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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

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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 par gtamodspro
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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

 

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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. ;)

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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

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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 ;)

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