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


ZAZ
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hey zaz can you make a cleo script that changes cj walk animation to one from the gang members? i tryed it but im not so good at scripting 

 

is that posible? whatsthat.gif

Zaz, I want to know it too. Can I change the walk from CJ (player) with the walk par example from gang1??

Seems basicly possible by using animation opcode but needs more script to let CJ change the angle by mouse move

 

 

{$CLEO .cs}:walk_0003A4: name_thread 'CAR'0001: wait  2000 ms:walk_10001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @walk_1if00E1:   key_pressed  0  1004D: jump_if_false @walk_10494: get_joystick_data  0 [email protected] [email protected] [email protected] [email protected]: if 00039:   [email protected] ==  0  // integer values004D: jump_if_false @walk_120002: jump @walk_1:walk_1200D6: if 0 001B:    0 > [email protected]  // integer values004D: jump_if_false @walk_10002: jump @walk_14:walk_1300D6: if 0 0019:   [email protected] >  0  // integer values004D: jump_if_false @walk_10002: jump @walk_14:walk_140605: actor $PLAYER_ACTOR perform_animation_sequence "WALK_gang1" from_file "PED"  4.0  0  1  1  0 -1 ms0002: jump @walk_1

 

 

 

With script for angle change it needs a bit more wait time in the loop or the game crashes

I set the wait to 50ms, test it:

 

{$CLEO .cs}:walk_0003A4: name_thread 'CAR'0001: wait  2000 ms:walk_10001: wait 50 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @walk_1if  and80E1:   not key_pressed  0  1600E1:   key_pressed  0  1004D: jump_if_false @walk_10494: get_joystick_data  0 [email protected] [email protected] [email protected] [email protected]: if 00039:   [email protected] ==  0  // integer values004D: jump_if_false @walk_120002: jump @walk_1:walk_1200D6: if 0 001B:    0 > [email protected]  // integer values004D: jump_if_false @walk_104C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.0068D: [email protected] [email protected] [email protected]//get_camera_position0087: [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 values0063: [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 $PLAYER_ACTOR z_angle_to  [email protected]: jump @walk_14:walk_140605: actor $PLAYER_ACTOR perform_animation_sequence "WALK_gang1" from_file "PED"  4.0  0  1  1  0 -1 ms0002: jump @walk_1

 

 

WALK_drunk works too

 

0605: actor $PLAYER_ACTOR perform_animation_sequence "WALK_drunk" from_file "PED"  4.0  0  1  1  0 -1 ms

 

 

also WOMAN_walksexy biggrin.gif

 

0605: actor $PLAYER_ACTOR perform_animation_sequence "WOMAN_walksexy" from_file "PED"  4.0  0  1  1  0 -1 ms

 

 

and WALK_fat and WALK_fatold and you can try more:

WALK_armed

WALK_civi

WALK_csaw

Walk_DoorPartial

WALK_drunk

WALK_fat

WALK_fatold

WALK_gang1

WALK_gang2

WALK_old

WALK_player

WALK_rocket

WALK_shuffle

WALK_start

WALK_start_armed

WALK_start_csaw

WALK_start_rocket

Walk_Wuzi

WOMAN_walkbusy

WOMAN_walkfatold

WOMAN_walknorm

WOMAN_walkold

WOMAN_walkpro

WOMAN_walksexy

WOMAN_walkshop

 

Thx to Ceej for the animation list

Edited by ZAZ
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YES! i have waiting so long!!! an here it is! walk mod cleo!!!! but ehm.... how i set the codes right in a cleo? tounge.gif

 

EDIT: ok i got it biggrin.gif

 

EDIT: whats the name of the roller skates animatoin? colgate.gif

Edited by znilzw
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hi zaz can you make my mod mate i would like the nrg spawn code the one from the spaceinstien mod as the keys in spaceinstien mod no longer work with cleo installed (due to key press interrupt i guess) its up and y in spaceinstien mod then you are on your nrg for a quick get away just i like stunting on the nrg

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YES! i have waiting so long!!! an here it is! walk mod cleo!!!! but ehm.... how i set the codes right in a cleo? tounge.gif

 

EDIT:  ok i got it  biggrin.gif

 

EDIT: whats the name of the roller skates animatoin? colgate.gif

I think its

skate_idle

skate_run

skate_sprint

from file skate

but its not possible with the script above, it needs first to load the animation file "skate"

 

 

hi zaz can you make my mod mate i would like the nrg spawn code the one from the spaceinstien mod as the keys in spaceinstien mod no longer work with cleo installed (due to key press interrupt i guess) its up and y in spaceinstien mod then you are on your nrg for a quick get away just i like stunting on the nrg

 

You want only spawn nrg infront of you ?

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not in front of me i would like it how it is in spaceeinsteins all in one mod where you press forward and Y and you are instantly on a nrg

 

do u get what i mean now mate

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tnx zaz! it works fine! im gonna make a cj skate mod biggrin.gif but... can you make that if you press right/left/down the rollerskate animatoin still going? tounge.gif and that if i stop pressing up the animatoin direct stops? cool.gif

 

but you dit an asome job very mutch TNX lol.gif

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hey zaz can you make a cleo script that changes cj walk animation to one from the gang members? i tryed it but im not so good at scripting 

 

is that posible? whatsthat.gif

Zaz, I want to know it too. Can I change the walk from CJ (player) with the walk par example from gang1??

Seems basicly possible by using animation opcode but needs more script to let CJ change the angle by mouse move

 

 

{$CLEO .cs}:walk_0003A4: name_thread 'CAR'0001: wait  2000 ms:walk_10001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @walk_1if00E1:   key_pressed  0  1004D: jump_if_false @walk_10494: get_joystick_data  0 [email protected] [email protected] [email protected] [email protected]: if 00039:   [email protected] ==  0  // integer values004D: jump_if_false @walk_120002: jump @walk_1:walk_1200D6: if 0 001B:    0 > [email protected]  // integer values004D: jump_if_false @walk_10002: jump @walk_14:walk_1300D6: if 0 0019:   [email protected] >  0  // integer values004D: jump_if_false @walk_10002: jump @walk_14:walk_140605: actor $PLAYER_ACTOR perform_animation_sequence "WALK_gang1" from_file "PED"  4.0  0  1  1  0 -1 ms0002: jump @walk_1

 

 

 

With script for angle change it needs a bit more wait time in the loop or the game crashes

I set the wait to 50ms, test it:

 

{$CLEO .cs}:walk_0003A4: name_thread 'CAR'0001: wait  2000 ms:walk_10001: wait 50 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @walk_1if  and80E1:   not key_pressed  0  1600E1:   key_pressed  0  1004D: jump_if_false @walk_10494: get_joystick_data  0 [email protected] [email protected] [email protected] [email protected]: if 00039:   [email protected] ==  0  // integer values004D: jump_if_false @walk_120002: jump @walk_1:walk_1200D6: if 0 001B:    0 > [email protected]  // integer values004D: jump_if_false @walk_104C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.0068D: [email protected] [email protected] [email protected]//get_camera_position0087: [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 values0063: [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 $PLAYER_ACTOR z_angle_to  [email protected]: jump @walk_14:walk_140605: actor $PLAYER_ACTOR perform_animation_sequence "WALK_gang1" from_file "PED"  4.0  0  1  1  0 -1 ms0002: jump @walk_1

 

 

WALK_drunk works too

 

0605: actor $PLAYER_ACTOR perform_animation_sequence "WALK_drunk" from_file "PED"  4.0  0  1  1  0 -1 ms

 

 

also WOMAN_walksexy biggrin.gif

 

0605: actor $PLAYER_ACTOR perform_animation_sequence "WOMAN_walksexy" from_file "PED"  4.0  0  1  1  0 -1 ms

 

 

and WALK_fat and WALK_fatold and you can try more:

WALK_armed

WALK_civi

WALK_csaw

Walk_DoorPartial

WALK_drunk

WALK_fat

WALK_fatold

WALK_gang1

WALK_gang2

WALK_old

WALK_player

WALK_rocket

WALK_shuffle

WALK_start

WALK_start_armed

WALK_start_csaw

WALK_start_rocket

Walk_Wuzi

WOMAN_walkbusy

WOMAN_walkfatold

WOMAN_walknorm

WOMAN_walkold

WOMAN_walkpro

WOMAN_walksexy

WOMAN_walkshop

 

Thx to Ceej for the animation list

Thanks, that's waht I wanted, but can you put the key to activate on Q??? So I can walk normal and Walk like gang1??? I've tryed it myself, but it didn't work. confused.gif

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gtasbigfoot

there is a script press y key and one of the 7 bikes will spawn if you wan't only nrg500 delete all the tables but not nrg500 & the loads of other models.cj will be on the bike.it's random which one your be on.

 

 

 

{$CLEO .cs}thread 'NRG500' :NRG500_11wait 250 if   Player.Defined($PLAYER_CHAR)jf @NRG500_11 if 047A:   actor $PLAYER_ACTOR driving_bike jf @NRG500_114 03C0: [email protected] = actor $PLAYER_ACTOR car if 82BF:   not car [email protected] sunk jf @NRG500_93 08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 jump @NRG500_11 :NRG500_9308C6: set_actor $PLAYER_ACTOR stay_on_bike 0 jump @NRG500_11 :NRG500_114if   not Actor.Driving($PLAYER_ACTOR)jf @NRG500_11 if and00E1:   player 0 pressed_key 11 80E1:   not player 0 pressed_key 6 09E7:   player $PLAYER_CHAR not_frozen  $ACTIVE_INTERIOR == 0 jf @NRG500_11 [email protected] = Actor.Angle($PLAYER_ACTOR)04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -1.5 Model.Load(#NRG500)Model.Load(#FCR900)Model.Load(#PCJ600)Model.Load(#BF400)Model.Load(#SANCHEZ)Model.Load(#COPBIKE)Model.Load(#WAYFARER)038B: load_requested_models :NRG500_245wait 0 if   Model.Available(#NRG500)  Model.Available(#FCR900)  Model.Available(#PCJ600)  Model.Available(#BF400)  Model.Available(#SANCHEZ)  Model.Available(#COPBIKE)  Model.Available(#WAYFARER)jf @NRG500_245 0209: [email protected] = random_int_in_ranges 0 7 0871: init_jump_table [email protected] total_jumps 7 default_jump 0 @NRG500_367 jumps 0 @NRG500_367 1 @NRG500_391 2 @NRG500_415 3 @NRG500_439 4 @NRG500_463 5 @NRG500_487 6 @NRG500_511 :[email protected] = Car.Create(#NRG500, [email protected], [email protected], [email protected])jump @NRG500_535 :[email protected] = Car.Create(#FCR900, [email protected], [email protected], [email protected])jump @NRG500_535 :[email protected] = Car.Create(#PCJ600, [email protected], [email protected], [email protected])jump @NRG500_535 :[email protected] = Car.Create(#BF400, [email protected], [email protected], [email protected])jump @NRG500_535 :[email protected] = Car.Create(#SANCHEZ, [email protected], [email protected], [email protected])jump @NRG500_535 :[email protected] = Car.Create(#COPBIKE, [email protected], [email protected], [email protected])jump @NRG500_535 :[email protected] = Car.Create(#WAYFARER, [email protected], [email protected], [email protected])jump @NRG500_535 :NRG500_535Car.Health([email protected]) = 2000Car.Angle([email protected]) = [email protected]: put_actor $PLAYER_ACTOR in_car [email protected](#NRG500)Model.Destroy(#FCR900)Model.Destroy(#PCJ600)Model.Destroy(#BF400)Model.Destroy(#SANCHEZ)Model.Destroy(#COPBIKE)Model.Destroy(#WAYFARER)Car.SetSpeedInstantly([email protected], 25.0)Car.RemoveReferences([email protected])jump @NRG500_11 

 

Edited by gtasbigfoot
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Dodo-Pilot
Is it possible to activate "car wash" mod from SA v1.01 using CLEO? If yes, can you make it?
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hey zaz, can you change a ball in wreckingball mod to the car(for look like monster tounge.gif )

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Is it possible to make a cleo that opens the entire state from the beginning of the game? Without getting 4 stars?

If it's okay I need helping making the script. blush.gif

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Is it possible to make a cleo that opens the entire state from the beginning of the game? Without getting 4 stars?

If it's okay I need helping making the script.  blush.gif

It is possible to to set the "island free state" to everywhere open but this state is important for the story line and changing can cause the problem that the story line breakes.

It is possible to remove the barriers by using global varables to communicate between Cleo script and main.scm but this way can cause bugs or crashes.

The simpliest way is a script to can set per key press the max. wanted level to 0 and if you wonna have the police back to set the max. wanted level to 6.

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gtasbigfoot

Nice ZAZ,yes i open all islands with sanny much bugs comed like cars driving the wrong way.

 

just use this like zaz said,if they piss you off to much.

 

 

01F0: set_max_wanted_level_to 0

 

 

BTW nice bugatti veyron ZAZ.

Edited by gtasbigfoot
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hey zaz cool Clothes script! cool.gif

 

can you make a gravity changer script? like MTA a menu where you can choce from STRONG gravity, NORMAL gravity, MOON gravity and SPACE gravity

 

thats gonna be cool! smile.gif

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It is possible to to set the "island free state" to everywhere open but this state is important for the story line and changing can cause the problem that the story line breakes.

Do you mean like the game may crash when I'm playing some missions?

Because since I've completed the game before, I dont really play the missions anymore. confused.gif

Could you help me set my game to 'island free state'? icon14.gif

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It is possible to to set the "island free state" to everywhere open but this state is important for the story line and changing can cause the problem that the story line breakes.

Do you mean like the game may crash when I'm playing some missions?

Because since I've completed the game before, I dont really play the missions anymore. confused.gif

Could you help me set my game to 'island free state'? icon14.gif

No, I mean that there is no mission to play, because the starter-script checks the "island free state"

And yes I can help you to set your game to 'island free state'

 

Make experience with main mods.

 

1.

Make a backup of original files:

data\script\main.scm

data\script\script.img

text\american.gxt

 

make shure that you have original savefiles in your GTA userfiles without installed Cleo based on your original main.scm and script.img

 

Which GTASA version do you have ?

 

2.

This helpful tool can manage your main mods

GTA_San_Andreas_Mod_Manager

 

3.

Download and install the Stripped Main with Externscripts and Submissions

Then start a new game

 

It depends on this why you want to have the 'island free state'.

 

If you wonna play the story line, so its sh*t to set the 'island free state' to everything open.

Fore this way I wrote for you a little Cleo to can set the max. wanted level to 0

Set_MaxWantedLevel

 

If you wonna check out whole San Andreas so use the Stripped Main with Externscripts and Submissions

 

But be attention by making saves or loading savegames

The savefile must allways fit to the main.scm and script.img

Edited by ZAZ
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Hey, ZaZ I have a'n simple and easy ( I think with easy part ) to make a'n mod that when I horn at the cars the shuld go aside in left or right part of the street. I like when you playing submissions with Ambulans, Police and Firedepartement, just make them to move. I think is a'n great idea for SA and is very usefull in races, mission, and for speed, I don't know why R* didn't make it

 

For Example like in The Mafia Game smile.gif

 

 

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Hey, ZaZ I have a'n simple and easy ( I think with easy part ) to make a'n mod that when I horn at the cars the shuld go aside in left or right part of the street. I like when you playing submissions with Ambulans, Police and Firedepartement, just make them to move. I think is a'n great idea for SA and is very usefull in races, mission, and for speed, I don't know why R* didn't make it

 

For Example like in The Mafia Game  smile.gif

The engine doesnt execute such a feature fast enough

I used a trick, try this:

Freeway

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ZAZ my Scriptgod, is it possible to change the anim CJ uses for the pistol, with a Cleo Script to the anim that the cops use, and back again?

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I mean colt_cop. That's the anim the cops use for the pistol. With that anim they shoot the 9mm with two hands.

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hey zaz, can you make a script cj can take cover? tounge.gif

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kevindevil

ZAZ,can you make a script CJ can drink like in this video:

 

CJ drinks on 4:33

You have made cool cool.gif cleo scripts

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ZAZ,can you make a script CJ can drink like in this video:

 

CJ drinks on 4:33

You have made cool cool.gif cleo scripts

Yes, I think I will expande the Sitnsmoke script with a drink feature using a breakable bottle and let CJ smash the bottle at the end to the bottom

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kevindevil

 

ZAZ,can you make a script CJ can drink like in this video:

 

CJ drinks on 4:33

You have made cool cool.gif  cleo scripts

Yes, I think I will expande the Sitnsmoke script with a drink feature using a breakable bottle and let CJ smash the bottle at the end to the bottom

sounds cool biggrin.gif

Do you know how much time it takes?

Edited by kevindevil
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Every CLEO mod works fine here, but the Sit'n'Smoke mod helps crashing the game. Anyone understand why? I've got the hoodlum US (1.0) exe file.

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kevindevil
Every CLEO mod works fine here, but the Sit'n'Smoke mod helps crashing the game. Anyone understand why? I've got the hoodlum US (1.0) exe file.

sit and smoke mod works fine on my game biggrin.gif

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