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A problem with SA coding


michael196

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michael196

hey there, I am coding a mission for a friend, the thing is that at some point it doesnt work anymore.

the point where it hangs is when I kill the actor and the command that after this IF start.

I have marked a ; before the lines that dont work.

also, the game crashes after a few secs If I am not adding these 2 lines:

 

01EB: set car density to  0.0 03DE: set pedestrians density multiplier to  0.0

 

looks like its getting out of memory really fast...

so heres my code (scroll down because this is where the main problem is, but you might also look at the cellphone thingy...

 

EDIT:

also BW's SA bilder (v0.33) dosent recognize police cars... or it is only me?

 

 

DEFINE VERSION SA 0.33; Stripped Mission Script; for GTA San Andreas; use SA Mission Builder 0.33+ to compile; © 2005 by Steve M.; www.steve-m.com | www.gtaforums.com0002: jump ££Second_SegmentDEFINE MEMORY  50000; Don't forget to increase this if you add variables.:Second_Segment0002: jump ££Third_SegmentDEFINE OBJECTS  1DEFINE OBJECT STEVE-M.COM; This is an unused object. You can put anything here.:Third_Segment0002: jump ££Fourth_SegmentDEFINE MISSIONS  0:Fourth_Segment0002: jump ££Fifth_SegmentDEFINE EXTERNAL_SCRIPTS  0:Fifth_Segment0002: jump ££Sixth_SegmentDEFINE UNKNOWN_FIFTH_SEGMENTDEFINE UNKNOWN1  0:Sixth_Segment0002: jump ££MAIN_1DEFINE UNKNOWN_SIXTH_SEGMENTDEFINE UNKNOWN3  0;-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade  0 ()  0 ms042C: set_total_missions_to  0030D: set_total_mission_points_to  001F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  10  004E4: unknown_refresh_game_renderer_at  2627.415 -1493.06803CB: set_camera  2627.415 -1493.068 16.346062A: change_stat  165 (energy) to  999.0; float062A: change_stat  23 (muscle) to  999.0; float062A: change_stat  21 (fat) to  0.0; float062A: change_stat  163 (health) to  999.0; float062A: change_stat  160 (driving skill) to  999.0; float062A: change_stat  229 (bike skill) to  999.0; float062A: change_stat  223 (flying skill) to  999.0; float062A: change_stat  230 (cicle skill) to  999.0; float0629: change_stat  181 (islands unlocked) to  4; integer see statdisp.dat0629: change_stat  68 () to  0; integer see statdisp.dat0053: $PLAYER_CHAR = create_player #NULL at  2627.415 -1493.068 16.34607AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0373: set_camera_directly_behind_player0173: set_actor $PLAYER_ACTOR z_angle_to  262.001B6: set_weather  1087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack"  0087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS"  2087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER"  3087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD"  1070D: $PLAYER_CHAR04BB: select_interior  0;; select render area01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)01B7: release_weather016C: restart_if_wasted at  2627.415 -1493.068 16.346 angle  0.0 unknown  0:MAIN_1201EB: set car density to  0.0 03DE: set pedestrians density multiplier to  0.00247: request_model #PCJ6000247: request_model #SABRE;0247: request_model #CELLPHONE 016A: fade  1 ()  1000 ms:MAIN_20001: wait  0 ms00D6: if 00248:   model #PCJ600 available 0248:   model #SABRE available ;0248:   model #CELLPHONE available004D: jump_if_false ££MAIN_200A5: $bike = create_car #PCJ600 at 2621.886 -1477.659 16.37500A5: $car = create_car #SABRE at 2622.83 -1487.001 16.232;:MAINT;0001: wait  9500 ms;0002: jump ££MAINT:MAIN_3          0001: wait 1000 ms;0729: unknown_action_sequence $PLAYER_ACTOR 1;play mobile phone animation  ;0001: wait  1000 ms 00BA: text styled 'GMTX'  700 ms  2; Beefy Baron 0001: wait  1000 ms00BE: text clear all00BC: text highpriority 'MTIME3'  5000 ms  1; ~s~Come back between 9:00 and 17:00.0001: wait  5100 ms00BC: text highpriority 'GMTX1'  5000 ms  1; ~s~Come back between 9:00 and 17:00.0001: wait  5100 ms00BC: text highpriority 'GMTX2'  5000 ms  1; ~s~Come back between 9:00 and 17:00. 0001: wait  5100 ms00BC: text highpriority 'GMTX3'  3000 ms  1; ~s~Come back between 9:00 and 17:00.;0729: unknown_action_sequence $PLAYER_ACTOR 0;end call mobile phone animation  ;0249: release_model #CELLPHONE   02A7: $1 = create_icon_marker_and_sphere $441 at 2548.285 -2049.585 3.970:MAIN_40001: wait  100 ms00D6: if  00103:   actor $PLAYER_ACTOR stopped near point in car 2548.285 -2049.585 3.970 radius  5.0  5.0  6.0 sphere  0  004D: jump if false ££MAIN_40164: disable marker $100BC: text highpriority 'GMTX5'  5000 ms  1; ~s~Come back between 9:00 and 17:00.02A7: $2 = create_icon_marker_and_sphere $441 at 2423.64 -2088.32 13.210         0001: wait  100 ms :MAIN_50001: wait  100 ms 00D6: if  00103:   actor $PLAYER_ACTOR stopped near point in car 2423.64 -2088.32 13.210 radius  5.0  5.0  6.0 sphere  0  004D: jump if false ££MAIN_50164: disable marker $200BC: text highpriority 'GMTX4'  5000 ms  1; ~s~Come back between 9:00 and 17:00.02A7: $23 = create_icon_marker_and_sphere $441 at 2247.405 -2561.562 8.420   0001: wait  100 ms:MAIN_60001: wait  100 ms   00D6: if  00103:   actor $PLAYER_ACTOR stopped near point in car 2247.405 -2561.562 8.420 radius  5.0  5.0  6.0 sphere  1 004D: jump if false ££MAIN_60164: disable marker $23    00BC: text highpriority 'GMTX6'  5000 ms  1; ~s~Come back between 9:00 and 17:00. 0001: wait  3500 ms 016A: fade  0 ()  0 ms 0362: remove actor $PLAYER_ACTOR from car and place at  2273.949 -2563.473 19.90430247: request model #lapd1:MAIN_700D6: if 0 0248:   model #lapd1 available 004D: jump_if_false ££MAIN_7                                     016A: fade  1 ()  1000 ms009A: $999 = create actor  4 #lapd1 at  2293.775 -2563.523 30.878    0187: @998 = create marker above actor $99900BC: text highpriority 'GMTX6'  3000 ms  1; ~s~Come back between 9:00 and 17:00. 0223: set actor $999 health to  1 :MAIN_80001: wait  100 ms00D6: if  0   8118:   NOT   actor $999 dead004D: jump if false ££MAIN_8_20002: jump ££MAIN_8_1:MAIN_8_100D6: if  00965:   actor $PLAYER_ACTOR in water004D: jump if false ££MAIN_800A1: put actor $PLAYER_ACTOR at  2273.949 -2563.473 19.90430002: jump ££MAIN_8 :MAIN_8_2 0164: disable marker @9980247: request model #HYDRA0002: jump ££MAIN_9:MAIN_9;00D6: if 0 ;0248:   model #copcarla available ;004D: jump_if_false ££MAIN_9;00A5: $pol = create_car #copcarla at 2248.697 -2534.167 8.306 ;02AC: set car $pol immunities  1  1  1  1  1;010E: set player $PLAYER_CHAR minimum wanted level to  3 ;00BC: text highpriority 'GMTX7'  3000 ms  1; ~s~Come back between 9:00 and 17:00.;02A7: $44 = create_icon_marker_and_sphere $441 at 2627.415 -1493.068 16.346;:MAIN_10;00D6: if  0;0103:   actor $PLAYER_ACTOR stopped near point in car 2627.415 -1493.068 16.346 radius  4.0  4.0  6.0 sphere  0  ;004D: jump if false ££MAIN_10;0110: clear player $PLAYER_CHAR wanted level   ;00BA: text styled 'GMTX8'  1000 ms  2; Beefy Baron;0164: disable marker $44

 

Edited by michael196
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When you post code, don't post the lines that are commented out. It keeps the size down and makes it easier to read.

 

You don't have a restart_if_busted line.

 

Your first if is an if 0 even though you have more than one conditional. Which means you go on to create a car you haven't made sure is loaded yet.

 

Original code waited after a fade command to make sure the game was no longer fading. Not in SA and not while creating vehicles, but I have seen the game crash from ignoring this custom.

 

You should use local vars when possible.

 

You should NEVER use DMA unless you know what you're doing and know that you need to. This can be avoided in part by using locals when possible.

 

You address player before making sure player is defined, which you shouldn't do.

 

I stopped at that point. Not only because there's a lot of little mistakes that need correcting, but also because you're saying $PLAYER_CHAR and disable $2 in the same script. I'm guessing your game is crashing because you're trying to tell the game that CJ is a marker or however you want to look at it. A lot of this stuff is covered in the Mission Builder readme.

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Hi,

I have modified your script code and it works correctly.

 

:MAINTwait 9500 jump @MAINT 

 

Why have you used this incorrect code? The code doesn't work because the jump return to the precedent label.

Here is the code with the others modifications (Storyline not changed):

 

DEFINE OBJECTS 1DEFINE OBJECT SANNY BUILDER v. 2.99e  DEFINE MISSIONS 0DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA scriptDEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 574{$VERSION 3.1.0000}//-------------MAIN---------------thread 'MAIN'var $PLAYER_CHAR: Player end // var042C: set_total_missions_to 0 030D: set_game_progress_points_total_to 0 01F0: set_player_max_wanted_level_to 6 set_wb_check_to 0 00C0: set_current_time_hours_to 10 current_time_minutes_to 0 04E4: UNKNOWN refresh_game_renderer_at 2627.415 -1493.068 Camera.SetAtPos(2627.415, -1493.068, 16.346)062A: change_stat 165 to 999.0 // floating-point values 062A: change_stat 23 to 999.0 // floating-point values 062A: change_stat 21 to 0.0 // floating-point values 062A: change_stat 163 to 999.0 // floating-point values 062A: change_stat 160 to 999.0 // floating-point values 062A: change_stat 229 to 999.0 // floating-point values 062A: change_stat 223 to 999.0 // floating-point values 062A: change_stat 230 to 999.0 // floating-point values 0629: change_stat 181 to 4 // integer values 0629: change_stat 68 to 0 // integer values #NULL = Player.Create(2627.415, -1493.068, 16.346, $PLAYER_CHAR)$PLAYER_CHAR = Actor.EmulateFromPlayer($PLAYER_ACTOR)07AF: get_player $PLAYER_CHAR group_to $PLAYER_GROUP Camera.SetBehindPlayerset_weather 0 Actor.Angle($PLAYER_ACTOR) = 262.0Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)Player.Build($PLAYER_CHAR)Player.CanMove($PLAYER_CHAR) = Trueselect_interior 0 01B7: release_weather 0629: change_stat 181 to 4 // integer values 016C: restart_if_wasted_at_3D_coord 2627.415 -1493.068 16.346 Z_angle 0.0 for_town_number 0 0180: set_on_mission_flag_to $ONMISSION 03DE: set_pedestrians_density_multiplier_to 0.0 01EB: set_traffic_density_multiplier_to 0.0 Model.Load(#PCJ600)Model.Load(#SABRE)Model.Load(#CELLPHONE)038B: load_requested_models fade 1000 1 :MAIN_401wait 0 if and  Model.Available(#PCJ600)  Model.Available(#SABRE)  Model.Available(#CELLPHONE)jf @MAIN_401 #PCJ600 = Car.Create(2621.886, -1477.659, 16.375, $1000)#SABRE = Car.Create(2622.83, -1487.001, 16.232, $1001):MAIN_472wait 1000 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 wait 1000 00BA: print_styled_GXT_reference 'GMTX' timelimit 700 font 2 wait 1000 00BE: print_now_clear_all 00BC: print_now_GXT_reference 'MTIME3' timelimit 5000 flag 1 //high priority  // ~s~Come back between 9:00 and 17:00.wait 5000 00BC: print_now_GXT_reference 'GMTX1' timelimit 5000 flag 1 //high priority wait 5000 00BC: print_now_GXT_reference 'GMTX2' timelimit 5000 flag 1 //high priority wait 5000 00BC: print_now_GXT_reference 'GMTX3' timelimit 3000 flag 1 //high priority 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 018A: create_checkpoint_at_3D_coord 2548.285 -2049.585 3.97 handle_as $1002 :MAIN_626wait 0 if 00FE:   is_actor $PLAYER_ACTOR near_3D_coord 2548.285 -2049.585 3.97 within_3D_radius 5.0 5.0 3.0 show_sphere 1 jf @MAIN_626 Marker.Disable($1002)00BC: print_now_GXT_reference 'GMTX5' timelimit 5000 flag 1 //high priority 018A: create_checkpoint_at_3D_coord 2423.64 -2088.32 13.21 handle_as $1003 :MAIN_726wait 0 if 00FE:   is_actor $PLAYER_ACTOR near_3D_coord 2423.64 -2088.32 13.21 within_3D_radius 5.0 5.0 3.0 show_sphere 1 jf @MAIN_726 Marker.Disable($1003)00BC: print_now_GXT_reference 'GMTX4' timelimit 5000 flag 1 //high priority 018A: create_checkpoint_at_3D_coord 2247.405 -2561.562 8.42 handle_as $1004 :MAIN_826wait 0 if 00FE:   is_actor $PLAYER_ACTOR near_3D_coord 2247.405 -2561.562 8.42 within_3D_radius 5.0 5.0 3.0 show_sphere 1 jf @MAIN_826 Marker.Disable($1004)00BC: print_now_GXT_reference 'GMTX6' timelimit 5000 flag 1 //high priority wait 1000 fade 0 0 0362: set_actor $PLAYER_ACTOR remove_from_vehicle_and_place_at_3D_coord 2277.085 -2563.575 21.477 Model.Load(#LAPD1)038B: load_requested_models :MAIN_935wait 0 if   Model.Available(#LAPD1)jf @MAIN_935 fade 1000 1 6 = Actor.Create(#LAPD1, 2293.775, -2563.523, 30.878, $1005)$1005 = Marker.CreateAboveActor($1006)00BC: print_now_GXT_reference 'GMTX6' timelimit 3000 flag 1 //high priority Actor.Health($1005) = 100:MAIN_1014wait 0 if   not Actor.Dead($1005)jf @MAIN_1084 jump @MAIN_1041 :MAIN_1041wait 0 if 0965:   is_actor $PLAYER_ACTOR swimming_in_water jf @MAIN_1014 Actor.PutAt($PLAYER_ACTOR, 2277.085, -2563.575, 21.477)jump @MAIN_1014 :MAIN_1084Marker.Disable($1006)Actor.RemoveReferences($1005)Model.Load(#HYDRA)038B: load_requested_models :MAIN_1101wait 0 if   Model.Available(#COPCARLA)jf @MAIN_1101 #COPCARLA = Car.Create(2248.697, -2534.167, 8.306, $1007)Car.SetImmunities($1007, 1, 1, 1, 1, 1)Player.SetMinWantedLevel($PLAYER_CHAR, 3)00BC: print_now_GXT_reference 'GMTX7' timelimit 3000 flag 1 //high priority 018A: create_checkpoint_at_3D_coord 2627.415 -1493.068 16.346 handle_as $1008 :MAIN_1201wait 0 if 00FE:   is_actor $PLAYER_ACTOR near_3D_coord 2627.415 -1493.068 16.346 within_3D_radius 5.0 5.0 3.0 show_sphere 1 jf @MAIN_1201 Player.ClearWantedLevel($PLAYER_CHAR)00BA: print_styled_GXT_reference 'GMTX8' timelimit 1000 font 2 Marker.Disable($1008):MAIN_1324wait 2500jump @MAIN_1324 

 

 

Bye Bye

-Wesser-

Edited by Wesser
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michael196

actaully I didnt realize that SB is actaully easier than Bartons Builder

well, I didnt really try to work with it yet, but it looks better

so, the code crashes my game, so I decided to see, and it looks like the simplest code that is made with SB crashes my game

here, even this one:

 

DEFINE OBJECTS 1DEFINE OBJECT SANNY BUILDER v. 2.99e  DEFINE MISSIONS 0DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA scriptDEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 574{$VERSION 3.1.0000}//-------------MAIN---------------thread 'MAIN'042C: set_total_missions_to 0 030D: set_game_progress_points_total_to 0 01F0: set_player_max_wanted_level_to 6 set_wb_check_to 0 00C0: set_current_time_hours_to 10 current_time_minutes_to 0 04E4: UNKNOWN refresh_game_renderer_at 2627.415 -1493.068 Camera.SetAtPos(2627.415, -1493.068, 16.346)062A: change_stat 165 to 999.0 // floating-point values 062A: change_stat 23 to 999.0 // floating-point values 062A: change_stat 21 to 0.0 // floating-point values 062A: change_stat 163 to 999.0 // floating-point values 062A: change_stat 160 to 999.0 // floating-point values 062A: change_stat 229 to 999.0 // floating-point values 062A: change_stat 223 to 999.0 // floating-point values 062A: change_stat 230 to 999.0 // floating-point values 0629: change_stat 181 to 4 // integer values 0629: change_stat 68 to 0 // integer values #NULL = Player.Create(2627.415, -1493.068, 16.346, $PLAYER_CHAR)$PLAYER_CHAR = Actor.EmulateFromPlayer($PLAYER_ACTOR)07AF: get_player $PLAYER_CHAR group_to $PLAYER_GROUP Camera.SetBehindPlayerset_weather 0 Actor.Angle($PLAYER_ACTOR) = 262.0Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)Player.Build($PLAYER_CHAR)Player.CanMove($PLAYER_CHAR) = Trueselect_interior 0 01B7: release_weather 0629: change_stat 181 to 4 // integer values 016C: restart_if_wasted_at_3D_coord 2627.415 -1493.068 16.346 Z_angle 0.0 for_town_number 0 0180: set_on_mission_flag_to $ONMISSION :MAIN_1324wait 2500jump @MAIN_1324 

 

this must be something with my game or...

I have no idea actaully...

 

 

anyway here is a cookie for you Wesser cookie.gif

Thanks a lot

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spaceeinstein

#NULL = Player.Create(2627.415, -1493.068, 16.346, $PLAYER_CHAR)

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OFF TOPIC:

 

@Wesser: If you keep doing all the work for everybody, nobody will learn.

@Demarest, is right! Now, I will try only to make to understand the error.

 

=============================

 

@michael196, here is the code in MB formed:

 

DEFINE VERSION SA 0.330002: jump ££Second_SegmentDEFINE MEMORY  4044  ; Equals Mission Builder type global variable range $2 to $1010:Second_Segment0002: jump ££Third_SegmentDEFINE OBJECTS  1DEFINE OBJECT (noname)     ; This is an unused object. You can put anything here.:Third_Segment0002: jump ££Fourth_SegmentDEFINE MISSIONS  0:Fourth_Segment0002: jump ££Fifth_SegmentDEFINE EXTERNAL_SCRIPTS  1DEFINE EXTERNAL_SCRIPT_NAME AAA ;  0  player using parachute:Fifth_Segment0002: jump ££Sixth_SegmentDEFINE UNKNOWN_FIFTH_SEGMENTDEFINE UNKNOWN1  0:Sixth_Segment0002: jump ££MAIN_1DEFINE UNKNOWN_SIXTH_SEGMENTDEFINE UNKNOWN3  574;-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN' 042C: set_total_missions_to  0030D: set_game_progress_points_total_to  001F0: set_player_max_wanted_level_to  6 0111: set_wasted_busted_check_to  0 (disabled) 00C0: set_current_time_hours_to  10 current_time_minutes_to  0 04E4: unknown refresh_game_renderer_at  2627.415 -1493.068 03CB: set_rendering_origin_at_3D_coord  2627.415 -1493.068  16.346062A: change_stat  165 to  999.0 ;; floating-point values062A: change_stat  23 to  999.0 ;; floating-point values062A: change_stat  21 to  0.0 ;; floating-point values062A: change_stat  163 to  999.0 ;; floating-point values062A: change_stat  160 to  999.0 ;; floating-point values062A: change_stat  229 to  999.0 ;; floating-point values062A: change_stat  223 to  999.0 ;; floating-point values062A: change_stat  230 to  999.0 ;; floating-point values0629: change_stat  181 to  4 ;; integer values 0629: change_stat  68 to  0 ;; integer values 0053: create_player_with_modelID #NULL at_3D_coord  2627.415 -1493.068  16.346 handle_as $PLAYER_CHAR01F5: get_player $PLAYER_CHAR actor_handle_as $PLAYER_ACTOR 07AF: get_player $PLAYER_CHAR group_to $PLAYER_GROUP0373: set_camera_directly_behind_player 01B6: set_weather  0 0173: set_actor $PLAYER_ACTOR Z_angle_to  262.0 087B: set_player $PLAYER_CHAR apply_shopping_item_texturename "VEST" model_name "VEST" item_type  0;; 16-byte strings087B: set_player $PLAYER_CHAR apply_shopping_item_texturename "JEANSDENIM" model_name "JEANS" item_type  2;; 16-byte strings087B: set_player $PLAYER_CHAR apply_shopping_item_texturename "SNEAKERBINCBLK" model_name "SNEAKER" item_type  3;; 16-byte strings087B: set_player $PLAYER_CHAR apply_shopping_item_texturename "PLAYER_FACE" model_name "HEAD" item_type  1;; 16-byte strings070D: set_player $PLAYER_CHAR rebuild_model_and_items01B4: set_player $PLAYER_CHAR controllable  104BB: set_active_interior_to  0 01B7: release_weather 0629: change_stat  181 to  4 ;; integer values 016C: restart_if_wasted_at_3D_coord  2627.415 -1493.068  16.346 Z_angle  0.0 for_town_number  0 0180: set_on_mission_flag_to $ON_MISSION03DE: set_pedestrians_density_multiplier_to  0.001EB: set_traffic_density_multiplier_to  0.0 0247: load_modelID #PCJ600 0247: load_modelID #SABRE 0247: load_modelID #CELLPHONE 038B: load_requested_models 016A: do_fade timelimit  1000 type  1 (fade_in)     :MAIN_430001: wait  0 ms 00D6: if  2 0248:   has_modelID #PCJ600 loaded0248:   has_modelID #SABRE loaded0248:   has_modelID #CELLPHONE loaded004D: jump_if_false ££MAIN_43 00A5: create_vehicle_with_modelID #PCJ600 at_3D_coord  2621.886 -1477.659  16.375 handle_as $1000 00A5: create_vehicle_with_modelID #SABRE at_3D_coord  2622.83 -1487.001  16.232 handle_as $1001 0001: wait  1000 ms 0729: AS_actor $PLAYER_ACTOR hold_cellphone  1 0001: wait  1000 ms 00BA: print_styled_GXT_reference 'GMTX' timelimit  700 font  2 0001: wait  1000 ms 00BE: print_now_clear_all00BC: print_now_GXT_reference 'MTIME3' timelimit  5000 flag  1;high priority ; ~s~Torna tra le 9:00 e le 17:000001: wait  5000 ms 00BC: print_now_GXT_reference 'GMTX1' timelimit  5000 flag  1;high priority0001: wait  5000 ms 00BC: print_now_GXT_reference 'GMTX2' timelimit  5000 flag  1;high priority0001: wait  5000 ms 00BC: print_now_GXT_reference 'GMTX3' timelimit  3000 flag  1;high priority0729: AS_actor $PLAYER_ACTOR hold_cellphone  0 018A: create_checkpoint_at_3D_coord  2548.285 -2049.585  3.97 handle_as $1002 :MAIN_660001: wait  0 ms 00D6: if  0 00FE:   is_actor $PLAYER_ACTOR near_3D_coord  2548.285 -2049.585  3.97 within_3D_radius  5.0  5.0  3.0 show_sphere  1 004D: jump_if_false ££MAIN_66 0164: delete_marker $1002 00BC: print_now_GXT_reference 'GMTX5' timelimit  5000 flag  1;high priority018A: create_checkpoint_at_3D_coord  2423.64 -2088.32  13.21 handle_as $1003 :MAIN_730001: wait  0 ms 00D6: if  0 00FE:   is_actor $PLAYER_ACTOR near_3D_coord  2423.64 -2088.32  13.21 within_3D_radius  5.0  5.0  3.0 show_sphere  1 004D: jump_if_false ££MAIN_73 0164: delete_marker $1003 00BC: print_now_GXT_reference 'GMTX4' timelimit  5000 flag  1;high priority018A: create_checkpoint_at_3D_coord  2247.405 -2561.562  8.42 handle_as $1004 :MAIN_800001: wait  0 ms 00D6: if  0 00FE:   is_actor $PLAYER_ACTOR near_3D_coord  2247.405 -2561.562  8.42 within_3D_radius  5.0  5.0  3.0 show_sphere  1 004D: jump_if_false ££MAIN_80 0164: delete_marker $1004 00BC: print_now_GXT_reference 'GMTX6' timelimit  5000 flag  1;high priority0001: wait  1000 ms 016A: do_fade timelimit  0 type  0 (fade_out)     0362: set_actor $PLAYER_ACTOR remove_from_vehicle_and_place_at_3D_coord  2277.085 -2563.575  21.477 0247: load_modelID #LAPD1 038B: load_requested_models :MAIN_910001: wait  0 ms 00D6: if  0 0248:   has_modelID #LAPD1 loaded004D: jump_if_false ££MAIN_91 016A: do_fade timelimit  1000 type  1 (fade_in)     009A: create_actor_pedtype  6 modelID #LAPD1 at_3D_coord  2293.775 -2563.523  30.878 handle_as $1005 0187: create_marker_above_actor $1005 handle_as $1006;;VersionA00BC: print_now_GXT_reference 'GMTX6' timelimit  3000 flag  1;high priority0223: set_actor $1005 health_to  100 :MAIN_1000001: wait  0 ms 00D6: if  0 8118:   NOT   is_actor $1005 dead 004D: jump_if_false ££MAIN_111 0002: jump ££MAIN_105 :MAIN_1050001: wait  0 ms 00D6: if  0 0965:   is_actor $PLAYER_ACTOR swimming_in_water 004D: jump_if_false ££MAIN_100 00A1: set_actor $PLAYER_ACTOR position_3D_coord_to  2277.085 -2563.575  21.477;;VersionA0002: jump ££MAIN_100 :MAIN_1110164: delete_marker $1006 01C2: mark_actor_as_no_longer_needed $1005 0247: load_modelID #HYDRA 038B: load_requested_models :MAIN_1150001: wait  0 ms 00D6: if  0 0248:   has_modelID #COPCARLA loaded004D: jump_if_false ££MAIN_115 00A5: create_vehicle_with_modelID #COPCARLA at_3D_coord  2248.697 -2534.167  8.306 handle_as $1007 02AC: set_vehicle $1007 immunities_to_BP  1 FP  1 EP  1 DP  1 WO_or_AP  1 010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3 00BC: print_now_GXT_reference 'GMTX7' timelimit  3000 flag  1;high priority018A: create_checkpoint_at_3D_coord  2627.415 -1493.068  16.346 handle_as $1008 :MAIN_1240001: wait  0 ms 00D6: if  0 00FE:   is_actor $PLAYER_ACTOR near_3D_coord  2627.415 -1493.068  16.346 within_3D_radius  5.0  5.0  3.0 show_sphere  1 004D: jump_if_false ££MAIN_124 0110: set_player $PLAYER_CHAR clear_wanted_level00BA: print_styled_GXT_reference 'GMTX8' timelimit  1000 font  2 0164: delete_marker $1008 :MAIN_1310001: wait  2500 ms 0002: jump ££MAIN_131 

 

Bye Bye

-Wesser-

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