sp00ky Posted April 6, 2009 Share Posted April 6, 2009 Hello, is my script okey or are they some mistakes? I have no opportunity to test it at the moment. :Respawn_check_103A4: name_thread "RADP"0001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££Respawn_check_10002: jump ££Respawn_check_2:Respawn_check_20001: wait 0 ms00D6: if 10130: player $PLAYER_CHAR busted 0117: player $PLAYER_CHAR wasted004D: jump_if_false ££Respawn_check_20054: store_player $PLAYER_CHAR position_to $X $Y $Z016D: restart_if_busted at $X $Y $Z016C: restart_if_wasted at $X $Y $Z0002: jump ££Respawn_check_2 best rgds sp00ky Link to comment Share on other sites More sharing options...
gtasearcher Posted April 6, 2009 Share Posted April 6, 2009 Yes, you made some mistakes. 1. Don't check if the player is wasted/busted. That would have no effect on that respawn. Simply looply store the player's coords. 2. Don't jump back to :Respawn_check_2, go to :Respawn_check_1 so you can make sure the player is defined. 3. Use Sanny Builder Link to comment Share on other sites More sharing options...
PatrickW Posted April 6, 2009 Share Posted April 6, 2009 In addition, for such a loop that will always have to run in de background, you should use "wait 0 ms" because that will slow down the rest of your threads to much. To persuede you into sannybuilder, this is what it would look like in sannybuilder: while true wait 200 ms if player.Defined($PLAYER_CHAR) then actor.StorePos($PLAYER_ACTOR,$X,$Y,$Z) 016D: restart_if_busted at $X $Y $Z 016C: restart_if_wasted at $X $Y $Z endend Link to comment Share on other sites More sharing options...
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