Bad.boy! Posted May 16, 2011 Share Posted May 16, 2011 There is a problem in a script I made, but I can't find it, the game crashes before spawning the actors {$CLEO .cs}//-------------MAIN---------------thread 'SPAWN' :SPAWN_11wait 0 if Player.Defined($PLAYER_CHAR)else_jump @SPAWN_11 :SPAWN_31wait 0 if and not Actor.Driving($PLAYER_ACTOR) not Actor.Dead($PLAYER_ACTOR)8818: not actor $PLAYER_ACTOR in_air 84AD: not actor $PLAYER_ACTOR in_water 0AB0: key_pressed 52 else_jump @SPAWN_31 Model.Load(#ARMY)Model.Load(#AK47):SPAWN_80wait 0 if Model.Available(#ARMY) Model.Available(#AK47)else_jump @SPAWN_80 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.0 [email protected] = Actor.Create(Gang2, #ARMY, [email protected], [email protected], [email protected])04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 [email protected] = Actor.Create(Gang2, #ARMY, [email protected], [email protected], [email protected])04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 2.0 2.0 0.0 [email protected] = Actor.Create(Gang2, #ARMY, [email protected], [email protected], [email protected])04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -2.0 4.0 0.0 [email protected] = Actor.Create(Gang2, #ARMY, [email protected], [email protected], [email protected])04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 4.0 0.0 [email protected] = Actor.Create(Gang2, #ARMY, [email protected], [email protected], [email protected])04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 2.0 4.0 0.0 [email protected] = Actor.Create(Gang2, #ARMY, [email protected], [email protected], [email protected])0630: put_actor $PLAYER_ACTOR in_group $PLAYERGROUP as_leader 0631: put_actor [email protected] in_group $PLAYERGROUP 0631: put_actor [email protected] in_group $PLAYERGROUP 0631: put_actor [email protected] in_group $PLAYERGROUP 0631: put_actor [email protected] in_group $PLAYERGROUP 0631: put_actor [email protected] in_group $PLAYERGROUP 0631: put_actor [email protected] in_group $PLAYERGROUP 06F0: set_group $PLAYERGROUP distance_limit_to 100.0 Actor.Health([email protected]) = 500Actor.Armour([email protected]) = 250Actor.WeaponAccuracy([email protected]) = 8004D8: set_actor [email protected] drowns_in_water 0 0446: set_actor [email protected] immune_to_headshots 0 0350: set_actor [email protected] maintain_position_when_attacked 0 01B2: give_actor [email protected] weapon 30 ammo 6000 // Load the weapon model before using this Actor.Health([email protected]) = 500Actor.Armour([email protected]) = 250Actor.WeaponAccuracy([email protected]) = 8004D8: set_actor [email protected] drowns_in_water 0 0446: set_actor [email protected] immune_to_headshots 0 0350: set_actor [email protected] maintain_position_when_attacked 0 01B2: give_actor [email protected] weapon 30 ammo 6000 // Load the weapon model before using this Actor.Health([email protected]) = 500Actor.Armour([email protected]) = 250Actor.WeaponAccuracy([email protected]) = 8004D8: set_actor [email protected] drowns_in_water 0 0446: set_actor [email protected] immune_to_headshots 0 0350: set_actor [email protected] maintain_position_when_attacked 0 01B2: give_actor [email protected] weapon 30 ammo 6000 // Load the weapon model before using this Actor.Health([email protected]) = 500Actor.Armour([email protected]) = 250Actor.WeaponAccuracy([email protected]) = 8004D8: set_actor [email protected] drowns_in_water 0 0446: set_actor [email protected] immune_to_headshots 0 0350: set_actor [email protected] maintain_position_when_attacked 0 01B2: give_actor [email protected] weapon 30 ammo 6000 // Load the weapon model before using this Actor.Health([email protected]) = 500Actor.Armour([email protected]) = 250Actor.WeaponAccuracy([email protected]) = 8004D8: set_actor [email protected] drowns_in_water 0 0446: set_actor [email protected] immune_to_headshots 0 0350: set_actor [email protected] maintain_position_when_attacked 0 01B2: give_actor [email protected] weapon 30 ammo 6000 // Load the weapon model before using this Actor.Health([email protected]) = 500Actor.Armour([email protected]) = 250Actor.WeaponAccuracy([email protected]) = 8004D8: set_actor [email protected] drowns_in_water 0 0446: set_actor [email protected] immune_to_headshots 0 0350: set_actor [email protected] maintain_position_when_attacked 0 01B2: give_actor [email protected] weapon 30 ammo 6000 // Load the weapon model before using this :SPAWN_783wait 0 if and Actor.Dead([email protected]) Actor.Dead([email protected]) Actor.Dead([email protected]) Actor.Dead([email protected]) Actor.Dead([email protected]) Actor.Dead([email protected])else_jump @SPAWN_835 jump @SPAWN_2218 :SPAWN_835wait 0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and Actor.Defined([email protected])00EC: actor [email protected] 0 near_point [email protected] [email protected] radius 90.0 90.0 else_jump @SPAWN_2010 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and Actor.Defined([email protected])00EC: actor [email protected] 0 near_point [email protected] [email protected] radius 90.0 90.0 else_jump @SPAWN_2026 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and Actor.Defined([email protected])00EC: actor [email protected] 0 near_point [email protected] [email protected] radius 90.0 90.0 else_jump @SPAWN_2042 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and Actor.Defined([email protected])00EC: actor [email protected] 0 near_point [email protected] [email protected] radius 90.0 90.0 else_jump @SPAWN_2058 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and Actor.Defined([email protected])00EC: actor [email protected] 0 near_point [email protected] [email protected] radius 90.0 90.0 else_jump @SPAWN_2074 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and Actor.Defined([email protected])00EC: actor [email protected] 0 near_point [email protected] [email protected] radius 90.0 90.0 else_jump @SPAWN_2090 if and Actor.Defined([email protected]) Actor.Defined([email protected]) Actor.Defined([email protected]) Actor.Defined([email protected]) Actor.Defined([email protected]) Actor.Defined([email protected])else_jump @SPAWN_2106 jump @SPAWN_1295 :SPAWN_1295wait 0 if Actor.Dead($PLAYER_ACTOR)else_jump @SPAWN_1322 jump @SPAWN_2218 :SPAWN_1322wait 0 if 0597: actor $PLAYER_ACTOR crouching else_jump @SPAWN_783 04EB: AS_actor [email protected] crouch 1 04EB: AS_actor [email protected] crouch 1 04EB: AS_actor [email protected] crouch 1 04EB: AS_actor [email protected] crouch 1 04EB: AS_actor [email protected] crouch 1 04EB: AS_actor [email protected] crouch 1 jump @SPAWN_1391 :SPAWN_1391wait 0 if and Actor.Dead([email protected]) Actor.Dead([email protected]) Actor.Dead([email protected]) Actor.Dead([email protected]) Actor.Dead([email protected]) Actor.Dead([email protected])else_jump @SPAWN_1443 jump @SPAWN_2218 :SPAWN_1443wait 0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and Actor.Defined([email protected])00EC: actor [email protected] 0 near_point [email protected] [email protected] radius 90.0 90.0 else_jump @SPAWN_2122 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and Actor.Defined([email protected])00EC: actor [email protected] 0 near_point [email protected] [email protected] radius 90.0 90.0 else_jump @SPAWN_2138 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and Actor.Defined([email protected])00EC: actor [email protected] 0 near_point [email protected] [email protected] radius 90.0 90.0 else_jump @SPAWN_2154 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and Actor.Defined([email protected])00EC: actor [email protected] 0 near_point [email protected] [email protected] radius 90.0 90.0 else_jump @SPAWN_2170 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and Actor.Defined([email protected])00EC: actor [email protected] 0 near_point [email protected] [email protected] radius 90.0 90.0 else_jump @SPAWN_2186 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and Actor.Defined([email protected])00EC: actor [email protected] 0 near_point [email protected] [email protected] radius 90.0 90.0 else_jump @SPAWN_2202 if and Actor.Defined([email protected]) Actor.Defined([email protected]) Actor.Defined([email protected]) Actor.Defined([email protected]) Actor.Defined([email protected]) Actor.Defined([email protected])else_jump @SPAWN_2106 jump @SPAWN_1903 :SPAWN_1903wait 0 if Actor.Dead($PLAYER_ACTOR)else_jump @SPAWN_1930 jump @SPAWN_2218 :SPAWN_1930wait 0 if 0597: actor $PLAYER_ACTOR crouching else_jump @SPAWN_1957 jump @SPAWN_1391 :SPAWN_1957wait 0 04EB: AS_actor [email protected] crouch 0 04EB: AS_actor [email protected] crouch 0 04EB: AS_actor [email protected] crouch 0 04EB: AS_actor [email protected] crouch 0 04EB: AS_actor [email protected] crouch 0 04EB: AS_actor [email protected] crouch 0 jump @SPAWN_783 :SPAWN_2010wait 0 Actor.RemoveReferences([email protected])jump @SPAWN_783 :SPAWN_2026wait 0 Actor.RemoveReferences([email protected])jump @SPAWN_783 :SPAWN_2042wait 0 Actor.RemoveReferences([email protected])jump @SPAWN_783 :SPAWN_2058wait 0 Actor.RemoveReferences([email protected])jump @SPAWN_783 :SPAWN_2074wait 0 Actor.RemoveReferences([email protected])jump @SPAWN_783 :SPAWN_2090wait 0 Actor.RemoveReferences([email protected])jump @SPAWN_783 :SPAWN_2106wait 0 0632: release_group $PLAYERGROUP jump @SPAWN_11 :SPAWN_2122wait 0 Actor.RemoveReferences([email protected])jump @SPAWN_1391 :SPAWN_2138wait 0 Actor.RemoveReferences([email protected])jump @SPAWN_1391 :SPAWN_2154wait 0 Actor.RemoveReferences([email protected])jump @SPAWN_1391 :SPAWN_2170wait 0 Actor.RemoveReferences([email protected])jump @SPAWN_1391 :SPAWN_2186wait 0 Actor.RemoveReferences([email protected])jump @SPAWN_1391 :SPAWN_2202wait 0 Actor.RemoveReferences([email protected])jump @SPAWN_1391 :SPAWN_2218wait 0 if Actor.Defined([email protected])else_jump @SPAWN_2243 Actor.RemoveReferences([email protected]):SPAWN_2243wait 0 if Actor.Defined([email protected])else_jump @SPAWN_2268 Actor.RemoveReferences([email protected]):SPAWN_2268wait 0 if Actor.Defined([email protected])else_jump @SPAWN_2293 Actor.RemoveReferences([email protected]):SPAWN_2293wait 0 if Actor.Defined([email protected])else_jump @SPAWN_2318 Actor.RemoveReferences([email protected]):SPAWN_2318wait 0 if Actor.Defined([email protected])else_jump @SPAWN_2343 Actor.RemoveReferences([email protected]):SPAWN_2343wait 0 if Actor.Defined([email protected])else_jump @SPAWN_2106 Actor.RemoveReferences([email protected])jump @SPAWN_2106 Link to comment Share on other sites More sharing options...
ZAZ Posted May 16, 2011 Share Posted May 16, 2011 There is a problem in a script I made, but I can't find it, the game crashes before spawning the actors make a wait between the actor spawn and the player_groupe codes then it won't crash [email protected] = Actor.Create(Gang2, #ARMY, [email protected], [email protected], [email protected])wait 50000630: put_actor $PLAYER_ACTOR in_group $PLAYERGROUP as_leader But i would use locals instead $PLAYERGROUP 07AF: [email protected] = player $PLAYER_CHAR group0631: put_actor [email protected] in_group [email protected]: set_actor [email protected] supporting_fire 0 and i would first give the weapon and then set the weapon accuracy CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
subramanian Posted January 21, 2012 Share Posted January 21, 2012 I've finished creating 10 characters. but CJ cannot include more than 7 in his group. Please help me.. Is there a way to make more than this number in CJ's group? Link to comment Share on other sites More sharing options...
Deji Posted January 21, 2012 Share Posted January 21, 2012 No. Link to comment Share on other sites More sharing options...
Node Posted January 21, 2012 Share Posted January 21, 2012 I've finished creating 10 characters. but CJ cannot include more than 7 in his group. Please help me.. Is there a way to make more than this number in CJ's group? You already made a topic for that: Here and i answered in it, Dont trash other people's topics, the answer will always be NO. Link to comment Share on other sites More sharing options...
subramanian Posted January 31, 2012 Share Posted January 31, 2012 I've finished creating 10 characters. but CJ cannot include more than 7 in his group. Please help me.. Is there a way to make more than this number in CJ's group? You already made a topic for that: Here and i answered in it, Dont trash other people's topics, the answer will always be NO. Now the reason i posted here it was is that it's a similar topic to what i want. how can it be trash? Some ppl including me do not go through many of these forums. That was my assumption and that's why i posted this comment here! I thank you for helping me. Link to comment Share on other sites More sharing options...
Bad.boy! Posted January 31, 2012 Author Share Posted January 31, 2012 Don't bump on old post, and don't hijack my old topic! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now