game~skater Geplaatst: 27 september 2010 Rapport Geplaatst: 27 september 2010 Ik krijg een crash in mijn script maar ik weet niet waar hij vandaan komt. :TUTORIAL_MISSION_1_2 wait 0 player.CanMove($PLAYER_CHAR) = true 2@ = car.Create(#COPCARVG, 2295.5945, 2418.3279, 10.8203) car.Angle(2@) = 90.0 01C8: 20@ = create_actor_pedtype 280 model #LVPD1 in_car 2@ passenger_seat 0 13@ = Marker.CreateAboveCar(2@) Actor.PutAt($PLAYER_ACTOR, 2289.668, 2430.625, 10.8203) Actor.Angle($PLAYER_ACTOR) = 165.0 020A: set_car 2@ door_status_to 1 Camera.SetBehindPlayer 09C1: add_next_text_to_brief_history 1 00BC: show_text_highpriority GXT 'INTROM8' time 3000 flag 1 // Enter the police car. wait 3000 fade 1 1000 wait 1000 repeat wait 0 until actor.InCar($PLAYER_ACTOR, 2@) 02A8: 14@ = create_marker 18 at 261.2497 2855.8062 19.0853 03BC: 15@ = create_sphere_at 261.2497 2855.8062 19.0853 radius 2.0 repeat if or actor.Dead(20@) actor.Dead($PLAYER_ACTOR) car.Wrecked(2@) until 0103: actor $PLAYER_ACTOR in_sphere 261.2497 2855.8062 19.0853 radius 2.0 2.0 6.0 sphere 0 stopped_in_car return Vanaf hier crasht het script, het is niet bij een bepaald stuk. Na enkele secondes wordt GTA afgesloten en krijg ik een foutmelding. Reageren
Donald F. Duck Geplaatst: 12 oktober 2010 Rapport Geplaatst: 12 oktober 2010 Ik weet het niet zeker, lang geleden dat ik nog SCM heb gedaan, maar volgens mij zie ik hem. repeat if or actor.Dead(20@) actor.Dead($PLAYER_ACTOR) car.Wrecked(2@) until 0103: actor $PLAYER_ACTOR in_sphere 261.2497 2855.8062 19.0853 radius 2.0 2.0 6.0 sphere 0 stopped_in_car Ik zie hier nergens een wait staan, bij een if (of repeat) moet een wait komen. Reageren
game~skater Geplaatst: 12 oktober 2010 Auteur Rapport Geplaatst: 12 oktober 2010 Ik weet het niet zeker, lang geleden dat ik nog SCM heb gedaan, maar volgens mij zie ik hem. repeat if or actor.Dead(20@) actor.Dead($PLAYER_ACTOR) car.Wrecked(2@) until 0103: actor $PLAYER_ACTOR in_sphere 261.2497 2855.8062 19.0853 radius 2.0 2.0 6.0 sphere 0 stopped_in_car Ik zie hier nergens een wait staan, bij een if (of repeat) moet een wait komen. Bedankt voor je reactie, maar dit is het niet. Wat mij nu opviel is dat mijn geld weg is en mijn "blokje met wapen" weg is. Dit verdwijnt nadat hij bij de fade is in dit stuk script. Reageren
KillerZero86 Geplaatst: 13 oktober 2010 Rapport Geplaatst: 13 oktober 2010 repeat if or.. ik ben geen meester in SCM, maar is het niet zo dat tussen if en or eerst een stamement moet? Reageren
game~skater Geplaatst: 13 oktober 2010 Auteur Rapport Geplaatst: 13 oktober 2010 repeat if or.. ik ben geen meester in SCM, maar is het niet zo dat tussen if en or eerst een stamement moet? Als ik dat weg laat dan crasht hij nog. En verder terug in het script staat precies hetzelfde, alleen de variablen verandert. En zoals ik al zei crasht hij als ik in de politie wagen stap. Reageren
Beagle Geplaatst: 13 oktober 2010 Rapport Geplaatst: 13 oktober 2010 repeat if or.. ik ben geen meester in SCM, maar is het niet zo dat tussen if en or eerst een stamement moet? Helaas lijkt scm niet echt op een andere (goede) programmeer of scripttaal . Maar goed, je zegt dus, nadat je in de auto stapt. Dan moet het dus hier zijn: repeat wait 0 until actor.InCar($PLAYER_ACTOR, 2@) 02A8: 14@ = create_marker 18 at 261.2497 2855.8062 19.0853 03BC: 15@ = create_sphere_at 261.2497 2855.8062 19.0853 radius 2.0 repeat if or actor.Dead(20@) actor.Dead($PLAYER_ACTOR) car.Wrecked(2@) until 0103: actor $PLAYER_ACTOR in_sphere 261.2497 2855.8062 19.0853 radius 2.0 2.0 6.0 sphere 0 stopped_in_car return Controleer marker nummer 18 in de gids van Sannybuilder. Bestaat deze? Sowieso moet er een wait 0 na repeat, want deze code herhaalt zich (en vaak..). return is geen juiste statement om een (cleo) script af te sluiten tenzij je een gosub gebruikt (en als je dat doet vertel je ons niet het hele verhaal). Zoek in de opcode search tool naar "end_custom_thread" voor cleo of "end_thread" voor een main.scm thread. Controleer ook even of de member functies van klassen actor & car beginnen met een hoofdletter. Ik weet niet of Sannybuilder hoofdletter gevoelig is voor deze zaken. Controleer ook even of: 01C8: 20@ = create_actor_pedtype 280 model #LVPD1 in_car 2@ passenger_seat 0 pedtype 280 bestaat. Reageren
game~skater Geplaatst: 13 oktober 2010 Auteur Rapport Geplaatst: 13 oktober 2010 @beagle, heel erg bedankt voor je reactie, morgen kijk ik meteen! Het is inderdaad niet het hele script maar het stuk waar hij crasht, misschien ook makkelijk om te zeggen is dat het om een stripped scm file gaat en geen cleo. Ik weet niet of het nodig is dat ik heel het script erin zet? Anders doe ik dat ook morgen, ik typ namelijk nu op me iPod, vandasr. Toch heel erg bedankt! Reageren
Dutchy3010 Geplaatst: 14 oktober 2010 Rapport Geplaatst: 14 oktober 2010 Het is altijd makkelijk om de gehele code te plaatsen, anders lopen we inderdaad tegen dingen aan waarvan we NIET weten of het enigszins klopt (zoals die gosub). Gewoon altijd je hele code plaatsen en dan een deel eronder plaatsen waar jij denkt dat het probleem zit. Reageren
game~skater Geplaatst: 14 oktober 2010 Auteur Rapport Geplaatst: 14 oktober 2010 // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 DEFINE OBJECTS 10 DEFINE OBJECT SANNY BUILDER 3.04 DEFINE OBJECT INFO // Object number -1 DEFINE OBJECT KEYCARD // Object number -2 DEFINE OBJECT PICKUPSAVE // Object number -3 DEFINE OBJECT BODYARMOUR // Object number -4 DEFINE OBJECT BRIBE // Object number -5 DEFINE OBJECT KMB_PARACHUTE // Object number -6 DEFINE OBJECT PARA_PACK // Object number -7 DEFINE OBJECT PARACHUTE // Object number -8 DEFINE OBJECT PARA_COLLISION // Object number -9 DEFINE MISSIONS 2 DEFINE MISSION 0 AT @NONAME_1 // Initial 1 DEFINE MISSION 1 AT @TUT_1 // Initial 2 DEFINE EXTERNAL_SCRIPTS 1 // Use -1 in order not to compile AAA script DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0 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(-688.1527, 946.4352, 13.0312) $PLAYER_CHAR = Player.Create(#NULL, -688.1527, 946.4352, 13.0312) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group Camera.SetBehindPlayer set_weather 0 wait 0 Player.SetClothes($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 select_interior 0 07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 6 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 08DE: lose_stuff_after_busted 0 08DD: lose_stuff_after_wasted 0 Player.Money($PLAYER_CHAR) += 1500 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here $X_TORENO_RANCH = -691.0231 $Y_TORENO_RANCH = 927.68 $Z_TORENO_RANCH = 13.6293 $DEFAULT_WAIT_TIME = 250 $SCRIPT_STATUS = 0 $1903 = 1 $1500 = 5.0 $1501 = -5.0 $1503 = -1.5 $1504 = -30.0 $1505 = 32.0 $1506 = 0.0 $1512 = 0 $FREEFALL_STAGE = 0 $PARACHUTE_CREATION_STAGE = 0 03E6: remove_text_box start_mission 0 // Initial 1 wait 0 create_thread_wb @TUT_SNIFF create_thread @SAVE :MAIN_434 wait 0 if Player.Defined($PLAYER_CHAR) jf @MAIN_532 if Actor.HasWeapon($PLAYER_ACTOR, 46) jf @MAIN_528 0926: $SCRIPT_STATUS = external_script_status 0 (PLAYER_PARACHUTE) if $SCRIPT_STATUS == 0 jf @MAIN_521 08A9: load_external_script 0 (PLAYER_PARACHUTE) if 08AB: external_script 0 (PLAYER_PARACHUTE) loaded jf @MAIN_521 0913: run_external_script 0 (PLAYER_PARACHUTE) :MAIN_521 jump @MAIN_532 :MAIN_528 090F: end_external_script 0 (PLAYER_PARACHUTE) :MAIN_532 jump @MAIN_434 :SAVE thread 'SAVE' 0570: $SV02 = create_asset_radar_marker_with_icon 35 at -688.2714 933.8865 13.6328 018B: set_marker $SV02 radar_mode 2 :SAVE_40 wait 0 $SV01 = Pickup.Create(#PICKUPSAVE, 3, -688.2714, 933.8865, 13.6328) 023C: load_special_actor 'TORINO' as 1 // models 290-299 038B: load_requested_models if Model.Available(#SPECIAL01) jf @SAVE_40 :SAVE_68 wait 0 if Player.Defined($PLAYER_CHAR) jf @SAVE_68 if Pickup.Picked_up($SV01) jf @SAVE_68 gosub @SAVE_118 jump @SAVE_40 :SAVE_118 if $ONMISSION == 0 jf @SAVE_239 $ONMISSION = 1 Player.CanMove($PLAYER_CHAR) = False wait 350 03D8: show_save_screen :SAVE_157 if 83D9: not save_done jf @SAVE_181 wait 0 jump @SAVE_157 :SAVE_181 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01 0296: unload_special_actor 1 Actor.PutAt($PLAYER_ACTOR, -688.3094, 936.4443, 13.6328) Actor.Angle($PLAYER_ACTOR) = 0.0 Camera.SetBehindPlayer Player.CanMove($PLAYER_CHAR) = True $ONMISSION = 1 wait 350 $ONMISSION = 0 :SAVE_239 return :TUT_SNIFF thread "TUT_SNIFF" $MARKER_TORENO_HOUSE = Marker.CreateIconAndSphere(42, -691.0231, 927.68, 13.6293) :TUT_SNIFF_35 wait $DEFAULT_WAIT_TIME if and Player.Defined($PLAYER_CHAR) $ONMISSION == 0 jf @TUT_SNIFF_113 if and 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $X_TORENO_RANCH $Y_TORENO_RANCH $Z_TORENO_RANCH radius 1.0 1.0 2.0 on_foot Player.Controllable($PLAYER_CHAR) $TUT_MISSIONS_PASSED == 0 jf @TUT_SNIFF_113 $ONMISSION = 1 fade 1 1000 00BA: show_text_styled GXT 'INTRO' time 2000 style 2 // the Intro start_mission 1 // Initial 2 :TUT_SNIFF_113 $TUT_MISSIONS_PASSED == 1 jf @TUT_SNIFF_35 Marker.Disable($MARKER_TORENO_HOUSE) end_thread //-------------Mission 0--------------- // Originally: Initial 1 :NONAME_1 $INTRO_MISSION_PASSED = 0 $ONMISSION = 0 014B: $2765 = init_parked_car_generator #WASHING color 119 0 0 alarm 0 door_lock 0 0 10000 at 2459.904 -1659.459 13.3047 angle 90.0 014C: set_parked_car_generator $2765 cars_to_generate_to 101 :NONAME_1_64 wait 0 023C: load_special_actor 'TORINO' as 1 // models 290-299 038B: load_requested_models if Model.Available(#SPECIAL01) jf @NONAME_1_64 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01 0296: unload_special_actor 1 fade 1 500 end_thread //-------------Mission 1--------------- // Originally: Initial 2 :TUT_1 thread 'TUT 1' gosub @TUT_1_47 if wasted_or_busted jf @TUT_1_38 gosub @TUT_1_506 :TUT_1_38 gosub @TUT_1_524 end_thread :TUT_1_47 Model.Load(#ADMIRAL) model.Load(#LVPD1) model.Load(#COPCARVG) 038B: load_requested_models wait 0 if Model.Available(#ADMIRAL) model.Available(#LVPD1) model.Available(#COPCARVG) jf @TUT_1_47 :scene_skip_1 0707: start_scene_skip_to @scene_skip_2 02A3: enable_widescreen 1 select_interior 10 0860: link_actor $PLAYER_ACTOR to_interior 10 Actor.PutAt($PLAYER_ACTOR, 2266.65, -1134.0, 1050.633) Actor.Angle($PLAYER_ACTOR) = 183.9753 wait 200 Player.CanMove($PLAYER_CHAR) = False Camera.SetPosition(2260.246, -1134.005, 1052.64, 0.0, 0.0, 0.0) Camera.OnPed($PLAYER_ACTOR, 15, 2) :TUT_1_97 fade 1 500 :TUT_1_104 wait 0 not fading jf @TUT_1_104 07CD: AS_actor $PLAYER_ACTOR walk_to 2263.233 -1136.159 1050.633 stop_with_angle 228.4691 within_radius 1.0 00BC: show_text_highpriority GXT 'INTROM1' time 3000 flag 1 wait 3000 00BC: show_text_highpriority GXT 'INTROM2' time 3000 flag 1 wait 3000 00BC: show_text_highpriority GXT 'INTROM3' time 3000 flag 1 wait 1500 Camera.SetPosition(2264.634, -1137.2136, 1052.6328, 0.0, 0.0, 0.0) Camera.OnPed($PLAYER_ACTOR, 15, 2) wait 1500 00BC: show_text_highpriority GXT 'INTROM4' time 3000 flag 1 wait 3000 00BC: show_text_highpriority GXT 'INTROM5' time 3000 flag 1 wait 3000 :scene_skip_2 0701: end_scene_skip if 08D0: cutscene_skipped jf @scene_skip_2 fade 0 100 wait 0 fade 0 1000 select_interior 0 0860: link_actor $PLAYER_ACTOR to_interior 0 Actor.PutAt($PLAYER_ACTOR, 2794.939, 2267.836, 14.6615) Actor.Angle($PLAYER_ACTOR) = 270.0 1@ = Car.Create(#ADMIRAL, 2802.1216, 2251.719, 10.5744) Car.Angle(1@) = 180.0 10@ = Marker.CreateAboveCar(1@) 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 015A: restore_camera Camera.SetBehindPlayer fade 1 1000 09C1: add_next_text_to_brief_history 1 00BC: show_text_highpriority GXT 'INTROM6' time 3000 flag 1 // Enter ~r~your car~r~. wait 0 :TUT_1_232 wait 0 Actor.InCar($PLAYER_ACTOR, 1@) jf @TUT_1_232 Marker.Disable(10@) wait 0 02A8: $POLICE_MARKER = create_marker 30 at 2284.873 2418.223 10.668 03BC: 12@ = create_sphere_at 2284.873 2418.223 10.668 radius 2.0 09C1: add_next_text_to_brief_history 1 00BC: show_text_highpriority GXT 'INTROM7' time 3000 flag 1 // Drive to the ~b~police station~b~. repeat wait 0 if 80DB: not actor $PLAYER_ACTOR in_car 1@ then 09C1: add_next_text_to_brief_history 1 00BC: show_text_highpriority GXT 'INTROM6' time 3000 flag 1 // Enter ~r~your car~r~. end if or actor.Dead($PLAYER_ACTOR) car.Wrecked(1@) then jump @TUT_1_506 end until 0103: actor $PLAYER_ACTOR in_sphere 2284.873 2418.223 10.668 radius 2.0 2.0 6.0 sphere 0 stopped_in_car :TUTORIAL_MISSION_1_1 wait 0 player.CanMove($PLAYER_CHAR) = false 03BD: destroy_sphere 12@ 0633: AS_actor $PLAYER_ACTOR exit_car wait 1000 fade 0 1000 wait 1000 :TUTORIAL_MISSION_1_2 wait 0 player.CanMove($PLAYER_CHAR) = true 2@ = car.Create(#COPCARVG, 2307.155, 2420.7278, 11.8203) car.Angle(2@) = 90.0 01C8: 20@ = create_actor_pedtype 280 model #LVPD1 in_car 2@ passenger_seat 0 13@ = Marker.CreateAboveCar(2@) Actor.PutAt($PLAYER_ACTOR, 2289.668, 2430.625, 10.8203) Actor.Angle($PLAYER_ACTOR) = 165.0 020A: set_car 2@ door_status_to 1 Camera.SetBehindPlayer wait 3000 fade 1 1000 wait 1000 09C1: add_next_text_to_brief_history 1 00BC: show_text_highpriority GXT 'INTROM8' time 3000 flag 1 // Enter the police car. repeat wait 0 if or 8118: not actor 20@ dead 8118: not actor $PLAYER_ACTOR dead 8119: not car 2@ wrecked else_jump @TUT_1_506 until actor.InCar($PLAYER_ACTOR, 2@) :TUTORIAL_MISSION_1_3 wait 1000 02A8: 14@ = create_marker 18 at 261.2497 2855.8062 19.0853 03BC: 15@ = create_sphere_at 261.2497 2855.8062 19.0853 radius 2.0 repeat wait 0 if 80DB: not actor $PLAYER_ACTOR in_car 2@ then 09C1: add_next_text_to_brief_history 1 00BC: show_text_highpriority GXT 'INTROM6' time 3000 flag 1 // Enter ~r~your car~r~. end if or actor.Dead($PLAYER_ACTOR) car.Wrecked(2@) then jump @TUT_1_506 end until 0103: actor $PLAYER_ACTOR in_sphere 261.2497 2855.8062 19.0853 radius 2.0 2.0 6.0 sphere 0 stopped_in_car Jump @TUT_1_468 return :TUT_1_468 0394: play_music 1 $TUT_MISSIONS_PASSED += 1 Player.Money($PLAYER_CHAR) += 100 01E3: show_text_1number_styled GXT 'M_PASS' number 100 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~ return :TUT_1_506 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED! return :TUT_1_524 $ONMISSION = 0 Player.WantedLevel($PLAYER_CHAR) = 0 Model.Destroy(#ADMIRAL) model.Destroy(#COPCARVG) 03BD: destroy_sphere 12@ mission_cleanup return //-------------External script 0 (PLAYER_PARACHUTE)--------------- :PLCHUTE thread 'PLCHUTE' Model.Load(#GUN_PARA) :PLCHUTE_16 if not Model.Available(#GUN_PARA) jf @PLCHUTE_43 wait 0 jump @PLCHUTE_16 :PLCHUTE_43 if not Actor.Dead($PLAYER_ACTOR) jf @PLCHUTE_59 :PLCHUTE_59 $1498 = 0 $FREEFALL_STAGE = 0 $PARACHUTE_CREATION_STAGE = 0 if $1498 == 999 jf @PLCHUTE_118 $PICKUP_PARACHUTE = Pickup.Create(#GUN_PARA, 3, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD) :PLCHUTE_118 wait 0 if not Actor.Dead($PLAYER_ACTOR) jf @PLCHUTE_5451 if 8800: not in_two_players_mode jf @PLCHUTE_5451 if not $FREEFALL_STAGE == 0 jf @PLCHUTE_176 0992: set_player $PLAYER_CHAR weapons_scrollable 0 :PLCHUTE_176 if $PARACHUTE_CREATION_STAGE > 0 jf @PLCHUTE_219 if not Actor.HasWeapon($PLAYER_ACTOR, 46) jf @PLCHUTE_219 gosub @PLCHUTE_5516 :PLCHUTE_219 if $PARACHUTE_CREATION_STAGE == 0 jf @PLCHUTE_273 if Actor.HasWeapon($PLAYER_ACTOR, 46) jf @PLCHUTE_273 Model.Load(#PARACHUTE) $PARACHUTE_CREATION_STAGE = 1 $1498 = 0 :PLCHUTE_273 if $PARACHUTE_CREATION_STAGE == 1 jf @PLCHUTE_374 if Model.Available(#PARACHUTE) jf @PLCHUTE_374 17@ = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD) 069B: attach_object 17@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0750: set_object 17@ visibility 0 $PARACHUTE_CREATION_STAGE = 2 :PLCHUTE_374 if and $PARACHUTE_CREATION_STAGE == 2 $FREEFALL_STAGE == 1 jf @PLCHUTE_406 $PARACHUTE_CREATION_STAGE = 3 :PLCHUTE_406 if and $FREEFALL_STAGE == 0 $PARACHUTE_CREATION_STAGE > 0 jf @PLCHUTE_562 if 0818: actor $PLAYER_ACTOR in_air jf @PLCHUTE_562 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 if -10.0 > $1509 jf @PLCHUTE_562 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground if 7@ > 20.0 jf @PLCHUTE_562 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037 $FREEFALL_STAGE = 1 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 0@ = 0 $8268 = 0.0 :PLCHUTE_562 if $FREEFALL_STAGE == 1 jf @PLCHUTE_2383 if 0@ == 0 jf @PLCHUTE_605 0@ = 2 :PLCHUTE_605 if 0@ == 2 jf @PLCHUTE_726 062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found if 04A4: 27@ == 7 // @ == any jf @PLCHUTE_726 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 04ED: load_animation "PARACHUTE" 15@ = 1 1@ = Actor.Angle($PLAYER_ACTOR) 0@ = 3 :PLCHUTE_726 if 0@ == 3 jf @PLCHUTE_2383 062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found if 04A4: 27@ == 7 // @ == any jf @PLCHUTE_812 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB :PLCHUTE_812 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground if and 100.0 > 7@ 7@ > 60.0 jf @PLCHUTE_909 if 04EE: animation "PARACHUTE" loaded jf @PLCHUTE_909 if $ONMISSION == 0 jf @PLCHUTE_909 00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1 // ~s~Open your parachute! :PLCHUTE_909 0494: get_joystick 0 data_to 10@ 11@ 12@ 12@ if $1511 == 1 jf @PLCHUTE_957 10@ = 0 11@ = 0 :PLCHUTE_957 0093: 21@ = integer 10@ to_float 21@ /= 4.267 0063: 21@ -= 2@ // (float) 21@ /= 20.0 005B: 2@ += 21@ // (float) 0087: 21@ = 2@ // (float) 21@ /= 5.0 0063: 1@ -= 21@ // (float) if 1@ > 180.0 jf @PLCHUTE_1058 1@ -= 360.0 :PLCHUTE_1058 if -180.0 > 1@ jf @PLCHUTE_1089 1@ += 360.0 :PLCHUTE_1089 0093: 22@ = integer 11@ to_float 22@ /= 4.267 0063: 22@ -= 3@ // (float) 22@ /= 20.0 005B: 3@ += 22@ // (float) 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ $1509 if 0024: $1504 > $1509 // (float) jf @PLCHUTE_1174 0086: $1509 = $1504 // (float) :PLCHUTE_1174 if 0024: $8268 > $1509 // (float) jf @PLCHUTE_1201 0086: $8268 = $1509 // (float) :PLCHUTE_1201 if 0024: $1504 > $8268 // (float) jf @PLCHUTE_1228 0086: $8268 = $1504 // (float) :PLCHUTE_1228 if and 0024: $1509 > $8268 // (float) not $1902 == 1 jf @PLCHUTE_1404 if 84AD: not actor $PLAYER_ACTOR in_water jf @PLCHUTE_1358 if -20.0 > $8268 jf @PLCHUTE_1305 $FREEFALL_STAGE = 2 jump @PLCHUTE_1351 :PLCHUTE_1305 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB $FREEFALL_STAGE = 7 :PLCHUTE_1351 jump @PLCHUTE_1404 :PLCHUTE_1358 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB $FREEFALL_STAGE = 7 :PLCHUTE_1404 0087: 4@ = 3@ // (float) 4@ /= 30.0 006F: 4@ *= $1505 // (float) 02F6: $1507 = cosine 1@ // (float) 02F7: $1508 = sine 1@ // (float) 006D: $1507 *= 4@ // (float) 006D: $1508 *= 4@ // (float) $1508 *= -1.0 0059: $1508 += $1506 // (float) 0087: 21@ = 8@ // (float) 0065: 21@ -= $1507 // (float) 21@ *= 0.01 0088: $1507 = 8@ // (float) 0067: $1507 -= 21@ // (float) 0087: 21@ = 9@ // (float) 0065: 21@ -= $1508 // (float) 21@ *= 0.01 0088: $1508 = 9@ // (float) 0067: $1508 -= 21@ // (float) 0085: 12@ = 10@ // (int) 0085: 13@ = 11@ // (int) 0095: make 12@ absolute_integer 0095: make 13@ absolute_integer if or 12@ > 40 13@ > 40 jf @PLCHUTE_2106 if 001D: 12@ > 13@ // (int) jf @PLCHUTE_1869 if 10@ >= 0 jf @PLCHUTE_1748 if not 15@ == 2 jf @PLCHUTE_1748 if 04EE: animation "PARACHUTE" loaded jf @PLCHUTE_1741 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB :PLCHUTE_1741 15@ = 2 :PLCHUTE_1748 if 0 > 10@ jf @PLCHUTE_1862 if not 15@ == 3 jf @PLCHUTE_1862 if 04EE: animation "PARACHUTE" loaded jf @PLCHUTE_1855 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB :PLCHUTE_1855 15@ = 3 :PLCHUTE_1862 jump @PLCHUTE_2099 :PLCHUTE_1869 if 11@ >= 0 jf @PLCHUTE_1981 if not 15@ == 4 jf @PLCHUTE_1981 if 04EE: animation "PARACHUTE" loaded jf @PLCHUTE_1974 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB :PLCHUTE_1974 15@ = 4 :PLCHUTE_1981 if 0 > 11@ jf @PLCHUTE_2099 if not 15@ == 5 jf @PLCHUTE_2099 if 04EE: animation "PARACHUTE" loaded jf @PLCHUTE_2092 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB :PLCHUTE_2092 15@ = 5 :PLCHUTE_2099 jump @PLCHUTE_2200 :PLCHUTE_2106 if not 15@ == 1 jf @PLCHUTE_2200 if 04EE: animation "PARACHUTE" loaded jf @PLCHUTE_2200 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 15@ = 1 :PLCHUTE_2200 if or 00E1: player 0 pressed_key 17 $1512 == 1 jf @PLCHUTE_2383 if not $1902 == 1 jf @PLCHUTE_2383 if 04EE: animation "PARACHUTE" loaded jf @PLCHUTE_2383 if and $PARACHUTE_CREATION_STAGE == 3 $1511 == 0 jf @PLCHUTE_2383 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038 008A: $8270 = 32@ // (int) $8270 += 1100 $FREEFALL_STAGE = 3 0@ = 0 :PLCHUTE_2383 if $FREEFALL_STAGE == 2 jf @PLCHUTE_2501 if 04EE: animation "PARACHUTE" loaded jf @PLCHUTE_2489 Actor.Angle($PLAYER_ACTOR) = 1@ 0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 09F1: play_audio_at_actor $PLAYER_ACTOR event 1189 jump @PLCHUTE_2494 :PLCHUTE_2489 05BE: AS_kill_actor $PLAYER_ACTOR :PLCHUTE_2494 gosub @PLCHUTE_5516 :PLCHUTE_2501 if $FREEFALL_STAGE == 3 jf @PLCHUTE_4777 if $8270 > 0 jf @PLCHUTE_2583 if 001F: 32@ > $8270 // (int) jf @PLCHUTE_2583 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039 $8270 = 0 :PLCHUTE_2583 if 0@ == 0 jf @PLCHUTE_2686 0087: 25@ = 3@ // (float) 25@ /= 500.0 0087: 26@ = 2@ // (float) 26@ /= 500.0 0085: 18@ = 32@ // (int) 0085: 19@ = 32@ // (int) 0087: 5@ = 4@ // (float) 5@ *= -1.0 0089: 6@ = $1509 // (float) 0@ = 1 :PLCHUTE_2686 if 0@ == 1 jf @PLCHUTE_2853 0085: 10@ = 32@ // (int) 0062: 10@ -= 19@ // (int) if 500 > 10@ jf @PLCHUTE_2826 0085: 10@ = 32@ // (int) 0062: 10@ -= 18@ // (int) 0085: 18@ = 32@ // (int) 0093: 21@ = integer 10@ to_float 0087: 22@ = 25@ // (float) 006B: 22@ *= 21@ // (float) 0087: 23@ = 26@ // (float) 006B: 23@ *= 21@ // (float) 0063: 3@ -= 22@ // (float) 0063: 2@ -= 23@ // (float) jump @PLCHUTE_2853 :PLCHUTE_2826 2@ = 0.0 3@ = 0.0 0@ = 2 :PLCHUTE_2853 if 0@ == 2 jf @PLCHUTE_2961 if 03CA: object 17@ exists jf @PLCHUTE_2961 0750: set_object 17@ visibility 1 08D2: object 17@ scale_model 0.0 0085: 19@ = 32@ // (int) wait 0 075A: set_object 17@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 0@ = 3 :PLCHUTE_2961 if 0@ == 3 jf @PLCHUTE_3064 0085: 10@ = 32@ // (int) 0062: 10@ -= 19@ // (int) if 500 > 10@ jf @PLCHUTE_3047 0093: 21@ = integer 10@ to_float 21@ /= 500.0 08D2: object 17@ scale_model 21@ jump @PLCHUTE_3064 :PLCHUTE_3047 08D2: object 17@ scale_model 1.0 0@ = 4 :PLCHUTE_3064 if 0@ == 5 jf @PLCHUTE_3132 20@ = Object.Create(#PARA_COLLISION, 0.0, 0.0, 0.0) 0750: set_object 20@ visibility 0 Object.ToggleInMovingList(20@) = True 04D9: object 20@ set_scripted_collision_check 1 0@ = 6 :PLCHUTE_3132 if 0@ == 6 jf @PLCHUTE_4350 0494: get_joystick 0 data_to 10@ 11@ 12@ 12@ if $1511 == 1 jf @PLCHUTE_3198 10@ = 0 11@ = 0 :PLCHUTE_3198 0093: 21@ = integer 10@ to_float 21@ /= 4.267 0063: 21@ -= 2@ // (float) 21@ /= 20.0 005B: 2@ += 21@ // (float) 0087: 21@ = 2@ // (float) 21@ /= 15.0 0063: 1@ -= 21@ // (float) if 1@ > 180.0 jf @PLCHUTE_3299 1@ -= 360.0 :PLCHUTE_3299 if -180.0 > 1@ jf @PLCHUTE_3330 1@ += 360.0 :PLCHUTE_3330 02F6: $1507 = cosine 1@ // (float) 02F7: $1508 = sine 1@ // (float) 0069: $1507 *= $1500 // (float) 0069: $1508 *= $1500 // (float) $1507 *= -1.0 0085: 12@ = 10@ // (int) 0085: 13@ = 11@ // (int) 0095: make 12@ absolute_integer 0095: make 13@ absolute_integer if or 12@ > 40 13@ > 40 jf @PLCHUTE_4062 if 001D: 12@ > 13@ // (int) jf @PLCHUTE_3737 0089: 21@ = $1501 // (float) 0065: 21@ -= $1509 // (float) 21@ /= 20.0 005F: $1509 += 21@ // (float) if 10@ >= 0 jf @PLCHUTE_3603 if not 15@ == 2 jf @PLCHUTE_3603 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object 17@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 15@ = 2 :PLCHUTE_3603 if 0 > 10@ jf @PLCHUTE_3730 if not 15@ == 3 jf @PLCHUTE_3730 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object 17@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 15@ = 3 :PLCHUTE_3730 jump @PLCHUTE_4055 :PLCHUTE_3737 if 11@ >= 0 jf @PLCHUTE_3896 0089: 21@ = $1503 // (float) 0065: 21@ -= $1509 // (float) 21@ /= 20.0 005F: $1509 += 21@ // (float) if not 15@ == 4 jf @PLCHUTE_3896 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object 17@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 15@ = 4 :PLCHUTE_3896 if 0 > 11@ jf @PLCHUTE_4055 0089: 21@ = $1501 // (float) 0065: 21@ -= $1509 // (float) 21@ /= 20.0 005F: $1509 += 21@ // (float) if not 15@ == 5 jf @PLCHUTE_4055 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 15@ = 5 :PLCHUTE_4055 jump @PLCHUTE_4221 :PLCHUTE_4062 0089: 21@ = $1501 // (float) 0065: 21@ -= $1509 // (float) 21@ /= 20.0 005F: $1509 += 21@ // (float) if not 15@ == 5 jf @PLCHUTE_4221 if not 15@ == 1 jf @PLCHUTE_4221 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 15@ = 1 :PLCHUTE_4221 Object.StorePos(17@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3) 0815: put_object 20@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation if 04DA: has_object 20@ collided jf @PLCHUTE_4314 075A: set_object 17@ animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET 0@ = 7 :PLCHUTE_4314 if 00E1: player 0 pressed_key 15 jf @PLCHUTE_4350 0792: disembark_instantly_actor $PLAYER_ACTOR $FREEFALL_STAGE = 6 $1498 = 3 :PLCHUTE_4350 if 03CA: object 17@ exists jf @PLCHUTE_4589 if 0837: object 17@ animation == "PARA_OPEN_O" jf @PLCHUTE_4589 0839: get_object 17@ animation "PARA_OPEN_O" progress_to 21@ 0087: 22@ = 6@ // (float) 0065: 22@ -= $1501 // (float) 0087: 23@ = 22@ // (float) 006B: 23@ *= 21@ // (float) 0088: $1509 = 6@ // (float) 0067: $1509 -= 23@ // (float) 0087: 22@ = 5@ // (float) 0065: 22@ -= $1500 // (float) 0087: 23@ = 22@ // (float) 006B: 23@ *= 21@ // (float) 0087: 4@ = 5@ // (float) 0063: 4@ -= 23@ // (float) 02F6: $1507 = cosine 1@ // (float) 02F7: $1508 = sine 1@ // (float) 006D: $1507 *= 4@ // (float) 006D: $1508 *= 4@ // (float) $1507 *= -1.0 if and 21@ == 1.0 0@ == 4 jf @PLCHUTE_4589 0@ = 5 :PLCHUTE_4589 if not Actor.Dead($PLAYER_ACTOR) jf @PLCHUTE_4777 if 04AD: actor $PLAYER_ACTOR in_water jf @PLCHUTE_4728 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP_file "PARACHUTE" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 075A: set_object 17@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET $FREEFALL_STAGE = 5 0@ = 0 :PLCHUTE_4728 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 21@ 23@ if 23@ > -0.1 jf @PLCHUTE_4777 $FREEFALL_STAGE = 4 0@ = 0 :PLCHUTE_4777 if $FREEFALL_STAGE == 4 jf @PLCHUTE_5267 if 0@ == 0 jf @PLCHUTE_5164 $1498 = 1 Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD) $TEMPVAR_Z_COORD -= 1.0 Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD) 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air if -10.0 > $1509 jf @PLCHUTE_4918 $FREEFALL_STAGE = 2 0@ = 0 jump @PLCHUTE_5088 :PLCHUTE_4918 if -4.0 > $1509 jf @PLCHUTE_5043 0615: define_AS_pack_begin 14@ 0812: AS_actor -1 perform_animation "FALL_FRONT" IFP_file "PED" 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB 0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB 0616: define_AS_pack_end 14@ 0618: assign_actor $PLAYER_ACTOR to_AS_pack 14@ 061B: remove_references_to_AS_pack 14@ jump @PLCHUTE_5081 :PLCHUTE_5043 0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP_file "PED" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB :PLCHUTE_5081 0@ = 1 :PLCHUTE_5088 075A: set_object 17@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 0085: 18@ = 32@ // (int) 18@ += 1000 :PLCHUTE_5164 if 0@ == 1 jf @PLCHUTE_5267 if 0837: object 17@ animation == "PARA_LAND_O" jf @PLCHUTE_5267 0839: get_object 17@ animation "PARA_LAND_O" progress_to 21@ if 21@ == 1.0 jf @PLCHUTE_5267 $1498 = 2 gosub @PLCHUTE_5516 :PLCHUTE_5267 if $FREEFALL_STAGE == 5 jf @PLCHUTE_5324 $1498 = 1 if 0@ == 0 jf @PLCHUTE_5324 $1498 = 2 gosub @PLCHUTE_5516 :PLCHUTE_5324 if and $FREEFALL_STAGE > 0 4 > $FREEFALL_STAGE jf @PLCHUTE_5401 if not Actor.Dead($PLAYER_ACTOR) jf @PLCHUTE_5401 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 Actor.Angle($PLAYER_ACTOR) = 1@ 083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air :PLCHUTE_5401 if $FREEFALL_STAGE == 6 jf @PLCHUTE_5426 gosub @PLCHUTE_5516 :PLCHUTE_5426 if $FREEFALL_STAGE == 7 jf @PLCHUTE_5451 gosub @PLCHUTE_5458 :PLCHUTE_5451 jump @PLCHUTE_118 :PLCHUTE_5458 $FREEFALL_STAGE = 0 0@ = 0 Model.Destroy(#PARACHUTE) 04EF: release_animation "PARACHUTE" 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 0992: set_player $PLAYER_CHAR weapons_scrollable 1 return :PLCHUTE_5516 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 09A2: destroy_object_with_fade 17@ Object.Destroy(20@) 0555: remove_weapon 46 from_actor $PLAYER_ACTOR $FREEFALL_STAGE = 0 $PARACHUTE_CREATION_STAGE = 0 0@ = 0 Model.Destroy(#PARACHUTE) 04EF: release_animation "PARACHUTE" Model.Destroy(#GUN_PARA) 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 0992: set_player $PLAYER_CHAR weapons_scrollable 1 end_thread Zou iemand misschien ook kunnen kijken naar het external script van de parachute kunnen kijken, daar krijg ik de fout ook niet uit, de parachute opent niet. 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game~skater Geplaatst: 4 november 2010 Auteur Rapport Geplaatst: 4 november 2010 Niemand meer? Reageren
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