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help with mission


BEGINit
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Hi, its been a while since I posted here smth...Im trying to finish a mod and now Im fixing some bugs but one of them pisses me off (maybe because I havent been scripting for couple of months ) anyway heres the code (sry for not custom labels confused.gif ):

 

 

;-------------Mission 34---------------; Originally: Spilling the Beans:Label0525080050: gosub £Label05252C00D6: if  00112:   wasted_or_busted004D: jump_if_false £Label0525230050: gosub £Label052F3F:Label0525230050: gosub £Label052F63004E: end_thread:Label05252C0317: increment_mission_attempts03A4: name_thread "BUDULIS"0004: $ONMISSION =  1;; integer values054C: use_GXT_table "BARON1"00BA: text_styled "CNT_1"  6000 ms  2;; Is ranku i rankas0247: request_model #UZI0247: request_model #SGA0247: request_model #RUGER0247: request_model #SGB0247: request_model #BFINJECT0247: request_model #MAVERICK0247: request_model #M60023C: load_special_actor  21 "PLAYER9":Label0525850001: wait  0 ms00D6: if  248248:   NOT   model #M60 available8248:   NOT   model #MAVERICK available8248:   NOT   model #BFINJECT available8248:   NOT   model #RUGER available8248:   NOT   model #UZI available004D: jump_if_false £Label0525B40002: jump £Label052585:Label0525B400D6: if  22823D:   NOT   special_actor  21 loaded8248:   NOT   model #SGB available8248:   NOT   model #SGA available004D: jump_if_false £Label0525D20002: jump £Label052585:Label0525D20001: wait  0 ms016A: fade  1 (back)  1500 ms03AD: set_rubbish  0 (invisible)03AF: set_streaming  1 (enabled)04BB: select_interiour  2;; select render area01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)02A3: toggle_widescreen  1 (on)0055: put_player $PLAYER_CHAR at -378.887 -572.901  23.0880211: actor $PLAYER_ACTOR walk_to -378.501 -591.888009A: $95B = create_actor  4 #SPECIAL21 at -378.448 -598.733  24.8450173: set_actor $95B z_angle_to  180.0015F: set_camera_position -378.501 -582.915  25.339  0.0  0.0  0.00157: camera_on_player $PLAYER_CHAR  15  20001: wait  100 ms0460: set_camera_pointing_time  0.0  18000015F: set_camera_position -378.331 -591.364  25.595  0.0  0.0  0.00157: camera_on_player $PLAYER_CHAR  15  10001: wait  18000 ms015F: set_camera_position -378.048 -600.533  26.845  0.0  0.0  0.00157: camera_on_player $PLAYER_CHAR  15  200BC: text_highpriority "MOB45_D"  5000 ms  1;; Cia tu ar ne? Tas vaikis...0001: wait  5000 ms00D6: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false £Label0527F600BC: text_highpriority "MOB45_E"  5000 ms  1;; ~b~Man 28...0001: wait  5000 ms00D6: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false £Label0527F600BC: text_highpriority "MOB45_F"  5000 ms  1;; O man nusisikt. Turiu perspeti, asile. Jei man dirbdamas bent karta susimausi, gali nebeateiti.0001: wait  5000 ms00D6: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false £Label0527F600BC: text_highpriority "MOB45_G"  5000 ms  1;; ~b~Taip grieztai? 0001: wait  5000 ms00D6: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false £Label0527F60211: actor $95B walk_to -378.384 -595.546015F: set_camera_position -376.045 -589.238  25.344  0.0  0.0  0.00159: camera_on_ped $95B  15  200BC: text_highpriority "MOB45_H"  5000 ms  1;; Klausyk sudziau, as gyvenime maciau daugiau nei tu. Sedejau kaleime, buvau isduotas geriausiu daraugu...0001: wait  5000 ms00D6: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false £Label0527F6015F: set_camera_position -377.696 -594.418  26.845  0.0  0.0  0.00159: camera_on_ped $95B  15  200BC: text_highpriority "MOB45_I"  5000 ms  1;; Tad neaiskink, koks turiu buti. Turiu tau darbo. Atgabenk viena svarbu paketa...STAIGIAI!0001: wait  5000 ms:Label0527F6016A: fade  0 ()  1500 ms0001: wait  1500 ms0004: $29F =  0;; integer values009B: destroy_actor_instantly $95B04BB: select_interiour  0;; select render area0055: put_player $PLAYER_CHAR at -378.72 -540.09  16.59302EB: restore_camera_with_jumpcut02A3: toggle_widescreen  0 (off)01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)016A: fade  1 (back)  1500 ms009A: $A = create_actor  4 #SGA at  623.88 -265.681  12.8480173: set_actor $A z_angle_to  270.00372: set_actor $A anim  24 wait_state_time  60000000 ms009A: $129 = create_actor  4 #SGA at  625.205 -264.253  12.848022C: set_actor $129 to_look_at_actor $A0187: $95C = create_marker_above_actor $A0187: $95D = create_marker_above_actor $129009A: $95E = create_actor  4 #SGA at  626.963 -269.164  12.8480350: unknown_actor $95E not_scared_flag  1009A: $95F = create_actor  4 #SGB at  617.281 -267.119  13.9670350: unknown_actor $95F not_scared_flag  1009A: $960 = create_actor  4 #SGA at  632.034 -267.356  13.9670173: set_actor $960 z_angle_to  85.00350: unknown_actor $960 not_scared_flag  1009A: $961 = create_actor  4 #SGB at  626.275 -278.795  12.8480350: unknown_actor $961 not_scared_flag  1009A: $962 = create_actor  4 #SGA at  621.285 -262.802  12.8480350: unknown_actor $962 not_scared_flag  10173: set_actor $962 z_angle_to  155.0009A: $963 = create_actor  4 #SGB at  647.499 -269.923  12.6660350: unknown_actor $963 not_scared_flag  1009A: $964 = create_actor  4 #SGA at  594.208 -303.528  12.8480350: unknown_actor $964 not_scared_flag  1009A: $965 = create_actor  4 #SGB at  593.965 -201.661  12.8480350: unknown_actor $965 not_scared_flag  10173: set_actor $965 z_angle_to  180.0009A: $966 = create_actor  4 #SGA at  627.44 -231.247  18.3440350: unknown_actor $966 not_scared_flag  1009A: $967 = create_actor  4 #SGB at  620.629 -231.316  20.9440350: unknown_actor $967 not_scared_flag  1009A: $968 = create_actor  4 #SGA at  624.141 -231.157  22.9440350: unknown_actor $968 not_scared_flag  10173: set_actor $968 z_angle_to  250.000BC: text_highpriority "COK4_17"  5000 ms  1;; ~h~Nudek ~y~vyrukus~h~.:Label052A240001: wait  0 ms0050: gosub £Label052FD20050: gosub £Label052FFE00D6: if  10118:   actor $A dead0118:   actor $129 dead004D: jump_if_false £Label052A2400A0: store_actor $A position_to $969 $96A $96B0213: $96C = create_pickup -120 (BRIEFCASE) type  15 at $969 $96A $96B03DC: $96D = create_marker_above_pickup $96C00BC: text_highpriority "COL2_6B"  5000 ms  1;; ~h~Paimk ~y~lagamina~h~.:Label052A820001: wait  0 ms00D6: if  00214:   pickup $96C picked_up004D: jump_if_false £Label052A82016A: fade  0 ()  500 ms0164: disable_marker $96D0001: wait  1000 ms02A3: toggle_widescreen  1 (on)01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0055: put_player $PLAYER_CHAR at  474.298 -342.795  8.720239: actor $PLAYER_ACTOR run_to  463.662 -341.011015F: set_camera_position  454.592 -335.106  12.037  0.0  0.0  0.00157: camera_on_player $PLAYER_CHAR  15  203BC: $96E = create_sphere -378.675 -552.659  18.593  1.75018A: $96F = create_checkpoint_at -378.675 -552.659  18.59300A5: $970 = create_car #BFINJECT at  438.683 -444.52  9.03700AE: unknown_set_car $970 to_ignore_traffic_lights  20129: $971 = create_actor  4 #SGB in_car $970 driverseat009A: $972 = create_actor  4 #SGA at  438.683 -444.52  9.0370464: put_actor $972 into_turret_on_car $970 at_car_offset  .4242 -.0679  1.1322 unknown  3 angle  270.0 with_weapon  2701CA: actor $972 kill_player $PLAYER_CHAR00AD: set_car $970 max_speed_to  80.000A7: car $970 drive_to  463.662 -341.011  8.000A5: $973 = create_car #BFINJECT at  381.945 -434.213  8.90300AE: unknown_set_car $973 to_ignore_traffic_lights  20129: $974 = create_actor  4 #SGB in_car $973 driverseat009A: $975 = create_actor  4 #SGA at  381.945 -434.213  8.9030464: put_actor $975 into_turret_on_car $973 at_car_offset  .4242 -.0679  1.1322 unknown  3 angle  270.0 with_weapon  2701CA: actor $972 kill_player $PLAYER_CHAR00AD: set_car $973 max_speed_to  80.000A7: car $973 drive_to  463.662 -341.011  8.000A5: $976 = create_car #BFINJECT at  344.292 -339.531  11.8690175: set_car $976 z_angle_to  270.000AE: unknown_set_car $976 to_ignore_traffic_lights  20129: $977 = create_actor  4 #SGB in_car $976 driverseat009A: $978 = create_actor  4 #SGA at  384.908 -350.028  14.8290464: put_actor $978 into_turret_on_car $976 at_car_offset  .4242 -.0679  1.1322 unknown  3 angle  270.0 with_weapon  2701CA: actor $978 kill_player $PLAYER_CHAR00AD: set_car $976 max_speed_to  80.000A7: car $976 drive_to  463.662 -341.011  8.000A5: $979 = create_car #BFINJECT at  476.518 -582.105  9.92100AE: unknown_set_car $979 to_ignore_traffic_lights  20129: $97A = create_actor  4 #SGB in_car $979 driverseat009A: $97B = create_actor  4 #SGA at  476.518 -582.105  9.9210464: put_actor $97B into_turret_on_car $979 at_car_offset  .4242 -.0679  1.1322 unknown  3 angle  270.0 with_weapon  2701CA: actor $97B kill_player $PLAYER_CHAR00AD: set_car $979 max_speed_to  80.000A7: car $979 drive_to  463.662 -341.011  8.000A5: $97C = create_car #BFINJECT at  477.365 -121.579  9.2430175: set_car $97C z_angle_to  180.000AE: unknown_set_car $97C to_ignore_traffic_lights  20129: $97D = create_actor  4 #SGB in_car $97C driverseat009A: $97E = create_actor  4 #SGA at  477.365 -121.579  9.2430464: put_actor $97E into_turret_on_car $97C at_car_offset  .4242 -.0679  1.1322 unknown  3 angle  270.0 with_weapon  2701CA: actor $97E kill_player $PLAYER_CHAR00AD: set_car $97C max_speed_to  80.000A7: car $97C drive_to  463.662 -341.011  8.000A5: $97F = create_car #MAVERICK at  394.724  24.791  40.5750129: $980 = create_actor  4 #SGA in_car $97F driverseat009A: $981 = create_actor  4 #SGA at  394.724 -24.791  40.5750464: put_actor $981 into_turret_on_car $97F at_car_offset -1.4  1.0  .1 unknown  1 angle  270.0 with_weapon  3202E2: set_actor $981 weapon_accuracy_to  8001CA: actor $981 kill_player $PLAYER_CHAR04BA: set_car $97F speed_instantly  20.0016A: fade  1 (back)  500 ms0001: wait  1500 ms0158: camera_on_vehicle $970  15  10001: wait  1000 ms0158: camera_on_vehicle $976  15  10001: wait  1000 ms02EB: restore_camera_with_jumpcut02A3: toggle_widescreen  0 (off)01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)00BC: text_highpriority "COK4_6"  5000 ms  1;; ~h~Vyk ~q~vieton~h~.:Label052E9F0001: wait  0 ms0050: gosub £Label05313E00D6: if  000F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -378.675 -552.659  18.593 radius  1.4  1.8  1.5004D: jump_if_false £Label052E9F03BD: destroy_sphere $96E0164: disable_marker $96F016A: fade  0 ()  500 ms0001: wait  1000 ms0055: put_player $PLAYER_CHAR at -378.72 -540.09  16.593016A: fade  1 (back)  500 ms01E3: text_1number_styled "M_PASS"  1000  5000 ms  1;; IVYKDYTA! $~1~0109: player $PLAYER_CHAR money +=  10000110: clear_player $PLAYER_CHAR wanted_level0394: play_music  10004: $B3 =  1;; integer values004F: create_thread ££Label00EC5A 0051: return:Label052F3F0004: $37 =  1;; integer values0004: $B3 =  1;; integer values00BA: text_styled "M_FAIL"  5000 ms  1;; NEIVYKDYTA!0164: disable_marker $36E0051: return:Label052F630249: release_model #UZI0249: release_model #M600249: release_model #RUGER01C2: remove_references_to_actor $95B;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor $A;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor $129;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor $95E;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor $95F;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor $960;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor $961;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor $962;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor $963;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor $964;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor $965;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor $966;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor $967;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor $968;; Like turning an actor into a random pedestrian0164: disable_marker $95C0164: disable_marker $95D03BD: destroy_sphere $96E0004: $ONMISSION =  0;; integer values00D8: mission_cleanup0051: return:Label052FD200D6: if  00118:   actor $A dead004D: jump_if_false £Label052FE70164: disable_marker $95C:Label052FE700D6: if  00118:   actor $129 dead004D: jump_if_false £Label052FFC0164: disable_marker $95D:Label052FFC0051: return:Label052FFE00D6: if  268184:   NOT   actor $A health >=  998184:   NOT   actor $129 health >=  998184:   NOT   actor $95E health >=  998184:   NOT   actor $95F health >=  998184:   NOT   actor $960 health >=  998184:   NOT   actor $961 health >=  998184:   NOT   actor $962 health >=  99004D: jump_if_false £Label0530410002: jump £Label053076:Label05304100D6: if  258184:   NOT   actor $963 health >=  998184:   NOT   actor $965 health >=  998184:   NOT   actor $964 health >=  998184:   NOT   actor $966 health >=  998184:   NOT   actor $967 health >=  998184:   NOT   actor $968 health >=  99004D: jump_if_false £Label05313C:Label05307601B2: give_actor $95E weapon  25 ammo  9999;; Load the weapon model before using this01B2: give_actor $95F weapon  25 ammo  9999;; Load the weapon model before using this01B2: give_actor $960 weapon  25 ammo  9999;; Load the weapon model before using this01B2: give_actor $961 weapon  25 ammo  9999;; Load the weapon model before using this01B2: give_actor $962 weapon  25 ammo  9999;; Load the weapon model before using this01B2: give_actor $963 weapon  25 ammo  9999;; Load the weapon model before using this01B2: give_actor $964 weapon  25 ammo  9999;; Load the weapon model before using this01B2: give_actor $965 weapon  25 ammo  9999;; Load the weapon model before using this01B2: give_actor $966 weapon  27 ammo  9999;; Load the weapon model before using this01B2: give_actor $967 weapon  27 ammo  9999;; Load the weapon model before using this01B2: give_actor $968 weapon  27 ammo  9999;; Load the weapon model before using this01CA: actor $95E kill_player $PLAYER_CHAR01CA: actor $95F kill_player $PLAYER_CHAR01CA: actor $960 kill_player $PLAYER_CHAR01CA: actor $961 kill_player $PLAYER_CHAR01CA: actor $962 kill_player $PLAYER_CHAR01CA: actor $963 kill_player $PLAYER_CHAR01CA: actor $964 kill_player $PLAYER_CHAR01CA: actor $965 kill_player $PLAYER_CHAR01CA: actor $966 kill_player $PLAYER_CHAR01CA: actor $967 kill_player $PLAYER_CHAR01CA: actor $968 kill_player $PLAYER_CHAR:Label05313C0051: return:Label05313E0054: store_player $PLAYER_CHAR position_to $9 $A $B00D6: if  08119:   NOT   car $970 wrecked004D: jump_if_false £Label05316A02C2: car $970 drive_to_point $9 $A $B:Label05316A00D6: if  08119:   NOT   car $973 wrecked004D: jump_if_false £Label05318802C2: car $973 drive_to_point $9 $A $B:Label05318800D6: if  08119:   NOT   car $976 wrecked004D: jump_if_false £Label0531A602C2: car $976 drive_to_point $9 $A $B:Label0531A600D6: if  08119:   NOT   car $979 wrecked004D: jump_if_false £Label0531C402C2: car $979 drive_to_point $9 $A $B:Label0531C400D6: if  08119:   NOT   car $97C wrecked004D: jump_if_false £Label0531E202C2: car $97C drive_to_point $9 $A $B:Label0531E200D6: if  00119:   car $97F wrecked004D: jump_if_false £Label05320C0009: $B +=  15.0;; floating-point values04A2: heli $97F fly_to $9 $A $B speed  70:Label05320C0051: return

 

 

The problem is that the game crashes whenever i fail or pass the mission. And I cant find the reason (and its not 0004: $B3 = 1 ;; integer values I checked that) so could someone help me?

Edited by BEGINit
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