Ik heb een script en als ik na de cutscene een auto spawn komen er 2 auto's + 2 markers waarvan er 1 niet weg gaat.
Als ik in de auto zit worden er 2 actors op een bepaalde plaats gespawnd wat er ook weer 1 hoort te zijn. Deze actors hebben beide een marker en bij 1 blijft hij weer staan. Ook heb ik het probleem dat als ik ze beide kill 2 x mission passed krijg en ook het dubbele bedrag
// 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 0
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 = 2435.302
$6 = -1671.848
$5 = 12.8007
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($PLAYER_ACTOR) = 262.0
set_weather 1
Player.SetClothes($PLAYER_CHAR, "HOODJACKBEIGE", "HOODJACK", Torso)
Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
Player.SetClothes($PLAYER_CHAR, "MOHAWK", "MOHAWK", Head)
Player.Build($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
fade 1 1000
wait 100
$ICOON = Marker.CreateIconWithoutSphere(0, 2458.248, -1659.026, 13.3047)
Marker.SetColor($ICOON, 0)
03BC: $140 = create_sphere_at 2458.248 -1659.026 13.3047 radius 2.0
03E6: remove_text_box
create_thread @MODEL
wait 2500
:MODEL
wait 0
if
00ED: actor $PLAYER_ACTOR 0 near_point 2458.248 -1659.026 radius 13.3047 2.0 on_foot
else_jump @MODEL
03BD: destroy_sphere $140
fade 0 1000
wait 1000
02A3: enable_widescreen 1
0A48: enable_menu_access_in_widescreen_mode 1
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(2322.19, -1659.426, 13.8387, 0.0, 0.0, 0.0)
Camera.PointAt($7, $6, $5, 2)
fade 1 1000
020C: create_explosion_with_radius 10 at 2490.36 -1664.757 13.3437
wait 700
020C: create_explosion_with_radius 10 at 2413.986 -1643.494 18.4562
wait 700
020C: create_explosion_with_radius 10 at 2437.52 -1671.929 13.5927
wait 700
020C: create_explosion_with_radius 10 at 2532.836 -1658.684 19.654
wait 700
020C: create_explosion_with_radius 10 at 2437.52 -1671.929 13.5927
wait 700
020C: create_explosion_with_radius 10 at 2420.667 -1656.951 26.4148
wait 700
020C: create_explosion_with_radius 10 at 2363.794 -1670.986 13.5469
wait 700
020C: create_explosion_with_radius 10 at 2490.36 -1664.757 13.3437
wait 700
020C: create_explosion_with_radius 10 at 2413.986 -1643.494 18.4562
wait 700
020C: create_explosion_with_radius 10 at 2365.813 -1658.88 13.3828
wait 700
020C: create_explosion_with_radius 10 at 2367.865 -1649.396 13.5469
wait 700
020C: create_explosion_with_radius 10 at 2357.738 -1644.264 13.52
wait 700
020C: create_explosion_with_radius 10 at 2343.611 -1659.13 13.3853
wait 700
020C: create_explosion_with_radius 10 at 2335.618 -1658.697 13.379
wait 700
020C: create_explosion_with_radius 10 at 2331.01 -1659.267 13.4573
wait 700
020C: create_explosion_with_radius 10 at 2325.072 -1658.935 13.7141
00BB: show_text_lowpriority GXT 'THEINF' time 3000 flag 1 // Zero-X: What the fuck is happening!! Q-X Get them out!!!
wait 6000
Camera.Restore
02A3: enable_widescreen 0
Player.CanMove($PLAYER_CHAR) = True
Marker.Disable($ICOON)
00BB: show_text_lowpriority GXT 'OK' time 1000 flag 1 // Q-X: Allright sir!
wait 3000
:MODEL_565
thread 'MODEL'
Model.Load(#bloodra)
Model.Load(#M4)
Model.Load(#BFYST)
:MODEL_590
if or
not Model.Available(#bloodra)
not Model.Available(#M4)
not Model.Available(#BFYST)
else_jump @MODEL_626
wait 0
jump @MODEL_590
:MODEL_626
0674: set_car_model #bloodra numberplate "RUBENMOD"
$bloodra = Car.Create (#bloodra, 2320.115, -1653.321, 14.1276)
Car.Angle($bloodra) = 90.0746
Car.Health($bloodra) = 10500
$M1 = Marker.CreateAboveCar($bloodra)
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 1000 // Load the weapon model before using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 31
:MODEL_707
wait 0
Actor.InCar($PLAYER_ACTOR, $bloodra)
else_jump @MODEL_707
Marker.Disable($M1)
$COORDINAAT_X = 2320.115
$COORDINAAT_Y = -1653.321
$COORDINAAT_Z = 14.1276
:MODEL_761
wait 0
if
Car.Wrecked($bloodra)
else_jump @MODEL_792
wait 0
jump @MODEL_565
:MODEL_792
if
01AE: car $bloodra sphere 0 near_point $COORDINAAT_X $COORDINAAT_Y radius 5.0 5.0 stopped
else_jump @MODEL_761
wait 0
10@ = Actor.Create(CivFemale, #BFYST, 2094.35, -1342.952, 23.9844)
Marker.Disable($COORDINAAT)
Actor.Angle(10@) = 88.44
$MARKER = Marker.CreateAboveActor(10@)
Actor.WeaponAccuracy(10@) = 80
Actor.Health(10@) = 300
01B2: give_actor 10@ weapon 30 ammo 1000 // Load the weapon model before using this
01B9: set_actor 10@ armed_weapon_to 30
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
:MODEL_917
wait 0
Actor.Dead(10@)
else_jump @MODEL_917
Model.Destroy(#bloodra)
Model.Destroy(#M4)
Model.Destroy(#BFYST)
Marker.Disable($MARKER)
wait 2000
0394: play_music 2
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 4 // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 10000
end_thread
Beste SCM'ers,
Ik heb een script en als ik na de cutscene een auto spawn komen er 2 auto's + 2 markers waarvan er 1 niet weg gaat.
Als ik in de auto zit worden er 2 actors op een bepaalde plaats gespawnd wat er ook weer 1 hoort te zijn. Deze actors hebben beide een marker en bij 1 blijft hij weer staan. Ook heb ik het probleem dat als ik ze beide kill 2 x mission passed krijg en ook het dubbele bedrag
Weet iemand de oplossing