rewop Posted April 17, 2006 Share Posted April 17, 2006 Hi guys...I have got a big problem. So. I did a new thread and a new mission.....And it work good. You can do this mission for 7 times...but a big problem appear when you save the game. If you save the game, and you load it the red marker on the ground disappear. Why??? It's strange for me......I think that the code is right... This is the thread ............:HUNT03A4: name_thread 'HUNT':HUNT_00004: $999 = 0;; integer values0004: $998 = 0;; integer values014B: @1 = init_parked_car_generator 520 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2566.637 -1850.841 3.844612 angle 90.0014C: set_parked_car_generator @1 cars_to_generate_to 101014B: @2 = init_parked_car_generator 425 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2566.637 -1830.647 3.235921 angle 90.0014C: set_parked_car_generator @2 cars_to_generate_to 101014B: @3 = init_parked_car_generator 522 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2566.637 -1860.647 3.235921 angle 90.0014C: set_parked_car_generator @3 cars_to_generate_to 101014B: @4 = init_parked_car_generator 451 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2566.637 -1867.647 3.235921 angle 90.0014C: set_parked_car_generator @4 cars_to_generate_to 101014B: @5 = init_parked_car_generator 506 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2566.637 -1874.647 3.235921 angle 90.0014C: set_parked_car_generator @5 cars_to_generate_to 101 014B: @6 = init_parked_car_generator 471 -1 -1 1 alarm 0 door_lock 0 0 10000 at -1646.426 -2240.652 30.39608 angle 90.0014C: set_parked_car_generator @6 cars_to_generate_to 101014B: @7 = init_parked_car_generator 468 -1 -1 1 alarm 0 door_lock 0 0 10000 at -1646.426 -2243.652 30.39608 angle 90.0014C: set_parked_car_generator @7 cars_to_generate_to 101014B: @8 = init_parked_car_generator 424 -1 -1 1 alarm 0 door_lock 0 0 10000 at -1646.426 -2247.652 30.39608 angle 90.0014C: set_parked_car_generator @8 cars_to_generate_to 101 032B: @10 = create_weapon_pickup 342 15 ammo 9999 at 2593.58 -1833.3 2.90201032B: @11 = create_weapon_pickup 343 15 ammo 9999 at 2593.58 -1837.3 3.21201032B: @12 = create_weapon_pickup 344 15 ammo 9999 at 2593.58 -1841.3 3.11201 032B: @14 = create_weapon_pickup 346 15 ammo 9999 at 2593.58 -1849.3 3.51201 032B: @15 = create_weapon_pickup 347 15 ammo 9999 at 2593.58 -1853.3 3.51201 032B: @16 = create_weapon_pickup 348 15 ammo 9999 at 2593.58 -1857.3 4.01201032B: @17 = create_weapon_pickup 349 15 ammo 9999 at 2593.58 -1861.3 4.01201 032B: @18 = create_weapon_pickup 350 15 ammo 9999 at 2593.58 -1865.3 4.01201 032B: @19 = create_weapon_pickup 351 15 ammo 9999 at 2593.58 -1869.3 4.01201 032B: @20 = create_weapon_pickup 352 15 ammo 9999 at 2593.58 -1873.3 4.01201 032B: @21 = create_weapon_pickup 353 15 ammo 9999 at 2593.58 -1877.3 4.01201 032B: @23 = create_weapon_pickup 355 15 ammo 9999 at 2593.58 -1885.3 4.01201 032B: @24 = create_weapon_pickup 356 15 ammo 9999 at 2593.58 -1894.3 4.01201032B: @25 = create_weapon_pickup 357 15 ammo 9999 at 2580.08 -1833.3 2.90201032B: @26 = create_weapon_pickup 358 15 ammo 9999 at 2580.08 -1837.3 3.21201032B: @27 = create_weapon_pickup 359 15 ammo 9999 at 2580.08 -1841.3 3.11201 032B: @28 = create_weapon_pickup 360 15 ammo 9999 at 2580.08 -1845.3 3.51201 032B: @29 = create_weapon_pickup 361 15 ammo 9999 at 2580.08 -1849.3 3.51201 032B: @30 = create_weapon_pickup 362 15 ammo 9999 at 2580.08 -1853.3 3.51201 032B: @31 = create_weapon_pickup 363 15 ammo 9999 at 2580.08 -1857.3 4.01201032B: @32 = create_weapon_pickup 364 15 ammo 9999 at 2580.08 -1861.3 4.01201 032B: @33 = create_weapon_pickup 365 15 ammo 9999 at 2580.08 -1865.3 4.01201 032B: @34 = create_weapon_pickup 366 15 ammo 9999 at 2580.08 -1869.3 4.01201 032B: @35 = create_weapon_pickup 367 15 ammo 9999 at 2580.08 -1873.3 4.01201 032B: @36 = create_weapon_pickup 368 15 ammo 9999 at 2580.08 -1877.3 4.01201032B: @37 = create_weapon_pickup 369 15 ammo 9999 at 2580.08 -1881.3 4.01201 032B: @38 = create_weapon_pickup 341 15 ammo 9999 at 2580.08 -1885.3 4.01201 :HUNT_10001: wait 0 ms00D6: if 00038: $998 == 7;; integer values 004D: jump_if_false ££HUNT_20002: jump ££HUNT_6:HUNT_2 02A8: @9 = create_marker 24 at -1645.735 -2235.215 29.79540004: $99991 = 12000;; integer values0002: jump ££HUNT_3:HUNT_30001: wait 0 ms00D6: if 00256: player $2 defined004D: jump_if_false ££HUNT_1200D6: if 1 0038: $409 == 0;; integer values00FE: actor $PLAYER_ACTOR 0 ()near_point -1645.735 -2235.215 29.79545 radius 2.0 2.0 3.0004D: jump_if_false ££HUNT_120004: $409 = 1;; integer values00BA: text_styled 'BF_0' 1000 ms 2 0164: disable_marker @90417: start_mission 135; originally: Caccia al Bigfoot :HUNT_40001: wait 0 ms00D6: if 00256: player $2 defined004D: jump_if_false ££HUNT_1400D6: if 10038: $409 == 0;; integer values 80EC: NOT actor $PLAYER_ACTOR 0 ()near_point -1645.735 -2235.215 radius 5.5 5.5004D: jump_if_false ££HUNT_140002: jump ££HUNT_12 :HUNT_60247: request_model 266038B: load_requested_models :HUNT_70001: wait 0 ms00D6: if 00248: model 266 available004D: jump_if_false ££HUNT_70002: jump ££HUNT_8:HUNT_80001: wait 0 ms00D6: if 080EC: NOT actor $PLAYER_ACTOR 0 ()near_point -2400.507 -1862.24 radius 30.0 30.0004D: jump_if_false ££HUNT_90002: jump ££HUNT_15 :HUNT_9009A: @704 = create_actor 4 266 at -2400.507 -1862.240 406.680902AB: set_actor @704 immunities 0 0 0 0 00223: set_actor @704 health_to 9000035F: set_actor @704 armour_to 500003FE: set_actor @704 money 1000000 :HUNT_100001: wait 0 ms00D6: if 0 0118: actor @704 dead004D: jump_if_false ££HUNT_160002: jump ££HUNT_11 :HUNT_110001: wait 0 ms01C2: remove_references_to_actor @704;; Like turning an actor into a random pedestrian004E: end_thread :HUNT_120002: jump ££HUNT_3 :HUNT_140002: jump ££HUNT_4 :HUNT_150002: jump ££HUNT_8 :HUNT_160002: jump ££HUNT_10............ what do you think guys??? For demarest: the global var is necessary now Link to comment Share on other sites More sharing options...
rewop Posted April 17, 2006 Author Share Posted April 17, 2006 Thks Y_LESS... The problem were the local vars... Link to comment Share on other sites More sharing options...
Y_Less Posted April 17, 2006 Share Posted April 17, 2006 Thks Y_LESS...The problem were the local vars... Please don't double post. All I said was try changing this to a global var: 02A8: @9 = create_marker 24 at -1645.735 -2235.215 29.7954 I have no idea what else you did, you said something but I didn't understand. Link to comment Share on other sites More sharing options...
Demarest Posted April 17, 2006 Share Posted April 17, 2006 Where to begin? First of all, you said globals are necessary. Whether that's true or not, DMA is most certainly not. I myself would not use locals to create pickups unless they were indigenous to that thread and were going to be later destroyed. For this reason, I would never use locals for car gens. That's not to say that you can't. In fact, if you REALLY felt like reducing the load of vars, you set @0 = cargen, @0 health = 101, @0 = cargen2, and so on. Won't actually add to the load of vars, but will still count towards cargens. It also obviously takes from you the option to later turn them off. You have a HUNT_0 and HUNT_1 (and possibly more), but nothing that jumps to those places. So having separate labels is unnecessary, which would also make the wait at HUNT_1 unnecessary. :HUNT_10001: wait 0 ms00D6: if 00038: $998 == 7;; integer values 004D: jump_if_false ££HUNT_20002: jump ££HUNT_6:HUNT_202A8: @9 = create_marker 24 at -1645.735 -2235.215 29.7954 As you can see, HUNT_2 is equally unnecessary as you could just write :HUNT_10001: wait 0 ms00D6: if 08038: NOT $998 == 7;; integer values 004D: jump_if_false ££HUNT_602A8: @9 = create_marker 24 at -1645.735 -2235.215 29.7954 I really don't see a need for a marker at all. I can't see the rest of the code so I can't see where the marker is created. They're generally created on missions though, during which saving should not be taking place because NOTHING will survive a load. Anyways, in the line 00FE: actor $PLAYER_ACTOR 0 ()near_point -1645.735 -2235.215 29.79545 radius 2.0 2.0 3.0 ...you can change the 0 to a 1 like so 00FE: actor $PLAYER_ACTOR 1 ()near_point -1645.735 -2235.215 29.79545 radius 2.0 2.0 3.0 As is true of all spatial conditionals, if that value is set to 1, it will create a sphere as large as the radius it's checking for. The conditional needs to be strobed to make it appear solid ingame, but that's never a problem. You're using locals greater than @32, and then go on to issue a start_mission command. You can only use locals greater than @32 on missions and you cannot have more than one mission thread running. In fact, most of the code there is totally broken. I should hope you were providing a selective sample and not the whole thing. If it is and I knew exactly what you were doing, I could probably streamline further. But there's a big start no doubt. Link to comment Share on other sites More sharing options...
LDzOmbieHunter Posted April 18, 2006 Share Posted April 18, 2006 F%^Ken A. Dem You fixed the problem you and I squabbled about. I had that set to '0' . I did not notice that in your code. See there was a reason I could not see it and you could. Link to comment Share on other sites More sharing options...
ZAZ Posted April 18, 2006 Share Posted April 18, 2006 Notice, there´s a limit to show spheres at same time and a limit for icon markers(radar blibs). The entrance markers also would disapear, if you have activate to much spheres. CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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