deltaCJ Posted October 29, 2017 Share Posted October 29, 2017 I've tried everything. I'm coding a mission and nothing is working. Here's the script: //-------------Mission 0---------------// put your missions here:MIS2thread 'MIS2'gosub @MIS2_40ifwasted_or_bustedjf @MIS2_38gosub @MIS2_18145:MIS2_38$ONMISSION = 0mission_cleanupend_thread:MIS2_40increment_mission_attempts$ONMISSION = 1054C: use_GXT_table 'ASSIN1'01F0: set_max_wanted_level_to 3 model.Load(#WMOBU)model.Load(#ADMIRAL)model.Load(#SGA)model.Load(#SGB)model.Load(#BRIBE)model.Load(#PYTHON)model.Load(#UZI)model.Load(#COP)model.Load(#POLICE)038B: load_requested_models 00A1: put_actor $PLAYER_ACTOR at 194.3922 -1010.89 11.47540173: set_actor $PLAYER_ACTOR z_angle_to 77.1532 01B6: set_weather 101B5: force_weather 1player.CanMove($PLAYER_CHAR) = False:MIS2_41wait 0if and model.Available(#WMOBU) model.Available(#ADMIRAL)actor.Create($2001, CivMale, #WMOBU, 188.8178, -1009.5978, 11.4754)actor.Angle($2001) = 257.2262wait 1000fade 1 1000wait 8000211: actor $2001 walk_to 191.269 -1010.1846wait 700camera.SetPosition(196.032, -1006.9391, 11.2815, 0.0, 0.0, 0.0)camera.PointAt(191.7, -1010.217, 11.8, 1)wait 25000372: set_actor $2001 anim 16 wait_state_time 4000 ms00BC: text_highpriority 'MIS2_AA' 4000 ms 1wait 40000372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 4000 ms00BC: text_highpriority 'MIS2_AB' 4000 ms 1wait 40000372: set_actor $2001 anim 8 wait_state_time 2000 ms00BC: text_highpriority 'MIS2_AC' 4000 ms 1wait 40000372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 2000 ms00BC: text_highpriority 'MIS2_AD' 3000 ms 1wait 30000372: set_actor $2001 anim 19 wait_state_time 4000 ms00BC: text_highpriority 'MIS2_AE' 4000 ms 1wait 400000BC: text_highpriority 'MIS2_AF' 4000 ms 1 wait 400000BC: text_highpriority 'MIS2_AG' 4000 ms 1 wait 40000372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 4000 ms00BC: text_highpriority 'MIS2_AH' 4000 ms 1 wait 40000372: set_actor $2001 anim 19 wait_state_time 4000 ms00BC: text_highpriority 'MIS2_AI' 4000 ms 1 wait 5000fade 0 1000wait 100002A3: enable_widescreen 0player.CanMove($PLAYER_CHAR) = Truecamera.Restore_WithJumpCut()011C: actor $2001 clear_objectivecar.Create($2002, #ADMIRAL, 154.265, -996.6628, 10.4052)car.Angle($2002) = 336.4665 marker.CreateAboveCar([email protected], $2002)wait 1000fade 1 1000//OBJ: Get in Jeff's Admiral and drive to the parking lot Downtown before <time +3hrs>00BC: text_highpriority 'MIS2_AJ' 5000 ms 1 $2005 = 180000014E: start_timer_at $2005 count_in_direction 1 :MIS2_41REKTwait 0if car.Wrecked($2002)jf @MIS2_4200BC: text_highpriority 'MIS2_F1' 5000 ms 1 jump @MIS2_18145:MIS2_42wait 0if 0442: player $PLAYER_CHAR in_car $2002 jf @MIS2_41REKTmarker.Disable([email protected])018A: [email protected] = create_checkpoint_at -611.8876 909.8906 9.747100BC: text_highpriority 'MIS2_AK' 5000 ms 1 :MIS2_42Bwait 0if and model.Available(#SGA) model.Available(#SGB) model.Available(#PYTHON) model.Available(#UZI) model.Available(#COP) model.Available(#POLICE)jf @MIS2_42B:MIS2_42REKTwait 0if car.Wrecked($2002)jf @MIS2_42RUNOUT00BC: text_highpriority 'MIS2_F1' 5000 ms 1 jump @MIS2_18145:MIS2_42RUNOUTwait 0if $2005 == 0jf @MIS2_42BAIL00BC: text_highpriority 'MIS2_F4' 5000 ms 1 jump @MIS2_18145:MIS2_42BAILwait 0if 81FC: not player $PLAYER_CHAR near_car $2002 radius 15.0 15.0 0 jf @MIS2_4300BC: text_highpriority 'MIS2_F2' 5000 ms 1 jump @MIS2_18145:MIS2_43wait 0if 00E5: player $PLAYER_CHAR 0 -611.8876 909.890 radius 5.0 5.0jf @MIS2_42REKT0477: set_car $2002 action 5 time 200 wait 500fade 0 1000wait 1000014F: stop_timer $2005 marker.Disable([email protected])car.PutAt($2002, -610.5961, 910.9393, 9.1305)car.Angle($2002) = 358.9399 Camera.SetPosition(-596.2238, 929.1724, 10.7349, 0.0 , 0.0, 0.0)camera.PointAt(-612.3791, 911.1387, 9.8419, 2)02A3: enable_widescreen 1player.CanMove($PLAYER_CHAR) = Falseactor.Create($2003, CivMale, #SGA, -651.7057, 912.6637, 11.0846)actor.Angle($2003) = 263.0554 actor.Create($2004, CivMale, #SGB, -651.9517, 905.6456, 11.1053)actor.Angle($2004) = 279.035701B2: give_actor $2003 weapon 18 ammo 9999 // Load the weapon model before using this wait 2000fade 1 1000wait 100000BC: text_highpriority 'MIS2_AL' 3000 ms 1 wait 5000camera.SetPosition(-615.7822, 910.175, 10.5022, 0.0, 0.0, 0.0)camera.PointAt(-629.3387, 909.9523, 11.0846, 2)0502: unknown_actor $2003 sprint_to -614.7523 911.59310502: unknown_actor $2004 sprint_to -620.1904 907.00301B2: give_actor $2003 weapon 18 ammo 9999 // Load the weapon model before using this wait 250001D4: actor $2004 go_to_car $2002 and_enter_it_as_a_passenger00BC: text_highpriority 'MIS2_AM' 2000 ms 1wait 200004C6: actor $2003 do_kung_fu_stance_towards_actor $PLAYER_ACTOR Camera.SetPosition(-596.2238, 929.1724, 10.7349, 0.0 , 0.0, 0.0)camera.PointAt(-612.3791, 911.1387, 9.8419, 2)00BC: text_highpriority 'MIS2_AN' 3000 ms 1wait 3000camera.SetPosition(-610.8284, 917.2349, 9.5389, 0.0, 0.0, 0.0)camera.OnVehicle($2002, 15, 2)01D4: actor $2003 go_to_car $2002 and_enter_it_as_a_passenger00BC: text_highpriority 'MIS2_AN' 3000 ms 1wait 4000Camera.SetPosition(-596.2238, 929.1724, 10.7349, 0.0 , 0.0, 0.0)camera.PointAt(-612.3791, 911.1387, 9.8419, 2)car.DriveTo($2002, -610.7669, 933.0671, 9.0566)Car.SetMaxSpeed($2002, 30.0) 03CC: car $2002 add_to_stuck_car_check 0.5 = 3000 wait 3000fade 0 1000 wait 2000player.CanMove($PLAYER_CHAR) = True02A3: enable_widescreen 0camera.Restore_WithJumpCut()010D: set_player $PLAYER_CHAR wanted_level_to 3011C: actor $PLAYER_ACTOR clear_objective fade 1 100001C0: $2006 = player $PLAYER_CHAR wanted_level wait 5000:MIS2_55wait 0if $2006 < 1jf @MIS2_55jump @MIS2_18100 :MIS2_1810000BA: text_styled 'M_PASS' 5000 ms 1Player.ClearWantedLevel($PLAYER_CHAR)0394: play_music 1return:MIS2_18140 //if PLAYER_ACTOR wasted or bustedreturn:MIS2_1814500BA: text_styled 'M_FAIL' 5000 ms 1return Opcode 011C won't work, and it's not that the player can't move as I can exit the vehicle after the cutscene is done. How can I make the player move after the cutscene? Link to comment Share on other sites More sharing options...