TheMariusz700_PL Posted December 15, 2014 Share Posted December 15, 2014 (edited) Hello, I got a problem.: I'm making a cleo mission and everything works. But later, when I add more things to the script, then when I enter the mission marker, the mission crashes immediately. I have no idea why... everything works good before I add more things to script. Can someone help me? Screen (the crash) : CLICK HERE, PLEASE Mission Script: // This file was decompiled using sascm.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013{$CLEO .cm}//-------------Mission 2---------------// Ballas Massacre:NONAME_501thread 'NONAME' gosub @NONAME_36 if wasted_or_busted jf @NONAME_27 gosub @NONAME_2600 :NONAME_27gosub @NONAME_2554 end_thread :NONAME_36select_interior 0 $ONMISSION = 1 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 //180 as packi///increment_mission_attempts 04ED: load_animation "GANGS" Model.Load(1224)Model.Load(#HEALTH)Model.Load(#FAM1) Model.Load(#FAM2) Model.Load(#FAM3) Model.Load(#BALLAS1) Model.Load(#BALLAS2) Model.Load(#BALLAS3) Model.Load(#GREENWOO) Model.Load(#VOODOO) Model.Load(#NEBULA) Model.Load(#MAJESTIC) Model.Load(#MP5LNG) Model.Load(#MICRO_UZI) Model.Load(#AK47)Model.Load(#TEC9)Model.Load(#MP5LNG) Model.Load(#CELLPHONE)Model.Load(#ROCKETLA)Model.Load(#SNIPER)038B: load_requested_models:NONAME_500wait 006AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1////////////////////SPECIAL$SPEC_MIS_OBx = Object.Create(1489, 0.0, 0.0, 0.0)///////////////////SPECIAL03BA: clear_cars_from_cube_cornerA 2278.7495 -1687.8857 10.617 cornerB 2251.728 -1701.0939 17.761042B: clear_peds_from_cube_cornerA 2278.7495 -1687.8857 10.617 cornerB 2251.728 -1701.0939 17.761Player.CanMove($PLAYER_CHAR) = False0860: link_actor $PLAYER_ACTOR to_interior 0 07CD: AS_actor $PLAYER_ACTOR walk_to 2282.3972 -1690.0067 13.6071 stop_with_angle 89.0 within_radius 0.1 02A3: enable_widescreen 1Camera.SetPosition(2298.6775, -1694.6115, 13.4817, 0.0, 0.0, 0.0) Camera.PointAt(2286.7202, -1687.8182, 14.4837, 2) 0217: show_text_styled GXT "M_GS035" time 2000 style 2 // versionB wait 2000fade 0 750wait 100000A1: put_actor $PLAYER_ACTOR at 2282.4341 -1690.0994 12.60690173: set_actor $PLAYER_ACTOR Z_angle_to 89.7996 015F: set_camera_position 2273.5149 -1691.7877 12.9 rotation 0.0 0.0 0.00160: set_camera_point_at 2280.386 -1687.818 13.7104 switchstyle 203CF: load_wav 20600 as 1 :NONAME_40wait 0if03D0: wav 1 loadedjf @NONAME_40wait 1000fade 1 750wait 20007CD: AS_actor $PLAYER_ACTOR walk_to 2277.0203 -1690.0922 12.6334 stop_with_angle 89.6141 within_radius 0.1 wait 550wait 130003D1: play_wav 10949: link_wav 1 to_actor $PLAYER_ACTOR00BB: show_text_lowpriority GXT 'M_GS036' time 750 flag 1 wait 850040D: unload_wav 10729: AS_actor $PLAYER_ACTOR hold_cellphone 1wait 750Player.CanMove($PLAYER_CHAR) = True02EB: restore_camera_with_jumpcut02A3: enable_widescreen 0wait 120000BB: show_text_lowpriority GXT 'M_GS037' time 2100 flag 1 wait 210000BB: show_text_lowpriority GXT 'M_GS038' time 1900 flag 1 wait 190000BB: show_text_lowpriority GXT 'M_GS039' time 2300 flag 1 wait 23000729: AS_actor $PLAYER_ACTOR hold_cellphone 0wait 750018A: [email protected] = create_checkpoint_at 2453.905 -1384.6095 23.835908FB: set_checkpoint [email protected] type_to 0 00BB: show_text_lowpriority GXT 'M_GS040' time 4000 flag 1 :NONAME_41wait 0if00EC: actor $PLAYER_ACTOR sphere 0 near_point 2453.905 -1384.6095 23.8359 radius 550.0 550.0jf @NONAME_4106D0: enable_emergency_traffic 0 09D2: set_cops_chase_criminals 0 01EB: set_traffic_density_multiplier_to 0.003DE: set_pedestrians_density_multiplier_to 0.003BA: clear_cars_from_cube_cornerA 2460.3601 -1391.0972 18.9324 cornerB 2438.2065 -1330.2921 26.2861042B: clear_peds_from_cube_cornerA 2460.3601 -1391.0972 18.9324 cornerB 2438.2065 -1330.2921 26.286100A5: [email protected] = create_car #VOODOO at 2446.7971 -1381.6312 23.14950175: set_car [email protected] Z_angle_to 289.3178020A: set_car [email protected] door_status_to 402AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 10224: set_car [email protected] health_to 200000A5: [email protected] = create_car #GREENWOO at 2453.5464 -1382.4801 23.12270175: set_car [email protected] Z_angle_to 61.702020A: set_car [email protected] door_status_to 402AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 10224: set_car [email protected] health_to 2000///////////////009A: [email protected] = create_actor_pedtype 8 model #FAM1 at 2451.6006 -1383.2278 22.83590173: set_actor [email protected] Z_angle_to 354.09670223: set_actor [email protected] health_to 20000350: set_actor [email protected] maintain_position_when_attacked 102E2: set_actor [email protected] weapon_accuracy_to 3001B2: give_actor [email protected] weapon 29 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 8 model #FAM3 at 2444.1128 -1385.3831 23.00173: set_actor [email protected] Z_angle_to 348.62920223: set_actor [email protected] health_to 20000350: set_actor [email protected] maintain_position_when_attacked 102E2: set_actor [email protected] weapon_accuracy_to 2001B2: give_actor [email protected] weapon 29 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 8 model #FAM3 at 2457.085 -1383.9515 22.98910173: set_actor [email protected] Z_angle_to 357.31910223: set_actor [email protected] health_to 20000350: set_actor [email protected] maintain_position_when_attacked 102E2: set_actor [email protected] weapon_accuracy_to 2001B2: give_actor [email protected] weapon 32 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 8 model #FAM2 at 2449.0212 -1384.0874 22.8278 //nasz0173: set_actor [email protected] Z_angle_to 357.31910223: set_actor [email protected] health_to 25000350: set_actor [email protected] maintain_position_when_attacked 102E2: set_actor [email protected] weapon_accuracy_to 2001B2: give_actor [email protected] weapon 29 ammo 999 // Load the weapon model before using this07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to0446: set_actor [email protected] dismemberment_possible 00446: set_actor [email protected] dismemberment_possible 00446: set_actor [email protected] dismemberment_possible 00446: set_actor [email protected] dismemberment_possible 0//////////00A5: [email protected] = create_car #NEBULA at 2455.5649 -1359.0583 23.10190175: set_car [email protected] Z_angle_to 109.4089020A: set_car [email protected] door_status_to 402AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 10224: set_car [email protected] health_to 200000A5: [email protected] = create_car #MAJESTIC at 2448.8765 -1358.756 23.10010175: set_car [email protected] Z_angle_to 237.9852020A: set_car [email protected] door_status_to 402AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 10224: set_car [email protected] health_to 2000009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2450.6382 -1357.9733 22.83010173: set_actor [email protected] Z_angle_to 181.27280223: set_actor [email protected] health_to 20000350: set_actor [email protected] maintain_position_when_attacked 102E2: set_actor [email protected] weapon_accuracy_to 2001B2: give_actor [email protected] weapon 28 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2458.7825 -1356.7268 23.00173: set_actor [email protected] Z_angle_to 173.28670223: set_actor [email protected] health_to 20000350: set_actor [email protected] maintain_position_when_attacked 102E2: set_actor [email protected] weapon_accuracy_to 2001B2: give_actor [email protected] weapon 29 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 7 model #BALLAS3 at 2445.4932 -1356.6243 23.0 0173: set_actor [email protected] Z_angle_to 181.7050223: set_actor [email protected] health_to 25000350: set_actor [email protected] maintain_position_when_attacked 102E2: set_actor [email protected] weapon_accuracy_to 2001B2: give_actor [email protected] weapon 30 ammo 999 // Load the weapon model before using this//////////02AB: set_actor [email protected] immunities BP 1 FP 0 EP 0 CP 0 MP 002AB: set_actor [email protected] immunities BP 1 FP 0 EP 0 CP 0 MP 002AB: set_actor [email protected] immunities BP 1 FP 0 EP 0 CP 0 MP 002AB: set_actor [email protected] immunities BP 1 FP 0 EP 0 CP 0 MP 002AB: set_actor [email protected] immunities BP 1 FP 0 EP 0 CP 0 MP 002AB: set_actor [email protected] immunities BP 1 FP 0 EP 0 CP 0 MP 002AB: set_actor [email protected] immunities BP 1 FP 0 EP 0 CP 0 MP 0/////////////077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 7 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 7 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 7 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 7 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // see ped.dat //0668: AS_actor [email protected] rotate_and_shoot_at 2449.4307 -1359.056 23.8284 -1 ms///////////077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat :NONAME_70wait 0if00EC: actor $PLAYER_ACTOR sphere 0 near_point 2453.905 -1384.6095 23.8359 radius 90.0 90.0jf @NONAME_71jump @NONAME_72:NONAME_71wait 0if or0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] deadjf @NONAME_7000BB: show_text_lowpriority GXT 'M_GS029' time 3000 flag 1jump @NONAME_2600:NONAME_72wait 003BC: [email protected] = create_sphere_at 2453.905 -1384.6095 23.3 radius 1.100BB: show_text_lowpriority GXT 'M_GS041' time 3000 flag 1 :NONAME_42wait 0if00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2453.905 -1384.6095 23.3 radius 0.9 0.9 0.9jf @NONAME_43jump @NONAME_100:NONAME_43wait 0if or0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] deadjf @NONAME_4200BB: show_text_lowpriority GXT 'M_GS029' time 3000 flag 1jump @NONAME_2600:NONAME_100wait 0if00DF: actor $PLAYER_ACTOR drivingjf @NONAME_44jump @NONAME_42:NONAME_44wait 00164: disable_marker [email protected]: destroy_sphere [email protected]: set_player $PLAYER_CHAR can_move 0015F: set_camera_position 2457.2534 -1388.2618 24.1884 rotation 0.0 0.0 0.00160: set_camera_point_at 2451.6113 -1383.22 23.5159 switchstyle 202A3: enable_widescreen 104EB: AS_actor [email protected] crouch 104EB: AS_actor $PLAYER_ACTOR crouch 100BB: show_text_lowpriority GXT 'M_GS042' time 1300 flag 1wait 1000639: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR0639: AS_actor $PLAYER_ACTOR rotate_to_actor [email protected] 120000BB: show_text_lowpriority GXT 'M_GS043' time 2900 flag 1wait 290002EB: restore_camera_with_jumpcut01B4: set_player $PLAYER_CHAR can_move 102A3: enable_widescreen 004EB: AS_actor [email protected] crouch 0////////////////077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 7 // see ped.dat //077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // see ped.dat 02AB: set_actor [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 002AB: set_actor [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 002AB: set_actor [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 002AB: set_actor [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 002AB: set_actor [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 002AB: set_actor [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 002AB: set_actor [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 00223: set_actor [email protected] health_to 2500223: set_actor [email protected] health_to 2500223: set_actor [email protected] health_to 2500223: set_actor [email protected] health_to 20000223: set_actor [email protected] health_to 20000223: set_actor [email protected] health_to 20000223: set_actor [email protected] health_to 200002E2: set_actor [email protected] weapon_accuracy_to 4002E2: set_actor [email protected] weapon_accuracy_to 4002E2: set_actor [email protected] weapon_accuracy_to 4002E2: set_actor [email protected] weapon_accuracy_to 5002E2: set_actor [email protected] weapon_accuracy_to 4002E2: set_actor [email protected] weapon_accuracy_to 4002E2: set_actor [email protected] weapon_accuracy_to 50////////////// [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode 207E0: set_marker [email protected] type_to 1 07E0: set_marker [email protected] type_to 1 07E0: set_marker [email protected] type_to 1 07E0: set_marker [email protected] type_to 1 0168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 2/////////////[email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode 207E0: set_marker [email protected] type_to 0 07E0: set_marker [email protected] type_to 0 07E0: set_marker [email protected] type_to 00168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 200BB: show_text_lowpriority GXT 'M_GS044' time 4000 flag 1///////////////MARKERY CZEK -----------------------------------:NONAME_45wait 0if [email protected] == 0 jf @NONAME_46if Actor.Dead([email protected])jf @NONAME_46Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_46wait 0if [email protected] == 0 jf @NONAME_47if Actor.Dead([email protected])jf @NONAME_47Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_47wait 0if [email protected] == 0 jf @NONAME_48if Actor.Dead([email protected])jf @NONAME_48Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_48wait 0if [email protected] == 3jf @NONAME_49jump @NONAME_50:NONAME_49wait 0if orActor.Dead([email protected])Actor.Dead([email protected])Actor.Dead([email protected])Actor.Dead([email protected])jf @NONAME_4500BB: show_text_lowpriority GXT 'M_GS029' time 3000 flag 1Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Marker.Disable([email protected])Marker.Disable([email protected])Marker.Disable([email protected])Marker.Disable([email protected])jump @NONAME_2600:NONAME_50wait 1000015F: set_camera_position 2449.8562 -1388.9012 24.529 rotation 0.0 0.0 0.00160: set_camera_point_at 2464.3098 -1379.808 30.4895 switchstyle 102A3: enable_widescreen 101B4: set_player $PLAYER_CHAR can_move 0//wait 1000//3 sek009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2467.7656 -1384.7958 27.82810173: set_actor [email protected] Z_angle_to 89.18560223: set_actor [email protected] health_to 25002E2: set_actor [email protected] weapon_accuracy_to 3501B2: give_actor [email protected] weapon 29 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 7 model #BALLAS3 at 2464.6208 -1375.0059 27.82810173: set_actor [email protected] Z_angle_to 118.24230223: set_actor [email protected] health_to 25002E2: set_actor [email protected] weapon_accuracy_to 3501B2: give_actor [email protected] weapon 29 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2466.269 -1370.927 25.87640173: set_actor [email protected] Z_angle_to 89.72870223: set_actor [email protected] health_to 25002E2: set_actor [email protected] weapon_accuracy_to 4001B2: give_actor [email protected] weapon 30 ammo 999 // Load the weapon model before using this05D3: AS_actor [email protected] goto_point 2461.522 -1384.6978 27.8281 mode 6 time -1 ms 05D3: AS_actor [email protected] goto_point 2461.5125 -1376.8727 27.8281 mode 6 time -1 mswait 1000638: AS_actor [email protected] stay_put 10638: AS_actor [email protected] stay_put 1////////////009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2440.4414 -1378.3003 27.42210173: set_actor [email protected] Z_angle_to 263.13140223: set_actor [email protected] health_to 2000350: set_actor [email protected] maintain_position_when_attacked 102E2: set_actor [email protected] weapon_accuracy_to 3501B2: give_actor [email protected] weapon 30 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2440.4563 -1387.7435 27.42210173: set_actor [email protected] Z_angle_to 271.68140223: set_actor [email protected] health_to 2000350: set_actor [email protected] maintain_position_when_attacked 102E2: set_actor [email protected] weapon_accuracy_to 3501B2: give_actor [email protected] weapon 29 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 7 model #BALLAS3 at 2438.1023 -1370.3647 23.14990173: set_actor [email protected] Z_angle_to 267.3320223: set_actor [email protected] health_to 25002E2: set_actor [email protected] weapon_accuracy_to 4001B2: give_actor [email protected] weapon 28 ammo 999 // Load the weapon model before using this////////////////009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2451.0923 -1357.7006 22.83590173: set_actor [email protected] Z_angle_to 175.57030223: set_actor [email protected] health_to 25002E2: set_actor [email protected] weapon_accuracy_to 4001B2: give_actor [email protected] weapon 28 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2453.5415 -1357.3567 22.83590173: set_actor [email protected] Z_angle_to 176.38490223: set_actor [email protected] health_to 25002E2: set_actor [email protected] weapon_accuracy_to 4001B2: give_actor [email protected] weapon 30 ammo 999 // Load the weapon model before using this0350: set_actor [email protected] maintain_position_when_attacked 10350: set_actor [email protected] maintain_position_when_attacked 1wait 19000615: define_AS_pack_begin [email protected] 05D3: AS_actor -1 goto_point 2443.1272 -1370.5037 23.0 mode 6 time -1 ms 0638: AS_actor -1 stay_put 105E2: AS_actor -1 kill_actor $PLAYER_ACTOR 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] 0615: define_AS_pack_begin [email protected] 05D3: AS_actor -1 goto_point 2459.8633 -1370.8962 22.9806 mode 6 time -1 ms // versionA 0638: AS_actor -1 stay_put 105E2: AS_actor -1 kill_actor $PLAYER_ACTOR 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] //05D3: AS_actor [email protected] goto_point 2443.1272 -1370.5037 23.0 mode 6 time -1 ms //05D3: AS_actor [email protected] goto_point 2459.8633 -1370.8962 22.9806 mode 6 time -1 ms 02EB: restore_camera_with_jumpcut02A3: enable_widescreen 001B4: set_player $PLAYER_CHAR can_move 100A1: put_actor [email protected] at 2461.522 -1384.6978 27.828100A1: put_actor [email protected] at 2461.5125 -1376.8727 27.82810350: set_actor [email protected] maintain_position_when_attacked 10350: set_actor [email protected] maintain_position_when_attacked 1077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 8 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat wait 1000///////////////////////////// ---------------------------------//0638: AS_actor [email protected] stay_put 1//0638: AS_actor [email protected] stay_put 1//0350: set_actor [email protected] maintain_position_when_attacked 1//0350: set_actor [email protected] maintain_position_when_attacked 1 [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode 207E0: set_marker [email protected] type_to 0 07E0: set_marker [email protected] type_to 0 07E0: set_marker [email protected] type_to 007E0: set_marker [email protected] type_to 0 07E0: set_marker [email protected] type_to 0 07E0: set_marker [email protected] type_to 007E0: set_marker [email protected] type_to 0 07E0: set_marker [email protected] type_to 0 0168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 200BB: show_text_lowpriority GXT 'M_GS045' time 4000 flag 1/////////////:NONAME_80wait 0if [email protected] == 0 jf @NONAME_81if Actor.Dead([email protected])jf @NONAME_81Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_81wait 0if [email protected] == 0 jf @NONAME_82if Actor.Dead([email protected])jf @NONAME_82Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_82wait 0if [email protected] == 0 jf @NONAME_83if Actor.Dead([email protected])jf @NONAME_83Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 ////:NONAME_83wait 0if [email protected] == 0 jf @NONAME_84if Actor.Dead([email protected])jf @NONAME_84Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_84wait 0if [email protected] == 0 jf @NONAME_85if Actor.Dead([email protected])jf @NONAME_85Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_85wait 0if [email protected] == 0 jf @NONAME_86if Actor.Dead([email protected])jf @NONAME_86Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 //:NONAME_86wait 0if [email protected] == 0 jf @NONAME_87if Actor.Dead([email protected])jf @NONAME_87Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_87wait 0if [email protected] == 0 jf @NONAME_88if Actor.Dead([email protected])jf @NONAME_88Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_88wait 0if [email protected] == 8jf @NONAME_89jump @NONAME_90:NONAME_89wait 0if orActor.Dead([email protected])Actor.Dead([email protected])Actor.Dead([email protected])Actor.Dead([email protected])jf @NONAME_8000BB: show_text_lowpriority GXT 'M_GS029' time 3000 flag 1Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Marker.Disable([email protected])Marker.Disable([email protected])Marker.Disable([email protected])Marker.Disable([email protected])jump @NONAME_2600:NONAME_90wait 50001B4: set_player $PLAYER_CHAR can_move 0wait 500fade 0 750wait 100000AB: put_car [email protected] at 2446.7971 -1381.6312 23.14950175: set_car [email protected] Z_angle_to 289.317800AB: put_car [email protected] at 2453.5464 -1382.4801 23.12270175: set_car [email protected] Z_angle_to 61.70200A1: put_actor [email protected] at 2450.9214 -1383.6742 22.83050173: set_actor [email protected] Z_angle_to 18.953900A1: put_actor [email protected] at 2444.8359 -1385.2953 23.00173: set_actor [email protected] Z_angle_to 355.884700A1: put_actor [email protected] at 2457.2888 -1386.074 22.98820173: set_actor [email protected] Z_angle_to 29.500A1: put_actor [email protected] at 2448.2661 -1383.9585 23.82670173: set_actor [email protected] Z_angle_to 349.9104 00A1: put_actor $PLAYER_ACTOR at 2454.1733 -1386.4633 22.83590173: set_actor $PLAYER_ACTOR Z_angle_to 26.570904EB: AS_actor [email protected] crouch 104EB: AS_actor [email protected] crouch 104EB: AS_actor [email protected] crouch 104EB: AS_actor [email protected] crouch 104EB: AS_actor $PLAYER_ACTOR crouch 102AB: set_actor [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 102AB: set_actor [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 102AB: set_actor [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 102AB: set_actor [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 102AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1//////////////009A: [email protected] = create_actor_pedtype 24 model #BALLAS2 at 2438.4519 -1357.6318 29.3290173: set_actor [email protected] Z_angle_to 213.14750350: set_actor [email protected] maintain_position_when_attacked 10223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 4001B2: give_actor [email protected] weapon 35 ammo 999 // Load the weapon model before using this015F: set_camera_position 2438.9944 -1354.5537 31.3696 rotation 0.0 0.0 0.00160: set_camera_point_at 2440.8523 -1368.9036 26.2128 switchstyle 202A3: enable_widescreen 1wait 1000fade 1 750wait 75000BB: show_text_lowpriority GXT 'M_GS046' time 2000 flag 1wait 10000668: AS_actor [email protected] rotate_and_shoot_at 2450.7432 -1375.4912 22.5303 1000 ms wait 2100fade 0 500wait 75002AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 0 MP 002AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 0 MP 002AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 0 MP 002AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 0 MP 002AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 002EB: restore_camera_with_jumpcut02A3: enable_widescreen 0wait 100fade 1 500wait 50001B4: set_player $PLAYER_CHAR can_move 10615: define_AS_pack_begin [email protected] 0668: AS_actor -1 rotate_and_shoot_at 2464.3245 -1394.7651 31.7187 1000 ms05B9: AS_actor -1 stay_idle 500 ms0668: AS_actor -1 rotate_and_shoot_at 2463.4482 -1371.476 25.2713 1000 ms05B9: AS_actor -1 stay_idle 500 ms0668: AS_actor -1 rotate_and_shoot_at 2460.6477 -1404.1379 26.4801 1000 ms05B9: AS_actor -1 stay_idle 500 ms0643: set_AS_pack [email protected] loop 1 0616: define_AS_pack_end [email protected]: assign_actor [email protected] to_AS_pack [email protected]: remove_references_to_AS_pack [email protected] //05E2: AS_actor [email protected] kill_actor [email protected]//05E2: AS_actor [email protected] kill_actor [email protected]//05E2: AS_actor [email protected] kill_actor [email protected]//05E2: AS_actor [email protected] kill_actor [email protected]//00BB: show_text_lowpriority GXT 'M_GS047' time 3000 flag [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode 207E0: set_marker [email protected] type_to 0 /////////////////////////////////:NONAME_110wait 0if Actor.Dead([email protected])jf @NONAME_111Actor.RemoveReferences([email protected])Marker.Disable([email protected])jump @NONAME_112:NONAME_111wait 0if orActor.Dead([email protected])Actor.Dead([email protected])Actor.Dead([email protected])Actor.Dead([email protected])jf @NONAME_11000BB: show_text_lowpriority GXT 'M_GS029' time 3000 flag 1Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Marker.Disable([email protected])Marker.Disable([email protected])Marker.Disable([email protected])Marker.Disable([email protected])jump @NONAME_2600:NONAME_112wait 50001B4: set_player $PLAYER_CHAR can_move 0wait 500fade 0 750wait 1000Marker.Disable([email protected])Marker.Disable([email protected])Marker.Disable([email protected])Marker.Disable([email protected])0986: remove_references_to_all_fires00A1: put_actor $PLAYER_ACTOR at 2460.0552 -1369.6085 22.98130173: set_actor $PLAYER_ACTOR Z_angle_to 178.241600A1: put_actor [email protected] at 2460.0579 -1371.7211 22.97870173: set_actor [email protected] Z_angle_to 357.0875015F: set_camera_position 2455.9412 -1370.5823 23.6 rotation 0.0 0.0 0.00160: set_camera_point_at 2464.2556 -1370.8319 25.55 switchstyle 202A3: enable_widescreen 101B2: give_actor $PLAYER_ACTOR weapon 34 ammo 60 // Load the weapon model before using thiswait 750fade 1 500wait 5000605: actor $PLAYER_ACTOR perform_animation "prtial_gngtlkA" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 210000BB: show_text_lowpriority GXT 'M_GS048' time 2100 flag 1wait 215007CD: AS_actor $PLAYER_ACTOR walk_to 2462.3123 -1369.9277 23.6245 stop_with_angle 265.5543 within_radius 0.1 07CD: AS_actor [email protected] walk_to 2458.1621 -1370.8203 22.9891 stop_with_angle 51.1094 within_radius 0.1 wait 1750fade 0 500wait 7500638: AS_actor [email protected] stay_put 10638: AS_actor [email protected] stay_put 10638: AS_actor [email protected] stay_put 10638: AS_actor [email protected] stay_put 100A1: put_actor $PLAYER_ACTOR at 2470.0312 -1370.9438 27.83320173: set_actor $PLAYER_ACTOR Z_angle_to 269.35602A3: enable_widescreen 002EB: restore_camera_with_jumpcut0107: [email protected] = create_object 1224 at 2497.2561 -1350.2795 37.668 //38.66850107: [email protected] = create_object 1224 at 2497.5977 -1352.2638 37.6680177: set_object [email protected] Z_angle_to 10.00177: set_object [email protected] Z_angle_to [email protected] = Pickup.Create(#HEALTH, 3, 2495.1873, -1353.2469, 38.6485)wait 750fade 1 500wait 50001B4: set_player $PLAYER_CHAR can_move 1////////////////////////009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2479.9421 -1364.887 27.83560173: set_actor [email protected] Z_angle_to 177.0150223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 4001B2: give_actor [email protected] weapon 28 ammo 999 // Load the weapon model before using this04EB: AS_actor [email protected] crouch 1 //go to: 2479.7317 -1368.3167 28.8356 98.4238009A: [email protected] = create_actor_pedtype 7 model #BALLAS3 at 2479.9719 -1377.4053 27.83560173: set_actor [email protected] Z_angle_to 358.65110223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 4001B2: give_actor [email protected] weapon 29 ammo 999 // Load the weapon model before using this04EB: AS_actor [email protected] crouch 1 //go to: 2479.7471 -1374.1084 28.8356 71.8609077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 0 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 0 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat /////////////////009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2500.8447 -1353.8002 33.85340173: set_actor [email protected] Z_angle_to 183.47390223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 4001B2: give_actor [email protected] weapon 30 ammo 999 // Load the weapon model before using this0350: set_actor [email protected] maintain_position_when_attacked 1077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 0 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat //////////////////////////////////////0615: define_AS_pack_begin [email protected] 05D3: AS_actor -1 goto_point 2479.7317 -1368.3167 28.8356 mode 6 time -1 ms 0638: AS_actor -1 stay_put 105E2: AS_actor -1 kill_actor $PLAYER_ACTOR 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] 0615: define_AS_pack_begin [email protected]: AS_actor -1 goto_point 2479.7471 -1374.1084 28.8356 mode 6 time -1 ms 0638: AS_actor -1 stay_put 105E2: AS_actor -1 kill_actor $PLAYER_ACTOR 0616: define_AS_pack_end [email protected]: assign_actor [email protected] to_AS_pack [email protected]: remove_references_to_AS_pack [email protected]////////////////////////////////////////////03BC: [email protected] = create_sphere_at 2502.8694 -1372.4208 28.0 radius 1.1018A: [email protected] = create_checkpoint_at 2502.8694 -1372.4208 28.008FB: set_checkpoint [email protected] type_to 0 00BB: show_text_lowpriority GXT 'M_GS049' time 4000 flag 1:NONAME_113wait 0if00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2502.8694 -1372.4208 28.0 radius 0.9 0.9 0.9jf @NONAME_114jump @NONAME_115:NONAME_114wait 0if or0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] deadjf @NONAME_11300BB: show_text_lowpriority GXT 'M_GS029' time 3000 flag 1Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])jump @NONAME_2600:NONAME_115wait 00164: disable_marker [email protected]: destroy_sphere [email protected]: [email protected] = create_car #MAJESTIC at 2534.0388 -1358.4122 29.38030175: set_car [email protected] Z_angle_to 88.8745020A: set_car [email protected] door_status_to 10224: set_car [email protected] health_to 10000129: [email protected] = create_actor_pedtype 7 model #BALLAS1 in_car [email protected] driverseat01C8: [email protected] = create_actor_pedtype 7 model #BALLAS2 in_car [email protected] passenger_seat 0077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 0 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 0 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat 01B2: give_actor [email protected] weapon 28 ammo 999 // Load the weapon model before using this01B2: give_actor [email protected] weapon 29 ammo 999 // Load the weapon model before using this0223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 450223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 5005D6: clear_scmpath05D7: add_point_to_scmpath 2516.542 -1358.0134 28.123407E7: AS_assign_scmpath_to_actor [email protected] in_car [email protected] speed 20.0 flags 2 0 5//////////////////////////////////////03BC: [email protected] = create_sphere_at 2504.3489 -1310.4823 34.3473 radius 1.1018A: [email protected] = create_checkpoint_at 2504.3489 -1310.4823 34.847308FB: set_checkpoint [email protected] type_to 0 009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2482.3254 -1310.4047 33.85340173: set_actor [email protected] Z_angle_to 268.9870223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 4501B2: give_actor [email protected] weapon 30 ammo 999 // Load the weapon model before using this0350: set_actor [email protected] maintain_position_when_attacked 1077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 0 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat ////////////////:NONAME_116wait 0if00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2504.3489 -1310.4823 34.3473 radius 0.9 0.9 0.9jf @NONAME_117jump @NONAME_118:NONAME_117wait 0if or0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] deadjf @NONAME_11900BB: show_text_lowpriority GXT 'M_GS029' time 3000 flag 1Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])jump @NONAME_2600:NONAME_119wait 0if and [email protected] == 0 01AE: car [email protected] sphere 0 near_point 2516.542 -1358.0134 radius 2.25 2.25 stoppedjf @[email protected] = 1 05CD: AS_actor [email protected] exit_car [email protected]: AS_actor [email protected] exit_car [email protected]: AS_actor [email protected] kill_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORjump @NONAME_116:NONAME_118wait 00164: disable_marker [email protected]: destroy_sphere [email protected]: [email protected] = create_sphere_at 2480.9207 -1352.7133 34.3593 radius 1.1018A: [email protected] = create_checkpoint_at 2480.9207 -1352.7133 34.859308FB: set_checkpoint [email protected] type_to 0 :NONAME_120wait 0if00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2480.9207 -1352.7133 34.8593 radius 0.9 0.9 0.9jf @NONAME_121jump @NONAME_123:NONAME_121wait 0if or0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] deadjf @NONAME_12000BB: show_text_lowpriority GXT 'M_GS029' time 3000 flag 1Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])jump @NONAME_2600:NONAME_123wait 00164: disable_marker [email protected]: destroy_sphere [email protected]: [email protected] = create_sphere_at 2496.6594 -1347.4943 42.24 radius 1.0018A: [email protected] = create_checkpoint_at 2496.6594 -1347.4943 42.7408FB: set_checkpoint [email protected] type_to 0 00BB: show_text_lowpriority GXT 'M_GS050' time 4000 flag 1:NONAME_124wait 0if00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2496.6594 -1347.4943 42.74 radius 0.9 0.9 0.9jf @NONAME_125jump @NONAME_126:NONAME_125wait 0if or0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] deadjf @NONAME_12400BB: show_text_lowpriority GXT 'M_GS029' time 3000 flag 1Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])jump @NONAME_2600:NONAME_126wait 00164: disable_marker [email protected]: destroy_sphere [email protected]: set_player $PLAYER_CHAR can_move 0fade 0 750wait 1000///////////////00A1: put_actor $PLAYER_ACTOR at 2487.7544 -1331.6742 41.73260173: set_actor $PLAYER_ACTOR Z_angle_to 88.251/////////////////00A5: [email protected] = create_car #GREENWOO at 2451.4871 -1299.4674 23.12110175: set_car [email protected] Z_angle_to 180.1414020A: set_car [email protected] door_status_to 102AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 10224: set_car [email protected] health_to 20000129: [email protected] = create_actor_pedtype 8 model #FAM1 in_car [email protected] driverseat01C8: [email protected] = create_actor_pedtype 8 model #FAM3 in_car [email protected] passenger_seat 001B2: give_actor [email protected] weapon 30 ammo 999 // Load the weapon model before using this01B2: give_actor [email protected] weapon 30 ammo 999 // Load the weapon model before using this0223: set_actor [email protected] health_to 200002E2: set_actor [email protected] weapon_accuracy_to 450223: set_actor [email protected] health_to 200002E2: set_actor [email protected] weapon_accuracy_to 450446: set_actor [email protected] dismemberment_possible 00446: set_actor [email protected] dismemberment_possible 0///////////////////////////015F: set_camera_position 2452.9648 -1342.2513 23.6359 rotation 0.0 0.0 0.00160: set_camera_point_at 2449.7378 -1332.6938 23.5288 switchstyle 202A3: enable_widescreen 1wait 1250fade 1 750wait 20005D6: clear_scmpath05D7: add_point_to_scmpath 2451.6299 -1331.483 23.52107E7: AS_assign_scmpath_to_actor [email protected] in_car [email protected] speed 20.0 flags 2 0 5wait 450005CD: AS_actor [email protected] exit_car [email protected]: AS_actor [email protected] exit_car [email protected] 1500fade 0 750wait 100000AB: put_car [email protected] at 2451.7554 -1332.8226 23.12110175: set_car [email protected] Z_angle_to 182.21200A1: put_actor [email protected] at 2453.187 -1334.9695 22.83590173: set_actor [email protected] Z_angle_to 93.474100A1: put_actor [email protected] at 2453.2988 -1329.8469 22.83590173: set_actor [email protected] Z_angle_to 83.568400A5: [email protected] = create_car #VOODOO at 2445.3044 -1347.4347 23.2110175: set_car [email protected] Z_angle_to 29.4793020A: set_car [email protected] door_status_to 402AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 10224: set_car [email protected] health_to 2000020A: set_car [email protected] door_status_to 4////////////00A1: put_actor [email protected] at 2449.4097 -1349.3278 22.82830173: set_actor [email protected] Z_angle_to 93.522200A1: put_actor [email protected] at 2447.2568 -1344.6178 23.82520173: set_actor [email protected] Z_angle_to 89.720300A1: put_actor [email protected] at 2448.9163 -1339.2032 23.82760173: set_actor [email protected] Z_angle_to 90.203500A1: put_actor [email protected] at 2449.7825 -1324.3652 23.82890173: set_actor [email protected] Z_angle_to 89.7965////////////// BAD GUYS009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2438.5762 -1334.4882 29.3290173: set_actor [email protected] Z_angle_to 286.17250223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 3501B2: give_actor [email protected] weapon 30 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 7 model #BALLAS3 at 2438.7585 -1340.2212 29.3290173: set_actor [email protected] Z_angle_to 269.33590223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 3501B2: give_actor [email protected] weapon 29 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2438.5806 -1352.8066 29.3290173: set_actor [email protected] Z_angle_to 295.94870223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 3501B2: give_actor [email protected] weapon 29 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2438.7561 -1359.5874 29.3290173: set_actor [email protected] Z_angle_to 308.44040223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 4001B2: give_actor [email protected] weapon 28 ammo 999 // Load the weapon model before using this0350: set_actor [email protected] maintain_position_when_attacked 10350: set_actor [email protected] maintain_position_when_attacked 10350: set_actor [email protected] maintain_position_when_attacked 10350: set_actor [email protected] maintain_position_when_attacked 1///////////// - DACHOWCE/////////////////////////// PROBLEM ==============================009A: [email protected] = create_actor_pedtype 7 model #BALLAS3 at 2436.5264 -1321.1562 23.6820173: set_actor [email protected] Z_angle_to 243.49580223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 3501B2: give_actor [email protected] weapon 30 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 7 model #BALLAS2 at 2437.9883 -1310.0896 23.56850173: set_actor [email protected] Z_angle_to 217.240223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 3501B2: give_actor [email protected] weapon 29 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 7 model #BALLAS1 at 2439.7644 -1365.9531 23.13230173: set_actor [email protected] Z_angle_to 336.07160223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 4001B2: give_actor [email protected] weapon 29 ammo 999 // Load the weapon model before using this009A: [email protected] = create_actor_pedtype 7 model #BALLAS3 at 2440.3757 -1338.7756 23.09710173: set_actor [email protected] Z_angle_to 250.25910223: set_actor [email protected] health_to 20002E2: set_actor [email protected] weapon_accuracy_to 4001B2: give_actor [email protected] weapon 28 ammo 999 // Load the weapon model before using this04EB: AS_actor [email protected] crouch 10350: set_actor [email protected] maintain_position_when_attacked 10350: set_actor [email protected] maintain_position_when_attacked 10350: set_actor [email protected] maintain_position_when_attacked 10350: set_actor [email protected] maintain_position_when_attacked 1/////////////////// - NAZIEMNI02EB: restore_camera_with_jumpcut02A3: enable_widescreen 0wait 1250fade 1 500wait 50001B4: set_player $PLAYER_CHAR can_move 1 wait [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode 207E0: set_marker [email protected] type_to 0 07E0: set_marker [email protected] type_to 0 07E0: set_marker [email protected] type_to 007E0: set_marker [email protected] type_to 0 07E0: set_marker [email protected] type_to 0 07E0: set_marker [email protected] type_to 007E0: set_marker [email protected] type_to 0 07E0: set_marker [email protected] type_to 0 0168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 20168: set_marker [email protected] size 2:NONAME_180wait 0if [email protected] == 0 jf @NONAME_181if Actor.Dead([email protected])jf @NONAME_181Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_181wait 0if [email protected] == 0 jf @NONAME_182if Actor.Dead([email protected])jf @NONAME_182Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_182wait 0if [email protected] == 0 jf @NONAME_183if Actor.Dead([email protected])jf @NONAME_183Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 ////:NONAME_183wait 0if [email protected] == 0 jf @NONAME_184if Actor.Dead([email protected])jf @NONAME_184Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_184wait 0if [email protected] == 0 jf @NONAME_185if Actor.Dead([email protected])jf @NONAME_185Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_185wait 0if [email protected] == 0 jf @NONAME_186if Actor.Dead([email protected])jf @NONAME_186Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 //:NONAME_186wait 0if [email protected] == 0 jf @NONAME_187if Actor.Dead([email protected])jf @NONAME_187Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_187wait 0if [email protected] == 0 jf @NONAME_188if Actor.Dead([email protected])jf @NONAME_188Actor.RemoveReferences([email protected])Marker.Disable([email protected])[email protected] += 1 [email protected] = 1 :NONAME_188wait 0if [email protected] == 8jf @NONAME_189jump @NONAME_190:NONAME_189wait 0if orActor.Dead([email protected])Actor.Dead([email protected])Actor.Dead([email protected])Actor.Dead([email protected])Actor.Dead([email protected])Actor.Dead([email protected])jf @NONAME_18000BB: show_text_lowpriority GXT 'M_GS029' time 3000 flag 1Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])jump @NONAME_2600:NONAME_190wait 500/// THE MISSION IS NOT DONE:NONAME_2554wait 0mission_cleanup $ONMISSION = 0 return :NONAME_260000BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!$SPEC_MIS_OBf = Object.Create(1489, 0.0, 0.0, 0.0)return :NONAME_261801E3: show_text_1number_styled GXT 'M_PASSR' number 2 time 5000 style 1 // MISSION PASSED!~n~~w~RESPECT +0998: add_respect 2 0394: play_music 1 0108: destroy_object $SPEC_MIS_OBxreturn Edited December 15, 2014 by TJGM Link to comment Share on other sites More sharing options...
TheMariusz700_PL Posted December 15, 2014 Author Share Posted December 15, 2014 (edited) And yet another thing, when I add a loop to check if the models are available, then it also crashes. I don't know why... @Edit: I've fixed the problem with loops, but the mission's still crashing when I try to add more things to the script. Edited December 16, 2014 by TheMariusz700_PL Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now