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 script problem

 
Joni2030  
Posted: Sunday, Apr 29 2012, 18:53
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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 sad.gif
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Link2012  
Posted: Sunday, Apr 29 2012, 18:56
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Wut?
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?? But it is ready for the main.scm, just create the new thread with 00d7.
I couldn't understand your question.
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Joni2030  
Posted: Sunday, Apr 29 2012, 19:17
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When i try with nrg example and I drive to the wall so I fall off the motorcycle
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The_Sorrow  
Posted: Sunday, Apr 29 2012, 20:26
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Heaven, I'm in heaven(8)
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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 sad.gif

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
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Joni2030  
Posted: Sunday, Apr 29 2012, 20:30
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I dont know but that script works in cleo but not in main.scm sad.gif i want use it in my main.scm
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JACK JONES  
Posted: Sunday, Apr 29 2012, 20:48
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Booom!!!
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Use this:
CODE
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
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Deji  
Posted: Monday, Apr 30 2012, 18:07
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Something that basic and hacky could go in the main loop or even another existing thread.

Also, that 'end_thread' will cause your script to only work once.
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JACK JONES  
Posted: Monday, Apr 30 2012, 19:37
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Booom!!!
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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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