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Actor Spawn = Crash!

Gone...

Edited by Revolution-Designer

Featured Replies

Bij mij werkt hij gewoon hoor... Althans, werken... Hij crasht niet. Ik vermoed dat de coordinaten van een TC of zo zijn? Want ik kom in het water terecht. Daarom kan ik niet testen wat het werkelijk doet en wat niet. In ieder geval, hij crasht niet bij mij...

{
 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 2491.2993 -1663.5937 
Camera.SetAtPos(2491.2993, -1663.5937, 13.3359)
$PLAYER_CHAR = Player.Create(#NULL, 2491.2993, -1663.5937, 13.3359)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($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)
03E6: remove_text_box

create_thread @MAIN_420 

:MAIN_441
wait 2500
jump @MAIN_441

:MAIN_420

Model.Load(#BMYBU)

repeat
wait 0
until Model.Available(#BMYBU)

:MAIN_3869
wait 0
if
00EC:   actor $PLAYER_ACTOR 0 near_point 196.0932 -2306.045 radius 2.0 2.0
else_jump @MAIN_3869
03BD: destroy_sphere $GOTOPLAT9
Marker.Disable($GOTOPLAT10)
Actor.Angle($PLAYER_ACTOR) = 3.060916
Actor.PutAt($PLAYER_ACTOR, 196.0709, -2304.855, 5.0047)
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1
4@ = Actor.Create(Cop, #BMYBU, 194.1316, -2366.909, 5.3047)
Actor.Health(4@) = 2000
fade 0 1000
wait 1000
Camera.SetPosition(191.8468, -2310.435, 8.9913, 0.0, 0.0, 0.0)
Camera.PointAt(195.2008, -2304.812, 5.3047, 2)
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA
fade 1 1100
wait 100
wait 16000
0920: point_camera 195.2008 -2304.812 5.3047 transverse_to 174.4754 -2304.194 5.3047 time 1200 mode 1
Camera.PointAt(174.4754, -2304.194, 5.3047, 2)
00BB: show_text_lowpriority GXT 'PLATF60' time 3000 flag 1  // Jack: What's that noise?
wait 3200
Actor.Angle($PLAYER_ACTOR) = 356.4576
4@ = Actor.Create(Cop, #BMYBU, 194.1316, -2366.909, 5.3047)
Actor.Health(4@) = 2000
wait 500
020C: create_explosion_of_type 4 at 174.4754 -2304.194 5.3047
wait 1200



end_thread



wait 0
if
00ED:   actor $PLAYER_ACTOR 0 near_point 2494.2993 -1663.5937 radius 2.0 2.0 on_foot  
jf @MAIN_420
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(468.8174, -1848.294, 15.148442, 0.0, 0.0, 0.0)
Camera.PointAt($7, $6, $5, 2)
fade 1 1000
00BB: show_text_lowpriority GXT 'TUT' time 5000 flag 1
wait 6000
0936: set_camera 468.8174 -1848.294 15.148442 position_to 457.8174 -1838.294 15.148442 time 10000 drop_mode 1
0920: point_camera $7 $6 $5 transverse_to $7 $6 $5 time 10000 mode 1  
wait 10000
Camera.SetPosition(457.8174, -1838.294, 15.148442, 0.0, 0.0, 0.0)
Camera.PointAt($7, $6, $5, 2)
wait 5000
02A3: enable_widescreen 0
Camera.Restore
Player.CanMove($PLAYER_CHAR) = True
end_thread

  • Author

Het werkt, de oorzaak was dat ik gelijk een jump in het begin maakte om het missie wat vooruit te spoelen. Nu werkt alles weer perfect:

wowbzy.jpg

Toch bedankt voor de reactie Dutchy! ;)

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