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SpicyDragon

Why is Sanny compiling this mod as .scm?

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SpicyDragon

Have I coded it wrong or is Sanny just being an unco-operative c*nt?

 

 

 

 

 

//----------MAIN------------
Thread 'HUNTERBEAST'
:HUNTER_11
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @HUNTER_16
if
$ONMISSION == 0
jf @HUNTER_11
if
00EC: actor $PLAYER_ACTOR sphere 0 near_point 2079.3025 -1995.2384 radius 80.0 80.0
jf @HUNTER_16
if and
00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes
jf @HUNTER_16
jump @HUNTER_11
00EC: actor $PLAYER_ACTOR sphere 0 near_point 2079.3025 -1995.2384 radius 80.0 80.0
023C: load_special_actor 'hunterbeast' as 1 // models 290-299
023D: special_actor 1 loaded
:HUNTER_16
[email protected] = actor.Create(CivMale,#SPECIAL01, -2093.0723, -2013.5988, -13.5469)
Actor.Angle([email protected]) = 347.2881
Actor.Health([email protected]) = 10000
0446: set_actor [email protected] dismemberment_possible 0
04D8: set_actor [email protected] drowns_in_water 1
0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1
060B: set_actor [email protected] decision_maker_to 32
07FE: set_actor [email protected] fighting_style_to 6 moves 6
060F: set_actor [email protected] melee_accuracy_to 100.0
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to
0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
0A09: set_actor [email protected] muted 1 // versionB
03FE: set_actor [email protected] money 0
Actor.Dead([email protected])
Actor.RemoveReferences([email protected])
0A93: end_custom_thread

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Inadequate

You forgot {$CLEO .cs} at the beginning of the script to make it a CS file. That's why Sanny compiles it in SCM format.

{$CLEO .cs}//----------MAIN------------ Thread 'HUNTERBEAST' :HUNTER_11wait 0 if    Player.Defined($PLAYER_CHAR)jf @HUNTER_16 if   $ONMISSION == 0 jf @HUNTER_11if 00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2079.3025 -1995.2384 radius 80.0 80.0jf @HUNTER_16if and00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes   [email protected] >= 3   20 > [email protected] jf @HUNTER_16 jump @HUNTER_11  00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2079.3025 -1995.2384 radius 80.0 80.0023C: load_special_actor 'hunterbeast' as 1 // models 290-299 023D:   special_actor 1 loaded :[email protected] = actor.Create(CivMale,#SPECIAL01, -2093.0723, -2013.5988, -13.5469)Actor.Angle([email protected]) = 347.2881Actor.Health([email protected]) = 100000446: set_actor [email protected] dismemberment_possible 0 04D8: set_actor [email protected] drowns_in_water 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 060B: set_actor [email protected] decision_maker_to 32 07FE: set_actor [email protected] fighting_style_to 6 moves 6 060F: set_actor [email protected] melee_accuracy_to 100.0 07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 0A09: set_actor [email protected] muted 1 // versionB03FE: set_actor [email protected] money 0  Actor.Dead([email protected]) Actor.RemoveReferences([email protected]) 0A93: end_custom_thread

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