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[Script - Cleo4] Crash game probleme

Night Dreamer
post Dec 19 2011, 11:46 AM
Post #1


The New Guy!

Posts: 1
Joined: 19-December 11




CODE
{$CLEO .cs}

//-------------MAIN---------------
//thread 'NONAME'
0000: NOP // Assumed we have a treadt
//03A4: name_thread 'NONAME'
//wait  1000 ms
//0A95: enable_thread_saving
jump @NONAME_1
0662: NOP "Version_0.-1"
0662: NOP "by_Alexandru_&_bogdyuttzu"

:NONAME_1
wait 0 ms
if
    Player.Defined($PLAYER_CHAR)
    //0256:   player $PLAYER_CHAR defined        
jf @NONAME_1
if
    0AB0:   key_pressed 46
then
    jump @NONAME_3
else if
    0AB0:   key_pressed 45
//jf @NONAME_1
    jump @NONAME_2
end
jf @NONAME_1 //else_jump @NONAME_1
jump @NONAME_1

:NONAME_2
//0247: load_model #DESERT_EAGLE
//0247: load_model #M4
//0247: load_model #MP5lNG
Model.Load(#DESERT_EAGLE)
Model.Load(#M4)
Model.Load(#MP5LNG)
038B: load_requested_models
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 50
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 150
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 90
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
wait 100 ms
//jump @NONAME_1
jump @NONAME_1 //else_jump @NONAME_1 //jump @NONAME_1

:NONAME_3
if
    02D8:   actor $PLAYER_ACTOR current_weapon == 0
then
    048F:   actor $PLAYER_ACTOR remove_weapons
else
    0470: 13@ = actor $PLAYER_ACTOR current_weapon
    0555: remove_weapon 13@ from_actor $PLAYER_ACTOR
end
//jump @NONAME_1
jump @NONAME_1 //else_jump @NONAME_1 //jump @NONAME_1


Is crash my game + I am a bad scripter
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hawk94
post Dec 19 2011, 04:49 PM
Post #2


The New Guy!

Posts: 10
From: México
Joined: 8-December 11



could you please remove all the lines you marked as comments? that way it'd be easier to understand your code wink.gif


--------------------
CLEO4 Mods by anmz // follow me!! @arielnmz
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Deji
post Dec 20 2011, 02:56 PM
Post #3


Coding like a Rockstar!

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Posts: 1,468
From: ???
Joined: 28-May 09



SANNY
{$CLEO .cs}
0000: NOP // Assumed we have a treadt
jump @NONAME_1
0662: NOP "Version_0.-1"
0662: NOP "by_Alexandru_&_bogdyuttzu"

:NONAME_1
wait 0
Player.Defined($PLAYER_CHAR)        // you can happily use 0 instead of $PLAYER_CHAR
jf @NONAME_1
if
    0AB0:   key_pressed 46
then
    jump @NONAME_3
else
    if
        0AB0:   key_pressed 45
    then
        jump @NONAME_2
    end
end
jump @NONAME_1

:NONAME_2
Model.Load(#DESERT_EAGLE)
Model.Load(#M4)
Model.Load(#MP5LNG)
038B: load_requested_models
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 50
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 150
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 90
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
wait 100
jump @NONAME_1

:NONAME_3
if
    02D8:   actor $PLAYER_ACTOR current_weapon == 0
then
    048F:   actor $PLAYER_ACTOR remove_weapons
else
    0470: 13@ = actor $PLAYER_ACTOR current_weapon
    0555: remove_weapon 13@ from_actor $PLAYER_ACTOR
end
jump @NONAME_1


Cleaned up the code, try it now.


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