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wesley123

What is wrong with this script?

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wesley123

Hi all I am trying to make some cars to spawn in san-vice by using a cleo script I just used a script i found in a tutorial but when I Compile the script it doesnt work, the game doesnt crash but the car doesnt spawn.

 

 

{$CLEO .cm}//Save as .cm CLEO script// put your create_thread commands herecreate_thread @MODEL:loopwait 0jump @MODEL:MODELthread 'MODEL'001B: $PARKED_RHINO = init_parked_car_generator #RHINO -1 -1 1 alarm 0 door_lock 0 0 10000 at -61.0603, 952.2968, 10.8949 angle 270.5404001C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 101end_thread

 

 

Can you tell me what is wrong with it?

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Rapier

Try this:

 

{$CLEO}// Save the file as .CS NOT .CM!!!:MODELthread 'MODEL'001B: $PARKED_RHINO = init_parked_car_generator #RHINO -1 -1 1 alarm 0 door_lock 0 0 10000 at -61.0603, 952.2968, 10.8949 angle 270.5404001C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 1010A93: end_custom_thread

 

Works?

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james227uk

 

Try this:

 

{$CLEO}// Save the file as .CS NOT .CM!!!:MODELthread 'MODEL'001B: $PARKED_RHINO = init_parked_car_generator #RHINO -1 -1 1 alarm 0 door_lock 0 0 10000 at -61.0603, 952.2968, 10.8949 angle 270.5404001C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 1010A93: end_custom_thread

 

Works?

This would not work for you because CMs reqire a starter pack to execute the MISSION. CMs are cleo missions, and must be written like an actual mission.

 

Anyway, i though you did it like this:

 

 

{$CLEO .cs}:MODELthread 'MODEL'001B: $PARKED_RHINO = init_parked_car_generator #RHINO -1 -1 1 alarm 0 door_lock 0 0 10000 at -61.0603, 952.2968, 10.8949 angle 270.5404001C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 1010A93: end_custom_thread

 

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wesley123

It didnt work the game crashes at the last moment when you should spawn(it is for SA) in front of your savepoint

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ge6pen4

 

{$CLEO .cs}:MODEL03A4: name_thread 'MODEL'0001: wait  1000 ms0A95: enable_thread_saving 001B: [email protected] = init_parked_car_generator #RHINO -1 -1 1 alarm 0 door_lock 0 0 10000 at -61.0603, 952.2968, 10.8949 angle 270.5404001C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

 

 

0A95 required smile.gif

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wesley123

It didnt work, but the game crashes later when loading so we are on the right way colgate.gif

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Eyon

 

{$CLEO .cs}0A95: enable_thread_saving   014B: [email protected] = init_parked_car_generator #RHINO color -1 -1 1 alarm 0 door_lock 0 0 10000 at -61.0603, 952.2968, 10.8949 angle 270.5404   014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

 

 

This should work.

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gtasbigfoot

It's a car spawn most simple thing in mission coding

 

open a new page in sannybuilder copy this(must be a clean page)

 

 

{$CLEO .CS} //not cm cm is a mission.

 

 

 

014B: [email protected] = init_parked_car_generator #RHINO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 222.6105 1912.245 17.6406 angle 184.9444 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 0A95: enable_thread_saving 0A93: end_custom_thread

 

 

just put your cords in.

 

you don't need

 

:MODEL

03A4: name_thread 'MODEL'

 

to prove it works look this is a starter of one of my mission(for the cars)

 

 

{$cleo.cs}//do not use this as a mission it ant it's the car spawns for my mission in a other scripts014B: [email protected] = init_parked_car_generator #RHINO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 222.6105 1912.245 17.6406 angle 184.9444 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #HUNTER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 177.0172 1835.209 23.2422 angle 266.1707 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #PATRIOT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 193.5801 1920.98 17.6406 angle 184.9444 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #HYDRA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 196.879 1833.68 23.2422 angle 85.6832 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #FBITRUCK color -1 -1 1 alarm 0 door_lock 0 0 10000 at 281.8831 1883.272 17.6406 angle 91.082 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #FBIRANCH color -1 -1 1 alarm 0 door_lock 0 0 10000 at 281.9327 1860.381 17.6406 angle 83.7496 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #NRG500 color -1 -1 1 alarm 0 door_lock 0 0 10000 at 274.7355 1827.588 17.6406 angle 356.9558 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #INFERNUS color -1 -1 1 alarm 0 door_lock 0 0 10000 at 251.2755 1829.75 17.6406 angle 268.7499 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #FCR900 color -1 -1 1 alarm 0 door_lock 0 0 10000 at 283.2851 1834.647 17.6481 angle 6.393 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #BULLET color -1 -1 1 alarm 0 door_lock 0 0 10000 at 253.139 1839.896 17.6406 angle 270.018 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 032B: [email protected] = create_weapon_pickup #DESERT_EAGLE group 15 ammo 9999 at 212.8919 1855.833 13.0453 032B: [email protected] = create_weapon_pickup #MP5LNG group 15 ammo 9999 at 216.6748 1856.043 13.006 032B: [email protected] = create_weapon_pickup #SHOTGSPA group 15 ammo 9999 at 221.3014 1856.3 13.0261 032B: [email protected] = create_weapon_pickup #M4 group 15 ammo 9999 at 225.2699 1856.521 13.0433 032B: [email protected] = create_weapon_pickup #KATANA group 15 ammo 4 at 223.7685 1852.746 12.7484 032B: [email protected] = create_weapon_pickup #NVGOGGLES group 15 ammo 9999 at 219.1609 1852.815 12.7538 032B: [email protected] = create_weapon_pickup #IRGOGGLES group 15 ammo 9999 at 215.003 1852.878 12.7587 032B: [email protected] = create_weapon_pickup #MINIGUN group 15 ammo 9999 at 211.4211 1852.932 12.7897 [email protected] = Pickup.Create(1242, 15, 225.3056, 1864.555, 13.1406)[email protected] = Pickup.Create(1240, 15, 225.1915, 1858.629, 13.147)Object.Destroy($OBJECT_M_A51_VENTCOVERB)Object.Destroy($OBJECT_M_A51_BLASTDOORR)0A24: enable_military_zones_wanted_level 1 02A8: [email protected] = create_marker 37 at -320.4251 1598.851 75.693 018B: set_marker [email protected] radar_mode 2 014B: [email protected] = init_parked_car_generator #HYDRA color -1 -1 1 alarm 0 door_lock 0 0 10000 at -290.0186 1581.473 75.3704 angle 43.9417 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 0A95: enable_thread_saving 0A93: end_custom_thread 

 

Edited by gtasbigfoot

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ge6pen4

 

{$CLEO .cs}:MODEL03A4: name_thread 'MODEL'0001: wait  1000 ms0A95: enable_thread_saving09E2: [email protected] = parked_car_generator_w_numberplate #RHINO 0 17 1 alarm 0 door_lock 0 0 10000 plate "__Test__" at -61.06, 952.29, 10.89 angle 270.54014C: set_parked_car_generator [email protected] cars_to_generate_to 101 0A93: end_custom_thread

 

 

now try this .. and start a new game ..

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Eyon
{$CLEO .cs}:MODEL03A4: name_thread 'MODEL'0001: wait  1000 ms0A95: enable_thread_saving09E2: [email protected] = parked_car_generator_w_numberplate #RHINO 0 17 1 alarm 0 door_lock 0 0 10000 plate "__Test__" at -61.06, 952.29, 10.89 angle 270.54014C: set_parked_car_generator [email protected] cars_to_generate_to 101 0A93: end_custom_thread

 

 

now try this .. and start a new game ..

With CLEO you don't need to start a new game.

 

As stated before, you don't need

 

 

:MODEL03A4: name_thread 'MODEL'

 

 

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ge6pen4

The code I posted last works for me. What I meant is that I needed to start a new game, exit, and then load a savegame.

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gtasbigfoot

Yes,it's your name_thread which makes this happen,take it out and you will not have to do that all the time:D

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ge6pen4

and the only reason left can be the difference between these two opcodes ....

 

this

 

09E2: [email protected] = parked_car_generator_w_numberplate #RHINO 0 17 1 alarm 0 door_lock 0 0 10000 plate "__Test__" at -61.06, 952.29, 10.89 angle 270.54

and this

014B: [email protected] = init_parked_car_generator #RHINO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 222.6105 1912.245 17.6406 angle 184.9444  

 

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Eyon
The code I posted last works for me. What I meant is that I needed to start a new game, exit, and then load a savegame.

Strange, I don't need to smile.gif

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wesley123

I tryed all the scripts you posted and none of them works they all crash when you should spawn

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ge6pen4

I don't see anything which can be the reason of a crash ... @ wesley .. did you delete your previous unsuccessful codes ?

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wesley123

As far as i know i did delete the previous codes, maybe it has to do something with the options of sannybuilder

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james227uk

ERRRR!!!

 

Open a new sanny builder page, then paste this in:

 

 

{$CLEO .cs}014B: [email protected] = init_parked_car_generator #RHINO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 222.6105 1912.245 17.6406 angle 184.9444 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 0A95: enable_thread_saving 0A93: end_custom_thread

 

 

Save the .txt file in your cleo folder then compile it!!!

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wesley123

I did it like you told me, but the game still crashes i tried to run the game with cleo installed but without the script and then the game runs normal.

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james227uk

 

I did it like you told me, but the game still crashes i tried to run the game with cleo installed but without the script and then the game runs normal.

There's something wrong with your cleo then because it works fine with my game

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wesley123

I dont think so because i reinstalled cleo 3 times allready, so maybe it is something with my game

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francismori7
ERRRR!!!

 

Open a new sanny builder page, then paste this in:

 

 

{$CLEO .cs}014B: [email protected] = init_parked_car_generator #RHINO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 222.6105 1912.245 17.6406 angle 184.9444 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 0A95: enable_thread_saving 0A93: end_custom_thread

 

 

Save the .txt file in your cleo folder then compile it!!!

Sorry to be weird but, how do you compile/decompile?

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james227uk
ERRRR!!!

 

Open a new sanny builder page, then paste this in:

 

 

{$CLEO .cs}014B: [email protected] = init_parked_car_generator #RHINO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 222.6105 1912.245 17.6406 angle 184.9444 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 0A95: enable_thread_saving 0A93: end_custom_thread

 

 

Save the .txt file in your cleo folder then compile it!!!

Sorry to be weird but, how do you compile/decompile?

Use a program called sanny builder

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wesley123

I use Sanny Builder and when im finished i save and then press compile

 

Edit: I tried to make the script for normal SA and i let it spawn in front of the house, and i tried your script James227uk, and it works! it was just something wrong with the mod. But how can I add more spawns in the same script?

Edited by wesley123

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francismori7

 

I use Sanny Builder and when im finished i save and then press compile

Can you tell me where to start to learn SA coding, I wanna be able to do mods with CLEO and I want a tutorial smile.gif ( I don't know which to choose tounge.gif )

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ge6pen4

 

But how can I add more spawns in the same script?

 

You just need to copy the same code fragment you pasted,.. but only changing the car and its coordinates and you r done smile.gif

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james227uk
I use Sanny Builder and when im finished i save and then press compile

Can you tell me where to start to learn SA coding, I wanna be able to do mods with CLEO and I want a tutorial smile.gif ( I don't know which to choose tounge.gif )

Look around the mission coding section for these posts by tomworld10:

 

Coding Bible Part I

Coding Bible Part II

 

They are great, and cover lots of aspects of scripting.

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wesley123

 

But how can I add more spawns in the same script?

 

You just need to copy the same code fragment you pasted,.. but only changing the car and its coordinates and you r done smile.gif

 

Really? I wanna be sure

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james227uk
But how can I add more spawns in the same script?

 

You just need to copy the same code fragment you pasted,.. but only changing the car and its coordinates and you r done smile.gif

 

Really? I wanna be sure

Yep...I confirm

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wesley123

OK thanks imma try now

 

EDIT:It didnt work, only the first spawn works and the rest doesnt spawn

Edited by wesley123

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