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herbie49

Problem with cleo script

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herbie49

I made a cleo script, you can take money from an ATM. The script is working fine but the problem is with the markers.

I add dollar markers to the script and no matter if I use global or local vars, the markers are there but in some missions, some markers for the mission are missing.

 

 

P.S. GTASA

 

 

{$VERSION 3.1.0027}

{$CLEO .cs}

 

//-------------MAIN---------------

03A4: name_thread 'ATM'

0006: [email protected] = 1

 

0164: disable_marker $MARKER1

04CE: $MARKER1 = create_icon_marker_without_sphere 52 at 2476.26 -1746.42 13.54

 

0164: disable_marker [email protected]

[email protected] = create_icon_marker_without_sphere 52 at 2476.26 -1746.42 13.54

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P.I.M.P_PL
I made a cleo script, you can take money from an ATM. The script is working fine but the problem is with the markers.

I add dollar markers to the script and no matter if I use global or local vars, the markers are there but in some missions, some markers for the mission are missing.

 

 

P.S. GTASA

 

 

{$VERSION 3.1.0027}

{$CLEO .cs}

 

//-------------MAIN---------------

03A4: name_thread 'ATM'

0006: [email protected] = 1

 

0164: disable_marker $MARKER1

04CE: $MARKER1 = create_icon_marker_without_sphere 52 at 2476.26 -1746.42 13.54

 

0164: disable_marker [email protected]

[email protected] = create_icon_marker_without_sphere 52 at 2476.26 -1746.42 13.54

please try with main.scm

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herbie49

It's working in the main.scm, I had it in the main.scm before. I just wanted the markers also in the cleo script, but it's not working in there. As I said, the cleo script itself is working fine.

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ZAZ

 

It's working in the main.scm, I had it in the main.scm before. I just wanted the markers also in the cleo script, but it's not working in there. As I said, the cleo script itself is working fine.

Radar markers are limited. Maybe you have to much ? In main and Cleo scripts ?

Look for limits:

http://www.gtaforums.com/index.php?showtopic=213017

Why do you disable markers before creating ?

Would you post the whole script

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P.I.M.P_PL
It's working in the main.scm, I had it in the main.scm before. I just wanted the markers also in the cleo script, but it's not working in there. As I said, the cleo script itself is working fine.

Radar markers are limited. Maybe you have to much ? In main and Cleo scripts ?

Look for limits:

http://www.gtaforums.com/index.php?showtopic=213017

Why do you disable markers before creating ?

Would you post the whole script

but maybe cleo hacks this limits?? for example when you add some script or mission to cleo libraries its be auto-hafck of mission size and main size;)[you dont must economize space for your scripts and missions]

 

but cleo its little buggy with some opcodes;) for example it have marker disappears in some scripts or mission etc.[i have this in some my missions and scripts] and in one mission i dont start some thread who be defined with opcode create_custom_thread.

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herbie49

@ZAZ It cannot be the limit, as I said before, if I use the markers in the main.scm I don't have that problem. If I remove them from main.scm and add them in the cleo script the problem is there but only in some missions.

 

Like in the catalina missions the dollar markers don't appear or in the mission you've had your chips I can see only 4 markers of the chip machines.

I disable the markers first, because I copy original codes from the original main.scm.

 

Here's the cleo script:

 

 

 

{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'ATM' 0006: [email protected] = 10164: disable_marker $MARKER104CE: $MARKER1 = create_icon_marker_without_sphere 52 at 2476.26 -1746.42 13.540164: disable_marker $MARKER204CE: $MARKER2 = create_icon_marker_without_sphere 52 at -1978.1 155.18 27.290164: disable_marker $MARKER304CE: $MARKER3 = create_icon_marker_without_sphere 52 at 1988.21 960.48 10.820164: disable_marker $MARKER404CE: $MARKER4 = create_icon_marker_without_sphere 52 at 2302.87 -11.69 26.740164: disable_marker $MARKER504CE: $MARKER5 = create_icon_marker_without_sphere 52 at 2086.323 2059.56 11.05790164: disable_marker $MARKER604CE: $MARKER6 = create_icon_marker_without_sphere 52 at -832.4061 1502.013 19.38790164: disable_marker $MARKER704CE: $MARKER7 = create_icon_marker_without_sphere 52 at -181.7372 1137.559 19.7422 :ATM_180001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @ATM_18 00D6: if 0102:   actor $PLAYER_ACTOR in_sphere 2476.26 -1746.42 13.54 radius 0.5 0.5 2.0 sphere 0 stopped_on_foot 004D: jump_if_false @ATM_111 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @ATM_549 0002: jump @ATM_748 :ATM_11100D6: if 0102:   actor $PLAYER_ACTOR in_sphere -1978.1 155.18 27.29 radius 0.5 0.5 2.0 sphere 0 stopped_on_foot 004D: jump_if_false @ATM_184 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @ATM_549 0002: jump @ATM_890 :ATM_18400D6: if 0102:   actor $PLAYER_ACTOR in_sphere 1988.21 960.48 10.82 radius 0.5 0.5 2.0 sphere 0 stopped_on_foot 004D: jump_if_false @ATM_257 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @ATM_549 0002: jump @ATM_1032 :ATM_25700D6: if 0102:   actor $PLAYER_ACTOR in_sphere 2302.87 -11.69 26.74 radius 0.5 0.5 2.0 sphere 0 stopped_on_foot 004D: jump_if_false @ATM_330 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @ATM_549 0002: jump @ATM_1174 :ATM_33000D6: if 0102:   actor $PLAYER_ACTOR in_sphere 2086.323 2059.56 11.0579 radius 0.5 0.5 2.0 sphere 0 stopped_on_foot 004D: jump_if_false @ATM_403 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @ATM_549 0002: jump @ATM_1316 :ATM_40300D6: if 0102:   actor $PLAYER_ACTOR in_sphere -832.4061 1502.013 19.3879 radius 0.5 0.5 2.0 sphere 0 stopped_on_foot 004D: jump_if_false @ATM_476 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @ATM_549 0002: jump @ATM_1458 :ATM_47600D6: if 0102:   actor $PLAYER_ACTOR in_sphere -181.7372 1137.559 19.7422 radius 0.5 0.5 2.0 sphere 0 stopped_on_foot 004D: jump_if_false @ATM_18 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @ATM_549 0002: jump @ATM_1600 :ATM_54900D6: if 00E1:   player 0 pressed_key 11 004D: jump_if_false @ATM_587 0050: gosub @ATM_1789 0006: [email protected] = 0 0002: jump @ATM_18 :ATM_58700D6: if 00E1:   player 0 pressed_key 9 004D: jump_if_false @ATM_625 0050: gosub @ATM_1799 0006: [email protected] = 0 0002: jump @ATM_18 :ATM_62500D6: if 00E1:   player 0 pressed_key 8 004D: jump_if_false @ATM_663 0050: gosub @ATM_1811 0006: [email protected] = 0 0002: jump @ATM_18 :ATM_66300D6: if 00E1:   player 0 pressed_key 2 004D: jump_if_false @ATM_701 0050: gosub @ATM_1823 0006: [email protected] = 0 0002: jump @ATM_18 :ATM_70100BC: show_text_highpriority GXT 'ATM_12' time 4000 flag 1 00D6: if 00E1:   player 0 pressed_key 10 004D: jump_if_false @ATM_18 0006: [email protected] = 1 0002: jump @ATM_1742 :ATM_7480001: wait 250 ms 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 01F7: set_player $PLAYER_CHAR ignored_by_cops 1 0470: [email protected] = actor $PLAYER_ACTOR current_weapon 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 01B4: set_player $PLAYER_CHAR can_move 0 00A1: put_actor $PLAYER_ACTOR at 2476.38 -1746.42 12.54 0173: set_actor $PLAYER_ACTOR Z_angle_to 90.24 0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA 0001: wait 4550 ms 0687: clear_actor $PLAYER_ACTOR task 0109: player $PLAYER_CHAR money += [email protected] 0006: [email protected] = 1 01B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected] 0002: jump @ATM_18 :ATM_8900001: wait 250 ms 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 01F7: set_player $PLAYER_CHAR ignored_by_cops 1 0470: [email protected] = actor $PLAYER_ACTOR current_weapon 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 01B4: set_player $PLAYER_CHAR can_move 0 00A1: put_actor $PLAYER_ACTOR at -1977.9 155.18 26.29 0173: set_actor $PLAYER_ACTOR Z_angle_to 90.24 0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA 0001: wait 4550 ms 0687: clear_actor $PLAYER_ACTOR task 0109: player $PLAYER_CHAR money += [email protected] 0006: [email protected] = 1 01B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected] 0002: jump @ATM_18 :ATM_10320001: wait 250 ms 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 01F7: set_player $PLAYER_CHAR ignored_by_cops 1 0470: [email protected] = actor $PLAYER_ACTOR current_weapon 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 01B4: set_player $PLAYER_CHAR can_move 0 00A1: put_actor $PLAYER_ACTOR at 1988.41 960.48 9.82 0173: set_actor $PLAYER_ACTOR Z_angle_to 90.24 0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA 0001: wait 4550 ms 0687: clear_actor $PLAYER_ACTOR task 0109: player $PLAYER_CHAR money += [email protected] 0006: [email protected] = 1 01B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected] 0002: jump @ATM_18 :ATM_11740001: wait 250 ms 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 01F7: set_player $PLAYER_CHAR ignored_by_cops 1 0470: [email protected] = actor $PLAYER_ACTOR current_weapon 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 01B4: set_player $PLAYER_CHAR can_move 0 00A1: put_actor $PLAYER_ACTOR at 2302.87 -11.69 25.48 0173: set_actor $PLAYER_ACTOR Z_angle_to 270.24 0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA 0001: wait 4550 ms 0687: clear_actor $PLAYER_ACTOR task 0109: player $PLAYER_CHAR money += [email protected] 0006: [email protected] = 1 01B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected] 0002: jump @ATM_18 :ATM_13160001: wait 250 ms 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 01F7: set_player $PLAYER_CHAR ignored_by_cops 1 0470: [email protected] = actor $PLAYER_ACTOR current_weapon 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 01B4: set_player $PLAYER_CHAR can_move 0 00A1: put_actor $PLAYER_ACTOR at 2086.323 2059.56 10.5079 0173: set_actor $PLAYER_ACTOR Z_angle_to 90.9891 0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA 0001: wait 4550 ms 0687: clear_actor $PLAYER_ACTOR task 0109: player $PLAYER_CHAR money += [email protected] 0006: [email protected] = 1 01B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected] 0002: jump @ATM_18 :ATM_14580001: wait 250 ms 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 01F7: set_player $PLAYER_CHAR ignored_by_cops 1 0470: [email protected] = actor $PLAYER_ACTOR current_weapon 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 01B4: set_player $PLAYER_CHAR can_move 0 00A1: put_actor $PLAYER_ACTOR at -832.4061 1502.013 18.3879 0173: set_actor $PLAYER_ACTOR Z_angle_to 0.2891 0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA 0001: wait 4550 ms 0687: clear_actor $PLAYER_ACTOR task 0109: player $PLAYER_CHAR money += [email protected] 0006: [email protected] = 1 01B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected] 0002: jump @ATM_18 :ATM_16000001: wait 250 ms 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 01F7: set_player $PLAYER_CHAR ignored_by_cops 1 0470: [email protected] = actor $PLAYER_ACTOR current_weapon 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 01B4: set_player $PLAYER_CHAR can_move 0 00A1: put_actor $PLAYER_ACTOR at -181.8956 1137.555 18.7422 0173: set_actor $PLAYER_ACTOR Z_angle_to 263.1813 0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA 0001: wait 4550 ms 0687: clear_actor $PLAYER_ACTOR task 0109: player $PLAYER_CHAR money += [email protected] 0006: [email protected] = 1 01B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected] 0002: jump @ATM_18 :ATM_17420001: wait 0 ms 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 01F7: set_player $PLAYER_CHAR ignored_by_cops 0 01B4: set_player $PLAYER_CHAR can_move 1 01B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected] 00BE: text_clear_all 0001: wait 5000 ms 0002: jump @ATM_18 :ATM_17890006: [email protected] = 10000 0051: return :ATM_17990006: [email protected] = 100000 0051: return :ATM_18110006: [email protected] = 1000000 0051: return :ATM_18230006: [email protected] = 999000000 0051: return

 

 

 

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pinky

It is possibly because the Cleo script and SCM are running at the same time, your script is disabling the markers the instant they appear.

When it is in the SCM it won't happen because the codes are scanned at separate intervals.

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Seemann

I said it zillion times, DO NOT use global variables with custom names that are not defined in the default CustomVariables.ini ($MARKER1 and such). You will gain nothing but possible conflicts with main.scm.

 

Some radar markers are disabled while on mission. It's a game feature.

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Seemann

You can't 'define' object in CLEO script. To avoid "info_pickup" glitch you need to use actual ID of the model instead of #name (1224 instead of #woodenbox for example).

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ZAZ

1. use local variables in cleo scripts because globals can become buggy

2. Dont try to switch main.scm-stuff from Cleo scripts because global variables can not communicate between Cleo scripts and also not between cleo script and main.scm.

 

3. Add

 

0A95: enable_thread_saving

 

at beginning of your thread because if you save and load then this save the thread runs again from beginning

and the radar marker will be created in a new instance.

It needs to save the thread state

 

4.create_icon_marker_without_sphere are only radar markers.

to display a sphere (red marker on ground) enable the sphere-parameter in the stopped_on_foot opcode.

 

0102: actor $PLAYER_ACTOR in_sphere 2476.26 -1746.42 13.54 radius 0.5 0.5 2.0 sphere 1 stopped_on_foot

 

But we must use spheres carfully because they are limited.

So add a " if player near_point"-check with a bigger radius before the " if player stopped_on_foot"-check

 

:ATM_180001: wait 0 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @ATM_1800D6: if00FE:   actor $PLAYER_ACTOR  0 ()near_point  2476.26 -1746.42 13.54 radius  50.0  50.0  20.0004D: jump_if_false @ATM_11100D6: if0102:   actor $PLAYER_ACTOR in_sphere 2476.26 -1746.42 13.54 radius 0.5 0.5 2.0 sphere 1 stopped_on_foot004D: jump_if_false @ATM_111

 

 

If CJ now is near 50 meter of the checkpoint the sphere will be displayed and its possible to find the exact action point.

 

I corrected the script and tested it. Everything works.

 

{$CLEO .cs}03A4: name_thread 'ATM'0001: wait  1000 ms0A95: enable_thread_saving0006: [email protected] = 104CE: [email protected] = create_icon_marker_without_sphere 52 at 2476.26 -1746.42 13.5404CE: [email protected] = create_icon_marker_without_sphere 52 at -1978.1 155.18 27.2904CE: [email protected] = create_icon_marker_without_sphere 52 at 1988.21 960.48 10.8204CE: [email protected] = create_icon_marker_without_sphere 52 at 2302.87 -11.69 26.7404CE: [email protected] = create_icon_marker_without_sphere 52 at 2086.323 2059.56 11.057904CE: [email protected] = create_icon_marker_without_sphere 52 at -832.4061 1502.013 19.387904CE: [email protected] = create_icon_marker_without_sphere 52 at -181.7372 1137.559 19.7422:ATM_180001: wait 0 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @ATM_1800D6: if00FE:   actor $PLAYER_ACTOR  0 ()near_point  2476.26 -1746.42 13.54 radius  50.0  50.0  20.0004D: jump_if_false @ATM_11100D6: if0102:   actor $PLAYER_ACTOR in_sphere 2476.26 -1746.42 13.54 radius 0.5 0.5 2.0 sphere 1 stopped_on_foot004D: jump_if_false @ATM_11100D6: if0039:   [email protected] == 0004D: jump_if_false @ATM_5490002: jump @ATM_748:ATM_11100D6: if00FE:   actor $PLAYER_ACTOR  0 ()near_point  -1978.1 155.18 27.29 radius  50.0  50.0  20.0004D: jump_if_false @ATM_18400D6: if0102:   actor $PLAYER_ACTOR in_sphere -1978.1 155.18 27.29 radius 0.5 0.5 2.0 sphere 1 stopped_on_foot004D: jump_if_false @ATM_18400D6: if0039:   [email protected] == 0004D: jump_if_false @ATM_5490002: jump @ATM_890:ATM_18400D6: if00FE:   actor $PLAYER_ACTOR  0 ()near_point  1988.21 960.48 10.82 radius  50.0  50.0  20.0004D: jump_if_false @ATM_25700D6: if0102:   actor $PLAYER_ACTOR in_sphere 1988.21 960.48 10.82 radius 0.5 0.5 2.0 sphere 1 stopped_on_foot004D: jump_if_false @ATM_25700D6: if0039:   [email protected] == 0004D: jump_if_false @ATM_5490002: jump @ATM_1032:ATM_25700D6: if00FE:   actor $PLAYER_ACTOR  0 ()near_point  2302.87 -11.69 26.74 radius  50.0  50.0  20.0004D: jump_if_false @ATM_33000D6: if0102:   actor $PLAYER_ACTOR in_sphere 2302.87 -11.69 26.74 radius 0.5 0.5 2.0 sphere 1 stopped_on_foot004D: jump_if_false @ATM_33000D6: if0039:   [email protected] == 0004D: jump_if_false @ATM_5490002: jump @ATM_1174:ATM_33000D6: if00FE:   actor $PLAYER_ACTOR  0 ()near_point  2086.323 2059.56 11.0579 radius  50.0  50.0  20.0004D: jump_if_false @ATM_40300D6: if0102:   actor $PLAYER_ACTOR in_sphere 2086.323 2059.56 11.0579 radius 0.5 0.5 2.0 sphere 1 stopped_on_foot004D: jump_if_false @ATM_40300D6: if0039:   [email protected] == 0004D: jump_if_false @ATM_5490002: jump @ATM_1316:ATM_40300D6: if00FE:   actor $PLAYER_ACTOR  0 ()near_point  -832.4061 1502.013 19.387 radius  50.0  50.0  20.0004D: jump_if_false @ATM_47600D6: if0102:   actor $PLAYER_ACTOR in_sphere -832.4061 1502.013 19.3879 radius 0.5 0.5 2.0 sphere 1 stopped_on_foot004D: jump_if_false @ATM_47600D6: if0039:   [email protected] == 0004D: jump_if_false @ATM_5490002: jump @ATM_1458:ATM_47600D6: if00FE:   actor $PLAYER_ACTOR  0 ()near_point  -181.7372 1137.559 19.7422 radius  50.0  50.0  20.0004D: jump_if_false @ATM_1800D6: if0102:   actor $PLAYER_ACTOR in_sphere -181.7372 1137.559 19.7422 radius 0.5 0.5 2.0 sphere 1 stopped_on_foot004D: jump_if_false @ATM_1800D6: if0039:   [email protected] == 0004D: jump_if_false @ATM_5490002: jump @ATM_1600:ATM_54900D6: if00E1:   player 0 pressed_key 11004D: jump_if_false @ATM_5870050: gosub @ATM_17890006: [email protected] = 00002: jump @ATM_18:ATM_58700D6: if00E1:   player 0 pressed_key 9004D: jump_if_false @ATM_6250050: gosub @ATM_17990006: [email protected] = 00002: jump @ATM_18:ATM_62500D6: if00E1:   player 0 pressed_key 8004D: jump_if_false @ATM_6630050: gosub @ATM_18110006: [email protected] = 00002: jump @ATM_18:ATM_66300D6: if00E1:   player 0 pressed_key 2004D: jump_if_false @ATM_7010050: gosub @ATM_18230006: [email protected] = 00002: jump @ATM_18:ATM_70100BC: show_text_highpriority GXT 'ATM_12' time 4000 flag 100D6: if00E1:   player 0 pressed_key 10004D: jump_if_false @ATM_180006: [email protected] = 10002: jump @ATM_1742:ATM_7480001: wait 250 ms03BF: set_player $PLAYER_CHAR ignored_by_everyone 101F7: set_player $PLAYER_CHAR ignored_by_cops 10470: [email protected] = actor $PLAYER_ACTOR current_weapon01B9: set_actor $PLAYER_ACTOR armed_weapon_to 001B4: set_player $PLAYER_CHAR can_move 000A1: put_actor $PLAYER_ACTOR at 2476.38 -1746.42 12.540173: set_actor $PLAYER_ACTOR Z_angle_to 90.240605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA0001: wait 4550 ms0687: clear_actor $PLAYER_ACTOR task0109: player $PLAYER_CHAR money += [email protected]: [email protected] = 101B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected]: jump @ATM_18:ATM_8900001: wait 250 ms03BF: set_player $PLAYER_CHAR ignored_by_everyone 101F7: set_player $PLAYER_CHAR ignored_by_cops 10470: [email protected] = actor $PLAYER_ACTOR current_weapon01B9: set_actor $PLAYER_ACTOR armed_weapon_to 001B4: set_player $PLAYER_CHAR can_move 000A1: put_actor $PLAYER_ACTOR at -1977.9 155.18 26.290173: set_actor $PLAYER_ACTOR Z_angle_to 90.240605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA0001: wait 4550 ms0687: clear_actor $PLAYER_ACTOR task0109: player $PLAYER_CHAR money += [email protected]: [email protected] = 101B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected]: jump @ATM_18:ATM_10320001: wait 250 ms03BF: set_player $PLAYER_CHAR ignored_by_everyone 101F7: set_player $PLAYER_CHAR ignored_by_cops 10470: [email protected] = actor $PLAYER_ACTOR current_weapon01B9: set_actor $PLAYER_ACTOR armed_weapon_to 001B4: set_player $PLAYER_CHAR can_move 000A1: put_actor $PLAYER_ACTOR at 1988.41 960.48 9.820173: set_actor $PLAYER_ACTOR Z_angle_to 90.240605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA0001: wait 4550 ms0687: clear_actor $PLAYER_ACTOR task0109: player $PLAYER_CHAR money += [email protected]: [email protected] = 101B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected]: jump @ATM_18:ATM_11740001: wait 250 ms03BF: set_player $PLAYER_CHAR ignored_by_everyone 101F7: set_player $PLAYER_CHAR ignored_by_cops 10470: [email protected] = actor $PLAYER_ACTOR current_weapon01B9: set_actor $PLAYER_ACTOR armed_weapon_to 001B4: set_player $PLAYER_CHAR can_move 000A1: put_actor $PLAYER_ACTOR at 2302.87 -11.69 25.480173: set_actor $PLAYER_ACTOR Z_angle_to 270.240605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA0001: wait 4550 ms0687: clear_actor $PLAYER_ACTOR task0109: player $PLAYER_CHAR money += [email protected]: [email protected] = 101B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected]: jump @ATM_18:ATM_13160001: wait 250 ms03BF: set_player $PLAYER_CHAR ignored_by_everyone 101F7: set_player $PLAYER_CHAR ignored_by_cops 10470: [email protected] = actor $PLAYER_ACTOR current_weapon01B9: set_actor $PLAYER_ACTOR armed_weapon_to 001B4: set_player $PLAYER_CHAR can_move 000A1: put_actor $PLAYER_ACTOR at 2086.323 2059.56 10.50790173: set_actor $PLAYER_ACTOR Z_angle_to 90.98910605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA0001: wait 4550 ms0687: clear_actor $PLAYER_ACTOR task0109: player $PLAYER_CHAR money += [email protected]: [email protected] = 101B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected]: jump @ATM_18:ATM_14580001: wait 250 ms03BF: set_player $PLAYER_CHAR ignored_by_everyone 101F7: set_player $PLAYER_CHAR ignored_by_cops 10470: [email protected] = actor $PLAYER_ACTOR current_weapon01B9: set_actor $PLAYER_ACTOR armed_weapon_to 001B4: set_player $PLAYER_CHAR can_move 000A1: put_actor $PLAYER_ACTOR at -832.4061 1502.013 18.38790173: set_actor $PLAYER_ACTOR Z_angle_to 0.28910605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA0001: wait 4550 ms0687: clear_actor $PLAYER_ACTOR task0109: player $PLAYER_CHAR money += [email protected]: [email protected] = 101B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected]: jump @ATM_18:ATM_16000001: wait 250 ms03BF: set_player $PLAYER_CHAR ignored_by_everyone 101F7: set_player $PLAYER_CHAR ignored_by_cops 10470: [email protected] = actor $PLAYER_ACTOR current_weapon01B9: set_actor $PLAYER_ACTOR armed_weapon_to 001B4: set_player $PLAYER_CHAR can_move 000A1: put_actor $PLAYER_ACTOR at -181.8956 1137.555 18.74220173: set_actor $PLAYER_ACTOR Z_angle_to 263.18130605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 4500 // versionA0001: wait 4550 ms0687: clear_actor $PLAYER_ACTOR task0109: player $PLAYER_CHAR money += [email protected]: [email protected] = 101B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected]: jump @ATM_18:ATM_17420001: wait 0 ms03BF: set_player $PLAYER_CHAR ignored_by_everyone 001F7: set_player $PLAYER_CHAR ignored_by_cops 001B4: set_player $PLAYER_CHAR can_move 101B9: set_actor $PLAYER_ACTOR armed_weapon_to [email protected]: text_clear_all0001: wait 5000 ms0002: jump @ATM_18:ATM_17890006: [email protected] = 100000051: return:ATM_17990006: [email protected] = 1000000051: return:ATM_18110006: [email protected] = 10000000051: return:ATM_18230006: [email protected] = 9990000000051: return

 

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P.I.M.P_PL
You can't 'define' object in CLEO script. To avoid "info_pickup" glitch you need to use actual ID of the model instead of #name (1224 instead of #woodenbox for example).

ok but i have problem its crashing game when i usue this method(i try via main.scm nad it crashing also)but i have correct defined in ide file object maybe but i dont create collision to this object??

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ZAZ

 

You can't 'define' object in CLEO script. To avoid "info_pickup" glitch you need to use actual ID of the model instead of #name (1224 instead of #woodenbox for example).

ok but i have problem its crashing game when i usue this method(i try via main.scm nad it crashing also)but i have correct defined in ide file object maybe but i dont create collision to this object??

Its the only right way to spawn objects with cleo scripts unless its a model of default.ide, vehicles.ide or peds.ide

You should post your script

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P.I.M.P_PL
You can't 'define' object in CLEO script. To avoid "info_pickup" glitch you need to use actual ID of the model instead of #name (1224 instead of #woodenbox for example).

ok but i have problem its crashing game when i usue this method(i try via main.scm nad it crashing also)but i have correct defined in ide file object maybe but i dont create collision to this object??

Its the only right way to spawn objects with cleo scripts unless its a model of default.ide, vehicles.ide or peds.ide

You should post your script

ok its my script:

 

:EJECTSITthread "EJECTSIT" :EJECTSIT_12wait 0 if and $ONMISSION == 000E1:   player 0 pressed_key 11 00DD:   actor $PLAYER_ACTOR driving_car_with_model #HYDRA //hydrajf @EJECTSIT_12 0247: request_model #GUN_PARA //spadochron0247: request_model 18670 //fotelif8248:   not model #GUN_PARA availablejf @EJECTSIT_80 wait 0 jump @EJECTSIT_80 :[email protected] = Object.Create(18670, [email protected], [email protected], [email protected])008B: [email protected] = $11040008B: [email protected] = $11041008B: [email protected] = $1104200A0: store_actor $PLAYER_ACTOR position_to $11040 $11041 $1104201B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this0657: car $11043 open_componentA 2069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0   wait 100 $11042 += 2.0 // G += FLOAT 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $11040 $11041 $11042  00A0: store_actor $PLAYER_ACTOR position_to $11040 $11041 $110420819: $11044 = actor $PLAYER_ACTOR distance_from_ground 0086: $11045 = $11044 // G = G (float) $11045 += 78.0 // G += FLOAT $11046 = 5030.0 // G = FLOAT :EJECTSIT_188wait 50 0086: $11047 = $11046 // G = G (float) $11047 *= 0.016 // G *= FLOAT $11048 = 80.0 // G = FLOAT 0061: $11048 -= $11047 // G -= G (float) 0059: $11042 += $11048 // G += G (float) 0059: $11044 += $11048 // G += G (float)00A1: put_actor $PLAYER_ACTOR at $11040 $11041 $11042 $11046 -= 50.0 // G -= FLOAT if 8024:   not  $11044 > $11045 // G > G (float) jf @EJECTSIT_12 jump @EJECTSIT_188 

 

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ZAZ

 

You can't 'define' object in CLEO script. To avoid "info_pickup" glitch you need to use actual ID of the model instead of #name (1224 instead of #woodenbox for example).

ok but i have problem its crashing game when i usue this method(i try via main.scm nad it crashing also)but i have correct defined in ide file object maybe but i dont create collision to this object??

Its the only right way to spawn objects with cleo scripts unless its a model of default.ide, vehicles.ide or peds.ide

You should post your script

ok its my script:

 

:EJECTSITthread "EJECTSIT" :EJECTSIT_12wait 0 if and $ONMISSION == 000E1:   player 0 pressed_key 11 00DD:   actor $PLAYER_ACTOR driving_car_with_model #HYDRA //hydrajf @EJECTSIT_12 0247: request_model #GUN_PARA //spadochron0247: request_model 18670 //fotelif8248:   not model #GUN_PARA availablejf @EJECTSIT_80 wait 0 jump @EJECTSIT_80 :[email protected] = Object.Create(18670, [email protected], [email protected], [email protected])008B: [email protected] = $11040008B: [email protected] = $11041008B: [email protected] = $1104200A0: store_actor $PLAYER_ACTOR position_to $11040 $11041 $1104201B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this0657: car $11043 open_componentA 2069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0   wait 100 $11042 += 2.0 // G += FLOAT 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $11040 $11041 $11042  00A0: store_actor $PLAYER_ACTOR position_to $11040 $11041 $110420819: $11044 = actor $PLAYER_ACTOR distance_from_ground 0086: $11045 = $11044 // G = G (float) $11045 += 78.0 // G += FLOAT $11046 = 5030.0 // G = FLOAT :EJECTSIT_188wait 50 0086: $11047 = $11046 // G = G (float) $11047 *= 0.016 // G *= FLOAT $11048 = 80.0 // G = FLOAT 0061: $11048 -= $11047 // G -= G (float) 0059: $11042 += $11048 // G += G (float) 0059: $11044 += $11048 // G += G (float)00A1: put_actor $PLAYER_ACTOR at $11040 $11041 $11042 $11046 -= 50.0 // G -= FLOAT if 8024:   not  $11044 > $11045 // G > G (float) jf @EJECTSIT_12 jump @EJECTSIT_188 

 

Should that be a cleo script ?

Its full with globals.

 

What is object 18670 ? in which IDE can I find it ?

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P.I.M.P_PL
You can't 'define' object in CLEO script. To avoid "info_pickup" glitch you need to use actual ID of the model instead of #name (1224 instead of #woodenbox for example).

ok but i have problem its crashing game when i usue this method(i try via main.scm nad it crashing also)but i have correct defined in ide file object maybe but i dont create collision to this object??

Its the only right way to spawn objects with cleo scripts unless its a model of default.ide, vehicles.ide or peds.ide

You should post your script

ok its my script:

 

:EJECTSITthread "EJECTSIT" :EJECTSIT_12wait 0 if and $ONMISSION == 000E1:   player 0 pressed_key 11 00DD:   actor $PLAYER_ACTOR driving_car_with_model #HYDRA //hydrajf @EJECTSIT_12 0247: request_model #GUN_PARA //spadochron0247: request_model 18670 //fotelif8248:   not model #GUN_PARA availablejf @EJECTSIT_80 wait 0 jump @EJECTSIT_80 :[email protected] = Object.Create(18670, [email protected], [email protected], [email protected])008B: [email protected] = $11040008B: [email protected] = $11041008B: [email protected] = $1104200A0: store_actor $PLAYER_ACTOR position_to $11040 $11041 $1104201B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this0657: car $11043 open_componentA 2069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0   wait 100 $11042 += 2.0 // G += FLOAT 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $11040 $11041 $11042  00A0: store_actor $PLAYER_ACTOR position_to $11040 $11041 $110420819: $11044 = actor $PLAYER_ACTOR distance_from_ground 0086: $11045 = $11044 // G = G (float) $11045 += 78.0 // G += FLOAT $11046 = 5030.0 // G = FLOAT :EJECTSIT_188wait 50 0086: $11047 = $11046 // G = G (float) $11047 *= 0.016 // G *= FLOAT $11048 = 80.0 // G = FLOAT 0061: $11048 -= $11047 // G -= G (float) 0059: $11042 += $11048 // G += G (float) 0059: $11044 += $11048 // G += G (float)00A1: put_actor $PLAYER_ACTOR at $11040 $11041 $11042 $11046 -= 50.0 // G -= FLOAT if 8024:   not  $11044 > $11045 // G > G (float) jf @EJECTSIT_12 jump @EJECTSIT_188 

 

Should that be a cleo script ?

Its full with globals.

 

What is object 18670 ? in which IDE can I find it ?

18670 its a my own object added with help of sa limit adjuster;]

 

and about this global its be script who i have from permission of b2r producents and i remake it to be working with compiling with standard sanny builder ini and its work great but when i add this object its crashing game;]

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ZAZ

You must use locals for Cleo script!

 

Use this script to test your object with cleo:

change all 3080 entries with your model id

 

press "NO"-key to spawn the object

 

{$CLEO .cs}:JumpR0003A4: name_thread 'JPR':JumpR010001: wait  0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @JumpR0100D6: if  000E1:   key_pressed  0  10  004D: jump_if_false @JumpR010247: request_model 3080//<<<<<<<<<<<<<:JumpR020001: wait  0 ms00D6: if  00248:   model 3080 available//<<<<<<<<<<<<<004D: jump_if_false @JumpR020172: [email protected] = actor $PLAYER_ACTOR z_angle04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 14.5  -2.10107: [email protected] = create_object 3080 at  [email protected] [email protected] [email protected]//<<<<<<<<<<<<<<<<<<<<<<<<<<<0177: set_object [email protected] z_angle_to  [email protected]: wait  0 ms0249: release_model 3080//<<<<<<<<<<<<<0001: wait  1000 ms01C4: remove_references_to_object [email protected]  // This object will now disappear when the player looks away0002: jump @JumpR01

 

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P.I.M.P_PL

 

You must use locals for Cleo script!

 

Use this script to test your object with cleo:

change all 3080 entries with your model id

 

press "NO"-key to spawn the object

 

{$CLEO .cs}:JumpR0003A4: name_thread 'JPR':JumpR010001: wait  0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @JumpR0100D6: if  000E1:   key_pressed  0  10  004D: jump_if_false @JumpR010247: request_model 3080//<<<<<<<<<<<<<:JumpR020001: wait  0 ms00D6: if  00248:   model 3080 available//<<<<<<<<<<<<<004D: jump_if_false @JumpR020172: [email protected] = actor $PLAYER_ACTOR z_angle04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 14.5  -2.10107: [email protected] = create_object 3080 at  [email protected] [email protected] [email protected]//<<<<<<<<<<<<<<<<<<<<<<<<<<<0177: set_object [email protected] z_angle_to  [email protected]: wait  0 ms0249: release_model 3080//<<<<<<<<<<<<<0001: wait  1000 ms01C4: remove_references_to_object [email protected]  // This object will now disappear when the player looks away0002: jump @JumpR01

 

ok but ihave one problems about locals i only can use in custom script maximum to [email protected] of locals;/

 

and about test this object i know what wrong(its wrong objects not script but when i want to spawn my own object game crash.

Edited by P.I.M.P_PL

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ZAZ

 

ok but ihave one problems about locals i only can use in custom script maximum to [email protected] of locals;/

You dont need 30 locals for your script.

 

In addition look here

 

:[email protected] = Object.Create(18670, [email protected], [email protected], [email protected])008B: [email protected] = $11040008B: [email protected] = $11041008B: [email protected] = $1104200A0: store_actor $PLAYER_ACTOR position_to $11040 $11041 $11042

 

 

you first want create your object at [email protected], [email protected], [email protected] But they didnt exist at that moment

and then you want get the coords of $11040 $11041 $11042 into [email protected], [email protected], [email protected]

at last you get the coords from store_actor $PLAYER_ACTOR position

this must crash

 

maybe in the main script the object will spawn at dummy coords like 0.0 0.0 0.0

and in cleo script it crashs

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P.I.M.P_PL

 

ok but ihave one problems about locals i only can use in custom script maximum to [email protected] of locals;/

You dont need 30 locals for your script.

 

In addition look here

 

:[email protected] = Object.Create(18670, [email protected], [email protected], [email protected])008B: [email protected] = $11040008B: [email protected] = $11041008B: [email protected] = $1104200A0: store_actor $PLAYER_ACTOR position_to $11040 $11041 $11042

 

 

you first want create your object at [email protected], [email protected], [email protected] But they didnt exist at that moment

and then you want get the coords of $11040 $11041 $11042 into [email protected], [email protected], [email protected]

at last you get the coords from store_actor $PLAYER_ACTOR position

this must crash

 

maybe in the main script the object will spawn at dummy coords like 0.0 0.0 0.0

and in cleo script it crashs

ok i find a bug its not in the script but in my custom object with id number 18760[i find this bug because i try with another object and its work fine]

 

and its be one way to do this script working:

i must correct my object;]

Edited by P.I.M.P_PL

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pinky

Best replace RCCAM with ejector seat and why not use the exit button under certain conditions, eg speed and altitude.

Then all you do is swap player from driving hydra to driving rc cam. Then add in the the attached rocket effect for about 100 metres(approx real eject distance) then set player to exit RCCAM vehicle and this should kick in the freefall script if it is operational.

You can set player not controllable for this until he leaves the seat.

 

Yeah, you can guess i have allready thought about making this. wink.gif

Edited by pinky

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P.I.M.P_PL

ok but ihave one problems about locals i only can use in custom script maximum to [email protected] of locals;/

You dont need 30 locals for your script.

 

In addition look here

 

:[email protected] = Object.Create(18670, [email protected], [email protected], [email protected])008B: [email protected] = $11040008B: [email protected] = $11041008B: [email protected] = $1104200A0: store_actor $PLAYER_ACTOR position_to $11040 $11041 $11042

 

 

you first want create your object at [email protected], [email protected], [email protected] But they didnt exist at that moment

and then you want get the coords of $11040 $11041 $11042 into [email protected], [email protected], [email protected]

at last you get the coords from store_actor $PLAYER_ACTOR position

this must crash

 

maybe in the main script the object will spawn at dummy coords like 0.0 0.0 0.0

and in cleo script it crashs

ok i find my bug(game crash when i press button y because i dont make collision to my object when i make collision to this object the script work fine)

 

bye.

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herbie49

I tested now my ATM cleo script the way ZAZ modified it. It is only working if you start a new game. Understand me right, the markers of the cleo script are there without starting a new game, the only problem is with some mission markers which not appear.

Now the most interesting thing is, I start a new game. Play till to the Learning to Fly mission, go to Wuzi and start the missions there. At the mission You've had your chips all markers at the chip machines are there (with a new game started). Then I start another save game before this mission which I played before (without starting a new game). Then there are two markers missing in the mission You've had your chips. So this means you have to start a new game for the script works correct.

 

I tested a little bit more and I found out that my main.scm was f*cked up somehow. I tried now with a backup main.scm and everything is o.k.

Thanks for the help anyway.

Edited by herbie49

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