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Cutscene not working!


Pie015
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My cutscene isn't working sad.gif The Enforcer doesent show come!

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN--------------- :CUTSCENE03BC: $begin = create_sphere_at 1963.8174 -2452.3335 13.5391 radius 1.0repeatwait 0until 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1963.8174 -2452.3335 13.5391 radius 1.0 1.0 1.0Player.CanMove($PLAYER_CHAR, false)// Load modelsmodel.Load(#SWAT)model.Load(#ENFORCER)model.load(#MP5LNG)023C: load_special_actor 'TRUTH' as 1 // models 290-299023C: load_special_actor 'SWEET' as 2 // models 290-299023C: load_special_actor 'MACCER' as 3 // models 290-299038B: load_requested_models   :LOAD_CHECKwait 0if andmodel.Available(#SWAT)model.Available(#ENFORCER)model.Available(#MP5LNG)023D:   special_actor 1 loaded023D:   special_actor 2 loaded023D:   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, #ENFORCER, 1867.4338 -2485.718 13.5547)Car.Angle($car) = 269.47140129: [email protected] = create_actor_pedtype 23 model #swat in_car $car driverseat 0129: [email protected] = create_actor_pedtype 23 model #swat in_car $car passenger_seat 0  0129: [email protected] = create_actor_pedtype 23 model #swat in_car $car passenger_seat 1 0129: [email protected] = create_actor_pedtype 23 model #swat in_car $car passenger_seat 201B2: give_actor [email protected] weapon 29 ammo 60 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 29 ammo 60 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 29 ammo 60 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 29 ammo 60 // Load the weapon model before using this  009A: [email protected] = create_actor_pedtype 4 model #SPECIAL01 at 1870.103 -2455.6619 13.5547Actor.Angle([email protected]) = 180.5072009A: [email protected] = create_actor_pedtype 4 model #SPECIAL02 at 1869.7245 -2458.3782 13.5547Actor.Angle([email protected]) = 5.6656009A: [email protected] = create_actor_pedtype 4 model #SPECIAL03 at 1867.5884 -2456.5801 13.5547Actor.Angle([email protected]) = 265.711300A1: put_actor $PLAYER_ACTOR at 1876.5933 -2457.6252 13.5547Actor.Angle($PLAYER_ACTOR) = 91.229804ED: load_animation "GANGS"repeatwait 0until 04EE:   animation "GANGS" loaded  0605: actor [email protected] perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -10605: actor [email protected] perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -10605: actor [email protected] perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -10605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKD" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionACamera.SetPosition(1885.493 -2455.0432 31.2646, 0.0, 0.0, 0.0)Camera.PointAt(1860.9833, -2454.988, 13.5547, 2)wait 200000A7: car $car drive_to 1840.0624 -2481.946 13.5547fade 1 500repeatwait 0until 816B:   not fading//---------------------//Behaviour after fade//---------------------repeatwait 10until 01AE:   car $car sphere 0 near_point 1840.0624 -2481.946 radius 3.0 3.0 stopped0160: set_camera_point_at 1845.395 -2439.4067 13.5547 mode 205CD: AS_actor [email protected] exit_car $car05CD: AS_actor [email protected] exit_car $car05CD: AS_actor [email protected] exit_car $car05CD: AS_actor [email protected] exit_car $car0635: AS_actor [email protected] aim_at_actor $PLAYER_ACTOR -1 ms0635: AS_actor [email protected] aim_at_actor $PLAYER_ACTOR -1 ms0635: AS_actor [email protected] aim_at_actor $PLAYER_ACTOR -1 ms0635: AS_actor [email protected] aim_at_actor $PLAYER_ACTOR -1 ms074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor [email protected] timelimit -1074D: AS_actor [email protected] turns_to_and_look_at_actor [email protected] timelimit -1074D: AS_actor [email protected] turns_to_and_look_at_actor [email protected] timelimit -1074D: AS_actor [email protected] turns_to_and_look_at_actor [email protected] timelimit -1wait 250005C4: AS_actor $PLAYER_ACTOR hands_up -1 ms05C4: AS_actor [email protected] hands_up -1 ms05C4: AS_actor [email protected] hands_up -1 ms05C4: AS_actor [email protected] hands_up -1 mswait 5000//---------------------//Cleanup//---------------------fade 0 500repeatwait 0until 816B:   not fading00A6: destroy_car $car009B: destroy_actor [email protected]: destroy_actor [email protected]: destroy_actor [email protected]: destroy_actor [email protected]: destroy_actor [email protected]: destroy_actor [email protected]: destroy_actor [email protected]: clear_actor $PLAYER_ACTOR taskPlayer.CanMove($PLAYER_CHAR, true)0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut02A3: enable_widescreen 0wait 2000fade 1 500repeatwait 0until 816B:   not fading:LOOP_CUTSCENEwait 100 msjump @LOOP_CUTSCENE 004E: end_thread 

 

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For a start, you're using GLOBAL variables in a CLEO script. Never use globals in a cleoscript. Replace them with LOCALS, [email protected], [email protected] etc

 

Secondly, never use

 

 

004E: end_thread

 

 

in a CLEO script! Use this instead:

 

 

0A93: end_custom_thread

 

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Global Variables - Do not use them if it's a CLEO! How are people not picking this up from the tutorials?

 

Everything in that script that uses a global variable can be replaced with a local variable. You have about 26 of them free... Including [email protected], which you seem to skip.

 

end_thread - Has no use in CLEO Scripts. Use 0A93 instead.

 

Okay, a little slow on the posting there tounge2.gif

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If you really want to use globals use a stripped main.scm

 

I took too long

Edited by BnB
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Thanks, i'll try that, but how do we clear peds? I want no peds or cars while doing this mission sad.gif any ideas?

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08D3: get_present_zone_popcycle_group_for_peds_and_cars_to [email protected] 0767: set_zone 'MARKST' popcycle_group_for_peds_and_cars_to 0  // Market Station

 

 

'MARKST' Is the zone

 

Here is a map

 

Edited by BnB
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03DE: set_pedestrians_density_multiplier_to 0.0

 

 

To get rid of all current peds in a certain area...

 

 

0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 3.0

 

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