thenachoman180 Posted June 17, 2011 Share Posted June 17, 2011 Ok So ive made this script to try and spawn a Infernus right infront of me when i click 2. And everytime i click 2 the game crashes! This is my code Any Help? // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread 'INFERNUS' :INFERNUS_19 wait 200 0A8D: [email protected] = read_memory 9867536 size 4 virtual_protect 0 if 0AB0: key_pressed 50 jf @INFERNUS_19 Model.Load(#INFERNUS) 06E9: load_car_component 1001 038B: load_requested_models :INFERNUS_60 wait 0 if Model.Available(#INFERNUS) 06EA: car_component 1001 available jf @INFERNUS_60 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 7.3 0.0 [email protected] = Car.Create(#INFERNUS, [email protected], [email protected], [email protected]) Car.Health([email protected]) = 100000 06E7: [email protected] = add_car_component 1001 to_car [email protected] 08A4: set_car [email protected] extra_parts_angle_to 1.0 Model.Destroy(#INFERNUS) 06EB: release_car_component 1001 0A8C: write_memory 9867536 size 4 value 0 virtual_protect 0 jump @INFERNUS_19 Link to comment Share on other sites More sharing options...
ZAZ Posted June 18, 2011 Share Posted June 18, 2011 Ok So ive made this script to try and spawn a Infernus right infront of me when i click 2. And everytime i click 2 the game crashes! This is my code Any Help? You may not use the same variable for car and car_component 06E7: [email protected] = add_car_component 1001 to_car [email protected] the local var [email protected] is the car handle [email protected] = Car.Create it's like the ID for the car in the script the car loose it's script-ID when you give the car_component this variable create the car_component with another local var 06E7: [email protected] = add_car_component 1001 to_car [email protected] delete this line: 08A4: set_car [email protected] extra_parts_angle_to 1.0 1. car_component (tuningpart) isn't a extra_part It's not possible to move or rotate car_components (tuningpart) 2. Infernus don't have an extra_part Hydra or Forklift have extraparts for moving If there are more than one conditions in a conditional check it needs to determine if it means if and or if or make shure that the car can have the specified car_component You must look into carmod.dat and veh_mods.ide In original carmod.dat the infernus don't have car_component 1001 Try it with another car_component, try it with a wheel 06E9: load_car_component 1080038B: load_requested_models:INFERNUS_60wait 0if andModel.Available(#INFERNUS)06EA: car_component 1080 availablejf @INFERNUS_6004C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 7.3 [email protected] = Car.Create(#INFERNUS, [email protected], [email protected], [email protected])Car.Health([email protected]) = 10000006E7: [email protected] = add_car_component 1080 to_car [email protected] what should this memadress manipulation do? 0A8D: [email protected] = read_memory 9867536 size 4 virtual_protect 0 0A8C: write_memory 9867536 size 4 value 0 virtual_protect 0 if you don't know so remove it CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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