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script problem


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I try put My Steed mod to main.scm

 

 

03A4: name_thread 'Steed' :Steed_110001: wait 0 ms 00D6: if and0256:   player $PLAYER_CHAR defined 047A:   actor $PLAYER_ACTOR driving_bike 004D: jump_if_false @Steed_61 08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 0001: wait 10 ms 0002: jump @Steed_11 0002: jump @Steed_68 :Steed_610002: jump @Steed_11 :Steed_68 // Note: a jump to this label will crash the gameend_thread

 

And when i try in game i fall of the bike it´s work with cleo but i want it in scm without cleo [it´s work without cleo.asi but mod it´s not work sad.gif

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?? But it is ready for the main.scm, just create the new thread with 00d7.

I couldn't understand your question.

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I try put My Steed mod to main.scm

 

 

03A4: name_thread 'Steed' :Steed_110001: wait 0 ms 00D6: if and0256:   player $PLAYER_CHAR defined 047A:   actor $PLAYER_ACTOR driving_bike 004D: jump_if_false @Steed_61 08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 0001: wait 10 ms 0002: jump @Steed_11 0002: jump @Steed_68 :Steed_610002: jump @Steed_11 :Steed_68 // Note: a jump to this label will crash the gameend_thread

 

And when i try in game i fall of the bike it´s work with cleo but i want it in scm without cleo [it´s work without cleo.asi but mod it´s not work sad.gif

Can you please explain to me why you are jumping all over the script?

 

 

:Steed_110001: wait 0 ms00D6: if and0256:   player $PLAYER_CHAR defined047A:   actor $PLAYER_ACTOR driving_bikejf @Steed_1108C6: set_actor $PLAYER_ACTOR stay_on_bike 1end_thread

 

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Use this:

004F: create_thread @first label in your scrypt....................your script004E: end_thread

If you don't know where to put 004F then just open Sanny Builder and search for the first text like this "create_thread @". When you find it you'll notice plenty of these opcodes below that one - just add create_thread @ and give a name of your first label in scrypt. And why are you puting another jump command after the first jump? I mean when a code reaches jump @Steed_11 it jumps to that label so jump @Steed_68 will never happen - you can't have two jump commands at once - it's pointless. A code is like a ricochet - it goes in one direction until jump (or else_jump, gosub, return) changes its trajectory - just follow a bullet and you'll see what's wrong.

Edited by JACK JONES
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Something that basic and hacky could go in the main loop or even another existing thread.

 

Also, that 'end_thread' will cause your script to only work once.

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Well before I started with CLEO I was using that method in VC for a thousand times. Maybe my reply wasn't clear enough. I was thinking to put only "create_thread" command below the rest of create_thread commands but NOT to put the whole scrypt there. I'm puting scrypts between the first and second existed threads in VC which are thread 'HOT' and 'LAW1'. For example I rigged a part of some scrypt from some old VC mod and I passed the whole VC game to the end and there were no game crashing or anything like that - that scrypt was working perfect. But on the other hand I never tried this on SA main.scm so I apologize if my reply is wrong.

 

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