Tysman909 Posted March 26 Share Posted March 26 Hello My CLEO Script isnt ending the custom thread properly, i tried different methods to end the thread but it wont end. // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread 'BIGF' :BIGF_11 wait 350 if 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere -865.3514 -2181.003 26.40988 radius 30.0 30.0 30.0 on_foot jf @BIGF_11 023C: load_special_actor 'BIGFOO' as 3 // models 290-299 :BIGF_77 wait 0 if 023D: special_actor 3 loaded jf @BIGF_77 [email protected] = Actor.Create(Mission1, #SPECIAL03, -746.4245, -2174.159, 36.45922) Actor.SetImmunities([email protected], 0, 0, 1, 1, 1) 093B: unknown_actor [email protected] flag 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 Actor.Health([email protected]) = 5000 0446: set_actor [email protected] immune_to_headshots 0 02A9: set_actor [email protected] immune_to_nonplayer 1 0489: set_actor [email protected] muted 1 07A1: set_walk_speed 6 Model.Destroy(#SPECIAL03) 0296: unload_special_actor 3 wait 1800 0A1D: AS_actor [email protected] rotate_to_and_look_at_actor $PLAYER_ACTOR wait 1000 0A1D: AS_actor [email protected] rotate_to_and_look_at_actor $PLAYER_ACTOR wait 1000 05BC: AS_actor [email protected] jump 1 wait 1000 05BC: AS_actor [email protected] jump 1 wait 1000 05BC: AS_actor [email protected] jump 1 wait 1000 05BC: AS_actor [email protected] jump 1 wait 1000 05BC: AS_actor [email protected] jump 1 wait 1000 05BC: AS_actor [email protected] jump 1 wait 1000 05BC: AS_actor [email protected] jump 1 wait 1000 05BC: AS_actor [email protected] jump 1 wait 1000 05BC: AS_actor [email protected] jump 1 wait 1000 05BC: AS_actor [email protected] jump 1 wait 1000 05BC: AS_actor [email protected] jump 1 wait 2000 04EB: AS_actor [email protected] crouch 1 wait 500 06E3: AS_actor [email protected] roll_sideways 1 wait 1000 06E3: AS_actor [email protected] roll_sideways 1 wait 1000 04EB: AS_actor [email protected] crouch 0 wait 1000 05C2: AS_actor [email protected] show_the_finger :BIGF_399 wait 0 if 0104: actor $PLAYER_ACTOR near_actor [email protected] radius 30.0 30.0 30.0 sphere 0 jf @BIGF_399 05D3: AS_actor [email protected] goto_point -782.5711 -2106.624 24.6489 mode 7 -2 ms // versionA wait 7000 05D3: AS_actor [email protected] goto_point -855.5757 -1928.864 15.023 mode 7 -2 ms // versionA wait 15000 05D3: AS_actor [email protected] goto_point -944.2416 -1963.871 48.21102 mode 7 -2 ms // versionA :BIGF_521 wait 0 if Actor.Animation([email protected]) == "SPRINT_PANIC" jf @BIGF_521 0393: actor [email protected] perform_animation "SPRINT_PANIC" at 2.5 times_normal_rate if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -842.2995 -2352.663 47.45227 radius 30.0 30.0 30.0 jf @BIGF_521 0A93: end_custom_thread Link to comment Share on other sites More sharing options...
ZAZ Posted March 27 Share Posted March 27 The script loops endless inside the check for "SPRINT_PANIC" animation, because the actor don't do this animation at this time CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Tysman909 Posted March 27 Author Share Posted March 27 I see, so i need to somehow end that animation after he is at the last point. Then can end the script normally. Would the 04EF: release_animation "" work if so how would i add it in Link to comment Share on other sites More sharing options...
ZAZ Posted March 27 Share Posted March 27 What are you talking? it souds very crazy same like this last part of the script :BIGF_521 wait 0 if Actor.Animation(5@) == "SPRINT_PANIC" jf @BIGF_521 0393: actor 5@ perform_animation "SPRINT_PANIC" at 2.5 times_normal_rate if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -842.2995 -2352.663 47.45227 radius 30.0 30.0 30.0 jf @BIGF_521 0A93: end_custom_thread what drugs do you take? can you explain the intention? or explain why do you think that actor [email protected] do this animation "SPRINT_PANIC" ? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Tysman909 Posted March 28 Author Share Posted March 28 (edited) just for actor [email protected] to get there quicker. How would i have the animation not performing a loop? Edited March 28 by Tysman909 Link to comment Share on other sites More sharing options...
Tysman909 Posted March 29 Author Share Posted March 29 i recovered my original account so will be replying with it Link to comment Share on other sites More sharing options...
tysman Posted March 29 Share Posted March 29 i tried breaking the loop for animation but crashed my game as soon as actor was going to perform the animation Link to comment Share on other sites More sharing options...
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