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A little help here


KillingName

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Hi, could u tell me what could I do to make a save "spot" in a barn near a bridge to the Cantera Hunter, or whatever that big hole is named. Here is the code:

 

:MAIN_2566wait 250 jump @MAIN_2566 $SAVE_PICKUPS = Pickup.Create(#PICKUPSAVE, 1, -39.59236, 2533.583, 6.484375):MAIN_2602wait 0 if and  Player.Defined($PLAYER_CHAR)  Pickup.Picked_up($SAVE_PICKUPS)jf @MAIN_2602 fade 0 2000 Player.CanMove($PLAYER_CHAR) = FalsePickup.Destroy($SAVE_PICKUPS)wait 400 03D8: show_save_screen :MAIN_2653wait 0 if 03D9:   save_done jf @MAIN_2653 Actor.PutAt($PLAYER_ACTOR, -45.1966 36.64407 3.17804)Actor.Angle($PLAYER_ACTOR) = 90.0Actor.Health($PLAYER_ACTOR) = 1500Player.CanMove($PLAYER_CHAR) = TrueCamera.SetBehindPlayerCamera.Restore_WithJumpCutfade 1 7000 $SAVE_PICKUPS = Pickup.Create(#PICKUPSAVE, 1, -39.59236, 2533.583, 6.484375)

 

 

The problem is that the pickup doesn't appear, as if it wasn't in the main.scm.

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Next time please use better topic titles specific to your problem and don't double post (like in your last topic) use the EDIT button.

 

Try this (untested) in a CLEO script instead of in main.scm:

 

{$CLEO .cs}0@ = Pickup.Create(#PICKUPSAVE, 1, -39.59236, 2533.583, 6.484375):Startwait 0if and   Player.Defined($PLAYER_CHAR)   Pickup.Picked_up(0@)jf @Startfade 0 2000 // What's this used for?Player.CanMove($PLAYER_CHAR) = FalsePickup.Destroy(0@)wait 40003D8: show_save_screen:SaveCheckwait 0if   03D9:   save_donejf @SaveCheckActor.PutAt($PLAYER_ACTOR, -45.1966 36.64407 3.17804)Actor.Angle($PLAYER_ACTOR) = 90.0Actor.Health($PLAYER_ACTOR) = 1500Player.CanMove($PLAYER_CHAR) = TrueCamera.SetBehindPlayerCamera.Restore_WithJumpCutfade 1 7000 // Again, what's this for?0@ = Pickup.Create(#PICKUPSAVE, 1, -39.59236, 2533.583, 6.484375)jump @Start

 

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Yeah I guess I should have used "edit", the script can't be compiled, this is the message I get when I try to compile "Compiled file has no header, so the model name #PICKUPSAVE can not be used. Use number ID instead."

you must insert the ID number because Sannybuilder don't know the names of the objects

 

0@ = Pickup.Create(1277, 1, -39.59236, 2533.583, 6.484375)

 

for models which are defined in vehicles.ide, peds.ide, veh_mods.ide and default.ide you can use the names

this belongs to cleo scripts

in main.scm you can declare object names in the object list at the top of the main

Edited by ZAZ
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Hehe, sorry, I'm just starting at scripting. So, in main.scm, I state the identifier of a certain object in VAR...END to later just place certain number (Ex: 10) and then just mention only the number to say where (in coordinates) it should be placed in the map? Or is it a lot more complex?

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Hehe, sorry, I'm just starting at scripting. So, in main.scm, I state the identifier of a certain object in VAR...END to later just place certain number (Ex: 10) and then just mention only the number to say where (in coordinates) it should be placed in the map? Or is it a lot more complex?

Open the original main.scm, it beginns with this:

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007DEFINE OBJECTS 389DEFINE OBJECT (noname)                DEFINE OBJECT INFO                     // Object number -1DEFINE OBJECT KEYCARD                  // Object number -2DEFINE OBJECT AD_FLATDOOR              // Object number -3DEFINE OBJECT KB_BANDIT_U              // Object number -4DEFINE OBJECT ROULETTE_TBL             // Object number -5.......388 objects are listed here

 

the listed objects can you then create by using their name

 

List your desired objects in your stripped main

first entry is to define the amount of the listed objects

second entry is unused, you can there write everything

the following entries are your listed objects

 

The head of your main can look like this:

 

DEFINE OBJECTS 11DEFINE OBJECT (zazmahall.de)      DEFINE OBJECT INFO                     // Object number -1DEFINE OBJECT KEYCARD                  // Object number -2DEFINE OBJECT PICKUPSAVE               // Object number -3DEFINE OBJECT BODYARMOUR               // Object number -4DEFINE OBJECT BRIBE                    // Object number -5DEFINE OBJECT KMB_PARACHUTE            // Object number -6DEFINE OBJECT PARA_PACK                // Object number -7DEFINE OBJECT PARACHUTE                // Object number -8DEFINE OBJECT PARA_COLLISION           // Object number -9DEFINE OBJECT BRIEFCASE                // Object number -10DEFINE MISSIONS 1DEFINE MISSION 0 AT @INITIAL           // Initial 1DEFINE EXTERNAL_SCRIPTS 2DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0DEFINE SCRIPT PARACHUTE AT @PARACH     // 1DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0//-------------MAIN---------------03A4: name_thread 'MAIN'....

 

this main have 10 listed objects, one mission script and two Extern scripts

If you wanna make object placements like the cranes then do it in connection with opcode 01C7:

otherwise they disappear

 

029B: $2722 = init_object #TWRCRANE_M_04 at -2080.441 256.015 66.869 01C7: remove_object_from_mission_cleanup_list $2722

 

 

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Oh, that's why I didn't understand, u see, I used Steve M's Map cleaner's MAIN.SCM, which doesn't has that stuff, thanks for explaining ZAZ, and sorry for any inconvinience (sp?). Btw, sorry for my english, it's my second language.

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