Jump to content

Whats Happen? My Mission Not Start


Recommended Posts

icon14.gif

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007DEFINE OBJECTS 1DEFINE OBJECT SANNY BUILDER 3.04      DEFINE MISSIONS 1DEFINE MISSION 0 AT @MAIN_321          // Initial 1DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA scriptDEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.1.0027}//-------------MAIN---------------thread 'MAIN' 01F0: set_max_wanted_level_to 6 set_wb_check_to 0 00C0: set_current_time_hours_to 8 minutes_to 0 04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84 Camera.SetAtPos(2488.56, -1666.84, 13.38)$PLAYER_CHAR = Player.Create( #NULL,-288.8251, -1220.1506, 14.7106)$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)07AF: $PLAYER_GROUP = player $PLAYER_CHAR group Camera.SetBehindPlayerset_weather 0 wait 0 Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)Player.Build($PLAYER_CHAR)Player.CanMove($PLAYER_CHAR) = Truefade 1 0 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 $DEFAULT_WAIT_TIME = 250 03E6: remove_text_box start_mission 0  // Initial 1:MAIN_301wait $DEFAULT_WAIT_TIME 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes jump @MAIN_301 //-------------Mission 0---------------// Originally: Initial 1:MAIN_32103BC: $BEGIN = create_sphere_at -300.0845 -1230.2358 17.3097 radius 2.0 :MAIN_346wait 0 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2489.009 -1658.455 13.3519 radius 1.0 1.0 1.0 else_jump @MAIN_346 Player.CanMove($PLAYER_CHAR) = FalseModel.Load(#SWAT)Model.Load(#PATRIOT)Model.Load(#M4)023C: load_special_actor 'SWAT' as 1 // models 290-299 023C: load_special_actor 'SWAT' as 2 // models 290-299 023C: load_special_actor 'SWAT' as 3 // models 290-299 038B: load_requested_models :MAIN_457wait 0 if and  Model.Available(#SWAT)  Model.Available(#PATRIOT)  Model.Available(#M4)023D:   special_actor 1 loaded 023D:   special_actor 2 loaded 023D:   special_actor 3 loaded else_jump @MAIN_457 fade 0 500 :MAIN_506wait 0   not fading else_jump @MAIN_506 02A3: enable_widescreen 1 03BD: destroy_sphere $BEGIN $CAR = Car.Create(#PATRIOT,-242.3126, -1174.6873, 6.8578)Car.Angle($CAR) = 82.38440129: 1@ = create_actor_pedtype 23 model #SWAT in_car $CAR driverseat 01C8: 2@ = create_actor_pedtype 23 model #SWAT in_car $CAR passenger_seat 0 01C8: 3@ = create_actor_pedtype 23 model #SWAT in_car $CAR passenger_seat 1 01C8: 4@ = create_actor_pedtype 23 model #SWAT in_car $CAR passenger_seat 2 01B2: give_actor 1@ weapon 31 ammo 1000 // Load the weapon model before using this 01B2: give_actor 2@ weapon 31 ammo 1000 // Load the weapon model before using this 01B2: give_actor 3@ weapon 31 ammo 1000 // Load the weapon model before using this 01B2: give_actor 4@ weapon 31 ammo 1000 // Load the weapon model before using this 5@ = Actor.Create(CivMale, #SPECIAL01, -276.6289, -1210.3444, 12.303)Actor.Angle(5@) = 359.68666@ = Actor.Create(CivMale, #SPECIAL02, -282.7298, -1205.8162, 13.3329)Actor.Angle(6@) = 266.62597@ = Actor.Create(CivMale, #SPECIAL03, -283.1363, -1212.3564, 13.2944)Actor.Angle(7@) = 176.3852Actor.PutAt($PLAYER_ACTOR, -272.1248, -1208.339, 11.774)Actor.Angle($PLAYER_ACTOR) = 98.700804ED: load_animation "GANGS" :MAIN_799wait 0 04EE:   animation "GANGS" loaded else_jump @MAIN_799 0605: actor 5@ perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA 0605: actor 6@ perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA 0605: actor 7@ perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA 0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA Camera.SetPosition(-292.2866, -1235.6072, 25.587, 0.0, 0.0, 0.0)Camera.PointAt(2494.283, -1669.954, 13.3359, 2)wait 2000 Car.DriveTo($CAR, -263.6744, -1193.9423, 9.6985)fade 1 500 :MAIN_1074wait 0   not fading else_jump @MAIN_1074 :MAIN_1087wait 10 01AE:   car $CAR sphere 0 near_point 2487.18 -1670.832 radius 3.0 3.0 stopped else_jump @MAIN_1087 Camera.PointAt(2494.283, -1669.954, 9.3359, 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 $CAR 0635: 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 2500 05C4: AS_actor $PLAYER_ACTOR hands_up -1 ms 05C4: AS_actor 5@ hands_up -1 ms 05C4: AS_actor 6@ hands_up -1 ms 05C4: AS_actor 7@ hands_up -1 ms wait 5000 fade 0 500 :MAIN_1301wait 0   not fading else_jump @MAIN_1301 Car.Destroy($CAR)Actor.DestroyInstantly(1@)Actor.DestroyInstantly(2@)Actor.DestroyInstantly(3@)Actor.DestroyInstantly(4@)Actor.DestroyInstantly(5@)Actor.DestroyInstantly(6@)Actor.DestroyInstantly(7@)0687: clear_actor $PLAYER_ACTOR task Player.CanMove($PLAYER_CHAR) = TrueCamera.SetBehindPlayerCamera.Restore_WithJumpCut02A3: enable_widescreen 0 wait 2000 fade 1 500 :MAIN_1386wait 0   not fading else_jump @MAIN_1386 end_thread

 

 

 

What I do is my player, go to the red dot to get there but nothing appears, nothing happens.

 

What I do is that when you go to that red dot, to arm one cutscene with the coordinates that are there:

 

A patriot who comes in with SWAT, and then these swats accompany my character to the home of CJ's girlfriend, but I'll do this later.

 

Now I need to do my work well and my introduction cutscene.

 

Owe the help. Thank you very much.

Link to comment
https://gtaforums.com/topic/434036-whats-happen-my-mission-not-start/
Share on other sites

Replace this:

 

 

//-------------Mission 0---------------// Originally: Initial 1:MAIN_32103BC: $BEGIN = create_sphere_at -300.0845 -1230.2358 17.3097 radius 2.0 :MAIN_346wait 0 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2489.009 -1658.455 13.3519 radius 1.0 1.0 1.0 else_jump @MAIN_346 Player.CanMove($PLAYER_CHAR) = FalseModel.Load(#SWAT)Model.Load(#PATRIOT)Model.Load(#M4)023C: load_special_actor 'SWAT' as 1 // models 290-299 023C: load_special_actor 'SWAT' as 2 // models 290-299 023C: load_special_actor 'SWAT' as 3 // models 290-299 038B: load_requested_models 

 

 

with this:

 

 

//-------------Mission 0---------------// Originally: Initial 1:MAIN_321wait 0if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2489.009 -1658.455 13.3519 radius 1.0 1.0 1.0 jf @MAIN_321 :MAIN_346wait 0 Player.CanMove($PLAYER_CHAR) = FalseModel.Load(#SWAT)Model.Load(#PATRIOT)Model.Load(#M4)023C: load_special_actor 'SWAT' as 1 // models 290-299 023C: load_special_actor 'SWAT' as 2 // models 290-299 023C: load_special_actor 'SWAT' as 3 // models 290-299 038B: load_requested_models 

 

This should be your solution:

 

//-------------Mission 0---------------// Originally: Initial 1:MAIN_32103BC: $BEGIN = create_sphere_at -300.0845 -1230.2358 17.3097 radius 2.0:MAIN_346wait 000FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -300.0845 -1230.2358 17.3097 radius 1.0 1.0 1.0else_jump @MAIN_346

 

 

You can remove the sphere $BEGIN but then remove also the destroy_sphere $BEGIN

opcode 00FE: displays a red sphere if the second parameter is set to 1

00FE: actor $PLAYER_ACTOR sphere 1 in_sphere

important is that the wait in loop is not longer than 0 ms otherwise the sphere will not be shown

 

Your script crashs than because 'SWAT' is not a special actor

and you also don't need to load the same model more times

 

replace them with this:

 

023C: load_special_actor 'CAT' as 1 // models 290-299023C: load_special_actor 'OGLOC' as 2 // models 290-299023C: load_special_actor 'TRUTH' as 3 // models 290-299

 

that makes sense and works

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 0 User Currently Viewing
    0 members, 0 Anonymous, 0 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.