8  0004D: jump_if_false £JUDO1_5205E2: action_sequence actor @2 kill_actor $PLAYER_ACTOR:JUDO1_5200D6: if  28118:   NOT   actor @3 dead00F3:   actor $PLAYER_ACTOR near_actor_on_foot @3 radius  .8  .8  0004D: jump_if_false £Thing05E2: action_sequence actor @3 kill_actor $PLAYER_ACTOR:Thing00D6: if  20118:   actor @1 dead0118:   actor @2 dead0118:   actor @3 dead004D: jump_if_false £JUDO1_5001E3: text_1number_styled 'M_PASS'  10000  5000 ms  1010D: set_player $PLAYER_CHAR wanted_level_to  00109: player $PLAYER_CHAR money +=  100000394: play_music  20318: set_latest_mission_passed 'J'0051: return

 

Completely untested and just cleaned it really fast so there could be errors. By the looks of the code, if CJ hit or go near actors 1, 2, and 3, the actors shoot CJ. If they're dead, mission passes.

...Bye

Edited by spaceeinstein

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sueey

spaceeinstein......Thankx!!you are a kind-hearted man! biggrin.gif

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ZAZ

Keep cool, sueey.

Look exact to your code. Control it again and again. And sometimes need a break.

I also made failures in my scripts and could find it the next day.

 

Whats this?:

 

the starter::K_103A4: name_thread 'K'0213: $855 = create_pickup #KEYCARD type  15 at  2304.51  2432.02  10.82

 

 

whats the labelname of the thread?

Did you set

 

004F: create_thread ££the starter::K_1

 

.....?

 

 

You see!?when the mission started,so cj was killed by the actors,the mission cant start again,

 

-the mission starter ended with:004E: end_thread

-spaceeinstein did it with a jump back to the loop adress

 

Whats this?:

0318: set_latest_mission_passed 'J'

Is 'J' a entry name of your gxt ?

 

 

the SAMB always 'parameter not set',my god!

The message must given more information.

which code was the problem?

 

 

015F: set_camera_position  2314.06  2434.54  14.31  0.0  0.0  0.0

0160: point_camera  2306.27  2431.88  10.82  2

By camera change you must set:02EB: restore_camera_with_jumpcut

exemple:

 

02EB: restore_camera_with_jumpcut015F: set_camera_position @23 @24 @25  0.0  0.0  0.00160: point_camera @26 @27 @28  2

 

 

Your problem is: You wonna make to much at once!

Learn to use the right script structure with minimum script!

Make for your first start a tiny mission.

Just create a car and an actor. Let drive the car to a point.

Let it jump to mission passed, if the car is at the point.

Add an if-car-is-wrecked-check to jump to mission fail.

 

Edited by ZAZ

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Y_Less
And don't use spaces and colons in label names except the first colon to denote the line is a label.

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sueey

Oh,yeah~thankx,but now i work hard in school,till SaT. I CAN check and look the code,! inlove.gif

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ZAZ

 

the mission cant start again

The pickup_typ 15 isn´t helpful to start the mission immediately again.

So use pickup_typ 3

and create a new one.

 

But make shure that CJ can´t pick up the pickup immediately again.

 

To put him to an other place is a good idea

 

And let the engine wait a second before the new pickup appears

0001: wait 1000 ms

0213: @1 = create_pickup #KEYCARD type 3 at 2304.51 2432.02 10.82

______________________________________________________________

 

And check the ON_MISSION_FLAG !

set in the main-section this code:

 

0180: set_on_mission_flag_to $ON_MISSION

 

______________________________________________________________

 

The Mission Loop:

Add a check for something to jump to mission_fail and an other one

to mission_passed

If the jump to mission_fail is missing and CJ goes wasted, it also works.

The mission ends with mission_fail and the mission_cleanup scripts.

________________________________________________________________

 

About the Main skeleton of Bart Waterducks readme.txt

 

4.2  The mission script

 

4.2.1  The segments

 

In this readme, a compiled mission script has 7 segments.

Segment 1 is the mission script memory.

Segment 2 is a table of 3D objects. When I talk about

"second segment objects", I talk about these 3D objects.

Segment 3 is a table of mission pointers.

Segment 4 is a table of external scripts.

Segment 5 is currently unknown.

Segment 6 is currently unknown.

Segment 7 is where the script code starts.

 

 

 

4.2.2  The MAIN part of the mission script

 

The MAIN part of the mission script is where the script code

starts. In other words, in this readme, the MAIN part of the

code is where the 7th segment starts. To find the MAIN part of

the mission script in the original decompiled mission script,

look for a line like this:

 

;-------------MAIN---------------

 

 

 

4.2.3  The MISSION part of the mission script

 

The MISSION part of the mission script is where the MAIN part

of the mission script ends. To find the mission part of the

mission script in the original decompiled mission script, look

for a line like this:

 

;-------------Mission 0---------------

 

 

4.2.4  The External Scripts part of the mission script

 

The External Scripts part of the mission script is where the

MISSION part of the mission script ends. To find the

External Scripts part of the mission script in the original

decompiled mission script, look for a line like this:

 

EXTERNAL_SCRIPT_START

________________________________________________________________

 

Edit of Third_Segment:

 

:Third_Segment0002: jump ££Fourth_SegmentDEFINE MISSIONS  2DEFINE MISSION 0 AT ££INITIAL_1  ; originally: Initial 1DEFINE MISSION 1 AT ££Mission_small_1  ; Originally: ZAZ_Tiny_Mission

 

 

The create_thread-line:

 

004F: create_thread ££START_M_1

 

 

Edit of 7th_Segment:

 

0180: set_on_mission_flag_to $ON_MISSION

 

 

The mission starter thread:

 

:START_M_103A4: name_thread 'STM'0213: @1 = create_pickup #KEYCARD type  3 at  2304.51  2432.02  10.82:START_M_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££START_M_200D6: if  00214:   pickup @1 picked_up004D: jump_if_false ££START_M_200D6: if  00038:   $ON_MISSION ==  0;; integer values004D: jump_if_false ££START_M_30001: wait  0 ms0004: $ON_MISSION =  1;; integer values0417: start_mission  1; Originally: ZAZ_Tiny_Mission:START_M_30001: wait  1000 ms0213: @1 = create_pickup #KEYCARD type  3 at  2304.51  2432.02  10.820002: jump ££START_M_1

 

 

THE MISSION SCRIPT

 

;-------------Mission 1---------------; Originally: ZAZ_Tiny_Mission:Mission_small_103A4: name_thread "MSM"  0050: gosub £M_Adress_main_1 00D6: if  00112:   wasted_or_busted004D: jump_if_false £M_Adress_end_10050: gosub £M_Adress_fail_1                    :M_Adress_end_10050: gosub £M_Adress_clep_1004E: end_thread:M_Adress_main_10317: increment_mission_attempts;;here starts the missionscript0004: $on_mission =  10247: request_model #ARMY0247: request_model #AK47:LOAD_MODEL_10001: wait  0 ms00D6: if  10248:   model #ARMY available0248:   model #AK47 available004D: jump_if_false £LOAD_MODEL_1009A: @1 = create_actor  20 #ARMY at  1570.08  2127.46  10.820173: set_actor @1 z_angle_to  180.001B2: give_actor @1 weapon  30 ammo  99999;; Load the weapon model before using this0223: set_actor @1 health_to  90002E2: set_actor @1 weapon_accuracy_to  400249: release_model #ARMY0249: release_model #AK4700A1: put_actor $PLAYER_ACTOR at  1572.76  2060.04  10.810173: set_actor $PLAYER_ACTOR z_angle_to  90.005E2: action_sequence actor @1 kill_actor $PLAYER_ACTOR:LOOPADRESS_10001: wait  0 ms00D6: if  00118:   actor @1 dead004D: jump_if_false £LOOPADRESS_10002: jump £M_Adress_pass_1:M_Adress_fail_100BA: text_styled 'M_FAIL'  5000 ms  1;; MISSION FAILED!0051: return:M_Adress_pass_1    01E3: text_1number_styled 'M_PASS'  10000  5000 ms  1;; MISSION PASSED! $~1~010D: set player $PLAYER_CHAR wanted level to  00109: player $PLAYER_CHAR money +=  100000051: return:M_Adress_clep_101C2: remove_references_to_actor @1;; Like turning an actor into a random pedestrian0004: $ON_MISSION =  000D8: mission_cleanup0051: return

 

 

__________________________________________________________________

 

Modifie the Mission Loop:

 

:LOOPADRESS_10001: wait  0 ms00D6: if  21051A:   unknown_actor $PLAYER_ACTOR hit_by_actor @180F3:   NOT   actor $PLAYER_ACTOR near_actor_on_foot @1 radius  100.8  100.8  0004D: jump_if_false £NEXT_LABEL_20002: jump £M_Adress_fail_1:NEXT_LABEL_200D6: if  00118:   actor @1 dead004D: jump_if_false £LOOPADRESS_10002: jump £M_Adress_pass_1

 

 

Come on sueey, give me 10 cookies !

Edited by ZAZ

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ZAZ
Double post
Edited by ZAZ

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sueey

Sorry,ZAZ,I Come back from school today!!Thankx!!

 

Give YOU!

cookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

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sueey
And check the ON_MISSION_FLAG !

set in the main-section this code:

 

0180: set_on_mission_flag_to $ON_MISSION

 

THE QUOTE is ........the point! rampage_ani.gif

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Y_Less
And check the ON_MISSION_FLAG !

set in the main-section this code:

 

0180: set_on_mission_flag_to $ON_MISSION

 

THE QUOTE is ........the point! rampage_ani.gif

That 'point' makes no sense, what are you trying to say/ask, all you did was quote an OpCode.

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sueey

Are there any tools that can show the angel in the game?some mission need to have angel,just like camera location & actor angel......

 

If have no,thankx all the same music.gif

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Y_Less
What do you mean show the angel? If you want a bike just use the standard model loading and vehicle creation techniques, it;s no different to any car.

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sueey
What do you mean show the angel? If you want a bike just use the standard model loading and vehicle creation techniques, it;s no different to any car.

I mean that when i play SA,the screen appear the angel~

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ZAZ

 

What do you mean show the angel?  If you want a bike just use the standard model loading and vehicle creation techniques, it;s no different to any car.

I mean that when i play SA,the screen appear the angel~

you mean angle

It´s a very popular code to read out the angle of a car, actor or objekt and store it to a lokal or a global variable.

And then use the variable in a text code

 

Sueey, you are asking boring stuff.

 

Do that:

 

-Go to the DATABASE

-Print out the whole site

-take the printed sheet, when you are going to toilet and study it !

 

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sueey

 

take the printed sheet, when you are going to toilet and study it !

 

 

Hey,so funny.but i like to copy to my notebook,you know the code is tooooooooo attractive~ rahkstar2.gif At one time,when i saw the code after class,my teacher took it away,god.......

 

 

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ZAZ
take the printed sheet, when you are going to toilet and study it !

 

 

Hey,so funny.but i like to copy to my notebook,you know the code is tooooooooo attractive~ rahkstar2.gif At one time,when i saw the code after class,my teacher took it away,god.......

You must copy it in to your HEAD !

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sueey

 

You must copy it in to your HEAD !

ok.I am really into it,

 

Ade//

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sueey

ZAZ,now i can code a mission now,but when the thread be too many,the scm won't work,For more::::i want to make marker that when cj walk into mission begin...so i find the code in the database like this.............

 

 

03BC: $10948 = create_sphere  2499.129 -1686.716  13.48608  1.2

 

 

 

0001: wait  0 ms00D6: if  080FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2499.129 -1686.716  13.48608 radius  1.2  1.2  1.2

 

 

so i try a new place to code,but wont work too notify.gif

 

radius 1.2 1.2 1.2what does it mean?

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ZAZ

 

radius  1.2  1.2  1.2what does it mean?

It defines the x, y, z radius, the size of the activation point

 

 

:INNP_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££INNP_200D6: if  00102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  393.44  2540.108  16.66 radius  1.2  1.2  3.0 sphere  1004D: jump_if_false ££INNP_2

 

 

The code 0102: produce a sphere by itself, if sphere-parameter is 1.

It works only when the wait code is 0 ms.

There are more similar codes.

 

Search the DataBase for "near" and select the codes which have a sphere option.

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