MeatSafeMurderer Posted August 14, 2012 Share Posted August 14, 2012 Ok, every time I use a marker on the map I will say write this 018A: $MARKER01 = create_marker_at 540.0 -309.0 13.0 flags 0 20165: set_marker $MARKER01 color_to 10168: set_marker $MARKER01 size 3 but when I later in the code use 0164: disable_marker $MARKER01 it does nothing...I have even tried hiding it using 018B: set_marker $MARKER01 radar_mode 1 I know the opcode is being handled as if I place a draw_text string directly after it it will draw the text...however it has no effect upon the marker Link to comment Share on other sites More sharing options...
ZAZ Posted August 14, 2012 Share Posted August 14, 2012 Ok, every time I use a marker on the map I will say write this 018A: $MARKER01 = create_marker_at 540.0 -309.0 13.0 flags 0 20165: set_marker $MARKER01 color_to 10168: set_marker $MARKER01 size 3 but when I later in the code use 0164: disable_marker $MARKER01 it does nothing...I have even tried hiding it using 018B: set_marker $MARKER01 radar_mode 1 I know the opcode is being handled as if I place a draw_text string directly after it it will draw the text...however it has no effect upon the marker opcode 018A have only 4 parameter 018A: [email protected] = create_checkpoint_at [email protected] [email protected] [email protected] if it doesn't help then post your whole script next time CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
MeatSafeMurderer Posted August 14, 2012 Author Share Posted August 14, 2012 (edited) Oh yes, I meant 0161:, but i've tried both, thats why it was a weird convergence here's a snippet :INTRO_1435wait 0 if Actor.InCar($PLAYER_ACTOR, $8_CAR)else_goto @INTRO_14350161: $MARKER01 = create_marker_at 540.0 -309.0 13.0 flags 0 20165: set_marker $MARKER01 color_to 10168: set_marker $MARKER01 size 3 if 0103: actor $PLAYER_ACTOR in_sphere 540.0 -309.0 19.0 radius 4.0 4.0 6.0 sphere 0 stopped_in_car else_goto @INTRO_1435 jump @INTRO_1544 :INTRO_15440164: disable_marker $MARKER01enable_widescreen 1 09BA: show_entered_zone_name 0 here it will enable widescreen and stop showing zone names, but it seems to skip the marker opcode Edited August 14, 2012 by MeatSafeMurderer Link to comment Share on other sites More sharing options...
Silent Posted August 14, 2012 Share Posted August 14, 2012 Still, it would be better for us to see whole code. These opcodes work aren't bugged in game, so the only possibility is wrong script. Edit: The problem looks obivious. After creating the blip, you check 0103 only once. Then, you come back to 00DB check, whicih will probably return true again. It probably leads to pretty much infinite loop, creating the blip dozens of times. Link to comment Share on other sites More sharing options...
MeatSafeMurderer Posted August 14, 2012 Author Share Posted August 14, 2012 The problem looks obivious. After creating the blip, you check 0103 only once. Then, you come back to 00DB check, whicih will probably return true again. It probably leads to pretty much infinite loop, creating the blip dozens of times. Ya know I had this exact same problem before...spawning a car...I only realised then because my screen was flooded with admirals lol thank you Link to comment Share on other sites More sharing options...
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