deleted account Posted March 2, 2018 Share Posted March 2, 2018 Sometimes when I make myth mods I want to creature or creatures to spawn exclusively at nighttime, for that your supposed to use this opcode 00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes if 1 [email protected] >= 6 But even if I rip the line from other mods it never works, for example my Servant Gatherer's, Mothman Larvae and various other mods I have fixed spawn at any time. Whats missing? Whats wrong? Link to comment Share on other sites More sharing options...
Sanmodder Posted March 2, 2018 Share Posted March 2, 2018 00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes if and [email protected] >= 9 17 > [email protected] then end ///////////////////////////////////////////////////////////////////////////////// 00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes if or [email protected] >= 22 6 > [email protected] then end Link to comment Share on other sites More sharing options...
deleted account Posted March 2, 2018 Author Share Posted March 2, 2018 ...What Link to comment Share on other sites More sharing options...
Sanmodder Posted March 2, 2018 Share Posted March 2, 2018 here you have the script on time1 // from 9 to 17 hours2 // from 22 to 6 hours Link to comment Share on other sites More sharing options...
deltaCJ Posted March 4, 2018 Share Posted March 4, 2018 @SpicyDragon, could you send the code you're trying to implement this line in? Link to comment Share on other sites More sharing options...
deleted account Posted March 5, 2018 Author Share Posted March 5, 2018 Well for example this is the code for my Servant Gatherers mod // 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, 1110.9703, -973.4728, 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 Actor.Dead([email protected]) then wait 1000 set_weather 8 // 1 ~ 22 wait 5000 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) 0337: set_actor [email protected] visibility 1 0337: set_actor [email protected] visibility 1 0337: set_actor [email protected] visibility 1 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 else end wait 0 if Actor.Dead([email protected]) then Marker.Disable([email protected]) 0151: remove_status_text $BRUTE_ACTOR 01B7: release_weather end 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 $BRUTE_ACTOR 01B7: release_weather jump @SERVANTS_THREAD_19 :SERVANTS_THREAD_350 wait 0 0A93: end_custom_thread Link to comment Share on other sites More sharing options...
Sanmodder Posted March 5, 2018 Share Posted March 5, 2018 (edited) {$CLEO .cs} //-------------MAIN--------------- thread 'SERVANTS' const _BRUTE_ACTOR = [email protected] end :SERVANTS_THREAD_19 WHILE TRUE REPEAT WAIT 0 UNTIL IF Player.Defined($PLAYER_CHAR) IF $ONMISSION == 0 THEN IF 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1110.3877 -975.0810 42.7656 radius 75.0 75.0 75.0 THEN 00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes IF AND [email protected] >= 3 23 > [email protected] THEN BREAK END END END END 023C: load_special_actor 'grunt' as 1 // models 290-299 023C: load_special_actor 'Brute' as 2 // models 290-299 WHILE TRUE wait 0 if OR 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded JF BREAK END [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, 1110.9703, -973.4728, 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 Actor.Dead([email protected]) then wait 1000 set_weather 8 // 1 ~ 22 wait 5000 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) 0337: set_actor [email protected] visibility 1 0337: set_actor [email protected] visibility 1 0337: set_actor [email protected] visibility 1 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 else //????????????????????????????????????????????? end wait 0 if Actor.Dead([email protected]) then Marker.Disable([email protected]) 0151: remove_status_text _BRUTE_ACTOR ////???????????? ----> 03C4: set_status_text $BEEFYBARON_SCORE type 0 GXT 'ZER2_43' 01B7: release_weather end 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////???????????? ----> 03C4: set_status_text $BEEFYBARON_SCORE type 0 GXT 'ZER2_43' 01B7: release_weather jump @SERVANTS_THREAD_19 :SERVANTS_THREAD_350 wait 0 0A93: end_custom_thread Edited March 5, 2018 by Sanmodder Link to comment Share on other sites More sharing options...