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 I maked a mission

 
Joni2030  
Posted: Tuesday, May 15 2012, 13:48
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i created a mission but problem is only one of them the marker will be disappear but not these two others so waht is wrong here is the script

CODE
{$CLEO .cs}
03A4: name_thread 'Actor'
0247: load_model #COLT45
0247: load_model #BALLAS1
038B: load_requested_models


:Actor_11
if or
8248:   not model #COLT45 available
8248:   not model #BALLAS1 available
jf @Actor_22
wait 0 ms
jump @Actor_11

:Actor_22
009A: 2@ = create_actor_pedtype 7 model #BALLAS1 at 2534.4651 -1707.2949 13.4487
009A: 3@ = create_actor_pedtype 7 model #BALLAS1 at 2538.1482 -1694.3479 13.7591
009A: 4@ = create_actor_pedtype 7 model #BALLAS1 at 2529.074 -1711.7573 13.4897
0173: set_actor 2@ Z_angle_to 79.1487
0173: set_actor 4@ Z_angle_to 79.1487
0173: set_actor 3@ Z_angle_to 79.1487  
0187: $MARKER = create_marker_above_actor 2@
0187: $MARKER = create_marker_above_actor 3@
0187: $MARKER = create_marker_above_actor 4@  
02E2: set_actor 2@ weapon_accuracy_to 25
0223: set_actor 2@ health_to 500
02E2: set_actor 3@ weapon_accuracy_to 25
0223: set_actor 3@ health_to 500
02E2: set_actor 4@ weapon_accuracy_to 25
0223: set_actor 4@ health_to 500  
01B2: give_actor 2@ weapon 22 ammo 6009 // Load the weapon model before using this
01B2: give_actor 3@ weapon 22 ammo 6009 // Load the weapon model before using this
01B2: give_actor 4@ weapon 22 ammo 6009 // Load the weapon model before using this
01B9: set_actor 2@ armed_weapon_to 22
01B9: set_actor 3@ armed_weapon_to 22
01B9: set_actor 4@ armed_weapon_to 22
05E2: AS_actor 2@ kill_actor $player_actor
jf @Actor_44
wait 0 ms
jump @Actor_22


:Actor_44
wait 0 ms
0118:   actor 2@ dead
0118:   actor 3@ dead
0118:   actor 4@ dead
004D: jump_if_false @Actor_44
0394: play_music 1
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 2  // MISSION PASSED!~n~~w~$~1~
0109: player $player_char money += 1000  
0249: release_model #COLT45
0249: release_model #BALLAS1
0164: disable_marker $MARKER
0A93: end_custom_thread
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Deji  
Posted: Tuesday, May 15 2012, 14:02
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Coding like a Rockstar!
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CODE
0187: $MARKER = create_marker_above_actor 2@
0187: $MARKER = create_marker_above_actor 3@
0187: $MARKER = create_marker_above_actor 4@  

Isn't it obvious? Don't use global variables tounge2.gif
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JACK JONES  
Posted: Tuesday, May 15 2012, 14:33
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firearms and adrenaline
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CODE
{$CLEO .cs}
03A4: name_thread 'Actor'
0247: load_model #COLT45
0247: load_model #BALLAS1
038B: load_requested_models

:Actor_11
wait 0
if and
0248:   model #COLT45 available
0248:   model #BALLAS1 available
else_jump @Actor_11
009A: 2@ = create_actor_pedtype 7 model #BALLAS1 at 2534.4651 -1707.2949 13.4487
009A: 3@ = create_actor_pedtype 7 model #BALLAS1 at 2538.1482 -1694.3479 13.7591
009A: 4@ = create_actor_pedtype 7 model #BALLAS1 at 2529.074 -1711.7573 13.4897
0173: set_actor 2@ Z_angle_to 79.1487
0173: set_actor 4@ Z_angle_to 79.1487
0173: set_actor 3@ Z_angle_to 79.1487
0187: 5@ = create_marker_above_actor 2@
0187: 6@ = create_marker_above_actor 3@
0187: 7@ = create_marker_above_actor 4@
0223: set_actor 2@ health_to 500
0223: set_actor 3@ health_to 500
0223: set_actor 4@ health_to 500
02E2: set_actor 2@ weapon_accuracy_to 25
02E2: set_actor 3@ weapon_accuracy_to 25
02E2: set_actor 4@ weapon_accuracy_to 25
01B2: give_actor 2@ weapon 22 ammo 6009 // Load the weapon model before using this
01B2: give_actor 3@ weapon 22 ammo 6009 // Load the weapon model before using this
01B2: give_actor 4@ weapon 22 ammo 6009 // Load the weapon model before using this
01B9: set_actor 2@ armed_weapon_to 22
01B9: set_actor 3@ armed_weapon_to 22
01B9: set_actor 4@ armed_weapon_to 22

:Actor_44
wait 0 ms
05E2: AS_actor 2@ kill_actor $player_actor
05E2: AS_actor 3@ kill_actor $player_actor
05E2: AS_actor 4@ kill_actor $player_actor
if and
0118:   actor 2@ dead
0118:   actor 3@ dead
0118:   actor 4@ dead
else_jump @Actor_44
0394: play_music 1
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 2  // MISSION PASSED!~n~~w~$~1~
0109: player $player_char money += 1000  
0249: release_model #COLT45
0249: release_model #BALLAS1
0164: disable_marker 5@
0164: disable_marker 6@
0164: disable_marker 7@
0A93: end_custom_thread

All of the actors will now start to shoot at you. If a player kill them all then mission is complete.
"maked" lol.gif
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Ashwin the new boy  
Posted: Tuesday, May 15 2012, 14:39
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@TOPIC
when you create something with same VAR
then the VAR only contains the Reference of Last created thing
the Solution for you is
use diff VAR for Each Marker so that you can Disable them later

EDIT
Good Timing Jhon
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Joni2030  
Posted: Tuesday, May 15 2012, 14:54
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Thanks i fixed and now it will remove the marker. Thanks again Ashwin the New Boy

==EDIT==
What you mean who is this guy Jhon ??
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Joni2030  
Posted: Tuesday, May 15 2012, 14:57
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QUOTE (JACK JONES @ Tuesday, May 15 2012, 14:33)
CODE
{$CLEO .cs}
03A4: name_thread 'Actor'
0247: load_model #COLT45
0247: load_model #BALLAS1
038B: load_requested_models

:Actor_11
wait 0
if and
0248:   model #COLT45 available
0248:   model #BALLAS1 available
else_jump @Actor_11
009A: 2@ = create_actor_pedtype 7 model #BALLAS1 at 2534.4651 -1707.2949 13.4487
009A: 3@ = create_actor_pedtype 7 model #BALLAS1 at 2538.1482 -1694.3479 13.7591
009A: 4@ = create_actor_pedtype 7 model #BALLAS1 at 2529.074 -1711.7573 13.4897
0173: set_actor 2@ Z_angle_to 79.1487
0173: set_actor 4@ Z_angle_to 79.1487
0173: set_actor 3@ Z_angle_to 79.1487
0187: 5@ = create_marker_above_actor 2@
0187: 6@ = create_marker_above_actor 3@
0187: 7@ = create_marker_above_actor 4@
0223: set_actor 2@ health_to 500
0223: set_actor 3@ health_to 500
0223: set_actor 4@ health_to 500
02E2: set_actor 2@ weapon_accuracy_to 25
02E2: set_actor 3@ weapon_accuracy_to 25
02E2: set_actor 4@ weapon_accuracy_to 25
01B2: give_actor 2@ weapon 22 ammo 6009 // Load the weapon model before using this
01B2: give_actor 3@ weapon 22 ammo 6009 // Load the weapon model before using this
01B2: give_actor 4@ weapon 22 ammo 6009 // Load the weapon model before using this
01B9: set_actor 2@ armed_weapon_to 22
01B9: set_actor 3@ armed_weapon_to 22
01B9: set_actor 4@ armed_weapon_to 22

:Actor_44
wait 0 ms
05E2: AS_actor 2@ kill_actor $player_actor
05E2: AS_actor 3@ kill_actor $player_actor
05E2: AS_actor 4@ kill_actor $player_actor
if and
0118:   actor 2@ dead
0118:   actor 3@ dead
0118:   actor 4@ dead
else_jump @Actor_44
0394: play_music 1
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 2  // MISSION PASSED!~n~~w~$~1~
0109: player $player_char money += 1000  
0249: release_model #COLT45
0249: release_model #BALLAS1
0164: disable_marker 5@
0164: disable_marker 6@
0164: disable_marker 7@
0A93: end_custom_thread

All of the actors will now start to shoot at you. If a player kill them all then mission is complete.
"maked" lol.gif

Yes because that is the plan
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Joni2030  
Posted: Tuesday, May 15 2012, 15:24
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Solved.

This post has been edited by Joni2030 on Tuesday, May 15 2012, 15:37
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Bad.boy!  
Posted: Tuesday, May 15 2012, 15:40
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CODE
{$CLEO .cs}
03A4: name_thread 'actor'
0247: load_model #COLT45
0247: load_model #BALLAS1
038B: load_requested_models

:actor_22
00D6: if or
8248:   not model #COLT45 available
8248:   not model #BALLAS1 available
004D: jump_if_false @actor_53
0001: wait 0 ms
0002: jump @actor_22

:actor_53
009A: 2@ = create_actor_pedtype 7 model #BALLAS1 at 2534.465 -1707.295 13.4487
009A: 3@ = create_actor_pedtype 7 model #BALLAS1 at 2538.148 -1694.348 13.7591
009A: 4@ = create_actor_pedtype 7 model #BALLAS1 at 2529.074 -1711.757 13.4897
0173: set_actor 2@ Z_angle_to 79.1487
0173: set_actor 4@ Z_angle_to 79.1487
0173: set_actor 3@ Z_angle_to 79.1487
0187: 5@ = create_marker_above_actor 2@
0187: 6@ = create_marker_above_actor 3@
0187: 7@ = create_marker_above_actor 4@
02E2: set_actor 2@ weapon_accuracy_to 25
0223: set_actor 2@ health_to 500
02E2: set_actor 3@ weapon_accuracy_to 25
0223: set_actor 3@ health_to 500
02E2: set_actor 4@ weapon_accuracy_to 25
0223: set_actor 4@ health_to 500
03FE: set_actor 2@ money 10000
03FE: set_actor 3@ money 190
03FE: set_actor 4@ money 9999



01B2: give_actor 2@ weapon 22 ammo 6009 // Load the weapon model before using this
01B2: give_actor 3@ weapon 22 ammo 6009 // Load the weapon model before using this
01B2: give_actor 4@ weapon 22 ammo 6009 // Load the weapon model before using this
01B9: set_actor 2@ armed_weapon_to 22
01B9: set_actor 3@ armed_weapon_to 22
01B9: set_actor 4@ armed_weapon_to 22
05E2: AS_actor 2@ kill_actor $player_actor
//004D: jump_if_false @actor_301    <-- this isn't a condition
//0001: wait 0 ms                   <-- not needed
//0002: jump @actor_53              <-- not needed

:actor_301
0001: wait 0 ms
if and // <-- you forgot this
0118:   actor 2@ dead
0118:   actor 3@ dead
0118:   actor 4@ dead
004D: jump_if_false @actor_301
0394: play_music 1
01E3: show_text_1number_styled GXT 'm_pass' number 10000 time 5000 style 2  // MISSION PASSED!~n~~w~$~1~
0109: player $player_char money += 1000
0249: release_model #COLT45
0249: release_model #BALLAS1

//Remove refrences to used actors
01C2: remove_references_to_actor 2@
01C2: remove_references_to_actor 3@
01C2: remove_references_to_actor 4@

0164: disable_marker 5@
0164: disable_marker 6@
0164: disable_marker 7@
0A93: end_custom_thread
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Joni2030  
Posted: Tuesday, May 15 2012, 15:57
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Thanks but i solved it myself i start now createing my own missions ahhh i canīt waittt + this was my first mission. But i want ask how i give the colt45 for player i want give colt for him too

This post has been edited by Joni2030 on Tuesday, May 15 2012, 16:00
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JACK JONES  
Posted: Tuesday, May 15 2012, 16:04
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firearms and adrenaline
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CODE
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 9999 // Load the weapon model before using this

And your code is just a CLEO scrypt (.cs) not a mission.

This post has been edited by JACK JONES on Tuesday, May 15 2012, 16:06
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Joni2030  
Posted: Tuesday, May 15 2012, 16:20
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I know only .cm is is mission but i wanted to test it first with

.cs
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Joni2030  
Posted: Tuesday, May 15 2012, 17:14
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Solved

This post has been edited by Joni2030 on Tuesday, May 15 2012, 17:46
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Deji  
Posted: Tuesday, May 15 2012, 17:29
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return aint used to end a CLEO mission, use this instead: http://gtag.gtagaming.com/opcode-database.php?opcode=004E
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Bad.boy!  
Posted: Tuesday, May 15 2012, 18:27
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QUOTE (Joni2030 @ Tuesday, May 15 2012, 19:14)
Solved

Try to search for the answer before posting the question.
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Joni2030  
Posted: Wednesday, May 16 2012, 12:22
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Okey bad.boy! but i finished the mission but when itīs finished i canīt do anymore storyline missions or sidemissions etc [i tryed myself first]
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Deji  
Posted: Wednesday, May 16 2012, 14:14
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You should run mission cleanup (00D8).

Can't remember if it turns off the mission flag itself, but if it doesn't fix your problem then do it manually:
CODE
$ONMISSION = 0
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Joni2030  
Posted: Wednesday, May 16 2012, 14:17
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Thanks
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