masterkey Geplaatst: 14 november 2009 Rapport Geplaatst: 14 november 2009 (bewerkt) Goeden avond/morgen ligt eraan wanneer u het leest. Ik ben scm aan het leren dankzij de tutorials hier van dutchy patrickw en weiter. Ik heb nu een cutscene bijna voor elkaar. Enigste wat nog fout gaat is alle maffia mannetjes gaat lekker weer terug in de auto zitten behalve de bestuurder. Die blijft hellaas tot mijn ergenis dom naast de auto staan. Dit is de code. DEFINE OBJECTS 1 DEFINE OBJECT SANNY BUILDER 3.03 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 042C: set_total_missions_to 1 030D: set_max_progress 1 set_wb_check_to 0 00C0: set_current_time_hours_to 10 minutes_to 0 04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.549 13.3438 Camera.SetAtPos(2488.5601, -1666.549, 13.3438) $PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.549, 13.3438) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) set_weather 6 wait 0 0180: set_on_mission_flag_to $4 // Note: your missions have to use the variable defined here Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head) Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs) Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes) Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso) Player.Build($PLAYER_CHAR) Player.CanMove($PLAYER_CHAR) = True player.Money($PLAYER_CHAR) += 900000 032B: $5 = create_weapon_pickup #AK47 group 15 ammo 15000 at 117.215 -102.7513 2.95162 fade 1 0 select_interior 0 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at 237.5228 2499.1719 2.2405 angle 90.0 town_number 0 016D: restart_if_busted_at 237.5228 2499.1719 2.2405 angle 90.0 town_number 0 create_thread @CUTSCENE set_weather 6 015A: restore_camera :MAIN_LOOP wait 0 ms 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes jump @MAIN_LOOP end_thread //--------------------- //Start Cutscene //--------------------- :CUTSCENE 03BC: $begin = create_sphere_at 2489.0088 -1658.4554 13.3519 radius 1.0 repeat wait 0 until 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2489.0088 -1658.4554 13.3519 radius 1.0 1.0 1.0 Player.CanMove($PLAYER_CHAR, false) //--------------------- //Load Models //--------------------- model.Load(#MAFBOSS) model.Load(#BURRITO) model.load(#m4) 023C: load_special_actor 'SWEET' as 1 // models 290-299 023C: load_special_actor 'KENDL' as 2 // models 290-299 023C: load_special_actor 'CESAR' as 3 // models 290-299 038B: load_requested_models :load_check wait 0 if and model.available(#MAFBOSS) model.available(#BURRITO) model.available(#m4) 023D: special_actor 1 loaded 023D: special_actor 2 loaded 023D: special_actor 3 loaded else_jump @load_check //--------------------- //Spawn everything in fade //--------------------- fade 0 500 repeat wait 0 until 816B: not fading 02A3: enable_widescreen 1 03BD: destroy_sphere $begin Car.Create($car, #BURRITO, 2503.0217, -1672.2841, 13.3594) Car.Angle($car) = 82.3844 0129: 1@ = create_actor_pedtype 23 model #MAFBOSS in_car $car driverseat 01C8: 2@ = create_actor_pedtype 23 model #MAFBOSS in_car $car passenger_seat 0 01C8: 3@ = create_actor_pedtype 23 model #MAFBOSS in_car $car passenger_seat 1 01C8: 4@ = create_actor_pedtype 23 model #MAFBOSS in_car $car passenger_seat 2 01B2: give_actor 1@ weapon 31 ammo 60 // Load the weapon model before using this 01B2: give_actor 2@ weapon 31 ammo 60 // Load the weapon model before using this 01B2: give_actor 3@ weapon 31 ammo 60 // Load the weapon model before using this 01B2: give_actor 4@ weapon 31 ammo 60 // Load the weapon model before using this 009A: 5@ = create_actor_pedtype 4 model #SPECIAL01 at 2479.1279 -1680.2635 13.338 Actor.Angle(5@) = 359.6866 009A: 6@ = create_actor_pedtype 4 model #SPECIAL02 at 2477.7996 -1678.5049 13.3386 Actor.Angle(6@) = 266.6259 009A: 7@ = create_actor_pedtype 4 model #SPECIAL03 at 2479.3577 -1676.2166 13.337 Actor.Angle(7@) = 176.3852 00A1: put_actor $PLAYER_ACTOR at 2480.9185 -1678.2045 13.3404 Actor.Angle($PLAYER_ACTOR) = 98.7008 04ED: load_animation "GANGS" repeat wait 0 until 04EE: animation "GANGS" loaded 0605: actor 5@ perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 0605: actor 6@ perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 0605: actor 7@ perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 Camera.SetPosition(2472.7151, -1681.5944, 16.9041, 0.0, 0.0, 0.0) Camera.PointAt(2494.2827, -1669.9541, 13.3359, 2) wait 2000 00A7: car $car drive_to 2487.1799 -1670.8324 13.3359 fade 1 500 repeat wait 0 until 816B: not fading //--------------------- //Behaviour after fade //--------------------- repeat wait 10 until 01AE: car $car sphere 0 near_point 2487.1799 -1670.8324 radius 3.0 3.0 stopped 0160: set_camera_point_at 2494.2827 -1669.9541 9.3359 mode 2 05CD: AS_actor 1@ exit_car $car 05CD: AS_actor 2@ exit_car $car 0635: AS_actor 1@ aim_at_actor $PLAYER_ACTOR -1 ms 0635: AS_actor 2@ aim_at_actor $PLAYER_ACTOR -1 ms 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 1@ timelimit -1 074D: AS_actor 5@ turns_to_and_look_at_actor 1@ timelimit -1 074D: AS_actor 6@ turns_to_and_look_at_actor 1@ timelimit -1 074D: AS_actor 7@ turns_to_and_look_at_actor 1@ timelimit -1 00BB: show_text_lowpriority GXT 'WTF' time 3000 flag 1 wait 2500 05C4: AS_actor $PLAYER_ACTOR hands_up -1 ms 05C4: AS_actor 5@ hands_up -1 ms 05C4: AS_actor 6@ hands_up -1 ms 05C4: AS_actor 7@ hands_up -1 ms wait 5000 player.Money($PLAYER_CHAR) += -900000 05CD: AS_actor 1@ enter_car $car as driver 1000 ms 05CA: AS_actor 2@ enter_car $car as passenger_seat 0 1000 ms wait 10000 //--------------------- //Cleanup //--------------------- fade 0 500 repeat wait 0 until 816B: not fading 00A6: destroy_car $car 009B: destroy_actor 1@ 009B: destroy_actor 2@ 009B: destroy_actor 3@ 009B: destroy_actor 4@ 009B: destroy_actor 5@ 009B: destroy_actor 6@ 009B: destroy_actor 7@ 0687: clear_actor $PLAYER_ACTOR task Player.CanMove($PLAYER_CHAR, true) 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0 wait 2000 fade 1 500 repeat wait 0 until 816B: not fading :LOOP_CUTSCENE wait 100 ms jump @LOOP_CUTSCENE alvast bedankt Bewerkt: 15 november 2009 door masterkey Reageren
Beagle Geplaatst: 15 november 2009 Rapport Geplaatst: 15 november 2009 Als je je hele code plaatst kunnen we je helpen, anders niet... Reageren
masterkey Geplaatst: 15 november 2009 Auteur Rapport Geplaatst: 15 november 2009 Als je je hele code plaatst kunnen we je helpen, anders niet... Oke... Zie hier boven hele code toegevoegd. Danku Reageren
Recommended Posts
Een reactie plaatsen
Je kan nu een reactie plaatsen en pas achteraf registreren. Als je al lid bent, log eerst in om met je eigen account een reactie te plaatsen.