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Problem with TIREFIX THREAD


P.I.M.P_PL
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Hi.

 

I have problem with this thread: TIREFIX

 

 

:TIREFIXthread 'TIREFIX' :TIREFIX_11wait 250 if   Player.Defined($PLAYER_CHAR)jf @TIREFIX_11 if and  Actor.Driving($PLAYER_ACTOR)84A7:   not is_actor $PLAYER_ACTOR driving_boat 84C8:   not is_actor $PLAYER_ACTOR driving_flying_vehicle jf @TIREFIX_11 [email protected] = 0 // L = INT 03C0: get_actor $PLAYER_ACTOR vehicle_handle_to $11289 //class B $11289 = Car.Model([email protected])if 0A01:   is_modelID [email protected] minimum_4wheels_vehicle //vehicles_only jf @TIREFIX_11 03F3: get_vehicle $11289 primary_color_to [email protected] secondary_color_to [email protected] [email protected] = 4 // L = INT :[email protected] = 0 // L = INT :TIREFIX_122wait 10 if   Player.Defined($PLAYER_CHAR)jf @TIREFIX_1702 if   Actor.Driving($PLAYER_ACTOR)jf @TIREFIX_1574 if 001D:   [email protected] > [email protected] // L > L (int) jf @TIREFIX_115 if 056E:   is $11289 valid_vehicle_handle jf @TIREFIX_1702 if 8496:   not is_vehicle $11289 tire [email protected] deflated jf @TIREFIX_226 [email protected] += 1 // L += INT jump @TIREFIX_122 :TIREFIX_226wait 250 if   not Car.Wrecked($11289)jf @TIREFIX_1702 if and  not Actor.Driving($PLAYER_ACTOR)01C1:   has_vehicle $11289 stopped 09D0:   is_vehicle $11289 on_wheels jf @TIREFIX_226 0657: set_vehicle $11289 open_component 1 //class A components if   not [email protected] == 0 // L == INT jf @TIREFIX_379 if   not [email protected] == 1 // L == INT jf @TIREFIX_406 if   not [email protected] == 2 // L == INT jf @TIREFIX_433 if  [email protected] == 3 // L == INT jf @TIREFIX_115 [email protected] = 1.0 // L = FLOAT [email protected] = -2.0 // L = FLOAT jump @TIREFIX_453 :[email protected] = -1.0 // L = FLOAT [email protected] = 2.0 // L = FLOAT jump @TIREFIX_453 :[email protected] = -1.0 // L = FLOAT [email protected] = -2.0 // L = FLOAT jump @TIREFIX_453 :[email protected] = 1.0 // L = FLOAT [email protected] = 2.0 // L = FLOAT :TIREFIX_453wait 0 0407: get_vehicle $11289 position_3D_coord_with_offset 0.0 -3.0 -0.3 store_to [email protected] [email protected] [email protected] if   Player.Defined($PLAYER_CHAR)jf @TIREFIX_1702 if   not Actor.Driving($PLAYER_ACTOR)jf @TIREFIX_928 if   not Car.Wrecked($11289)jf @TIREFIX_1702 if 00FF:   is_actor $PLAYER_ACTOR near_3D_coord [email protected] [email protected] [email protected] within_3D_radius 1.5 1.5 1.0 show_sphere 1 and_onfoot jf @TIREFIX_453 Model.Load(#WHEEL_OR1)04ED: load_animation "BOMBER" :TIREFIX_591wait 0 if and04EE:   has_animation_loaded "BOMBER"   Model.Available(#WHEEL_OR1)jf @TIREFIX_591 0407: get_vehicle $11289 position_3D_coord_with_offset 0.0 -2.5 -0.3 store_to [email protected] [email protected] [email protected] #WHEEL_OR1 = Object.Create([email protected], [email protected], [email protected], [email protected])$11289 = Car.Angle([email protected])[email protected] += 270.0 // L += FLOAT Object.Angle([email protected]) = [email protected]: use_GXT_table 'ZERO4' 03E5: display_text_box 'Z4_H13'  // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up object.08D2: set_object [email protected] model_scale_to 0.6 //float 08E9: set_object [email protected] liftable 1 Object.CollisionDetection([email protected]) = TrueObject.ToggleInMovingList([email protected]) = True:TIREFIX_746wait 0 if   Player.Defined($PLAYER_CHAR)jf @TIREFIX_1702 if   not Actor.Driving($PLAYER_ACTOR)jf @TIREFIX_928 if   not Car.Wrecked($11289)jf @TIREFIX_1702 $11289 = Car.Angle([email protected])[email protected] += 270.0 // L += FLOAT 08D2: set_object [email protected] model_scale_to 0.6 //float 0407: get_vehicle $11289 position_3D_coord_with_offset 0.0 -2.5 0.2 store_to [email protected] [email protected] [email protected] Object.PutAt([email protected], [email protected], [email protected], [email protected])Object.Angle([email protected]) = [email protected] 0737:   is_actor $PLAYER_ACTOR holding_object [email protected] jf @TIREFIX_746 03D5: remove_text 'Z4_H13'  // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up object.095E: set_vehicle $11289 component 1 manipulation 1 value -1.0 //class A components jump @TIREFIX_960 :TIREFIX_92803D5: remove_text 'Z4_H13'  // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up object.095E: set_vehicle $11289 component 1 manipulation 1 value -1.0 //class A components jump @TIREFIX_1574 :TIREFIX_960wait 0 if   Player.Defined($PLAYER_CHAR)jf @TIREFIX_1702 if   not Actor.Driving($PLAYER_ACTOR)jf @TIREFIX_1574 if   not Car.Wrecked($11289)jf @TIREFIX_1702 0407: get_vehicle $11289 position_3D_coord_with_offset [email protected] [email protected] -0.2 store_to [email protected] [email protected] [email protected] if and8737:   not is_actor $PLAYER_ACTOR holding_object [email protected] 0597:   is_actor $PLAYER_ACTOR crouching 00FF:   is_actor $PLAYER_ACTOR near_3D_coord [email protected] [email protected] [email protected] within_3D_radius 2.0 2.0 1.0 show_sphere 1 and_onfoot 0471:   is_actor $PLAYER_ACTOR within_rectangle_with_center_at_object [email protected] half_width 1.0 half_height 1.0 flag 0 jf @TIREFIX_960 0668: AS_actor $PLAYER_ACTOR rotate_and_fire_at_3D_coord [email protected] [email protected] [email protected] timelimit 1500 Player.CanMove($PLAYER_CHAR) = FalseCar.LockInCurrentPosition($11289) = [email protected] = 0 // L = INT 008A: $11290 = [email protected] // G = L (int) $11290 /= 100 // G /= INT 03C4: print_status $11290 type 1 GXT_reference 'STAT_1' 0605: set_actor $PLAYER_ACTOR perform_animation "BOM_PLANT_IN" file "BOMBER" 4.0 loop 0 lockX 0 lockY 0 lockF 0 timelimit -1 //versionA 0605: set_actor $PLAYER_ACTOR perform_animation "BOM_PLANT_LOOP" file "BOMBER" 4.0 loop 0 lockX 0 lockY 0 lockF 0 timelimit 5000 //versionA 054C: use_GXT_table 'STEAL5' 00BC: print_now_GXT_reference 'STL5_AC' timelimit 5000 flag 1 //high priority  // ~z~Just about to fix the tires, should be back any minute.:TIREFIX_1295wait 0 008A: $11290 = [email protected] // G = L (int) $11290 /= 100 // G /= INT if and  Player.Defined($PLAYER_CHAR)  not $1397 == 1 // G == INT jf @TIREFIX_1702 if  [email protected] > 5200 // L > INT jf @TIREFIX_1295 Object.Destroy([email protected])0605: set_actor $PLAYER_ACTOR perform_animation "BOM_PLANT_LOOP" file "BOMBER" 4.0 loop 0 lockX 0 lockY 0 lockF 0 timelimit 5000 //versionA :TIREFIX_1406wait 0 008A: $11290 = [email protected] // G = L (int) $11290 /= 100 // G /= INT if and  Player.Defined($PLAYER_CHAR)  not $1397 == 1 // G == INT jf @TIREFIX_1702 if  [email protected] > 10000 // L > INT jf @TIREFIX_1406 0605: set_actor $PLAYER_ACTOR perform_animation "BOM_PLANT_CROUCH_OUT" file "BOMBER" 4.0 loop 0 lockX 0 lockY 0 lockF 0 timelimit -1 //versionA Player.CanMove($PLAYER_CHAR) = TrueCar.LockInCurrentPosition($11289) = False0151: remove_status_text $11290 0699: set_vehicle $11289 repair_tire [email protected] [email protected] = 1 // L = INT Model.Destroy(#WHEEL_OR1)04EF: mark_animation_as_no_longer_needed "BOMBER" $11128 = Car.Health([email protected]):TIREFIX_1574wait 0 if   Player.Defined($PLAYER_CHAR)jf @TIREFIX_1702 if   Actor.Driving($PLAYER_ACTOR)jf @TIREFIX_1574 if and056E:   is $11289 valid_vehicle_handle   not $11289 == 0 // G == INT jf @TIREFIX_1734 if 0448:   is_actor $PLAYER_ACTOR inside_vehicle $11289 jf @TIREFIX_1759 if 03CA:   is [email protected] valid_object_handle jf @TIREFIX_1673 Object.Destroy([email protected]):TIREFIX_1673wait 0 if 04A4:   [email protected] == 1 // integer values OR floating-point values jf @TIREFIX_115 jump @TIREFIX_1759 :TIREFIX_1702wait 0 if and056E:   is $11289 valid_vehicle_handle   not $11289 == 0 // G == INT jf @TIREFIX_1734 Car.RemoveReferences($11289):TIREFIX_1734wait 0 if 03CA:   is [email protected] valid_object_handle jf @TIREFIX_1759 Object.Destroy([email protected]):TIREFIX_1759wait 0 if   Player.Defined($PLAYER_CHAR)jf @TIREFIX_11 if   Actor.Driving($PLAYER_ACTOR)jf @TIREFIX_1574 03C0: get_actor $PLAYER_ACTOR vehicle_handle_to $11289 //class B 03F3: get_vehicle $11289 primary_color_to [email protected] secondary_color_to [email protected] if and  Car.Model($11289) == [email protected]:   [email protected] == [email protected] // integer values OR floating-point values 04A4:   [email protected] == [email protected] // integer values OR floating-point values jf @TIREFIX_11 if 04A4:   [email protected] == 1 // integer values OR floating-point values jf @TIREFIX_115 jump @TIREFIX_1574 

 

when the cj complite change the wheel and stand i can't move and shoot and i can't do nothing.And move the camera.

 

Please help.

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when the cj complite change the wheel and stand i can't move and shoot and i can't do nothing.And move the camera.

 

Please help.

like freezing?

 

This is one reason why I dont like this system of sanny builder with unavailable opcodes

 

your code:

 

Model.Destroy(#WHEEL_OR1)

 

what is it?

use the opcode search for Model.Destroy

what should you init there?

Maybe its not the reason of the problem but i think its a mistake

 

The main reason seems to be this

 

0227: $11128 = car [email protected] health

 

 

car [email protected] didnt exist

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when the cj complite change the wheel and stand i can't move and shoot and i can't do nothing.And move the camera.

 

Please help.

like freezing?

 

This is one reason why I dont like this system of sanny builder with unavailable opcodes

 

your code:

 

Model.Destroy(#WHEEL_OR1)

 

what is it?

use the opcode search for Model.Destroy

what should you init there?

Maybe its not the reason of the problem but i think its a mistake

 

The main reason seems to be this

 

0227: $11128 = car [email protected] health

 

 

car [email protected] didnt exist

ok i try do this changes.

 

Yes it freezing but i can go to menu and exit game.

 

But only sanny builder is good to compile scripts to .cs files.

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hmmm i have very queer answer:

 

when i load the save game and want to fix the wheel the game freezing but when i start new game the cj change wheel normally (without any freezing)

 

maybe its be but the cleo script compile with the new sascm.ini??(it request new sascm.ini to good work)

Edited by P.I.M.P_PL
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maybe its be but the cleo script compile with the new sascm.ini??(it request new sascm.ini to good work)

sannybuilder compile, decompile and convert MB>SB allways with that sascm.ini which is available in

Sanny Builder 3\data\sa

by default its Seemanns "sanny"-sascm.ini

Seemann:

 

SB's SASCM.INI based on space's SASCM.INI from 25.11.2005. Since this date I never changed the param order, only update the descriptions (mostly in 2007).
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