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Cant compile script.


Lordoz
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First I had a problem when I hit C, an NRG spawned. Ive found out that it comes from the BC7MOD, but Sanny Builder wont compile the script after changing the button to another button. So I decided to try and compile it without doing anything.

 

What I mean:

I decompile BC7MOD.cs, then i try to compile it and it errors: "Incorrect number of conditions"

 

How can I fix so I can compile the script?

 

I can compile other scripts.

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Cell Tennyson

There must be something which gone wrong with the script after you have decompiled it.

May be Loops or conditions or due to variables. You will have to check the script thoroughly.. :)

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Well... I dont know how to do that. I started editing cleo-scripts like a week ago. And for now Ive only edited a vehicle spawner list.

 

Is there a way you could fix it for me?

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Ehm??? Its not my mod, so I dont want to change to much in case it crashes etc. All I want is the feature that spawns an NRG upon pressing C removed. The mod in this case is the BC7MOD by BC7. This is what Ive found out about removing the feature: (http://waterviper.forumtwilight.com/t123-bc7-mod-help). But when Ive done that I cant compile.

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Oh, sorry, I did not understand, because a comma would have helped. Sorry, just that I'm at work, and did not read your post correctly.

 

Anyway, to disable that bike to go: COLOR_11373

 

and delete:

 

 

0247: load_model $CARMODEL 0172: $ACTOR_ANGLE = actor $PLAYER_ACTOR Z_angle 000D: $ACTOR_ANGLE -= 270.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.1 :COLOR_114250001: wait 0 ms 00D6: if 0248:  model $CARMODEL available 004D: jump_if_false @COLOR_11425 03E6: remove_text_box 0674: set_car_model $CARMODEL numberplate "BC7MOD" 00A5: $SPAWNCAR = create_car $CARMODEL at [email protected] [email protected] [email protected] 0175: set_car $SPAWNCAR Z_angle_to $ACTOR_ANGLE 020A: set_car $SPAWNCAR door_status_to 0 01C3: remove_references_to_car $SPAWNCAR // Like turning a car into any random car 0249: release_model $CARMODEL 01B4: set_player $PLAYER_CHAR can_move 1 04D7: set_actor $PLAYER_ACTOR locked 0 077E: get_active_interior_to $Active_Interior 0840: link_car $SPAWNCAR to_interior $Active_Interior  

LEAVE the lines:

 

 

0002: jump @BC7_2244 

 

And this is the decompiled version of the script I get:

 

http://pastebin.com/yy8sxEEK

 

I had to post it at pastebin, because it was 8000 lines long (Post too long).

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I'm going to assume that this label is the culprit:

:BC7_8450001: wait 0 ms00D6: if0AB0:   key_pressed 320AB0:   key_pressed 67004D: jump_if_false @BC7_8790001: wait 0 ms0002: jump @COLOR_11373

67 is the decimal value for Key 'C' and the Hex for '7' on the number pad; plus the jump to the label @COLOR_11373

 

Now, this conditional should have a:

If and

or

If or

Just like Jack suggested.

 

For sake of breaking the entire script, just replace the check for key 'C' with another key of your choice, do this:

:BC7_8450001: wait 0 ms00D6: if0AB0:   key_pressed 67 //67 needs to be replaced with another key.004D: jump_if_false @BC7_8790001: wait 0 ms0002: jump @COLOR_11373

Go into Sanny Builder and press F12.

Select "CLEO 3 Code Library".

Click "Virtual Key codes".

 

Then pick a Character and note its "Decimal" value.

 

Replace 67 with the decimal value of the character you chose.

 

Just for reference, the "Incorrect number of conditions" error was because this label:

:BC7_845

Was either checking for both key presses at the same time:

If and

or for one or the other to be pressed:

If or

with only

if
Edited by ChopTheDog.
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Ive changed it to if and, and replaced the key. Still same error, but now it jumps to 004D on this one:

:BC7_8790001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 0AB0:   key_pressed 116 004D: jump_if_false @BC7_9 0001: wait 0 ms 0002: jump @BC7_101
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That label needs an:

if and

You see, it's checking if both the player is defined and the key 116 is pressed.

 

The player must be defined:

0256: player $PLAYER_CHAR defined

The key must be pressed:

0AB0: key_pressed 116

before the code will jump to:

BC7_101

Also, if the label:

BC7_9

Does not exist, it can't jump to it and will give you an error.

Edited by ChopTheDog.
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Jumps to 004D. Error: Incorrect number of Conditions. 8 Max.

:PEDS_7060001: wait 0 ms 00D6: if and8039:   not  [email protected] == 7 8039:   not  [email protected] == 9 8039:   not  [email protected] == 43 8039:   not  [email protected] == 66 8039:   not  [email protected] == 75 8039:   not  [email protected] == 87 8039:   not  [email protected] == 128 8039:   not  [email protected] == 150 8039:   not  [email protected] == 209 004D: jump_if_false @PEDS_801 000E: [email protected] -= 1 0002: jump @PEDS_189 
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Something like this:

:PEDS_7060001: wait 0 ms 00D6: if and8039:   not  [email protected] == 78039:   not  [email protected] == 9 8039:   not  [email protected] == 43 8039:   not  [email protected] == 66 8039:   not  [email protected] == 75 8039:   not  [email protected] == 87 8039:   not  [email protected] == 128 8039:   not  [email protected] == 150  004D: jump_if_false @PEDS_801 0001: wait 0 ms 00D6: if8039:   not  [email protected] == 209004D: jump_if_false @PEDS_801000E: [email protected] -= 1 0002: jump @PEDS_189

 

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