GTAStunting
GTA Series => GTA Modding => Topic started by: Shingetsu on September 14, 2012, 11:13:17 PM
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This is all of my scripting main.scm :
DEFINE VERSION VICE 1.3
0002: jump ££Label008620
DEFINE MEMORY 34329
:Label008620
0002: jump ££Label008644
DEFINE OBJECTS 1
DEFINE OBJECT DOOR ; This is an unused object. You can put anything here.
:Label008644
0002: jump ££Label008658
DEFINE MISSIONS 0
;-------------MAIN---------------
:Label008658
03A4: name_thread "MAIN"
016A: fade 0 () 0 ms
01F0: set_max_wanted_level_to 0
03AD: set_rubbish 0 (invisible)
03DE: set_pedestrians_density_multiplier_to 0
01EB: set_car_density_to 0
0111: set_wasted_busted_check_to 0 (disabled)
00C0: set_current_time 10 0
04E4: unknown_refresh_game_renderer_at -712.4792 1052.173
03CB: set_camera -712.4792 1052.173 18.07715
0053: $PLAYER_CHAR = create_player #NULL at -712.4792 1052.173 18.07715
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0330: set_player $PLAYER_CHAR infinite_run_to 1 (true)
0001: wait 0 ms
01B6: set_weather 0
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false ££Label0086FA
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR
0222: set_player $6 health_to 100.0
:Label0086FA
016A: fade 1 (back) 1000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false ££Label0086FA
04BB: select_interiour 0 ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01B7: release_weather
0002: jump ££Label008725
:Label008725
0001: wait 1000 ms
0247: request_model #BKA
00D6: if 0
8248: NOT model #BKA available
004D: jump_if_false ££Label008749
0001: wait 1000 ms
0002: jump ££Label008725
:Label008749
038B: load_requested_models
0001: wait 1000 ms
0002: jump ££Label008757
:Label008757
0002: jump ££Label00875E
:Label00875E
009A: $7 = create_actor 4 #BKA at -606.7478 -332.5978 11.28901
015F: set_camera_position -828.9935 917.0188 38.70028 0.0 0.0 0.0
0160: point_camera -782.6692 850.2357 11.08462 2
0001: wait 3000 ms
015F: set_camera_position -382.6062 -513.3868 22.83041 0.0 0.0 0.0
0160: point_camera -378.4856 -565.9042 17.28306 1
0460: set_camera_pointing_time 0.0 10000
0001: wait 12000 ms
015F: set_camera_position -580.8517 -375.2814 20.19859 0.0 0.0 0.0
0160: point_camera -606.7478 -332.5978 11.28901 1
0460: set_camera_pointing_time 0.0 5000
0001: wait 1000 ms
0002: jump ££Label008839
:Label008839
0002: jump ££Label008840
:Label008840
0001: wait 2000 ms
0002: jump ££Label00884C
:Label00884C
0001: wait 1000 ms
0002: jump ££Label00884C
The Actor #COP did'nt spawn at postion i want :( :
:( Damn !! (http://www.youtube.com/watch?v=CRjMQL-I_1U#ws)
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Up ! Help :(
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Did the actor spawn at all? Or just not in the location you specified?
Try spawning your actor sooner in the script - like this:
:Label008725
0001: wait 1000 ms
0247: request_model #BKA
00D6: if 0
8248: NOT model #BKA available
004D: jump_if_false ££Label008749
0001: wait 1000 ms
0002: jump ££Label008725
:Label008749
009A: $7 = create_actor 4 #BKA at -606.7478 -332.5978 11.28901
038B: load_requested_models
0001: wait 1000 ms
0002: jump ££Label008757
:Label008757
0002: jump ££Label00875E
Sometimes it can be easier to seperate your threads a little. One set for your actor, another for your camera, etc. You have to kind of time it out in regards to your wait states, but having them as separate threads can make it easier to find where mistakes in the codes are.
create_thread ££actor
create_thread ££camera
Like that. You can also skip threads by simply commenting the create_thread opcodes out, rather than having to comment everything in the thread out.
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Did the actor spawn at all? Or just not in the location you specified?
Try spawning your actor sooner in the script - like this:
:Label008725
0001: wait 1000 ms
0247: request_model #BKA
00D6: if 0
8248: NOT model #BKA available
004D: jump_if_false ££Label008749
0001: wait 1000 ms
0002: jump ££Label008725
:Label008749
009A: $7 = create_actor 4 #BKA at -606.7478 -332.5978 11.28901
038B: load_requested_models
0001: wait 1000 ms
0002: jump ££Label008757
:Label008757
0002: jump ££Label00875E
Sometimes it can be easier to seperate your threads a little. One set for your actor, another for your camera, etc. You have to kind of time it out in regards to your wait states, but having them as separate threads can make it easier to find where mistakes in the codes are.
create_thread ££actor
create_thread ££camera
Like that. You can also skip threads by simply commenting the create_thread opcodes out, rather than having to comment everything in the thread out.
I Tried spawn sooner but it still spawn not at postion i want , even i changed the postion XYZ
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All done \m/!!!
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All done \m/!!!
? Nerochaos ?
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Your friends ? :))
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Your friends ? :))
Yes .
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kaneda can you have me again :( how can i set the point for actor ( where actor's watching ) like point of camera :(
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do you like editing?
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do you like editing?
Oh!!! I think everyone wants it to be perfect :P
kaneda can you have me again :( how can i set the point for actor ( where actor's watching ) like point of camera :(
That easy :). you can use the opcode on your script
009A: $7 = create_actor 4 #BKA at -606.7478 -332.5978 11.28901
But changing the pos and load your actor requested models :P
I never use it but also know a little :a-cheer:
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do you like editing?
Oh!!! I think everyone wants it to be perfect :P
kaneda can you have me again :( how can i set the point for actor ( where actor's watching ) like point of camera :(
That easy :). you can use the opcode on your script
009A: $7 = create_actor 4 #BKA at -606.7478 -332.5978 11.28901
But changing the pos and load your actor requested models :P
I never use it but also know a little :a-cheer:
I'm Knew the opcode for my idea . end topic here