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thread saving not working


Irsis
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Hi everyone, why there is no file in cleo_saves eventhough i already add 0A95: in the script? Without 0A95 in this script, all my red markers (sphere) in the interior are disappear when i load my game. Am i misplace the 0A95? What can i do to fix this? By the way, its drink at bar mod by BipolarBear. Thank you for your help. :)

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread "MAIN" 0A95: enable_thread_saving04ED: load_animation "GANGS" 04ED: load_animation "IDLE_STANCE" 038B: load_requested_models 03BC: [email protected] = create_sphere_at 497.7207 -75.908 998.7578 radius 1.0 03BC: [email protected] = create_sphere_at -224.9712 1403.863 27.7734 radius 1.0 03BC: [email protected] = create_sphere_at 1215.366 -13.1901 1000.922 radius 1.0 03BC: [email protected] = create_sphere_at 499.824 -18.8112 1000.672 radius 1.0 03BC: [email protected] = create_sphere_at 1207.4664 -28.3249 1000.9531 radius 1.00002: jump @MAIN_141 :MAIN_1410001: wait 250 ms 00D6: if 00ED:   actor $PLAYER_ACTOR sphere 0 near_point 497.7207 -75.908 radius 1.0 1.0 on_foot 004D: jump_if_false @MAIN_191 0002: jump @MAIN_341 :MAIN_1910001: wait 250 ms 00D6: if 00ED:   actor $PLAYER_ACTOR sphere 0 near_point -224.9712 1403.863 radius 1.0 1.0 on_foot 004D: jump_if_false @MAIN_241 0002: jump @MAIN_341 :MAIN_2410001: wait 250 ms 00D6: if 00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1215.366 -13.1901 radius 1.0 1.0 on_foot 004D: jump_if_false @MAIN_291 0002: jump @MAIN_341 :MAIN_2910001: wait 250 ms 00D6: if 00ED:   actor $PLAYER_ACTOR sphere 0 near_point 499.824 -18.8112 radius 1.0 1.0 on_foot 004D: jump_if_false @MAIN_2990002: jump @MAIN_341 :MAIN_2990001: wait 250 ms 00D6: if 00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1207.4664 -28.3249 radius 1.0 1.0 on_foot 004D: jump_if_false @MAIN_1410002: jump @MAIN_341 :MAIN_3410247: load_model 1486 [email protected] = Actor.Health($PLAYER_ACTOR)0001: wait 0 ms 00D6: if and000A: [email protected] += 100 0248:   model 1486 available 004D: jump_if_false @MAIN_341 029B: [email protected] = init_object 1486 at 0.0 0.0 0.0 0382: set_object [email protected] collision_detection 0 0001: wait 500 ms 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.06 0.015 -0.05 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 0109: player $PLAYER_CHAR money = -150 055E: player $PLAYER_CHAR health += [email protected]: actor $PLAYER_ACTOR perform_animation "DRNKBR_PRTL" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 13000 0001: wait 13000 ms 0249: release_model 1486 0001: wait 0 ms 070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 1 0108: destroy_object [email protected] 052C: set_player $PLAYER_CHAR drunk_visuals 160  0001: wait 20000 ms 052C: set_player $PLAYER_CHAR drunk_visuals 140 0001: wait 3000 ms052C: set_player $PLAYER_CHAR drunk_visuals 120 0001: wait 3000 ms 052C: set_player $PLAYER_CHAR drunk_visuals 80 0001: wait 3000 ms 052C: set_player $PLAYER_CHAR drunk_visuals 400001: wait 3000 ms052C: set_player $PLAYER_CHAR drunk_visuals 0 0002: jump @MAIN_141
Edited by Irsis
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It's not needed, remove enable_thread_saving and remove all sphere opcodes 03BC

Then edit opcodes 00ED: instead

1. change 00ED: actor $PLAYER_ACTOR sphere 0 ... into sphere 1

2. change wait time to 0

 

:MAIN_1410001: wait 0 ms

3. remove all other wait times inside the check loop ( remove -> 0001: wait 250 ms)

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Thanks ZAZ. I heard that adding spheres into the game without 0A95 will create duplication of spheres when i load my game. Thats why im afraid if the spheres will hit the limit and disappear after several save-load.

 

Edit:

I tried your solution, but now this script remove yellow marker after i exit the bar.

Edited by Irsis
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Thanks ZAZ. I heard that adding spheres into the game without 0A95 will create duplication of spheres when i load my game.

Yes, when you make savegame and load this savegame with script still inthere

 

I tried your solution, but now this script remove yellow marker after i exit the bar.

Also sphere's are limited, look in sanny help > sa limits

Yellow trinangle have same effect, seems to count like a sphere

 

Solution:

add one more "near check" with disabled sphere

so when you come in range that the kernel sphere will be shown

 

:MAIN_141wait 0 00D6: if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 497.7207 -75.908 <z-coord> radius 50.0 50.0 50.0004D: jump_if_false @MAIN_19100D6: if 00ED:   actor $PLAYER_ACTOR sphere 1 near_point 497.7207 -75.908 radius 1.0 1.0 on_foot 004D: jump_if_false @MAIN_191 0002: jump @MAIN_341 :MAIN_19100D6: if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -224.9712 1403.863 <z-coord> radius 50.0 50.0 50.0004D: jump_if_false @MAIN_24100D6: if 00ED:   actor $PLAYER_ACTOR sphere 1 near_point -224.9712 1403.863 radius 1.0 1.0 on_foot 004D: jump_if_false @MAIN_241 0002: jump @MAIN_341 :MAIN_24100D6: if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1215.366 -13.1901 <z-coord> radius 50.0 50.0 50.0004D: jump_if_false @MAIN_29100D6: if 00ED:   actor $PLAYER_ACTOR sphere 1 near_point 1215.366 -13.1901 radius 1.0 1.0 on_foot 004D: jump_if_false @MAIN_291 0002: jump @MAIN_341 :MAIN_29100D6: if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 499.824 -18.8112 <z-coord> radius 50.0 50.0 50.0004D: jump_if_false @MAIN_29900D6: if 00ED:   actor $PLAYER_ACTOR sphere 1 near_point 499.824 -18.8112 radius 1.0 1.0 on_foot 004D: jump_if_false @MAIN_2990002: jump @MAIN_341 :MAIN_29900D6: if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1207.4664 -28.3249 <z-coord> radius 50.0 50.0 50.0004D: jump_if_false @MAIN_141 00D6: if 00ED:   actor $PLAYER_ACTOR sphere 1 near_point 1207.4664 -28.3249 radius 1.0 1.0 on_foot 004D: jump_if_false @MAIN_1410002: jump @MAIN_341 :MAIN_341
Edited by ZAZ
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