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wesley123

buyable properties

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wesley123

I changed my script, i chaged a few points with jumps, and guess what, it works!

there is only 1 problem, when i have saved i spawn in the save marker again, how can i fix this?

this is the script:

 

{$CLEO}//Gas station SF Paradiso:PROP_303A4: name_thread 'PROP_3'0001: wait 10000 ms0A95: [email protected] = 10000000518: [email protected] = create_available_asset_pickup 'PROP_3' at -2418.8955 970.8442 45.2969  price [email protected] // Press ~k~~PED_ANSWER_PHONE~ to buy this property.0570: [email protected] = create_asset_radar_marker_with_icon 31 at -2418.8955 970.8442 45.2969018B: set_marker [email protected] radar_mode 2:check0001: wait 0 ms00D6: if and0256:   player $PLAYER_CHAR defined004D: jump_if_false @check00D6: if0038:   $ONMISSION ==  0  // integer values004D: jump_if_false @check0002: jump @check2:check20001: wait 200 ms00D6: if8214:   not pickup [email protected] picked_up004D: jump_if_false @audio_0002: jump @check2:audio_01B4: set_player $PLAYER_CHAR can_move 003BF: set_player $PLAYER_CHAR ignored_by_everyone 102A3: enable_widescreen 1015F: set_camera_position -2408.0674 956.8489 48.5876 rotation 0.0 0.0 0.00160: set_camera_point_at -2408.0674 956.8489 48.5876 mode 200BA: show_text_styled GXT 'BUYPRO' time 5000 style 2  // Immobilie gekauft!0001: wait 5000 ms01B4: set_player $PLAYER_CHAR can_move 103BF: set_player $PLAYER_CHAR ignored_by_everyone 002A3: enable_widescreen 002EB: restore_camera_with_jumpcut0373: set_camera_directly_behind_player0164: disable_marker [email protected]: jump_if_false @SAVE0002: jump @audio_:SAVE0213: $SAVE = create_pickup #PICKUPSAVE type 35 at -2418.8955 970.8442 45.296904CE: $2588 = create_icon_marker_without_sphere 35 at -2418.8955 970.8442 45.2969 018B: set_marker $2588 radar_mode 20214: pickup $SAVE picked_up  0001: wait 0 ms00D6: if0038: $SAVE_EXIST == 0004D: jump_if_false @SAVE0050: gosub @REMOVE_PICKUP0002: jump @ASSET:ASSET04A6: [email protected] = create_asset_money_pickup_at -2419.0056 973.118 45.2969 money 50000 10000 0002: jump @ASSET_2:ASSET_2 00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!:REMOVE_PICKUP0215: destroy_pickup $2588004D: jump_if_false @REMOVE_PICKUP0050: gosub @SHOW_SAVE0051: return:SHOW_SAVE0004: $ONMISSION = 1 01B4: set_player $PLAYER_CHAR can_move 0 03D8: show_save_screen004D: jump_if_false @SHOW_SAVE0002: jump @GO_SAVE :GO_SAVE00D6: if 83D9:   not save_done 004D: jump_if_true @GO_SAVE 0001: wait 0 ms 0002: jump @SAVE 00BE: text_clear_all 0A93: end_custom_thread

 

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spaceeinstein

put_actor before create_pickup

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wesley123

I dont get what you mean, can you show it what lines you mean?

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james227uk

DOing what you want to do is simple. I really think you should try easier things suicidal.gif

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wesley123

Why should i quit with this now? It is allmost done, i only need one thing and that is to let him spawn away from the marker.

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james227uk
Why should i quit with this now? It is allmost done, i only need one thing and that is to let him spawn away from the marker.

Why? Because someone (my friend gtasbigfoot) gives you a complete working script and you just change it and make it not work.

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wesley123

That full script didnt work at mine, what ive allready said.

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spaceeinstein

You can take a look at the original script to see how saves are done.

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james227uk
That full script didnt work at mine, what ive allready said.

Because you are merging to scripts together. They should be in seperate scripts.

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