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Object doesn't "throw" properly


Pie015
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Hey guys, I ran into a problem with an object. confused.gif

 

The problem is that when I step into the sphere, I get the parachute and the countdown appears but the object(bin) doesn't move at all, however; the explosion appears. (random script, I know!)

 

 

{$CLEO .cs}//--------------MAIN---------------thread 'BINRIDE':1wait 0if andPlayer.Defined($PLAYER_CHAR)$ONMISSION == 0jf @[email protected] = Pickup.Create(1239, 1, 2490.345, -1667.8038, 13.3437)[email protected] = Object.Init(1236, 2496.4033, -1667.8499, 13.3437)0453: set_object [email protected] XY_rotation 0.0 0.0 angle 180.0 Object.ToggleInMovingList([email protected], True)Object.CollisionDetection([email protected], True)03BC: [email protected] = create_sphere_at 2496.5754 -1667.7671 15.0173 radius 1.5 :2wait 0if andPlayer.Defined($PLAYER_CHAR)0102:   actor $PLAYER_ACTOR in_sphere 2496.5754 -1667.7671 15.0173 radius 1.0 1.0 1.0 sphere 0 stopped_on_footjf @203BD: destroy_sphere [email protected](371)038B: load_requested_models:3wait 0ifnot Model.Available(371)jf @4wait 0jump @3:4wait 001B2: give_actor $PLAYER_ACTOR weapon 46 ammo 60 // Load the weapon model before using this 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4600BA: show_text_styled GXT 'NUME_3' time 1500 style 7wait 150003D6: remove_styled_text 'NUME_3'  // Boxville00BA: show_text_styled GXT 'NUME_2' time 1500 style 7wait 150003D6: remove_styled_text 'NUME_2'00BA: show_text_styled GXT 'NUME_1' time 1500 style 7wait 150003D6: remove_styled_text 'NUME_1'00BA: show_text_styled GXT 'NUME_GO' time 1500 style 7wait 15000400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 200.00381: throw_object [email protected] velocity_in_direction 0.0 0.0 200.0wait 500020C: create_explosion_with_radius 10 at 2494.0034 -1667.8839 12.500release_model 371:5wait 0if03CA:   object [email protected] exists gosub @RETRY:6wait 0if04E6:   object [email protected] near_point [email protected] [email protected] [email protected] radius 2.0 2.0 2.0 flag 0 jf @5Object.Destroy([email protected])Object.RemoveReferences([email protected])jump @1:RETRYwait 0if03CA:   object [email protected] exists 0AA1: return_if_falseObject.Destroy([email protected])Object.RemoveReferences([email protected])jump @1

 

 

THE FXT file:

 

NUME_3 ~r~3NUME_2 ~b~2NUME_1 ~y~1NUME_GO ~w~GO!

 

 

What could be the problem? Should I use Object.Init or Object.Create? Did I use the opcode incorrectly? Thanks guys.

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try this script

 

{$CLEO .cs}thread 'BINRIDE' wait 20000A95: [email protected] = Object.Init(1331, 2496.403, -1667.85, 13.15) 0453: set_object [email protected] XY_rotation 0.0 0.0 angle 180.0 Object.CollisionDetection([email protected]) = True:2wait 0 if   Player.Defined($PLAYER_CHAR)jf @2 if 0102:   actor $PLAYER_ACTOR in_sphere 2496.39 -1667.97 15.2 radius 1.0 1.0 0.5 sphere 1 stopped_on_foot jf @2 Model.Load(#GUN_PARA)load_requested_models 01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 60 // Load the weapon model before using this 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 200.0 Object.ToggleInMovingList([email protected]) = TrueObject.Throw([email protected], 0.0, 0.0, 70.0) Model.Destroy(#GUN_PARA)wait 1000:3wait 0 if 04E6:   object [email protected] near_point 2496.403 -1667.85 13.15 radius 50.0 50.0 5.0 flag 0 jf @3wait 1000Object.CollisionDetection([email protected]) = falsewait 250Object.PutAt([email protected], 2496.403, -1667.85, 13.15)0453: set_object [email protected] XY_rotation 0.0 0.0 angle 180.0wait 250 Object.CollisionDetection([email protected]) = Truejump @2

 

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Thank you ZAZ! And I just noticed why you have the tajmahall in your sig.

 

[sarcasm]Yep, I'm pretty smart[/sarcasm]

Edited by Pie015
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