astr1 Posted January 21, 2007 Share Posted January 21, 2007 (edited) I know I have been asking ALOT of questions but to become a modder I will need to, anyway to my problem. I was trying to make a mission but all iv got so far is the intro but the intro didn't turn out as I suspected. The position didn't turn out in the right spot, the car and characters didn't load and it only showed the first bit of the "speaking"text ---> This is what it does : Nothing - Shows Text - Text Disapears - And Nothing Comes. so Il post the code and maybe someone can fix it up and help me out CODE: :Label0396AE03A4: name_thread "INTRO"0004: $ONMISSION = 1 \\ integer values0004: $D = 0 \\ integer values0001: wait 0 ms016A: fade 0 () 0 ms03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)054C: use_GXT_table "UFOINTR"03EF: player $PLAYER_CHAR make_safe0169: set_fade_color 2 2 20001: wait 250 ms:Label03C52900D6: if 21004D: jump_if_false £Label03C5470001: wait 0 ms0002: jump £Label03C529:Label03C5470247: request_model #ADMIRAL0247: request_model #FAGGIO023C: load_special_actor 10 "IGKEN"038B: load_requested_models:Label03C55F00D6: if 228248: NOT model #ADMIRAL available8248: NOT model #FAGGIO available823D: NOT special_actor 10 loaded004D: jump_if_false £Label03C5830001: wait 0 ms0002: jump £Label03C55F:Label03C58304E4: unknown_refresh_game_renderer_at 277.318 -503.72903CB: set_camera 284.877 -495.400 13.22903DE: set_pedestrians_density_multiplier_to 3.001EB: set_car_density_to 1.00055: put_player $PLAYER_CHAR at 277.318 -503.729 9.07300A5: 0@ = create_car #ADMIRAL at 279.187 -520.116 9.07302AC: set_car 0@ immunities 1 1 1 1 10175: set_car 0@ z_angle_to 0.001D4: actor $PLAYER_ACTOR go_to_car 0@ and_enter_it_as_a_passenger0129: 2@ = create_actor 4 #SPECIAL10 in_car 0@ driverseat01ED: reset_actor 2@ flags02AB: set_actor 2@ immunities 1 1 1 1 100A9: set_car 0@ to_normal_driver0229: set_car 0@ color_to 84 8400A5: 1@ = create_car #FAGGIO at 127.4 -818.5 9.50175: set_car 1@ z_angle_to 0.0041E: set_radio_station 9 -10249: release_model #ADMIRAL0249: release_model #FAGGIO:Label03C6A100D6: if 080DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false £Label03C6CC0001: wait 0 ms00D6: if 00119: car 0@ wrecked004D: jump_if_false £Label03C6C5:Label03C6C50002: jump £Label03C6A1:Label03C6CC016A: fade 1 (back) 1000 ms015F: set_camera_position 284.877 -495.400 13.229 0.0 0.0 0.00160: point_camera 284.877 -495.400 13.229 200D6: if 08119: NOT car 0@ wrecked004D: jump_if_false £Label03C76404BA: set_car 0@ speed_instantly 20.000AD: set_car 0@ max_speed_to 30.00006: 4@ = 1 \\ integer values:Label03C7640006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values:Label03C77200D6: if 218039: NOT 3@ == 8 \\ integer values8039: NOT 4@ == 4 \\ integer values004D: jump_if_false £Label03CBAB0001: wait 0 ms00D6: if 00119: car 0@ wrecked004D: jump_if_false £Label03C7A60002: jump £Label03C952:Label03C7A600D6: if 00039: 4@ == 1 \\ integer values004D: jump_if_false £Label03C83000D6: if 00029: 17@ >= 30000 \\ integer values004D: jump_if_false £Label03C83000D6: if 08119: NOT car 0@ wrecked004D: jump_if_false £Label03C83000D6: if 081AF: NOT car 0@ 0 ()near_point 132.6 -818.278 9.446 radius 3.0 3.0 4.0004D: jump_if_false £Label03C8300006: 4@ = 3 \\ integer values00AB: put_car 0@ at 208.683 -505.386 8.9270175: set_car 0@ z_angle_to 0.0:Label03C83000D6: if 00039: 4@ == 1 \\ integer values004D: jump_if_false £Label03C88D00D6: if 001AF: car 0@ 0 near_point 208.683 -505.386 8.927 0.0 0.0 0.0004D: jump_if_false £Label03C88D0006: 4@ = 2 \\ integer values:Label03C88D00D6: if 00039: 4@ == 2 \\ integer values004D: jump_if_false £Label03C8EA00D6: if 001AF: car 0@ 0 ()near_point 208.683 -505.386 8.927 radius 0.0 0.0 0.0004D: jump_if_false £Label03C8EA0006: 4@ = 3 \\ integer values:Label03C8EA00D6: if 00039: 4@ == 3 \\ integer values004D: jump_if_false £Label03C95200D6: if 001AF: car 0@ 0 ()near_point 208.683 -505.386 8.927 radius 0.0 0.0 0.0004D: jump_if_false £Label03C95200D6: if 08119: NOT car 0@ wrecked004D: jump_if_false £Label03C95200AD: set_car 0@ max_speed_to 30.000A9: set_car 0@ to_normal_driver0006: 4@ = 4 \\ integer values:Label03C95200D6: if 00118: actor 2@ dead004D: jump_if_false £Label03C962:Label03C96200D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £Label03C99C00BC: text_highpriority "KENSAY1" 7000 ms 1 \\ Uhhh.....Man...Alien..? You....Alright....?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values:Label03C99C00D6: if 00039: 6@ == 0 \\ integer values004D: jump_if_false £Label03CA1A00D6: if 00029: 17@ >= 2000 \\ integer values004D: jump_if_false £Label03CA1A015F: set_camera_position 260.666 -538.082 9.073 0.0 0.0 0.00160: point_camera 260.666 -538.082 9.073 20006: 17@ = 0 \\ integer values0006: 6@ = 1 \\ integer values:Label03CA1A00D6: if 00039: 3@ == 1 \\ integer values004D: jump_if_false £Label03CA7200D6: if 0004D: jump_if_false £Label03CA7203D5: remove_text "KENSAY1" \\ Uhhh.....Man...Alien..? You....Alright....?00D6: if 00029: 16@ >= 1000 \\ integer values004D: jump_if_false £Label03CA7200BC: text_highpriority "UFOSAY1" 9000 ms 1 \\ .....What,Where am I?!?0006: 3@ = 2 \\ integer values:Label03CA7200D6: if 00039: 3@ == 2 \\ integer values004D: jump_if_false £Label03CA970006: 3@ = 3 \\ integer values:Label03CA9700D6: if 00039: 3@ == 3 \\ integer values004D: jump_if_false £Label03CAC900D6: if 0004D: jump_if_false £Label03CAC903D5: remove_text "UFOSAY1" \\ .....What,Where am I?!?0006: 3@ = 4 \\ integer values:Label03CAC900D6: if 00039: 3@ == 4 \\ integer values004D: jump_if_false £Label03CB0400D6: if 0004D: jump_if_false £Label03CB040006: 16@ = 0 \\ integer values0006: 3@ = 5 \\ integer values:Label03CB0400D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £Label03CB4300D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £Label03CB4300BC: text_highpriority "KENSAY2" 10000 ms 1 \\ You speak english?!?0006: 3@ = 6 \\ integer values:Label03CB4300D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £Label03CB7500D6: if 0004D: jump_if_false £Label03CB7503D5: remove_text "KENSAY2" \\ You speak english?!?0006: 3@ = 7 \\ integer values:Label03CB7500D6: if 00039: 3@ == 7 \\ integer values004D: jump_if_false £Label03CBA400D6: if 0004D: jump_if_false £Label03CBA40006: 16@ = 0 \\ integer values0006: 3@ = 8 \\ integer values:Label03CBA40002: jump £Label03C772:Label03CBAB00D6: if 0001B: 300 > 16@ \\ integer values004D: jump_if_false £Label03CBE90001: wait 0 ms00D6: if 00119: car 0@ wrecked004D: jump_if_false £Label03CBD2:Label03CBD200D6: if 00118: actor 2@ dead004D: jump_if_false £Label03CBE2:Label03CBE20002: jump £Label03CBAB:Label03CBE900BC: text_highpriority "UFOSAY2" 10000 ms 1 \\ What the hell is english?0001: wait 400 ms00D6: if 00119: car 0@ wrecked004D: jump_if_false £Label03CC11:Label03CC1100D6: if 00118: actor 2@ dead004D: jump_if_false £Label03CC21:Label03CC2100D6: if 0004D: jump_if_false £Label03CC5B0001: wait 0 ms00D6: if 00119: car 0@ wrecked004D: jump_if_false £Label03CC44:Label03CC4400D6: if 00118: actor 2@ dead004D: jump_if_false £Label03CC54:Label03CC540002: jump £Label03CC21:Label03CC5B03D5: remove_text "UFOSAY2" \\ What the hell is english?00D6: if 08119: NOT car 0@ wrecked004D: jump_if_false £Label03CC8D00D6: if 08118: NOT actor 2@ dead004D: jump_if_false £Label03CB00:Label03CB0000D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £Label03CB4700D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £Label03CB4700BC: text_highpriority "KENSAY3" 15000 ms 1 \\ I found you laying on the road, I have been trying to wake you up for about three hours. Do all aliens get stuck in a big sleep like that? 0006: 3@ = 6 \\ integer values:Label03CB4700D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £Label03CB7500D6: if 0004D: jump_if_false £Label63CB0003D5: remove_text "KENSAY3" \\ I found you laying on the road, I have been trying to wake you up for about three hours. Do all aliens get stuck in a big sleep like that?0006: 3@ = 7 \\ integer values:Label63CB0000D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £Label03XB2000D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £Label03XB2000BC: text_highpriority "UFOSAY3" 10000 ms 1 \\No....I'm just a heavy sleeper 0006: 3@ = 6 \\ integer values:Label03XB2000D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £Label29CB5000D6: if 0004D: jump_if_false £Label29CB5003D5: remove_text "UFOSAY3" \\ No....I'm just a heavy sleeper0006: 3@ = 7 \\ integer values:Label29CB5000D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £Label00CB1500D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £Label00CB1500BC: text_highpriority "KENSAY4" 10000 ms 1 \\ How did you get here?0006: 3@ = 6 \\ integer values:Label00CB1500D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £Label67CB0200D6: if 0004D: jump_if_false £Label67CB0203D5: remove_text "KENSAY4" \\ How did you get here?0006: 3@ = 7 \\ integer values:Label67CB0200D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £Label67CB0900D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £Label67CB0900BC: text_highpriority "UFOSAY4" 22000 ms 1 \\ I was sleeping whilst my robot was flying my UFO. He forgot to fill up the fuel, so it hit the ground instantley. I continued sleeping till you woke me up 0006: 3@ = 6 \\ integer values:Label67CB0900D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £Label45CB9900D6: if 0004D: jump_if_false £Label45CB9903D5: remove_text "UFOSAY4" \\ I was sleeping whilst my robot was flying my UFO. He forgot to fill up the fuel, so it hit the ground instantley. I continued sleeping till you woke me up 0006: 3@ = 7 \\ integer values:Label45CB9900D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £Label00CB0000D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £Label00CB0000BC: text_highpriority "KENSAY5" 10000 ms 1 \\ Wait...If you where sleeping how did you know this all happend?0006: 3@ = 6 \\ integer values:Label00CB0000D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £Label07CB0200D6: if 0004D: jump_if_false £Label07CB0203D5: remove_text "UFOSAY5" \\ Wait...If you where sleeping how did you know this all happend?0006: 3@ = 7 \\ integer values:Label07CB0200D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £Label09CB0000D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £Label09CB0000BC: text_highpriority "UFOSAY5" 10000 ms 1 \\ I'm a alien, we have powers unlike you 0006: 3@ = 6 \\ integer values:Label09CB0000D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £Label11CB0300D6: if 0004D: jump_if_false £Label11CB0303D5: remove_text "UFOSAY5" \\ I'm a alien, we have powers unlike you 0006: 3@ = 7 \\ integer values:Label11CB0300D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £Label00BC9800D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £Label00BC9800BC: text_highpriority "KENSAY6" 15000 ms 1 \\ I'f you crashed your ship there's no doubt civilians,scientests and cops will be all over it. You know how to drive?0006: 3@ = 6 \\ integer values:Label00BC9800D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £Labe991MN9600D6: if 0004D: jump_if_false £Labe991MN9603D5: remove_text "KENSAY6" \\ I'f you crashed your ship there's no doubt civilians,scientests and cops will be all over it. You know how to drive?0006: 3@ = 7 \\ integer values:Labe991MN9600D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £Labe990DD6600D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £Labe990DD6600BC: text_highpriority "UFOSAY6" 10000 ms 1 \\ A hovercar?0006: 3@ = 6 \\ integer values:Labe990DD6600D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £Label43LG9400D6: if 0004D: jump_if_false £Label43LG9403D5: remove_text "UFOSAY6" \\ A hovercar?0006: 3@ = 7 \\ integer values:Label43LG9400D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £Labe990JF6600D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £Labe990JF6600BC: text_highpriority "KENSAY7" 11000 ms 1 \\ Just drive us to the crash and be quick about out it!0006: 3@ = 6 \\ integer values:Labe990JF6600D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £Label03CC8D00D6: if 0004D: jump_if_false £Label03CC8D03D5: remove_text "KENSAY7" \\ Just drive us to the crash and be quick about out it!0006: 3@ = 7 \\ integer values:Label03CC8D012A: put_player $PLAYER_CHAR at 277.3 -503.7 9.0 and_remove_from_car012A: put_player SPECIAL10 at 276.1 -517.5 9.0 0.0 and_remove_from_car0002: jump £Label81208C:Label81208C0055: put_player $PLAYER_CHAR at 277.3 -503.7 9.00055: put_player SPECIAL10 at 276.1 -517.5 9.0 0.0:Label602057014E: setgi $timerID 70 down Thankyou people for standing me asking so many questions, lol P.s If you wanna know why it says stuff about Alien and UFO stuff in it. its because: I wanna make a alien mission. EDIT: I noticed I accidentley put this in the incorrect place, so moderters please move it not lock it, thanks Edited January 21, 2007 by astr1 Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/ Share on other sites More sharing options...
ceedj Posted January 21, 2007 Share Posted January 21, 2007 First thing, I would use custom labels, as these as they are can be confusing. What's with this? :Label03C52900D6: if 21004D: jump_if_false £Label03C5470001: wait 0 ms0002: jump £Label03C529 What is it checking? Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4023803 Share on other sites More sharing options...
astr1 Posted January 21, 2007 Author Share Posted January 21, 2007 (edited) First thing, I would use custom labels, as these as they are can be confusing. What's with this? :Label03C52900D6: if 21004D: jump_if_false £Label03C5470001: wait 0 ms0002: jump £Label03C529 What is it checking? That might of got thrown in there by accident, . And thats why I wanted someone to check it and see whats wrong with it Edited January 21, 2007 by astr1 Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4024059 Share on other sites More sharing options...
astr1 Posted January 22, 2007 Author Share Posted January 22, 2007 (edited) *Double Post* Can Anyone Help? Please New Code: :START03A4: name_thread "INTRO"0004: $ONMISSION = 1 \\ integer values0004: $D = 0 \\ integer values0001: wait 0 ms016A: fade 0 () 0 ms03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)054C: use_GXT_table "UFOINTR"03EF: player $PLAYER_CHAR make_safe0169: set_fade_color 2 2 20001: wait 250 ms:VEHICLES10247: request_model #ADMIRAL0247: request_model #FAGGIO023C: load_special_actor 10 "IGKEN"038B: load_requested_models:VEHICLES200D6: if 228248: NOT model #ADMIRAL available8248: NOT model #FAGGIO available823D: NOT special_actor 10 loaded004D: jump_if_false £VEHICLESANDCHARACTERS0001: wait 0 ms0002: jump £VEHICLESANDCHARACTERS:VEHICLESANDCHARACTERS04E4: unknown_refresh_game_renderer_at 277.318 -503.72903CB: set_camera 258.871, -546.849, 9.073 0.0 0.003DE: set_pedestrians_density_multiplier_to 3.001EB: set_car_density_to 1.00055: put_player $PLAYER_CHAR at 277.318 -503.729 9.07300A5: 0@ = create_car #ADMIRAL at 279.187 -520.116 9.07302AC: set_car 0@ immunities 1 1 1 1 10175: set_car 0@ z_angle_to 0.001D4: actor $PLAYER_ACTOR go_to_car 0@ and_enter_it_as_a_passenger0129: 2@ = create_actor 4 #SPECIAL10 in_car 0@ driverseat01ED: reset_actor 2@ flags02AB: set_actor 2@ immunities 1 1 1 1 100A9: set_car 0@ to_normal_driver0229: set_car 0@ color_to 84 8400A5: 1@ = create_car #FAGGIO at 127.4 -818.5 9.50175: set_car 1@ z_angle_to 0.0041E: set_radio_station 9 -10249: release_model #ADMIRAL0249: release_model #FAGGIO:CHECKIFCORRECTCHARACTER00D6: if 080DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false £FADESTART0001: wait 0 ms00D6: if 00119: car 0@ wrecked004D: jump_if_false £FADESTART:FADESTART016A: fade 1 (back) 1000 ms015F: set_camera_position 258.871, -546.849, 9.073 0.0 0.0 0.0 0.0 0.00160: point_camera 0.0 0.0 0.0 0.000D6: if 08119: NOT car 0@ wrecked004D: jump_if_false £CHECKINGRANDOM04BA: set_car 0@ speed_instantly 39.000AD: set_car 0@ max_speed_to 40.00006: 4@ = 1 \\ integer values:CHECKINGRANDOM00D6: if 218039: NOT 3@ == 8 \\ integer values8039: NOT 4@ == 4 \\ integer values0001: wait 0 ms00D6: if 00119: car 0@ wrecked004D: jump_if_false £POSISIONS:POSISIONS00D6: if 00039: 4@ == 1 \\ integer values004D: jump_if_false £CARPOSITION100D6: if 00029: 17@ >= 30000 \\ integer values004D: jump_if_false £CARPOSITION100D6: if 08119: NOT car 0@ wrecked004D: jump_if_false £CARPOSITION100D6: if 081AF: NOT car 0@ 0 ()near_point 208.683 -505.386 8.927radius 0.0 0.0 0.0 0.0004D: jump_if_false £CARPOSITION10006: 4@ = 3 \\ integer values00AB: put_car 0@ at 208.683 -505.386 8.9270175: set_car 0@ z_angle_to 0.0:CARPOSITION100D6: if 00039: 4@ == 1 \\ integer values004D: jump_if_false £CARPOSITION200D6: if 001AF: car 0@ 0 near_point 208.683 -505.386 8.927 0.0 0.0 0.0004D: jump_if_false £CARPOSITION20006: 4@ = 2 \\ integer values:CARPOSITION200D6: if 00039: 4@ == 2 \\ integer values004D: jump_if_false £CARPOSITION300D6: if 001AF: car 0@ 0 ()near_point 208.683 -505.386 8.927 radius 0.0 0.0 0.0004D: jump_if_false £CARPOSITION30006: 4@ = 3 \\ integer values:CARPOSITION300D6: if 00039: 4@ == 3 \\ integer values004D: jump_if_false £TALK100D6: if 001AF: car 0@ 0 ()near_point 208.683 -505.386 8.927 radius 0.0 0.0 0.0004D: jump_if_false £TALK100D6: if 08119: NOT car 0@ wrecked004D: jump_if_false £TALK100AD: set_car 0@ max_speed_to 40.000A9: set_car 0@ to_normal_driver0006: 4@ = 4 \\ integer values:TALK100D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK200BC: text_highpriority "KENSAY1" 7000 ms 1 \\ Uhhh.....Man...Alien..? You....Alright....?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values:TALK200D6: if 00039: 6@ == 0 \\ integer values004D: jump_if_false £TALK300D6: if 00029: 17@ >= 2000 \\ integer values004D: jump_if_false £TALK3015F: set_camera_position 258.871, -546.849, 9.073 0.0 0.0 0.0 0.0 0.00160: point_camera 0.0 0.0 0.0 0.00006: 17@ = 0 \\ integer values0006: 6@ = 1 \\ integer values:TALK300D6: if 00039: 3@ == 1 \\ integer values004D: jump_if_false £TALK400D6: if 0004D: jump_if_false £TALK403D5: remove_text "KENSAY1" \\ Uhhh.....Man...Alien..? You....Alright....?00D6: if 00029: 16@ >= 1000 \\ integer values004D: jump_if_false £TALK400BC: text_highpriority "UFOSAY1" 9000 ms 1 \\ .....What,Where am I?!?0006: 3@ = 2 \\ integer values:TALK400D6: if 00039: 3@ == 3 \\ integer values004D: jump_if_false £TALK500D6: if 0004D: jump_if_false £TALK503D5: remove_text "UFOSAY1" \\ .....What,Where am I?!?0006: 3@ = 4 \\ integer values:TALK500D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £TALK600D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £TALK600BC: text_highpriority "KENSAY2" 10000 ms 1 \\ You speak english?!?0006: 3@ = 6 \\ integer values:TALK600D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £TALK700D6: if 0004D: jump_if_false £TALK703D5: remove_text "KENSAY2" \\ You speak english?!?0006: 3@ = 7 \\ integer values:TALK700BC: text_highpriority "UFOSAY2" 10000 ms 1 \\ What the hell is english?0001: wait 400 ms00D6: if 00119: car 0@ wrecked004D: jump_if_false £TALK8:TALK803D5: remove_text "UFOSAY2" \\ What the hell is english?00D6: if 08119: NOT car 0@ wrecked004D: jump_if_false £TALK900D6: if 08118: NOT actor 2@ dead004D: jump_if_false £TALK9:TALK900D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £TALK1000D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £TALK1000BC: text_highpriority "KENSAY3" 15000 ms 1 \\ I found you laying on the road, I have been trying to wake you up for about three hours. Do all aliens get stuck in a big sleep like that? 0006: 3@ = 6 \\ integer values:TALK1000D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £TALK1100D6: if 0004D: jump_if_false £TALK1103D5: remove_text "KENSAY3" \\ I found you laying on the road, I have been trying to wake you up for about three hours. Do all aliens get stuck in a big sleep like that?0006: 3@ = 7 \\ integer values:TALK1100D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £TALK1200D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £TALK1200BC: text_highpriority "UFOSAY3" 10000 ms 1 \\No....I'm just a heavy sleeper 0006: 3@ = 6 \\ integer values:TALK1200D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £TALK1300D6: if 0004D: jump_if_false £TALK1303D5: remove_text "UFOSAY3" \\ No....I'm just a heavy sleeper0006: 3@ = 7 \\ integer values:TALK1300D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £TALK1400D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £TALK1400BC: text_highpriority "KENSAY4" 10000 ms 1 \\ How did you get here?0006: 3@ = 6 \\ integer values:TALK1400D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £TALK1500D6: if 0004D: jump_if_false £TALK1503D5: remove_text "KENSAY4" \\ How did you get here?0006: 3@ = 7 \\ integer values:TALK1500D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £TALK1600D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £TALK1600BC: text_highpriority "UFOSAY4" 22000 ms 1 \\ I was sleeping whilst my robot was flying my UFO. He forgot to fill up the fuel, so it hit the ground instantley. I continued sleeping till you woke me up 0006: 3@ = 6 \\ integer values:TALK1600D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £TALK1700D6: if 0004D: jump_if_false £TALK1703D5: remove_text "UFOSAY4" \\ I was sleeping whilst my robot was flying my UFO. He forgot to fill up the fuel, so it hit the ground instantley. I continued sleeping till you woke me up 0006: 3@ = 7 \\ integer values:TALK1700D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £TALK1800D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £TALK1800BC: text_highpriority "KENSAY5" 10000 ms 1 \\ Wait...If you where sleeping how did you know this all happend?0006: 3@ = 6 \\ integer values:TALK1800D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £TALK1900D6: if 0004D: jump_if_false £TALK1903D5: remove_text "UFOSAY5" \\ Wait...If you where sleeping how did you know this all happend?0006: 3@ = 7 \\ integer values:TALK1900D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £TALK2000D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £TALK2000BC: text_highpriority "UFOSAY5" 10000 ms 1 \\ I'm a alien, we have powers unlike you 0006: 3@ = 6 \\ integer values:TALK2000D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £TALK2100D6: if 0004D: jump_if_false £TALK2103D5: remove_text "UFOSAY5" \\ I'm a alien, we have powers unlike you 0006: 3@ = 7 \\ integer values:TALK2100D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £TALK2200D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £TALK2200BC: text_highpriority "KENSAY6" 15000 ms 1 \\ I'f you crashed your ship there's no doubt civilians,scientests and cops will be all over it. You know how to drive?0006: 3@ = 6 \\ integer values:TALK2200D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £TALK2300D6: if 0004D: jump_if_false £TALK2303D5: remove_text "KENSAY6" \\ I'f you crashed your ship there's no doubt civilians,scientests and cops will be all over it. You know how to drive?0006: 3@ = 7 \\ integer values:TALK2300D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £TALK2400D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £TALK2400BC: text_highpriority "UFOSAY6" 10000 ms 1 \\ A hovercar?0006: 3@ = 6 \\ integer values:TALK2400D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £TALK2500D6: if 0004D: jump_if_false £TALK2503D5: remove_text "UFOSAY6" \\ A hovercar?0006: 3@ = 7 \\ integer values:TALK2500D6: if 00039: 3@ == 5 \\ integer values004D: jump_if_false £TALK2600D6: if 00029: 16@ >= 900 \\ integer values004D: jump_if_false £TALK2600BC: text_highpriority "KENSAY7" 11000 ms 1 \\ Just drive us to the crash and be quick about out it!0006: 3@ = 6 \\ integer values:TALK2600D6: if 00039: 3@ == 6 \\ integer values004D: jump_if_false £END100D6: if 0004D: jump_if_false £END103D5: remove_text "KENSAY7" \\ Just drive us to the crash and be quick about out it!0006: 3@ = 7 \\ integer values:END1012A: put_player $PLAYER_CHAR at 277.3 -503.7 9.0 and_remove_from_car012A: put_player SPECIAL10 at 276.1 -517.5 9.0 0.0 and_remove_from_car0002: jump £END2:END20055: put_player $PLAYER_CHAR at 277.3 -503.7 9.00055: put_player SPECIAL10 at 276.1 -517.5 9.0 0.0jump £END3:END3014E: setgi $timerID 70 down It starts to work but just before tommy hops in the car (admiral) the game crashes. PIC: IDEAs to fix? P.s If pic doesn't show up site: http://s123.photobucket.com/albums/o319/as...current=bug.jpg Edited January 22, 2007 by astr1 Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4024216 Share on other sites More sharing options...
ceedj Posted January 22, 2007 Share Posted January 22, 2007 1) Don't double post. Use the "Edit" button. 2) Did you just take a bunch of code and copy it somewhere else expecting it to work? In TALK26 you have another conditional (if 0) without any conditions. Your last opcode at END3 looks like it was just plunked from the database without even changing it. It might be helpful to know exactly what your trying to do. I can't tell because your code is a big 'ole mess. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4024357 Share on other sites More sharing options...
astr1 Posted January 22, 2007 Author Share Posted January 22, 2007 (edited) 1) Don't double post. Use the "Edit" button. 2) Did you just take a bunch of code and copy it somewhere else expecting it to work? In TALK26 you have another conditional (if 0) without any conditions. Your last opcode at END3 looks like it was just plunked from the database without even changing it. It might be helpful to know exactly what your trying to do. I can't tell because your code is a big 'ole mess. Firstly I double posted because if I didn't it would be a big loooooong, lost ,mess of a post and no I didn't take a big bit of code and post it somewhere, I used the original first bit of the 1st mission and took lots of time to edit it. Now this is what I want to do: Two people sit in a car (Tommy-street suit and Ken) Tommy is a alien Ken found him on the road near a wrecked UFO (like It says in the code.) So most of the time their sitting in the car talking (with ken driving and tommy as passenger) then when there done talking there both placed outside of the car and ken runs to the car and auto-matcicly enters as passenger. You have 70seconds to get to the UFO. <----- (that bit I havn't made yet) So the whole thing isn't finished yet, just the intro (Well not exactly finished) K then? Edited January 22, 2007 by astr1 Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4024380 Share on other sites More sharing options...
ceedj Posted January 22, 2007 Share Posted January 22, 2007 1) 'Tis no excuse for double posting. You would've had plenty of room in your post to add your code. 2) Why this? :VEHICLES2 00D6: if 22 8248: NOT model #ADMIRAL available 8248: NOT model #FAGGIO available 823D: NOT special_actor 10 loaded 004D: jump_if_false £VEHICLESANDCHARACTERS 0001: wait 0 ms 0002: jump £VEHICLESANDCHARACTERS You're jumping to the same place whether the models are loaded or not. Why? You're also missing a few "player_defined" checks. A lot of your code is hard to understand because it doesn't make sense. For example, if the car is not moving, why are you setting max_speed and speed_instantly? And why the car_wrecked check right in the middle there? Unless a tank is coming right for it, I'm not seeing the point. And again, what's the point of your last line of code? And what's with all the conditional checks without conditions applied? You just can't do an if 0 then jump with nothing to check. I don't doubt that you've put some work into this, but I don't think you are completely understanding what you are doing. Might be a good idea to take the code to it's most basic and start over. Add stuff when you're sure that the basics of your code is working. As it is now, your code is a mess, and I doubt many people are going to try to debug ALL of that. Starting over would probably be your best bet. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4024387 Share on other sites More sharing options...
astr1 Posted January 22, 2007 Author Share Posted January 22, 2007 (edited) 1) 'Tis no excuse for double posting. You would've had plenty of room in your post to add your code. 2) Why this? :VEHICLES2 00D6: if 22 8248: NOT model #ADMIRAL available 8248: NOT model #FAGGIO available 823D: NOT special_actor 10 loaded 004D: jump_if_false £VEHICLESANDCHARACTERS 0001: wait 0 ms 0002: jump £VEHICLESANDCHARACTERS You're jumping to the same place whether the models are loaded or not. Why? You're also missing a few "player_defined" checks. A lot of your code is hard to understand because it doesn't make sense. For example, if the car is not moving, why are you setting max_speed and speed_instantly? And why the car_wrecked check right in the middle there? Unless a tank is coming right for it, I'm not seeing the point. And again, what's the point of your last line of code? And what's with all the conditional checks without conditions applied? You just can't do an if 0 then jump with nothing to check. I don't doubt that you've put some work into this, but I don't think you are completely understanding what you are doing. Might be a good idea to take the code to it's most basic and start over. Add stuff when you're sure that the basics of your code is working. As it is now, your code is a mess, and I doubt many people are going to try to debug ALL of that. Starting over would probably be your best bet. 1. If I edited that post you would probably be complaining about it...anyway enough about that 2. Yes, I agree my code is a mess, it is because its my first shot at coding and no, you are wrong, I tried put alot of work in it, i'm gonna have another shot at it and hopefully it work, thanks for the mean but good advice EDIT: I read misunderstood this: I thought you said: I doubt that you've put some work into this. But you said: I don't doubt that you've put some work into this. Sorry I came on strong about it, I red it to fast. Edited January 22, 2007 by astr1 Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4024419 Share on other sites More sharing options...
Knowledge Novice Posted January 22, 2007 Share Posted January 22, 2007 (edited) I don't doubt that you've put some work into this, but I don't think you are completely understanding what you are doing. Might be a good idea to take the code to it's most basic and start over. Add stuff when you're sure that the basics of your code is working. As it is now, your code is a mess, and I doubt many people are going to try to debug ALL of that. Starting over would probably be your best bet. This is pretty considerate and about as far from 'mean' as you as your goin' to get. I've seen people with better attitudes and cleaner codes get less help than you have already. Keep in mind that I'm not tryin' to be derogatory in any way but if I you actually want help from others you should take it when it's given. Besides startin' over is probably goin' to save you a big headache in the end. It's like ceedj said As it is now, your code is a mess, and I doubt many people are going to try to debug ALL of that. Starting over would probably be your best bet. And I couldn't agree more. ceedj has given me invaluable help in the past and from personal experience I'd advise you to listen to what the guy has to say. I started to go through the code to see if I could be of any help but it's a bit long (you should credit ceedj for at least lookin' it over) and after seein' how you responded to his very well put advice I don't think you'd listen to what I had to say anyway. We're here to help dude. If you're not goin' to heed the help given, then save us all some time and just don't ask. Later man. Edited January 22, 2007 by Knowledge Novice Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4024432 Share on other sites More sharing options...
astr1 Posted January 22, 2007 Author Share Posted January 22, 2007 (edited) (you should credit ceedj for at least lookin' it over) and after seein' how you responded to his very well put advice I don't think you'd listen to what I had to say anyway. We're here to help dude. If you're not goin' to heed the help given, then save us all some time and just don't ask[/color] No, no, no, I appreciated what he did, I would appreciate it more if he was a bit more nicer about it, I mean really, its my first try at coding. Also I would have no idea how to start a whole new List of Codes, I would have to use a previous mission on Vice City, would that work the same? Edited January 22, 2007 by astr1 Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4024509 Share on other sites More sharing options...
Knowledge Novice Posted January 22, 2007 Share Posted January 22, 2007 I mean really, its my first try at coding. Also I would have no idea how to start a whole new List of Codes Keepin' in mind that this is your first try at coding, the best advice that I can give you is to step it down to something a bit less complex. Believe me, I understand the urge to jump in and start writin' missions. After all, that was my reason for joining the forums in the first place, but if you don't learn some of the basics first you'll have a rough time ahead. Is this your very first time to code? Do you know how to place objects (weapons, cars, etc)? If this is the first time that you've edited the scm you should probably check out a tutorial or two. If you want to see how I got started you can check out the first topic I ever started. I used it for a lot of the questions that I needed answered. People learn at different rates, but it may give you an idea of what's involved in the early steps of coding. Click here: >Need help with SCM mod please< Or here are links to some tutorial info: >Tutorial Archive< >Tutorial Links and Mission Coding Information< Coding isn't always easy (especially in the beggining). Take your time and work on the basics so that you'll have a better understanding of how things work, otherwise you may end up pulling your hair out wonderin' why none of the code ever works for you. If you need help, just ask, but make sure that you're not goin' too far too fast. Like I said, I understand wanting to jump in and start writing awesome code, but that's just not usually how it goes. Take the code that you were workin' on and break it down into smaller parts. For example, spawning cars or actors. Once you get good at that move on to using the gxt (which can be confusing all by itself). There may be more involved here than what you realize. Slow down and try to absorb some of the smaller things. Give it a try and yell if you need help. Later man. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4024531 Share on other sites More sharing options...
astr1 Posted January 22, 2007 Author Share Posted January 22, 2007 is this your very first time to code? Do you know how to place objects (weapons, cars, etc)? No, I have a pretty good idea of how to do all that. I just need to know how to create missions, I couldn't find one single topic/tutorial on how to create missions, so I thought I would give a whack at it, and then i'm all ready getting told off by two people. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4024532 Share on other sites More sharing options...
Knowledge Novice Posted January 22, 2007 Share Posted January 22, 2007 No man, we're not tryin' to 'tell you off'. Ceedj was actually pretty civil with his comments and the only reason I may have seemed a bit out spoken was due to the fact that you seemed to have no interest in listening to the advice that he gave. Misunderstandings can occur when there is no 'tone of voice' to accompany a statement I guess. Believe me when I say that if he wasn't actually tryin' to help, he wouldn't have taken the time to look through your code for problems. And as far as creating objects, if you have experience at that you're on the right track, but there's more to creating missions than just spawning cars and actors. Keep in mind that I'm not here to put anybody in their place, far from it. I'm just tryin' to let you know that there is much to be learned before one can sit down to write a decent mission and expect it to work properly. In fact I have written a code or two that would have completely confused me when I first started writtin' mods and I still haven't created a mission yet. My progress has kind of leveled off lately, but I'm still learning things. If you feel the need to try writing a code of some kind keep it simple. If you already know how to spawn cars (spawn, not by using a car_generator) then maybe try adding immunities or an unflip mod. Try adding immunities to an actor that you've spawned or write a 'regeration' code to refill your players health when he is injured. There are all sorts of things that you can do by writing fairly simple mods. But missions involve writing a variety of different codes together and putting them together in a way that they still work properly. I'll give you an example. This is the 'Regeneration' mod that I mentioned. It checks to see if the players health is below 100. If it is then it adds +1 per second to your health until it is 100. :NameIt03A4: name_thread "HEAL":Wounded0001: wait 0 ms00D6: if 0 0256: player $PLAYER_CHAR defined004D: jump_if_false ££Wounded00D6: if 10019: 16@ > 9998183: NOT player $PLAYER_CHAR health > 99004D: jump_if_false ££Wounded0006: 16@ = 00225: 1@ = player $PLAYER_CHAR health000A: 1@ += 10222: set player $PLAYER_CHAR health to 1@0002: jump ££Wounded Or another example would be to spawn a car and add immunities, auto unflip, door-locks, etc. :NameIt03A4: name_thread "SABRTUR":Turbo 0001: wait 50 ms00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££Turbo00D6: if 2180E1: NOT key_pressed 0 1680E1: NOT key_pressed 0 19004D: jump if false ££Request00D6: if 0 00DE: player $PLAYER_CHAR driving vehicle type #SABRETUR004D: jump_if_false ££Turbo03C1: 4@ = player $PLAYER_CHAR car02AC: set car 4@ immunities 1 1 1 1 10224: set car 4@ health to 5000053F: set car 4@ tires vulnerable 001EC: make car 4@ very heavy 1020A: set_car 4@ door_status_to 2:Check0001: wait 250 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££LoseStats00D6: if 000DE: player $PLAYER_CHAR driving vehicle type #SABRETUR004D: jump_if_false ££LoseStats00D6: if 081F4: NOT car 4@ flipped004D: jump_if_false ££TurnOver00D6: if 080E1: NOT key_pressed 0 6004D: jump_if_false ££Unlock00D6: if 00119: car 4@ wrecked 004D: jump_if_false ££Check:LoseStats00D6: if 08119: NOT car 4@ wrecked004D: jump_if_false ££Remove020A: set_car 4@ door_status_to 1 01EC: make car 4@ very heavy 0053F: set_car 4@ tires_vulnerable 102AC: set_car 4@ immunities 0 0 0 0 0:Remove01C3: remove_references_to_car 4@ ;; Like turning a car into any random car0002: jump ££Turbo:Request00D6: if 080E0: NOT player $PLAYER_CHAR driving004D: jump_if_false ££Turbo 04C4: create coordinate 0@ 1@ 2@ from actor $PLAYER_ACTOR offset 0.0 4.0 0.00170: 3@ = player $PLAYER_CHAR z angle0247: request_model #SABRETUR038B: load_requested_models :Load 0001: wait 0 ms00D6: if 0 0248: model #SABRETUR available 004D: jump_if_false ££Load00A5: 4@ = create car #SABRETUR at 0@ 1@ 2@0249: release_model #SABRETUR0175: set car 4@ z angle to 3@:Loop0001: wait 20 ms00D6: if 100E1: key_pressed 0 16 00E1: key_pressed 0 19 004D: jump_if_false ££Turbo0002: jump ££Loop :TurnOver00D6: if 001F4: car 4@ flipped004D: jump_if_false ££Check00AA: store car 4@ position to 5@ 6@ 7@ 0174: 8@ = car 4@ z angle00AB: put car 4@ at 5@ 6@ 7@0175: set car 4@ z angle to 8@0224: set car 4@ health to 50000002: jump ££Check :Unlock0001: wait 20 ms020A: set_car 4@ door_status_to 100D6: if 0 80E1: NOT key_pressed 0 6004D: jump_if_false ££Unlock020A: set_car 4@ door_status_to 20002: jump ££Check Before you can start writing missions you should be able to look these codes over and understand how they work and even point out any potential problems that they may contain. I'm not sure exactly how much experience you have. You may know how to do exactly what I've done here or even better. If so great. If not this should show you that there are many different things involved in coding. Coding can be fun, but one reason for this is because it's challenging (at least for me anyhow). Just remember, anything that I say is only to help. And don't take any offense at these other guys either when they respond. After all me and you aren't, by far, the first one's to ask "How do I create a masterpiece" without actually having the skills to follow through. It's a learning process that takes time so don't rush it. There's help if you need it, just pace yourself. Later dude. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4024571 Share on other sites More sharing options...
ceedj Posted January 22, 2007 Share Posted January 22, 2007 Pretty much what KN said up above. In fact, I'd say he's going above and beyond the call of duty there, providing some simple sample code to play with and such. There are two problems with your initial posts: 1) You are trying to code WAY above what it seems you know (not a bad thing, just pointing it out) and 2) Your attitude about following established rules of the forum and advice given pretty much stinks. However, I'm a firm believer in redemption and correcting a not-so-good first impression, so here's what we can do. After following the advice given by KN above, build your self a roadmap of what you want to code. For example, you said: Two people sit in a car (Tommy-street suit and Ken) Tommy is a alien Ken found him on the road near a wrecked UFO (like It says in the code.) So most of the time their sitting in the car talking (with ken driving and tommy as passenger) then when there done talking there both placed outside of the car and ken runs to the car and auto-matcicly enters as passenger.You have 70seconds to get to the UFO. So, breaking this down, here's what you need: - Two actors in a car - Text on the bottom to convey dialog - They are both out of the car at the end of the dialog, switching places - The "mission" begins here - 70 seconds to find the UFO. - Did the mission pass or fail - What to do after the mission Now, there's a lot of unknowns - are you building this inside of a stripped SCM script, or trying to replace a Vice mission? Is there a trigger for this mission, or will it start when you start a new game? The stripped script would be better for initial coding and testing. Once you've got your bugs worked out, then you can worry about integrating it into the game. For now, the script should also run with a start point (those pink misision markers), so you can debug what happens when you pass or fail. Anyway, breaking down your above points into code, we need the following for the first section: - Loading the models, and making sure they are loaded before continuing. - Creating the actor and car - Making sure the player is defined, then putting him and the other actor into the car - Setting the camera - Starting the "cutscene" portion Now we want the text, so we need the code for: - Loading and displaying the text (I assume you know how to make your own custom text, right?) - Create a timer that will display the text at a reasonably readable speed, then change to the next section when the timer hits an established parameter (say 10 seconds). You might also want to optionally include a check for a keypress, in case someone using this mod wants to skip the cutscene. - Since you have two actors in a car, and non cutscene actions in a car are limiited to the player moving the wheel back and forth, you might wish to look into some opcodes that move the camera based on its position to the vehicle. Of course, just a simple shot of the camera facing the vehicle from the front is fine too. However you decide to waste the time on screen while your text is displaying, you'll want to get the people out of the car: - You can remove actors from vehicles in real time, but it looks kind of sloppy. I would do a fade, remove the actors, replace them in the oppisite seats and then fade back. You could also command the actor to go to the proper seat instead of auto-placing them in the car, but this takes a little longer. - Another option would be to change your story slightly to allow the Ken guy to enter the car as a passenger at the beginning of your cutscene, elminating the need to switch. That also means less code. From there the mission begins: - I'm guessing this will be a road based thing, where the player has to get to a certain point in a certain amount of time. You haven't indicated if this will be a random point or a fixed point, on the radar, etc. So I really can't advise on this. But more on that later. After the mission passes or fails, you should decide what to do at the end, and set up your code accordingly. Then decide if you want to run the mission again, and if so, where? What all this is (besides really long-winded) is a basic "roadmap" of how to put together a mission. When you establish exactly "what" you want to do, finding the information on how to do it becomes MUCH easier. Here's a couple of tips in that regard: - Go back to where I listed what code pieces you need. Now think upon a point in the game where something like this may happen. Then find that code in the original game script and study how it's done. I think you're grasping what some of the more obviously named opcodes do, but I'm not sure you're getting conditional checks and how and why they are used. Just about every mission in Vice has a mission pass/fail section, so this would be a good reference to see how it works. If you come here enough, you'll see this alot: IMITATE EXSITING CODE It's true, but probably shouldn't be taken so literally. What that SHOULD read is ADAPT EXISTING CODE. I'm basically trying to not confuse you here. You DID adapt some code, but a lot of it is incomplete, and I'm not sure you totally understand why things work like they do. So when we say IMITATE blah blah blah, we really mean study it, ask questions, then mold it to fit your needs. - Use the opcode database, here: VC Opcode Database - Use the search function here on GTAF to find opcodes by number. You'd be amazed at how much info is really in here, but sometimes you have to dig for it. (example: search for "00A7:", minus the quotes, in the mission coding section) - Start simple, and get that working. Then start adding some more. If you get stuck at a certain point, then post what you did, what worked, and what you changed. THEN we'll be better able to help you. Don't take any of this personally - mission coding is not really EASY to begin with. But if you take the time to work the little stuff, it'll all come together in a big whole. NOTE: I apologize if this is somewhat random - I just got home from work and are suffering from lack o sleep. Which I plan to rectify in a moment. 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astr1 Posted January 23, 2007 Author Share Posted January 23, 2007 (edited) Above post ^^^. Thankyou very much. This is what I really needed. Sorry if I came on a bit harsh, I was having a bad day. This might sound sort of weird, but I thought you were yelling at me, because that's what your avatar looked like, thanks again. . EDIT: Hey, I just have a few more minor questions that I need someone to answer. If you can please answer them in this form :What - (What Does it do) Why - (Why do I need it) Where - (Where do I place it) 1. I don't understand what this is "00D6: if 0" 2.I don't understand what this is "02E8: $CUT_SCENE_TIME = cutscenetime" 3.I don't understand what this is "0050: gosub "LABEL HERE" 4. I don't understand what this is "0038: $D == 2 \\ integer value"004D: 5. I don't FULLY understand what this is "004D: jump_if_false/jump "LABEL HERE" Thankyou for your help, astr Edited January 24, 2007 by astr1 Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4025278 Share on other sites More sharing options...
astr1 Posted January 25, 2007 Author Share Posted January 25, 2007 Sorry to double post (again) but I attempted to make a small code like Knoalage novice sugessted, Though it doesn't seem to work , hopefully someone here could tell me what's wrong with it and how to fix it Add to create threads: 004F: create_thread ££MODEL Add above mission 0 :MODEL023C: load_special_actor 10 "IGKEN"038B: load_requested_models:PLACE0129: 8@ = create_actor 4 #SPECIAL10 at 108.696, -811.667, 9.482011A: set_actor 8@ flags 00002: jump ££MODEL Simply what i'm trying to do is make ken on the sidewalk just standing there (doing nothing) simple (I think). Also if someone can please answer my questiona above, thankyou Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4027566 Share on other sites More sharing options...
Knowledge Novice Posted January 25, 2007 Share Posted January 25, 2007 A tutorial or even the ReadMe that came with the MB should explain some of the basics that you don't understand. I highly recomend that you do a little research because if you don't understand what the 'if' command does then you are going to have a hard time writing code or even getting help from a lot of the members here in the forums. Keep in mind that you need to put forth the effort to learn on your own in order for others to feel the urge to help you on your way. Just polite advice, but it's something you should remember. The 'if' command shows that you want to check to see if certain conditions are met before performing a task. If the specified conditions are not met, then the 'jump_if_false' command tells where the code should go to next. I think you may find info that can explain this more clearly than I can at the moment. Just take a look at this code and see if you can understand how it works. This code is actually incomplete if you were going to use it during game play, but since you simply want to know how to spawn the char and have him stand still I guess it will do for an example. In label :MODEL note the first 'if' check (0006: if 2). Before spawning the char you want to make sure that certain things happen so the code will know when to do it, otherwise the code could run continuously and crash the game. Since the code may 'loop' you should be sure to use the 'wait' command. Here I check to make sure that 1) the char is not driving 2) that the Action and Target keys are pressed. This is called an 'inclusive' check since all conditions must be true. If any of these are not true (jump_if_false) then the code jumps back to :MODEL and will keep doing so until all the conditions are met. If they are true then the model is requested and loaded. Next, in label :PLACE I check to see 'if' the model is available. If not then 'jump_if_false' is used to jump back to :PLACE and check until it is available. Once available I use 'create_actor' to spawn the actor at what ever coordinates I choose. To make the character stand still I use opcode :0192, however he will still flee from danger (guns, explosions, etc). Finally I create a loop (:PAUSE) to ensure that the code only runs once for each time that the specified conditions are true. (only spawns one actor for each time I press the keys while on foot) Look at the if command (00D6: if 21) This checks to see if you have stopped pressing at least one of the keys (exclusive check). If so the code returns to the top and starts over. If not the code jumps to :PAUSE and continues to check until the condition is met. :MODEL0001: wait 50 ms00D6: if 2 80E0: NOT player $PLAYER_CHAR driving00E1: key_pressed 0 4; Action key (centers camera) 00E1: key pressed 0 6; Aim/Target key004D: jump if false ££MODEL023C: load_special_actor 10 "IGKEN"038B: load_requested_models:PLACE0001: wait 0 ms00D6: if 00248: model #SPECIAL10 available 004D: jump_if_false ££PLACE009A: 3@ = create actor 4 #SPECIAL10 at 108.696 -811.667 9.4820192: set actor 3@ objective to stand still :PAUSE0001: wait 20 ms00D6: if 21 80E1: NOT key_pressed 0 480E1: NOT key pressed 0 6004D: jump if false ££PAUSE0002: jump ££MODEL Someone else may have a better example or may even find flaws in the way that I've presented it, but hopefully this will shed some light on a few things for you. Try it in your game to see it work, then try to immitate it to see if you can re-create it. But most importantly you should brush up on the basics, otherwise people will be less likely to help you and you will have more trouble understanding any examples that you are shown. Good luck. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4027769 Share on other sites More sharing options...
astr1 Posted January 25, 2007 Author Share Posted January 25, 2007 (edited) Above post ^^^. It's very glitchy -Game crashes after estimated 30seconds of play -Game lags and goes slow -I't create's two Kens (there is more inside of the glitchjy one) -The second Ken is all buggy (Big nose... etc) -There is no pedestrians walking around Edited January 25, 2007 by astr1 Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4027953 Share on other sites More sharing options...
ceedj Posted January 25, 2007 Share Posted January 25, 2007 (edited) This code is actually incomplete if you were going to use it during game play, but since you simply want to know how to spawn the char and have him stand still I guess it will do for an example. I'm guessing you missed that part. However, there ARE a few issues I noticed: 1) For special actors, you don't use 0248, use 023D: special_actor "P" loaded, where "P" is your actor. In this case, 10. 2) To avoid creating duplicates for this example, use 0296: unload_special_actor 10 to unload the model (very much like the release_model command, except this is for special actors) and then delete your created actor with 009B: destroy_actor_instantly. You could add another check to see if the actor is already created, by setting an integer to 0 (off, or not created) or 1 (on, or created). This way you can check if the actor is created before trying to delete it, in case you haven't created it yet. For example: 004F: create_thread ££INIT;; your created thread, to go with the others:INIT0006: 4@ = 0;; this sets our LOCAL INTEGER (aka, our "switch") to zero, so we can check if we've created an actor already. This line of code only gets run once, to ensure that the variable we'll be using (4@) is properly initialized. I've read that you can do this in the create_thread opcode, but I can't find any docs on it at the moment, so we'll do this the "safe" way for now.:MODEL0001: wait 50 ms00D6: if 280E0: NOT player $PLAYER_CHAR driving00E1: key_pressed 0 4; Action key (centers camera)00E1: key pressed 0 6; Aim/Target key004D: jump if false ££MODEL00D6: if 00039: 4@ == 1;; this checks if we have already created an actor, and if not, to jump to :LOAD instead004D: jump if false ££LOAD0296: unload_special_actor 10;; releases the model so we can delete it009B: destroy_actor_instantly 3@;; this deletes the actor if created previously so we can create a new one0006: 4@ = 0;; this sets our LOCAL INTEGER (aka setli, or our "switch") to zero, so we can go ahead and create a new actor without trying to pile them up:LOAD023C: load_special_actor 10 "IGKEN"038B: load_requested_models:PLACE0001: wait 0 ms00D6: if 0023D: special_actor 10 loaded004D: jump_if_false ££PLACE009A: 3@ = create actor 4 #SPECIAL10 at 108.696 -811.667 9.4820192: set actor 3@ objective to stand still 0006: 4@ = 1;; this is setli, like above, except we're setting our switch to 1, so the code knows that the actor is created.:PAUSE0001: wait 20 ms00D6: if 2180E1: NOT key_pressed 0 480E1: NOT key pressed 0 6004D: jump if false ££PAUSE0002: jump ££MODEL This example of a "switch" to check for certain conditions can be used just about anywhere, and is very handy to have once understood. Your other questions in your previous post: 1) KN covered if's above. 2) 02E8: $CUT_SCENE_TIME = cutscenetime This opcode "gets" the current time of the running cutscene (in milliseconds) and stores it into a variable, usually $CUT_SCENE_TIME. This is used to check the timing of the cutscene against the audio playing (dialog) to ensure synch of the text. You'll see code like this scattered throughout the cutscene sections of code: :Label09254200D6: if 0001A: 7265 > $CUT_SCENE_TIME;; integer values004D: jump_if_false £Label0925650001: wait 0 ms02E8: $CUT_SCENE_TIME = cutscenetime0002: jump £Label092542 This basically checks the current time index of the cutscene that is running against a predetermined number (in this case 7265). If it's greater than that number, it gets the new "current" time index and stores that. Then it moves on in the code, to display new text or keep displaying the current text. 3) Gosubs are kind of tricky, but basically if you have a section of code that will be copied into multiple locations (like a certain integer check, or a player_driving check), you can use gosub and return to jump to a section of code (gosub) and then jump back to that spot when it's done (return). For example, you might have this: :LABELif thisblah blah blahdo thisCODE1CODE2CODE3CODE4jf LABEL2:LABEL2if thisblah blah blahdo thisCODE1CODE2CODE3CODE4jf LABEL3:LABEL3if thisblah blah blahdo thisCODE1CODE2CODE3CODE4jf LABEL Etc, ad nasuem. As you can see, something like this can get tedious. Instead, you can do this: :LABELif thisblah blah blahdo thisgosub Subroutinejf LABEL2:LABELif thisblah blah blahdo thisgosub Subroutinejf LABEL2:LABEL2if thisblah blah blahdo thisgosub Subroutinejf LABEL3:LABEL3if thisblah blah blahdo thisgosub Subroutinejf LABEL:SubroutineCODE1CODE2CODE3CODE4return So you save some space and some time coding. As I mentioned though, traveling through a maze of gosubs can be tricky, so if you're not sure about them, using regular jumps and jump if false opcodes work just fine. You'll just have some repeated code is all. 4) 0038: $D == 2 \\ integer value" as mentioned in my first example checks to see if a global variable is a certain integer. There are four basic types: local float (lf), local integer (li), global float (gf) and global integer (gi). Checking the VC opcode database will show that there are a LOT of these opcodes, used for defining or checking these four types. So, 0038 checks if the GLOBAL VARIABLE ($D) is equal to a defined INTEGER (2). If you couldn't tell, the comparason check opcodes are used with the if command. I believe that the latest versions of MB and SB sort this out for you, so simply typing $D == 2 inside an if check will produce the above opcode. 5) "004D: jump_if_false/jump "LABEL HERE" means for the code to jump to a label if a condition is not met. In the first example above, if the three conditions (player is driving and two buttons are pressed) are NOT met, then the code JUMPS back to :MODEL. If it IS true, the code continues on. Whew, that was a friggin' novel! Edited January 25, 2007 by ceedj Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4027979 Share on other sites More sharing options...
astr1 Posted January 25, 2007 Author Share Posted January 25, 2007 This code is actually incomplete if you were going to use it during game play, but since you simply want to know how to spawn the char and have him stand still I guess it will do for an example. I'm guessing you missed that part. Oh yeah, I did. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4027989 Share on other sites More sharing options...
ceedj Posted January 25, 2007 Share Posted January 25, 2007 There is a MASSIVE edit to my above post you should look at. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4028036 Share on other sites More sharing options...
Knowledge Novice Posted January 25, 2007 Share Posted January 25, 2007 Oops. I forgot about the special_actor opcodes. @astr1 As I mentioned, someone not only had a more detailed example than I but also found my flaws. But no one's perfect. @ceedj I may be wrong, but I think that your 'if_false_jump' at the end of :MODEL is out of place. A simple mistake, but I got your back. Later guys. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4028101 Share on other sites More sharing options...
ceedj Posted January 25, 2007 Share Posted January 25, 2007 @KN: Good call. Must've missed that when copy/pasting your code. Whoops. Fixed. Thanks. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4028249 Share on other sites More sharing options...
astr1 Posted January 26, 2007 Author Share Posted January 26, 2007 There is a MASSIVE edit to my above post you should look at. That was a really big help. You guys are so nice hlping me out! Sorry again for been a bit harsh Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4029083 Share on other sites More sharing options...
astr1 Posted January 30, 2007 Author Share Posted January 30, 2007 (edited) Hey I'v been mixing around with coding taking KN and ceed's advice for hours and hours and after all of that the code fails to work, I definley don't want it to go to waste, so i'f you could have a quick skip through it and tell me the problems and i'l attempt to fix it. Please note that the "UNKNOWN" bits is where I havn't decided where tp put it yet. (I did decide it but the pc crashed.) So just ignore them. Here's the dreadfull long code . :STARTMISSION103A4: name_thread "INTRO"0004: $ONMISSION = 1;; integer values0001: wait 0 ms0004: $BUSTED_HELP_NUMBER_DISPLAYED = 0;; integer values00C0: set_current_time 0 001B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)01C0: $47D = player $PLAYER_CHAR wanted_level004D: jump_if_false £STARTMISSION10110: clear_player $PLAYER_CHAR wanted_level0247: request_model #CHEETAH004D: jump_if_false £STARTMISSION10001: wait 0 ms0002: jump £MODELS:MODELS0247: request_model #CHEETAH004D: jump_if_false £MODELS023D: load_special_actor 10 "IGKEN"023D: load_special_actor 8 "CSPLAY"038B: load_requested_models004D: jump_if_false £MODELS0001: wait 0 ms0002: jump £CHECK:CHECK00D6: if 08248: NOT model #CHEETAH available004D: jump_if_false £CHECK823D: NOT special_actor 10 loaded823D: NOT special_actor 8 loaded004D: jump_if_false £CHECK0001: wait 0 ms0002: jump £LOADING:LOADING0395: clear_area 0 at 127.832, -694.587, 10.491 range 9.7 1.004E4: unknown_refresh_game_renderer_at 127.832, -694.587, 10.49103CB: set_camera 128.488, -706.600, 9.895 0.003DE: set_pedestrians_density_multiplier_to 3.001EB: set_car_density_to 1.5004D: jump_if_false £LOADING0055: put_player $2 at 126.368, -694.357, 10.71100A5: 0@ = create_car #CHEETAH at 127.832, -694.587, 10.491 10.002AC: set_car 0@ immunities 1 1 1 1 10175: set_car 0@ z_angle_to 330.0004D: jump_if_false £LOADING01D4: actor $2 go to car 0@ and_enter_it_as_a_passenger0129: 2@ = create_actor 4 #SPECIAL10 in_car 0@ driverseat01ED: reset_actor 2@ flags02AB: set_actor 2@ immunities 1 1 1 1 10229: set_car 0@ color_to 84 840249: release_model #CHEETAH004D: jump_if_false £LOADING0001: wait 0 ms0002: jump £LOADING1:LOADING100D6: if 080DF: NOT actor $3 driving004D: jump_if_false £LOADING10001: wait 0 ms00D6: if 0004D: jump_if_false £LOADING10001: wait 0 ms0002: jump LOADING2 :LOADING2016A: fade 1 (back) 1000 ms0395: clear_area 1 at 127.832, -694.587, 10.491 range 11.423 1.0015F: set_camera_position 131.050, -679.008, 11.790 0.0 0.0 0.00160: point_camera 6.000D6: if 0004D: jump_if_false £LOADING20006: 4@ = 1 \\ integer values0002: jump TALK:TALK00D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK00BC: text_highpriority "KENSAY1" 7000 ms 1 \\ Uhhh.....Man...Alien..? You....Alright....?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK2:TALK200D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK203D5: remove_text "KENSAY1" \\ Uhhh.....Man...Alien..? You....Alright....?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK3:TALK300D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK300BC: text_highpriority "UFOSAY1" 9000 ms 1 \\ .....What,Where am I?!?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK4:TALK400D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK403D5: remove_text "UFOSAY1" \\ .....What,Where am I?!?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK5:TALK500D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK500BC: text_highpriority "KENSAY2" 10000 ms 1 \\ You speak english?!?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK6:TALK600D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK603D5: remove_text "KENSAY2" \\ You speak english?!?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £SEATSWAP:SEATSWAP0169: set fade colour 0 0 0004D: jump_if_false £SEATSWAP016A: fade 0 (in) wait 100 ms012A: put player #CSPLAY at unknown and remove from car0129: actor #CSPLAY go to and drive car 0@01D4: actor #SPECIAL10 go to car 0@ and enter as passanger015F: set_camera_position at 142.441, -686.248, 10.5680160: point_camera 0.000D6: if 0016A: fade 1 (out)wait 100 ms 004D: jump £TALK7:TALK700D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK800BC: text_highpriority "UFOSAY2" 10000 ms 1 \\ What the hell is english?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK8:TALK800D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK903D5: remove_text "UFOSAY2" \\ What the hell is english?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK9:TALK900D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK900BC: text_highpriority "KENSAY3" 15000 ms 1 \\ I found you laying on the road, I have been trying to wake you up for about three hours. Do all aliens get stuck in a big sleep like that? 0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK10:TALK1000D6: if 00039: 3@ == 0 \\ integer values 004D: jump_if_false £TALK1003D5: remove_text "KENSAY3" \\ I found you laying on the road, I have been trying to wake you up for about three hours. Do all aliens get stuck in a big sleep like that?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK11:TALK1100D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK1100BC: text_highpriority "UFOSAY3" 10000 ms 1 \\No....I'm just a heavy sleeper0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK12:TALK1200D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK1203D5: remove_text "UFOSAY3" \\ No....I'm just a heavy sleeper0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK13:TALK1300D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK1300BC: text_highpriority "KENSAY4" 10000 ms 1 \\ How did you get here?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK14:TALK1400D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK1403D5: remove_text "KENSAY4" \\ How did you get here?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK15:TALK1500D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK1500BC: text_highpriority "UFOSAY4" 22000 ms 1 \\ I was sleeping whilst my robot was flying my UFO. He forgot to fill up the fuel, so it hit the ground instantley. I continued sleeping till you woke me up0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK16:TALK1600D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK1603D5: remove_text "UFOSAY4" \\ I was sleeping whilst my robot was flying my UFO. He forgot to fill up the fuel, so it hit the ground instantley. I continued sleeping till you woke me up 0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK17:TALK1700D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK1700BC: text_highpriority "KENSAY5" 10000 ms 1 \\ Wait...If you where sleeping how did you know this all happend?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK18:TALK1800D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK1803D5: remove_text "UFOSAY5" \\ Wait...If you where sleeping how did you know this all happend?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK19:TALK1900D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK1900BC: text_highpriority "UFOSAY5" 10000 ms 1 \\ I'm a alien, we have powers unlike you 0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK20:TALK2000D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK2003D5: remove_text "UFOSAY5" \\ I'm a alien, we have powers unlike you 0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK21:TALK2100D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK2100BC: text_highpriority "KENSAY6" 15000 ms 1 \\ I'f you crashed your ship there's no doubt civilians,scientests and cops will be all over it. You know how to drive?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK22:TALK2200D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK2203D5: remove_text "KENSAY6" \\ I'f you crashed your ship there's no doubt civilians,scientests and cops will be all over it. You know how to drive?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK23:TALK2300D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK2300BC: text_highpriority "UFOSAY6" 10000 ms 1 \\ A hovercar?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK24:TALK2400D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK2403D5: remove_text "UFOSAY6" \\ A hovercar?0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK25:TALK2500D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK2500BC: text_highpriority "KENSAY7" 11000 ms 1 \\ Just drive us to the crash and be quick about out it!0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £TALK26:TALK2600D6: if 00039: 3@ == 0 \\ integer values004D: jump_if_false £TALK2603D5: remove_text "KENSAY7" \\ Just drive us to the crash and be quick about out it!0006: 16@ = 0 \\ integer values0006: 17@ = 0 \\ integer values0006: 3@ = 1 \\ integer values004D: jump £ENDING:ENDING0055: put_player $2 at 223.1 -1276.7 11.00171: set_player $2 z_angle_to 258.002EB: restore_camera_with_jumpcut0373: set_camera_directly_behind_player011C: actor $3 clear_objective0004: $139 = 0 \\ integer values0004: $DE = 1 \\ integer values00D8: mission_cleanup004E: end_thread0051: return Edited January 30, 2007 by astr1 Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4034395 Share on other sites More sharing options...
ceedj Posted January 30, 2007 Share Posted January 30, 2007 (edited) Why are these two lines in the top of your code? 0247: request_model #CHEETAH004D: jump_if_false £STARTMISSION1 You already request the model later on, and there's no IF check for there to be a FALSE so it can jump. Furthermore, why this, 01C0: $47D = player $PLAYER_CHAR wanted_level if you never use the info (the current wanted level) for a check anywhere? Also, never, EVER use a R* created variable like $47D. Use a custom variable. CHECK would work better like this: CHECK:00D6: if 28248: NOT model #CHEETAH available823D: NOT special_actor 10 loaded823D: NOT special_actor 8 loaded004D: jump_if_false £CHECK0001: wait 0 ms0002: jump £LOADING Using if 2 changes it to AND, so all three conditions have to be met before the code continues on. (if 0 = 1 condition, if 1 = two conditions, if 2 = 3 conditions, etc) In SEATSWAP, 0129 not only has the wrong variable type (in MB, "#" is a substitue for using numbered entires in the ide files. For example #HFYST will reference actor 9 in the Vice City default.ide. This was done so you don't need to use the numbers in the code, similar to the c-like command "define"), but the text after is from another opcode. Although the text itself is "discarded" by the compiler, the number and types of parameters are for the wrong opcode = CRASH. In your "talk" section, you define locals 16 and 17 as timers, but never check them. You also define 4@ but never check it either. You also never define 3@ before checking to see if it equals 0. But beyond that, you set it to 1 after every text display, so why check to see if it's 0 if it never gets changed from 1? At ENDING: you do this: 0004: $139 = 0 \\ integer values0004: $DE = 1 \\ integer values Why? Where are they used in the code? And again, don't use R* created variables; use custom ones instead. As mentioned before, you're trying to do too much at once without understanding it all. Start simple, like creating the actors and the car first. Once that is working, then start to add maybe one or two text sections, just to make sure it's working properly. THEN go ahead and expand the text section to include the rest of your dialog. EDIT: In Mission Builder, two semi-colon characters ( ;; ) are used for comments, not //. I think Sanny Builder DOES use // though. Edited January 30, 2007 by ceedj Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4034416 Share on other sites More sharing options...
astr1 Posted January 30, 2007 Author Share Posted January 30, 2007 Why are these two lines in the top of your code? 0247: request_model #CHEETAH004D: jump_if_false £STARTMISSION1 You already request the model later on, and there's no IF check for there to be a FALSE so it can jump. Furthermore, why this, 01C0: $47D = player $PLAYER_CHAR wanted_level if you never use the info (the current wanted level) for a check anywhere? Also, never, EVER use a R* created variable like $47D. Use a custom variable. CHECK would work better like this: CHECK:00D6: if 28248: NOT model #CHEETAH available823D: NOT special_actor 10 loaded823D: NOT special_actor 8 loaded004D: jump_if_false £CHECK0001: wait 0 ms0002: jump £LOADING Using if 2 changes it to AND, so all three conditions have to be met before the code continues on. (if 0 = 1 condition, if 1 = two conditions, if 2 = 3 conditions, etc) In SEATSWAP, 0129 not only has the wrong variable type (in MB, "#" is a substitue for using numbered entires in the ide files. For example #HFYST will reference actor 9 in the Vice City default.ide. This was done so you don't need to use the numbers in the code, similar to the c-like command "define"), but the text after is from another opcode. Although the text itself is "discarded" by the compiler, the number and types of parameters are for the wrong opcode = CRASH. In your "talk" section, you define locals 16 and 17 as timers, but never check them. You also define 4@ but never check it either. You also never define 3@ before checking to see if it equals 0. But beyond that, you set it to 1 after every text display, so why check to see if it's 0 if it never gets changed from 1? At ENDING: you do this: 0004: $139 = 0 \\ integer values0004: $DE = 1 \\ integer values Why? Where are they used in the code? And again, don't use R* created variables; use custom ones instead. As mentioned before, you're trying to do too much at once without understanding it all. Start simple, like creating the actors and the car first. Once that is working, then start to add maybe one or two text sections, just to make sure it's working properly. THEN go ahead and expand the text section to include the rest of your dialog. Is this all of the problems? because i think i fixed them and I hav't had a chance to try it yet. As mentioned before, you're trying to do too much at once without understanding it all. Start simple, like creating the actors and the car first. Once that is working, then start to add maybe one or two text sections, just to make sure it's working properly. THEN go ahead and expand the text section to include the rest of your dialog Well il just try to fix the code once more, if all else fails il try this. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4034774 Share on other sites More sharing options...
Knowledge Novice Posted January 31, 2007 Share Posted January 31, 2007 As mentioned before, you're trying to do too much at once without understanding it all. Start simple, like creating the actors and the car first. Once that is working, then start to add maybe one or two text sections, just to make sure it's working properly. THEN go ahead and expand the text section to include the rest of your dialog Well il just try to fix the code once more, if all else fails il try this. @astr1 Hey man, keep in mind that this is just friendly advice. If you don't start smaller you are going to have more problems than you know what to do with. If you don't learn what each code does and how they interact before putting them together then you will just keep ending up with a long, dreadfully confusing mess. We're happy to help when you need, and even though I can't speak for anyone but myself, I get the feeling that people are going to be more reluctant to help you in the future if you don't slow down and learn the basics. I'll do what I can for you and so far Ceedj has been more helpful than you must realize. If your not willing to learn how to do things the right way, then all the advice in the world isn't going to help you one bit. I'll still check on this topic from time to time, but at this point I just don't think that I can do you much good unless you start trying to get the basics figured out. Remember that I'm not being mean, but I feel that you're just getting too far ahead of yourself. Heed the advice that you're given and all will go much more smoothly. Later dude. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4035058 Share on other sites More sharing options...
astr1 Posted February 1, 2007 Author Share Posted February 1, 2007 Hey man, keep in mind that this is just friendly advice Yes, I know its friendly advice, Did I act like it wasn't? I just thought I would try once more and then go your way, I just think it is a large waste to just throw the code away. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4036240 Share on other sites More sharing options...
Freakingfreak Posted February 1, 2007 Share Posted February 1, 2007 I just think it is a large waste to just throw the code away. you do not have to throw your code away ,and no one suggested it, what u need to do is to break it down ,for example,spawn the actors and the car infront of you = break 1 when you see this works move on to the next section,and so on,that way you check your code on the fly and have much more chances to be able to debug problems,you will know what labels are newly added, and if the code worked to certain point and now its not, its pretty obvious where's the problem at. Link to comment https://gtaforums.com/topic/265772-trying-to-make-a-mission/#findComment-4036483 Share on other sites More sharing options...
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