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ZAZ

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

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gtasbigfoot

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

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gtasbigfoot

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

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ZAZ

 

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

Yes, both are results from an earlier script.

 

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 [email protected]

if and

0039: [email protected] == 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 [email protected] collided

0019: [email protected] > 3000 // integer values

004D: jump_if_false @Bowl_19

0400: create_coordinate [email protected] [email protected] [email protected] from_object [email protected] offset 2.0 0.0 -2.0

020C: create_explosion_with_radius 3 at [email protected] [email protected] [email protected]

0565: create_temporary_explosion_fire [email protected] [email protected] [email protected] 5

0001: wait 500 ms

if

0019: [email protected] > 10000 // integer values

004D: jump_if_false @Bowl_19

 

:Bowl_21

01C4: remove_references_to_object [email protected] // This object will now disappear when the player looks away

0002: jump @Bowl_24

 

 

Just try 0.0 0.0 0.0

 

biggrin.gif

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gtasbigfoot

I will try icon14.gif

 

 

can i use this for bigfoot?

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ZAZ

 

can i use this for bigfoot?

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

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Darecki

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

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gtasbigfoot

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!

 

 

 

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ZAZ

 

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

 

 

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gtasbigfoot

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?

 

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ZAZ

 

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

 

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 ?

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gtasbigfoot

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.

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ZAZ

 

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

 

 

 

 

{$CLEO .cs}:BigBeast_103A4: name_thread 'BF':BigBeast_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @BigBeast_2if  and0AB0:   key_pressed 57//--------------------------------- key 980DF:   NOT   actor $PLAYER_ACTOR driving0038:   $ONMISSION ==  0  // integer values004D: jump_if_false @BigBeast_2077E: get_active_interior_to [email protected]:   [email protected] ==  0  // integer values004D: jump_if_false @BigBeast_2023C: load_special_actor 'ogloc' as 1 // models 290-299:BigBeast_50001: wait 0 ms00D6: if  0823D:   NOT   special_actor  1 loaded004D: jump_if_false @BigBeast_7023C: load_special_actor 'ogloc' as 1 // models 290-2990002: jump @BigBeast_5:BigBeast_704C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0  34.0  0.2009A: [email protected] = create_actor_pedtype 3 model #SPECIAL01 at [email protected] [email protected] [email protected]([email protected]) = 10000//Actor.Armour([email protected]) = 20000446: set_actor [email protected] immune_to_headshots 0Actor.Angle([email protected]) = 180.004D8: set_actor [email protected] drowns_in_water 00946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1060B: set_actor [email protected] decision_maker_to 320489: set_actor [email protected] muted 103FE: set_actor [email protected] money 0//05DB: AS_actor [email protected] flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 30000//wait 5000//05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0296: unload_special_actor  1:BigBeast_130001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @BigBeast_52ifnot Actor.Dead([email protected])004D: jump_if_false @BigBeast_55if00F2:   actor $PLAYER_ACTOR near_actor [email protected] radius 200.0 200.0 0004D: jump_if_false @BigBeast_52if00F2:   actor $PLAYER_ACTOR near_actor [email protected] radius 25.0 25.0 0004D: jump_if_false @BigBeast_13if0039:   [email protected] ==  0  // integer values004D: jump_if_false @BigBeast_35if0039:   [email protected] ==  0  // integer values004D: jump_if_false @BigBeast_2704ED: load_animation "BSKTBALL":BigBeast_230001: wait  0 ms00D6: if  004EE:   animation "BSKTBALL" loaded004D: jump_if_false @BigBeast_250002: jump @BigBeast_27:BigBeast_2504ED: load_animation "BSKTBALL"0002: jump @BigBeast_23:BigBeast_270247: request_model 30540247: request_model 1303:BigBeast_280001: wait  0 ms00D6: if  10248:   model 3054  available0248:   model 1303  available004D: jump_if_false @BigBeast_2804C4: create_coordinate [email protected] [email protected] [email protected] from_actor [email protected] offset  2.5 -0.5  2.50107: [email protected] = create_object 3054  at  [email protected] [email protected] 100.80107: [email protected] = create_object 1303  at  [email protected] [email protected] 50.80107: [email protected] = create_object 1303  at  [email protected] [email protected] 60.804D9: object [email protected] set_scripted_collision_check  10382: set_object [email protected] collision_detection  10906: [email protected]  3000.0//set_object mass0908: [email protected]  3000.0//set_object turn_mass0750: toggle_object [email protected] visibility 001C7: remove_object_from_mission_cleanup_list [email protected]: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR0001: wait 500 ms04C4: create_coordinate [email protected] [email protected] [email protected] from_actor [email protected] offset  0.0  0.0 0.00172: [email protected] = actor [email protected] z_angle0001: wait  0 ms0804: unknown_action_sequence [email protected] [email protected] [email protected] [email protected] [email protected] 1.0 "BBALL_PICKUP" "BSKTBALL"  4.0  0  1  1  1 700 ms0001: wait 700 ms0615: define_action_sequences [email protected]: unknown_action_sequence -1 [email protected]  0.3  -0.5 0.2  6  16 "NULL" "NULL" -10812: unknown_action_sequence -1 "BBALL_DEF_LOOP" "BSKTBALL"  4.0  0  0  0  0 300 0616: define_action_sequences_end [email protected]: assign_actor [email protected] to_action_sequences [email protected]: [email protected]: wait 500 ms04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.004C4: create_coordinate [email protected] [email protected] [email protected] from_actor [email protected] offset  0.0  0.0 0.00087: [email protected] = [email protected]  // floating-point values only0087: [email protected] = [email protected]  // floating-point values only0063: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  -2.0  // floating-point values0013: [email protected] *=  -2.0  // floating-point values005B: [email protected] += [email protected]  // floating-point values 005B: [email protected] += [email protected]  // floating-point values0509: [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected]: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  5.0  // floating-point values0013: [email protected] *=  5.0  // floating-point values0604: [email protected] [email protected] [email protected]//get_point angle_to0173: set_actor [email protected] z_angle_to  [email protected]: [email protected] = 1  // integer values0812: unknown_action_sequence [email protected] "BBALL_DEF_JUMP_SHOT" "BSKTBALL"  4.0  0  0  0  0 -1 0001: wait 500 ms0108: destroy_object [email protected]: create_coordinate [email protected] [email protected] [email protected] from_actor [email protected] offset  0.0  0.5 1.80172: [email protected] = actor [email protected] z_angle//04C4: create_coordinate [email protected] [email protected] [email protected] from_actor [email protected] offset 1.0 -0.5  1.301BC: put_object [email protected] at [email protected] [email protected] [email protected]: [email protected] +=  270.0  // floating-point values0177: set_object [email protected] z_angle_to  [email protected]: attach_object [email protected] to_object [email protected] with_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.00107: [email protected] = create_object 1303  at  [email protected] [email protected] 100.80172: [email protected] = actor [email protected] z_angle0819: [email protected] = actor [email protected] distance_from_ground0007: [email protected] =  40.1  // floating-point values 02F6: [email protected] = cosine [email protected]  // sinus swapped with cosine02F7: [email protected] = sinus [email protected] // cosine swapped with sinus 006B: [email protected] *= [email protected]  // floating-point values006B: [email protected] *= [email protected]  // floating-point values0013: [email protected] *=  -1.0  // floating-point values000B: [email protected] +=  1.0  // floating-point values0392: object [email protected] toggle_in_moving_list  10381: throw_object [email protected] distance [email protected] [email protected] [email protected]: [email protected] = 1  // integer values0006: [email protected] =  0  // integer values:BigBeast_3500D6: if  10039:   [email protected] ==  1  // integer values0019:   [email protected] >  50  // integer values004D: jump_if_false @BigBeast_1300D6: if  2104DA:   has_object [email protected] collided0019:   [email protected] >  7000  // integer values004D: jump_if_false @BigBeast_13//0400: create_coordinate [email protected] [email protected] [email protected] from_object [email protected] offset  0.0  0.0  0.0//020C: create_explosion_with_radius 3 at [email protected] [email protected] [email protected]//0565: create_temporary_explosion_fire [email protected] [email protected] [email protected]  5:BigBeast_410001: wait 500 ms0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 10001: wait 500 ms01C4: remove_references_to_object [email protected]  // This object will now disappear when the player looks away01C4: remove_references_to_object [email protected]  // This object will now disappear when the player looks away0002: jump @BigBeast_45:BigBeast_4301C4: remove_references_to_object [email protected]  // This object will now disappear when the player looks awayObject.Destroy([email protected]):BigBeast_450006: [email protected] = 0  // integer values0006: [email protected] =  0  // integer valuesObject.Destroy([email protected])0249: release_model 3054	0249: release_model 13030002: jump @BigBeast_13:BigBeast_470006: [email protected] = 0  // integer values04EF: release_animation "BSKTBALL"0002: jump @BigBeast_13:BigBeast_52if0039:   [email protected] ==  1  // integer values004D: jump_if_false @BigBeast_530006: [email protected] = 0  // integer values0006: [email protected] =  0  // integer values01C4: remove_references_to_object [email protected]  // This object will now disappear when the player looks awayObject.Destroy([email protected])Object.Destroy([email protected])0249: release_model 3054	0249: release_model 1303:BigBeast_53if0039:   [email protected] ==  1  // integer values004D: jump_if_false @BigBeast_540006: [email protected] = 0  // integer values04EF: release_animation "BSKTBALL":BigBeast_54Actor.RemoveReferences([email protected])0002: jump @BigBeast_2:BigBeast_55if0039:   [email protected] ==  1  // integer values004D: jump_if_false @BigBeast_560006: [email protected] = 0  // integer values0006: [email protected] =  0  // integer values01C4: remove_references_to_object [email protected]  // This object will now disappear when the player looks awayObject.Destroy([email protected])Object.Destroy([email protected])0249: release_model 3054	0249: release_model 1303:BigBeast_56if0039:   [email protected] ==  1  // integer values004D: jump_if_false @BigBeast_570006: [email protected] = 0  // integer values04EF: release_animation "BSKTBALL":BigBeast_57Actor.RemoveReferences([email protected])0A93: end_custom_thread0002: jump @BigBeast_2004e: end_thread

 

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gtasbigfoot

here is a vid!!

 

 

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ZAZ

 

here is a vid!!

 

 

Thanks for the nice vid cookie.gif

Is the Bigfoot from your clip spawned as ped or as special actor ?

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gtasbigfoot

actor

 

 

notice he's guns lol

Edited by gtasbigfoot

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Gouveia

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

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ZAZ

 

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.

 

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gtasbigfoot

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.

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InVion

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

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gtasbigfoot
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.

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InVion

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!

Edited by InVion

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InVion

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

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gtasbigfoot

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!

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InVion

And where can I find the King kong mod?

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gtasbigfoot
And where can I find the King kong mod?

Look at zaz's Signature.

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InVion
And where can I find the King kong mod?

Look at zaz's Signature.

I did, thanks ;')

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DJ Will

nice!!!

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usfvampire

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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Gunnie

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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