Asepl Posted September 19, 2012 Share Posted September 19, 2012 Hey. I've started to script for GTA SA, and one thing bothers me from the very beginning. Do I have to manually type all the opcodes in front of every command, or there is some way to make it auto fill with the desired opcodes? Also, what should I do, when I can't find the opcode I need in the Sanny's Tool? And my last question, have you got any idea why would my "Coords Manager" option be grey&unusable? ._. Link to comment Share on other sites More sharing options...
TheGodfather. Posted September 19, 2012 Share Posted September 19, 2012 Open sanny & press CTRL + ALT + 2 You will get the list of opcodes just use them as you wish.. If you can't find any opcode search here: http://gtag.gtagaming.com/opcode-database.php Then just use the opcode... You can use the coords manager only when the game is running... Link to comment Share on other sites More sharing options...
Asepl Posted September 19, 2012 Author Share Posted September 19, 2012 (edited) Oh thank you for the help Two more questions now: Can I check the actor's ammo? I found this: 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 2 weapon [email protected] ammo [email protected] model [email protected] But I'm not sure if this works, and how :S And, how can I run GTA SA in window mode?... I've searched around, but couldn't find -_- Edited September 19, 2012 by Asepl Link to comment Share on other sites More sharing options...
Link2012 Posted September 19, 2012 Share Posted September 19, 2012 I found this: 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 2 weapon [email protected] ammo [email protected] model [email protected] But I'm not sure if this works, and how :S 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 2 weapon [email protected] ammo [email protected] model [email protected] This will get the weapon, ammo and model of the weapon at the slot (weapon group) 2! You can see the weapon groups at Sanny Builder Help (Help > SCM Documentation > GTA SA > Weapon Numbers) And, how can I run GTA SA in window mode?... I've searched around, but couldn't find -_- http://www.gtagarage.com/mods/show.php?id=4404 Just go in the advanced video options and select the window mode in the resolution Link to comment Share on other sites More sharing options...
Asepl Posted September 19, 2012 Author Share Posted September 19, 2012 Thank you for the reply Continuing, could you please write me an example of code in which it would check IF the actor [email protected]'s ammo in the weapon left is equal to 10, then [space for code]? I can't really figure out if it's possible, and you'd be a GREAT help, if you could write this example Link to comment Share on other sites More sharing options...
Deji Posted September 19, 2012 Share Posted September 19, 2012 This aint DYOM, read a tutorial! Link to comment Share on other sites More sharing options...
Asepl Posted September 19, 2012 Author Share Posted September 19, 2012 Well I'm reading the basic one made by Dutchy, and going to read the advanced one in time, but I don't really understand how can I check actor's ammo Link to comment Share on other sites More sharing options...
Michael-Knight1 Posted September 19, 2012 Share Posted September 19, 2012 Well I'm reading the basic one made by Dutchy, and going to read the advanced one in time, but I don't really understand how can I check actor's ammo If Variation Which you can check your code with it 00D6: if // 0470 to check your current weapon 041A to check your weapon ammo 0470: $myweapon = actor $PLAYER_ACTOR current_weapon 041A: $ammo = actor $PLAYER_ACTOR weapon $myweapon ammo Link to comment Share on other sites More sharing options...
Deji Posted September 19, 2012 Share Posted September 19, 2012 But don't use $namedglobalvariables like Michael.Knight1 is insistent on doing, as using $a in one script and $b in another script will compile as the same variable and conflict. Use [email protected]@ Link to comment Share on other sites More sharing options...
TheGodfather. Posted September 20, 2012 Share Posted September 20, 2012 0470: [email protected] = actor $PLAYER_ACTOR current_weapon041A: [email protected] = actor $PLAYER_ACTOR weapon [email protected] ammo Use the following Remmember to check by IF variation. if So your total code will be some what like this: if and0470: [email protected] = actor $PLAYER_ACTOR current_weapon041A: [email protected] = actor $PLAYER_ACTOR weapon [email protected] ammo Link to comment Share on other sites More sharing options...
Link2012 Posted September 20, 2012 Share Posted September 20, 2012 lol wtf, 0470 neither 041A are conditions You should check just [email protected] for the ammo quantity Link to comment Share on other sites More sharing options...
TheGodfather. Posted September 20, 2012 Share Posted September 20, 2012 OH I didn't saw that my mistake ...sorry... I just didn't noticed that....lol... Link to comment Share on other sites More sharing options...
Asepl Posted September 20, 2012 Author Share Posted September 20, 2012 Oww, such a mistake Thank you for trying though. So I can't really make a condition like this? Link to comment Share on other sites More sharing options...
Deji Posted September 20, 2012 Share Posted September 20, 2012 Seriously, this is coding basics. You need to fully read a tutorial... 041A stores the ammo of whatever weapon ID you want. All you gotta do is check the value returned is higher than 0. Link to comment Share on other sites More sharing options...
Asepl Posted September 20, 2012 Author Share Posted September 20, 2012 Thank you for the help. But now I encounter sanny builder problem... This thing just won't show me any coords from the game, it did yesterday, and now it fails I read that it is some problem with .exe, but I have no idea how to fix it... Any suggestions? Link to comment Share on other sites More sharing options...
Bad.boy! Posted September 20, 2012 Share Posted September 20, 2012 Do you have v1? Link to comment Share on other sites More sharing options...
Asepl Posted September 20, 2012 Author Share Posted September 20, 2012 (edited) Yes. I told you it worked yesterday. Now I see that any changes I do to the main.scm won't show in game. The script is frozen at my yesterday's one ... What the hell has happened to this. Nevermind, it works. Had to reinstall Sanny Builder. Edited September 20, 2012 by Asepl Link to comment Share on other sites More sharing options...
Asepl Posted September 21, 2012 Author Share Posted September 21, 2012 Okay, so I've created this code: {use macro (Ctrl+J) "headsa"to insert a file header}{$VERSION 3.0.0000}thread 'MAIN'var$PLAYER_CHAR: Playerend // var01F0: set_max_wanted_level_to 6set_wb_check_to 000C0: set_current_time 8 004E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84Camera.SetAtPos(2488.5601, -1666.84, 13.38)$PLAYER_CHAR = Player.Create(#NULL, 2444.9773, -1563.8386, 26.2076)$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)07AF: $PLAYER_GROUP = player $PLAYER_CHAR groupCamera.SetBehindPlayerset_weather 0wait 0 ms$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)$PLAYER_CHAR.Build$PLAYER_CHAR.CanMove = Truefade 1 (out) 0 msselect_interior 00629: change_stat 181 (islands unlocked) to 4016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 00180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here ($ONMISSION)03E6: remove_text_box// put your create_thread commands herecreate_thread @MODEL// put your mods (threads) here // IDLE LOOP:leegwait 500jump @leegend_thread:MODELthread 'MODEL'// Load Models0247: load_model #WBDYG20247: load_model #COLT450247: load_model #TEC90247: load_model #FREEWAY0247: load_model #BURRITO0247: load_model #WMYCR0247: load_model #BIKERA0247: load_model #BIKERB0247: load_model #WBDYG1038B: load_requested_models :MODELS_LOADif or8248: not model #WBDYG1 available8248: not model #COLT45 available8248: not model #TEC9 available 8248: not model #WBDYG2 available 8248: not model #FREEWAY available 8248: not model #WMYCR available 8248: not model #BURRITO available 8248: not model #BIKERA available 8248: not model #BIKERB availableelse_jump @MODELS_SPAWNwait 0 ms0001: jump @MODELS_LOAD:MODELS_SPAWNfade 0 500repeatwait 0until 816B: not fading02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0Camera.SetPosition(2452.1516, -1557.4697, 26.4455, 0.0, 0.0, 0.0)Camera.PointAt(2461.6311, -1551.5996, 24.0015, 1)fade 1 500repeatwait 0until 816B: not fading [email protected] = Car.Create(#BURRITO, 2463.8245, -1555.5416, 23.6373) 0229: set_car [email protected] primary_color_to 0 secondary_color_to [email protected] = Car.Create(#FREEWAY, 2458.4707, -1553.1155, 24.0023)0229: set_car [email protected] primary_color_to 0 secondary_color_to 1Car.Angle([email protected]) = 302.0 [email protected] = Actor.Create(CRIMINAL, #WMYCR, 2465.7693, -1550.2465, 24.0009)Actor.Angle([email protected]) = 92.0Actor.Health([email protected]) = 5002E2: set_actor [email protected] weapon_accuracy_to 80 [email protected] = Actor.Create(CIVMALE, #BIKERA, 2463.9341, -1550.4586, 24.001)Actor.Angle([email protected]) = 272.0Actor.Health([email protected]) = 5002E2: set_actor [email protected] weapon_accuracy_to [email protected] = Actor.Create(CIVMALE, #BIKERB, 2462.0205, -1555.2186, 24.0033)Actor.Angle([email protected]) = 92.0Actor.Health([email protected]) = 5002E2: set_actor [email protected] weapon_accuracy_to 7004ED: load_animation "GANGS"repeatwait 0 msuntil 04EE: animation "GANGS" loaded 0605: actor [email protected] perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA0605: actor [email protected] perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA0605: actor [email protected] perform_animation_sequence "SMKCIG_PRTL" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA fade 1 500repeatwait 0until 816B: not fading However, I've got two problems with it. 1st: It won't unfade 2nd: Actors haven't got the animations -_- Could anyone check this script and tell me what's wrong? Link to comment Share on other sites More sharing options...
Bad.boy! Posted September 21, 2012 Share Posted September 21, 2012 Why do you make the game fade when all models are loaded? And this: 0247: load_model #WBDYG20247: load_model #COLT450247: load_model #TEC90247: load_model #FREEWAY0247: load_model #BURRITO0247: load_model #WMYCR0247: load_model #BIKERA0247: load_model #BIKERB0247: load_model #WBDYG1038B: load_requested_models // <-- here Use 0247 OR 038B. In this case I would start fading first, then load all models (and anims), then create all actors, then set the camera then release all models, then start unfading, then apply all the animations (can be done earlier to). And I would use 038B. At the end of the code you start unfading, replace that with fading (what you want?). The animations seems to be ok as far as this part of the code goes (I assume that there is more, because it hasn't got an end). Link to comment Share on other sites More sharing options...
Asepl Posted September 21, 2012 Author Share Posted September 21, 2012 Erm. I'm not sure If you're speaking trustfully... Here's a part of Dutchy's code. :load_checkwait 0if andmodel.available(#army)model.available(#patriot)model.available(#m4)023D: special_actor 1 loaded023D: special_actor 2 loaded023D: special_actor 3 loadedelse_jump @load_check//---------------------//Spawn everything in fade//---------------------[color=red]fade 0 500repeatwait 0until 816B: not fading[/color]02A3: enable_widescreen 103BD: destroy_sphere $beginCar.Create($car, #patriot, 2503.0217, -1672.2841, 13.3594)Car.Angle($car) = 82.38440129: [email protected] = create_actor_pedtype 23 model #army in_car $car driverseat01C8: [email protected] = create_actor_pedtype 23 model #army in_car $car passenger_seat 001C8: [email protected] = create_actor_pedtype 23 model #army in_car $car passenger_seat 101C8: [email protected] = create_actor_pedtype 23 model #army in_car $car passenger_seat 2 The fading has to occur BEFORE models' spawn, and AFTER checking if the models are loaded. At least I think so. Also, Use 0247 OR 038B What do you mean ... Part of Dutchy's script again: // Load models0247: load_model #BFYST038B: load_requested_models And what is the 038B: load_requested_models // <-- here supposed to mean the heck? You want to add a comment? In general, I found the main problem. It seems that none of my "until" commands work I have no idea why, as I am doing everything like in the tutorials... And the tuts examples work just fine. Here is the part of my until script. repeatwait 0 msuntil 04EE: animation "GANGS" loaded And because the "until" command doesn't work, animations don't work as well, so does the unfade. The script just won't continue further, because it bugs somehow on the "until" Any ideas? Link to comment Share on other sites More sharing options...
Bad.boy! Posted September 21, 2012 Share Posted September 21, 2012 My bad, I meant 0248 This is 038B: 038B: load_requested_models And this is 0248: model.available(#M4) Explanation: 0248 checks whether the specified model is loaded or not. But 038B stops the game and waits until all models are loaded, this makes 038B faster. The downside of stopping the game means that there will be a frame drop, but that doesn't matter because the screen is black anyway (faded). Dutchy could have done the fading differently, but in my opinion actors popping up out of nowhere doesn't look as good as actors being there in the first place. Also if you don't want to use models any more you should release them with: 0249: release_model #M4 Your script is not fading because (as I mentioned in the previous post): fade 1 500Use this to fade in:fade 0 500 Link to comment Share on other sites More sharing options...
Asepl Posted September 21, 2012 Author Share Posted September 21, 2012 I am not sure if you get me now. All the troubles can be fixed by myself. The problem is the script bugs somehow on the "until", and it just won't continue. I found a solution, but it is a lil' bit trouble some, I need to do: [code]jump @NEW_LABEL:NEW_LABELif<condition>else_jump @NEW_LABELand the actions after fulfilling condition go here It works just like "until", but as I said, is way more troublesome :| Link to comment Share on other sites More sharing options...
Asepl Posted September 21, 2012 Author Share Posted September 21, 2012 For example, this script works: (with few new features) {use macro (Ctrl+J) "headsa"to insert a file header}{$VERSION 3.0.0000}thread 'MAIN'var$PLAYER_CHAR: Playerend // var01F0: set_max_wanted_level_to 6set_wb_check_to 000C0: set_current_time 8 004E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84Camera.SetAtPos(2488.5601, -1666.84, 13.38)$PLAYER_CHAR = Player.Create(#NULL, 2444.9773, -1563.8386, 26.2076)$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)07AF: $PLAYER_GROUP = player $PLAYER_CHAR groupCamera.SetBehindPlayerset_weather 0wait 0 ms$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)$PLAYER_CHAR.Build$PLAYER_CHAR.CanMove = Truefade 1 (out) 0 msselect_interior 00629: change_stat 181 (islands unlocked) to 4016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 00180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here ($ONMISSION)03E6: remove_text_box// put your create_thread commands herecreate_thread @MODEL// put your mods (threads) here // IDLE LOOP:leegwait 500jump @leegend_thread:MODELthread 'MODEL'// Load Models0247: load_model #WBDYG20247: load_model #COLT450247: load_model #TEC90247: load_model #FREEWAY0247: load_model #BURRITO0247: load_model #WMYCR0247: load_model #BIKERA0247: load_model #BIKERB0247: load_model #WBDYG1038B: load_requested_models:MODELS_LOADif or8248: not model #WBDYG1 available8248: not model #COLT45 available8248: not model #TEC9 available8248: not model #WBDYG2 available8248: not model #FREEWAY available8248: not model #WMYCR available8248: not model #BURRITO available8248: not model #BIKERA available8248: not model #BIKERB availableelse_jump @MODELS_SPAWNwait 0 ms0001: jump @MODELS_LOAD:MODELS_SPAWNfade 0 500jump @CHECK1:CHECK1if816B: not fadingwait 0else_jump @CHECK102A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0Camera.SetPosition(2452.1516, -1557.4697, 26.4455, 0.0, 0.0, 0.0)Camera.PointAt(2461.6311, -1551.5996, 24.0015, 1)[email protected] = Car.Create(#BURRITO, 2463.8245, -1555.5416, 23.6373)0229: set_car [email protected] primary_color_to 0 secondary_color_to [email protected] = Car.Create(#FREEWAY, 2458.4707, -1553.1155, 24.0023)0229: set_car [email protected] primary_color_to 0 secondary_color_to 1Car.Angle([email protected]) = [email protected] = Actor.Create(CRIMINAL, #WMYCR, 2465.7693, -1550.2465, 24.0009)Actor.Angle([email protected]) = 92.0Actor.Health([email protected]) = 5002E2: set_actor [email protected] weapon_accuracy_to [email protected] = Actor.Create(CIVMALE, #BIKERA, 2463.9341, -1550.4586, 24.001)Actor.Angle([email protected]) = 272.0Actor.Health([email protected]) = 5002E2: set_actor [email protected] weapon_accuracy_to [email protected] = Actor.Create(CIVMALE, #BIKERB, 2462.0205, -1555.2186, 24.0033)Actor.Angle([email protected]) = 92.0Actor.Health([email protected]) = 5002E2: set_actor [email protected] weapon_accuracy_to 7004ED: load_animation "GANGS":CHECK2if04EE: animation "GANGS" loadedwait 0else_jump @CHECK20605: actor [email protected] perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA0605: actor [email protected] perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA0605: actor [email protected] perform_animation_sequence "SMKCIG_PRTL" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionAfade 1 500repeatwait 0until 816B: not fading01B2: give_actor [email protected] weapon 22 ammo 60 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 22 ammo 60 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 22 ammo 60 // Load the weapon model before using this01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 60 // Load the weapon model before using this01B9: set_actor [email protected] armed_weapon_to 0 01B9: set_actor [email protected] armed_weapon_to 0 01B9: set_actor [email protected] armed_weapon_to 001B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 wait 3000 msPlayer.CanMove($PLAYER_CHAR, true)0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut02A3: enable_widescreen 0 :CHECK3if02D8: actor $PLAYER_ACTOR current_weapon == 22wait 0else_jump @CHECK3 01B9: set_actor [email protected] armed_weapon_to 22 01B9: set_actor [email protected] armed_weapon_to 22 01B9: set_actor [email protected] armed_weapon_to 22 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0249: release_model #WBDYG10249: release_model #COLT450249: release_model #TEC90249: release_model #FREEWAY0249: release_model #WBDYG20249: release_model #WMYCR0249: release_model #BIKERA 0249: release_model #BIKERB04EF: release_animation "GANGS" end_thread Link to comment Share on other sites More sharing options...
PatrickW Posted September 21, 2012 Share Posted September 21, 2012 @Bad.boy! : to clarify: "fade 0" turns screen to black "fade 1" turns screen on again @ts: The code below works. The main problem was the if-construction for the "loaded" check, which had 9 conditions. It seems that this messes up the high-level syntax constructs (repeat-until loops) processing by sanny-builder. But as Bad.boy! pointed out, you don't need the check if you use 038B, so I removed it. I've moved the fade out before the 038B, to hide the short framefreeze from sight. BTW. I usually don't bother with the "repeat-until not fading" check. I just put a "wait 500" after the "fade 0". and usually just keep going after the "fade 1" {use macro (Ctrl+J) "headsa"to insert a file header}{$VERSION 3.0.0000}thread 'MAIN'var$PLAYER_CHAR: Playerend // var01F0: set_max_wanted_level_to 6set_wb_check_to 000C0: set_current_time 8 004E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84Camera.SetAtPos(2488.5601, -1666.84, 13.38)$PLAYER_CHAR = Player.Create(#NULL, 2444.9773, -1563.8386, 26.2076)$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)07AF: $PLAYER_GROUP = player $PLAYER_CHAR groupCamera.SetBehindPlayerset_weather 0wait 0 ms$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)$PLAYER_CHAR.Build$PLAYER_CHAR.CanMove = Truefade 1 (out) 0 msselect_interior 00629: change_stat 181 (islands unlocked) to 4016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 00180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here ($ONMISSION)03E6: remove_text_box// put your create_thread commands herecreate_thread @MODEL// put your mods (threads) here // IDLE LOOP:leegwait 500jump @leegend_thread:MODELthread 'MODEL'fade 0 500repeatwait 0until 816B: not fading// Load Models0247: load_model #WBDYG20247: load_model #COLT450247: load_model #TEC90247: load_model #FREEWAY0247: load_model #BURRITO0247: load_model #WMYCR0247: load_model #BIKERA0247: load_model #BIKERB0247: load_model #WBDYG1038B: load_requested_models 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0Camera.SetPosition(2452.1516, -1557.4697, 26.4455, 0.0, 0.0, 0.0)Camera.PointAt(2461.6311, -1551.5996, 24.0015, 1)[email protected] = Car.Create(#BURRITO, 2463.8245, -1555.5416, 23.6373) 0229: set_car [email protected] primary_color_to 0 secondary_color_to [email protected] = Car.Create(#FREEWAY, 2458.4707, -1553.1155, 24.0023)0229: set_car [email protected] primary_color_to 0 secondary_color_to 1Car.Angle([email protected]) = 302.0 [email protected] = Actor.Create(CRIMINAL, #WMYCR, 2465.7693, -1550.2465, 24.0009)Actor.Angle([email protected]) = 92.0Actor.Health([email protected]) = 5002E2: set_actor [email protected] weapon_accuracy_to 80 [email protected] = Actor.Create(CIVMALE, #BIKERA, 2463.9341, -1550.4586, 24.001)Actor.Angle([email protected]) = 272.0Actor.Health([email protected]) = 5002E2: set_actor [email protected] weapon_accuracy_to [email protected] = Actor.Create(CIVMALE, #BIKERB, 2462.0205, -1555.2186, 24.0033)Actor.Angle([email protected]) = 92.0Actor.Health([email protected]) = 5002E2: set_actor [email protected] weapon_accuracy_to 7004ED: load_animation "GANGS"repeat wait 0 until 04EE: animation "GANGS" loaded 0605: actor [email protected] perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA0605: actor [email protected] perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA0605: actor [email protected] perform_animation_sequence "SMKCIG_PRTL" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA fade 1 500repeatwait 0until 816B: not fadingend_thread Link to comment Share on other sites More sharing options...
Asepl Posted September 21, 2012 Author Share Posted September 21, 2012 (edited) Nice, this works That's a great lesson for me New question coming up. I saw people making "talking" in their missions. I wonder if it is possible to display such text without editing the GTX files? Edited September 21, 2012 by Asepl Link to comment Share on other sites More sharing options...
Silent Posted September 21, 2012 Share Posted September 21, 2012 I saw people making "talking" in their missions. I wonder if it is possible to display such text without editing the GTX files? It is, but not advisable to use in strictly main.scm mods. Link to comment Share on other sites More sharing options...
Asepl Posted September 21, 2012 Author Share Posted September 21, 2012 So I guess I have to use the GXT editor and just add my own texts, right? Link to comment Share on other sites More sharing options...
Bad.boy! Posted September 21, 2012 Share Posted September 21, 2012 @Bad.boy! :to clarify: "fade 0" turns screen to black "fade 1" turns screen on again Yeah I know that, but in his original code he faded in, out and then out again. So I thought he wanted to fade in. Also a slight note in the Asepl's code, put the "wait 0" in front of the if statement or after the else_jump. :CHECK3if02D8: actor $PLAYER_ACTOR current_weapon == 22wait 0 // <--Shouldn't be hereelse_jump @CHECK3 Link to comment Share on other sites More sharing options...
Asepl Posted September 22, 2012 Author Share Posted September 22, 2012 Uh. How can I make an invisible if-area ? I can only make a visible one Link to comment Share on other sites More sharing options...
TheGodfather. Posted September 22, 2012 Share Posted September 22, 2012 Do you mean creating an invisible sphere ??: 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 1.0 1.0 2.0 on_foot Link to comment Share on other sites More sharing options...
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