Revolution-Designer Geplaatst: 17 mei 2009 Auteur Rapport Geplaatst: 17 mei 2009 (bewerkt) Het lukt Tom en mij niet om de sphere werkende krijgen, kan iemand anders ons misschien helpen? Dit is de code die we nu hebben, de niet werkende code: :MAIN_134 03BC: 149@ = create_sphere_at -29.61181 -48.46289 11.95944 radius 2.0 :TEST wait 0 if 00ED: actor $PLAYER_ACTOR 0 near_point -29.61181 -48.46289 11.95944 radius 1.0 1.0 on_foot jf @TEST :MAIN_494 00BA: show_text_styled GXT 'HANS5' time 2000 style 2 // Escape from the docks fade 0 2000 wait 2000 end_thread Bewerkt: 17 mei 2009 door Revolution-Designer Reageren
Dutchy3010 Geplaatst: 17 mei 2009 Rapport Geplaatst: 17 mei 2009 Wat is het probleem? Crasht het? Werkt het niet? Zie je de sphere niet? Helpt in de sphere lopen niet? Wordt het zwart als je in de sphere loopt? Als je precies vertelt wat er niet werkt, dan kunnen wij beter helpen. Reageren
Revolution-Designer Geplaatst: 17 mei 2009 Auteur Rapport Geplaatst: 17 mei 2009 (bewerkt) Wat is het probleem? Crasht het? Werkt het niet? Zie je de sphere niet? Helpt in de sphere lopen niet? Wordt het zwart als je in de sphere loopt? Als je precies vertelt wat er niet werkt, dan kunnen wij beter helpen. Oeps, vergeten te vertellen. Het script van mijn vorige post komt gelijk na de ''End_Threat'' code van missie 1. Als ik missie 1 voltooi komt er niks, geen sphere dus geen missie 2. Hopelijk kun je hier wat meer mee. Hier is mijn volledige Main.scm: De sphere code staat helemaal onderaan. // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 DEFINE OBJECTS 1 DEFINE OBJECT SANNY BUILDER 3.04 DEFINE MISSIONS 1 DEFINE MISSION 0 AT @MAIN_134 DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 {$VERSION 3.1.0027} //-------------MAIN--------------- thread 'MAIN' fade 0 0 042C: set_total_missions_to 0 030D: set_max_progress 0 01F0: set_max_wanted_level_to 0 set_wb_check_to 0 00C0: set_current_time_hours_to 10 minutes_to 0 $7 = -138.1155 $6 = -136.909 $5 = 10.06569 04E4: unknown_refresh_game_renderer_at $7 $6 Camera.SetAtPos($7, $6, $5) 062A: change_float_stat 165 to 999.0 062A: change_float_stat 23 to 999.0 062A: change_float_stat 21 to 0.0 062A: change_float_stat 163 to 999.0 062A: change_float_stat 160 to 999.0 062A: change_float_stat 229 to 999.0 062A: change_float_stat 223 to 999.0 062A: change_float_stat 230 to 999.0 0629: change_integer_stat 181 to 4 0629: change_integer_stat 68 to 0 $PLAYER_CHAR = Player.Create(#NULL, $7, $6, $5) 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) Camera.SetBehindPlayer Actor.Angle($PLAYER_ACTOR) = 190.0 set_weather 1 Player.SetClothes($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) select_interior 0 Player.CanMove($PLAYER_CHAR) = True 01B7: release_weather 016C: restart_if_wasted_at $7 $6 $5 angle 0.0 town_number 0 032B: $MYWEAP = create_weapon_pickup #MP5LNG group 15 ammo 350 at -132.5553 -135.6695 10.06114 032B: $MYWEAP2 = create_weapon_pickup #DESERT_EAGLE group 15 ammo 25 at -110.6168 -135.1417 10.06114 032B: $MYWEAP3 = create_weapon_pickup #M4 group 15 ammo 90 at -121.6162 -135.6867 16.19069 fade 1 1000 wait 100 03E6: remove_text_box create_thread @MAIN_493 :MAIN_481 wait 2500 jump @MAIN_481 :MAIN_493 00BA: show_text_styled GXT 'HANS' time 500 style 2 // A nightmare begins... fade 0 4500 wait 4500 Model.Load(#FBI) Model.Load(#PATRIOT) 038B: load_requested_models :MAIN_533 wait 0 if and Model.Available(#FBI) Model.Available(#PATRIOT) else_jump @MAIN_533 0674: set_car_model #PATRIOT numberplate "TIBER" $PATRIOT = Car.Create(#PATRIOT, -108.4109, -99.65368, 11.95162) Car.Angle($PATRIOT) = 270.0 Car.Health($PATRIOT) = 2000 1@ = Actor.Create(Cop, #FBI, -107.1102, -101.8393, 11.951) 2@ = Actor.Create(Cop, #FBI, -111.4697, -104.664, 11.951) 3@ = Actor.Create(Cop, #FBI, -115.0584, -101.7463, 11.951) 4@ = Actor.Create(Cop, #FBI, -112.2585, -97.15633, 11.951) 5@ = Actor.Create(Cop, #FBI, -6.42663, -53.20509, 11.951) 6@ = Actor.Create(Cop, #FBI, -21.56339, -48.45627, 11.951) 7@ = Actor.Create(Cop, #FBI, -16.97659, -55.38391, 11.951) fade 1 1000 wait 1000 00BB: show_text_lowpriority GXT 'HANS2' time 3500 flag 1 // TEXT1 00BB: show_text_lowpriority GXT 'HANS3' time 3500 flag 1 // TEXT2 00BB: show_text_lowpriority GXT 'HANS4' time 4500 flag 1 // TEXT3 00BB: show_text_lowpriority GXT 'HANS6' time 4000 flag 1 // TEXT4 Model.Destroy(#PATRIOT) Model.Destroy(#FBI) $MARKER1 = Marker.CreateAboveActor(1@) 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR $MARKER2 = Marker.CreateAboveActor(2@) 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR $MARKER3 = Marker.CreateAboveActor(3@) 05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR $MARKER4 = Marker.CreateAboveActor(4@) 05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR $MARKER5 = Marker.CreateAboveActor(5@) 05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR $MARKER6 = Marker.CreateAboveActor(6@) 05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR $MARKER7 = Marker.CreateAboveActor(7@) 05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR 0638: AS_actor 1@ stay_put 1 0638: AS_actor 2@ stay_put 1 0638: AS_actor 3@ stay_put 1 0638: AS_actor 4@ stay_put 1 0638: AS_actor 5@ stay_put 1 0638: AS_actor 6@ stay_put 1 0638: AS_actor 7@ stay_put 1 Actor.Health(1@) = 1 Actor.Health(2@) = 1 Actor.Health(3@) = 1 Actor.Health(4@) = 1 Actor.Health(5@) = 1 Actor.Health(6@) = 1 Actor.Health(7@) = 1 Actor.WeaponAccuracy(1@) = 30 Actor.WeaponAccuracy(2@) = 30 Actor.WeaponAccuracy(3@) = 30 Actor.WeaponAccuracy(4@) = 30 Actor.WeaponAccuracy(5@) = 30 Actor.WeaponAccuracy(6@) = 30 Actor.WeaponAccuracy(7@) = 30 :MAIN_1067 wait 0 if and Actor.Dead(1@) Actor.Dead(2@) Actor.Dead(3@) Actor.Dead(4@) else_jump @MAIN_1067 Marker.Disable($MARKER1) Marker.Disable($MARKER2) Marker.Disable($MARKER3) Marker.Disable($MARKER4) wait 0 if and Actor.Dead(5@) Actor.Dead(6@) Actor.Dead(7@) else_jump @MAIN_1067 Marker.Disable($MARKER5) Marker.Disable($MARKER6) Marker.Disable($MARKER7) 0394: play_music 1 01E3: show_text_1number_styled GXT 'M_PASS' number 500 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~ end_thread :MAIN_134 03BC: 149@ = create_sphere_at -29.61181 -48.46289 11.95944 radius 2.0 :TEST wait 0 if 00ED: actor $PLAYER_ACTOR 0 near_point -29.61181 -48.46289 11.95944 radius 1.0 1.0 on_foot jf @TEST :MAIN_494 00BA: show_text_styled GXT 'HANS5' time 2000 style 2 // Escape from the docks fade 0 2000 wait 2000 end_thread Edit: Laat maar, we zijn er al uitgekomen! Bewerkt: 17 mei 2009 door Revolution-Designer Reageren
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