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@ .:TOM:.: dat is een beetje onduidelijk... Eigenlijk zijn alle opcodes nuttig, want als je ze nodig hebt heb je ze nodig. Beetje vreemd om daar een tutorial over te maken...

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  • Dutchy3010

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Geplaatst:
En dan natuurlijk een tut over de finishing touches van een missie dus daarmee bedoel ik:

- plaatsen van de spheres en markers : 

02A7: [color="#0000ff"]$439[/color] = create_icon_marker_and_sphere [color="#0000ff"]$ICON_CJ[/color] at [color="#0000ff"]$X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE 


[color="#000000"]- en ook de andere codes voor door te gaan als je in de sphere staat[/color]

[color="#000000"]00EC:[/color]   [color="#000000"]actor[/color] $PLAYER_ACTOR [color="#8b0000"]0[/color] [color="#000000"]near_point[/color] 1812.369 -1929.922 [color="#000000"]radius[/color] [color="#8b0000"]80.0 80.0 [/color]
[/color]

Zie hiervoor de mission_sniffer_template van de missie-tutorial.

Veel meer valt er niet over te zeggen :)

Dit kun je op dezelfde manier ook in een missie gebruiken

  • 2 weken later...
  • 2 weken later...
Geplaatst: (bewerkt)

:CODE
jump @SHTBAL

:MAIN

Dat je een verwijzing hebt gemaakt naar een label genaamt :SHTBAL maar dat je dat label :MAIN hebt genoemd. Dus je hebt dit gdn : jump @SHTBAL maar je label noemt :MAIN

Tom :cya:

Bewerkt: door .:TOM:.
Geplaatst:
Kunnen jullie een tutorial maken hoe je zelfgemaakte GXT teksten in SA kan zetten?

Bedoel je het gedeelte van het scripten of het gedeelte van het editen met de GXT-editor?

@ Apple: het is verstandig om hier je volledige code te plaatsen, zodat wij de precieze fout kunnen ontdekken. ;)

Geplaatst: (bewerkt)

// 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 3.03      
DEFINE OBJECT POLPAR1                  // Object number -1

DEFINE MISSIONS 3
DEFINE MISSION 0 AT @SHTBAL           // Initial 1
DEFINE MISSION 1 AT @MAIN             // Initial 2
DEFINE MISSION 2 AT @TUT_MISSION_1     // Intial  3

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---------------

:MAIN
thread 'MAIN' 
01F0: set_max_wanted_level_to 3 
042C: set_total_missions_to 1 
030D: set_max_progress 1 
set_wb_check_to 0 
00C0: set_current_time_hours_to 5 minutes_to 0 
04E4: unknown_refresh_game_renderer_at 115.0853 -140.0419 
Camera.SetAtPos(115.0853, -140.0419, 3.1196)
$PLAYER_CHAR = Player.Create(#NULL, 115.0853, -140.0419, 3.1196)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
set_weather 2 
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($PLAYER_CHAR, "CHINOSBLACK", "CHINOSB", Legs)
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
Player.SetClothes($PLAYER_CHAR, "HAWAIIWHT", "HAWAII", Torso)
Player.Build($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR) = True
032B: $5 = create_weapon_pickup #AK47 group 15 ammo 15000 at 117.215 -102.7512 2.9517 
fade 1 0 
select_interior 0 
0629: change_integer_stat 181 to 4 
016C: restart_if_wasted_at 438.5131 -128.348 2.8617 angle 90.0 town_number 0 
016D: restart_if_busted_at 400.5131 -194.348 2.8617 angle 90.0 town_number 0 
create_thread @JGSDR 
create_thread @MARKS1 
end_thread 

:JGSDR
thread 'JGSDR' 
3@ = 519.9901 
4@ = -317.839 
5@ = 2.7 
1@ = Object.Create(#POLPAR1, 3@, 4@, 5@)
Object.Angle(1@) = 0.0
2@ = 0.0 
33@ = 0 

:JGSDR_84
wait 1 
2@ += 1.5 
if 
 2@ == 360.0 
else_jump @JGSDR_129 
2@ = 0.0 

:JGSDR_129
if 
 33@ > 120000 
else_jump @JGSDR_162 
wait 20000 
33@ = 0 

:JGSDR_162
Object.Angle(1@) = 2@
jump @JGSDR_84 

:MARKS1
thread 'MARKS1' 
$6 = 222.2468 
$7 = -401.6664 
$8 = 16.4886 
$9 = Marker.CreateIconAndSphere(34, $6, $7, $
$10 = 1 

:MARKS1_64
wait 100 
if 
 $4 == 0 
else_jump @MARKS1_367 
if and
 $4 == 0 
 $10 == 0 
else_jump @MARKS1_134 
$9 = Marker.CreateIconAndSphere(34, $6, $7, $
$10 = 1 

:MARKS1_134
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
else_jump @MARKS1_134 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $6 $7 $8 radius 3.0 3.0 2.0 on_foot 
else_jump @MARKS1_64 
if 
  Player.Controllable($PLAYER_CHAR)
else_jump @MARKS1_64 
Marker.Disable($9)
$10 = 0 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'MSNAME' time 1500 style 2 
fade 0 1500 
wait 1500 
start_mission 0  // Initial 1

:MARKS1_263
wait 10 
if 
 $12 == 1 
else_jump @MARKS1_263 
$12 = 0 
if 
 $13 == 1 
else_jump @MARKS1_64 
00BE: text_clear_all 
03E6: remove_text_box 
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0318: set_latest_mission_passed 'MSNAME' 
030C: progress_made += 1 
0394: play_music 1 
Player.Money($PLAYER_CHAR) += 1000
Player.ClearWantedLevel($PLAYER_CHAR)
end_thread 

:MARKS1_367
if 
 $10 == 1 
else_jump @MARKS1_64 
Marker.Disable($9)
$10 = 0 
jump @MARKS1_64 

//-------------Mission 0---------------
// Originally: Initial 1

:SHTBAL
gosub @SHTBAL_36 
if 
wasted_or_busted 
else_jump @SHTBAL_27 
gosub @SHTBAL_1566 

:SHTBAL_27
gosub @SHTBAL_1589 
end_thread 

:SHTBAL_36
thread 'SHTBAL' 
$4 = 1 
increment_mission_attempts 
054C: use_GXT_table 'TUTMISS' 
Model.Load(#CHEETAH)
Model.Load(#BALLAS1)
Model.Load(#BALLAS2)
Model.Load(#BALLAS3)
Model.Load(#TEC9)
Model.Load(#COLT45)
Model.Load(#MINIGUN)

:SHTBAL_99
if or
  not Model.Available(#CHEETAH)
  not Model.Available(#BALLAS1)
  not Model.Available(#BALLAS2)
  not Model.Available(#BALLAS3)
  not Model.Available(#TEC9)
  not Model.Available(#COLT45)
  not Model.Available(#MINIGUN)
else_jump @SHTBAL_153 
wait 0 
jump @SHTBAL_99 

:SHTBAL_153
0395: clear_area 1 at 232.726 -381.6553 16.8434 radius 2.0 
1@ = Car.Create(#CHEETAH, 232.726, -381.6553, 16.8434)
Car.Angle(1@) = 0.0
2@ = Marker.CreateAboveCar(1@)
07E0: set_marker 2@ type_to 1 
wait 3000 
03E6: remove_text_box 
fade 1 1500 
wait 1500 
Player.CanMove($PLAYER_CHAR) = True

:SHTBAL_251
00BC: show_text_highpriority GXT 'INCAR' time 1000 flag 1 
wait 10 
if 
  Player.Defined($PLAYER_CHAR)
else_jump @SHTBAL_251 
if 
  not Car.Wrecked(1@)
else_jump @SHTBAL_1522 
if 
  Actor.InCar($PLAYER_ACTOR, 1@)
else_jump @SHTBAL_251 
Marker.Disable(2@)
0395: clear_area 1 at 65.8283 -133.1983 2.6276 radius 2.0 
0395: clear_area 1 at 73.0983 -137.3737 2.6786 radius 2.0 
0395: clear_area 1 at 76.1884 -144.852 2.7058 radius 2.0 
0395: clear_area 1 at 80.8987 -149.9857 2.7018 radius 2.0 
0395: clear_area 1 at 93.3224 -152.1105 2.6454 radius 2.0 
0395: clear_area 1 at 91.5623 -159.8695 2.6373 radius 2.0 
3@ = Actor.Create(Mission1, #BALLAS3, 65.8283, -133.1983, 2.6276)
5@ = Actor.Create(Mission1, #BALLAS1, 73.0983, -137.3737, 2.6786)
7@ = Actor.Create(Mission1, #BALLAS2, 76.1884, -144.852, 2.7058)
9@ = Actor.Create(Mission1, #BALLAS1, 80.8987, -149.9857, 2.7018)
11@ = Actor.Create(Mission1, #BALLAS3, 93.3224, -152.1105, 2.6454)
13@ = Actor.Create(Mission1, #BALLAS2, 91.5623, -159.8695, 2.6373)
032B: $5 = create_weapon_pickup #AK47 group 15 ammo 15000 at 117.215 -102.7512 2.9517 
0350: set_actor 3@ maintain_position_when_attacked 1 
0350: set_actor 5@ maintain_position_when_attacked 1 
0350: set_actor 7@ maintain_position_when_attacked 1 
0350: set_actor 9@ maintain_position_when_attacked 1 
0350: set_actor 11@ maintain_position_when_attacked 1 
0350: set_actor 13@ maintain_position_when_attacked 1 
01B2: give_actor 3@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 5@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 7@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 9@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 11@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 13@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 3@ armed_weapon_to 32 
01B9: set_actor 5@ armed_weapon_to 32 
01B9: set_actor 7@ armed_weapon_to 32 
01B9: set_actor 9@ armed_weapon_to 32 
01B9: set_actor 11@ armed_weapon_to 32 
01B9: set_actor 13@ armed_weapon_to 32 
Actor.WeaponAccuracy(3@) = 200
Actor.WeaponAccuracy(5@) = 100
Actor.WeaponAccuracy(7@) = 80
Actor.WeaponAccuracy(9@) = 90
Actor.WeaponAccuracy(11@) = 60
Actor.WeaponAccuracy(13@) = 90
Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
Actor.SetImmunities(5@, 1, 1, 1, 1, 1)
Actor.SetImmunities(7@, 1, 1, 1, 1, 1)
Actor.SetImmunities(9@, 1, 1, 1, 1, 1)
Actor.SetImmunities(11@, 1, 1, 1, 1, 1)
Actor.SetImmunities(13@, 1, 1, 1, 1, 1)
Actor.LockInCurrentPosition(3@) = True
Actor.LockInCurrentPosition(5@) = True
Actor.LockInCurrentPosition(7@) = True
Actor.LockInCurrentPosition(9@) = True
Actor.LockInCurrentPosition(11@) = True
Actor.LockInCurrentPosition(13@) = True
0638: AS_actor 3@ stay_put 1 
0638: AS_actor 5@ stay_put 1 
0638: AS_actor 7@ stay_put 1 
0638: AS_actor 9@ stay_put 1 
0638: AS_actor 11@ stay_put 1 
0638: AS_actor 13@ stay_put 1 

:SHTBAL_1016
4@ = Marker.CreateAboveActor(3@)
6@ = Marker.CreateAboveActor(5@)
8@ = Marker.CreateAboveActor(7@)
10@ = Marker.CreateAboveActor(9@)
12@ = Marker.CreateAboveActor(11@)
14@ = Marker.CreateAboveActor(13@)
Marker.Disable(2@)

:SHTBAL_1069
00BE: text_clear_all 
03E6: remove_text_box 
wait 10 
if 
  Player.Defined($PLAYER_CHAR)
else_jump @SHTBAL_1069 
if 
  not Car.Wrecked(1@)
else_jump @SHTBAL_1522 
if 
  Actor.InCar($PLAYER_ACTOR, 1@)
else_jump @SHTBAL_1135 
jump @SHTBAL_1217 

:SHTBAL_1135
Marker.Disable(4@)
2@ = Marker.CreateAboveCar(1@)
07E0: set_marker 2@ type_to 1 

:SHTBAL_1155
wait 10 
00BC: show_text_highpriority GXT 'INCAR' time 1000 flag 1 
if 
  not Car.Wrecked(1@)
else_jump @SHTBAL_1522 
if 
  not Actor.InCar($PLAYER_ACTOR, 1@)
else_jump @SHTBAL_1016 
jump @SHTBAL_1155 

:SHTBAL_1217
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 1000 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 
wait 10 
if 
  not Car.Wrecked(1@)
else_jump @SHTBAL_1522 
wait 10 
if 
  not Car.Wrecked(1@)
else_jump @SHTBAL_1522 
Actor.LockInCurrentPosition(3@) = False
Actor.LockInCurrentPosition(5@) = False
Actor.LockInCurrentPosition(7@) = False
Actor.LockInCurrentPosition(9@) = False
Actor.LockInCurrentPosition(11@) = False
Actor.LockInCurrentPosition(13@) = False
Actor.SetImmunities(3@, 0, 0, 0, 0, 0)
Actor.SetImmunities(5@, 0, 0, 0, 0, 0)
Actor.SetImmunities(7@, 0, 0, 0, 0, 0)
Actor.SetImmunities(9@, 0, 0, 0, 0, 0)
Actor.SetImmunities(11@, 0, 0, 0, 0, 0)
Actor.SetImmunities(13@, 0, 0, 0, 0, 0)
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'KILLB' time 1000 flag 1 

:SHTBAL_1470
wait 10 
if and
  Actor.Dead(3@)
  Actor.Dead(5@)
  Actor.Dead(7@)
  Actor.Dead(9@)
  Actor.Dead(11@)
  Actor.Dead(13@)
else_jump @SHTBAL_1470 
jump @SHTBAL_1545 

:SHTBAL_1522
00BC: show_text_highpriority GXT 'CARW' time 1000 flag 1 
jump @SHTBAL_1566 

:SHTBAL_1545
$13 = 1 
$12 = 1 
jump @SHTBAL_1589 

:SHTBAL_1566
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
$13 = 0 

:SHTBAL_1589
Car.RemoveReferences(1@)
Marker.Disable(2@)
Actor.RemoveReferences(3@)
Marker.Disable(4@)
Actor.RemoveReferences(5@)
Marker.Disable(6@)
Actor.RemoveReferences(7@)
Marker.Disable(8@)
Actor.RemoveReferences(9@)
Marker.Disable(10@)
Actor.RemoveReferences(11@)
Marker.Disable(12@)
Actor.RemoveReferences(13@)
Marker.Disable(14@)
$4 = 0 
$12 = 1 
Model.Destroy(#CHEETAH)
Model.Destroy(#BALLAS1)
Model.Destroy(#BALLAS2)
Model.Destroy(#BALLAS3)
Model.Destroy(#TEC9)
Model.Destroy(#COLT45)
Model.Destroy(#MINIGUN)
return 

// $TUT_MISSIONS_PASSED wordt vooraf op 0 gezet.
// bij het "PASS"-en van een missie , moet je $TUT_MISSIONS_PASSED ophogen.
:TUT_MISSIONS_SNIFFER
thread "TUT_SNIFF"
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere(42, 65.8283, -133.1983, 2.6276)
repeat
wait $DEFAULT_WAIT_TIME
if and
player.Defined($PLAYER_CHAR)
$ONMISSION == 0
then
if and
00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 65.8283, -133.1983, 2.6276 radius 1.0 1.0 2.0 on_foot
Player.Controllable($PLAYER_CHAR)
$TUT_MISSIONS_PASSED == 0
then
$ONMISSION = 1
00BA: show_text_styled GXT 'INTRO_1' time 1000 style 2
start_mission 1
end

if and
00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 65.8283, -133.1983, 2.6276 radius 1.0 1.0 2.0 on_foot
Player.Controllable($PLAYER_CHAR)
$TUT_MISSIONS_PASSED == 1
then
$ONMISSION = 1
00BA: show_text_styled GXT 'INTRO_2' time 1000 style 2
start_mission 2
end
end
until $TUT_MISSIONS_PASSED == 2
marker.Disable($MARKER_SWEET_HOUSE)
end_thread 

//-------------Mission 1---------------
// Mission wrapper
:TUT_MISSION_1
thread 'TUT 1'
gosub @TUT_MISSION_1_MAIN
if wasted_or_busted
then
gosub @TUT_MISSION_1_FAIL
end
gosub @TUT_MISSION_1_CLEANUP
end_thread

//-------------------------------------
:TUT_MISSION_1_MAIN


//-------------------------------------
:TUT_MISSION_1_PASSED
Player.Money($PLAYER_CHAR) += 10000
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~
// This subroutine is executed when the mission is passed.
// Give the rewards, and make new missions available if needed.

return

//-------------------------------------
:TUT_MISSION_1_FAIL
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
// This subroutine is executed when the mission fails.
return

//-------------------------------------
:TUT_MISSION_1_CLEANUP
$ONMISSION = 0
// This subroutine is always executed at the end of the mission, regardless the outcome.
// This is the place to unload models etc.
mission_cleanup
return

Edit @Tom: Ik heb gedaan wat je zei, maar dan komt er een nieuwe error: Niet genoeg parameters gezet, minimaal 8. Het gaat dan om deze code: 00FF

Bewerkt: door Apple-Mac
Geplaatst:

De main thread zie je niet als missie. Dus als je die weglaat, dan krijg je geen error meer wat dat betreft. Dus:

DEFINE MISSIONS 2
DEFINE MISSION 0 AT @SHTBAL // Initial 1
DEFINE MISSION 1 AT @TUT_MISSION_1 // Intial 2

Je krijgt wel een error, maar die zit ergens anders, namelijk:

00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 65.8283, -133.1983, 2.6276 radius 1.0 1.0 2.0 on_foot

moet zijn:

00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 65.8283 -133.1983 2.6276 radius 1.0 1.0 2.0 on_foot

Dit gebeurt trouwens 2x, zo te zien.

Geplaatst:

Bedankt Dutchy, dit werkt! Maar ik zit met een ander probleem. Waneer ik SA opstart, en ik naar de plek toe ga waar de missie zou moeten zijn, is ie er niet. En ook op mijn radar zie ik geen icoon. Wat kan ik hieraan doen?

Apple-Mac

Geplaatst:

$6 = 222.2468
$7 = -401.6664
$8 = 16.4886
$9 = Marker.CreateIconAndSphere(34, $6, $7, $8)
$10 = 1

Globale variabelen, degene die met een $ worden aangeduid dus, hebben minimaal 1 letter nodig. Anders heb je een onstabiele code, en heb je de kans dat het totaal niet werkt.

Geplaatst:

:TUT_SNIFF
thread "TUT_SNIFF" 
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere(42, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)

:TUT_SNIFF_29
wait $DEFAULT_WAIT_TIME 
if and
  Player.Defined($PLAYER_CHAR)
 $ONMISSION == 0 
jf @TUT_SNIFF_138 
if and
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.0 1.0 2.0 on_foot 
  Player.Controllable($PLAYER_CHAR)
 $TUT_MISSIONS_PASSED == 0 
jf @TUT_SNIFF_138 
$ONMISSION = 1 
00BA: show_text_styled GXT 'INTRO_1' time 2000 style 5  // Takin' out the worker
start_mission 1  // Initial 2

:TUT_SNIFF_138
 $TUT_MISSIONS_PASSED == 1 
jf @TUT_SNIFF_29 
Marker.Disable($MARKER_SWEET_HOUSE)
end_thread 

//-------------Mission 0---------------
// Originally: Initial 1

:NONAME_1
$TUT_MISSIONS_PASSED = 0 
$ONMISSION = 0 
$X_SWEET_HOUSE = 363.748 
$Y_SWEET_HOUSE = -256.143 
$Z_SWEET_HOUSE = 2.97 
0629: change_integer_stat 225 to 999 
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_363 

:TUT_1_38
gosub @TUT_1_388 
end_thread 

:TUT_1_47
Model.Load(#M4)
Model.Load(#BMYST)
Model.Load(#BMYST)
Model.Load(#TAMPA)
Model.Load(#TRASH)
Model.Load(#M4)
038B: load_requested_models 

:TUT_1_77
wait 0 
if and
  Model.Available(#M4)
  Model.Available(#BMYST)
  Model.Available(#BMYST)
  Model.Available(#TAMPA)
  Model.Available(#TRASH)
jf @TUT_1_77 
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 31 
Actor.WeaponAccuracy(10@) = 90
Actor.Health(10@) = 3000
0350: set_actor 10@ maintain_position_when_attacked 1 
0674: set_car_model #TAMPA numberplate "PATRICK_" 
0674: set_car_model #TRASH numberplate "APPLE_" 
$CAR_NUM = Car.Create(#TAMPA, 367.1486, -262.0434, 2.67)
$VICTIM = Actor.Create(CivMale, #BMYST, 350.314, -34.6463, 15.0)
$INNOCENT = Actor.Create(CivMale, #BMYST, 341.314, -34.6463, 15.0)
$VICTIM_MARKER = Marker.CreateAboveActor($VICTIM)
$CAR_NUM = Car.Create(#TRASH, -353.314, -34.6463, 15.0)

:TUT_1_284
wait 0 
if 
  Actor.Dead($INNOCENT)
jf @TUT_1_311 
jump @TUT_1_363 

:TUT_1_311
  Actor.Dead($VICTIM)
jf @TUT_1_284 
0394: play_music 1 
$TUT_MISSIONS_PASSED += 1 
Player.Money($PLAYER_CHAR) += 10000
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 2000 style 6  // MISSION PASSED!~n~~w~$~1~
return 

:TUT_1_363
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0555: remove_weapon 31 from_actor $PLAYER_ACTOR 
return 

:TUT_1_388
$ONMISSION = 0 
Marker.Disable($VICTIM_MARKER)
Player.WantedLevel($PLAYER_CHAR) = 0
Model.Destroy(#BFYST)
Model.Destroy(#BMYST)
Model.Destroy(#M4)
mission_cleanup 
return 

Ik heb deze code wat aangepast, en als ik in de marker sta, dan crasht San Andreas. Waarom?

Apple-Mac

Geplaatst:

Actor.WeaponAccuracy(10@) = 90
Actor.Health(10@) = 3000
0350: set_actor 10@ maintain_position_when_attacked 1

Waar creeer je actor 10@? Ik zie nergens een opcode met een actor die 10@ heet.

En daarnaast:

Model.Load(#BMYST)
Model.Load(#BMYST)

Model.Available(#BMYST)
Model.Available(#BMYST)

1x is genoeg hoor, ook als je het 2x laat spawnen. ;)

Geplaatst:
Kunnen jullie een tutorial maken hoe je zelfgemaakte GXT teksten in SA kan zetten?

Bedoel je het gedeelte van het scripten of het gedeelte van het editen met de GXT-editor?

[...]

Ik was de post even vergeten, maar ik bedoel het allebei.

Geplaatst:

Waarom crasht Sa nu? :7

01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 31 
Actor.WeaponAccuracy(10@) = 90
Actor.Health(10@) = 3000
0350: set_actor $VICTIM maintain_position_when_attacked 1
01B2: give_actor $VICTIM weapon 31 ammo 10000 
Actor.WeaponAccuracy($VICTIM) = 90
Actor.Health($VICTIM) = 3000 
0674: set_car_model #TAMPA numberplate "DOWNTOWN" 
0674: set_car_model #TRASH numberplate "APPLE_" 
$CAR_NUM = Car.Create(#TAMPA, 367.1486, -262.0434, 2.67)
$CAR_NUM = Car.Create(#TRASH, -312.314, -34.6463, 15.0)
$CAR_NUM = Car.Create(#TRASH, -312.314, -45.6463, 15.0)
$VICTIM = Actor.Create(CivMale, #BMYST, -350.314, -30.6463, 15.0)
$INNOCENT = Actor.Create(CivMale, #BMYST, -350.314, -34.6463, 15.0)
$VICTIM_MARKER = Marker.CreateAboveActor($VICTIM)

Geplaatst:

Je zegt al dat actor $VICTIM wapens moet krijgen, nog voordat die werkelijk gecreëerd is. Dus eerst de actor creëren, dan pas wapens, health, etcetera toevoegen.

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