mor115 Posted December 16, 2006 Share Posted December 16, 2006 (edited) help me with delete all the missions in vice city i have try that but it CRASH but not all the mini games like TopFun i need help hope someone can help me see yaa Edited December 16, 2006 by mor115 Link to comment Share on other sites More sharing options...
Ben Posted December 17, 2006 Share Posted December 17, 2006 I know next to nothing about coding, but I'm fairly sure you can't just delete the mission segment of the SCM and expect it to work - there are threads referenced to and from there to other parts of the SCM, so obviously you're going to get a crash. I think the best course of action (which would probably be easiest for you, and also of most benefit because you'd learn more about the coding process) would be to start with a stripped SCM (I think it's included with the MB download) and then add the side missions and whatever else you want back in. Might I also suggest you check out some coding tutorials (use the search function here because there's plenty floating around) and then have a shot at this yourself - if you still can't work it out, you're going to find that people are more likely to help you because you've had a go . Good luck . Link to comment Share on other sites More sharing options...
Knowledge Novice Posted December 17, 2006 Share Posted December 17, 2006 I think the best course of action (which would probably be easiest for you, and also of most benefit because you'd learn more about the coding process) would be to start with a stripped SCM (I think it's included with the MB download) and then add the side missions and whatever else you want back in. Hey mor. I have to agree with Ben here. As I have admitted in the past, I am still fairly new to modding also, but the easiest way to go about this would probably be to use the stripped scm (that comes with the mission builder). With my Mission Builder, there were about 3 stripped scm's. The stripped_complete (basically all missions are done, all packages are found, all bonuses awarded, etc.). Then 2 others. One of these (I think) has all mission, etc. removed. And the other is the same, but also some of the objects are removed ( like doors of buildings, etc.). Just copy one of these to your Data folder. Now rename it to the name MAIN.scm. Recompile this to your game and start the game to see if it is the one that you want to use. If the game starts with your player outside of the Vercetti Mansion and your money starts to accumulate, then you've probably used the stripped_complete scm. But, if the game starts with your character outside of the lawyer's office (where the game usually begins) then you've used one of the other scm's (which is what you are looking for). You should be able to add things to this as you wish. Might I also suggest you check out some coding tutorials (use the search function here because there's plenty floating around) and then have a shot at this yourself - if you still can't work it out, you're going to find that people are more likely to help you because you've had a go . Good luck . But more importantly I agree with what Ben say's here. I explained the part above because using the stripped scm's is the best way to test new mods that you are working on. But for now you should probably not try to create missions until you learn more about the basics of coding. Look at the mods that other people have written. Try to do what they have done. If you don't understand how it works, look for a tutorial that may explain more about the parts that you don't understand. I've been trying to learn to code for a while now and still don't think that I could create an entire mission until I learn a bit more. I wanted to start creating missions from the first day that I learned how to open the scm, but it takes time. Be patient. Learn small things even if they may seem boring. In the end you will be better prepared to do the more difficult things that you would like to do. This is only friendly advice. Everyone learns at different rates. But this is advice that was given to me and I have found it to be true. And always remember, the more effort that you put into learning things for yourself, the easier it will be to get others to help when you have trouble. Good luck. See ya. Link to comment Share on other sites More sharing options...
mor115 Posted December 17, 2006 Author Share Posted December 17, 2006 (edited) i have a problom i have use Extrememly_stripped look like this DEFINE VERSION VICE 1.30002: jump ££SecondSegment DEFINE MEMORY 34329:SecondSegment0002: jump ££ThirdSegment DEFINE OBJECTS 204DEFINE OBJECT (no name) ;; This is an unused object. You can put anything here.DEFINE OBJECT DTN_STADDOORA ;; Object number -1DEFINE OBJECT DTN_STADDOORB ;; Object number -2DEFINE OBJECT DTHOTRING_A ;; Object number -3DEFINE OBJECT BRIBE ;; Object number -4DEFINE OBJECT CI_GATESCLOSED ;; Object number -5DEFINE OBJECT CI_BACKGATECLOSE ;; Object number -6DEFINE OBJECT INFO ;; Object number -7DEFINE OBJECT YT_MAIN_BODY ;; Object number -8DEFINE OBJECT YT_MAIN_BODY2 ;; Object number -9DEFINE OBJECT YT_DOORS14 ;; Object number -10DEFINE OBJECT YT_TMP_BOAT ;; Object number -11DEFINE OBJECT LODMAIN_BODY ;; Object number -12DEFINE OBJECT YACHT_CHUNK_KB ;; Object number -13DEFINE OBJECT YT_GANGPLNK_TMP ;; Object number -14DEFINE OBJECT DTBLOODRING_A ;; Object number -15DEFINE OBJECT DTDIRTRING_A ;; Object number -16DEFINE OBJECT PICKUPSAVE ;; Object number -17DEFINE OBJECT BODYARMOUR ;; Object number -18DEFINE OBJECT STRIPCLBDROPEN ;; Object number -19DEFINE OBJECT OD_CLBDR_OPEN ;; Object number -20DEFINE OBJECT COP_DR_CLOSED ;; Object number -21DEFINE OBJECT STRPBCKDRCLSD ;; Object number -22DEFINE OBJECT STRIPCLBDRCLSD ;; Object number -23DEFINE OBJECT COP_DR_OPEN ;; Object number -24DEFINE OBJECT OD_CLBDR_CLOSE ;; Object number -25DEFINE OBJECT LH_IMP_EXP01 ;; Object number -26DEFINE OBJECT LH_IMP_EXP02 ;; Object number -27DEFINE OBJECT LH_IMP_EXP03 ;; Object number -28DEFINE OBJECT LH_IMP_EXP04 ;; Object number -29DEFINE OBJECT LH_STRIKETHROUGH ;; Object number -30DEFINE OBJECT COMGATE1OPEN ;; Object number -31DEFINE OBJECT COMGATE2OPEN ;; Object number -32DEFINE OBJECT ELECTRICGATE ;; Object number -33DEFINE OBJECT MONEYBAG ;; Object number -34DEFINE OBJECT BOOMSHINE ;; Object number -35DEFINE OBJECT MASK ;; Object number -36DEFINE OBJECT COKE_VOODOO ;; Object number -37DEFINE OBJECT TROPHY1 ;; Object number -38DEFINE OBJECT SUTIBAG ;; Object number -39DEFINE OBJECT PORNPOSTERS ;; Object number -40DEFINE OBJECT FRAME1 ;; Object number -41DEFINE OBJECT FRAME1DAMAGED ;; Object number -42DEFINE OBJECT FLAME_TINS ;; Object number -43DEFINE OBJECT TROPHIES ;; Object number -44DEFINE OBJECT HELI_BOX ;; Object number -45DEFINE OBJECT PIZZA_BOX1 ;; Object number -46DEFINE OBJECT PIZZA_MESS ;; Object number -47DEFINE OBJECT PIZZA_MESS2 ;; Object number -48DEFINE OBJECT MAN_RUBBISH03 ;; Object number -49DEFINE OBJECT GASH_BAGS1 ;; Object number -50DEFINE OBJECT GASHBAGS2 ;; Object number -51DEFINE OBJECT POLOROIDS ;; Object number -52DEFINE OBJECT GUN_DOCS ;; Object number -53DEFINE OBJECT SHOVEL ;; Object number -54DEFINE OBJECT KILLFRENZY ;; Object number -55DEFINE OBJECT COMGATE1CLOSED ;; Object number -56DEFINE OBJECT COMGATE2CLOSED ;; Object number -57DEFINE OBJECT NT_ROADBLOCKCI ;; Object number -58DEFINE OBJECT NT_ROADBLOCKGF ;; Object number -59DEFINE OBJECT WSH_ROADBLOCK ;; Object number -60DEFINE OBJECT MANSION_NEW_DOORS ;; Object number -61DEFINE OBJECT MAN_DOORCLOSED ;; Object number -62DEFINE OBJECT WSHPERDRCLSD ;; Object number -63DEFINE OBJECT HAITAXIDR ;; Object number -64DEFINE OBJECT B_HSE_DOORS ;; Object number -65DEFINE OBJECT DK_CAMJONESDOOR ;; Object number -66DEFINE OBJECT DTS_GS_LIFTDOORL ;; Object number -67DEFINE OBJECT DTS_GS_LIFTDOORR ;; Object number -68DEFINE OBJECT DTS_SPOT_A ;; Object number -69DEFINE OBJECT DTS_SOAPYTITWANK_A ;; Object number -70DEFINE OBJECT DT_GSPOT_STAIRS ;; Object number -71DEFINE OBJECT OD_CELLDOOR02 ;; Object number -72DEFINE OBJECT CI_JETYGATESCLOSED ;; Object number -73DEFINE OBJECT NHAITPLATDR ;; Object number -74DEFINE OBJECT NHAITPLATDRR ;; Object number -75DEFINE OBJECT SPAD_DR_CLOSED1 ;; Object number -76DEFINE OBJECT SPAD_DR_CLOSED2 ;; Object number -77DEFINE OBJECT SPAD_DR_CLOSED3 ;; Object number -78DEFINE OBJECT PH_BUILD_DR_CLOSED ;; Object number -79DEFINE OBJECT ICEDOOR ;; Object number -80DEFINE OBJECT DTS_BBDOOR ;; Object number -81DEFINE OBJECT GOLF_GATESCLOSED ;; Object number -82DEFINE OBJECT PRINTDOOOR ;; Object number -83DEFINE OBJECT UNROCKETED_WIN1 ;; Object number -84DEFINE OBJECT BNK_GRILL01 ;; Object number -85DEFINE OBJECT HEALTH ;; Object number -86DEFINE OBJECT ADRENALINE ;; Object number -87DEFINE OBJECT MOB_MOBROOM2 ;; Object number -88DEFINE OBJECT MOB_DETAILSB ;; Object number -89DEFINE OBJECT AP_RADAR1_01 ;; Object number -90DEFINE OBJECT VEG_PALM04 ;; Object number -91DEFINE OBJECT DOC_CRANEEGGS04 ;; Object number -92DEFINE OBJECT DOC_CRANE_CAB04 ;; Object number -93DEFINE OBJECT DOCKFUEL07 ;; Object number -94DEFINE OBJECT LODCARGOSHP03 ;; Object number -95DEFINE OBJECT LODCARGOSHP04 ;; Object number -96DEFINE OBJECT LODCARGOSHP05 ;; Object number -97DEFINE OBJECT LODCARGOSHP24 ;; Object number -98DEFINE OBJECT LODCARGOSHP25 ;; Object number -99DEFINE OBJECT LODCARGOSHP28 ;; Object number -100DEFINE OBJECT LODCARGOSHP32 ;; Object number -101DEFINE OBJECT LODCARGOSHP35 ;; Object number -102DEFINE OBJECT LODCARGOSHP41 ;; Object number -103DEFINE OBJECT LODCARGOSHP47 ;; Object number -104DEFINE OBJECT LODCARGOSHP50 ;; Object number -105DEFINE OBJECT LODCARGOSHP51 ;; Object number -106DEFINE OBJECT LODCARGOSHP64 ;; Object number -107DEFINE OBJECT LODCARGOSHP70 ;; Object number -108DEFINE OBJECT LODCARGOSHP71 ;; Object number -109DEFINE OBJECT LODCARGOSHP72 ;; Object number -110DEFINE OBJECT LODCARGOSHP73 ;; Object number -111DEFINE OBJECT LODARGOHULL2 ;; Object number -112DEFINE OBJECT BIG_POLY_TINGS_B ;; Object number -113DEFINE OBJECT BARREL4 ;; Object number -114DEFINE OBJECT BIG_POLY_TINGS ;; Object number -115DEFINE OBJECT SPAD_DR_OPEN3 ;; Object number -116DEFINE OBJECT SPAD_DR_OPEN2 ;; Object number -117DEFINE OBJECT SPAD_DR_OPEN1 ;; Object number -118DEFINE OBJECT SEXYPOOLCOVER ;; Object number -119DEFINE OBJECT BRIEFCASE ;; Object number -120DEFINE OBJECT FAKETARGET ;; Object number -121DEFINE OBJECT MAN_DOOROPEN ;; Object number -122DEFINE OBJECT GOLF_GATESOPEN ;; Object number -123DEFINE OBJECT DYNAMITE ;; Object number -124DEFINE OBJECT BARREL2 ;; Object number -125DEFINE OBJECT BLDNGST2MESHDAM ;; Object number -126DEFINE OBJECT BLDNGST2MESH ;; Object number -127DEFINE OBJECT JW_COFFIN ;; Object number -128DEFINE OBJECT KEYCARD ;; Object number -129DEFINE OBJECT TAR_GUN1 ;; Object number -130DEFINE OBJECT TAR_GUN2 ;; Object number -131DEFINE OBJECT TAR_FRAME ;; Object number -132DEFINE OBJECT TAR_DOWNLEFT ;; Object number -133DEFINE OBJECT TAR_DOWNRIGHT ;; Object number -134DEFINE OBJECT TAR_TOP ;; Object number -135DEFINE OBJECT TAR_UPLEFT ;; Object number -136DEFINE OBJECT TAR_UPRIGHT ;; Object number -137DEFINE OBJECT BNK_LFT_DOOR1 ;; Object number -138DEFINE OBJECT BNK_LFT_DOOR2 ;; Object number -139DEFINE OBJECT GASGRENADE ;; Object number -140DEFINE OBJECT ROCKETED_WIN1 ;; Object number -141DEFINE OBJECT OD_CLUBOUT_DY ;; Object number -142DEFINE OBJECT OD_CLUBOUT_NT ;; Object number -143DEFINE OBJECT OD_CLUBNEON ;; Object number -144DEFINE OBJECT OD_CLUBDOORS ;; Object number -145DEFINE OBJECT VEG_PALMKBB11 ;; Object number -146DEFINE OBJECT ODNROAD01_NT ;; Object number -147DEFINE OBJECT ODNROAD01_DY ;; Object number -148DEFINE OBJECT OD_CLUBBACK ;; Object number -149DEFINE OBJECT MIAMIODNROADXA ;; Object number -150DEFINE OBJECT LODD_BUILD2 ;; Object number -151DEFINE OBJECT SPAD_BUILDNEW ;; Object number -152DEFINE OBJECT VEG_PALMBIG14 ;; Object number -153DEFINE OBJECT GUNBOX ;; Object number -154DEFINE OBJECT OD_WTSIGN ;; Object number -155DEFINE OBJECT OD_CHARIOT ;; Object number -156DEFINE OBJECT LODD_BUILDNEW ;; Object number -157DEFINE OBJECT LODCHARIOT ;; Object number -158DEFINE OBJECT PH_BUILD_DR_OPEN ;; Object number -159DEFINE OBJECT DTS_SOAPYTITWANK_B ;; Object number -160DEFINE OBJECT ML_TARBRUSH ;; Object number -161DEFINE OBJECT ML_TARBRUSHDAMAGE ;; Object number -162DEFINE OBJECT CI_GATESOPEN ;; Object number -163DEFINE OBJECT CI_BACKGATEOPEN ;; Object number -164DEFINE OBJECT CI_JETYGATESOPEN ;; Object number -165DEFINE OBJECT DK_REEF ;; Object number -166DEFINE OBJECT DOONTOON50 ;; Object number -167DEFINE OBJECT ROAD_DOWNTOWN_NEW2 ;; Object number -168DEFINE OBJECT ROAD_DOWNTOWN02 ;; Object number -169DEFINE OBJECT AMMUNATION_DT ;; Object number -170DEFINE OBJECT DOONTOON19 ;; Object number -171DEFINE OBJECT DT_COMPOUND_ROOF ;; Object number -172DEFINE OBJECT DOONTOON51 ;; Object number -173DEFINE OBJECT LODNTOON28 ;; Object number -174DEFINE OBJECT AMMU_WINDOWS1 ;; Object number -175DEFINE OBJECT WATERJUMPX2 ;; Object number -176DEFINE OBJECT WATERJUMP1 ;; Object number -177DEFINE OBJECT BUILD1 ;; Object number -178DEFINE OBJECT BUILDBLOWN ;; Object number -179DEFINE OBJECT HDRUGFACTORYINT ;; Object number -180DEFINE OBJECT HDRUGFACTORYPOL ;; Object number -181DEFINE OBJECT LODLD1 ;; Object number -182DEFINE OBJECT LODLDBLOWN ;; Object number -183DEFINE OBJECT RCBOMB ;; Object number -184DEFINE OBJECT LF_MEDIASTAGE ;; Object number -185DEFINE OBJECT PIZZABOX ;; Object number -186DEFINE OBJECT LH_RACE01 ;; Object number -187DEFINE OBJECT LH_RACE02 ;; Object number -188DEFINE OBJECT LH_RACE03 ;; Object number -189DEFINE OBJECT LH_RACE04 ;; Object number -190DEFINE OBJECT LH_RACE05 ;; Object number -191DEFINE OBJECT LH_RACE06 ;; Object number -192DEFINE OBJECT TRAFFICCONE ;; Object number -193DEFINE OBJECT CRAIGPACKAGE ;; Object number -194DEFINE OBJECT B_HSE_PIER ;; Object number -195DEFINE OBJECT B_HSE_EXT ;; Object number -196DEFINE OBJECT DOCKS28 ;; Object number -197DEFINE OBJECT DOCKSPROPS12 ;; Object number -198DEFINE OBJECT DOCKS85 ;; Object number -199DEFINE OBJECT DK_DOCKROADS04 ;; Object number -200DEFINE OBJECT B_HSE_PIERFENCE ;; Object number -201DEFINE OBJECT B_HSE_INTERIOR ;; Object number -202DEFINE OBJECT BOAT_KB2 ;; Object number -203:ThirdSegment0002: jump ££LabelMAIN DEFINE MISSIONS 1DEFINE MISSION 0 AT ££LabelINITIAL;-------------MAIN---------------:LabelMAIN03A4: name_thread "MAIN" 016A: fade 0 0 ms 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check_to 0 (disabled) 00C0: set_current_time 12 0 04E4: unknown_refresh_game_renderer_at 83.0 -849.8 03CB: set_camera 83.0 -849.8 9.3 0053: $PLAYER_CHAR = create_player #NULL at 80.0 -849.8 9.3 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0417: start_mission 0 ;; INITIAL: Sets up stuff0180: set_on_mission_flag_to $ONMISSION 0001: wait 0 ms 01B6: set_weather 0 00D6: if 0 8118: NOT actor $PLAYER_ACTOR dead 004D: jump_if_false ££LabelMAIN2 0352: set_actor $PLAYER_ACTOR skin_to "PLAYER" 038B: load_requested_models 0353: refresh_actor $PLAYER_ACTOR :LabelMAIN2016A: fade 1 (back) 1000 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££LabelMAIN3 04BB: select_interiour 0;; select render area 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) 01B7: release_weather :LabelMAIN30001: wait 250 ms 0002: jump ££LabelMAIN3 ;-------------Mission 0---------------; Sets up everything that can be set up outside MAIN:LabelINITIAL03A4: name_thread "INITIAL" 0004: $DEFAULT_WAIT_TIME = 250;; integer values 029B: $ARENA_DOOR_1 = init_object -1 (DTN_STADDOORA) at -1109.615 1330.097 20.372 01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_1 029B: $ARENA_DOOR_2 = init_object -2 (DTN_STADDOORB) at -1109.615 1331.932 20.372 01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_2 029B: $6 = init_object -3 (DTHOTRING_A) at -1037.08 1340.258 36.552 01C7: remove_object_from_mission_cleanup_list $6 029B: $FILM_STUDIO_FRONT_GATE_OPEN = init_object -163 (CI_GATESOPEN) at 10.273 963.308 12.258 01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_FRONT_GATE_OPEN 029B: $FILM_STUDIO_BACK_GATE_OPEN = init_object -164 (CI_BACKGATEOPEN) at -14.381 884.12 13.542 01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_BACK_GATE_OPEN 029B: $1810 = init_object -165 (CI_JETYGATESOPEN) at -115.825 1028.55 11.334 01C7: remove_object_from_mission_cleanup_list $1810 029B: $1779 = init_object -31 (COMGATE1OPEN) at -712.524 -489.428 12.549 01C7: remove_object_from_mission_cleanup_list $1779 029B: $1780 = init_object -32 (COMGATE2OPEN) at -183.824 -473.223 12.615 01C7: remove_object_from_mission_cleanup_list $1780 029B: $1010 = init_object -21 (COP_DR_CLOSED) at 396.545 -472.883 12.6 01C7: remove_object_from_mission_cleanup_list $1010 029B: $1821 = init_object -123 (GOLF_GATESOPEN) at 107.81 228.072 20.989 01C7: remove_object_from_mission_cleanup_list $1821 029B: $1787 = init_object -61 (MANSION_NEW_DOORS) at -391.19 -575.906 24.071 01C7: remove_object_from_mission_cleanup_list $1787 029B: $1788 = init_object -62 (MAN_DOORCLOSED) at -378.542 -554.006 20.067 01C7: remove_object_from_mission_cleanup_list $1788 029B: $1784 = init_object -63 (WSHPERDRCLSD) at -266.496 -1214.563 9.02 01C7: remove_object_from_mission_cleanup_list $1784 029B: $1785 = init_object -64 (HAITAXIDR) at -1010.466 199.125 11.95 01C7: remove_object_from_mission_cleanup_list $1785 029B: $1786 = init_object -65 (B_HSE_DOORS) at -640.012 -1485.941 15.457 01C7: remove_object_from_mission_cleanup_list $1786 029B: $1007 = init_object -23 (STRIPCLBDRCLSD) at 97.203 -1469.731 10.578 01C7: remove_object_from_mission_cleanup_list $1007 029B: $1790 = init_object -22 (STRPBCKDRCLSD) at 68.988 -1444.242 10.727 01C7: remove_object_from_mission_cleanup_list $1790 029B: $1793 = init_object -66 (DK_CAMJONESDOOR) at -837.134 -901.672 12.03 01C7: remove_object_from_mission_cleanup_list $1793 0177: set_object $1793 z_angle_to 0.0 029B: $1801 = init_object -67 (DTS_GS_LIFTDOORL) at -559.476 783.107 23.279 01C7: remove_object_from_mission_cleanup_list $1801 029B: $1802 = init_object -68 (DTS_GS_LIFTDOORR) at -559.476 781.34 23.279 01C7: remove_object_from_mission_cleanup_list $1802 029B: $1803 = init_object -67 (DTS_GS_LIFTDOORL) at -553.563 788.895 97.917 01C7: remove_object_from_mission_cleanup_list $1803 029B: $1804 = init_object -68 (DTS_GS_LIFTDOORR) at -553.563 787.127 97.917 01C7: remove_object_from_mission_cleanup_list $1804 029B: $1809 = init_object -72 (OD_CELLDOOR02) at 384.098 -505.893 9.68 0566: $1809 12 01C7: remove_object_from_mission_cleanup_list $1809 0177: set_object $1809 z_angle_to 0.0 029B: $1811 = init_object -73 (CI_JETYGATESCLOSED) at -116.738 1027.729 11.34 01C7: remove_object_from_mission_cleanup_list $1811 029B: $1812 = init_object -74 (NHAITPLATDR) at -981.114 265.419 8.939 01C7: remove_object_from_mission_cleanup_list $1812 029B: $1813 = init_object -75 (NHAITPLATDRR) at -981.114 267.607 8.937 01C7: remove_object_from_mission_cleanup_list $1813 029B: $1814 = init_object -76 (SPAD_DR_CLOSED1) at 465.375 30.336 33.181 01C7: remove_object_from_mission_cleanup_list $1814 029B: $1815 = init_object -77 (SPAD_DR_CLOSED2) at 465.375 30.336 33.181 01C7: remove_object_from_mission_cleanup_list $1815 029B: $1816 = init_object -78 (SPAD_DR_CLOSED3) at 464.663 30.336 23.881 01C7: remove_object_from_mission_cleanup_list $1816 029B: $1817 = init_object -79 (PH_BUILD_DR_CLOSED) at 569.925 52.0 14.616 01C7: remove_object_from_mission_cleanup_list $1817 034D: unknown_rotate_object $1817 unknown_angle 270.0 270.0 0 029B: $1822 = init_object -83 (PRINTDOOOR) at -1063.773 -278.932 13.024 01C7: remove_object_from_mission_cleanup_list $1822 029B: $1823 = init_object -84 (UNROCKETED_WIN1) at -899.851 -341.061 14.318 0566: $1823 3 01C7: remove_object_from_mission_cleanup_list $1823 029B: $1824 = init_object -85 (BNK_GRILL01) at -899.214 -333.656 21.233 0566: $1824 3 0382: unknown_set_object $1824 collision_detection 0 0392: object $1824 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1824 029B: $1825 = init_object -85 (BNK_GRILL01) at -899.214 -348.466 21.233 0566: $1825 3 0382: unknown_set_object $1825 collision_detection 0 0392: object $1825 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1825 029B: $1826 = init_object -85 (BNK_GRILL01) at -907.307 -336.618 23.987 0566: $1826 3 0382: unknown_set_object $1826 collision_detection 0 0392: object $1826 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1826 029B: $1827 = init_object -85 (BNK_GRILL01) at -907.307 -345.504 23.987 0566: $1827 3 0382: unknown_set_object $1827 collision_detection 0 0392: object $1827 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1827 029B: $1828 = init_object -85 (BNK_GRILL01) at -915.401 -336.6184 23.987 0566: $1828 3 0382: unknown_set_object $1828 collision_detection 0 0392: object $1828 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1828 029B: $1829 = init_object -85 (BNK_GRILL01) at -915.401 -345.5 23.987 0566: $1829 3 0382: unknown_set_object $1829 collision_detection 0 0392: object $1829 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1829 029B: $1013 = init_object -25 (OD_CLBDR_CLOSE) at 490.34 -77.017 11.598 01C7: remove_object_from_mission_cleanup_list $1013 016C: restart_if_wasted at 493.5 703.1 11.1 90.0 016D: restart_if_busted at 508.9 506.8 10.3 174.0 016C: restart_if_wasted at -108.3 -974.4 9.4 283.9 016D: restart_if_busted at 398.8 -469.7 10.7 323.0 016C: restart_if_wasted at -822.7 1157.9 10.1 4.0 016D: restart_if_busted at -659.5 760.4 10.5 133.0 016C: restart_if_wasted at -885.2 -470.4 12.1 276.0 016D: restart_if_busted at -871.9 -682.3 10.2 328.1 004E: end_thread and i have make a radar icon and a sphere maker but the icon is there but no sphere maker i have make this ;-------------MAIN---------------:LabelMAIN03A4: name_thread "MAIN" 016A: fade 0 0 ms 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check_to 0 (disabled) 00C0: set_current_time 12 0 04E4: unknown_refresh_game_renderer_at 83.0 -849.8 03CB: set_camera 83.0 -849.8 9.3 0053: $PLAYER_CHAR = create_player #NULL at 80.0 -849.8 9.3 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0417: start_mission 0 ;; INITIAL: Sets up stuff0180: set_on_mission_flag_to $ONMISSION 0001: wait 0 ms 01B6: set_weather 0 00D6: if 0 8118: NOT actor $PLAYER_ACTOR dead 004D: jump_if_false ££LabelMAIN2 0352: set_actor $PLAYER_ACTOR skin_to "PLAYER" 038B: load_requested_models 0353: refresh_actor $PLAYER_ACTOR :LabelMAIN2016A: fade 1 (back) 1000 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££LabelMAIN3 04BB: select_interiour 0;; select render area 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) 01B7: release_weather 004F: create_thread ££MONEY:LabelMAIN30001: wait 250 ms 0002: jump ££LabelMAIN3 :MONEY03A4: name_thread "GIVMECASH":RADAR04CE: $8D = create_icon_marker_and_sphere 24 at 75.6 -773.2 10.4004E: end_thread;-------------Mission 0--------------- what have i dun wrong see yaa Edited December 17, 2006 by mor115 Link to comment Share on other sites More sharing options...
mor115 Posted December 17, 2006 Author Share Posted December 17, 2006 (edited) nothing i have DONE IT only i need to do was 004F: create_thread ££Label009A2A:Label009A2A03A4: name_thread "MONEY"02A7: $HI = create_icon_marker_and_sphere 24 at 119.2 -820.3 10.4:MONEY0001: wait 50 ms 00D6: if 000F6: player $PLAYER_CHAR 0 ()near point on foot 119.2 -820.3 10.4 radius 1.4 1.8 1.5 004D: jump_if_false ££MONEY0109: player $PLAYER_CHAR money += 20000164: destroy_marker $HI im happy this is the first i have made by my self Merry Chrismas Edited December 17, 2006 by mor115 Link to comment Share on other sites More sharing options...
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