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Broken engine mod


2pacproducer2
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2pacproducer2

Hi, I made a little script that creates a chances of turning off your engine when smoke comes out of your car. The script works awesome, everything is ok, exept one thing, my car becomes invincible, and I dont know why. U know when you flip a car and it burns and explodes, but now it cant be destroyed even that way. WTF ? I made a fully invincible car ?!?

Anyways, I need your help, could you help me ?

 

 

Script deleted because the problem is solved, no spoiling

 

 

Help ?

Edited by 2pacproducer2
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I've had a look at it, and it looks pretty good. I can't explain though, why the car should become invincible.

The only thing I've found out of place is a "jump @ENG_460" that should have been a "jump @ENG_489", but this is not a real bug, as it will arrive at ":ENG_489" anyway.

 

Except for requesting the health of the car, the only operation that you act upon the car, is the 0ABF CLEO-opcode, to set the engine state.

The only thing I can imagine, is that it may be a side effect of that opcode, but that would be strange.

 

To me it's a mystery, hopefully someone will be able to shed light on this.

bS8xA.png
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Hi, I made a little script that creates a chances of turning off your engine when smoke comes out of your car. The script works awesome, everything is ok, exept one thing, my car becomes invincible, and I dont know why. U know when you flip a car and it burns and explodes, but now it cant be destroyed even that way. WTF ? I made a fully invincible car ?!?

Anyways, I need your help, could you help me ?

 

 

Help ?

Awesome bug. Maybe caused by coproduction of 8185: and 0ABF:

The car even burned but didnt explode.

I switched pimpmycar on, changed camviews and switched it off to remove reference of car by pimpmycar script,

then it was destructible.

 

P.S.

0ABF: works normaly without side effect, works very correct in pimpmycarscript

 

 

//-------------MAIN---------------thread 'ENG' :ENG_11wait 0 if   Player.Defined($PLAYER_CHAR)jf @ENG_11 if   Actor.Driving($PLAYER_ACTOR)jf @ENG_11 03C0: [email protected] = actor $PLAYER_ACTOR car :ENG_55wait 0 if   Player.Defined($PLAYER_CHAR)jf @ENG_195 if   not Car.Wrecked([email protected])jf @ENG_195 if   Actor.Driving($PLAYER_ACTOR)jf @ENG_195 if 8185:   not car [email protected] health >= 400 jf @ENG_55 0ABF: set_vehicle [email protected] engine_state_to 0 :ENG_133wait 0 if   Player.Defined($PLAYER_CHAR)jf @ENG_195 if   not Car.Wrecked([email protected])jf @ENG_195 if   Actor.InCar($PLAYER_ACTOR, [email protected])jf @ENG_195 jump @ENG_133 :ENG_195Car.RemoveReferences([email protected])jump @ENG_11

 

Edited by ZAZ
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2pacproducer2

Your script is too simple and too short, and it doesnt work as I want confused.gif You say its awesome bug ? So, the main fault of the bug is SannyBuilder or what ? And, it means that I will not be able to fix this bug ?

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2pacproducer2

Yeah, this works. I had an idea to put 01B4: set_player $PLAYER_CHAR can_move 0 and 1 too. Anyways, thanks

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