BEGINit Posted October 11, 2008 Share Posted October 11, 2008 (edited) 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 ): ;-------------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 October 11, 2008 by BEGINit Link to comment Share on other sites More sharing options...
BEGINit Posted October 12, 2008 Author Share Posted October 12, 2008 Guys? Link to comment Share on other sites More sharing options...
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