Ik heb in Sannybuilder een missie gemaakt en succesvol gecomplimeerd, maar als ik de missie wil spelen en ik in de buurt van de marker om krijg ik een error:
Dan sluit GTA SA af.
Deze code heb ik gebruikt:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
DEFINE OBJECTS 5
DEFINE OBJECT SANNY BUILDER 3.04
DEFINE OBJECT BODYARMOUR // Object number -1
DEFINE OBJECT HEALTH // Object number -2
DEFINE OBJECT BRIBE // Object number -3
DEFINE OBJECT TEC90 // Object number -4
DEFINE MISSIONS 2
DEFINE MISSION 0 AT @NONAME_1 // Initial 1
DEFINE MISSION 1 AT @BSMNEIGHTBOUR_1 // Initial 2
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'
01F0: set_max_wanted_level_to 6
set_wb_check_to 0
00C0: set_current_time_hours_to 8 minutes_to 0
04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84
Camera.SetAtPos(2488.56, -1666.84, 13.38)
$PLAYER_CHAR = Player.Create(#NULL, 2488.56, -1666.84, 13.38)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
Camera.SetBehindPlayer
set_weather 0
wait 0
Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)
Player.Build($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR) = True
fade 1 0
select_interior 0
0629: change_integer_stat 181 to 4
016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0
016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
$DEFAULT_WAIT_TIME = 250
03E6: remove_text_box
start_mission 0 // Initial 1
wait 0
create_thread_wb @BSMNEIGHTBOUR_SNIFF
:MAIN_312
wait $DEFAULT_WAIT_TIME
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
jump @MAIN_312
:BSMNEIGHTBOUR_SNIFF
thread "BSMNEIGHTBOUR_SNIFF"
$MARKER_BSMNEIGHTBOUR = Marker.CreateIconAndSphere(9, $X_BSMNEIGHTBOUR, $Y_BSMNEIGHTBOUR, $Z_BSMNEIGHTBOUR)
:BSMNEIGHTBOUR_SNIFF_39
wait $DEFAULT_WAIT_TIME
if and
Player.Defined($PLAYER_CHAR)
$ONMISSION == 0
else_jump @BSMNEIGHTBOUR_SNIFF_148
if and
00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $X_BSMNEIGHTBOUR $Y_BSMNEIGHTBOUR $Z_BSMNEIGHTBOUR radius 1.5 1.5 2.0 on_foot
Player.Controllable($PLAYER_CHAR)
$BSMNEIGHTBOUR_MISSIONS_PASSED == 0
else_jump @BSMNEIGHTBOUR_SNIFF_148
$ONMISSION = 1
00BA: show_text_styled GXT 'INTRO_1' time 1000 style 2 // Big Smoke
start_mission 1 // Initial 2
:BSMNEIGHTBOUR_SNIFF_148
$BSMNEIGHTBOUR_MISSIONS_PASSED == 1
else_jump @BSMNEIGHTBOUR_SNIFF_39
Marker.Disable($MARKER_BSMNEIGHTBOUR)
end_thread
//-------------Mission 0---------------
// Originally: Initial 1
:NONAME_1
014B: $MIJNAUTO = init_parked_car_generator #CHEETAH color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2492.378 -1667.843 13.34375 angle 90.0
014C: set_parked_car_generator $MIJNAUTO cars_to_generate_to 101
014B: $BAYSIDEMODCAR1 = init_parked_car_generator #CHEETAH color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2524.094 2247.458 4.6145 angle 49.6353
014C: set_parked_car_generator $BAYSIDEMODCAR1 cars_to_generate_to 101
$BAYSIDEMODARMOUR1 = Pickup.Create(#BODYARMOUR, 15, -2534.001, 2251.989, 4.9803)
$BAYSIDEMODPICKUP2 = Pickup.Create(#FLOWERA, 15, -2546.784, 2232.624, 4.9864)
$BAYSIDEMODPICKUP3 = Pickup.Create(#HEALTH, 15, -2532.494, 2233.952, 4.9848)
$BAYSIDEMODPICKUP4 = Pickup.Create(#BRIBE, 15, -2528.169, 2251.768, 4.974)
$BAYSIDEMODPICKUP50 = Pickup.Create(#GUN_PARA, 15, -2236.97, 2335.76, 7.5469)
032B: $BAYSIDEMODRESERVED1 = create_weapon_pickup #M4 group 15 ammo 60 at -2021.879 1001.467 10.3203
032B: $BAYSIDEMODWEAPON1 = create_weapon_pickup #HEATSEEK group 45 ammo 120 at -2535.174 2251.989 4.9807
032B: $BAYSIDEMODWEAPON2 = create_weapon_pickup #M4 group 15 ammo 60 at -2532.337 2251.989 4.9799
032B: $BAYSIDEMODWEAPON3 = create_weapon_pickup #TEC90 group 15 ammo 120 at -2533.375 2251.989 4.9801
$BSMNEIGHTBOUR_MISSIONS_PASSED = 0
$ONMISSION = 0
$X_BSMNEIGHTBOUR = -2549.047
$Y_BSMNEIGHTBOUR = 2272.774
$Z_BSMNEIGHTBOUR = 5.0065
end_thread
//-------------Mission 1---------------
// Originally: Initial 2
:BSMNEIGHTBOUR_1
thread 'BSMNEIGHTBOUR_1'
gosub @BSMNEIGHTBOUR_1_55
if
wasted_or_busted
else_jump @BSMNEIGHTBOUR_1_46
gosub @BSMNEIGHTBOUR_1_811
:BSMNEIGHTBOUR_1_46
gosub @BSMNEIGHTBOUR_1_836
end_thread
:BSMNEIGHTBOUR_1_55
Model.Load(#GREENWOO)
Model.Load(#TEC9)
Model.Load(#DESERT_EAGLE)
Model.Load(#DNMYLC)
Model.Load(#BMYDRUG)
Model.Load(#WMYDRUG)
Model.Load(#HMYDRUG)
Model.Load(#VWMYCR)
038B: load_requested_models
:BSMNEIGHTBOUR_1_94
wait 0
if and
not Model.Available(#GREENWOO)
not Model.Available(#TEC9)
not Model.Available(#DESERT_EAGLE)
not Model.Available(#DNMYLC)
not Model.Available(#BMYDRUG)
not Model.Available(#WMYDRUG)
not Model.Available(#HMYDRUG)
not Model.Available(#VWMYCR)
else_jump @BSMNEIGHTBOUR_1_94
0674: set_car_model #BF400 numberplate "ABCDEFG"
$BSMNEIGHTBOURCA = Car.Create(#BF400, -2547.717, 2277.823, 5.0098)
Car.Angle($BSMNEIGHTBOURCA) = 272.5674
Car.Health($BSMNEIGHTBOURCA) = 20000
$BSMNEIGHTBOURM1 = Marker.CreateAboveCar($BSMNEIGHTBOURCA)
01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 2000 // Load the weapon model before using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 32
:BSMNEIGHTBOUR_1_226
wait 0
Actor.InCar($PLAYER_ACTOR, $BSMNEIGHTBOURCA)
else_jump @BSMNEIGHTBOUR_1_226
Marker.Disable($BSMNEIGHTBOURM1)
$BSMNEIGHTBOURC = Marker.CreateIconAndSphere(0, -2262.854, 2331.048, 4.8694)
:BSMNEIGHTBOUR_1_272
wait 0
if
Car.Wrecked($BSMNEIGHTBOURCA)
else_jump @BSMNEIGHTBOUR_1_303
wait 0
jump @BSMNEIGHTBOUR_1_55
:BSMNEIGHTBOUR_1_303
if
01AE: car $BSMNEIGHTBOURCA sphere 0 near_point 2321.897 23.9844 radius 5.0 5.0 stopped
else_jump @BSMNEIGHTBOUR_1_272
wait 0
1@ = Actor.Create(Criminal, #VWMYCR, -2213.615, 2424.283, 2.4975)
Marker.Disable($BSMNEIGHTBOURC)
Actor.Angle(1@) = 88.44
$MARKERA31 = Marker.CreateAboveActor(1@)
Actor.WeaponAccuracy(10@) = 100
Actor.Health(1@) = 150
01B2: give_actor 1@ weapon 24 ammo 1000 // Load the weapon model before using this
01B9: set_actor 1@ armed_weapon_to 24
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
0350: set_actor 1@ maintain_position_when_attacked 1
:BSMNEIGHTBOUR_1_440
wait 0
Actor.Dead(2@)
else_jump @BSMNEIGHTBOUR_1_440
2@ = Actor.Create(Criminal, #BMYDRUG, -2214.053, 2331.297, 4.9844)
Actor.Angle(2@) = 88.44
$MARKERA32 = Marker.CreateAboveActor(2@)
Actor.WeaponAccuracy(2@) = 75
Actor.Health(2@) = 150
01B2: give_actor 2@ weapon 24 ammo 1000 // Load the weapon model before using this
01B9: set_actor 2@ armed_weapon_to 24
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
0350: set_actor 2@ maintain_position_when_attacked 1
:BSMNEIGHTBOUR_1_545
wait 0
Actor.Dead(2@)
else_jump @BSMNEIGHTBOUR_1_545
3@ = Actor.Create(Criminal, #WMYDRUG, -2227.858, 2364.539, 4.9947)
Actor.Angle(3@) = 88.44
$MARKERA33 = Marker.CreateAboveActor(3@)
Actor.WeaponAccuracy(3@) = 75
Actor.Health(3@) = 150
01B2: give_actor 3@ weapon 24 ammo 1000 // Load the weapon model before using this
01B9: set_actor 3@ armed_weapon_to 24
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
0350: set_actor 3@ maintain_position_when_attacked 1
:BSMNEIGHTBOUR_1_650
wait 0
Actor.Dead(3@)
else_jump @BSMNEIGHTBOUR_1_650
4@ = Actor.Create(Criminal, #HMYDRUG, -2257.609, 2383.899, 5.01)
Actor.Angle(4@) = 88.44
$MARKERA34 = Marker.CreateAboveActor(4@)
Actor.WeaponAccuracy(4@) = 75
Actor.Health(4@) = 150
01B2: give_actor 4@ weapon 24 ammo 1000 // Load the weapon model before using this
01B9: set_actor 4@ armed_weapon_to 24
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
0350: set_actor 4@ maintain_position_when_attacked 1
:BSMNEIGHTBOUR_1_755
wait 0
Actor.Dead(4@)
else_jump @BSMNEIGHTBOUR_1_755
0394: play_music 1
$TUT_MISSIONS_PASSED += 1
Player.Money($PLAYER_CHAR) += 1000
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~
return
:BSMNEIGHTBOUR_1_811
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
0555: remove_weapon 32 from_actor $PLAYER_ACTOR
return
:BSMNEIGHTBOUR_1_836
$ONMISSION = 0
Marker.Disable($MARKERA31)
Marker.Disable($MARKERA32)
Marker.Disable($MARKERA33)
Marker.Disable($MARKERA34)
Player.WantedLevel($PLAYER_CHAR) = 0
Model.Destroy(#GREENWOO)
Model.Destroy(#TEC9)
Model.Destroy(#DESERT_EAGLE)
Model.Destroy(#DNMYLC)
Model.Destroy(#BMYDRUG)
Model.Destroy(#WMYDRUG)
Model.Destroy(#HMYDRUG)
Model.Destroy(#VWMYCR)
mission_cleanup
return
Ik heb in Sannybuilder een missie gemaakt en succesvol gecomplimeerd, maar als ik de missie wil spelen en ik in de buurt van de marker om krijg ik een error:
Dan sluit GTA SA af.
Deze code heb ik gebruikt:
Wat moet ik nu doen!??