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Someone edit code help me


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Begin create car and loading path success but when it landing on airport and it still standing not move or delete car just standing... I want it when end patch car remove or delete . Here is code

 

 

{$CLEO .cs}thread 'AI_HYDRA'[email protected] = 0 //[email protected] = -1 //[email protected] = -1 //[email protected] = -1 //plane [email protected] = -1 //[email protected] = -1 //[email protected] = -1 //long [email protected] = -1 //long [email protected] = -1 //long [email protected] = -1 //long coord [email protected] = -1 //[email protected] = -1 //[email protected] = -1 //[email protected] = -1 //temp [email protected] = -1 //[email protected] = -1 //[email protected] = -1 //speed :startwait 0ifPlayer.Defined($PLAYER_CHAR)jf @start :avawait 10ifModel.Available(#HYDRA)jf @loadwait 10ifModel.Available(#ARMY)jf @load1jump @available :loadModel.Load(#HYDRA)wait 10jump @ava :load1Model.Load(#ARMY)wait 10jump @ava :availableCar.Create([email protected], #HYDRA, 2530.5134 -2928.3928 25.6647)Car.Angle([email protected]) = 94.21170129: [email protected] = create_actor_pedtype 4 model #ARMY in_car [email protected] driverseatwait 2000008E6: set_plane [email protected] landing_gear 0 020A: set_car [email protected] door_status_to 4Model.Destroy(#ARMY)Model.Destroy(#HYDRA)  :[email protected] = [email protected] = [email protected] = [email protected] = [email protected] = [email protected] = [email protected] == 1jf @loadpath0ACE: show_formatted_text_box "HYDRA 2"Marker.CreateAboveaCTOR([email protected], [email protected])Marker.SetColor([email protected], 2)jf @endCar.PutAt([email protected],[email protected],[email protected],[email protected],[email protected])  :loadpathwait 10if 07C1:   path [email protected] availablejf @loadpath1jump @movingon :loadpath107C0: load_path [email protected] 10jump @loadpath :movingon05EB: assign_car [email protected] to_path [email protected]: release_path [email protected]@ == 1jf @checks0ACE: show_formatted_text_box "HYDRA" :checksgosub @deadgosub @transmitgosub @landinggearif and860E:   not car [email protected] assigned_to_path860E:   not car [email protected] assigned_to_pathjf @checks :release06C5: release_car [email protected] [email protected] += 1if0029:   [email protected] >= 3  :putatgosub @deadgosub @[email protected] += 1 [email protected] += [email protected] += -0.5Car.Angle([email protected]) = [email protected]([email protected], [email protected], [email protected], [email protected])00EE:   actor [email protected] sphere 0 near_point 2650.4478 -2972.7573 24.1562 radius 10.0 10.0 in_carCar.PutAt([email protected],[email protected],[email protected],[email protected],[email protected])if [email protected] == 170jf @putat gosub @angle jump @loadpath :landinggearCar.StorePos([email protected], [email protected], [email protected], [email protected])[email protected] >= 50.0jf @landinggear108E6: set_plane [email protected] landing_gear 1return :landinggear108E6: set_plane [email protected] landing_gear 000EE:   actor [email protected] sphere 0 near_point 2650.4478 -2972.7573 24.1562 radius 10.0 10.0 in_carCar.PutAt([email protected],[email protected],[email protected],[email protected],[email protected])return :[email protected] = 0 :angle2gosub @deadgosub @transmit 000B: [email protected] += 1.0000A: [email protected] += 1Car.Angle([email protected]) = [email protected]([email protected], [email protected], [email protected], [email protected])00EE:   actor [email protected] sphere 0 near_point 2650.4478 -2972.7573 24.1562 radius 10.0 10.0 in_carCar.PutAt([email protected],[email protected],[email protected],[email protected],[email protected])if    [email protected] >= 180 else_jump @[email protected] = 0return :deadwait 0if andnot [email protected] == -1not [email protected] == -1jf @endeif andnot Car.Wrecked([email protected])0185:  car [email protected] health >= 250not Actor.Dead([email protected])Actor.InCar([email protected], [email protected])jf @endreturn :end00EE:   actor [email protected] sphere 0 near_point 2650.4478 -2972.7573 24.1562 radius 10.0 10.0 in_carCar.PutAt([email protected],[email protected],[email protected],[email protected],[email protected])jump @start :endeMarker.Disable([email protected])Actor.RemoveReferences([email protected])Car.RemoveReferences([email protected])jump @start :transmitif0ADC: test_cheat "HYDRA"[email protected] == [email protected] = 1Marker.CreateAboveActor([email protected], [email protected])Marker.SetColor([email protected], 2)0ACE: show_formatted_text_box "HYDRA 2 da cat canh"00EE:   actor [email protected] sphere 0 near_point 2650.4478 -2972.7573 24.1562 radius 10.0 10.0 in_carCar.PutAt([email protected],[email protected],[email protected],[email protected],[email protected])wait 19000jump @start
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Big mistake: You made gosub to subscripts but leads the code out from subscript into main script

read here about gosub

So consider that a subscript must end by return

your code:

 

gosub @dead
:deadwait 0if andnot [email protected] == -1not [email protected] == -1jf @ende// <----- here it goes to label :endeif andnot Car.Wrecked([email protected])0185:  car [email protected] health >= 250not Actor.Dead([email protected])Actor.InCar([email protected], [email protected])jf @end// <----- here it goes to label :endreturn
:end00EE:   actor [email protected] sphere 0 near_point 2650.4478 -2972.7573 24.1562 radius 10.0 10.0 in_carCar.PutAt([email protected],[email protected],[email protected],[email protected],[email protected])jump @start// <---------  here it leaves the subscript and goes to main script :endeMarker.Disable([email protected])Actor.RemoveReferences([email protected])Car.RemoveReferences([email protected])jump @start// <---------  here it leaves the subscript and goes to main script
---

 

Also did you made invalid conditional checks:

 

this is a conditional code but the else_jump is missing

 

00EE:   actor [email protected] sphere 0 near_point 2650.4478 -2972.7573 24.1562 radius 10.0 10.0 in_car
i could find it at 5 positions

----

 

please correct first the mistakes before you ask again for help

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