gtasearcher Posted February 28, 2009 Share Posted February 28, 2009 (edited) What? Let's say you want to make a savegame with custom objects, pick-ups, cars etc. That also can be done with Hex Editing! I know, but some people (such as me ) don't know how to do that. The Guide 1. Adding custom cars First make sure you have Sanny Builder and CLEO installed. Open Sanny Builder and write {$CLEO .cs} in the first line. Then, leave a blank line, and write 014B: $CAR_IN_GROVE = init_parked_car_generator #ADMIRAL color 7 -1 1 alarm 0 door_lock 0 0 10000 at 2474.671 -1670.463 13.3292 angle 184.3857 Practicly the car generator isn't done yet - it only stores it's variable and spawn position (for the test, I spawend it in The Grove, you can spawn it anywhere, just change the coords. Also the $CAR_IN_GROVE variable can be changed. Now write 014C: set_parked_car_generator $CAR_IN_GROVE cars_to_generate_to 101 If you changed the variable $CAR_IN_GROVE in the other line, make sure to change it here, too. It's important to add in the last line 0A93: end_custom_thread Now save and compile in your "CLEO" folder with any name. Now run the game! Now save the game (it's easier to make sure you have the save anywhere cleo mod so you can save anywhere). Then, rename "cleo.asi" (from your game folder) into "cleo.asi.cleo". Now run the game! Voila! The car still spawns, and CLEO is practicly deactivated! The cars will only generate for that save, and you CAN'T make them disspaer from it EVER 2. Adding custom pick-ups Follow the same steps as above to create a cleo, but don't add the 2 car generator lines and end_custom_thread. Now add 032B: $GUN_IN_GROVE = create_weapon_pickup #AK47 group 15 ammo 150 at 2492.342 -1657.895 13.3563 This will create an AK-47 in the Grove; note that "group 15" makes it spawn only once... Again, all the parameters and variables can be changed... Add the "0A93: end_custom_thread" as above. Save and compile. Now do the same as with the custom cars, save the game, turn off cleo, fire up the game, and load the savegame! The pick-up will still be there, but because it's "group 15" once it's picked up, it will never spawn again 3. Adding custom objects Follow exactly the same steps as above, but replace 032B: $GUN_IN_GROVE = create_weapon_pickup #AK47 group 15 ammo 150 at 2492.342 -1657.895 13.3563 with $GROVE_OBJECT = Object.Create(#WHEEL_SR4, 2498.312, -1671.024, 13.3433) Again, all the parameters, coords and variables can be changed... Add the "0A93: end_custom_thread" as above. Save and compile. And you got your own not-solid floating wheel Again, save the game, turn off cleo, fire up the game, load the savegame! The wheel will still be there. 4. Adding custom Unique Stunt Jumps This is actually a bit easier than it may seem. First, do the same as above to create a CLEO, but don't put in anything but {CLEO .cs}. Then, write 0814: define_unique_jump_start 1551.926 -1337.629 330.0676 radius 2.5 2.728 3.17 land 1571.42 -1301.696 322.7709 radius 11.134 5.398 7.23 camera 1560.21 -1268.568 277.8686 reward 1000 Let me explain a bit. The define_unique_stunt_jump_start X Y Z will define where the player has to be to trigger the jump. The radius X Y Z will define the radius of the point specified above where the player has to be to trigger the jump. The land X Y Z will define where the player has to PASS to get the reward; going further will not stop him from completing the jump; for some jumps where you can land in a large area it's best to put this airbone. The radius X Y Z will define the radius of the point specified above where the player has to pass to get the reward. The camera X Y Z will define where the cinematic slow-mo camera will be; it will stay in the same position, but it will look in the direction of the player. The reward 1000 defines the reward the player gets; in our case, I set it to $1000. Now add 0A93: end_custom_thread Save and compile. Now save the game, turn off cleo, load the game - the jumps will still be there! Note as they don't in the normal game, they won't count towards 100%... and I think there's no limit of them. Be creative! Edited March 2, 2009 by gtasearcher Link to comment Share on other sites More sharing options...
coin-god Posted March 2, 2009 Share Posted March 2, 2009 Actually, this is a Coding Tutorial. Not really a savegame editor or creator. But its good Link to comment Share on other sites More sharing options...
gtasearcher Posted March 2, 2009 Author Share Posted March 2, 2009 (edited) Actually, this is a Coding Tutorial. Not really a savegame editor or creator. But its good Thanks! This was actually my first sucseded attempt to make a fully-working cleo. (sometimes it crashed, sometimes it didn't worked) P.S. The first post is updated with unique stunt jumps! Edited March 2, 2009 by gtasearcher Link to comment Share on other sites More sharing options...
enjoto Posted July 17, 2009 Share Posted July 17, 2009 So how do I find the coords so that I can spawn things in different places Link to comment Share on other sites More sharing options...
gtasearcher Posted July 17, 2009 Author Share Posted July 17, 2009 So how do I find the coords so that I can spawn things in different places So how do you not BUMP? Anyway while in Sanny Builder and while the game is running, press CTRL+SHIFT+C for coords, and CTRL+SHIFT+E for angle. Link to comment Share on other sites More sharing options...
shantam777 Posted July 17, 2009 Share Posted July 17, 2009 So how do I find the coords so that I can spawn things in different places So how do you not BUMP? Anyway while in Sanny Builder and while the game is running, press CTRL+SHIFT+C for coords, and CTRL+SHIFT+E for angle. It's not a bump...It's a question regarding the usage of mod so you can't really call it a bump....It's not any stupid spam like "Nice Mod!" bla bla bla etc. Link to comment Share on other sites More sharing options...
Alley Posted August 1, 2009 Share Posted August 1, 2009 Cool man. Thanks about enlighting Link to comment Share on other sites More sharing options...
Spider-Vice Posted August 1, 2009 Share Posted August 1, 2009 Actually, this is a Coding Tutorial. Not really a savegame editor or creator. But its good Thanks! This was actually my first sucseded attempt to make a fully-working cleo. (sometimes it crashed, sometimes it didn't worked) P.S. The first post is updated with unique stunt jumps! I bet it crashed because you forgot the end_custom_thread. Happened to me too, and well I can do that for ages but it's still a good tut. Also it's not a special savegame as CLEO does allow you to play your normal savegames in every circunstance (CLEO mods), no big deal, only SCM needs a new game. let your hopes and dreams turn into burning fire! GTANet | Red Dead Network | kifflom black lives matter | stop Asian hate | trans lives = human lives Link to comment Share on other sites More sharing options...
Arman Ossi Loko Posted June 30, 2012 Share Posted June 30, 2012 I expected 13 params. What must I do to fix? Link to comment Share on other sites More sharing options...
TheGodfather. Posted September 10, 2012 Share Posted September 10, 2012 I expected 13 params. What must I do to fix? Paste the complete code so that anyone can find your mistake... Link to comment Share on other sites More sharing options...
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