Jump to content

problem with my cleo mission


TheArtemMaps

Recommended Posts

TheArtemMaps

 

 

hello, i have a little problem, and i can't figure it out, the mission should pass when you kill all the ballas from DEADBALLASCHECK label, why it does not happen, but when you kill all actors from DEADGROVEANDSPECIALACTORSCHECK label, the mission fail. Thats what i can't figure out...

Here's the script:

Spoiler

{$CLEO .cm}
gosub @MAIN 
if 
wasted_or_busted 
jf @CLEANUP 
gosub @MISSIONFAIL 

:CLEANUP
$ONMISSION = 0
mission_cleanup
end_thread

:MAIN
wait 0
thread 'GSFSHOOTOUT' 
$ONMISSION = 1
increment_mission_attempts
Model.Load(#FAM1)
Model.Load(#FAM2)
Model.Load(#FAM3)
Model.Load(#BALLAS1)
Model.Load(#BALLAS2)
Model.Load(#BALLAS3)
Model.Load(#TAHOMA) 
Model.Load(#GREENWOO) 
Model.Load(#VOODOO)   
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#SAWNOFF)        
Model.Load(#SHOTGSPA) 
Model.Load(#TEC9)
Model.Load(#CHROMEGUN) 
Model.Load(#DESERT_EAGLE) 
Model.Load(#CUNTGUN)
Model.Load(#M4)             
Model.Load(#COLT45)
Model.Load(#SNIPER)
Model.Load(#SAVANNA)
023C: load_special_actor 'SWEET' as 1
023C: load_special_actor 'SMOKE' as 2
023C: load_special_actor 'RYDER' as 3     
038B: load_requested_models
wait 400
Actor.Create(1@, 7, #BALLAS1, 617.2418, 814.0361, -42.9609)
Actor.Create(2@, 7, #BALLAS2, 618.6915, 813.9286, -42.9609)
Actor.Create(3@, 7, #BALLAS3, 620.0203 813.5239 -42.9609)
Actor.Create(4@, 7, #BALLAS3, 621.1808 813.2622 -42.9609)
Actor.Create(5@, 7, #BALLAS3, 622.1964 813.0613 -42.9609)
Actor.Create(6@, 7, #BALLAS2, 623.2573 812.7394 -42.9609)
Actor.Create(7@, 7, #BALLAS2, 624.5172 812.4056 -42.9609)
Actor.Create(8@, 7, #BALLAS1, 625.6807 812.1296 -42.9609)
Actor.Create(9@, 7, #BALLAS1, 626.966 811.6841 -42.9609)
Actor.Create(10@, 8, #FAM1, 619.1829, 838.8628, -42.9639)
Actor.Create(11@, 8, #FAM2, 621.3092 838.7245 -42.9609)
Actor.Create(12@, 8, #FAM3, 623.2802 837.9684 -42.9609)
Actor.Create(13@, 8, #FAM3, 624.8027 837.1475 -42.9609)
Actor.Create(14@, 8, #FAM2, 626.519 836.593 -42.9609)
Actor.Create(15@, 8, #FAM2, 628.1603 835.7697 -42.9609)
Actor.Create(16@, 8, #FAM3, 629.7226 834.9666 -42.9609)
Actor.Create(17@, 8, #FAM1, 631.1591, 834.3393, -42.9609)
Actor.Create(18@, 8, #FAM3, 632.479 833.8098 -42.9609)
Actor.Create(19@, 8, #FAM2, 633.3798, 832.8867, -42.9609)
Actor.Create(20@, 8, #FAM1, 638.5057, 829.6046, -40.4602)
Actor.Create(27@, 7, #BALLAS1, 623.2628 808.5172 -42.9609)
Actor.Create(28@, 7, #BALLAS1, 620.782, 809.1596, -42.9609)
Actor.Create(456@, 7, #BALLAS1, 602.7221 829.7253 -34.9806)
Actor.Angle(456@) = 283.4177
032B: 350@ = create_weapon_pickup #M4 group 15 ammo 300 at 773.8735 846.3617 5.8894
032B: 351@ = create_weapon_pickup #TEC9 group 15 ammo 200 at 777.1298 846.9503 5.873
032B: 352@ = create_weapon_pickup #SHOTGSPA group 15 ammo 200 at 780.1414 847.1714 5.8524
Pickup.Create(353@, #BODYARMOUR, 15, 637.8729, 827.1565, -40.154)
Pickup.Create(354@, 1240, 15, 602.1674, 829.924, -43.2827)
Actor.Health(1@) = 970
Actor.Health(2@) = 910
Actor.Health(3@) = 920
Actor.Health(4@) = 930
Actor.Health(5@) = 945
Actor.Health(6@) = 944
Actor.Health(7@) = 955
Actor.Health(8@) = 965
Actor.Health(9@) = 966
Actor.Health(10@) = 900
Actor.Health(11@) = 900
Actor.Health(12@) = 900
Actor.Health(13@) = 900
Actor.Health(14@) = 900
Actor.Health(15@) = 900
Actor.Health(16@) = 900
Actor.Health(17@) = 900
Actor.Health(18@) = 900
Actor.Health(19@) = 900
Actor.Health(20@) = 950
Actor.Health(27@) = 555
Actor.Health(28@) = 666
Actor.Health(456@) = 1000
0638: AS_actor 456@ stay_put 1
0446: set_actor 1@ dismemberment_possible 0
0446: set_actor 2@ dismemberment_possible 0
0446: set_actor 3@ dismemberment_possible 0
0446: set_actor 4@ dismemberment_possible 0
0446: set_actor 5@ dismemberment_possible 0
0446: set_actor 6@ dismemberment_possible 0
0446: set_actor 7@ dismemberment_possible 0
0446: set_actor 8@ dismemberment_possible 0
0446: set_actor 9@ dismemberment_possible 0
0446: set_actor 10@ dismemberment_possible 0
0446: set_actor 11@ dismemberment_possible 0
0446: set_actor 12@ dismemberment_possible 0
0446: set_actor 13@ dismemberment_possible 0
0446: set_actor 14@ dismemberment_possible 0
0446: set_actor 15@ dismemberment_possible 0
0446: set_actor 16@ dismemberment_possible 0
0446: set_actor 17@ dismemberment_possible 0
0446: set_actor 18@ dismemberment_possible 0
0446: set_actor 19@ dismemberment_possible 0
0446: set_actor 20@ dismemberment_possible 0
0446: set_actor 27@ dismemberment_possible 0
0446: set_actor 28@ dismemberment_possible 0
0446: set_actor 456@ dismemberment_possible 0
05E2: AS_actor 1@ kill_actor 10@
05E2: AS_actor 2@ kill_actor 11@
05E2: AS_actor 3@ kill_actor 12@
05E2: AS_actor 4@ kill_actor 13@
05E2: AS_actor 5@ kill_actor 14@
05E2: AS_actor 6@ kill_actor 15@
05E2: AS_actor 7@ kill_actor 16@
05E2: AS_actor 8@ kill_actor 17@
05E2: AS_actor 9@ kill_actor 18@
05E2: AS_actor 456@ kill_actor 10@
05E2: AS_actor 456@ kill_actor 11@
05E2: AS_actor 456@ kill_actor 12@
05E2: AS_actor 456@ kill_actor 13@
05E2: AS_actor 456@ kill_actor 14@
05E2: AS_actor 456@ kill_actor 15@
05E2: AS_actor 456@ kill_actor 16@
05E2: AS_actor 456@ kill_actor 17@
05E2: AS_actor 456@ kill_actor 18@
099F: AS_actor 456@ ignore_weapon_range 1
05E2: AS_actor 28@ kill_actor 11@
05E2: AS_actor 10@ kill_actor 3@
05E2: AS_actor 11@ kill_actor 4@
05E2: AS_actor 12@ kill_actor 5@
05E2: AS_actor 13@ kill_actor 6@
05E2: AS_actor 14@ kill_actor 7@
05E2: AS_actor 15@ kill_actor 8@
05E2: AS_actor 16@ kill_actor 9@
05E2: AS_actor 17@ kill_actor 27@
05E2: AS_actor 18@ kill_actor 27@
05E2: AS_actor 19@ kill_actor 9@
05E2: AS_actor 20@ kill_actor 8@
Actor.GiveWeaponAndAmmo(1@, WeaponType.Ak47, 9999)
Actor.GiveWeaponAndAmmo(2@, WeaponType.M4, 9999)
Actor.GiveWeaponAndAmmo(3@, WeaponType.MicroUzi, 9999)
Actor.GiveWeaponAndAmmo(4@, WeaponType.Tec9, 9999)
Actor.GiveWeaponAndAmmo(5@, WeaponType.Pistol, 9999)
Actor.GiveWeaponAndAmmo(6@, WeaponType.DesertEagle, 9999)
Actor.GiveWeaponAndAmmo(7@, WeaponType.Mp5, 9999)
Actor.GiveWeaponAndAmmo(8@, WeaponType.Spas12, 9999)
Actor.GiveWeaponAndAmmo(9@, WeaponType.Shotgun, 9999)
Actor.GiveWeaponAndAmmo(10@, WeaponType.Tec9, 9999)
Actor.GiveWeaponAndAmmo(11@, WeaponType.Mp5, 9999)
Actor.GiveWeaponAndAmmo(12@, WeaponType.Ak47, 9999)
Actor.GiveWeaponAndAmmo(13@, WeaponType.M4, 9999)
Actor.GiveWeaponAndAmmo(14@, WeaponType.Tec9, 9999)
Actor.GiveWeaponAndAmmo(15@, WeaponType.MicroUzi, 9999)
Actor.GiveWeaponAndAmmo(16@, WeaponType.M4, 9999)
Actor.GiveWeaponAndAmmo(17@, WeaponType.DesertEagle, 9999)
Actor.GiveWeaponAndAmmo(18@, WeaponType.Rifle, 9999)
Actor.GiveWeaponAndAmmo(19@, WeaponType.Tec9, 9999)
Actor.GiveWeaponAndAmmo(20@, WeaponType.Spas12, 9999)
Actor.GiveWeaponAndAmmo(27@, WeaponType.Ak47, 9999)
Actor.GiveWeaponAndAmmo(28@, WeaponType.Mp5, 9999)
Actor.GiveWeaponAndAmmo(456@, WeaponType.Sniper, 9999)
Actor.WeaponAccuracy(1@) = 50
Actor.WeaponAccuracy(2@) = 55
Actor.WeaponAccuracy(3@) = 40
Actor.WeaponAccuracy(4@) = 60
Actor.WeaponAccuracy(5@) = 30
Actor.WeaponAccuracy(6@) = 50
Actor.WeaponAccuracy(7@) = 45
Actor.WeaponAccuracy(8@) = 100
Actor.WeaponAccuracy(9@) = 75
Actor.WeaponAccuracy(10@) = 60
Actor.WeaponAccuracy(11@) = 100
Actor.WeaponAccuracy(12@) = 15
Actor.WeaponAccuracy(13@) = 80
Actor.WeaponAccuracy(14@) = 100
Actor.WeaponAccuracy(15@) = 100
Actor.WeaponAccuracy(16@) = 100
Actor.WeaponAccuracy(17@) = 50
Actor.WeaponAccuracy(18@) = 100
Actor.WeaponAccuracy(19@) = 30
Actor.WeaponAccuracy(20@) = 100
Actor.WeaponAccuracy(27@) = 66
Actor.WeaponAccuracy(28@) = 69
Actor.WeaponAccuracy(456@) = 100
Car.Create(21@, #TAHOMA, 636.7141 814.3069 -42.9609)
Car.Create(22@, #TAHOMA, 631.0417 814.3761 -42.9609)
Car.Create(23@, #TAHOMA, 624.110229, 817.123535, -42.960938)
Car.Create(24@, #GREENWOO, 630.6693 833.8174, -42.9609)
Car.Create(25@, #VOODOO, 626.4724, 835.9202, -42.9609)
Car.Create(26@, #GREENWOO, 619.6121, 836.3997, -42.9621)
Car.Create(666@, #TAHOMA, 787.4462, 1477.1093, 19.8678)
Car.Create(669@, #TAHOMA, 502.4336, 1047.2318, 28.3888)
Car.Create(667@, #GREENWOO, 643.0275, 1239.0903, 11.6609)
Car.Create(457@, #SAVANNA, 9.1346 1165.7029 19.5903)
0957: set_car 21@ provides_cover_from_gunfire 1
0957: set_car 22@ provides_cover_from_gunfire 1
0957: set_car 23@ provides_cover_from_gunfire 1
0957: set_car 24@ provides_cover_from_gunfire 1
0957: set_car 25@ provides_cover_from_gunfire 1
0957: set_car 26@ provides_cover_from_gunfire 1
0957: set_car 666@ provides_cover_from_gunfire 1
0957: set_car 669@ provides_cover_from_gunfire 1
0957: set_car 667@ provides_cover_from_gunfire 1
Car.Health(21@) = 2000
Car.Health(22@) = 2000
Car.Health(23@) = 2000
Car.Health(24@) = 2000
Car.Health(25@) = 2000
Car.Health(26@) = 2000
Car.Health(666@) = 2000
Car.Health(667@) = 2000
Car.Health(669@) = 2000
Car.Health(457@) = 2000
09C4: set_car 21@ gas_tank_explosion_enabled 0
09C4: set_car 22@ gas_tank_explosion_enabled 0
09C4: set_car 23@ gas_tank_explosion_enabled 0
09C4: set_car 24@ gas_tank_explosion_enabled 0
09C4: set_car 25@ gas_tank_explosion_enabled 0
09C4: set_car 26@ gas_tank_explosion_enabled 0
09C4: set_car 666@ gas_tank_explosion_enabled 0
09C4: set_car 667@ gas_tank_explosion_enabled 0
09C4: set_car 669@ gas_tank_explosion_enabled 0
Car.Angle(24@) = 89.1321
Car.Angle(25@) = 89.1321
Car.Angle(26@) = 89.1321
Car.Angle(21@) = 89.1321
Car.Angle(22@) = 89.1321
Car.Angle(23@) = 89.1321
Car.Angle(457@) = 1.089
//Car.SetImmunities(24@, false, true, true, true, true)
//Car.SetImmunities(25@, false, true, true, true, true)
//Car.SetImmunities(26@, false, true, true, true, true)
//Car.SetImmunities(21@, false, true, true, true, true)
//Car.SetImmunities(22@, false, true, true, true, true)
//Car.SetImmunities(23@, false, true, true, true, true)
//Car.SetImmunities(666@, false, true, true, true, true)
//Car.SetImmunities(667@, false, true, true, true, true)
//Car.SetImmunities(669@, false, true, true, true, true)
02A3: enable_widescreen 1
054C: use_GXT_table 'GSF'
00BB: show_text_lowpriority GXT 'GSF2' time 3000 flag 1
Camera.PointAt(626.6616 828.0174 -42.9609, 1)
Camera.SetPosition(643.5069 840.8921 -32.1874, 0.0, 0.0, 0.0)
wait 5000
Camera.Restore_WithJumpCut 
Camera.SetBehindPlayer
wait 30
Actor.CreateAsDriver(29@, 7, #BALLAS2, 666@)
Actor.CreateAsDriver(953@, 7, #BALLAS2, 669@)
Actor.CreateAsDriver(30@, 8, #FAM1, 667@)
Actor.CreateAsPassenger(942@, 7, #BALLAS2, 666@, 1)
Actor.CreateAsPassenger(943@, 7, #BALLAS1, 666@, 2)
Actor.CreateAsPassenger(944@, 7, #BALLAS3, 666@, 3)
Actor.CreateAsPassenger(950@, 7, #BALLAS2, 669@, 1)
Actor.CreateAsPassenger(951@, 7, #BALLAS1, 669@, 2)
Actor.CreateAsPassenger(952@, 7, #BALLAS3, 669@, 3)
Actor.CreateAsPassenger(945@, 8, #FAM2, 667@, 1)
Actor.CreateAsPassenger(946@, 8, #FAM1, 667@, 2)
Actor.CreateAsPassenger(947@, 8, #FAM3, 667@, 3)
Actor.Health(29@) = 950
Actor.Health(30@) = 950
Actor.Health(942@) = 999
Actor.Health(943@) = 999
Actor.Health(944@) = 999
Actor.Health(945@) = 950
Actor.Health(946@) = 950
Actor.Health(947@) = 950
Actor.Health(950@) = 999
Actor.Health(951@) = 999
Actor.Health(952@) = 999
Actor.Health(953@) = 999
0446: set_actor 29@ dismemberment_possible 0
0446: set_actor 30@ dismemberment_possible 0
0446: set_actor 942@ dismemberment_possible 0
0446: set_actor 943@ dismemberment_possible 0
0446: set_actor 944@ dismemberment_possible 0
0446: set_actor 945@ dismemberment_possible 0
0446: set_actor 946@ dismemberment_possible 0
0446: set_actor 947@ dismemberment_possible 0
0446: set_actor 950@ dismemberment_possible 0
0446: set_actor 951@ dismemberment_possible 0
0446: set_actor 952@ dismemberment_possible 0
0446: set_actor 953@ dismemberment_possible 0
00A7: car 666@ drive_to 609.8597 839.7701 -43.1951
00A7: car 667@ drive_to 624.4855 857.4196 -42.9609
00A7: car 669@ drive_to 610.6135 845.8042 -43.1541
073B: unknown_car 666@ flag 1
073B: unknown_car 667@ flag 1
073B: unknown_car 669@ flag 1
00AE: set_car 666@ traffic_behaviour_to 2
00AE: set_car 667@ traffic_behaviour_to 2
00AE: set_car 669@ traffic_behaviour_to 2
00AF: set_car 666@ driver_behaviour_to 13
00AF: set_car 667@ driver_behaviour_to 13
00AF: set_car 669@ driver_behaviour_to 13
Car.SetMaxSpeed(666@, 25.5)
Car.SetMaxSpeed(667@, 25.5)
Car.SetMaxSpeed(669@, 25.5)
Actor.GiveWeaponAndAmmo(29@, WeaponType.MicroUzi, 9999)
Actor.GiveWeaponAndAmmo(942@, WeaponType.Tec9, 9999)
Actor.GiveWeaponAndAmmo(943@, WeaponType.Spas12, 9999)
Actor.GiveWeaponAndAmmo(944@, WeaponType.Mp5, 9999)
Actor.GiveWeaponAndAmmo(950@, WeaponType.Spas12, 9999)
Actor.GiveWeaponAndAmmo(951@, WeaponType.M4, 9999)
Actor.GiveWeaponAndAmmo(952@, WeaponType.DesertEagle, 9999)
Actor.GiveWeaponAndAmmo(953@, WeaponType.Ak47, 9999)
Actor.WeaponAccuracy(950@) = 100
Actor.WeaponAccuracy(29@) = 100
Actor.WeaponAccuracy(951@) = 100
Actor.WeaponAccuracy(952@) = 100
Actor.WeaponAccuracy(953@) = 100
Actor.GiveWeaponAndAmmo(945@, WeaponType.Ak47, 9999)
Actor.GiveWeaponAndAmmo(946@, WeaponType.DesertEagle, 9999)
Actor.GiveWeaponAndAmmo(947@, WeaponType.Mp5, 9999)
Actor.GiveWeaponAndAmmo(30@, WeaponType.Spas12, 9999)
Actor.WeaponAccuracy(945@) = 55
Actor.WeaponAccuracy(946@) = 55
Actor.WeaponAccuracy(947@) = 55
Actor.WeaponAccuracy(30@) = 100
Actor.Create(458@, 8, #SPECIAL01, 12.267377, 1165.730957, 19.582684)
Actor.Create(459@, 8, #SPECIAL02, 12.112426, 1162.416138, 19.656704)
Actor.Create(460@, 8, #SPECIAL03, 4.401186, 1165.356812, 19.596727)
Actor.Create(461@, 8, #FAM1, 4.423850, 1167.367310, 19.557165)
wait 30
0713: actor 942@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 90
0713: actor 943@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 90
0713: actor 944@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 90
0713: actor 950@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 90
0713: actor 951@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 90
0713: actor 952@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 90
00BB: show_text_lowpriority GXT 'GSF3' time 3000 flag 1
wait 30
Camera.OnVehicle(666@, 3, 1)
wait 5000
Camera.OnVehicle(669@, 3, 1)
wait 5000
00BB: show_text_lowpriority GXT 'GSF4' time 3000 flag 1
Camera.OnVehicle(667@, 3, 1)
wait 5000
02A3: enable_widescreen 0
00BB: show_text_lowpriority GXT 'GSF5' time 3000 flag 1
Camera.Restore_WithJumpCut 
Camera.SetBehindPlayer
wait 40000
02A3: enable_widescreen 1
00BB: show_text_lowpriority GXT 'GSF8' time 3000 flag 1
Camera.PointAt(9.5827 1165.5685 19.5929, 1)
Camera.SetPosition(8.1115 1175.2286 23.8584, 0.0, 0.0, 0.0)
05CA: AS_actor 458@ enter_car 457@ passenger_seat 0 time -1
05CA: AS_actor 459@ enter_car 457@ passenger_seat 1 time -1
05CA: AS_actor 460@ enter_car 457@ passenger_seat 2 time -1
05CB: AS_actor 461@ enter_car 457@ as_driver -1 ms
0446: set_actor 458@ dismemberment_possible 0
0446: set_actor 459@ dismemberment_possible 0
0446: set_actor 460@ dismemberment_possible 0
0446: set_actor 461@ dismemberment_possible 0
Actor.WeaponAccuracy(458@) = 100
Actor.WeaponAccuracy(459@) = 100
Actor.WeaponAccuracy(460@) = 100
Actor.WeaponAccuracy(461@) = 100
Actor.Health(458@) = 2500
Actor.Health(459@) = 2500
Actor.Health(460@) = 2500
Actor.Health(461@) = 2500
Actor.GiveWeaponAndAmmo(458@, WeaponType.Ak47, 9999)
Actor.GiveWeaponAndAmmo(459@, WeaponType.Spas12, 9999)
Actor.GiveWeaponAndAmmo(460@, WeaponType.M4, 9999)
Actor.GiveWeaponAndAmmo(461@, WeaponType.DesertEagle, 9999)
Car.SetMaxSpeed(457@, 25.0)
wait 5000
Camera.PointAt(7.5105 1174.7549 19.4726, 1)
Camera.SetPosition(9.4227 1156.3333 22.4314, 0.0, 0.0, 0.0)
wait 1000
Camera.PointAt(14.6913 1155.1218 19.7422, 1)
wait 0
073B: unknown_car 457@ flag 1
00AE: set_car 457@ traffic_behaviour_to 2
00AF: set_car 457@ driver_behaviour_to 13
00A7: car 457@ drive_to 632.6235 843.9409 -42.9609
wait 5000
02A3: enable_widescreen 0
Camera.Restore_WithJumpCut 
Camera.SetBehindPlayer
:EXITCAR1
wait 30
if
01C1:   car 666@ stopped
jf @EXITCAR1
05CD: AS_actor 29@ exit_car 666@
05CD: AS_actor 942@ exit_car 666@
05CD: AS_actor 943@ exit_car 666@
05CD: AS_actor 944@ exit_car 666@
:EXITCAR2
wait 30
if
01C1:   car 669@ stopped
jf @EXITCAR2
05CD: AS_actor 950@ exit_car 669@
05CD: AS_actor 951@ exit_car 669@
05CD: AS_actor 952@ exit_car 669@
05CD: AS_actor 953@ exit_car 669@


:EXITCAR3
wait 35
if
01C1:   car 667@ stopped
jf @EXITCAR3
05CD: AS_actor 945@ exit_car 667@
05CD: AS_actor 946@ exit_car 667@
05CD: AS_actor 947@ exit_car 667@
05CD: AS_actor 30@ exit_car 667@
05E2: AS_actor 30@ kill_actor 1@

:EXITCAR4
wait 30
if
01C1:   car 669@ stopped
jf @EXITCAR4
05CD: AS_actor 950@ exit_car 669@
05CD: AS_actor 951@ exit_car 669@
05CD: AS_actor 952@ exit_car 669@
05CD: AS_actor 953@ exit_car 669@

:EXITCAR5
wait 30
if
01C1:   car 457@ stopped
jf @EXITCAR5
05CD: AS_actor 458@ exit_car 457@
05CD: AS_actor 459@ exit_car 457@
05CD: AS_actor 460@ exit_car 457@
05CD: AS_actor 461@ exit_car 457@
05E2: AS_actor 458@ kill_actor 1@
05E2: AS_actor 459@ kill_actor 2@
05E2: AS_actor 460@ kill_actor 3@
05E2: AS_actor 461@ kill_actor 4@

:DEADGROVEANDSPECIALACTORSCHECK
wait 30
if and
   Actor.Dead(10@)
   Actor.Dead(11@)
   Actor.Dead(12@)
   Actor.Dead(13@)
 jf @DEADGROVEANDSPECIALACTORSCHECK
   


if and
Actor.Dead(14@)
   Actor.Dead(15@)
   Actor.Dead(16@)
   Actor.Dead(17@)
 jf @DEADGROVEANDSPECIALACTORSCHECK  


if and
Actor.Dead(18@)
   Actor.Dead(19@)
   Actor.Dead(20@)
   Actor.Dead(30@)
   Actor.Dead(945@)
  jf @DEADGROVEANDSPECIALACTORSCHECK 
  
if and
   Actor.Dead(946@)
   Actor.Dead(947@)
   Actor.Dead(458@)
   Actor.Dead(459@) 
   Actor.Dead(460@) 
   Actor.Dead(461@)  
 jf @DEADGROVEANDSPECIALACTORSCHECK  
jump @MISSIONFAIL

:DEADBALLASCHECK
wait 30
if and
   Actor.Dead(1@)
   Actor.Dead(2@)
   Actor.Dead(3@)
   Actor.Dead(4@)
 jf @DEADBALLASCHECK
   


if and
Actor.Dead(5@)
   Actor.Dead(6@)
   Actor.Dead(7@)
   Actor.Dead(8@)
 jf @DEADBALLASCHECK  


if and
Actor.Dead(9@)
   Actor.Dead(27@)
   Actor.Dead(28@)
   Actor.Dead(950@)
   Actor.Dead(951@)
   Actor.Dead(952@)
   Actor.Dead(953@)
   Actor.Dead(942@) 
  jf @DEADBALLASCHECK 
  
if and
Actor.Dead(943@)
Actor.Dead(944@)
Actor.Dead(29@)
Actor.Dead(456@)  
 jf @DEADBALLASCHECK  
jump @MISSIONPASS

:MISSIONCLEANUP
wait 30
Model.Destroy(#FAM1)
Model.Destroy(#FAM2)
Model.Destroy(#FAM3)
Model.Destroy(#BALLAS1)
Model.Destroy(#BALLAS2)
Model.Destroy(#BALLAS3)
Model.Destroy(#TAHOMA) 
Model.Destroy(#GREENWOO) 
Model.Destroy(#VOODOO)   
Model.Destroy(#AK47)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#MP5LNG)
Model.Destroy(#SAWNOFF)        
Model.Destroy(#SHOTGSPA) 
Model.Destroy(#TEC9)
Model.Destroy(#CHROMEGUN) 
Model.Destroy(#DESERT_EAGLE) 
Model.Destroy(#CUNTGUN)
Model.Destroy(#M4)             
Model.Destroy(#COLT45)
Model.Destroy(#SNIPER)
Model.Destroy(#SAVANNA)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3
Actor.DestroyInstantly(1@)
Actor.DestroyInstantly(2@)
Actor.DestroyInstantly(3@)
Actor.DestroyInstantly(4@)
Actor.DestroyInstantly(5@)
Actor.DestroyInstantly(6@)
Actor.DestroyInstantly(7@)
Actor.DestroyInstantly(8@)
Actor.DestroyInstantly(9@)
Actor.DestroyInstantly(10@)
Actor.DestroyInstantly(11@)
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly(14@)
Actor.DestroyInstantly(15@)
Actor.DestroyInstantly(16@)
Actor.DestroyInstantly(17@)
Actor.DestroyInstantly(18@)
Actor.DestroyInstantly(19@)
Actor.DestroyInstantly(20@)
Actor.DestroyInstantly(21@)
Actor.DestroyInstantly(22@)
Actor.DestroyInstantly(23@)
Actor.DestroyInstantly(24@)
Actor.DestroyInstantly(25@)
Actor.DestroyInstantly(26@)
Actor.DestroyInstantly(27@)
Actor.DestroyInstantly(28@)
Actor.DestroyInstantly(456@)
Actor.DestroyInstantly(458@)
Actor.DestroyInstantly(459@)
Actor.DestroyInstantly(460@)
Actor.DestroyInstantly(461@)
Car.Destroy(24@)
Car.Destroy(25@)
Car.Destroy(26@)
Car.Destroy(21@)
Car.Destroy(22@)
Car.Destroy(23@)
Car.Destroy(24@)
Car.Destroy(25@)
Car.Destroy(26@)
Car.Destroy(666@)
Car.Destroy(667@)
Car.Destroy(669@)
Car.Destroy(457@)
Actor.DestroyInstantly(950@)
Actor.DestroyInstantly(951@)
Actor.DestroyInstantly(952@)
Actor.DestroyInstantly(953@)
Actor.DestroyInstantly(29@)
Actor.DestroyInstantly(30@)
Actor.DestroyInstantly(942@)
Actor.DestroyInstantly(943@)
Actor.DestroyInstantly(944@)
Actor.DestroyInstantly(946@)
Actor.DestroyInstantly(947@)
Actor.DestroyInstantly(945@)
Pickup.Destroy(350@)
Pickup.Destroy(351@)
Pickup.Destroy(352@)
Pickup.Destroy(353@)
Pickup.Destroy(354@)
mission_cleanup 
$ONMISSION = 0 
return 

:MISSIONFAIL
wait 0
gosub @MISSIONCLEANUP
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // MISSION FAILED
0A92: stream_custom_script "start of war.cs"
return

:MISSIONPASS
wait 0
01E3: show_text_1number_styled GXT 'M_PASS' number 25000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 25000
0394: play_music 1
gosub @MISSIONCLEANUP
return
 

and some scrlog info:

Spoiler

********************************************
 script gsfshoo
 Local variables dump:
 0 2051 2307 3331 3587 3843 4099 4355 4611 4867 5123 5379 5635 6403 7427 7682
 7938 8194 8450 8706 8962 3075 3331 3588 3843 4098 4354 9218 9474 9986 10498 0
 1287557 1287557 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3276807 2621452
 14090265 17301538 8716344 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 9730 5636 13058 13314 13570 13827 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 4610 5380 0 4866 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 10754 11010
 11266 12290 12546 12802 0 0 11522 11778 12034 10242 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
********************************************

00004226&0: [00D6] IF
00004230&0: [01C1] IS_CAR_STOPPED
00004235&0: [004D] GOTO_IF_FALSE
00004222&0: [0001] WAIT
Finished processing.

********************************************

Please help :( 

Edited by TheArtemMaps
scrlog
Link to comment
Share on other sites

44 minutes ago, TheArtemMaps said:

the mission should pass when you kill all the ballas from DEADBALLASCHECK label, why it does not happen,

but when you kill all actors from DEADGROVEANDSPECIALACTORSCHECK label, the mission fail.

Because it jumps to mission fail after the DEADGROVEANDSPECIALACTORSCHECKs

if and
   Actor.Dead(946@)
   Actor.Dead(947@)
   Actor.Dead(458@)
   Actor.Dead(459@) 
   Actor.Dead(460@) 
   Actor.Dead(461@)  
 jf @DEADGROVEANDSPECIALACTORSCHECK  
jump @MISSIONFAIL <<<<-------------------------------------------<<

:DEADBALLASCHECK

 

Link to comment
Share on other sites

TheArtemMaps
4 minutes ago, ZAZ said:

Because it jumps to mission fail after the DEADGROVEANDSPECIALACTORSCHECKs

if and
   Actor.Dead(946@)
   Actor.Dead(947@)
   Actor.Dead(458@)
   Actor.Dead(459@) 
   Actor.Dead(460@) 
   Actor.Dead(461@)  
 jf @DEADGROVEANDSPECIALACTORSCHECK  
jump @MISSIONFAIL <<<<-------------------------------------------<<

:DEADBALLASCHECK

 

yes it's supposed to be like that, when groves die mission fail, ballas die mission passed, but only 1 check works, is for groves. nothing happens when you kill all ballas.

Edited by TheArtemMaps
Link to comment
Share on other sites

make an else_jump to DEADBALLASCHECK

if and
   Actor.Dead(946@)
   Actor.Dead(947@)
   Actor.Dead(458@)
   Actor.Dead(459@) 
   Actor.Dead(460@) 
   Actor.Dead(461@)  
 jf @DEADBALLASCHECK  
jump @MISSIONFAIL

:DEADBALLASCHECK

 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.