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Old 09.01.2011, 15:13   #541
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Hab Probleme mit zwei Scripts(wieda mal )

Code:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'RE' 

:RE_11
wait 0 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)
jf @RE_442 
03C0: 0@ = actor $PLAYER_ACTOR car 
0A97: 12@ = car 0@ struct 
12@ += 2156 
0A8D: 15@ = read_memory 12@ size 2 virtual_protect 0 
if and
00E1:   player 0 pressed_key 16 
   not Car.Wrecked(0@)
   not 15@ >= 2950 
jf @RE_289 
if 
  6@ == 0 
jf @RE_289 
066B: 1@ = attach_particle "AFTERFIRE" to_car 0@ with_offset -0.73 -6.1 0.25 flag 1 
066B: 2@ = attach_particle "AFTERFIRE" to_car 0@ with_offset 0.73 -6.1 0.25 flag 1 
064C: make_particle 1@ visible 
064C: make_particle 2@ visible 
066B: 3@ = attach_particle "AFTERFIRE" to_car 0@ with_offset -0.73 -6.1 0.25 flag 1 
066B: 4@ = attach_particle "AFTERFIRE" to_car 0@ with_offset 0.73 -6.1 0.25 flag 1 
064C: make_particle 3@ visible 
064C: make_particle 4@ visible 
6@ = 1 

:RE_289
03C0: 0@ = actor $PLAYER_ACTOR car 
0A97: 12@ = car 0@ struct 
12@ += 2156 
0A8D: 15@ = read_memory 12@ size 2 virtual_protect 0 
if or
  15@ >= 2950 
80E1:   not player 0 pressed_key 16 
   Car.Wrecked(0@)
jf @RE_399 
0@ = 0 

:RE_362
0650: destroy_particle 1@(0@,5i) 
0@ += 1 
  0@ > 4 
jf @RE_362 
6@ = 0 

:RE_399
if 
   not 6@ == 0 
jf @RE_442 
if 
  6@ == 1 
jf @RE_435 

:RE_435
jf @RE_442 

:RE_442
jump @RE_11
Er will ned funzen und ich weiss ned warum.

Code:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'RAB' 

:RAB_11
wait 0 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)
else_jump @RAB_477 
03C0: 0@ = actor $PLAYER_ACTOR car 
if and
00E1:   player 0 pressed_key 18 
   not Car.Wrecked(0@)
else_jump @RAB_268 
if 
  6@ == 0 
else_jump @RAB_268 
066B: 1@ = attach_particle "AFTERBURNER" to_car 0@ with_offset -0.73 -6.1 0.25 flag 1 
066B: 2@ = attach_particle "AFTERBURNER" to_car 0@ with_offset 0.73 -6.1 0.25 flag 1 
064C: make_particle 1@ visible 
064C: make_particle 2@ visible 
066B: 3@ = attach_particle "AFTERBURNER" to_car 0@ with_offset -0.73 -6.1 0.25 flag 1 
066B: 4@ = attach_particle "AFTERBURNER" to_car 0@ with_offset 0.73 -6.1 0.25 flag 1 
064C: make_particle 3@ visible 
064C: make_particle 4@ visible 
6@ = 1 
jump @RAB_268 

:RAB_268
02E3: 7@ = car 0@ speed 
7@ *= 1.2 
if and
  32@ > 1000 
  7@ > 250.0 
else_jump @RAB_322 
32@ = 0 

:RAB_322
if or
00E1:   player 0 pressed_key 15 
80E1:   not player 0 pressed_key 18 
   Car.Wrecked(0@)
else_jump @RAB_394 
0@ = 0 

:RAB_357
0650: destroy_particle 1@(0@,5i) 
0@ += 1 
  0@ > 4 
else_jump @RAB_357 
6@ = 0 

:RAB_394
if 
   not 6@ == 0 
else_jump @RAB_477 
if 
  6@ == 1 
else_jump @RAB_440 
7@ += 1.0 

:RAB_440
091F: get_plane 0@ landing_gear_status_to 11@ 
if 
  11@ == 1.0 
else_jump @RAB_477 
Car.SetSpeedInstantly(0@, 7@)

:RAB_477
jump @RAB_11
Ich drücke H aber nix passiert, kein Feuer kommt aus dem Triebwerk hinten. warum?
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Old 23.05.2011, 18:30   #542
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@Modder: Das Script mitm Afterburner is richtig, du musst nur diese effecte downliaden und in den modelsordner tun.

Nun ja ich mal will so Strassensperren an bestimten stellen haben. Um genau zu sein die Aus der Mission 20(in der mainscm-->
Code:
//-------------Mission 33---------------
// Originally: Management Issues
wo man nen Premier klauen muss und am ende solche Typen im Meer versenken muss. Nunja er fragt mic nach ner Mssionsabfrage die ich aber ned definieren kann da ich ja eigentlich nur die Peds, Cars und Sperren platzieren muss. wie kann ich das am besten machen, den so gehts nich:

Spoiler für Script:
Code:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
DEFINE OBJECTS 389
DEFINE OBJECT (noname)                
DEFINE OBJECT ROADWORKBARRIER1      
DEFINE OBJECT DYN_ROADBARRIER_2        // Object number -173  

//-------------Mission XX---------------
// Originally: Management Issues
:ESCAPE
0@ = Object.Create(#DYN_ROADBARRIER_2, 1024.5, -1123.2, 22.9)
1@ = Object.Create(#DYN_ROADBARRIER_2, 1024.5, -1127.2, 22.9)
2@ = Object.Create(#DYN_ROADBARRIER_2, 1024.5, -1131.2, 22.9)
3@ = Object.Create(#DYN_ROADBARRIER_2, 1020.5, -1123.2, 22.9)
4@ = Object.Create(#DYN_ROADBARRIER_2, 1020.5, -1127.2, 22.9)
5@ = Object.Create(#DYN_ROADBARRIER_2, 1020.5, -1131.2, 22.9)
6@ = Object.Create(#DYN_ROADBARRIER_2, 1016.5, -1133.2, 22.9)
7@ = Object.Create(#DYN_ROADBARRIER_2, 1012.5, -1133.2, 22.9)
8@ = Object.Create(#DYN_ROADBARRIER_2, 1008.5, -1133.2, 22.9)
9@ = Object.Create(#DYN_ROADBARRIER_2, 1028.5, -1133.2, 22.9)
10@ = Object.Create(#DYN_ROADBARRIER_2, 1032.5, -1133.2, 22.9)
11@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
12@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
13@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
13@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
14@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
15@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
16@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
17@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
18@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
19@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
20@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
21@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
22@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
018A: 113@ = create_checkpoint_at 1118.3 -1140.9 22.2 
23@ = Actor.Create(Mission2, #LAPD1, 1023.4, -1121.0, 22.9)
24@ = Actor.Create(Mission2, #LAPD1, 1023.4, -1121.0, 22.9)
25@ = Car.Create(#ELEGANT, 1174.1, -926.8, 43.6)
26@ = Actor.Create(Mission2, #LAPD1, 1023.4, -1121.0, 22.9)
27@ = Actor.Create(Mission2, #LAPD1, 1023.4, -1121.0, 22.9)
28@ = Actor.Create(Mission2, #LAPD1, 1023.4, -1121.0, 22.9)
00BE: text_clear_all 
wait 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
175@ = 0 
126@ = 0 
$TEMPVAR_FLOAT_1 = 0.0 
$TEMPVAR_FLOAT_2 = 0.0 
$TEMPVAR_FLOAT_3 = 0.0 
140@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
04AF: 136@ = 24 // @ = any 
141@ = 0 
142@ = 0 
225@ = 0.0 
226@ = 0.0 
227@ = 0.0 
228@ = 0.0 
229@ = 0.0 
230@ = 0.0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
$TIME_MINS = 0 
150@ = 0 
157@ = 0.0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
220@ = 0 
221@ = 0 
222@ = 0 
223@ = 0 
224@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
156@ = 0 
170@ = 0 
171@ = 0 
return
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Old 24.05.2011, 18:39   #543
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soll das der komplette Quelltext für deine main.scm sein?
wenn ja, dann isses auch kein Wunder wenns nicht geht.
Probiers damit:
Code:
// 1. die Objekteliste
DEFINE OBJECTS  3// Anzahl der aufgelisteten Objekte           
DEFINE OBJECT (in die Zeile für das erste objekt sollte man immer was reinschreiben, da es sowieso nicht benutzt wird, z.B. irgendeine Info)
DEFINE OBJECT ROADWORKBARRIER1      
DEFINE OBJECT DYN_ROADBARRIER_2

// 2. die Missionsliste
DEFINE MISSIONS  1// Anzahl der aufgelisteten Missionen
DEFINE MISSION 0 AT @INITIAL_1   // originally: Initial 1
// wenn das script kein Missionsscript enthält, dann schreibt man 0 als Anzahl


// 3. Liste der Externscripte
DEFINE EXTERNAL_SCRIPTS  -1// Anzahl der aufgelisteten Missionen
// wenn das script kein externscript enthält, dann schreibt man -1 als Anzahl

// 4. zwei unbekannte Zeilen
DEFINE UNKNOWN_EMPTY_SEGMENT  0
DEFINE UNKNOWN_THREADS_MEMORY  0

//-------------MAIN---------------
// 5. der main-thread um den Player zu erschaffen

:MAIN_1
03A4: name_thread 'MAIN'
016A: fade  0 ()  0 ms
042C: set_total_missions_to  0
030D: set_total_mission_points_to  0
01F0: set_max_wanted_level_to  6
0111: set_wasted_busted_check_to  0 (disabled)
00C0: set_current_time  10  0

04E4: unknown_refresh_game_renderer_at  1142.3422 -1156.3258
03CB: set_camera  1142.3422 -1156.3258 23.8281
0053: $PLAYER_CHAR = create_player #NULL at  1142.3422 -1156.3258 23.8281
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0173: set_actor $PLAYER_ACTOR z_angle_to  37.1
0373: set_camera_directly_behind_player
0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat
087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack"  0
087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS"  2
087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER"  3
087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD"  1
070D: $PLAYER_CHAR
0109: player $PLAYER_CHAR money += 500000
0180: set_on_mission_flag_to $ONMISSION
01B6: set_weather  1
04BB: select_interior  0  // select render area
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01B7: release_weather
016C: restart_if_wasted at  1142.3422 -1156.3258 23.8281 angle  180.0 unknown  0
016D: restart_if_busted at  1142.3422 -1156.3258 23.8281 angle  180.0 unknown  0
016C: restart_if_wasted at  1142.3422 -1156.3258 23.8281 angle  180.0 unknown  1
016D: restart_if_busted at  1142.3422 -1156.3258 23.8281 angle  180.0 unknown  1
016C: restart_if_wasted at  1142.3422 -1156.3258 23.8281 angle  180.0 unknown  2
016D: restart_if_busted at  1142.3422 -1156.3258 23.8281 angle  180.0 unknown  2
016C: restart_if_wasted at  1142.3422 -1156.3258 23.8281 angle  180.0 unknown  3
016D: restart_if_busted at  1142.3422 -1156.3258 23.8281 angle  180.0 unknown  3

0417: start_mission  0

016A: fade  1 ()  1000 ms
0001: wait  100 ms


:MAIN_3
0001: wait 2500 ms
0002: jump @MAIN_3




//-------------Mission 0---------------
// Originally: Initial 1

:INITIAL_1
03A4: name_thread 'INITIAL'


0@ = Object.Create(#DYN_ROADBARRIER_2, 1024.5, -1123.2, 22.9)
1@ = Object.Create(#DYN_ROADBARRIER_2, 1024.5, -1127.2, 22.9)
2@ = Object.Create(#DYN_ROADBARRIER_2, 1024.5, -1131.2, 22.9)
3@ = Object.Create(#DYN_ROADBARRIER_2, 1020.5, -1123.2, 22.9)
4@ = Object.Create(#DYN_ROADBARRIER_2, 1020.5, -1127.2, 22.9)
5@ = Object.Create(#DYN_ROADBARRIER_2, 1020.5, -1131.2, 22.9)
6@ = Object.Create(#DYN_ROADBARRIER_2, 1016.5, -1133.2, 22.9)
7@ = Object.Create(#DYN_ROADBARRIER_2, 1012.5, -1133.2, 22.9)
8@ = Object.Create(#DYN_ROADBARRIER_2, 1008.5, -1133.2, 22.9)
9@ = Object.Create(#DYN_ROADBARRIER_2, 1028.5, -1133.2, 22.9)
10@ = Object.Create(#DYN_ROADBARRIER_2, 1032.5, -1133.2, 22.9)
11@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
12@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
13@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
13@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
14@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
15@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
16@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
17@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
18@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
19@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
20@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
21@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
22@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
018A: 113@ = create_checkpoint_at 1118.3 -1140.9 22.2

004E: end_thread
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Last edited by Cookieyama; 24.05.2011 at 19:01.
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Old 26.05.2011, 10:48   #544
Aebian
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Nein das ist nicht meine ganze main.scm. ich wills nur in die main einfügen aber ohne das ich dann ein neues Game starten muss
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Last edited by Aebian; 26.05.2011 at 11:25.
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Old 26.05.2011, 15:28   #545
ATP
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Wie wärs wenn du eine .cs Datei nutzt?
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Old 31.05.2011, 09:14   #546
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könnt ich ja nutzen mit .cs und .cm aber wollte es ja in ner main.scm
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Old 01.06.2011, 20:33   #547
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Kann mir einer sagen wie die animation heißt damit wenn der player eine Taste drückt das dieser sich hinsetzt wie auf einen Stuhl.

Code:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'SITDOWN' 

:SITDOWN_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SITDOWN_11 
if and
00E1:   player 0 pressed_key 11 
00E1:   player 0 pressed_key 8 
84AD:   not actor $PLAYER_ACTOR in_water 
8818:   not actor $PLAYER_ACTOR in_air 
   not Actor.Driving($PLAYER_ACTOR)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SITDOWN_11 
04ED: load_animation "ANIMATION" 
if 
04EE:   animation "ANIMATION" loaded 
else_jump @ACTDEAD_11 
Player.CanMove($PLAYER_CHAR) = False
0812: AS_actor $PLAYER_ACTOR perform_animation "?????" IFP_file "??" 50.0 loopA 0 lockX 1 lockY 1 lockF 1 time 900 // versionB 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
jump @ACTDEAD_11
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Old 01.06.2011, 20:58   #548
Cookieyama
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Quote:
Originally Posted by Robbe View Post
Kann mir einer sagen wie die animation heißt damit wenn der player eine Taste drückt das dieser sich hinsetzt wie auf einen Stuhl
ifp file "PED"
"SEAT_down"
"SEAT_idle"
"SEAT_up"

gibt aber auch nen extra opcode
06B0: AS_actor 1@ sit_down 4000 ms
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Old 24.08.2011, 14:25   #549
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Fehler gefunden
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Old 28.12.2011, 18:15   #550
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Wo liegt mein Fehler? xD

fehler gfunden

Last edited by Aebian; 06.11.2012 at 15:55. Reason: Code eidiert
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Old 09.05.2013, 16:01   #551
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Nutze United 1.2 und wollte auf Starfish Island bei der Villa mit dem Comet, an der Tür nen Actor platzieren. Allerdings taucht er nicht auf. Aber die Sphere (sofern ich sie sichtbar mache) erscheint.

Code:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread "MB" 
wait 3000 

:MB_11
wait 0 
if and
00EC:   actor $PLAYER_ACTOR 0 near_point 1753.767 -1274.882 radius 250.0 250.0 
80EC:   not actor $PLAYER_ACTOR 0 near_point 1753.767 -1274.882 radius 250.0 250.0 
else_jump @MB_11 
Model.Load(#FBI)
038B: load_requested_models 

:MB_87
wait 0 
if 
   Model.Available(#FBI)
else_jump @MB_87 
0@ = Actor.Create(CivMale, #FBI, 1753.767, -1274.882, 4.7214)
03FE: set_actor 0@ money 1000000 

:MB_142
wait 0 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1753.767 -1274.882 radius 250.0 250.0 
else_jump @MB_191 
jump @MB_142 

:MB_191
Actor.DestroyInstantly(0@)
jump @MB_11
Hab ich irgendwas falsch gemacht? ^^
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Old 09.05.2013, 21:56   #552
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mach diese Abfrage mal so daß es Sinn macht:
Code:
if and
00EC:   actor $PLAYER_ACTOR 0 near_point 1753.767 -1274.882 radius 250.0 250.0 
80EC:   not actor $PLAYER_ACTOR 0 near_point 1753.767 -1274.882 radius 250.0 250.0 
else_jump @MB_11
und füge
wait 1000
hinzu, nach actor money
Code:
0@ = Actor.Create(CivMale, #FBI, 1753.767, -1274.882, 4.7214)
03FE: set_actor 0@ money 1000000 
wait 1000
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Old 09.05.2013, 23:14   #553
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Sofern ich dich richtig verstanden hab sieht das nun so aus:

Code:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread "MB" 
wait 3000 

:MB_11
wait 0 
if and
00EC:   actor $PLAYER_ACTOR 0 near_point 1753.767 -1274.882 radius 250.0 250.0 
80EC:   not actor $PLAYER_ACTOR 0 near_point 1753.767 -1274.882 radius 250.0 250.0 
else_jump @MB_11 
Model.Load(#FBI)
038B: load_requested_models 

:MB_87
wait 0 
if 
   Model.Available(#FBI)
else_jump @MB_87 
0@ = Actor.Create(CivMale, #FBI, 1753.767, -1274.882, 4.7214)
03FE: set_actor 0@ money 1000000 
wait 1000 

:MB_147
wait 0 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1753.767 -1274.882 radius 250.0 250.0 
else_jump @MB_196 
jump @MB_147 

:MB_196
Actor.DestroyInstantly(0@)
jump @MB_11
Trotzdem wird der FBI-Actor nicht gespawnt.
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Old 10.05.2013, 20:50   #554
Cookieyama
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Posts: 212
nein, hast mich nicht richtig verstanden
ich probiers nochmal
welchen Sinn soll denn diese Abfrage ergeben:
Code:
if and
00EC:   actor $PLAYER_ACTOR 0 near_point 1753.767 -1274.882 radius 250.0 250.0 
80EC:   not actor $PLAYER_ACTOR 0 near_point 1753.767 -1274.882 radius 250.0 250.0 
else_jump @MB_11
es bedeuted doch "wenn $PLAYER_ACTOR in Nähe von 1753.767 -1274.882
und wenn $PLAYER_ACTOR nicht in Nähe von 1753.767 -1274.882 ist"
, dann passiere die Abfrage
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Old 20.05.2013, 16:41   #555
Aebian
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Stimmt mein Fehler hatte ich wohl übersehen

Code:
if 0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
Code:
Player.SetClothes($PLAYER_CHAR, "BALACLAVA", "BALACLAVA", Special)
Wie nutz ich diese Codes richtig? Hatte den ersten genommen, aber außer einer failigen Animation beim langsam laufen hab ich nix bekommen.
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