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

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ZAZ
  • ZAZ

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#1741

Posted 15 January 2012 - 10:53 AM

QUOTE (methodunderg @ Sunday, Jan 15 2012, 08:56)
QUOTE (ZAZ @ Saturday, Jan 14 2012, 20:22)
current cleo projects are the NRace scripts and a plane traffic mod

Told ya he was a fricken genius ! inlove.gif

I would like some more information on your new projex ZAZ xD icon14.gif

"NRaces", it will be an update of "CLEO - New Races and NFS Outrun"
Play the GTA SA races with your current car or bike, customize the opponet cars
i allready posted infos here:
furthermore i will 2 new simple race routes and the chance to add nitro as well changing the wheels
The mod includes also the NFS Outrun script and a new Driftpoint script which can be started by keypress combos



"Planetraffic in Sky and at Airport script"
Planes, everywhere planes, planetraffic in sky, planes in Downtown, planes at airport
---------------------------------------------------------------------------------------
The script checks the player location and start one of more methods to let the plane fly depending to the location
For a big part of the map there just fly a plane corossing the player and then the next and so on
For other parts of the map like the coast of San Fierro north and west we will have planes which fly a longer route.
You can follow the planes if you're fast enough, with Hydra is it possible for shure.
The planes with longer routes have a light blue marker

At Airport we have landing and starting planes as well rolling along the runway and stop and Androm opens the tailgate
Androm is landing at Airpot and opens cargo hold,
then you can drive to the plane and press key, the attached car will be attached at the same position and angle as it is by keypress,
then you can stay in the car and the Androm starts, in air then you can manipulate the flight

current progress: Skytraffic done for San Fierro, Airport traffic done for SF Airport and LS Airport
problem: the execution of the landing and starting maneuver are different depending to the speed of your CPU and Videocard
as well to the gamesetting if framelimiter is on or off, so it will look bad on a slow PC


download beta:
Planes_in_Air_Skyline_traffic_Beta

JoWie
  • JoWie

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#1742

Posted 15 January 2012 - 06:09 PM

QUOTE (ZAZ @ Sunday, Jan 15 2012, 08:53)
take that script below, JoWie
are you able to compile it yourself with sannybuilder?
CODE
{$CLEO .cs}
:Paked_Car_generator_for_JoWie
03A4: name_thread 'PACR'

:Paked_Car_1
0001: wait  0 ms
00D6: if
0018:   $RIOT_TOTAL_PASSED_MISSIONS > 4
004D: jump_if_false @Paked_Car_1
0A95: enable_thread_saving
014B: 0@ = init_parked_car_generator #TOWTRUCK -1 -1  1 alarm  0 door_lock  0  0  10000 at  -2047.5 144.967 28.8 angle  179.484
014C: set_parked_car_generator 0@ cars_to_generate_to 101
014B: 1@ = init_parked_car_generator #PACKER -1 -1  1 alarm  0 door_lock  0  0  10000 at  -2057.32 137.71 29.5 angle  180.246
014C: set_parked_car_generator 1@ cars_to_generate_to 101
014B: 2@ = init_parked_car_generator #SABRE 86 6  1 alarm  0 door_lock  0  0  10000 at  2491.224 -1682.78 13.1 angle  89.467
014C: set_parked_car_generator 2@ cars_to_generate_to 101
0A93: end_custom_thread

note: TOWTRUCK and PACKER don't appear together at same time
it's a random decinding of the engine to spawn either towtruck or packer

Thank you ZAZ, but i think you misunderstood me, Packer and Towtruck have to spawn always, no matter the missions passed, just the Sabre is for after the End of the Line mission. Could you fix it please?

Thanks in advance!

ZAZ
  • ZAZ

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#1743

Posted 15 January 2012 - 06:36 PM

QUOTE (JoWie @ Sunday, Jan 15 2012, 18:09)
Thank you ZAZ, but i think you misunderstood me, Packer and Towtruck have to spawn always, no matter the missions passed, just the Sabre is for after the End of the Line mission. Could you fix it please?

Thanks in advance!

ok, take that
CODE
{$CLEO .cs}
:Paked_Car_generator_for_JoWie
03A4: name_thread 'PACR'
wait 1000
0A95: enable_thread_saving
014B: 0@ = init_parked_car_generator #TOWTRUCK -1 -1  1 alarm  0 door_lock  0  0  10000 at  -2047.5 144.967 28.8 angle  179.484
014C: set_parked_car_generator 0@ cars_to_generate_to 101
014B: 1@ = init_parked_car_generator #PACKER -1 -1  1 alarm  0 door_lock  0  0  10000 at  -2057.32 137.71 29.5 angle  180.246
014C: set_parked_car_generator 1@ cars_to_generate_to 101

:Paked_Car_1
0001: wait  0 ms
00D6: if
0018:   $RIOT_TOTAL_PASSED_MISSIONS > 4
004D: jump_if_false @Paked_Car_1
014B: 2@ = init_parked_car_generator #SABRE 86 6  1 alarm  0 door_lock  0  0  10000 at  2491.224 -1682.78 13.1 angle  89.467
014C: set_parked_car_generator 2@ cars_to_generate_to 101
0A93: end_custom_thread

JoWie
  • JoWie

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#1744

Posted 15 January 2012 - 06:56 PM

Thank you! it works perfect

Pawelo
  • Pawelo

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#1745

Posted 15 January 2012 - 07:23 PM

ZAZ can you make a script the rhino shoots like M2A2 Bradley?

scc208
  • scc208

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#1746

Posted 16 January 2012 - 02:20 PM

Great air traffic mod !!
There have already been some air traffic mods in this forum, but i still think that yours will be the best among them, can't wait to know more about it !

btw, really excited to know that u are still working of the customized race script ! icon14.gif icon14.gif

Sonny R
  • Sonny R

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#1747

Posted 10 February 2012 - 07:09 PM

Hi ZAZ. I dont know actually how to explain that.. But is it possible to make all the vehicles in the traffic drive like they were just pushed? I mean, if you push the vehicle a little, driver will be driving a little more realistic, with stop lamps working, like in IV. do not confuse that with aggressive drivers who dont stop at red light. thanks, i hope you understand sigh.gif

scc208
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#1748

Posted 11 February 2012 - 06:22 AM

QUOTE (Sonny Red @ Saturday, Feb 11 2012, 03:09)
Hi ZAZ. I dont know actually how to explain that.. But is it possible to make all the vehicles in the traffic drive like they were just pushed? I mean, if you push the vehicle a little, driver will be driving a little more realistic, with stop lamps working, like in IV. do not confuse that with aggressive drivers who dont stop at red light. thanks, i hope you understand sigh.gif

Do you mean the situation where after the traffic cars are being "pushed" by CJ or get bumped, the drivers will learn to brake, and signal with rear lights ?

In fact, i have always been curious about this, becoz when traffic cars in SA are not in contact with other cars, the drivers drive strangely. I mean, the wheels of their cars are just like "floating" on roads, and they can stop their cars instantly before traffic lights without braking. confused.gif

However, you will notice that cops in SA are the only people who will drive normally, even though they are not pushed or in contact with other traffic cars. You will see cop cars braking in front of traffic lights, and behave realistically, just like traffic in GTAIV.

Sonny R
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#1749

Posted 11 February 2012 - 07:23 AM

QUOTE (scc208 @ Saturday, Feb 11 2012, 06:22)
QUOTE (Sonny Red @ Saturday, Feb 11 2012, 03:09)
Hi ZAZ. I dont know actually how to explain that.. But is it possible to make all the vehicles in the traffic drive like they were just pushed? I mean, if you push the vehicle a little, driver will be driving a little more realistic, with stop lamps working, like in IV. do not confuse that with aggressive drivers who dont stop at red light. thanks, i hope you understand sigh.gif

Do you mean the situation where after the traffic cars are being "pushed" by CJ or get bumped, the drivers will learn to brake, and signal with rear lights ?

In fact, i have always been curious about this, becoz when traffic cars in SA are not in contact with other cars, the drivers drive strangely. I mean, the wheels of their cars are just like "floating" on roads, and they can stop their cars instantly before traffic lights without braking. confused.gif

However, you will notice that cops in SA are the only people who will drive normally, even though they are not pushed or in contact with other traffic cars. You will see cop cars braking in front of traffic lights, and behave realistically, just like traffic in GTAIV.

yes exactly!! biggrin.gif this is what i mean. ZAZ? sigh.gif

Silent
  • Silent

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#1750

Posted 11 February 2012 - 10:27 AM

It would probably make the game lag like hell. R* had a reason to do that.

fastman92
  • fastman92

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#1751

Posted 11 February 2012 - 03:31 PM

I tested plane traffic, it`s very useful. However it crashed my game once, i didn`t use SCMLog that time. Thanks.

ZAZ
  • ZAZ

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#1752

Posted 11 February 2012 - 05:31 PM

the cars in traffic should show breaklights when they stop?
much effort and for what? argh, i don't like it
can cause bugs and SilentPL is also right


QUOTE (fastman92 @ Saturday, Feb 11 2012, 15:31)
I tested plane traffic, it`s very useful. However it crashed my game once, i didn`t use SCMLog that time. Thanks.
thx for report, where have you been as it crashed?

fastman92
  • fastman92

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#1753

Posted 11 February 2012 - 05:35 PM

I was in Los Santos driving to airport. I have replaced planes, they may have no dummies for passengers, only for driver.
It seems to never crash when being on LS airport.
Does your script put passengers in any of scripts?
I`m currently busy experimenting with weather in memory.

B.I.G._BEN
  • B.I.G._BEN

    ,,No matta wat we fyace We mus face de moment of trut baybe"

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#1754

Posted 11 February 2012 - 09:15 PM

Hi ZAZ. can you make a script the bmx (or motorbikes) do full backflip and frontflip like the quad? or everywhere in the game is like north, to make backflip with the north/south bug everywhere?

sorry for my very-very-very bad english sad.gif sad.gif sad.gif

Methical
  • Methical

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#1755

Posted 11 February 2012 - 09:18 PM

Does an Object Spawner exist for GTA:SA?
I thought I remember seeing one ages ago; but can't find it again. I'm sure it even saved the placed object into the save file; and it would be permanently there ?

Ηeath
  • Ηeath

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#1756

Posted 11 February 2012 - 10:28 PM

Like this? dozingoff.gif


Methical
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#1757

Posted 11 February 2012 - 10:33 PM

Thats the one .. icon14.gif

fastman92
  • fastman92

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#1758

Posted 12 February 2012 - 01:24 AM

QUOTE (methodunderg @ Saturday, Feb 11 2012, 22:18)
Does an Object Spawner exist for GTA:SA?
I thought I remember seeing one ages ago; but can't find it again. I'm sure it even saved the placed object into the save file; and it would be permanently there ?

Search for "planter mod" in Google. It's a CLEO script.

Methical
  • Methical

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#1759

Posted 12 February 2012 - 01:29 AM

Is that Ryosuke's?

fastman92
  • fastman92

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#1760

Posted 12 February 2012 - 10:15 AM

Planter: http://gtabrteam.blo...eo-planter.html

jay2da
  • jay2da

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#1761

Posted 12 February 2012 - 03:36 PM

@zaz i know your good at this sorta stuff i have a code thats not quite stable yet. can tinker it a little bit to knock out the kinks.. this cleo give u the ability to buy a house with interior


// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder....files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'NEWHOUS'
$10944 = 24.2345
$10943 = -1475.497
$10942 = 2201.537
$10919 = 25.77677
$10940 = -1470.491
$10939 = 2192.509
$10938 = 1080.34
$10937 = 1189.17
$10936 = 235.509
$10935 = 235.338
$10934 = 2191.07
$10933 = 1186.679
$10932 = -1470.452
$10931 = 1080.258
$10930 = 25.91406
$10929 = 500000
0518: $10928 = create_available_asset_pickup 'PROP_3' at $10942 $10943 $10944 price $10929 // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $10927 = create_asset_radar_marker_with_icon 31 at $10934 $10932 $10930
018B: set_marker $10927 radar_mode 2

:NEWHOUS_220
wait 1000
if
Player.Defined($PLAYER_CHAR)
jf @NEWHOUS_220
if
Pickup.Picked_up($10928)
jf @NEWHOUS_220
wait 0
Pickup.Destroy($10928)
Marker.Disable($10927)
wait 1000
0570: $10925 = create_asset_radar_marker_with_icon 35 at $10934 $10932 $10930
018B: set_marker $10925 radar_mode 2
thread 'ENTRMK'
0A95: enable_thread_saving
0A40: 1@ = create_entrance_marker_at $10934 $10932 $10930 color 6
0A40: 2@ = create_entrance_marker_at $10935 $10933 $10931 color 6

:ENTRMK_45
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @ENTRMK_45
if
00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $10934 $10932 $10930 radius 1.0 1.0 1.0 on_foot
jf @ENTRMK_182
fade 0 1000
wait 1000
04E4: unknown_refresh_game_renderer_at $10936 $10937
Camera.SetAtPos($10936, $10937, $10938)
Actor.PutAt($PLAYER_ACTOR, $10936, $10937, $10938)
0860: link_actor $PLAYER_ACTOR to_interior 3
select_interior 3
wait 500
fade 1 1000
jump @ENTRMK_45

:ENTRMK_182
if
00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $10935 $10933 $10931 radius 1.0 1.0 1.0 on_foot
jf @ENTRMK_45
fade 0 1000
wait 1000
04E4: unknown_refresh_game_renderer_at $10939 $10940
Camera.SetAtPos($10939, $10940, $10919)
Actor.PutAt($PLAYER_ACTOR, $10939, $10940, $10919)
0860: link_actor $PLAYER_ACTOR to_interior 0
select_interior 0
wait 500
fade 1 1000
jump @ENTRMK_45

ZAZ
  • ZAZ

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#1762

Posted 17 February 2012 - 05:06 PM

QUOTE (fastman92 @ Saturday, Feb 11 2012, 17:35)
I was in Los Santos driving to airport. I have replaced planes, they may have no dummies for passengers, only for driver.
It seems to never crash when being on LS airport.
Does your script put passengers in any of scripts?
I`m currently busy experimenting with weather in memory.

only a driver, thanks, i'll have a look into the LS parts


QUOTE (jay2da @ Sunday, Feb 12 2012, 15:36)
@zaz i know your good at this sorta stuff i have a code thats not quite stable yet. can tinker it a little bit to knock out the kinks.. this cleo give u the ability to buy a house with interior



take this
CODE
{$CLEO .cs}

//-------------MAIN---------------
thread 'NEWHOUS'
0A95: enable_thread_saving
1@ = 24.2345
2@ = -1475.497
3@ = 2201.537
4@ = 25.77677
5@ = -1470.491
6@ = 2192.509
7@ = 1080.34
8@ = 1189.17
9@ = 235.509
10@ = 232.8755
11@ = 2191.07
12@ = 1188.75
13@ = -1470.452
14@ = 1080.58
15@ = 26.1406
16@ = 500000
0518: 17@ = create_available_asset_pickup 'PROP_3' at 3@ 2@ 1@ price 16@ // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: 18@ = create_asset_radar_marker_with_icon 31 at 11@ 13@ 15@
018B: set_marker 18@ radar_mode 2


:NEWHOUS_220
wait 1000
if
Player.Defined($PLAYER_CHAR)
jf @NEWHOUS_220
if
Pickup.Picked_up(17@)
jf @NEWHOUS_220
wait 0
Pickup.Destroy(17@)
Marker.Disable(18@)
wait 1000
0570: 19@ = create_asset_radar_marker_with_icon 35 at 11@ 13@ 15@
018B: set_marker 19@ radar_mode 2
0A40: 1@ = create_entrance_marker_at 11@ 13@ 15@ color 6
0A40: 2@ = create_entrance_marker_at 10@ 12@ 14@ color 6

:ENTRMK_45
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @ENTRMK_45
if
00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 11@ 13@ 15@ radius 1.0 1.0 1.0 on_foot
jf @ENTRMK_182
fade 0 1000
wait 1000
select_interior 3
04E4: unknown_refresh_game_renderer_at 9@ 8@
Camera.SetAtPos(9@, 8@, 7@)
Actor.PutAt($PLAYER_ACTOR, 9@, 8@, 7@)
0860: link_actor $PLAYER_ACTOR to_interior 3
wait 500
fade 1 1000
jump @ENTRMK_45

:ENTRMK_182
if
00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 12@ 14@ radius 1.0 1.0 1.0 on_foot
jf @ENTRMK_45
fade 0 1000
wait 1000
select_interior 0
04E4: unknown_refresh_game_renderer_at 6@ 5@
Camera.SetAtPos(6@, 5@, 4@)
Actor.PutAt($PLAYER_ACTOR, 6@, 5@, 4@)
0860: link_actor $PLAYER_ACTOR to_interior 0
wait 500
fade 1 1000
jump @ENTRMK_45

lolleroz
  • lolleroz

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#1763

Posted 03 March 2012 - 11:15 AM

yo ZAZ, sorry to bother you, but is it possible to make a script which puts 10x NOS in your car when pressing numpad 5? I tried your Pimp My Car, but I really hate wasting the time in menu

ZAZ
  • ZAZ

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#1764

Posted 03 March 2012 - 04:25 PM

QUOTE (lolleroz @ Saturday, Mar 3 2012, 11:15)
yo ZAZ, sorry to bother you, but is it possible to make a script which puts 10x NOS in your car when pressing numpad 5? I tried your Pimp My Car, but I really hate wasting the time in menu

take the script below or download it here: add_10xNITRO
CODE
{$CLEO .cs}
:add_10xNITRO
03A4: name_thread '10NITRO'

while true
   wait  0 ms
       if
           0256: player $PLAYER_CHAR defined
       then
           if  and
               0AB0:   key_pressed 101//  numeric keypad 5 key
               00DF:  actor $PLAYER_ACTOR driving
           then
               if and
                   847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike
                   84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle
                   84A7:   NOT   actor $PLAYER_ACTOR driving_boat
                   89AE:   NOT actor $PLAYER_ACTOR driving_train
                   80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #rccam
               then
                   03C0: 0@ = actor $PLAYER_ACTOR car
                   06E9: load_car_component 1010
                       repeat
                       wait 0 ms  
                       until 06EA:   car_component 1010 available
                   06E7: 1@ = add_car_component 1010 to_car 0@
                   00BA: show_text_styled GXT 'BMBTN' time 1000 style 4    
                       repeat
                       wait 0 ms  
                       until 8AB0: not  key_pressed 101
                   06EB: release_car_component 1010    
               end
           end
       end
end

lolleroz
  • lolleroz

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#1765

Posted 05 March 2012 - 09:17 PM

QUOTE (ZAZ @ Saturday, Mar 3 2012, 16:25)
QUOTE (lolleroz @ Saturday, Mar 3 2012, 11:15)
yo ZAZ, sorry to bother you, but is it possible to make a script which puts 10x NOS in your car when pressing numpad 5? I tried your Pimp My Car, but I really hate wasting the time in menu

take the script below or download it here: add_10xNITRO
CODE
{$CLEO .cs}
:add_10xNITRO
03A4: name_thread '10NITRO'

while true
   wait  0 ms
       if
           0256: player $PLAYER_CHAR defined
       then
           if  and
               0AB0:   key_pressed 101//  numeric keypad 5 key
               00DF:  actor $PLAYER_ACTOR driving
           then
               if and
                   847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike
                   84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle
                   84A7:   NOT   actor $PLAYER_ACTOR driving_boat
                   89AE:   NOT actor $PLAYER_ACTOR driving_train
                   80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #rccam
               then
                   03C0: 0@ = actor $PLAYER_ACTOR car
                   06E9: load_car_component 1010
                       repeat
                       wait 0 ms  
                       until 06EA:   car_component 1010 available
                   06E7: 1@ = add_car_component 1010 to_car 0@
                   00BA: show_text_styled GXT 'BMBTN' time 1000 style 4    
                       repeat
                       wait 0 ms  
                       until 8AB0: not  key_pressed 101
                   06EB: release_car_component 1010    
               end
           end
       end
end

Thank you so much.

roaronline
  • roaronline

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#1766

Posted 13 March 2012 - 07:57 AM

hi zaz,

i love ur mods, can u make a script like kiss all girl
and replace the kiss with the girl giving cj a blowjob?
so it will be named like all-girls-blow

Please advise.
thanks
roar smile.gif

Methical
  • Methical

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#1767

Posted 13 March 2012 - 08:15 AM

pixel porn ^

Go look up the real deal; and get your hand off it over games ..

B.I.G._BEN
  • B.I.G._BEN

    ,,No matta wat we fyace We mus face de moment of trut baybe"

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#1768

Posted 23 March 2012 - 06:44 PM Edited by B.I.G._BEN, 23 March 2012 - 09:34 PM.

Hy ZAZ.
This is a backflip script to planes.
Can you edit this script to works the things on a BMX?

CODE
{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'REC'

:REC_11
wait 0
if
   Player.Defined($PLAYER_CHAR)
else_jump @REC_11
if
   Player.Controllable($PLAYER_CHAR)
else_jump @REC_11
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #SHAMAL)
else_jump @REC_11
0494: get_joystick 0 data_to 11@ 12@ 13@ 14@
03C0: 0@ = actor $PLAYER_ACTOR car
091F: get_plane 0@ landing_gear_status_to 15@
if and
046C: $PLAYER_ACTOR = car 0@ driver
  12@ > 127
  14@ > 127
00E1:   player 0 pressed_key 14
  15@ == 1.0
else_jump @REC_11
0A97: 5@ = car 0@ struct
5@ += 140
0A8D: 2@ = read_memory 5@ size 4 virtual_protect 0
0A8C: write_memory 5@ size 4 value 5.0 virtual_protect 0
Car.SetImmunities(0@, 0, 0, 1, 0, 0)
07DA: set_car 0@ rotation_velocity_XYZ 0.5 0.0 0.0 through_center_of_body
wait 100
07DA: set_car 0@ rotation_velocity_XYZ 1.5 0.0 0.0 through_center_of_body
081D: set_car 0@ engine_operation 1
Car.Health(0@) = 260
jump @REC_278

:REC_278
wait 0
0A8C: write_memory 5@ size 4 value 5.0 virtual_protect 0
081D: set_car 0@ engine_operation 1
07DA: set_car 0@ rotation_velocity_XYZ 0.015 0.0 0.0 through_center_of_body
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #SHAMAL)
else_jump @REC_473
03C0: 0@ = actor $PLAYER_ACTOR car
091F: get_plane 0@ landing_gear_status_to 15@
0494: get_joystick 0 data_to 11@ 12@ 13@ 14@
if or
   not 12@ > 100
   not 15@ == 1.0
00E1:   player 0 pressed_key 16
else_jump @REC_278
0A8C: write_memory 5@ size 4 value 2@ virtual_protect 0
072A: put_actor $PLAYER_ACTOR into_car 0@ driverseat
081D: set_car 0@ engine_operation 0
Car.SetImmunities(0@, 0, 0, 0, 0, 0)
Car.Health(0@) = 1000
jump @REC_11

:REC_473
wait 0
0A8C: write_memory 5@ size 4 value 2@ virtual_protect 0
jump @REC_11


I Need that...... dozingoff.gif sad.gif

ZAZ
  • ZAZ

    Kernlochbohrer

  • Members
  • Joined: 10 Jan 2005
  • European-Union

#1769

Posted 24 March 2012 - 06:40 AM

QUOTE (B.I.G._BEN @ Friday, Mar 23 2012, 18:44)
Hy ZAZ.
This is a backflip script to planes.
Can you edit this script to works the things on a BMX?
I Need that......  dozingoff.gif   sad.gif

I don't like to have here other authors script for further modifications.
Also i don't know a way to do it with bikes and i'm shure the author of your script already tried it without success

B.I.G._BEN
  • B.I.G._BEN

    ,,No matta wat we fyace We mus face de moment of trut baybe"

  • Members
  • Joined: 02 May 2008

#1770

Posted 24 March 2012 - 11:59 AM

Sorry for this... suicidal.gif
Whatever thank you smile.gif




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