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deltaCJ

[SA] Introduction Text

Recommended Posts

deltaCJ

I'm trying to make a cutscene like in the beginning of SA. But the text I have isn't working.

 

Here's the pastebin:

https://pastebin.com/LKpPVWbq

 

The text shows up, but it keeps fading in and out, and just not always reliable. What are ways I can improve this script?

Edited by deltaCJ

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deltaCJ

Ah okay, why must I take out the waits? I am just asking for next time i do not make the same mistake :)

 

So like this?:

:INTRO
thread 'INTRO'
gosub @INTRO_40
if
wasted_or_busted
jf @INTRO_38
gosub @INTRO_18145

:INTRO_38
$ONMISSION = 0
mission_cleanup
end_thread

:INTRO_40
increment_mission_attempts
$ONMISSION = 1
179@ = 0
32@ = 0
camera.SetPosition(2176.9719, -1845.3679, 30.2523, 45.0, 0.0, -10.0)
054C: use_GXT_table 'INTRO1'
0169: set_fade_color_RGB 0 0 0
fade 0 0
0662: printstring "AA" 
03F0: enable_text_draw 1 
wait 0 
03E0: draw_text_behind_textures 0 
0349: set_text_draw_font 1 
wait 0

179@ = 0

//0 isn't bigger than [email protected]

:INTRO_41
if
0 > 179@
jf @INTRO_42// so else jump goes to INTRO_42
gosub @INTRO_TEXT


:INTRO_42
if
0 > 179@
jf @INTRO_43// so else jump goes to INTRO_43
gosub @INTRO_TEXT


:INTRO_43//No wait in this loop
if
0 > 179@
jf @INTRO_43// loops to INTRO_43
gosub @INTRO_TEXT


:INTRO_TEXT 
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
033E: set_draw_text_position 320.0 180.0 GXT 'INTAA'  // Francis INTL. Airport,
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
033E: set_draw_text_position 320.0 200.0 GXT 'INTAB'  // Liberty City,
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
033E: set_draw_text_position 320.0 220.0 GXT 'INTAC'  // 1992.
return

:INTRO_18100
0318: set_latest_mission_passed 'INTRO'
01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1
0998: add_respect 3
Player.Money($PLAYER_CHAR) += 100
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1
return

:INTRO_18140 //if PLAYER_ACTOR wasted or busted
return

:INTRO_18145
00BA: text_styled 'M_FAIL' 5000 ms 1
return

 

Edited by deltaCJ

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Deji

Every loop must have a wait of at least 0, as the rest of the game is processed and rendered during those waits.

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deltaCJ
4 hours ago, Deji said:

Every loop must have a wait of at least 0, as the rest of the game is processed and rendered during those waits.

Oh I must have misread ZAZ, I thought he was telling me to take out the waits

 

I put the waits in the loop before, but either way the text fades in and out not really appearing

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007Ripper

You have too many "wait 0".

One "wait 0" is enough for a loop.

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deltaCJ

Alright, keeping just one wait 0, still makes the text fade in and out repeatedly 

 

 

EDIT: Now the script crashes everytime, I just used ZAZ's example.

Edited by deltaCJ

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ZAZ

It wasn*t an example, of course does it need a wait.

My game crashed,  i was really pissed off.

you didn*t told that your script crashed

Edited by ZAZ

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deltaCJ

Oops, well sorry that's weird? My script didn't crash when I just copied it? Maybe I copied the wrong one.

 

Well how would I be able to make a cutscene similar to the introduction scene? Using those opcodes. I understand that you must use them in a loop, but the fading variables just keeps going up and down.

 

EDIT: Nevermind solved it my self :)

Edited by deltaCJ
Solved by My self

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