MatiSk8 Posted January 25, 2008 Share Posted January 25, 2008 Hello. I've written new mission to GTA SA. I've added it to brand new main.scm. In that way, all scripts like: -parachute, -tatoo salon, -barber -and much, much more disappeard. I've added to " DEFINE EXTERNAL_SCRIPTS " value 1 and script name from original SA: DEFINE OBJECTS 0 DEFINE MISSIONS 1 DEFINE MISSION 0 AT @FOX_RIVER_TRIP DEFINE EXTERNAL_SCRIPTS 1 DEFINE SCRIPT TATTOO AT @TATTO // 1 DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 thread 'MAIN' Then, I've copied code from: " //-------------External script 61 (TATTOO)--------------- To: " :TATTO_1546003E3: set_texture_to_be_drawn_antialiased 1 038E: draw_box_position 280.0 58.0 size 70.0 70.0 RGBA 0 0 0 255 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 1 position 280.0 58.0 size 64.0 64.0 RGBA 255 255 255 200 return end_thread " I haven't copied anything else (I thought that it was all). I was wrong. Game starts, it's possible to enter tatoo saloon, but it's impossible to make a tatoo.(there is't a man who do tattoos). Please, help. What should I do to make this script (tatoo) work? Link to comment Share on other sites More sharing options...
PatrickW Posted January 28, 2008 Share Posted January 28, 2008 You'e left out the part where the external "TATTOO" script is loaded and started: :INTMAN_923if or08F9: v$ACTIVE_INTERIOR_NAME == "TATTOO" 08F9: v$ACTIVE_INTERIOR_NAME == "TATTO2" 08F9: v$ACTIVE_INTERIOR_NAME == "TATTO3" jf @INTMAN_996 0926: [email protected] = external_script_status 61 (TATTOO) if [email protected] == 0 jf @INTMAN_996 08A9: load_external_script 61 (TATTOO) 038B: load_requested_models if 08AB: external_script 61 (TATTOO) loaded jf @INTMAN_996 0913: run_external_script 61 (TATTOO) $1261 = 1 [email protected] += 1 This is the snippet, from the main that does it. You'll have to embed in your scm.txt, probably in a thread of it's own. Link to comment Share on other sites More sharing options...
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