Pie015 Posted November 6, 2010 Share Posted November 6, 2010 Ok, when I go into the sphere in the car it crashes??? {$CLEO .cs}{$VERSION 3.1.0027}//-----------MAIN----------07AF: $PLAYER_GROUP = player $PLAYER_CHAR group :0wait 0if and8117: not actor $PLAYER_ACTOR wasted8741: not actor $PLAYER_ACTOR busted $ONMISSION == 0jf @0 0@ = Marker.CreateIconAndSphere(62, 2499.1848, -1686.5261, 13.48)repeatwait 0 msuntil 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2499.1848 -1686.5261 13.48 radius 1.0 1.0 1.0 on_foot Marker.Disable(0@)023C: load_special_actor 'SWEET' as 1 // models 290-299Model.Load(#FAM1)Model.Load(#BALLAS1)Model.Load(#BALLAS3)Model.Load(#TEC9)Model.Load(#M4)Model.Load(#GREENWOO)038B: load_requested_models :1wait 0if or823D: not special_actor 1 loaded not Model.Available(#FAM1) not Model.Available(#BALLAS1) not Model.Available(#BALLAS3) not Model.Available(#TEC9) not Model.Available(#M4) not Model.Available(#GREENWOO)else_jump @2wait 0 msjump @1:21@ = Car.Create(#GREENWOO, 2498.4385, -1682.6589, 13.0521)Car.Angle(1@) = 102.48122@ = Actor.Create(CivMale, #SPECIAL01, 2502.417, -1685.5298, 13.487)Actor.Angle(2@) = 24.13233@ = Actor.Create(Gang2, #FAM1, 2496.6067, -1686.8684, 13.5189)Actor.Angle(3@) = 3.907201B2: give_actor 3@ weapon 32 ammo 100000 // Load the weapon model before using this 01B9: set_actor 3@ armed_weapon_to 3201B2: give_actor 2@ weapon 29 ammo 100000 // Load the weapon model before using this 01B9: set_actor 2@ armed_weapon_to 290631: put_actor 2@ in_group $PLAYER_GROUP0631: put_actor 3@ in_group $PLAYER_GROUPrepeatwait 0 msuntil Actor.InCar($PLAYER_ACTOR, 1@)4@ = Marker.CreateIconAndSphere(0, 2051.3804, -1245.7684, 23.6219)repeatwait 0 msuntil 01B0: car 1@ sphere 0 in_sphere 2051.3804 -1245.7684 23.6219 radius 4.0 4.0 4.0 stopped Marker.Disable(4@)039E: set_actor 2@ locked 0 while_in_car 039E: set_actor 3@ locked 0 while_in_car 5@ = Actor.Create(Gang1, #NULL, 1929.462, -1193.6023, 20.0234)Actor.Angle(5@) = 259.56626@ = Actor.Create(Gang1, #BALLAS1, 1930.3285, -1191.8121, 20.0234)Actor.Angle(6@) = 254.23957@ = Actor.Create(Gang1, #BALLAS3, 1928.7632, -1195.3353, 20.0234)Actor.Angle(7@) = 255.806202A3: enable_widescreen 1Player.CanMove($PLAYER_CHAR) = FalseCamera.SetPosition(1938.2776, -1196.6954, 19.5011, 0.0, 0.0, 0.0)Camera.PointAt(1881.4907, -1178.6639, 19.5011, 2):4wait 004ED: load_animation "MISC" 04ED: load_animation "DANCING"if and04EE: animation "MISC" loaded 04EE: animation "GANGS" loadedjf @40605: actor 5@ perform_animation_sequence "SCRATCHBALLS_01" IFP_file "MISC" 4.0 loop 0 0 0 0 time -1 // versionA 0605: actor 6@ perform_animation_sequence "DNCE_M_A" IFP_file "DANCING" 4.0 loop 0 0 0 0 time -1 // versionA 0605: actor 7@ perform_animation_sequence "DNCE_M_A" IFP_file "DANCING" 4.0 loop 0 0 0 0 time -1 // versionA repeatwait 0 msuntil 8611: not actor 5@ performing_animation "SCRATCHBALLS_01" 0687: clear_actor 6@ task 0687: clear_actor 7@ task 01B2: give_actor 5@ weapon 31 ammo 100000 // Load the weapon model before using this 01B9: set_actor 5@ armed_weapon_to 3101B2: give_actor 6@ weapon 32 ammo 100000 // Load the weapon model before using this 01B9: set_actor 6@ armed_weapon_to 3201B2: give_actor 7@ weapon 32 ammo 100000 // Load the weapon model before using this 01B9: set_actor 7@ armed_weapon_to 32081A: set_actor 5@ weapon_skill_to 3Camera.Restore_WithJumpcutPlayer.CanMove($PLAYER_CHAR) = True02A3: enable_widescreen 0062F: 8@ = create_group_type 0 0630: put_actor 5@ in_group 8@ as_leader 0631: put_actor 6@ in_group 8@0631: put_actor 7@ in_group 8@07CB: set_actor 6@ supporting_fire 1 07CB: set_actor 7@ supporting_fire 1 07CB: set_actor 2@ supporting_fire 107CB: set_actor 3@ supporting_fire 1Marker.CreateAboveActor(9@, 5@)05E2: AS_actor 5@ kill_actor $PLAYER_ACTORrepeatwait 0 msuntil Actor.Dead(5@)Actor.RemoveReferences(5@)Actor.RemoveReferences(6@)Actor.RemoveReferences(7@)Actor.RemoveReferences(2@)Actor.RemoveReferences(3@)Car.RemoveReferences(1@)Marker.Disable(9@)0632: release_group 8@0632: release_group $PLAYER_GROUP 06C9: remove_actor 2@ from_group 06C9: remove_actor 3@ from_group 0249: release_model #M40249: release_model #TEC90249: release_model #BALLAS10249: release_model #BALLAS30249: release_model #GREENWOO0249: release_model #FAM10296: unload_special_actor 1 04EF: release_animation "MISC" 04EF: release_animation "DANCING"jump @0 Link to comment https://gtaforums.com/topic/462594-cj-mod/ Share on other sites More sharing options...
Deji Posted November 7, 2010 Share Posted November 7, 2010 For starters: :4wait 004ED: load_animation "MISC"04ED: load_animation "DANCING"if and04EE: animation "MISC" loaded04EE: animation "GANGS" loadedjf @4 Replace "GANGS" with "DANCING". I hope you're eventually going to start using the usual techniques for finding bugs in a script before asking questions. For example: stopping code from running before a certain point and testing it in game to isolate the cause of the problem. Don't become a yair1221 Link to comment https://gtaforums.com/topic/462594-cj-mod/#findComment-1060193558 Share on other sites More sharing options...
Pie015 Posted November 7, 2010 Author Share Posted November 7, 2010 (edited) Don't become a yair1221 Ok, I won't Edited November 7, 2010 by Pie015 Link to comment https://gtaforums.com/topic/462594-cj-mod/#findComment-1060193989 Share on other sites More sharing options...
Bennington Posted November 7, 2010 Share Posted November 7, 2010 Don't become a yair1221 Deji, don´t be that nasty to him Link to comment https://gtaforums.com/topic/462594-cj-mod/#findComment-1060194955 Share on other sites More sharing options...
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