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[SA] Cutscene Cunfusion


deltaCJ
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Okay so I am making a mission for SA, and wanting to make a cutscene first.

:TESTthread 'TEST'gosub @TEST_40ifwasted_or_bustedjf @TEST_38gosub @TEST_18145:TEST_38$ONMISSION = 0mission_cleanupend_thread:TEST_40increment_mission_attempts$ONMISSION = 1{ put your mission cod here}0169: set_fade_color_RGB 0 0 0 054C: use_GXT_table 'BCESAR4' 016A: fade 0 time 0 :TEST_41016B:   fading 004D: jump_if_false @TEST_42 0001: wait 0 ms 0002: jump @TEST_41:TEST_4201B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 :TEST_422model.Load(#LSV2)model.Load(#SADLER)model.Load(#COLT45)038B: load_requested_models:TEST_43016A: fade 1 time 1000Actor.Create([email protected], MISSION1, #LSV2, 2232.1858, -1155.8253, 25.8906)Actor.Angle([email protected]) = 88.9894Car.Create([email protected], #SADLER, 2228.3994, -1162.6337, 25.5414)Car.Angle([email protected]) = 271.854900A1: put_actor $PLAYER_ACTOR at 2221.5881 -1150.3134 25.778:TEST_100D6: if and84EE:   not animation "GANGS" loaded84EE:   not animation "OTB" loaded004D: jump_if_false @TEST_100104ED: load_animation "GANGS"04ED: load_animation "OTB"0001: wait 0 ms0002: jump @TEST_1:TEST_1001Camera.SetPosition(2226.6633, -1168.4806, 28.8082, 0.0, 0.0, 0.0)Camera.PointAt(2230.9976, -1158.3512, 26.0, 2):TEST_205BF: AS_actor [email protected] look_at_actor $PLAYER_ACTOR 30000 mswait 100005BF: AS_actor $PLAYER_ACTOR look_at_actor [email protected] 30000 mswait 10000812: AS_actor $PLAYER_ACTOR perform_animation "f*ckU" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1wait 2000 ms05D3: AS_actor $PLAYER_ACTOR goto_point 2229.5012 -1156.8878 25.8215 mode 6 time 5000 ms // versionAwait 50000812: AS_actor [email protected] perform_animation "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1wait 6000 ms0812: AS_actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKF" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1wait 6000 ms0812: AS_actor [email protected] perform_animation "PRTIAL_GNGTLKE" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1wait 2000 ms05CA: AS_actor [email protected] enter_car [email protected] passenger_seat 0 time 10000wait 50000687: clear_actor [email protected] task:TEST_2001Marker.CreateAboveCar([email protected], [email protected])Marker.SetColor([email protected], 2):TEST_2002if00DB:   actor $PLAYER_ACTOR in_car [email protected] @TEST_2002jump @TEST_2003:TEST_2003Marker.Disable([email protected])018A: $tempcheckpoint1 = create_checkpoint_at 2007.8158 -1096.7192 24.6048Marker.SetColor($tempcheckpoint1, 1):TEST_2004wait 0if00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2007.8158 -1096.7192 24.6048 radius 4.0 4.0 4.0jf @TEST_2004jump @TEST_2005:TEST_2005Marker.Disable($tempcheckpoint1):TEST_304EF: release_animation "GANGS"04EF: release_animation "OTB"01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian0687: clear_actor $PLAYER_ACTOR task:TEST_181000318: set_latest_mission_passed 'INTRO_1'01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 10998: add_respect 3Player.Money($PLAYER_CHAR) += 100Player.ClearWantedLevel($PLAYER_CHAR)0394: play_music 1return:TEST_18140 //if PLAYER_ACTOR wasted or bustedreturn:TEST_1814500BA: text_styled 'M_FAIL' 5000 ms 1return 

So the cutscene fades out but it crashes! So i thought okay so it might be the fade or something, or the code after the fade, NOTHING works, please help!!

 

EDIT: Okay, so i found the problem and it was that i didn't state the actors, but it crashes when they start the animations!

 

EDIT2: Fixed the other problem, but now when the cutscene is done i want a marker to appear over the car, but when the cutscene is about to be done it freezes.

Edited by deltaCJ
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Okay, I've tried everything and it still doesn't work.

:TESTthread 'TEST'gosub @TEST_40ifwasted_or_bustedjf @TEST_38gosub @TEST_18145:TEST_38$ONMISSION = 0mission_cleanupend_thread:TEST_40increment_mission_attempts$ONMISSION = 1{ put your mission cod here}0169: set_fade_color_RGB 0 0 0 054C: use_GXT_table 'BCESAR4' 016A: fade 0 time 0 :TEST_41016B:   fading 004D: jump_if_false @TEST_42 0001: wait 0 ms 0002: jump @TEST_41:TEST_4201B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 :TEST_422model.Load(#LSV2)model.Load(#SADLER)model.Load(#COLT45)038B: load_requested_models:TEST_43016A: fade 1 time 1000Actor.Create([email protected], MISSION1, #LSV2, 2232.1858, -1155.8253, 25.8906)Actor.Angle([email protected]) = 88.9894Car.Create([email protected], #SADLER, 2228.3994, -1162.6337, 25.5414)Car.Angle([email protected]) = 271.854900A1: put_actor $PLAYER_ACTOR at 2221.5881 -1150.3134 25.778:TEST_100D6: if and84EE:   not animation "GANGS" loaded84EE:   not animation "OTB" loaded004D: jump_if_false @TEST_100104ED: load_animation "GANGS"04ED: load_animation "OTB"0001: wait 0 ms0002: jump @TEST_1:TEST_1001Camera.SetPosition(2226.6633, -1168.4806, 28.8082, 0.0, 0.0, 0.0)Camera.PointAt(2230.9976, -1158.3512, 26.0, 2):TEST_205D3: AS_actor $PLAYER_ACTOR goto_point 2229.5012 -1156.8878 25.8215 mode 6 time 5000 ms // versionAwait 500005BF: AS_actor [email protected] look_at_actor $PLAYER_ACTOR 30000 mswait 50005BF: AS_actor $PLAYER_ACTOR look_at_actor [email protected] 30000 mswait 5000812: AS_actor $PLAYER_ACTOR perform_animation "f*ckU" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1wait 20000812: AS_actor [email protected] perform_animation "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1wait 6000 ms0812: AS_actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKF" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1wait 6000 ms0812: AS_actor [email protected] perform_animation "PRTIAL_GNGTLKE" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1wait 2000 ms05CA: AS_actor [email protected] enter_car [email protected] passenger_seat 0 time 10000wait 2000Camera.Restore()01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0:TEST_2002if00DB:   actor $PLAYER_ACTOR in_car [email protected] @TEST_2002jump @TEST_2003:TEST_2003018A: $tempcheckpoint1 = create_checkpoint_at 2007.8158 -1096.7192 24.6048Marker.SetColor($tempcheckpoint1, 1):TEST_2004wait 0if00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2007.8158 -1096.7192 24.6048 radius 4.0 4.0 4.0jf @TEST_2004jump @TEST_2005:TEST_2005Marker.Disable($tempcheckpoint1)04EF: release_animation "GANGS"04EF: release_animation "OTB"01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian0687: clear_actor $PLAYER_ACTOR task:TEST_181000318: set_latest_mission_passed 'INTRO_1'01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 10998: add_respect 3Player.Money($PLAYER_CHAR) += 100Player.ClearWantedLevel($PLAYER_CHAR)0394: play_music 1return:TEST_18140 //if PLAYER_ACTOR wasted or bustedreturn:TEST_1814500BA: text_styled 'M_FAIL' 5000 ms 1return
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it must be "if or"

 

 

:TEST_100D6: if or84EE:   not animation "GANGS" loaded84EE:   not animation "OTB" loaded004D: jump_if_false @TEST_100104ED: load_animation "GANGS"04ED: load_animation "OTB"0001: wait 0 ms0002: jump @TEST_1:TEST_1001

 

If one of the animation isn't loaded, then it needs to repeat the check

 

In the case of "if and" have the effect, that if one of the animations is loaded, then it skips the check and continue to the following codes, but because the other animation isn't loaded, it crashes

Edited by ZAZ
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it must be "if or"

 

 

:TEST_100D6: if or84EE:   not animation "GANGS" loaded84EE:   not animation "OTB" loaded004D: jump_if_false @TEST_100104ED: load_animation "GANGS"04ED: load_animation "OTB"0001: wait 0 ms0002: jump @TEST_1:TEST_1001

 

If one of the animation isn't loaded, then it needs to repeat the check

 

In the case of "if and" have the effect, that if one of the animations is loaded, then it skips the check and continue to the following codes, but because the other animation isn't loaded, it crashes

 

It freezes now here:

05CA: AS_actor [email protected] enter_car [email protected] passenger_seat 0 time 10000wait 2000Camera.Restore()01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0:TEST_2002if00DB:   actor $PLAYER_ACTOR in_car [email protected] @TEST_2002jump @TEST_2003:TEST_2003018A: $tempcheckpoint1 = create_checkpoint_at 2007.8158 -1096.7192 24.6048Marker.SetColor($tempcheckpoint1, 1):TEST_2004wait 0if00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2007.8158 -1096.7192 24.6048 radius 4.0 4.0 4.0jf @TEST_2004jump @TEST_2005
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