Dutchy3010 Geplaatst: 11 november 2007 Auteur Rapport Geplaatst: 11 november 2007 @ .: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... Reageren
PatrickW Geplaatst: 13 november 2007 Rapport Geplaatst: 13 november 2007 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] $PLAYER_ACTOR [color="#8b0000"]0[/color] [color="#000000"]near_point[/color] 1812.369 -1929.922 [color="#000000"]radius[/color] [color="#8b0000"]80.0 80.0 [/color] [/color] Zie hiervoor de mission_sniffer_template van de missie-tutorial. Veel meer valt er niet over te zeggen Dit kun je op dezelfde manier ook in een missie gebruiken Reageren
Donald F. Duck Geplaatst: 27 november 2007 Rapport Geplaatst: 27 november 2007 Kunnen jullie een tutorial maken hoe je zelfgemaakte GXT teksten in SA kan zetten? Reageren
Apple-Mac Geplaatst: 7 december 2007 Rapport Geplaatst: 7 december 2007 Wat betekend deze error? Er verschijnt na deze error een cursor voor DEFINE MISSIONS. Reageren
.:TOM:. Geplaatst: 7 december 2007 Rapport Geplaatst: 7 december 2007 (bewerkt) :CODE jump @SHTBAL :MAIN Dat je een verwijzing hebt gemaakt naar een label genaamt :SHTBAL maar dat je dat label :MAIN hebt genoemd. Dus je hebt dit gdn : jump @SHTBAL maar je label noemt :MAIN Tom Bewerkt: 7 december 2007 door .:TOM:. Reageren
Dutchy3010 Geplaatst: 7 december 2007 Auteur Rapport Geplaatst: 7 december 2007 Kunnen jullie een tutorial maken hoe je zelfgemaakte GXT teksten in SA kan zetten? Bedoel je het gedeelte van het scripten of het gedeelte van het editen met de GXT-editor? @ Apple: het is verstandig om hier je volledige code te plaatsen, zodat wij de precieze fout kunnen ontdekken. Reageren
Apple-Mac Geplaatst: 7 december 2007 Rapport Geplaatst: 7 december 2007 (bewerkt) // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 DEFINE OBJECTS 2 DEFINE OBJECT SANNY BUILDER 3.03 DEFINE OBJECT POLPAR1 // Object number -1 DEFINE MISSIONS 3 DEFINE MISSION 0 AT @SHTBAL // Initial 1 DEFINE MISSION 1 AT @MAIN // Initial 2 DEFINE MISSION 2 AT @TUT_MISSION_1 // Intial 3 DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 {$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: 7 december 2007 door Apple-Mac Reageren
Dutchy3010 Geplaatst: 7 december 2007 Auteur Rapport Geplaatst: 7 december 2007 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. Reageren
Apple-Mac Geplaatst: 7 december 2007 Rapport Geplaatst: 7 december 2007 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 Reageren
Dutchy3010 Geplaatst: 7 december 2007 Auteur Rapport Geplaatst: 7 december 2007 $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. Reageren
Apple-Mac Geplaatst: 8 december 2007 Rapport Geplaatst: 8 december 2007 :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 Reageren
Dutchy3010 Geplaatst: 8 december 2007 Auteur Rapport Geplaatst: 8 december 2007 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. Reageren
Donald F. Duck Geplaatst: 9 december 2007 Rapport Geplaatst: 9 december 2007 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. Reageren
Apple-Mac Geplaatst: 9 december 2007 Rapport Geplaatst: 9 december 2007 Waarom crasht Sa nu? 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) Reageren
Dutchy3010 Geplaatst: 9 december 2007 Auteur Rapport Geplaatst: 9 december 2007 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. Reageren
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