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[SA|CLEO] CLEO3 MODS (are working also for Cleo4 and higher)

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gtasbigfoot
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#31

Posted 23 March 2008 - 02:01 PM

nice scripts zaz cj looks like a little kingkong from your mission lol.gif

gtasbigfoot
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#32

Posted 23 March 2008 - 02:15 PM

That ball is the best it flys and keeps hiting cars! cookie.gif cookie.gif cookie.gif cookie.gif

ZAZ
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#33

Posted 23 March 2008 - 02:35 PM

QUOTE (gtasbigfoot @ Mar 23 2008, 14:01)
nice scripts zaz cj looks like a little kingkong from your mission lol.gif

Yes, both are results from an earlier script.
QUOTE
That ball is the best it flys and keeps hiting cars!

Yeh, toatal crazy, with other settings it moves like a NASA-rocket to the sky and looks like a comet.
Play around with the get-coords-code for the explosions near the script end.

:Bowl_19
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false @Bowl_23
077E: get_active_interior_to 29@
if and
0039: 29@ == 0 // integer values
80DF: NOT actor $PLAYER_ACTOR driving
80E1: not key_pressed 0 15
004D: jump_if_false @Bowl_21
if
8AB0: not key_pressed 66
004D: jump_if_false @Bowl_23
00D6: if 21
04DA: has_object 1@ collided
0019: 33@ > 3000 // integer values
004D: jump_if_false @Bowl_19
0400: create_coordinate 11@ 12@ 13@ from_object 1@ offset 2.0 0.0 -2.0
020C: create_explosion_with_radius 3 at 11@ 12@ 13@
0565: create_temporary_explosion_fire 11@ 12@ 13@ 5
0001: wait 500 ms
if
0019: 33@ > 10000 // integer values
004D: jump_if_false @Bowl_19

:Bowl_21
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away
0002: jump @Bowl_24


Just try 0.0 0.0 0.0

biggrin.gif

gtasbigfoot
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#34

Posted 23 March 2008 - 02:40 PM

I will try icon14.gif


can i use this for bigfoot?

ZAZ
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#35

Posted 23 March 2008 - 03:47 PM

QUOTE (gtasbigfoot @ Mar 23 2008, 14:40)
can i use this for bigfoot?

Ok, then you have to give a big credit to me.

Darecki
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#36

Posted 23 March 2008 - 08:33 PM

Huh, this wrecking ball is totally mad biggrin.gif
And wheel change is good addon, some cars (like sultan) doesn't have wheel changing in TF, and by this I can change it smile.gif

gtasbigfoot
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#37

Posted 23 March 2008 - 08:59 PM

thanks i didn't mean use it in my scripts i meaned how can bigfoot use it if i don't control bigfoot but thx for saying that i can if i did use i would say the mod is yours!



ZAZ
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#38

Posted 23 March 2008 - 11:10 PM

QUOTE (gtasbigfoot @ Mar 23 2008, 20:59)
thanks i didn't mean use it in my scripts i meaned how can bigfoot use it if i don't control bigfoot but thx for saying that i can  if i did use i would say the mod is yours!


Use the wreckballing script
Change $Player_actor in $Bigfootactor
use other animation
delete the explosion and the last loop for more explosions
make the object unvisible
instead of keypress 17 let the actor rotate to player


gtasbigfoot
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#39

Posted 23 March 2008 - 11:49 PM

Can bigfoot use cars like king kong but i don't think there is an animation so bigfoot will lift it above he's head. I got one more stupid question how did you make king kong take away player health that much without editing the peds stats?

ZAZ
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#40

Posted 24 March 2008 - 07:23 AM

QUOTE (gtasbigfoot @ Mar 23 2008, 23:49)
Can bigfoot use cars like king kong but i don't think there is an animation so bigfoot will lift it above he's head.

Better Idea for Bigfoot is to attach a big stone to the dyn_wreckball
QUOTE
I got one more stupid question how did you make king kong take away player health that much without editing the peds stats?

You mean how to demage the player? Why pedstats ?

gtasbigfoot
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#41

Posted 24 March 2008 - 01:14 PM

I mean when you are next to king kong he kills in two hits!


yes good idea be good if you could attach a player to another one to allow bigfoot to throw cj lol.gif

anyway thx alot for making that ball it's done very nice.

ZAZ
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#42

Posted 24 March 2008 - 01:30 PM

QUOTE (gtasbigfoot @ Mar 24 2008, 13:14)
I mean when you are next to king kong he kills in two hits!


yes good idea be good if you could attach a player to another one to allow bigfoot to throw cj lol.gif

anyway thx alot for making that ball it's done very nice.

Look I made a script for an actor which throw a rock
I used an special actor like in doom_spaces script to spawn an actor of a new img



023C: load_special_actor 'ogloc' as 1 // models 290-299

:BigBeast_5
0001: wait 0 ms
00D6: if 0
823D: NOT special_actor 1 loaded
004D: jump_if_false @BigBeast_7
023C: load_special_actor 'ogloc' as 1 // models 290-299
0002: jump @BigBeast_5



CODE
{$CLEO .cs}
:BigBeast_1
03A4: name_thread 'BF'

:BigBeast_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @BigBeast_2
if  and
0AB0:   key_pressed 57//--------------------------------- key 9
80DF:   NOT   actor $PLAYER_ACTOR driving
0038:   $ONMISSION ==  0  // integer values
004D: jump_if_false @BigBeast_2
077E: get_active_interior_to 29@
if
0039:   29@ ==  0  // integer values
004D: jump_if_false @BigBeast_2
023C: load_special_actor 'ogloc' as 1 // models 290-299

:BigBeast_5
0001: wait 0 ms
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false @BigBeast_7
023C: load_special_actor 'ogloc' as 1 // models 290-299
0002: jump @BigBeast_5


:BigBeast_7
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0.0  34.0  0.2
009A: 0@ = create_actor_pedtype 3 model #SPECIAL01 at 11@ 12@ 13@
Actor.Health(0@) = 10000
//Actor.Armour(0@) = 2000
0446: set_actor 0@ immune_to_headshots 0

Actor.Angle(0@) = 180.0
04D8: set_actor 0@ drowns_in_water 0
0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1
060B: set_actor 0@ decision_maker_to 32
0489: set_actor 0@ muted 1
03FE: set_actor 0@ money 0
//05DB: AS_actor 0@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 30000
//wait 5000
//05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
0296: unload_special_actor  1

:BigBeast_13
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @BigBeast_52
if
not Actor.Dead(0@)
004D: jump_if_false @BigBeast_55
if
00F2:   actor $PLAYER_ACTOR near_actor 0@ radius 200.0 200.0 0
004D: jump_if_false @BigBeast_52
if
00F2:   actor $PLAYER_ACTOR near_actor 0@ radius 25.0 25.0 0
004D: jump_if_false @BigBeast_13
if
0039:   28@ ==  0  // integer values
004D: jump_if_false @BigBeast_35
if
0039:   27@ ==  0  // integer values
004D: jump_if_false @BigBeast_27

04ED: load_animation "BSKTBALL"

:BigBeast_23
0001: wait  0 ms
00D6: if  0
04EE:   animation "BSKTBALL" loaded
004D: jump_if_false @BigBeast_25
0002: jump @BigBeast_27

:BigBeast_25
04ED: load_animation "BSKTBALL"
0002: jump @BigBeast_23

:BigBeast_27
0247: request_model 3054
0247: request_model 1303

:BigBeast_28
0001: wait  0 ms
00D6: if  1
0248:   model 3054  available
0248:   model 1303  available
004D: jump_if_false @BigBeast_28
04C4: create_coordinate 11@ 12@ 13@ from_actor 0@ offset  2.5 -0.5  2.5
0107: 1@ = create_object 3054  at  11@ 12@ 100.8
0107: 19@ = create_object 1303  at  11@ 12@ 50.8
0107: 3@ = create_object 1303  at  11@ 12@ 60.8
04D9: object 1@ set_scripted_collision_check  1
0382: set_object 1@ collision_detection  1
0906: 1@  3000.0//set_object mass
0908: 1@  3000.0//set_object turn_mass
0750: toggle_object 1@ visibility 0
01C7: remove_object_from_mission_cleanup_list 1@
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR
0001: wait 500 ms
04C4: create_coordinate 11@ 12@ 13@ from_actor 0@ offset  0.0  0.0 0.0
0172: 2@ = actor 0@ z_angle
0001: wait  0 ms
0804: unknown_action_sequence 0@ 11@ 12@ 13@ 2@ 1.0 "BBALL_PICKUP" "BSKTBALL"  4.0  0  1  1  1 700 ms
0001: wait 700 ms
0615: define_action_sequences 10@
070A: unknown_action_sequence -1 19@  0.3  -0.5 0.2  6  16 "NULL" "NULL" -1
0812: unknown_action_sequence -1 "BBALL_DEF_LOOP" "BSKTBALL"  4.0  0  0  0  0 300
0616: define_action_sequences_end 10@
0618: assign_actor 0@ to_action_sequences 10@
061B: 10@
0001: wait 500 ms
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset  0.0  0.0 0.0
04C4: create_coordinate 9@ 17@ 20@ from_actor 0@ offset  0.0  0.0 0.0
0087: 20@ = 9@  // floating-point values only
0087: 30@ = 17@  // floating-point values only
0063: 20@ -= 11@  // floating-point values
0063: 30@ -= 12@  // floating-point values
0013: 20@ *=  -2.0  // floating-point values
0013: 30@ *=  -2.0  // floating-point values
005B: 9@ += 20@  // floating-point values
005B: 17@ += 30@  // floating-point values
0509: 20@ = distance between point 9@ 17@ and point 11@ 12@
0063: 9@ -= 11@  // floating-point values
0063: 17@ -= 12@  // floating-point values
0013: 9@ *=  5.0  // floating-point values
0013: 17@ *=  5.0  // floating-point values
0604: 9@ 17@ 30@//get_point angle_to
0173: set_actor 0@ z_angle_to  30@


0006: 27@ = 1  // integer values
0812: unknown_action_sequence 0@ "BBALL_DEF_JUMP_SHOT" "BSKTBALL"  4.0  0  0  0  0 -1
0001: wait 500 ms
0108: destroy_object 19@
04C4: create_coordinate 11@ 12@ 13@ from_actor 0@ offset  0.0  0.5 1.8
0172: 2@ = actor 0@ z_angle
//04C4: create_coordinate 11@ 12@ 13@ from_actor 0@ offset 1.0 -0.5  1.3
01BC: put_object 1@ at 11@ 12@ 13@
000B: 2@ +=  270.0  // floating-point values
0177: set_object 1@ z_angle_to  2@
069A: attach_object 3@ to_object 1@ with_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.0
0107: 19@ = create_object 1303  at  11@ 12@ 100.8
0172: 2@ = actor 0@ z_angle
0819: 18@ = actor 0@ distance_from_ground
0007: 4@ =  40.1  // floating-point values
02F6: 5@ = cosine 2@  // sinus swapped with cosine
02F7: 6@ = sinus 2@ // cosine swapped with sinus
006B: 5@ *= 4@  // floating-point values
006B: 6@ *= 4@  // floating-point values
0013: 5@ *=  -1.0  // floating-point values
000B: 18@ +=  1.0  // floating-point values
0392: object 1@ toggle_in_moving_list  1
0381: throw_object 1@ distance 5@ 6@ 18@
0006: 28@ = 1  // integer values
0006: 33@ =  0  // integer values

:BigBeast_35
00D6: if  1
0039:   28@ ==  1  // integer values
0019:   33@ >  50  // integer values
004D: jump_if_false @BigBeast_13
00D6: if  21
04DA:   has_object 1@ collided
0019:   33@ >  7000  // integer values
004D: jump_if_false @BigBeast_13
//0400: create_coordinate 11@ 12@ 13@ from_object 1@ offset  0.0  0.0  0.0
//020C: create_explosion_with_radius 3 at 11@ 12@ 13@
//0565: create_temporary_explosion_fire 11@ 12@ 13@  5



:BigBeast_41
0001: wait 500 ms
0682: detach_object 3@ 0.0 0.0 0.0 collision_detection 1
0001: wait 500 ms
01C4: remove_references_to_object 3@  // This object will now disappear when the player looks away
01C4: remove_references_to_object 1@  // This object will now disappear when the player looks away
0002: jump @BigBeast_45

:BigBeast_43
01C4: remove_references_to_object 3@  // This object will now disappear when the player looks away
Object.Destroy(1@)

:BigBeast_45
0006: 28@ = 0  // integer values
0006: 33@ =  0  // integer values
Object.Destroy(19@)
0249: release_model 3054
0249: release_model 1303
0002: jump @BigBeast_13

:BigBeast_47
0006: 27@ = 0  // integer values
04EF: release_animation "BSKTBALL"
0002: jump @BigBeast_13


:BigBeast_52
if
0039:   28@ ==  1  // integer values
004D: jump_if_false @BigBeast_53
0006: 28@ = 0  // integer values
0006: 33@ =  0  // integer values
01C4: remove_references_to_object 3@  // This object will now disappear when the player looks away
Object.Destroy(1@)
Object.Destroy(19@)
0249: release_model 3054
0249: release_model 1303

:BigBeast_53
if
0039:   27@ ==  1  // integer values
004D: jump_if_false @BigBeast_54
0006: 27@ = 0  // integer values
04EF: release_animation "BSKTBALL"

:BigBeast_54
Actor.RemoveReferences(0@)
0002: jump @BigBeast_2

:BigBeast_55
if
0039:   28@ ==  1  // integer values
004D: jump_if_false @BigBeast_56
0006: 28@ = 0  // integer values
0006: 33@ =  0  // integer values
01C4: remove_references_to_object 3@  // This object will now disappear when the player looks away
Object.Destroy(1@)
Object.Destroy(19@)
0249: release_model 3054
0249: release_model 1303

:BigBeast_56
if
0039:   27@ ==  1  // integer values
004D: jump_if_false @BigBeast_57
0006: 27@ = 0  // integer values
04EF: release_animation "BSKTBALL"

:BigBeast_57
Actor.RemoveReferences(0@)
0A93: end_custom_thread
0002: jump @BigBeast_2
004e: end_thread

gtasbigfoot
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#43

Posted 24 March 2008 - 05:09 PM

here is a vid!!


ZAZ
  • ZAZ

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#44

Posted 24 March 2008 - 07:42 PM

QUOTE (gtasbigfoot @ Mar 24 2008, 17:09)
here is a vid!!


Thanks for the nice vid cookie.gif
Is the Bigfoot from your clip spawned as ped or as special actor ?

gtasbigfoot
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#45

Posted 24 March 2008 - 07:46 PM Edited by gtasbigfoot, 24 March 2008 - 08:39 PM.

actor


notice he's guns lol

VinnyGouveia
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#46

Posted 24 March 2008 - 08:10 PM

Gonna download it when I get home. One question, is the first link packed with all the mods you made in this thread, also?

ZAZ
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#47

Posted 24 March 2008 - 08:45 PM

QUOTE (VinnyGouveia @ Mar 24 2008, 20:10)
Gonna download it when I get home. One question, is the first link packed with all the mods you made in this thread, also?

No, I provide single script mods by each download
Which first link do mean? CLEO3BASIC_eng ? Its only a help description for Cleo installation.

gtasbigfoot
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#48

Posted 24 March 2008 - 09:40 PM

very nice scripts zaz i tryed all of them now!


your script works but he dosen't spawn i will try og loc see if bigfoot has anything to do with i like the way the speedometer

is nomal at day then turns blue and purple at night looks good.

InVion
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#49

Posted 25 March 2008 - 04:49 PM

where do I download the CLEO folder, to go into the san andreas folder, where I put the cleo3 mods?

gtasbigfoot
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#50

Posted 25 March 2008 - 05:05 PM

QUOTE (InVion @ Mar 25 2008, 16:49)
where do I download the CLEO folder

sannybuilder.com zaz posted the link look at the first page!

once cleo is installed you put them in the cleo folder in your rockstar games folder.

InVion
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#51

Posted 25 March 2008 - 05:08 PM Edited by InVion, 25 March 2008 - 05:16 PM.

thanks biggrin.gif

But I just found it before that

On every forum I go on, people critisize me, say I dunno how to search, lol.gif xD, and it's true!

Thanks wink.gif


ALSO! READ THIS PLEASE:

didnt want to double post, so I edited.

Where can I find the cleo3 LeatherFace mod? I couldnt find it on site!

gtasbigfoot
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#52

Posted 25 March 2008 - 05:19 PM

the cleo bigfoot leatherface and ghost cars mods are all doomed_space_marines mods.

http://www.freewebto...e/download.html

InVion
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#53

Posted 25 March 2008 - 07:45 PM

The bigfoot mod crashed my SA:MP, it wont open!

gtasbigfoot
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#54

Posted 25 March 2008 - 08:04 PM

thats because samp use all actor slots bigfoot uses a slot when not on a mission 2 actors are trying to use the same slot!

InVion
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#55

Posted 26 March 2008 - 05:04 PM

And where can I find the King kong mod?

gtasbigfoot
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#56

Posted 26 March 2008 - 05:36 PM

QUOTE (InVion @ Mar 26 2008, 17:04)
And where can I find the King kong mod?

Look at zaz's Signature.

InVion
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#57

Posted 26 March 2008 - 06:50 PM

QUOTE (gtasbigfoot @ Mar 26 2008, 17:36)
QUOTE (InVion @ Mar 26 2008, 17:04)
And where can I find the King kong mod?

Look at zaz's Signature.

I did, thanks ;')

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#58

Posted 26 March 2008 - 09:04 PM

nice!!!

usfvampire
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#59

Posted 27 March 2008 - 01:36 PM

ZAZ I have a problem with your cleo mod "Races and tuning":
user posted image
In the car saloon I can't see options for cars. Maybe your english/german text is not compatible with my italian san andreas. Help...

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#60

Posted 27 March 2008 - 01:46 PM

Put the file "GxtHook.cleo" in the Cleo folder.

Great mods ZAZ, I love you and your mods!! the Car Saloon... Have you got a version of that in Cleo without Races?

Greetings!




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