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Jasenko

Car spawn script

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Jasenko

1.) Standard spawn script

{$CLEO .cs}014B: [email protected] = init_parked_car_generator #HOTRING color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2335.069 -1613.274 483.7184 angle 0.0 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 0A93: end_custom_thread

2.) Progress=100% single spawn script

{$CLEO .cs}thread 'SPWN'014B: [email protected] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 430.443 2522.048 16.168 angle 91.55621:STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif0038:   $802 == 1jf @START014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

or

{$CLEO .cs}014B: [email protected] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2435.302 -1671.848 12.8007 angle 90.0thread 'SUPAGT':STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif0038:   $802 == 1jf @START014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

3) Progress=100% spawn script

{$CLEO .cs}thread 'SPWN'014B: [email protected] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 430.443 2522.048 16.168 angle 91.55621014B: [email protected] = init_parked_car_generator #TURISMO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282014B: [email protected] = init_parked_car_generator #CADRONA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282014B: [email protected] = init_parked_car_generator #BLISTAC color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282014B: [email protected] = init_parked_car_generator #BRAVURA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282:STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif0038:   $802 == 1jf @START014C: set_parked_car_generator [email protected] cars_to_generate_to 101014C: set_parked_car_generator [email protected] cars_to_generate_to 101014C: set_parked_car_generator [email protected] cars_to_generate_to 101014C: set_parked_car_generator [email protected] cars_to_generate_to 101014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

Is everything OK?

 

I still need cheat-like script like THIS one.

Edited by Jasenko

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Jasenko

bump & update (sorry)

 

Is it possible to create "standard" spawn script, that would work ONLY if game progress=100% ?

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james227uk

I haven't got time to give you scripts, but for 100%:

 

You need

 

$802 == 1

 

 

This checks that 100% has been completed

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Jasenko
I haven't got time to give you scripts, but for 100%:

 

You need

 

$802 == 1

 

 

This checks that 100% has been completed

Thanks James.

When you find some time, can you please upload templates in this topic?

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james227uk

This SHOULD work:

 

 

{$CLEO .cs}014B: [email protected] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2435.302 -1671.848 12.8007 angle 90.0thread 'SUPAGT':STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif0038:   $802 == 1 jf @START014C: set_parked_car_generator [email protected] cars_to_generate_to 101 0A93: end_custom_thread

 

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Jasenko

 

This SHOULD work:

 

 

{$CLEO .cs}014B: [email protected] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2435.302 -1671.848 12.8007 angle 90.0thread 'SUPAGT':STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif0038:   $802 == 1 jf @START014C: set_parked_car_generator [email protected] cars_to_generate_to 101 0A93: end_custom_thread

 

If I read this correctly, this is going to spawn "SuperGT" of any color, without alarm & locked doors on x=2435.302 y=-1671.848 z=12.8007 angle 90.0 only if game progress = 100% Am I right?

 

2 more questions:

 

To spawn the vehicle without 100% check, do I only need to remove

$802 == 1

or is there more work involved?

 

Working with various scripts, I've noticed that every function has it's own thread (SUPAGT for example). My question is: can I use general thread name for 2 or more CLEO scripts? For example, 3 CLEO scripts with threads called VEHPARK...

 

EDIT

Thanks for the link Seemann, but I would like to spawn vehicle using cheat code, not single button smile.gif

Something like "WHERESTHEFUNERAL" & Romero Hearse from original SA game...

Edited by Jasenko

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640509-040147

I think the thread names can be identical as long as these are in different files.

 

I.E., in example.cs, you can have VEHPARK thread only once. If you have another CS file, example2, it can also have VEHPARK thread. There cannot be identical thread names in a single file. This applies for Compiled(CLEO) Missions(.cm) files too.

 

 

2 more questions:

 

To spawn the vehicle without 100% check, do I only need to remove

 

 

$802 == 1

 

or is there more work involved?

 

You will have to make another condition to satisfy the 'if' thing. e.g., a keypress:

 

 

if00E1:   player 0 pressed_key 4jf @start

instead of

 

if0038:   $802 == 1 jf @start

 

 

That will do, I must guess.

Edited by 640509-040147

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Jasenko

 

I think the thread names can be identical as long as these are in different files.

 

I.E., in example.cs, you can have VEHPARK thread only once. If you have another CS file, example2, it can also have VEHPARK thread. There cannot be identical thread names in a single file. This applies for Compiled(CLEO) Missions(.cm) files too.

 

 

2 more questions:

 

To spawn the vehicle without 100% check, do I only need to remove

 

 

$802 == 1

 

or is there more work involved?

 

You will have to make another condition to satisfy the 'if' thing. e.g., a keypress.

 

That will do, I must guess.

When you say "keypress", are you talking about standard spawn script (no limitations, always active), or specific key script that activates only when pressed?

 

EDIT

I need 2 more scripts: one without any limitations, always active and the other one cheat/keyword like. Neither of them should be controlled by single keypress.

Edited by Jasenko

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Jasenko

 

Keypress #4 is Action - http://www.gtaforums.com/index.php?showtopic=205020

 

I have edited my above post. Now I have to go to sleep. sleepy.gif

Thank you very much, but this is for single key - not keyword.

 

UPDATE

 

{$CLEO .cs}014B: [email protected] = init_parked_car_generator #SABRE color -1 -1 1 alarm 0 door_lock 0 0 10000 at 430.443 2522.048 16.168 angle 91.556206  014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #CLOVER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.502823 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #STALLION color -1 -1 1 alarm 0 door_lock 0 0 10000 at 405.898 2527.511 16.208 angle 52.168468 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #CADRONA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 414.785 2509.620 16.147 angle 315.020935 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 0A93: end_custom_thread

 

Works OK, but is it good (stable)? Also how many "@" can I actually use? (would 014B: [email protected] = be valid for example?)

 

As for script by James, how do I set more "100%" vehicles to be spawned in SINGLE script? I need an example confused.gif

 

BTW, I still need the script for cheat-like spawning.

Edited by Jasenko

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640509-040147

Look here to see how many variables can you use.

 

 

 

I think the cheats are hardcoded? :?

They worked even in the stripped SCMs.

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Jasenko

 

Look here to see how many variables can you use.

 

 

 

I think the cheats are hardcoded? :?

They worked even in the stripped SCMs.

I don't get it, 32 + 2 timers 1024 total in missions.

Does the spawn script count as mission?

 

There are many examples of cheat usage with CLEO mods. Gravity gun, Portal Gun, Black Phoenix mod, Taxi Mod, Fireworks and other...

Like I said before, I need something like "WHERESTHEFUNERAL" cheat, that spawns Romero Hearse in front of player.

 

I've just finished this - is it OK, or do I have to set 2 or more vehicles in single thread?

{$CLEO .cs}014B: [email protected] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 430.443 2522.048 16.168 angle 91.55621 thread 'SPWN1':START1wait 0 msifPlayer.Defined($PLAYER_CHAR)jf @START1if0038:   $802 == 1jf @START1014C: set_parked_car_generator [email protected] cars_to_generate_to 101014B: [email protected] = init_parked_car_generator #TURISMO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282 thread 'SPWN2':START2wait 0 msifPlayer.Defined($PLAYER_CHAR)jf @START2if0038:   $802 == 1jf @START2014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

 

I've renamed threads into SPWN1 & 2, and ":START" into ":START1 & 2"

Edited by Jasenko

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Jasenko
Anyone?

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coin-god

Make 2 cleos aut of it.

 

 

{$CLEO .cs}thread 'SPWN1'014B: [email protected] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 430.443 2522.048 16.168 angle 91.55621 :START1wait 0 msifPlayer.Defined($PLAYER_CHAR)jf @START1if0038:   $802 == 1jf @START1014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

 

 

 

{$CLEO .cs}thread 'SPWN2'014B: [email protected] = init_parked_car_generator #TURISMO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282 :START2wait 0 msifPlayer.Defined($PLAYER_CHAR)jf @START2if0038:   $802 == 1jf @START2014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

 

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Jasenko
Is there any difference? Since I'm going to add more spawn locations, do I have to create new scripts for them as well? Edited by Jasenko

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coin-god
Is there any difference? Since I'm going to add more spawn locations, do I have to create new scripts for them as well?

No, but in taht case dont so what you did. Do this way:

 

 

{$CLEO .cs}thread 'SPWN'014B: [email protected] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 430.443 2522.048 16.168 angle 91.55621 014B: [email protected] = init_parked_car_generator #TURISMO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282 :STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif0038:   $802 == 1jf @START014C: set_parked_car_generator [email protected] cars_to_generate_to 101014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

 

 

And dont use the same var for each car. Use diferent vars.

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Jasenko

{$CLEO .cs}thread 'SPWN'014B: [email protected] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 430.443 2522.048 16.168 angle 91.55621014B: [email protected] = init_parked_car_generator #TURISMO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282014B: [email protected] = init_parked_car_generator #CADRONA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282014B: [email protected] = init_parked_car_generator #BLISTAC color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282014B: [email protected] = init_parked_car_generator #BRAVURA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282:STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif0038:   $802 == 1jf @START014C: set_parked_car_generator [email protected] cars_to_generate_to 101014C: set_parked_car_generator [email protected] cars_to_generate_to 101014C: set_parked_car_generator [email protected] cars_to_generate_to 101014C: set_parked_car_generator [email protected] cars_to_generate_to 101014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

 

Is this one OK? BTW, don't pay attention to coords, this one is just an example...

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coin-god

Sure it should work. icon14.gif

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Jasenko

Thanks, coin-god smile.gif I've also edited the first post to show script progress.

 

1.) Standard spawn script

{$CLEO .cs}014B: [email protected] = init_parked_car_generator #HOTRING color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2335.069 -1613.274 483.7184 angle 0.0 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 0A93: end_custom_thread

2.) Progress=100% single spawn script

{$CLEO .cs}thread 'SPWN'014B: [email protected] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 430.443 2522.048 16.168 angle 91.55621:STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif0038:   $802 == 1jf @START014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

or

{$CLEO .cs}014B: [email protected] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2435.302 -1671.848 12.8007 angle 90.0thread 'SUPAGT':STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif0038:   $802 == 1jf @START014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

3) Progress=100% spawn script

{$CLEO .cs}thread 'SPWN'014B: [email protected] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 430.443 2522.048 16.168 angle 91.55621014B: [email protected] = init_parked_car_generator #TURISMO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282014B: [email protected] = init_parked_car_generator #CADRONA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282014B: [email protected] = init_parked_car_generator #BLISTAC color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282014B: [email protected] = init_parked_car_generator #BRAVURA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 421.827 2521.823 16.146 angle 91.50282:STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif0038:   $802 == 1jf @START014C: set_parked_car_generator [email protected] cars_to_generate_to 101014C: set_parked_car_generator [email protected] cars_to_generate_to 101014C: set_parked_car_generator [email protected] cars_to_generate_to 101014C: set_parked_car_generator [email protected] cars_to_generate_to 101014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

Is everything OK?

 

I still need cheat-like script like THIS one.

Edited by Jasenko

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coin-god

 

:NEWCHEATS// EXAMPLE 1: TEST 1 key press (space)thread 'CHEATS'[email protected] = -229908while true008B: [email protected] = &0([email protected],1i)      // get last keypresses0085: [email protected] = [email protected]        div([email protected], 0x 1 00)          // 1char: 0x100, 2chars: 0x10000: 3chars: 0x1000000mul([email protected], 0x 1 00)          // same0062: [email protected] -= [email protected]            // get needed number of chars (1)[email protected] == 0x20              // test if it's SPACEthen   03E5: text_box 'CHEAT1'// Cheat activated Breakendwait 1000end// EXAMPLE 2: TEST 2 keys ('NO')[email protected] = -229908while true008B: [email protected] = &0([email protected],1i)       // get last keypresses0085: [email protected] = [email protected]        div([email protected], 0x 1 00 00)        // 1char: 0x100, 2chars: 0x10000: 3chars: 0x1000000mul([email protected], 0x 1 00 00)        // same0062: [email protected] -= [email protected]             // get needed number of chars (2)[email protected] == 0x4e4f             // test if player typed NOthen  03E5: text_box 'CHEAT1'  // Cheat activatedBreakendwait 1000end// EXAMPLE 3: TEST 3 keys ('WOW')0@ = -229908while true008B: [email protected] = &0([email protected],1i)       // get last keypresses0085: [email protected] = [email protected]        div([email protected], 0x 1 00 00 00)     // 1char: 0x100, 2chars: 0x10000: 3chars: 0x1000000mul([email protected], 0x 1 00 00 00)     // same0062: [email protected] -= [email protected]             // get needed number of chars  (3)[email protected] == 0x574f57           // test if player typed WOWthen  03E5: text_box 'CHEAT1'// Cheat activatedBreakendwait 1000end// EXAMPLE 4: TEST 4 keys ('HACK')[email protected] = -229908while trueif&0([email protected],1i) == 0x4841434B  // test if player typed HACKthen03E5: text_box 'CHEAT1'  // Cheat activatedBreakendwait 1000end// EXAMPLE 5: TEST 5 keys ('SANNY')// test 5th char 's' from address +4b, then test 'anny' from the beginning;//  addr      keys// -229908: X X X X    |  -229908: A N N Y// -229907: X X X O <- |  -229907: _ _ _ S                    while [email protected] = -229907 // +32bits; next 4 bytes/chars in the last keypresses block008B: [email protected] = &0([email protected],1i)0085: [email protected] = [email protected]        div([email protected], 0x100)mul([email protected], 0x100)0062: [email protected] -= [email protected]               // 5th char is the last in the second block:[email protected] == 0x53                 // test if S is the 5th pressed keythen                         [email protected] = -229908 008B: [email protected] = &0([email protected],1i) if [email protected] == 0x414E4E59       // test if player also typed ANNY after that then     03E5: text_box 'CHEAT1' // Cheat activated   Break end    endwait 1000end // EXAMPLE 6: TEST 16 keys: '1234567812345678'[email protected] = -57477while trueif&0([email protected],1v) == "8765432187654321" // test if last pressed key combo is "1234567812345678"then03E5: text_box 'CHEAT1'    // Cheat activatedBreakendwait 1000endend_thread

 

 

There you have examples of how to make cheats. Maybe its a bit complex for you. Let me know then.

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Jasenko

 

There you have examples of how to make cheats. Maybe its a bit complex for you. Let me know then.

lol.gif

Like you said, this is too complex for me. But, anyway - isn't this stuff for cheating only (weapons, health)?

I've decompiled few keyword-activated scripts before, and none of them had anything like that... I could be wrong though confused.gif

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james227uk

Just should use enable_thread_saving as well

 

And search for a topic called 'CLEO3 library' in the mission coding section. In the topic is a well explained post by gtasbigfoot on making cheats

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Jasenko

 

Just should use enable_thread_saving as well

 

And search for a topic called 'CLEO3 library' in the mission coding section. In the topic is a well explained post by gtasbigfoot on making cheats

There was "thread_saving" in this script, but I've removed it.

{$CLEO .cs}014B: [email protected] = init_parked_car_generator #HOTRING color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2335.069 -1613.274 483.7184 angle 0.0014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

 

Should I use it for other scripts also?

 

As for CLEO3 library, I'll take a look - thanks!

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640509-040147

Please inform us if it has worked or not. Don't mention that sh*t anymore. icon14.gif

 

You can do that in 2 ways. The first one is checking if all keys have been pressed

 

{$CLEO .cs}:Take_the_piss03A4: name_thread 'Take_the_piss':starting0001: wait  0 ms00D6: if  0256:   player $PLAYER_CHAR defined004D: jump_if_false @starting00D6: if  0038:   $ONMISSION ==  0  // integer values004D: jump_if_false @starting00D6: if and0AB0:   key_pressed 65 //A004D: jump_if_false @starting0002: jump @key_2:key_20001: wait 0 ms00D6: if and0AB0:   key_pressed 78 // N004D: jump_if_false @key_20002: jump @key_3:key_30001: wait 0 ms00D6: if and                  //D0AB0:   key_pressed 68004D: jump_if_false @key_30002: jump @key_4:key_40001: wait 0 ms00D6: if and0AB0:   key_pressed 82     //R004D: jump_if_false @key_40002: jump @androm            // Are we finished yet ?:androm0247:  request_model #ANDROM038B: load_requested_models:check0001: wait 0 ms00D6: if0248:   model #ANDROM available004D: jump_if_false @check0172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  180.0  // floating-point values04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 12.8 0.000A5: [email protected] = create_car #ANDROM at [email protected] [email protected] [email protected]: set_car [email protected] Z_angle_to [email protected]: set_car [email protected] health_to 400008A4: set_car [email protected] extra_parts_angle_to 1.00001: wait 8000 ms0AA5: call 0x00439D80 num_params 0 pop 00249: release_model #ANDROM01C3: remove_references_to_car [email protected] // Like turning a car into any random car0002: jump @starting

 

like that.

 

OR

 

The hex way:

 

{$CLEO .cs}:androm03A4: name_thread 'androm':start0001: wait 0 ms0A8D: [email protected] = read_memory 0x00969110 size 4 virtual_protect 0  00D6: if 1                  04A4:   [email protected] == 0x414E4452 //=andr  004D: jump_if_false @start:start_00247:  request_model #ANDROM038B: load_requested_models:check0001: wait 0 ms00D6: if and0248:   model #ANDROM available004D: jump_if_false @check03E5: text_box 'CHEAT1'  // The Cheat Activation04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 12.8 0.000A5: [email protected] = create_car #ANDROM at [email protected] [email protected] [email protected]: set_car [email protected] health_to 400008A4: set_car [email protected] extra_parts_angle_to 1.00249: release_model #ANDROM0A8C: write_memory 0x00969110 size 4 value 0 virtual_protect 00002: jump @start

 

 

Both needs some hex, but once you get hang of the second, it's all easy. Plus, both spawns the Andromada (#ANDROM) but look at the lengths of each of them. You'll notice the difference.

 

They are respectively in these two posts:

Post #1

Post #2

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Jasenko

So, this is it?

 

04A4:   [email protected] == 0x414E4452 //=andr  004D: jump_if_false @start

 

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640509-040147
So, this is it?

 

04A4:   [email protected] == 0x414E4452 //=andr  004D: jump_if_false @start

 

It is, exactly.

 

You see, in that, 41 is A/a 4E is N/n 44 is D/d 52 is R/r. Simple as that.

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_VaNkAtA_

@640509-040147 those are gtasbigfoot's scripts, right, lol? lol.gif

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