alifjenius Posted January 15, 2012 Share Posted January 15, 2012 // 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 'AMMO_LIMIT' :AMMO_LIMIT_19if Player.Defined($PLAYER_CHAR)else_jump @AMMO_LIMIT_19 :AMMO_LIMIT_35wait 0 0470: [email protected] = actor $PLAYER_ACTOR current_weapon 041A: [email protected] = actor $PLAYER_ACTOR weapon [email protected] ammo if or [email protected] == 16 [email protected] == 17 [email protected] == 18 [email protected] == 39 else_jump @AMMO_LIMIT_132 if [email protected] > 25 else_jump @AMMO_LIMIT_132 017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to 25 jump @AMMO_LIMIT_35 :AMMO_LIMIT_132if or [email protected] == 35 [email protected] == 36 else_jump @AMMO_LIMIT_192 if [email protected] > 8 else_jump @AMMO_LIMIT_192 017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to 8 jump @AMMO_LIMIT_35 :AMMO_LIMIT_192if or [email protected] == 30 [email protected] == 31 else_jump @AMMO_LIMIT_254 if [email protected] > 600 else_jump @AMMO_LIMIT_254 017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to 600 jump @AMMO_LIMIT_35 :AMMO_LIMIT_254if or [email protected] == 28 [email protected] == 29 else_jump @AMMO_LIMIT_316 if [email protected] > 1200 else_jump @AMMO_LIMIT_316 017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to 1200 jump @AMMO_LIMIT_35 :AMMO_LIMIT_316if and [email protected] == 32 [email protected] > 1200 else_jump @AMMO_LIMIT_360 017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to 1200 jump @AMMO_LIMIT_35 :AMMO_LIMIT_360if and [email protected] == 25 [email protected] > 80 else_jump @AMMO_LIMIT_402 017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to 80 jump @AMMO_LIMIT_35 :AMMO_LIMIT_402if and [email protected] == 26 [email protected] > 160 else_jump @AMMO_LIMIT_446 017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to 160 jump @AMMO_LIMIT_35 :AMMO_LIMIT_446if and [email protected] == 27 [email protected] > 250 else_jump @AMMO_LIMIT_490 017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to 250 jump @AMMO_LIMIT_35 :AMMO_LIMIT_490if or [email protected] == 33 [email protected] == 34 else_jump @AMMO_LIMIT_550 if [email protected] > 50 else_jump @AMMO_LIMIT_550 017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to 50 jump @AMMO_LIMIT_35 :AMMO_LIMIT_550if and [email protected] == 38 [email protected] > 600 else_jump @AMMO_LIMIT_594 017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to 600 jump @AMMO_LIMIT_35 :AMMO_LIMIT_594if or [email protected] == 22 [email protected] == 23 [email protected] == 24 else_jump @AMMO_LIMIT_663 if [email protected] > 1500 else_jump @AMMO_LIMIT_663 017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to 1500 jump @AMMO_LIMIT_35 :AMMO_LIMIT_663if and [email protected] == 37 [email protected] > 9999 else_jump @AMMO_LIMIT_35 017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to 9999 jump @AMMO_LIMIT_35 I think there is nothing wrong, but Tec9 ammo limit is 600, Sawn Off ammo limit is 80 and Combat Shotgun ammo limit is 80. But I make it so that Tec9 ammo limit is 1200, sawn off 160 and combat shotgun 250 So is there anything wrong ? Link to comment Share on other sites More sharing options...
Waltzing Mouse Posted January 15, 2012 Share Posted January 15, 2012 Underneath each label you should have a wait declaration. "wait 0" works for most situations - example in your script: :AMMO_LIMIT_19wait 0if Player.Defined($PLAYER_CHAR)else_jump @AMMO_LIMIT_19 Now you just need to do that for all the rest. Link to comment Share on other sites More sharing options...
alifjenius Posted January 15, 2012 Author Share Posted January 15, 2012 (edited) Underneath each label you should have a wait declaration. "wait 0" works for most situations - example in your script: :AMMO_LIMIT_19wait 0if Player.Defined($PLAYER_CHAR)else_jump @AMMO_LIMIT_19 Now you just need to do that for all the rest. Ok, I'll try EDIT : I have tried it. It still the same. And another funny thing is, if I move the current script from the CLEO folder, the game still read the CLEO script What happened ? The script "stuck" ? Edited January 15, 2012 by alifjenius Link to comment Share on other sites More sharing options...
Deji Posted January 15, 2012 Share Posted January 15, 2012 Underneath each label you should have a wait declaration. Stop saying that, it's not true. You only have to have a wait 0 when you want the script to parse the rest of the game (so in loops). Adding these to excess just makes your script laggy. Link to comment Share on other sites More sharing options...
alifjenius Posted January 22, 2012 Author Share Posted January 22, 2012 Yeah, wait declaration just making the script laggy Anyway, I've solved the problem. It seems that the current script (which is wrong) "stucked" in the folder So I move it to a new folder and it works How it could be like that ? Is it because I edit the script inside the folder ? Link to comment Share on other sites More sharing options...
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