Hello, I need some help debugging my scripts for why my mod is crashing.
m2sdi.mfk
[code]SelectMission("m2sd"); // m1sd
SetMissionResetPlayerOutCar("m2_marge_2","m2_margecar_2");
SetDynaLoadData("l4z7.p3d;l4r6.p3d;l4r7.p3d;");
UsePedGroup(6);
AddStage(0);
SetMaxTraffic(3);
SetStageMessageIndex(33);
SetHUDIcon("cemetery")
AddObjective("goto");
AddNPC("bart","m4_moleman_sd");
SetDestination("m5_graveyard");
SetStageTime(30);
CloseObjective();
CloseStage();
AddStage(1);
SetStageMissionIndex(25);
SetHUDIcon("lisa");
AddObjective("timer");
SetDurationTime(3);
CloseObjective();
CloseStage();
AddStage(2);
SetStageMissionIndex(26);
SetHUDIcon("bart");
AddObjective("timer");
SetDurationTime(3);
CloseObjective();
CloseStage();
AddStage(3);
SetStageMissionIndex(27);
SetHUDIcon("lisa");
AddObjective("timer");
SetDurationTime(3);
CloseObjective();
CloseStage();
AddStage("final");
SetStageMissionIndex(28);
SetHUDIcon("bart");
AddObjective("timer");
SetDurationTime(3);
CloseObjective();
CloseStage();
CloseMission();[/code]
m2i.mfk
[code]SelectMission("m2"); // m1
SetMissionResetPlayerInCar("m5_graveyard");
SetDynaLoadData("l4z7.p3d;l4r6.p3d;l4r7.p3d;");
UsePedGroup(6);
AddStage(0); // find the armored car
SetMaxTraffic(5);
SetStageMessageIndex(29);
AddObjective("goto");
SetDestination("m5_grampa_sd", "carsphere");
SetCollectibleEffect("wrench_collect");
CloseObjective();
AddCondition("outofvehicle");
SetCondTime( 10000 );
CloseCondition();
AddCondition( "damage" );
SetCondMinHealth( 0.0 );
SetCondTargetVehicle( "elect_v" );
CloseCondition();
CloseStage();
AddStage(1);
SetStageMessageIndex(30);
SetMaxTraffic(3);
ActivateVehicle("cArmor","NULL","target");
SetVehicleAIParams( "cArmor", -10, -9 ); // <=== name, min, max; 0,1 = really dumb, no shortcuts
AddStageWaypoint( "m2_waypoint1" );
AddStageWaypoint( "m2_waypoint2" );
AddStageWaypoint( "m2_waypoint3" );
AddStageWaypoint( "m2_waypoint4" );
AddStageWaypoint( "m2_waypoint5" );
AddStageWaypoint( "m2_waypoint6" );
AddStageWaypoint( "m2_waypoint1" );
AddStageWaypoint( "m2_waypoint2" );
AddStageWaypoint( "m2_waypoint3" );
AddStageWaypoint( "m2_waypoint4" );
AddStageWaypoint( "m2_waypoint5" );
AddStageWaypoint( "m2_waypoint6" );
AddObjective("destroy");
SetObjTargetVehicle("cArmor");
CloseObjective();
AddStageTime(210);
AddCondition("timeout");
//SetHitNRun();
CloseCondition();
AddCondition("outofvehicle");
SetCondTime( 10000 );
CloseCondition();
AddCondition( "damage" );
SetCondMinHealth( 0.0 );
SetCondTargetVehicle( "elect_v" );
CloseCondition();
ShowStageComplete();
CloseStage();[/code]
m2l.mfk
[code]LoadP3DFile( "art\missions\level01\m2.p3d" );
LoadDisposableCar( "art\cars\cArmor.p3d","cArmor","AI" );[/code]
m2sdl.mfk
[code]LoadP3DFile( "art\frontend\dynaload\images\msnicons\char\lisa.p3d" );
LoadP3DFile( "art\frontend\dynaload\images\msnicons\char\bart.p3d" );
LoadP3DFile( "art\frontend\dynaload\images\msnicons\location\cemetery.p3d" );[/code]
thanks,
hipporeno
I am having mission script troubles
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[deleted user] Hello, I need some help debugging my scripts for why my mod is crashing.
m2sdi.mfk
SelectMission("m2sd"); // m1sd
SetMissionResetPlayerOutCar("m2_marge_2","m2_margecar_2
Fluffy You're not closing the mission if that's relevant. Make sure all your files end with:
CloseMission();
You're also using elect_v as the target car. This is for AI cars that have been ad
You're not closing the mission if that's relevant. Make sure all your files end with:
[code]CloseMission();[/code]
You're also using elect_v as the target car. This is for AI cars that have been added, which I do not see them in action.
[code]CloseMission();[/code]
You're also using elect_v as the target car. This is for AI cars that have been added, which I do not see them in action.
Surreal Bot To add on to @Jake's solution, in your m2i file, there isn't a location for the armored car to spawn in the first stage, therefore making the game confused as to how to activate a vehicle th
To add on to @Jake's solution, in your m2i file, there isn't a location for the armored car to spawn in the first stage, therefore making the game confused as to how to activate a vehicle that doesn't exist yet.
Also, why are you adding a time limit in your m2sdi file?
Also, why are you adding a time limit in your m2sdi file?
Fluffy Yes, do not use time limit in a pre-mission, it will corrupt the game.
Yes, do not use time limit in a pre-mission, it will corrupt the game.
Kenny Giles I also noticed this:
AddCondition( "damage" );
SetCondMinHealth( 0.0 );
SetCondTargetVehicle( "elect_v" );
CloseCondition();
Why is "elect_v" in here?
I also noticed this:
[code]AddCondition( "damage" );
SetCondMinHealth( 0.0 );
SetCondTargetVehicle( "elect_v" );
CloseCondition();[/code]
Why is "elect_v" in here? This is also present in the "find the armored car" stage, yet as far as I can tell you're not forcing the player to use this car. This condition doesn't actually do anything in the final game as far as I know (yet Radical seems to use it in every forced car stage), but referring to a car that isn't used might also cause corruption somehow.
To add to SomeBot's statement, you can either replace [code]ActivateVehicle("cArmor","NULL","target");[/code] with [code]AddStageVehicle("cArmor","locator_for_car_to_spawn","target","rlyhrd.con", "car_driver_name");[/code], or add [code]AddStageVehicle("cArmor","locator_for_car_to_spawn","NULL","rlyhrd.con", "car_driver_name");[/code] to the "find the armored car" stage. The first option will cause the armored car to instantly spawn with the behavior you want right out of thin air, while the second option will spawn the car ahead of time and wait until "ActivateVehicle" tells it what to do next.
[code]AddCondition( "damage" );
SetCondMinHealth( 0.0 );
SetCondTargetVehicle( "elect_v" );
CloseCondition();[/code]
Why is "elect_v" in here? This is also present in the "find the armored car" stage, yet as far as I can tell you're not forcing the player to use this car. This condition doesn't actually do anything in the final game as far as I know (yet Radical seems to use it in every forced car stage), but referring to a car that isn't used might also cause corruption somehow.
To add to SomeBot's statement, you can either replace [code]ActivateVehicle("cArmor","NULL","target");[/code] with [code]AddStageVehicle("cArmor","locator_for_car_to_spawn","target","rlyhrd.con", "car_driver_name");[/code], or add [code]AddStageVehicle("cArmor","locator_for_car_to_spawn","NULL","rlyhrd.con", "car_driver_name");[/code] to the "find the armored car" stage. The first option will cause the armored car to instantly spawn with the behavior you want right out of thin air, while the second option will spawn the car ahead of time and wait until "ActivateVehicle" tells it what to do next.
[deleted user] wow, thanks guys for the help!
wow, thanks guys for the help!