kolo33 Posted October 7, 2012 Share Posted October 7, 2012 (edited) Hello // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007DEFINE OBJECTS 1DEFINE OBJECT STEVE-M.COM DEFINE MISSIONS 0DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA scriptDEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.1.0027}//-------------MAIN---------------thread 'MAIN' fade 0 0 042C: set_total_missions_to 0 030D: set_max_progress 0 01F0: set_max_wanted_level_to 6 set_wb_check_to 0 00C0: set_current_time_hours_to 10 minutes_to 0 $7 = 0.0 $6 = 0.0 $5 = 30.0 04E4: unknown_refresh_game_renderer_at $7 $6 Camera.SetAtPos($7, $6, $5)062A: change_float_stat 165 to 999.0 062A: change_float_stat 23 to 999.0 062A: change_float_stat 21 to 0.0 062A: change_float_stat 163 to 999.0 062A: change_float_stat 160 to 999.0 062A: change_float_stat 229 to 999.0 062A: change_float_stat 223 to 999.0 062A: change_float_stat 230 to 999.0 0629: change_integer_stat 181 to 4 0629: change_integer_stat 68 to 0 $PLAYER_CHAR = Player.Create(#NULL, $7, $6, $5)07AF: $PLAYER_GROUP = player $PLAYER_CHAR group $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)Camera.SetBehindPlayerActor.Angle($PLAYER_ACTOR) = 262.0set_weather 1 Player.SetClothes($PLAYER_CHAR, "BBALLJACKRSTAR", "BBJACK", Torso)Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)Player.Build($PLAYER_CHAR)select_interior 0 Player.CanMove($PLAYER_CHAR) = True01B7: release_weather 016C: restart_if_wasted_at $7 $6 $5 angle 0.0 town_number 0 Model.Load(#NRG500):MAIN_383wait 0 if Model.Available(#NRG500)jf @MAIN_383 $4 = Car.Create(#NRG500, $7, $6, $5)036A: put_actor $PLAYER_ACTOR in_car $4 fade 1 1000 wait 100 03E6: remove_text_box :CARSModel.Load(#ELEGY)Model.Load(#BUFFALO)Model.Load(#SULTAN)Model.Load(#PCJ600)Model.Load(#WAYFARER)Model.Load(#SANCHEZ)Model.Load(#QUAD)jump @CARS_2:CARS_2wait 0if Model.Available(#ELEGY) Model.Available(#BUFFALO) Model.Available(#SULTAN) Model.Available(#PCJ600) Model.Available(#WAYFARER) Model.Available(#SANCHEZ) Model.Available(#QUAD) jf @CARS_200A5: $10 = create_car #ELEGY at 36.4823 -177.4559 24.56670175: set_car $10 Z_angle_to 269.430300A5: $11 = create_car #BUFFALO at 36.314 -181.1183 24.56620175: set_car $11 Z_angle_to 269.772500A5: $12 = create_car #SULTAN at 36.0256 -184.7859 24.72480175: set_car $12 Z_angle_to 271.202500A5: $13 = create_car #PCJ600 at 55.3974 -178.092 24.72480175: set_car $13 Z_angle_to 90.080300A5: $14 = create_car #WAYFARER at 54.9007 -182.0531 24.7250175: set_car $14 Z_angle_to 90.080300A5: $15 = create_car #SANCHEZ at 55.1252 -186.603 24.72470175: set_car $15 Z_angle_to 90.080300A5: $16 = create_car #QUAD at 54.8015 -190.8719 24.72490175: set_car $16 Z_angle_to 90.0803 :MAIN_441wait 2500 jump @MAIN_441 $14 and $15 causes CRASH!! Why ?? Edited October 7, 2012 by kolo33 Link to comment Share on other sites More sharing options...
Node Posted October 7, 2012 Share Posted October 7, 2012 Variables $14 and $15 were not causing the crash, it was the label: :CARS_2 You had multiple opcodes that needed checking in an 'if' loop, you should use 'if and' when checking multiple opcodes at once, like so: :CARS_2wait 0if and Model.Available(#ELEGY) Model.Available(#BUFFALO) Model.Available(#SULTAN) Model.Available(#PCJ600) Model.Available(#WAYFARER) Model.Available(#SANCHEZ) Model.Available(#QUAD) jf @CARS_2 Also, you see here: :CARSModel.Load(#ELEGY)Model.Load(#BUFFALO)Model.Load(#SULTAN)Model.Load(#PCJ600)Model.Load(#WAYFARER)Model.Load(#SANCHEZ)Model.Load(#QUAD)jump @CARS_2:CARS_2wait 0if Model.Available(#ELEGY) Model.Available(#BUFFALO) Model.Available(#SULTAN) Model.Available(#PCJ600) Model.Available(#WAYFARER) Model.Available(#SANCHEZ) Model.Available(#QUAD) jf @CARS_2 When the label ':CARS' has run your script jumps to ':CARS_2'. Because the label ':CARS_2' is directly under the ':CARS' label you don't need this jump since the script carries on running down itself, so after ':CARS' has ran it will execute ':CARS_2' anyway. You also forgot to add: 038B: load_requested_models Under your 'Model.Load' opcodes. On top of that I removed the unnecessary fade and wait opcodes too. Here's the fixed script You should read/view more tutorials: My GTA Coding tutorials website Mission coding directory Tutorial links and mission coding information. Good luck. Link to comment Share on other sites More sharing options...
TheGodfather. Posted October 7, 2012 Share Posted October 7, 2012 Never mind.. Link to comment Share on other sites More sharing options...
kolo33 Posted October 7, 2012 Author Share Posted October 7, 2012 I was not the only variables that added cars in these variables when I deleted these vehicles to run the game. The large gap in the coding error caused so trivial. Very Thanks The_Sorrow Link to comment Share on other sites More sharing options...
Node Posted October 7, 2012 Share Posted October 7, 2012 I was not the only variables that added cars in these variables when I deleted these vehicles to run the game.The large gap in the coding error caused so trivial. Very Thanks The_Sorrow Glad I could help, problem solved, requested lock. Link to comment Share on other sites More sharing options...
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