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how to delete a mode from gta?

11 replies to this topic
maur747
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#1

Posted 12 April 2012 - 11:39 AM

Hello,
I recently put a mod in my GTA San Andreas called "Minugun In Groove".
I downloaded Cleo 4 and all that and it worked well.
After a while I noticed that when I kill people they dont drop weapons and cash(happened since I put the mode).
I deleted all the Cleo files from my computer but the mode is still activated (the minigun is still there).
I have no idea how to delete it!

Thanks.

Ashwin.Star
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#2

Posted 12 April 2012 - 12:42 PM

you installed it Manually or Auto. ?
QUOTE
the minigun is still there

Do you mean a Model of Minigun ?

Joni2030
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#3

Posted 12 April 2012 - 12:43 PM

did you save your game?

MichaelKnight1
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#4

Posted 12 April 2012 - 01:26 PM

QUOTE (maur747 @ Thursday, Apr 12 2012, 11:39)
Hello,
I recently put a mod in my GTA San Andreas called "Minugun In Groove".
I downloaded Cleo 4 and all that and it worked well.
After a while I noticed that when I kill people they dont drop weapons and cash(happened since I put the mode).
I deleted all the Cleo files from my computer but the mode is still activated (the minigun is still there).
I have no idea how to delete it!

Thanks.

Did you mean this Mod [ Minigun at Groove Street ]
http://www.gtainside...d=39834
only You must be based Remove it from your Cleo Folder There is no presence Minigun at Groove Street , But if you Download Other Mod With Map will you replace it With the backup .

Deji
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#5

Posted 12 April 2012 - 01:40 PM

Are you sure the full script is running or is just the minigun there? If just the minigun is there, it's probably been saved to your game permanently.

If you have Vista, you might want to check this post: http://www.gtaforums...st&p=1061208627

maur747
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#6

Posted 12 April 2012 - 01:47 PM

Yes, i think i did save after the mod was installed. is there no way to delete it?
(Minigun In Grove Street, yes).

I have windows XP.

Joni2030
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#7

Posted 12 April 2012 - 01:48 PM

always if you create a weapon remember put it for some where is good because if you save it will be there for ever, But if you do that and want this make backups of your savegames and then save if you did not do this you have to get again savegame

Deji
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#8

Posted 12 April 2012 - 02:07 PM

You could still delete it with some scripting.

Compile this in Sanny Builder 3, go right up to the object and press the Delete key (not backspace):
CODE
{$CLEO}
0000:
WHILE TRUE
   003D:
   0256:   player 0 defined
   JF CONTINUE
   IF
       0AB0:   key_pressed 0x2E
   THEN
       IF
           0AE3:   0@ = random_object_near_point 0@ 1@ 2@ in_radius 6.0 find_next 0
       THEN
           REPEAT
               IF 09CC:   object 0@ model_is #MINIGUN
               THEN
                   0108: destroy_object 0@
                   BREAK
               END
           UNTIL 8AE3:   NOT 0@ = random_object_near_point 0@ 1@ 2@ in_radius 6.0 find_next 1
       END
   END
END


Careful not to accidently delete another minigun. Remove the script once you've saved the game.

maur747
  • maur747

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#9

Posted 12 April 2012 - 04:03 PM

will it only delete the minigun or also fix the bugs caused by the mode?
and please give more specific instructions on how to apply that script sanny builder thing.

Deji
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#10

Posted 12 April 2012 - 04:07 PM

It'll just delete the minigun. If there's bugs and you're definitely sure the mod is removed (check the Virtual Store thing if you have Vista), then it's probably just best to start a new game and be more careful next time.

NTAuthority
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#11

Posted 12 April 2012 - 06:02 PM

QUOTE (Deji @ Thursday, Apr 12 2012, 15:07)
You could still delete it with some scripting.

Compile this in Sanny Builder 3, go right up to the object and press the Delete key (not backspace):
CODE
{$CLEO}
0000:
WHILE TRUE
   003D:
   0256:   player 0 defined
   JF CONTINUE
   IF
       0AB0:   key_pressed 0x2E
   THEN
       IF
           0AE3:   0@ = random_object_near_point 0@ 1@ 2@ in_radius 6.0 find_next 0
       THEN
           REPEAT
               IF 09CC:   object 0@ model_is #MINIGUN
               THEN
                   0108: destroy_object 0@
                   BREAK
               END
           UNTIL 8AE3:   NOT 0@ = random_object_near_point 0@ 1@ 2@ in_radius 6.0 find_next 1
       END
   END
END


Careful not to accidently delete another minigun. Remove the script once you've saved the game.

That seems to remove objects, which presumably won't delete the linked pickup entries, of which there are likely a lot due to repeated runs of the script and evidenced by the issues creating new pickups.

Deji
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#12

Posted 12 April 2012 - 06:15 PM

QUOTE (NTAuthority @ Thursday, Apr 12 2012, 18:02)
QUOTE (Deji @ Thursday, Apr 12 2012, 15:07)
You could still delete it with some scripting.

Compile this in Sanny Builder 3, go right up to the object and press the Delete key (not backspace):
CODE
{$CLEO}
0000:
WHILE TRUE
   003D:
   0256:   player 0 defined
   JF CONTINUE
   IF
       0AB0:   key_pressed 0x2E
   THEN
       IF
           0AE3:   0@ = random_object_near_point 0@ 1@ 2@ in_radius 6.0 find_next 0
       THEN
           REPEAT
               IF 09CC:   object 0@ model_is #MINIGUN
               THEN
                   0108: destroy_object 0@
                   BREAK
               END
           UNTIL 8AE3:   NOT 0@ = random_object_near_point 0@ 1@ 2@ in_radius 6.0 find_next 1
       END
   END
END


Careful not to accidently delete another minigun. Remove the script once you've saved the game.

That seems to remove objects, which presumably won't delete the linked pickup entries, of which there are likely a lot due to repeated runs of the script and evidenced by the issues creating new pickups.

Yeah, I thought the only remaining problem was the existance of the minigun. Apparently not. I didn't actually investigate the script in question. My bad.




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