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'Player.CanMove' crash


Revolution-Designes

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Revolution-Designes

All right, this is one of the weirdest problems I ever had. At a certain point in my script, the game always crashes when I disable player movement.

 

Here it is, I first delete some objects and stuff and after that I disable player movement. Everything is working fine when I delete the Player.CanMove code but as soon as I put it back in, it crashes at the exact moment the code is executed.

 

 

009B: destroy_actor 18@009B: destroy_actor 19@ 0215: destroy_pickup $wep10215: destroy_pickup $wep20215: destroy_pickup $wep3 0215: destroy_pickup $wep40215: destroy_pickup $SPECIAL10215: destroy_pickup $SPECIAL20215: destroy_pickup $SPECIAL30215: destroy_pickup $SPECIAL400A6: destroy_car $car1 00A6: destroy_car $car2 00A6: destroy_car $car3 wait 1000Player.CanMove($PLAYER_CHAR) = FalseCamera.SetPosition(325.2778, -1632.616, 44.1032, 0.0, 0.0, 0.0)Camera.PointAt(345.9425, -1644.9891, 33.0136, 2)jump @MENU1

 

 

How can such a simple code crash my game?

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Revolution-Designes

Here ya go, it crashes at :DEADC1

 

 

:MENU_8wait 0 08DA: remove_panel $MAINMENU 03E6: remove_text_box //Player.CanMove($PLAYER_CHAR) = Truejump @MENU1:MENU1//Player.CanMove($PLAYER_CHAR) = false0512: show_permanent_text_box 'CLOTHA'08D4: $MAINMENU = create_panel_with_title 'MAIN' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MAINMENU column 0 header 'MODE' data 'FREE' 'SURV' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  'DUMMY'gosub @MENU_300871: init_jump_table $ROW total_jumps 3 default_jump 0 @MENU_8  jumps 0 @MENU_450 1 @MENU_443 2 @MENU_450 3 @MENU_457 4 @MENU_464 5  @MENU_471 6 @MENU_478 0872: jump_table_jumps 7 @MENU_485 8  @MENU_492 9 @MENU_499 10 @MENU_506 11 @MENU_513 12 @MENU_513 13  @MENU_513 14 @MENU_513 15 @MENU_513:MENU_436jump @MENU01                :MENU_443jump @MENU001                :MENU_450fade 0 1000wait 100002EB: restore_camera_with_jumpcut jump @FREE1                :MENU_457jump @MENU_8                :MENU_464jump @MENU_8                 :MENU_471jump @MENU_8                :MENU_478jump @MENU_8                 :MENU_485jump @MENU_8                 :MENU_492jump @MENU_8                 :MENU_499jump @MENU_8                 :MENU_506jump @MENU_8                 :MENU_513jump @MENU_8:MENU_30wait 0 if 00E1:   player 0 pressed_key 15 //enterjf @MENU_72 jump @MENU_8                 :MENU_72wait 0 if 00E1:   player 0 pressed_key 16 //spatiejf @MENU_30 08D7: $ROW = panel $MAINMENU active_row 08DA: remove_panel $MAINMENU 03E6: remove_text_box :MENU_16wait 0 if 80E1:   not player 0 pressed_key 16 jf @MENU_16 return//-----------------------------CAMPAIGN MENU---------------------------------------:MENU_08wait 0 08DA: remove_panel $MENU 03E6: remove_text_box //Player.CanMove($PLAYER_CHAR) = Truejump @MENU1:MENU01//Player.CanMove($PLAYER_CHAR) = false0512: show_permanent_text_box 'CLOTHA'08D4: $MAINMENU = create_panel_with_title 'CAMP0' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 2 alignment 1 08DB: set_panel $MAINMENU column 0 header 'MODE1' data 'CAMP1' 'CAMP2'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  'DUMMY'gosub @MENU_0300871: init_jump_table $ROW total_jumps 2 default_jump 0 @MENU_08  jumps 0 @MENU_0436 1 @MENU_0443 2 @MENU_0450 3 @MENU_0457 4 @MENU_0464 5  @MENU_0471 6 @MENU_0478 0872: jump_table_jumps 7 @MENU_0485 8  @MENU_0492 9 @MENU_0499 10 @MENU_0506 11 @MENU_0513 12 @MENU_0513 13  @MENU_0513 14 @MENU_0513 15 @MENU_0513:MENU_0436wait 100fade 0 1000wait 1000009B: destroy_actor 1@ 009B: destroy_actor 2@ 009B: destroy_actor 3@ 009B: destroy_actor 4@ 009B: destroy_actor 5@ 009B: destroy_actor 6@ 009B: destroy_actor 7@ 009B: destroy_actor 8@ 02EB: restore_camera_with_jumpcut jump @CAMP1                :MENU_0443jump @MAIN_464                :MENU_0450jump @MENU_08                :MENU_0457jump @MENU_08                :MENU_0464jump @MENU_08                 :MENU_0471jump @MENU_08                :MENU_0478jump @MENU_08                 :MENU_0485jump @MENU_08                 :MENU_0492jump @MENU_08                 :MENU_0499jump @MENU_08                 :MENU_0506jump @MENU_08                 :MENU_0513jump @MENU_08:MENU_030wait 0 if 00E1:   player 0 pressed_key 15 //enterjf @MENU_072 jump @MENU_08                 :MENU_072wait 0 if 00E1:   player 0 pressed_key 16 //spatiejf @MENU_030 08D7: $ROW = panel $MENU active_row 08DA: remove_panel $MENU 03E6: remove_text_box :MENU_016wait 0 if 80E1:   not player 0 pressed_key 16 jf @MENU_016 return:MAIN_464wait 2500 jump @MAIN_464 //---------------SURVIVAL MENU---------:MENU_008wait 0 08DA: remove_panel $MENU 03E6: remove_text_box //Player.CanMove($PLAYER_CHAR) = Truejump @MENU1:MENU001//Player.CanMove($PLAYER_CHAR) = false0512: show_permanent_text_box 'CLOTHA'08D4: $MAINMENU = create_panel_with_title 'NSURV' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 2 alignment 1 08DB: set_panel $MAINMENU column 0 header 'MODE2' data 'NSURV1' 'NSURV2'  'NSURV3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  'DUMMY'gosub @MENU_00300871: init_jump_table $ROW total_jumps 3 default_jump 0 @MENU_008  jumps 0 @MENU_00436 1 @MENU_00443 2 @MENU_00450 3 @MENU_00457 4 @MENU_00464 5  @MENU_00471 6 @MENU_00478 0872: jump_table_jumps 7 @MENU_00485 8  @MENU_00492 9 @MENU_00499 10 @MENU_00506 11 @MENU_00513 12 @MENU_00513 13  @MENU_00513 14 @MENU_00513 15 @MENU_00513:MENU_00436wait 100fade 0 1000wait 1000009B: destroy_actor 1@ 009B: destroy_actor 2@ 009B: destroy_actor 3@ 009B: destroy_actor 4@ 009B: destroy_actor 5@ 009B: destroy_actor 6@ 009B: destroy_actor 7@ 009B: destroy_actor 8@ 02EB: restore_camera_with_jumpcut jump @SURV1                :MENU_00443wait 100fade 0 1000wait 1000009B: destroy_actor 1@ 009B: destroy_actor 2@ 009B: destroy_actor 3@ 009B: destroy_actor 4@ 009B: destroy_actor 5@ 009B: destroy_actor 6@ 009B: destroy_actor 7@ 009B: destroy_actor 8@ 02EB: restore_camera_with_jumpcut jump @SURV01                :MENU_00450wait 100fade 0 1000wait 1000009B: destroy_actor 1@ 009B: destroy_actor 2@ 009B: destroy_actor 3@ 009B: destroy_actor 4@ 009B: destroy_actor 5@ 009B: destroy_actor 6@ 009B: destroy_actor 7@ 009B: destroy_actor 8@ 02EB: restore_camera_with_jumpcut jump @SURV001                :MENU_00457jump @MENU_008                :MENU_00464jump @MENU_008                 :MENU_00471jump @MENU_008                :MENU_00478jump @MENU_008                 :MENU_00485jump @MENU_008                 :MENU_00492jump @MENU_008                 :MENU_00499jump @MENU_008                 :MENU_00506jump @MENU_008                 :MENU_00513jump @MENU_008:MENU_0030wait 0 if 00E1:   player 0 pressed_key 15 //enterjf @MENU_0072 jump @MENU_008                 :MENU_0072wait 0 if 00E1:   player 0 pressed_key 16 //spatiejf @MENU_0030 08D7: $ROW = panel $MENU active_row 08DA: remove_panel $MENU 03E6: remove_text_box :MENU_0016wait 0 if 80E1:   not player 0 pressed_key 16 jf @MENU_0016 return:SURV1Model.Load(#CHROMEGUN)Model.Load(#MICRO_UZI)Model.Load(#COLT45)Model.Load(#GREENWOO)Model.Load(#ESPERANT)Model.Load(#OCEANIC)Model.Load(#SWMYHP2)Model.Load(#WBDYG1)Model.Load(#OMYRI)038B: load_requested_models :SURV2wait 0if and  Model.Available(#CHROMEGUN)  Model.Available(#MICRO_UZI)    Model.Available(#COLT45)        Model.Available(#GREENWOO)    Model.Available(#ESPERANT)     Model.Available(#OCEANIC)    Model.Available(#SWMYHP2)  Model.Available(#WBDYG1)  Model.Available(#OMYRI)                                   jf @SURV1jump @SURV1A:SURV1AModel.Load(#BMYCR)Model.Load(#WMYGOL1)Model.Load(#OFYRI)Model.Load(#BMOTR1)Model.Load(#WMYCR)Model.Load(#SBFYST)Model.Load(#c*ntGUN)Model.Load(#FLAME)Model.Load(#SHOTGSPA)038B: load_requested_models :SURV2Await 0if and  Model.Available(#BMYCR)  Model.Available(#WMYGOL1)    Model.Available(#OFYRI)        Model.Available(#BMOTR1)    Model.Available(#WMYCR)     Model.Available(#SBFYST)    Model.Available(#c*ntGUN)  Model.Available(#FLAME)  Model.Available(#SHOTGSPA)                                   jf @SURV1Ajump @SURVLOAD1:SURVLOAD1Model.Load(#M4)Model.Load(#MOLOTOV)038B: load_requested_models :SURVLOAD1Await 0if and  Model.Available(#M4)  Model.Available(#MOLOTOV)jf @SURVLOAD1jump @SURV2B:SURV2B06D0: enable_emergency_traffic 0 03DE: set_pedestrians_density_multiplier_to 0.0 00A1: put_actor $PLAYER_ACTOR at 2499.4851 -1665.7654 13.34980173: set_actor $PLAYER_ACTOR Z_angle_to 84.7754 wait 500032B: $wep1 = create_weapon_pickup #CHROMEGUN group 3 ammo 128 at 2493.0811 -1663.7932 13.3359 032B: $wep2 = create_weapon_pickup #MICRO_UZI group 3 ammo 500 at 2493.2131 -1665.7067 13.3437 032B: $wep3 = create_weapon_pickup #COLT45 group 3 ammo 99999 at 2493.4722 -1667.5016 13.3437032B: $wep4 = create_weapon_pickup #MOLOTOV group 3 ammo 1 at 2489.7817 -1665.6324 13.343700A5: $car1 = create_car #GREENWOO at 2481.6299 -1688.0776 13.19670175: set_car $car1 Z_angle_to 75.1649 00A5: $car2 = create_car #ESPERANT at 2463.2332 -1664.1897 13.06050175: set_car $car2 Z_angle_to 152.000A5: $car3 = create_car #OCEANIC at 2463.3818 -1655.9938 12.90630175: set_car $car3 Z_angle_to 352.1853 020A: set_car $car1 door_status_to 2 020A: set_car $car2 door_status_to 2 020A: set_car $car3 door_status_to 2 Player.CanMove($PLAYER_CHAR) = Truewait 500fade 1 1000wait 5000826: enable_hud 1 0581: enable_radar 1wait 60003F0: enable_text_draw 103E5: show_text_box 'SURVIVAL'$1 = 0$2 = 100$4 = 0060A: create_decision_maker_type 0 store_to $DEC // decision\allowed\m_.ped files wait 300003C4: set_status_text $4 type 0 GXT 'TIMER3'03C3: set_timer_to $1 type 0 GXT 'TIMER1'jump @SURV3:SURV30008: $4 += 11@ = Actor.Create(criminal, #male01, 2423.5176, -1665.8394, 13.2368)2@ = Actor.Create(criminal, #BMOTR1, 2423.7532, -1660.0361, 13.0828)3@ = Actor.Create(criminal, #BMYBU, 2424.155, -1654.5649, 13.0828)4@ = Actor.Create(criminal, #BMOST, 2432.8369, -1661.7582, 13.0828)5@ = Actor.Create(criminal, #OMYST, 2434.1648, -1656.3751, 13.0828)6@ = Actor.Create(criminal, #WMOST, 2429.7815, -1656.984, 13.0828)7@ = Actor.Create(criminal, #SWMYHP1, 2429.7598, -1669.8893, 13.0557)8@ = Actor.Create(criminal, #SWMYHP2, 2419.7944, -1651.7849, 13.5469)9@ = Actor.Create(criminal, #WBDYG1, 2470.6216, -1689.9816, 13.514)10@ = Actor.Create(criminal, #OMYRI, 2473.2454, -1690.5642, 13.5141)11@ = Actor.Create(criminal, #BMYCR, 2521.1863, -1662.9816, 14.6319)12@ = Actor.Create(criminal, #WMYGOL1, 2525.6467, -1688.6096, 13.562)13@ = Actor.Create(criminal, #male01, 2522.0471, -1687.4374, 13.591)14@ = Actor.Create(criminal, #WMOST, 2510.8699, -1690.1329, 13.5221)15@ = Actor.Create(criminal, #WMYCR, 2477.6838, -1642.4552, 13.4489)16@ = Actor.Create(criminal, #BMOTR1, 2479.1538, -1640.3744, 13.4387)17@ = Actor.Create(criminal, #WBDYG1, 2502.5103, -1645.6149, 13.546)18@ = Actor.Create(criminal, #SWMYHP1, 2506.55, -1649.0798, 13.7978)19@ = Actor.Create(criminal, #SWMYHP2, 2521.2312, -1670.537, 14.8929)07BC: set_actor 1@ decision_maker_to $DEC07BC: set_actor 2@ decision_maker_to $DEC07BC: set_actor 3@ decision_maker_to $DEC07BC: set_actor 4@ decision_maker_to $DEC07BC: set_actor 5@ decision_maker_to $DEC07BC: set_actor 6@ decision_maker_to $DEC07BC: set_actor 7@ decision_maker_to $DEC07BC: set_actor 8@ decision_maker_to $DEC07BC: set_actor 9@ decision_maker_to $DEC07BC: set_actor 10@ decision_maker_to $DEC07BC: set_actor 11@ decision_maker_to $DEC07BC: set_actor 12@ decision_maker_to $DEC07BC: set_actor 13@ decision_maker_to $DEC07BC: set_actor 14@ decision_maker_to $DEC07BC: set_actor 15@ decision_maker_to $DEC07BC: set_actor 16@ decision_maker_to $DEC07BC: set_actor 17@ decision_maker_to $DEC07BC: set_actor 18@ decision_maker_to $DEC07BC: set_actor 19@ decision_maker_to $DEC05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR05E2: AS_actor 17@ kill_actor $PLAYER_ACTOR05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR05E2: AS_actor 19@ kill_actor $PLAYER_ACTOR0223: set_actor 1@ health_to $2 0223: set_actor 2@ health_to $2 0223: set_actor 3@ health_to $2 0223: set_actor 4@ health_to $2 0223: set_actor 5@ health_to $2 0223: set_actor 6@ health_to $2 0223: set_actor 7@ health_to $2 0223: set_actor 8@ health_to $2 0223: set_actor 9@ health_to $2 0223: set_actor 10@ health_to $2 0223: set_actor 11@ health_to $2 0223: set_actor 12@ health_to $2 0223: set_actor 13@ health_to $2 0223: set_actor 14@ health_to $2 0223: set_actor 15@ health_to $2 0223: set_actor 16@ health_to $2 0223: set_actor 17@ health_to $2 0223: set_actor 18@ health_to $2 0223: set_actor 19@ health_to $20489: set_actor $PLAYER_ACTOR muted 10489: set_actor 1@ muted 1  0489: set_actor 2@ muted 1 0489: set_actor 3@ muted 1 0489: set_actor 4@ muted 1 0489: set_actor 5@ muted 1 0489: set_actor 6@ muted 1 0489: set_actor 7@ muted 1 0489: set_actor 8@ muted 1 0489: set_actor 9@ muted 1 0489: set_actor 10@ muted 1 0489: set_actor 11@ muted 1 0489: set_actor 12@ muted 1 0489: set_actor 13@ muted 1 0489: set_actor 14@ muted 1 0489: set_actor 15@ muted 1 0489: set_actor 16@ muted 1 0489: set_actor 17@ muted 1 0489: set_actor 18@ muted 1 0489: set_actor 19@ muted 1 03FE: set_actor 1@ money 0 03FE: set_actor 2@ money 0 03FE: set_actor 3@ money 0 03FE: set_actor 4@ money 0 03FE: set_actor 5@ money 0 03FE: set_actor 6@ money 0 03FE: set_actor 7@ money 0 03FE: set_actor 8@ money 0 03FE: set_actor 9@ money 0 03FE: set_actor 10@ money 0 03FE: set_actor 11@ money 0 03FE: set_actor 12@ money 0 03FE: set_actor 13@ money 0 03FE: set_actor 14@ money 0 03FE: set_actor 15@ money 0 03FE: set_actor 16@ money 0 03FE: set_actor 17@ money 0 03FE: set_actor 18@ money 0 03FE: set_actor 19@ money 0 jump @DEADC1:DEADC1wait 0if 0118:   actor $PLAYER_ACTOR dead jf @DEADC2 wait 250014F: stop_timer $10151: remove_status_text $4  wait 4000009B: destroy_actor 1@ 009B: destroy_actor 2@ 009B: destroy_actor 3@ 009B: destroy_actor 4@ 009B: destroy_actor 5@ 009B: destroy_actor 6@ 009B: destroy_actor 7@ 009B: destroy_actor 8@ 009B: destroy_actor 9@ 009B: destroy_actor 10@ 009B: destroy_actor 11@ 009B: destroy_actor 12@ 009B: destroy_actor 13@ 009B: destroy_actor 14@ 009B: destroy_actor 15@ 009B: destroy_actor 16@ 009B: destroy_actor 17@ 009B: destroy_actor 18@009B: destroy_actor 19@ 0215: destroy_pickup $wep10215: destroy_pickup $wep20215: destroy_pickup $wep3 0215: destroy_pickup $wep40215: destroy_pickup $SPECIAL10215: destroy_pickup $SPECIAL20215: destroy_pickup $SPECIAL30215: destroy_pickup $SPECIAL400A6: destroy_car $car1 00A6: destroy_car $car2 00A6: destroy_car $car3 wait 1000Player.CanMove($PLAYER_CHAR) = FalseCamera.SetPosition(325.2778, -1632.616, 44.1032, 0.0, 0.0, 0.0)Camera.PointAt(345.9425, -1644.9891, 33.0136, 2)jump @MENU1:DEADC2wait 0if and0118:   actor 1@ dead 0118:   actor 2@ dead 0118:   actor 3@ dead 0118:   actor 4@ dead 0118:   actor 5@ dead 0118:   actor 6@ dead 0118:   actor 7@ dead jf @DEADC1  jump @DEADC3:DEADC3wait 0if and0118:   actor 8@ dead 0118:   actor 9@ dead 0118:   actor 10@ dead 0118:   actor 11@ dead 0118:   actor 12@ dead 0118:   actor 13@ dead 0118:   actor 14@ dead jf @DEADC1  jump @DEADC4:DEADC4wait 0if and0118:   actor 15@ dead 0118:   actor 16@ dead 0118:   actor 17@ dead 0118:   actor 18@ dead 0118:   actor 19@ dead jf @DEADC1wait 500009B: destroy_actor 1@ 009B: destroy_actor 2@ 009B: destroy_actor 3@ 009B: destroy_actor 4@ 009B: destroy_actor 5@ 009B: destroy_actor 6@ 009B: destroy_actor 7@ 009B: destroy_actor 8@ 009B: destroy_actor 9@ 009B: destroy_actor 10@ 009B: destroy_actor 11@ 009B: destroy_actor 12@ 009B: destroy_actor 13@ 009B: destroy_actor 14@ 009B: destroy_actor 15@ 009B: destroy_actor 16@ 009B: destroy_actor 17@ 009B: destroy_actor 18@009B: destroy_actor 19@0008: $2 += 10jump @SURVWEAPON1:SURVWEAPON1wait 0if or0038:   $4 == 5 0038:   $4 == 10 0038:   $4 == 15 0038:   $4 == 20 0038:   $4 == 25 0038:   $4 == 30 0038:   $4 == 35 0038:   $4 == 40   jf @SURV30213: $HEALTH1 = create_pickup #HEALTH type 3 at 2495.8982 -1666.5376 13.3437032B: $WEAPON1 = create_weapon_pickup #CHROMEGUN group 3 ammo 50 at 2493.0811 -1663.7932 13.3359 032B: $WEAPON2 = create_weapon_pickup #MICRO_UZI group 3 ammo 250 at 2493.2131 -1665.7067 13.3437  jump @SURVWEAPON2:SURVWEAPON2wait 0if0038:   $4 == 10 jf @SURVWEAPON4032B: $SPECIAL1 = create_weapon_pickup #c*ntGUN group 3 ammo 20 at 2495.7812 -1664.4009 13.3437jump @SURV3:SURVWEAPON4wait 0if0038:   $4 == 20 jf @SURVWEAPON5032B: $SPECIAL2 = create_weapon_pickup #SHOTGSPA group 3 ammo 40 at 2496.03 -1661.5331 13.3359jump @SURV3 :SURVWEAPON5wait 0if0038:   $4 == 30 jf @SURVWEAPON6032B: $SPECIAL3 = create_weapon_pickup #M4 group 3 ammo 100 at 2493.2144 -1660.0929 13.3359jump @SURV3 :SURVWEAPON6wait 0if0038:   $4 == 40 jf @SURV3032B: $SPECIAL4 = create_weapon_pickup #FLAME group 3 ammo 100 at 2499.5435 -1665.4994 13.35jump @SURV3

 

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$2 = 100

 

Is the same as

 

$PLAYER_CHAR = 100

 

 

So by putting:

 

01B4: set_player $PLAYER_CHAR can_move 1

 

You are putting:

 

01B4: set_player 100 can_move 1

.

 

That's trying to access the 101st index of an array. $PLAYER_CHAR is usually always 0. Which is why I make a point in telling people that if they want to access player 1, use 0 instead of the var for optimisation. 0 is always player 1, 1 is always player 2.. that's all the array has space for.

 

Anyway, all in all the rest of the variable usage seems risky. I recommend paying attention to CustomVariables.ini in the SA sub-directory of Sanny Builder 3's data directory. Use it to add variables properly, since named vars not in that file will automatically be set to the highest var number and onwards.

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