:Steed_11 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 047A: actor $PLAYER_ACTOR driving_bike 004D: jump_if_false @Steed_61 08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 0001: wait 10 ms 0002: jump @Steed_11 0002: jump @Steed_68
:Steed_61 0002: jump @Steed_11
:Steed_68 // Note: a jump to this label will crash the game end_thread
And when i try in game i fall of the bike itīs work with cleo but i want it in scm without cleo [Itīs work without cleo.asi but mod itīs not work
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QUOTE (Joni2030 @ Sunday, Apr 29 2012, 19:53)
I try put My Steed mod to main.scm
CODE
03A4: name_thread 'Steed'
:Steed_11 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 047A: actor $PLAYER_ACTOR driving_bike 004D: jump_if_false @Steed_61 08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 0001: wait 10 ms 0002: jump @Steed_11 0002: jump @Steed_68
:Steed_61 0002: jump @Steed_11
:Steed_68 // Note: a jump to this label will crash the game end_thread
And when i try in game i fall of the bike itīs work with cleo but i want it in scm without cleo [Itīs work without cleo.asi but mod itīs not work
Can you please explain to me why you are jumping all over the script?
CODE
:Steed_11 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 047A: actor $PLAYER_ACTOR driving_bike jf @Steed_11 08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 end_thread
004F: create_thread @first label in your scrypt .................... your script 004E: end_thread
If you don't know where to put 004F then just open Sanny Builder and search for the first text like this "create_thread @". When you find it you'll notice plenty of these opcodes below that one - just add create_thread @ and give a name of your first label in scrypt. And why are you puting another jump command after the first jump? I mean when a code reaches jump @Steed_11 it jumps to that label so jump @Steed_68 will never happen - you can't have two jump commands at once - it's pointless. A code is like a ricochet - it goes in one direction until jump (or else_jump, gosub, return) changes its trajectory - just follow a bullet and you'll see what's wrong.
This post has been edited by JACK JONES on Monday, Apr 30 2012, 11:41
Well before I started with CLEO I was using that method in VC for a thousand times. Maybe my reply wasn't clear enough. I was thinking to put only "create_thread" command below the rest of create_thread commands but NOT to put the whole scrypt there. I'm puting scrypts between the first and second existed threads in VC which are thread 'HOT' and 'LAW1'. For example I rigged a part of some scrypt from some old VC mod and I passed the whole VC game to the end and there were no game crashing or anything like that - that scrypt was working perfect. But on the other hand I never tried this on SA main.scm so I apologize if my reply is wrong.
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