JGuntherS Geplaatst: 31 maart 2006 Rapport Geplaatst: 31 maart 2006 (bewerkt) In deze tutorial ga ik een je leren een missie te maken, aan de hand van een voorbeeld dat ik zelf geschreven heb, de missie "Shooting the Balla". Het plot van de missie is als volgt: Je krijgt een auto, daarmee moet je naar het station in LS rijden. Vlakbij het station krijg je een filmpje, waarin je ziet hoe je naar het station rijd. Eenmaal daar aangekomen, moet je een Balla neerschieten. Ik heb het geschreven in Sanny Builder. Een downloadlink vind je op die site. Je moet al een beetje overweg kunnen met Sanny Builder en het script, volg anders mijn andere 2 tutorials. Ook moet je om kunnen gaan met de GXT-editor, en als je dat niet kunt, dan kun je mijn voorgebakken GXT gebruiken (check de bijlage van deze post). In deze tutorial zal ik gebruik maken van een licht gemodificeerde gestripte main.scm. Ik zal de code hier neerzetten: DEFINE OBJECTS 0 DEFINE MISSIONS 0 DEFINE EXTERNAL_SCRIPTS -1 // Use -1 to not write AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 // -------------------- // THE STRIPPED MAIN THREAD // contains initial info // -------------------- thread 'MAIN' var $PLAYER_CHAR: Player $PLAYER_ACTOR: Actor $ON_MISSION: Integer end // var 01F0: set_max_wanted_level_to 6 042C: set_total_missions_to 1 030D: set_total_mission_points_to 1 set_wb_check_to 0 00C0: set_current_time 8 0 04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84 Camera.SetAtPos(2488.5601, -1666.84, 13.38) $PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) Camera.SetBehindPlayer set_weather 0 wait 0 0180: set_on_mission_flag_to $ON_MISSION $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 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 unknown 0 016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 unknown 0 end_thread Kopieer deze code in Sanny. We beginnen met de startthread van de missie, deze thread zal ik niet verder uitleggen, dat laat ik aan jezelf over. Het eerste wat we moeten doen is aangeven waar de missie staat, bij het DEFINE MISSION-blok. Maak van // -------------------------- // Tutorialmissie startthread // Shooting the Balla // Gemaakt door JGuntherS // --------------------------- :StrtTh1 var $MarkerX: Float $MarkerY: Float $MarkerZ: Float $MarkerH: Marker $MarkerOn: Float $MissionRunning: Integer $MTried: Integer $MPassed: Integer end thread 'StrtTh' $MarkerX = 2492.378 $MarkerY = -1667.843 $MarkerZ = 13.34375 :StrtTh1_0 $MarkerH.CreateIconAndSphere(34, $MarkerX, $MarkerY, $MarkerZ) $MarkerOn = 1 :StrtTh1_2 wait 100 if $ON_MISSION == 0 jf @StrtTh1_5 if and $ON_MISSION == 0 $MarkerOn == 0 jf @StrtTh1_3 $MarkerH.CreateIconAndSphere(34, $MarkerX, $MarkerY, $MarkerZ) $MarkerOn = 1 :StrtTh1_3 wait 0 if $PLAYER_CHAR.Defined jf @StrtTh1_3 if 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot $MarkerX $MarkerY $MarkerZ radius 3.0 3.0 2.0 jf @StrtTh1_2 if $PLAYER_CHAR.Controllable jf @StrtTh1_2 $MarkerH.Disable $MarkerOn = 0 $PLAYER_CHAR.CanMove = false 00BA: text_styled 'MsName' 1500 ms 2 // Dit is een GXT-entry, die "Shooting the Balla" bevat. Deze GXT-entry moet in de table MAIN fade 0 1500 wait 1500 start_mission 0 :StrtTh1_4 wait 10 if $MTried == 1 jf @StrtTh1_4 $MTried = 0 if $MPassed == 1 jf @StrtTh1_2 00BE: text_clear_all 03E6: remove_text_box 01E3: text_1number_styled 'M_PASS' 1000 5000 ms 1 0318: set_latest_mission_passed 'MsName' // Dit is een GXT-entry, die "Shooting the Balla" bevat. Deze GXT-entry moet in de table MAIN 030C: set_mission_points += 1 0394: play_music 1 $PLAYER_CHAR.Money += 1000 $PLAYER_CHAR.ClearWantedLevel end_thread :StrtTh1_5 if $MarkerOn == 1 jf @StrtTh1_2 $MarkerH.Disable $MarkerOn = 0 jump @StrtTh1_2 Zet de startthread gewoon onderaan de main.scm. Nu komt de missie zelf, ik zal eerst het frame geven. Ik adviseer je om een paar dingen over te typen, zodat je vertrouwd raakt met de code-helpers van Sanny. Later kun je gaan knippen en plakken wat je wilt DEFINE OBJECTS 0 DEFINE MISSIONS 1 DEFINE MISSION 0 AT @ShTBal DEFINE EXTERNAL_SCRIPTS -1 // Use -1 to not write AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 // -------------------- // THE STRIPPED MAIN THREAD // contains initial info // -------------------- thread 'MAIN' var $PLAYER_CHAR: Player $PLAYER_ACTOR: Actor $ON_MISSION: Integer end // var 01F0: set_max_wanted_level_to 6 042C: set_total_missions_to 1 030D: set_total_mission_points_to 1 set_wb_check_to 0 00C0: set_current_time 8 0 04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84 Camera.SetAtPos(2488.5601, -1666.84, 13.38) $PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) Camera.SetBehindPlayer set_weather 0 wait 0 0180: set_on_mission_flag_to $ON_MISSION $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 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 unknown 0 016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 unknown 0 create_thread @StrtTh1 end_thread // -------------------------- // Tutorialmissie startthread // Shooting the Balla // Gemaakt door JGuntherS // --------------------------- :StrtTh1 var $MarkerX: Float $MarkerY: Float $MarkerZ: Float $MarkerH: Marker $MarkerOn: Float $MissionRunning: Integer $MTried: Integer $MPassed: Integer end thread 'StrtTh' $MarkerX = 2492.378 $MarkerY = -1667.843 $MarkerZ = 13.34375 :StrtTh1_0 $MarkerH.CreateIconAndSphere(34, $MarkerX, $MarkerY, $MarkerZ) $MarkerOn = 1 :StrtTh1_2 wait 100 if $ON_MISSION == 0 jf @StrtTh1_5 if and $ON_MISSION == 0 $MarkerOn == 0 jf @StrtTh1_3 $MarkerH.CreateIconAndSphere(34, $MarkerX, $MarkerY, $MarkerZ) $MarkerOn = 1 :StrtTh1_3 wait 0 if $PLAYER_CHAR.Defined jf @StrtTh1_3 if 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot $MarkerX $MarkerY $MarkerZ radius 3.0 3.0 2.0 jf @StrtTh1_2 if $PLAYER_CHAR.Controllable jf @StrtTh1_2 $MarkerH.Disable $MarkerOn = 0 $PLAYER_CHAR.CanMove = false 00BA: text_styled 'MsName' 1500 ms 2 fade 0 1500 wait 1500 start_mission 0 :StrtTh1_4 wait 10 if $MTried == 1 jf @StrtTh1_4 $MTried = 0 if $MPassed == 1 jf @StrtTh1_2 00BE: text_clear_all 03E6: remove_text_box 01E3: text_1number_styled 'M_PASS' 1000 5000 ms 1 0318: set_latest_mission_passed 'MsName' 030C: set_mission_points += 1 0394: play_music 1 $PLAYER_CHAR.Money += 1000 $PLAYER_CHAR.ClearWantedLevel end_thread :StrtTh1_5 if $MarkerOn == 1 jf @StrtTh1_2 $MarkerH.Disable $MarkerOn = 0 jump @StrtTh1_2 // -------------------------- // Tutorialmissie // Shooting the Balla // Gemaakt door JGuntherS // --------------------------- :ShTBal var 1@: Car // Greenwood 2@: Marker // Marker 3@: Actor // De Balla 4@: Marker // Marker 5@: Car // Cameradummy 6@: Float // X-positie van de speler 7@: Float // Y-positie van de speler 8@: Float // Z-positie van de speler end gosub @ShTBalC if 0 wasted_or_busted jf @ShTBalD gosub @ShTBalF :ShTBalD gosub @ShTBalCleanup end_thread :ShTBalC thread 'ShTBal' $ON_MISSION = 1 increment_mission_attempts 054C: use_GXT_table 'TutMiss' #GREENWOO.Load #BALLAS1.Load #TEC9.Load #COLT45.Load :ShTBalC_1 if or not #GREENWOO.Available not #BALLAS1.Available not #TEC9.Available not #COLT45.Available jf @ShTBalC_2 wait 0 jump @ShTBalC_1 :ShTBalC_2 0395: clear_area 1 at 2432.172 -1673.413 13.63506 range 2.0 1@.Create(#GREENWOO, 2432.172, -1673.413, 13.63506) 1@.Angle = 0.0 2@.CreateAboveCar(1@) 07E0: set_marker 2@ type_to 1 wait 3000 03E6: remove_text_box fade 1 1500 wait 1500 $PLAYER_CHAR.CanMove = true :ShTBalC_3 00BC: text_highpriority 'INCAR' 1000 ms 1 wait 10 if $PLAYER_CHAR.Defined jf @ShTBalC_3 if not 1@.Wrecked jf @ShTBalCarW if $PLAYER_ACTOR.InCar(1@) jf @ShTBalC_3 2@.Disable 0395: clear_area 1 at 1791.6609 -1914.6604 13.3952 range 2.0 3@.Create(Mission1, #BALLAS1, 1791.6609, -1914.6604, 13.3952) 0350: unknown_actor 3@ not_scared_flag 1 01B2: give_actor 3@ weapon 32 ammo 99999 01B9: set_actor 3@ armed_weapon_to 32 3@.WeaponAccuracy = 50 3@.SetImmunities(1, 1, 1, 1, 1) 3@.LockInCurrentPosition = true 0638: AS_actor 3@ stay_put 1 :ShTBalC_3a 4@.CreateAboveActor(3@) 2@.Disable :ShTBalC_4 00BE: text_clear_all 03E6: remove_text_box wait 10 if $PLAYER_CHAR.Defined jf @ShTBalC_4 if not 1@.Wrecked jf @ShTBalCarW if $PLAYER_ACTOR.InCar(1@) jf @ShTBalC_4_Car if 00EE: actor $PLAYER_ACTOR 0 near_point 1791.6609 -1914.6604 radius 150.0 150.0 jf @ShTBalC_4 jump @ShTBalC_5 :ShTBalC_4_Car 4@.Disable 2@.CreateAboveCar(1@) 07E0: set_marker 2@ type_to 1 :ShTBalC_4_CarA wait 10 00BC: text_highpriority 'INCAR' 1000 ms 1 if not 1@.Wrecked jf @ShTBalCarW if not $PLAYER_ACTOR.InCar(1@) jf @ShTBalC_3a jump @ShTBalC_4_CarA :ShTBalC_5 $PLAYER_CHAR.CanMove = false fade 0 1000 wait 1000 01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 100 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 02A3: toggle_widescreen 1 5@.Create(#GREENWOO, 1819.8458, -1900.9407, 54.4286) 5@.LockInCurrentPosition = true 067A: put_camera_on_car 5@ offset 0.0 0.0 -10.0 point_to_car 1@ tilt 0.0 2 01EB: set_car_density_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 $PLAYER_ACTOR.StorePos(6@, 7@, 8@) 0395: clear_area 1 at 6@ 7@ 8@ range 200.0 1@.DriveTo(1814.5135, -1890.4872, 13.4141) 1@.SetMaxSpeed(10.0) fade 1 750 wait 750 :ShTBalC_5a wait 10 if $PLAYER_CHAR.Defined jf @ShTBalC_5a if not 1@.Wrecked jf @ShTBalCarW if 00EE: actor $PLAYER_ACTOR 0 near_point 1814.5135 -1890.4872 radius 2.0 2.0 jf @ShTBalC_5a 1@.DriveTo(1801.6609, -1914.6604, 13.3952) :ShTBalC_6 wait 10 if $PLAYER_CHAR.Defined jf @ShTBalC_6 if not 1@.Wrecked jf @ShTBalCarW if 00EE: actor $PLAYER_ACTOR 0 near_point 1801.6609 -1914.6604 radius 4.0 4.0 jf @ShTBalC_6 wait 1000 05CD: AS_actor $PLAYER_ACTOR exit_car 1@ wait 1000 fade 0 1000 wait 1000 02A3: toggle_widescreen 0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 5@.Destroy 3@.LockInCurrentPosition = false 3@.SetImmunities(0, 0, 0, 0, 0) 01EB: set_car_density_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 fade 1 1000 wait 1000 $PLAYER_CHAR.CanMove = true 05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR 00BC: text_highpriority 'KILLB' 1000 ms 1 :ShTBalC_7 wait 10 if 3@.Dead jf @ShTBalC_7 jump @ShTBalP :ShTBalCarW 00BC: text_highpriority 'CARW' 1000 ms 1 jump @ShTBalF :ShTBalP $MPassed = 1 $MTried = 1 jump @ShTBalCleanup :ShTBalF 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! $MPassed = 0 :ShTBalCleanup 1@.RemoveReferences 2@.Disable 3@.RemoveReferences 4@.Disable $MTried = 1 $ON_MISSION = 0 #GREENWOO.Destroy #BALLAS1.Destroy #TEC9.Destroy #COLT45.Destroy mission_cleanup return Dat was alles! Hopelijk ben je nu weer wat verder in SCM-scripten. Als er iets niet klopt of als je een suggestie hebt, post het hier! american.zip Bewerkt: 16 september 2006 door JGuntherS Reageren
Jorge_F Geplaatst: 31 maart 2006 Rapport Geplaatst: 31 maart 2006 Geweldige tutorial JGuntherS, ik zal hem gelijk toevoegen aan de Master Tutorial List Reageren
Flame^ Geplaatst: 31 maart 2006 Rapport Geplaatst: 31 maart 2006 . Es sind supah toll hehe . Nee goed werk jesse, dit ga ik zeker gebruiken . Reageren
PizzaTonno Geplaatst: 31 maart 2006 Rapport Geplaatst: 31 maart 2006 Als ik tijd heb ga ik deze tut cker uit proberen, Goed werk man je hebt er veel werk van gemaakt zie ik JGunthers Reageren
Blastov Geplaatst: 31 maart 2006 Rapport Geplaatst: 31 maart 2006 Dit vind ik nou een geweldige tutorial Goed werk Reageren
eizoalecto Geplaatst: 20 februari 2007 Rapport Geplaatst: 20 februari 2007 (bewerkt) Vraagje: ik ben ook een scripje aan het maken en hij blijft hangen bij: 5@.Create(#GREENWOO, 465.1854, -1948.31, 5.604343) 5@.LockInCurrentPosition = true hij kent die 5@ niet jij zegt dit moet toevoegen aan variabeleblok: 5@: Car // Cameradummy 6@: Float // X-positie van de speler 7@: Float // Y-positie van de speler 8@: Float // Z-positie van de speler wat is een variabeleblok? [EIDT] ah ik snap hem al maar als ik die var~end toe voeg dan zegt hij VOORBEELD: var $PLAYER_ACTOR: Actor $PLAYER_CAR: Car end ERROR: VAR i'm not sure what to do with this line it has no valid opcode and clever guesswork system failed. Bewerkt: 20 februari 2007 door eizoalecto Reageren
robojan Geplaatst: 15 mei 2008 Rapport Geplaatst: 15 mei 2008 (bewerkt) de download doet het niet ik kan het niet openen in winrar hij zegt onverwacht einde aan archief Bewerkt: 15 mei 2008 door robojan Reageren
dakkiono Geplaatst: 17 mei 2008 Rapport Geplaatst: 17 mei 2008 waar moet ik dat ding voor die missie plaatsen moet ik alleen die american in text plaatsen Reageren
Dutchy3010 Geplaatst: 20 mei 2008 Rapport Geplaatst: 20 mei 2008 Gewoon in SannyBuilder zetten en compileren. Dan new game starten, en je hebt hem. Je ziet dan echter geen tekst, dan moet je de American.gxt ook plaatsen... Dus je moet de missie kopiëren, in SannyBuilder plaatsen, compileren, en de American.gxt plaatsen. Klaar Reageren
gaman Geplaatst: 29 juni 2008 Rapport Geplaatst: 29 juni 2008 (bewerkt) Misschien staat het er al, maar hoe zet je je missie in san andreas? Bewerkt: 29 juni 2008 door gaman Reageren
Dutchy3010 Geplaatst: 29 juni 2008 Rapport Geplaatst: 29 juni 2008 Opslaan onder de naam "main.txt" in de map Program Files > Rockstar Games > GTA San Andreas > Data. Vervolgens op compileren drukken (of F6). Vervolgens GTA SA opstarten. Maak wel een backup van je main.scm! Misschien handig om deze tutorial door te lezen. Reageren
Smeets Geplaatst: 5 juli 2008 Rapport Geplaatst: 5 juli 2008 Ik heb de tutorial gevolgd en de missie aangepast , maar ik zit met een paar probleempjes. Ik krijg je M4 niet, en ik hoef niet alle biker dood te schieten om de missie te halen. DEFINE OBJECTS 0 DEFINE MISSIONS 1 DEFINE MISSION 0 AT @ShTBal DEFINE EXTERNAL_SCRIPTS -1 // Use -1 to not write AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 // -------------------- // THE STRIPPED MAIN THREAD // contains initial info // -------------------- thread 'MAIN' var $PLAYER_CHAR: Player $PLAYER_ACTOR: Actor $ON_MISSION: Integer end // var 01F0: set_max_wanted_level_to 6 042C: set_total_missions_to 1 030D: set_total_mission_points_to 1 set_wb_check_to 0 00C0: set_current_time 8 0 04E4: unknown_refresh_game_renderer_at 1679.724 1448.33 Camera.SetAtPos(1679.724, 1448.33, 10.80) $PLAYER_CHAR = Player.Create(#NULL, 1679.724, 1448.33, 10.80) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) Camera.SetBehindPlayer set_weather 0 wait 0 0180: set_on_mission_flag_to $ON_MISSION $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 select_interior 0 0629: change_stat 181 (islands unlocked) to 4 016C: restart_if_wasted at 2289.886 2427.861 10.82031 angle 137.0 unknown 0 016D: restart_if_busted at 1579.818 1770.329 10.82031 angle 90.0 unknown 0 create_thread @StrtTh1 end_thread // -------------------------- // Tutorialmissie startthread // Shooting the Balla // Gemaakt door JGuntherS // --------------------------- :StrtTh1 var $MarkerX: Float $MarkerY: Float $MarkerZ: Float $MarkerH: Marker $MarkerOn: Float $MissionRunning: Integer $MTried: Integer $MPassed: Integer end thread 'StrtTh' $MarkerX = 1670.913 $MarkerY = 1308.45 $MarkerZ = 10.82031 :StrtTh1_0 $MarkerH.CreateIconAndSphere(34, $MarkerX, $MarkerY, $MarkerZ) $MarkerOn = 1 :StrtTh1_2 wait 100 if $ON_MISSION == 0 jf @StrtTh1_5 if and $ON_MISSION == 0 $MarkerOn == 0 jf @StrtTh1_3 $MarkerH.CreateIconAndSphere(34, $MarkerX, $MarkerY, $MarkerZ) $MarkerOn = 1 :StrtTh1_3 wait 0 if $PLAYER_CHAR.Defined jf @StrtTh1_3 if 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot $MarkerX $MarkerY $MarkerZ radius 3.0 3.0 2.0 jf @StrtTh1_2 if $PLAYER_CHAR.Controllable jf @StrtTh1_2 $MarkerH.Disable $MarkerOn = 0 $PLAYER_CHAR.CanMove = false 00BA: text_styled 'MsName' 1500 ms 2 fade 0 1500 wait 1500 start_mission 0 :StrtTh1_4 wait 10 if $MTried == 1 jf @StrtTh1_4 $MTried = 0 if $MPassed == 1 jf @StrtTh1_2 00BE: text_clear_all 03E6: remove_text_box 01E3: text_1number_styled 'M_PASS' 1000 5000 ms 1 0318: set_latest_mission_passed 'MsName' 030C: set_mission_points += 1 0394: play_music 1 $PLAYER_CHAR.Money += 2500 $PLAYER_CHAR.ClearWantedLevel end_thread :StrtTh1_5 if $MarkerOn == 1 jf @StrtTh1_2 $MarkerH.Disable $MarkerOn = 0 jump @StrtTh1_2 // -------------------------- // Tutorialmissie // Shooting the Balla // Gemaakt door JGuntherS // --------------------------- :ShTBal var 001@: Car // Cheetah 002@: Marker // Marker 003@: Actor // De Biker 004@: Actor 005@: Actor 006@: Actor 007@: Actor 008@: Actor 009@: Actor 010@: Actor 011@: Actor 012@: Actor 013@: Actor 014@: Actor 015@: Actor 016@: Actor 017@: Actor 018@: Marker // Marker 019@: Marker 020@: Marker 021@: Marker 022@: Marker 023@: Marker 024@: Marker 025@: Marker 026@: Marker 027@: Marker 028@: Marker 029@: Marker 030@: Marker 031@: Marker 032@: Marker 033@: Car // Cameradummy 034@: Float // X-positie van de speler 035@: Float // Y-positie van de speler 036@: Float // Z-positie van de speler end gosub @ShTBalC if 0 wasted_or_busted jf @ShTBalD gosub @ShTBalF :ShTBalD gosub @ShTBalCleanup end_thread :ShTBalC thread 'ShTBal' $ON_MISSION = 1 increment_mission_attempts 054C: use_GXT_table 'TutMiss' #CHEETAH.Load #BIKERA.Load #BIKERB.Load #BIKDRUG.Load #WMYCR.Load #WMYPLT.Load #M4.Load #TEC9.Load :ShTBalC_1 if or not #CHEETAH.Available not #BIKERA.Available not #BIKERB.Available not #BIKDRUG.Available not #WMYCR.Available not #WMYPLT.Available not #M4.Available not #TEC9.Available jf @ShTBalC_2 wait 0 jump @ShTBalC_1 :ShTBalC_2 0395: clear_area 1 at 1666.587 1306.215 10.54906 range 2.0 001@.Create(#CHEETAH, 1666.587 1306.215 10.54906) 001@.Angle = 0.0 002@.CreateAboveCar(001@) 07E0: set_marker 002@ type_to 1 wait 3000 03E6: remove_text_box fade 1 1500 wait 1500 $PLAYER_CHAR.CanMove = true :ShTBalC_3 00BC: text_highpriority 'INCAR' 1000 ms 1 wait 10 if $PLAYER_CHAR.Defined jf @ShTBalC_3 if not 001@.Wrecked jf @ShTBalCarW if $PLAYER_ACTOR.InCar(001@) jf @ShTBalC_3 002@.Disable 0395: clear_area 1 at 2595.51 2314.77 10.82031 radius 2.0 0395: clear_area 1 at 2596.08 2329.783 10.82031 radius 2.0 0395: clear_area 1 at 2603.017 2328.25 10.82031 radius 2.0 0395: clear_area 1 at 2612.762 2336.706 10.82031 radius 2.0 0395: clear_area 1 at 2612.664 2330.631 10.81277 radius 2.0 0395: clear_area 1 at 2619.635 2340.406 10.81277 radius 2.0 0395: clear_area 1 at 2641.606 2334.049 10.92188 radius 2.0 0395: clear_area 1 at 2634.05 2334.101 10.92188 radius 2.0 0395: clear_area 1 at 2655.576 2345.241 10.82031 radius 2.0 0395: clear_area 1 at 2651.901 2353.167 10.82031 radius 2.0 0395: clear_area 1 at 2639.999 2351.221 10.82031 radius 2.0 0395: clear_area 1 at 2636.698 2351.16 10.82031 radius 2.0 0395: clear_area 1 at 2587.966 2299.973 17.82031 radius 2.0 0395: clear_area 1 at 2622.522 2337.747 17.82031 radius 2.0 0395: clear_area 1 at 2627.203 2335.046 17.81448 radius 2.0 003@.Create(Mission1, #BIKERA, 2595.51 2314.77 10.82031) 004@.Create(Mission1, #BIKERB, 2596.08 2329.783 10.82031) 005@.Create(Mission1, #BIKDRUG, 2603.017 2328.25 10.82031) 006@.Create(Mission1, #WMYCR, 2612.762 2336.706 10.82031) 007@.Create(Mission1, #BIKERA, 2612.664 2330.631 10.81277) 008@.Create(Mission1, #BIKERB, 2619.635 2340.406 10.81277) 009@.Create(Mission1, #BIKDRUG, 2641.606 2334.049 10.92188) 010@.Create(Mission1, #WMYCR, 2634.05 2334.101 10.92188) 011@.Create(Mission1, #BIKERA, 2655.576 2345.241 10.82031) 012@.Create(Mission1, #BIKERB, 2651.901 2353.167 10.82031) 013@.Create(Mission1, #BIKDRUG, 2639.999 2351.221 10.82031) 014@.Create(Mission1, #WMYCR, 2636.698 2351.16 10.82031) 015@.Create(Mission1, #BIKERA, 2587.966 2299.973 17.82031) 016@.Create(Mission1, #BIKERB, 2622.522 2337.747 17.82031) 017@.Create(Mission1, #BIKDRUG, 2627.203 2335.046 17.81448) 0350: unknown_actor 003@ not_scared_flag 1 0350: unknown_actor 004@ not_scared_flag 1 0350: unknown_actor 005@ not_scared_flag 1 0350: unknown_actor 006@ not_scared_flag 1 0350: unknown_actor 007@ not_scared_flag 1 0350: unknown_actor 008@ not_scared_flag 1 0350: unknown_actor 009@ not_scared_flag 1 0350: unknown_actor 010@ not_scared_flag 1 0350: unknown_actor 011@ not_scared_flag 1 0350: unknown_actor 012@ not_scared_flag 1 0350: unknown_actor 013@ not_scared_flag 1 0350: unknown_actor 014@ not_scared_flag 1 0350: unknown_actor 015@ not_scared_flag 1 0350: unknown_actor 016@ not_scared_flag 1 0350: unknown_actor 017@ not_scared_flag 1 01B2: give_actor 003@ weapon 32 ammo 99999 01B2: give_actor 004@ weapon 32 ammo 99999 01B2: give_actor 005@ weapon 32 ammo 99999 01B2: give_actor 006@ weapon 32 ammo 99999 01B2: give_actor 007@ weapon 32 ammo 99999 01B2: give_actor 008@ weapon 32 ammo 99999 01B2: give_actor 009@ weapon 32 ammo 99999 01B2: give_actor 010@ weapon 32 ammo 99999 01B2: give_actor 011@ weapon 32 ammo 99999 01B2: give_actor 012@ weapon 32 ammo 99999 01B2: give_actor 013@ weapon 32 ammo 99999 01B2: give_actor 014@ weapon 32 ammo 99999 01B2: give_actor 015@ weapon 32 ammo 99999 01B2: give_actor 016@ weapon 32 ammo 99999 01B2: give_actor 017@ weapon 32 ammo 99999 01B9: set_actor 003@ armed_weapon_to 32 01B9: set_actor 004@ armed_weapon_to 32 01B9: set_actor 005@ armed_weapon_to 32 01B9: set_actor 006@ armed_weapon_to 32 01B9: set_actor 007@ armed_weapon_to 32 01B9: set_actor 008@ armed_weapon_to 32 01B9: set_actor 009@ armed_weapon_to 32 01B9: set_actor 010@ armed_weapon_to 32 01B9: set_actor 011@ armed_weapon_to 32 01B9: set_actor 012@ armed_weapon_to 32 01B9: set_actor 013@ armed_weapon_to 32 01B9: set_actor 014@ armed_weapon_to 32 01B9: set_actor 015@ armed_weapon_to 32 01B9: set_actor 016@ armed_weapon_to 32 01B9: set_actor 017@ armed_weapon_to 32 003@.WeaponAccuracy = 30 004@.WeaponAccuracy = 30 005@.WeaponAccuracy = 30 006@.WeaponAccuracy = 30 007@.WeaponAccuracy = 30 008@.WeaponAccuracy = 30 009@.WeaponAccuracy = 50 010@.WeaponAccuracy = 50 011@.WeaponAccuracy = 50 012@.WeaponAccuracy = 40 013@.WeaponAccuracy = 40 014@.WeaponAccuracy = 40 015@.WeaponAccuracy = 20 016@.WeaponAccuracy = 20 017@.WeaponAccuracy = 20 003@.SetImmunities(1, 1, 1, 1, 1) 004@.SetImmunities(1, 1, 1, 1, 1) 005@.SetImmunities(1, 1, 1, 1, 1) 006@.SetImmunities(1, 1, 1, 1, 1) 007@.SetImmunities(1, 1, 1, 1, 1) 008@.SetImmunities(1, 1, 1, 1, 1) 009@.SetImmunities(1, 1, 1, 1, 1) 010@.SetImmunities(1, 1, 1, 1, 1) 011@.SetImmunities(1, 1, 1, 1, 1) 012@.SetImmunities(1, 1, 1, 1, 1) 013@.SetImmunities(1, 1, 1, 1, 1) 014@.SetImmunities(1, 1, 1, 1, 1) 015@.SetImmunities(1, 1, 1, 1, 1) 016@.SetImmunities(1, 1, 1, 1, 1) 017@.SetImmunities(1, 1, 1, 1, 1) 003@.LockInCurrentPosition = true 004@.LockInCurrentPosition = true 005@.LockInCurrentPosition = true 006@.LockInCurrentPosition = true 007@.LockInCurrentPosition = true 008@.LockInCurrentPosition = true 009@.LockInCurrentPosition = true 010@.LockInCurrentPosition = true 011@.LockInCurrentPosition = true 012@.LockInCurrentPosition = true 013@.LockInCurrentPosition = true 014@.LockInCurrentPosition = true 015@.LockInCurrentPosition = true 016@.LockInCurrentPosition = true 017@.LockInCurrentPosition = true 0638: AS_actor 003@ stay_put 1 0638: AS_actor 004@ stay_put 1 0638: AS_actor 005@ stay_put 1 0638: AS_actor 006@ stay_put 1 0638: AS_actor 007@ stay_put 1 0638: AS_actor 008@ stay_put 1 0638: AS_actor 009@ stay_put 1 0638: AS_actor 010@ stay_put 1 0638: AS_actor 011@ stay_put 1 0638: AS_actor 012@ stay_put 1 0638: AS_actor 013@ stay_put 1 0638: AS_actor 014@ stay_put 1 0638: AS_actor 015@ stay_put 1 0638: AS_actor 016@ stay_put 1 0638: AS_actor 017@ stay_put 1 :ShTBalC_3a 018@.CreateAboveActor(003@) 019@.CreateAboveActor(004@) 020@.CreateAboveActor(005@) 021@.CreateAboveActor(006@) 022@.CreateAboveActor(007@) 023@.CreateAboveActor(008@) 024@.CreateAboveActor(009@) 025@.CreateAboveActor(010@) 026@.CreateAboveActor(011@) 027@.CreateAboveActor(012@) 028@.CreateAboveActor(013@) 029@.CreateAboveActor(014@) 030@.CreateAboveActor(015@) 031@.CreateAboveActor(016@) 032@.CreateAboveActor(017@) 002@.Disable :ShTBalC_4 00BE: text_clear_all 03E6: remove_text_box wait 10 if $PLAYER_CHAR.Defined jf @ShTBalC_4 if not 001@.Wrecked jf @ShTBalCarW if $PLAYER_ACTOR.InCar(001@) jf @ShTBalC_4_Car if 00EE: actor $PLAYER_ACTOR 0 near_point 2631.524 2270.029 radius 150.0 150.0 jf @ShTBalC_4 jump @ShTBalC_5 :ShTBalC_4_Car 018@.Disable 019@.Disable 020@.Disable 021@.Disable 022@.Disable 023@.Disable 024@.Disable 025@.Disable 026@.Disable 027@.Disable 028@.Disable 029@.Disable 030@.Disable 031@.Disable 032@.Disable 002@.CreateAboveCar(001@) 07E0: set_marker 002@ type_to 1 :ShTBalC_4_CarA wait 10 00BC: text_highpriority 'INCAR' 1000 ms 1 if not 001@.Wrecked jf @ShTBalCarW if not $PLAYER_ACTOR.InCar(001@) jf @ShTBalC_3a jump @ShTBalC_4_CarA :ShTBalC_5 $PLAYER_CHAR.CanMove = false fade 0 1000 wait 1000 01B2: give_actor $PLAYER_ACTOR weapon 356 ammo 100 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 02A3: toggle_widescreen 1 033@.Create(#CHEETAH, 2647.074, 2293.506, 41.83713) 033@.LockInCurrentPosition = true 067A: put_camera_on_car 033@ offset 0.0 0.0 -10.0 point_to_car 001@ tilt 0.0 2 01EB: set_car_density_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 $PLAYER_ACTOR.StorePos(034@, 035@, 036@) 0395: clear_area 1 at 034@ 035@ 036@ range 200.0 001@.DriveTo(2620.118, 2323.519, 10.67188) 001@.SetMaxSpeed(10.0) fade 1 750 wait 750 :ShTBalC_5a wait 10 if $PLAYER_CHAR.Defined jf @ShTBalC_5a if not 001@.Wrecked jf @ShTBalCarW if 00EE: actor $PLAYER_ACTOR 0 near_point 2620.118 2323.519 radius 2.0 2.0 jf @ShTBalC_5a 001@.DriveTo(2592.979, 2275.226, 10.54739) :ShTBalC_6 wait 10 if $PLAYER_CHAR.Defined jf @ShTBalC_6 if not 001@.Wrecked jf @ShTBalCarW if 00EE: actor $PLAYER_ACTOR 0 near_point 2592.979 2275.226 radius 4.0 4.0 jf @ShTBalC_6 wait 1000 05CD: AS_actor $PLAYER_ACTOR exit_car 001@ wait 1000 fade 0 1000 wait 1000 02A3: toggle_widescreen 0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 033@.Destroy 003@.LockInCurrentPosition = false 004@.LockInCurrentPosition = false 005@.LockInCurrentPosition = false 006@.LockInCurrentPosition = false 007@.LockInCurrentPosition = false 008@.LockInCurrentPosition = false 009@.LockInCurrentPosition = false 010@.LockInCurrentPosition = false 011@.LockInCurrentPosition = false 012@.LockInCurrentPosition = false 013@.LockInCurrentPosition = false 014@.LockInCurrentPosition = false 015@.LockInCurrentPosition = false 016@.LockInCurrentPosition = false 017@.LockInCurrentPosition = false 003@.SetImmunities(0, 0, 0, 0, 0) 004@.SetImmunities(0, 0, 0, 0, 0) 005@.SetImmunities(0, 0, 0, 0, 0) 006@.SetImmunities(0, 0, 0, 0, 0) 007@.SetImmunities(0, 0, 0, 0, 0) 008@.SetImmunities(0, 0, 0, 0, 0) 009@.SetImmunities(0, 0, 0, 0, 0) 010@.SetImmunities(0, 0, 0, 0, 0) 011@.SetImmunities(0, 0, 0, 0, 0) 012@.SetImmunities(0, 0, 0, 0, 0) 013@.SetImmunities(0, 0, 0, 0, 0) 014@.SetImmunities(0, 0, 0, 0, 0) 015@.SetImmunities(0, 0, 0, 0, 0) 016@.SetImmunities(0, 0, 0, 0, 0) 017@.SetImmunities(0, 0, 0, 0, 0) 01EB: set_car_density_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 fade 1 1000 wait 1000 $PLAYER_CHAR.CanMove = true 05E2: AS_actor 003@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 004@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 005@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 006@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 007@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 008@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 009@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 010@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 011@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 012@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 013@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 014@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 015@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 016@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 017@ kill_actor $PLAYER_ACTOR 00BC: text_highpriority 'KILLB' 1000 ms 1 :ShTBalC_7 wait 10 if 003@.Dead 004@.Dead 005@.Dead 006@.Dead 007@.Dead 008@.Dead 009@.Dead 010@.Dead 011@.Dead 012@.Dead 013@.Dead 014@.Dead 015@.Dead 016@.Dead 017@.Dead jf @ShTBalC_7 jump @ShTBalP :ShTBalCarW 00BC: text_highpriority 'CARW' 1000 ms 1 jump @ShTBalF :ShTBalP $MPassed = 1 $MTried = 1 jump @ShTBalCleanup :ShTBalF 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! $MPassed = 0 :ShTBalCleanup 001@.RemoveReferences 002@.Disable 003@.RemoveReferences 004@.RemoveReferences 005@.RemoveReferences 006@.RemoveReferences 007@.RemoveReferences 008@.RemoveReferences 009@.RemoveReferences 010@.RemoveReferences 011@.RemoveReferences 012@.RemoveReferences 013@.RemoveReferences 014@.RemoveReferences 015@.RemoveReferences 016@.RemoveReferences 017@.RemoveReferences 018@.Disable 019@.Disable 020@.Disable 021@.Disable 022@.Disable 023@.Disable 024@.Disable 025@.Disable 026@.Disable 027@.Disable 028@.Disable 029@.Disable 030@.Disable 031@.Disable 032@.Disable $MTried = 1 $ON_MISSION = 0 #BIKERA.Destroy #BIKERB.Destroy #BIKDRUG.Destroy #WMYCR.Destroy #WMYPLT.Destroy mission_cleanup return Iemand mischien enig idee? 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GTA_K Geplaatst: 11 maart 2009 Rapport Geplaatst: 11 maart 2009 Ik heb een vraag: Wat of wie is de $PLAYER_CHAR.Defined En wanneer moet je dat gebruiken Reageren
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