trickstar34 Posted July 4, 2009 Share Posted July 4, 2009 (edited) Well, as a lot of you may know nerner and I developed a mod called Evasive Action, and well, I just don't have a good enough system to test this script because I will fail big time because the timer will run out. The reason I need this tested is because ZAZ suggested we add an automatic screenshot at the end of the mission, and I know this opcode works but it acts as though its taking a picture and it removes the hud and everything and I want to know if it will erase the text at the end of it will disapear where I can't get a picture of the players time. So can someone test this for me? The reason nerner can't is because, well, he said he has decided to stop coming onto the forums, so I need the help of others to test things with timers for me. No, there is nothing wrong with it, it has been tested for bugs and none have been found, I just need someone to test out the screenshot part for me. So here is my source: FXT File EVAACT1 Evasive ActiongInCar Get in the car.EVAACT2 You need to drive this car across the ~y~state~w~ before the timer runs out.EVCTPS1 Mission Passed!~n~~w~Time: ~r~~1~EVADES1 ~r~You wrecked the car!EVCTPS2 You can repeat this mission any time!EVADEF1 ~r~You ran out of time!EVACTTM Time: CLEO File {$VERSION 3.1.0027}{$CLEO .cs}thread "EVAACT"0662: NOP "This mod was created by nerner and Trickstar34"0662: NOP "Copyright 2009, All rights reserved.":RESTARTwait 0if $ONMISSION == 1then jump @RESTARTendgosub @MISSION // Replace gosub with jump using storylinejump @RESTART // Remove in storyline:MISSION:SPHEREwait 0 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 1998.8043 -1449.0861 13.5597 radius 2.0 2.0 2.0 on_foot jf @SPHERE:MODEL_LOADwait 0Model.Load(#CHEETAH)038B: load_requested_models:MODEL_LOAD2wait 0if not Model.Available(#CHEETAH)then jump @MODEL_LOADendPlayer.CanMove($PLAYER_CHAR) = False016A: fade 0 time 150000BA: show_text_styled GXT 'EVAACT1' time 1000 style 2repeatwait 0until 816B: not fading01F0: set_max_wanted_level_to [email protected] = Car.Create(#CHEETAH, 1969.9484, -1473.4482, 13.5545)Car.Angle([email protected]) = 85.5074wait 2000016A: fade 1 time 1500repeatwait 0until 816B: not fadingPlayer.CanMove($PLAYER_CHAR) = [email protected] = Marker.CreateAboveCar([email protected])Marker.SetColor([email protected], 2)00BC: show_text_highpriority GXT 'gInCar' time 3000 flag 1:CHECK1_1wait 0if Actor.InCar($PLAYER_ACTOR, [email protected])then jump @PART_1endif Car.Wrecked([email protected])then goto @FAIL1endif not Player.Defined($PLAYER_ACTOR)then goto @FAIL3end jump @CHECK1_1:PART_1wait [email protected] = 0$EVASIVE_ACTION_TIMER = 24000003C3: set_timer_to $EVASIVE_ACTION_TIMER type 1 GXT 'EVACTTM'0890: enable_sound_when_timer $EVASIVE_ACTION_TIMER reach 10 [email protected] = 000BC: show_text_highpriority GXT 'EVAACT2' time 5000 flag 1Marker.Disable([email protected])03BC: [email protected] = create_sphere_at -2741.0156 2613.8718 91.048 radius 4.0018A: [email protected] = create_checkpoint_at -2741.0156 2613.8718 91.048010D: set_player $PLAYER_CHAR wanted_level_to 6:CHECK1_2wait 0if not Actor.InCar($PLAYER_ACTOR, [email protected])then gosub @GETINCARendif $EVASIVE_ACTION_TIMER < 1then goto @FAIL2endif Car.Wrecked([email protected])then goto @FAIL1endif 0100: actor $PLAYER_ACTOR in_sphere -2741.0156 2613.8718 91.048 radius 4.0 4.0 4.0 sphere 1 in_car then goto @PASS1 endif 810F: not player $PLAYER_CHAR wanted_level > 4 then 010D: set_player $PLAYER_CHAR wanted_level_to 6endjump @CHECK1_2:FAIL1wait 000BA: show_text_styled GXT 'M_FAIL' time 5000 style 100BC: show_text_highpriority GXT 'EVADES1' time 5000 flag 1jump @END:FAIL2wait 000BA: show_text_styled GXT 'M_FAIL' time 5000 style 100BC: show_text_highpriority GXT 'EVADEF1' time 5000 flag 1jump @END:FAIL3wait 000BA: show_text_styled GXT 'M_FAIL' time 5000 style 1jump @END:PASS1wait [email protected] == 10085: [email protected] = [email protected]: [email protected] = integer [email protected] to_float0017: [email protected] /= 1000.00092: [email protected] = float [email protected] to_integer0394: play_music 101E3: show_text_1number_styled GXT 'EVCTPS1' number [email protected] time 5000 style 1 // MISSION PASSED!00BC: show_text_highpriority GXT 'EVCTPS2' time 5000 flag 1wait 1000 ms0A1E: dump_screen 1jump @END:ENDwait 0014F: stop_timer $EVASIVE_ACTION_TIMERMarker.Disable([email protected])03BD: destroy_sphere [email protected]([email protected])if [email protected] == 1then010D: set_player $PLAYER_CHAR wanted_level_to 0endreturn // remove return in storyline:GETINCARwait 0Marker.Disable([email protected])Marker.CreateAboveCar([email protected], [email protected])Marker.SetColor([email protected], 2)00BC: show_text_highpriority GXT 'gInCar' time 3000 flag 1:GETINCAR1wait 0if Actor.InCar($PLAYER_ACTOR, [email protected])then jump @CONTINUEendif Car.Wrecked([email protected])then jump @FAIL1endif not Player.Defined($PLAYER_ACTOR)then goto @FAIL3endif $EVASIVE_ACTION_TIMER < 1then goto @FAIL2endif 810F: not player $PLAYER_CHAR wanted_level > 4 then 010D: set_player $PLAYER_CHAR wanted_level_to 6endjump @GETINCAR1:CONTINUEMarker.Disable([email protected])018A: [email protected] = create_checkpoint_at -2741.0156 2613.8718 91.048return0A93: end_custom_thread Edited July 4, 2009 by trickstar34 Link to comment Share on other sites More sharing options...
gtasearcher Posted July 4, 2009 Share Posted July 4, 2009 Nope, seems impossible I tired with dump_screen 0, 1, 2, 3... nothing works. Link to comment Share on other sites More sharing options...
trickstar34 Posted July 4, 2009 Author Share Posted July 4, 2009 Darn, guess I'll contact Seemann. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now