deleted account Posted February 19, 2018 Share Posted February 19, 2018 (edited) When actor 1 dies the other actors "appear", thing is to do perform a code like that conditions check needs to be enabled and now it is telling me theres a missing condition. Where is it? I have labeled where the problem is pointed at by Sanny Builder // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- thread 'SERVANTS' :SERVANTS_THREAD_19 wait 0 if Player.Defined($PLAYER_CHAR) jf @SERVANTS_THREAD_19 if $ONMISSION == 0 jf @SERVANTS_THREAD_19 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1110.3877 -975.0810 42.7656 radius 75.0 75.0 75.0 jf @SERVANTS_THREAD_19 023C: load_special_actor 'grunt' as 1 // models 290-299 023C: load_special_actor 'Brute' as 2 // models 290-299 00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes [email protected] >= 3 23 > [email protected] :SERVANTS_THREAD_118 wait 0 if 023D: special_actor 1 loaded jf @SERVANTS_THREAD_118 [email protected] = Actor.Create(Mission1, #SPECIAL01, 1110.3877, -975.0810, 42.7656) Actor.Angle([email protected]) = 276.8935 Actor.Health([email protected]) = 10500 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 Actor.SetWalkStyle([email protected], "OLDMAN") 03FE: set_actor [email protected] money 0 Actor.SetImmunities([email protected], 0, 0, 0, 0, 0) 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(Mission1, #SPECIAL01, 1114.8302, -974.9181, 42.7656) Actor.Angle([email protected]) = 276.8935 Actor.Health([email protected]) = 10500 0446: set_actor [email protected] dismemberment_possible 0 04D8: set_actor [email protected] drowns_in_water 1 0337: set_actor [email protected] visibility 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 060B: set_actor [email protected] decision_maker_to 32 Actor.SetWalkStyle([email protected], "OLDMAN") 03FE: set_actor [email protected] money 0 Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) [email protected] = Actor.Create(Mission1, #SPECIAL01, 1108.9825, -976.1426, 42.7656) Actor.Angle([email protected]) = 276.8935 Actor.Health([email protected]) = 10500 0446: set_actor [email protected] dismemberment_possible 0 04D8: set_actor [email protected] drowns_in_water 1 0337: set_actor [email protected] visibility 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 060B: set_actor [email protected] decision_maker_to 32 Actor.SetWalkStyle([email protected], "OLDMAN") 03FE: set_actor [email protected] money 0 Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) Model.Destroy(#SPECIAL01) [email protected] = Actor.Create(Mission1, #SPECIAL02, 1111.3212, -975.6633, 42.7656) Actor.Angle([email protected]) = 276.8935 Actor.Health([email protected]) = 12000 Actor.AddArmour([email protected], 1000) 0446: set_actor [email protected] dismemberment_possible 0 04D8: set_actor [email protected] drowns_in_water 1 0337: set_actor [email protected] visibility 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 060B: set_actor [email protected] decision_maker_to 32 Actor.SetWalkStyle([email protected], "OLDMAN") 03FE: set_actor [email protected] money 0 Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) $BRUTE_ACTOR = Actor.Health([email protected]) $BRUTE_ACTOR /= 25 Model.Destroy(#SPECIAL02) :SERVANTS_THREAD_264 wait 0 if and Actor.Dead([email protected]) set_weather 8 Actor.SetImmunities([email protected], 0, 0, 0, 0, 0) Actor.SetImmunities([email protected], 0, 0, 0, 0, 0) Actor.SetImmunities([email protected], 0, 0, 0, 0, 0) 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Marker.CreateAboveActor([email protected]) 07E0: set_marker [email protected] type_to 1 018B: set_marker [email protected] radar_mode 1 Player.Defined($PLAYER_CHAR) OI! THIS IS WHERE THE CONDITION sh*t IS jf @SERVANTS_THREAD_338 if and not Actor.Dead([email protected]) not Actor.Dead([email protected]) not Actor.Dead([email protected]) not Actor.Dead([email protected]) jf @SERVANTS_THREAD_350 if 00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 180.0 180.0 0 jf @SERVANTS_THREAD_338 jump @SERVANTS_THREAD_264 :SERVANTS_THREAD_338 Actor.RemoveReferences([email protected]) Actor.RemoveReferences([email protected]) Actor.RemoveReferences([email protected]) Actor.RemoveReferences([email protected]) Marker.Disable([email protected]) 0151: remove_status_text $BRUTE_ACTOR 01B7: release_weather jump @SERVANTS_THREAD_19 :SERVANTS_THREAD_350 wait 0 0A93: end_custom_thread Edited February 19, 2018 by SpicyDragon Link to comment Share on other sites More sharing options...
GuruGuru Posted February 20, 2018 Share Posted February 20, 2018 :SERVANTS_THREAD_264wait 0 if and // -->> this is were you f*cked up, you are using the rest of the lines as conditions.Actor.Dead([email protected])set_weather 8Actor.SetImmunities([email protected], 0, 0, 0, 0, 0)Actor.SetImmunities([email protected], 0, 0, 0, 0, 0)Actor.SetImmunities([email protected], 0, 0, 0, 0, 0)0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor [email protected] = Marker.CreateAboveActor([email protected])07E0: set_marker [email protected] type_to 1 018B: set_marker [email protected] radar_mode 1 Player.Defined($PLAYER_CHAR) jf @SERVANTS_THREAD_338 I guess this is what you wanted to do: :SERVANTS_THREAD_264wait 0 if Actor.Dead([email protected]) then set_weather 8 Actor.SetImmunities([email protected], 0, 0, 0, 0, 0) Actor.SetImmunities([email protected], 0, 0, 0, 0, 0) Actor.SetImmunities([email protected], 0, 0, 0, 0, 0) 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Marker.CreateAboveActor([email protected]) 07E0: set_marker [email protected] type_to 1 018B: set_marker [email protected] radar_mode 1else jump @SERVANTS_THREAD_338end deleted account 1 Link to comment Share on other sites More sharing options...
deleted account Posted February 20, 2018 Author Share Posted February 20, 2018 (edited) Thank you but a new actor 1 spawns every millisecond https://www.youtube.com/watch?v=Us9hANO7bH4 Edited February 20, 2018 by SpicyDragon Link to comment Share on other sites More sharing options...