2pacproducer2 Posted July 19, 2008 Share Posted July 19, 2008 Hey , I m making a simple mission in cleo , and I already done it , but I cant disable markers after when I end mission , and after when player enters car, wtf ? heres the code : {$CLEO .cm}//-------------MAIN---------------thread "2PACP_MISSION" gosub @2PACP_MISSION_53 if wasted_or_busted else_jump @2PACP_MISSION_44 gosub @2PACP_MISSION_562 :2PACP_MISSION_44gosub @2PACP_MISSION_592 end_thread :2PACP_MISSION_53increment_mission_attempts $ONMISSION = 1 :2PACP_MISSION_62wait 0 if Player.Defined($PLAYER_CHAR)else_jump @2PACP_MISSION_62 :2PACP_MISSION_82Model.Load(#FAM1)Model.Load(#ADMIRAL)038B: load_requested_models wait 0 if and Model.Available(#FAM1) Model.Available(#ADMIRAL)else_jump @2PACP_MISSION_82 0169: set_fade_color_RGB 0 0 0 fade 1 [email protected] = Actor.Create(Gang2, #FAM1, 2301.103, -1631.119, 14.62129)Actor.Angle([email protected]) = 180.00245: set_actor [email protected] walk_style_to "DRUNKMAN" Player.SetDrunkVisuals($PLAYER_CHAR, 100)[email protected] = Car.Create(#ADMIRAL, 2298.197, -1638.927, 14.72176)Car.Angle([email protected]) = 180.003BC: [email protected] = create_sphere_at 2506.868 -1676.66 13.38116 radius 2.0 05CA: AS_actor [email protected] enter_car [email protected] passenger_seat 2 10000 ms Player.CanMove($PLAYER_CHAR) = False0395: clear_area 1 at 2298.197 -1638.927 14.72176 radius 50.0 02A3: enable_widescreen 1 015F: set_camera_position 2301.103 -1631.119 14.62129 rotation 0.0 0.0 0.0 0160: set_camera_point_at 2298.197 -1638.927 14.72176 mode 2 0674: set_car_model #ADMIRAL numberplate "_SHERM__" 00BE: text_clear_all :2PACP_MISSION_294wait 0 if Actor.InCar([email protected], [email protected])else_jump @2PACP_MISSION_294 Player.CanMove($PLAYER_CHAR) = True02A3: enable_widescreen 0 [email protected] = Marker.CreateAboveCar([email protected])07E0: set_marker [email protected] type_to 1 Camera.SetBehindPlayerCamera.Restore_WithJumpCut0526: set_actor [email protected] stay_in_car 1 018A: [email protected] = create_checkpoint_at 2506.868 -1676.66 13.38116wait 0 if Actor.InCar($PLAYER_ACTOR, [email protected])else_jump @2PACP_MISSION_294 Marker.Disable([email protected])wait 0 if not Actor.Dead([email protected])else_jump @2PACP_MISSION_562 jump @2PACP_MISSION_403 :2PACP_MISSION_403wait 0 if wasted_or_busted else_jump @2PACP_MISSION_427 jump @2PACP_MISSION_562 :2PACP_MISSION_427wait 0 if not Car.Wrecked([email protected])else_jump @2PACP_MISSION_562 wait 0 if not Actor.Dead([email protected])else_jump @2PACP_MISSION_562 wait 0 if 0103: actor $PLAYER_ACTOR in_sphere 2506.868 -1676.66 13.38116 radius 2.0 2.0 2.0 sphere 0 stopped_in_car else_jump @2PACP_MISSION_403 jump @2PACP_MISSION_450 :2PACP_MISSION_450wait 0 if not Car.Wrecked([email protected])jf @2PACP_MISSION_562wait 0 if not Actor.Dead([email protected])jf @2PACP_MISSION_562wait 0 if wasted_or_busted else_jump @2PACP_MISSION_460 jump @2PACP_MISSION_562:2PACP_MISSION_46000BE: text_clear_all Marker.Disable([email protected])Marker.Disable([email protected])0526: set_actor [email protected] stay_in_car 0 Player.CanMove($PLAYER_CHAR) = False02A3: enable_widescreen 1 03BD: destroy_sphere [email protected] 05CD: AS_actor [email protected] exit_car [email protected] wait 3000Player.CanMove($PLAYER_CHAR) = True02A3: enable_widescreen 0 jump @2PACP_MISSION_526:2PACP_MISSION_52600BE: text_clear_all Marker.Disable([email protected])Marker.Disable([email protected])03BD: destroy_sphere [email protected] Player.SetDrunkVisuals($PLAYER_CHAR, 0)01E3: show_text_1number_styled GXT 'M_PASSR' number 0 time 5000 style 1 // MCC• Bƒ’O‚HEHA!~n~~w~’P‡HAHE +0998: add_respect 50 return :2PACP_MISSION_56200BE: text_clear_all Marker.Disable([email protected])Marker.Disable([email protected])03BD: destroy_sphere [email protected] Player.SetDrunkVisuals($PLAYER_CHAR, 0)00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MCC• ’POBA‚EHA!return :2PACP_MISSION_592Model.Destroy(#FAM1)Model.Destroy(#ADMIRAL)Actor.RemoveReferences([email protected])Car.RemoveReferences([email protected])$ONMISSION = 0 mission_cleanup return Link to comment Share on other sites More sharing options...
2pacproducer2 Posted July 19, 2008 Author Share Posted July 19, 2008 Anyone ? Link to comment Share on other sites More sharing options...
_VaNkAtA_ Posted July 19, 2008 Share Posted July 19, 2008 Well, I think it's the same, but try useing 0164. Link to comment Share on other sites More sharing options...
gtasbigfoot Posted July 19, 2008 Share Posted July 19, 2008 Well, I think it's the same, but try useing 0164. Correct 0164: is the same opcode but when compile it change to it it's a key word opcode like model.load,but it's not the opcode which is the failur it's the way it's used. 1: You do not need this if wasted_or_busted near end of script the start of the mision deals wit it. 0050: gosub @missionstart00D6: if 0112: wasted_or_busted 2: Look in the mission INTRO and you see why it ant going away after you enter the car do it the same way R* do it in that mission,If player driving jump if flase to another loop if driving disable the marker Use jump and jump_if_flase together they make a very good pair. 00D6: if 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @somthing0002: jump @disable Link to comment Share on other sites More sharing options...
james227uk Posted July 19, 2008 Share Posted July 19, 2008 (edited) Well, I think it's the same, but try useing 0164. Correct 0164: is the same opcode but when compile it change to it it's a key word opcode like model.load,but it's not the opcode which is the failure. Marker.Disable() //Marker handle goes in brackets Edited July 19, 2008 by james227uk Link to comment Share on other sites More sharing options...
2pacproducer2 Posted July 19, 2008 Author Share Posted July 19, 2008 nthing working, AAhhhhh , nvm , I will jsut delete that mission and create a simple thread . Link to comment Share on other sites More sharing options...
Wesser Posted July 20, 2008 Share Posted July 20, 2008 First, you can't use the "return" opcode if there aren't any gosub and second the references won't be removed because there aren't any jumps to the last label. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
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