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Mister X

.SCM to .CS

Recommended Posts

Mister X

Hello everybody!

 

One of my dear friend I had prepared some strings of code included in a main.scm clean, without other missions happy.gif ...

 

But now I need to pass these string in a .Cs and the problems here arise...

 

I can not just pass these strings in cs

 

I attach the intere main

 

 

DEFINE OBJECTS 3DEFINE OBJECT SANNY BUILDER 3.03      DEFINE OBJECT INFO                     // Object number -1DEFINE OBJECT DYN_WOODPILE2            // Object number -2DEFINE MISSIONS 0DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA scriptDEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.1.0027}//-------------MAIN---------------03A4: name_thread 'MAIN' 016A: fade 0 time 0 042C: set_total_missions_to 1 030D: set_max_progress 1 0997: set_total_respect_points_to 20 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check 0 00C0: set_current_time_hours_to 0 minutes_to 0 04E4: unknown_refresh_game_renderer_at 585.471 -1865.908 03CB: set_rendering_origin_at 585.471 -1865.908 4.7374 0053: $2 = create_player #NULL at 585.471 -1865.908 4.7374 0002: jump @MAIN_123 0053: $155 = create_player #CSPLAY at 585.471 -1865.908 4.7374 :MAIN_12307AF: $11 = player $2 group 01F5: $3 = get_player_actor $2 0173: set_actor $3 Z_angle_to 272.5814 0373: set_camera_directly_behind_player 0629: change_integer_stat 181 to 4 087B: set_player $2 clothes_texture "BBALLJACKRSTAR" model "BBJACK" body_part 0 087B: set_player $2 clothes_texture "JEANSDENIM" model "JEANS" body_part 2 087B: set_player $2 clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 087B: set_player $2 clothes_texture "PLAYER_FACE" model "HEAD" body_part 1 070D: rebuild_player $2 0109: player $2 money += 3000000 0180: set_on_mission_flag_to $409 // Note: your missions have to use the variable defined here 0004: $14 = 250 01B6: set_weather 3 04BB: select_interior 0 01B7: release_weather 016C: restart_if_wasted_at 585.471 -1865.908 4.7374 angle 180.0 town_number 0 004F: create_thread @MUSIC 03E6: remove_text_box 016A: fade 1 time 1000 004E: end_thread :MUSIC03A4: name_thread 'MUSIC' 0005: $1011 = 585.471 0005: $1012 = -1861.908 0005: $1013 = 4.7374 0006: [email protected] = 0 00D6: if 0039:   [email protected] == -1 004D: jump_if_false @MUSIC_140 00A5: [email protected] = create_car #PONY at 0.0 0.0 0.0 0107: [email protected] = create_object #PONY at 0.0 0.0 0.0 009A: [email protected] = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 0001: wait 0 ms :MUSIC_14000D6: if 056E:   car [email protected] defined 004D: jump_if_false @MUSIC_186 00D6: if 0119:   car [email protected] wrecked 004D: jump_if_false @MUSIC_179 0002: jump @MUSIC_230 :MUSIC_1790002: jump @MUSIC_193 :MUSIC_1860002: jump @MUSIC_230 :MUSIC_19300D6: if 8119:   not car [email protected] wrecked 004D: jump_if_false @MUSIC_230 00AA: store_car [email protected] position_to [email protected] [email protected] [email protected] 0006: [email protected] = 1 :MUSIC_23000D6: if 0019:   [email protected] > 0 004D: jump_if_false @MUSIC_259 0001: wait 0 ms 0002: jump @MUSIC_630 :MUSIC_25900D6: if 03CA:   object [email protected] exists 004D: jump_if_false @MUSIC_305 00D6: if 0366:   object [email protected] damaged 004D: jump_if_false @MUSIC_298 0002: jump @MUSIC_349 :MUSIC_2980002: jump @MUSIC_312 :MUSIC_3050002: jump @MUSIC_349 :MUSIC_31200D6: if 8366:   not object [email protected] damaged 004D: jump_if_false @MUSIC_349 01BB: store_object [email protected] position_to [email protected] [email protected] [email protected] 0006: [email protected] = 1 :MUSIC_34900D6: if 0019:   [email protected] > 0 004D: jump_if_false @MUSIC_378 0001: wait 0 ms 0002: jump @MUSIC_861 :MUSIC_37800D6: if 056D:   actor [email protected] defined 004D: jump_if_false @MUSIC_424 00D6: if 0118:   actor [email protected] dead 004D: jump_if_false @MUSIC_417 0002: jump @MUSIC_468 :MUSIC_4170002: jump @MUSIC_431 :MUSIC_4240002: jump @MUSIC_468 :MUSIC_43100D6: if 8118:   not actor [email protected] dead 004D: jump_if_false @MUSIC_468 00A0: store_actor [email protected] position_to [email protected] [email protected] [email protected] 0006: [email protected] = 1 :MUSIC_46800D6: if 0019:   [email protected] > 0 004D: jump_if_false @MUSIC_497 0001: wait 0 ms 0002: jump @MUSIC_1283 :MUSIC_4970247: load_model #PONY :MUSIC_50200D6: if 8248:   not model #PONY available 004D: jump_if_false @MUSIC_529 0001: wait 0 ms 0002: jump @MUSIC_502 :MUSIC_52900A5: [email protected] = create_car #PONY at $1011 $1012 $1013 0506: set_car_model #PONY next_variation 0 0 // first param is useless 00A9: set_car [email protected] to_normal_driver 02AA: set_car [email protected] immune_to_nonplayer 1 0224: set_car [email protected] health_to 5000 0229: set_car [email protected] primary_color_to 2 secondary_color_to 2 053F: set_car [email protected] tires_vulnerability 1 0423: set_car [email protected] improved_handling_to 2.0 // (float) 0657: car [email protected] open_componentA 4 0657: car [email protected] open_componentA 5 020A: set_car [email protected] door_status_to 3 0085: [email protected] = [email protected] // (int) :MUSIC_63000D6: if 0019:   [email protected] > 0 004D: jump_if_false @MUSIC_662 0006: [email protected] = 0 0002: jump @MUSIC_669 :MUSIC_6620002: jump @MUSIC_140 :MUSIC_6690001: wait 0 ms 0089: $1114 = [email protected] // (float) 000D: $1114 -= 2.0 0089: $1115 = [email protected] // (float) 000D: $1115 -= 8.0 0089: $1116 = [email protected] // (float) 000D: $1116 -= 1.2 029B: [email protected] = init_object #DYN_WOODPILE2 at $1114 $1115 $1116 0089: $1117 = [email protected] // (float) 000D: $1117 -= 0.9 029B: [email protected] = init_object #DYN_WOODPILE2 at $1114 $1115 $1117 0917: audio_zone 'BEACH' enable_sound 1 00D6: if and03CA:   object [email protected] exists 03CA:   object [email protected] exists 004D: jump_if_false @MUSIC_669 08D2: object [email protected] scale_model 0.5 08D2: object [email protected] scale_model 0.5 07F7: set_object [email protected] indestructible 0 07F7: set_object [email protected] indestructible 0 0085: [email protected] = [email protected] // (int) 0085: [email protected] = [email protected] // (int) :MUSIC_86100D6: if 0019:   [email protected] > 0 004D: jump_if_false @MUSIC_893 0006: [email protected] = 0 0002: jump @MUSIC_900 :MUSIC_8930002: jump @MUSIC_259 :MUSIC_900064B: [email protected] = create_particle "FIRE" at [email protected] [email protected] [email protected] type 1 064C: make_particle [email protected] visible 064B: [email protected] = create_particle "FIRE" at [email protected] [email protected] [email protected] type 1 064C: make_particle [email protected] visible :MUSIC_9540209: [email protected] = random_int_in_ranges 9 264 00D6: if 87DE:   not model [email protected] exists // versionB 004D: jump_if_false @MUSIC_991 0001: wait 0 ms 0002: jump @MUSIC_954 :MUSIC_99100D6: if 8248:   not model [email protected] available 004D: jump_if_false @MUSIC_1019 0247: load_model [email protected] 0002: jump @MUSIC_1026 :MUSIC_10190002: jump @MUSIC_954 :MUSIC_102600D6: if 8248:   not model [email protected] available 004D: jump_if_false @MUSIC_1053 0001: wait 0 ms 0002: jump @MUSIC_1026 :MUSIC_105300D6: if 856D:   not actor [email protected] defined 004D: jump_if_false @MUSIC_1139 0089: $1118 = [email protected] // (float) 000D: $1118 -= 1.5 009A: [email protected] = create_actor_pedtype 4 model [email protected] at $1118 [email protected] [email protected] 0176: $1119 = object [email protected] Z_angle 0009: $1119 += 315.0 0173: set_actor [email protected] Z_angle_to $1119 0002: jump @MUSIC_954 :MUSIC_113900D6: if 856D:   not actor [email protected] defined 004D: jump_if_false @MUSIC_1199 0089: $1118 = [email protected] // (float) 000D: $1118 -= 1.5 009A: [email protected] = create_actor_pedtype 4 model [email protected] at [email protected] $1118 [email protected] 0002: jump @MUSIC_954 :MUSIC_119900D6: if 856D:   not actor [email protected] defined 004D: jump_if_false @MUSIC_1315 0089: $1118 = [email protected] // (float) 000D: $1118 -= 3.2 009A: [email protected] = create_actor_pedtype 4 model [email protected] at [email protected] $1118 [email protected] 0176: $1119 = object [email protected] Z_angle 0173: set_actor [email protected] Z_angle_to $1119 0085: [email protected] = [email protected] // (int) 0002: jump @MUSIC_954 :MUSIC_128300D6: if 0019:   [email protected] > 0 004D: jump_if_false @MUSIC_1315 0006: [email protected] = 0 0002: jump @MUSIC_1322 :MUSIC_13150002: jump @MUSIC_378 :MUSIC_132200D6: if 856D:   not actor [email protected] defined 004D: jump_if_false @MUSIC_1433 0208: $1001 = random_float_in_ranges -0.5 4.0 005B: $1001 += [email protected] // (float) 0208: $1002 = random_float_in_ranges 1.0 4.0 005B: $1002 += [email protected] // (float) 009A: [email protected] = create_actor_pedtype 4 model [email protected] at $1001 $1002 [email protected] 0208: $1119 = random_float_in_ranges 0.0 360.0 0173: set_actor [email protected] Z_angle_to $1119 0002: jump @MUSIC_954 :MUSIC_143300D6: if 856D:   not actor [email protected] defined 004D: jump_if_false @MUSIC_1544 0208: $1001 = random_float_in_ranges -0.5 4.0 005B: $1001 += [email protected] // (float) 0208: $1002 = random_float_in_ranges 1.0 4.0 005B: $1002 += [email protected] // (float) 009A: [email protected] = create_actor_pedtype 4 model [email protected] at $1001 $1002 [email protected] 0208: $1119 = random_float_in_ranges 0.0 360.0 0173: set_actor [email protected] Z_angle_to $1119 0002: jump @MUSIC_954 :MUSIC_154400D6: if 856D:   not actor [email protected] defined 004D: jump_if_false @MUSIC_1655 0208: $1001 = random_float_in_ranges -0.5 4.0 005B: $1001 += [email protected] // (float) 0208: $1002 = random_float_in_ranges 1.0 4.0 005B: $1002 += [email protected] // (float) 009A: [email protected] = create_actor_pedtype 4 model [email protected] at $1001 $1002 [email protected] 0208: $1119 = random_float_in_ranges 0.0 360.0 0173: set_actor [email protected] Z_angle_to $1119 0002: jump @MUSIC_954 :MUSIC_165500D6: if 856D:   not actor [email protected] defined 004D: jump_if_false @MUSIC_1766 0208: $1001 = random_float_in_ranges -0.5 4.0 005B: $1001 += [email protected] // (float) 0208: $1002 = random_float_in_ranges 1.0 4.0 005B: $1002 += [email protected] // (float) 009A: [email protected] = create_actor_pedtype 4 model [email protected] at $1001 $1002 [email protected] 0208: $1119 = random_float_in_ranges 0.0 360.0 0173: set_actor [email protected] Z_angle_to $1119 0002: jump @MUSIC_954 :MUSIC_176600D6: if 856D:   not actor [email protected] defined 004D: jump_if_false @MUSIC_1877 0208: $1001 = random_float_in_ranges -0.5 4.0 005B: $1001 += [email protected] // (float) 0208: $1002 = random_float_in_ranges 1.0 4.0 005B: $1002 += [email protected] // (float) 009A: [email protected] = create_actor_pedtype 4 model [email protected] at $1001 $1002 [email protected] 0208: $1119 = random_float_in_ranges 0.0 360.0 0173: set_actor [email protected] Z_angle_to $1119 0002: jump @MUSIC_954 :MUSIC_187700D6: if 856D:   not actor [email protected] defined 004D: jump_if_false @MUSIC_1963 0089: $1118 = [email protected] // (float) 000D: $1118 -= -1.5 009A: [email protected] = create_actor_pedtype 4 model [email protected] at $1118 [email protected] [email protected] 0176: $1119 = object [email protected] Z_angle 0009: $1119 += 90.0 0173: set_actor [email protected] Z_angle_to $1119 0002: jump @MUSIC_1877 :MUSIC_196300D6: if 856D:   not actor [email protected] defined 004D: jump_if_false @MUSIC_2074 0208: $1001 = random_float_in_ranges -1.5 4.0 005B: $1001 += [email protected] // (float) 0208: $1002 = random_float_in_ranges 2.0 4.0 005B: $1002 += [email protected] // (float) 009A: [email protected] = create_actor_pedtype 4 model [email protected] at $1001 $1002 [email protected] 0208: $1119 = random_float_in_ranges 0.0 360.0 0173: set_actor [email protected] Z_angle_to $1119 0002: jump @MUSIC_1877 :MUSIC_207404ED: load_animation "BEACH" 04ED: load_animation "DANCING" 04ED: load_animation "SCRATCHING" :MUSIC_210800D6: if and84EE:   not animation "BEACH" loaded 84EE:   not animation "DANCING" loaded 84EE:   not animation "SCRATCHING" loaded 004D: jump_if_false @MUSIC_2164 0001: wait 0 ms 0002: jump @MUSIC_2108 :MUSIC_216400D6: if 8118:   not actor [email protected] dead 004D: jump_if_false @MUSIC_2252 0615: define_AS_pack_begin [email protected] 0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 0643: set_AS_pack [email protected] loop 1 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] :MUSIC_225200D6: if 8118:   not actor [email protected] dead 004D: jump_if_false @MUSIC_2340 0615: define_AS_pack_begin [email protected] 0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 0643: set_AS_pack [email protected] loop 1 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] :MUSIC_234000D6: if 8118:   not actor [email protected] dead 004D: jump_if_false @MUSIC_2426 0615: define_AS_pack_begin [email protected] 0605: actor -1 perform_animation_sequence "SCLNG_R" IFP_file "SCRATCHING" 4.0 loop 1 0 0 0 time -1 // versionA 0643: set_AS_pack [email protected] loop 1 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] :MUSIC_242600D6: if 8118:   not actor [email protected] dead 004D: jump_if_false @MUSIC_2510 0615: define_AS_pack_begin [email protected] 0605: actor -1 perform_animation_sequence "DNCE_M_A" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 0643: set_AS_pack [email protected] loop 1 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] :MUSIC_251000D6: if 8118:   not actor [email protected] dead 004D: jump_if_false @MUSIC_2594 0615: define_AS_pack_begin [email protected] 0605: actor -1 perform_animation_sequence "DNCE_M_B" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 0643: set_AS_pack [email protected] loop 1 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] :MUSIC_259400D6: if 8118:   not actor [email protected] dead 004D: jump_if_false @MUSIC_2678 0615: define_AS_pack_begin [email protected] 0605: actor -1 perform_animation_sequence "DNCE_M_C" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 0643: set_AS_pack [email protected] loop 1 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] :MUSIC_267800D6: if 8118:   not actor [email protected] dead 004D: jump_if_false @MUSIC_2762 0615: define_AS_pack_begin [email protected] 0605: actor -1 perform_animation_sequence "DNCE_M_D" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 0643: set_AS_pack [email protected] loop 1 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] :MUSIC_276200D6: if 8118:   not actor [email protected] dead 004D: jump_if_false @MUSIC_2846 0615: define_AS_pack_begin [email protected] 0605: actor -1 perform_animation_sequence "DNCE_M_E" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 0643: set_AS_pack [email protected] loop 1 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] :MUSIC_284600D6: if 8118:   not actor [email protected] dead 004D: jump_if_false @MUSIC_2934 0615: define_AS_pack_begin [email protected] 0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 0643: set_AS_pack [email protected] loop 1 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] :MUSIC_293400D6: if 8118:   not actor [email protected] dead 004D: jump_if_false @MUSIC_3022 0615: define_AS_pack_begin [email protected] 0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 0643: set_AS_pack [email protected] loop 1 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] :MUSIC_3022004E: end_thread

 

 

If the main insert in the game, the mod works perfectly, but if translate into. Cs hangs always ...

 

I did some tests, but each time, after the initial introduction, the game freezes ...

 

Is there anyone who knows me a hand? cryani.gif

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_VaNkAtA_

I think you're trying to make a .cs file for the main.scm mercie_blink.gif Man my head hurts now. mercie_blink.gif

Edited by _VaNkAtA_

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Mister X

 

I had started to develop my mod on a main.scm for speed tests, then counting on to put future in a cs and reuse the original main.scm..

 

But now that I finished, I can't ... ugly history!

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james227uk

Sort of won't work.... confused.gif

 

You can't set where the player starts by .cs, or where he spawns when wasted or busted. There's no point of converting an scm to cleo, as cleo extends the scm without having to start a new game biggrin.gif

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Mister X

Of course, imagine logically that were the case ... I just copied the thread music and nothing else, but freeze anyway confused.gif

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Mister X

...ehm,boys? sleepy.gif

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