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Ik heb een script alles gaat perfect ik las een topic waar iemand een missie maakte met meerdere actors ik maakte ook al zoeits maar dat zag er beter uit dus die check van actors dead nam ik over maar ik veranderde nog wat voor een tweede deel, maar nu alles hij de 2 mannetjes spawnt keert hij terug naar het begin, de marker spawnt weer dus, jij ook (er zijn dan 2 cj's), en als je in die marker gaat staan zijn er weer extra mannetjes + een cj want hij begint weer opnieuw.

dit is mijn code:

{
use macro (Ctrl+J) "headsa"
to insert a file header
}
{$VERSION 3.0.0000}

thread 'MAIN'
var 

$PLAYER_CHAR: Player
end // var
01F0: set_max_wanted_level_to 6
set_wb_check_to 0
00C0: set_current_time 8 0
04E4: unknown_refresh_game_renderer_at 2478.1031 -1667.7927
Camera.SetAtPos(2478.1031, -1667.7927, 13.3438)
$PLAYER_CHAR = Player.Create(#NULL, 2478.1031, -1667.7927, 13.3438)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
Camera.SetBehindPlayer
set_weather 0
wait 0 ms
$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)
$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)
$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)
$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)
$PLAYER_CHAR.Build
$PLAYER_CHAR.CanMove = True
fade 1 (out) 0 ms
select_interior 0
0629: change_stat 181 (islands unlocked) to 4
016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0
016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 0
0180: set_on_mission_flag_to $ONMISSION // Note: your 
missions have to use the variable defined here ($ONMISSION)
04AE: $c1x = 2485.1031 // $ = any 
04AE: $c1y = -1667.7927
04AE: $c1z = 13.3438
03E6: remove_text_box
// put your create_thread commands here


// Load models
0247: load_model #BFYST
0247: load_model #male01
0247: load_model #EUROS
0247: load_model #SHAMAL
0247: load_model #rocketla
0247: load_model #desert_eagle 
0247: load_model #m4 
038B: load_requested_models


:MODEL_LOAD
00D6: if or
8248:   not model #BFYST available
8248:   not model #male01 available 
8248:   not model #EUROS available 
8248:   not model #SHAMAL available 
8248:   not model #rocketla available 
8248:   not model #desert_eagle available 
8248:   not model #m4 available 
004D: jump_if_false @MODEL_SPAWN 
0001: wait 0 ms 
0002: jump @MODEL_LOAD 

:MODEL_SPAWN
repeat
thread 'MODEL_SPAWN'
02A7: $ICON_SPHERE_CJ = create_icon_marker_and_sphere 15 at $c1x $c1y $c1z
repeat
wait 0 ms
until 00EC: actor $PLAYER_ACTOR 0 near_point $c1x $c1y radius 1.0 1.0
Marker.Disable($ICON_SPHERE_CJ)
00BC: text_highpriority 'KILL' 2000 ms 1 // ~r~Kill that two!
wait 2000 ms
00BC: text_highpriority 'KILL_C' 2000 ms 1 // ~y~Be carefull, or they kill you!

10@ = Actor.Create(CIVFEMALE, #BFYST, 2490.1031, -1667.7927, 13.3438 )
11@ = Actor.Create(CIVFEMALE, #male01, 2485.1031, -1667.7927, 13.3438 )
0187: $m1 = create_marker_above_actor 10@  
0187: $m2 = create_marker_above_actor 11@ 
0165: set_marker $m1 color_to 0
0165: set_marker $m2 color_to 0


01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 // 
Load the weapon model before using this
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 30000 // 
Load the weapon model before using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24
01B2: give_actor 10@ weapon 31 ammo 30000 // 
Load the weapon model before using this
01B9: set_actor 10@ armed_weapon_to 31
01B2: give_actor 11@ weapon 31 ammo 30000 // 
Load the weapon model before using this
01B9: set_actor 11@ armed_weapon_to 31

05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR

actor.WeaponAccuracy(10@)= 25
actor.WeaponAccuracy(11@)= 40

actor.Health(10@) = 1000
actor.Health(11@) = 1200

0350: toggle_actor 10@ maintain_position_when_attacked 1
0350: toggle_actor 11@ maintain_position_when_attacked 1

jump @ACTOR_DEAD

:ACTOR_DEAD
wait 0 ms 
thread 'ACTOR_DEAD'
if and
actor.Dead(10@)
actor.Dead(11@)
jump if false @ACTOR_DEAD
jump @CAR_TRIP
end_thread

:CAR_TRIP
thread 'CAR_TRIP'
$euros = Car.Create(#EUROS, 2458.2483, -1659.0264, 13.3047)
Car.Angle($euros)= 90.0
0674: set_car_model #EUROS numberplate "EGPH"
0249: release_model #EUROS
0186: $m3 = create_marker_above_car $euros
0165: set_marker $m3 color_to 2
end_thread
:MISSION_PASSED
thread 'MISSION_PASSED'
Marker.Disable($m1)
Marker.Disable($m2)
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASS' 
number 25000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 25000
//Hier komt wat je met je actor wilt doen
0249: release_model #BFYST
0249: release_model #rocketla
0249: release_model #desert_eagle
0249: release_model #m4
0249: release_model #BFYST
0249: release_model #male01
wait 0 ms 
end_thread
// 0002: jump @SECOND_PART 

// IDLE LOOP
:leeg
wait 500
jump @leeg

end_thread

:SECOND_PART
thread 'SECOND_PART'
03BC: 1 = create_sphere_at 2390.1031 -1667.7927 13.3438 radius 1.0 

end_thread

:MODEL
thread 'MODEL'
014B: $PARKED_RHINO = init_parked_car_generator 
#RHINO -1 -1 1 alarm 0 door_lock 0 0 10000 at 2435.302 -1671.848 12.8007 angle 90.0 
014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 101
end_thread

EDIT: Even in een codeboxje gezet want anders is het wat te lang.

EDIT 2: Extra enters gezet omdat hij anders de layout uitrekte.

Bewerkt: door megadreams
Geplaatst: (bewerkt)

Dit zou ik ten eerste zo doen maar dat hoeft niet :)

:MODEL_GET
0247: load_model #BFYST
0247: load_model #male01
0247: load_model #EUROS
0247: load_model #SHAMAL
0247: load_model #rocketla
0247: load_model #desert_eagle
0247: load_model #m4
038B: load_requested_models

:MODEL_LOAD
wait 0
00D6: if and
0248: model #BFYST available
0248: model #male01 available
0248: model #EUROS available
0248: model #SHAMAL available
0248: model #rocketla available
0248: model #desert_eagle available
0248: model #m4 available
004D: jump_if_false @MODEL_GET

Waarom al die repeats en waarom die thread 'MODEL_SPAWN'? En die jump op het einde kan weggelaten worden, het spel gaat automatisch verder naar het volgende stukje.

:MODEL_SPAWN
02A7: $ICON_SPHERE_CJ = create_icon_marker_and_sphere 15 at $c1x $c1y $c1z
repeat
wait 0 ms
until 00EC: actor $PLAYER_ACTOR 0 near_point $c1x $c1y radius 1.0 1.0
Marker.Disable($ICON_SPHERE_CJ)
00BC: text_highpriority 'KILL' 2000 ms 1 // ~r~Kill that two!
wait 2000 ms
00BC: text_highpriority 'KILL_C' 2000 ms 1 // ~y~Be carefull, or they kill you!
10@ = Actor.Create(CIVFEMALE, #BFYST, 2490.1031, -1667.7927, 13.3438 )
11@ = Actor.Create(CIVFEMALE, #male01, 2485.1031, -1667.7927, 13.3438 )
0187: $m1 = create_marker_above_actor 10@
0187: $m2 = create_marker_above_actor 11@
0165: set_marker $m1 color_to 0
0165: set_marker $m2 color_to 0
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 //Load the weapon model before using this
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 30000 //Load the weapon model before using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24
01B2: give_actor 10@ weapon 31 ammo 30000 //Load the weapon model before using this
01B9: set_actor 10@ armed_weapon_to 31
01B2: give_actor 11@ weapon 31 ammo 30000 //Load the weapon model before using this
01B9: set_actor 11@ armed_weapon_to 31
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR
actor.WeaponAccuracy(10@)= 25
actor.WeaponAccuracy(11@)= 40
actor.Health(10@) = 1000
actor.Health(11@) = 1200
0350: toggle_actor 10@ maintain_position_when_attacked 1
0350: toggle_actor 11@ maintain_position_when_attacked 1

Laat die end_thread eens weg :) en waarom weer die thread 'ACTOR_DEAD'?

:ACTOR_DEAD
wait 0 ms
if and
actor.Dead(10@)
actor.Dead(11@)
jump if false @ACTOR_DEAD

:CAR_TRIP
$euros = Car.Create(#EUROS, 2458.2483, -1659.0264, 13.3047)
Car.Angle($euros)= 90.0
0674: set_car_model #EUROS numberplate "EGPH"
0249: release_model #EUROS
0186: $m3 = create_marker_above_car $euros
0165: set_marker $m3 color_to 2

:MISSION_PASSED
thread 'MISSION_PASSED'
Marker.Disable($m1)
Marker.Disable($m2)
0394: play_music 1
01E3: show_text_1number_styled GXT 'M_PASS' number 25000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 25000
//Hier komt wat je met je actor wilt doen
0249: release_model #BFYST
0249: release_model #rocketla
0249: release_model #desert_eagle
0249: release_model #m4
0249: release_model #BFYST
0249: release_model #male01
wait 0 ms
end_thread

De rest ga ik niet verbeteren aangezien je dat niet nodig hebt nu.

Tom

PS: Bericht bewerkt aangezien er fouten in zaten. w8 nog even, je probleem is zelfs nog niet opgelost.

PS2: Dit gaat men petje te boven xD Het kan niet moeilijk zijn en toch zie ik iets over het hoofd..

Bewerkt: door .:TOM:.
Geplaatst: (bewerkt)

Nog steeds is het niet opgelost, ik heb nu:

(van de threads hoopte dat dat het zou oplossen wat niet was.)

{
use macro (Ctrl+J) "headsa"
to insert a file header
}
{$VERSION 3.0.0000}

thread 'MAIN'
var 

$PLAYER_CHAR: Player
end // var
01F0: set_max_wanted_level_to 6
set_wb_check_to 0
00C0: set_current_time 8 0
04E4: unknown_refresh_game_renderer_at 2478.1031 -1667.7927
Camera.SetAtPos(2478.1031, -1667.7927, 13.3438)
$PLAYER_CHAR = Player.Create(#NULL, 2478.1031, -1667.7927, 13.3438)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
Camera.SetBehindPlayer
set_weather 0
wait 0 ms
$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)
$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)
$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)
$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)
$PLAYER_CHAR.Build
$PLAYER_CHAR.CanMove = True
fade 1 (out) 0 ms
select_interior 0
0629: change_stat 181 (islands unlocked) to 4
016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0
016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 0
0180: set_on_mission_flag_to $ONMISSION // 
Note: your missions have to use the variable defined here ($ONMISSION)
04AE: $c1x = 2485.1031 // $ = any 
04AE: $c1y = -1667.7927
04AE: $c1z = 13.3438
03E6: remove_text_box
// put your create_thread commands here


// Load models
0247: load_model #BFYST
0247: load_model #male01
0247: load_model #EUROS
0247: load_model #SHAMAL
0247: load_model #rocketla
0247: load_model #desert_eagle 
0247: load_model #m4 
038B: load_requested_models


:MODEL_LOAD
00D6: if and
8248: not model #BFYST available
8248: not model #male01 available 
8248: not model #EUROS available 
8248: not model #SHAMAL available 
8248: not model #rocketla available 
8248: not model #desert_eagle available 
8248: not model #m4 available 
004D: jump_if_false @MODEL_SPAWN 
0001: wait 0 ms 
0002: jump @MODEL_LOAD 

:MODEL_SPAWN
02A7: $ICON_SPHERE_CJ = create_icon_marker_and_sphere 15 at $c1x $c1y $c1z
repeat
wait 0 ms
until 00EC: actor $PLAYER_ACTOR 0 near_point $c1x $c1y radius 1.0 1.0
Marker.Disable($ICON_SPHERE_CJ)
00BC: text_highpriority 'KILL' 2000 ms 1 // ~r~Kill that two!
wait 2000 ms
00BC: text_highpriority 'KILL_C' 2000 ms 1 // ~y~Be carefull, or they kill you!
10@ = Actor.Create(CIVFEMALE, #BFYST, 2490.1031, -1667.7927, 13.3438 )
11@ = Actor.Create(CIVFEMALE, #male01, 2485.1031, -1667.7927, 13.3438 )
0187: $m1 = create_marker_above_actor 10@
0187: $m2 = create_marker_above_actor 11@
0165: set_marker $m1 color_to 0
0165: set_marker $m2 color_to 0
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 
// Load the weapon model before using this
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 30000 
// Load the weapon model before using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24
01B2: give_actor 10@ weapon 31 ammo 30000 // 
Load the weapon model before using this
01B9: set_actor 10@ armed_weapon_to 31
01B2: give_actor 11@ weapon 31 ammo 30000 // 
Load the weapon model before using this
01B9: set_actor 11@ armed_weapon_to 31
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR
actor.WeaponAccuracy(10@)= 25
actor.WeaponAccuracy(11@)= 40
actor.Health(10@) = 1000
actor.Health(11@) = 1200
0350: toggle_actor 10@ maintain_position_when_attacked 1
0350: toggle_actor 11@ maintain_position_when_attacked 1

:ACTOR_DEAD
wait 0 ms
thread 'ACTOR_DEAD'
if and
actor.Dead(10@)
actor.Dead(11@)
jump if false @ACTOR_DEAD
jump @CAR_TRIP

:CAR_TRIP
thread 'CAR_TRIP'
$euros = Car.Create(#EUROS, 2458.2483, -1659.0264, 13.3047)
Car.Angle($euros)= 90.0
0674: set_car_model #EUROS numberplate "EGPH"
0249: release_model #EUROS
0186: $m3 = create_marker_above_car $euros
0165: set_marker $m3 color_to 2

:MISSION_PASSED
thread 'MISSION_PASSED'
Marker.Disable($m1)
Marker.Disable($m2)
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASS' 
number 25000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 25000
//Hier komt wat je met je actor wilt doen
0249: release_model #BFYST
0249: release_model #rocketla
0249: release_model #desert_eagle
0249: release_model #m4
0249: release_model #BFYST
0249: release_model #male01
wait 0 ms 

// 0002: jump @SECOND_PART 

// IDLE LOOP
:leeg
wait 500
jump @leeg

end_thread

:SECOND_PART
thread 'SECOND_PART'
03BC: 1 = create_sphere_at 2390.1031 -1667.7927 13.3438 radius 1.0 

end_thread

:MODEL
thread 'MODEL'
014B: $PARKED_RHINO = init_parked_car_generator #RHINO
-1 -1 1 alarm 0 door_lock 0 0 10000 at 2435.302 -1671.848 12.8007 angle 90.0 
014C: set_parked_car_generator $PARKED_RHINO 
cars_to_generate_to 101
end_thread

EDIT: Ik heb ondervonden wat de fout is: het staat in dit stukje:

:ACTOR_DEAD

thread 'ACTOR_DEAD'

if and

actor.Dead(10@)

actor.Dead(11@)

jump if false @ACTOR_DEAD

wait 0 ms

jump @CAR_TRIP

zie het stukje in het rood voor het exacte deel.

EDIT: Fout gevonden, bij jump if false en jump gebruik ik namelijk geen opcode (waarom gaf sannybuilder dan geen error??), maar goed had er toch al iets anders neergezet het is trouwens een test missie ik ben van plan mijn dyom missie 'cops' te scripten met wat meer functies zoals een aankomende rijdende auto.

EDIT 2: Laat maar heb de fout nu wel niet maar sannybuilder verpestte hem een tijd erna toch xd maar nu lukt alles beter en komt dit probleem niet meer terug.

Bewerkt: door megadreams

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