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Dragon King

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Everything posted by Dragon King

  1. oh and every time I start a saved game another set of the Clock hands and weather vane AND clock are placed. so right now I'm at 3 sets
  2. nope doesn't work. I just hope I'm replacing it right 03A4: name_thread 'CLOCK' 029B: 10@ = init_object 18697 at 304.348 2563.7 103.656 0382: set_object 10@ collision_detection 0 0392: make_object 10@ moveable 0 01C7: remove_object_from_mission_cleanup_list 10@ 029B: 9@ = init_object 18698 at 304.318 2563.7 103.656 0382: set_object 9@ collision_detection 0 0392: make_object 9@ moveable 0 01C7: remove_object_from_mission_cleanup_list 9@ 029B: 8@ = init_object 18694 at 304.663 2563.7 103.656 01C7: remove_object_from_mission_cleanup_list 8@ 029B: 1@ = init_object 18695 at 304.663 2563.7 103.656 01C7: remove_object_from_mission_cleanup_list 1@ 029B: 2@ = init_object 18690 at 304.547 2563.7 106.652 01C7: remove_object_from_mission_cleanup_list 2@ 0AAC: 20@ = load_mp3 "CLEO\AUDIO\DONG.MP3" 0AAC: 21@ = load_mp3 "CLEO\AUDIO\HOURLY_CHIME.MP3" 0AAC: 22@ = load_mp3 "CLEO\AUDIO\QUARTER_AFTER_CHIME.MP3" 0AAC: 23@ = load_mp3 "CLEO\AUDIO\HALF_PAST_CHIME.MP3" 0AAC: 24@ = load_mp3 "CLEO\AUDIO\QUARTER_2_CHIME.MP3" 5@ = -1 6@ = -1 :Clock wait 100 00BF: 3@ = current_time_hours, 4@ = current_time_minutes 008D: 3@ = integer 3@ to_float 008D: 4@ = integer 4@ to_float 0013: 3@ *= 30.0 0013: 4@ *= 6.0 0017: 4@ /= 12.0 005B: 3@ += 4@ // (float) 0013: 4@ *= 12.0 0453: set_object 10@ XY_rotation 3@ 0.0 angle 0.0 0453: set_object 9@ XY_rotation 4@ 0.0 angle 0.0 if or 803B: not 3@ == 5@ // (int) 803B: not 4@ == 6@ // (int) jf @Clock 0085: 5@ = 3@ // (int) 0085: 6@ = 4@ // (int) if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 300.5628 2563.654 88.85578 radius 85.0 85.0 85.0 jf @Clock if 4@ == 0 jf @ClockQuarterAfter if 3@ > 12 then 3@ -= 12 end 0AAD: set_mp3 21@ perform_action 0 0AAD: set_mp3 21@ perform_action 1 0AB9: get_mp3 21@ state_to 15@ while not 15@ == -1 wait 0 0AB9: get_mp3 21@ state_to 15@ end wait 1000 for 15@ = 1 to 3@ step 1 :ClockDongLoop if 3@ > 0 jf @Clock 0AAD: set_mp3 20@ perform_action 0 0AAD: set_mp3 20@ perform_action 1 wait 3000 3@ -= 1 jump @ClockDongLoop :ClockQuarterAfter if 4@ == 15 jf @ClockHalf 0AAD: set_mp3 22@ perform_action 0 0AAD: set_mp3 22@ perform_action 1 jump @Clock :ClockHalf if 4@ == 30 jf @clockQuarterBefore 0AAD: set_mp3 23@ perform_action 0 0AAD: set_mp3 23@ perform_action 1 jump @Clock :ClockQuarterBefore if 4@ == 45 jf @Clock 0AAD: set_mp3 24@ perform_action 0 0AAD: set_mp3 24@ perform_action 1 jump @Clock
  3. Like now. it works but I'll have to change that part of the code you said to if the dongs didn't stop playing. So change 15@ = 0 to 15@ =1?
  4. ok, lol i'll let you know what happens with the code soon.
  5. thanks a lot. You have been very helpful lately. I really appreciate it.
  6. yeah I added the wait and it still doesn't load. The only way it loads is if I comment out the create_custom_thread oh ok I'll try that
  7. lol ok I'll look forward to it.
  8. Posted http://lounge.moviecodec.com/vs-forum/godz...560/#msg2625241
  9. ok and what if it still doesn't work? It did before I created the custom thread
  10. Yeah I agree with Orgcon. Plus seeing CJ morph into a rock would be funny (I know THAT'S not possible )
  11. still freezes I'm going to post what I have: Clock.cs: 03A4: name_thread 'CLOCK' 029B: 10@ = init_object 18697 at 304.348 2563.7 103.656 0382: set_object 10@ collision_detection 0 0392: make_object 10@ moveable 0 01C7: remove_object_from_mission_cleanup_list 10@ 029B: 9@ = init_object 18698 at 304.318 2563.7 103.656 0382: set_object 9@ collision_detection 0 0392: make_object 9@ moveable 0 01C7: remove_object_from_mission_cleanup_list 9@ 029B: 8@ = init_object 18694 at 304.663 2563.7 103.656 01C7: remove_object_from_mission_cleanup_list 8@ 029B: 1@ = init_object 18695 at 304.663 2563.7 103.656 01C7: remove_object_from_mission_cleanup_list 1@ 029B: 2@ = init_object 18690 at 304.547 2563.7 106.652 01C7: remove_object_from_mission_cleanup_list 2@ :CLOCK_354 00BF: 3@ = current_time_hours, 4@ = current_time_minutes 00D6: if 0038: 7@ == 1 004D: jump_if_false @CLOCK_397 0004: 7@ = 0 0A92: create_custom_thread "CLOCKSOUND.S" :CLOCK_397 008D: 3@ = integer 3@ to_float 008D: 4@ = integer 4@ to_float 0013: 3@ *= 30.0 0013: 4@ *= 6.0 0017: 4@ /= 12.0 005B: 3@ += 4@ // (float) 0013: 4@ *= 12.0 0453: set_object 10@ XY_rotation 3@ 0.0 angle 0.0 0453: set_object 9@ XY_rotation 4@ 0.0 angle 0.0 0004: 7@ = 1 0002: jump @CLOCK_354 Clocksound.S //-------------MAIN--------------- 0AAC: 20@ = load_mp3 "CLEO\AUDIO\DONG.MP3" 0AAC: 21@ = load_mp3 "CLEO\AUDIO\HOURLY_CHIME.MP3" 0AAC: 22@ = load_mp3 "CLEO\AUDIO\QUARTER_AFTER_CHIME.MP3" 0AAC: 23@ = load_mp3 "CLEO\AUDIO\HALF_PAST_CHIME.MP3" 0AAC: 24@ = load_mp3 "CLEO\AUDIO\QUARTER_2_CHIME.MP3" 0006: 16@ = 0 0050: gosub @clocksound_480 00BF: 0@ = current_time_hours, 1@ = current_time_minutes 00D6: if 0039: 1@ == 0 004D: jump_if_false @clocksound_58 0002: jump @clocksound_196 :clocksound_58 00D6: if 0039: 1@ == 15 004D: jump_if_false @clocksound_104 0AAD: set_mp3 22@ perform_action 0 0AAD: set_mp3 22@ perform_action 1 0050: gosub @clocksound_375 0002: jump @clocksound_318 :clocksound_104 00D6: if 0039: 1@ == 30 004D: jump_if_false @clocksound_150 0AAD: set_mp3 23@ perform_action 0 0AAD: set_mp3 23@ perform_action 1 0050: gosub @clocksound_375 0002: jump @clocksound_318 :clocksound_150 00D6: if 0039: 1@ == 45 004D: jump_if_false @clocksound_318 0AAD: set_mp3 24@ perform_action 0 0AAD: set_mp3 24@ perform_action 1 0050: gosub @clocksound_375 0002: jump @clocksound_318 :clocksound_196 00D6: if 0039: 0@ == 0 004D: jump_if_false @clocksound_228 0006: 0@ = 12 0002: jump @clocksound_253 :clocksound_228 00D6: if 0019: 0@ > 12 004D: jump_if_false @clocksound_253 000E: 0@ -= 12 :clocksound_253 00D6: if and 0019: 0@ > 0 0004: 6@ = 0 004D: jump_if_false @clocksound_318 000E: 0@ -= 1 0AAD: set_mp3 21@ perform_action 0 0AAD: set_mp3 21@ perform_action 1 0050: gosub @clocksound_320 0001: wait 1000 ms 0002: jump @clocksound_253 :clocksound_318 0A93: end_custom_thread :clocksound_320 0006: 16@ = 0 :clocksound_327 0001: wait 10 ms 00D6: if 8029: not 16@ >= 3000 004D: jump_if_false @clocksound_478 00D6: if 0038: 6@ == 0 004D: jump_if_false @clocksound_318 0002: jump @clocksound_327 :clocksound_375 0006: 16@ = 0 :clocksound_382 0001: wait 10 ms 00D6: if 8029: not 16@ >= 15000 004D: jump_if_false @clocksound_478 00D6: if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 300.5628 2563.654 88.85578 radius 85.0 85.0 85.0 004D: jump_if_false @clocksound_318 00D6: if 0038: 6@ == 0 004D: jump_if_false @clocksound_318 0002: jump @clocksound_382 :clocksound_478 0A93: end_custom_thread :clocksound_480 0001: wait 0 ms 00D6: if 8029: not 16@ >= 15000 004D: jump_if_false @clocksound_318 00D6: if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 300.5628 2563.654 88.85578 radius 85.0 85.0 85.0 004D: jump_if_false @clocksound_480 0051: return
  12. I'll just wait till you get to that point
  13. HA!!! Godzilla took on a huge asteroid in Final Wars and blew it to smithereens. So Optimus Prime would be destroyed before he hit our atmosphere.
  14. well no matter what I do it isn't working. The game just freezes before it is loaded completely. I know the code works when I gosub it but it won't work correctly if I do.
  15. well the code freezes my game. I'm using the return function to go back to the cs file bu then I tried the end_custom_thread and it still freezes.
  16. Is the return function usable in a custom thread?
  17. Blue I'm trying your create_custom_thread_named 'blah' but when I create the new thread and compile it gets rid of the thread name. here's what it's doing: uncompiled: :CLOCK_354 00BF: 3@ = current_time_hours, 4@ = current_time_minutes 00D6: if 0038: $TIME_CHANGE == 1 004D: jump_if_false @CLOCK_397 0004: $TIME_CHANGE = 0 0A92: create_custom_thread "SOUND" :CLOCK_397 008D: 3@ = integer 3@ to_float 008D: 4@ = integer 4@ to_float 0013: 3@ *= 30.0 0013: 4@ *= 6.0 0017: 4@ /= 12.0 005B: 3@ += 4@ // (float) 0013: 4@ *= 12.0 0453: set_object $HOURHAND XY_rotation 3@ 0.0 angle 0.0 0453: set_object $MINUTEHAND XY_rotation 4@ 0.0 angle 0.0 0004: $TIME_CHANGE = 1 0002: jump @CLOCK_354 :sound 03A4: name_thread 'SOUND' 0006: 16@ = 0 0050: gosub @SOUND_480 00BF: 0@ = current_time_hours, 1@ = current_time_minutes 00D6: if 0039: 1@ == 0 004D: jump_if_false @SOUND_58 0002: jump @SOUND_196 Compiled: :CLOCK_354 00BF: 3@ = current_time_hours, 4@ = current_time_minutes 00D6: if 0038: $TIME_CHANGE == 1 004D: jump_if_false @CLOCK_397 0004: $TIME_CHANGE = 0 0A92: create_custom_thread "SOUND" :CLOCK_397 008D: 3@ = integer 3@ to_float 008D: 4@ = integer 4@ to_float 0013: 3@ *= 30.0 0013: 4@ *= 6.0 0017: 4@ /= 12.0 005B: 3@ += 4@ // (float) 0013: 4@ *= 12.0 0453: set_object $HOURHAND XY_rotation 3@ 0.0 angle 0.0 0453: set_object $MINUTEHAND XY_rotation 4@ 0.0 angle 0.0 0004: $TIME_CHANGE = 1 0002: jump @CLOCK_354 03A4: name_thread 'SOUND' 0006: 16@ = 0 0050: gosub @SOUND_480 00BF: 0@ = current_time_hours, 1@ = current_time_minutes 00D6: if 0039: 1@ == 0 004D: jump_if_false @SOUND_58 0002: jump @SOUND_196