#1 17-03-2008 17:02

gtasbigfoot
Registered: 22-02-2008
Posts: 5
Website

sannybuilder opcodes

hi seemann do you have any idea why this crashes with sannybuilder do you have to do the actor dead part diffrent in sannybuilder?


$ONMISSION == 0
Model.Load(#BF)
model.Load(#YETI)
model.Load(#CWMOHB2)
model.Load(#ak47)
model.Load(#DESERT_EAGLE)
model.Load(#CWMYHB1)
038B: load_requested_models

:load_loop
wait 0
if and

Model.Available(#BF)
model.Available(#YETI)
model.Available(#CWMOHB2)
model.Available(#ak47)
model.Available(#desert_eagle)
model.Available(#CWMYHB1)
else_jump @load_loop

create_thread @bigfoot
create_thread @yeti
create_thread @CWMOHB2
create_thread @pickups
create_thread @save
create_thread @CWMYHB1




:bigfoot
thread 'bigfoot'
1@ = Actor.Create(CivMale, #BF, -447.0088, -1899.6964, 6.8532)
Actor.Health(1@) = 10000
Actor.Armour(1@) = 2000
0446: set_actor 1@ immune_to_headshots 0

Actor.Angle(1@) = 180.0
04D8: set_actor 1@ drowns_in_water 0
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
060B: set_actor 1@ decision_maker_to 32
0489: set_actor 1@ muted 1
03FE: set_actor 1@ money 0
05DB: AS_actor 1@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 30000
wait 5000
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR

:BF_loop
wait 100 ms
if
Actor.Dead(1@)
else_jump @BF_loop
Actor.RemoveReferences(1@)


:yeti
thread 'yeti'
2@ = Actor.Create(CivMale, #yeti,-2431.7915, -1619.6122, 526.4371)
Actor.Health(2@) = 6000
Actor.Armour(2@) = 2000
0446: set_actor 2@ immune_to_headshots 0

Actor.Angle(2@) = 180.0
04D8: set_actor 2@ drowns_in_water 0
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1
060B: set_actor 2@ decision_maker_to 32
0489: set_actor 2@ muted 1
03FE: set_actor 2@ money 0
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR

:yeti_loop
wait 100 ms
if
Actor.Dead(2@)
else_jump @yeti_loop
Actor.RemoveReferences(2@)




:CWMOHB2
thread 'CWMOHB2'
3@ = Actor.Create(CivMale,#CWMOHB2,-1642.7356, -2247.1218, 31.4766)
actor.Health(3@) = 100
Actor.Armour(3@) = 100
0446: set_actor 3@ immune_to_headshots 1
Actor.Angle(3@) = 180.0
04D8: set_actor 3@ drowns_in_water 0
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 0
060B: set_actor 3@ decision_maker_to 32
01B2: give_actor 3@ weapon 30 ammo 99999 // Load the weapon model before using this
0489: set_actor 3@ muted 0
03FE: set_actor 3@ money 1000
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR

:cwmohb2_loop
wait 100 ms
if
Actor.Dead(3@)
else_jump @cwmohb2_loop
Actor.RemoveReferences(3@)





:cwmyhb1
thread 'cwmyhb1'
4@ = Actor.Create(CivMale,#CWMYHB1, -1640.5894, -2238.2346, 31.4766)
actor.Health(4@) = 100
Actor.Armour(4@) = 100
0446: set_actor 4@ immune_to_headshots 1
Actor.Angle(4@) = 180.0
04D8: set_actor 4@ drowns_in_water 0
0946: set_actor 4@ actions_uninterupted_by_weapon_fire 0
060B: set_actor 4@ decision_maker_to 32
01B2: give_actor 4@ weapon 24 ammo 99999 // Load the weapon model before using this
0489: set_actor 4@ muted 0
03FE: set_actor 4@ money 1000
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR


:cwmyhb1_loop
wait 100 ms
if
Actor.Dead(4@)
else_jump @cwmyhb1_loop
Actor.RemoveReferences(4@)













:pickups
thread 'pickups'
032B: 5@ = create_weapon_pickup #MINIGUN group 15 ammo 9999 at -2318.1362 -1593.467 483.8257
032B: 6@ = create_weapon_pickup #MP5LNG 15 ammo 9999 at -2324.2908 -1587.528 483.7238
032B: 7@ = create_weapon_pickup #desert_eagle 15 ammo 9999 at -2329.5977 -1582.4058 483.6358
032B: 8@ = create_weapon_pickup #chromegun 15 ammo 9999 at -2335.5073 -1576.702 483.5379
014B: 9@ = init_parked_car_generator #nrg500 color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2239.0115 -1748.3577 480.873  angle 306.4781
014C: set_parked_car_generator 8@ cars_to_generate_to 101
032B: 10@ = create_weapon_pickup #MINIGUN group 15 ammo 9999 at -455.7031 -1941.0402 11.6645
032B: 11@ = create_weapon_pickup #ak47 group 15 ammo 9999 at -446.9032 -1942.2311 10.985


032B: 12@ = create_weapon_pickup #desert_eagle group 15 ammo 9999 at -425.7163 -1942.9891 11.8187
014B: 13@ = init_parked_car_generator #nrg500 color -1 -1 1 alarm 0 door_lock 0 0 10000 at -407.8449 -1915.7545 5.6423  angle 356.3772
014C: set_parked_car_generator 8@ cars_to_generate_to 101
0A95: enable_thread_saving




:save
thread 'save'
:SAVE_1
03A4: name_thread 'SAVE'
0570: $sv02 = create_asset_radar_marker_with_icon 35 at -2234.7488 -1737.5811 480.8081
018B: show_on_radar $sv02 2

:SAVE_2
0001: wait 0 ms
0213: $sv01 = create_pickup 1277 type 3 at -2234.7488 -1737.5811 480.8081

:SAVE_5
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false @SAVE_5
00D6: if 0
0214: pickup $sv01 picked_up
004D: jump_if_false @SAVE_5
0050: gosub @SAVE_14
0002: jump @SAVE_2

:SAVE_14
00D6: if  0
0038:   $ONMISSION ==  0  // integer values
004D: jump_if_false @SAVE_17
0004: $ONMISSION =  1  // integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  350 ms
03D8: show_SAVE_screen

:SAVE_15
00D6: if  0
83D9:   NOT   save_done
004D: jump_if_false @SAVE_16
0001: wait  0 ms
0002: jump @SAVE_15

:SAVE_16
00A1: put_actor $PLAYER_ACTOR at -2237.5205 -1724.5635 480.8253
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $ONMISSION =  1  // integer values
0001: wait  350 ms
0004: $ONMISSION =  0  // integer values

:SAVE_17
0051: return


0A93: end_custom_thread

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