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Why does this line of code never work?


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deleted account

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
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?
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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

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here you have the script on time

1 // from 9 to 17 hours
2 // from 22 to 6 hours

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@SpicyDragon, could you send the code you're trying to implement this line in?

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deleted account

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
: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 $BRUTE_ACTOR
01B7: release_weather
jump @SERVANTS_THREAD_19
:SERVANTS_THREAD_350
wait 0
0A93: end_custom_thread
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{$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 by Sanmodder
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