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$ONMISSION doesn't work in San Fierro


Orto_Dogge
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Orto_Dogge

I have the weirdest problem. The same script is working in Los Santos (in the beginning on the game) but doesn't work in San Fierro (after the story moves you there). Tried it with multiple saves and multiple cleo files, it's the same. When I'm in San Fierro, $ONMISSION is simply ignored no matter how I check it.

 

Does anybody know the reason of the problem? Is there something happening in that point of story that makes $ONMISSION useless?

 

I can give the code, but it's irrelevant, since $ONMISSION is ignored in every code I have even if it worked before.

 

Thanks.

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It's odd.

Does any of these 2 work for you:

// num 1

const
    CTheScripts_IsPlayerOnAMission = 0x464D50
end

while true
    wait 0
    0AA7: call_function_return CTheScripts_IsPlayerOnAMission num_params 0 pop 0 store_to [email protected]
    if [email protected] <> 0
    then
        //  playa is on a mission
        010D: set_player $PLAYER_CHAR wanted_level_to 6
    else
        //  playa is not on a mission
        010D: set_player $PLAYER_CHAR wanted_level_to 0
    end
end

 

//  num 2

const
    _onMissionFlag = 0xA476AC
    globalVars = 0xA49960
end

while true
    wait 0
    0AB1: call_scm_func @isPlayaOnMission numPar 0 store_to [email protected]
    if [email protected] == 1
    then
        //  playa is on a mission
        010D: set_player $PLAYER_CHAR wanted_level_to 6
    else
        //  playa is not on a mission
        010D: set_player $PLAYER_CHAR wanted_level_to 0
    end
end

:isPlayaOnMission
0A8D: [email protected] = read_memory _onMissionFlag size 4 virtual_protect 0
[email protected] += globalVars
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
0AB2: ret 1 [email protected]

???

Anyway the $ONMISSION variable is set by the command:
0180: set_on_mission_flag_to $ONMISSION
so you might wanna try with that too.

 

If none of the above works then post your script if it's not too huge (otherwise use pastebin).

Edited by Jack
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10 hours ago, Orto_Dogge said:

Does anybody know the reason of the problem?

 

Obviously you are playing the game with really bad written CLEO Script/s or Mod/s (which manipulates the missions and maybe "city unlock stats") and these are injecting the bad unwanted codes to your savefile..I think, they were also preventing deletion of expired mission markers on your savefile that you've mentioned earlier..In order to fix that you have to find them, get rid of it and start a new game.. 🙂

Edited by ArmanCan
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Orto_Dogge
23 hours ago, ArmanCan said:

 

Obviously you are playing the game with really bad written CLEO Script/s or Mod/s (which manipulates the missions and maybe "city unlock stats") and these are injecting the bad unwanted codes to your savefile..I think, they were also preventing deletion of expired mission markers on your savefile that you've mentioned earlier..In order to fix that you have to find them, get rid of it and start a new game.. 🙂

 

You're definitely right, but I only used CLEO mods I created and they're relatively simple. They spawn cars and sometimes actors. I wonder how such simple scripts could mess up the save files so badly. They check completion of some missions, sure, but they don't manipulate them in any way. I'll have to investigate, thanks.

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2 minutes ago, Orto_Dogge said:

I'll have to investigate, thanks.

I can't say exactly but maybe you are missing something.. 🙂 Why don't you post your suspicious scripts by using spoiler "👁️" button and code "<>" button so we can check as a third eye.. 😉

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Orto_Dogge
14 minutes ago, ArmanCan said:

I can't say exactly but maybe you are missing something.. 🙂 Why don't you post your suspicious scripts by using spoiler "👁️" button and code "<>" button so we can check as a third eye.. 😉

Thank you very much for the help! So I have two types of mods: first is creating actors and the other one cars. They're all based on the same template, so I'll just post one of each as an example.

 

This one is creating a car based on the completed missions.

 

Spoiler
script_name 'SFCAR' 

:SFCAR_1
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2045.421000 -2537.444000 30.073720  radius 100.0 100.0 100.0 
856E:   not car [email protected] defined 
$CESAR_TOTAL_PASSED_MISSIONS > 2
not $TRUTH_TOTAL_PASSED_MISSIONS >= 2
004D: jump_if_false @SFCAR_4
jf @SFCAR_1
0395: clear_area 1 at -2045.421000 -2537.444000 30.073720 radius 15.0 
Model.Load(#ZR350)
06E9: load_car_component #WHEEL_OR1 
jf @SFCAR_1
038B: load_requested_models 

:SFCAR_2
wait 0 
if and
   Model.Available(#ZR350)
06EA:   car_component #WHEEL_OR1  available 
jf @SFCAR_2 
0674: set_car_model #ZR350 numberplate "_LS2SF__" 
0506: set_vehicle_model #ZR350 next_variation 0 0
Car.Create([email protected], #ZR350, -2045.421000 -2537.444000 30.073720)
Car.Angle([email protected]) = 31.202390 
06E7: $COMP_1 = add_car_component #WHEEL_OR1  to_car [email protected] 
0229: set_car [email protected] primary_color_to 0 secondary_color_to 0 
0000: NOP 

:SFCAR_3
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2045.421000 -2537.444000 30.073720 radius 100.0 100.0 100.0 
jf @SFCAR_3
Car.RemoveReferences([email protected])
06EB: release_car_component #WHEEL_OR1  
wait 1000 

:SFCAR_4
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2039.297000 133.000000 28.429800 radius 100.0 100.0 100.0 
856E:   not car [email protected] defined 
$TRUTH_TOTAL_PASSED_MISSIONS >= 2
004D: jump_if_false @SFCAR_1
jf @SFCAR_4
0395: clear_area 1 at -2039.297000 133.000000 28.429800 radius 1.0 
Model.Load(#ZR350)
06E9: load_car_component #WHEEL_OR1  
jf @SFCAR_4
038B: load_requested_models 

:SFCAR_5
wait 0 
if and
   Model.Available(#ZR350)
06EA:   car_component #WHEEL_OR1  available 
jf @SFCAR_5 
0674: set_car_model #ZR350 numberplate "_LS2SF__" 
0506: set_vehicle_model #ZR350 next_variation 0 0
Car.Create([email protected], #ZR350, -2039.297000 133.000000 28.429800)
Car.Angle([email protected]) = 285.751200
06E7: $COMP_1 = add_car_component #WHEEL_OR1  to_car [email protected] 
0229: set_car [email protected] primary_color_to 0 secondary_color_to 0 
0000: NOP 

:SFCAR_6
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2039.297000 133.000000 28.429800 radius 100.0 100.0 100.0 
jf @SFCAR_6
Car.RemoveReferences([email protected])
06EB: release_car_component #WHEEL_OR1  
wait 1000 
jump @SFCAR_1 

 

 

And this one creates recruitable actors based on the same.

 

Spoiler
script_name 'SWEET' 

:SWEET_11
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
$ONMISSION == 0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2523.198000 -1681.893000 15.497000 radius 100.0 100.0 100.0   // 2523.198000 -1681.893000 15.497000
jf @SWEET_11
if and
    $SWEET_TOTAL_PASSED_MISSIONS >= 9
    $LS_FINAL_TOTAL_PASSED_MISSIONS <= 1  
856D:   not actor $ACTOR_SWEET defined 
jf @SWEET_11 
0395: clear_area 1 at 2523.198000 -1681.893000 15.497000 radius 1.0 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
04ED: load_animation "GANGS" 
jf @SWEET_11 
038B: load_requested_models                                        

:SWEET_201
wait 0 
if
    Player.Defined($PLAYER_CHAR)
jf @SWEET_201 
Actor.Create($ACTOR_SWEET, PedType.Gang2, #SPECIAL01, 2522.998000 -1682.222000 15.497000)
Actor.Angle($ACTOR_SWEET) = 91.301190
Actor.SetWalkStyle($ACTOR_SWEET, "GANG2")
Actor.GiveWeaponAndAmmo($ACTOR_SWEET, WeaponType.DesertEagle, 99999)
Actor.WeaponAccuracy($ACTOR_SWEET) = 100
060B: set_actor $ACTOR_SWEET decision_maker_to 3
0568: set_actor $ACTOR_SWEET untargetable 1 
0446: set_actor $ACTOR_SWEET dismemberment_possible 0 
07DD: set_actor $ACTOR_SWEET attack_rate 100
Actor.Health($ACTOR_SWEET) = 500
Actor.SetMaxHealth($ACTOR_SWEET, 500)
0605: actor $ACTOR_SWEET perform_animation "leanIDLE" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0000: NOP 

:SWEET_1299                    
wait 0 
if or
$ONMISSION == 1 
8104:   not actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 200.0 200.0 200.0 sphere 0 
jf @SWEET_1299 
Actor.DestroyWithFade($ACTOR_SWEET)
04EF: release_animation "GANGS" 
wait 1000 
jump @SWEET_11 

 

 

Thanks again for willing to help. My mods just botched spawning of Races in SF, so there's definitely a problem I have to fix.

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2 hours ago, Orto_Dogge said:
$ONMISSION == 1

 

- It will be a ridicilous reply but this one attracted to my attention..😃 Modders always keeps this value "0" in their scripts but i really don't know.. 🙂

- I've also seen bunch of "progress checks".. if you have to add these checks to your script i highly suggest you to show it to an expert before compiling and using.. Anytime these checks may go wrong badly.. 

- There must be mods/trainers to spawn specific peds with specific features.. You may use it to your purposes instead of filling your CLEO folder with scripts

- If your intention to spawn a car to specific location you can use car generator but your options will be less.. like adding a car part, immunities e.t.c.... I'm posting you an example script..

 

Spoiler
{$CLEO .cs}

// Create a car generator for Cropduster near Quarry

014B: [email protected] = init_car_generator #CROPDUST color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 723.36 1217.39 13.03 angle 26.18 // Near Quarry
0A17: set_parked_car_generator [email protected] to_player_owned 1 
014C: set_parked_car_generator [email protected] cars_to_generate_to 101
0AB1: call_scm_func @DisableCarGeneratorFromBeingSaved 1 car_generator [email protected]

// Make a CLEO script no longer execute.
0A93: terminate_this_custom_script

//////////////////////////////////////////////////////////////
:DisableCarGeneratorFromBeingSaved
{
Description:
Disables car generator from being written into savefile.
Fixes a corruption of savefile because of car generators used in CLEO.

Parameters:
Passed:
[email protected] - car generator index

Example:
0AB1: call_scm_func @DisableCarGeneratorFromBeingSaved 1 car_generator [email protected]
}

// Is invalid generator ID?
if
[email protected] == -1
then
0AB2: ret 0
end

0A8D: [email protected] = read_memory 0x6F32AA size 1 virtual_protect false // CCarGenerator_size

0AA7: call_function 0x479D60 num_params 1 pop 1 [email protected] store_result_to [email protected] // CCarGenerator* ptr

if
[email protected] >= 0x30 // is CCarGenerator_extended ?
then
[email protected] += 0x22
0A8C: write_memory [email protected] size 2 value 0xFFFF virtual_protect false // exIplFile
else
[email protected] += 0x1C
0A8C: write_memory [email protected] size 1 value 0xFF virtual_protect false // iplFile
end

0AB2: ret 0

 

  

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Orto_Dogge

Thanks a lot! Definitely will try your version of a script. I didn't even know it's possible to ruin the savefile with spawning cars and simple checks. I'm currently in Las Venturas and I have all kind of glitches.

 

But is this possible to use mission progress checks without corrupting the files? I wanted to make CLEO mods to use along storyline walkthrough, that will generate cars CJ owns after certain missions. Or shouldn't I touch mission checks at all?

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3 hours ago, Orto_Dogge said:

Thanks a lot! Definitely will try your version of a script.

 

I forgot to add some explanations.. let me re-post the same script again..

 

Spoiler
{$CLEO .cs}

// Create a car generator for ZR350

014B: [email protected] = init_car_generator #ZR350 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 0.0 0.0 0.0 angle 180.0 // "-1" is a CLEO Color Code.. you can write "0 0" in order to make it black, "1 1" for white and "-1 -1" for random colours..
09E2: [email protected] = parked_car_generator_w_numberplate #ZR350 colors -1 -1 force_spawn 1 alarm 50 door_lock 0 min_delay 0 max_delay 10000 plate "_LS2SF_" at 0.0 0.0 0.0 angle 180.0 // You can also put this code instead of "014B". With this code you can also add a custom plate..
0A17: set_parked_car_generator [email protected] to_player_owned 1 // This will add "owned" flag for this car.. 
014C: set_parked_car_generator [email protected] cars_to_generate_to 101 // Infinite times spawning
0AB1: call_scm_func @DisableCarGeneratorFromBeingSaved 1 car_generator [email protected] // This and remaining opcodes will prevent repetition of saving this car on your save file but you can always add new cars by leaving an empty paragraph
//---//
Add new sets of car generator opcodes to here..Just don't forget to assign a new variable "[email protected]" to a new car..
//---//

// Make a CLEO script no longer execute.
0A93: terminate_this_custom_script

//////////////////////////////////////////////////////////////
:DisableCarGeneratorFromBeingSaved
{
Description:
Disables car generator from being written into savefile.
Fixes a corruption of savefile because of car generators used in CLEO.

Parameters:
Passed:
[email protected] - car generator index

Example:
0AB1: call_scm_func @DisableCarGeneratorFromBeingSaved 1 car_generator [email protected]
}

// Is invalid generator ID?
if
[email protected] == -1
then
0AB2: ret 0
end

0A8D: [email protected] = read_memory 0x6F32AA size 1 virtual_protect false // CCarGenerator_size

0AA7: call_function 0x479D60 num_params 1 pop 1 [email protected] store_result_to [email protected] // CCarGenerator* ptr

if
[email protected] >= 0x30 // is CCarGenerator_extended ?
then
[email protected] += 0x22
0A8C: write_memory [email protected] size 2 value 0xFFFF virtual_protect false // exIplFile
else
[email protected] += 0x1C
0A8C: write_memory [email protected] size 1 value 0xFF virtual_protect false // iplFile
end

0AB2: ret 0

 

I don't have much expertise about mission checks but you can always test it by not touching, finding yourself new methods and observing by a starting a new game. if it solves your problem than you are good to go 😉

 

3 hours ago, Orto_Dogge said:

Or shouldn't I touch mission checks at all?

Edited by ArmanCan
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spacer.png

 

Spoiler
{$CLEO .cs}

// Create a car generator for ZR350

09E2: [email protected] = parked_car_generator_w_numberplate #ZR350 colors 0 0 force_spawn 1 alarm 50 door_lock 0 min_delay 0 max_delay 10000 plate "_LS2SF_" at 326.8487 -1799.7355 4.6742 angle 90.0 // You can also put this code instead of "014B". With this code you can also add a custom plate..
0A17: set_parked_car_generator [email protected] to_player_owned 1 // This will add "owned" flag for this car.. 
014C: set_parked_car_generator [email protected] cars_to_generate_to 101 // Infinite times spawning
0AB1: call_scm_func @DisableCarGeneratorFromBeingSaved 1 car_generator [email protected] // This and remaining opcodes will prevent repetition of saving this car on your save file but you can always add new cars by leaving an empty paragraph

// Make a CLEO script no longer execute.
0A93: terminate_this_custom_script

//////////////////////////////////////////////////////////////
:DisableCarGeneratorFromBeingSaved
{
Description:
Disables car generator from being written into savefile.
Fixes a corruption of savefile because of car generators used in CLEO.

Parameters:
Passed:
[email protected] - car generator index

Example:
0AB1: call_scm_func @DisableCarGeneratorFromBeingSaved 1 car_generator [email protected]
}

// Is invalid generator ID?
if
[email protected] == -1
then
0AB2: ret 0
end

0A8D: [email protected] = read_memory 0x6F32AA size 1 virtual_protect false // CCarGenerator_size

0AA7: call_function 0x479D60 num_params 1 pop 1 [email protected] store_result_to [email protected] // CCarGenerator* ptr

if
[email protected] >= 0x30 // is CCarGenerator_extended ?
then
[email protected] += 0x22
0A8C: write_memory [email protected] size 2 value 0xFFFF virtual_protect false // exIplFile
else
[email protected] += 0x1C
0A8C: write_memory [email protected] size 1 value 0xFF virtual_protect false // iplFile
end

0AB2: ret 0

 

Edited by ArmanCan
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Orto_Dogge
Spoiler
{$CLEO .cs}

script_name 'SFCAR' 
:SFCAR_1
09E2: [email protected] = parked_car_generator_w_numberplate #ZR350 colors -1 -1 force_spawn 1 alarm 50 door_lock 0 min_delay 0 max_delay 10000 plate "_LS2SF_" at -2045.421000 -2537.444000 30.073720 angle 31.0
0A17: set_parked_car_generator [email protected] to_player_owned 1 
014C: set_parked_car_generator [email protected] cars_to_generate_to 101
0AB1: call_scm_func @DisableCarGeneratorFromBeingSaved 1 car_generator [email protected] 
0A93: terminate_this_custom_script

:DisableCarGeneratorFromBeingSaved
if
[email protected] == -1
then
0AB2: ret 0
end

0A8D: [email protected] = read_memory 0x6F32AA size 1 virtual_protect false

0AA7: call_function 0x479D60 num_params 1 pop 1 [email protected] store_result_to [email protected]

if
[email protected] >= 0x30 // is CCarGenerator_extended ?
then
[email protected] += 0x22
0A8C: write_memory [email protected] size 2 value 0xFFFF virtual_protect false
else
[email protected] += 0x1C
0A8C: write_memory [email protected] size 1 value 0xFF virtual_protect false
end

0AB2: ret 0

 

 

Thank you very much for a detailed explanation, you really took a lot of work just to help me and I'm tremendously grateful!

Unfortunately, my skill is not enough to implement your script without game crashing. Here's what I put in .cs file. I think I did something wrong with @DisableCarGeneratorFromBeingSaved but I don't know what. Can you look please?

 

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13 minutes ago, Orto_Dogge said:

my skill is not enough to implement your script without game crashing

It's not about skill.. just change the first four  three opcodes , do not try to create a label on it and do not touch the following codes.. 🙂

Edited by ArmanCan
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Orto_Dogge
1 hour ago, ArmanCan said:

It's not about skill.. just change the first four  three opcodes , do not try to create a label on it and do not touch the following codes.. 🙂

Just did that, now when I load the savefile it starts the new game. 😄

Edited by Orto_Dogge
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1 hour ago, Orto_Dogge said:

Just did that, now when I load the savefile it starts the new game. 😄

Where is your spawning point? And send me your savefile REAL QUICK with http://www.gtasnp.com ..i'm about to test this script on your savefile..

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Orto_Dogge

Wow, so many tools specifically for GTA. I'm glad to be back. 🙂

Savefile.

 

Coordinates are: -2045.421000 -2537.444000 30.073720

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23 minutes ago, Orto_Dogge said:

Coordinates are: -2045.421000 -2537.444000 30.073720

The Location.. not the coordinates.. 

 

spacer.png

 

Edit: Nevermind... i found it.. Ohh by the way.. your San Fierro Race Marker seems gone.. Your savefile may need a careful edit too.. 🙂

Second Edit: It seems you are heading through %100.. You can use gtasnp as a checklist.. for example you forgot to complete firefighter..

Edited by ArmanCan
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6 hours ago, Orto_Dogge said:

Or shouldn't I touch mission checks at all?

    $SWEET_TOTAL_PASSED_MISSIONS >= 9
    $LS_FINAL_TOTAL_PASSED_MISSIONS <= 1  

This would be a legitimate use of global variables in a cleo script, except... SCM does not include any "lesser than" opcodes. Sanny might be able to compile this as expected but it would be better to avoid ambiguity and swap your parameters around to conform with the format of the available opcodes.

 

The general rule is to avoid using global variables in cleo scripts (except $Player_Actor, $Player_Char and $OnMission), so I appreciate your concern on this issue. A more specific rule is, main.scm owns all global variables. Any changes to a global variable requires a complete understanding of how that variable is used from In the Beginning through 100%.

 

$COMP_1

$COMP_1 is not defined in Sanny's CustomVariables.ini, so this is not a legitimate use of a global variable in a cleo script. When custom variable names are invented and not allocated, Sanny will assign that variable name to the next unnamed variable following the highest numbered global variable used in the script. So... complex enough to cause apparently random corruption to the saved data. Use a local variable; define a custom name using the CONST..END construct if you want to have custom names for your local variables.

 

I haven't diagnosed your scripts, but this stood out as a likely source of unpredictable script logic.

if and
    $SWEET_TOTAL_PASSED_MISSIONS >= 9
    $LS_FINAL_TOTAL_PASSED_MISSIONS <= 1  
856D:   not actor $ACTOR_SWEET defined 
jf @SWEET_11 
0395: clear_area 1 at 2523.198000 -1681.893000 15.497000 radius 1.0 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
04ED: load_animation "GANGS" 
jf @SWEET_11 
038B: load_requested_models                                        

That last jf @SWEET_11 isn't preceded by an if condition. I'm not sure what result you'll get.

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And if you can check the main.scm go to line 664 and check these codes.. it must be something like this..

 

start_mission 0  // Initial 1
wait 0 
start_mission 1  // Initial 2
$CUSTOM_TOURNAMENT_FLAG = 0 
Pickup.Create($PICKUP_INFO_HOSPITAL, #INFO, 3, 2027.77, -1420.52, 16.49)
Pickup.Create($PICKUP_INFO_HOSPITAL_2, #INFO, 3, 1180.85, -1325.57, 13.08)
Pickup.Create($PICKUP_INFO_POLICE, #INFO, 3, 1550.68, -1675.49, 15.01)
Pickup.Create($PICKUP_INFO_CONVERSATION, #INFO, 3, 2431.17, -1668.75, 13.04)
$166 = 292.33 
$167 = -35.39 
$168 = 1000.5 
$164 = 0 
$193 = 1 
$193 = 2 
$LOWR_CONT_SCRIPT_LAUNCHED = 0 
$MISSION_CESAR_VIALPANDO_PASSED = 0 
$RACE_INDEX = 0 
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 
04AE: $ICON_CJ = 15 // = constant 
04AE: $ICON_SWEET = 38 // = constant 
04AE: $ICON_RYDER = 34 // = constant 
04AE: $ICON_BIG_DMOKE = 8 // = constant 
04AE: $ICON_OG_LOC = 28 // = constant 
04AE: $ICON_CRASH = 16 // = constant 
04AE: $ICON_CESAR = 13 // = constant 
04AE: $ICON_CATALINA = 12 // = constant 
04AE: $ICON_TRUTH = 40 // = constant 
04AE: $ICON_WOOZIE = 46 // = constant 
04AE: $ICON_LOCOSYNDICATE = 23 // = constant 
04AE: $ICON_TRIADS = 43 // = constant 
04AE: $ICON_CESAR_2 = 13 // = constant 
04AE: $ICON_RACE = 33 // = constant 
04AE: $ICON_ZERO = 47 // = constant 
04AE: $ICON_TRIADS_CASINO = 44 // = constant 
04AE: $ICON_MAFIA_CASINO = 25 // = constant 
04AE: $ICON_CASH = 52 // = constant 
04AE: $ICON_MADDOG = 24 // = constant 
04AE: $ICON_TORENO = 42 // = constant 
04AE: $ICON_AIRYARD = 5 // = constant 
04AE: $ICON_CJ_2 = 15 // = constant 
04AE: $ICON_SCHOOL = 36 // = constant 
04AE: $ICON_SWEET_2 = 38 // = constant 

 

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Orto_Dogge
1 hour ago, ArmanCan said:

Edit: Nevermind... i found it.. Ohh by the way.. your San Fierro Race Marker seems gone.. Your savefile may need a careful edit too.. 🙂

Second Edit: It seems you are heading through %100.. You can use gtasnp as a checklist.. for example you forgot to complete firefighter..

Damn, sorry to make you search for it. It was supposed to spawn near the garage in SF, but I got the wrong coordinates. In my CLEO file ZR350 is supposed to spawn in Angel Pines before CJ is moving to SF.

 

Wait, you can edit savefiles? Because I was going to look for a way to switch on SF Races, they didn't appear when they supposed to and I'm not going to reach 100%. Is there a way to just edit them back into savefile?

 

And I usually save Firefighter missions until LS Riots, but thanks for noticing! 😄

34 minutes ago, OrionSR said:

I haven't diagnosed your scripts, but this stood out as a likely source of unpredictable script logic.

 

Thank you very much! Yes, I think you're right, this script looked the wonkiest. And thanks for the overall analysis and explanations, I learned a lot!

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1 minute ago, Orto_Dogge said:

Wait, you can edit savefiles?

I can't but you may offer Bier and French Fries to OrionSR in order to take a closer look 🍺🍟😎

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Orto_Dogge
4 minutes ago, ArmanCan said:

I can't but you may offer Bier and French Fries to OrionSR in order to take a closer look 🍺🍟😎

Thank you very much! This community is amazing. It feels like this meme. You have so much knowledge and patience, I respect the hell out of you.

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12 minutes ago, Orto_Dogge said:

You have so much knowledge and patience

Nope...in my opinion OrionSR and ZAZ are the best.. I'm just an amateur guy..

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19 hours ago, ArmanCan said:

I can't but you may offer Bier and French Fries to OrionSR in order to take a closer look 🍺🍟😎

Duuuuuuuude! Not cool. Let me pick my own projects.

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3 hours ago, OrionSR said:

pick my own projects.

According to his new topic you still have additional projects to pick 😃

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