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I'm stumped


chaosislife
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I just can't seem to get this to work right, it compiles but it doesn't do anything unless I tap the sprint button, in which case it crashes the game. What I'm trying to do here is set up a status_text bar to use as a power gauge for the speed of the animations. Then it's supposed to add to the value of the bar when I press sprint and subtract when I'm not pressing sprint. The Bar shows up and thats about it.

 

 

:RUNFAST008A: $POWER = [email protected] // (int) 04F7: status_text $POWER type 1 line 4 GXT 'RYD3_E' // global_variable  // Power0095: [email protected] = 1wait 1if [email protected] <= 200E1:   player 0 pressed_key 16jf @RUNFAST_2wait 1000000A: [email protected] += 1:RUNFAST_2wait 1if [email protected] >= 280E1:   NOT player 0 pressed_key 16jf @RUNFASTwait 10000062: [email protected] -= 1:RUNFAST_2046if   Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"jf @RUNFAST_2094 0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at [email protected] times_normal_rate :RUNFAST_2094if   Actor.Animation($PLAYER_ACTOR) == "SWIM_CRAWL"jf @RUNFAST_2142 0393: actor $PLAYER_ACTOR perform_animation "SWIM_CRAWL" at [email protected] times_normal_rate :RUNFAST_2142if   Actor.Animation($PLAYER_ACTOR) == "RUN_CSAW"jf @RUNFAST_2186 0393: actor $PLAYER_ACTOR perform_animation "RUN_CSAW" at [email protected] times_normal_rate :RUNFAST_2186if   Actor.Animation($PLAYER_ACTOR) == "sprint_civi"jf @RUNFAST_2234 0393: actor $PLAYER_ACTOR perform_animation "sprint_civi" at [email protected] times_normal_rate :RUNFAST_2234if   Actor.Animation($PLAYER_ACTOR) == "RUN_ARMED"jf @RUNFAST_2280 0393: actor $PLAYER_ACTOR perform_animation "RUN_ARMED" at [email protected] times_normal_rate :RUNFAST_2280if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_1"jf @RUNFAST_2324 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_1" at [email protected] times_normal_rate :RUNFAST_2324if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_2"jf @RUNFAST_2368 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_2" at [email protected] times_normal_rate :RUNFAST_2368if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_3"jf @RUNFAST_2412 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_3" at [email protected] times_normal_rate :RUNFAST_2412if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_G"jf @RUNFAST_2456 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" at [email protected] times_normal_rate :RUNFAST_2456if   Actor.Animation($PLAYER_ACTOR) == "SWIM_UNDER"jf @RUNFAST_2504 0393: actor $PLAYER_ACTOR perform_animation "SWIM_UNDER" at [email protected] times_normal_rate :RUNFAST_2504jump @RUNFAST end_thread

 

 

Any Ideas?

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Make a wait after the first label.

There is.

 

0095 opcode has 2 parameters. This cause the crash. SB sintax allows you to avoid the opcode number for integer and float values declaration. Moreover, the second parameter type of 0393 opcode is float.

012          345
678   9A   BCD
EFG HIJK LMN
OPQR  STUV
WX    YZ

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Ya I tried the wait but it turns out that waits aren't as magickal as I'd like. Also tried removing the opcode and leaving 0095: [email protected] = 1 as [email protected] = 1 ,letting the builder decide which opcode was needed. That din't help either however so I'm thinking it's probably the 0393 which is getting me, and I'll have to bash my head against the keyboard awhile tryna figure that one out.

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do ya think integer to float might help?

 

Edit:

 

:RUNFASTwait 0008A: $POWER = [email protected] // (int) 04F7: status_text $POWER type 1 line 4 GXT 'RYD3_E' // global_variable  // [email protected] = 1wait 1if [email protected] <= 200E1:   player 0 pressed_key 16jf @RUNFAST_2wait 1000000A: [email protected] += 1:RUNFAST_2wait 1if [email protected] >= 280E1:   NOT player 0 pressed_key 16jf @RUNFASTwait 10000062: [email protected] -= 1:RUNFAST_30093: [email protected] = integer [email protected] to_float :RUNFAST_2046if   Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"jf @RUNFAST_2094 0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at [email protected] times_normal_rate :RUNFAST_2094if   Actor.Animation($PLAYER_ACTOR) == "SWIM_CRAWL"jf @RUNFAST_2142 0393: actor $PLAYER_ACTOR perform_animation "SWIM_CRAWL" at [email protected] times_normal_rate :RUNFAST_2142if   Actor.Animation($PLAYER_ACTOR) == "RUN_CSAW"jf @RUNFAST_2186 0393: actor $PLAYER_ACTOR perform_animation "RUN_CSAW" at [email protected] times_normal_rate :RUNFAST_2186if   Actor.Animation($PLAYER_ACTOR) == "sprint_civi"jf @RUNFAST_2234 0393: actor $PLAYER_ACTOR perform_animation "sprint_civi" at [email protected] times_normal_rate :RUNFAST_2234if   Actor.Animation($PLAYER_ACTOR) == "RUN_ARMED"jf @RUNFAST_2280 0393: actor $PLAYER_ACTOR perform_animation "RUN_ARMED" at [email protected] times_normal_rate :RUNFAST_2280if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_1"jf @RUNFAST_2324 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_1" at [email protected] times_normal_rate :RUNFAST_2324if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_2"jf @RUNFAST_2368 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_2" at [email protected] times_normal_rate :RUNFAST_2368if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_3"jf @RUNFAST_2412 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_3" at [email protected] times_normal_rate :RUNFAST_2412if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_G"jf @RUNFAST_2456 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" at [email protected] times_normal_rate :RUNFAST_2456if   Actor.Animation($PLAYER_ACTOR) == "SWIM_UNDER"jf @RUNFAST_2504 0393: actor $PLAYER_ACTOR perform_animation "SWIM_UNDER" at [email protected] times_normal_rate :RUNFAST_2504jump @RUNFAST end_thread

 

 

Doesn't seem like it, figuring out just wtf Pynton was doing is a bit of a pain.

Edited by chaosislife
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