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Problem with jump commands?


fireguy109
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fireguy109

This script is an entire SCM and if I post it this page will be huge. So I'll post only the parts I think are crashing.

 

 

:G60S_131870001: wait 0 ms 00D6: if 0422:   garage_contain_car $42 $662 // 42 is my custom boat garage004D: jump_if_false @G60S_12C32 00A5: $664 = create_car #MAFIA at 275.25 -58.9375 -100.0 0175: set_car $664 z_angle_to 270.0 0186: $665 = create_marker_above_car $664 021B: set_garage $42 to_accept_car $664 0050: gosub @G60S_12C64 :G60S_12C640001: wait 0 ms 00D6: if 00DC:   player $player_char driving $664 004D: jump_if_false @G60S_131CE 02AC: set_car $664 immunities 1 1 1 1 1 0164: disable_marker $665 0050: gosub @G60S_131CE :G60S_131CE0001: wait 0 ms  00D6: if 0422:   garage_contain_car $42 $664 004D: jump_if_false @G60S_12C64 0001: wait 0 ms 0050: gosub @G60S_131FF

 

 

As soon as the car gets in the garage the Mafia 664 is supposed to spawn. But it crashes somewhere in there- As soon as 662 enters the garage it just freezes. I don't get a specific error message, just that it stopped working. I threw some text messages in to check where it crashes. It seems to crash right around here-

 

 

00D6: if 00DC:   player $player_char driving $664 004D: jump_if_false @G60S_131CE 

 

 

What do you think the problem could be? This is for my Gone in 60 Seconds GTAIII mod. I am using Sanny Builder with CLEO installed, but compiling in Barton Waterduck's editor gives the same crash. Elsewhere in the script the same check happens, for example with 662, without a problem.

 

What the hell?

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Dyablo_GTA

Maybe you should try Sanny Builder or does it give an error? I think Barton's builder doesn't support this type of Opcodes though I haven't tried this type of code. I usually code SA.

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fireguy109
Maybe you should try Sanny Builder or does it give an error? I think Barton's builder doesn't support this type of Opcodes though I haven't tried this type of code. I usually code SA.

No, I'm using Sanny already. I tried in Barton's just in case but it doesn't work.

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spaceeinstein

gosubs don't work like that. The general form is

 

 

:beginning...gosub @gosublabel...jump @beginning:gosublabel...return

 

 

The way your code works, it's better to not use anything at all since the code travels to the next label anyways.

Edited by spaceeinstein
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fireguy109
The way your code works, it's better to not use anything at all since the code travels to the next label anyways.

So, if I replace them with jumps do you think it will work?

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It should work, but it's useless. You can just remove these gosubs.

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fireguy109
It should work, but it's useless. You can just remove these gosubs.

The next line isn't in that order. The lines in the scm aren't ordered that way yet, so far it all jumps around.

 

And changing the gosubs to jumps didn't help with my crash.

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spaceeinstein

There's nothing wrong with what you have shown. Try downloading SCMLog and see which line crashes the game.

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fireguy109

Well, now I got past this without a crash. However it crashes as soon as I spawn the next car.

 

What a pain in the ass. It takes 10-15 minutes to even get to the crash point, so any changes take almost 20 minutes. Sigh...

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