Napisano dnia: 2013-02-05 20:08:41
Witam, chciałbym prosić kogoś o pomoc, żeby ktoś mi zmodyfikował skrypt mojej misji, aby ona nie Crash'owała, gdy zabijam aktora od którego ma się skończyć misja, przez sekundę pojawia się "Mission Passed +5000", po czym wyskakuje CRASH. Proszę o pomoc, z góry dzięki :P
Kod:
{$CLEO .cs}
thread 'MISJA'
$ONMISSION = 1
:MISJA_18
wait 500
if
00EC: actor $PLAYER_ACTOR 0 near_point 2365.16 -1656.1 radius 10.0 10.0
else_jump @MISJA_18
01B5: force_weather 1
Model.Load(#WMYBU)
Model.Load(#CELLPHONE)
Model.Available(#CELLPHONE)
060A: create_decision_maker_type 0 store_to 10@ // decision\allowed\m_.ped files
07E5: copy_decision_maker 10@ to 11@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
038B: load_requested_models
1@ = Actor.Create(Gang1, #WMYBU, 2365.16, -1656.1, 13.38)
Actor.Health(1@) = 100
Actor.Armour(1@) = 0
018B: set_marker $BBAGS radar_mode 2
02A3: enable_widescreen 1
0729: AS_actor 1@ hold_cellphone 1
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
wait 2000
00BB: show_text_lowpriority GXT 'SWEET1' time 3000 flag 1
wait 3000
00BB: show_text_lowpriority GXT 'CJ1' time 3000 flag 1
wait 3800
0729: AS_actor 1@ hold_cellphone 0
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
02A3: enable_widescreen 0
Model.Destroy(#CELLPHONE)
0446: set_actor 1@ immune_to_headshots 0
060B: set_actor 1@ decision_maker_to 11@
07DD: set_actor 1@ temper_to 100 // see pedstats.dat
02E0: actor 1@ aggressive
05D3: AS_actor 1@ goto_point 7@ 8@ 9@ mode 6 -1 ms // versionA
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
2@ = Marker.CreateAboveActor(1@)
:MISJA_321
wait 0
if
Actor.Dead(1@)
else_jump @MISJA_321
gosub @MISJA_391
return
return
Actor.DestroyInstantly(1@)
Marker.Disable(2@)
mission_cleanup
$ONMISSION = 0
return
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
return
:MISJA_391
01E3: show_text_1number_styled GXT 'M_PASS' number 5000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 5000
0394: play_music 1
return
thread 'MISJA'
$ONMISSION = 1
:MISJA_18
wait 500
if
00EC: actor $PLAYER_ACTOR 0 near_point 2365.16 -1656.1 radius 10.0 10.0
else_jump @MISJA_18
01B5: force_weather 1
Model.Load(#WMYBU)
Model.Load(#CELLPHONE)
Model.Available(#CELLPHONE)
060A: create_decision_maker_type 0 store_to 10@ // decision\allowed\m_.ped files
07E5: copy_decision_maker 10@ to 11@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
038B: load_requested_models
1@ = Actor.Create(Gang1, #WMYBU, 2365.16, -1656.1, 13.38)
Actor.Health(1@) = 100
Actor.Armour(1@) = 0
018B: set_marker $BBAGS radar_mode 2
02A3: enable_widescreen 1
0729: AS_actor 1@ hold_cellphone 1
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
wait 2000
00BB: show_text_lowpriority GXT 'SWEET1' time 3000 flag 1
wait 3000
00BB: show_text_lowpriority GXT 'CJ1' time 3000 flag 1
wait 3800
0729: AS_actor 1@ hold_cellphone 0
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
02A3: enable_widescreen 0
Model.Destroy(#CELLPHONE)
0446: set_actor 1@ immune_to_headshots 0
060B: set_actor 1@ decision_maker_to 11@
07DD: set_actor 1@ temper_to 100 // see pedstats.dat
02E0: actor 1@ aggressive
05D3: AS_actor 1@ goto_point 7@ 8@ 9@ mode 6 -1 ms // versionA
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
2@ = Marker.CreateAboveActor(1@)
:MISJA_321
wait 0
if
Actor.Dead(1@)
else_jump @MISJA_321
gosub @MISJA_391
return
return
Actor.DestroyInstantly(1@)
Marker.Disable(2@)
mission_cleanup
$ONMISSION = 0
return
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
return
:MISJA_391
01E3: show_text_1number_styled GXT 'M_PASS' number 5000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 5000
0394: play_music 1
return