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CLEO 3 Help


Lubas
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i already make this code, but i can't compile it and please check my code is it right or not Here 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---------------

if

name_thread 'Weapon'

wait 0 ms

request model #M4

request model #ADMIRAL

model #M4 loaded

model #ADMIRAL loaded

key pressed 9

key pressed 7

spawn @playeractor front

not actor $PLAYER_ACTOR in_air

not actor $PLAYER_ACTOR in_water

return

end_custom_thread

 

 
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I can't see why people think you need the // stuff. It's just total bullsh*t and only there on decompile. YOU DO NOT NEED IT!

 

 

{$CLEO .cs}thread 'WEAPON':STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTModel.Load(#M4)Model.Load(#ADMIRAL)

 

 

You know what? I can't be bothered to fix that. I mean,

 

 

spawn @playeractor front

 

 

spawn is not a valid keyword, no opcode, and doesn't even exist. $playeractor is not valid. front is not valid

 

 

not actor $PLAYER_ACTOR in_airnot actor $PLAYER_ACTOR in_waterreturn

 

 

WTF! No gosub

 

 

model #M4 loadedmodel #ADMIRAL loaded

 

 

Where's Model.Available. Total bullsh*t, no opcode, compiler will not understand!

 

 

key pressed 9key pressed 7

 

 

Where's the opcode? key pressed wont magically work on it's own

 

Total bullsh*t.

 

Sorry for the way I am, but you have absolutely no idea how to code, I can't see what you want to do, and I dont know the opcodes for what you want to do.

 

 

BTW< if you do want something, search out my SA Unleashed topic, download it and look at the code for the minigun spawning script

Edited by james227uk
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And in case you didn't get what he said, this is how it should look like

 

name_thread 'Weapon':Weapon_1wait 0if andnot actor $PLAYER_ACTOR in_airnot actor $PLAYER_ACTOR in_water0AB0:  key_pressed 8    // Conditions go first, if more than one use "and" after "if"0AB0:  key_pressed 9jf @Weapon_1            // jump back to start if TAB and BACKSPACE not pressed while not in water/air (dunno what you tried to do)Model.Load(#M4)Model.Load(#ADMIRAL)038B: load_requested_models :Weapon_2wait 0ifModel.Available(#M4)Model.Available(#ADMIRAL)jf @Weapon_2                //checks if the models are loaded, if not loops untill they are04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 3.0 2.0 Car.Create([email protected], [email protected], [email protected], [email protected])  // creates car "[email protected]" at 3 meters in front of the player, 2 meters high04E1: open_and_freeze_car_trunk [email protected] 1000 //wait used to give a neat effect, the trunk opens and THEN the pickup appears0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 2.0 0.0  //stores a position behind the car where I think the trunk is, not tested032B: [email protected] = create_weapon_pickup #M4 group 15 ammo 330 at [email protected] [email protected] [email protected]([email protected]) //stop storing it into memory, could dissapear if you get awaywait 1000jump @Weapon_1 //so you can do it more than once per game load

 

Didn't test, could not work, I'm not responsible for any harm done by the pickup when restarting the thread by re-pressing the keys, not used to code pickups for now

Also, no offense, but James, you gotta chill, I know he's a noob at coding, but we all were doing those nonsense things in codding

Edited by [SM]CJZera
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i already make this code, but i can't compile it and please check my code is it right or not Here 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---------------

if

name_thread 'Weapon'

wait 0 ms

request model #M4

request model #ADMIRAL

model #M4 loaded

model #ADMIRAL loaded

key pressed 9

key pressed 7

spawn @playeractor front

not actor $PLAYER_ACTOR in_air

not actor $PLAYER_ACTOR in_water

return

end_custom_thread

 

 

A Little bit off topic but how do you know what key pressed number is to the actual key on the keyboard?

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