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In45do

[SA] Opcode 0729 problem

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In45do
I have a problem with opcode 0729. If I change the last parameter to 0, the actor doesn't put the cellphone into his pocket anymore. But forget about put it back to the pocket, I just need to know how to remove the cellphone from actor's hand. I've tried opcode 0249 to release the cellphone but it doesn't .Can somebody give a solution?


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ZAZ

the cellphone sometimes doesn't disappear, the reason is normally because Player was hit by any ped or mostly cops while he made hold_cellphone 0 or 1

set him frozen with 01B4: and then unfrozen can avoid that

01B4: set_player $PLAYER_CHAR can_move 00729: AS_actor $PLAYER_ACTOR hold_cellphone 1[code]0729: AS_actor $PLAYER_ACTOR hold_cellphone 0wait 1000 // (till the anim is finished)01B4: set_player $PLAYER_CHAR can_move 1

or alternatively, 03BF: instead 01B4:

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In45do

0750: set_object [email protected] visibility 0 :lol:

This code crash the game, maybe it's not working together with opcode 0729. :(

 

the cellphone sometimes doesn't disappear, the reason is normally because Player was hit by any ped or mostly cops while he made hold_cellphone 0 or 1

set him frozen with 01B4: and then unfrozen can avoid that

01B4: set_player $PLAYER_CHAR can_move 00729: AS_actor $PLAYER_ACTOR hold_cellphone 1[code]0729: AS_actor $PLAYER_ACTOR hold_cellphone 0wait 1000 // (till the anim is finished)01B4: set_player $PLAYER_CHAR can_move 1

or alternatively, 03BF: instead 01B4:

Not working. I want to know if this is the problem :

I'm using a code to perform animation from ped.ifp while the code (0729) is doing the same. Is that the problem? :/

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ZAZ

I'm using a code to perform animation from ped.ifp while the code (0729) is doing the same. Is that the problem? :/

i assume yes, it should be your first thought to find the problem, just test it, remove anim

if you need to use an animation, then i recommand to make the phone call complete in a scripted way, spawn the cellphone as object and then use opcode 070A:

029B: [email protected] = init_object 330 at -50.0 -50.0 -50.0070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "null" IFP_file "null" time 10605: actor $PLAYER_ACTOR perform_animation_sequence "phone_talk" from_file "ped"  4.0  1  0  0  0  -1 ms[code]0108: destroy_object [email protected] 2500687: clear_actor $PLAYER_ACTOR task
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In45do

i assume yes, it should be your first thought to find the problem, just test it, remove anim

if you need to use an animation, then i recommand to make the phone call complete in a scripted way, spawn the cellphone as object and then use opcode 070A:

029B: [email protected] = init_object 330 at -50.0 -50.0 -50.0070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "null" IFP_file "null" time 10605: actor $PLAYER_ACTOR perform_animation_sequence "phone_talk" from_file "ped"  4.0  1  0  0  0  -1 ms[code]0108: destroy_object [email protected] 2500687: clear_actor $PLAYER_ACTOR task

Going to test that script. :^:

I already made it anyway, video below :

 

Edited by In45do

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In45do

@ZAZ That script is working very nice! :D

This is kinda off-topic. Whenever I want to spawn a text while the player is wasted/busted, the text doesn't appear. How can I make them appear while the player wasted/busted?

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Silent

If I remember well they still should show. Are you using IS_PLAYER_PLAYING in the script? It returns false when wasted/busted so that may be the cause.

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In45do

If I remember well they still should show. Are you using IS_PLAYER_PLAYING in the script? It returns false when wasted/busted so that may be the cause.

No. I even doesn't know that code.

Btw, I'm using FXT file (usually in CLEO_TEXT) to make the text. Is that the problem too?

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Silent

Not really. Mind showing the code part which fails?

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In45do

Not really. Mind showing the code part which fails?

I will send it to you through PM. Wait for it. :^:

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Deji

When the wasted/busted text is being displayed, all other text styles will be hidden from the screen.

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In45do

When the wasted/busted text is being displayed, all other text styles will be hidden from the screen.

What about in the mission? While player is wasted/busted, the red text appear under the wasted/busted word. Or it's already in SCM code? :bored:

If there's any chance, can I actually spawn the text while wasted/busted word appear?

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Deji

 

When the wasted/busted text is being displayed, all other text styles will be hidden from the screen.

What about in the mission? While player is wasted/busted, the red text appear under the wasted/busted word. Or it's already in SCM code? :bored:

If there's any chance, can I actually spawn the text while wasted/busted word appear?

 

Yes, but only 'prints' should do so. They should also be 'high priority'. You've not shown any code for text output though, so it would be hard to see what else might be wrong.

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In45do

Yes, but only 'prints' should do so. They should also be 'high priority'. You've not shown any code for text output though, so it would be hard to see what else might be wrong.

OK, I should post the code right here :

Part of the script that I think cause the problem. Can you find one?:Oreno_Mission1wait 0 msif8117:   not player $PLAYER_CHAR wastedjf @Failif8741:   not actor $PLAYER_ACTOR bustedjf @Failif and8583:   not player $PLAYER_CHAR in_zone 'GAN1'8583:   not player $PLAYER_CHAR in_zone 'GAN2'jf @Oreno_Mission1a0213: [email protected] = create_pickup #DRUG_BLUE type 3 at 2523.5632 -1667.8386 15.17103DC: [email protected] = create_marker_above_pickup [email protected]: set_marker [email protected] color_to 1:Oreno_Mission1bwait 0 msif8117:   not player $PLAYER_CHAR wastedjf @Failif8741:   not actor $PLAYER_ACTOR bustedjf @Failif or0583:   player $PLAYER_CHAR in_zone 'GAN1'0583:   player $PLAYER_CHAR in_zone 'GAN2'jf @Oreno_Mission1b010D: set_player $PLAYER_CHAR wanted_level_to 6if8214:   not pickup [email protected] picked_upjf @Oreno_Mission1cjump @Oreno_Mission1b:Oreno_Mission1c0110: clear_player $PLAYER_CHAR wanted_level01C4: remove_references_to_object [email protected]: player $PLAYER_CHAR money += 10000000BB: show_text_lowpriority GXT 'SUCCE' time 8000 flag 0wait 8000 msjump @LOAD:Fail0215: destroy_pickup [email protected] 1000 ms00BB: show_text_lowpriority GXT 'FAILE' time 8000 flag 0wait 8000 msjump @LOAD:Oreno_Mission1a0213: [email protected] = create_pickup #DRUG_BLUE type 3 at 753.5552 -1382.9130 25.692203DC: [email protected] = create_marker_above_pickup [email protected]: set_marker [email protected] color_to 1:Oreno_Mission1dwait 0 msif 8117:   not player $PLAYER_CHAR wastedjf @Failif8741:   not actor $PLAYER_ACTOR bustedjf @Failif or0583:   player $PLAYER_CHAR in_zone 'VIN1a'0583:   player $PLAYER_CHAR in_zone 'VIN1b'0583:   player $PLAYER_CHAR in_zone 'VIN2'0583:   player $PLAYER_CHAR in_zone 'VIN3'jf @Oreno010D: set_player $PLAYER_CHAR wanted_level_to 6if8214:   not pickup [email protected] picked_upjf @Oreno_Mission1cjump @Oreno_Mission1d:Orenowait 0 msif8117:   not player $PLAYER_CHAR wastedjf @Failif8741:   not actor $PLAYER_ACTOR bustedjf @Failif or0583:   player $PLAYER_CHAR in_zone 'MKT1'0583:   player $PLAYER_CHAR in_zone 'MKT2'0583:   player $PLAYER_CHAR in_zone 'MKT13'0583:   player $PLAYER_CHAR in_zone 'MKT14'jf @Oreno_Mission1d010D: set_player $PLAYER_CHAR wanted_level_to 6jump @Oreno_Mission1d

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ZAZ

what should it be? cs, cm or main.scm, if main.scm is it a valid missionscript or just a normal thread?

maybe we need the whole script to can test it, label LOAD isn't available

but post the fxt, maybe there's a tiny misstake

Edited by ZAZ

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Deji

Your mission structure is totally wrong.

 

As Silent says, you should check out IS_PLAYER_PLAYING as a more reliable solution to checking the players 'ped' status.

 

And you're drawing low-priority texts, which are designed to not be drawn under certain circumstances. Since this is text which will appear to tell the player about their mission failure, it's certainly more important to display it than anything else, so you should use those misnamed 'high-priority' opcodes to print the text immediately.

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In45do

what should it be? cs, cm or main.scm, if main.scm is it a valid missionscript or just a normal thread?

maybe we need the whole script to can test it, label LOAD isn't available

but post the fxt, maybe there's a tiny misstake

It's .cs file, and that script is one part of the script that I'm working on. So I think some label isn't necessary to post such as label Load.

 

Your mission structure is totally wrong.

 

As Silent says, you should check out IS_PLAYER_PLAYING as a more reliable solution to checking the players 'ped' status.

 

And you're drawing low-priority texts, which are designed to not be drawn under certain circumstances. Since this is text which will appear to tell the player about their mission failure, it's certainly more important to display it than anything else, so you should use those misnamed 'high-priority' opcodes to print the text immediately.

Once again I didn't put IS_PLAYER_PLAYING code into my script. I've tried your suggestion about high priority text, but it doesn't work as well.

 

But I've figured out the problem. I'm using opcode 01E3 to make "Mission Passed" and "Mission Failed" word. And it appear when player is wasted/busted. :D

Thank you for helping me out. I learn so much in here. :r*:

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In45do

I think it's better to continue this topic rather create a new one. Once again this is off-topic.

@ZAZ or any other modder, are knows how to create a flash screen? For example, when player taking a picture there's a flash on screen. But I don't want to take a screenshot or other thing that similar. Just the 'flash'. :)

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ZAZ

there's a particle effect

04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 5.0  0.8064B: [email protected] = create_particle "camflash"  at [email protected] [email protected] [email protected] type 4064F: make_temp_particle_visible_and_remove_references [email protected]

and there's a flash to illuminate the cars, peds and ground

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 09E5: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 255 255 255 radius 200.0

both have a very short time, especially 09E5 should run in a loop

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In45do

there's a particle effect

04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 5.0  0.8064B: [email protected] = create_particle "camflash"  at [email protected] [email protected] [email protected] type 4064F: make_temp_particle_visible_and_remove_references [email protected]

and there's a flash to illuminate the cars, peds and ground

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 09E5: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 255 255 255 radius 200.0

both have a very short time, especially 09E5 should run in a loop

Thanks master! :^:

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