Hi all,
Got another coding problem. I want to create an option in San Andreas that when the player presses the '9' key, a menu will pop up. When I insert my code in the main.scm and run the piece of code as a thread it doesn't work properly. Two menus will show up and when I select a menu-option or press enter to exit the menu one of the two menus will disappear and I can move again while the remaining menu still remains. You can also scroll through by pressing the arrow keys or wasd, you can't select/choose an option though.
Screens:


But here is the weird part. As soon as I put the exact same piece of code in a cleo script it works completely fine.
Here's the code:
| CODE |
:HELP wait 0 if and 0038: $ONMISSION == 0 0038: $SAVEFIX1 == 0 0AB0: key_pressed 57 jf @HELP //0008: $HELP += 1 jump @HELPM2
:HELPM1 wait 0 08DA: remove_panel $MENU 03E6: remove_text_box Player.CanMove($PLAYER_CHAR) = True //000C: $HELP -= 1 jump @HELP :HELPM2 Player.CanMove($PLAYER_CHAR) = false 0512: show_permanent_text_box 'CLOTHA' 08D4: $MENU = create_panel_with_title 'HELPM' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1 08DB: set_panel $MENU column 0 header 'HELPM1' data 'HELP1' 'HELP2' 'HELP3' 'HELP4' 'HELP5' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' gosub @HELPM3 0871: init_jump_table $ROW total_jumps 5 default_jump 0 @HELPM1 jumps 0 @HELPC1 1 @HELPC2 2 @HELPC3 3 @HELPC4 4 @HELPC5 5 @HELPC6 6 @HELPC7 0872: jump_table_jumps 7 @HELPC8 8 @HELPC9 9 @HELPC10 10 @HELPC11 11 @HELPC12 12 @HELPC12 13 @HELPC12 14 @HELPC12 15 @HELPC12
:HELPC1 08D4: $HMENU = create_panel_with_title 'HELP1' position 29.0 35.0 width 230.0 columns 1 interactive 0 background 1 alignment 1 08DB: set_panel $HMENU column 0 header 'HELP1A' data 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' jump @HELPCHOICE1A
:HELPCHOICE1A wait 0 if 00E1: player 0 pressed_key 15 //enter jf @HELPCHOICE1A 08DA: remove_panel $HMENU wait 150 jump @HELPM2 :HELPC2 08D4: $HMENU = create_panel_with_title 'HELP2' position 29.0 35.0 width 230.0 columns 1 interactive 0 background 1 alignment 1 08DB: set_panel $HMENU column 0 header 'HELP2A' data 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' jump @HELPCHOICE2A
:HELPCHOICE2A wait 0 if 00E1: player 0 pressed_key 15 //enter jf @HELPCHOICE2A 08DA: remove_panel $HMENU wait 150 jump @HELPM2 :HELPC3 08D4: $HMENU = create_panel_with_title 'HELP3' position 29.0 35.0 width 230.0 columns 1 interactive 0 background 1 alignment 1 08DB: set_panel $HMENU column 0 header 'HELP3A' data 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'X' jump @HELPCHOICE3A
:HELPCHOICE3A wait 0 if 00E1: player 0 pressed_key 15 //enter jf @HELPCHOICE3A 08DA: remove_panel $HMENU wait 150 jump @HELPM2 :HELPC4 08D4: $HMENU = create_panel_with_title 'HELP4' position 29.0 35.0 width 230.0 columns 1 interactive 0 background 1 alignment 1 08DB: set_panel $HMENU column 0 header 'HELP4A' data 'X' 'X' 'X' 'X' 'X' 'X' 'X' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' jump @HELPCHOICE4A
:HELPCHOICE4A wait 0 if 00E1: player 0 pressed_key 15 //enter jf @HELPCHOICE4A 08DA: remove_panel $HMENU wait 150 jump @HELPM2 :HELPC5 08D4: $HMENU = create_panel_with_title 'HELP5' position 29.0 35.0 width 230.0 columns 1 interactive 0 background 1 alignment 1 08DB: set_panel $HMENU column 0 header 'HELP5A' data 'X' 'X' 'X' 'X' 'X' 'X' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' jump @HELPCHOICE5A
:HELPCHOICE5A wait 0 if 00E1: player 0 pressed_key 15 //enter jf @HELPCHOICE5A 08DA: remove_panel $HMENU wait 150 jump @HELPM2 :HELPC6 jump @HELPM2 :HELPC7 jump @HELPM2 :HELPC8 jump @HELPM2 :HELPC9 jump @HELPM2 :HELPC10 jump @HELPM2 :HELPC11 jump @HELPM2 :HELPC12 jump @HELPM2
:HELPM3 wait 0 if 00E1: player 0 pressed_key 15 //enter jf @HELPM4 jump @HELPM1 :HELPM4 wait 0 if 00E1: player 0 pressed_key 16 //spatie jf @HELPM3 08D7: $ROW = panel $MENU active_row 08DA: remove_panel $MENU 03E6: remove_text_box :HELPM5 wait 0 if 80E1: not player 0 pressed_key 16 jf @HELPM5 return
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Anyone knows a solution?