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problem with gosub statemants!


Biggy Thompson
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Biggy Thompson

 

; KILLALL Mod; 2007 by Biggy Thompson ; Special thanks to Dragonmaster Shanon und PARADOXON        DEFINE VERSION SA 0.330002: jump ££Second_SegmentDEFINE MEMORY  201  ; Equals Mission Builder type global variable range $2 to $10949:Second_Segment0002: jump ££Third_SegmentDEFINE OBJECTS  389DEFINE OBJECT (no name)                  ; This is an unused object. You can put anything here.DEFINE OBJECT INFO                       ; Object number -1DEFINE OBJECT KEYCARD                    ; Object number -2DEFINE OBJECT AD_FLATDOOR                ; Object number -3DEFINE OBJECT KB_BANDIT_U                ; Object number -4DEFINE OBJECT ROULETTE_TBL               ; Object number -5DEFINE OBJECT OTB_MACHINE                ; Object number -6DEFINE OBJECT CJ_COIN_OP_3               ; Object number -7DEFINE OBJECT CJ_COIN_OP_2               ; Object number -8DEFINE OBJECT CJ_COIN_OP_1               ; Object number -9DEFINE OBJECT CJ_COIN_OP                 ; Object number -10DEFINE OBJECT SWANK_CONSOLE              ; Object number -11DEFINE OBJECT SNESISH                    ; Object number -12DEFINE OBJECT LOW_CONSOLE                ; Object number -13DEFINE OBJECT VENDMACHFD                 ; Object number -14DEFINE OBJECT VENDMACH                   ; Object number -15DEFINE OBJECT VENDIN3                    ; Object number -16DEFINE OBJECT CJ_SPRUNK1                 ; Object number -17DEFINE OBJECT CJ_CANDYVENDOR             ; Object number -18DEFINE OBJECT CJ_EXT_CANDY               ; Object number -19DEFINE OBJECT CJ_EXT_SPRUNK              ; Object number -20DEFINE OBJECT ICESCART_PROP              ; Object number -21DEFINE OBJECT CHILLIDOGCART              ; Object number -22DEFINE OBJECT NOODLECART_PROP            ; Object number -23DEFINE OBJECT GATE_AUTOL                 ; Object number -24DEFINE OBJECT GATE_AUTOR                 ; Object number -25DEFINE OBJECT GYM_BIKE                   ; Object number -26DEFINE OBJECT GYM_BENCH1                 ; Object number -27DEFINE OBJECT GYM_TREADMILL              ; Object number -28DEFINE OBJECT GYM_MAT1                   ; Object number -29DEFINE OBJECT BSKBALL_LAX                ; Object number -30DEFINE OBJECT BSKBALLHUB_LAX01           ; Object number -31DEFINE OBJECT VGSXREFBBALLNET            ; Object number -32DEFINE OBJECT VGSXREFBBALLNET2           ; Object number -33DEFINE OBJECT K_POOLTABLESM              ; Object number -34DEFINE OBJECT NEIL_SLOT                  ; Object number -35DEFINE OBJECT CJ_SLOT_BANK               ; Object number -36DEFINE OBJECT BLCK_JACK                  ; Object number -37DEFINE OBJECT WHEEL_O_FORTUNE            ; Object number -38DEFINE OBJECT CRACKFACT_SFS              ; Object number -39DEFINE OBJECT CF_EXT_DEM_SFS             ; Object number -40DEFINE OBJECT LODCRACKFACT_SFS           ; Object number -41DEFINE OBJECT LODEXT_DEM_SFS             ; Object number -42DEFINE OBJECT PICKUPSAVE                 ; Object number -43DEFINE OBJECT WOODENBOX                  ; Object number -44DEFINE OBJECT NF_BLACKBOARD              ; Object number -45DEFINE OBJECT NF_LIST_1                  ; Object number -46DEFINE OBJECT NF_LIST_2                  ; Object number -47DEFINE OBJECT NF_LIST_3                  ; Object number -48DEFINE OBJECT WANTED_CROSS_OFF           ; Object number -49DEFINE OBJECT WS_APGATE                  ; Object number -50DEFINE OBJECT GEN_DOOREXT03              ; Object number -51DEFINE OBJECT GEN_DOOREXT07              ; Object number -52DEFINE OBJECT GEN_DOORSHOP02             ; Object number -53DEFINE OBJECT GEN_DOOREXT04              ; Object number -54DEFINE OBJECT GEN_DOORSHOP3              ; Object number -55DEFINE OBJECT c*ntGIRLDOOR               ; Object number -56DEFINE OBJECT PIZZAHIGH                  ; Object number -57DEFINE OBJECT CJ_PIZZA_1                 ; Object number -58DEFINE OBJECT CJ_PIZZA_2                 ; Object number -59DEFINE OBJECT BURGERHIGH                 ; Object number -60DEFINE OBJECT CJ_BURG_1                  ; Object number -61DEFINE OBJECT CJ_BURG_2                  ; Object number -62DEFINE OBJECT CIGAR                      ; Object number -63DEFINE OBJECT TRDCSGRGDOOR_LVS           ; Object number -64DEFINE OBJECT MD_POSTER                  ; Object number -65DEFINE OBJECT CR_DOOR_01                 ; Object number -66DEFINE OBJECT CR_DOOR_03                 ; Object number -67DEFINE OBJECT SHUTTER_VEGAS              ; Object number -68DEFINE OBJECT CR1_DOOR                   ; Object number -69DEFINE OBJECT CT_GATEXR                  ; Object number -70DEFINE OBJECT A51_BLASTDOORR             ; Object number -71DEFINE OBJECT A51_BLASTDOORL             ; Object number -72DEFINE OBJECT A51_LABDOOR                ; Object number -73DEFINE OBJECT A51_JETDOOR                ; Object number -74DEFINE OBJECT PORTAKABIN                 ; Object number -75DEFINE OBJECT FREIGHT_SFW_DOOR           ; Object number -76DEFINE OBJECT AB_CASDORLOK               ; Object number -77DEFINE OBJECT IMY_SHASH_WALL             ; Object number -78DEFINE OBJECT TWRCRANE_M_04              ; Object number -79DEFINE OBJECT TWRCRANE_M_01              ; Object number -80DEFINE OBJECT TWRCRANE_M_02              ; Object number -81DEFINE OBJECT LODCRANE_M_04              ; Object number -82DEFINE OBJECT LODCRANE_M_01              ; Object number -83DEFINE OBJECT MAGNOCRANE_01              ; Object number -84DEFINE OBJECT MAGNOCRANE_02              ; Object number -85DEFINE OBJECT MAGNOCRANE_03              ; Object number -86DEFINE OBJECT LODNOCRANE_01              ; Object number -87DEFINE OBJECT LODNOCRANE_02              ; Object number -88DEFINE OBJECT LODNOCRANE_03              ; Object number -89DEFINE OBJECT QUARRY_CRANEBASE           ; Object number -90DEFINE OBJECT QUARRY_CRANE               ; Object number -91DEFINE OBJECT QUARRY_CRANEARM            ; Object number -92DEFINE OBJECT BODYARMOUR                 ; Object number -93DEFINE OBJECT BRIBE                      ; Object number -94DEFINE OBJECT A51_VENTCOVERB             ; Object number -95DEFINE OBJECT CARRIER_DOOR_SFSE          ; Object number -96DEFINE OBJECT CARRIER_LIFT2_SFSE         ; Object number -97DEFINE OBJECT CARRIER_LIFT1_SFSE         ; Object number -98DEFINE OBJECT GWFORUM1_LAE               ; Object number -99DEFINE OBJECT GANGSHOPS4_LAE2            ; Object number -100DEFINE OBJECT CE_HILLSEAST06             ; Object number -101DEFINE OBJECT c*ntEGROUND23              ; Object number -102DEFINE OBJECT HILLSEAST05_LAE            ; Object number -103DEFINE OBJECT K_POOLQ                    ; Object number -104DEFINE OBJECT K_POOLBALLCUE              ; Object number -105DEFINE OBJECT K_POOLBALLSPT01            ; Object number -106DEFINE OBJECT K_POOLBALLSPT02            ; Object number -107DEFINE OBJECT K_POOLBALLSPT03            ; Object number -108DEFINE OBJECT K_POOLBALLSPT04            ; Object number -109DEFINE OBJECT K_POOLBALLSPT05            ; Object number -110DEFINE OBJECT K_POOLBALLSPT06            ; Object number -111DEFINE OBJECT K_POOLBALLSPT07            ; Object number -112DEFINE OBJECT K_POOLBALL8                ; Object number -113DEFINE OBJECT K_POOLBALLSTP01            ; Object number -114DEFINE OBJECT K_POOLBALLSTP02            ; Object number -115DEFINE OBJECT K_POOLBALLSTP03            ; Object number -116DEFINE OBJECT K_POOLBALLSTP04            ; Object number -117DEFINE OBJECT K_POOLBALLSTP05            ; Object number -118DEFINE OBJECT K_POOLBALLSTP06            ; Object number -119DEFINE OBJECT K_POOLBALLSTP07            ; Object number -120DEFINE OBJECT K_POOLQ2                   ; Object number -121DEFINE OBJECT CIGAR_GLOW                 ; Object number -122DEFINE OBJECT DYN_WINE_BIG               ; Object number -123DEFINE OBJECT KB_BEER                    ; Object number -124DEFINE OBJECT LAEROAD30                  ; Object number -125DEFINE OBJECT CASKET_LAW                 ; Object number -126DEFINE OBJECT LAEJEFFERSALPHA            ; Object number -127DEFINE OBJECT LAELODPARK02               ; Object number -128DEFINE OBJECT LAEMACPARK02               ; Object number -129DEFINE OBJECT BD_WINDOW                  ; Object number -130DEFINE OBJECT BREAK_WALL_1B              ; Object number -131DEFINE OBJECT BREAK_WALL_2B              ; Object number -132DEFINE OBJECT BREAK_WALL_3B              ; Object number -133DEFINE OBJECT BD_FIRE1_O                 ; Object number -134DEFINE OBJECT CR_AMMOBOX                 ; Object number -135DEFINE OBJECT BREAK_WALL_1A              ; Object number -136DEFINE OBJECT BREAK_WALL_2A              ; Object number -137DEFINE OBJECT BREAK_WALL_3A              ; Object number -138DEFINE OBJECT BD_WINDOW_SHATTER          ; Object number -139DEFINE OBJECT SEC_KEYPAD                 ; Object number -140DEFINE OBJECT KMB_RAMP                   ; Object number -141DEFINE OBJECT IMCMPTRKDRL_LAS            ; Object number -142DEFINE OBJECT IMCMPTRKDRR_LAS            ; Object number -143DEFINE OBJECT IMCOMPMOVEDR1_LAS          ; Object number -144DEFINE OBJECT BARREL4                    ; Object number -145DEFINE OBJECT HEALTH                     ; Object number -146DEFINE OBJECT IMY_BBOX                   ; Object number -147DEFINE OBJECT IMY_LA_DOOR                ; Object number -148DEFINE OBJECT DB_AMMO                    ; Object number -149DEFINE OBJECT MED_BED_8                  ; Object number -150DEFINE OBJECT CR_GUNCRATE                ; Object number -151DEFINE OBJECT GUNBOX                     ; Object number -152DEFINE OBJECT TMP_BIN                    ; Object number -153DEFINE OBJECT AMMOTRN_OBJ                ; Object number -154DEFINE OBJECT KMB_FRONTGATE              ; Object number -155DEFINE OBJECT WAREHOUSE_DOOR2B           ; Object number -156DEFINE OBJECT WAREHOUSE_DOOR1            ; Object number -157DEFINE OBJECT CJ_CARDBRD_PICKUP          ; Object number -158DEFINE OBJECT NF_PED_COLL                ; Object number -159DEFINE OBJECT CM_BOX                     ; Object number -160DEFINE OBJECT FAKE_MULE_COL              ; Object number -161DEFINE OBJECT CARDBOARDBOX2              ; Object number -162DEFINE OBJECT LAE_SMOKECUTSCENE          ; Object number -163DEFINE OBJECT IMMMCRAN                   ; Object number -164DEFINE OBJECT TRNTRK8_LAS                ; Object number -165DEFINE OBJECT IMY_TRACK_BARRIER          ; Object number -166DEFINE OBJECT KMB_SKIP                   ; Object number -167DEFINE OBJECT STORM_DRAIN_COVER          ; Object number -168DEFINE OBJECT WHEEL_OR1                  ; Object number -169DEFINE OBJECT DYN_WOODPILE2              ; Object number -170DEFINE OBJECT KMB_RHYMESBOOK             ; Object number -171DEFINE OBJECT CJ_JUICE_CAN               ; Object number -172DEFINE OBJECT DYN_ROADBARRIER_2          ; Object number -173DEFINE OBJECT KMB_GOFLAG                 ; Object number -174DEFINE OBJECT IMY_SKYLIGHT               ; Object number -175DEFINE OBJECT KMB_TROLLEY                ; Object number -176DEFINE OBJECT LXR_MOTEL_DOORSIM          ; Object number -177DEFINE OBJECT LXR_MOTELVENT              ; Object number -178DEFINE OBJECT DYN_SCAFFOLD_4B            ; Object number -179DEFINE OBJECT MUNCH_DONUT                ; Object number -180DEFINE OBJECT CHOPCOP_ARMR               ; Object number -181DEFINE OBJECT CHOPCOP_LEGR               ; Object number -182DEFINE OBJECT CHOPCOP_HEAD               ; Object number -183DEFINE OBJECT CHOPCOP_TORSO              ; Object number -184DEFINE OBJECT WD_FENCE_ANIM              ; Object number -185DEFINE OBJECT CHOPCOP_ARML               ; Object number -186DEFINE OBJECT CHOPCOP_LEGL               ; Object number -187DEFINE OBJECT DYN_SCAFFOLD_3B            ; Object number -188DEFINE OBJECT ROADWORKBARRIER1           ; Object number -189DEFINE OBJECT BRIEFCASE                  ; Object number -190DEFINE OBJECT KMB_ATM1                   ; Object number -191DEFINE OBJECT KMB_ATM2                   ; Object number -192DEFINE OBJECT KMB_ATM3                   ; Object number -193DEFINE OBJECT MTSAFE                     ; Object number -194DEFINE OBJECT CAT2_SAFE_COL              ; Object number -195DEFINE OBJECT MAN_SAFENEW                ; Object number -196DEFINE OBJECT KEV_SAFE                   ; Object number -197DEFINE OBJECT RIDER1_DOOR                ; Object number -198DEFINE OBJECT KMB_MARIJUANA              ; Object number -199DEFINE OBJECT SW_HAYBREAK02              ; Object number -200DEFINE OBJECT GRASSPLANT                 ; Object number -201DEFINE OBJECT PARKBENCH1                 ; Object number -202DEFINE OBJECT PORTALOO                   ; Object number -203DEFINE OBJECT HUBHOLE1_SFSE              ; Object number -204DEFINE OBJECT HUBHOLE2_SFSE              ; Object number -205DEFINE OBJECT HUBHOLE3_SFSE              ; Object number -206DEFINE OBJECT HUBHOLE4_SFSE              ; Object number -207DEFINE OBJECT CLOTHESP                   ; Object number -208DEFINE OBJECT LAMPPOST3                  ; Object number -209DEFINE OBJECT CT_STALL1                  ; Object number -210DEFINE OBJECT CT_TABLE                   ; Object number -211DEFINE OBJECT CHINATGARAGEDOOR           ; Object number -212DEFINE OBJECT CHINA_TOWN_GATEB           ; Object number -213DEFINE OBJECT A51_SPOTBASE               ; Object number -214DEFINE OBJECT A51_SPOTHOUSING            ; Object number -215DEFINE OBJECT A51_SPOTBULB               ; Object number -216DEFINE OBJECT KMB_CONTAINER_RED          ; Object number -217DEFINE OBJECT CJ_CHRIS_CRATE             ; Object number -218DEFINE OBJECT CJ_CHRIS_CRATE_LD          ; Object number -219DEFINE OBJECT CJ_CHRIS_CRATE_RD          ; Object number -220DEFINE OBJECT CJ_PADLOCK                 ; Object number -221DEFINE OBJECT KATANA_ANIM                ; Object number -222DEFINE OBJECT KATANA_LHAND               ; Object number -223DEFINE OBJECT MOBILE1993B                ; Object number -224DEFINE OBJECT WONGS_GATE                 ; Object number -225DEFINE OBJECT DYN_RAMP                   ; Object number -226DEFINE OBJECT SNIPER_ANIM                ; Object number -227DEFINE OBJECT KMB_PACKET                 ; Object number -228DEFINE OBJECT NTO_B_S                    ; Object number -229DEFINE OBJECT CARDBOARDBOX               ; Object number -230DEFINE OBJECT DYN_ROADBARRIER_3          ; Object number -231DEFINE OBJECT DYN_ROADBARRIER_4          ; Object number -232DEFINE OBJECT DYN_DUMPSTER               ; Object number -233DEFINE OBJECT KMB_CONTAINER_BLUE         ; Object number -234DEFINE OBJECT KMB_CONTAINER_YEL          ; Object number -235DEFINE OBJECT KMB_CONTAINER_OPEN         ; Object number -236DEFINE OBJECT TEMP_STINGER2              ; Object number -237DEFINE OBJECT TRAFFICCONE                ; Object number -238DEFINE OBJECT AD_JUMP                    ; Object number -239DEFINE OBJECT GARYS_LUV_RAMP             ; Object number -240DEFINE OBJECT AD_ROADMARK1               ; Object number -241DEFINE OBJECT AD_ROADMARK2               ; Object number -242DEFINE OBJECT AD_FINISH                  ; Object number -243DEFINE OBJECT MINIGUN_BASE               ; Object number -244DEFINE OBJECT WONGS_ERECTION             ; Object number -245DEFINE OBJECT WONGS_ERECTION2            ; Object number -246DEFINE OBJECT RCBOMB                     ; Object number -247DEFINE OBJECT BARREL2                    ; Object number -248DEFINE OBJECT MINI_MAGNET                ; Object number -249DEFINE OBJECT KMB_PLANK                  ; Object number -250DEFINE OBJECT KMB_HOLDALL                ; Object number -251DEFINE OBJECT KMB_PARACHUTE              ; Object number -252DEFINE OBJECT AMMO_CAPSULE               ; Object number -253DEFINE OBJECT BARREL1                    ; Object number -254DEFINE OBJECT KB_BARREL                  ; Object number -255DEFINE OBJECT CR_CRATESTACK              ; Object number -256DEFINE OBJECT D9_RUNWAY                  ; Object number -257DEFINE OBJECT CARGO_TEST                 ; Object number -258DEFINE OBJECT CARGO_STUFF                ; Object number -259DEFINE OBJECT CARGO_STORE                ; Object number -260DEFINE OBJECT KMILITARY_CRATE            ; Object number -261DEFINE OBJECT KMILITARY_BASE             ; Object number -262DEFINE OBJECT BLOCKPALLET                ; Object number -263DEFINE OBJECT TEMP_CRATE1                ; Object number -264DEFINE OBJECT K_SMASHBOXES               ; Object number -265DEFINE OBJECT K_CARGO1                   ; Object number -266DEFINE OBJECT K_CARGO4                   ; Object number -267DEFINE OBJECT GREEN_GLOOP                ; Object number -268DEFINE OBJECT BASEJUMP_TARGET            ; Object number -269DEFINE OBJECT DES_QUARRYGATE2            ; Object number -270DEFINE OBJECT DES_QUARRYGATE             ; Object number -271DEFINE OBJECT CJ_DYN_PLUNGE_1            ; Object number -272DEFINE OBJECT DYNAMITE                   ; Object number -273DEFINE OBJECT DYNO_BOX_A                 ; Object number -274DEFINE OBJECT DYNO_BOX_B                 ; Object number -275DEFINE OBJECT PRIVATESIGN3               ; Object number -276DEFINE OBJECT PRIVATESIGN1               ; Object number -277DEFINE OBJECT BARRIER_4ANDY              ; Object number -278DEFINE OBJECT CJ_CHIP_MAKER_BITS         ; Object number -279DEFINE OBJECT CJ_CHIP_MAKER              ; Object number -280DEFINE OBJECT CJ_WHEELCHAIR1             ; Object number -281DEFINE OBJECT AB_CARCASS                 ; Object number -282DEFINE OBJECT AB_HOOK                    ; Object number -283DEFINE OBJECT FREEZER_DOOR               ; Object number -284DEFINE OBJECT CJ_MEAT_BAG_1              ; Object number -285DEFINE OBJECT CJ_MEAT_1                  ; Object number -286DEFINE OBJECT CJ_MEAT_2                  ; Object number -287DEFINE OBJECT JET_BAGGAGE_DOOR           ; Object number -288DEFINE OBJECT JET_INTERIOR               ; Object number -289DEFINE OBJECT SMLPLANE_DOOR              ; Object number -290DEFINE OBJECT JET_DOOR                   ; Object number -291DEFINE OBJECT SMASH_BOX_STAY             ; Object number -292DEFINE OBJECT SMASH_BOX_BRK              ; Object number -293DEFINE OBJECT SMASHBOXPILE               ; Object number -294DEFINE OBJECT ST_ARCH_PLAN               ; Object number -295DEFINE OBJECT GEN_DOORINT01              ; Object number -296DEFINE OBJECT KMB_LOCKEDDOOR             ; Object number -297DEFINE OBJECT DYN_AIRCON                 ; Object number -298DEFINE OBJECT SW_BIT_09                  ; Object number -299DEFINE OBJECT GENERATOR_BIG              ; Object number -300DEFINE OBJECT AB_VAULTDOOR               ; Object number -301DEFINE OBJECT GENERATOR_BIG_D            ; Object number -302DEFINE OBJECT CJ_MONEY_BAG               ; Object number -303DEFINE OBJECT PARA_PACK                  ; Object number -304DEFINE OBJECT CARGO_REAR                 ; Object number -305DEFINE OBJECT D9_RAMP                    ; Object number -306DEFINE OBJECT PARACHUTE                  ; Object number -307DEFINE OBJECT OPMANS01_c*ntE             ; Object number -308DEFINE OBJECT CEHOLLYHIL06               ; Object number -309DEFINE OBJECT SUNSET22_LAWN              ; Object number -310DEFINE OBJECT DRG_NU_EXT                 ; Object number -311DEFINE OBJECT MISSILE_07_SFXR            ; Object number -312DEFINE OBJECT KMB_KEYPAD                 ; Object number -313DEFINE OBJECT WATERJUMPX2                ; Object number -314DEFINE OBJECT BBALL_INGAME               ; Object number -315DEFINE OBJECT CJ_WIN_POP2                ; Object number -316DEFINE OBJECT LA_f*ckCAR1                ; Object number -317DEFINE OBJECT LA_f*ckCAR2                ; Object number -318DEFINE OBJECT TARGET_FRAME               ; Object number -319DEFINE OBJECT TARGET_LLEG                ; Object number -320DEFINE OBJECT TARGET_RLEG                ; Object number -321DEFINE OBJECT TARGET_LTORSO              ; Object number -322DEFINE OBJECT TARGET_RTORSO              ; Object number -323DEFINE OBJECT TARGET_LARM                ; Object number -324DEFINE OBJECT TARGET_RARM                ; Object number -325DEFINE OBJECT TARGET_HEAD                ; Object number -326DEFINE OBJECT DEAD_TIED_COP              ; Object number -327DEFINE OBJECT DYN_QUARRYROCK03           ; Object number -328DEFINE OBJECT BLACKBAG2                  ; Object number -329DEFINE OBJECT DYN_WOODPILE               ; Object number -330DEFINE OBJECT DYN_QUARRYROCK02           ; Object number -331DEFINE OBJECT BOUY                       ; Object number -332DEFINE OBJECT WATERJUMP1                 ; Object number -333DEFINE OBJECT LANDJUMP2                  ; Object number -334DEFINE OBJECT BB_PICKUP                  ; Object number -335DEFINE OBJECT PARA_COLLISION             ; Object number -336DEFINE OBJECT CJ_WHEEL_1                 ; Object number -337DEFINE OBJECT CJ_WHEEL_02                ; Object number -338DEFINE OBJECT CJ_WHEEL_03                ; Object number -339DEFINE OBJECT CHIP_STACK07               ; Object number -340DEFINE OBJECT CHIP_STACK08               ; Object number -341DEFINE OBJECT CHIP_STACK12               ; Object number -342DEFINE OBJECT CHIP_STACK09               ; Object number -343DEFINE OBJECT CHIP_STACK11               ; Object number -344DEFINE OBJECT WHEEL_WEE                  ; Object number -345DEFINE OBJECT ROULETTE_MARKER            ; Object number -346DEFINE OBJECT PEDALS                     ; Object number -347DEFINE OBJECT BEACHTOWEL01               ; Object number -348DEFINE OBJECT KMB_BPRESS                 ; Object number -349DEFINE OBJECT BEACHTOWEL03               ; Object number -350DEFINE OBJECT BEACHTOWEL04               ; Object number -351DEFINE OBJECT KMB_DUMBBELL_R             ; Object number -352DEFINE OBJECT KMB_DUMBBELL_L             ; Object number -353DEFINE OBJECT BBALL_COL                  ; Object number -354DEFINE OBJECT KMB_ROCK                   ; Object number -355DEFINE OBJECT CHIP_STACK10               ; Object number -356DEFINE OBJECT CHIP_STACK13               ; Object number -357DEFINE OBJECT CHIP_STACK14               ; Object number -358DEFINE OBJECT WHEEL_SUPPORT              ; Object number -359DEFINE OBJECT WHEEL_TABLE                ; Object number -360DEFINE OBJECT CLICKER                    ; Object number -361DEFINE OBJECT MONEY                      ; Object number -362DEFINE OBJECT CJ_FF_TILL_QUE             ; Object number -363DEFINE OBJECT CJ_BURG_CHAIR              ; Object number -364DEFINE OBJECT CJ_PIZZA_CHAIR             ; Object number -365DEFINE OBJECT CJ_PIZZA_CHAIR2            ; Object number -366DEFINE OBJECT CJ_PIZZA_CHAIR3            ; Object number -367DEFINE OBJECT TATTOO_KIT                 ; Object number -368DEFINE OBJECT CJ_BARSTOOL                ; Object number -369DEFINE OBJECT CJ_BINCO_DOOR              ; Object number -370DEFINE OBJECT CJ_SUBURB_DOOR_2           ; Object number -371DEFINE OBJECT CJ_PRO_DOOR_01             ; Object number -372DEFINE OBJECT CJ_GAP_DOOR_               ; Object number -373DEFINE OBJECT CJ_VICTIM_DOOR             ; Object number -374DEFINE OBJECT CJ_DS_DOOR                 ; Object number -375DEFINE OBJECT PIZZALOW                   ; Object number -376DEFINE OBJECT PIZZAMED                   ; Object number -377DEFINE OBJECT PIZZA_HEALTHY              ; Object number -378DEFINE OBJECT CLUCKLOW                   ; Object number -379DEFINE OBJECT CLUCKMED                   ; Object number -380DEFINE OBJECT CLUCKHIGH                  ; Object number -381DEFINE OBJECT CLUCK_HEALTHY              ; Object number -382DEFINE OBJECT BURGERLOW                  ; Object number -383DEFINE OBJECT BURGERMED                  ; Object number -384DEFINE OBJECT BURGER_HEALTHY             ; Object number -385DEFINE OBJECT POLICE_BARRIER             ; Object number -386DEFINE OBJECT KMB_SHUTTER                ; Object number -387DEFINE OBJECT SFCOPDR                    ; Object number -388:Third_Segment0002: jump ££Fourth_SegmentDEFINE MISSIONS  5DEFINE MISSION 0 AT ££MISSION_1DEFINE MISSION 1 AT ££MISSION_2DEFINE MISSION 2 AT ££MISSION_3DEFINE MISSION 3 AT ££MISSION_4DEFINE MISSION 4 AT ££MISSION_5: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  574;-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'   0006:   $X =  2741.016 ;; integer values0006:   $Y =  -1944.259 ;; integer values0006:   $Z =  13.0 ;; integer values  0006:   $ACTOR =  101 ;; integer values016A: fade  0 ()  0 ms01F0: set_max_wanted_level_to  6 0111: set_wasted_busted_check_to  0 (disabled) 00C0: set_current_time  19  0 04E4: unknown_refresh_game_renderer_at  $X $Y 03CB: set_camera  $X $Y $Z0053: $PLAYER_CHAR = create_player  0 at  $X $Y $Z070D: $PLAYER_CHAR 0793: (unkown)07AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR     0247: request_model $ACTOR038B: load_requested_models09C7: change_player_skin $PLAYER_CHAR to $ACTOR   0417: start_mission  0 016A: fade 1 (back) 500 ms       004F: create_thread ££SET_X:MAIN_200001: wait 1000 ms        0002: jump ££MAIN_20   :SET_X03A4: name_thread 'SET' 0001: wait 0 ms01EB: set_traffic_density_to  0.5 03DE: set_pedestrians_density_multiplier_to  0.5   0629: change_stat  181 (islands unlocked) to  4 ; integer004E: end_thread :MISSION_1       054C: use_GXT_table 'SWEET1' 0006:   $X2 =  2743.909 ;; integer values0006:   $Y2 =  -1968.62 ;; integer values0006:   $Z2 =  21.0 ;; integer values  0006:   $X3 =  2854.042 ;; integer values0006:   $Y3 =  -2055.418 ;; integer values0006:   $Z3 =  11.0 ;; integer values  0006:   $X4 =  2787.478 ;; integer values0006:   $Y4 =  -2344.673;; integer values0006:   $Z4 =  13.0 ;; integer values 0006:   $X5 =  2784.146 ;; integer values0006:   $Y5 =  -2444.544;; integer values0006:   $Z5 =  14.0 ;; integer values 0006:   $R1 =  10.0 ;; integer values 0006:   $R2 =  5.0 ;; integer values  0006: $CLOWN = 264    0247: request_model $CLOWN038B: load_requested_models0001: wait 250 ms 00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££MISSION_1  032B: $WP1 = create_weapon_pickup 347 15 ammo 12 at $X2 $Y2 $Z203DC: $M1 = create_marker_above_pickup $WP100BC: text_highpriority 'SWE1_A'  10000 ms  1 0002: jump ££WEAPON_CHECK  :WEAPON_CHECK03A4: name_thread 'CHECK1' 0001: wait 0 ms00D6: if  0 0214:   pickup $WP1 picked_up004D: jump_if_false ££WEAPON_CHECK   0164: disable_marker $M10215: destroy_pickup $WP1    00BC: text_highpriority 'SWE1_Q'  5000 ms  1 0002: jump ££CAR_CHECK :CAR_CHECK03A4: name_thread 'CHECK2'     0001: wait 0 ms00D6: if  0 00DD:   actor $PLAYER_ACTOR driving_vehicle_type  420004D: jump_if_false ££CAR_CHECK      009A: $A1 = create_actor  7 $CLOWN at  $X3 $Y3 $Z3 0350: unknown_actor $A1 not_scared_flag 10187: $M2 = create_marker_above_actor $A1 00BC: text_highpriority 'SWE1_P'  5000 ms  1 0002: jump ££ACTIVATE_TIMER  :ACTIVATE_TIMER  03A4: name_thread 'ACTIVE'0001: wait 0 ms014E: set_timer_to $Zeit type  10004: $Zeit =  120000; integer values 0050: gosub ££TIME_CHECK0002: jump ££ACTOR_CHECK:ACTOR_CHECK03A4: name_thread 'CHECK3'03C0: $PAC = actor $PLAYER_ACTOR car0001: wait 0 ms00D6: if  1 0104:   actor $PLAYER_ACTOR near_actor $A1 radius  $R1  $R1  $R1 sphere  0 00DD:   actor $PLAYER_ACTOR driving_vehicle_type  420004D: jump_if_false ££ACTOR_CHECK   05CA: AS_actor $A1 enter_car $PAC passenger_seat  0  20000 ms0164: disable_marker $M200BC: text_highpriority 'SWE1SPF'  5000 ms  1 02A8: $M3 = create_marker  0 at  $X4 $Y4 $Z403BC: $S1 = create_sphere  $X4 $Y4 $Z4 $R20002: jump ££CHECKPOINT_CHECK:CHECKPOINT_CHECK03A4: name_thread 'CHECK4'0001: wait 0 ms  00D6: if  2 0103:   actor $PLAYER_ACTOR stopped_near_point_in_car $X4 $Y4 $Z4 radius  $R2 $R2 $R2 sphere  0 0448:   actor $A1 in_car $PAC004D: jump_if_false ££CHECKPOINT_CHECK  03BD: destroy_sphere $S10164: disable_marker $M300BC: text_highpriority 'HOOD3_A'  5000 ms  10187: $M4 = create_marker_above_actor $A1 0002: jump ££DEAD_CHECK:DEAD_CHECK03A4: name_thread 'CHECK5'0001: wait 0 ms00D6: if  0 0118:   actor $A1 dead004D: jump_if_false ££DEAD_CHECK0164: disable_marker $M400BC: text_highpriority 'SWE1_S'  5000 ms  1 032B: $WP2 = create_weapon_pickup 344 15 ammo 12 at  $X5 $Y5 $Z5  03DC: $M5 = create_marker_above_pickup $WP2  0002: jump ££WEAPON_CHECK_2:WEAPON_CHECK_203A4: name_thread 'CHECK6' 0001: wait 0 ms00D6: if  0 0214:   pickup $WP2 picked_up004D: jump_if_false ££WEAPON_CHECK_2   0164: disable_marker $M50215: destroy_pickup $WP2     0186: $M6 = create_marker_above_car $PAC 00BC: text_highpriority 'SWE1_X'  6000 ms  1 0002: jump ££CAR_DEAD   :TIME_CHECK  0001: wait 0 ms00D6: if  0001A: 1 >  $Zeit  004D: jump_if_false ££TIME_CHECK   052C: set_player $PLAYER_CHAR drunk_visuals  50000051: return:CAR_DEAD03A4: name_thread 'CHECK7' 0001: wait 0 ms00D6: if  0                  0119: car $PAC wrecked004D: jump_if_false ££CAR_DEAD  0164: disable_marker $M6   00BC: text_highpriority 'SWE1_AS'  5000 ms  1     0001: wait 5000 ms009B: destroy_actor_instantly $A1 00A6: destroy_car $PAC 014F: stop_timer $Zeit 0004: $Zeit =  0 ;; integer values    0417: start_mission  1004E: end_thread   :MISSION_2 0006:   $X6 =  2775.543 ;; integer values0006:   $Y6 =  -2332.35 ;; integer values0006:   $Z6 =  13.0 ;; integer values       0006:   $Z7 =  2787.478 ;; integer values    0006:   $Z7 =  -2344.673 ;; integer values    0006:   $Z7 =  13.0 ;; integer values    0006:   $R3 =  5.0 ;; integer values  0001: wait 250 ms 00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££MISSION_2  00A1: put_actor $PLAYER_ACTOR at  $X6 $Y6 $Z602A8: $M7 = create_marker  0 at $X7 $Y7 $Z703BC: $S2 = create_sphere $X7 $Y7 $Z7 $R30002: jump £ACTIVATE_TIMER:ACTIVATE_TIMER  03A4: name_thread 'ACTIVE2'0001: wait 0 ms014E: set_timer_to $Zeit_2 type  10004: $Zeit_2 =  10000; integer values 0050: gosub ££TIME_CHECK_20002: jump ££CHECKPOINT_CHECK_2:CHECKPOINT_CHECK_203A4: name_thread 'CHECK9'  0001: wait 0 ms00D6: if 0                      0102: actor $PLAYER_ACTOR stopped_near_point_on_foot  $X7 $Y7 $Z7 radius  $R3 $R3 $R3 sphere  0004D: jump_if_false ££CHECKPOINT_CHECK_2 03BD: destroy_sphere $S20164: disable_marker $M7  014F: stop_timer $Zeit_2 0004: $Zeit_2 =  0 ;; integer values  0002: jump ££BLANK:TIME_CHECK_2  0001: wait 0 ms00D6: if  0001A: 1 >  $Zeit_2  004D: jump_if_false ££TIME_CHECK_2   052C: set_player $PLAYER_CHAR drunk_visuals  50000051: return:BLANK0001: wait 0 ms004E: end_thread         :MISSION_3 0001: wait 250 ms 00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££MISSION_3  004E: end_thread  :MISSION_4 0001: wait 250 ms 00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££MISSION_4  004E: end_thread  :MISSION_5 0001: wait 250 ms 00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££MISSION_3  004E: end_thread

 

 

i have a problem with the gosub statemants, some steads functioning not any more like: ACTOR_CHECK... what make i wrong???

 

big thx in advance!!!

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You should not write those scripts as mission scripts, because youre not advanced enough.

Mission script strukture needs some stuff more.

In Missions are used local jump instructions (£ and not locals ££)

 

Start with scripting a simple thread and learn to write it right.

All your script can be combined to one thread

Set the name_thread-code only at the top of each complete thread and not in every script part

 

set first the value of the variable $Zeit

0004: $Zeit = 10000; integer values

and then the timer with this variable

014E: set_timer_to $Zeit type 1

 

To create your actor

009A: $A1 = create_actor 7 $CLOWN at $X3 $Y3 $Z3

you must first insert a "load-model-check"

And dont request your model at the beginning and create it later, after some more checks.

Do it when you need it:

 

 

00D6: if  000DD:   actor $PLAYER_ACTOR driving_vehicle_type  420004D: jump_if_false ££CAR_CHECK      0247: request_model $CLOWN:load_check0001: wait 0 ms00D6: if  00248:   model $CLOWN available004D: jump_if_false ££load_check009A: $A1 = create_actor  7 $CLOWN at  $X3 $Y3 $Z30249: release_model $CLOWN

 

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Biggy Thompson

@ZAZ i made this as you said but once again same problem sad.gif , please help me!!! suicidal.gif

 

 

; KILLALL Mod; 2007 by Biggy Thompson ; Special thanks to Dragonmaster Shanon, PARADOXON und ZAZ        DEFINE VERSION SA 0.330002: jump ££Second_SegmentDEFINE MEMORY  201  ; Equals Mission Builder type global variable range $2 to $10949:Second_Segment0002: jump ££Third_SegmentDEFINE OBJECTS  1DEFINE OBJECT (no name)                  ; This is an unused object. You can put anything here.:Third_Segment0002: jump ££Fourth_SegmentDEFINE MISSIONS  0:Fourth_Segment0002: jump ££Fifth_Segment        DEFINE EXTERNAL_SCRIPTS  0: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'   0006:   $X =  2741.016 ;; integer values0006:   $Y =  -1944.259 ;; integer values0006:   $Z =  13.0 ;; integer values  016A: fade  0 ()  0 ms01F0: set_max_wanted_level_to  6 0111: set_wasted_busted_check_to  0 (disabled) 00C0: set_current_time  19  0 04E4: unknown_refresh_game_renderer_at  $X $Y 03CB: set_camera  $X $Y $Z0053: $PLAYER_CHAR = create_player  0 at  $X $Y $Z070D: $PLAYER_CHAR 0793: (unkown)07AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR     016A: fade 1 (back) 500 ms       004F: create_thread ££PLAYER_REQUEST004F: create_thread ££SET_1 004F: create_thread ££MISSION_1:MAIN_200001: wait 1000 ms        0002: jump ££MAIN_20  :PLAYER_REQUEST03A4: name_thread 'PLOAD'0006: $ACTOR =  101 ;; integer values 0001: wait 0 ms0247: request_model $ACTOR:load_check_player0001: wait 0 ms00D6: if  00248:   model $ACTOR available004D: jump_if_false ££load_check_player :PLAYER_OUT   0001: wait 0 ms09C7: change_player_skin $PLAYER_CHAR to $ACTOR   004E: end_thread :SET_103A4: name_thread 'SET' 0001: wait 0 ms01EB: set_traffic_density_to  0.5 03DE: set_pedestrians_density_multiplier_to  0.5   0629: change_stat  181 (islands unlocked) to  4 ; integer004E: end_thread :MISSION_1      03A4: name_thread 'MISS1'  054C: use_GXT_table 'SWEET1' 0006:   $X2 =  2743.909 ;; integer values0006:   $Y2 =  -1968.62 ;; integer values0006:   $Z2 =  21.0 ;; integer values  0006:   $X3 =  2854.042 ;; integer values0006:   $Y3 =  -2055.418 ;; integer values0006:   $Z3 =  11.0 ;; integer values  0006:   $X4 =  2787.478 ;; integer values0006:   $Y4 =  -2344.673;; integer values0006:   $Z4 =  13.0 ;; integer values 0006:   $X5 =  2784.146 ;; integer values0006:   $Y5 =  -2444.544;; integer values0006:   $Z5 =  14.0 ;; integer values 0006:   $R1 =  10.0 ;; integer values 0006:   $R2 =  5.0 ;; integer values  0006: $CLOWN = 264    0001: wait 250 ms 00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££MISSION_1  032B: $WP1 = create_weapon_pickup 347 15 ammo 12 at $X2 $Y2 $Z203DC: $M1 = create_marker_above_pickup $WP100BC: text_highpriority 'SWE1_A'  10000 ms  1 :WEAPON_CHECK0001: wait 0 ms00D6: if  0 0214:   pickup $WP1 picked_up004D: jump_if_false ££WEAPON_CHECK   0164: disable_marker $M10215: destroy_pickup $WP1    00BC: text_highpriority 'SWE1_Q'  5000 ms  1 :CAR_CHECK 0001: wait 0 ms00D6: if  0 00DD: actor $PLAYER_ACTOR driving_vehicle_type  420004D: jump_if_false ££CAR_CHECK       0247: request_model $CLOWN:load_check0001: wait 0 ms00D6: if  00248:   model $CLOWN available004D: jump_if_false ££load_check:ACTOR_OUT      0001: wait 0 ms009A: $A1 = create_actor  7 $CLOWN at  $X3 $Y3 $Z3 0350: unknown_actor $A1 not_scared_flag 10187: $M2 = create_marker_above_actor $A1 00BC: text_highpriority 'SWE1_P'  5000 ms  1 :ACTIVATE_TIMER  0001: wait 0 ms014E: set_timer_to $Zeit type  10004: $Zeit =  120000; integer values 0050: gosub ££TIME_CHECK:ACTOR_CHECK03C0: $PAC = actor $PLAYER_ACTOR car0001: wait 0 ms00D6: if  1 0104:   actor $PLAYER_ACTOR near_actor $A1 radius  $R1  $R1  $R1 sphere  0 00DD:   actor $PLAYER_ACTOR driving_vehicle_type  420004D: jump_if_false ££ACTOR_CHECK   05CA: AS_actor $A1 enter_car $PAC passenger_seat  0  20000 ms0164: disable_marker $M200BC: text_highpriority 'SWE1SPF'  5000 ms  1 02A8: $M3 = create_marker  0 at  $X4 $Y4 $Z403BC: $S1 = create_sphere  $X4 $Y4 $Z4 $R2:CHECKPOINT_CHECK0001: wait 0 ms  00D6: if  2 0103:   actor $PLAYER_ACTOR stopped_near_point_in_car $X4 $Y4 $Z4 radius  $R2 $R2 $R2 sphere  0 0448:   actor $A1 in_car $PAC004D: jump_if_false ££CHECKPOINT_CHECK  03BD: destroy_sphere $S10164: disable_marker $M300BC: text_highpriority 'HOOD3_A'  5000 ms  10187: $M4 = create_marker_above_actor $A1 :DEAD_CHECK0001: wait 0 ms00D6: if  0 0118:   actor $A1 dead004D: jump_if_false ££DEAD_CHECK0164: disable_marker $M400BC: text_highpriority 'SWE1_S'  5000 ms  1 032B: $WP2 = create_weapon_pickup 344 15 ammo 12 at  $X5 $Y5 $Z5  03DC: $M5 = create_marker_above_pickup $WP2  :WEAPON_CHECK_20001: wait 0 ms00D6: if  0 0214:   pickup $WP2 picked_up004D: jump_if_false ££WEAPON_CHECK_2   0164: disable_marker $M50215: destroy_pickup $WP2     0186: $M6 = create_marker_above_car $PAC 00BC: text_highpriority 'SWE1_X'  6000 ms  1  :TIME_CHECK  0001: wait 0 ms00D6: if  0001A: 1 >  $Zeit  004D: jump_if_false ££TIME_CHECK   052C: set_player $PLAYER_CHAR drunk_visuals  50000051: return:CAR_DEAD0001: wait 0 ms00D6: if  0                  0119: car $PAC wrecked004D: jump_if_false ££CAR_DEAD  0164: disable_marker $M6   00BC: text_highpriority 'SWE1_AS'  5000 ms  1     0001: wait 5000 ms009B: destroy_actor_instantly $A1 00A6: destroy_car $PAC 014F: stop_timer $Zeit 0004: $Zeit =  0 ;; integer values    0002: jump ££MISSION_2004E: end_thread   :MISSION_2  03A4: name_thread 'MISS2' 0006:   $X6 =  2775.543 ;; integer values0006:   $Y6 =  -2332.35 ;; integer values0006:   $Z6 =  13.0 ;; integer values       0006:   $Z7 =  2787.478 ;; integer values    0006:   $Z7 =  -2344.673 ;; integer values    0006:   $Z7 =  13.0 ;; integer values    0006:   $R3 =  5.0 ;; integer values  0001: wait 250 ms 00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££MISSION_2  00A1: put_actor $PLAYER_ACTOR at  $X6 $Y6 $Z602A8: $M7 = create_marker  0 at $X7 $Y7 $Z703BC: $S2 = create_sphere $X7 $Y7 $Z7 $R3:ACTIVATE_TIMER_2  0001: wait 0 ms014E: set_timer_to $Zeit_2 type  10004: $Zeit_2 =  10000; integer values 0050: gosub ££TIME_CHECK_2:CHECKPOINT_CHECK_20001: wait 0 ms00D6: if 0                      0102: actor $PLAYER_ACTOR stopped_near_point_on_foot  $X7 $Y7 $Z7 radius  $R3 $R3 $R3 sphere  0004D: jump_if_false ££CHECKPOINT_CHECK_2 03BD: destroy_sphere $S20164: disable_marker $M7  014F: stop_timer $Zeit_2 0004: $Zeit_2 =  0 ;; integer values  0002: jump ££BLANK:TIME_CHECK_2  0001: wait 0 ms00D6: if  0001A: 1 >  $Zeit_2  004D: jump_if_false ££TIME_CHECK_2   052C: set_player $PLAYER_CHAR drunk_visuals  50000051: return:BLANK0001: wait 0 ms004E: end_thread

 

 

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Realize the code completely without those gosubs - integrate the time checks directly into the code. Unfortunately you didn't grasp what a gosub really is and when it should be used. You definitely don't need it here.

 

There are several other syntactic oddities in the code (you only need WAITs in loops - you don't need them inside the name_thread labels that are only run once), too mny to name. You should really do simpler scripts.

 

The :PLAYER_REQUEST thread could easily be rewritten like this:

 

:PLAYER_REQUEST03A4: name_thread 'PLOAD'0006: $ACTOR =  101;; up to personal preference; it's only used inside the thread0247: request_model $ACTOR:load_check_player0001: wait 0 ms00D6: if  00248:   model $ACTOR available004D: jump_if_false ££load_check_player09C7: change_player_skin $PLAYER_CHAR to $ACTOR  ;; player refresh necessary?004E: end_thread 

 

 

It could easily incorporated in the MAIN thread as well, but it might be better this way because it looks less complex.

Edited by SteaVor
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The main failure: You forgot the 0002: jump ££CAR_DEAD at the end of the WEAPON_CHECK_2 part

The code is running into the TIME_CHECK-sub script and loopes in it till the time is smaller as 1

Then it gets the 0051: return and crashes

 

In Addition, dont make a loop in a subscript!

The subroutines of the mission scripts are a other theme

The sub script should be passed as fast as possible, ending with 0051: return

And the send code 0050: gosub should be read all time, if its need

Or, better is to do like SteaVor says

In your examble the loop in the sub script is blocking the whole script

 

 

Insert "If $PLAYER_CHAR defined"-checks at each loop adress

 

:CHECKPOINT_CHECK;;is a loop adress

0001: wait 0 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££CHECKPOINT_CHECK

0050: gosub ££TIME_CHECK

00D6: if 2

0103: actor $PLAYER_ACTOR stopped_near_point_in_car $X4 $Y4 $Z4 radius $R2 $R2 $R2 sphere 0

0448: actor $A1 in_car $PAC

004D: jump_if_false ££CHECKPOINT_CHECK;;jumps back to a loop adress

 

 

Insert a check if the actor is not dead and the car not wrecked before a code can run which commands the actor or the car

 

:ACTOR_CHECK

0001: wait 0 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££CAR_CHECK

0050: gosub ££TIME_CHECK

00D6: if 1

0104: actor $PLAYER_ACTOR near_actor $A1 radius $R1 $R1 $R1 sphere 0

00DD: actor $PLAYER_ACTOR driving_vehicle_type 420

004D: jump_if_false ££ACTOR_CHECK

 

03C0: $PAC = actor $PLAYER_ACTOR car

00D6: if 1

8118: NOT actor $A1 dead

8119: NOT car $PAC wrecked

004D: jump_if_false ££END1

 

05CA: AS_actor $A1 enter_car $PAC passenger_seat 0 20000 ms

 

 

Insert release parts for different situations because in different script parts is set different stuff

 

 

:MISSION_103A4: name_thread 'MISS1'  :MISSION_1b0001: wait 250 ms00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££MISSION_1b054C: use_GXT_table 'SWEET1'0006:   $X2 =  2743.909;; integer values0006:   $Y2 =  -1968.62;; integer values0006:   $Z2 =  21.0;; integer values  0006:   $X3 =  2854.042;; integer values0006:   $Y3 =  -2055.418;; integer values0006:   $Z3 =  11.0;; integer values  0006:   $X4 =  2787.478;; integer values0006:   $Y4 =  -2344.673;; integer values0006:   $Z4 =  13.0;; integer values0006:   $X5 =  2784.146;; integer values0006:   $Y5 =  -2444.544;; integer values0006:   $Z5 =  14.0;; integer values0006:   $R1 =  10.0;; integer values0006:   $R2 =  5.0;; integer values  0006: $CLOWN = 264      032B: $WP1 = create_weapon_pickup 347 15 ammo 12 at $X2 $Y2 $Z203DC: $M1 = create_marker_above_pickup $WP100BC: text_highpriority 'SWE1_A'  10000 ms  1:WEAPON_CHECK0001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££WEAPON_CHECK00D6: if  00214:   pickup $WP1 picked_up004D: jump_if_false ££WEAPON_CHECK  0164: disable_marker $M10215: destroy_pickup $WP1    00BC: text_highpriority 'SWE1_Q'  5000 ms  1:CAR_CHECK0001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££CAR_CHECK00D6: if  000DD: actor $PLAYER_ACTOR driving_vehicle_type  420004D: jump_if_false ££CAR_CHECK      0247: request_model $CLOWN:load_check0001: wait 0 ms00D6: if  00248:   model $CLOWN available004D: jump_if_false ££load_check009A: $A1 = create_actor  7 $CLOWN at  $X3 $Y3 $Z30350: unknown_actor $A1 not_scared_flag 10187: $M2 = create_marker_above_actor $A100BC: text_highpriority 'SWE1_P'  5000 ms  1014E: set_timer_to $Zeit type  10004: $Zeit =  120000; integer values0050: gosub ££TIME_CHECK:ACTOR_CHECK0001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££CAR_CHECK0050: gosub ££TIME_CHECK00D6: if  10104:   actor $PLAYER_ACTOR near_actor $A1 radius  $R1  $R1  $R1 sphere  000DD:   actor $PLAYER_ACTOR driving_vehicle_type  420004D: jump_if_false ££ACTOR_CHECK03C0: $PAC = actor $PLAYER_ACTOR car00D6: if  18118:   NOT   actor $A1 dead8119:   NOT   car $PAC wrecked004D: jump_if_false ££END1 05CA: AS_actor $A1 enter_car $PAC passenger_seat  0  20000 ms0164: disable_marker $M200BC: text_highpriority 'SWE1SPF'  5000 ms  102A8: $M3 = create_marker  0 at  $X4 $Y4 $Z403BC: $S1 = create_sphere  $X4 $Y4 $Z4 $R2:CHECKPOINT_CHECK0001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££CHECKPOINT_CHECK  0050: gosub ££TIME_CHECK00D6: if  18118:   NOT   actor $A1 dead8119:   NOT   car $PAC wrecked004D: jump_if_false ££END200D6: if  20103:   actor $PLAYER_ACTOR stopped_near_point_in_car $X4 $Y4 $Z4 radius  $R2 $R2 $R2 sphere  00448:   actor $A1 in_car $PAC004D: jump_if_false ££CHECKPOINT_CHECK  03BD: destroy_sphere $S10164: disable_marker $M300BC: text_highpriority 'HOOD3_A'  5000 ms  10187: $M4 = create_marker_above_actor $A10633: AS_actor $A1 exit_vehicle:DEAD_CHECK0001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££DEAD_CHECK0050: gosub ££TIME_CHECK00D6: if  00118:   actor $A1 dead004D: jump_if_false ££DEAD_CHECK0164: disable_marker $M400BC: text_highpriority 'SWE1_S'  5000 ms  1032B: $WP2 = create_weapon_pickup 344 15 ammo 12 at  $X5 $Y5 $Z5  03DC: $M5 = create_marker_above_pickup $WP2  0001: wait 1000 ms:WEAPON_CHECK_20001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££WEAPON_CHECK_20050: gosub ££TIME_CHECK00D6: if  00214:   pickup $WP2 picked_up004D: jump_if_false ££WEAPON_CHECK_2  0164: disable_marker $M50215: destroy_pickup $WP2    0186: $M6 = create_marker_above_car $PAC00BC: text_highpriority 'SWE1_X'  6000 ms  1  0002: jump ££CAR_DEAD:TIME_CHECK  0001: wait 0 ms00D6: if  0001A: 1 >  $Zeit  004D: jump_if_false ££TIME_CHECK_end  052C: set_player $PLAYER_CHAR drunk_visuals  5000:TIME_CHECK_end0051: return:CAR_DEAD0001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££CAR_DEAD00D6: if  0                  0119: car $PAC wrecked004D: jump_if_false ££CAR_DEAD:CAR_DEAD_END0164: disable_marker $M6  00BC: text_highpriority 'SWE1_AS'  5000 ms  1    0001: wait 5000 ms009B: destroy_actor_instantly $A100A6: destroy_car $PAC014F: stop_timer $Zeit0004: $Zeit =  0;; integer values    0002: jump ££MISSION_2004E: end_thread:END1  0164: disable_marker $M2  00BC: text_highpriority 'SWE1_AS'  5000 ms  1    01C3: remove_references_to_car $PAC;; Like turning a car into any random car01C2: remove_references_to_actor $A1;; Like turning an actor into a random pedestrian014F: stop_timer $Zeit0004: $Zeit =  0;; integer values    0002: jump ££MISSION_1b:END2  03BD: destroy_sphere $S10164: disable_marker $M300BC: text_highpriority 'SWE1_AS'  5000 ms  1    01C3: remove_references_to_car $PAC;; Like turning a car into any random car01C2: remove_references_to_actor $A1;; Like turning an actor into a random pedestrian014F: stop_timer $Zeit0004: $Zeit =  0;; integer values    0002: jump ££MISSION_1b

 

Edited by ZAZ
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Biggy Thompson

ehhm okey mercie_blink.gif , i will rather start all over again to learn correct mission coding... ehhm, do you know good tutorials about mission coding? or can you write down the most importan things about mission coding, please?

 

questions:

 

- how sub threads working and what should i be know about them sarcasm.gif?

 

- what are my biggest bugs in my scripts rampage_ani.gif? and how can i in future avoid?

 

- what i should to practice monocle.gif ?

 

@ZAZ danke der skript funzt, aber ich sollte erstmal lieber die wichtigsten basics lernen... ich mache zu viele fehler... anuj_cop.gif

 

alien.gif

greetz

 

Biggy T.

Edited by Biggy Thompson
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questions:

- how sub threads working and what should i be know about them sarcasm.gif?

- what are my biggest bugs in my scripts rampage_ani.gif? and how can i in future avoid? 

- what i should to practice ?

 

To explain all important knowledge makes no sence because it would be to much and you wont understand everything

The best way is learning by doing. Make exercises and experience step by step.

By problems, look in your script, try to understand and search for the mistake.

If you really stuck feel free to ask here in the forum.

If you wonna discuse in german language post at gta-action forum >> Grand Theft Auto - San Andreas » Editing Fragen

 

Basicly you must protect your script for each situation

If the player will be wasted or busted

If the car will be wrecked

if the actor will be killed

Or other situaion

It can every time happens

But then it must be possible to play the game correct and start again the script

And the spawned stuff must be released correct.

 

Your next step is to use math codes for build switches

and links the single script parts together to one long loop

 

 

:Biggy_103A4: name_thread 'MISS1'  :Biggy_3;;;;;;;;;;;;;;;;;;;;;;;;;;Loopadress0001: wait 250 ms00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££Biggy_3054C: use_GXT_table 'SWEET1'0006:   $X2 =  2743.909;; integer values0006:   $Y2 =  -1968.62;; integer values0006:   $Z2 =  21.0;; integer values  0006:   $X3 =  2854.042;; integer values0006:   $Y3 =  -2055.418;; integer values0006:   $Z3 =  11.0;; integer values  0006:   $X4 =  2787.478;; integer values0006:   $Y4 =  -2344.673;; integer values0006:   $Z4 =  13.0;; integer values0006:   $X5 =  2784.146;; integer values0006:   $Y5 =  -2444.544;; integer values0006:   $Z5 =  14.0;; integer values0006:   $R1 =  10.0;; integer values0006:   $R2 =  5.0;; integer values  0004: $step1 =  0 ;; integer values0004: $step2 =  0 ;; integer values0004: $step3 =  0 ;; integer values0004: $step4 =  0 ;; integer values0004: $step5 =  0 ;; integer values0006: $CLOWN = 264      032B: $WP1 = create_weapon_pickup 347 15 ammo 12 at $X2 $Y2 $Z203DC: $M1 = create_marker_above_pickup $WP100BC: text_highpriority 'SWE1_A'  10000 ms  1:Biggy_5;;;;;;;;;;;;;;;;;;;;;;;;;;Loopadress0001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined    004D: jump_if_false ££END10050: gosub ££TIME_CHECK00D6: if  10038:   $step1 ==  0 ;; integer values0214:   pickup $WP1 picked_up004D: jump_if_false ££Biggy_7  0004: $step1 =  1 ;; integer values0164: disable_marker $M10215: destroy_pickup $WP1    00BC: text_highpriority 'SWE1_Q'  5000 ms  1:Biggy_700D6: if  10038:   $step1 ==  1 ;; integer values00DD: actor $PLAYER_ACTOR driving_vehicle_type  420004D: jump_if_false ££Biggy_9      03C0: $PAC = actor $PLAYER_ACTOR car0247: request_model $CLOWN:load_check0001: wait 0 ms00D6: if  00248:   model $CLOWN available004D: jump_if_false ££load_check009A: $A1 = create_actor  7 $CLOWN at  $X3 $Y3 $Z30350: unknown_actor $A1 not_scared_flag 10187: $M2 = create_marker_above_actor $A100BC: text_highpriority 'SWE1_P'  5000 ms  1014E: set_timer_to $Zeit type  10004: $Zeit =  120000; integer values0004: $step1 =  2 ;; integer values:Biggy_900D6: if  10038:   $step1 ==  2 ;; integer values80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 420004D: jump_if_false ££Biggy_120004: $step1 =  1 ;; integer values0164: disable_marker $M2009B: destroy_actor_instantly $A1014F: stop_timer $Zeit01C3: remove_references_to_car $PAC ;; Like turning a car into any random car00BA: text_styled 'FEC_END'  1000 ms  40004: $step2 =  0 ;; integer values  0004: $step3 =  0 ;; integer values0004: $step4 =  0 ;; integer values0004: $step5 =  0 ;; integer values0002: jump ££Biggy_5;;;;;;;;;jumps back to a loop adress:Biggy_1200D6: if  00038:   $step1 ==  2 ;; integer values004D: jump_if_false ££Biggy_1500D6: if  18118:   NOT   actor $A1 dead8119:   NOT   car $PAC wrecked004D: jump_if_false ££END100D6: if  10038:   $step2 ==  0 ;; integer values0104:   actor $PLAYER_ACTOR near_actor $A1 radius  $R1  $R1  $R1 sphere  0004D: jump_if_false ££Biggy_1305CA: AS_actor $A1 enter_car $PAC passenger_seat  0  20000 ms0004: $step2 =  1 ;; integer values  :Biggy_1300D6: if  00038:   $step2 ==  1 ;; integer values004D: jump_if_false ££Biggy_1500D6: if  00448:   actor $A1 in_car $PAC004D: jump_if_false ££Biggy_150164: disable_marker $M200BC: text_highpriority 'SWE1SPF'  5000 ms  102A8: $M2 = create_marker  0 at  $X4 $Y4 $Z403BC: $S1 = create_sphere  $X4 $Y4 $Z4 $R20004: $step1 =  3 ;; integer values  :Biggy_1500D6: if  00038:   $step1 ==  3 ;; integer values004D: jump_if_false ££Biggy_1700D6: if  28118:   NOT   actor $A1 dead8119:   NOT   car $PAC wrecked0448:   actor $A1 in_car $PAC004D: jump_if_false ££END100D6: if  00103:   actor $PLAYER_ACTOR stopped_near_point_in_car $X4 $Y4 $Z4 radius  $R2 $R2 $R2 sphere  0004D: jump_if_false ££Biggy_170004: $step1 =  4 ;; integer values    03BD: destroy_sphere $S10164: disable_marker $M200BC: text_highpriority 'HOOD3_A'  5000 ms  10187: $M2 = create_marker_above_actor $A10633: AS_actor $A1 exit_vehicle:Biggy_1700D6: if  00038:   $step1 ==  4 ;; integer values004D: jump_if_false ££Biggy_1900D6: if  00118:   actor $A1 dead004D: jump_if_false ££Biggy_190004: $step1 =  5 ;; integer values    0164: disable_marker $M200BC: text_highpriority 'SWE1_S'  5000 ms  1032B: $WP2 = create_weapon_pickup 344 15 ammo 12 at  $X5 $Y5 $Z5  03DC: $M2 = create_marker_above_pickup $WP2:Biggy_1900D6: if  00038:   $step1 ==  5;; integer values004D: jump_if_false ££Biggy_2200D6: if  00214:   pickup $WP2 picked_up004D: jump_if_false ££Biggy_22  00D6: if  08119:   NOT   car $PAC wrecked004D: jump_if_false ££END10004: $step1 =  6 ;; integer values    0164: disable_marker $M20215: destroy_pickup $WP2    0186: $M2 = create_marker_above_car $PAC00BC: text_highpriority 'SWE1_X'  6000 ms  1:Biggy_2200D6: if  00038:   $step1 ==  6;; integer values004D: jump_if_false ££Biggy_5;;;;;;;;;jumps back to a loop adress00D6: if  0                  0119: car $PAC wrecked004D: jump_if_false ££Biggy_5;;;;;;;;;jumps back to a loop adress:Biggy_250164: disable_marker $M2  00BC: text_highpriority 'SWE1_AS'  5000 ms  1    0004: $step1 =  0 ;; integer values009B: destroy_actor_instantly $A100A6: destroy_car $PAC014F: stop_timer $Zeit0001: wait 1000 ms00A1: put_actor $PLAYER_ACTOR at  2741.016 -1944.259 13.00002: jump ££Biggy_3;;;;;;;;;jumps back to a loop adress:END100D6: if  240038:   $step1 ==  2 ;; integer values0038:   $step1 ==  3 ;; integer values0038:   $step1 ==  4 ;; integer values0038:   $step1 ==  5 ;; integer values0038:   $step1 ==  6 ;; integer values004D: jump_if_false ££END2      0164: disable_marker $M201C3: remove_references_to_car $PAC ;; Like turning a car into any random car01C2: remove_references_to_actor $A1 ;; Like turning an actor into a random pedestrian014F: stop_timer $Zeit00BA: text_styled 'FEC_END'  1000 ms  4:END200D6: if  00038:   $step1 ==  5 ;; integer values004D: jump_if_false ££END3  0215: destroy_pickup $WP200BA: text_styled 'FEC_END'  1000 ms  40002: jump ££Biggy_3;;;;;;;;;jumps back to a loop adress:END300D6: if  00038:   $step1 ==  3 ;; integer values004D: jump_if_false ££END403BD: destroy_sphere $S1    00BA: text_styled 'FEC_END'  1000 ms  40002: jump ££Biggy_3;;;;;;;;;jumps back to a loop adress:END400D6: if  210038:   $step1 ==  1 ;; integer values0038:   $step1 ==  0 ;; integer values004D: jump_if_false ££Biggy_3;;;;;;;;;jumps back to a loop adress00BA: text_styled 'FEC_END'  1000 ms  40002: jump ££Biggy_3;;;;;;;;;jumps back to a loop adress:TIME_CHECK  00D6: if  240038:   $step1 ==  2 ;; integer values0038:   $step1 ==  3 ;; integer values0038:   $step1 ==  4 ;; integer values0038:   $step1 ==  5 ;; integer values0038:   $step1 ==  6 ;; integer values004D: jump_if_false ££TIME_CHECK_end00D6: if  10038:   $step3 ==  0 ;; integer values001A: 1 >  $Zeit  004D: jump_if_false ££TIME_CHECK1  052C: set_player $PLAYER_CHAR drunk_visuals  50000004: $step3 =  1 ;; integer values:TIME_CHECK1  00D6: if  10038:   $step4 ==  0 ;; integer values001A: 90000 >  $Zeit  004D: jump_if_false ££TIME_CHECK20004: $step4 =  1 ;; integer values0224: set_car $PAC health_to  300:TIME_CHECK2  00D6: if  10038:   $step5 ==  0 ;; integer values001A: 70000 >  $Zeit  004D: jump_if_false ££TIME_CHECK_end0004: $step5 =  1 ;; integer values0A30: repair_car $PAC0224: set_car $PAC health_to  1000:TIME_CHECK_end0051: return

 

 

A sub script make sence if you wonna check or set informations which are difficult to integrate in the main script

and then use this information in a code in the main script

The subscript is a parallel script which allways must ends with 0051: return

Exemble

 

;;a part in the main script0050: gosub ££Cardrivesub300A7: car @1 drive_to  @11 @12 @130002: jump ££Loopadress:Cardrivesub300D6: if  08119:   NOT   car @1 wrecked004D: jump_if_false ££Cardrivesub10100D6: if  000DB:   actor @2 in_car @1004D: jump_if_false ££Cardrivesub101:Cardrivesub1000D6: if  00039:   @24 ==  0 ;; integer values004D: jump_if_false ££Cardrivesub1100D6: if  001AF:   car @1  0 ()near_point @11 @12 @13 radius  5.2  5.2  5.0004D: jump_if_false ££Cardrivesub110006: @24 =  1 ;; integer values0005: @11 =  -1181.78 ;; floating-point values0005: @12 =  -331.30 ;; floating-point values0005: @13 =  13.76 ;; floating-point values000A: @25 +=  0 ;; integer values0007: @27 =  100.0 ;; floating-point values0007: @28 =  20.0 ;; floating-point values04e0: car @1 abandon_path_radius 2500002: jump ££Cardrivesub100:Cardrivesub1100D6: if  00039:   @24 ==  1 ;; integer values004D: jump_if_false ££Cardrivesub10100D6: if  001AF:   car @1  0 ()near_point @11 @12 @13 radius  15.2  15.2  5.0004D: jump_if_false ££Cardrivesub10100AD: set_car @1 max_speed_to  10.00006: @24 =  2 ;; integer values0007: @11 =  -1282.1 ;; floating-point values0007: @12 =  -159.3 ;; floating-point values0007: @13 =  13.76 ;; floating-point values0175: set_car @1 z_angle_to 340.00007: @27 =  100.0 ;; floating-point values0007: @28 =  20.0 ;; floating-point values04e0: car @1 abandon_path_radius 2500002: jump ££Cardrivesub100:Cardrivesub10004BA: set_car @1 speed_instantly  @2800AD: set_car @1 max_speed_to  @27:Cardrivesub1010051: return

 

 

Btw. insert the restart codes into your stripped main

016C: restart_if_wasted at 815.72 -1103.1 25.8 angle 270.0 unknown 0

016D: restart_if_busted at 1554.664 -1687.32 6.22 angle 90.0 unknown 0

016C: restart_if_wasted at -345.22 2226.541 66.93 angle 270.0 unknown 1

016D: restart_if_busted at 1554.664 -1687.32 6.22 angle 90.0 unknown 1

016C: restart_if_wasted at -345.22 2226.541 66.93 angle 270.0 unknown 2

016D: restart_if_busted at 1554.664 -1687.32 6.22 angle 90.0 unknown 2

08DE: 0 ; (Keep stuff after busted)(0=on/1=off)

08DD: 0 ; (Keep stuff after wasted)(0=on/1=off)

 

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The subscript is a parallel script

I don't know if that's really the best way to describe gosubs. They don't really work in parallel (theads are more like that); sub-routines (to me) are little (or a big) pieces of code that will eventually be repeated a lot of times. Let's say you need to check if a car is destroyed or flipped. Rather than adding a car destroyed and flipped check to every section of your loop, you can GOSUB to a section containing this code, and RETURN when the code execution is complete. This is a VERY basic example, but I think ya'll get the idea.

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

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The subscript is a parallel script

I don't know if that's really the best way to describe gosubs.

Youre right, a subscript can also exist as stand alone script, which can use from everywhere (unless from the Extern script to the Main part, i believe)

But basicly is it running parallel to a script which includes the gosub send code.

Or should i call it additional? or support script ?

 

 

In the mission, the main script will managed by the Exe, switching in the special mission state and send the the mission script in a sub script.

 

It needs some important codes:

0180: set_on_mission_flag_to $ON_MISSION

0004: $on_mission = 1

0317: increment_mission_attempts

 

 

:Mission_103A4: name_thread "Miss"  0050: gosub £Mission_main_1 00D6: if  00112:   wasted_or_busted004D: jump_if_false £Mission_end_10050: gosub £Mission_fail_1                    :Mission_end_10050: gosub £Mission_clep_1004E: end_thread:Mission_main_10317: increment_mission_attempts0004: $on_mission =  1If the player is wasted or busted the code jumps to Mission_fail_1or the mission will passed successful and jumps to Mission_pass_1In both the script ends with return and the last gosub of the mission header jumps to the mission cleanup sectionThe special mission state ends and the game is back in the normal state:Mission_fail_10051: return:Mission_pass_10051: return:Mission_clep_10004: $ON_MISSION =  000D8: mission_cleanup0051: return

 

Edited by ZAZ
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No, a subroutine never runs parallel to the thread it was called from - the calling thread is on hold until the code returns there with 0051.

And I wouldn't do car_wrecked (etc.) checks there because you'd have to specify a variable to tell the calling thread about the result.

Your example with Cardrivesub3 doesn't make sense because of this, ZAZ, because '00A7: car @1 drive_to @11 @12 @13' will be executed no matter what the wrecked check returns!

You'd have to pass a variable to let the thread know if it's still safe to reference @1.

Or you could do a

 

if0050: gosub £(£)Checkjf @elsewhere

in conjunction with return_true(0485) and return_false (059A) opcodes inside the subroutine. cool.gif

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No, a subroutine never runs parallel to the thread it was called from - the calling thread is on hold until the code returns there with 0051.

And I wouldn't do car_wrecked (etc.) checks there because you'd have to specify a variable to tell the calling thread about the result.

Your example with Cardrivesub3 doesn't make sense because of this, ZAZ, because '00A7: car @1 drive_to @11 @12 @13' will be executed no matter what the wrecked check returns!

You'd have to pass a variable to let the thread know if it's still safe to reference @1.

Or you could do a

 

if0050: gosub £(£)Checkjf @elsewhere

in conjunction with return_true(0485) and return_false (059A) opcodes inside the subroutine. cool.gif

Thanks for bringing the goal

I never checked out this detail

 

If I say parallel, i mean, the subscript is not in the thread script follwing.

Only the result of the subscript goes with the thread

Its like a branch, a folder deeper, a booster, a support

Its not defined as thread and ends with return.

Can be associieted to a script like tuningparts or

can used from all like fuel

Its running in its own level, a sub level

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