pkdude Posted January 19, 2009 Share Posted January 19, 2009 (edited) Yep.I'm making a new mission called Liberty Defence The problem is that when I come near the marker at a certain radius the game crashes e.g: 00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -587.946 -1110.489 39.594 radius 25.0 25.0 10.0 Thus if I'm near that point by 25X/25Y the game crashes. EDIT:Okay I've found the root of this problem,but don't know how to fix it: The error occurs when it reaches this tag: 0417: start_mission 98 must be something wrong with the mission thx in advance so here is the code: :LIBTrigger0001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££LIBTriggerEnd00D6: if 00038: $ONMISSION == 0004D: jump_if_false ££LIBTriggerEnd00D6: if 000F6: player $PLAYER_CHAR 0 ()near_point_on_foot -587.946 -1110.489 39.594 radius 25.0 25.0 10.0004D: jump_if_false ££LIBTrigger:LIBTrigger20001: wait 2 ms00D6: if 000F6: player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -587.946 -1110.489 39.594 radius 2.0 2.0 2.0004D: jump_if_false ££LIBTrigger2016A: fade 0 () 500 ms00BA: text_styled "LIBDE" 15000 ms 2 \\ Liberty Defence0417: start_mission 980004: $ONMISSION = 1:LIBTriggerEnd0002: jump ££LIBTrigger and the mission(even though its not needed): ;-------------Mission 98---------------; Originally: 'Liberty Defence':LIBStart03A4: name_thread "LIBD"0050: gosub ££LIBBegin00D6: if 00112: wasted_or_busted004D: jump_if_false ££LIBEnd0050: gosub ££LIBFailed:LIBEnd0050: gosub ££LIBCleanup004E: end_thread:LIBBegin02A3: toggle_widescreen 1 (on)0169: set_fade_color 0 0 1016A: fade 1 (back) 500 ms00BC: text_highpriority "COL_1" 15000 ms 1 \\ Treacherous Swine0004: $ONMISSION = 1 \\ integer values 0004: $LIBT = 240000 \\ integer values0247: request_model #HMORI0247: request_model #ADMIRAL0247: request_model #VICE10247: request_model #VICE20247: request_model #UZI0247: request_model #RUGER04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 5.0 5.0 5.004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 20.0 20.0 20.004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 20.0 25.0 20.0:LIBBegin200D6: if 58248: not model #HMORI available8248: not model #ADMIRAL available8248: not model #VICE1 available8248: not model #VICE2 available8248: not model #UZI available8248: not model #RUGER available004D: jump_if_false ££LIBSET0001: wait 0 ms0002: jump ££LIBBegin2:LIBSET0001: wait 250 ms 00D6: if 000E0: NOT player $PLAYER_CHAR driving004D: jump_if_false £LIBFailed014E: set_timer_to $LIBT type 10002: jump £CreateLIB:CreateLIB02A3: toggle_widescreen 1 (off)0001: wait 1000 ms032B: $RUG = create_weapon_pickup #RUGER type 3 ammo 600 at -590.074 -1095.891 40.5940213: $HEAL = create_pickup -86 (HEALTH) type 3 at -544.215 -1064.879 40.5940213: $ARMO = create_pickup -18 (BODYARMOUR) type 3 at -544.215 -1067.879 40.594:CreateLIB10001: wait 100 ms009A: $ALLI1 = create_actor_pedtype 5 model #VICE1 at -564.331 -1073.239 39.5940186: $ALLI1 = create_marker_above_car [email protected]: give_actor $ALLI1 weapon 27 ammo 9999 \\ Load the weapon model before using this0243: set_actor $ALLI1 ped_stats_to 1604F5: unknown_actor $ALLI1 kiss_player $PLAYER_CHAR on 10446: (unknown) $ALLI1 0 02AB: set_actor $ALLI1 immunities 0 0 1 1 002E2: set_actor $ALLI1 weapon_accuracy_to 500223: set_actor $ALLI1 health_to 500009A: $ALLI2 = create_actor_pedtype 5 model #VICE2 at -563.147 -1073.222 39.59401B2: give_actor $ALLI2 weapon 27 ammo 9999 \\ Load the weapon model before using this0186: $ALLI2 = create_marker_above_car [email protected]: set_actor $ALLI2 ped_stats_to 1604F5: unknown_actor $ALLI2 kiss_player $PLAYER_CHAR on 10446: (unknown) $ALLI2 0 02AB: set_actor $ALLI2 immunities 0 0 1 1 002E2: set_actor $ALLI2 weapon_accuracy_to 600223: set_actor $ALLI2 health_to 500:CreateLIB20001: wait 1000 ms0211: actor $ALLI1 walk_to -590.013 -1098.403 0211: actor $ALLI2 walk_to [email protected] [email protected] 00D6: if 001AF: actor $ALLI2 0 ()near_point [email protected] [email protected] [email protected] radius 5.0 5.0 5.0004D: jump_if_false ££CreateLIB2:CreateLIBE0001: wait 5000 ms00A5: $CAR1 = create_car #ADMIRAL at -687.776 -1084.635 18.6010129: $ENE1 = create_actor 4 #HMORI in_car $CAR1 driverseat01B2: give_actor $ENE1 weapon 27 ammo 99999 \\ Load the weapon model before using this0243: set_actor $ENE1 ped_stats_to 160223: set_actor $ENE1 health_to 60001C8: $ENE1A = create_actor 4 #HMORI in_car $CAR1 passenger_seat 001B2: give_actor $ENE1A weapon 23 ammo 99999 \\ Load the weapon model before using this0243: set_actor $ENE1A ped_stats_to 160223: set_actor $ENE1A health_to 60001C8: $ENE1B = create_actor 4 #HMORI in_car $CAR1 passenger_seat 101B2: give_actor $ENE1B weapon 23 ammo 99999 \\ Load the weapon model before using this0243: set_actor $ENE1B ped_stats_to 160223: set_actor $ENE1B health_to 60001C8: $ENE1C = create_actor 4 #HMORI in_car $CAR1 passenger_seat 201B2: give_actor $ENE1C weapon 23 ammo 99999 \\ Load the weapon model before using this0243: set_actor $ENE1C ped_stats_to 160223: set_actor $ENE1C health_to 6000002: jump ££CreateLIBE1 :CreateLIBE10001: wait 250 ms00A5: $CAR2 = create_car #ADMIRAL at -685.460 -1090.676 18.7850129: $ENE2 = create_actor 4 #HMORI in_car $CAR2 driverseat01B2: give_actor $ENE2 weapon 27 ammo 99999 \\ Load the weapon model before using this0243: set_actor $ENE2 ped_stats_to 160223: set_actor $ENE2 health_to 60001C8: $ENE2A = create_actor 4 #HMORI in_car $CAR2 passenger_seat 001B2: give_actor $ENE2A weapon 23 ammo 99999 \\ Load the weapon model before using this0243: set_actor $ENE2A ped_stats_to 160223: set_actor $ENE2A health_to 60001C8: $ENE2B = create_actor 4 #HMORI in_car $CAR2 passenger_seat 101B2: give_actor $ENE2B weapon 23 ammo 99999 \\ Load the weapon model before using this0243: set_actor $ENE2B ped_stats_to 160223: set_actor $ENE2B health_to 60001C8: $ENE2C = create_actor 4 #HMORI in_car $CAR2 passenger_seat 201B2: give_actor $ENE2C weapon 23 ammo 99999 \\ Load the weapon model before using this0243: set_actor $ENE2C ped_stats_to 160223: set_actor $ENE2C health_to 600:CreateLIBE20001: wait 10 ms00AD: set_car $CAR1 max_speed_to 35.000A7: car $CAR1 drive_to [email protected] [email protected] [email protected]: wait 10 ms00AD: set_car $CAR2 max_speed_to 35.000A7: car $CAR2 drive_to [email protected] [email protected] [email protected]: wait 2000 ms03E2: actor $ENE1 exit_car03E2: actor $ENE1A exit_car03E2: actor $ENE1B exit_car03E2: actor $ENE1C exit_car03E2: actor $ENE2 exit_car03E2: actor $ENE2A exit_car03E2: actor $ENE2B exit_car03E2: actor $ENE2C exit_car:FightLIB0001:wait 20 ms00D6: if 70118: actor $ENE1 dead0118: actor $ENE1A dead0118: actor $ENE1B dead0118: actor $ENE1C dead0118: actor $ENE2 dead0118: actor $ENE2A dead0118: actor $ENE2B dead0118: actor $ENE2C dead004D: jump_if_false ££FightLIB00A6: destroy_car $CAR100A6: destroy_car $CAR20002: jump ££LIBCheck:LIBCheck0001:wait 20 ms00D6: if 0001A: 1 > $LIBT \\ integer values004D: jump_if_false ££CreateLIBE0002: jump ££LIBPassed:LIBPassed0004: $PASSED_LIB1_LIBERTY_DEFENCE = 1 \\ integer values01E3: text_1number_styled "M_PASS" 1000 5000 ms 1 \\ MISSION PASSED! $~1~0110: clear_player $PLAYER_CHAR wanted_level0109: player $PLAYER_CHAR money += 10000002:jump ££LIBCleanup:LIBFailed00BA: text_styled "M_FAIL" 5000 ms 1 \\ MISSION FAILED!0051: return:LIBCleanup0001: wait 1000 ms034F: destroy_actor_with_fade $ENE1 \\ The actor fades away like a ghost034F: destroy_actor_with_fade $ENE1A \\ The actor fades away like a ghost034F: destroy_actor_with_fade $ENE1B \\ The actor fades away like a ghost034F: destroy_actor_with_fade $ENE1C \\ The actor fades away like a ghost034F: destroy_actor_with_fade $ENE2 \\ The actor fades away like a ghost034F: destroy_actor_with_fade $ENE2A \\ The actor fades away like a ghost034F: destroy_actor_with_fade $ENE2B \\ The actor fades away like a ghost034F: destroy_actor_with_fade $ENE2C \\ The actor fades away like a ghost034F: destroy_actor_with_fade $ALLI1 \\ The actor fades away like a ghost034F: destroy_actor_with_fade $ALLI2 \\ The actor fades away like a ghost00A6: destroy_car $CAR100A6: destroy_car $CAR20249: release_model #HMORI0249: release_model #VICE10249: release_model #VICE20249: release_model #ADMIRAL0215: destroy_pickup $RUG0215: destroy_pickup $HEAL0215: destroy_pickup $ARMO 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms0004: $ONMISSION = 000D8: mission_cleanup0051: return Edited January 20, 2009 by pkdude Link to comment Share on other sites More sharing options...
ZAZ Posted January 19, 2009 Share Posted January 19, 2009 delete 004F: create_thread ££LIBTrigger2 wrong If state :LIBBegin200D6: if 3 8248: not model #HMORI available 8248: not model #ADMIRAL available 8248: not model #PGA available 8248: not model #PGB available 8248: not model #UZI available 8248: not model #RUGER available 004D: jump_if_false ££LIBSET it must be IF 5 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
pkdude Posted January 20, 2009 Author Share Posted January 20, 2009 (edited) Okay thx for the help lol,shouldn't of made that minor mistake.... edit:okay...So new problem.NOW it doesn't crash when I'm close to the marker but when I walk into it,it crashes.I'll update the scripts above. Edited January 20, 2009 by pkdude Link to comment Share on other sites More sharing options...
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