gtasearcher Geplaatst: 7 juli 2009 Rapport Geplaatst: 7 juli 2009 (bewerkt) 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: 7 juli 2009 door gtasearcher Reageren
Bierbuikje Geplaatst: 7 juli 2009 Rapport Geplaatst: 7 juli 2009 I think because this two lines. 05CB: AS_actor $PLAYER_ACTOR enter_car $8_CAR as_driver 10000 ms05CA: 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. Reageren
hippiebus Geplaatst: 7 juli 2009 Rapport Geplaatst: 7 juli 2009 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. Reageren
gtasearcher Geplaatst: 7 juli 2009 Auteur Rapport Geplaatst: 7 juli 2009 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. Reageren
Grand Theft Auto TOM Geplaatst: 31 juli 2009 Rapport Geplaatst: 31 juli 2009 What is this topic about? Reageren
wesley123 Geplaatst: 31 juli 2009 Rapport Geplaatst: 31 juli 2009 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. Reageren
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