Chuka Posted September 26, 2009 Share Posted September 26, 2009 (edited) I'm creating a mod, like Misterix, where all created in the mysterious to stand MAIN.SCM, and took 3 good mysteries (MINI MISSIONS) and when I create the number 4, did not appear It will show you what I did. 004F: create_thread @MS_BIKE_MISSIONS 004F: create_thread @MS_VEHICLE_SUBMISSIONS 004F: create_thread @MS_GYMFIGHT_SCHOOL 004F: create_thread @MS_SHOOTING_RANGE 004F: create_thread @MS_BLOODRING004F: create_thread @MS_8TRACK 004F: create_thread @MS_DIRTTRACK_KICKSTART 004F: create_thread @SAVEGAME 004F: create_thread @FLOW004F: create_thread @MICHAEL <------ mission 1004F: create_thread @SATANIC <------ mission 2004F: create_thread @MISTER_A <----- mission 3004F: create_thread @SAMUEL <-------- this is not listed004F: create_thread @HELP_TEXT_BOXES 004F: create_thread @BONUSES 004F: create_thread @CRANES 004F: create_thread @MS_BUY_PROPERTIES 004F: create_thread @ESC_VALET_PARKING 004F: create_thread @ESC_AIRPORT_TERMINALS 004F: create_thread @ESC_TRAINS 004F: create_thread @ESC_IMPOUND_GARAGES 004F: create_thread @OPENUP_PROPERTIES 004F: create_thread @MS_BEAT_THE_COCK 00D7: create_thread @NONAME_1 // without extra params 00D7: create_thread @NONAME_2 // without extra params 00D7: create_thread @NONAME_3 // without extra params 00D7: create_thread @NONAME_4 // without extra params 00D7: create_thread @NONAME_5 // without extra params 00D7: create_thread @NONAME_6 // without extra params 00D7: create_thread @APCHECK // without extra params 00D7: create_thread @GIRLFRIENDS_INIT // without extra params 00D7: create_thread @NONAME_7 // without extra params 00D7: create_thread @NONAME_8 // without extra params 00D7: create_thread @HJ // without extra params 00D7: create_thread @CELLFON // without extra par Well, when I made long ago the mission number 4 is going to try something else, then I appeared, I decided to change the mission and decided to change the type of mission, and change, and change, and change the mission until I get tired change, and decided to ask to be this. Now they show you the codes (mod). first michael myers. :MICHAEL03A4: name_thread 'MICHAEL':MICHAEL_110001: wait 250 ms 00D6: if 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2451.229 -1658.7028 13.3047 radius 50.0 50.0 50.0 on_foot 004D: jump_if_false @MICHAEL_11 0247: load_model #HECK10247: load_model #KNIFECUR 038B: load_requested_models :MICHAEL_760001: wait 0 ms 00D6: if and0248: model #HECK1 available 0248: model #KNIFECUR available 004D: jump_if_false @MICHAEL_76 009A: [email protected] = create_actor_pedtype 9 model #HECK1 at 2501.3931 -1687.4261 13.531201B2: give_actor [email protected] weapon 4 ammo 9999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 4 ammo 9999 // Load the weapon model before using this 02AB: set_actor [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 0 093B: unknown_actor [email protected] flag 107A1: set_walk_speed 60245: set_actor [email protected] walk_style_to "MAN" 0223: set_actor [email protected] health_to 9999903FE: set_actor [email protected] money 100 0446: set_actor [email protected] immune_to_headshots 0 02A9: set_actor [email protected] immune_to_nonplayer 10187: [email protected] = create_marker_above_actor [email protected]: set_marker [email protected] color_to 00001: wait 500000 ms0164: disable_marker [email protected] 0001: wait 0 ms00BA: show_text_styled GXT 'NEWENTRY' time 3000 style 6 0249: release_model #HECK10249: release_model #KNIFECUR:MICHAEL_2140001: wait 150 ms 00D6: if and0118: actor [email protected] dead0118: actor [email protected] dead 004D: jump_if_false @MICHAEL_214 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian004E: end_thread This appears, in fact, hise a test of this mod, is on youtube. now the second :SATANIC03A4: name_thread 'SATANIC':SATANIC_110001: wait 250 ms 00D6: if 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere -371.706 2186.4263 42.0316 radius 50.0 50.0 50.0 on_foot 004D: jump_if_false @SATANIC_11 0247: load_model #WMYAMMO0247: load_model #GUN_CANE04ED: load_animation "BSKTBALL"038B: load_requested_models:SATANIC_760001: wait 0 ms 00D6: if and014B: [email protected] = init_parked_car_generator #BULLET color 0 78 1 alarm 0 door_lock 0 0 10000 at -392.3554 2227.0735 42.4258 angle 105.819 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 0248: model #WMYAMMO available 0248: model #GUN_CANE available 004D: jump_if_false @SATANIC_76 009A: $MONK = create_actor_pedtype 9 model #WMYAMMO at -368.3358 2226.1692 42.4912 01B2: give_actor $MONK weapon 15 ammo 1 // Load the weapon model before using this 01B2: give_actor $MONK weapon 15 ammo 1 // Load the weapon model before using this 02AB: set_actor $MONK immunities BP 0 FP 0 EP 1 CP 0 MP 0 0812: AS_actor $MONK perform_animation "BBALL_DEF_LOOP" IFP_file "BSKTBALL" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 300000 // versionB 093B: unknown_actor $MONK flag 107A1: set_walk_speed 60245: set_actor $MONK walk_style_to "OLDMAN" 0223: set_actor $MONK health_to 3000 03FE: set_actor $MONK money 100 0446: set_actor $MONK immune_to_headshots 0 02A9: set_actor $MONK immune_to_nonplayer 1 009A: $MONK1 = create_actor_pedtype 9 model #WMYAMMO at -378.5082 2223.5112 42.0937 01B2: give_actor $MONK1 weapon 15 ammo 1 // Load the weapon model before using this 01B2: give_actor $MONK1 weapon 15 ammo 1 // Load the weapon model before using this 02AB: set_actor $MONK1 immunities BP 0 FP 0 EP 1 CP 0 MP 00812: AS_actor $MONK1 perform_animation "BBALL_DEF_LOOP" IFP_file "BSKTBALL" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 300000 // versionB 093B: unknown_actor $MONK1 flag 107A1: set_walk_speed 60245: set_actor $MONK1 walk_style_to "OLDMAN" 0223: set_actor $MONK1 health_to 3000 03FE: set_actor $MONK1 money 100 0446: set_actor $MONK1 immune_to_headshots 0 02A9: set_actor $MONK1 immune_to_nonplayer 1 009A: $MONK2 = create_actor_pedtype 9 model #WMYAMMO at -386.9161 2221.6519 42.4258 01B2: give_actor $MONK2 weapon 15 ammo 1 // Load the weapon model before using this 01B2: give_actor $MONK2 weapon 15 ammo 1 // Load the weapon model before using this 02AB: set_actor $MONK2 immunities BP 0 FP 0 EP 1 CP 0 MP 0 0812: AS_actor $MONK2 perform_animation "BBALL_DEF_LOOP" IFP_file "BSKTBALL" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 300000 // versionB093B: unknown_actor $MONK2 flag 107A1: set_walk_speed 60245: set_actor $MONK2 walk_style_to "OLDMAN" 0223: set_actor $MONK2 health_to 3000 03FE: set_actor $MONK2 money 100 0446: set_actor $MONK2 immune_to_headshots 0 02A9: set_actor $MONK2 immune_to_nonplayer 10001: wait 3000 ms 0850: AS_actor $MONK follow_actor $PLAYER_ACTOR 05E2: AS_actor $MONK kill_actor $PLAYER_ACTOR0187: $M565 = create_marker_above_actor $MONK0165: set_marker $M565 color_to 00001: wait 5000 ms0164: disable_marker $M565 0850: AS_actor $MONK1 follow_actor $PLAYER_ACTOR 05E2: AS_actor $MONK1 kill_actor $PLAYER_ACTOR0187: $M2 = create_marker_above_actor $MONK10165: set_marker $M2 color_to 00001: wait 5000 ms0164: disable_marker $M2 0850: AS_actor $MONK2 follow_actor $PLAYER_ACTOR 05E2: AS_actor $MONK2 kill_actor $PLAYER_ACTOR0187: $M3 = create_marker_above_actor $MONK20165: set_marker $M3 color_to 00001: wait 5000 ms0164: disable_marker $M3 0249: release_model #WMYAMMO0249: release_model #GUN_CANE04EF: release_animation "BSKTBALL" :SATANIC_2140001: wait 150 ms 00D6: if and0118: actor $MONK dead0118: actor $MONK1 dead0118: actor $MONK2 dead 004D: jump_if_false @SATANIC_214 01C2: remove_references_to_actor $MONK // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $MONK1 // Like turning an actor into a random pedestrian01C2: remove_references_to_actor $MONK2 // Like turning an actor into a random pedestrian004E: end_thread This also appears, and has no problem. now the third. :MISTER_A03A4: name_thread 'MISTER_A':MISTER_A_110001: wait 250 ms 00D6: if 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere -2648.1592 31.5313 4.3359 radius 50.0 50.0 50.0 on_foot 004D: jump_if_false @MISTER_A_11 0247: load_model #HECK2 0247: load_model #M404ED: load_animation "PARK" 038B: load_requested_models :MISTER_A_760001: wait 0 ms 00D6: if and0248: model #HECK2 available 0248: model #M4 available 004D: jump_if_false @MISTER_A_76 009A: $M_A = create_actor_pedtype 9 model #HECK2 at -2648.1592 31.5313 4.3359 01B2: give_actor $M_A weapon 31 ammo 1 // Load the weapon model before using this 01B2: give_actor $M_A weapon 31 ammo 1 // Load the weapon model before using this 02AB: set_actor $M_A immunities BP 1 FP 1 EP 0 CP 1 MP 10605: actor $M_A perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 1 0 0 0 time 300000 // versionA 093B: unknown_actor $M_A flag 107A1: set_walk_speed 60245: set_actor $M_A walk_style_to "PLAYER" 0223: set_actor $M_A health_to 200 03FE: set_actor $M_A money 100 0446: set_actor $M_A immune_to_headshots 0 02A9: set_actor $M_A immune_to_nonplayer 1 0850: AS_actor $M_A follow_actor $PLAYER_ACTOR 05E2: AS_actor $M_A kill_actor $PLAYER_ACTOR0187: $MARKER = create_marker_above_actor $M_A0165: set_marker $MARKER color_to 004EF: release_animation "PARK" 0001: wait 15000 ms0164: disable_marker $MARKER 0249: release_model #HECK2 0249: release_model #M4 04EF: release_animation "PARK" :MISTER_A_2140001: wait 150 ms 00D6: if and0118: actor $M_A dead 004D: jump_if_false @MISTER_A_214 01C2: remove_references_to_actor $M_A // Like turning an actor into a random pedestrian 004E: end_thread I just have this change, which had some problems with the animation. now the fourth, that if I has brought problems, she does not appear, and do not see problems of Codian. :SAMUEL03A4: name thread 'SAMUEL':SAMUEL_110001: wait 250 ms 00D6: if 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere -2648.1592 31.5313 4.3359 radius 50.0 50.0 50.0 on_foot 004D: jump_if_false @MISTER_A_11 0247: load_model #WMOPREA0247: load_model #BULLET 04ED: load_animation "PARK" 038B: load_requested_models:SAMUEL_76 0001: wait 0 ms 00D6: if and0248: model #WMOPREA available 0248: model #BULLET available 004D: jump_if_false @SAMUEL_76 014B: [email protected] = init_parked_car_generator #BULLET color 0 78 1 alarm 0 door_lock 0 0 1 -2875.0642 2194.2986 172.8669 angle 1.5701 014C: set_parked_car_generator [email protected] cars_to_generate_to 101009A: [email protected] = create_actor_pedtype 9 model #WMOPREA at -3019.333 2200.926 170.8828 01B2: give_actor [email protected] weapon 31 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 31 ammo 1 // Load the weapon model before using this 02AB: set_actor [email protected] immunities BP 1 FP 1 EP 0 CP 1 MP 10812: AS_actor [email protected] perform_animation "CRCKIDLE4" IFP_file "CRACK" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 093B: unknown_actor [email protected] flag 107A1: set_walk_speed 60245: set_actor [email protected] walk_style_to "BLINDMAN" 0223: set_actor [email protected] health_to 200 03FE: set_actor [email protected] money 100 0446: set_actor [email protected] immune_to_headshots 0 02A9: set_actor [email protected] immune_to_nonplayer 1 0187: $MARKER1111 = create_marker_above_actor [email protected]: set_marker $MARKER1111 color_to 004EF: release_animation "PARK" 0001: wait 15000 ms0164: disable_marker $MARKER1111 0249: release_model #WMOPREA 0249: release_model #BULLET04EF: release_animation "CRACK":SAMUEL_2140001: wait 150 ms 00D6: if and0118: actor [email protected] dead 004D: jump_if_false @SAMUEL_214 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 004E: end_thread maybe it's a limit that has MAIN.SCM, but please if they can resolve this problem, let me know!! Edited September 26, 2009 by Chuka Link to comment Share on other sites More sharing options...
ZAZ Posted September 26, 2009 Share Posted September 26, 2009 (edited) This also appears, and has no problem. but there is a mistake parked car generator is not a condition for a conditional check 00D6: if and014B: [email protected] = init_parked_car_generator #BULLET color 0 78 1 alarm 0 door_lock 0 0 10000 at -392.3554 2227.0735 42.4258 angle 105.819014C: set_parked_car_generator [email protected] cars_to_generate_to 1010248: model #WMYAMMO available0248: model #GUN_CANE available004D: jump_if_false @SATANIC_76 now the third.I just have this change, which had some problems with the animation. it needs also a check if the animation is loaded and look: 0605: actor $M_A perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 1 0 0 0 time 300000 // versionA093B: unknown_actor $M_A flag 107A1: set_walk_speed 60245: set_actor $M_A walk_style_to "PLAYER" 0223: set_actor $M_A health_to 20003FE: set_actor $M_A money 1000446: set_actor $M_A immune_to_headshots 002A9: set_actor $M_A immune_to_nonplayer 10850: AS_actor $M_A follow_actor $PLAYER_ACTOR the actor $M_A should follow player_actor I believe it overwrites the animation now the fourth, that if I has brought problems, she does not appear, and do not see problems of Codian. you forgot to load the M4 01B2: give_actor [email protected] weapon 31 ammo 1 maybe it's a limit that has MAIN.SCM, but please if they can resolve this problem, let me know!! there is a limit for the main part (script above of mission 0) test your script in a stripped main Edited September 26, 2009 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Chuka Posted September 26, 2009 Author Share Posted September 26, 2009 ZAZ well, I did not understand what the limits of the missions, but what of the M4 was a mistake hehehe, assignments are not true, I am doing the same thing in Misterix, but the difference in the Misterix and this is that at the end of the script (MAIN.SCM) of the Misterix too many lines that all say "NOP" ¿what's that? ¿and What effect do the script? Link to comment Share on other sites More sharing options...
ZAZ Posted September 27, 2009 Share Posted September 27, 2009 ZAZ well, I did not understand what the limits of the missions, but what of the M4 was a mistake hehehe, assignments are not true, I am doing the same thing in Misterix, but the difference in the Misterix and this is that at the end of the script (MAIN.SCM) of the Misterix too many lines that all say "NOP" ¿what's that? ¿and What effect do the script? If you add mod scripts into the original main.scm you can reach the limit After compilation you get the report message It shows you the size of the main part. Max = 200000 byte look in Sanny Builder Help: SCM Documentation: GTA Limits The main part is everything which starts with the main thread and ends where the first mission beginn The Misterixmod hit the limit (it's unstable in same cases) CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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