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AnanthBoss

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  1. when i try compile this code..its popup a error.....incorrect number of condition. 8 max.... help me to fix this code plzzzz.... //-------------MAIN--------------- thread 'MRN' wait 0 :MRN_15 wait 0 if Player.Defined($PLAYER_CHAR) jf @MRN_15 wait 0 if Player.Defined($PLAYER_CHAR) jf @MRN_15 if 0AB0: key_pressed 57 jf @MRN_15 Model.Load(#ARMY) Model.Load(#WMYBOUN) Model.Load(#RANCHER) :MRN_85 wait 0 if and Model.Available(#ARMY) Model.Available(#WMYBOUN) Model.Available(#RANCHER) Model.Available(#RANCHER) Model.Available(#RANCHER) Actor.Driving($PLAYER_ACTOR) 84A7: not actor $PLAYER_ACTOR driving_boat 89AE: not actor $PLAYER_ACTOR driving_train 84C8: not actor $PLAYER_ACTOR driving_flying_vehicle jf @MRN_85 fade 0 500 wait 1000 $CJ = Actor.CurrentCar($PLAYER_ACTOR) $ANGLE = Actor.Angle($PLAYER_ACTOR) 04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 0.0 -15.0 0.0 04C4: store_coords_to $X2 $Y2 $Z2 from_actor $PLAYER_ACTOR with_offset 0.0 -30.0 0.0 04C4: store_coords_to $X3 $Y3 $Z3 from_actor $PLAYER_ACTOR with_offset 0.0 -45.0 0.0 $CAR = Car.Create(#RANCHER, $X, $Y, $Z) Car.SetImmunities($CAR, 1, 1, 1, 1, 1) Car.Angle($CAR) = $ANGLE 0397: enable_car $CAR siren 1 $CAR2 = Car.Create(#RANCHER, $X2, $Y2, $Z2) Car.SetImmunities($CAR2, 1, 1, 1, 1, 1) Car.Angle($CAR2) = $ANGLE 0397: enable_car $CAR2 siren 1 $CAR3 = Car.Create(#RANCHER, $X3, $Y3, $Z3) Car.SetImmunities($CAR3, 1, 1, 1, 1, 1) Car.Angle($CAR3) = $ANGLE 0397: enable_car $CAR3 siren 1 $M1 = Actor.CreateAsDriver(Mission1, #ARMY, $CAR) $M2 = Actor.CreateAsPassenger(Mission1, #ARMY, $CAR, 0) $M3 = Actor.CreateAsPassenger(Mission1, #ARMY, $CAR, 1) $M4 = Actor.CreateAsPassenger(Mission1, #ARMY, $CAR, 2) $M5 = Actor.CreateAsDriver(Mission1, #WMYBOUN, $CAR2) $M6 = Actor.CreateAsPassenger(Mission1, #WMYBOUN, $CAR2, 0) $M7 = Actor.CreateAsPassenger(Mission1, #WMYBOUN, $CJ, 0) $M8 = Actor.CreateAsDriver(Mission1, #ARMY, $CAR3) Actor.GiveWeaponAndAmmo($M1, M4, 9999) Actor.GiveWeaponAndAmmo($M2, M4, 9999) Actor.GiveWeaponAndAmmo($M3, M4, 9999) Actor.GiveWeaponAndAmmo($M4, M4, 9999) Actor.GiveWeaponAndAmmo($M5, M4, 9999) Actor.GiveWeaponAndAmmo($M6, M4, 9999) Actor.GiveWeaponAndAmmo($M7, M4, 9999) Actor.Health($M1) = 1000 Actor.Health($M2) = 1000 Actor.Health($M3) = 1000 Actor.Health($M4) = 1000 Actor.Health($M5) = 1000 Actor.Health($M6) = 1000 Actor.Health($M7) = 1000 Actor.Health($M8) = 1000 Actor.WeaponAccuracy($M1) = 100 Actor.WeaponAccuracy($M2) = 100 Actor.WeaponAccuracy($M3) = 100 Actor.WeaponAccuracy($M4) = 100 Actor.WeaponAccuracy($M5) = 100 Actor.WeaponAccuracy($M6) = 100 Actor.WeaponAccuracy($M7) = 100 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 0630: put_actor $PLAYER_ACTOR in_group $PLAYER_GROUP as_leader 0631: put_actor $M7 in_group $PLAYER_GROUP 07F8: car $CAR follow_car $CJ radius 12.0 07F8: car $CAR2 follow_car $CAR radius 12.0 07F8: car $CAR3 follow_car $CAR2 radius 12.0 Car.SetMaxSpeed($CAR, 150.0) Car.SetMaxSpeed($CAR2, 150.0) Car.SetMaxSpeed($CAR3, 150.0) 0229: set_car $CAR primary_color_to 0 secondary_color_to 0 0229: set_car $CAR2 primary_color_to 0 secondary_color_to 0 0229: set_car $CAR3 primary_color_to 0 secondary_color_to 0 00AE: set_car $CAR traffic_behaviour_to 1 00AE: set_car $CAR2 traffic_behaviour_to 1 00AE: set_car $CAR3 traffic_behaviour_to 1 wait 2000 fade 1 250 wait 2000 01EB: set_traffic_density_multiplier_to 0.0 Model.Destroy(#ARMY) Model.Destroy(#WMYBOUN) Model.Destroy(#RANCHER) 04C0: create_roadblock_in_area_cornerA $X $Y $Z cornerB $X1 $Y1 $Z1 type 3 :MRN_900 wait 0 if 0AB0: key_pressed 57 jf @MRN_926 jump @MRN_1326 :MRN_926 wait 0 if 044B: actor $PLAYER_ACTOR on_foot 0449: actor $M1 in_a_car jf @MRN_958 jump @MRN_990 :MRN_958 wait 0 if 0449: actor $PLAYER_ACTOR in_a_car 044B: actor $M1 on_foot jf @MRN_900 jump @MRN_1119 :MRN_990 wait 0 04C0: create_roadblock_in_area_cornerA $X1 $Y1 $Z1 cornerB $X $Y $Z type 4 05CD: AS_actor $M1 exit_car $CAR 05CD: AS_actor $M2 exit_car $CAR 05CD: AS_actor $M3 exit_car $CAR 05CD: AS_actor $M4 exit_car $CAR 05CD: AS_actor $M5 exit_car $CAR2 05CD: AS_actor $M6 exit_car $CAR2 0631: put_actor $M1 in_group $PLAYER_GROUP 0631: put_actor $M2 in_group $PLAYER_GROUP 0631: put_actor $M3 in_group $PLAYER_GROUP 0631: put_actor $M4 in_group $PLAYER_GROUP 0631: put_actor $M5 in_group $PLAYER_GROUP 0631: put_actor $M6 in_group $PLAYER_GROUP jump @MRN_900 :MRN_1119 wait 0 06C9: remove_actor $M1 from_group 06C9: remove_actor $M2 from_group 06C9: remove_actor $M3 from_group 06C9: remove_actor $M4 from_group 06C9: remove_actor $M5 from_group 06C9: remove_actor $M6 from_group 05CB: AS_actor $M1 enter_car $CAR as_driver 2000 ms 05CA: AS_actor $M2 enter_car $CAR passenger_seat 0 time 2000 05CA: AS_actor $M3 enter_car $CAR passenger_seat 1 time 2000 05CA: AS_actor $M4 enter_car $CAR passenger_seat 2 time 2000 0772: AS_actor $M5 run_to_car $CAR2 60000 ms stop_at_distance 5.0 0772: AS_actor $M6 run_to_car $CAR2 60000 ms stop_at_distance 5.0 wait 5000 05CB: AS_actor $M5 enter_car $CAR2 as_driver 2000 ms 05CA: AS_actor $M6 enter_car $CAR2 passenger_seat 0 time 2000 wait 2000 07F8: car $CAR follow_car $CJ radius 8.0 07F8: car $CAR2 follow_car $CAR radius 8.0 Car.SetMaxSpeed($CAR, 300.0) Car.SetMaxSpeed($CAR2, 300.0) jump @MRN_900 :MRN_1326 wait 0 fade 0 500 wait 1000 Actor.DestroyInstantly($M1) Actor.DestroyInstantly($M2) Actor.DestroyInstantly($M3) Actor.DestroyInstantly($M4) Actor.DestroyInstantly($M5) Actor.DestroyInstantly($M6) Actor.DestroyInstantly($M7) Car.Destroy($CAR) Car.Destroy($CAR2) Car.Destroy($CAR3) 01EB: set_traffic_density_multiplier_to 1.0 wait 1000 fade 1 500 jump @MRN_15
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