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SCM Mission don't start when triggered


serabella
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First, I wanted to say. I will post all my coding questions in this topic so I don't have to fill the forums with my stupid questions smile.gif

 

However, I've made the first 2 missions in my new story mode, the first one works fine but the second one doesn't start. I post a code of the mission sniffer and of the actual mission. Hope anyone can help me smile.gif

 

MISSION SNIFFER:

 

 

:TUT_SNIFFthread "TUT_SNIFF" $MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere(15, -1474.698, -2157.375, 2.1007):TUT_SNIFF_35wait $DEFAULT_WAIT_TIME if and  Player.Defined($PLAYER_CHAR) $ONMISSION == 0 else_jump @TUT_SNIFF_237 if and00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1474.698 -2157.375 2.1007 radius 1.0 1.0 2.0 on_foot   Player.Controllable($PLAYER_CHAR) $TUT_MISSIONS_PASSED == 0 else_jump @TUT_SNIFF_237 $ONMISSION = 1 00BA: show_text_styled GXT 'INTRO_1' time 1000 style 2  // Big Smokestart_mission 1  // Initial 2if and00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1639.878 -2225.046 30.6111 radius 1.0 1.0 2.0 on_foot   Player.Controllable($PLAYER_CHAR) $TUT_MISSIONS_PASSED == 1 else_jump @TUT_SNIFF_278 $ONMISSION = 1 00BA: show_text_styled GXT 'INTRO_2' time 1000 style 2  // Ryderstart_mission 2  // Intro:TUT_SNIFF_237 $TUT_MISSIONS_PASSED == 1 else_jump @TUT_SNIFF_35 Marker.Disable($MARKER_SWEET_HOUSE)$MARKER_CJ_HOUSE = Marker.CreateIconAndSphere(15, -1639.878, -2225.046, 30.6111):TUT_SNIFF_278 $TUT_MISSIONS_PASSED == 2 else_jump @TUT_SNIFF_35 Marker.Disable($MARKER_CJ_HOUSE)end_thread 

 

 

MISSION 2:

 

 

:MISSION_1thread 'MISSION 1' gosub @MISSION_1_55 if wasted_or_busted else_jump @MISSION_1_46 gosub @MISSION_1_342 :MISSION_1_46gosub @MISSION_1_374 end_thread :MISSION_1_55Model.Load(#GLENsh*t)Model.Load(#BMYST)Model.Load(#MICRO_UZI)Model.Load(#COLT45)038B: load_requested_models :MISSION_1_76wait 0 if and  Model.Available(#GLENsh*t)  Model.Available(#BMYST)  Model.Available(#MICRO_UZI)  Model.Available(#COLT45)else_jump @MISSION_1_76 set_weather 16 01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 120 // Load the weapon model before using this 01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 50 // Load the weapon model before using this 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28 $GHOST_CAR_1 = Car.Create(#GLENsh*t, -1679.122, -2208.025, 35.7497)Car.Angle($GHOST_CAR_1) = 247.0214$GHOST_CAR_1_MARKER = Marker.CreateAboveCar($GHOST_CAR_1)0338: set_car $GHOST_CAR_1 visibility 0 Car.SetToPsychoDriver($GHOST_CAR_1)Car.Health($GHOST_CAR_1) = 1000000AE: set_car $GHOST_CAR_1 traffic_behaviour_to 2 0129: $PSYCOPATH_1 = create_actor_pedtype 4 model #BMYST in_car $GHOST_CAR_1 driverseat 0337: set_actor $PSYCOPATH_1 visibility 0 039E: set_actor $PSYCOPATH_1 locked 1 while_in_car Car.SetDriverBehaviour($GHOST_CAR_1, KillThePlayer)0A09: set_actor $PSYCOPATH_1 muted 1 // versionB 0526: set_actor $PSYCOPATH_1 stay_in_car 1 09F6: set_actor $PSYCOPATH_1 unjackable_through_driver_seat 1 :MISSION_1_261wait 0 if   Actor.Dead($PLAYER_ACTOR)else_jump @MISSION_1_288 jump @MISSION_1_342 :MISSION_1_288  Car.Wrecked($GHOST_CAR_1)else_jump @MISSION_1_261 0394: play_music 1 $TUT_MISSIONS_PASSED += 1 030C: progress_made += 1 Player.Money($PLAYER_CHAR) += 5001E3: show_text_1number_styled GXT 'M_PASS' number 50 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~return :MISSION_1_34200BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!0555: remove_weapon 22 from_actor $PLAYER_ACTOR 0555: remove_weapon 28 from_actor $PLAYER_ACTOR return :MISSION_1_374$ONMISSION = 0 Marker.Disable($GHOST_CAR_1_MARKER)Player.WantedLevel($PLAYER_CHAR) = 0Model.Destroy(#BMYST)Model.Destroy(#GLENsh*t)Model.Destroy(#MICRO_UZI)Model.Destroy(#COLT45)mission_cleanup return 

 

 

If you need the full code to see what's wrong, I can post it lol.gif

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spaceeinstein

Your code will never start mission 2, only mission 1 is started and the rest was ignored.

 

 

else_jump @next_mission$ONMISSION = 100BA: show_text_styled GXT 'INTRO_1' time 1000 style 2  // Big Smokestart_mission 1  // Initial 2:next_mission  // this has to be read, the game couldn't reach the code beforeif and$ONMISSION == 0 00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1639.878 -2225.046 30.6111 radius 1.0 1.0 2.0 on_foot Player.Controllable($PLAYER_CHAR)$TUT_MISSIONS_PASSED == 1else_jump @TUT_SNIFF_237 

 

 

else_jump @TUT_SNIFF_278Marker.Disable($MARKER_SWEET_HOUSE)$MARKER_CJ_HOUSE = Marker.CreateIconAndSphere(15, -1639.878, -2225.046, 30.6111)  // this is unecessary, you can simply create the marker once within mission 1 so that the game doesn't destroy and create the same marker in a loop:TUT_SNIFF_278

 

Edited by spaceeinstein
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