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Crash using ()near_point


deltadude
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:CODE_1   03A4: name_thread "CODE_1" :CODE_2 0001: wait 250 ms00D6: if  0 0256:   player $PLAYER_CHAR defined004D: jump_if_false ££CODE_2 00D6: if  0 00FE:   actor $PLAYER_CHAR  0 ()near_point  760.8566  11.063  1000.164 radius  3.0  3.0  2.0 004D: jump_if_false ££CODE_2 :CODE_3 004E: end_thread   

 

 

This simple script crashes the game just after the loading bar reaches full and the screen fades. I've tried changing the co-ords, wait time, if it checked to see if the player was defined, radius etc. and no luck. I was using this on a previous scm and it worked perfectly.

 

 

:CODE_1   03A4: name_thread "CODE_1" :CODE_20001: wait  250 ms  00D6: if  0 00FE:   actor $PLAYER_ACTOR  0 ()near_point  -436.0444 -60.15621 58.875 radius  100.0  100.0  100.0  004D: jump_if_false ££CODE_2 :CODE_3 004E: end_thread   

 

 

Is another one i tried and that still didn't work. I have no idea what is wrong, i've changed $PLAYER_ACTOR to $PLAYER_CHAR and it still doesn't work.

 

Thanks.

Edited by deltadude
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Did you create the thread in the new scm?

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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I'm not that stupid tounge.gif It wouldn't compile if i hadn't.

 

Do you think it could be something to do with the starting cut scene and missions removed? Everything still works perfectly, no intro, shops/parachute etc. working. I don't see how that could effect that line of code though? PLAYER_ACTOR and PLAYER_CHAR are set still.

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I'm not that stupid tounge.gif It wouldn't compile if i hadn't.

LOL! Actually, it would. tounge2.gif

 

Maybe I'm missing something, but I don't see anything wrong with that code (using $PLAYER_CHAR isn't right however, this is an actor opcode, and will probably cause a crash, but you said you tried $PLAYER_ACTOR too). Well yeah, see if the game still crashes without it (or try it in a stripped SCM), it may crash because of other things. Should note though that the ":CODE_3" line declaring a new label label is useless, remove it.

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I'm not that stupid tounge.gif It wouldn't compile if i hadn't.

LOL! Actually, it would. tounge2.gif

 

Maybe I'm missing something, but I don't see anything wrong with that code (using $PLAYER_CHAR isn't right however, this is an actor opcode, and will probably cause a crash, but you said you tried $PLAYER_ACTOR too). Well yeah, see if the game still crashes without it (or try it in a stripped SCM), it may crash because of other things. Should note though that the ":CODE_3" line declaring a new label label is useless, remove it.

Huh? When i forget to create a thread my builder won't compile until i do.

 

I'll include what i did to the Intro mission here, other than that i just removed all of the Storyline missions and edited the DEFINE bit at the top.

 

 

:INTRO_103A4: name_thread 'INTRO' 016A: fade  1 (back)  1000 ms:INTRO_814  00A1: put_actor $PLAYER_ACTOR at -517.9725  2352.105  69.26326 0173: set_actor $PLAYER_ACTOR z_angle_to  260.0 004F: create_thread ££A_TERM_1 09BA: set_entered_zone_name_visibility  1 091E: create_forbidden_for_boats_cube_at  2380.682 -1274.528  22.0  2375.945 -1239.356  26.0 091E: create_forbidden_for_boats_cube_at  2358.383 -1372.666  22.0  2382.969 -1379.457  25.0 091E: create_forbidden_for_boats_cube_at  2151.602 -1380.375  22.0  2184.704 -1374.71  26.0 091E: create_forbidden_for_boats_cube_at  2180.731 -1286.328  22.0  2153.527 -1315.797  26.0 01B7: release_weather03F0: text_draw_toggle  0 0629: change_stat  181 to  4;; integer values 041D: set_camera_near_clip  .1 04BB: select_interior  0;; select render area076C: set_zone 'GAN1' controlled_by_gang  1 density  10 ; (text not found)076C: set_zone 'GAN2' controlled_by_gang  1 density  10 ; (text not found)0776: init_objects_in_object_group "BARRIERS1" 0776: init_objects_in_object_group "BARRIERS2" 0777: destroy_objects_in_object_group "BARRIERS1" 0777: destroy_objects_in_object_group "BARRIERS2" 00BE: text_clear_all02A8: $439 = create_marker $441 at $459 $460 $461 07FB: set_interior 'CARLS' accessible  1 ; The Johnson House07FB: set_interior 'AMMUN1' accessible  1 ; Ammu-Nation07FB: set_interior 'AMMUN2' accessible  1 ; Ammu-Nation07FB: set_interior 'AMMUN3' accessible  1 ; Ammu-Nation07FB: set_interior 'AMMUN4' accessible  1 ; Ammu-Nation07FB: set_interior 'AMMUN5' accessible  1 ; Ammu-Nation07FB: set_interior 'BARBERS' accessible  1 ; Barber07FB: set_interior 'BARBER2' accessible  1 ; Barber07FB: set_interior 'BARBER3' accessible  1 ; Barber07FB: set_interior 'FDPIZA' accessible  1 ; Pizza Stack07FB: set_interior 'FDCHICK' accessible  1 ; Cluckin' Bell07FB: set_interior 'FDBURG' accessible  1 ; Burger Shot07FB: set_interior 'TATTOO' accessible  1 ; Tattoo Parlor07FB: set_interior 'CSCHP' accessible  1 ; Binco07FB: set_interior 'CSSPRT' accessible  1 ; Pro-Laps07FB: set_interior 'LACS1' accessible  1 ; Sub Urban07FB: set_interior 'CLOTHGP' accessible  1 ; Zip07FB: set_interior 'CSDESGN' accessible  1 ; Victim07FB: set_interior 'CSEXL' accessible  1 ; Didier Sachs07FB: set_interior 'GYM1' accessible  1 ; Ganton Gym07FB: set_interior 'GYM2' accessible  1 ; Cobra Marital Arts07FB: set_interior 'GYM3' accessible  1 ; Below the Belt Gym07FB: set_interior 'PDOMES' accessible  1 ; The Pleasure Domes07FB: set_interior 'PDOMES2' accessible  1 ; The Pleasure Domes07FB: set_interior 'MADDOGS' accessible  1 ; Madd Dogg's Crib07FB: set_interior 'MDDOGS' accessible  1 ; Madd Dogg's Crib07FB: set_interior 'GANG' accessible  1 ; Vagos Gang House07FB: set_interior 'RCPLAY' accessible  1 ; Zero's RC Shop07FB: set_interior 'PAPER' accessible  1 ; Planning Department07FB: set_interior 'ABATOIR' accessible  1 ; Sindacco Abattoir07FB: set_interior 'LACRAK' accessible  1 ; Crack Den< Here i activated the garages >00BE: text_clear_all0223: set_actor $PLAYER_ACTOR health_to  100 0109: player $PLAYER_ACTOR money +=  350 0330: set_player $PLAYER_ACTOR infinite_run_to  0 (false) 048F: set_actor $PLAYER_ACTOR delete_all_items_possessed < Here i just set all of the icons on the map etc. >004E: end_thread

 

 

I'm sure this or removing the missions has done something to it just to stop this single line working just at this single point just so none of my mods has worked but all the other ones used in the script do (()near_point that is) suicidal.gif .

Edited by deltadude
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I wasn't trying to imply that you were "that stupid"; with the barest of information given, I was just checking all possibilities.

 

If you WANT me to imply it though, I'd be happy to. wink.gif

 

Anywho, what's with this line, yo?

 

 

02A8: $439 = create_marker $441 at $459 $460 $461 

 

 

Are all those vars defined still near the top of your code, or did you lop that off too? Because that might cause a crash as well.

 

And like Bigun siad, try it in a stripped SCM and see if it works.

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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I'll include what i did to the Intro mission here, other than that i just removed all of the Storyline missions and edited the DEFINE bit at the top.

 

 

:INTRO_103A4: name_thread 'INTRO' 016A: fade  1 (back)  1000 ms...

 

As implied by ceedj as well, you simply ignored my previous post. I didn't say to post your other modifications here. Hell, your problem can be any random line you modified by mistake without noticing it, don't post your whole SCM for that, eh? Do what I asked in my previous post, see if it still crashes after you remove the initially posted thread OR see if the initially posted thread causes a rash in a stripped SCM.

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:CODE_1   03A4: name_thread "CODE_1" :CODE_2 0001: wait 250 ms00D6: if  0 0256:   player $PLAYER_CHAR defined004D: jump_if_false ££CODE_2 00D6: if  0 00FE:   actor $PLAYER_CHAR  0 ()near_point  760.8566  11.063  1000.164 radius  3.0  3.0  2.0 004D: jump_if_false ££CODE_2 :CODE_3 004E: end_thread   

 

 

This simple script crashes the game just after the loading bar reaches full and the screen fades. I've tried changing the co-ords, wait time, if it checked to see if the player was defined, radius etc. and no luck. I was using this on a previous scm and it worked perfectly.

 

 

:CODE_1   03A4: name_thread "CODE_1" :CODE_20001: wait  250 ms  00D6: if  0 00FE:   actor $PLAYER_ACTOR  0 ()near_point  -436.0444 -60.15621 58.875 radius  100.0  100.0  100.0  004D: jump_if_false ££CODE_2 :CODE_3 004E: end_thread   

 

 

Is another one i tried and that still didn't work. I have no idea what is wrong, i've changed $PLAYER_ACTOR to $PLAYER_CHAR and it still doesn't work.

 

Thanks.

First of all, change player_char back to player_actor. wink.gif

Second. where did you add your thread? It has to be inserted right below the main thread iirc.

Third. Like the others already said. Try it in a stripped script. Insert it in the main section, just before end thread.

 

(Fourth. IIRC, double pound signs (££) can only be used in the main section of the code. Im not sure if it applies to threads to tho, and i cant check it right now)

 

(Fifth. From the code your showing us, you only use one create thread command, "004F: create_thread ££A_TERM_1". Does that thread exist? Do you create Code_1 somewhere too?)

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