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coin-god

[CLEO] Fly Mod

Recommended Posts

jake-dk

please re-upload

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coin-god

The link is fixed, just press the link under DOWNLOAD.

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raduban

Download link is broken mercie_blink.gif

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X_ATP_X

The downloadlink is broken, please reupload it.

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coin-god

Fixed. Again.

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meraj07

I will make a Hancock MOD out of this devil.gif

 

 

(dont worry! i will give credits biggrin.gif )

 

 

edit: The Link is dead angry.gifangry.gifangry.gificon13.gif

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FunGt

Mirror*http://www.gta-modding.it/area/index.php?act=view&id=119

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stefcamp

My problem is when CJ is to fat or have to much muscles, he can't run faster with this mod. Flying is no problem.

How can i change this? I have Sanny Builder and can change the commands, if somebody tells me what I have to do.

 

Please help biggrin.gif

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coin-god

Theres nothing in the code about doing that when fat or buffed. Must be a bu}g of the mod.

 

Remember that its converted from the SCM.

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cj360

On mine it only flys and runs fast any one know why?

EDIT: Never mind.

Edited by cj360

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javi13

That's because that is all that this mod is supposed to do.

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coin-god
That's because that is all that this mod is supposed to do.

LOL, so true.

 

BTW: I think i got why it dosn't run fast while fat or musclulose. Because the script only ascelerates the default walking/running animations, not the fat and muscle ones.

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javi13

I could have told you that tounge.gif

Maybe we/you could make a version that isn't animation dependent? What exactly would that entail?

 

BTW: Just realised, the mod is supposed to make you swim fast too.

 

EDIT: Found this line

 

 

:SCJ_2037if   Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"else_jump @SCJ_2085 0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at [email protected] times_normal_rate 

 

 

If i copy/paste that, and change the SCJ_2037 to a different number, and change the 'RUN_PLAYER' to the animations used by fat and skinny CJ, will that work?

Edited by javi13

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coin-god
I could have told you that tounge.gif

Maybe we/you could make a version that isn't animation dependent? What exactly would that entail?

 

BTW: Just realised, the mod is supposed to make you swim fast too.

 

Yes it does, forgot to say that.

 

 

EDIT: Found this line

 

 

:SCJ_2037if   Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"else_jump @SCJ_2085 0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at [email protected] times_normal_rate 

 

 

If i copy/paste that, and change the SCJ_2037 to a different number, and change the 'RUN_PLAYER' to the animations used by fat and skinny CJ, will that work?

There are more of them, just add the run/walk muscle and fat and will make do the thrick. But im busy ATM to worry about this script.

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Deji

Damn... I coulda made this a few weeks ago but I stopped and tought... "Oh yeah, it's already been made" and decided to not do it as I thought it was already in CLEO format.

 

Oh well... You beat me wink.gifcookie.gifcookie.gif

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Abel.
works perfect! also in SA-MP biggrin.gif

proof:

user posted image

Hahha, great: ''It's a bird, it's a plane! BAN.'' hahaha.

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WaXT

i hope a superman san andreas comes into a cleo mod so i wont backup my files anymore

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coin-god

 

i hope a superman san andreas comes into a cleo mod so i wont backup my files anymore

What do u think this could be used for?

 

edit: You DO know that Superman mod uses this script (the SCM version) dont you?

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Johncrowbat

Cant Seem To Find Cleo Folder

 

Nvm Hehe

Edited by Johncrowbat

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cj360

Would one be able to add the "car throwing" bit from the .scm version to the cleo version or no?

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Deji

I'm looking for something to filter it down to only flying smile.gif

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javi13

Shouldn't be hard, just find the lines that say 'Perform x animation at y times normal speed' or something like that, and delete them.

 

Like this;

 

{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------0000: NOP 0A95: enable_thread_saving thread 'SCJ' wait 1500 [email protected] = 10.0 [email protected] = 2.0 [email protected] = 0.0 08C3: clear [email protected] bit 7 08C3: clear [email protected] bit 8 08C3: clear [email protected] bit 9 08C3: clear [email protected] bit 10 08C3: clear [email protected] bit 11 08C3: clear [email protected] bit 12 :SCJ_92wait 50 if   Player.Defined($PLAYER_CHAR)jf @SCJ_92 if   not Actor.Driving($PLAYER_ACTOR)jf @SCJ_92 if 04EE:   animation "PARACHUTE" loaded jf @SCJ_1957 0090: $10949 = float [email protected] to_integer 04F7: status_text $10949 type 1 line 4 GXT 'RYD3_E' // global_variable  // Power0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 06AC: [email protected] = actor $PLAYER_ACTOR movement_speed gosub @SCJ_2497 gosub @SCJ_1988 gosub @SCJ_2641 if   not [email protected] > 2.0 jf @SCJ_250 gosub @SCJ_589 jump @SCJ_1847 :SCJ_250if 84AD:   not actor $PLAYER_ACTOR in_water jf @SCJ_1847 if  [email protected] > 3.0 jf @SCJ_1826 Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)if and  not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL"  not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"jf @SCJ_379 0687: clear_actor $PLAYER_ACTOR task [email protected] = 0.0 jump @SCJ_440 :SCJ_379if 00E1:   player 0 pressed_key 8 jf @SCJ_561 wait 250 if 08B7:   test [email protected] bit 12 jf @SCJ_433 08C3: clear [email protected] bit 12 jump @SCJ_440 :SCJ_43308BD: set [email protected] bit 12 :SCJ_440if 08B7:   test [email protected] bit 12 jf @SCJ_510 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB jump @SCJ_561 :SCJ_5100812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB :SCJ_561gosub @SCJ_1534 gosub @SCJ_919 gosub @SCJ_1052 jump @SCJ_92 :SCJ_589if and00E1:   player 0 pressed_key 18 00E1:   player 0 pressed_key 14 jf @SCJ_917 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.4 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 7.6 if 06BD:   no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 1 actor 1 object 1 particle 1 jf @SCJ_917 [email protected] = 50 066A: [email protected] = attach_particle "JETTHRUST" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 rotation 0.0 0.01 0.0 flag 1 066A: [email protected] = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -4.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible 064C: make_particle [email protected] visible :SCJ_829wait 20 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 9.0 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground [email protected] += -1 if   not [email protected] == 0 jf @SCJ_907 if 04B5:   [email protected] >= 9.0 // @ >= any jf @SCJ_829 :SCJ_9070650: destroy_particle [email protected] 0650: destroy_particle [email protected] :SCJ_917return :SCJ_919if 00E1:   player 0 pressed_key 17 jf @SCJ_1050 if 88B7:   not test [email protected] bit 9 jf @SCJ_1043 066A: [email protected] = attach_particle "EXPLOSION_FUEL_CAR" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible 064F: remove_references_to_particle [email protected] 08BD: set [email protected] bit 9 wait 400 jump @SCJ_1050 :SCJ_104308C3: clear [email protected] bit 9 :SCJ_1050return :SCJ_1052if and  not [email protected] > 15.0  [email protected] > 2.0 08B7:   test [email protected] bit 9 jf @SCJ_1502 if 88B7:   not test [email protected] bit 7 jf @SCJ_1171 066A: [email protected] = attach_particle "HELI_DUST" to_actor $PLAYER_ACTOR with_offset 0.0 10.0 -10.0 rotation 0.0 0.01 0.0 flag 1 08BD: set [email protected] bit 7 064C: make_particle [email protected] visible :SCJ_117104C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -10.0 -10.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 10.0 -10.0 0.0 09C0: [email protected] = get_random_car_in_area [email protected] [email protected] [email protected] [email protected] 30.0 with_actors -1 if 056E:   car [email protected] defined jf @SCJ_1502 046C: [email protected] = car [email protected] driver if 056D:   actor [email protected] defined jf @SCJ_1298 Actor.DestroyInstantly([email protected]):SCJ_12980407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] *= -0.006 [email protected] *= -0.006 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0073: [email protected] /= [email protected] // (float) 0073: [email protected] /= [email protected] // (float) 07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 066B: [email protected] = attach_particle "SHOOTLIGHT" to_car [email protected] with_offset 0.0 2.0 1.0 flag 1 064C: make_particle [email protected] visible 064F: remove_references_to_particle [email protected] :SCJ_1502if 08B7:   test [email protected] bit 7 jf @SCJ_1532 08C3: clear [email protected] bit 7 0650: destroy_particle [email protected] :SCJ_1532return :SCJ_15340494: get_joystick 0 data_to [email protected] [email protected] [email protected] [email protected] 0093: [email protected] = integer [email protected] to_float 0093: [email protected] = integer [email protected] to_float [email protected] *= 0.02 006B: [email protected] *= [email protected] // (float) [email protected] = Actor.Angle($PLAYER_ACTOR)0063: [email protected] -= [email protected] // (float) [email protected] *= 4.0 [email protected] *= 0.02 006B: [email protected] *= [email protected] // (float) 005B: [email protected] += [email protected] // (float) if  -80.0 > [email protected] jf @SCJ_1667 [email protected] = -80.0 :SCJ_1667if  [email protected] > 80.0 jf @SCJ_1698 [email protected] = 80.0 :SCJ_1698083E: set_actor $PLAYER_ACTOR rotation [email protected] [email protected] [email protected] while_in_air [email protected] = 360.0 0063: [email protected] -= [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] return :SCJ_1826if  [email protected] > 8.0 jf @SCJ_92 :SCJ_1847if or  Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL"  Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"jf @SCJ_92 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 0687: clear_actor $PLAYER_ACTOR task wait 250 [email protected] = 0.0 Actor.Angle($PLAYER_ACTOR) = [email protected] @SCJ_92 :SCJ_1957054C: use_GXT_table 'RYDER3' 04ED: load_animation "PARACHUTE" jump @SCJ_92 :SCJ_19880087: [email protected] = [email protected] // (float) [email protected] /= 15.0 if   not [email protected] > 1.0 :SCJ_2497if or80E1:   not player 0 pressed_key 11 00E1:   player 0 pressed_key 10 jf @SCJ_2550 if or80E1:   not player 0 pressed_key 10 00E1:   player 0 pressed_key 11 jf @SCJ_2598 jump @SCJ_2639 :[email protected] -= 2.0 if  5.0 > [email protected] jf @SCJ_2639 [email protected] = 5.0 jump @SCJ_2639 :[email protected] += 2.0 if  [email protected] > 200.0 jf @SCJ_2639 [email protected] = 200.0 :SCJ_2639return :SCJ_2641if  [email protected] > 60.0 jf @SCJ_2955 if 88B7:   not test [email protected] bit 8 jf @SCJ_2742 08BD: set [email protected] bit 8 066A: [email protected] = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible :SCJ_2742if  [email protected] > 130.0 jf @SCJ_2967 if 88B7:   not test [email protected] bit 10 jf @SCJ_2844 08BD: set [email protected] bit 10 066A: [email protected] = attach_particle "PRT_SAND2" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible :SCJ_2844if  [email protected] > 180.0 jf @SCJ_2979 if 88B7:   not test [email protected] bit 11 jf @SCJ_2991 08BD: set [email protected] bit 11 066A: [email protected] = attach_particle "SMOKE_FLARE" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible jump @SCJ_2991 :SCJ_295508C3: clear [email protected] bit 8 0650: destroy_particle [email protected] :SCJ_296708C3: clear [email protected] bit 10 0650: destroy_particle [email protected] :SCJ_297908C3: clear [email protected] bit 11 0650: destroy_particle [email protected] :SCJ_2991return end_thread thread 'SCJA' :SCJA_11wait 250 if   Player.Defined($PLAYER_CHAR)jf @SCJA_11 if   not Actor.Driving($PLAYER_ACTOR)jf @SCJA_11 if 80E1:   not player 0 pressed_key 9 jf @SCJA_1089 if and00E1:   player 0 pressed_key 8 80E1:   not player 0 pressed_key 9 jf @SCJA_11 if   Player.Defined($PLAYER_CHAR)jf @SCJA_11 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -5.0 5.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 5.0 5.0 0.0 09C0: [email protected] = get_random_car_in_area [email protected] [email protected] [email protected] [email protected] 10.0 with_actors -1 if 056E:   car [email protected] defined jf @SCJA_11 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 064B: [email protected] = create_particle "HELI_DUST" at [email protected] [email protected] [email protected] type 1 064C: make_particle [email protected] visible [email protected] = Car.Model([email protected])Model.Load([email protected]):SCJA_276wait 0 if   Model.Available([email protected])jf @SCJA_276 046C: [email protected] = car [email protected] driver if 056D:   actor [email protected] defined jf @SCJA_325 Actor.DestroyInstantly([email protected]):SCJA_3250407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 [email protected] = Car.Angle([email protected])03F3: get_car [email protected] primary_color_to [email protected] secondary_color_to [email protected] 0A12: get_car [email protected] tertiary_color_to [email protected] quaternary_color_to [email protected] [email protected] = Car.Health([email protected])Car.Destroy([email protected])[email protected] = Car.Create([email protected], [email protected], [email protected], [email protected])Model.Destroy([email protected])Car.Angle([email protected]) = [email protected]: set_car [email protected] primary_color_to [email protected] secondary_color_to [email protected] 0A11: set_car [email protected] tertiary_color_to [email protected] quaternary_color_to [email protected] Car.Health([email protected]) = [email protected]: get_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] [email protected] *= 0.03 [email protected] *= 0.03 07D5: set_car [email protected] velocity_in_direction_XYZ 0.0 0.0 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 [email protected] = 500 0208: [email protected] = random_float_in_ranges 2.0 5.0 0208: [email protected] = random_float_in_ranges 0.045 0.075 :SCJA_564wait 50 if 056E:   car [email protected] defined jf @SCJA_791 [email protected] += -1 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 0087: [email protected] = [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 07D5: set_car [email protected] velocity_in_direction_XYZ 0.0 0.0 [email protected] rotation_velocitiesXY 0.0 0.0 unk 0.0 04F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable 0085: [email protected] = [email protected] // (int) [email protected] /= 5 008A: $10948 = [email protected] // (int) if 80E1:   not player 0 pressed_key 9 jf @SCJA_825 if  [email protected] == 0 jf @SCJA_564 :SCJA_7910650: destroy_particle [email protected] :SCJA_796Car.RemoveReferences([email protected]):SCJA_8010650: destroy_particle [email protected] 08C3: clear [email protected] bit 0 0151: remove_status_text $10948 jump @SCJA_11 :SCJA_8250650: destroy_particle [email protected] [email protected] = 500 :SCJA_838wait 50 if 056E:   car [email protected] defined jf @SCJA_796 if 80E1:   not player 0 pressed_key 8 jf @SCJA_796 [email protected] += -1 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] *= 0.01 [email protected] *= 0.01 [email protected] *= 0.01 07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] rotation_velocitiesXY 0.0 0.0 unk 0.0 04F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable 0085: [email protected] = [email protected] // (int) [email protected] /= 5 008A: $10948 = [email protected] // (int) if  [email protected] == 0 jf @SCJA_838 jump @SCJA_791 :SCJA_10890819: [email protected] = actor $PLAYER_ACTOR distance_from_ground if   not [email protected] > 1.5 jf @SCJA_11 [email protected] = 100 04F7: status_text $10948 type 1 line 3 GXT 'DUMMY' // global_variable :SCJA_1143wait 0 if 88B7:   not test [email protected] bit 0 jf @SCJA_1232 08BD: set [email protected] bit 0 066A: [email protected] = attach_particle "WATER_RIPPLES" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle [email protected] visible :[email protected] += -1 008A: $10948 = [email protected] // (int) if   not [email protected] == 0 jf @SCJA_801 if 00E1:   player 0 pressed_key 9 jf @SCJA_801 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -20.0 -20.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 20.0 -20.0 0.0 073E: get_car_in_sphere [email protected] [email protected] [email protected] radius 10.0 model -1 handle_as [email protected] if 056E:   car [email protected] defined jf @SCJA_1413 jump @SCJA_1467 :SCJA_141309C0: [email protected] = get_random_car_in_area [email protected] [email protected] [email protected] [email protected] 40.0 with_actors -1 if 056E:   car [email protected] defined jf @SCJA_1460 jump @SCJA_1467 :SCJA_1460jump @SCJA_1143 :SCJA_1467046C: [email protected] = car [email protected] driver if 056D:   actor [email protected] defined jf @SCJA_1496 Actor.DestroyInstantly([email protected]):SCJA_1496066B: [email protected] = attach_particle "SHOOTLIGHT" to_car [email protected] with_offset 0.0 2.0 1.0 flag 1 064C: make_particle [email protected] visible 064F: remove_references_to_particle [email protected] 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 09E5: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 255 0 0 radius 20.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] *= 4.0 [email protected] *= 4.0 02F7: [email protected] = sine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) if   not [email protected] > 0.0 jf @SCJA_1707 [email protected] *= -1.0 :SCJA_1707if   not [email protected] > 0.0 jf @SCJA_1738 [email protected] *= -1.0 :[email protected] *= 0.07 [email protected] *= 0.07 07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] 0.01 rotation_velocitiesXY 0.0 0.0 unk 0.0 wait 50 if 8449:   not actor $PLAYER_ACTOR in_a_car jf @SCJA_1894 if and00E1:   player 0 pressed_key 6 00E1:   player 0 pressed_key 9 jf @SCJA_1894 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 20.0 2.0 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 1 020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected] jf @SCJA_1894 :SCJA_1894wait 50 8449:   not actor $PLAYER_ACTOR in_a_car 00E1:   player 0 pressed_key 6 00E1:   player 0 pressed_key 8 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.1 0.1 0.2 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 1 020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected] jump @SCJA_1143

 

Edited by javi13

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Anir

Yeah I like it i was searching this and Superman too i think If add Superman Skin with this it will be cool biggrin.gif

Edited by Anir

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orgcon

I dunno if anybody else suggested this (can't be bothered reading all the posts moto_whistle.gif ) but is there a chance of disabling flight mode with a button so that you can fall like normal, and also locking him in flight mode with a button so he cant land? It'd be a great Cleo if someone could edit it to do this!

 

Because as it is, its annoying! He always lands when your destroying cars or sometimes in SA:MP when your on a fan made island cj won't land because the Cleo doesn't recognise it as land, so he keeps on flying! angry.gif

 

These edits would be most appreciated if you can get them to work cool.gif

Edited by orgcon

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Anir

when i fly i dont go fast why? can u tell me what button i must click to go fast when im flying?

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javi13

To speed up = conversation no (by default, N)

To slow down = conversation yes (by default Y)

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V3nuZ

Links dead D: Can someone please re-upload somewhere sad.gif I lost all my files after reformating D:

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coin-god

GTAlimite should be back online in a few days if not i will rehost em.

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Turtles9788

It said these on the websites..

 

 

 

The webpage cannot be found

 

Most likely causes:

There might be a typing error in the address.

If you clicked on a link, it may be out of date. <---

 

thats maybe i said that...

 

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