#1 Вопросы по скриптингу » Неизвестные ошибки в миссиях » 02-04-2011 08:16

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Я начал писать новый сюжет. Но в main меня хватило только на 2 миссии, а потом надоело постоянно начинать новую игру. Решил перейти на CLEO. Когда каждая миссия будет готова на 100%, буду вбивать ее в мейн.
Появились частые вылеты (но не всегда!) после cut-сцен. В 1й CLEO-миссии два ролика.
p.s. быдлокод
катсцены и актеры новые

{$CLEO .cm}

:MIS3
thread 'MIS3' 
gosub @MissionStart111 
if 
wasted_or_busted 
jf @MissionCleanup111 
gosub @MissionFailed111 

:MissionCleanup111
$ONMISSION = 0 
mission_cleanup 
end_thread 

:MissionStart111
increment_mission_attempts
$ONMISSION = 1
Player.CanMove($PLAYER_CHAR) = False
054C: use_GXT_table 'SWEET5'
fade 0 1000 
wait 3000
select_interior 1  
02E4: load_cutscene_data "MORGN1" 

:M1_593
if 
86B9:   not cutscene_data_loaded 
jf @M1_833 
wait 0 
jump @M1_593 

:M1_833
02E7: start_cutscene 
fade 1 1000 

:M1_923
if 
82E9:   not cutscene_reached_end 
jf @M1_1163 
wait 0 
jump @M1_923 

:M1_1163
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:M1_1293
if 
fading 
else_jump @M1_1533 
wait 0 
jump @M1_1293 

:M1_1533
02EA: end_cutscene
select_interior 0 
jump @Cuts2

:Cuts2
054C: use_GXT_table 'GROVE1'
wait 3000
select_interior 3  
02E4: load_cutscene_data "MORGN2" 

:M1_5914
if 
86B9:   not cutscene_data_loaded 
jf @M1_8314 
wait 0 
jump @M1_5914 

:M1_8314
02E7: start_cutscene 
fade 1 1000 

:M1_9214
if 
82E9:   not cutscene_reached_end 
jf @M1_11614 
wait 0 
jump @M1_9214 

:M1_11614
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:M1_12914
if 
fading 
else_jump @M1_15314 
wait 0 
jump @M1_12914 

:M1_15314
02EA: end_cutscene
jump @NOX

:NOX
wait 1000
select_interior 0 
fade 0 1000
0110: clear_player $PLAYER_CHAR wanted_level
054C: use_GXT_table 'EFSA'
Model.Load(#DESERT_EAGLE)
Model.Load(#MP5LNG)
Model.Load(#BANSHEE)
Model.Load(#SULTAN)
Model.Load(#ELEGY)
Model.Load(#BMYST)
Model.Load(#HMYST)
Model.Load(#BMYPIMP)
Model.Load(#BFYPRO)
Model.Load(#VWFYST1)
Model.Load(#WFYPRO)
023C: request_special_actor 'MORGAN' as 1
083B: load_requested_models
04ED: load_animation "STRIP"
04ED: load_animation "BLOWJOBZ"

:NOX1
wait 1000
if and
Model.Available(#DESERT_EAGLE)
Model.Available(#MP5LNG)
Model.Available(#BANSHEE)
Model.Available(#SULTAN)
Model.Available(#ELEGY)
Model.Available(#BMYST)
Model.Available(#HMYST)
Model.Available(#BMYPIMP)
jf @NOX1
if and
Model.Available(#BFYPRO)
Model.Available(#VWFYST1)
Model.Available(#WFYPRO)
023D:   special_actor 1 loaded 
04EE:   animation "PED" loaded 
04EE:   animation "STRIP" loaded 
04EE:   animation "BLOWJOBZ" loaded 
jf @NOX1
0674: set_car_model #GREENWOO numberplate "FROM3ADS"
car.Create(1@,#GREENWOO,2508.2373, -1671.8248, 13.3794)
0229: set_car 1@ color_to 59 34
car.Create(2@,#BANSHEE,2351.105, -1482.0582, 24.0)
Car.Angle(2@) = 180.0
0229: set_car 2@ color_to 16 33
Actor.PutAt($PLAYER_ACTOR, 2495.1729, -1687.704, 13.5156)
actor.Create(3@,mission1,#SPECIAL01,2494.2639, -1685.9767, 13.5125)
01B2: give_actor 3@ weapon 24 ammo 2000 // Load the weapon model before using this
wait 1000
fade 1 1100
02A3: enable_widescreen 0
Camera.Restore_WithJumpCut
player.CanMove($PLAYER_CHAR) = True

Также в этой части глюк. В начале миссии нужно доехать до чекпоинта, потом игрок и актер вылезают из машины. Дальше сценка в интерьере, затем там же надо пристрелить троих бандитов. После игра переносится на улицу, там игрок и актер разговаривают, и по идее дальше идет код, чтобы они сели в машину (погоня). Но машина оказывается в нескольких метрах над землей в сельской местности.
Переставить машину (car.putat) пробовал но из-за ошибки с вылетами после катсцен (см. выше) не удается даже протестировать.

:NOX4
wait 0
if and
Actor.Dead(6@)
Actor.Dead(7@)
Actor.Dead(8@)
jf @NOX4
fade 0 1000
wait 1000
select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
0860: link_actor 3@ to_interior 0
072A: put_actor 3@ into_car 1@ driverseat
0430: put_actor $PLAYER_ACTOR into_car 1@ passenger_seat 0
039E: set_actor 3@ locked 1 while_in_car 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
car.Create(15@,#SULTAN,2347.4658, -1472.1797, 23.8281)
Car.Angle(15@) = 270.0
0229: set_car 15@ color_to 4 26
car.Create(16@,#ELEGY,2337.647, -1468.5758, 23.8264)
Car.Angle(16@) = 270.0
0229: set_car 16@ color_to 30 11
0129: 17@ = create_actor_pedtype 27 model #BMYST in_car 15@ driverseat 
0129: 18@ = create_actor_pedtype 27 model #HMYST in_car 16@ driverseat 
01C8: 19@ = create_actor_pedtype 27 model #BMYPIMP in_car 15@ passenger_seat 0 
01C8: 20@ = create_actor_pedtype 27 model #BMYST in_car 16@ passenger_seat 0
01B2: give_actor 19@ weapon 29 ammo 2000 // Load the weapon model before using this 
01B2: give_actor 20@ weapon 29 ammo 2000 // Load the weapon model before using this
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 999999 // Load the weapon model before using this  
wait 2000
fade 1 1000
02A3: enable_widescreen 1
Player.CanMove($PLAYER_CHAR) = False
0615: define_AS_pack_begin 30@ 
05D1: AS_actor 3@ drive_car 1@ to 2346.229 -1730.524 13.3828 speed 25.0 0 model #GREENWOO 2 
05D1: AS_actor 3@ drive_car 1@ to 2478.366 -1729.022 13.3828 speed 30.0 0 model #GREENWOO 2 
05D1: AS_actor 3@ drive_car 1@ to 2482.731 -1674.627 13.3406 speed 40.0 0 model #GREENWOO 2 
0618: assign_actor 3@ to_AS_pack 30@ 
0616: define_AS_pack_end 30@ 
Camera.SetPosition(-1596.864, 649.5828, 7.1875, 0.0, 0.0, 0.0)
Camera.OnVehicle(1@, 15, 2)
Car.SetDriverBehaviour(1@, FollowRoad)
Actor.SetImmunities($PLAYER_ACTOR, 0, 1, 1, 0, 0)
Car.SetDriverBehaviour(1@, FollowRoad)
Car.SetImmunities(1@, 0, 0, 1, 1, 1)
Car.Health(1@) = 5000
07CC: set_player $PLAYER_CHAR button_15 0 
053F: set_car 1@ tires_vulnerability 0
0615: define_AS_pack_begin 31@ 
05D1: AS_actor 17@ drive_car 15@ to 2346.229 -1730.524 13.3828 speed 25.0 0 model #SULTAN 2 
05D1: AS_actor 17@ drive_car 15@ to 2478.366 -1729.022 13.3828 speed 30.0 0 model #SULTAN 2 
05D1: AS_actor 17@ drive_car 15@ to 2482.731 -1674.627 13.3406 speed 40.0 0 model #SULTAN 2 
0618: assign_actor 17@ to_AS_pack 31@ 
0616: define_AS_pack_end 31@
Car.SetDriverBehaviour(15@, FollowRoad)
0615: define_AS_pack_begin 32@ 
05D1: AS_actor 18@ drive_car 16@ to 2346.229 -1730.524 13.3828 speed 25.0 0 model #ELEGY 2 
05D1: AS_actor 18@ drive_car 16@ to 2478.366 -1729.022 13.3828 speed 30.0 0 model #ELEGY 2 
05D1: AS_actor 18@ drive_car 16@ to 2482.731 -1674.627 13.3406 speed 40.0 0 model #ELEGY 2
0618: assign_actor 18@ to_AS_pack 32@ 
0616: define_AS_pack_end 32@
Car.SetDriverBehaviour(15@, FollowRoad)
00BC: show_text_highpriority GXT 'ST_CL3' time 3000 flag 1
wait 3000
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0
0713: actor $player_actor driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 
0713: actor 19@ driveby_actor $player_actor car 1@ point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 
0713: actor 20@ driveby_actor $player_actor car 1@ point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90
00BC: show_text_highpriority GXT 'ST_CL4' time 3000 flag 1
Marker.CreateAboveCar(21@,15@)
Marker.CreateAboveCar(22@,16@)

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