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2pacproducer2

next mission

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2pacproducer2

Hey , I m making missions in cleo, but all my missions activating at the same time.

 

I want to make that when I pass the first mission, the next mission starter will actived, but now all the mission starters starts at the same time, and all the mission apears at the same time. How I can make it.

 

Here is the files I have made:

starter1.cs

ms1.cm

starter2.cs

ms2.cm

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RnBoy15

I think you have to put all your missions in 1 cleo script, so you can easely force it, wich mission is next wink.gif

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2pacproducer2
I think you have to put all your missions in 1 cleo script, so you can easely force it, wich mission is next wink.gif

Its not very logical, maybbe there isanother better way to do that ?

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RnBoy15
I think you have to put all your missions in 1 cleo script, so you can easely force it, wich mission is next wink.gif

Its not very logical, maybbe there isanother better way to do that ?

Why not? when you win the first mission, there is a

 

 

jump @Mission2

 

 

and missions will follow each other smile.gif

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2pacproducer2
I think you have to put all your missions in 1 cleo script, so you can easely force it, wich mission is next wink.gif

Its not very logical, maybbe there isanother better way to do that ?

Why not? when you win the first mission, there is a

 

 

jump @Mission2

 

 

and missions will follow each other smile.gif

But there is 2 files for cleo missions, its mission starters ( .cs ) and the missions ( .cm )

 

Your idea is not very good

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RnBoy15
I think you have to put all your missions in 1 cleo script, so you can easely force it, wich mission is next wink.gif

Its not very logical, maybbe there isanother better way to do that ?

Why not? when you win the first mission, there is a

 

 

jump @Mission2

 

 

and missions will follow each other smile.gif

But there is 2 files for cleo missions, its mission starters ( .cs ) and the missions ( .cm )

 

Your idea is not very good

ups your right smile.gif i didnt create any missions before i thought that you only need the .cs file...

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2pacproducer2

yeah

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SandroTheDarkness
Hey , I m making missions in cleo, but all my missions activating at the same time.

 

I want to make that when I pass the first mission, the next mission starter will actived, but now all the mission starters starts at the same time, and all the mission apears at the same time. How I can make it.

 

Here is the files I have made:

starter1.cs

ms1.cm

starter2.cs

ms2.cm

same problem here

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james227uk

Gtasbigfoot explained this to me before, something to do with save points position.

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ZAZ

 

I think you have to put all your missions in 1 cleo script, so you can easely force it, wich mission is next wink.gif

Its not very logical, maybbe there isanother better way to do that ?

Why not? when you win the first mission, there is a

 

 

jump @Mission2

 

 

and missions will follow each other smile.gif

But there is 2 files for cleo missions, its mission starters ( .cs ) and the missions ( .cm )

 

Your idea is not very good

RnBoy15 is right, its a good Idea to put more mission scripts in one *.cm

I made 4 mission scripts in the JAWSM.cm (Jaws mod)

 

If you do it or not, you need to can save the mission progress state, the cleo opcode 0AB3: and 0AB4:

 

 

0AB3: var 15 = 100AB3: var 15 = [email protected] 

 

 

 

0AB4: [email protected] = var 15if0039:   [email protected] ==  9  // integer values004D: jump_if_false @0A94: start_custom_mission "Trallalla"

 

 

var 1 till var 99 is possible

 

and dont forget 0A95: at script start

 

Snipets from JawsM.cm to see how select the missions with 0AB4:

 

 

{$VERSION 3.1.0027}{$CLEO .cm}:JawsM_Missions03A4: name_thread "JAWM"  0006: [email protected] =  0  // integer values0AB4: [email protected] = var 770871: init_jump_table [email protected] total_jumps  16  0 @JawsM_MS01 jumps  0 @JawsM_MS01  1 @JawsM_1  2 @JawsM_1boat  3 @JawsM_2story  4 @JawsM_MSmariapoint  5 @JawsM_3story 6 @JawsM_AB10872: jump_table_jumps  7 @JawsM_MSLighthouse  8 @JawsM_MShomebeach  9 @JawsM_MSEsplanada  10 @JawsM_MSMarina  11 @JawsM_MSIsland  12 @JawsM_MSAquarius  13 @JawsM_MS13  14 @JawsM_MS13  15 @JawsM_MS13:JawsM_MS010004: $ONMISSION =  0004E: end_thread:JawsM_1boat00BA: text_styled 'JW_A5'  5000 ms  200A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: [email protected] =  1  // integer values0002: jump @JawsM_1:JawsM_MSmariapoint00BA: text_styled 'JW_M3'  5000 ms  20006: [email protected] =  0  // integer values0002: jump @JawsM_1:JawsM_MSLighthouse00BA: text_styled 'JW_M5'  5000 ms  20006: [email protected] =  0  // integer values0002: jump @JawsM_1:JawsM_MShomebeach00BA: text_styled 'JW_M6'  5000 ms  20006: [email protected] =  0  // integer values0002: jump @JawsM_1:JawsM_MSEsplanada00BA: text_styled 'JW_M7'  5000 ms  20006: [email protected] =  0  // integer values0002: jump @JawsM_1:JawsM_MSMarina00BA: text_styled 'JW_M9'  5000 ms  20006: [email protected] =  0  // integer values0002: jump @JawsM_1:JawsM_MSIsland00BA: text_styled 'JW_M8'  5000 ms  20006: [email protected] =  0  // integer values0002: jump @JawsM_1:JawsM_MSAquarius00BA: text_styled 'JW_M10'  5000 ms  20006: [email protected] =  0  // integer values0002: jump @JawsM_1:JawsM_MS120002: jump @JawsM_Mission2out:JawsM_MS130002: jump @JawsM_Mission2out:JawsM_Mission2out0004: $ONMISSION =  0004E: end_thread:JawsM_2story0050: gosub @JawsM_2main_1 00D6: if  00112:   wasted_or_busted004D: jump_if_false @JawsM_2end_10050: gosub @JawsM_2fail_1                    :JawsM_2end_10050: gosub @JawsM_2clep_1004E: end_thread:JawsM_2main_10317: increment_mission_attempts//here starts the missionscript0004: $ONMISSION =  1/// Mission script:JawsM_3story0050: gosub @JawsM_3main_1 00D6: if  00112:   wasted_or_busted004D: jump_if_false @JawsM_3end_10050: gosub @JawsM_3fail_1                    :JawsM_3end_10050: gosub @JawsM_3clep_1004E: end_thread:JawsM_3main_10317: increment_mission_attempts//here starts the missionscript0004: $ONMISSION =  1//mission script:JawsM_10050: gosub @JawsM_1main_1 00D6: if  00112:   wasted_or_busted004D: jump_if_false @JawsM_1end_20050: gosub @JawsM_1fail_1                    :JawsM_1end_10050: gosub @JawsM_1clep_10AB3: var 77 = [email protected]:JawsM_Kill260001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @JawsM_Kill26if0019:   [email protected] >  6000  // integer values004D: jump_if_false @JawsM_Kill2600D8: mission_cleanupif816B:   not fading004D: jump_if_false @JawsM_Kill27016A: fade  1 ()  1000 ms00BA: text_styled 'JW_A5'  2000 ms  2:JawsM_Kill27004E: end_thread:JawsM_1end_20050: gosub @JawsM_1clep_100D8: mission_cleanup004E: end_thread:JawsM_1main_10317: increment_mission_attempts//here starts the missionscript0004: $ONMISSION =  1//mission script:JawsM_AB103A4: name_thread "JBOAT"0006: [email protected] =  0  // integer values0050: gosub @JawsM_AB1main_1 00D6: if  00112:   wasted_or_busted004D: jump_if_false @JawsM_AB1end_20050: gosub @JawsM_AB1fail_1                    :JawsM_AB1end_10050: gosub @JawsM_AB1clep_10AB3: var 77 = [email protected]:JawsM_ABKill260001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @JawsM_ABKill26if0019:   [email protected] >  6000  // integer values004D: jump_if_false @JawsM_ABKill2600D8: mission_cleanupif816B:   not fading004D: jump_if_false @JawsM_ABKill27016A: fade  1 ()  1000 ms00BA: text_styled 'JW_A5'  2000 ms  2:JawsM_ABKill27004E: end_thread:JawsM_AB1end_20050: gosub @JawsM_AB1clep_100D8: mission_cleanup004E: end_thread:JawsM_AB1main_10317: increment_mission_attempts//here starts the missionscript0004: $ONMISSION =  1//Mission script

 

 

 

 

 

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2pacproducer2

could you explain more, I dont know very good what you said. So I have 2 starters and 2 missions. And those 2 missions I need to merge together ? Or the starters too ?

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Doomed_Space_Marine

Make the second starter have another file type like .s and then you can start it through mission. It won't be started when you start game because file type won't be .cs, but format will be .cs.

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2pacproducer2

No , spac_marine

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Doomed_Space_Marine

Why? That works good for me.

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2pacproducer2
Why? That works good for me.

Sry , it works for me too , now. biggrin.gif

 

Thanks guys

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ZAZ

 

could you explain more, I dont know very good what you said. So I have 2 starters and 2 missions. And those 2 missions I need to merge together ? Or the starters too ?

 

 

 

 

 

basicly you must use a variable as "mission_passed_counter" or "mission_value"

 

 

 

if0039:   [email protected] ==  0  // integer values004D: jump_if_false @next0A94: start_custom_mission "miss1":nextif0039:   [email protected] ==  1  // integer values004D: jump_if_false @next0A94: start_custom_mission "miss2"

 

 

In original main global variables are used for this.

The mission_passed-part of the missions includes a value setting

This value is checked in the mission starter script.

 

In Cleo we dont use global variables because they can cause bugs or crashes

 

For this seemann created the cleo opcodes 0AB3: and 0AB4:

to communicate between cleo scripts, no matter if *.cs or *.cm

 

so make a check for the cleo var in the mission starter script

exemble:

 

 

0AB4: [email protected] = var 15if0039:   [email protected] ==  0  // integer values004D: jump_if_false @next0A94: start_custom_mission "miss1":nextif0039:   [email protected] ==  1  // integer values004D: jump_if_false @next0A94: start_custom_mission "miss2"[

 

 

The mission passed part should include a setting with this cleo var

 

:mission_passed00BA: text_styled 'M_PASSD'  5000 ms  1Player.Money($PLAYER_CHAR) += 10000Player.ClearWantedLevel($PLAYER_CHAR)0394: play_music 10998: add_respect 30AB3: var 15 = 10051: return

 

 

Please read about 0AB3: and 0AB4: in sannybuilder HELP: CLEO 3 Code Library>>CLEO 3: opcode>>0AB3

 

And also in sannybuilder HELP: CLEO 3 Code Library>>CLEO 3: scripts

 

An important thing concerns with data communication between a CLEO script and the main.scm. To use the SCM code, its variables, threads you have to compile the CLEO script as an external one (first way). But this method is not recommended, as such a script becomes very sensible to the any main.scm change. Implicitly, a CLEO script should be sufficient for itself and use minimum of the SCM data. However, you can freely use global variables names from the CustomVaribles.ini (for example, $PLAYER_CHAR, $PLAYER_ACTOR, $ONMISSION, etc).

Also, for the data communicate between the main.scm and CLEO, or between the CLEO scripts you may use the CLEO variables (see opcodes 0AB3, 0AB4).

 

 

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2pacproducer2

Could you please merge this 2 missions for me http://www.sendspace.com/file/hfla6z ? Because I really dont know how to start like you said. confused.gif

That would be a great example for me, and I could do more missions like that confused.gif

Edited by 2pacproducer2

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ZAZ

 

Could you please merge this 2 missions for me http://www.sendspace.com/file/hfla6z ? Because I really dont know how to start like you said. confused.gif

That would be a great example for me, and I could do more missions like that  confused.gif

Missionstarter:

 

{$CLEO .cs}:STARTER1_003A4: name_thread 'START' 0A95: enable_thread_saving0AB3: var 15 = 0:STARTER1_190001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @STARTER1_1900D6: if 0038:   $ONMISSION == 0 004D: jump_if_false @STARTER1_190AB4: [email protected] = var 15if0039:   [email protected] ==  0  // integer values004D: jump_if_false @STARTER2_19//-----------jumps to the second starter script00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes if  or0019:   [email protected] > 22 001A:    3 > [email protected]  // integer values004D: jump_if_false @STARTER1_19  02A8: [email protected] = create_marker 37 at 2337.675 -1367.196 24.00947  :STARTER1_1190001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @STARTER1_11900D6: if and0038:   $ONMISSION == 0 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2337.675 -1367.196 24.00947 radius 2.0 2.0 2.0 on_foot 004D: jump_if_false @STARTER1_119 00BE: text_clear_all 0004: $ONMISSION = 1 0164: disable_marker [email protected] 00BA: show_text_styled GXT 'MS' time 1000 style 2 0A94: start_custom_mission "MS1"  0002: jump @STARTER1_19:STARTER2_190AB4: [email protected] = var 15if0039:   [email protected] ==  1  // integer values004D: jump_if_false @STARTER3_19//-----------jumps to the check if both missions are passed 00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes if  or0019:   [email protected] > 22 001A:    3 > [email protected]  // integer values 004D: jump_if_false @STARTER1_19 00D6: if 0038:   $ONMISSION == 0 004D: jump_if_false @STARTER1_19 02A8: [email protected] = create_marker 37 at 2293.425 -2217.91 13.54688 :STARTER2_1190001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @STARTER2_11900D6: if and0038:   $ONMISSION == 0 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2293.425 -2217.91 13.54688 radius 2.0 2.0 2.0 on_foot 004D: jump_if_false @STARTER2_119 00BE: text_clear_all 0004: $ONMISSION = 1 0164: disable_marker [email protected] 00BA: show_text_styled GXT 'HOB' time 1000 style 2 0A94: start_custom_mission "MS1"  0002: jump @STARTER1_19:STARTER3_190AB4: [email protected] = var 15if0039:   [email protected] ==  2  // integer values004D: jump_if_false @STARTER1_190001: wait 2000 ms00BA: text_styled 'fem_off'  2000 ms  40A93: end_custom_thread

 

 

MS1 (2 missions in one script must named: MS1.cm)

 

{$CLEO .cm}0AB4: [email protected] = var 15if0039:   [email protected] ==  0  // integer values004D: jump_if_false @SecondMission:FirstMission03A4: name_thread "MS1" 0050: gosub @MS1_43 00D6: if 0112:   wasted_or_busted // mission only 004D: jump_if_false @MS1_34 0050: gosub @MS1_1381 :MS1_340050: gosub @MS1_1425 004E: end_thread :MS1_430317: increment_mission_attempts 0004: $ONMISSION = 1 :MS1_520001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @MS1_52 0247: load_model #WMOTR1 0247: load_model #HOTDOG 0247: load_model #WMYPIZZ 038B: load_requested_models :MS1_720001: wait 0 ms 00D6: if and0248:   model #WMOTR1 available 0248:   model #HOTDOG available 0248:   model #WMYPIZZ available 004D: jump_if_false @MS1_72 :MS1_11704ED: load_animation "GANGS" 0001: wait 0 ms 00D6: if 04EE:   animation "GANGS" loaded 004D: jump_if_false @MS1_117 0001: wait 1000 ms 01B4: set_player $PLAYER_CHAR can_move 0 0395: clear_area 1 at 2339.951 -1351.276 24.02663 radius 50.0 00A1: put_actor $PLAYER_ACTOR at 2337.675 -1367.196 24.00947 0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 009A: [email protected] = create_actor_pedtype 4 model #WMOTR1 at 2339.951 -1351.276 24.02663 02A3: enable_widescreen 1 015F: set_camera_position 2331.569 -1347.252 24.05226 rotation 0.0 0.0 0.0 0160: set_camera_point_at 2337.675 -1367.196 24.00947 mode 2 0001: wait 1000 ms 00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] 0001: wait 100 ms 07CD: AS_actor [email protected] walk_to [email protected] [email protected] [email protected] stop_with_angle 180.0 within_radius 2.0 :MS1_3420001: wait 0 ms 00D6: if 80FE:   not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 2.0 2.0 2.0 004D: jump_if_false @MS1_399 0001: wait 0 ms 0002: jump @MS1_342 :MS1_3990639: AS_actor $PLAYER_ACTOR rotate_to_actor [email protected] 0639: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR 0001: wait 250 ms 0605: actor [email protected] perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time 3000 // versionA 00BB: show_text_lowpriority GXT 'MS1' time 5000 flag 1 0001: wait 6000 ms 0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time 3000 // versionA 00BB: show_text_lowpriority GXT 'MS2' time 5000 flag 1 0001: wait 6000 ms 00A5: [email protected] = create_car #HOTDOG at 2396.05 -1474.746 23.80313 03CC: enable_car [email protected] stuck_check_distance_to 2.0 time_to 2000 0175: set_car [email protected] Z_angle_to 90.0 0186: [email protected] = create_marker_above_car [email protected] 07E0: set_marker [email protected] type_to 1 020A: set_car [email protected] door_status_to 4 009A: [email protected] = create_actor_pedtype 4 model #WMYPIZZ at 2390.726 -1468.789 24.01137 0173: set_actor [email protected] Z_angle_to 180.0 02A3: enable_widescreen 0 015A: restore_camera 0001: wait 250 ms 01B4: set_player $PLAYER_CHAR can_move 1 00BB: show_text_lowpriority GXT 'MS3' time 5000 flag 1 :MS1_6870001: wait 0 ms 00D6: if 8119:   not car [email protected] wrecked 004D: jump_if_false @MS1_1381 0001: wait 0 ms 00D6: if 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2396.05 -1474.746 23.80313 radius 30.0 30.0 30.0 004D: jump_if_false @MS1_770 0001: wait 0 ms 0002: jump @MS1_687 :MS1_77000BE: text_clear_all 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0395: clear_area 1 at 2387.496 -1476.316 23.81272 radius 50.0 015F: set_camera_position 2387.496 -1476.316 23.81272 rotation 0.0 0.0 0.0 0160: set_camera_point_at 2390.726 -1468.789 24.01137 mode 2 00BB: show_text_lowpriority GXT 'MS4' time 4000 flag 1 0001: wait 5000 ms 02A3: enable_widescreen 0 015A: restore_camera 0001: wait 250 ms 01B4: set_player $PLAYER_CHAR can_move 1 0187: $MARKER2 = create_marker_above_actor [email protected] 0164: disable_marker [email protected] :MS1_9100001: wait 0 ms 00D6: if 8118:   not actor [email protected] dead 004D: jump_if_false @MS1_961 0001: wait 0 ms 00D6: if 8119:   not car [email protected] wrecked 004D: jump_if_false @MS1_1381 0001: wait 0 ms 0002: jump @MS1_910 :MS1_961020A: set_car [email protected] door_status_to 0 01B4: set_player $PLAYER_CHAR can_move 0 0001: wait 250 ms 02A3: enable_widescreen 1 00BB: show_text_lowpriority GXT 'MS5' time 4000 flag 1 0001: wait 5000 ms 01B4: set_player $PLAYER_CHAR can_move 1 0001: wait 250 ms 02A3: enable_widescreen 0 015A: restore_camera 0186: [email protected] = create_marker_above_car [email protected] 07E0: set_marker [email protected] type_to 1 0164: disable_marker $MARKER2 018B: set_marker $MARKER2 radar_mode 0 07E0: set_marker $MARKER2 type_to 0 018A: $MARKER3 = create_checkpoint_at 2337.675 -1367.196 24.00947 03BC: $SPHERE = create_sphere_at 2337.675 -1367.196 24.00947 radius 5.0 :MS1_11020001: wait 0 ms 00D6: if 8119:   not car [email protected] wrecked 004D: jump_if_false @MS1_1381 0001: wait 0 ms 00D6: if 00DB:   actor $PLAYER_ACTOR in_car [email protected] 004D: jump_if_false @MS1_1102 0001: wait 0 ms 00D6: if 8100:   not actor $PLAYER_ACTOR in_sphere 2337.675 -1367.196 24.00947 radius 5.0 5.0 5.0 sphere 1 in_car 004D: jump_if_false @MS1_1208 0001: wait 0 ms 0002: jump @MS1_1102 :MS1_120803BD: destroy_sphere $SPHERE 01B4: set_player $PLAYER_CHAR can_move 0 0001: wait 250 ms 02A3: enable_widescreen 1 0395: clear_area 1 at 2339.951 -1351.276 24.02663 radius 50.0 015F: set_camera_position 2331.569 -1347.252 24.05226 rotation 0.0 0.0 0.0 0160: set_camera_point_at 2337.675 -1367.196 24.00947 mode 2 0001: wait 2000 ms 05CD: AS_actor $PLAYER_ACTOR exit_car [email protected] 0001: wait 2000 ms 01B4: set_player $PLAYER_CHAR can_move 1 020A: set_car [email protected] door_status_to 4 0002: jump @MS1_1343 :MS1_13430164: disable_marker $MARKER3 0164: disable_marker [email protected] 01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +0998: add_respect 20 0394: play_music 1 0AB3: var 15 = 10051: return :MS1_138100BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!0164: disable_marker [email protected] 0164: disable_marker $MARKER2  0051: return :MS1_14250249: release_model #HOTDOG 0249: release_model #WMOTR1 0249: release_model #WMYPIZZ 04EF: release_animation "GANGS" 0004: $ONMISSION = 0 00D8: mission_cleanup 0051: return :SecondMission03A4: name_thread "MS2" 0050: gosub @MS2_43 00D6: if 0112:   wasted_or_busted // mission only 004D: jump_if_false @MS2_34 0050: gosub @MS2_1848 :MS2_340050: gosub @MS2_1977 004E: end_thread :MS2_430317: increment_mission_attempts 0004: $ONMISSION = 1 :MS2_520001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @MS2_52 :MS2_720247: load_model #WMOTR1 0247: load_model #BMOTR1 0247: load_model #DNMOLC2 0247: load_model #SBMOTR2 0247: load_model #SWMOTR2 0247: load_model #BAT 0247: load_model #COLT45 038B: load_requested_models 0001: wait 0 ms 00D6: if and0248:   model #WMOTR1 available 0248:   model #BMOTR1 available 0248:   model #DNMOLC2 available 0248:   model #SBMOTR2 available 0248:   model #SWMOTR2 available 0248:   model #BAT available 0248:   model #COLT45 available 004D: jump_if_false @MS2_72 :MS2_15504ED: load_animation "GANGS" 0001: wait 0 ms 00D6: if 04EE:   animation "GANGS" loaded 004D: jump_if_false @MS2_155 0001: wait 1000 ms 01B4: set_player $PLAYER_CHAR can_move 0 0395: clear_area 1 at 2298.176 -2220.891 13.54688 radius 50.0 00A1: put_actor $PLAYER_ACTOR at 2298.176 -2220.891 13.54688 0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 009A: [email protected] = create_actor_pedtype 4 model #WMOTR1 at 2314.254 -2204.631 13.54688 02A3: enable_widescreen 1 015F: set_camera_position 2301.03 -2205.214 13.54688 rotation 0.0 0.0 0.0 0160: set_camera_point_at 2298.176 -2220.891 13.54688 mode 2 0001: wait 1000 ms 00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] 0001: wait 100 ms 07CD: AS_actor [email protected] walk_to [email protected] [email protected] [email protected] stop_with_angle 90.0 within_radius 2.0 :MS2_3800001: wait 0 ms 00D6: if 80FE:   not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 2.0 2.0 2.0 004D: jump_if_false @MS2_437 0001: wait 0 ms 0002: jump @MS2_380 :MS2_4370639: AS_actor $PLAYER_ACTOR rotate_to_actor [email protected] 0639: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR 0001: wait 250 ms 0605: actor [email protected] perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time 3000 // versionA 00BB: show_text_lowpriority GXT 'HOB2' time 5000 flag 1 0001: wait 5250 ms 0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time 3000 // versionA 00BB: show_text_lowpriority GXT 'HOB3' time 5000 flag 1 0001: wait 5250 ms 0605: actor [email protected] perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time 3000 // versionA 00BB: show_text_lowpriority GXT 'HOB4' time 5000 flag 1 0001: wait 5250 ms 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 009A: [email protected] = create_actor_pedtype 4 model #DNMOLC2 at 2332.393 -2192.852 13.55383 009A: [email protected] = create_actor_pedtype 4 model #DNMOLC2 at 2330.716 -2191.548 13.55383 009A: [email protected] = create_actor_pedtype 4 model #SBMOTR2 at 2329.116 -2189.987 13.55383 009A: [email protected] = create_actor_pedtype 4 model #SBMOTR2 at 2327.607 -2188.516 13.55383 009A: [email protected] = create_actor_pedtype 4 model #SWMOTR2 at 2327.327 -2193.723 13.54688 01B2: give_actor [email protected] weapon 5 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 5 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 5 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 5 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 0187: $MARKER5 = create_marker_above_actor [email protected] 0187: $MARKER6 = create_marker_above_actor [email protected] 0187: $MARKER7 = create_marker_above_actor [email protected] 0187: $MARKER8 = create_marker_above_actor [email protected] 0187: $MARKER9 = create_marker_above_actor [email protected] 018B: set_marker $MARKER2 radar_mode 2 07E0: set_marker $MARKER2 type_to 2 0001: wait 2000 ms 015F: set_camera_position 2312.806 -2206.257 13.54688 rotation 0.0 0.0 0.0 0160: set_camera_point_at 2327.327 -2193.723 13.54688 mode 2 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 -2.0 0.0 009A: [email protected] = create_actor_pedtype 4 model #BMOTR1 at [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 1.0 -2.0 0.0 009A: [email protected] = create_actor_pedtype 4 model #BMOTR1 at [email protected] [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 2.0 -2.0 0.0 009A: [email protected] = create_actor_pedtype 4 model #WMOTR1 at [email protected] [email protected] [email protected] 01B2: give_actor [email protected] weapon 5 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 5 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 0001: wait 0 ms 07AF: $HOBOGANG = player $PLAYER_CHAR group 0630: put_actor $PLAYER_ACTOR in_group $HOBOGANG as_leader 0631: put_actor [email protected] in_group $HOBOGANG 0631: put_actor [email protected] in_group $HOBOGANG 0631: put_actor [email protected] in_group $HOBOGANG 00BB: show_text_lowpriority GXT 'HOB5' time 5000 flag 1 0001: wait 6000 ms 02A3: enable_widescreen 0 015A: restore_camera 0001: wait 250 ms 01B2: give_actor $PLAYER_ACTOR weapon 5 ammo 1 // Load the weapon model before using this 01B4: set_player $PLAYER_CHAR can_move 1 0001: wait 500 ms 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR :MS2_12450001: wait 0 ms 00D6: if and0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 0118:   actor [email protected] dead 004D: jump_if_false @MS2_1245 0001: wait 0 ms 0164: disable_marker $MARKER5 018B: set_marker $MARKER5 radar_mode 0 07E0: set_marker $MARKER5 type_to 0 0164: disable_marker $MARKER6 018B: set_marker $MARKER6 radar_mode 0 07E0: set_marker $MARKER6 type_to 0 0164: disable_marker $MARKER7 018B: set_marker $MARKER7 radar_mode 0 07E0: set_marker $MARKER7 type_to 0 0164: disable_marker $MARKER8 018B: set_marker $MARKER8 radar_mode 0 07E0: set_marker $MARKER8 type_to 0 0164: disable_marker $MARKER9 018B: set_marker $MARKER9 radar_mode 0 07E0: set_marker $MARKER9 type_to 0 0001: wait 2000 ms 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 0395: clear_area 1 at 2298.176 -2220.891 13.54688 radius 50.0 00A1: put_actor $PLAYER_ACTOR at 2298.176 -2220.891 13.54688 0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 009A: [email protected] = create_actor_pedtype 4 model #WMOTR1 at 2314.254 -2204.631 13.54688 015F: set_camera_position 2301.03 -2205.214 13.54688 rotation 0.0 0.0 0.0 0160: set_camera_point_at 2298.176 -2220.891 13.54688 mode 2 0001: wait 1000 ms 00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] 0001: wait 0 ms 07CD: AS_actor [email protected] walk_to [email protected] [email protected] [email protected] stop_with_angle 90.0 within_radius 2.0 :MS2_15760001: wait 0 ms 00D6: if 80FE:   not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 2.0 2.0 2.0 004D: jump_if_false @MS2_1633 0001: wait 0 ms 0002: jump @MS2_1576 :MS2_163301C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 0639: AS_actor $PLAYER_ACTOR rotate_to_actor [email protected] 0639: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR 0001: wait 250 ms 0605: actor [email protected] perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time 3000 // versionA 00BB: show_text_lowpriority GXT 'HOB7' time 5000 flag 1 0001: wait 6000 ms 0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time 3000 // versionA 00BB: show_text_lowpriority GXT 'HOB8' time 5000 flag 1 0001: wait 6000 ms 0002: jump @MS2_1806 :MS2_180601E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +0998: add_respect 20 0109: player $PLAYER_CHAR money += 200 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 0AB3: var 15 = 20051: return :MS2_184800BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!0164: disable_marker $MARKER5 018B: set_marker $MARKER5 radar_mode 0 07E0: set_marker $MARKER5 type_to 0 0164: disable_marker $MARKER6 018B: set_marker $MARKER6 radar_mode 0 07E0: set_marker $MARKER6 type_to 0 0164: disable_marker $MARKER7 018B: set_marker $MARKER7 radar_mode 0 07E0: set_marker $MARKER7 type_to 0 0164: disable_marker $MARKER8 018B: set_marker $MARKER8 radar_mode 0 07E0: set_marker $MARKER8 type_to 0 0164: disable_marker $MARKER9 018B: set_marker $MARKER9 radar_mode 0 07E0: set_marker $MARKER9 type_to 0   0051: return :MS2_19770249: release_model #WMOTR1 0249: release_model #BMOTR1 0249: release_model #WMYAMMO 0249: release_model #DNMOLC2 0249: release_model #SBMOTR2 0249: release_model #SWMOTR2 0249: release_model #COLT45 0249: release_model #BAT 04EF: release_animation "GANGS" 0004: $ONMISSION = 0 00D8: mission_cleanup 0051: return

 

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2pacproducer2

And now when I want to continue those missions I need to continue writing where is the :starter3, where you put the ''off'' word when the second mission is end, right ?

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ZAZ

 

And now when I want to continue those missions I need to continue writing where is the :starter3, where you put the ''off'' word when the second mission is end, right ?

Right.

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