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DEFINE MISSIONS 0DEFINE MISSION 0 AT @MISION0             // Initial 1DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script//DEFINE SCRIPT {NAME}  AT {LABEL} @DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.0.0000}//-------------MAIN---------------var$PLAYER_CHAR: Playerend // var 03A4: name_thread 'MAIN' 01F0: set_max_wanted_level_to 6 0111: toggle_wasted_busted_check 0 00C0: set_current_time_hours_to 8 minutes_to 0 04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84 03CB: set_rendering_origin_at 2488.56 -1666.84 13.38 0053: $PLAYER_CHAR = create_player #NULL at 2488.56 -1666.84 13.38 01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 0373: set_camera_directly_behind_player 01B6: set_weather 0 0001: wait 0 ms 087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1 087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0 070D: rebuild_player $PLAYER_CHAR 01B4: toggle_player $PLAYER_CHAR can_move 1 016A: fade 1 time 0 04BB: select_interior 0 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 0004: $DEFAULT_WAIT_TIME = 25003E6: remove_text_box //0417: start_mission 0  //// put your create_thread commands here:MAIN_LOOP0001: wait $DEFAULT_WAIT_TIME ms00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes0002: jump @MAIN_LOOP // put your mods (threads) here//-------------Mission 0---------------// put your missions here//---------------------//Start Cutscene//---------------------jf @MISION0::CUTSCENE03BC: $begin = create_sphere_at 2489.0088 -1658.4554 13.3519 radius 1.0 repeatwait 0until 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2489.0088 -1658.4554 13.3519 radius 1.0 1.0 1.0 Player.CanMove($PLAYER_CHAR, false)//---------------------//Load Models//---------------------model.Load(#army)model.Load(#patriot)model.load(#m4)023C: load_special_actor 'SWEET' as 1 // models 290-299 023C: load_special_actor 'KENDL' as 2 // models 290-299 023C: load_special_actor 'CESAR' as 3 // models 290-299 038B: load_requested_models :load_checkwait 0if andmodel.available(#army)model.available(#patriot)model.available(#m4)023D:   special_actor 1 loaded 023D:   special_actor 2 loaded 023D:   special_actor 3 loaded else_jump @load_check //---------------------//Spawn everything in fade//---------------------fade 0 500repeatwait 0until 816B:   not fading 02A3: enable_widescreen 1 03BD: destroy_sphere $beginCar.Create($car, #patriot, 2503.0217, -1672.2841, 13.3594) Car.Angle($car) = 82.38440129: 1@ = create_actor_pedtype 23 model #army in_car $car driverseat 01C8: 2@ = create_actor_pedtype 23 model #army in_car $car passenger_seat 0 01C8: 3@ = create_actor_pedtype 23 model #army in_car $car passenger_seat 101C8: 4@ = create_actor_pedtype 23 model #army in_car $car passenger_seat 201B2: give_actor 1@ weapon 31 ammo 60 // Load the weapon model before using this 01B2: give_actor 2@ weapon 31 ammo 60 // Load the weapon model before using this 01B2: give_actor 3@ weapon 31 ammo 60 // Load the weapon model before using this 01B2: give_actor 4@ weapon 31 ammo 60 // Load the weapon model before using this 009A: 5@ = create_actor_pedtype 4 model #SPECIAL01 at 2479.1279 -1680.2635 13.338Actor.Angle(5@) = 359.6866009A: 6@ = create_actor_pedtype 4 model #SPECIAL02 at 2477.7996 -1678.5049 13.3386Actor.Angle(6@) = 266.6259009A: 7@ = create_actor_pedtype 4 model #SPECIAL03 at 2479.3577 -1676.2166 13.337Actor.Angle(7@) = 176.385200A1: put_actor $PLAYER_ACTOR at 2480.9185 -1678.2045 13.3404Actor.Angle($PLAYER_ACTOR) = 98.7008 04ED: load_animation "GANGS"repeatwait 0until 04EE:   animation "GANGS" loaded 0605: actor 5@ perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -10605: actor 6@ perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -10605: actor 7@ perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -10605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1Camera.SetPosition(2472.7151, -1681.5944, 16.9041, 0.0, 0.0, 0.0)Camera.PointAt(2494.2827, -1669.9541, 13.3359, 2)wait 200000A7: car $car drive_to 2487.1799 -1670.8324 13.3359fade 1 500repeatwait 0until 816B:   not fading //---------------------//Behaviour after fade//---------------------repeatwait 10until 01AE:   car $car sphere 0 near_point 2487.1799 -1670.8324 radius 3.0 3.0 stopped 0160: set_camera_point_at 2494.2827 -1669.9541 9.3359 mode 2 05CD: AS_actor 1@ exit_car $car 05CD: AS_actor 2@ exit_car $car 05CD: AS_actor 3@ exit_car $car 05CD: AS_actor 4@ exit_car $car0635: AS_actor 1@ aim_at_actor $PLAYER_ACTOR -1 ms 0635: AS_actor 2@ aim_at_actor $PLAYER_ACTOR -1 ms 0635: AS_actor 3@ aim_at_actor $PLAYER_ACTOR -1 ms 0635: AS_actor 4@ aim_at_actor $PLAYER_ACTOR -1 ms 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 1@ timelimit -1 074D: AS_actor 5@ turns_to_and_look_at_actor 1@ timelimit -1 074D: AS_actor 6@ turns_to_and_look_at_actor 1@ timelimit -1 074D: AS_actor 7@ turns_to_and_look_at_actor 1@ timelimit -1 wait 250005C4: AS_actor $PLAYER_ACTOR hands_up -1 ms 05C4: AS_actor 5@ hands_up -1 ms 05C4: AS_actor 6@ hands_up -1 ms 05C4: AS_actor 7@ hands_up -1 ms wait 5000//---------------------//Cleanup//---------------------fade 0 500repeatwait 0until 816B:   not fading 00A6: destroy_car $car009B: destroy_actor 1@009B: destroy_actor 2@009B: destroy_actor 3@009B: destroy_actor 4@009B: destroy_actor 5@009B: destroy_actor 6@009B: destroy_actor 7@0687: clear_actor $PLAYER_ACTOR task Player.CanMove($PLAYER_CHAR, true)0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0wait 2000fade 1 500repeatwait 0until 816B:   not fading //-------------External script 0---------------// put your external scripts here

 

 

Im starting codding, but i cant compile this script main.scm you can help me? icon14.gif

 

Bye!

 

 

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Im starting codding, but i cant compile this script main.scm you can help me? icon14.gif 

 

Bye!

 

1. correct the header:

 

DEFINE OBJECTS  1       // total amount of defined objectsDEFINE OBJECT (no name) // This is an unused object. You can put anything here.DEFINE MISSIONS  1                // total amount of defined mission scriptsDEFINE MISSION 0 AT @MISION0     // your mission scriptDEFINE EXTERNAL_SCRIPTS  -1     // total amount of defined extern scripts should be -1 if no extern script is availableDEFINE UNKNOWN_EMPTY_SEGMENT  0  //UNKNOWN_EMPTY_SEGMENTDEFINE UNKNOWN_THREADS_MEMORY  0  //UNKNOWN_THREADS_MEMORY//-------------MAIN---------------

 

 

 

 

2. insert the mission label

replace jf @MISION0: with :MISION0

 

//-------------Mission 0---------------// put your missions here//---------------------//Start Cutscene//---------------------:MISION0:CUTSCENE03BC: $begin = create_sphere_at 2489.0088 -1658.4554 13.3519 radius 1.0repeatwait 0until 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2489.0088 -1658.4554 13.3519 radius 1.0 1.0 1.0Player.CanMove($PLAYER_CHAR, false)

 

 

 

 

3. insert a script end for the mission script:

put end_thread to the end:

 

fade 1 500repeatwait 0until 816B:   not fading004E: end_thread //-------------External script 0---------------// put your external scripts here

 

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