BEGINit Posted March 19, 2007 Share Posted March 19, 2007 Hi I wanned to start this topic to get some help. So, I have a question. There is a guy in a mission who enters a car. You have to drive it somewhere. I do not tie actor to a player, becouse I want actor to stay in car. The thing is when I re-enter car ( leave - nothing, but when enter again) the guy leaves it. As he is not tied to player he does not enter the car anymore. Maybe I could get some advices and explanation, please? Thank you. Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/ Share on other sites More sharing options...
PLPynton Posted March 19, 2007 Share Posted March 19, 2007 it is about that actor and keeping him inside vehicle right? try opcodes that are locking or trapping actor in vehicle. Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4103642 Share on other sites More sharing options...
BEGINit Posted March 20, 2007 Author Share Posted March 20, 2007 Thats right. But maybe you know the opcode I need, couse I cant find it. There is one which keeps trapped PLAYER, but not ACTOR. I cnat find anything like locking. So, please, help me. Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4104444 Share on other sites More sharing options...
PLPynton Posted March 20, 2007 Share Posted March 20, 2007 i do not have VC to check it but try 039E Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4104462 Share on other sites More sharing options...
BEGINit Posted March 20, 2007 Author Share Posted March 20, 2007 Sorry, but its not working. It says 039E: (unknown) $6DE 1 Actor still leaves the car after re-entering it. Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4104592 Share on other sites More sharing options...
PLPynton Posted March 20, 2007 Share Posted March 20, 2007 compiler says that? btw. is that not the code? normally an actor ordered to board vehicle passenger seat should stay in this seat until disembark or get out conditions appear. is there any chance to link this code somehow so we can see it? Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4105154 Share on other sites More sharing options...
BEGINit Posted March 21, 2007 Author Share Posted March 21, 2007 Piece of the code: 02A3: toggle_widescreen 1 (on) 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) 015F: set_camera_position -1197.415 -414.84 11.965 0.0 0.0 0.0 00A5: $6DD = create_car #CUBAN at -1193.019 -415.049 9.223 0175: set_car $6DD z_angle_to 90.0 0055: put_player $PLAYER_CHAR at -1191.6 -421.746 9.953 0157: camera_on_player $PLAYER_CHAR 15 2 009A: $6DE = create_actor 4 #CBA at -1192.6 -421.746 9.953 020F: actor $6DE look_at_player $PLAYER_CHAR 020E: actor $PLAYER_ACTOR look_at_actor $6DE 0001: wait 1000 ms 0372: set_actor $6DE anim 31 wait_state_time 3000 ms 00BC: text_highpriority "COK4_21" 5000 ms 1 \\ 0001: wait 5000 ms 0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 3000 ms 00BC: text_highpriority "COK4_22" 4000 ms 1 \\ 0001: wait 4000 ms 0372: set_actor $6DE anim 31 wait_state_time 3000 ms 00BC: text_highpriority "COK4_23" 5000 ms 1 \\ 0001: wait 5000 ms 00BC: text_highpriority "COK4_29" 5000 ms 1 \\ 0211: actor $PLAYER_ACTOR walk_to -1193.019 -415.049 01D4: actor $6DE go_to_car $6DD and_enter_it_as_a_passenger :Label03CF50 0001: wait 0 ms 00D6: if 0 00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -1193.019 -416.049 9.223 radius 1.0 1.0 5.5 004D: jump_if_false £Label03CF50 015F: set_camera_position -1197.415 -414.84 25.965 0.0 0.0 0.0 0460: set_camera_pointing_time 0.0 5000 0160: point_camera -827.505 -512.363 15.773 1 016A: fade 0 () 7500 ms 01D5: actor $PLAYER_ACTOR go_to_and_drive_car $6DD :Label03CFD0 0001: wait 0 ms 00D6: if 1 00DB: actor $PLAYER_ACTOR in_car $6DD 00DB: actor $6DE in_car $6DD 004D: jump_if_false £Label03CFD0 009B: destroy_actor_instantly $6DE 01C8: $6DE = create_actor 10 #CBA in_car $6DD passenger_seat 0 016A: fade 1 (back) 1500 ms 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 (off) 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) 018A: $6DF = create_checkpoint_at -991.525 -30.822 9.695 03BC: $6E0 = create_sphere -991.525 -30.822 9.695 2.0 00BC: text_highpriority "COK4_6" 5000 ms 1 \\ 03F1: pedtype 8 add_threat 1 The same problem... Why it happens. I even tried not scared flag... Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4106047 Share on other sites More sharing options...
PLPynton Posted March 22, 2007 Share Posted March 22, 2007 well ia am still working on VC copy. tomorrow i will have it. but i can see that in your code we are talking about 2 actors: the one who is entering the vehicle and the one who didn't make it in the time and you spawn him inside. now which one steps out 1 or 2 or 1&2. and why actor2 has a pedtype 10 and actor1 has pedtype 4? Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4108183 Share on other sites More sharing options...
BEGINit Posted March 23, 2007 Author Share Posted March 23, 2007 Ok at first there was only one actor which manages to enter the car, but when i noticed the problem (so the 1st does it) I decided to make another actor in car. But the second one does the same thing. Thats why there are 2 actors. Speaking about the pedtypes, well I dont know what it does and it does not do any bad things so I leave it. There was no readme about pedtypes in MB. Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4109338 Share on other sites More sharing options...
BEGINit Posted March 29, 2007 Author Share Posted March 29, 2007 Hi, I'd like to ask about creating garages. I tried to a new garage type 18 for saving cars. The thing is that it does not save my cars. The garage does not have doors. I'd like to know is this the problem or doors do not have any influence? Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4120531 Share on other sites More sharing options...
BEGINit Posted April 4, 2007 Author Share Posted April 4, 2007 Hi, I wanted to create working electric gates: :Label00A455 0001: wait 0 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££Label00A455 00D6: if 0 0057: player $PLAYER_CHAR 0 ()in_cube -768.799 1250.057 .09 -748.799 1230.057 20.09 004D: jump_if_false ££Label00A455 018D: $C = create_sound 2 at -768.799 1250.057 .09 :Label00A4AF 00D6: if 0 834E: NOT unknown_move_object $2B to -745.799 1239.657 10.29 unknown_angle .1 .1 0.0 0 004D: jump_if_false ££Label00A4EA 0001: wait 0 ms 0002: jump ££Label00A4AF :Label00A4EA 018E: stop_sound $C :Label00A4EF 0001: wait 0 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££Label00A4EF 00D6: if 0 8057: NOT player $PLAYER_CHAR 0 ()in_cube -768.799 1250.057 .09 -748.799 1230.057 20.09 004D: jump_if_false ££Label00A4EF 018D: $C = create_sound 2 at -768.799 1250.057 .09 :Label00A549 00D6: if 0 834E: NOT unknown_move_object $2B to -751.583 1239.66 10.239 unknown_angle .1 .1 0.0 0 004D: jump_if_false ££Label00A584 0001: wait 0 ms 0002: jump ££Label00A549 :Label00A584 018E: stop_sound $C 0002: jump ££Label00A455 The gates are created at -751.583 1239.66 10.239 The thing is that the gates open buut do not close and I dont know why. Maybe someone could explain? Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4144763 Share on other sites More sharing options...
grovespaz Posted April 5, 2007 Share Posted April 5, 2007 About the actors leaving car thing. Try setting pedtype to 19. Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4149651 Share on other sites More sharing options...
BEGINit Posted April 7, 2007 Author Share Posted April 7, 2007 Still doesnt work ok I'm going to check every flang...I wonder how many flags there are.... Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4155975 Share on other sites More sharing options...
grovespaz Posted April 7, 2007 Share Posted April 7, 2007 Still doesnt work ok I'm going to check every flang...I wonder how many flags there are.... Check the VC opcode database about the pedtypes. Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4156195 Share on other sites More sharing options...
BEGINit Posted April 9, 2007 Author Share Posted April 9, 2007 Heey! I found it out. I have to use opcode 0526 and the actor doesnt leave the car anymore. (yes, I tried pedtypes and it didnt work, but hey I know what I had to do). By the way, I am using BW vice builder v1.1, so 0526 is written unknown_actor $abc 1 Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4161322 Share on other sites More sharing options...
SteaVor Posted April 9, 2007 Share Posted April 9, 2007 Wow, that's great, you identified an unknown opcode, so you can name it! I've already replaced it in my INI, thanks. (might need more testing...) Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4161329 Share on other sites More sharing options...
BEGINit Posted April 17, 2007 Author Share Posted April 17, 2007 Hey, I have a strange problem. In my mission you have to go to the point (Little havana), but for some reason the sphere, checkpoint appear there (and the mission starts working) if I am in other zone(not little havana). But there are no conditionals related with zonesor smth like that. I have no idea whats wrong... Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4188772 Share on other sites More sharing options...
ceedj Posted April 17, 2007 Share Posted April 17, 2007 (edited) Heey! I found it out. I have to use opcode 0526 and the actor doesnt leave the car anymore. (yes, I tried pedtypes and it didnt work, but hey I know what I had to do). By the way, I am using BW vice builder v1.1, so 0526 is written unknown_actor $abc 1 Great job! Tell me though, as I've been trying to work around this for over a year, where do you put that code? After the actor is in the car? This is about the only alternative I haven't tried yet. And does it override 03E2 (make actor leave any vehicle) Thanks! Edited April 17, 2007 by ceedj Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4188871 Share on other sites More sharing options...
BEGINit Posted April 18, 2007 Author Share Posted April 18, 2007 I've tested it a bit and here's what I've learned: 1. There is no difference when 0526 is used. U can use it when U create the actor (even not in a car). When he enters it he won't leave it. 2. If U use 03E2 and 0526 is used the actor WILL LEAVE the car. But I forgot to test it when actor is tied to player... And still it would be great if someone advised me with that area problem.... Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4190890 Share on other sites More sharing options...
spaceeinstein Posted April 18, 2007 Share Posted April 18, 2007 (edited) If you kept up with the LC mod, the problem you had was the exact problem the LC team had in Marty's missions. I managed to fix it with this: 039E: (unknown) $THE_CROOK_BANK_MANAGER 1 (this is known, ignore the unknown) 0526: unknown_actor $THE_CROOK_BANK_MANAGER 1 You can check the source code at LabelLC02B065 to see how it worked. I copied it off LabelLC02F3F9. You can also see that to see how it worked. Edited April 18, 2007 by spaceeinstein Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4191480 Share on other sites More sharing options...
BEGINit Posted April 24, 2007 Author Share Posted April 24, 2007 (edited) Hi, I have a problem: 0084: $816 = $C2 \\ integer values and handles021B: set_garage $1F to_accept_car $8160360: open_garage $1F:LOOP10001: wait 0 ms00D6: if 0810F: NOT player $PLAYER_CHAR wanted_level > 0004D: jump_if_false £FAILED00D6: if 08119: NOT car $C2 wrecked004D: jump_if_false £FAILED00D6: if 000DC: player $PLAYER_CHAR driving $C2004D: jump_if_false £NOT_DRIVING00D6: if 000B0: car $C2 0 ()in_rectangle 449.137 340.002 465.43 326.187004D: jump_if_false £LOOP1:LOOP20001: wait 0 ms00D6: if 0810F: NOT player $PLAYER_CHAR wanted_level > 0004D: jump_if_false £FAILED00D6: if 08119: NOT car $C2 wrecked004D: jump_if_false £FAILED00D6: if 000B0: car $C2 0 ()in_rectangle 449.137 340.002 465.43 326.187004D: jump_if_false £AGAIN100D6: if 18056: NOT player $PLAYER_CHAR 0 ()in_rectangle 449.137 340.002 465.43 326.187021C: car_inside_garage $1F004D: jump_if_false £LOOP20361: close_garage $1F0002: jump £PASSED:AGAIN10186: $814 = create_marker_above_car $C20164: disable_marker $815:DRIVING0001: wait 0 ms00D6: if 0810F: NOT player $PLAYER_CHAR wanted_level > 0004D: jump_if_false £FAILED00D6: if 08119: NOT car $C2 wrecked004D: jump_if_false £FAILED00D6: if 000DC: player $PLAYER_CHAR driving $C2004D: jump_if_false £DRIVING0164: disable_marker $8140002: jump £LOOP1 I have to bring a car, but when i leave it in the garage the door closes but I do not pass the mission. I dont know why. The garage type is 23 (like in Sir,yes sir) and the rectangle is a garage area. It would be great if someone helped me. Edited April 24, 2007 by BEGINit Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4202812 Share on other sites More sharing options...
PLPynton Posted April 24, 2007 Share Posted April 24, 2007 it closes the garage 0361: close_garage $1F it jumps as well to 0002: jump £PASSED it might be there, or do not you have to wait until garage fully closed? Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4202956 Share on other sites More sharing options...
BEGINit Posted April 25, 2007 Author Share Posted April 25, 2007 Well, I tried this: :LOOP20001: wait 0 ms00D6: if 0810F: NOT player $PLAYER_CHAR wanted_level > 0004D: jump_if_false £FAILED00D6: if 08119: NOT car $C2 wrecked004D: jump_if_false £FAILED00D6: if 000B0: car $C2 0 ()in_rectangle 449.137 340.002 465.43 326.187004D: jump_if_false £AGAIN100D6: if 18056: NOT player $PLAYER_CHAR 0 ()in_rectangle 449.137 340.002 465.43 326.187021C: car_inside_garage $1F004D: jump_if_false £LOOP20361: close_garage $1F:CLOSED0001: wait 0 ms 00D6: if 0 03B1: garage $1F door closed 004D: jump if false £CLOSED0002: jump £PASSED And it still doesnt work... Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4204650 Share on other sites More sharing options...
PLPynton Posted April 25, 2007 Share Posted April 25, 2007 it still jumps to label PASSED when doors closed, could you post this code instead? Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4204766 Share on other sites More sharing options...
BEGINit Posted April 25, 2007 Author Share Posted April 25, 2007 I'm sorry but I just dont understand what you say. Could you explain more? I tried to remove opcode close_garage, remove opcode and closed_door check, use check without opcode and still nothing. Heres the code again: :START018A: $815 = create_checkpoint_at 457.82 336.061 10.8530084: $816 = $C2 \\ integer values and handles021B: set_garage $1F to_accept_car $8160360: open_garage $1F:LOOP10001: wait 0 ms00D6: if 0810F: NOT player $PLAYER_CHAR wanted_level > 0004D: jump_if_false £M_FAILED00D6: if 08119: NOT car $C2 wrecked004D: jump_if_false £M_FAILED00D6: if 000DC: player $PLAYER_CHAR driving $C2004D: jump_if_false £NOT_DRIVING00D6: if 000B0: car $C2 0 ()in_rectangle 449.137 340.002 465.43 326.187004D: jump_if_false £LOOP10164: disable_marker $815:LOOP20001: wait 0 ms00D6: if 0810F: NOT player $PLAYER_CHAR wanted_level > 0004D: jump_if_false £M_FAILED00D6: if 08119: NOT car $C2 wrecked004D: jump_if_false £M_FAILED00D6: if 000B0: car $C2 0 ()in_rectangle 449.137 340.002 465.43 326.187004D: jump_if_false £NOT_DRIVING00D6: if 18056: NOT player $PLAYER_CHAR 0 ()in_rectangle 449.137 340.002 465.43 326.187021C: car_inside_garage $1F004D: jump_if_false £LOOP20361: close_garage $1F:CLOSED0001: wait 0 ms 00D6: if 0 03B1: garage $1F door closed 004D: jump if false £CLOSED0002: jump £M_PASSED:NOT_DRIVING0186: $814 = create_marker_above_car $C20164: disable_marker $815:DRIVING0001: wait 0 ms00D6: if 0810F: NOT player $PLAYER_CHAR wanted_level > 0004D: jump_if_false £M_FAILED00D6: if 08119: NOT car $C2 wrecked004D: jump_if_false £M_FAILED00D6: if 000DC: player $PLAYER_CHAR driving $C2004D: jump_if_false £DRIVING0164: disable_marker $814018A: $815 = create_checkpoint_at 457.82 336.061 10.8530002: jump £LOOP1:M_PASSED01E3: text_1number_styled "M_PASS" 800 5000 ms 1 \\ MISSION PASSED! $~1~0109: player $PLAYER_CHAR money += 8000110: clear_player $PLAYER_CHAR wanted_level0394: play_music 10051: return:M_FAILED00BA: text_styled "M_FAIL" 5000 ms 1 \\ MISSION FAILED!0051: return Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4204838 Share on other sites More sharing options...
PLPynton Posted April 25, 2007 Share Posted April 25, 2007 (edited) i misunderstood too. i was thinking it passes because you wrote that garage closed but it seems to be it closed automatically not by the opcode. now it should pass the mission if you semicolon the lines: 00D6: if 18056: NOT player $PLAYER_CHAR 0 ()in_rectangle 449.137 340.002 465.43 326.187021C: car_inside_garage $1F004D: jump_if_false £LOOP2 in other case semicolon previous car in rectangle checks. i strongly believe that one of checks does not work as expected (like onfoot/driving/stopped stuff). you could put some tracer inside code like onscreen display of a global variable that gets different values in different places of the code- you will be able to monitor what is happening. Edited April 25, 2007 by PLPynton Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4205110 Share on other sites More sharing options...
BEGINit Posted May 9, 2007 Author Share Posted May 9, 2007 Mmmm... the mission works (ends) if I do not use opcode car inside the garage.... Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4228152 Share on other sites More sharing options...
BEGINit Posted June 27, 2007 Author Share Posted June 27, 2007 Hello, guys.. Its been a while since I wrote here but here I have a problem. Im creating a mission where a lot of mafiosos attack prawn island's mansions... ok during the begining there is this: car1: 00A5: $s1 = create_car #SENTINEL at 278.407 955.719 22.9820175: set_car $s1 z_angle_to 90.00129: $m1 = create_actor 4 #PGA in_car $s1 driverseat01B2: give_actor $m1 weapon 25 ammo 9999 \\ Load the weapon model before using this01C8: $m2 = create_actor 10 #PGB in_car $s1 passenger_seat 001B2: give_actor $m2 weapon 25 ammo 9999 \\ Load the weapon model before using this01C8: $m3 = create_actor 10 #PGA in_car $s1 passenger_seat 101B2: give_actor $m3 weapon 25 ammo 9999 \\ Load the weapon model before using this01C8: $m4 = create_actor 10 #PGB in_car $s31passenger_seat 201B2: give_actor $m4 weapon 25 ammo 9999 \\ Load the weapon model before using this00AD: set_car $s1 max_speed_to 40.004BA: set_car $s1 speed_instantly 30.000AE: unknown_set_car $s1 to_ignore_traffic_lights 202C2: car $s1 drive_to_point 15.621 1032.973 9.868 car2: 00A5: $s2 = create_car #SENTINEL at -176.176 1076.99 14.4310175: set_car $s2 z_angle_to 270.00129: $m5 = create_actor 4 #PGA in_car $s2 driverseat01B2: give_actor $m5 weapon 25 ammo 9999 \\ Load the weapon model before using this01C8: $m6 = create_actor 10 #PGB in_car $s2 passenger_seat 001B2: give_actor $m6 weapon 25 ammo 9999 \\ Load the weapon model before using this01C8: $m7 = create_actor 10 #PGA in_car $s2 passenger_seat 101B2: give_actor $m7 weapon 25 ammo 9999 \\ Load the weapon model before using this01C8: $m8 = create_actor 10 #PGB in_car $s2 passenger_seat 201B2: give_actor $m8 weapon 25 ammo 9999 \\ Load the weapon model before using this00AD: set_car $s2 max_speed_to 40.004BA: set_car $s2 speed_instantly 30.000AE: unknown_set_car $s2 to_ignore_traffic_lights 202C2: car $s2 drive_to_point -6.241 1045.109 9.871 and there are: 0050: gosub £killplayer0050: gosub £car1here0050: gosub £car2here and of course: :killplayer00D6: if 00038: $8DD == 1 \\ integer values004D: jump_if_false £Label04D3D800D6: if 00118: actor $8C8 dead004D: jump_if_false £Label04D3A801CC: actor $8m5 kill_player $PLAYER_CHAR:Label04D3A800D6: if 00118: actor $8C9 dead004D: jump_if_false £Label04D3C001CC: actor $m6 kill_player $PLAYER_CHAR:Label04D3C000D6: if 00118: actor $8CA dead004D: jump_if_false £Label04D3D801CC: actor $m7 kill_player $PLAYER_CHAR:Label04D3D80051: return :car1here00D6: if 08038: NOT $8D8 == 1 \\ integer values004D: jump_if_false £Label04D55000D6: if 08119: NOT car $s1 wrecked004D: jump_if_false £Label04D55000D6: if 001AF: car $s1 0 ()near_point 15.621 1032.973 9.868 radius 1.5 1.5 3.0004D: jump_if_false £Label04D55001CA: actor $m1 kill_player $PLAYER_CHAR01CA: actor $m2 kill_player $PLAYER_CHAR01CA: actor $m3 kill_player $PLAYER_CHAR01CA: actor $m4 kill_player $PLAYER_CHAR0187: $8D9 = create_marker_above_actor $m10187: $8DA = create_marker_above_actor $m20187: $8DB = create_marker_above_actor $m30187: $8DC = create_marker_above_actor $m40004: $8D8 = 1 \\ integer values:Label04D5500051: return :car2here00D6: if 08038: NOT $8DD == 1 \\ integer values004D: jump_if_false £Label04D5EB00D6: if 08119: NOT car $s2 wrecked004D: jump_if_false £Label04D5EB00D6: if 001AF: car $s2 0 ()near_point -6.241 1045.109 9.871 radius 1.5 1.5 3.0004D: jump_if_false £Label04D5EB01C9: actor $m5 kill_actor $8C8 (these are other gangs members)01C9: actor $m6 kill_actor $8C901C9: actor $m7 kill_actor $8CA01CA: actor $m8 kill_player $PLAYER_CHAR0187: $8DE = create_marker_above_actor $m50187: $8DF = create_marker_above_actor $m60187: $8E0 = create_marker_above_actor $m70187: $8E1 = create_marker_above_actor $m80004: $8DD = 1 \\ integer values:Label04D5EB0051: return ok, so problems are with this code and I dont really know what to do. Here's the problem with the first car. Sometimes (not always) it stops not reached the point. the mafiosos dont do anything, no markers etc. The car just stops... In this case if the player destroys the car while the mafiosos inside the game crashes... now the problem with another car... well it reaches the place everytime, markers appear but when they kill the other mafiosos they should kill me, but they dont. Instead, they return to the car and wait(like another ones do). But this time they try to kill me if i get closer (another ones dont). Again the game crashes if i try to destroy the car while they are inside. So, please, could someone help me and explain whats wrong? Thank you very much. Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4326892 Share on other sites More sharing options...
BEGINit Posted June 29, 2007 Author Share Posted June 29, 2007 It would be great if someone helped me...PLEASEEEEEE.... Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4335731 Share on other sites More sharing options...
PLPynton Posted June 29, 2007 Share Posted June 29, 2007 $8m5 aint an actor but mistake when typing right? try as well to increase "radius 1.5 1.5 3.0" because it can be too small sometimes or use distance check. Link to comment https://gtaforums.com/topic/269993-vc-coding-problems/#findComment-4335877 Share on other sites More sharing options...
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