Node Posted March 21, 2011 Share Posted March 21, 2011 okay im creating a cleo script, but no matter where i place the create_thread opcode, as soon as the game hits that line it will crash any ideas? Link to comment Share on other sites More sharing options...
TheSiggi Posted March 21, 2011 Share Posted March 21, 2011 because you don't need the create_thread in a CLEO script Create_Thread @whatsoever adds the script to the list of threads to be loaded. CLEO.asi automatically loads the script and injects it by its own. cheers Link to comment Share on other sites More sharing options...
BnB Posted March 21, 2011 Share Posted March 21, 2011 Use this instead; 0A92: create_custom_thread "ShowTextBox.cs" Link to comment Share on other sites More sharing options...
Adler Posted March 21, 2011 Share Posted March 21, 2011 Also you should check out Deji's create_thread in CLEO function. Link to comment Share on other sites More sharing options...
Node Posted March 24, 2011 Author Share Posted March 24, 2011 sorry to be a pain but none of them worked. all i need is to be able to run more than one label at once -_- cant believe the people who made cleo and sh*t didnt think of the create_thread opcode. Link to comment Share on other sites More sharing options...
Silent Posted March 24, 2011 Share Posted March 24, 2011 Both of these thing works, you're just using them in wrong way. Link to comment Share on other sites More sharing options...
BnB Posted March 24, 2011 Share Posted March 24, 2011 One file – one thread. Each CLEO-script must be made as a single thread compiled in a single file. If you need more threads for your script, use the opcodes 004F or 0A92, depending of where is that additional thread located - in the main.scm or in a separate cs-file. So, If you are using 004F the thread must be inside the main.scm! Link to comment Share on other sites More sharing options...
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