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 cleo 4 script crashing

 cleo 4 help
 
spidermight  
Posted: Wednesday, May 16 2012, 01:13
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Cleo Modder
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Joined: Aug 14, 2008

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this is strange my script keeps crashing can someone please help me sad.gif
CODE
{$CLEO .cm}
:TestMiss_1
03A4: name_thread "drugwars1"  
0050: gosub @TestMiss_main_1
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false @TestMiss_end_1
0050: gosub @TestMiss_fail_1                    

:TestMiss_end_1
0050: gosub @TestMiss_clep_1
004E: end_thread

:TestMiss_main_1
0317: increment_mission_attempts//here starts the missionscript
0004: $ONMISSION =  1

016A: fade 0 time 500

:load_grove_guytalk
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @load_grove_guytalk  
if
00EC:   actor $PLAYER_ACTOR 0 near_point 2512.3623 -1665.8923 radius 100.0 100.0   //done  
else_jump @load_grove_guytalk
Player.CanMove($PLAYER_CHAR, false)
Model.Load(#FAM1)
Model.Load(#FAM2)
Model.Load(#FAM3)
Model.Load(#COLT45)
Model.Load(#MICRO_UZI)
04ED: load_animation "GANGS"

:grove_talker1
wait 2000
if
  Model.Available(#FAM1)
else_jump @grove_talker1
1@ = Actor.Create(Mission1, #FAM1, 2513.418, -1663.6311, 13.5816)    //done  
Actor.Angle(1@) = 152.6107
Actor.WeaponAccuracy(1@) = 100
0446: set_actor 1@ immune_to_headshots 0
07DD: set_actor 1@ temper_to 100 // see pedstats.dat  
03FE: set_actor 1@ money 0
01B2: give_actor 1@ weapon 28 ammo 30000 // Load the weapon model before using this
Actor.Health(1@) = 11000  

:grove_talker2
wait 2000
if
  Model.Available(#FAM2)
else_jump @grove_talker2
2@ = Actor.Create(Mission1, #FAM2, 2515.1326, -1665.5837, 13.6663)    //done  //talker 1
Actor.Angle(2@) = 94.4975
Actor.WeaponAccuracy(2@) = 100
0446: set_actor 2@ immune_to_headshots 0
07DD: set_actor 2@ temper_to 100 // see pedstats.dat  
03FE: set_actor 2@ money 0
01B2: give_actor 2@ weapon 28 ammo 30000 // Load the weapon model before using this
Actor.Health(2@) = 11000  

:grove_talker3
wait 2000
if
  Model.Available(#FAM3)
else_jump @grove_talker3
3@ = Actor.Create(Mission1, #FAM3, 2513.5054, -1668.5653, 13.5623)    //done  
Actor.Angle(3@) = 34.2276
Actor.WeaponAccuracy(3@) = 100
0446: set_actor 3@ immune_to_headshots 0
07DD: set_actor 3@ temper_to 100 // see pedstats.dat  
03FE: set_actor 3@ money 0
01B2: give_actor 3@ weapon 22 ammo 30000 // Load the weapon model before using this
Actor.Health(3@) = 11000  

wait 9000
016A: fade 1 time 1000

:animation_talk2
wait 0                                              
if
04EE:   animation "GANGS" loaded
else_jump @animation_talk2

0605: actor 2@ perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1
00BC: show_text_highpriority GXT 'GHTA' time 7000 flag 1       //6 letters max in name
wait 7100
00BC: show_text_highpriority GXT 'GHTB' time 7000 flag 1       //6 letters max in name
wait 7100
00BC: show_text_highpriority GXT 'GHTC' time 7000 flag 1       //6 letters max in name
wait 7100
0792: disembark_instantly_actor 2@
04EF: release_animation "GANGS"
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1
00BC: show_text_highpriority GXT 'GHTD' time 7000 flag 1       //6 letters max in name
wait 7100
0792: disembark_instantly_actor $PLAYER_ACTOR
04EF: release_animation "GANGS"
016A: fade 0 time 500
Player.CanMove($PLAYER_CHAR, true)
02A8: $Stashicon = create_marker 0 at 2205.1672 -2242.7788 13.5469
wait 1000
016A: fade 1 time 1000
00BC: show_text_highpriority GXT 'GHTE' time 8000 flag 1       //6 letters max in name
actor.DestroyInstantly(1@)
actor.DestroyInstantly(2@)
actor.DestroyInstantly(3@)

:load_enemy_sphere
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @load_enemy_sphere  
if
00EC:   actor $PLAYER_ACTOR 0 near_point 2191.1697 -2273.8489 radius 100.0 100.0   //done  
else_jump @load_enemy_sphere
0164: disable_marker $Stashicon
Model.Load(#VIRGO)
Model.Load(#CLOVER)
Model.Load(#BALLAS1)
Model.Load(#BALLAS2)
Model.Load(#BALLAS3)
Model.Load(#BMYDRUG)
Model.Load(#WMYDRUG)
Model.Load(#MICRO_UZI)
Model.Load(#COLT45)
Model.Load(#AK47)

:load_enemy_cars
if and
0248:   model #VIRGO available
0248:   model #CLOVER available
else_jump @load_enemy_cars
00A5: $ballacar1 = create_car #VIRGO at 2207.2927 -2241.7725 13.5469
00A5: $ballacar2 = create_car #VIRGO at 2212.4841 -2247.0496 13.5469
00A5: $drugcar1 = create_car #CLOVER at 2201.3047 -2247.4851 13.5469
00A5: $drugcar2 = create_car #CLOVER at 2205.4424 -2252.7615 13.5469
Car.Angle($ballacar1)= 253.6282
Car.Angle($ballacar2)= 19.9827
Car.Angle($drugcar1)= 189.777
Car.Angle($drugcar2)= 66.9303
0224: set_car $ballacar1 health_to 2000
0224: set_car $ballacar2 health_to 2000
0224: set_car $drugcar1 health_to 2000
0224: set_car $drugcar2 health_to 2000

:Balla_spawn1
wait 0
if
  Model.Available(#BALLAS1)
else_jump @Balla_spawn1
4@ = Actor.Create(Mission1, #BALLAS1, 2204.9243, -2246.9775, 13.5469)    //done  //drops the stash on death
Actor.Angle(4@) = 211.9206
Actor.WeaponAccuracy(4@) = 100
0446: set_actor 4@ immune_to_headshots 1
07DD: set_actor 4@ temper_to 100 // see pedstats.dat  
03FE: set_actor 4@ money 0
01B2: give_actor 4@ weapon 30 ammo 30000 // ak47
Actor.Health(4@) = 700  

:drug_guy_spawn1
wait 0
if
  Model.Available(#WMYDRUG)
else_jump @drug_guy_spawn1
5@ = Actor.Create(Mission1, #WMYDRUG, 2206.0913, -2248.8533, 13.5469)    // done // talks to the guy with stash
Actor.Angle(5@) = 46.5385
Actor.WeaponAccuracy(5@) = 100
0446: set_actor 5@ immune_to_headshots 1
07DD: set_actor 5@ temper_to 100 // see pedstats.dat  
03FE: set_actor 5@ money 0
01B2: give_actor 5@ weapon 28 ammo 30000 // Load the weapon model before using this
Actor.Health(5@) = 550  

:load_sphere_close_enemys
wait 1000
if
00EC:   actor $PLAYER_ACTOR 0 near_point 2207.5325 -2247.0615 radius 30.0 30.0   //done  
else_jump @load_sphere_close_enemys

:kill_enemys
wait 100
if
8118:   not actor 4@ dead
else_jump @TestMiss_pass_1
jump @kill_enemys

:TestMiss_pass_1
00A6: destroy_car $ballacar1
00A6: destroy_car $ballacar2
00A6: destroy_car $drugcar1
00A6: destroy_car $drugcar2
0394: play_music 1
player.ClearWantedLevel($PLAYER_CHAR)
00BA: text_styled 'MBPASS'  1000 ms  2
$MISSION_2 += 1
jump @TestMiss_clep_1

:TestMiss_fail_1
00A6: destroy_car $ballacar1
00A6: destroy_car $ballacar2
00A6: destroy_car $drugcar1
00A6: destroy_car $drugcar2
00BA: text_styled 'MBFAIL'  1000 ms  1
jump @TestMiss_clep_1

:TestMiss_clep_1
0004: $ONMISSION =  0
00D8: mission_cleanup
0051: return


This post has been edited by spidermight on Wednesday, May 16 2012, 05:05
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JACK JONES  
Posted: Wednesday, May 16 2012, 04:58
Quote Post


firearms and adrenaline
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Joined: Dec 6, 2011

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This is a QUOTE from ZAZ CLEO scrypt tutorial:
QUOTE
The global variable is builded with the $ sign and a a letter or a word or a number or both
But using global variables in Cleo scripts can cause heavy bugs or crashs
only $PLAYER_CHAR, $PLAYER_ACTOR, $ONMISSION are valid

So use local variables with sign @ in CLEO (except for $PLAYER_CHAR, $PLAYER_ACTOR, $ONMISSION).
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spidermight  
Posted: Wednesday, May 16 2012, 05:04
Quote Post


Cleo Modder
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Group: Members
Joined: Aug 14, 2008

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XXXXX



i found that this opcode
CODE
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR

this crashes my script wtf i have used it before, where should i put this in my script ?
i need it so when you go in the sphere then the actors attack you
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Deji  
Posted: Wednesday, May 16 2012, 07:52
Quote Post


Coding like a Rockstar!
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Joined: Dec 24, 2007

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QUOTE (spidermight @ Wednesday, May 16 2012, 05:04)
i found that this opcode
CODE
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR

this crashes my script wtf i have used it before, where should i put this in my script ?
i need it so when you go in the sphere then the actors attack you

It'll crash if one of the handles isn't valid. You shouldn't be running it in a loop, anyway.

QUOTE
This is a QUOTE from ZAZ CLEO scrypt tutorial:
QUOTE
The global variable is builded with the $ sign and a a letter or a word or a number or both
But using global variables in Cleo scripts can cause heavy bugs or crashs
only $PLAYER_CHAR, $PLAYER_ACTOR, $ONMISSION are valid


So use local variables with sign @ in CLEO (except for $PLAYER_CHAR, $PLAYER_ACTOR, $ONMISSION).


I prefer to go by the information provided by the author of SB, other globals can be fine
http://cleo.sannybuilder.com/?id=3

QUOTE
Implicitly, a CLEO script should be sufficient for itself and use minimum of the SCM data. However, you can freely use global variables names from the CustomVaribles.ini (for example, $PLAYER_CHAR, $PLAYER_ACTOR, $ONMISSION, etc).


This post has been edited by Deji on Wednesday, May 16 2012, 07:54
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