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Nuke928

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I got this but when the mission ends(win) it immediatly starts again

 

{$CLEO .cm}constP_CAR_X = 2514.8123P_CAR_Y = -2005.4611P_CAR_Z = 13.2812P_CAR_A = 93.3742endvar0@: Car1@: Actorend:HITMANMISSIONthread 'HMM'gosub @MAINifwasted_or_bustedthengosub @FAILendgosub @CLEANUP0A93: end_custom_thread:MAINincrement_mission_attempts#M4.Load()#COLT45.Load()#SULTAN.Load()#BMYCR.Load():modelCheckwait 0if and#m4.Available()#COLT45.Available()#SULTAN.Available()#BMYCR.Available()jf @modelCheckPlayer.CanMove($PLAYER_CHAR, false)fade 0 500repeatwait 0until not [email protected](#SULTAN, P_CAR_X, P_CAR_Y, P_CAR_Z)Car.Angle(0@) = P_CAR_A01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 500 // Load the weapon model before using this wait 500fade 1 500repeatwait 0until not fadingPlayer.CanMove($PLAYER_CHAR, true)00BB: show_text_lowpriority GXT 'HIT_02' time 3000 flag 1  // ~s~This vehicle is not required for export.repeatwait 0until Actor.InCar($PLAYER_ACTOR, 0@)00BB: show_text_lowpriority GXT 'HIT_03' time 3000 flag 1  // ~s~This vehicle is not required for export.repeatwait 0until 01B0:   car 0@ sphere 1 in_sphere 1500.5311 -1868.0775 13.3828 radius 4.0 4.0 4.0 stopped00BB: show_text_lowpriority GXT 'HIT_04' time 3000 flag 1  // ~s~This vehicle is not required for [email protected](Mission1, #BMYCR, 1505.623, -1849.6655, 13.5469)Actor.WeaponAccuracy(1@) = 752@ = MArker.CreateAboveActor(1@)01B2: give_actor 1@ weapon 31 ammo 99999 // Load the weapon model before using this07A5: AS_actor 1@ attack_actor $PLAYER_ACTOR -1 ms repeatwait 0until Actor.Dead(1@)Marker.Disable(2@):WINPlayer.Money($PLAYER_CHAR) += 1000001E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~return:FAIL00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!return:CLEANUP$ONMISSION = 0#m4.Destroy()#COLT45.Destroy()#SULTAN.Destroy()#BMYCR.Destroy()mission_cleanupreturn

 

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Do not use 0A93 in CM scripts. Use 004E instead.

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