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Hallo mensen,

Ik heb een script en daar heb ik 3 actors in en daar staan markers boven.

Nou alles leuk :D Ik krijg ze ook allemaal gekilld maarja dan..........ZE GAAN NIET WEG :puh:

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
DEFINE OBJECTS 2
DEFINE OBJECT SANNY BUILDER 3.04	  
DEFINE OBJECT CEETAH				   // Object number -1

DEFINE MISSIONS 0

DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 0

{$VERSION 3.1.0027}

//-------------MAIN---------------
thread 'MAIN' 
01F0: set_max_wanted_level_to 6 
set_wb_check_to 0 
00C0: set_current_time_hours_to 8 minutes_to 0 
04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84 
Camera.SetAtPos(2488.56, -1666.84, 13.38)
$PLAYER_CHAR = Player.Create(#NULL, 2488.56, -1666.84, 13.38)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Camera.SetBehindPlayer
set_weather 0 
wait 0 
Player.SetClothes($PLAYER_CHAR, "BBALLJACKRSTAR", "BBJACK", Torso)
Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
Player.Build($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR) = True
fade 1 0 
select_interior 0 
0629: change_integer_stat 181 to 4 
016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 
016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 
03E6: remove_text_box 

:MODEL
thread 'MODEL' 
Model.Load(#FCR900)
Model.Load(#AK47)
Model.Load(#BFYST)
038B: load_requested_models 

:MODEL_27
if or
  not Model.Available(#FCR900)
  not Model.Available(#AK47)
  not Model.Available(#BFYST)
else_jump @MODEL_63 
wait 0 
jump @MODEL_27 

:MODEL_63
0674: set_car_model #FCR900 numberplate "RUBEN" 
$FCR900 = Car.Create(#FCR900, 2458.248, -1659.026, 13.3047)
Car.Angle($FCR900) = 270.0
Car.Health($FCR900) = 250
$M1 = Marker.CreateAboveCar($FCR900)
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 100000 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 30 

:MODEL_143
wait 0 
  Actor.InCar($PLAYER_ACTOR, $FCR900)
else_jump @MODEL_143 
Marker.Disable($M1)
$COORDINAAT_X = 2100.96 
$COORDINAAT_Y = -1366.837 
$COORDINAAT_Z = 23.9844 
$COORDINAAT = Marker.CreateIconAndSphere(0, $COORDINAAT_X, $COORDINAAT_Y, $COORDINAAT_Z)
$T_TIME = 1000000 
03C3: set_timer_to $T_TIME type 1 GXT 'BB_19' // global_variable  // Time

:MODEL_239
wait 0 
if 
  Car.Wrecked($FCR900)
else_jump @MODEL_270 
wait 0 
jump @MODEL 

:MODEL_270
if 
01AE:   car $FCR900 sphere 0 near_point $COORDINAAT_X $COORDINAAT_Y radius 5.0 5.0 stopped 
else_jump @MODEL_239 
wait 0 
10@ = Actor.Create(CIVFEMALE, #BFYST, 2094.35, -1342.952, 23.9844)
9@ = Actor.Create(CIVFEMALE, #BFYST, 2094.35, -1342.952, 23.9844)
8@ = Actor.Create(CIVFEMALE, #BFYST, 2094.35, -1342.952, 23.9844)
Marker.Disable($COORDINAAT)
Actor.Angle(10@) = 88.44
Actor.Angle(9@) = 90.0
Actor.Angle(8@) = 0.0
$MARKER = Marker.CreateAboveActor(10@)
$MARKER = Marker.CreateAboveActor(9@)
$MARKER = Marker.CreateAboveActor(8@)
Actor.WeaponAccuracy(10@) = 50
Actor.WeaponAccuracy(9@) = 50
Actor.WeaponAccuracy(8@) = 50
Actor.Health(10@) = 250
Actor.Health(9@) = 250
Actor.Health(8@) = 250
01B2: give_actor 10@ weapon 30 ammo 1000 // Load the weapon model before using this 
01B2: give_actor 9@ weapon 30 ammo 1000 // Load the weapon model before using this 
01B2: give_actor 8@ weapon 30 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 10@ armed_weapon_to 30 
01B9: set_actor 9@ armed_weapon_to 30 
01B9: set_actor 8@ armed_weapon_to 30 
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR 

:MODEL_559
wait 0 
  Actor.Dead(10@)
  Actor.Dead(9@)
  Actor.Dead(8@)
else_jump @MODEL_559 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
014F: stop_timer $T_TIMER 
Player.Money($PLAYER_CHAR) += 10000
Model.Destroy(#FCR900)
Model.Destroy(#AK47)
Model.Destroy(#BFYST)
Model.Destroy(#BFYST)
Model.Destroy(#BFYST)
Marker.Disable($MARKER1)
Marker.Disable($MARKER2)
Marker.Disable($MARKER3)
end_thread

Wat is verkeerd?

Geplaatst: (bewerkt)

:MODEL

thread 'MODEL'

Model.Load(#FCR900)

Model.Load(#AK47)

Model.Load(#BFYST)

038B: load_requested_models << Deze zin is overbodig, aan 'Model.Load' heb je genoeg.

:MODEL_27

if or

not Model.Available(#FCR900)

not Model.Available(#AK47)

not Model.Available(#BFYST)

else_jump @MODEL_63

wait 0

jump @MODEL_27

:MODEL_63

0674: set_car_model #FCR900 numberplate "RUBEN"

$FCR900 = Car.Create(#FCR900, 2458.248, -1659.026, 13.3047)

Car.Angle($FCR900) = 270.0

Car.Health($FCR900) = 250

$M1 = Marker.CreateAboveCar($FCR900)

01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 100000 // Load the weapon model before using this

01B9: set_actor $PLAYER_ACTOR armed_weapon_to 30

:MODEL_143

wait 0

if << IF!

Actor.InCar($PLAYER_ACTOR, $FCR900)

else_jump @MODEL_143

Marker.Disable($M1)

$COORDINAAT_X = 2100.96

$COORDINAAT_Y = -1366.837

$COORDINAAT_Z = 23.9844

$COORDINAAT = Marker.CreateIconAndSphere(0, $COORDINAAT_X, $COORDINAAT_Y, $COORDINAAT_Z)

$T_TIME = 1000000

03C3: set_timer_to $T_TIME type 1 GXT 'BB_19' // global_variable // Time

:MODEL_239

wait 0

if

Car.Wrecked($FCR900)

else_jump @MODEL_270

wait 0

jump @MODEL

:MODEL_270

if

01AE: car $FCR900 sphere 0 near_point $COORDINAAT_X $COORDINAAT_Y radius 5.0 5.0 stopped

else_jump @MODEL_239

wait 0

10@ = Actor.Create(CIVFEMALE, #BFYST, 2094.35, -1342.952, 23.9844) << Gezellig met zijn drieën op schoot. ^^

9@ = Actor.Create(CIVFEMALE, #BFYST, 2094.35, -1342.952, 23.9844) <<

8@ = Actor.Create(CIVFEMALE, #BFYST, 2094.35, -1342.952, 23.9844) <<

Marker.Disable($COORDINAAT)

Actor.Angle(10@) = 88.44

Actor.Angle(9@) = 90.0

Actor.Angle(8@) = 0.0

$MARKER1 = Marker.CreateAboveActor(10@) << Geef verschillende variabelen aan je markers!

$MARKER2 = Marker.CreateAboveActor(9@) <<

$MARKER3 = Marker.CreateAboveActor(8@) <<

Actor.WeaponAccuracy(10@) = 50

Actor.WeaponAccuracy(9@) = 50

Actor.WeaponAccuracy(8@) = 50

Actor.Health(10@) = 250

Actor.Health(9@) = 250

Actor.Health(8@) = 250

01B2: give_actor 10@ weapon 30 ammo 1000 // Load the weapon model before using this

01B2: give_actor 9@ weapon 30 ammo 1000 // Load the weapon model before using this

01B2: give_actor 8@ weapon 30 ammo 1000 // Load the weapon model before using this

01B9: set_actor 10@ armed_weapon_to 30

01B9: set_actor 9@ armed_weapon_to 30

01B9: set_actor 8@ armed_weapon_to 30

05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR

05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR

05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR

:MODEL_559

wait 0

if << Ook hier weer de IF vergeten.

Actor.Dead(10@)

Actor.Dead(9@)

Actor.Dead(8@)

else_jump @MODEL_559

0394: play_music 1

01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~

014F: stop_timer $T_TIMER

Player.Money($PLAYER_CHAR) += 10000

Model.Destroy(#FCR900)

Model.Destroy(#AK47)

Model.Destroy(#BFYST)

Model.Destroy(#BFYST)

Model.Destroy(#BFYST)

Marker.Disable($MARKER1) << Hier had je de markers wel goed gezet.

Marker.Disable($MARKER2) <<

Marker.Disable($MARKER3) <<

end_thread

Zo moet het goed komen. :tu:

Bewerkt: door Bierbuikje
Geplaatst:

Met zijn drieën op schoot kan wel want ze komen toch na elkaar eraan gelopen maar wat ik ook kan doen is ze zomaar ergens heen zetten en dan op ze laten hunten :D BTW THX Voor het verbeteren!!

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