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Missions


Bandiits
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I got SA:LC mod and I want to put my own mission on it. I found

 

//-------------Mission 0---------------// Originally: Initial 1

 

Than i paste my own mission (it was made on cleo, and it worked), than i try to compile script, but it says

Mission label "ms2" expected but AMBULAN found.

Can somebody could explain me how can i put my own missions in script? confused.gif

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I got SA:LC mod and I want to put my own mission on it. I found

 

//-------------Mission 0---------------// Originally: Initial 1

 

Than i paste my own mission (it was made on cleo, and it worked), than i try to compile script, but it says

Mission label "ms2" expected but AMBULAN found.

Can somebody could explain me how can i put my own missions in script? confused.gif

So post your missionstarter script and your mission script. You are using sanny?

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It's originally by 2pacproducer but i converted it and changed to fit in LC (for my personal use). Yes I use SannyBuilder.

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'STARTER2' :STARTER2_19wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @STARTER2_19 if  $ONMISSION == 0 else_jump @STARTER2_19 02A8: [email protected] = create_marker 37 at 609.953 -261.869 10.89295 jump @STARTER2_86 :STARTER2_86wait 0 if and $ONMISSION == 0 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 609.953 -261.869 10.89295 radius 2.0 2.0 2.0 on_foot else_jump @STARTER2_86 00BE: text_clear_all $ONMISSION = 1 Marker.Disable([email protected])00BA: show_text_styled GXT 'HOB' time 1000 style 2 0A94: start_custom_mission "MS2"  0A93: end_custom_thread 

 

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cm}//-------------MAIN---------------thread "MS2" gosub @MS2_43 if wasted_or_busted jf @MS2_34 gosub @MS2_1837 :MS2_34gosub @MS2_1966 end_thread :MS2_43increment_mission_attempts $ONMISSION = 1 :MS2_52wait 0 if   Player.Defined($PLAYER_CHAR)jf @MS2_52 :MS2_72Model.Load(#WMOTR1)Model.Load(#BMOTR1)Model.Load(#LSV1)Model.Load(#LSV2)Model.Load(#LSV3)Model.Load(#BAT)Model.Load(#COLT45)038B: load_requested_models wait 0 if and  Model.Available(#WMOTR1)  Model.Available(#BMOTR1)  Model.Available(#LSV1)  Model.Available(#LSV2)  Model.Available(#LSV3)  Model.Available(#BAT)  Model.Available(#COLT45)jf @MS2_72 :MS2_14904ED: load_animation "GANGS" wait 0 if 04EE:   animation "GANGS" loaded jf @MS2_149 wait 1000 Player.CanMove($PLAYER_CHAR) = False0395: clear_area 1 at 612.977 -264.75 10.89153 radius 50.0 Actor.PutAt($PLAYER_ACTOR, 609.953, -261.869, 10.89295)Actor.Angle($PLAYER_ACTOR) = [email protected] = Actor.Create(CivMale, #BMOTR1, 612.268, -257.873, 10.88926)02A3: enable_widescreen 1 Camera.SetPosition(602.687, -257.263, 11.89153, 0.0, 0.0, 0.0)Camera.PointAt(609.953, -261.869, 10.89295, 2)wait 1000 Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])wait 100 07CD: AS_actor [email protected] walk_to [email protected] [email protected] [email protected] stop_with_angle 90.0 within_radius 2.0 :MS2_374wait 0 if 80FE:   not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 2.0 2.0 2.0 jf @MS2_431 wait 0 jump @MS2_374 :MS2_4310639: AS_actor $PLAYER_ACTOR rotate_to_actor [email protected] 0639: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR wait 250 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 wait 5250 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 wait 5250 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 wait 5250 Actor.RemoveReferences([email protected])[email protected] = Actor.Create(CivMale, #LSV1, 596.59, -213.122, 10.93446)[email protected] = Actor.Create(CivMale, #LSV2, 598.121, -210.396, 10.93446)[email protected] = Actor.Create(CivMale, #LSV3, 597.591, -208.252, 10.93446)[email protected] = Actor.Create(CivMale, #LSV2, 601.284, -209.241, 10.93446)[email protected] = Actor.Create(CivMale, #LSV1, 595.404, -209.895, 10.93446)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 $MARKER5 = Marker.CreateAboveActor([email protected])$MARKER6 = Marker.CreateAboveActor([email protected])$MARKER7 = Marker.CreateAboveActor([email protected])$MARKER8 = Marker.CreateAboveActor([email protected])$MARKER9 = Marker.CreateAboveActor([email protected])018B: set_marker $MARKER2 radar_mode 2 07E0: set_marker $MARKER2 type_to 2 wait 2000 Camera.SetPosition(589.825, -195.726, 15.9346, 0.0, 0.0, 0.0)Camera.PointAt(596.59, -213.122, 10.93446, 2)04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 -2.0 0.0 [email protected] = Actor.Create(CivMale, #BMOTR1, [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 [email protected] = Actor.Create(CivMale, #BMOTR1, [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 [email protected] = Actor.Create(CivMale, #WMOTR1, [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 wait 0 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 wait 6000 02A3: enable_widescreen 0 Camera.Restorewait 250 01B2: give_actor $PLAYER_ACTOR weapon 5 ammo 1 // Load the weapon model before using this Player.CanMove($PLAYER_CHAR) = Truewait 500 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 $PLAYER_ACTOR :MS2_1234wait 0 if and  Actor.Dead([email protected])  Actor.Dead([email protected])  Actor.Dead([email protected])  Actor.Dead([email protected])  Actor.Dead([email protected])jf @MS2_1234 wait 0 Marker.Disable($MARKER5)018B: set_marker $MARKER5 radar_mode 0 07E0: set_marker $MARKER5 type_to 0 Marker.Disable($MARKER6)018B: set_marker $MARKER6 radar_mode 0 07E0: set_marker $MARKER6 type_to 0 Marker.Disable($MARKER7)018B: set_marker $MARKER7 radar_mode 0 07E0: set_marker $MARKER7 type_to 0 Marker.Disable($MARKER8)018B: set_marker $MARKER8 radar_mode 0 07E0: set_marker $MARKER8 type_to 0 Marker.Disable($MARKER9)018B: set_marker $MARKER9 radar_mode 0 07E0: set_marker $MARKER9 type_to 0 wait 2000 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False0395: clear_area 1 at 612.977 -264.75 10.89153 radius 50.0 Actor.PutAt($PLAYER_ACTOR, 609.953, -261.869, 10.89295)Actor.Angle($PLAYER_ACTOR) = [email protected] = Actor.Create(CivMale, #BMOTR1, 612.268, -257.873, 10.88926)Camera.SetPosition(602.687, -257.263, 11.89153, 0.0, 0.0, 0.0)Camera.PointAt(609.953, -261.869, 10.89295, 2)wait 1000 Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])wait 0 07CD: AS_actor [email protected] walk_to [email protected] [email protected] [email protected] stop_with_angle 90.0 within_radius 2.0 :MS2_1565wait 0 if 80FE:   not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 2.0 2.0 2.0 jf @MS2_1622 wait 0 jump @MS2_1565 :MS2_1622Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])0639: AS_actor $PLAYER_ACTOR rotate_to_actor [email protected] 0639: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR wait 250 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 wait 6000 0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time 3000 // versionA 00BB: show_text_lowpriority GXT 'HOB8' time 5000 flag 1 wait 6000 jump @MS2_1795 :MS2_179501E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +0998: add_respect 20 Player.Money($PLAYER_CHAR) += 200Player.ClearWantedLevel($PLAYER_CHAR)0394: play_music 1 return :MS2_183700BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // MISSION FAILED!Marker.Disable($MARKER5)018B: set_marker $MARKER5 radar_mode 0 07E0: set_marker $MARKER5 type_to 0 Marker.Disable($MARKER6)018B: set_marker $MARKER6 radar_mode 0 07E0: set_marker $MARKER6 type_to 0 Marker.Disable($MARKER7)018B: set_marker $MARKER7 radar_mode 0 07E0: set_marker $MARKER7 type_to 0 Marker.Disable($MARKER8)018B: set_marker $MARKER8 radar_mode 0 07E0: set_marker $MARKER8 type_to 0 Marker.Disable($MARKER9)018B: set_marker $MARKER9 radar_mode 0 07E0: set_marker $MARKER9 type_to 0 0A92: create_custom_thread "STARTER2.CS"  return :MS2_1966Model.Destroy(#WMOTR1)Model.Destroy(#BMOTR1)Model.Destroy(#WMYAMMO)Model.Destroy(#LSV1)Model.Destroy(#LSV2)Model.Destroy(#LSV3)Model.Destroy(#COLT45)Model.Destroy(#BAT)04EF: release_animation "GANGS" $ONMISSION = 0 mission_cleanup return 

 

 

I want to put this in main.scm as a first mission, but so that you don't need to go to marker. I want to mission start immediatly when game starts, like it is on original III, VC, SA.

 

Thanks gtasbigfoot, i'll check it out

Edited by Bandiits
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It's originally by 2pacproducer but i converted it and changed to fit in LC (for my personal use). Yes I use SannyBuilder.

 

 

 

I want to put this in main.scm as a first mission, but so that you don't need to go to marker. I want to mission start immediatly when game starts, like it is on original III, VC, SA.

 

Thanks gtasbigfoot, i'll check it out

You have posted the Cleo scripts but I want to see the scripts which you added into your main and caused the error.

 

Your postet scripts still includes the Cleo directive

 

it needs to remove in the starter script following lines:

{$VERSION 3.1.0027}

{$CLEO .cs}

 

and to remove in the mission script following lines:

{$VERSION 3.1.0027}

{$CLEO .cm}

 

and to replace in starter script the

0A94: start_custom_mission "MS2"

with

0417: start_mission 135

 

Follow gtasbigfoots instruction and copy the starter script from there and use it

paste it above misson 0

 

search for this:

//-------------Mission 0---------------

// Originally: Initial 1

 

and paste the script there

 

 

:m_starter03A4: name_thread 'm_starter':start0001: wait 0 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @start00D6: if0038:   $ONMISSION ==  0  // integer values004D: jump_if_false @start0002: jump @In_sphere:In_sphere0001: wait 0 ms00D6: if  and0038:   $ONMISSION ==  0  // integer values00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 'CORDS' radius 2.0 2.0 2.0 on_foot004D: jump_if_false @In_sphere00BE: text_clear_all0004: $ONMISSION =  1  // integer values00BA: text_styled 'TEXT'  1000 ms  20417: start_mission 135  004E: end_thread//-------------Mission 0---------------// Originally: Initial 1

 

 

then search for this:

004F: create_thread

 

you will find the a long list with this codes

add to the list following code

 

004F: create_thread @m_starter

 

 

Then search for the last mission script in your main

Look to the mission list and copy the label name of the last mission without @ and serch for it

If you found the mission script, scroll down till you find the end of this mission script

 

normaly it ends with

00D8: mission_cleanup

0051: return

and the following entry should be from the first extern script (dont know if any exist in SA:LC)

//-------------External script 0

 

add your mission script there

 

 

00D8: mission_cleanup 0051: returnYOUR mission script//-------------External script 0

 

 

The mission script must be defined in the mission list

and the 0417: start_mission 135 code of the starter script must match the mission number

 

Please post the head segments of your main.scm

Is it like this ? :

 

DEFINE OBJECTS 27DEFINE OBJECT SANNY BUILDER 3.03      DEFINE OBJECT BRIBE                    // Object number -1DEFINE OBJECT BODYARMOUR               // Object number -2DEFINE OBJECT ADRENALINE               // Object number -3DEFINE OBJECT HEALTH                   // Object number -4DEFINE OBJECT PLAYERSDOOR              // Object number -5DEFINE OBJECT FAKETARGET               // Object number -6DEFINE OBJECT MISTYDOOR                // Object number -7DEFINE OBJECT LAUNDRTDOOR1             // Object number -8DEFINE OBJECT JOEY_DOOR1               // Object number -9DEFINE OBJECT JOEY_DOOR2               // Object number -10DEFINE OBJECT DOGFOODOOR01             // Object number -11DEFINE OBJECT BANKJOBDOOR              // Object number -12DEFINE OBJECT CHNABANKDOOR             // Object number -13DEFINE OBJECT BACKDOOR                 // Object number -14DEFINE OBJECT FUZBALLDOOR              // Object number -15DEFINE OBJECT PLYSAV_LFTDR_LFT         // Object number -16DEFINE OBJECT PLYSAV_LFTDR_RGHT        // Object number -17DEFINE OBJECT AIRPORTDOOR1             // Object number -18DEFINE OBJECT AIRPORTDOOR2             // Object number -19DEFINE OBJECT ELECTRICGATE             // Object number -20DEFINE OBJECT NEWTOWERDOOR1            // Object number -21DEFINE OBJECT COLUMBIANGATE            // Object number -22DEFINE OBJECT INDHELIX_BARRIER         // Object number -23DEFINE OBJECT LOD_LAND014              // Object number -24DEFINE OBJECT PARACHUTE                // Object number -25DEFINE OBJECT PARA_COLLISION           // Object number -26DEFINE MISSIONS 6DEFINE MISSION 0 AT @Noname_6_58959    // Initial 1DEFINE MISSION 1 AT @AMBULAN_58970     // Initial 2DEFINE MISSION 2 AT @MEAT1_71898       // IntroDEFINE MISSION 3 AT @MEAT2_76876       // Video Game: They Crawled From UranusDEFINE MISSION 4 AT @MEAT3_82018       // Video Game: DualutyDEFINE MISSION 5 AT @MEAT4_85823       // Video Game: Go Go Space MonkeyDEFINE EXTERNAL_SCRIPTS 1 // Use -1 in order not to compile AAA scriptDEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE_89717 // 0DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.1.0027}//-------------MAIN---------------

 

 

 

 

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