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Loco Matheus

.cm not working

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Loco Matheus

Hi, guys. I'm trying to create a CLEO Mission, I've created two scripts (the starter and the mission). The starter code is:

 

 

{$CLEO .cs}thread "PAC"02A7: [email protected] = create_icon_marker_and_sphere 42 at 2508.7747 -1654.5302 13.5937:PacificStart0wait 0if and$ONMISSION == 00256:   player $PLAYER_CHAR defined 00ED:   actor $PLAYER_ACTOR 0 near_point 2508.7747 -1654.5302 radius 1.0 1.0 on_foot jf @PacificStart001B4: set_player $PLAYER_CHAR can_move 0 00BA: show_text_styled GXT 'PACM0' time 3000 style 2$ONMISSION = 10A94: start_custom_mission "PACA"WAIT 1000JUMP @PacificStart0

 

 

Everything on the starter happens normally, but the .cm doesn't start, the marker disappears but the mission doesn't start. I'm using this simple code to test it:

 

 

{$CLEO .cm}thread "PACA"01B4: set_player $PLAYER_CHAR can_move 1 0762: AS_actor $PLAYER_ACTOR dies 004E: end_thread

 

 

Please help me. Thanks in advance.

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Bad.boy!

Is your cm file named "paca"? And your cm needs to be coded like a mission. See sanny builder examples C:\Program Files (x86)\Sanny Builder 3\tools\CLEO3\cleo_examples.

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Loco Matheus

Its name is "PACA", and I put this as .cm code:

 

 

{$CLEO .cm}:MyMission thread "PACA" gosub @MissionStart if  wasted_or_busted then  gosub @MissionFailed end gosub @MissionCleanup end_thread :MissionStart$ONMISSION = 1 gosub @MissionPassed return :MissionPassedwait 500 01E3: text_1number_styled 'M_PASS' 0 5000 ms 1 // MISSION PASSED! return :MissionFailed 00BA: text_styled 'M_FAIL' 5000 ms 1 // ~r~MISSION FAILED! return :MissionCleanup $ONMISSION = 0 // integer values mission_cleanup return 

 

 

But still nothing happens.

 

EDIT: Solved. Thanks anyway.

Edited by Loco Matheus

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ZAZ

 

Hi, guys. I'm trying to create a CLEO Mission, I've created two scripts (the starter and the mission). The starter code is:

 

 

{$CLEO .cs}thread "PAC"02A7: [email protected] = create_icon_marker_and_sphere 42 at 2508.7747 -1654.5302 13.5937:PacificStart0wait 0if and$ONMISSION == 00256:   player $PLAYER_CHAR defined 00ED:   actor $PLAYER_ACTOR 0 near_point 2508.7747 -1654.5302 radius 1.0 1.0 on_foot jf @PacificStart001B4: set_player $PLAYER_CHAR can_move 0 00BA: show_text_styled GXT 'PACM0' time 3000 style 2$ONMISSION = 10A94: start_custom_mission "PACA"WAIT 1000JUMP @PacificStart0

 

 

Everything on the starter happens normally, but the .cm doesn't start, the marker disappears but the mission doesn't start. I'm using this simple code to test it:

 

 

{$CLEO .cm}thread "PACA"01B4: set_player $PLAYER_CHAR can_move 1 0762: AS_actor $PLAYER_ACTOR dies 004E: end_thread

 

 

Please help me. Thanks in advance.

maybe the onmission state is already 1, do you play with originaly main.scm for script testing?

you should see the savedisk icons on radar if you play with originaly main.scm and onmission state is 0

Try that:

 

{$CLEO .cs}thread "PAC"02A7: [email protected] = create_icon_marker_and_sphere 42 at 2508.7747 -1654.5302 13.5937:PacificStart0wait 0if and$ONMISSION == 00256:   player $PLAYER_CHAR defined00ED:   actor $PLAYER_ACTOR 0 near_point 2508.7747 -1654.5302 radius 1.0 1.0 on_footjf @PacificStart000BA: show_text_styled GXT 'fem_on' time 3000 style 4$ONMISSION = 10A94: start_custom_mission "PACA"WAIT 1000JUMP @PacificStart0

 

 

{$CLEO .cm}thread "PACA"WAIT 100000BA: show_text_styled GXT 'fem_ok' time 3000 style 2$ONMISSION = 0WAIT 1000004E: end_thread

 

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Loco Matheus

I've noticed that the problem was DYOM, in Standard Game it works perfectly.

 

Thanks anyway. smile.gif

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