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What's wrong? Why the heck 8 Ball's not getting in the car?


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I was coding SA Rumble (http://www.gtaforum.nl/index.php?s=&showtopic=97992&view=findpost&p=1364062) and I wanted that after a cutscene, 8 Ball will get in the car. But he isn't entering it. I checked everything, he isn't obliged to stay in his previous car nor anything... he just stays there.

Ik was SA Rumble aan het coden (http://www.gtaforum.nl/index.php?s=&showtopic=97992&view=findpost&p=1364062) en ik wilde dat na een cutscene, 8 Ball in de auto zou gaan. Maar hij gaat er niet in. Ik heb alles gechekt, hij is niet verplicht om in zijn vorige auto te blijven ofzo ... Hij blijft daar gewoon.

Mission Code

:EIGHT1
thread 'EIGHT1'
gosub @81_1
if
wasted_or_busted
jf @81_PASS
5@s = ''
jump @81_FAIL

:81_clean
Model.Destroy(#SBMYRI)
cAR.RemoveReferences($8_CAR)
05EC: release_car 4@ from_path 
Actor.DestroyInstantly($EIGHT)
Actor.DestroyInstantly(1@)
ActOR.DestroyInstantly(2@)
Actor.DestroyInstantly(3@)
CAr.Destroy(4@)
0873: release_path 104
#BALLAS1.Destroy()
#BALLAS2.Destroy()
#BALLAS3.Destroy()
#SENTINEL.Destroy()
#COLT45.Destroy()
Marker.Disable(0@)
Marker.Disable(8@)
04EF: release_animation "FOOD"
$ONMISSION = 0
mission_cleanup
return 

:81_1
$ONMISSION = 1
increment_mission_attempts
054C: use_GXT_table '81' 
SELECT_INTERIOR 3
Actor.PutAt($PLAYER_ACTOR, 372.9225, 183.1804, 1007.3828)
Actor.Angle($PLAYER_ACTOR) = 0.4261
0860: link_actor $PLAYER_ACTOR to_interior 3
04E4: unknown_refresh_game_renderer_at 372.9225 183.1804
03CB: set_rendering_origin_at 372.9225 183.1804 1008.3828
Model.Load(8_Model)
while not Model.Available(8_Model)
wait 0
end
$EIGHT = Actor.Create(23, 8_Model, 368.6215, 173.659, 1007.3893)
06B0: AS_actor $PLAYER_ACTOR sit_down -1 ms 
02A3: enable_widescreen 1 
Camera.Restore_WithJumpCut()
Camera.SetPosition(372.8055, 186.067, 1008.8679, 0.0, 0.0, 0.0)
CAMERA.PointAt(370.5523, 180.0953, 1008.3828, 2)
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
WAIT 1000
fade 1 1500
0707: @81_2
07CD: AS_actor $EIGHT walk_to 369.6874 177.3008 1008.3828 stop_with_angle 343.6853 within_radius 0.0
00BC: show_text_highpriority GXT '81_1' time 2000 flag 1  // ~s~Come back between 9:00 and 17:00.
05BF: AS_actor $PLAYER_ACTOR look_at_actor $EIGHT 4000 ms
0967: actor $EIGHT move_mouth 10000 ms
wait 3000

:81_2
0701:
0968: $EIGHT
fade 0 1500
wait 1500
#MANANA.Load()
repeat
wait 0
until #MANANA.Available()
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
014C: set_parked_car_generator $EIGHT_PARKED_CAR cars_to_generate_to 0 
0395: clear_area 1 at -1842.288 1097.4047 44.9798 radius 300.0
$8_CAR = Car.Create(#MANANA, -1842.288, 1097.4047, 44.9798) 
Car.Angle($8_CAR) = 90.3996
0229: set_car $8_CAR primary_color_to 7 secondary_color_to 7
0840: link_car $8_CAR to_interior 0  
0687: clear_actor $PLAYER_ACTOR task 
0687: clear_actor $EIGHT task
select_interior 0
Actor.PutAt($PLAYER_ACTOR, -1841.1626, 1095.7229, 44.4453)
Actor.PutAt($EIGHT, -1841.2396, 1098.8184, 44.2891)
Actor.Angle($PLAYER_ACTOR) = 91.4763	
Actor.Angle($EIGHT) = 91.4763
0860: link_actor $PLAYER_ACTOR to_interior 0
0860: link_actor $EIGHT to_interior 0
04E4: unknown_refresh_game_renderer_at -1841.2396 1098.8184
03CB: set_rendering_origin_at -1841.2396 1098.8184 45.2891
05CB: AS_actor $PLAYER_ACTOR enter_car $8_CAR as_driver 10000 ms 
05CA: AS_actor $EIGHT enter_car $8_CAR passenger_seat 0 10000 ms
0158: camera_on_car $8_CAR 18 2 
FADE 1 1500
02A3: enable_widescreen 0
0826: enable_hud 0
0581: enable_radar 0  
while true
wait 0
if and
 Actor.InCar($PLAYER_ACTOR, $8_CAR)
 Actor.InCar($EIGHT, $8_CAR)
then break
end
end
0826: enable_hud 1
0581: enable_radar 1
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT '81_2' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
0526: set_actor $EIGHT stay_in_car 1
018A: 0@ = create_checkpoint_at -1905.1929 824.2896 34.6173
0925: restore_camera_to_user_defined 
Camera.SetBehindPlayer()
Camera.Restore()
var
6@: Integer
end
repeat
wait 0
0209: 6@ = random_int_in_ranges 0 30 
if
Actor.Dead($EIGHT)
then
 5@s = '81_6'
 goto @81_FAIL
 end
 if
Car.Wrecked($8_CAR)
then
 5@s = '81_7'
 goto @81_FAIL
 end
 if
  not Actor.InCar($PLAYER_ACTOR, $8_CAR)
then
 if
  6@ <= 10
  then
   7@s = '81_3'
   end
 if and
  6@ > 10
  6@ <= 20
  then
   7@s = '81_4'
   end
 if and
  6@ > 20
  6@ <= 30
  then
   7@s = '81_5'
 end
00BC: show_text_highpriority 7@s time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
0967: $EIGHT 10000
Marker.CreateAboveCar(8@, $8_CAR)
07E0: set_marker 8@ type_to 1
mARKER.Disable(0@)
32@ = 0
9@ = 0
while not Actor.InCar($PLAYER_ACTOR, $8_CAR)
wait 0
if
 9@ == 0
then
if
 32@ > 4000
 then
 0968: $EIGHT
 9@ = 1
 end
end  
if
Actor.Dead($EIGHT)
then
 5@s = '81_6'
 goto @81_FAIL
 end
 if
Car.Wrecked($8_CAR)
then
 5@s = '81_7'
 goto @81_FAIL
 end
 if
  80F2:  NOT actor $PLAYER_ACTOR near_actor $EIGHT radius 150.0 150.0 0
  then
5@s = '81_8'
goto @81_FAIL
end
end
Marker.Disable(8@)
018A: 0@ = create_checkpoint_at -1905.1929 824.2896 34.6173
0968: $EIGHT
END	 
until 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1905.1929 824.2896 34.6173 radius 5.0 5.0 5.0
Marker.Disable(0@)
Player.CanMove($PLAYER_CHAR) = False
0826: enable_hud 0
0581: enable_radar 0
0526: set_actor $EIGHT stay_in_car 0
0633: AS_actor $PLAYER_ACTOR exit_car 
0633: AS_actor $EIGHT exit_car
fade 0 2000
wait 2000
0792: disembark_instantly_actor $PLAYER_ACTOR
$ONMISSION = 1 
0792: disembark_instantly_actor $EIGHT
select_interior 10
Actor.PutAt($PLAYER_ACTOR, 379.1015, -73.5975, 1000.5078)
Actor.Angle($PLAYER_ACTOR) = 268.6399
0860: link_actor $PLAYER_ACTOR to_interior 10
Actor.PutAt($EIGHT, 366.936, -57.6768, 1000.5103)
Actor.Angle($EIGHT) = 99.8208
0860: link_actor $EIGHT to_interior 10
Camera.SetPosition(366.6097, -60.5059, 1001.5078, 0.0, 0.0, 0.0)
Camera.PointAt(366.8774, -57.8172, 1001.5102, 2)  
04ED: load_animation "FOOD"
while 84EE:   not animation "FOOD" loaded
wait 0
end 
#BALLAS1.Load()
#BALLAS2.Load()
#BALLAS3.Load()
#COLT45.Load()
while true
wait 0
if and
 #BALLAS1.Available()
 #BALLAS2.Available()
 #BALLAS3.Available()
 #COLT45.Available()
then
break
end
end
1@ = Actor.Create(23, #BALLAS1, 364.4114, -61.3727, 1000.5078)
Actor.Angle(1@) = 305.6139
2@ = Actor.Create(23, #BALLAS2, 363.7481, -60.7623, 1000.5078)
Actor.Angle(2@) = 295.2734
3@ = Actor.Create(23, #BALLAS3, 363.6755, -60.111, 1000.5151)
Actor.Angle(3@) = 283.6799
01B2: give_actor 1@ weapon 22 ammo 9999999999 // Load the weapon model before using this
01B9: set_actor 1@ armed_weapon_to 3
0635: AS_actor 1@ aim_at_actor $EIGHT -1 ms
01B2: give_actor 2@ weapon 22 ammo 9999999999 // Load the weapon model before using this
01B9: set_actor 2@ armed_weapon_to 3
0635: AS_actor 2@ aim_at_actor $EIGHT -1 ms
01B2: give_actor 3@ weapon 22 ammo 9999999999 // Load the weapon model before using this
01B9: set_actor 3@ armed_weapon_to 3
0635: AS_actor 3@ aim_at_actor $EIGHT -1 ms
02E2: set_actor 1@ weapon_accuracy_to 50 
02E2: set_actor 2@ weapon_accuracy_to 50 
02E2: set_actor 3@ weapon_accuracy_to 50 
Player.ClearWantedLevel($PLAYER_CHAR)
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
FADE 1 1000
0707: @81_3   
0605: actor $EIGHT perform_animation_sequence "EAT_Vomit_P" IFP_file "food" 4.0 loop 0 0 0 0 time -1 // versionA
while not Actor.Animation($EIGHT) == "EAT_Vomit_P"
wait 0
end
while Actor.Animation($EIGHT) == "EAT_Vomit_P"
wait 0
end 
Camera.OnPed($EIGHT, 15, 1)
07CD: AS_actor $EIGHT walk_to 367.1136 -58.6555 1001.5182 stop_with_angle 178.0856 within_radius 0.0
wait 1000
0687: clear_actor $EIGHT task 
05C4: AS_actor $EIGHT hands_up 15000 ms  
Camera.OnPed(2@, 15, 1)
WAIT 1000

:81_3
0701:
fade 0 1000
Car.PutAt($8_CAR, -1904.7552, 826.0479, 33.6172)
Car.Angle($8_CAR) = 178.468
wait 1000
07C0: load_path 104
WHILE 87C1:   not path 104 available
wait 0
end 
#SENTINEL.Load()
WHILE NOT #SENTINEL.Available()
wait 0
end
SELECT_INTERIOR 0
0860: link_actor $PLAYER_ACTOR to_interior 0
4@ = Car.Create(#SENTINEL, -1904.8268, 806.2358, 35.5952)
Car.Angle(4@) = 179.4239
072A: put_actor $PLAYER_ACTOR into_car $8_CAR driverseat
072A: put_actor 1@ into_car 4@ driverseat
0430: put_actor 2@ into_car 4@ passenger_seat 0 
0430: put_actor 3@ into_car 4@ passenger_seat 2 
0430: put_actor $EIGHT into_car 4@ passenger_seat 1
0526: set_actor $EIGHT stay_in_car 1 
05EB: assign_car 4@ to_path 104
06FD: set_car 4@ speed_on_path_to 0.8 
0713: actor 2@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 120 
0713: actor 3@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 120  
Camera.Restore_WithJumpCut() 
Player.CanMove($PLAYER_CHAR) = True 
0826: enable_hud 1 
0581: enable_radar 1
07CC: set_player $PLAYER_CHAR button_15 0
fade 1 1000 
Marker.CreateAboveCar(10@, 4@)
018B: set_marker 10@ radar_mode 1
00BC: show_text_highpriority GXT '81_9' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
03E5: show_text_box '81_18'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
while 060E:   car 4@ assigned_to_path
wait 0
if Car.Wrecked($8_CAR)
then 5@s = '81_7'
goto @81_FAIL
end
IF
ACTOR.Dead($EIGHT)
then 5@s = '81_6'
goto @81_FAIL
end 
if
8202:   not actor $PLAYER_ACTOR near_car 4@ radius 250.0 250.0 flag 0 
then
5@s = '81_10'
goto @81_FAIL
END
end
00BC: show_text_highpriority GXT '8_13' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
Car.LockInCurrentPosition(4@) = True
0687: clear_actor 2@ task 
0687: clear_actor 3@ task 
0526: set_actor 1@ stay_in_car 0
0526: set_actor 2@ stay_in_car 0
0526: set_actor 3@ stay_in_car 0
Marker.Disable(10@)
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
MarkER.CreateAboveActor(11@, 1@)
Marker.CreateAboveActor(12@, 2@)
MARKER.CreateAboveActor(13@, 3@)
14@ = 0
15@ = 0
16@ = 0
while true
wait 0
if Car.Wrecked($8_CAR)
then 5@s = '81_7'
goto @81_FAIL
end
IF AND
 14@ == 1
 15@ == 1
 16@ == 1
 then break
 end
if and
 Actor.Dead(1@)
 14@ == 0
 THEN
 Marker.Disable(11@) 
 Actor.RemoveReferences(1@)
 14@ = 1
 END
 if and
 Actor.Dead(2@)
 15@ == 0
 THEN
 Marker.Disable(12@) 
 Actor.RemoveReferences(2@)
 15@ = 1
 END
 if and
 Actor.Dead(3@)
 16@ == 0
 THEN
 Marker.Disable(13@) 
 Actor.RemoveReferences(3@)
 16@ = 1
 END
end
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000
wait 1000
0526: set_actor $EIGHT stay_in_car 0
Car.PutAt($8_CAR, -2273.0347, 2330.1492, 4.4213)
Car.Angle($8_CAR) = 92.1428
03DE: set_pedestrians_density_multiplier_to 0.0
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2240.5 2273.0955 3.9844
Actor.Angle($PLAYER_ACTOR) = 88.4515
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 0
0362: remove_actor $EIGHT from_car_and_place_at -2241.1606 2273.1917 3.9844 
AcTOR.Angle($EIGHT) = 270.2192
Actor.LockInCurrentPosition($eight) = True
0619: enable_actor $eight collision_detection 0 
Camera.SetPosition(-2239.4019, 2276.3872, 4.9844, 0.0, 0.0, 0.0)
CamerA.PointAt(-2239.3481, 2273.8857, 4.9844, 2)
04ED: load_animation "SWEET"
while 84EE: "SWEET"
wait 0
end
0605: actor $PLAYER_ACTOR perform_animation_sequence "LaFin_Player" IFP_file "SWEET" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor $EIGHT perform_animation_sequence "LAFIN_SWEET" IFP_file "SWEET" 4.0 loop 0 0 0 1 time -1 // versionA 
Camera.OnPed($EIGHT, 15, 2) 
wait 1250   
fade 1 1000
02A3: enable_widescreen 1
0967: $PLAYER_ACTOR 10000
00BC: show_text_highpriority GXT '81_11' time 2000 flag 1  // ~s~Come back between 9:00 and 17:00.
wait 2000
0968: $PLAYER_ACTOR
0967: $EIGHT 1000
00BC: show_text_highpriority GXT '81_12' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.
WAIT 2500
0968: $EIGHT
fade 0 1500
wait 1500
0792: disembark_instantly_actor $PLAYER_ACTOR 
$ONMISSION = 1
0792: disembark_instantly_actor $EIGHT
Actor.PutAt($PLAYER_ACTOR, -2239.0, 2273.0955, 3.9844)
Actor.Angle($PLAYER_ACTOR) = 88.4515
0619: enable_actor $PLAYER_ACTOR collision_detection 1
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0619: enable_actor $eight collision_detection 1
Actor.LockInCurrentPosition($eight) = False
Marker.CreateAboveCar(17@, $8_CAR)
07E0: set_marker 17@ type_to 1
//07DD: set_actor $EIGHT temper_to 0 // see pedstats.dat 
//0946: set_actor $EIGHT actions_uninterupted_by_weapon_fire 1
0925: restore_camera_to_user_defined 
Camera.SetBehindPlayer()
Camera.Restore_WithJumpCut()
fade 1 1000
02A3: enable_widescreen 0
Player.CanMove($PLAYER_CHAR) = True
05CA: AS_actor $EIGHT enter_car $8_CAR passenger_seat 0 10000 ms
07CC: set_player $PLAYER_CHAR button_15 1 
while true
wait 0
if Car.Wrecked($8_CAR)
then 5@s = '81_7'
goto @81_FAIL
end
IF
ACTOR.Dead($EIGHT)
then 5@s = '81_6'
goto @81_FAIL
end 
if
8202:   not actor $PLAYER_ACTOR near_car $8_CAR radius 250.0 250.0 flag 0 
then
5@s = '81_8'
goto @81_FAIL
END
if and
Actor.InCar($PLAYER_ACTOR, $8_CAR)
Actor.InCar($EIGHT, $8_CAR) 
then break
end
end
$ONMISSION = 0
mission_cleanup
end_thread

:81_PASS

:81_FAIL
WHILE NOT PLAYER.Defined($PLAYER_CHAR)
wait 0
end
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 5@s time 5000 flag 1  // ~s~Come back between 9:00 and 17:00.
fade 0 5000
wait 5000
gosub @81_clean
fade 1 1500
Player.CanMove($PLAYER_CHAR) = True
end_thread

Full code at pastebin

Bewerkt: door gtasearcher
Geplaatst:

I think because this two lines.

05CB: AS_actor $PLAYER_ACTOR enter_car $8_CAR as_driver 10000 ms

05CA: AS_actor $EIGHT enter_car $8_CAR passenger_seat 0 10000 ms

When CJ enters the car the system waits 10 seconds before he goes to the next line en then 8-Ball enters the car. Something else I couldn't find.

Geplaatst:
Good translation:

Ik was SA Rumble aan het coden (http://www.gtaforum.nl/index.php?s=&showtopic=97992&view=findpost&p=1364062) en ik wilde dat na een cutscene, 8 Ball in de auto zou gaan. Maar hij gaat er niet in. Ik heb alles gechekt, hij is niet verplicht om in zijn vorige auto te blijven ofzo ... Hij blijft daar gewoon.

Donke!

@Bierbuikje: Nope, not true. The function of that 10000 ms is that if after 10000 ms (10 seconds) the actor isn't in the car, he'll automaticly put in the vehicle.

  • 4 weken later...
Geplaatst:

I dont know if it matters at all, but in the first section i saw you missed some capital letters

Ik weet niet of het wat uit maakt, maar in het eerste stuk heb je wat hoofdletters gemist.

What is this topic about?

okee wtf, je kunt toch verdomme[/font] wel lezen? houd nu aub eens op met onzin posten, ik word er echt gek van, als je een hogere postcount wilt ga je maar lekker naar de oof topic sectie.

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