2pacproducer2 Posted July 7, 2009 Share Posted July 7, 2009 (edited) 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 July 8, 2009 by 2pacproducer2 Link to comment Share on other sites More sharing options...
2pacproducer2 Posted July 7, 2009 Author Share Posted July 7, 2009 bump . ( . ) Link to comment Share on other sites More sharing options...
PatrickW Posted July 7, 2009 Share Posted July 7, 2009 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. Link to comment Share on other sites More sharing options...
ZAZ Posted July 7, 2009 Share Posted July 7, 2009 (edited) 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 July 7, 2009 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
2pacproducer2 Posted July 7, 2009 Author Share Posted July 7, 2009 Your script is too simple and too short, and it doesnt work as I want 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 ? Link to comment Share on other sites More sharing options...
ZAZ Posted July 7, 2009 Share Posted July 7, 2009 (edited) that's the fix: 01B4: set_player $PLAYER_CHAR can_move 0 wait 2500ABF: set_vehicle [email protected] engine_state_to 0 wait 25001B4: set_player $PLAYER_CHAR can_move 1 Edited July 7, 2009 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
2pacproducer2 Posted July 8, 2009 Author Share Posted July 8, 2009 Yeah, this works. I had an idea to put 01B4: set_player $PLAYER_CHAR can_move 0 and 1 too. Anyways, thanks Link to comment Share on other sites More sharing options...
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