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crash

TheLeandroNex
post Jul 27 2014, 01:47 AM
Post #1


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Joined: 27-July 14



i'm making a simple mod, this mod 'll spawn a towtruck and a mechanic and then go to the player car and the machanic 'll exit the car and fix the player car,
but, is crashing, i don't know why.
so, please be patient with me 'cos i'm begginer and sorry for my bad english.
script:
{$CLEO .cs}
0000: NOP
//begin
//0@ = car
//7@ = mechanic
:Start
wait 0
if and
0ADC:   test_cheat "guincho"
00DF:   actor $PLAYER_ACTOR driving
jf @Start
0247: load_model #TOWTRUCK //guicho
0247: load_model #WMYMECH  //mecânico
:Loop
wait 0
    if and
        0248:   model #TOWTRUCK available
        0248:   model #WMYMECH available
    jf @Loop
        03C0: 0@ = actor $PLAYER_ACTOR car
        var
        1@:Float = 0.0
        2@:Float = 0.0
        3@:Float = 0.0
        4@:Float = 0.0
        5@:Float = 0.0
        6@:Float = 0.0
        9@:Float = 0.0
        10@:Float = 0.0
        11@:Float = 0.0
        14@:Float = 0.0
        15@:Float = 0.0
        16@:Float = 0.0
        17@:Float = 0.0
        end
        0174: 17@ = car 0@ Z_angle
        00AA: store_car 0@ position_to 1@ 2@ 3@
        0208: 9@ = random_float_in_ranges -10.0 10.0
        0208: 10@ = random_float_in_ranges -10.0 10.0  
        9@ += 1@
        10@ += 2@
        11@ = 3@
        02C1: store_to 4@ 5@ 6@ car_path_coords_closest_to 9@ 10@ 11@
        00A5: 7@ = create_car #TOWTRUCK at 4@ 5@ 6@
        02A8: add_sprite_blip_for_coord 4@ 5@ 6@ sprite 56 store_to 12@  
        0129: 8@ = create_actor_pedtype 50 model #WMYMECH in_car 7@ driverseat
        05D1: AS_actor 8@ drive_car 7@ to 1@ 2@ 3@ speed 15.0 0 model #NULL 0
        :Mark
        wait 0
        //00AA: store_car 7@ position_to 9@ 10@ 11@
            /*if and
                 9@ == 1@
                10@ == 2@
                11@ == 3@*/
            if
            00F4:   actor 8@ near_actor $PLAYER_ACTOR radius 5.0 5.0 sphere 0 in_car                                                      
            jf @Mark
            0175: set_car 7@ Z_angle_to 17@  
            05CF: AS_actor 8@ exit_car 0@ in_direction 1@ 2@ 3@
            :Roof
            //wait 0
            04ED: request_animation "IDLE_taxi"
            04ED: request_animation "SHP_Tray_Out"
                /*if and
                04EE:   animation "IDLE_taxi" loaded
                04EE:   animation "SHP_Tray_Out" loaded
                jf @Roof*/
                //open roof
                wait 1000
                :Open_Roof
                    if not 14@ >= 0.87
                    jf @co                                
                    0605: actor 8@ perform_animation "IDLE_taxi" IFP "ped" rate 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                    0614: set_actor 8@ player_actor animation "IDLE_taxi" progress_to 14@
                    0612: set_actor 8@ animation "IDLE_taxi" paused 0
                    15@ = 14@
                    15@ += 13
                    08A6: set_car 0@ door 4 rotation_to 15@
                    08A6: set_car 0@ door 5 rotation_to 15@
                    14@ += 0.5
                    wait 0
                    jump @Open_Roof
                    :co
                    wait 0
                    if not 16@ >= 0.67
                    jf @Get_Out
                    //get out
                    0612: set_actor 8@ animation "IDLE_taxi" paused 1
                    0605: actor 8@ perform_animation "SHP_Tray_Out" IFP "FOOD" rate 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
                    0614: set_actor 8@ player_actor animation "SHP_Tray_Out" progress_to 16@
                    0612: set_actor 8@ animation "SHP_Tray_Out" paused 0
                        if 16@ == 0
                        then
                            wait 1000
                        end                        
                    16@ -= 0.5
                    wait 0
                    jump @co                    
            :Get_Out
            wait 0
            0612: set_actor 8@ animation "SHP_Tray_Out" paused 1
            0A30: fix_car 0@
            0AD0: show_formatted_text_lowpriority "Carro Consertado" time 2000
            
05CB: task_enter_car_as_driver 8@ car 7@ time 10000 ms
            wait 1000
            05D1: AS_actor 8@ drive_car 7@ to 4@ 5@ 6@ speed 15.0 0 model #NULL 0
                wait 2000
                    0249: release_model #TOWTRUCK
                    0249: release_model #WMYMECH
                    00A6: destroy_car 7@
                    009B: destroy_actor 8@
                    0164: remove_blip 13@
                    jump @Start


This post has been edited by Deji: Jul 27 2014, 01:08 PM
Reason for edit: De-massacred BB code.
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Deji
post Jul 27 2014, 01:51 PM
Post #2


Coding like a Rockstar!

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Posts: 1,468
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Joined: 28-May 09



What is crashing? How does it even compile when you're using invalid block comments? (You're supposedly commenting out the animation load checks, so using unloaded anims might be the problem).


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