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Mission Coding on Stripped Main


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Matheus Reis

Hi, I've created a MPACK with a little mission, in that, an actor spawn as friend, and you two have to kill 3 random actors on the given range, when I kill them, I earn $2000, but when I die I earn it too, look at the code.

 

 

DEFINE MISSIONS 1DEFINE MISSION 0 AT @MTHDEFINE 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{$VERSION 3.0.0000}var$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 22 minutes_to 0 04E4: unknown_refresh_game_renderer_at 1639.0149 2082.865203CB: set_rendering_origin_at 1639.0149 2082.8652 11.3125 0053: $PLAYER_CHAR = create_player #NULL at 1639.0149 2082.8652 11.3125 01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 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 "TRACKTRBLUSTR" model "TRACKTR" body_part 2 087B: set_player $PLAYER_CHAR clothes_texture "FLIPFLOP" model "FLIPFLOP" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "BASKBALLRIM" model "BASKBALL" body_part 0 070D: rebuild_player $PLAYER_CHAR 01B4: toggle_player $PLAYER_CHAR can_move 1 016A: fade 1 time 2500 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 0004: $DEFAULT_WAIT_TIME = 25003E6: remove_text_box // put your create_thread commands here0213: $My_Save = create_pickup #PICKUPSAVE type 15 at 1639.7744 2075.7441 11.3125 0570: $Marker_Save = create_asset_radar_marker_with_icon 35 at 1639.7744 2075.7441 11.31250213: $My_Gun = create_pickup #DESERT_EAGLE type 15 at 508.0762 -71.8294 998.7578 02A7: $Marker_Mission = create_icon_marker_and_sphere 47 at 1602.2667 2130.0823 11.3147$ONMISSION = 0:MAIN_LOOP0001: wait $DEFAULT_WAIT_TIME ms00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes00D6: if 0214:   pickup $My_Save picked_up 004D: jump_if_false @MAIN_SAVE_END03D8: show_save_screen :MY_SAVE_CHECK0001: wait 0 ms 00D6: if 83D9:   not save_done 004D: jump_if_false @MAIN_SAVE_END0002: jump @MY_SAVE_CHECK:MAIN_SAVE_END00D6: if 0214:   pickup $My_Gun picked_up 004D: jump_if_false @MAIN_GUN_END0247: load_model #DESERT_EAGLE038B: load_requested_models :MY_GUN_CHECK0001: wait 0 ms 00D6: if 0248:   model #DESERT_EAGLE available 004D: jump_if_false @MY_GUN_CHECK01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 85  :MAIN_GUN_END:MissionTrigger0001: wait 0 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @MissionTriggerEnd00D6: if0038:   $ONMISSION == 0004D: jump_if_false @MissionTriggerEnd00D6: if00ED:   actor $PLAYER_ACTOR 0 near_point 1602.2667 2130.0823 radius 1.0 1.0 on_foot 004D: jump_if_false @MissionTriggerEnd0417: start_mission 00004: $ONMISSION = 1:MissionTriggerEnd0002: jump @MissionTrigger0002: jump @MAIN_LOOP :MTH03A4: name_thread 'MTH'0050: gosub @MissionBeginif or0112:   wasted_or_busted0118:   actor $Johnny dead004D: jump_if_false @MissionEnd0050: gosub @MissionFailed:MissionEnd0050: gosub @MissionCleanup004E: end_thread:MissionBegin// This section is where you place the contents of your mission01B4: set_player $PLAYER_CHAR can_move 009D4: suspend_wanted_level fade 0 500wait 100000BA: show_text_styled GXT 'MNAME_1' time 1000 style 2  // M.T.H.wait 1000fade 1 50001B4: set_player $PLAYER_CHAR can_move 1Model.Load(#MALE01)038B: load_requested_models009A: $Johnny = create_actor_pedtype 4 model #MALE01 at 1607.9613 2130.1692 10.862702E2: set_actor $Johnny weapon_accuracy_to 75 0631: put_actor $Johnny in_group $PLAYER_GROUP wait 50000BB: show_text_lowpriority GXT 'MTLK_1' time 1000 flag 1wait 100000BB: show_text_lowpriority GXT 'MTLK_2' time 1000 flag 104C4: store_coords_to $Coord_X $Coord_Y $Coord_Z from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 08E5: get_actor_in_sphere $Coord_X $Coord_Y $Coord_Z radius 200.0 handle_as $Target_A08E5: get_actor_in_sphere $Coord_X $Coord_Y $Coord_Z radius 200.0 handle_as $Target_B08E5: get_actor_in_sphere $Coord_X $Coord_Y $Coord_Z radius 200.0 handle_as $Target_C0187: 0@ = create_marker_above_actor $Target_A 0187: 1@ = create_marker_above_actor $Target_B 0187: 2@ = create_marker_above_actor $Target_C 0187: 3@ = create_marker_above_actor $Johnny0165: set_marker 3@ color_to 1 Model.Load(#COLT45)Model.Load(#BAT)Model.Load(#M4)038B: load_requested_models 01B2: give_actor $Target_A weapon 5 ammo 60 01B2: give_actor $Target_B weapon 31 ammo 6001B2: give_actor $Target_C weapon 31 ammo 6001B2: give_actor $PLAYER_ACTOR weapon 5 ammo 6001B2: give_actor $Johnny weapon 5 ammo 60:loopwait 0if and0118:   actor $Target_A dead0118:   actor $Target_B dead0118:   actor $Target_C deadjf @loopjump @MissionCleanup0051: return:MissionFailed00BA: show_text_styled GXT 'M_FAIL' time 2000 style 1 0004: $ONMISSION = 0wait 10000051: return:MissionCleanup01E3: show_text_1number_styled GXT 'M_PASS' number 2000 time 5000 style 1 0109: player $PLAYER_CHAR money += 2000 0004: $ONMISSION = 00164: disable_marker $Marker_Mission00D8: mission_cleanup0051: return 

 

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The Money code is in the Cleanup Part. You have to write the code in the passed section

 

:loopwait 0if and0118:   actor $Target_A dead0118:   actor $Target_B dead0118:   actor $Target_C deadjf @loopgosub @MissionPassed0051: return:MissionPassedwait 50001E3: show_text_1number_styled GXT 'M_PASS' number 2000 time 5000 style 10109: player $PLAYER_CHAR money += 2000return:MissionFailed00BA: show_text_styled GXT 'M_FAIL' time 2000 style 10004: $ONMISSION = 0wait 10000051: return:MissionCleanup0004: $ONMISSION = 00164: disable_marker $Marker_Mission00D8: mission_cleanup0051: return

 

Hope this works

 

Well, it's working, thank you. But I have another question: The things that have to occur when I pass is alright, but when I fail, the Mission Marker disappear too and I can't do it again, help! biggrin.gif

then don't delete the marker biggrin.gif

and make the visible sphere in the mission trigger

 

00ED:   actor $PLAYER_ACTOR 1 <---

 

Edited by ZAZ

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