gtamodspro Posté(e) le 3 janvier 2009 Signaler Partager Posté(e) le 3 janvier 2009 Bonjour à tous, voilà mon problème, c'est que je veux créer un fichier .cs avec sanny builder, jusque là tout vas bien, jusqu'au moment ou je veux ouvrir un fichier .cs avec sanny il affiche rien, enfin le fichier ne s'ouvre pas. Avant (avant hier) cela marchait j'ai même pu modifié un bout de script est sauvegarder en gardant l'extension .cs, il n'y avait aucun problème. Donc si quelqu'un pouvait m'aidé se serait super merci d'avance. PS: voici le script au cas ou : //Get CJ High and Drunk mod v1.15 Source Code DEFINE OBJECTS 390 DEFINE OBJECT cj_bear_bottle ; Object number -389 added by rolla :DRUNK 03A4: name thread 'DRUNK' 09E2: $rollacar = parked_car_generator_w_numberplate 567 93 03 0 alarm 0 door_lock 0 0 10000 plate "_ROLLA__" at 2504.047 -1678.798 13.37605 angle 16.0 014C: set_parked_car_generator $rollacar cars_to_generate_to 101 0004: $smokeon = 0 0004: $weednum = 1 04ED: load_animation "GANGS" 0247: request model #CIGAR 0006: @78 = 1 :DRUNK3 0213: @2 = create_pickup -201 type 3 at 2247.395 -1253.71 24.0 //game start (weed) 0213: @3 = create_pickup -201 type 3 at 2458.654 -1717.004 12.0 //ryders house (weed) 0213: @4 = create_pickup -201 type 3 at 511.1169 -72.95301 997.0 //bar (weed) 0213: @6 = create_pickup #CIGAR type 3 at 2463.143 -1712.092 13.50691 //ryders house (blunt) 0213: @7 = create_pickup #CIGAR type 3 at 2253.906 -1250.897 25.45253 //game start (blunt) 0213: @8 = create_pickup #CIGAR type 3 at 510.2982 -76.86326 998.7578 //bar (blunt) :DRUNK4 0001: wait 500 ms 00D6: if 22 0214: pickup @2 picked up 0214: pickup @3 picked up 0214: pickup @4 picked up 004D: jump if false ££DRUNK41 0215: destroy pickup @2 0215: destroy pickup @3 0215: destroy pickup @4 0004: $weednum = 0 0004: $bottlenum = 0 016A: fade 0 () 500 ms 0001: wait 1000 ms 0002: jump ££DRUNK42 :DRUNK41 00D6: if 22 0214: pickup @6 picked up 0214: pickup @7 picked up 0214: pickup @8 picked up 004D: jump if false ££DRUNK8 0215: destroy pickup @6 0215: destroy pickup @7 0215: destroy pickup @8 0004: $weednum = 1 0004: $bottlenum = 0 03FD: set player $PLAYER_CHAR handling responsiveness 1 052C: set player $PLAYER_CHAR drunk visuals 0 015D: set gamespeed 1.0 016A: fade 0 () 500 ms 0001: wait 1000 ms 0002: jump ££DRUNK5 :DRUNK42; weed 00D6: if 0 0038: $smokeon == 0 004D: jump_if_false ££DRUNK45 03FD: set player $PLAYER_CHAR handling responsiveness 5 052C: set player $PLAYER_CHAR drunk visuals 255 015D: set gamespeed .75 0002: jump ££DRUNK5 :DRUNK45; if pickup already picked up, do this 03FD: set player $PLAYER_CHAR handling responsiveness 1 052C: set player $PLAYER_CHAR drunk visuals 0 015D: set gamespeed 1.0 0004: $smokeon = 0 0108: destroy_object $blunt 0004: $weednum = 1 0004: $blunton = 0 0004: $bottlenum = 0 016A: fade 1 (back) 500 ms 0001: wait 10000 ms 0002: jump ££DRUNK3 :DRUNK5; blunt goes straight here, weed goes here after effects are made 00D6: if 0 0038: $smokeon == 0 004D: jump_if_false ££DRUNK45 04ED: load_animation "smoking" 0247: request model #CIGAR 0004: $smokeon = 1 :DRUNK55 00D6: if 0 0038: $drinkon == 1 004D: jump if false ££DRUNK7 0004: $drinkon = 0 0108: destroy_object $bottle :DRUNK7 0001: wait 500 ms 00A0: store_actor $PLAYER_ACTOR position_to $x $y $z 0107: $blunt = create_object #CIGAR at $x $y $z 070A: unknown_action_sequence $PLAYER_ACTOR $blunt .04 .1 .05 6 16 "NULL" "NULL" -1 0004: $blunton = 1 016A: fade 1 (back) 500 ms 0002: jump ££DRUNK3 :DRUNK8 00D6: if 0 0038: $smokeon == 1 004D: jump if false ££DRUNK4 :DRUNK81234 ;this keeps the drunk effect going on, no more wearing off! 00D6: if 2 0038: $weednum == 0 0038: $drinkon == 0 0038: $smokeon == 1 004D: jump_if_false ££DRUNK812 :DRUNK801 00D6: if 21 8039: NOT player $PLAYER_CHAR drunk visuals == 255 8039: NOT player $PLAYER_CHAR handling responsiveness == 5 004D: jump_if_false ££DRUNK812 03FD: set player $PLAYER_CHAR handling responsiveness 5 052C: set player $PLAYER_CHAR drunk visuals 255 015D: set gamespeed .75 :DRUNK812 00D6: if 2 0038: $blunton == 1 0038: $smokeon == 1 80DF: NOT actor $PLAYER_ACTOR driving 004D: jump_if_false ££DRUNK85 :DRUNK815 00D6: if 0 00E1: key pressed 0 15; enter car 004D: jump_if_false ££DRUNK81 0002: jump ££DRUNK82 :DRUNK81 00D6: if 21 02D8: actor $PLAYER_ACTOR currentweapon == 0 02D8: actor $PLAYER_ACTOR currentweapon == 1 004D: jump_if_false ££DRUNK82 0002: jump ££DRUNK9 :DRUNK82 0108: destroy_object $blunt 0004: $blunton = 0 0002: jump ££DRUNK9 :DRUNK85 00D6: if 2 0038: $blunton == 0 0038: $smokeon == 1 80DF: NOT actor $PLAYER_ACTOR driving 004D: jump_if_false ££DRUNK9 :DRUNK86 00D6: if 22 00E1: key pressed 0 15; enter car 02D8: actor $PLAYER_ACTOR currentweapon == 0 02D8: actor $PLAYER_ACTOR currentweapon == 1 004D: jump_if_false ££DRUNK9 :DRUNK87 00D6: if 2; if running to a car 80E1: NOT key pressed 0 0; move 80E1: NOT key pressed 0 1;move 82A0: NOT actor $PLAYER_ACTOR stopped 004D: jump_if_false ££DRUNK88 0002: jump ££DRUNK9 :DRUNK88 00A0: store_actor $PLAYER_ACTOR position_to $x $y $z 0107: $blunt = create_object #CIGAR at $x $y $z 070A: unknown_action_sequence $PLAYER_ACTOR $blunt .04 .1 .05 6 16 "NULL" "NULL" -1 0004: $blunton = 1 :DRUNK9 00D6: if 25 00E1: key pressed 0 0; move 00E1: key pressed 0 1;move 00E1: key pressed 0 15;enter/exit 00E1: key pressed 0 17;shoot 00E1: key pressed 0 14;jump 00E1: key pressed 0 18;crouch 004D: jump_if_false ££DRUNK10 00D6: if 0 0611: $PLAYER_ACTOR "SMKCIG_PRTL" 004D: jump_if_false ££DRUNK10 00D6: if 0 80DF: NOT actor $PLAYER_ACTOR driving 004D: jump_if_false ££DRUNK10 0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1 :DRUNK10 00D6: if 2 047A: actor $PLAYER_ACTOR on_motorbike 82A0: NOT actor $PLAYER_ACTOR stopped 0611: $PLAYER_ACTOR "SMKCIG_PRTL" 004D: jump_if_false ££DRUNK11 0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1 :DRUNK11 00D6: if 5 00DF: actor $PLAYER_ACTOR driving 0038: $blunton == 0 0038: $smokeon == 1 80E1: NOT key pressed 0 17;shoot 80E1: NOT key pressed 0 5;look l 80E1: NOT key pressed 0 7;look r 004D: jump_if_false ££DRUNK12 00A0: store_actor $PLAYER_ACTOR position_to $x $y $z 0107: $blunt = create_object #CIGAR at $x $y $z 070A: unknown_action_sequence $PLAYER_ACTOR $blunt .04 .1 .05 6 16 "NULL" "NULL" -1 0004: $blunton = 1 :DRUNK12 00D6: if 2 00DF: actor $PLAYER_ACTOR driving 0038: $blunton == 1 0038: $smokeon == 1 004D: jump_if_false ££DRUNK4 :DRUNK13 00D6: if 22 00E1: key pressed 0 17;shoot 00E1: key pressed 0 5;look l 00E1: key pressed 0 7;look r 004D: jump_if_false ££DRUNK4 0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1 0108: destroy_object $blunt 0004: $blunton = 0 0002: jump ££DRUNK4 004E: end thread :SMOKE 03A4: name thread 'SMOKE' :SMOKE05 0004: $startcount = 0 0001: wait 250 ms 0004: $smokecount = 15 0004: $drinkcount = 20 :SMOKE1 00D6: if 0 80DF: NOT actor $PLAYER_ACTOR driving 004D: jump_if_false ££SMOKE15 00D6: if 21 02D8: actor $PLAYER_ACTOR currentweapon == 0 02D8: actor $PLAYER_ACTOR currentweapon == 1 004D: jump_if_false ££SMOKE05 :SMOKE15 00D6: if 21 02A0: actor $PLAYER_ACTOR stopped 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false ££SMOKE05 0001: wait 250 ms 0008: $startcount += 1 ;; integer values 00D6: if 0 8038: NOT $smokecount == 15 004D: jump_if_false ££SMOKE16 0008: $smokecount += 1 :SMOKE16 00D6: if 0 8038: NOT $drinkcount == 20 004D: jump_if_false ££SMOKE2 0008: $drinkcount += 1 :SMOKE2 00D6: if 21 0031: $startcount >= 10 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false ££SMOKE1 00D6: if 0 0038: $smokeon == 1 004D: jump_if_false ££SMOKE3 :SMOKE22 00D6: if 0 0611: $PLAYER_ACTOR "SMKCIG_PRTL" 004D: jump_if_false ££SMOKE25 0613: $PLAYER_ACTOR "SMKCIG_PRTL" @6 00D6: if 1 0031: @6 >= .4 ;; floating-point values 0023: .7 > @6 ;; floating-point values 004D: jump_if_false ££SMOKE23 064C: @13 0669: "EXHALE" $PLAYER_ACTOR 0.0 0.0 0.0 1 @13 0883: @13 $PLAYER_ACTOR 5 :SMOKE23 00D6: if 0 0611: $PLAYER_ACTOR "SMKCIG_PRTL" 004D: jump_if_false ££SMOKE25 0613: $PLAYER_ACTOR "SMKCIG_PRTL" @6 00D6: if 0 0031: @6 >= .7 ;; floating-point values 004D: jump_if_false ££SMOKE24 0650: @13 :SMOKE24 00D6: if 0 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false ££SMOKE1 :SMOKE25 00D6: if 7 00DF: actor $PLAYER_ACTOR driving 82A0: NOT actor $PLAYER_ACTOR stopped 847A: NOT actor $PLAYER_ACTOR on_motorbike 0038: $blunton == 1 0038: $smokecount == 15 80E1: NOT key pressed 0 17;shoot 80E1: NOT key pressed 0 5;look l 80E1: NOT key pressed 0 7;look r 004D: jump_if_false ££SMOKE255 0605: unknown_action_sequence $PLAYER_ACTOR "SMOKE_IN_CAR" "PED" 1.0 0 0 0 0 0 0004: $smokecount = 0 0002: jump ££SMOKE1 :SMOKE255 00D6: if 5 00DF: actor $PLAYER_ACTOR driving 02A0: actor $PLAYER_ACTOR stopped 0038: $blunton == 1 80E1: NOT key pressed 0 17;shoot 80E1: NOT key pressed 0 5;look l 80E1: NOT key pressed 0 7;look r 004D: jump_if_false ££SMOKE26 0605: unknown_action_sequence $PLAYER_ACTOR "SMKCIG_PRTL" "GANGS" 1.0 0 0 0 0 0 0002: jump ££SMOKE1 :SMOKE26 00D6: if 5 80DF: NOT actor $PLAYER_ACTOR driving 02A0: actor $PLAYER_ACTOR stopped 80E1: NOT key pressed 0 17;shoot 80E1: NOT key pressed 0 5;look l 80E1: NOT key pressed 0 7;look r 0038: $blunton == 1 004D: jump_if_false ££SMOKE1 0605: unknown_action_sequence $PLAYER_ACTOR "SMKCIG_PRTL" "GANGS" 1.0 0 0 0 0 0 0002: jump ££SMOKE1 :SMOKE3 00D6: if 7 0038: $drinkon == 1 0038: $bottleon == 1 8611: NOT $PLAYER_ACTOR "DRNKBR_PRTL" 847A: NOT actor $PLAYER_ACTOR on_motorbike 0038: $drinkcount == 20 80E1: NOT key pressed 0 17;shoot 80E1: NOT key pressed 0 5;look l 80E1: NOT key pressed 0 7;look r 004D: jump_if_false ££SMOKE1 0605: unknown_action_sequence $PLAYER_ACTOR "DRNKBR_PRTL" "GANGS" 1.0 0 0 0 0 0 0004: $drinkcount = 0 0002: jump ££SMOKE1 004E: end thread :DRINK 03A4: name thread 'DRINK' 04ED: load_animation "GANGS" 0247: request model #KB_BEER 0247: request model #cj_bear_bottle 0004: $drinkon = 0 0006: @30 = 1 0006: @31 = 1 0004: $bottlenum = 0 :DRINK2 0213: @2 = create_pickup #KB_BEER type 3 at 2251.814 -1255.919 25.45161 //game start (beer) 0213: @3 = create_pickup #KB_BEER type 3 at 2450.654 -1710.004 13.56381 //ryders house (beer) 0213: @4 = create_pickup #KB_BEER type 3 at 499.9867 -76.86562 999.6047 //bar (beer) 0213: @6 = create_pickup -389 type 3 at 2254.729 -1254.212 25.45676 //game start (wine) 0213: @7 = create_pickup -389 type 3 at 2450.213 -1716.74 13.6833 //ryders house (wine) 0213: @8 = create_pickup -389 type 3 at 499.0795 -73.34201 998.7578 //bar (wine) :DRINK3 0001: wait 500 ms 00D6: if 22 0214: pickup @6 picked up 0214: pickup @7 picked up 0214: pickup @8 picked up 004D: jump if false ££DRINK41 0215: destroy pickup @6 0215: destroy pickup @7 0215: destroy pickup @8 0004: $bottlenum = 2 016A: fade 0 () 500 ms 0001: wait 1000 ms 0002: jump ££DRINK42 :DRINK41 00D6: if 22 0214: pickup @2 picked up 0214: pickup @3 picked up 0214: pickup @4 picked up 004D: jump if false ££DRINK6 0215: destroy pickup @2 0215: destroy pickup @3 0215: destroy pickup @4 0004: $bottlenum = 1 016A: fade 0 () 500 ms 0001: wait 1000 ms 0006: @55 = -389 0006: @30 = 0 0006: @31 = 0 03FD: set player $PLAYER_CHAR handling responsiveness 1 052C: set player $PLAYER_CHAR drunk visuals 0 015D: set gamespeed 1.0 0002: jump ££DRINK45 :DRINK42 ;wine bottle pickup code 00D6: if 0 0038: $drinkon == 0 004D: jump_if_false ££DRINK35 03FD: set player $PLAYER_CHAR handling responsiveness 5 052C: set player $PLAYER_CHAR drunk visuals 255 015D: set gamespeed 1.0 0006: @55 = -389 0006: @30 = 0 0006: @31 = 0 0002: jump ££DRINK45 :DRINK35 ;if bottle has been picked up, execute this 00D6: if 0 0038: $drinkon == 1 004D: jump if false ££DRINK3 0004: $drinkon = 0 0108: destroy_object $bottle 0004: $bottlenum = 0 0004: $bottleon = 0 03FD: set player $PLAYER_CHAR handling responsiveness 1 052C: set player $PLAYER_CHAR drunk visuals 0 015D: set gamespeed 1.0 0006: @30 = 1 0006: @31 = 1 016A: fade 1 (back) 500 ms 0001: wait 10000 ms 0002: jump ££DRINK2 :DRINK45 ;beer bottle pickup code (and eventual wine code) 00D6: if 0 0038: $drinkon == 0 004D: jump if false ££DRINK35 0004: $drinkon = 1 ;set drink pickup picked up 0004: $smokeon = 0 ;set weed pickup not picked up 04C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 0107: $bottle = create_object @55 at $x $y $z 0177: set_object $bottle z_angle_to 90.0 035D: toggle_object $bottle targetable 1 0004: $bottleon = 1 070A: unknown_action_sequence $PLAYER_ACTOR $bottle @31 @31 @30 6 16 "NULL" "NULL" -1 //left 016A: fade 1 (back) 500 ms 0002: jump ££DRINK2 :DRINK6 00D6: if 0 0038: $drinkon == 1 004D: jump if false ££DRINK3 :DRINK61 ;this keeps the drunk effect going on, no more wearing off! 00D6: if 2 0038: $bottlenum == 2 0038: $smokeon == 0 0038: $drinkon == 1 004D: jump_if_false ££DRINK812 :DRINK62 00D6: if 21 8039: NOT player $PLAYER_CHAR drunk visuals == 255 8039: NOT player $PLAYER_CHAR handling responsiveness == 5 004D: jump_if_false ££DRINK812 03FD: set player $PLAYER_CHAR handling responsiveness 5 052C: set player $PLAYER_CHAR drunk visuals 255 :DRINK812 00D6: if 2 0038: $bottleon == 1 0038: $drinkon == 1 80DF: NOT actor $PLAYER_ACTOR driving 004D: jump_if_false ££DRINK85 :DRINK815 00D6: if 0 00E1: key pressed 0 15; enter car 004D: jump_if_false ££DRINK81 0002: jump ££DRINK82 :DRINK81 00D6: if 21 02D8: actor $PLAYER_ACTOR currentweapon == 0 02D8: actor $PLAYER_ACTOR currentweapon == 1 004D: jump_if_false ££DRINK82 0002: jump ££DRINK9 :DRINK82 0108: destroy_object $bottle 0004: $bottleon = 0 0002: jump ££DRINK9 :DRINK85 00D6: if 2 0038: $bottleon == 0 0038: $drinkon == 1 80DF: NOT actor $PLAYER_ACTOR driving 004D: jump_if_false ££DRINK9 :DRINK86 00D6: if 22 00E1: key pressed 0 15; enter car 02D8: actor $PLAYER_ACTOR currentweapon == 0 02D8: actor $PLAYER_ACTOR currentweapon == 1 004D: jump_if_false ££DRINK9 :DRINK87 00D6: if 2; if running to a car 80E1: NOT key pressed 0 0; move 80E1: NOT key pressed 0 1;move 82A0: NOT actor $PLAYER_ACTOR stopped 004D: jump_if_false ££DRINK88 0002: jump ££DRINK9 :DRINK88 00D6: if 0 0038: $drinkon == 1 04C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 0107: $bottle = create_object @55 at $x $y $z 070A: unknown_action_sequence $PLAYER_ACTOR $bottle @31 @31 @30 6 16 "NULL" "NULL" -1 0004: $bottleon = 1 :DRINK9 00D6: if 25 00E1: key pressed 0 0; move 00E1: key pressed 0 1;move 00E1: key pressed 0 15;enter/exit 00E1: key pressed 0 17;shoot 00E1: key pressed 0 14;jump 00E1: key pressed 0 18;crouch 004D: jump_if_false ££DRINK11 00D6: if 1 0611: $PLAYER_ACTOR "DRNKBR_PRTL" 80DF: NOT actor $PLAYER_ACTOR driving 004D: jump_if_false ££DRINK11 0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1 :DRINK11 00D6: if 5 00DF: actor $PLAYER_ACTOR driving 0038: $bottleon == 0 0038: $drinkon == 1 80E1: NOT key pressed 0 17;shoot 80E1: NOT key pressed 0 5;look l 80E1: NOT key pressed 0 7;look r 004D: jump_if_false ££DRINK12 04C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 0107: $bottle = create_object @55 at $x $y $z 070A: unknown_action_sequence $PLAYER_ACTOR $bottle @31 @31 @30 6 16 "NULL" "NULL" -1 0004: $bottleon = 1 :DRINK12 00D6: if 2 00DF: actor $PLAYER_ACTOR driving 0038: $bottleon == 1 0038: $drinkon == 1 004D: jump_if_false ££DRINK3 :DRINK13 00D6: if 22 00E1: key pressed 0 17;shoot 00E1: key pressed 0 5;look l 00E1: key pressed 0 7;look r 004D: jump_if_false ££DRINK3 0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS" 1.0 0 0 0 0 1 0108: destroy_object $bottle 0004: $bottleon = 0 0002: jump ££DRINK3 004E: end thread Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
gtamodspro Posté(e) le 3 janvier 2009 Auteur Signaler Partager Posté(e) le 3 janvier 2009 (modifié) Si jamais c'est bon pour les fichier .cs j'ai trouver Mais maintenant j'ai un autre problème. J'ai rajouter un script dans mon main.scm, dès que je veut compiler il me dise ; Label "ENTEXT_104920" non trouvé. Et vu que je ne suis pas super fort j'ai pas très bien compris se message, pouvez vous m'aidez. Merci d'avance. Modifié le 3 janvier 2009 par gtamodspro Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Vicolaships Posté(e) le 3 janvier 2009 Signaler Partager Posté(e) le 3 janvier 2009 Je ne sais pas ce que c'est qu'un fichier .cs créé avec SannyBuilder, tu peux expliquer ? Par contre ton erreur je la comprends parfaitement, dans ton code, tu as une référence au label "ENTEXT_104920", et SannyBuilder ne le trouve pas; il refuse donc de compiler pour éviter que ton jeu bug. Tu as forcément un opcode du style: jump @ENTEXT_104920 create_thread @ENTEXT_104920 dans ton code, il faut que tu créés ce label pour que ca marche; mais comme tu as l'air de prendre le code de quelqu'un d'autre va aussi falloir que tu comprennes ce qu'il faut mette dedans ! A+ et bon courage Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
gtamodspro Posté(e) le 3 janvier 2009 Auteur Signaler Partager Posté(e) le 3 janvier 2009 Ok merci de ta réponse vicolaship ca va être dure je sens. Sinon pour les fichier .cs en faite c'est les fichier de cleo library, c'est comme des mini main.scm à pars on peut en mettre plusieurs, et donc on est pas obligé de toucher au main.scm. C'est donc très pratique si pars exemple comme dans mon cas je veut garder ma partie, toute en mettant un "gros" mods. Et la j'essaie de transformer se script en .cs pour ne pas que je soie obligé de remplacer mon main.scm. Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
Vicolaships Posté(e) le 3 janvier 2009 Signaler Partager Posté(e) le 3 janvier 2009 Ah d'accord merci de ton explication ca peut servir, bien oui va falloir que tu recolles tous les morceaux ! A+ Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
ninjaazuma Posté(e) le 3 janvier 2009 Signaler Partager Posté(e) le 3 janvier 2009 Ok merci de ta réponse vicolaship ca va être dure je sens. Sinon pour les fichier .cs en faite c'est les fichier de cleo library, c'est comme des mini main.scm à pars on peut en mettre plusieurs, et donc on est pas obligé de toucher au main.scm. C'est donc très pratique si pars exemple comme dans mon cas je veut garder ma partie, toute en mettant un "gros" mods. Et la j'essaie de transformer se script en .cs pour ne pas que je soie obligé de remplacer mon main.scm. Ca pourrait peut etre m interessé de savoir faire ca, enfin j'ai pas vraiment compris comment ca marche, mettre plusieurs main, on les lance comment, on peu choisir l'ordre (nous, le créateur, pas le joueur) car en fait, j'ai en tout 14 main.scm et il y a des fins différente avec des missions secrete, cependant, si on ne fais pas ces missions secrete, avec un autre main.scm, c comme si qu'on les as faites, donc si le cs peu corriger le probleme, ca serai génial Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
gtamodspro Posté(e) le 3 janvier 2009 Auteur Signaler Partager Posté(e) le 3 janvier 2009 Non en faite tu pourra pas plaçer tes main.scm, parce qu'il faut créer un script fait éxprès pour cléo. Sinon ton jeux va planter car justement il ne va pas savoir quelle main utilisé. On ne peut mettre que des fichier .CS qui sont des fichier fait éxprès pour cléo. Pars exemple ici : http://www.gtainside.com/download.php?do=cat&id=322 tu à beaucoup d'exemple de ce que c'est cleo (y en a 65 ). Tu pourrait faire des missions avec cleo, enfin mettre tes fin secrète mais il faudrai prendre que la mission et la "codé" (je sais pas si on peut dire comme sa) a fin quelle puisse se compiler en fichier .CS. Voilà j'espère t'avoir aider Citer Lien vers le commentaire Partager sur d’autres sites More sharing options...
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