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How to disable scripts?


Dr. John

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I made another script and I am sure it will crash in missions so I was thinking how can I disable my script in missions so that the user doesn't gets any crashes?

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You have to edit your script. Check if $ONMISSION is one and disable your script until $ONMISSION is zero.

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Ashwin.Star

as bad.boY said

make your script to be stuck in a loop while on you are in a mission

 

:0wait 0if$ONMISSION == 0jf @0//// your script ////

 

this code can be changed according to the need of Script

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Should I put it above ////--------MAIN-------//// line or below?

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Read some basic scripting tutorials before trying to do things that you don't understand.

If you did, then you'd know the layout of a scm file and you'd know that from top to bottom it goes:

 

Definitions

-

Main

-

All standard threads

-

Mission threads

-

External scripts.

Edited by Frank.s
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No, guys. The script isn't disabling. I am worried about mission Snail Trail. confused.gif

 

Here's the layout:

 

 

// 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---------------0000::0wait 0if$ONMISSION == 0jf @0thread 'TRAIN' 12@ = 0 33@ = 0 :TRAIN_25wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @TRAIN_25 if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1982.125 -594.5937 25.7206 radius 100.5 100.5 50.5 else_jump @TRAIN_129 if  12@ == 0 else_jump @TRAIN_179 12@ = 1 06D7: enable_train_traffic 0 jump @TRAIN_237 :TRAIN_129if  12@ == 1 else_jump @TRAIN_25 12@ = 0 06D7: enable_train_traffic 0 07BE: remove_references_to_train 1@ 07BE: remove_references_to_train 2@ wait 0 jump @TRAIN_25 :TRAIN_179if and 12@ == 1  33@ > 5300 else_jump @TRAIN_25 06D7: enable_train_traffic 0 07BE: remove_references_to_train 1@ 07BE: remove_references_to_train 2@ 12@ = 0 wait 0 jump @TRAIN_25 :TRAIN_23701EB: set_traffic_density_multiplier_to 10000.0 Model.Load(#FREIGHT)Model.Load(#FREIFLAT)Model.Load(#STREAK)Model.Load(#STREAKC)wait 0 if or  not Model.Available(#FREIGHT)  not Model.Available(#FREIFLAT)  not Model.Available(#STREAK)  not Model.Available(#STREAKC)else_jump @TRAIN_306 jump @TRAIN_237 :TRAIN_30606D8: 2@ = create_train_at -1981.207 -474.4401 25.7109 type 12 direction 0 06DC: set_train 2@ acc 60.0 06DD: set_train 2@ speed 70.0 wait 0 06D7: enable_train_traffic 0 06D8: 1@ = create_train_at -1979.603 -678.1725 27.759 type 12 direction 1 06DC: set_train 1@ acc 60.0 06DD: set_train 1@ speed 70.0 33@ = 0 Model.Destroy(#FREIGHT)Model.Destroy(#FREIFLAT)Model.Destroy(#STREAK)Model.Destroy(#STREAKC)jump @TRAIN_25

 

 

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Don't decompile your scripts if you have to source code.

Use this:

 

:TRAIN_250001: wait 0 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @TRAIN_25if00FE:   actor $PLAYER_ACTOR  0 (in-sphere)near_point -1982.1246 -594.5937 25.7206 radius  100.5  100.5  50.5004D: jump_if_false @TRAIN_13600D6: if0039:   12@ == 0004D: jump_if_false @TRAIN_222if$ONMISSION == 0jf @TRAIN_25 0006: 12@ = 1//00BC: show_text_highpriority GXT 'FEM_ON' time 3000 flag 1  // ON06D7: enable_train_traffic 00002: jump @TRAIN_248

 

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I tested it with the mission and I got a crash. So, I edited the script a bit and placed that opcode after Player_CHAR

 

 

{$VERSION 3.1.0027}{$CLEO .cs}thread 'TRAIN'12@ = 033@ = 0:TRAIN_25wait 0if Player.Defined($PLAYER_CHAR)else_jump @TRAIN_25if$ONMISSION == 0jf @TRAIN_25if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1982.125 -594.5937 25.7206 radius 100.5 100.5 50.5else_jump @TRAIN_129if12@ == 0else_jump @TRAIN_17912@ = 106D7: enable_train_traffic 0jump @TRAIN_237:TRAIN_129if12@ == 1else_jump @TRAIN_2512@ = 006D7: enable_train_traffic 007BE: remove_references_to_train 1@07BE: remove_references_to_train 2@wait 0jump @TRAIN_25:TRAIN_179if and12@ == 133@ > 5300else_jump @TRAIN_2506D7: enable_train_traffic 007BE: remove_references_to_train 1@07BE: remove_references_to_train 2@12@ = 0wait 0jump @TRAIN_25:TRAIN_237Model.Load(#FREIGHT)Model.Load(#FREIFLAT)Model.Load(#STREAK)Model.Load(#STREAKC)wait 0if or not Model.Available(#FREIGHT) not Model.Available(#FREIFLAT) not Model.Available(#STREAK) not Model.Available(#STREAKC)else_jump @TRAIN_306jump @TRAIN_237:TRAIN_30606D8: 2@ = create_train_at -1981.207 -474.4401 25.7109 type 12 direction 006DC: set_train 2@ acc 60.006DD: set_train 2@ speed 70.0wait 006D7: enable_train_traffic 006D8: 1@ = create_train_at -1979.603 -678.1725 27.759 type 12 direction 106DC: set_train 1@ acc 60.006DD: set_train 1@ speed 70.033@ = 0Model.Destroy(#FREIGHT)Model.Destroy(#FREIFLAT)Model.Destroy(#STREAK)Model.Destroy(#STREAKC)jump @TRAIN_25

 

 

And now it's working well. smile.gif Thanks to all.

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