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Weapons Spawner Problem


MichaelKnight1

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MichaelKnight1

hello everyone, I create a Mod Hitman Weapons Spawner For GTA San Andreas , But I'm sure I did not find any fault here , I have complete their manufacture an half-hour ago , so . What is The Wrong at Here . . .

 

// 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 'HITWEAS' 0662: NOP "HITMAN WEAPONS SPAWNER" 0662: NOP "COPYRING GTA UNITED GANGSTAS GROUP" :HITWEAS_75wait 0 if   Player.Defined($PLAYER_CHAR)jf @HITWEAS_75 if   not Actor.Driving($PLAYER_ACTOR)jf @HITWEAS_75 if 0AB0:   key_pressed 9 jf @HITWEAS_133 jump @HITWEAS_155 :HITWEAS_133if 0AB0:   key_pressed 9 jf @HITWEAS_133 jump @HITWEAS_155 :HITWEAS_155wait 0 03E6: remove_text_box 0512: show_permanent_text_box 'AMMU_H'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weapon.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit.Player.CanMove($PLAYER_CHAR) = False03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 08D4: $PANEL = create_panel_with_title 'TEXT_1' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel $PANEL column 0 header 'DUMMY' data 'M4' 'AK' 'SNIPE' 'GUN2' 'STWE003' 'MP5' 'STWE001' 'STWE002' 'SATCHEL' 'DUMMY' 'DUMMY' 'DUMMY'  // M4 // AK47 // Sniper rifle // Shotguns // Desert Eagle // SMG // Pistol // Silenced PistolCamera.SetBehindPlayer:HITWEAS_349wait 0 if 00E1:   player 0 pressed_key 16 jf @HITWEAS_349 08D8: 1@ = panel $PANEL selected_row 1@ += 1 jf @HITWEAS_407 08D7: 1@ = panel $PANEL active_row jump @HITWEAS_435 :HITWEAS_407wait 0 if 00E1:   player 0 pressed_key 15 jf @HITWEAS_407 jump @HITWEAS_1016 :HITWEAS_4350871: init_jump_table 1@ total_jumps 9 default_jump 0 @HITWEAS_563 jumps 0 @HITWEAS_563 1 @HITWEAS_599 2 @HITWEAS_635 3 @HITWEAS_671 4 @HITWEAS_707 5 @HITWEAS_743 6 @HITWEAS_779 0872: jump_table_jumps 2 @HITWEAS_815 8 @HITWEAS_851 9 @HITWEAS_563 -1 @HITWEAS_563 -1 @HITWEAS_563 -1 @HITWEAS_563 -1 @HITWEAS_563 -1 @HITWEAS_563 -1 @HITWEAS_563 :HITWEAS_5630@ = 31 2@ = 356 jf @HITWEAS_599  1@ == 1 jump @HITWEAS_958 :HITWEAS_5990@ = 30 2@ = 355 jf @HITWEAS_635  1@ == 2 jump @HITWEAS_958 :HITWEAS_6350@ = 34 2@ = 358 jf @HITWEAS_671  1@ == 3 jump @HITWEAS_958 :HITWEAS_6710@ = 25 2@ = 349 jf @HITWEAS_707  1@ == 4 jump @HITWEAS_958 :HITWEAS_7070@ = 24 2@ = 348 jf @HITWEAS_743  1@ == 5 jump @HITWEAS_958 :HITWEAS_7430@ = 29 2@ = 353 jf @HITWEAS_779  1@ == 6 jump @HITWEAS_958 :HITWEAS_7790@ = 22 2@ = 346 jf @HITWEAS_815  1@ == 7 jump @HITWEAS_958 :HITWEAS_8150@ = 23 2@ = 347 jf @HITWEAS_851  1@ == 8 jump @HITWEAS_958 :HITWEAS_8510@ = 39 2@ = 363 gosub @HITWEAS_887  1@ == 9 jump @HITWEAS_958 :HITWEAS_8870@ = 40 2@ = 364 jf @HITWEAS_887  1@ == 9 jump @HITWEAS_958 :HITWEAS_923wait 0 Model.Load(2@)038B: load_requested_models :HITWEAS_934wait 0 if   Model.Available(2@)038B: load_requested_models jf @HITWEAS_934 return :HITWEAS_958gosub @HITWEAS_923 01B2: give_actor $PLAYER_ACTOR weapon 0@ ammo 100 // Load the weapon model before using this gosub @HITWEAS_1016 :HITWEAS_982wait 0 if   Player.Defined($PLAYER_CHAR)gosub @HITWEAS_1016 jf @HITWEAS_982 jump @HITWEAS_75 :HITWEAS_1016wait 0 03E6: remove_text_box Player.CanMove($PLAYER_CHAR) = True03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 08DA: remove_panel $PANEL Camera.SetBehindPlayerreturn

 

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Ashwin.Star

 

But I'm sure I did not find any fault here

you are Totally Blind! tounge.gif

there are lots of Faults, i am putting only some of them

 

 

:HITWEAS_133wait 0    //<---- you need a wait hereif 0AB0:   key_pressed 9 jf @HITWEAS_133

 

--------------

 

if 0AB0:   key_pressed 9 jf @HITWEAS_133 //<---------- i think you should put a jump to @HITWEAS_75jump @HITWEAS_155 

 

-------------

what do you mean by these ?

 

:HITWEAS_5630@ = 31 2@ = 356 jf @HITWEAS_599     //<------ where is condition to check if False ?1@ == 1              jump @HITWEAS_958 

 

 

try something like this

 

:HITWEAS_563if1@ == 1 jf @HITWEAS_599 0@ = 31 2@ = 356 jump @HITWEAS_958 

 

-----------------

 

0662: NOP "COPYRING GTA UNITED GANGSTAS GROUP" 

 

do you mean ?

 

0662: NOP "COPYRIGHT GTA UNITED GANGSTAS GROUP" 

 

--------

i think these faults are enough to make you check Your Script Again lol.gif

 

::EDIT::

WTF?

 

:HITWEAS_923wait 0 Model.Load(2@)038B: load_requested_models :HITWEAS_934wait 0 if  Model.Available(2@)038B: load_requested_models       //<------ NO NEEDjf @HITWEAS_934 return        //<------ NO NEED, no place to return  during first read:HITWEAS_958gosub @HITWEAS_923        //<------ NO NEED, the model is already Loaded & checked

 

Edited by Ashwin the new boy
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And why do you still continue decompiling of .cs files you that created?

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MichaelKnight1

 

And why do you still continue decompiling of .cs files you that created?

No You Looooooooooooooool xDD

This Just A Simple Weapons Spawner To My Mod ( Hitman Blood Money ) lol.giflol.gif

do you want add the source file

 

@Ashwin Thanks biggrin.gif

Edited by MichaelKnight1
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And why do you still continue decompiling of .cs files you that created?

No You Looooooooooooooool xDD

This Just A Simple Weapons Spawner To My Mod ( Hitman Blood Money ) lol.giflol.gif

do you want add the source file

That wasn't really an answer. Did you understand the question? He meant you should open up your original .txt file which contains your mission code. It would save you from making a lot of mistakes.

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MichaelKnight1
And why do you still continue decompiling of .cs files you that created?

No You Looooooooooooooool xDD

This Just A Simple Weapons Spawner To My Mod ( Hitman Blood Money ) lol.giflol.gif

do you want add the source file

That wasn't really an answer. Did you understand the question? He meant you should open up your original .txt file which contains your mission code. It would save you from making a lot of mistakes.

You Want The Source File , ok no problem go to this lien , is the source , so , you can just That Copy Without Download ,, It is without amendments ,, :

http://www.mediafire.com/view/?7dpuo66kmlb6qsh

 

 

 

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First of all. Why do you compile and later decompile .cs scripts?

You should keep TXT sources and open these.

 

Simplified English:

Why you decompile compiled scripts? You should open TXT source.

 

Have par example script.txt

Open script.txt in Sanny Builder.

Compile.

Close Sanny Builder.

Do not open (do not decompile) script.cs. OPEN script.txt!

 

Do not decompile .cs CLEO script.

If you want to edit CLEO script and it's yours - open .txt file of source. Press F6 to compile.

Never decompile your own CLEO scripts.

Just keep .txt sources on HDD. I bet it's going out of your mind.

 

English person would understand it, but since you are Tunisian who claims to be English native speaker named Ahmed, it's not likely that you will understand what's written here. You continue using translator which is why you post complicated words, however unrelated and piece of junk.

Edited by fastman92
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Fastman92 i dont live in american but i am interested Of English in school my english number is 10 and i play everyday samp and try code some scripts i remember when i wanted to write script last year but i didn´t know how to do that so now i know it and i use it

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Fastman92 i dont live in american but i am interested Of English in school my english number is 10 and i play everyday samp and try code some scripts i remember when i wanted to write script last year but i didn´t know how to do that so now i know it and i use it

Post is directed to MichealKnight1.

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