Fenton Posted April 5, 2014 Share Posted April 5, 2014 (edited) Hey guys, I'm creating a script about adding patriot and barracks driving around the city, if attacking the truck or the leading car, They'll attack the player but one problem every time i starts this script, My game crashed, This is the script // This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$CLEO .CS}//-------------MAIN---------------0000: NOP :NONAME_2wait 1000 if Player.Defined($PLAYER_CHAR)else_jump @NONAME_2 0@ = Player.WantedLevel($PLAYER_CHAR)if and $ACTIVE_INTERIOR == 0 0@ == 0 else_jump @NONAME_2 if $ONMISSION == 0 else_jump @NONAME_2 if and84C8: not actor $PLAYER_ACTOR driving_flying_vehicle 84A7: not actor $PLAYER_ACTOR driving_boat else_jump @NONAME_2 jump @NONAME_102 :NONAME_102wait 2000 Model.Load(#ARMY)Model.Load(#ARMY3)Model.Load(#PATRIOT)Model.Load(#BARRACKS)Model.Load(#POLMAV)Model.Load(#MP5LNG)Model.Load(#M4)Model.Load(#CHROMEGUN) if Model.Available(#ARMY) Model.Available(#ARMY3) Model.Available(#PATRIOT) Model.Available(#BARRACKS) Model.Available(#POLMAV) Model.Available(#MP5LNG) Model.Available(#M4) Model.Available(#CHROMEGUN)else_jump @NONAME_102 wait 0 038B: load_requested_models jump @NONAME_161 :NONAME_161wait 200004C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 120.0 3.0 02C1: store_to 1@ 2@ 3@ car_path_coords_closest_to 4@ 5@ 6@ 04C4: store_coords_to $Z1 $Z2 $Z3 from_actor $PLAYER_ACTOR with_offset 0.0 140.0 3.0 02C1: store_to $Z1 $Z2 $Z3 car_path_coords_closest_to $Z13 $Z14 $Z1504C4: store_coords_to $Z4 $Z5 $Z6 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 400.002C1: store_to $Z4 $Z5 $Z6 car_path_coords_closest_to $Z10 $Z11 $Z12 if 80EC: not actor $PLAYER_ACTOR 0 near_point 4@ 5@ radius 30.0 30.0 else_jump @NONAME_161 7@ = Car.Create(#PATRIOT, 4@, 5@, 6@)Car.DoorStatus(7@) = 2Car.SetImmunities(7@, 1, 0, 0, 0, 0)16@ = Car.Create(#BARRACKS, $Z13, $Z14, $Z15)Car.DoorStatus(16@) = 2Car.SetImmunities(16@, 1, 0, 0, 0, 0)8@ = Actor.Create(Cop, #ARMY, 4@, 5@, 6@)9@ = Actor.Create(Cop, #ARMY3, 4@, 5@, 6@)0129: 12@ = create_actor_pedtype 6 model #ARMY in_car 7@ driverseat 01C8: 13@ = create_actor_pedtype 6 model #ARMY3 in_car 7@ passenger_seat 00129: 14@ = create_actor_pedtype 6 model #ARMY in_car 16@ driverseat 01C8: 15@ = create_actor_pedtype 6 model #ARMY3 in_car 16@ passenger_seat 007F8: car 16@ follow_car 7@ radius 8.0 0423: set_car 7@ improved_handling_to 2.0 // (float) 09BB: car 7@ recieved_heavy_damage 10423: set_car 16@ improved_handling_to 2.0 // (float) 09BB: car 16@ recieved_heavy_damage 1 0464: put_actor 8@ into_turret_on_car 7@ at_car_offset 0.35 -1.8 0.9 position 1 shooting_angle_limit 360.0 with_weapon 290350: set_actor 8@ maintain_position_when_attacked 1 0464: put_actor 9@ into_turret_on_car 7@ at_car_offset -0.35 -1.8 0.9 position 0 shooting_angle_limit 360.0 with_weapon 310350: set_actor 9@ maintain_position_when_attacked 1 Actor.WeaponAccuracy(8@) = 70Actor.WeaponAccuracy(9@) = 70Actor.WeaponAccuracy(12@) = 70Actor.WeaponAccuracy(13@) = 70Actor.WeaponAccuracy(14@) = 70Actor.WeaponAccuracy(15@) = 70Actor.Health(8@) = 170Actor.Health(9@) = 170Actor.Health(12@) = 170Actor.Health(13@) = 170Actor.Health(14@) = 170Actor.Health(15@) = 170053F: set_car 7@ tires_vulnerability 0 09C4: set_car 16@ gas_tank_explosion_enabled 0 053F: set_car 7@ tires_vulnerability 0 09C4: set_car 16@ gas_tank_explosion_enabled 0 054A: set_actor 12@ can_be_shot_in_a_car 0 054A: set_actor 13@ can_be_shot_in_a_car 0 054A: set_actor 14@ can_be_shot_in_a_car 0 054A: set_actor 15@ can_be_shot_in_a_car 0 081A: set_actor 12@ weapon_skill_to 2 081A: set_actor 13@ weapon_skill_to 2 081A: set_actor 14@ weapon_skill_to 2 081A: set_actor 15@ weapon_skill_to 20619: enable_actor 12@ collision_detection 0 0619: enable_actor 14@ collision_detection 0 Car.SetDriverBehaviour(7@, FollowRoad)Car.SetMaxSpeed(7@, 10.0)Car.SetDriverBehaviour(16@, FollowRoad) Car.SetMaxSpeed(16@, 10.0):NONAME_419wait 100 if 051C: car 16@ damaged_by_actor $PLAYER_ACTOR 051C: car 7@ damaged_by_actor $PLAYER_ACTOR else_jump @NONAME_554Car.SetMaxSpeed(7@, 70.0)Car.SetMaxSpeed(16@, 70.0)Player.SetMinWantedLevel($PLAYER_CHAR, 2) 00AE: set_car 16@ traffic_behaviour_to 3 00AE: set_car 7@ traffic_behaviour_to 30639: AS_actor 8@ rotate_to_actor $PLAYER_ACTOR05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR0639: AS_actor 9@ rotate_to_actor $PLAYER_ACTOR 05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR wait 1000 Actor.RemoveReferences(8@)Actor.RemoveReferences(9@)Actor.RemoveReferences(12@)Actor.RemoveReferences(13@)Actor.RemoveReferences(14@)Actor.RemoveReferences(15@)Car.RemoveReferences(7@)Car.RemoveReferences(16@)Model.Destroy(#ARMY)Model.Destroy(#ARMY3)Model.Destroy(#PATRIOT)Model.Destroy(#BARRACKS)Model.Destroy(#POLMAV)Model.Destroy(#MP5LNG)Model.Destroy(#M4)Model.Destroy(#CHROMEGUN) :NONAME_554wait 100 if Car.Wrecked(7@)02BF: car 7@ sunk if and Car.Wrecked(16@)02BF: car 16@ sunk not 0@ == 0 8205: not actor $PLAYER_ACTOR near_car 7@ radius 450.0 450.0 0.0 flag 08205: not actor $PLAYER_ACTOR near_car 16@ radius 450.0 450.0 0.0 flag 0 not $ACTIVE_INTERIOR == 0 not $ONMISSION == 0 else_jump @NONAME_6920687: clear_actor 8@ task 0687: clear_actor 9@ task0687: clear_actor 12@ task0687: clear_actor 13@ task 0687: clear_actor 14@ task0687: clear_actor 15@ task Car.SetDriverBehaviour(7@, FollowRoad)Car.SetDriverBehaviour(16@, FollowRoad)Car.SetMaxSpeed(7@, 21.0)Car.SetMaxSpeed(16@, 21.0)00AE: set_car 16@ traffic_behaviour_to 1 00AE: set_car 7@ traffic_behaviour_to 1Actor.RemoveReferences(8@)Actor.RemoveReferences(9@)Actor.RemoveReferences(12@)Actor.RemoveReferences(13@)Actor.RemoveReferences(14@)Actor.RemoveReferences(15@)Car.RemoveReferences(7@)Car.RemoveReferences(16@)Model.Destroy(#ARMY)Model.Destroy(#ARMY3)Model.Destroy(#PATRIOT)Model.Destroy(#BARRACKS)Model.Destroy(#POLMAV)Model.Destroy(#MP5LNG)Model.Destroy(#M4)Model.Destroy(#CHROMEGUN):NONAME_692wait 100 if or Actor.Dead(8@) Actor.Dead(9@) else_jump @NONAME_415Actor.DestroyInstantly(8@)Actor.DestroyInstantly(9@)wait 100Actor.DestroyInstantly(13@)wait 10013@ = Actor.Create(Cop, #ARMY3, 4@, 5@, 6@)0464: put_actor 13@ into_turret_on_car 7@ at_car_offset 0.35 -1.8 0.9 position 1 shooting_angle_limit 360.0 with_weapon 25 0350: set_actor 13@ maintain_position_when_attacked 1 0639: AS_actor 13@ rotate_to_actor $PLAYER_ACTOR05E2: AS_actor 13@ kill_actor $PLAYER_ACTORActor.WeaponAccuracy(13@) = 70Actor.Health(13@) = 170wait 100Actor.RemoveReferences(12@)Actor.RemoveReferences(13@)Actor.RemoveReferences(14@)Actor.RemoveReferences(15@)Car.RemoveReferences(7@)Car.RemoveReferences(16@)Model.Destroy(#ARMY)Model.Destroy(#ARMY3)Model.Destroy(#PATRIOT)Model.Destroy(#BARRACKS)Model.Destroy(#POLMAV)Model.Destroy(#MP5LNG)Model.Destroy(#M4)Model.Destroy(#CHROMEGUN) :NONAME_415wait 100 if Actor.Dead(13@) else_jump @NONAME_464 17@ = Car.Create(#POLMAV, $Z10, $Z11, $Z12)0129: 19@ = create_actor_pedtype 6 model #ARMY in_car 17@ driverseat0726: heli 17@ follow_actor 12@ follow_car 7@ radius 12.006C1: create_searchlight 18@ on_car 17@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2193.73 -1166.85 34.06 radius 4.0 06B6: set_searchlight 18@ follow_actor $PLAYER_ACTOR speed 0.2 0825: set_helicopter 17@ instant_rotor_start8@ = Actor.Create(Cop, #ARMY, 4@, 5@, 6@)9@ = Actor.Create(Cop, #ARMY3, 4@, 5@, 6@)0464: put_actor 8@ into_turret_on_car 17@ at_car_offset 1.4 -0.8 -0.1 position 1 shooting_angle_limit 360.0 with_weapon 290350: set_actor 8@ maintain_position_when_attacked 1 0639: AS_actor 8@ rotate_to_actor $PLAYER_ACTOR05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR 0464: put_actor 9@ into_turret_on_car 17@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 360.0 with_weapon 310350: set_actor 9@ maintain_position_when_attacked 10639: AS_actor 9@ rotate_to_actor $PLAYER_ACTOR05E2: AS_actor 9@ kill_actor $PLAYER_ACTORwait 100Actor.RemoveReferences(12@)Actor.RemoveReferences(13@)Actor.RemoveReferences(14@)Actor.RemoveReferences(15@)Car.RemoveReferences(7@)Car.RemoveReferences(16@)Model.Destroy(#ARMY)Model.Destroy(#ARMY3)Model.Destroy(#PATRIOT)Model.Destroy(#BARRACKS)Model.Destroy(#POLMAV)Model.Destroy(#MP5LNG)Model.Destroy(#M4)Model.Destroy(#CHROMEGUN):NONAME_464wait 100 if Actor.Dead(19@)jf @NONAME_469 Car.Health(17@) = 00564: heli 17@ simulate_crash_landing06B2: destroy_searchlight [email protected](19@)Actor.RemoveReferences(8@)Actor.RemoveReferences(9@)Car.RemoveReferences(17@)Model.Destroy(#ARMY)Model.Destroy(#ARMY3)Model.Destroy(#PATRIOT)Model.Destroy(#BARRACKS)Model.Destroy(#POLMAV)Model.Destroy(#MP5LNG)Model.Destroy(#M4)Model.Destroy(#CHROMEGUN):NONAME_469wait 100 if Car.Wrecked(17@)82BF: car 17@ sunk jf @NONAME_757 Car.Health(17@) = 0 0465: remove_actor 8@ from_turret_mode 0465: remove_actor 9@ from_turret_modeCar.DoorStatus(16@) = 006B2: destroy_searchlight [email protected](19@)Actor.RemoveReferences(8@)Actor.RemoveReferences(9@)Car.RemoveReferences(17@)Model.Destroy(#ARMY)Model.Destroy(#ARMY3)Model.Destroy(#PATRIOT)Model.Destroy(#BARRACKS)Model.Destroy(#POLMAV)Model.Destroy(#MP5LNG)Model.Destroy(#M4)Model.Destroy(#CHROMEGUN):NONAME_757wait 100 if Actor.InCar($PLAYER_ACTOR, 16@)jf @NONAME_419Player.Money($PLAYER_CHAR) += 1000000wait 1000 Model.Destroy(#ARMY)Model.Destroy(#ARMY3)Model.Destroy(#PATRIOT)Model.Destroy(#BARRACKS)Model.Destroy(#POLMAV)Model.Destroy(#MP5LNG)Model.Destroy(#M4)Model.Destroy(#CHROMEGUN)Actor.RemoveReferences(19@)Actor.RemoveReferences(8@)Actor.RemoveReferences(9@)Actor.RemoveReferences(12@)Actor.RemoveReferences(13@)Actor.RemoveReferences(14@)Actor.RemoveReferences(15@)Car.RemoveReferences(17@)Car.RemoveReferences(16@)Car.RemoveReferences(7@)jump @NONAME_2 .Sorry, I've adding a new ped , So if you wanna tests it , just use existing ped in the game Edited April 5, 2014 by ALAN41 Link to comment Share on other sites More 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ZAZ Posted April 5, 2014 Share Posted April 5, 2014 use propper "if" argument for the load check and other checks: in case if a condinational check contain more conditions than one, it needs to determine if and or if ormaximum 7 conditions are working in a conditional check (don't know if it's work better now with newest sannybuilder)you can also use opcode 038B instead a load checkdon't use global vars in cleo script because they can cause bugs and crashesit doesn't make sense to check if a is wrecked after removing it's reference Actor.RemoveReferences(8@)Actor.RemoveReferences(9@)Actor.RemoveReferences(12@)Actor.RemoveReferences(13@)Actor.RemoveReferences(14@)Actor.RemoveReferences(15@)Car.RemoveReferences(7@)<---------- now it doesn't exist anymore for the scriptCar.RemoveReferences(16@)<---------- now it doesn't exist anymore for the scriptModel.Destroy(#ARMY)Model.Destroy(#ARMY3)Model.Destroy(#PATRIOT)Model.Destroy(#BARRACKS)Model.Destroy(#POLMAV)Model.Destroy(#MP5LNG)Model.Destroy(#M4)Model.Destroy(#CHROMEGUN) :NONAME_554wait 100 if Car.Wrecked(7@)<------------ doesn't exist anymore for the script02BF: car 7@ sunk if and Car.Wrecked(16@)02BF: car 16@ sunk<------------ doesn't exist anymore for the script not 0@ == 0 8205: not actor $PLAYER_ACTOR near_car 7@ radius 450.0 450.0 0.0 flag 08205: not actor $PLAYER_ACTOR near_car 16@ radius 450.0 450.0 0.0 flag 0 not $ACTIVE_INTERIOR == 0 not $ONMISSION == 0 else_jump @NONAME_692 Link to comment Share on other sites More sharing options...
Fenton Posted April 5, 2014 Author Share Posted April 5, 2014 Still crashing Link to comment Share on other sites More sharing options...
ZAZ Posted April 5, 2014 Share Posted April 5, 2014 post the updated script Link to comment Share on other sites More sharing options...
Fenton Posted April 6, 2014 Author Share Posted April 6, 2014 // This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$CLEO .CS} Â //-------------MAIN--------------- 0000: NOP Â :NONAME_2 wait 1000 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_2 0@ = Player.WantedLevel($PLAYER_CHAR) if and $ACTIVE_INTERIOR == 0 0@ == 0 else_jump @NONAME_2 if $ONMISSION == 0 else_jump @NONAME_2 if and 84C8: not actor $PLAYER_ACTOR driving_flying_vehicle 84A7: not actor $PLAYER_ACTOR driving_boat else_jump @NONAME_2 jump @NONAME_102 Â :NONAME_102 wait 2000 Model.Load(#ARMY) Model.Load(#ARMY3) Model.Load(#PATRIOT) Model.Load(#BARRACKS) Model.Load(#POLMAV) Model.Load(#MP5LNG) Model.Load(#M4) Model.Load(#CHROMEGUN) if Model.Available(#ARMY) Model.Available(#ARMY3) Model.Available(#PATRIOT) Model.Available(#BARRACKS) Model.Available(#POLMAV) Model.Available(#MP5LNG) Model.Available(#M4) Model.Available(#CHROMEGUN) else_jump @NONAME_102 wait 0 038B: load_requested_models jump @NONAME_161 Â :NONAME_161 wait 2000 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 120.0 3.0 02C1: store_to 1@ 2@ 3@ car_path_coords_closest_to 4@ 5@ 6@ 04C4: store_coords_to $Z1 $Z2 $Z3 from_actor $PLAYER_ACTOR with_offset 0.0 140.0 3.0 02C1: store_to $Z1 $Z2 $Z3 car_path_coords_closest_to $Z13 $Z14 $Z15 04C4: store_coords_to $Z4 $Z5 $Z6 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 400.0 02C1: store_to $Z4 $Z5 $Z6 car_path_coords_closest_to $Z10 $Z11 $Z12 if 80EC: not actor $PLAYER_ACTOR 0 near_point 4@ 5@ radius 30.0 30.0 else_jump @NONAME_161 7@ = Car.Create(#PATRIOT, 4@, 5@, 6@) Car.DoorStatus(7@) = 2 Car.SetImmunities(7@, 1, 0, 0, 0, 0) 16@ = Car.Create(#BARRACKS, $Z13, $Z14, $Z15) Car.DoorStatus(16@) = 2 Car.SetImmunities(16@, 1, 0, 0, 0, 0) 8@ = Actor.Create(Cop, #ARMY, 4@, 5@, 6@) 9@ = Actor.Create(Cop, #ARMY3, 4@, 5@, 6@) 0129: 12@ = create_actor_pedtype 6 model #ARMY in_car 7@ driverseat 01C8: 13@ = create_actor_pedtype 6 model #ARMY3 in_car 7@ passenger_seat 0 0129: 14@ = create_actor_pedtype 6 model #ARMY in_car 16@ driverseat 01C8: 15@ = create_actor_pedtype 6 model #ARMY3 in_car 16@ passenger_seat 0 07F8: car 16@ follow_car 7@ radius 8.0 0464: put_actor 8@ into_turret_on_car 7@ at_car_offset 0.35 -1.8 0.9 position 1 shooting_angle_limit 360.0 with_weapon 29 0350: set_actor 8@ maintain_position_when_attacked 1 0464: put_actor 9@ into_turret_on_car 7@ at_car_offset -0.35 -1.8 0.9 position 0 shooting_angle_limit 360.0 with_weapon 31 0350: set_actor 9@ maintain_position_when_attacked 1 Actor.WeaponAccuracy(8@) = 70 Actor.WeaponAccuracy(9@) = 70 Actor.WeaponAccuracy(12@) = 70 Actor.WeaponAccuracy(13@) = 70 Actor.WeaponAccuracy(14@) = 70 Actor.WeaponAccuracy(15@) = 70 Actor.Health(8@) = 170 Actor.Health(9@) = 170 Actor.Health(12@) = 170 Actor.Health(13@) = 170 Actor.Health(14@) = 170 Actor.Health(15@) = 170 053F: set_car 7@ tires_vulnerability 0 09C4: set_car 16@ gas_tank_explosion_enabled 0 053F: set_car 7@ tires_vulnerability 0 09C4: set_car 16@ gas_tank_explosion_enabled 0 081A: set_actor 12@ weapon_skill_to 2 081A: set_actor 13@ weapon_skill_to 2 081A: set_actor 14@ weapon_skill_to 2 081A: set_actor 15@ weapon_skill_to 2 0619: enable_actor 12@ collision_detection 0 0619: enable_actor 14@ collision_detection 0 Car.SetDriverBehaviour(7@, FollowRoad) Car.SetMaxSpeed(7@, 10.0) Car.SetDriverBehaviour(16@, FollowRoad) Car.SetMaxSpeed(16@, 10.0) Â :NONAME_419 wait 100 if 051C: car 16@ damaged_by_actor $PLAYER_ACTOR if and 051C: car 7@ damaged_by_actor $PLAYER_ACTOR else_jump @NONAME_554 Car.SetMaxSpeed(7@, 70.0) Car.SetMaxSpeed(16@, 70.0) Player.SetMinWantedLevel($PLAYER_CHAR, 2) 00AE: set_car 16@ traffic_behaviour_to 3 00AE: set_car 7@ traffic_behaviour_to 3 0639: AS_actor 8@ rotate_to_actor $PLAYER_ACTOR 05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR 0639: AS_actor 9@ rotate_to_actor $PLAYER_ACTOR 05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR Â :NONAME_554 wait 100 if or Actor.Dead(8@) if and Actor.Dead(9@) else_jump @NONAME_415 Actor.DestroyInstantly(8@) Actor.DestroyInstantly(9@) wait 100 Actor.DestroyInstantly(13@) wait 100 13@ = Actor.Create(Cop, #ARMY3, 4@, 5@, 6@) 0464: put_actor 13@ into_turret_on_car 7@ at_car_offset 0.35 -1.8 0.9 position 1 shooting_angle_limit 360.0 with_weapon 25 0350: set_actor 13@ maintain_position_when_attacked 1 0639: AS_actor 13@ rotate_to_actor $PLAYER_ACTOR 05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR Actor.WeaponAccuracy(13@) = 70 Actor.Health(13@) = 170 Â :NONAME_415 wait 100 if Actor.Dead(13@) else_jump @NONAME_464 17@ = Car.Create(#POLMAV, $Z10, $Z11, $Z12) 0129: 19@ = create_actor_pedtype 6 model #ARMY in_car 17@ driverseat 0726: heli 17@ follow_actor 12@ follow_car 7@ radius 12.0 06C1: create_searchlight 18@ on_car 17@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2193.73 -1166.85 34.06 radius 4.0 06B6: set_searchlight 18@ follow_actor $PLAYER_ACTOR speed 0.2 0825: set_helicopter 17@ instant_rotor_start 20@ = Actor.Create(Cop, #ARMY, 4@, 5@, 6@) 21@ = Actor.Create(Cop, #ARMY3, 4@, 5@, 6@) 0464: put_actor 20@ into_turret_on_car 17@ at_car_offset 1.4 -0.8 -0.1 position 1 shooting_angle_limit 360.0 with_weapon 29 0350: set_actor 20@ maintain_position_when_attacked 1 0639: AS_actor 20@ rotate_to_actor $PLAYER_ACTOR 05E2: AS_actor 20@ kill_actor $PLAYER_ACTOR 0464: put_actor 21@ into_turret_on_car 17@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 360.0 with_weapon 31 0350: set_actor 21@ maintain_position_when_attacked 1 0639: AS_actor 21@ rotate_to_actor $PLAYER_ACTOR 05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR Â Â :NONAME_464 wait 100 if Actor.Dead(19@) jf @NONAME_469 Car.Health(17@) = 0 0564: heli 17@ simulate_crash_landing 06B2: destroy_searchlight 18@ Â :NONAME_469 wait 100 if Car.Wrecked(17@) 82BF: car 17@ sunk jf @NONAME_757 0465: remove_actor 20@ from_turret_mode 0465: remove_actor 21@ from_turret_mode Car.DoorStatus(16@) = 0 06B2: destroy_searchlight 18@ Â :NONAME_757 if Actor.InCar($PLAYER_ACTOR, 16@) jf @NONAME_419 Player.Money($PLAYER_CHAR) += 1000000 wait 1000 Model.Destroy(#ARMY) Model.Destroy(#ARMY3) Model.Destroy(#PATRIOT) Model.Destroy(#BARRACKS) Model.Destroy(#POLMAV) Model.Destroy(#MP5LNG) Model.Destroy(#M4) Model.Destroy(#CHROMEGUN) Actor.RemoveReferences(8@) Actor.RemoveReferences(9@) Actor.RemoveReferences(12@) Actor.RemoveReferences(13@) Actor.RemoveReferences(14@) Actor.RemoveReferences(15@) Car.RemoveReferences(16@) Car.RemoveReferences(7@) jump @NONAME_2 Â Â Link to comment Share on other sites More sharing options...
ZAZ Posted April 6, 2014 Share Posted April 6, 2014 same mistakes as before use propper "if" argument for the load check and other checks: in case if a condinational check contain more conditions than one, it needs to determine if and or if or maximum 7 conditions are working in a conditional check (don't know if it's work better now with newest sannybuilder) you can also use opcode 038B instead a load check  don't use global vars in cleo script because they can cause bugs and crashes Link to comment Share on other sites More sharing options...
Silent Posted April 6, 2014 Share Posted April 6, 2014 you can also use opcode 038B instead a load check It doesn't seem to be done when the screen's faded out so making the game STOP to load those is not a good idea IMO. It'll be better to remove 038B off the script and only do checks. Link to comment Share on other sites More sharing options...
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