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My brand new VC mission


pkdude
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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 lol.gif

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 by pkdude
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delete 004F: create_thread ££LIBTrigger2

 

wrong If state

 

:LIBBegin2

00D6: 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

 

 

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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 by pkdude
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