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MAIN.SCM does not work


kolo33
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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 by kolo33
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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. icon14.gif

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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

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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.

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