Irsis Posted January 2, 2018 Share Posted January 2, 2018 (edited) 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 January 2, 2018 by Irsis Link to comment Share on other sites More sharing options...
ZAZ Posted January 3, 2018 Share Posted January 3, 2018 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) Irsis 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Irsis Posted January 3, 2018 Author Share Posted January 3, 2018 (edited) 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 January 4, 2018 by Irsis Link to comment Share on other sites More sharing options...
ZAZ Posted January 4, 2018 Share Posted January 4, 2018 (edited) 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 January 4, 2018 by ZAZ Irsis 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Irsis Posted January 4, 2018 Author Share Posted January 4, 2018 Thank you! Its working now. Link to comment Share on other sites More sharing options...