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Dodo-Pilot

Converting SCM

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Dodo-Pilot

Can someone tell me how to convert this script into CLEO3 format?

 

:DEAMONthread 'DEAMON' :DEAMON_11wait 250 if 00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -418.1245 1361.887 12.65345 radius 10.0 10.0 10.0 on_foot else_jump @DEAMON_11 Model.Load(#WFYCRK)038B: load_requested_models :DEAMON_71wait 0 if and  Model.Available(#WFYCRK)else_jump @DEAMON_71 [email protected] = Actor.Create(Gang3, #WFYCRK, -440.9528, 1443.49, 21.29025)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 093B: unknown_actor [email protected] flag 1 Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 0 02A9: set_actor [email protected] immune_to_nonplayer 1 0489: set_actor [email protected] muted 1 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(Gang3, #WFYCRK, -395.554, 1279.561, 8.48883)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 093B: unknown_actor [email protected] flag 1 Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 0 02A9: set_actor [email protected] immune_to_nonplayer 1 0489: set_actor [email protected] muted 1 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Model.Destroy(#WFYCRK)end_thread 

 

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coin-god

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'DEAMON':DEAMON_11wait 250if00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -418.1245 1361.887 12.65345 radius 10.0 10.0 10.0 on_footelse_jump @DEAMON_11Model.Load(#WFYCRK)038B: load_requested_models:DEAMON_71wait 0if and Model.Available(#WFYCRK)else_jump @[email protected] = Actor.Create(Gang3, #WFYCRK, -440.9528, 1443.49, 21.29025)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1093B: unknown_actor [email protected] flag 1Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 002A9: set_actor [email protected] immune_to_nonplayer 10489: set_actor [email protected] muted 10850: AS_actor [email protected] follow_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor [email protected] = Actor.Create(Gang3, #WFYCRK, -395.554, 1279.561, 8.48883)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1093B: unknown_actor [email protected] flag 1Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 002A9: set_actor [email protected] immune_to_nonplayer 10489: set_actor [email protected] muted 10850: AS_actor [email protected] follow_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORModel.Destroy(#WFYCRK)end_thread 

 

Its almost the same.

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Dodo-Pilot
So all I have to do is add this?
{$VERSION 3.1.0027}{$CLEO .cs}

 

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_VaNkAtA_
So all I have to do is add this?
{$VERSION 3.1.0027}{$CLEO .cs}

 

Actually, all you have to add is this

 

{$CLEO}

 

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Dodo-Pilot
So all I have to do is add this?
{$VERSION 3.1.0027}{$CLEO .cs}

 

Actually, all you have to add is this

 

{$CLEO}

 

Great, thanks guys!

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Doomed_Space_Marine

What about end_thread? It must be replaced with 0A93: end_custom_thread

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Dodo-Pilot

One more question: how can I use special actors in CLEO script? For example, I would like to change "WFYCRK" into "DEAMON"

Problem is, Sanny Builder refuses to compile the script because of "unknown" model...

 

BTW, is this true? Do I have to change into "end_custom_thread"?

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coin-god
What about end_thread? It must be replaced with 0A93: end_custom_thread

It is not estrictly nessary. If the CLEO is buggy ingame, then yes.

 

BTW, i also changed the lñocal variables of your script. (38 and 39) because i dont know if CLEO hadle variables greater than 32. (In normal SCM threads its like that)

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Doomed_Space_Marine
One more question: how can I use special actors in CLEO script? For example, I would like to change "WFYCRK" into "DEAMON"

Problem is, Sanny Builder refuses to compile the script because of "unknown" model...

There is no difference between CLEO scripts and main.scm in special actors usage. Load model as a special actor (find load_special_actor in opcode search) and then it's loaded into #SPECIAL<number used to load special actor>. "Unknown" model means model that isn't defined in IDE file. Sanny builder doesn't know what ID it is.

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Dodo-Pilot

 

One more question: how can I use special actors in CLEO script? For example, I would like to change "WFYCRK" into "DEAMON"

Problem is, Sanny Builder refuses to compile the script because of "unknown" model...

There is no difference between CLEO scripts and main.scm in special actors usage. Load model as a special actor (find load_special_actor in opcode search) and then it's loaded into #SPECIAL<number used to load special actor>. "Unknown" model means model that isn't defined in IDE file. Sanny builder doesn't know what ID it is.

Can you please give me an example (template)? I'm beginner smile.gif

 

EDIT

 

OK, I've found the wanted opcode "023C: load_special_actor 'TENPEN' as 1 // models 290-299" but Sanny Builder still refuses to compile .CS file

{$CLEO .cs}:DEAMONthread 'DEAMON':DEAMON_11wait 250if00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -418.1245 1361.887 12.65345 radius 10.0 10.0 10.0 on_footelse_jump @DEAMON_11Model.Load(#DEAMON)038B: load_requested_models023C: load_special_actor 'DEAMON' as 1 // models 290-299:DEAMON_71wait 0if and Model.Available(#DEAMON)else_jump @[email protected] = Actor.Create(Gang3, #DEAMON, -440.9528, 1443.49, 21.29025)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1093B: unknown_actor [email protected] flag 1Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 002A9: set_actor [email protected] immune_to_nonplayer 10489: set_actor [email protected] muted 10850: AS_actor [email protected] follow_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor [email protected] = Actor.Create(Gang3, #DEAMON, -395.554, 1279.561, 8.48883)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1093B: unknown_actor [email protected] flag 1Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 002A9: set_actor [email protected] immune_to_nonplayer 10489: set_actor [email protected] muted 10850: AS_actor [email protected] follow_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORModel.Destroy(#DEAMON)end_thread 

 

 

EDIT2

 

(Error)

"Compiled file has no header, so the model name #DEAMON can not be used. Use number ID instead."

 

What ID? Deamon doesn't exist... The only deamon "things" are dff & txd in gta3.IMG and they don't have ID numbers

Edited by Jasenko

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spaceeinstein

CTRL+ALT+2

Search for "special_actor" and then look at the original script to find out how it is used.

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Dodo-Pilot
CTRL+ALT+2

Search for "special_actor" and then look at the original script to find out how it is used.

Did you read whole topic, spaceeinstein?

 

I did used "special_actor", but for some reason it can't be compiled.

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coin-god

Is DEAMON dff/txd ped in your GTA3.IMG?

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Dodo-Pilot

Is DEAMON dff/txd ped in your GTA3.IMG?

Yes it is.

 

EDIT

 

Actually, it isn't at the moment, but I'm going to add them as soon as I finish the script

 

EDIT2

 

I still need some help...

Edited by Jasenko

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Dodo-Pilot

Sorry for double-posting, but I've done it. Script is now working smile.gif

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'DEAMON' :DEAMON_11wait 250 if 00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -418.1245 1361.887 12.65345 radius 10.0 10.0 10.0 on_foot else_jump @DEAMON_11 023C: load_special_actor 'DEAMON' as 5 // models 290-299 :DEAMON_77wait 0 if   Model.Available(#SPECIAL05)else_jump @DEAMON_77 [email protected] = Actor.Create(Gang3, #SPECIAL05, -440.9528, 1443.49, 21.29025)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 093B: unknown_actor [email protected] flag 1 Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 0 02A9: set_actor [email protected] immune_to_nonplayer 1 0489: set_actor [email protected] muted 1 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(Gang3, #SPECIAL05, -395.554, 1279.561, 8.48883)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 093B: unknown_actor [email protected] flag 1 Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 0 02A9: set_actor [email protected] immune_to_nonplayer 1 0489: set_actor [email protected] muted 1 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Model.Destroy(#SPECIAL05)end_thread 

 

 

BTW, I've removed

Model.Load(#DEAMON)038B: load_requested_models

and replaced #DEAMON with #SPECIAL05. Is that OK?

 

I would also like to know more about special actor numbers. For example: deamon is 5, but I have many other CLEO mods like Nemesis, Yeti, Bigfoot, Lizzard, Samara and others. Is it OK that they have common number? Or do I have to de-compile every CLEO mod to find out which number is using?

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Wesser

Hey man! I have a question. Did you add a line in peds.ide to define the actor (deamon) ID? Probably you didn't do it. That's why in sanny builder you can't get the deamon ID or model name. To make the code more stable use 023D (has_splecial_actor_slot_loaded) instead of 0248 (is_model_available) because the model #SPECIAL05 is not defined.

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Dodo-Pilot

 

Why on earth are you using [email protected] and [email protected]?

 

Only use [email protected] - [email protected]!

 

 

Use [email protected] and [email protected] for timers

I don't even know what @38 and @39 stands for... Like I said - when it comes to coding, I'm beginner. wink.gif

 

This mission is part of "Misterix" main.scm file. And BTW james227uk, I've used your "lizzard" and "girl1" mods from X-Files as a template to fix "special actor" problems.

 

 

About peds.ide, I didn't think it was necessary to add them. (In X-Files, james227uk didn't change peds.ide either)

 

EDIT

 

Just crossed my mind that someone could accuse me for mod stealing.

True - I don't have permission, but this isn't going to be released. I only want to learn converting between SCM and CLEO. Since "deamon" mod was never released in CLEO, I've decided to convert one instead.

 

I'm also going to convert "Nemesis", "CJ mom's ghost" and "Jason"

 

EDIT2

 

Script IS working, with [email protected]/[email protected] and without peds.ide. My only questions are: Is this OK? Is there something terribly wrong that could crash the game? and most important of all - how can I fix that? sigh.gif

Edited by Jasenko

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james227uk

You only need to add them to peds.ide is you want to use Model.Load(#DEMON)

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Dodo-Pilot
You only need to add them to peds.ide is you want to use Model.Load(#DEMON)

It's OK, the game is working fine with "special actor".

 

But what about [email protected] - [email protected]? You didn't tell me how to fix the script...

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coin-god
You only need to add them to peds.ide is you want to use Model.Load(#DEMON)

It's OK, the game is working fine with "special actor".

 

But what about [email protected] - [email protected]? You didn't tell me how to fix the script...

Because i did. I told you have to use variables from [email protected] to [email protected], and you use greater variables, just change that.

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Dodo-Pilot

 

You only need to add them to peds.ide is you want to use Model.Load(#DEMON)

It's OK, the game is working fine with "special actor".

 

But what about [email protected] - [email protected]? You didn't tell me how to fix the script...

Because i did. I told you have to use variables from [email protected] to [email protected], and you use greater variables, just change that.

But how? At random?

 

I could change all [email protected] and [email protected] values into [email protected] and [email protected] Is that OK, or do I have to choose another number?

Edited by Jasenko

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Dodo-Pilot

Again, sorry for bumping & double posting but here it is:

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'DEAMON':DEAMON_11wait 250if00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -418.1245 1361.887 12.65345 radius 10.0 10.0 10.0 on_footelse_jump @DEAMON_11023C: load_special_actor 'DEAMON' as 5 // models 290-299:DEAMON_77wait 0if Model.Available(#SPECIAL05)else_jump @[email protected] = Actor.Create(Gang3, #SPECIAL05, -440.9528, 1443.49, 21.29025)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1093B: unknown_actor [email protected] flag 1Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 002A9: set_actor [email protected] immune_to_nonplayer 10489: set_actor [email protected] muted 10850: AS_actor [email protected] follow_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor [email protected] = Actor.Create(Gang3, #SPECIAL05, -395.554, 1279.561, 8.48883)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1093B: unknown_actor [email protected] flag 1Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 002A9: set_actor [email protected] immune_to_nonplayer 10489: set_actor [email protected] muted 10850: AS_actor [email protected] follow_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORModel.Destroy(#SPECIAL05)end_thread 

 

 

Is it now OK?

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coin-god

 

Model.Available(#SPECIAL05)

 

 

Must be this:

 

 

023D:   special_actor 5 loaded 

 

 

 

And then:

 

 

Model.Destroy(#SPECIAL05)

 

 

would be better like this:

 

0296: unload_special_actor 5 

 

Or maybe just add it below destroy model.

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Dodo-Pilot

There:

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'DEAMON':DEAMON_11wait 250if00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -418.1245 1361.887 12.65345 radius 10.0 10.0 10.0 on_footelse_jump @DEAMON_11023C: load_special_actor 'DEAMON' as 5 // models 290-299:DEAMON_77wait 0if023D:   special_actor 5 loaded else_jump @[email protected] = Actor.Create(Gang3, #SPECIAL05, -440.9528, 1443.49, 21.29025)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1093B: unknown_actor [email protected] flag 1Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 002A9: set_actor [email protected] immune_to_nonplayer 10489: set_actor [email protected] muted 10850: AS_actor [email protected] follow_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor [email protected] = Actor.Create(Gang3, #SPECIAL05, -395.554, 1279.561, 8.48883)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1093B: unknown_actor [email protected] flag 1Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 002A9: set_actor [email protected] immune_to_nonplayer 10489: set_actor [email protected] muted 10850: AS_actor [email protected] follow_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0296: unload_special_actor 5 end_thread 

 

 

I'm going to compile, and see what happens...

BTW, since you didn't say anything I guess that all "@30" and "@31" are now OK? What is this thing, anyway - can you please explain?

 

EDIT

 

It's working great, thank you very much! Anything else that should be fixed?

Edited by Jasenko

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Dodo-Pilot

Updated, final version?

 

"Cave Deamons"

 

{$CLEO .cs}:DEAMONthread 'DEAMON' :DEAMON_11wait 250 if 00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -418.1245 1361.887 12.65345 radius 10.0 10.0 10.0 on_foot else_jump @DEAMON_11 023C: load_special_actor 'DEAMON' as 8 // models 290-299 :DEAMON_71wait 0 if and023D:   special_actor 8 loadedelse_jump @DEAMON_71 [email protected] = Actor.Create(Gang3, #SPECIAL08, -440.9528, 1443.49, 21.29025)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 093B: unknown_actor [email protected] flag 1 Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 0 02A9: set_actor [email protected] immune_to_nonplayer 1 0489: set_actor [email protected] muted 1 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR [email protected] = Actor.Create(Gang3, #SPECIAL08, -395.554, 1279.561, 8.48883)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 093B: unknown_actor [email protected] flag 1 Actor.Health([email protected]) = 6000446: set_actor [email protected] immune_to_headshots 0 02A9: set_actor [email protected] immune_to_nonplayer 1 0489: set_actor [email protected] muted 1 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Model.Destroy(#SPECIAL08)0296: unload_special_actor 80A93: end_custom_thread 

"Nemesis"

 

{$CLEO .cs}:NEMESISthread 'NEMESIS' :NEMESIS_11wait 350 if 00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1964.176 639.2203 46.5625 radius 20.0 20.0 20.0 on_foot else_jump @NEMESIS_11 023C: load_special_actor 'NEMESIS' as 9 // models 290-299 Model.Load(#HEATSEEK)038B: load_requested_models :NEMESIS_76wait 0 if and023D:   special_actor 9 loaded  Model.Available(#HEATSEEK)else_jump @NEMESIS_76 [email protected] = Actor.Create(Gang3, #SPECIAL09, -1964.176, 639.2203, 46.5625)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 093B: unknown_actor [email protected] flag 1 01B2: give_actor [email protected] weapon 36 ammo 9999 // Load the weapon model before using this 087E: set_actor [email protected] weapon_droppable 1 Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.Health([email protected]) = 5000446: set_actor [email protected] immune_to_headshots 0 02A9: set_actor [email protected] immune_to_nonplayer 1 0489: set_actor [email protected] muted 1 07A1: set_walk_speed 6 01B9: set_actor [email protected] armed_weapon_to 36 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 0A93: end_custom_thread 

"Jason"

 

{$CLEO .cs}:JASONthread 'JASON' :JASON_11wait 250 if 00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1640.663 -2239.396 31.47656 radius 10.0 10.0 10.0 on_foot else_jump @JASON_11 023C: load_special_actor 'JASON' as 11 // models 290-299 Model.Load(#KNIFECUR)038B: load_requested_models :JASON_76wait 0 if and023D:   special_actor 11 loaded  Model.Available(#KNIFECUR)else_jump @JASON_76 [email protected] = Actor.Create(Gang3, #SPECIAL11, -1629.264, -2232.229, 31.47656)01B2: give_actor [email protected] weapon 4 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 4 ammo 1 // Load the weapon model before using this Actor.SetImmunities([email protected], 1, 1, 0, 1, 1)093B: unknown_actor [email protected] flag 1 Actor.Health([email protected]) = 100000446: set_actor [email protected] immune_to_headshots 0 02A9: set_actor [email protected] immune_to_nonplayer 1 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Model.Destroy(#SPECIAL11)0296: unload_special_actor 11Model.Destroy(#KNIFECUR):JASON_214wait 150 if and  Actor.Dead([email protected])else_jump @JASON_214 Actor.RemoveReferences([email protected])0A93: end_custom_thread 

"CJ mom's ghost"

 

{$CLEO .cs}:GHOSTthread 'GHOST' :GHOST_11wait 350 if 00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2490.57 -1700.295 1014.742 radius 3.0 3.0 3.0 on_foot else_jump @GHOST_11 023C: load_special_actor 'GHOST' as 12 // models 290-299 :GHOST_71wait 0 if and023D:   special_actor 12 loadedelse_jump @GHOST_71 [email protected] = Actor.Create(CivMale, #SPECIAL12, 2499.811, -1708.193, 1018.344)0860: link_actor [email protected] to_interior 5 Actor.SetImmunities([email protected], 1, 1, 1, 1, 1)093B: unknown_actor [email protected] flag 1 Actor.Health([email protected]) = 50000446: set_actor [email protected] immune_to_headshots 0 02A9: set_actor [email protected] immune_to_nonplayer 1 0489: set_actor [email protected] muted 1 0568: set_actor [email protected] targetable 1 wait 500 05D3: AS_actor [email protected] goto_point 2499.535 -1701.097 1015.547 mode 4 -2 ms // versionA wait 6000 05D3: AS_actor [email protected] goto_point 2490.57 -1700.295 1014.742 mode 4 -2 ms // versionA wait 6500 Actor.DestroyWithFade([email protected])0A93: end_custom_thread 

 

BTW, for "Jason" - do I have to use

Model.Destroy(#SPECIAL11)0296: unload_special_actor 11Model.Destroy(#KNIFECUR)

or

Model.Destroy(#SPECIAL11)Model.Destroy(#KNIFECUR)0296: unload_special_actor 11

 

Also as you can see, I've used "special_actor 12" Is that OK, or do I have to use 1 digit number?

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coin-god

[email protected] to [email protected] are called Local Variables. Variables are used to adding something to them. In normal threads (No missions) they are limited from [email protected] to [email protected] thats why you can use greater values. If you where coding a mission you can use greater values.

 

To understand this better, read the Coding Bible 1 and 2 linked in my Sig, or in Sanny's Help.

 

 

If Special actor 12 works, then its ok icon14.gif

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Dodo-Pilot
[email protected] to [email protected] are called Local Variables. Variables are used to adding something to them. In normal threads (No missions) they are limited from [email protected] to [email protected] thats why you can use greater values. If you where coding a mission you can use greater values.

 

To understand this better, read the Coding Bible 1 and 2 linked in my Sig, or in Sanny's Help.

 

 

If Special actor 12 works, then its ok icon14.gif

Thanks, I'm going to test it as soon as possible

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Dodo-Pilot

No, only 1-9 are working so I've changed special_actors into 7, 8 and 9

 

I'm also unable to kill Jason, and see CJ mom's ghost. Maybe something is wrong with script?

I'll upload changed scripts tomorrow, because my computer malfunctioned. Something is caught between CPU fan and fan blades...

Edited by Jasenko

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