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trickstar34

Why does this crash?

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trickstar34

I have them set in the docks where import export is, but none of the guards are there, the Enforcer isnt in the garage place there, its outside of it, and the person your supposed to kill spawns in the water instead of on the stairs to the ship, and the car spawns inside of the ship, instead of on the top.

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ZAZ

 

I have them set in the docks where import export is, but none of the guards are there, the Enforcer isnt in the garage place there, its outside of it, and the person your supposed to kill spawns in the water instead of on the stairs to the ship, and the car spawns inside of the ship, instead of on the top.

your global var $SYNDICATE_TOTAL_PASSED_MISSIONS can cause bugs, its not available in the CustomVariables.ini

 

Now your main failure:

You have to understand the different results of condinal checks by using NOT- conditions in relation

to the IF statement, if or or if and

Your first check is correct, using if or by NOT- conditions

The second check is wrong because of using if and by NOT- conditions

 

 

:LOAD_2if and8248:   not model #SFPD1 available8248:   not model #LAPD1 available8248:   not model #SWAT available8248:   not model #ENFORCER available06EA:   not car_component #NTO_B_TW availableelse_jump @SUCURITY // Sucuritywait 0 msjump @MODEL_LOAD

 

 

The wrong check above means: if all not available so check again in my load model check

but if one is available, negate the check by using else_jump @SUCURITY

So this check dont checks if all are available

 

Furthermore the condition "car_component #NTO_B_TW available" is not really a NOT-version because it needs also edit the opcode:

86EA: instead of 06EA:

 

Please do sometimes following to debug your script:

Compile the script and then decompile the created cs-file

use different settings for decompiling:

 

Choose TOOLS, then options

in option menu GENERAL you can find the feature to switch between 2 ways for decompiling

 

either decompile by writing opcodes

or decompiling without opcodes

 

choose this variation which is more clear for you

 

Then you also see that the repeat-until construct will be rewritten into "jump to label" constructs.

 

 

Edited by ZAZ

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trickstar34

thats not the problem. it runs just fine except everything doesnt spawn in the same spot that I programmed it to.

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ZAZ

 

thats not the problem. it runs just fine except everything doesnt spawn in the same spot that I programmed it to.

Yeh, its just the beginning of the list of failures. You can ignore it or do it right.

 

Please do sometimes following to debug your script:

Compile the script and then decompile the created cs-file

 

especially sannybuilders comment behind the opcode if wasted_or_busted by decompiling with opcodes

 

0112:   wasted_or_busted // mission only

 

it works only in mission mode

 

replace it with

 

8256:   not player $PLAYER_CHAR defined

 

 

The reason why you cant find the actors and cars is:

The docks are not streamed in the game when you start the pseudo mission in doherty.

They fall into the sea and die. And when you arrive at the docks the map is streamed then obve the actors.

 

Important:

Create generally the stuff which is need just in that moment when it is needed!

 

replace the actor-location check

00FF: actor $PLAYER_ACTOR sphere 0 in_sphere -2033.0713 148.4002 28.8359 radius 1.0 1.0 2.0 on_foot

with following:

 

00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1679.3411 7.0679 3.5547 radius 1.0 1.0 2.0 on_foot

 

and start the pseudo mission directly at the docks and you will find your actors

 

the game crash sometimes after actor [email protected] is dead because Cheetah should get a numberplate

to set a numbplate needs to insert a model name not a variable name

 

0674: set_car_model #CHEETAH numberplate "_TRICK_ST_"

 

maximum 7 letters, underscore has no meaning.

"TRICKST" or "_TRICK_ST_" works.

 

At last:

In your cleanup part is missing the release of all the created actors.

 

 

Edited by ZAZ

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trickstar34

The adding releasing models is what I do when I'm done debugging everything else, as its less importent, yet needed. Also, the wasted or busted function has worked just fine for me so far.

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ZAZ
the wasted or busted function has worked just fine for me so far.

No it doesnt.

When actor [email protected] is dead and cheetah is spawned the wb check should be activ

kill your self in that moment and you must get the message "mission failed"

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trickstar34

how come I cant find the mission start sphere? Where did you put it?

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ZAZ

 

how come I cant find the mission start sphere? Where did you put it?

to the entrance at the docks where actor [email protected] get spawned

and make shure that sphere 1 in_sphere is set with 1

 

 

Edited by ZAZ

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trickstar34

I dont see it, theres just nothing there. Can you show me your successful version of my code.

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ZAZ

 

I dont see it, theres just nothing there. Can you show me your successful version of my code.

Maybe the sphere of actor $PLAYER_ACTOR sphere 1 in_sphere -1679.3411 7.0679 3.5547 is not displayed because displaying sphere are limited to 16

remove your first sphere:

 

//03BC: [email protected] = create_sphere_at -2033.0713 148.4002 28.8359 radius 2.0

 

 

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trickstar34

its still not there

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ZAZ
its still not there

post your updated script

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trickstar34

__________________

Edited by trickstar34

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ZAZ

yo man, you didnt fixed what I said:

 

Furthermore the condition "car_component #NTO_B_TW available" is not really a NOT-version because it needs also edit the opcode: 86EA: instead of 06EA:

 

The sphere is shown with your script but none actor appear because of the failure in the load check

 

86EA: not car_component #NTO_B_TW available//---<<<< opcode 86EA

 

 

its still not there

what is still not there? sphere or actors?

 

If your sphere is not shown can be have several reasons.

Maybe your game must apply to much spheres because of other cleo scripts, remove all other cleo scripts

If not successful then reinstall GTASA to have a clean game and install only cleo with only your script for testing

 

or insert this line which checks a larger spot infront of the docks entrance

 

00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1679.3411 7.0679 3.5547 radius 15.0 15.0 2.0 on_foot

 

and deativate the destroy marker:

//03BD: destroy_sphere [email protected]

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trickstar34

This is my new code. When I get near the docks, nothing happens.

Edited by trickstar34

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ZAZ

 

This is my new code. When I get near the docks, nothing happens.

 

 

where is the cleo directive ?

Note: I and others copy the script for testing and dont allways notice that it is missing

 

 

Now you have again the old location check

 

until 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere -2033.0713 148.4002 28.8359 radius 1.0 1.0 2.0 on_foot

 

and still the failure in the load check

 

06EA:   not car_component #NTO_B_TW available

 

It dont looks like a updated script.

 

You are not able to write such a big script. You want to skip 2 steps.

Go back and learn scripting with small scripts, with only 3 actors and one car

Learn to use math coding for access checks and read the tutorial carefuly

 

Try this script which works by me so far:

Note: its not complete because the actors of the second parts would not be released.

I inserted one more location check, one in Doherty, one at the docks

Start the pseudo mission at Doherty garage to see the checkpoint for the location check at the docks

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread "DOHERTY" 00D6: if 0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 7 004D: jump_if_false @DOHERTY_36 0002: jump @DOHERTY_43 :DOHERTY_360002: jump @DOHERTY_2310 :DOHERTY_430001: wait 0 ms  00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2033.071 148.4002 28.8359 radius 2.0 2.0 2.0 on_foot 004D: jump_if_false @DOHERTY_43018A: [email protected] = create_checkpoint_at -1677.2786 -0.9081 3.5547 :DOHERTY_720001: wait 0 ms 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1677.2786 -0.9081 3.5547 radius 20.0 20.0 20.0004D: jump_if_false @DOHERTY_72 //02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 0164: disable_marker [email protected] 0247: load_model #AK47 0247: load_model #M4 0247: load_model #SHOTGSPA 0247: load_model #MAFFA 0247: load_model #MAFFB 0247: load_model #WMOPREA 0247: load_model #SFPD1 0247: load_model #LAPD1 0247: load_model #SWAT 0247: load_model #MAFBOSS 0247: load_model #CHEETAH 0247: load_model #ENFORCER 06E9: load_car_component #NTO_B_TW 038B: load_requested_models :DOHERTY_18800D6: if or8248:   not model #CHEETAH available 8248:   not model #MAFBOSS available 8248:   not model #AK47 available 8248:   not model #M4 available 8248:   not model #SHOTGSPA available 8248:   not model #MAFFA available 8248:   not model #MAFFB available 8248:   not model #WMOPREA available 004D: jump_if_false @DOHERTY_246 0001: wait 0 ms 0002: jump @DOHERTY_188 :DOHERTY_246if or8248:   not model #SFPD1 available 8248:   not model #LAPD1 available 8248:   not model #SWAT available 8248:   not model #ENFORCER available 86EA:   not car_component #NTO_B_TW available 004D: jump_if_false @DOHERTY_293 0001: wait 0 ms 0002: jump @DOHERTY_188 :DOHERTY_29300A5: [email protected] = create_car #ENFORCER at -1708.407 10.3893 3.5547 0175: set_car [email protected] Z_angle_to 315.5176 009A: [email protected] = create_actor_pedtype 4 model #SWAT at -1699.607 27.6366 3.5547 0173: set_actor [email protected] Z_angle_to 315.71 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 500 01B2: 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 009A: [email protected] = create_actor_pedtype 4 model #SWAT at -1692.341 20.5749 3.5547 0173: set_actor [email protected] Z_angle_to 321.2746 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 500 01B2: 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 009A: [email protected] = create_actor_pedtype 4 model #SFPD1 at -1673.171 5.1577 3.5547 0173: set_actor [email protected] Z_angle_to 131.2674 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 250 01B2: 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 009A: [email protected] = create_actor_pedtype 4 model #LAPD1 at -1670.211 1.9277 3.5547 0173: set_actor [email protected] Z_angle_to 133.004 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 250 01B2: 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 009A: [email protected] = create_actor_pedtype 4 model #MAFFA at -1646.513 55.628 3.5547 0173: set_actor [email protected] Z_angle_to 152.1969 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 250 01B2: 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 009A: [email protected] = create_actor_pedtype 4 model #MAFFB at -1586.776 86.7051 3.5547 0173: set_actor [email protected] Z_angle_to 135.3143 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 250 01B2: 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 009A: [email protected] = create_actor_pedtype 4 model #WMOPREA at -1539.727 113.9267 17.3226 0173: set_actor [email protected] Z_angle_to 133.9404 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 2000 0187: [email protected] = create_marker_above_actor [email protected] 01B2: 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_9050001: wait 0 ms 00D6: if 8256:   not player $PLAYER_CHAR defined  004D: jump_if_false @DOHERTY_956 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!0109: player $PLAYER_CHAR money += -10000 0002: jump @DOHERTY_2269 :DOHERTY_9560118:   actor [email protected] dead 004D: jump_if_false @DOHERTY_9050164: disable_marker [email protected]: set_car_model #CHEETAH numberplate "_TRICK_ST_"00A5: [email protected] = create_car #CHEETAH at -1571.887 59.5118 17.3281 0175: set_car [email protected] Z_angle_to 317.068 0186: [email protected] = create_marker_above_car [email protected] 0165: set_marker [email protected] color_to 2 06E7: [email protected] = add_car_component #NTO_B_TW to_car [email protected] :DOHERTY_105100D6: if 8256:   not player $PLAYER_CHAR defined 004D: jump_if_false @DOHERTY_1098 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!0109: player $PLAYER_CHAR money += -10000 0002: jump @DOHERTY_2269 :DOHERTY_109800D6: if 00DB:   actor $PLAYER_ACTOR in_car [email protected] 0001: wait 0 ms 004D: jump_if_false @DOHERTY_1128 0002: jump @DOHERTY_1135 :DOHERTY_11280002: jump @DOHERTY_1051 :DOHERTY_11350164: disable_marker [email protected] 018A: [email protected] = create_checkpoint_at -2033.731 170.3496 28.8359 010D: set_player $PLAYER_CHAR wanted_level_to 4 :DOHERTY_116900D6: if 8256:   not player $PLAYER_CHAR defined 004D: jump_if_false @DOHERTY_1216 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!0109: player $PLAYER_CHAR money += -10000 0002: jump @DOHERTY_2269 :DOHERTY_12160001: wait 0 ms 00D6: if 0119:   car [email protected] wrecked 004D: jump_if_false @DOHERTY_1270 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!0109: player $PLAYER_CHAR money += -10000 0002: jump @DOHERTY_2269 :DOHERTY_127000D6: if 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2033.731 170.3496 28.8359 radius 15.0 15.0 15.0 004D: jump_if_false @DOHERTY_1325 0002: jump @DOHERTY_1332 :DOHERTY_13250002: jump @DOHERTY_1169 :DOHERTY_13320164: disable_marker [email protected]: disable_marker [email protected] 0002: jump @DOHERTY_1344 :DOHERTY_1344009A: [email protected] = create_actor_pedtype 4 model #MAFBOSS at -2028.83 196.7372 32.1487 0173: set_actor [email protected] Z_angle_to 253.5059 0187: [email protected] = create_marker_above_actor [email protected] 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 250 01B2: 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 009A: [email protected] = create_actor_pedtype 4 model #MAFBOSS at -2028.83 182.7372 27.14 0173: set_actor [email protected] Z_angle_to 253.5059 0187: [email protected] = create_marker_above_actor [email protected] 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 250 01B2: 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 009A: [email protected] = create_actor_pedtype 4 model #MAFBOSS at -2059.508 196.9378 34.3994 0173: set_actor [email protected] Z_angle_to 71.0587 0187: [email protected] = create_marker_above_actor [email protected] 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 250 01B2: 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 009A: [email protected] = create_actor_pedtype 4 model #MAFBOSS at -2131.327 165.8998 42.25 0173: set_actor [email protected] Z_angle_to 280.4623 0187: [email protected] = create_marker_above_actor [email protected] 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 250 01B2: 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 009A: [email protected] = create_actor_pedtype 4 model #MAFBOSS at -2104.143 136.2552 35.1938 0173: set_actor [email protected] Z_angle_to 267.9805 0187: [email protected] = create_marker_above_actor [email protected] 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 250 01B2: 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 009A: [email protected] = create_actor_pedtype 4 model #MAFBOSS at -2071.703 131.1783 34.2689 0173: set_actor [email protected] Z_angle_to 271.4334 0187: [email protected] = create_marker_above_actor [email protected] 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 250 01B2: 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_18360001: wait 0 ms 00D6: if 8256:   not player $PLAYER_CHAR defined  004D: jump_if_false @DOHERTY_1887 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!0109: player $PLAYER_CHAR money += -10000 0002: jump @DOHERTY_2269 :DOHERTY_18870118:   actor [email protected] dead 004D: jump_if_false @DOHERTY_1836 0164: disable_marker [email protected] :DOHERTY_19040001: wait 0 ms 00D6: if 8256:   not player $PLAYER_CHAR defined  004D: jump_if_false @DOHERTY_1955 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!0109: player $PLAYER_CHAR money += -10000 0002: jump @DOHERTY_2269 :DOHERTY_19550118:   actor [email protected] dead 004D: jump_if_false @DOHERTY_1904 0164: disable_marker [email protected] :DOHERTY_19720001: wait 0 ms 00D6: if 8256:   not player $PLAYER_CHAR defined  004D: jump_if_false @DOHERTY_2023 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!0109: player $PLAYER_CHAR money += -10000 0002: jump @DOHERTY_2269 :DOHERTY_20230118:   actor [email protected] dead 004D: jump_if_false @DOHERTY_1972 0164: disable_marker [email protected] :DOHERTY_20400001: wait 0 ms 00D6: if 8256:   not player $PLAYER_CHAR defined  004D: jump_if_false @DOHERTY_2091 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!0109: player $PLAYER_CHAR money += -10000 0002: jump @DOHERTY_2269 :DOHERTY_20910118:   actor [email protected] dead 004D: jump_if_false @DOHERTY_2040 0164: disable_marker [email protected] :DOHERTY_21080001: wait 0 ms 00D6: if 8256:   not player $PLAYER_CHAR defined  004D: jump_if_false @DOHERTY_2159 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!0109: player $PLAYER_CHAR money += -10000 0002: jump @DOHERTY_2269 :DOHERTY_21590118:   actor [email protected] dead 004D: jump_if_false @DOHERTY_2108 0164: disable_marker [email protected] :DOHERTY_21760001: wait 0 ms 00D6: if 8256:   not player $PLAYER_CHAR defined  004D: jump_if_false @DOHERTY_2227 01E3: show_text_1number_styled GXT 'M_FAIL' number 10000 time 5000 style 1  // ~r~MISSION FAILED!0109: player $PLAYER_CHAR money += -10000 0002: jump @DOHERTY_2269 :DOHERTY_22270118:   actor [email protected] dead 004D: jump_if_false @DOHERTY_2176  0394: play_music 1 01E3: show_text_1number_styled GXT 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~:DOHERTY_22690164: disable_marker [email protected]: remove_references_to_actor [email protected] 01C2: remove_references_to_actor [email protected] 01C2: remove_references_to_actor [email protected] 01C2: remove_references_to_actor [email protected] 01C2: remove_references_to_actor [email protected] 01C2: remove_references_to_actor [email protected] 01C2: remove_references_to_actor [email protected] 01C2: remove_references_to_actor [email protected]: release_model #CHEETAH 0249: release_model #ENFORCER 0249: release_model #AK47 0249: release_model #MAFBOSS 06EB: release_car_component #NTO_B_TW 00A6: destroy_car [email protected] 00A6: destroy_car [email protected] 01C2: remove_references_to_actor [email protected] 0002: jump @DOHERTY_43 :DOHERTY_23100A93: end_custom_thread 

 

Edited by ZAZ

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trickstar34

can you show me your successful version of the code (all), because I just cant get anything fixed barely.

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ZAZ
can you show me your successful version of the code (all), because I just cant get anything fixed barely.

look for the edit above

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trickstar34

the sphere isnt there, all other CLEO mods removed, but no help.

 

EDIT: I removed the check for if Yay Ka Boom Boom was passed, now it works.

Edited by trickstar34

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james227uk

I just wanna add. You don't need that create_sphere BS

 

Your on the right track with this

 

 

until 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere -2033.0713 148.4002 28.8359 radius 1.0 1.0 2.0 on_foot 

 

 

Change

 

 

sphere 0

 

 

to

 

 

sphere 1

 

 

and it creates the sphere for you

 

 

 

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trickstar34

Everything works, one thing left, can somebody write the code to check if Yay Ka Boom Boom is completed?

Edited by trickstar34

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ZAZ
Everything works, one thing left, can somebody write the code to check if Yay Ka Boom Boom is completed, I obviously failed.

 

 

 

should be ten

$Syndicate_Total_Passed_Missions == 10

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trickstar34

thanks, if you want to play this mod, it will be included in Empire Mode v2

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ZAZ

 

thanks, if you want to play this mod, it will be included in Empire Mode v2

I have passed it five times but the script is not finish. The actors of the second part must be released at the end.

Edited by ZAZ

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trickstar34

I added it already.

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trickstar34

How do you put things in interiors

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ZAZ

 

How do you put things in interiors

objects ? same way like normaly

0247: request_model 2226

0247: request_model 3044

 

:GSW_2b

0001: wait 0 ms

if and

0248: model 2226 available

0248: model 2601 available

004D: jump_if_false @GSW_2b

029B: [email protected] = init_object 2226 at 960.767 -57.612 1000.95

029B: [email protected] = init_object 2601 at 960.767 -58.10 1001.03

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trickstar34

isnt the reason the objects are all in place (unmodded) because they are placed there by one of the main.scm's? in otherwords, can add land on the ocean through a CLEO mod without having to change any other files (without having peds spawn on it)?

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PatrickW

Mosts ob the objects you encounter ingame, aren't placed there bij the SCM, but are defined in IPL files, which determine their location.

Only objects that appear, disappear or change during the game, are handled/placed by the SCM.

 

Yes, you can add land on the oceans with CLEO, without having to edit other files. But there are some limitations with this method.

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trickstar34

What kind of limitations? because I'm adding a prison in SF Bay

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