herbie49 Posted January 31, 2008 Share Posted January 31, 2008 I use the weapon spawn mod from spaceeinstein in my script without problems. I use BW SAMB. Now I made a cleo script, the weapons spawn correct but the bribe, health and armour pick ups not. Here are two pictures to show what I mean. imageshack.us/img104/715/weaponsambwn4 imageshack.us/img104/964/weaponcleoow7.th.jpg The first one is with the mod in BW SAMB. The second one is with the cleo script and without the mod in the main.scm Anyone know why ? Link to comment https://gtaforums.com/topic/309672-problem-with-cleo-script/ Share on other sites More sharing options...
ZAZ Posted January 31, 2008 Share Posted January 31, 2008 I use the weapon spawn mod from spaceeinstein in my script without problems. I use BW SAMB.Now I made a cleo script, the weapons spawn correct but the bribe, health and armour pick ups not. Here are two pictures to show what I mean. imageshack.us/img104/715/weaponsambwn4 imageshack.us/img104/964/weaponcleoow7.th.jpg The first one is with the mod in BW SAMB. The second one is with the cleo script and without the mod in the main.scm Anyone know why ? Use the ID number Models defined in peds.ide, vehicles.ide and default.ide are spawnable by their name, the others not. They gets the info icon as dummy. Link to comment https://gtaforums.com/topic/309672-problem-with-cleo-script/#findComment-1057455651 Share on other sites More sharing options...
herbie49 Posted February 1, 2008 Author Share Posted February 1, 2008 What is the ID number for bribe, health and bodyarmour. Interesting is, I decompiled my main.scm with Sannybuilder then compiled it. That is the Sannybuilder code: 0213: $3106 = create_pickup #BODYARMOUR type 15 at 1@ 2@ 4@ If I start a new game and spawn the weapons, the bribe, health and bodyarmour are spawn correct. Only in the cleo script it's not working that way. Link to comment https://gtaforums.com/topic/309672-problem-with-cleo-script/#findComment-1057457469 Share on other sites More sharing options...
pdescobar Posted February 1, 2008 Share Posted February 1, 2008 #BODYARMOR and the like are usable in the main script because they are defined objects. For example: DEFINE OBJECT BODYARMOUR // Object number -93DEFINE OBJECT BRIBE // Object number -94 Anyhow, the IDs for all the ones you want are defined in maps\generic\dynamic.ide; here are all the "icons" listed in that file. 1239, info, icons6, 100, 1281240, health, icons5, 100, 1281241, adrenaline, icons8, 100, 1281242, bodyarmour, icons7, 100, 1281246, line, icons, 100, 1281247, bribe, icons9, 100, 1281253, camerapickup, icons, 100, 1281254, killfrenzy, icons, 100, 1281272, property_locked, icons4, 100, 1281273, property_fsale, icons3, 100, 1281274, bigdollar, icons2, 100, 1281275, clothesp, icons1, 100, 1281277, pickupsave, icons4, 100, 1281310, pikupparachute, icons7, 100, 1281313, killfrenzy2plyr, icons, 100, 1281314, twoplayer, icons4, 100, 128 Link to comment https://gtaforums.com/topic/309672-problem-with-cleo-script/#findComment-1057457673 Share on other sites More sharing options...
herbie49 Posted February 1, 2008 Author Share Posted February 1, 2008 Thanks a lot, it's working now with the cleo script as I wanted it. Link to comment https://gtaforums.com/topic/309672-problem-with-cleo-script/#findComment-1057458036 Share on other sites More sharing options...
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