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Author Topic: Codes not even working anymore  (Read 3230 times)

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Offline Unknownsoldier

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Codes not even working anymore
« on: February 28, 2016, 02:19:47 AM »
I'm making a mod, and I have 7 blips. One of them was in the test area, so I immediately thought that it was just the test area doing that. Then I spawned one inside the Music room, and it's not there either.

I also had a code in here that prompts you with something when you were at that point, it worked for all the other areas but it's not working here. It's the exact same code as the others, but it's not working.

This is the part that concerns me most. This is my blip function:
(I had to put spaces between the 8's and )'s because BB puts it as a 8) )
function F_Blips()
   BlipAddXYZ(-710, 313, 33, 1, 0, 8 )
   BlipAddXYZ(-537, 377, 14, 1, 0, 8 )
   BlipAddXYZ(-493, 315, 31, 1, 0, 10)
   BlipAddXYZ(-633, -289, 6, 1, 0, 10)
   BlipAddXYZ(-26, -22, 3, 1, 0, 8 )
   BlipAddXYZ(7, -1, 16, 1, 0, 8 )
   BlipAddXYZ(-563, 381, -1, 1, 0, 8 )
   testareaexit = VehicleCreateXYZ(286, 7, -1, 15)
end


they ALL work except the last 2. Ignore the testareaexit thing.

In case it's needed to see background things that MAY be causing this, here's the full STimeCycle script:
Code: [Select]
isTimeFrozen = "freeze clock"
isPunishmentEnabled = "disable trouble meter"

function main()
Wait(500)
F_LoadAllAnimations()
SoundPlayInteractiveStream("MS_TenementsLow.rsm", 0.5)
SoundSetHighIntensityStream("MS_TenementsMid.rsm", 0.5)
AreaRegisterAreaScript(31, "AreaScripts/TestArea.lua")
PedOverrideStat(gPlayer, 20, 200)
F_UnlockDoors()
F_Blips()
while true do
TEST_STAGES_CoordinateViewer()
--TEST_STAGES_FastRun()
F_BlipUsage()
Wait(0)
end
end

function F_Blips()
BlipAddXYZ(-710, 313, 33, 1, 0, 8)
BlipAddXYZ(-537, 377, 14, 1, 0, 8)
BlipAddXYZ(-493, 315, 31, 1, 0, 10)
BlipAddXYZ(-633, -289, 6, 1, 0, 10)
BlipAddXYZ(-26, -22, 3, 1, 0, 8)
BlipAddXYZ(7, -1, 16, 1, 0, 8)
BlipAddXYZ(-563, 381, -1, 1, 0, 8)
testareaexit = VehicleCreateXYZ(286, 7, -1, 15)
end

function F_BlipUsage()
if PedIsInAreaXYZ(gPlayer, -710, 313, 34, 1) then
TextPrintString("Press ~GRAPPLE~ to exit", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(2, -649, -294, 6)
PedFaceXYZ(gPlayer, -649, -296, 6)
CameraReturnToPlayer()
end
elseif PedIsInAreaXYZ(gPlayer, -493, 315, 32, 1) then
TextPrintString("Press ~GRAPPLE~ to "..isTimeFrozen, 0, 2)
if IsButtonBeingPressed(9, 0) then
PedFaceXYZ(gPlayer, -493, 316, 33)
if isTimeFrozen == "freeze clock" then
isTimeFrozen = "unfreeze clock"
PauseGameClock()
else
isTimeFrozen = "freeze clock"
UnpauseGameClock()
end
end
elseif PedIsInAreaXYZ(gPlayer, -537, 377, 15, 1) then
TextPrintString("Press ~GRAPPLE~ to exit", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(2, -670, -292, 6)
CameraReturnToPlayer()
end
elseif PedIsInAreaXYZ(gPlayer, -633, -289, 6, 2) then
TextPrintString("Press ~GRAPPLE~ to "..isPunishmentEnabled, 0, 2)
if IsButtonBeingPressed(9, 0) then
if isPunishmentEnabled == "disable trouble meter" then
DisablePunishmentSystem(true)
isPunishmentEnabled = "enable trouble meter"
else
DisablePunishmentSystem(false)
isPunishmentEnabled = "disable trouble meter"
end
end
elseif PedIsInAreaXYZ(gPlayer, -26, -22, 3, 1) then
TextPrintString("Press ~GRAPPLE~ to enter test area!", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(31, 14, -2, 15)
PedFaceXYZ(gPlayer, 7, -1, 15)
if VehicleIsValid(testareabike) then
VehicleDelete(testareabike)
end
testareabike = VehicleCreateXYZ(273, 13, -5, 15)
end
elseif PedIsInAreaXYZ(gPlayer, 7, -1, 15, 2) then
TextPrintString("Press ~GRAPPLE~ to exit test area", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(0, -26, -22, 3)
PedFaceXYZ(gPlayer, -26, -26, 2)
CameraReturnToPlayer()
end
elseif PedIsInAreaXYZ(gPlayer, -563, 381, -1, 1) then
TextPrintString("Press ~GRAPPLE~ to exit", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(2, -665, -301, 6)
PedFaceXYZ(gPlayer, -670, -299, 6)
CameraReturnToPlayer()
end
end
end

function F_UnlockDoors()
AreaSetDoorLocked("DT_tschool_AutoShopL", false)
AreaSetDoorLocked("DT_ischool_Door01", false)
AreaSetDoorLocked("DT_ischool_Classroom", false)
AreaSetDoorLocked("DT_ischool_Art", false)
AreaSetDoorLocked("DT_ISCHOOL_BIO", false)
AreaSetDoorLocked("DT_ischool_Staff", false)
AreaSetDoorLocked("DT_ischool_AuditorBalc", false)
AreaSetDoorLocked("DT_ischool_AuditorDoorL", false)
AreaSetDoorLocked("DT_ischool_RoofDoor", false)
AreaSetDoorLocked("DT_tschool_RoofDoor", false)
AreaSetDoorLocked("tschool_FrontGate", false)
AreaSetDoorLocked("tschool_AutoShopFGate", false)
AreaSetDoorLocked("1_07_Gate_T", false)
AreaSetDoorLocked("3_05_3NortonsDoor", false)
AreaSetDoorLocked("4_02_ObsDoor", false)
AreaSetDoorLocked("tschool_ParkingGate", false)
AreaSetDoorLocked("DormExitDoorR", false)
AreaSetDoorLocked("BdrDoorDownstairs1", false)
AreaSetDoorLocked("BdrDoorDownstairs2", false)
AreaSetDoorLocked("BdrDoorDownstairs4", false)
AreaSetDoorLocked("BdrDoorDownstairs8", false)
AreaSetDoorLocked("BdrDoorDownstairs7", false)
AreaSetDoorLocked("BdrDoorDownstairs6", false)
AreaSetDoorLocked("BdrDoorDownstairs5", false)
AreaSetDoorLocked("gdorm_DoorR", false)
AreaSetDoorLocked("JanDoors01", false)
AreaSetDoorLocked("JanDoors00", false)
AreaSetDoorLocked("JanDoors02", false)
AreaSetDoorLocked("TINDUST_FIRE_DOOR_01", false)
AreaSetDoorLocked("TINDUST_FIRE_DOOR_02", false)
AreaSetDoorLocked("TINDUST_REDSTAR_GATE_01", false)
AreaSetDoorLocked("TINDUST_SHDOOR_03", false)
AreaSetDoorLocked("TINDUST_SHDOOR_04", false)
AreaSetDoorLocked("TINDUST_BAR_DOOR_01", false)
AreaSetDoorLocked("TINDUST_BAR_DOOR_02", false)
AreaSetDoorLocked("ASYLUM_FRONT_GATE_DOOR", false)
AreaSetDoorLocked("DT_ASYLUM_SIDE_EXIT", false)
end

function TEST_STAGES_FastRun()
if PedIsInAreaXYZ(gPlayer, -497, 310, 32) then
TextPrintString("Press ~GRAPPLE~ to enable testing mode", 0, 2)
if IsButtonBeingPressed(9, 0) then
PedOverrideStat(gPlayer, 20, 200)
end
end
end

function TEST_STAGES_CoordinateViewer()
x, y, z = PlayerGetPosXYZ()
x = math.ceil(x)
y = math.ceil(y)
z = math.ceil(z)
TextPrintString("areacode: "..AreaGetVisible().."\nx: "..x.."\ny: "..y.."\nz: "..z, 0, 1)
end

function F_LoadAllAnimations()
  LoadAnimationGroup("1_02BYourSchool")
  LoadAnimationGroup("1_02_MeetWithGary")
  LoadAnimationGroup("1_03The Setup")
  LoadAnimationGroup("1_04TheSlingshot")
  LoadAnimationGroup("1_06ALittleHelp")
  LoadAnimationGroup("1_07_SaveBucky")
  LoadAnimationGroup("1_07_Sk8Board")
  LoadAnimationGroup("1_08ThatBitch")
  LoadAnimationGroup("1_08_MandPuke")
  LoadAnimationGroup("1_09_Candidate")
  LoadAnimationGroup("1_10Betrayal")
  LoadAnimationGroup("1_11B_HeBigPrank")
  LoadAnimationGroup("1_G1_TheDiary")
  LoadAnimationGroup("1_S01HatVsGall")
  LoadAnimationGroup("2_01LastMinuteShop")
  LoadAnimationGroup("2_02ComicKlepto")
  LoadAnimationGroup("2_05TadsHouse")
  LoadAnimationGroup("2_06MovieTickets")
  LoadAnimationGroup("2_07BeachRumble")
  LoadAnimationGroup("2_08WeedKiller")
  LoadAnimationGroup("2_4RichAreaRace")
  LoadAnimationGroup("2_G2CarnivalDate")
  LoadAnimationGroup("2_G2_GiftExchange")
  LoadAnimationGroup("2_R03PaperRoute")
  LoadAnimationGroup("2_S02CharSheets")
  LoadAnimationGroup("2_S04CharSheets")
  LoadAnimationGroup("2_S05_CooksCrush")
  LoadAnimationGroup("2_S06PantyRaid")
  LoadAnimationGroup("3_01JealousJohnny")
  LoadAnimationGroup("3_04WrongPtTown")
  LoadAnimationGroup("3_05TheTenements")
  LoadAnimationGroup("3_BFightJohnnyV")
  LoadAnimationGroup("3_G3")
  LoadAnimationGroup("3_R05ChemicalDeliv")
  LoadAnimationGroup("3_R08RaceLeague")
  LoadAnimationGroup("3_S03CheatinTime")
  LoadAnimationGroup("4_01Paparazzi")
  LoadAnimationGroup("4_04_FunhouseFun")
  LoadAnimationGroup("4_06BigGame")
  LoadAnimationGroup("4_B2_JockBossBattle")
  LoadAnimationGroup("5_01Grp")
  LoadAnimationGroup("5_01Rats")
  LoadAnimationGroup("5_02PrVandalized")
  LoadAnimationGroup("5_05Zoe")
  LoadAnimationGroup("5_09MakingAMark")
  LoadAnimationGroup("6B_PARA")
  LoadAnimationGroup("AGymLght")
  LoadAnimationGroup("Ambient")
  LoadAnimationGroup("Ambient2")
  LoadAnimationGroup("Ambient3")
  LoadAnimationGroup("ANIBBALL")
  LoadAnimationGroup("AniBroom")
  LoadAnimationGroup("AniDice")
  LoadAnimationGroup("AniFooty")
  LoadAnimationGroup("AniGlobe")
  LoadAnimationGroup("AnimSave")
  LoadAnimationGroup("AniPillo")
  LoadAnimationGroup("ARC3D")
  LoadAnimationGroup("Area_Asylum")
  LoadAnimationGroup("Area_Funhouse")
  LoadAnimationGroup("Area_GirlsDorm")
  LoadAnimationGroup("Area_Infirmary")
  LoadAnimationGroup("Area_School")
  LoadAnimationGroup("Area_Tenements")
  LoadAnimationGroup("Armor")
  LoadAnimationGroup("AsyBars")
  LoadAnimationGroup("AsyDoorB")
  LoadAnimationGroup("AsyDoors")
  LoadAnimationGroup("AsyGate")
  LoadAnimationGroup("AsyLever")
  LoadAnimationGroup("AsySwtch")
  LoadAnimationGroup("AtcPlank")
  LoadAnimationGroup("Authority")
  LoadAnimationGroup("BANANA")
  LoadAnimationGroup("barelLad")
  LoadAnimationGroup("BarrGate")
  LoadAnimationGroup("BATON")
  LoadAnimationGroup("BBALL_21")
  LoadAnimationGroup("bbgun")
  LoadAnimationGroup("BCatcher")
  LoadAnimationGroup("BdrDoorL")
  LoadAnimationGroup("BeardLady")
  LoadAnimationGroup("Bike")
  LoadAnimationGroup("BikeGar")
  LoadAnimationGroup("BoldRoll")
  LoadAnimationGroup("BoltCutt")
  LoadAnimationGroup("Boxing")
  LoadAnimationGroup("BoxRopes")
  LoadAnimationGroup("BRDoor")
  LoadAnimationGroup("BrkSwtch")
  LoadAnimationGroup("BROCKETL")
  LoadAnimationGroup("BRSwitch")
  LoadAnimationGroup("BusDoors")
  LoadAnimationGroup("Butcher")
  LoadAnimationGroup("BXPBag")
  LoadAnimationGroup("B_Striker")
  LoadAnimationGroup("CarnCurt")
  LoadAnimationGroup("CARNI01")
  LoadAnimationGroup("carnies")
  LoadAnimationGroup("Car_Ham")
  LoadAnimationGroup("Cavalier")
  LoadAnimationGroup("Cheer_Cool1")
  LoadAnimationGroup("Cheer_Cool2")
  LoadAnimationGroup("Cheer_Cool3")
  LoadAnimationGroup("Cheer_Gen1")
  LoadAnimationGroup("Cheer_Gen2")
  LoadAnimationGroup("Cheer_Gen3")
  LoadAnimationGroup("Cheer_Girl1")
  LoadAnimationGroup("Cheer_Girl2")
  LoadAnimationGroup("Cheer_Girl3")
  LoadAnimationGroup("Cheer_Girl4")
  LoadAnimationGroup("Cheer_Nerd1")
  LoadAnimationGroup("Cheer_Nerd2")
  LoadAnimationGroup("Cheer_Nerd3")
  LoadAnimationGroup("Cheer_Posh1")
  LoadAnimationGroup("Cheer_Posh2")
  LoadAnimationGroup("Cheer_Posh3")
  LoadAnimationGroup("Chem_Set")
  LoadAnimationGroup("ChLead_Idle")
  LoadAnimationGroup("CLadderA")
  LoadAnimationGroup("CnGate")
  LoadAnimationGroup("Coaster")
  LoadAnimationGroup("COPBIKE")
  LoadAnimationGroup("Cop_Frisk")
  LoadAnimationGroup("CV_Female")
  LoadAnimationGroup("CV_Male")
  LoadAnimationGroup("C_Wrestling")
  LoadAnimationGroup("DartBrd")
  LoadAnimationGroup("DartCab")
  LoadAnimationGroup("DodgeBall")
  LoadAnimationGroup("DodgeBall2")
  LoadAnimationGroup("DoorStr1")
  LoadAnimationGroup("DO_Edgar")
  LoadAnimationGroup("DO_Grap")
  LoadAnimationGroup("DO_StrikeCombo")
  LoadAnimationGroup("DO_Striker")
  LoadAnimationGroup("DRBrace")
  LoadAnimationGroup("Drumming")
  LoadAnimationGroup("DuffBag")
  LoadAnimationGroup("DunkBttn")
  LoadAnimationGroup("DunkSeat")
  LoadAnimationGroup("Earnest")
  LoadAnimationGroup("EnglishClass")
  LoadAnimationGroup("ErrandCrab")
  LoadAnimationGroup("Errand_BUS")
  LoadAnimationGroup("Errand_IND")
  LoadAnimationGroup("Errand_RIC")
  LoadAnimationGroup("Errand_SCH")
  LoadAnimationGroup("ESCDoorL")
  LoadAnimationGroup("ESCDoorR")
  LoadAnimationGroup("ExtWind")
  LoadAnimationGroup("FDoor")
  LoadAnimationGroup("FDoorB")
  LoadAnimationGroup("FDoorC")
  LoadAnimationGroup("Ferris")
  LoadAnimationGroup("FGhost")
  LoadAnimationGroup("FGoblin")
  LoadAnimationGroup("FlagA")
  LoadAnimationGroup("FLbBook")
  LoadAnimationGroup("FlbLader")
  LoadAnimationGroup("FLbPaint")
  LoadAnimationGroup("FLbTable")
  LoadAnimationGroup("FMCntrl")
  LoadAnimationGroup("FMDoor")
  LoadAnimationGroup("FMTrapDr")
  LoadAnimationGroup("FMTrapSw")
  LoadAnimationGroup("FortTell")
  LoadAnimationGroup("funCart")
  LoadAnimationGroup("funCurtn")
  LoadAnimationGroup("funMiner")
  LoadAnimationGroup("funRocks")
  LoadAnimationGroup("FunTeeth")
  LoadAnimationGroup("FXTestG")
  LoadAnimationGroup("F_Adult")
  LoadAnimationGroup("F_BULLY")
  LoadAnimationGroup("F_Crazy")
  LoadAnimationGroup("F_Douts")
  LoadAnimationGroup("F_Girls")
  LoadAnimationGroup("F_Greas")
  LoadAnimationGroup("F_Jocks")
  LoadAnimationGroup("F_Nerds")
  LoadAnimationGroup("F_OldPeds")
  LoadAnimationGroup("F_Pref")
  LoadAnimationGroup("F_Preps")
  LoadAnimationGroup("GarbCanA")
  LoadAnimationGroup("GatCool")
  LoadAnimationGroup("GEN_SOCIAL")
  LoadAnimationGroup("Gfight")
  LoadAnimationGroup("GhostDrs")
  LoadAnimationGroup("Gift")
  LoadAnimationGroup("Go_Cart")
  LoadAnimationGroup("Grap")
  LoadAnimationGroup("GymHoop")
  LoadAnimationGroup("GymWLad")
  LoadAnimationGroup("G_Grappler")
  LoadAnimationGroup("G_Johnny")
  LoadAnimationGroup("G_Striker")
  LoadAnimationGroup("Halloween")
  LoadAnimationGroup("HallWind")
  LoadAnimationGroup("Hang_Jock")
  LoadAnimationGroup("Hang_Moshing")
  LoadAnimationGroup("Hang_Talking")
  LoadAnimationGroup("Hang_Workout")
  LoadAnimationGroup("Hobos")
  LoadAnimationGroup("Hobo_Cheer")
  LoadAnimationGroup("HSdinger")
  LoadAnimationGroup("HUMIL_4-10_B")
  LoadAnimationGroup("HUMIL_4-10_C")
  LoadAnimationGroup("HUMIL_5-8F_A")
  LoadAnimationGroup("HUMIL_5-8F_B")
  LoadAnimationGroup("HUMIL_5-8V4-10")
  LoadAnimationGroup("HUMIL_5-8V6-1")
  LoadAnimationGroup("HUMIL_5-8VPLY")
  LoadAnimationGroup("HUMIL_5-8_A")
  LoadAnimationGroup("HUMIL_5-8_B")
  LoadAnimationGroup("HUMIL_5-8_C")
  LoadAnimationGroup("HUMIL_6-1V4-10")
  LoadAnimationGroup("HUMIL_6-1V6-1")
  LoadAnimationGroup("HUMIL_6-1VPLY")
  LoadAnimationGroup("HUMIL_6-1_A")
  LoadAnimationGroup("HUMIL_6-1_B")
  LoadAnimationGroup("HUMIL_6-1_C")
  LoadAnimationGroup("HUMIL_6-5V4-10")
  LoadAnimationGroup("HUMIL_6-5V6-1")
  LoadAnimationGroup("HUMIL_6-5VPLY")
  LoadAnimationGroup("HUMIL_6-5_A")
  LoadAnimationGroup("HUMIL_6-5_B")
  LoadAnimationGroup("HUMIL_6-5_C")
  LoadAnimationGroup("IDLE_AUTH_A")
  LoadAnimationGroup("IDLE_AUTH_B")
  LoadAnimationGroup("IDLE_AUTH_C")
  LoadAnimationGroup("IDLE_AUTH_D")
  LoadAnimationGroup("IDLE_BULLY_A")
  LoadAnimationGroup("IDLE_BULLY_B")
  LoadAnimationGroup("IDLE_BULLY_C")
  LoadAnimationGroup("IDLE_BULLY_D")
  LoadAnimationGroup("IDLE_CIVF_A")
  LoadAnimationGroup("IDLE_CIVF_B")
  LoadAnimationGroup("IDLE_CIVF_C")
  LoadAnimationGroup("IDLE_CIVM_A")
  LoadAnimationGroup("IDLE_CIVM_B")
  LoadAnimationGroup("IDLE_CIVM_C")
  LoadAnimationGroup("IDLE_DOUT_A")
  LoadAnimationGroup("IDLE_DOUT_B")
  LoadAnimationGroup("IDLE_DOUT_C")
  LoadAnimationGroup("IDLE_DOUT_D")
  LoadAnimationGroup("IDLE_FATG_A")
  LoadAnimationGroup("IDLE_FATG_B")
  LoadAnimationGroup("IDLE_FATG_C")
  LoadAnimationGroup("IDLE_FAT_A")
  LoadAnimationGroup("IDLE_FAT_B")
  LoadAnimationGroup("IDLE_FAT_C")
  LoadAnimationGroup("IDLE_GREAS_A")
  LoadAnimationGroup("IDLE_GREAS_B")
  LoadAnimationGroup("IDLE_GREAS_C")
  LoadAnimationGroup("IDLE_GREAS_D")
  LoadAnimationGroup("IDLE_GSF_A")
  LoadAnimationGroup("IDLE_GSF_B")
  LoadAnimationGroup("IDLE_GSF_C")
  LoadAnimationGroup("IDLE_GSM_A")
  LoadAnimationGroup("IDLE_GSM_B")
  LoadAnimationGroup("IDLE_GSM_C")
  LoadAnimationGroup("IDLE_JOCK_A")
  LoadAnimationGroup("IDLE_JOCK_B")
  LoadAnimationGroup("IDLE_JOCK_C")
  LoadAnimationGroup("IDLE_JOCK_D")
  LoadAnimationGroup("IDLE_NERD_A")
  LoadAnimationGroup("IDLE_NERD_B")
  LoadAnimationGroup("IDLE_NERD_C")
  LoadAnimationGroup("IDLE_NERD_D")
  LoadAnimationGroup("IDLE_NGIRL")
  LoadAnimationGroup("IDLE_PREP_A")
  LoadAnimationGroup("IDLE_PREP_B")
  LoadAnimationGroup("IDLE_PREP_C")
  LoadAnimationGroup("IDLE_PREP_D")
  LoadAnimationGroup("IDLE_SEXY_A")
  LoadAnimationGroup("IDLE_SEXY_B")
  LoadAnimationGroup("IDLE_SEXY_C")
  LoadAnimationGroup("INDgateC")
  LoadAnimationGroup("JPhoto")
  LoadAnimationGroup("JunkCarA")
  LoadAnimationGroup("JV_Asylum")
  LoadAnimationGroup("J_Damon")
  LoadAnimationGroup("J_Grappler")
  LoadAnimationGroup("J_Melee")
  LoadAnimationGroup("J_Ranged")
  LoadAnimationGroup("J_Striker")
  LoadAnimationGroup("KISS1")
  LoadAnimationGroup("KISS2")
  LoadAnimationGroup("KISS3")
  LoadAnimationGroup("KISS4")
  LoadAnimationGroup("KissAdult")
  LoadAnimationGroup("KISSB")
  LoadAnimationGroup("KISSF")
  LoadAnimationGroup("LckrGymA")
  LoadAnimationGroup("LE_Officer")
  LoadAnimationGroup("LE_Orderly")
  LoadAnimationGroup("Mermaid")
  LoadAnimationGroup("MG_Craps")
  LoadAnimationGroup("MINIBIKE")
  LoadAnimationGroup("MINICHEM")
  LoadAnimationGroup("MINIDARTS")
  LoadAnimationGroup("MINIDunk")
  LoadAnimationGroup("MINIGraf")
  LoadAnimationGroup("MINIHACKY")
  LoadAnimationGroup("MINI_Arm")
  LoadAnimationGroup("MINI_BallToss")
  LoadAnimationGroup("MINI_Lock")
  LoadAnimationGroup("MINI_React")
  LoadAnimationGroup("Miracle")
  LoadAnimationGroup("MOWER")
  LoadAnimationGroup("MPostA")
  LoadAnimationGroup("N2B Dishonerable")
  LoadAnimationGroup("Nemesis")
  LoadAnimationGroup("nerdBar1")
  LoadAnimationGroup("NIS_0_00A")
  LoadAnimationGroup("NIS_1_02")
  LoadAnimationGroup("NIS_1_02B")
  LoadAnimationGroup("NIS_1_03")
  LoadAnimationGroup("NIS_1_04")
  LoadAnimationGroup("NIS_1_05")
  LoadAnimationGroup("NIS_1_07")
  LoadAnimationGroup("NIS_1_08_1")
  LoadAnimationGroup("NIS_1_09")
  LoadAnimationGroup("NIS_1_11")
  LoadAnimationGroup("NIS_2_01")
  LoadAnimationGroup("NIS_2_03")
  LoadAnimationGroup("NIS_2_04")
  LoadAnimationGroup("NIS_2_06_1")
  LoadAnimationGroup("NIS_2_B")
  LoadAnimationGroup("NIS_2_S04")
  LoadAnimationGroup("NIS_3_01")
  LoadAnimationGroup("NIS_3_02")
  LoadAnimationGroup("NIS_3_04")
  LoadAnimationGroup("NIS_3_05")
  LoadAnimationGroup("NIS_3_06")
  LoadAnimationGroup("NIS_3_08")
  LoadAnimationGroup("NIS_3_11")
  LoadAnimationGroup("NIS_3_B")
  LoadAnimationGroup("NIS_3_G3")
  LoadAnimationGroup("NIS_3_R09_D")
  LoadAnimationGroup("NIS_3_R09_G")
  LoadAnimationGroup("NIS_3_R09_J")
  LoadAnimationGroup("NIS_3_R09_N")
  LoadAnimationGroup("NIS_3_R09_P")
  LoadAnimationGroup("NIS_3_S03")
  LoadAnimationGroup("NIS_3_S03_B")
  LoadAnimationGroup("NIS_3_S11")
  LoadAnimationGroup("NIS_4_01")
  LoadAnimationGroup("NIS_4_05")
  LoadAnimationGroup("NIS_4_06")
  LoadAnimationGroup("NIS_4_B2")
  LoadAnimationGroup("NIS_5_01")
  LoadAnimationGroup("NIS_5_02")
  LoadAnimationGroup("NIS_5_03")
  LoadAnimationGroup("NIS_5_04")
  LoadAnimationGroup("NIS_5_05")
  LoadAnimationGroup("NIS_5_07")
  LoadAnimationGroup("NIS_5_G5")
  LoadAnimationGroup("NIS_6_02")
  LoadAnimationGroup("NIS_6_03")
  LoadAnimationGroup("NLock01A")
  LoadAnimationGroup("NPC_Adult")
  LoadAnimationGroup("NPC_AggroTaunt")
  LoadAnimationGroup("NPC_Chat_1")
  LoadAnimationGroup("NPC_Chat_2")
  LoadAnimationGroup("NPC_Chat_F")
  LoadAnimationGroup("NPC_Cheering")
  LoadAnimationGroup("NPC_Love")
  LoadAnimationGroup("NPC_Mascot")
  LoadAnimationGroup("NPC_NeedsResolving")
  LoadAnimationGroup("NPC_Principal")
  LoadAnimationGroup("NPC_Shopping")
  LoadAnimationGroup("NPC_Spectator")
  LoadAnimationGroup("N_Ranged")
  LoadAnimationGroup("N_Striker")
  LoadAnimationGroup("N_Striker_A")
  LoadAnimationGroup("N_Striker_B")
  LoadAnimationGroup("ObsDoor")
  LoadAnimationGroup("OBSMotor")
  LoadAnimationGroup("ObsPtf_1")
  LoadAnimationGroup("ObsPtf_2")
  LoadAnimationGroup("Pageant")
  LoadAnimationGroup("PedCoaster")
  LoadAnimationGroup("Player_Tired")
  LoadAnimationGroup("Player_VTired")
  LoadAnimationGroup("POI_Booktease")
  LoadAnimationGroup("POI_Cafeteria")
  LoadAnimationGroup("POI_ChLead")
  LoadAnimationGroup("POI_Gen")
  LoadAnimationGroup("POI_Smoking")
  LoadAnimationGroup("POI_Telloff")
  LoadAnimationGroup("POI_WarmHands")
  LoadAnimationGroup("POI_Worker")
  LoadAnimationGroup("PortaPoo")
  LoadAnimationGroup("PrepDoor")
  LoadAnimationGroup("PunchBag")
  LoadAnimationGroup("pxHoop")
  LoadAnimationGroup("pxLad10M")
  LoadAnimationGroup("Px_Arcade")
  LoadAnimationGroup("Px_Bed")
  LoadAnimationGroup("Px_Fountain")
  LoadAnimationGroup("Px_Garb")
  LoadAnimationGroup("Px_Gen")
  LoadAnimationGroup("Px_Ladr")
  LoadAnimationGroup("Px_Rail")
  LoadAnimationGroup("Px_RedButton")
  LoadAnimationGroup("Px_Sink")
  LoadAnimationGroup("Px_Tlet")
  LoadAnimationGroup("Px_Tree")
  LoadAnimationGroup("P_Grappler")
  LoadAnimationGroup("P_Striker")
  LoadAnimationGroup("QPed")
  LoadAnimationGroup("RAT_PED")
  LoadAnimationGroup("Reeper")
  LoadAnimationGroup("RMailbox")
  LoadAnimationGroup("Russell")
  LoadAnimationGroup("Russell_PBomb")
  LoadAnimationGroup("Santa_Lap")
  LoadAnimationGroup("SAUTH_A")
  LoadAnimationGroup("SAUTH_F")
  LoadAnimationGroup("SAUTH_U")
  LoadAnimationGroup("SAUTH_X")
  LoadAnimationGroup("SBarels1")
  LoadAnimationGroup("SBULL_A")
  LoadAnimationGroup("SBULL_F")
  LoadAnimationGroup("SBULL_S")
  LoadAnimationGroup("SBULL_U")
  LoadAnimationGroup("SBULL_X")
  LoadAnimationGroup("Scaffold")
  LoadAnimationGroup("SCbanpil")
  LoadAnimationGroup("SCBell")
  LoadAnimationGroup("SCDoor")
  LoadAnimationGroup("ScGate")
  LoadAnimationGroup("SCgrdoor")
  LoadAnimationGroup("scObsDr")
  LoadAnimationGroup("ScoolBus")
  LoadAnimationGroup("SCOOTER")
  LoadAnimationGroup("SecDoorL")
  LoadAnimationGroup("SecDoorR")
  LoadAnimationGroup("Sedan")
  LoadAnimationGroup("SFAT_A")
  LoadAnimationGroup("SFAT_F")
  LoadAnimationGroup("SFAT_I")
  LoadAnimationGroup("SFAT_S")
  LoadAnimationGroup("SGEN_A")
  LoadAnimationGroup("SGEN_F")
  LoadAnimationGroup("SGEN_I")
  LoadAnimationGroup("SGEN_S")
  LoadAnimationGroup("SGIRLS")
  LoadAnimationGroup("SGIRL_A")
  LoadAnimationGroup("SGIRL_D")
  LoadAnimationGroup("SGIRL_F")
  LoadAnimationGroup("SGIRL_S")
  LoadAnimationGroup("SGTargB")
  LoadAnimationGroup("ShopBike")
  LoadAnimationGroup("SHUMIL_01")
  LoadAnimationGroup("SHWR")
  LoadAnimationGroup("SIAMESE")
  LoadAnimationGroup("Siamese2")
  LoadAnimationGroup("Sitting_Boys")
  LoadAnimationGroup("SK8Board")
  LoadAnimationGroup("Skateboard")
  LoadAnimationGroup("SkeltonMan")
  LoadAnimationGroup("Slingsh")
  LoadAnimationGroup("SNERD_A")
  LoadAnimationGroup("SNERD_F")
  LoadAnimationGroup("SNERD_I")
  LoadAnimationGroup("SNERD_S")
  LoadAnimationGroup("SNGIRLS")
  LoadAnimationGroup("SNGIRL_D")
  LoadAnimationGroup("SNGIRL_F")
  LoadAnimationGroup("SnowBlob")
  LoadAnimationGroup("SnowMND")
  LoadAnimationGroup("SnowWall")
  LoadAnimationGroup("SOLD_A")
  LoadAnimationGroup("SOLD_F")
  LoadAnimationGroup("SOLD_I")
  LoadAnimationGroup("SOLD_S")
  LoadAnimationGroup("SPLAY_A")
  LoadAnimationGroup("SPLAY_B")
  LoadAnimationGroup("SprayCan")
  LoadAnimationGroup("SpudG")
  LoadAnimationGroup("Squid")
  LoadAnimationGroup("StalDoor")
  LoadAnimationGroup("Straf_Dout")
  LoadAnimationGroup("Straf_Fat")
  LoadAnimationGroup("Straf_Female")
  LoadAnimationGroup("Straf_Male")
  LoadAnimationGroup("Straf_Nerd")
  LoadAnimationGroup("Straf_Prep")
  LoadAnimationGroup("Straf_Savage")
  LoadAnimationGroup("Straf_Wrest")
  LoadAnimationGroup("SUV")
  LoadAnimationGroup("TadGates")
  LoadAnimationGroup("TadShud")
  LoadAnimationGroup("TE_Female")
  LoadAnimationGroup("TGKFlag")
  LoadAnimationGroup("ToolBox")
  LoadAnimationGroup("TrackSW")
  LoadAnimationGroup("TreeFall")
  LoadAnimationGroup("Truck")
  LoadAnimationGroup("Try_Clothes")
  LoadAnimationGroup("TSGate")
  LoadAnimationGroup("UBO")
  LoadAnimationGroup("Umbrella")
  LoadAnimationGroup("VDMilo")
  LoadAnimationGroup("VFlytrap")
  LoadAnimationGroup("V_Bike")
  LoadAnimationGroup("V_Bike_Races")
  LoadAnimationGroup("V_COPBIKE")
  LoadAnimationGroup("V_SCOOTER")
  LoadAnimationGroup("WBalloon")
  LoadAnimationGroup("WeaponUnlock")
  LoadAnimationGroup("Ween_Fem")
  LoadAnimationGroup("WHCrane")
  LoadAnimationGroup("WheelBrl")
  LoadAnimationGroup("WPCannon")
  LoadAnimationGroup("WPSheldB")
  LoadAnimationGroup("WPShield")
  LoadAnimationGroup("WPTurret")
  LoadAnimationGroup("W_BBall")
  LoadAnimationGroup("W_BBallBat")
  LoadAnimationGroup("W_BRocket")
  LoadAnimationGroup("W_Camera")
  LoadAnimationGroup("W_CherryBomb")
  LoadAnimationGroup("W_CHShield")
  LoadAnimationGroup("W_FlashLight")
  LoadAnimationGroup("W_Fountain")
  LoadAnimationGroup("W_Itchpowder")
  LoadAnimationGroup("W_JBroom")
  LoadAnimationGroup("W_Lid")
  LoadAnimationGroup("W_PooBag")
  LoadAnimationGroup("W_PRANK")
  LoadAnimationGroup("W_Slingshot")
  LoadAnimationGroup("W_Snowball")
  LoadAnimationGroup("W_snowshwl")
  LoadAnimationGroup("W_SprayCan")
  LoadAnimationGroup("W_SpudGun")
  LoadAnimationGroup("W_Stick")
  LoadAnimationGroup("W_Thrown")
  LoadAnimationGroup("W_wtrpipe")
  LoadAnimationGroup("x_cas1")
  LoadAnimationGroup("x_cas2")
  LoadAnimationGroup("x_cas3")
  LoadAnimationGroup("x_ccane")
  LoadAnimationGroup("X_Chair")
  LoadAnimationGroup("x_cndl")
  LoadAnimationGroup("x_sleigh")
  LoadAnimationGroup("x_tedy")
end

F_AttendedClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(false)
  PlayerSetPunishmentPoints(0)
end
 
F_MissedClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(true)
  StatAddToInt(166)
end
 
F_AttendedCurfew = function()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrintString("You got home in time for curfew", 4)
  end
end
 
F_MissedCurfew = function()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrint("TM_TIRED5", 4, 2)
  end
end
 
F_StartClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
  local l_6_0 = PlayerGetPunishmentPoints() + GetSkippingPunishment()
end
 
F_EndClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
end
 
F_StartMorning = function()
  F_UpdateTimeCycle()
end
 
F_EndMorning = function()
  F_UpdateTimeCycle()
end
 
F_StartLunch = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    F_UpdateTimeCycle()
    return
  end
  F_UpdateTimeCycle()
end
 
F_EndLunch = function()
  F_UpdateTimeCycle()
end
 
F_StartAfternoon = function()
  F_UpdateTimeCycle()
end
 
F_EndAfternoon = function()
  F_UpdateTimeCycle()
end
 
F_StartEvening = function()
  F_UpdateTimeCycle()
end
 
F_EndEvening = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_SlightlyTired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_Tired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_MoreTired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_TooTired = function()
  F_UpdateTimeCycle()
end
 
F_EndCurfew_TooTired = function()
  F_UpdateTimeCycle()
end
 
F_EndTired = function()
  F_UpdateTimeCycle()
end
 
F_Nothing = function()
end
 
F_ClassWarning = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  local l_23_0 = math.random(1, 2)
end
 
F_UpdateTimeCycle = function()
  if not IsMissionCompleated("1_B") then
    local l_24_0 = GetCurrentDay(false)
    if l_24_0 < 0 or l_24_0 > 2 then
      SetCurrentDay(0)
    end
  end
  F_UpdateCurfew()
end
 
F_UpdateCurfew = function()
  local l_25_0 = shared.gCurfewRules
  if not l_25_0 then
    l_25_0 = F_CurfewDefaultRules
  end
  l_25_0()
end
 
F_CurfewDefaultRules = function()
  local l_26_0 = ClockGet()
  if l_26_0 >= 23 or l_26_0 < 7 then
    shared.gCurfew = true
  else
    shared.gCurfew = false
  end
end

In the F_BlipUsage() function, all the code work except this part:

   elseif PedIsInAreaXYZ(gPlayer, -563, 381, -1, 1) then
      TextPrintString("Press ~GRAPPLE~ to exit", 0, 2)
      if IsButtonBeingPressed(9, 0) then
         AreaTransitionXYZ(2, -665, -301, 6)
         PedFaceXYZ(gPlayer, -670, -299, 6)
         CameraReturnToPlayer()
      end
   end


Ironically, this part of the code is referencing one of the blips I said didn't work.

Unless it's just steam being a dick again, and not replacing scripts even when the game is closed.



EDIT: I noticed something else. EVERYTIME I edit that file, it doesn't seem to be making any change in game anymore. and I KNOW the thread and script is running BECAUSE in that mod, I have a coordinate viewer in it for testing purposes, and the viewer is still fully functional. And I can still use things I've already implemented in there.

The only possibility I could think of is that thing C00l was talking about a long ass time ago, with the levels of destruction or some shit. where like ur lua files could be fucked up. and IDK HOW that could be. some members said it could be his foreign keyboard, but mine is a US keyboard.
« Last Edit: February 28, 2016, 02:41:11 AM by Unknownsoldier »

Offline DaBOSS54320

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Re: Codes not even working anymore
« Reply #1 on: February 28, 2016, 05:19:54 AM »
There is a limit to how many ground/circle blips can be created at once. A work around for this is to make it so when the player is far away from a blip to remove the circle blip and add just a radar blip, then when the player is close remove that radar blip and add the circle blip again.

Here's an example I just made doing what I explained above and also showing off some better blip handling (rather than a large thing of elseif statements).

Code: [Select]
function main()
  Wait(500)
 
  -- Initialization:
  local blips = { -- table containing all blip tables
    {0,270,-110,6,12,"go to skool",function()
      AreaTransitionXYZ(2, -665, -301, 6)
      PedFaceXYZ(gPlayer, -670, -299, 6)
      CameraReturnToPlayer()
    end} -- single blip table, setup like this: {area,x,y,z,groundBlipType,prompt,function,blip,showingGroundBlip} (not all those were included so they default to nil)
  }
 
  -- Main loop:
  while true do
    -- Used for waiting:
    local waited = false
   
    -- Process blips:
    for i,blip in ipairs(blips) do
      -- Blip spawning:
      local nearBlip = AreaGetVisible() == blip[1] and PedIsInAreaXYZ(gPlayer,blip[2],blip[3],blip[4],40)
      if (not blip[9] or not blip[8]) and nearBlip then -- (not showing ground blip OR no blip spawned (nil)) and near blip
        if blip[8] then
          BlipRemove(blip[8])
        end
        blip[8] = BlipAddXYZ(blip[2],blip[3],blip[4],0,1,blip[5])
        blip[9] = true
      elseif (blip[9] or not blip[8]) and not nearBlip then -- (showing ground blip OR no blip spawned (nil)) and not near blip
        if blip[8] then
          BlipRemove(blip[8])
        end
        blip[8] = BlipAddXYZ(blip[2],blip[3],blip[4],0,1)
        blip[9] = false
      end
     
      -- Blip usage:
      if AreaGetVisible() == blip[1] and PedIsInAreaXYZ(gPlayer,blip[2],blip[3],blip[4],0.8) then
        TextPrintString("Press \b to "..blip[6],0,2)
        Wait(0) -- waiting here is better because this lets the text print and gives the game a chance to process button presses before we call IsButtonBeingPressed
        if IsButtonBeingPressed(9,0) then
          blip[7]()
        end
        waited = true
      end
    end
   
    -- Wait if not waited yet:
    if not waited then
      Wait(0)
    end
  end
end

Remember, this won't make the problem vanish entirely, if you have too many blips in one area then that'll result in them still all being spawned at once which will cause problems. You can probably safely spawn at least 5+ though, and that's just compensating for a point in the game where there are tons and tons of blips, but really you can probably go with more.

I didn't put a crazy amount of comments in there since I feel like you are a smart enough scripter to understand most of it, but I would like to explain a few parts you may not of known about.

Notice I do something like this: 'not blip[8]', instead of like this: 'blip[8] == nil'. These nearly have the same effect except the one on the left does allow it to be one more value for it to evaluate to true. I've noticed with LUA, any valid value that isn't 'false' (so anything besides 'nil' and 'false') will evaluate to true... in a way. See what I mean:

if x then -- this would not run, since x hasn't been created and therefor is nil
if not x then -- for the same reason as above, this WILL run (unless of course you made an x and it is not false or nil)
x = false
if x then -- this will not run because it is false
if not x then -- this will run because it is false
x = 7
if x then -- this will run because x is a value other than nil or false
if not x then -- this will not run for the same reason as above

Since a blip will never be 'false' (a blip is a number), this works, and it honestly looks a bit better in my opinion.

Now notice this part...

        TextPrintString("Press \b to "..blip[6],0,2)
        Wait(0)
        if IsButtonBeingPressed(9,0) then
          blip[7]()
        end
        waited = true

You may be asking yourself... "boss, why not just wait at the end of the while loop?". Simply put, suspending the script there (waiting) will allow the game to render the text printed and process buttons before we call the 'IsButtonBeingPressed' function.

I suggest rewriting your script with a better blip handling mechanism (maybe one with tables and for loops so you save yourself some of the work) but that is up to you. The problem is simply that there are too many ground blips at once I think, so you can fix it any way you'd like.

Offline Unknownsoldier

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Re: Codes not even working anymore
« Reply #2 on: February 28, 2016, 10:01:37 AM »
That is a good idea. It would have been so much fucking faster lmao. but the thing that confuses me is, in the music room(where i put one function), it's like it's not getting the coordinates from in there.

I see them on the coord viewer, but it's not prompting me like i wanted it to. I tried to make a blip in the Music(home economics) room to let you be able to EXIT it when ur in there.

WEIRD THING IS: I SPAWNED a blip in jimmy's bedroom after that happened. I DIDNT change anything. Just added a new blip, with a prompt with it, and it worked perfectly! i don't understand that part.

And nah I didn't need comments.

"blips = { -- table containing all blips" xD

And that was a good idea to remove blips when not near them. I never thought of that.

EDIT: IIIght the blips are working so far. I'll try to add that room again. But if it doesn't work this time, i'm just not gonna even stress over it, and probably keep that door locked.

BTW in that blip table u posted, why do u need the area code for the coordinates?
"{0,270,-110,6,12,"go to skool",function()"

cause the PedInArea function doesn't use an area code.



This isn't working:
Code: [Select]
isTimeFrozen = "disable clock"
isPunishmentEnabled = "disable trouble meter"
function main()
  Wait(500)
 
  -- Initialization:
local blips = { -- single blip table, setup like this: {area,x,y,z,groundBlipType,prompt,function,blip,showingGroundBlip}
{0,270,-110,6,12,"go to skool",function()
AreaTransitionXYZ(2, -665, -301, 6)
PedFaceXYZ(gPlayer, -670, -299, 6)
CameraReturnToPlayer()
end},
{14, -493, -315, 32, 10, isTimeFrozen, function()
PedFaceXYZ(gPlayer, -493, 316, 33)
if isTimeFrozen == "disable clock" then
PauseGameClock()
isTimeFrozen = "enable clock"
else
UnpauseGameClock()
isTimeFrozen = "disable clock"
end
end},
}
while true do
local waited = false
for i,blip in ipairs(blips) do
local nearBlip = AreaGetVisible() == blip[1] and PedIsInAreaXYZ(gPlayer,blip[2],blip[3],blip[4],40)
if (not blip[9] or not blip[8]) and nearBlip then
if blip[8] then
BlipRemove(blip[8])
end
blip[8] = BlipAddXYZ(blip[2],blip[3],blip[4],0,1,blip[5])
blip[9] = true
elseif (blip[9] or not blip[8]) and not nearBlip then
if blip[8] then
BlipRemove(blip[8])
end
blip[8] = BlipAddXYZ(blip[2],blip[3],blip[4],0,1)
blip[9] = false
end
if AreaGetVisible() == blip[1] and PedIsInAreaXYZ(gPlayer,blip[2],blip[3],blip[4],0.8) then
TextPrintString("Press \b to "..blip[6],0,2)
Wait(0)
if IsButtonBeingPressed(9,0) then
blip[7]()
end
waited = true
end
end
if not waited then
Wait(0)
end
end
end

It's compiling, but the blip isn't appearing.
« Last Edit: February 28, 2016, 03:17:31 PM by Unknownsoldier »

Offline DaBOSS54320

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Re: Codes not even working anymore
« Reply #3 on: February 28, 2016, 03:23:31 PM »
I did that in case coordinates in one area overlap another area. I don't think any areas are like that, but whatever I still did it. You can take it out if you want.

I see a problem with that prompt for disabling the clock. Strings in LUA are not like they are in C, and they don't work like pointers. So when you put this...

{14, -493, -315, 32, 10, isTimeFrozen,

It copied the value of isTimeFrozen at that time and put it in the table. Past that, isTimeFrozen no longer has nothing to do with the table, and when it changes, the table won't. You'll have to figure something out to make it so the prompt in the table changes when needed.

What area is 14 exactly? Maybe blips just don't work there?

Offline Unknownsoldier

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Re: Codes not even working anymore
« Reply #4 on: February 29, 2016, 05:27:47 PM »
Well, that might be a mistake you just said.

The prompt for the clock works perfectly fine in the table, and it even updates itself when the value is changed.

Areacode 14 is the boys dorm. Its sometimes the blip will work sometimes not.

My main question is, is how can I store MULTIPLE items in that type of table? i've never seen anything like that table.

EDIT: NVM I got everything working.

But how to I remove those yellow X's that are on the radar now?
« Last Edit: February 29, 2016, 09:41:27 PM by Unknownsoldier »

Offline DaBOSS54320

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Re: Codes not even working anymore
« Reply #5 on: February 29, 2016, 10:00:21 PM »
I tried the script out and the blip was way off the map, but you could still see it on the pause screen beneath the button prompts. I tried to take a screenshot but print-screen didn't wanna cooperate apparently.

What do you mean store multiple items?

The yellow blips are for each of your spawned blips, and I don't know why they are fucking up because they didn't for me.

Offline Unknownsoldier

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Re: Codes not even working anymore
« Reply #6 on: March 01, 2016, 06:02:11 PM »
Nevermind about multiple items, I got that working.

And watchu mean way off the map? Try this code:
Code: [Select]
isTimeFrozen = "disable clock"
isPunishmentEnabled = "disable trouble meter"

function main()
  Wait(500)
 
  -- Initialization:
  AreaRegisterAreaScript(31, "AreaScripts/TestArea.lua")
  local blips = { -- table containing all blip tables
    {14,-493,314,32,10,isTimeFrozen,function()
PedFaceXYZ(gPlayer, -493, 316, 33)
if isTimeFrozen == "disable clock" then
PauseGameClock()
isTimeFrozen = "enable clock"
else
UnpauseGameClock()
isTimeFrozen = "disable clock"
end
    end},
{0,-26,-22,3,8,"enter the test area!",function()
AreaTransitionXYZ(31, 14, -2, 15)
end}
  }
 
  -- Main loop:
  while true do
    -- Used for waiting:
    local waited = false
   
    -- Process blips:
    for i,blip in ipairs(blips) do
      -- Blip spawning:
      local nearBlip = AreaGetVisible() == blip[1] and PedIsInAreaXYZ(gPlayer,blip[2],blip[3],blip[4],40)
      if (not blip[9] or not blip[8]) and nearBlip then -- (not showing ground blip OR no blip spawned (nil)) and near blip
        if blip[8] then
          BlipRemove(blip[8])
        end
        blip[8] = BlipAddXYZ(blip[2],blip[3],blip[4],0,1,blip[5])
        blip[9] = true
      elseif (blip[9] or not blip[8]) and not nearBlip then -- (showing ground blip OR no blip spawned (nil)) and not near blip
        if blip[8] then
          BlipRemove(blip[8])
        end
        --blip[8] = BlipAddXYZ(blip[2],blip[3],blip[4],0,1)
        blip[9] = false
      end
     
      -- Blip usage:
      if AreaGetVisible() == blip[1] and PedIsInAreaXYZ(gPlayer,blip[2],blip[3],blip[4],0.8) then
        TextPrintString("Press \b to "..blip[6],0,2)
        Wait(0) -- waiting here is better because this lets the text print and gives the game a chance to process button presses before we call IsButtonBeingPressed
        if IsButtonBeingPressed(9,0) then
          blip[7]()
        end
        waited = true
      end
    end
   
    -- Wait if not waited yet:
    if not waited then
      Wait(0)
    end
  end
end


--[[
function main()
Wait(500)
F_LoadAllAnimations()
TextPrintString("test", 3, 2)
SoundPlayInteractiveStream("MS_TenementsLow.rsm", 0.5)
SoundSetHighIntensityStream("MS_TenementsMid.rsm", 0.5)
AreaRegisterAreaScript(31, "AreaScripts/TestArea.lua")
PedOverrideStat(gPlayer, 20, 200)
F_UnlockDoors()
F_Blips()
while true do
--TEST_STAGES_CoordinateViewer()
--TEST_STAGES_FastRun()
F_BlipUsage()
F_BlipLimit()
Wait(0)
end
end

function F_Blips()
BlipAddXYZ(-710, 313, 33, 1, 0, 8)
BlipAddXYZ(-537, 377, 14, 1, 0, 8)
BlipAddXYZ(-493, 315, 31, 1, 0, 10)
BlipAddXYZ(-633, -289, 6, 1, 0, 10)
BlipAddXYZ(-665 -301, 6, 1, 0, 10)
BlipAddXYZ(-26, -22, 3, 1, 0, 8)
BlipAddXYZ(7, -1, 16, 1, 0, 8)
BlipAddXYZ(-563, 381, -1, 1, 0, 8)
BlipAddXYZ(-563, 381, -1, 1, 0, 8)
testareaexit = VehicleCreateXYZ(286, 7, -1, 15)
end

function F_BlipUsage()
if PedIsInAreaXYZ(gPlayer, -710, 313, 34, 1) then
TextPrintString("Press ~GRAPPLE~ to exit", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(2, -649, -294, 6)
PedFaceXYZ(gPlayer, -649, -296, 6)
CameraReturnToPlayer()
end
elseif PedIsInAreaXYZ(gPlayer, -493, 315, 32, 1) then
TextPrintString("Press ~GRAPPLE~ to "..isTimeFrozen, 0, 2)
if IsButtonBeingPressed(9, 0) then
PedFaceXYZ(gPlayer, -493, 316, 33)
if isTimeFrozen == "freeze clock" then
isTimeFrozen = "unfreeze clock"
PauseGameClock()
else
isTimeFrozen = "freeze clock"
UnpauseGameClock()
end
end
elseif PedIsInAreaXYZ(gPlayer, -537, 377, 15, 1) then
TextPrintString("Press ~GRAPPLE~ to exit", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(2, -670, -292, 6)
CameraReturnToPlayer()
end
elseif PedIsInAreaXYZ(gPlayer, -633, -289, 6, 2) then
TextPrintString("Press ~GRAPPLE~ to "..isPunishmentEnabled, 0, 2)
if IsButtonBeingPressed(9, 0) then
if isPunishmentEnabled == "disable trouble meter" then
DisablePunishmentSystem(true)
isPunishmentEnabled = "enable trouble meter"
else
DisablePunishmentSystem(false)
isPunishmentEnabled = "disable trouble meter"
end
end
elseif PedIsInAreaXYZ(gPlayer, -26, -22, 3, 1) then
TextPrintString("Press ~GRAPPLE~ to enter test area!", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(31, 14, -2, 15)
PedFaceXYZ(gPlayer, 7, -1, 15)
if VehicleIsValid(testareabike) then
VehicleDelete(testareabike)
end
testareabike = VehicleCreateXYZ(273, 13, -5, 15)
end
elseif PedIsInAreaXYZ(gPlayer, 7, -1, 15, 2) then
TextPrintString("Press ~GRAPPLE~ to exit test area", 0, 2)
if IsButtonBeingPressed(9, 0) then
AreaTransitionXYZ(0, -26, -22, 3)
PedFaceXYZ(gPlayer, -26, -26, 2)
CameraReturnToPlayer()
end
elseif PedIsInAreaXYZ(gPlayer, -665 -301, 6, 1) then
TextPrintString("WARNING: I HAVE LOCKED THIS DOOR DUE TO IT'S INTERIOR NOT LETTING ME MAKE AN EXIT, CAUSING THE PLAYER TO BE LOCKED IN THE ROOM NO MATTER WHAT I DO. I WILL TRY TO FIX THIS, BUT FOR NOW, IT'S PERMANENTLY LOCKED.", 0, 2)
end
end

function F_BlipLimit()
if not PedIsInAreaXYZ(gPlayer, -710, 313, 33, 40) then
BlipRemove
end
end[[]]]]

function F_UnlockDoors()
AreaSetDoorLocked("DT_tschool_AutoShopL", false)
AreaSetDoorLocked("DT_ischool_Door01", false)
AreaSetDoorLocked("DT_ischool_Classroom", true)
AreaSetDoorLocked("DT_ischool_Art", false)
AreaSetDoorLocked("DT_ISCHOOL_BIO", false)
AreaSetDoorLocked("DT_ischool_Staff", false)
AreaSetDoorLocked("DT_ischool_AuditorBalc", false)
AreaSetDoorLocked("DT_ischool_AuditorDoorL", false)
AreaSetDoorLocked("DT_ischool_RoofDoor", false)
AreaSetDoorLocked("DT_tschool_RoofDoor", false)
AreaSetDoorLocked("tschool_FrontGate", false)
AreaSetDoorLocked("tschool_AutoShopFGate", false)
AreaSetDoorLocked("1_07_Gate_T", false)
AreaSetDoorLocked("3_05_3NortonsDoor", false)
AreaSetDoorLocked("4_02_ObsDoor", false)
AreaSetDoorLocked("tschool_ParkingGate", false)
AreaSetDoorLocked("DormExitDoorR", false)
AreaSetDoorLocked("BdrDoorDownstairs1", false)
AreaSetDoorLocked("BdrDoorDownstairs2", false)
AreaSetDoorLocked("BdrDoorDownstairs4", false)
AreaSetDoorLocked("BdrDoorDownstairs8", false)
AreaSetDoorLocked("BdrDoorDownstairs7", false)
AreaSetDoorLocked("BdrDoorDownstairs6", false)
AreaSetDoorLocked("BdrDoorDownstairs5", false)
AreaSetDoorLocked("gdorm_DoorR", false)
AreaSetDoorLocked("TINDUST_FIRE_DOOR_01", false)
AreaSetDoorLocked("TINDUST_FIRE_DOOR_02", false)
AreaSetDoorLocked("TINDUST_REDSTAR_GATE_01", false)
AreaSetDoorLocked("TINDUST_SHDOOR_03", false)
AreaSetDoorLocked("TINDUST_SHDOOR_04", false)
AreaSetDoorLocked("TINDUST_BAR_DOOR_01", false)
AreaSetDoorLocked("TINDUST_BAR_DOOR_02", false)
AreaSetDoorLocked("ASYLUM_FRONT_GATE_DOOR", false)
AreaSetDoorLocked("DT_ASYLUM_SIDE_EXIT", false)
AreaSetDoorLocked("DT_ischool_Janitor", false)
AreaSetDoorLocked("ischool_Door19", false)
AreaSetDoorLocked("ischool_Door21", false)
AreaSetDoorLocked("ischool_Door23", false)
AreaSetDoorLocked("ischool_Door24", false)
AreaSetDoorLocked("ischool_Door25", false)
AreaSetDoorLocked("ischool_Door28", false)
AreaSetDoorLocked("DT_ISCHOOL_CHEM", false)
AreaSetDoorLocked("ischool_Door30", false)
AreaSetDoorLocked("DT_tbusines_GenShop2Door", false)
AreaSetDoorLocked("DT_tbusines_BikeShopDoor", false)
AreaSetDoorLocked("DT_tbusines_GenShop1Door", false)
AreaSetDoorLocked("DT_tbusines_FirewShopDoor", false)
end

function TEST_STAGES_FastRun()
if PedIsInAreaXYZ(gPlayer, -497, 310, 32) then
TextPrintString("Press ~GRAPPLE~ to enable testing mode", 0, 2)
if IsButtonBeingPressed(9, 0) then
PedOverrideStat(gPlayer, 20, 200)
end
end
end

function TEST_STAGES_CoordinateViewer()
x, y, z = PlayerGetPosXYZ()
x = math.ceil(x)
y = math.ceil(y)
z = math.ceil(z)
TextPrintString("areacode: "..AreaGetVisible().."\nx: "..x.."\ny: "..y.."\nz: "..z, 0, 1)
end

function F_LoadAllAnimations()
  LoadAnimationGroup("1_02BYourSchool")
  LoadAnimationGroup("1_02_MeetWithGary")
  LoadAnimationGroup("1_03The Setup")
  LoadAnimationGroup("1_04TheSlingshot")
  LoadAnimationGroup("1_06ALittleHelp")
  LoadAnimationGroup("1_07_SaveBucky")
  LoadAnimationGroup("1_07_Sk8Board")
  LoadAnimationGroup("1_08ThatBitch")
  LoadAnimationGroup("1_08_MandPuke")
  LoadAnimationGroup("1_09_Candidate")
  LoadAnimationGroup("1_10Betrayal")
  LoadAnimationGroup("1_11B_HeBigPrank")
  LoadAnimationGroup("1_G1_TheDiary")
  LoadAnimationGroup("1_S01HatVsGall")
  LoadAnimationGroup("2_01LastMinuteShop")
  LoadAnimationGroup("2_02ComicKlepto")
  LoadAnimationGroup("2_05TadsHouse")
  LoadAnimationGroup("2_06MovieTickets")
  LoadAnimationGroup("2_07BeachRumble")
  LoadAnimationGroup("2_08WeedKiller")
  LoadAnimationGroup("2_4RichAreaRace")
  LoadAnimationGroup("2_G2CarnivalDate")
  LoadAnimationGroup("2_G2_GiftExchange")
  LoadAnimationGroup("2_R03PaperRoute")
  LoadAnimationGroup("2_S02CharSheets")
  LoadAnimationGroup("2_S04CharSheets")
  LoadAnimationGroup("2_S05_CooksCrush")
  LoadAnimationGroup("2_S06PantyRaid")
  LoadAnimationGroup("3_01JealousJohnny")
  LoadAnimationGroup("3_04WrongPtTown")
  LoadAnimationGroup("3_05TheTenements")
  LoadAnimationGroup("3_BFightJohnnyV")
  LoadAnimationGroup("3_G3")
  LoadAnimationGroup("3_R05ChemicalDeliv")
  LoadAnimationGroup("3_R08RaceLeague")
  LoadAnimationGroup("3_S03CheatinTime")
  LoadAnimationGroup("4_01Paparazzi")
  LoadAnimationGroup("4_04_FunhouseFun")
  LoadAnimationGroup("4_06BigGame")
  LoadAnimationGroup("4_B2_JockBossBattle")
  LoadAnimationGroup("5_01Grp")
  LoadAnimationGroup("5_01Rats")
  LoadAnimationGroup("5_02PrVandalized")
  LoadAnimationGroup("5_05Zoe")
  LoadAnimationGroup("5_09MakingAMark")
  LoadAnimationGroup("6B_PARA")
  LoadAnimationGroup("AGymLght")
  LoadAnimationGroup("Ambient")
  LoadAnimationGroup("Ambient2")
  LoadAnimationGroup("Ambient3")
  LoadAnimationGroup("ANIBBALL")
  LoadAnimationGroup("AniBroom")
  LoadAnimationGroup("AniDice")
  LoadAnimationGroup("AniFooty")
  LoadAnimationGroup("AniGlobe")
  LoadAnimationGroup("AnimSave")
  LoadAnimationGroup("AniPillo")
  LoadAnimationGroup("ARC3D")
  LoadAnimationGroup("Area_Asylum")
  LoadAnimationGroup("Area_Funhouse")
  LoadAnimationGroup("Area_GirlsDorm")
  LoadAnimationGroup("Area_Infirmary")
  LoadAnimationGroup("Area_School")
  LoadAnimationGroup("Area_Tenements")
  LoadAnimationGroup("Armor")
  LoadAnimationGroup("AsyBars")
  LoadAnimationGroup("AsyDoorB")
  LoadAnimationGroup("AsyDoors")
  LoadAnimationGroup("AsyGate")
  LoadAnimationGroup("AsyLever")
  LoadAnimationGroup("AsySwtch")
  LoadAnimationGroup("AtcPlank")
  LoadAnimationGroup("Authority")
  LoadAnimationGroup("BANANA")
  LoadAnimationGroup("barelLad")
  LoadAnimationGroup("BarrGate")
  LoadAnimationGroup("BATON")
  LoadAnimationGroup("BBALL_21")
  LoadAnimationGroup("bbgun")
  LoadAnimationGroup("BCatcher")
  LoadAnimationGroup("BdrDoorL")
  LoadAnimationGroup("BeardLady")
  LoadAnimationGroup("Bike")
  LoadAnimationGroup("BikeGar")
  LoadAnimationGroup("BoldRoll")
  LoadAnimationGroup("BoltCutt")
  LoadAnimationGroup("Boxing")
  LoadAnimationGroup("BoxRopes")
  LoadAnimationGroup("BRDoor")
  LoadAnimationGroup("BrkSwtch")
  LoadAnimationGroup("BROCKETL")
  LoadAnimationGroup("BRSwitch")
  LoadAnimationGroup("BusDoors")
  LoadAnimationGroup("Butcher")
  LoadAnimationGroup("BXPBag")
  LoadAnimationGroup("B_Striker")
  LoadAnimationGroup("CarnCurt")
  LoadAnimationGroup("CARNI01")
  LoadAnimationGroup("carnies")
  LoadAnimationGroup("Car_Ham")
  LoadAnimationGroup("Cavalier")
  LoadAnimationGroup("Cheer_Cool1")
  LoadAnimationGroup("Cheer_Cool2")
  LoadAnimationGroup("Cheer_Cool3")
  LoadAnimationGroup("Cheer_Gen1")
  LoadAnimationGroup("Cheer_Gen2")
  LoadAnimationGroup("Cheer_Gen3")
  LoadAnimationGroup("Cheer_Girl1")
  LoadAnimationGroup("Cheer_Girl2")
  LoadAnimationGroup("Cheer_Girl3")
  LoadAnimationGroup("Cheer_Girl4")
  LoadAnimationGroup("Cheer_Nerd1")
  LoadAnimationGroup("Cheer_Nerd2")
  LoadAnimationGroup("Cheer_Nerd3")
  LoadAnimationGroup("Cheer_Posh1")
  LoadAnimationGroup("Cheer_Posh2")
  LoadAnimationGroup("Cheer_Posh3")
  LoadAnimationGroup("Chem_Set")
  LoadAnimationGroup("ChLead_Idle")
  LoadAnimationGroup("CLadderA")
  LoadAnimationGroup("CnGate")
  LoadAnimationGroup("Coaster")
  LoadAnimationGroup("COPBIKE")
  LoadAnimationGroup("Cop_Frisk")
  LoadAnimationGroup("CV_Female")
  LoadAnimationGroup("CV_Male")
  LoadAnimationGroup("C_Wrestling")
  LoadAnimationGroup("DartBrd")
  LoadAnimationGroup("DartCab")
  LoadAnimationGroup("DodgeBall")
  LoadAnimationGroup("DodgeBall2")
  LoadAnimationGroup("DoorStr1")
  LoadAnimationGroup("DO_Edgar")
  LoadAnimationGroup("DO_Grap")
  LoadAnimationGroup("DO_StrikeCombo")
  LoadAnimationGroup("DO_Striker")
  LoadAnimationGroup("DRBrace")
  LoadAnimationGroup("Drumming")
  LoadAnimationGroup("DuffBag")
  LoadAnimationGroup("DunkBttn")
  LoadAnimationGroup("DunkSeat")
  LoadAnimationGroup("Earnest")
  LoadAnimationGroup("EnglishClass")
  LoadAnimationGroup("ErrandCrab")
  LoadAnimationGroup("Errand_BUS")
  LoadAnimationGroup("Errand_IND")
  LoadAnimationGroup("Errand_RIC")
  LoadAnimationGroup("Errand_SCH")
  LoadAnimationGroup("ESCDoorL")
  LoadAnimationGroup("ESCDoorR")
  LoadAnimationGroup("ExtWind")
  LoadAnimationGroup("FDoor")
  LoadAnimationGroup("FDoorB")
  LoadAnimationGroup("FDoorC")
  LoadAnimationGroup("Ferris")
  LoadAnimationGroup("FGhost")
  LoadAnimationGroup("FGoblin")
  LoadAnimationGroup("FlagA")
  LoadAnimationGroup("FLbBook")
  LoadAnimationGroup("FlbLader")
  LoadAnimationGroup("FLbPaint")
  LoadAnimationGroup("FLbTable")
  LoadAnimationGroup("FMCntrl")
  LoadAnimationGroup("FMDoor")
  LoadAnimationGroup("FMTrapDr")
  LoadAnimationGroup("FMTrapSw")
  LoadAnimationGroup("FortTell")
  LoadAnimationGroup("funCart")
  LoadAnimationGroup("funCurtn")
  LoadAnimationGroup("funMiner")
  LoadAnimationGroup("funRocks")
  LoadAnimationGroup("FunTeeth")
  LoadAnimationGroup("FXTestG")
  LoadAnimationGroup("F_Adult")
  LoadAnimationGroup("F_BULLY")
  LoadAnimationGroup("F_Crazy")
  LoadAnimationGroup("F_Douts")
  LoadAnimationGroup("F_Girls")
  LoadAnimationGroup("F_Greas")
  LoadAnimationGroup("F_Jocks")
  LoadAnimationGroup("F_Nerds")
  LoadAnimationGroup("F_OldPeds")
  LoadAnimationGroup("F_Pref")
  LoadAnimationGroup("F_Preps")
  LoadAnimationGroup("GarbCanA")
  LoadAnimationGroup("GatCool")
  LoadAnimationGroup("GEN_SOCIAL")
  LoadAnimationGroup("Gfight")
  LoadAnimationGroup("GhostDrs")
  LoadAnimationGroup("Gift")
  LoadAnimationGroup("Go_Cart")
  LoadAnimationGroup("Grap")
  LoadAnimationGroup("GymHoop")
  LoadAnimationGroup("GymWLad")
  LoadAnimationGroup("G_Grappler")
  LoadAnimationGroup("G_Johnny")
  LoadAnimationGroup("G_Striker")
  LoadAnimationGroup("Halloween")
  LoadAnimationGroup("HallWind")
  LoadAnimationGroup("Hang_Jock")
  LoadAnimationGroup("Hang_Moshing")
  LoadAnimationGroup("Hang_Talking")
  LoadAnimationGroup("Hang_Workout")
  LoadAnimationGroup("Hobos")
  LoadAnimationGroup("Hobo_Cheer")
  LoadAnimationGroup("HSdinger")
  LoadAnimationGroup("HUMIL_4-10_B")
  LoadAnimationGroup("HUMIL_4-10_C")
  LoadAnimationGroup("HUMIL_5-8F_A")
  LoadAnimationGroup("HUMIL_5-8F_B")
  LoadAnimationGroup("HUMIL_5-8V4-10")
  LoadAnimationGroup("HUMIL_5-8V6-1")
  LoadAnimationGroup("HUMIL_5-8VPLY")
  LoadAnimationGroup("HUMIL_5-8_A")
  LoadAnimationGroup("HUMIL_5-8_B")
  LoadAnimationGroup("HUMIL_5-8_C")
  LoadAnimationGroup("HUMIL_6-1V4-10")
  LoadAnimationGroup("HUMIL_6-1V6-1")
  LoadAnimationGroup("HUMIL_6-1VPLY")
  LoadAnimationGroup("HUMIL_6-1_A")
  LoadAnimationGroup("HUMIL_6-1_B")
  LoadAnimationGroup("HUMIL_6-1_C")
  LoadAnimationGroup("HUMIL_6-5V4-10")
  LoadAnimationGroup("HUMIL_6-5V6-1")
  LoadAnimationGroup("HUMIL_6-5VPLY")
  LoadAnimationGroup("HUMIL_6-5_A")
  LoadAnimationGroup("HUMIL_6-5_B")
  LoadAnimationGroup("HUMIL_6-5_C")
  LoadAnimationGroup("IDLE_AUTH_A")
  LoadAnimationGroup("IDLE_AUTH_B")
  LoadAnimationGroup("IDLE_AUTH_C")
  LoadAnimationGroup("IDLE_AUTH_D")
  LoadAnimationGroup("IDLE_BULLY_A")
  LoadAnimationGroup("IDLE_BULLY_B")
  LoadAnimationGroup("IDLE_BULLY_C")
  LoadAnimationGroup("IDLE_BULLY_D")
  LoadAnimationGroup("IDLE_CIVF_A")
  LoadAnimationGroup("IDLE_CIVF_B")
  LoadAnimationGroup("IDLE_CIVF_C")
  LoadAnimationGroup("IDLE_CIVM_A")
  LoadAnimationGroup("IDLE_CIVM_B")
  LoadAnimationGroup("IDLE_CIVM_C")
  LoadAnimationGroup("IDLE_DOUT_A")
  LoadAnimationGroup("IDLE_DOUT_B")
  LoadAnimationGroup("IDLE_DOUT_C")
  LoadAnimationGroup("IDLE_DOUT_D")
  LoadAnimationGroup("IDLE_FATG_A")
  LoadAnimationGroup("IDLE_FATG_B")
  LoadAnimationGroup("IDLE_FATG_C")
  LoadAnimationGroup("IDLE_FAT_A")
  LoadAnimationGroup("IDLE_FAT_B")
  LoadAnimationGroup("IDLE_FAT_C")
  LoadAnimationGroup("IDLE_GREAS_A")
  LoadAnimationGroup("IDLE_GREAS_B")
  LoadAnimationGroup("IDLE_GREAS_C")
  LoadAnimationGroup("IDLE_GREAS_D")
  LoadAnimationGroup("IDLE_GSF_A")
  LoadAnimationGroup("IDLE_GSF_B")
  LoadAnimationGroup("IDLE_GSF_C")
  LoadAnimationGroup("IDLE_GSM_A")
  LoadAnimationGroup("IDLE_GSM_B")
  LoadAnimationGroup("IDLE_GSM_C")
  LoadAnimationGroup("IDLE_JOCK_A")
  LoadAnimationGroup("IDLE_JOCK_B")
  LoadAnimationGroup("IDLE_JOCK_C")
  LoadAnimationGroup("IDLE_JOCK_D")
  LoadAnimationGroup("IDLE_NERD_A")
  LoadAnimationGroup("IDLE_NERD_B")
  LoadAnimationGroup("IDLE_NERD_C")
  LoadAnimationGroup("IDLE_NERD_D")
  LoadAnimationGroup("IDLE_NGIRL")
  LoadAnimationGroup("IDLE_PREP_A")
  LoadAnimationGroup("IDLE_PREP_B")
  LoadAnimationGroup("IDLE_PREP_C")
  LoadAnimationGroup("IDLE_PREP_D")
  LoadAnimationGroup("IDLE_SEXY_A")
  LoadAnimationGroup("IDLE_SEXY_B")
  LoadAnimationGroup("IDLE_SEXY_C")
  LoadAnimationGroup("INDgateC")
  LoadAnimationGroup("JPhoto")
  LoadAnimationGroup("JunkCarA")
  LoadAnimationGroup("JV_Asylum")
  LoadAnimationGroup("J_Damon")
  LoadAnimationGroup("J_Grappler")
  LoadAnimationGroup("J_Melee")
  LoadAnimationGroup("J_Ranged")
  LoadAnimationGroup("J_Striker")
  LoadAnimationGroup("KISS1")
  LoadAnimationGroup("KISS2")
  LoadAnimationGroup("KISS3")
  LoadAnimationGroup("KISS4")
  LoadAnimationGroup("KissAdult")
  LoadAnimationGroup("KISSB")
  LoadAnimationGroup("KISSF")
  LoadAnimationGroup("LckrGymA")
  LoadAnimationGroup("LE_Officer")
  LoadAnimationGroup("LE_Orderly")
  LoadAnimationGroup("Mermaid")
  LoadAnimationGroup("MG_Craps")
  LoadAnimationGroup("MINIBIKE")
  LoadAnimationGroup("MINICHEM")
  LoadAnimationGroup("MINIDARTS")
  LoadAnimationGroup("MINIDunk")
  LoadAnimationGroup("MINIGraf")
  LoadAnimationGroup("MINIHACKY")
  LoadAnimationGroup("MINI_Arm")
  LoadAnimationGroup("MINI_BallToss")
  LoadAnimationGroup("MINI_Lock")
  LoadAnimationGroup("MINI_React")
  LoadAnimationGroup("Miracle")
  LoadAnimationGroup("MOWER")
  LoadAnimationGroup("MPostA")
  LoadAnimationGroup("N2B Dishonerable")
  LoadAnimationGroup("Nemesis")
  LoadAnimationGroup("nerdBar1")
  LoadAnimationGroup("NIS_0_00A")
  LoadAnimationGroup("NIS_1_02")
  LoadAnimationGroup("NIS_1_02B")
  LoadAnimationGroup("NIS_1_03")
  LoadAnimationGroup("NIS_1_04")
  LoadAnimationGroup("NIS_1_05")
  LoadAnimationGroup("NIS_1_07")
  LoadAnimationGroup("NIS_1_08_1")
  LoadAnimationGroup("NIS_1_09")
  LoadAnimationGroup("NIS_1_11")
  LoadAnimationGroup("NIS_2_01")
  LoadAnimationGroup("NIS_2_03")
  LoadAnimationGroup("NIS_2_04")
  LoadAnimationGroup("NIS_2_06_1")
  LoadAnimationGroup("NIS_2_B")
  LoadAnimationGroup("NIS_2_S04")
  LoadAnimationGroup("NIS_3_01")
  LoadAnimationGroup("NIS_3_02")
  LoadAnimationGroup("NIS_3_04")
  LoadAnimationGroup("NIS_3_05")
  LoadAnimationGroup("NIS_3_06")
  LoadAnimationGroup("NIS_3_08")
  LoadAnimationGroup("NIS_3_11")
  LoadAnimationGroup("NIS_3_B")
  LoadAnimationGroup("NIS_3_G3")
  LoadAnimationGroup("NIS_3_R09_D")
  LoadAnimationGroup("NIS_3_R09_G")
  LoadAnimationGroup("NIS_3_R09_J")
  LoadAnimationGroup("NIS_3_R09_N")
  LoadAnimationGroup("NIS_3_R09_P")
  LoadAnimationGroup("NIS_3_S03")
  LoadAnimationGroup("NIS_3_S03_B")
  LoadAnimationGroup("NIS_3_S11")
  LoadAnimationGroup("NIS_4_01")
  LoadAnimationGroup("NIS_4_05")
  LoadAnimationGroup("NIS_4_06")
  LoadAnimationGroup("NIS_4_B2")
  LoadAnimationGroup("NIS_5_01")
  LoadAnimationGroup("NIS_5_02")
  LoadAnimationGroup("NIS_5_03")
  LoadAnimationGroup("NIS_5_04")
  LoadAnimationGroup("NIS_5_05")
  LoadAnimationGroup("NIS_5_07")
  LoadAnimationGroup("NIS_5_G5")
  LoadAnimationGroup("NIS_6_02")
  LoadAnimationGroup("NIS_6_03")
  LoadAnimationGroup("NLock01A")
  LoadAnimationGroup("NPC_Adult")
  LoadAnimationGroup("NPC_AggroTaunt")
  LoadAnimationGroup("NPC_Chat_1")
  LoadAnimationGroup("NPC_Chat_2")
  LoadAnimationGroup("NPC_Chat_F")
  LoadAnimationGroup("NPC_Cheering")
  LoadAnimationGroup("NPC_Love")
  LoadAnimationGroup("NPC_Mascot")
  LoadAnimationGroup("NPC_NeedsResolving")
  LoadAnimationGroup("NPC_Principal")
  LoadAnimationGroup("NPC_Shopping")
  LoadAnimationGroup("NPC_Spectator")
  LoadAnimationGroup("N_Ranged")
  LoadAnimationGroup("N_Striker")
  LoadAnimationGroup("N_Striker_A")
  LoadAnimationGroup("N_Striker_B")
  LoadAnimationGroup("ObsDoor")
  LoadAnimationGroup("OBSMotor")
  LoadAnimationGroup("ObsPtf_1")
  LoadAnimationGroup("ObsPtf_2")
  LoadAnimationGroup("Pageant")
  LoadAnimationGroup("PedCoaster")
  LoadAnimationGroup("Player_Tired")
  LoadAnimationGroup("Player_VTired")
  LoadAnimationGroup("POI_Booktease")
  LoadAnimationGroup("POI_Cafeteria")
  LoadAnimationGroup("POI_ChLead")
  LoadAnimationGroup("POI_Gen")
  LoadAnimationGroup("POI_Smoking")
  LoadAnimationGroup("POI_Telloff")
  LoadAnimationGroup("POI_WarmHands")
  LoadAnimationGroup("POI_Worker")
  LoadAnimationGroup("PortaPoo")
  LoadAnimationGroup("PrepDoor")
  LoadAnimationGroup("PunchBag")
  LoadAnimationGroup("pxHoop")
  LoadAnimationGroup("pxLad10M")
  LoadAnimationGroup("Px_Arcade")
  LoadAnimationGroup("Px_Bed")
  LoadAnimationGroup("Px_Fountain")
  LoadAnimationGroup("Px_Garb")
  LoadAnimationGroup("Px_Gen")
  LoadAnimationGroup("Px_Ladr")
  LoadAnimationGroup("Px_Rail")
  LoadAnimationGroup("Px_RedButton")
  LoadAnimationGroup("Px_Sink")
  LoadAnimationGroup("Px_Tlet")
  LoadAnimationGroup("Px_Tree")
  LoadAnimationGroup("P_Grappler")
  LoadAnimationGroup("P_Striker")
  LoadAnimationGroup("QPed")
  LoadAnimationGroup("RAT_PED")
  LoadAnimationGroup("Reeper")
  LoadAnimationGroup("RMailbox")
  LoadAnimationGroup("Russell")
  LoadAnimationGroup("Russell_PBomb")
  LoadAnimationGroup("Santa_Lap")
  LoadAnimationGroup("SAUTH_A")
  LoadAnimationGroup("SAUTH_F")
  LoadAnimationGroup("SAUTH_U")
  LoadAnimationGroup("SAUTH_X")
  LoadAnimationGroup("SBarels1")
  LoadAnimationGroup("SBULL_A")
  LoadAnimationGroup("SBULL_F")
  LoadAnimationGroup("SBULL_S")
  LoadAnimationGroup("SBULL_U")
  LoadAnimationGroup("SBULL_X")
  LoadAnimationGroup("Scaffold")
  LoadAnimationGroup("SCbanpil")
  LoadAnimationGroup("SCBell")
  LoadAnimationGroup("SCDoor")
  LoadAnimationGroup("ScGate")
  LoadAnimationGroup("SCgrdoor")
  LoadAnimationGroup("scObsDr")
  LoadAnimationGroup("ScoolBus")
  LoadAnimationGroup("SCOOTER")
  LoadAnimationGroup("SecDoorL")
  LoadAnimationGroup("SecDoorR")
  LoadAnimationGroup("Sedan")
  LoadAnimationGroup("SFAT_A")
  LoadAnimationGroup("SFAT_F")
  LoadAnimationGroup("SFAT_I")
  LoadAnimationGroup("SFAT_S")
  LoadAnimationGroup("SGEN_A")
  LoadAnimationGroup("SGEN_F")
  LoadAnimationGroup("SGEN_I")
  LoadAnimationGroup("SGEN_S")
  LoadAnimationGroup("SGIRLS")
  LoadAnimationGroup("SGIRL_A")
  LoadAnimationGroup("SGIRL_D")
  LoadAnimationGroup("SGIRL_F")
  LoadAnimationGroup("SGIRL_S")
  LoadAnimationGroup("SGTargB")
  LoadAnimationGroup("ShopBike")
  LoadAnimationGroup("SHUMIL_01")
  LoadAnimationGroup("SHWR")
  LoadAnimationGroup("SIAMESE")
  LoadAnimationGroup("Siamese2")
  LoadAnimationGroup("Sitting_Boys")
  LoadAnimationGroup("SK8Board")
  LoadAnimationGroup("Skateboard")
  LoadAnimationGroup("SkeltonMan")
  LoadAnimationGroup("Slingsh")
  LoadAnimationGroup("SNERD_A")
  LoadAnimationGroup("SNERD_F")
  LoadAnimationGroup("SNERD_I")
  LoadAnimationGroup("SNERD_S")
  LoadAnimationGroup("SNGIRLS")
  LoadAnimationGroup("SNGIRL_D")
  LoadAnimationGroup("SNGIRL_F")
  LoadAnimationGroup("SnowBlob")
  LoadAnimationGroup("SnowMND")
  LoadAnimationGroup("SnowWall")
  LoadAnimationGroup("SOLD_A")
  LoadAnimationGroup("SOLD_F")
  LoadAnimationGroup("SOLD_I")
  LoadAnimationGroup("SOLD_S")
  LoadAnimationGroup("SPLAY_A")
  LoadAnimationGroup("SPLAY_B")
  LoadAnimationGroup("SprayCan")
  LoadAnimationGroup("SpudG")
  LoadAnimationGroup("Squid")
  LoadAnimationGroup("StalDoor")
  LoadAnimationGroup("Straf_Dout")
  LoadAnimationGroup("Straf_Fat")
  LoadAnimationGroup("Straf_Female")
  LoadAnimationGroup("Straf_Male")
  LoadAnimationGroup("Straf_Nerd")
  LoadAnimationGroup("Straf_Prep")
  LoadAnimationGroup("Straf_Savage")
  LoadAnimationGroup("Straf_Wrest")
  LoadAnimationGroup("SUV")
  LoadAnimationGroup("TadGates")
  LoadAnimationGroup("TadShud")
  LoadAnimationGroup("TE_Female")
  LoadAnimationGroup("TGKFlag")
  LoadAnimationGroup("ToolBox")
  LoadAnimationGroup("TrackSW")
  LoadAnimationGroup("TreeFall")
  LoadAnimationGroup("Truck")
  LoadAnimationGroup("Try_Clothes")
  LoadAnimationGroup("TSGate")
  LoadAnimationGroup("UBO")
  LoadAnimationGroup("Umbrella")
  LoadAnimationGroup("VDMilo")
  LoadAnimationGroup("VFlytrap")
  LoadAnimationGroup("V_Bike")
  LoadAnimationGroup("V_Bike_Races")
  LoadAnimationGroup("V_COPBIKE")
  LoadAnimationGroup("V_SCOOTER")
  LoadAnimationGroup("WBalloon")
  LoadAnimationGroup("WeaponUnlock")
  LoadAnimationGroup("Ween_Fem")
  LoadAnimationGroup("WHCrane")
  LoadAnimationGroup("WheelBrl")
  LoadAnimationGroup("WPCannon")
  LoadAnimationGroup("WPSheldB")
  LoadAnimationGroup("WPShield")
  LoadAnimationGroup("WPTurret")
  LoadAnimationGroup("W_BBall")
  LoadAnimationGroup("W_BBallBat")
  LoadAnimationGroup("W_BRocket")
  LoadAnimationGroup("W_Camera")
  LoadAnimationGroup("W_CherryBomb")
  LoadAnimationGroup("W_CHShield")
  LoadAnimationGroup("W_FlashLight")
  LoadAnimationGroup("W_Fountain")
  LoadAnimationGroup("W_Itchpowder")
  LoadAnimationGroup("W_JBroom")
  LoadAnimationGroup("W_Lid")
  LoadAnimationGroup("W_PooBag")
  LoadAnimationGroup("W_PRANK")
  LoadAnimationGroup("W_Slingshot")
  LoadAnimationGroup("W_Snowball")
  LoadAnimationGroup("W_snowshwl")
  LoadAnimationGroup("W_SprayCan")
  LoadAnimationGroup("W_SpudGun")
  LoadAnimationGroup("W_Stick")
  LoadAnimationGroup("W_Thrown")
  LoadAnimationGroup("W_wtrpipe")
  LoadAnimationGroup("x_cas1")
  LoadAnimationGroup("x_cas2")
  LoadAnimationGroup("x_cas3")
  LoadAnimationGroup("x_ccane")
  LoadAnimationGroup("X_Chair")
  LoadAnimationGroup("x_cndl")
  LoadAnimationGroup("x_sleigh")
  LoadAnimationGroup("x_tedy")
end

F_AttendedClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(false)
  PlayerSetPunishmentPoints(0)
end
 
F_MissedClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(true)
  StatAddToInt(166)
end
 
F_AttendedCurfew = function()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrintString("You got home in time for curfew", 4)
  end
end
 
F_MissedCurfew = function()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrint("TM_TIRED5", 4, 2)
  end
end
 
F_StartClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
  local l_6_0 = PlayerGetPunishmentPoints() + GetSkippingPunishment()
end
 
F_EndClass = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
end
 
F_StartMorning = function()
  F_UpdateTimeCycle()
end
 
F_EndMorning = function()
  F_UpdateTimeCycle()
end
 
F_StartLunch = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    F_UpdateTimeCycle()
    return
  end
  F_UpdateTimeCycle()
end
 
F_EndLunch = function()
  F_UpdateTimeCycle()
end
 
F_StartAfternoon = function()
  F_UpdateTimeCycle()
end
 
F_EndAfternoon = function()
  F_UpdateTimeCycle()
end
 
F_StartEvening = function()
  F_UpdateTimeCycle()
end
 
F_EndEvening = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_SlightlyTired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_Tired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_MoreTired = function()
  F_UpdateTimeCycle()
end
 
F_StartCurfew_TooTired = function()
  F_UpdateTimeCycle()
end
 
F_EndCurfew_TooTired = function()
  F_UpdateTimeCycle()
end
 
F_EndTired = function()
  F_UpdateTimeCycle()
end
 
F_Nothing = function()
end
 
F_ClassWarning = function()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  local l_23_0 = math.random(1, 2)
end
 
F_UpdateTimeCycle = function()
  if not IsMissionCompleated("1_B") then
    local l_24_0 = GetCurrentDay(false)
    if l_24_0 < 0 or l_24_0 > 2 then
      SetCurrentDay(0)
    end
  end
  F_UpdateCurfew()
end
 
F_UpdateCurfew = function()
  local l_25_0 = shared.gCurfewRules
  if not l_25_0 then
    l_25_0 = F_CurfewDefaultRules
  end
  l_25_0()
end
 
F_CurfewDefaultRules = function()
  local l_26_0 = ClockGet()
  if l_26_0 >= 23 or l_26_0 < 7 then
    shared.gCurfew = true
  else
    shared.gCurfew = false
  end
end

I know it's only got 2 things, but that's cause I restarted the entire project... during the week when i've got school.

But that script seems to be fine so far, so try it.

Offline DaBOSS54320

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Re: Codes not even working anymore
« Reply #7 on: March 01, 2016, 07:02:44 PM »
Notice that the prompt always says "disable clock" even though you tried to make it say "enable clock" when it was already disabled. That's what I was talking about earlier with the strings.

Offline Unknownsoldier

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Re: Codes not even working anymore
« Reply #8 on: March 01, 2016, 07:55:53 PM »
OH. yeah now i do.

but again, how do i get rid of those yellow x's on the radar!?

and i still don't get what u mean by way off the map. i just played it, all the blips are in the right spot.

and as for the string problem, i'll just change it to "toggle clock", no worriez.

Offline DaBOSS54320

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Re: Codes not even working anymore
« Reply #9 on: March 01, 2016, 08:50:39 PM »
The yellow Xs are spawned along with the blips. Change the calls to BlipAddXYZ and it should be fine.

There are 2 calls to it in the script.

Make the first one (in the if statement) look like this:
blip[8] = BlipAddXYZ(blip[2],blip[3],blip[4],0,0,blip[5])

Remove the one in the else part of the if statement so that there is only 1.

I thought you'd want radar blips along with ground blips.

Offline Unknownsoldier

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Re: Codes not even working anymore
« Reply #10 on: March 02, 2016, 08:17:00 PM »
dude i feel so stupid now.

i've been removing the wrong call lmao. i was getting so frustrated like WHY TF IS THE CIRCLE GOING AWAY?!? thanx.