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trickstar34

How to make street race's

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trickstar34

what do I put in a text display function to write "Get in the car" like in a lot of missions?

Edited by trickstar34

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ZAZ

 

what do I put in a text  display function to write "Get in the car" like in a lot of missions?

use

033E: set_draw_text_position 450.0 200.0 GXT 'gxt_text'

(gxt_text means your entryname)

 

read Create a FXT file to show your own text message

 

The showtime script above uses a gxt of the RACETOR-gxt table of american.gxt

Therefor I added the opcode:

054C: use_GXT_table 'RACETOR'

 

 

 

Edited by ZAZ

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trickstar34

how come it crashes?

Edited by trickstar34

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trickstar34

How come when I get in the car it instantly jumps to mission failed?

 

which Riot complete mission number is End of the Line (finished), I need to run a check if it is completed.

Edited by trickstar34

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trickstar34

How come when I exit the car it doesnt say get in the car and show the marker?

 

FXT Code

 

gInCar Get in the car.payday Todays payday cash earnings are $~1~.goDocks Go to the docks.stpShip Interupt the shipment.dealer Kill the car dealer.rusMob The Russian mafia is attacking the garage for stealing the car, kill them.trip Take the customer for a test drive.dontCar Don't leave the car.bckGara Take the car back to the garage.leftCar You left the car!dmgdCar You damaged the car!dmgCar Don't damage the car.carSold Car sold!crwreck You wrecked the car!

 

 

Mission Code

 

{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread "DOHERTY" :DOHERTY_11if  $SYNDICATE_TOTAL_PASSED_MISSIONS == 10 jf @DOHERTY_2448 jump @DOHERTY_36 :DOHERTY_36wait 0 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2033.071 148.4002 28.8359 radius 2.0 2.0 2.0 on_foot jf @DOHERTY_36 00BB: show_text_lowpriority GXT 'GODOCKS' time 3000 flag 1 018A: [email protected] = create_checkpoint_at -1707.413 -23.6835 3.5489 :DOHERTY_120wait 0 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1707.413 -23.6835 3.5489 radius 6.0 6.0 6.0 jf @DOHERTY_120 Marker.Disable([email protected])00BB: show_text_lowpriority GXT 'STPSHIP' time 3000 flag 1 Model.Load(#AK47)Model.Load(#M4)Model.Load(#SHOTGSPA)Model.Load(#MAFFA)Model.Load(#MAFFB)Model.Load(#WMOPREA)Model.Load(#SFPD1)Model.Load(#LAPD1)Model.Load(#SWAT)Model.Load(#MAFBOSS)Model.Load(#CHEETAH)Model.Load(#ENFORCER)06E9: load_car_component #NTO_B_TW 038B: load_requested_models :DOHERTY_252if or  not Model.Available(#CHEETAH)  not Model.Available(#MAFBOSS)  not Model.Available(#AK47)  not Model.Available(#M4)  not Model.Available(#SHOTGSPA)  not Model.Available(#MAFFA)  not Model.Available(#MAFFB)  not Model.Available(#WMOPREA)jf @DOHERTY_310 wait 0 jump @DOHERTY_252 :DOHERTY_310if or  not Model.Available(#SFPD1)  not Model.Available(#LAPD1)  not Model.Available(#SWAT)  not Model.Available(#ENFORCER)86EA:   not car_component #NTO_B_TW available jf @DOHERTY_357 wait 0 jump @DOHERTY_252 :[email protected] = Car.Create(#ENFORCER, -1708.407, 10.3893, 3.5547)Car.Angle([email protected]) = [email protected] = Actor.Create(CivMale, #SWAT, -1699.607, 27.6366, 3.5547)Actor.Angle([email protected]) = 315.71Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 50001B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 31 0638: AS_actor [email protected] stay_put 1 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(CivMale, #SWAT, -1692.341, 20.5749, 3.5547)Actor.Angle([email protected]) = 321.2746Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 50001B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 31 0638: AS_actor [email protected] stay_put 1 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(CivMale, #SFPD1, -1673.171, 5.1577, 3.5547)Actor.Angle([email protected]) = 131.2674Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 25001B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 31 0638: AS_actor [email protected] stay_put 1 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(CivMale, #LAPD1, -1670.211, 1.9277, 3.5547)Actor.Angle([email protected]) = 133.004Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 25001B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 31 0638: AS_actor [email protected] stay_put 1 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(CivMale, #MAFFA, -1646.513, 55.628, 3.5547)Actor.Angle([email protected]) = 152.1969Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 25001B2: give_actor [email protected] weapon 30 ammo 1000 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 30 0638: AS_actor [email protected] stay_put 1 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(CivMale, #MAFFB, -1586.776, 86.7051, 3.5547)Actor.Angle([email protected]) = 135.3143Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 25001B2: give_actor [email protected] weapon 30 ammo 1000 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 30 0638: AS_actor [email protected] stay_put 1 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(CivMale, #WMOPREA, -1539.727, 113.9267, 17.3226)Actor.Angle([email protected]) = 133.9404Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 200001B2: give_actor [email protected] weapon 27 ammo 1000 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 27 0446: set_actor [email protected] immune_to_headshots 1 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR :DOHERTY_961wait 0 [email protected] = 0 if   Actor.Dead([email protected])jf @DOHERTY_995 [email protected] += 1 :DOHERTY_995if   Actor.Dead([email protected])jf @DOHERTY_1018 [email protected] += 1 :DOHERTY_1018if  [email protected] == 2 jf @DOHERTY_1043 jump @DOHERTY_1050 :DOHERTY_1043jump @DOHERTY_961 :[email protected] = Marker.CreateAboveActor([email protected])00BB: show_text_lowpriority GXT 'DEALER' time 3000 flag 1 :DOHERTY_1074wait 0 if   not Player.Defined($PLAYER_CHAR)jf @DOHERTY_1128 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!Player.Money($PLAYER_CHAR) += -10000jump @DOHERTY_2362 :DOHERTY_1128  Actor.Dead([email protected])jf @DOHERTY_1074 Marker.Disable([email protected])00BB: show_text_lowpriority GXT 'GINCAR' time 3000 flag 1 0674: set_car_model #CHEETAH numberplate "TRICK_34" [email protected] = Car.Create(#CHEETAH, -1571.887, 59.5118, 17.3281)Car.Angle([email protected]) = [email protected] = Marker.CreateAboveCar([email protected])Marker.SetColor([email protected], 2)06E7: [email protected] = add_car_component #NTO_B_TW to_car [email protected] :DOHERTY_1235if   not Player.Defined($PLAYER_CHAR)jf @DOHERTY_1285 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!Player.Money($PLAYER_CHAR) += -10000jump @DOHERTY_2362 :DOHERTY_1285if   Actor.InCar($PLAYER_ACTOR, [email protected])wait 0 jf @DOHERTY_1315 jump @DOHERTY_1322 :DOHERTY_1315jump @DOHERTY_1235 :DOHERTY_1322Marker.Disable([email protected])00BB: show_text_lowpriority GXT 'BCKGARA' time 3000 flag 1 018A: [email protected] = create_checkpoint_at -2033.731 170.3496 28.8359 Player.WantedLevel($PLAYER_CHAR) = 4:DOHERTY_1370if   not Player.Defined($PLAYER_CHAR)jf @DOHERTY_1420 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!Player.Money($PLAYER_CHAR) += -10000jump @DOHERTY_2362 :DOHERTY_1420wait 0 if   Car.Wrecked([email protected])jf @NEXT 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!Player.Money($PLAYER_CHAR) += -1000000BB: show_text_lowpriority GXT 'crWreck' time 5000 flag 1jump @DOHERTY_2362:NEXT if   not Actor.InCar($PLAYER_ACTOR, [email protected])then 00BB: show_text_lowpriority GXT 'gInCar' time 5000 flag [email protected] = Marker.CreateAboveCar([email protected])Marker.SetColor([email protected], 2)repeatwait 0until Actor.InCar($PLAYER_ACTOR, [email protected])Marker.Disable([email protected])endjump @DOHERTY_1474 :DOHERTY_1474if 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2033.731 170.3496 28.8359 radius 15.0 15.0 15.0 jf @DOHERTY_1529 jump @DOHERTY_1536 :DOHERTY_1529jump @DOHERTY_1370 :DOHERTY_1536Marker.Disable([email protected])Marker.Disable([email protected])jump @DOHERTY_1553 :DOHERTY_15530633: AS_actor $PLAYER_ACTOR exit_car 00BB: show_text_lowpriority GXT 'RUSMOB' time 6000 flag 1 [email protected] = Actor.Create(CivMale, #MAFBOSS, -2028.83, 196.7372, 32.1487)Actor.Angle([email protected]) = [email protected] = Marker.CreateAboveActor([email protected])Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 25001B2: give_actor [email protected] weapon 30 ammo 1000 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 30 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(CivMale, #MAFBOSS, -2028.83, 182.7372, 27.14)Actor.Angle([email protected]) = [email protected] = Marker.CreateAboveActor([email protected])Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 25001B2: give_actor [email protected] weapon 30 ammo 1000 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 30 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(CivMale, #MAFBOSS, -2059.508, 196.9378, 34.3994)Actor.Angle([email protected]) = [email protected] = Marker.CreateAboveActor([email protected])Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 25001B2: give_actor [email protected] weapon 30 ammo 1000 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 30 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(CivMale, #MAFBOSS, -2131.327, 165.8998, 42.25)Actor.Angle([email protected]) = [email protected] = Marker.CreateAboveActor([email protected])Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 25001B2: give_actor [email protected] weapon 30 ammo 1000 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 30 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(CivMale, #MAFBOSS, -2104.143, 136.2552, 35.1938)Actor.Angle([email protected]) = [email protected] = Marker.CreateAboveActor([email protected])Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 25001B2: give_actor [email protected] weapon 30 ammo 1000 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 30 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(CivMale, #MAFBOSS, -2071.703, 131.1783, 34.2689)Actor.Angle([email protected]) = [email protected] = Marker.CreateAboveActor([email protected])Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 25001B2: give_actor [email protected] weapon 30 ammo 1000 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 30 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR :DOHERTY_2066wait 0 if   not Player.Defined($PLAYER_CHAR)jf @DOHERTY_2120 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!Player.Money($PLAYER_CHAR) += -10000jump @DOHERTY_2362 :[email protected] = 0 if   Actor.Dead([email protected])jf @DOHERTY_2155 [email protected] += 1 Marker.Disable([email protected]):DOHERTY_2155if   Actor.Dead([email protected])jf @DOHERTY_2183 [email protected] += 1 Marker.Disable([email protected]):DOHERTY_2183if   Actor.Dead([email protected])jf @DOHERTY_2211 [email protected] += 1 Marker.Disable([email protected]):DOHERTY_2211if   Actor.Dead([email protected])jf @DOHERTY_2239 [email protected] += 1 Marker.Disable([email protected]):DOHERTY_2239if   Actor.Dead([email protected])jf @DOHERTY_2267 [email protected] += 1 Marker.Disable([email protected]):DOHERTY_2267if   Actor.Dead([email protected])jf @DOHERTY_2295 [email protected] += 1 Marker.Disable([email protected]):DOHERTY_2295if  [email protected] == 6 jf @DOHERTY_2320 jump @DOHERTY_2327 :DOHERTY_2320jump @DOHERTY_2066 :DOHERTY_23270394: play_music 1 01E3: show_text_1number_styled GXT 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~Player.Money($PLAYER_CHAR) += 50000:DOHERTY_2362Marker.Disable([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Model.Destroy(#CHEETAH)Model.Destroy(#ENFORCER)Model.Destroy(#AK47)Model.Destroy(#MAFBOSS)06EB: release_car_component #NTO_B_TW Car.Destroy([email protected])Car.Destroy([email protected])jump @DOHERTY_11 :DOHERTY_24480A93: end_custom_thread 

 

 

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ZAZ

 

How come when I exit the car it doesnt say get in the car and show the marker?

 

FXT Code

 

gInCar Get in the car.

 

 

Mission Code

 

{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread "DOHERTY" ....00BB: show_text_lowpriority GXT 'GINCAR' time 3000 flag 1 0674: set_car_model #CHEETAH numberplate "TRICK_34" [email protected] = Car.Create(#CHEETAH, -1571.887, 59.5118, 17.3281)....0A93: end_custom_thread 

 

So if the script works because cheetah spawns you should look into the fxt

 

whats the difference between GINCAR and gInCar ?

Capital letters or not should doesnt matter we think but thats the failure

 

write GINCAR Get in the car. in your fxt

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trickstar34

there is no difference, my problem is I have it where it checks if player is wasted/busted, and is out of the car. When he is leaves car, it \should say Get back in the car and put a marker above it, but it doesnt. Because at the biggining it says get in the car and works fine, but for my check, it doesnt, so it is a coding issue, not a FXT issue. So, whats wrong with my code? (the part thats messing up is in the label :NEXT) But I just cant find whats wrong, I thought I might of jumped over it, but I didnt, so I cant see what is wrong.

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ZAZ

it works by me everytime when I leave cheetah

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trickstar34

thats strange, for me it doesnt work, can you show me the code you have?

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ZAZ
thats strange, for me it doesnt work, can you show me the code you have?

I used your script above and changed only:

$SYNDICATE_TOTAL_PASSED_MISSIONS == 8

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trickstar34

thats really strange confused.gif, it doesnt work for me.

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trickstar34

Well, I have figured it out, its a problem with Sanny, it tends to like to replace my repeat statements with ifs that completly mess up my code, now it keeps repeat "Get in car", "Go back to garage" and repeat this process instead of doing it right, so any solutions?

Edited by trickstar34

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ZAZ

 

Well, I have figured it out, its a problem with Sanny, it tends to like to replace my repeat statements with ifs that completly mess up my code, now it keeps repeat "Get in car", "Go back to garage" and repeat this process instead of doing it right, so any solutions?

 

 

Sanny supports the high level construct e.g. repeat-until construct to allow writing scripts in this way.

But the game dont understand it. Sanny translate it by compilation into the classic jump to label system.

Repeating a marker creation 1000 times per second is not good.

By me it works. At the first time it wont work and then I changed the fxt entry. Now it works everytime, doesnt matter if capitals are used or not. Sometimes scripts with failures are working while editing script and testing it and have procress.

Next day it crashs. The pc and the game was restarted and can not run the routines from before.

Maybe its a problem with cleo.

You should make shure that your problem is not caused by other mods.

So you need an unmodded game with only cleo and your script for testing.

And try text_highpriority instead of text_lowpriority

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trickstar34

I have figured it out, I switched actor.InCar with opcode actor not in car ect.

Edited by trickstar34

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