Pie015 Posted August 13, 2010 Share Posted August 13, 2010 My cutscene isn't working 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 Link to comment Share on other sites More sharing options...
james227uk Posted August 13, 2010 Share Posted August 13, 2010 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 Link to comment Share on other sites More sharing options...
Deji Posted August 13, 2010 Share Posted August 13, 2010 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 Link to comment Share on other sites More sharing options...
BnB Posted August 13, 2010 Share Posted August 13, 2010 (edited) If you really want to use globals use a stripped main.scm I took too long Edited August 13, 2010 by BnB Link to comment Share on other sites More sharing options...
Pie015 Posted August 13, 2010 Author Share Posted August 13, 2010 Thanks, i'll try that, but how do we clear peds? I want no peds or cars while doing this mission any ideas? Link to comment Share on other sites More sharing options...
BnB Posted August 13, 2010 Share Posted August 13, 2010 (edited) 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 August 13, 2010 by BnB Link to comment Share on other sites More sharing options...
Deji Posted August 13, 2010 Share Posted August 13, 2010 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 Link to comment Share on other sites More sharing options...
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