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tysman

help me please!

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tysman

Hi everyone I'm new to this form and I really need help with some cleo scripting. I have this bigfoot mod and he spawns in some weird places like in towns and on the edge of cliffs. What I need help with is to know how to make a script where he will spawn using code for each place he spawns. For Example:

 

 

else_jump @NONAME_449

023C: load_special_actor 'BIGFOOT' as 1 // models 290-299

038B: load_requested_models

 

:NONAME_449

[email protected] = Actor.Create(Player4, #SPECIAL01, [email protected], [email protected], [email protected])------------------------Use this code for every place he spawns

0208: [email protected] = random_float_in_ranges 0.0 360.0 -------------------------------Without random float in ranges

Actor.Angle([email protected]) = [email protected]

0446: set_actor [email protected] immune_to_headshots 0

Actor.Health([email protected]) = 10000

07BC: set_actor [email protected] decision_maker_to 32 // AS_pack_version

04D8: set_actor [email protected] drowns_in_water 0

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1

07FE: set_actor [email protected] fighting_style_to 5 0

03FE: set_actor [email protected] money 0

0245: set_actor [email protected] walk_style_to "OLDMAN"

 

Can somebody help me with this please.

Edited by tysman

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tysman

Maybe I was to harsh to Doomed Space Marine for saying that his bigfoot mod was weird, I'm really sorry if I hurt anyone's feelings. Can somebody please post a reply sad.gif

Edited by tysman

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Dutchy3010

I'm not sure about what you want. Do you want to spawn the Bigfoot on several marked places? Do you want that you can add it ingame with a key pressed? What is exactly what you want? Perhaps others understand what you mean, but I don't.

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tysman

Thanks for the reply. I just pasted a sample of the code at the top, and for the code I would like it if he would spawn in 7 different marked places maybe 10 at the most without key pressed.

Edited by tysman

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Dutchy3010

EDIT:

I didn't see your code in the first post. I will change it for you:

 

023C: load_special_actor 'BIGFOOT' as 1 // models 290-299038B: load_requested_models:NONAME_4490099: [email protected] = random_int_in_ranges_0_to_6if [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = x [email protected] = [email protected] == [email protected] = [email protected] = x [email protected] = [email protected] == [email protected] = [email protected] = x [email protected] = [email protected] == [email protected] = [email protected] = x [email protected] = [email protected] == [email protected] = [email protected] = x [email protected] = [email protected] == [email protected] = [email protected] = x [email protected] = [email protected] = Actor.Create(Player4, #SPECIAL01, [email protected], [email protected], [email protected])Actor.Angle([email protected]) = [email protected]: set_actor [email protected] immune_to_headshots 0Actor.Health([email protected]) = 1000007BC: set_actor [email protected] decision_maker_to 32 // AS_pack_version04D8: set_actor [email protected] drowns_in_water 00946: set_actor [email protected] actions_uninterupted_by_weapon_fire 107FE: set_actor [email protected] fighting_style_to 5 003FE: set_actor [email protected] money 00245: set_actor [email protected] walk_style_to "OLDMAN"

 

 

Fill in the coordinates after every [email protected], [email protected] and [email protected]

Edited by Dutchy3010

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tysman

I am not sure about that code I have never seen it before. Is it possable to use Actor.Create (Name) X,Y,Z seven times I don't know your smarter than me

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tysman

thanks for the code I am pretty sure that will work so the 2 3 and 4 is X Y Z then right so if he spawns on the first one after he is dead he will spawn on the second or is it random because that would work perfectly biggrin.gif

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tysman

Well that is awsome thank you for the help. I am kinda a coder I look at other peoples cleo scripts and get a general idea of some of the code (I don't Steal code I use it as a template) but the way you explained it helped me alot thanks. biggrin.gifbiggrin.gif

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tysman

Uh I kinda still need help I shuld of pasted the start of the code cause i am still lost here is the Start:

 

// 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---------------

[email protected] = -1

[email protected] = 0

 

:NONAME_14

wait 0

Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])

if and

[email protected] == -1

$ONMISSION == 0

[email protected] > -3315.392

not [email protected] >= 163.3204

[email protected] > -3019.81

not [email protected] >= -704.2101

else_jump @NONAME_556

0A8D: [email protected] = read_memory 13112092 size 4 virtual_protect 0

0A8D: [email protected] = read_memory 13112096 size 4 virtual_protect 0

0208: [email protected] = random_float_in_ranges 0.0 360.0

02F7: [email protected] = sine [email protected] // (float)

02F6: [email protected] = cosine [email protected] // (float)

if or

[email protected] == 9

[email protected] == 9

else_jump @NONAME_208

[email protected] *= 180.0

[email protected] *= 180.0

jump @NONAME_228

 

:NONAME_208

[email protected] *= 360.0

[email protected] *= 360.0

 

:NONAME_228

005B: [email protected] += [email protected] // (float)

005B: [email protected] += [email protected] // (float)

02CE: [email protected] = ground_z_at [email protected] [email protected] 2000.0

03D3: get_route_nearest_for [email protected] [email protected] [email protected] store_to [email protected] [email protected] [email protected] Z_angle_to [email protected]

050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ [email protected] [email protected] [email protected]

092E: get_water_height_at [email protected] [email protected] flag 0 store_to [email protected]

if and

0025: [email protected] > [email protected] // (float)

[email protected] > 50.0

80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere [email protected] [email protected] [email protected] radius 160.0 160.0 160.0

[email protected] > -3315.392

not [email protected] >= 163.3204

[email protected] > -3019.81

not [email protected] >= -704.2101

else_jump @NONAME_556

if

823D: not special_actor 1 loaded

else_jump @NONAME_449

 

And the end:

 

:NONAME_556

if

Actor.Dead([email protected])

else_jump @NONAME_602

Actor.RemoveReferences([email protected])

0296: unload_special_actor 1

[email protected] = -1

[email protected] = 0

jump @NONAME_708

 

:NONAME_602

if

80FE: not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 400.0 400.0 400.0

else_jump @NONAME_667

Actor.DestroyWithFade([email protected])

0296: unload_special_actor 1

[email protected] = -1

[email protected] = 0

 

:NONAME_667

if and

051A: actor [email protected] damaged_by_actor $PLAYER_ACTOR

[email protected] == 0

else_jump @NONAME_708

05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR

[email protected] = 1

 

:NONAME_708

jump @NONAME_14

 

 

Sorry for the confusion. sad.gif

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tysman

Hey "Dutchy3010" here is the full code for cleo can you please add your code in with this or change it around then this will totally work because i kept getting compile errors thanks. smile.gif

CODE:

 

// 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---------------

[email protected] = -1

[email protected] = 0

 

:NONAME_14

wait 0

Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])

if and

[email protected] == -1

$ONMISSION == 0

[email protected] > -3315.392

not [email protected] >= 163.3204

[email protected] > -3019.81

not [email protected] >= -704.2101

else_jump @NONAME_556

0A8D: [email protected] = read_memory 13112092 size 4 virtual_protect 0

0A8D: [email protected] = read_memory 13112096 size 4 virtual_protect 0

0208: [email protected] = random_float_in_ranges 0.0 360.0

02F7: [email protected] = sine [email protected] // (float)

02F6: [email protected] = cosine [email protected] // (float)

if or

[email protected] == 9

[email protected] == 9

else_jump @NONAME_208

[email protected] *= 180.0

[email protected] *= 180.0

jump @NONAME_228

 

:NONAME_208

[email protected] *= 360.0

[email protected] *= 360.0

 

:NONAME_228

005B: [email protected] += [email protected] // (float)

005B: [email protected] += [email protected] // (float)

02CE: [email protected] = ground_z_at [email protected] [email protected] 2000.0

03D3: get_route_nearest_for [email protected] [email protected] [email protected] store_to [email protected] [email protected] [email protected] Z_angle_to [email protected]

050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ [email protected] [email protected] [email protected]

092E: get_water_height_at [email protected] [email protected] flag 0 store_to [email protected]

if and

0025: [email protected] > [email protected] // (float)

[email protected] > 50.0

80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere [email protected] [email protected] [email protected] radius 160.0 160.0 160.0

[email protected] > -3315.392

not [email protected] >= 163.3204

[email protected] > -3019.81

not [email protected] >= -704.2101

else_jump @NONAME_556

if

823D: not special_actor 1 loaded

else_jump @NONAME_449

023C: load_special_actor 'BIGFOOT' as 1 // models 290-299

038B: load_requested_models

 

:NONAME_449

[email protected] = Actor.Create(Player4, #SPECIAL01, [email protected], [email protected], [email protected])

0208: [email protected] = random_float_in_ranges 0.0 360.0

Actor.Angle([email protected]) = [email protected]

0446: set_actor [email protected] immune_to_headshots 0

Actor.Health([email protected]) = 10000

07BC: set_actor [email protected] decision_maker_to 32 // AS_pack_version

04D8: set_actor [email protected] drowns_in_water 0

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1

07FE: set_actor [email protected] fighting_style_to 5 0

03FE: set_actor [email protected] money 0

0245: set_actor [email protected] walk_style_to "OLDMAN"

 

:NONAME_556

if

Actor.Dead([email protected])

else_jump @NONAME_602

Actor.RemoveReferences([email protected])

0296: unload_special_actor 1

[email protected] = -1

[email protected] = 0

jump @NONAME_708

 

:NONAME_602

if

80FE: not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 400.0 400.0 400.0

else_jump @NONAME_667

Actor.DestroyWithFade([email protected])

0296: unload_special_actor 1

[email protected] = -1

[email protected] = 0

 

:NONAME_667

if and

051A: actor [email protected] damaged_by_actor $PLAYER_ACTOR

[email protected] == 0

else_jump @NONAME_708

05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR

[email protected] = 1

 

:NONAME_708

jump @NONAME_14

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ZAZ

 

Hey "Dutchy3010" here is the full code for cleo can you please add your code in with this or change it around then this will totally work because i kept getting compile errors thanks. smile.gif

 

What should the memory adresses check?

Why should it now so complicate ?

If you wrote this script by yourself you cant have problems to add Dutchys template.

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gtasbigfoot

 

What should the memory adresses check?

 

 

ZAZ, those memory addresses check the current weather, and the up coming weather.. wink.gif

As for the sine and cosine functions Doomed used them so if the weather is foggy the Bigfoot will spawn

more, and if false then it spawn it less common.

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ZAZ

 

What should the memory adresses check?

 

 

ZAZ, those memory addresses check the current weather, and the up coming weather.. wink.gif

As for the sine and cosine functions Doomed used them so if the weather is foggy the Bigfoot will spawn

more, and if false then it spawn it less common.

so add a gosub to read coords

use Dutchys template as subscript but without the part for actor creation

 

 

:NONAME_449gosub @[email protected] = Actor.Create(Player4, #SPECIAL01, [email protected], [email protected], [email protected])

 

read more about gosub in tutorial section

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gtasbigfoot

ZAZ, yes of course I know such easy things like that... I was just telling you what the addresses did.

BTW, excellent job with your tut as well cookie.gif It beats mine I did long time ago in Russian language.

 

Also...while we are at it, what do you think about my site?

I set it up about a 5 weeks ago, so I can answer peoples questions and such.

Has things like memory hacking, memory tricks EXE hacking, scripting functions, you name it...

Many thanks to Kotton for the banners...

 

 

Edited by gtasbigfoot

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tysman

Yes this is from doomed space marine and when I went to the download section it said he will spawn more if foggy. I would like to keep that. And another thing is there already is another "0208: [email protected] = random_float_in_ranges 0.0 360.0" for him to spawn, it will not work with two "random_float_in_ranges" please help me. sad.gif

 

 

P.S. If it's to hard to make code for him spawn more when it's foggy then I don't need it in the cleo script if you guys need to know where I'm stuck at here is the start of the code before: "023C: load_special_actor 'BIGFOOT' as 1 // models 290-299"

 

 

// 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---------------

[email protected] = -1

[email protected] = 0

 

:NONAME_14

wait 0

Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])

if and

[email protected] == -1

$ONMISSION == 0

[email protected] > -3315.392

not [email protected] >= 163.3204

[email protected] > -3019.81

not [email protected] >= -704.2101

else_jump @NONAME_556

0A8D: [email protected] = read_memory 13112092 size 4 virtual_protect 0

0A8D: [email protected] = read_memory 13112096 size 4 virtual_protect 0

0208: [email protected] = random_float_in_ranges 0.0 360.0

02F7: [email protected] = sine [email protected] // (float)

02F6: [email protected] = cosine [email protected] // (float)

if or

[email protected] == 9

[email protected] == 9

else_jump @NONAME_208

[email protected] *= 180.0

[email protected] *= 180.0

jump @NONAME_228

 

:NONAME_208

[email protected] *= 360.0

[email protected] *= 360.0

 

:NONAME_228

005B: [email protected] += [email protected] // (float)

005B: [email protected] += [email protected] // (float)

02CE: [email protected] = ground_z_at [email protected] [email protected] 2000.0

03D3: get_route_nearest_for [email protected] [email protected] [email protected] store_to [email protected] [email protected] [email protected] Z_angle_to [email protected]

050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ [email protected] [email protected] [email protected]

092E: get_water_height_at [email protected] [email protected] flag 0 store_to [email protected]

if and

0025: [email protected] > [email protected] // (float)

[email protected] > 50.0

80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere [email protected] [email protected] [email protected] radius 160.0 160.0 160.0

[email protected] > -3315.392

not [email protected] >= 163.3204

[email protected] > -3019.81

not [email protected] >= -704.2101

else_jump @NONAME_556

if

823D: not special_actor 1 loaded

else_jump @NONAME_449

Edited by tysman

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tysman

Ok here is the modified code with Dutchy3010's code added and it compiles fine but bigfoot I don't think spawns as well as the game freezes when setting weather to foggy. Please help with this issue sad.gif

 

CODE:

 

// 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---------------

[email protected] = -1

[email protected] = 0

 

:NONAME_14

wait 0

Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])

if and

[email protected] == -1

$ONMISSION == 0

else_jump @NONAME_556

0A8D: [email protected] = read_memory 13112092 size 4 virtual_protect 0

0A8D: [email protected] = read_memory 13112096 size 4 virtual_protect 0

if or

[email protected] == 9

[email protected] == 9

else_jump @NONAME_556

if

823D: not special_actor 1 loaded

else_jump @NONAME_449

023C: load_special_actor 'BIGFOOT' as 1 // models 290-299

 

:NONAME_449

0099: [email protected] = random_int_in_ranges_0_to_8

 

if

[email protected] == 0

then

[email protected] = -919.6013

[email protected] = -2550.1487

[email protected] = 113.7666

end

 

if

[email protected] == 1

then

[email protected] = -812.4914

[email protected] = -2236.3970

[email protected] = 37.8089

end

 

if

[email protected] == 2

then

[email protected] = -686.9834

[email protected] = -2155.2241

[email protected] = 23.9135

end

 

if

[email protected] == 3

then

[email protected] = -604.0519

[email protected] = -1955.1710

[email protected] = 35.4063

end

 

if

[email protected] == 4

then

[email protected] = -508.6141

[email protected] = -1958.8798

[email protected] = 39.2579

end

 

if

[email protected] == 5

then

[email protected] = -551.5393

[email protected] = -2072.0205

[email protected] = 56.6461

end

 

if

[email protected] == 6

then

[email protected] = -930.3727

[email protected] = -1970.2650

[email protected] = 45.0797

end

 

if

[email protected] == 7

then

[email protected] = -731.2397

[email protected] = -2195.8240

[email protected] = 35.5779

end

 

if

[email protected] == 8

then

[email protected] = -474.2069

[email protected] = -2109.3098

[email protected] = 90.1052

end

 

[email protected] = Actor.Create(Player4, #SPECIAL01, [email protected], [email protected], [email protected])

Actor.Angle([email protected]) = [email protected]

0446: set_actor [email protected] immune_to_headshots 0

Actor.Health([email protected]) = 10000

07BC: set_actor [email protected] decision_maker_to 32 // AS_pack_version

04D8: set_actor [email protected] drowns_in_water 0

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1

07FE: set_actor [email protected] fighting_style_to 5 0

03FE: set_actor [email protected] money 0

0245: set_actor [email protected] walk_style_to "OLDMAN"

 

:NONAME_556

if

Actor.Dead([email protected])

else_jump @NONAME_602

Actor.RemoveReferences([email protected])

0296: unload_special_actor 1

[email protected] = -1

[email protected] = 0

jump @NONAME_708

 

:NONAME_602

if

80FE: not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 400.0 400.0 400.0

else_jump @NONAME_667

Actor.DestroyWithFade([email protected])

0296: unload_special_actor 1

[email protected] = -1

[email protected] = 0

 

:NONAME_667

if and

051A: actor [email protected] damaged_by_actor $PLAYER_ACTOR

[email protected] == 0

else_jump @NONAME_708

05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR

[email protected] = 1

 

:NONAME_708

jump @NONAME_14

 

Edited by tysman

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ZAZ

 

Ok here is the modified code with Dutchy3010's code added and it compiles fine but bigfoot I don't think spawns as well as the game freezes when setting weather to foggy. Please help with this issue sad.gif

 

CODE:

:NONAME_708

jump @NONAME_14

 

to view a script in codeform needs to insert a script between an open-tag

[code*] and a close-tag [/code*] without stars
without stars it looks so:
 and a close-tag 

 

 

 

Do you have the model BIGFOOT in your IMG ?

 

Dutchys random code 0099 is wrong. It must be used 0209

also I fixed other things like jump notes

 

 

 

{$CLEO .cs}//[email protected] = [email protected] = 0:NONAME_14wait 0//Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])//--- [email protected], [email protected], [email protected] will be overwrittenif [email protected] == -1$ONMISSION == 0else_jump @NONAME_140A8D: [email protected] = read_memory 13112092 size 4 virtual_protect 00A8D: [email protected] = read_memory 13112096 size 4 virtual_protect 0if [email protected] == [email protected] == 9else_jump @NONAME_14:NONAME_17wait 0if823D: not special_actor 1 loadedelse_jump @NONAME_449023C: load_special_actor 'BIGFOOT' as 1 // models 290-299jump @NONAME_17:NONAME_4490209: [email protected] = random_int_in_ranges 0 [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] = Actor.Create(Player4, #SPECIAL01, [email protected], [email protected], [email protected])//Actor.Angle([email protected]) = [email protected]//----------------------------------- needs to insert first an float value as [email protected]: set_actor [email protected] immune_to_headshots 0Actor.Health([email protected]) = 1000007BC: set_actor [email protected] decision_maker_to 32 // AS_pack_version04D8: set_actor [email protected] drowns_in_water 00946: set_actor [email protected] actions_uninterupted_by_weapon_fire 107FE: set_actor [email protected] fighting_style_to 5 003FE: set_actor [email protected] money 00245: set_actor [email protected] walk_style_to "OLDMAN":NONAME_556wait 0ifActor.Dead([email protected])else_jump @NONAME_602Actor.RemoveReferences([email protected])0296: unload_special_actor [email protected] = [email protected] = 0jump @NONAME_708:NONAME_602if80FE: not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 400.0 400.0 400.0else_jump @NONAME_667Actor.DestroyWithFade([email protected])0296: unload_special_actor [email protected] = [email protected] = 0:NONAME_667if and051A: actor [email protected] damaged_by_actor [email protected] == 0else_jump @NONAME_55605E2: AS_actor [email protected] kill_actor [email protected] = 1jump @NONAME_556 :NONAME_708jump @NONAME_14

 

Edited by ZAZ

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tysman

Thanks but it still doesn't work I think there is a "80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere [email protected] [email protected] [email protected] radius 160.0 160.0 160.0" missing before "023C: load_special_actor 'BIGFOOT' as 1 // models 290-299". I don't know sad.gif

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ZAZ

 

Thanks but it still doesn't work I think there is a "80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere [email protected] [email protected] [email protected] radius 160.0 160.0 160.0" missing before "023C: load_special_actor 'BIGFOOT' as 1 // models 290-299". I don't know sad.gif

yes theres missing a coord check but it works

you posted only script fragments, edited and destroyed and the original bigfoot script

or did i use the script from wrong post ? tounge.gif

Edited by ZAZ

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tysman

Actually the the mod is working fine there is just one weird little thing when I run the mod most of the small trees and bushes don't load in the game and when I edit some data in the cleo script they are there but bigfoot wont spawn. I don't know mybe some code is missing in the cleo script. Maybe it's the "80FE: not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 160.0 160.0 160.0" somewhere before all of this code:

 

:NONAME_17

wait 0

if

823D: not special_actor 1 loaded

else_jump @NONAME_449

023C: load_special_actor 'BIGFOOT' as 1 // models 290-299

jump @NONAME_17

 

 

Cause there is a "80FE: not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 400.0 400.0 400.0" at the end of the cleo script right here:

 

:NONAME_602

if

80FE: not actor [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 400.0 400.0 400.0

else_jump @NONAME_667

Actor.DestroyWithFade([email protected])

0296: unload_special_actor 1

[email protected] = -1

[email protected] = 0

 

:NONAME_667

if and

051A: actor [email protected] damaged_by_actor $PLAYER_ACTOR

[email protected] == 0

else_jump @NONAME_556

05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR

[email protected] = 1

jump @NONAME_556

 

 

:NONAME_708

jump @NONAME_14

 

 

Please tell me where to put that cause there is 2 of those type of codes in every cleo script. Please help me thanks. smile.gif

Edited by tysman

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tysman

Never mind I got the trees and bushes to load in the game, I don't know what I did but it worked anyway everything works awesome except for two little things and this cleo script is finished. What one of the problems is, I have him spawning in 25 place this time and everything works fine except after killing him about 10 times (ruffly) he doesn't spawn anymore I go to all the places and he isn't there, is it because there is to many spawn points?. The other thing is he spawns 100% in the fog but not at all when there is no fog. Maybe there is some editing somebody can do to this code to get him to spawn a little bit when there is no fog. Please help me with these two issues and I am finally done. Thanks sad.gif

 

FOG CODE:

 

 

[email protected] = -1

[email protected] = 0

 

:NONAME_14

wait 0

Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])

if and

[email protected] == -1

$ONMISSION == 0

else_jump @NONAME_14

0A8D: [email protected] = read_memory 13112092 size 4 virtual_protect 0

0A8D: [email protected] = read_memory 13112096 size 4 virtual_protect 0

if or

[email protected] == 9

[email protected] == 9

else_jump @NONAME_14

Edited by tysman

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ZAZ
I have him spawning in 25 place this time and everything works fine except after killing him about 10 times (ruffly) he doesn't spawn anymore I go to all the places and he isn't there,

Thats the mysterium of Bigfoot

Take this script:

 

{$CLEO .cs}:BigFozzyBear03A4: name_thread 'BIGFOZ'[email protected] = [email protected] = 0:BigFozzyBear_14wait 0if0256:   player $PLAYER_CHAR definedelse_jump @BigFozzyBear_14if and$ONMISSION == [email protected] == 000A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2815.2 -2911.9 cornerB 7.9 -748.38else_jump @BigFozzyBear_14gosub @read_coords_tableif00FE: actor $PLAYER_ACTOR sphere 0 in_sphere [email protected] [email protected] [email protected] radius 260.0 260.0 260.0else_jump @BigFozzyBear_14:BigFozzyBear_444wait 0if823D: not special_actor 1 loadedelse_jump @BigFozzyBear_449023C: load_special_actor 'BIGFOOT' as 1 // models 290-299jump @BigFozzyBear_444:BigFozzyBear_44902CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] = Actor.Create(24, #SPECIAL01, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0Actor.Angle([email protected]) = [email protected]: set_actor [email protected] immune_to_headshots 0Actor.Health([email protected]) = 1000007BC: set_actor [email protected] decision_maker_to 32 // AS_pack_version04D8: set_actor [email protected] drowns_in_water 00946: set_actor [email protected] actions_uninterupted_by_weapon_fire 107FE: set_actor [email protected] fighting_style_to 5 003FE: set_actor [email protected] money 00245: set_actor [email protected] walk_style_to "OLDMAN"0187: [email protected] = create_marker_above_actor [email protected] 018B: set_marker [email protected] radar_mode 2 :BigFozzyBear_556wait 0if0256:   player $PLAYER_CHAR definedelse_jump @BigFozzyBear_556ifActor.Dead([email protected])else_jump @BigFozzyBear_602Actor.RemoveReferences([email protected])0296: unload_special_actor [email protected] = [email protected] = 00164: disable_marker [email protected] @BigFozzyBear_708:BigFozzyBear_602if   or80FE: not actor [email protected] near_point 0 in_sphere [email protected] [email protected] [email protected] radius 400.0 400.0 400.08104: not actor $PLAYER_ACTOR near_actor [email protected] radius 350.0 350.0 350.0 sphere 0 else_jump @BigFozzyBear_667Actor.DestroyWithFade([email protected])0296: unload_special_actor [email protected] = 00164: disable_marker [email protected] jump @BigFozzyBear_708:BigFozzyBear_667if and051A: actor [email protected] damaged_by_actor [email protected] == 0else_jump @BigFozzyBear_55605E2: AS_actor [email protected] kill_actor [email protected] = 1jump @BigFozzyBear_556 :BigFozzyBear_708jump @BigFozzyBear_14:read_coords_table0209: [email protected] = random_int_in_ranges 0 [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] == [email protected] = [email protected] = [email protected] = 90.1052end0051: return 

 

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tysman

Hey cool code um whats the "0051: return" at the bottom of the spawn code maybe that's what I need to fix the spawn issue?

I don't know what do you think. And I was wondering if you know about a bear cleo script I was on a myth page and somebody said their was a bear mod and also I was on a youtube video that had a caveman mod aka (Wildman) do you know where I can get those mods please. wink.gif

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ZAZ

 

Hey cool code um whats the "0051: return" at the bottom of the spawn code maybe that's what I need to fix the spawn issue?

I don't know what do you think. And I was wondering if you know about a bear cleo script I was on a myth page and somebody said their was a bear mod and also I was on a youtube video that had a caveman mod aka (Wildman) do you know where I can get those mods please. wink.gif

No, the previous script had no gosub command for the coord table.

0051: return is only to end a subroutine

I dont know about caveman.

search in Beeswax topic to find crazy models

Resident Evil

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tysman

Ok thanks I checked the website and there is no caveman and bear mods but that's OK anyway I used a bit of that code and what do you know it works here is the codes I added:

 

(I removed the "Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])" code from my script and added this in)

wait 0

if

0256: player $PLAYER_CHAR defined

 

Added This:

 

$ONMISSION == 0

[email protected] == 0

00A3: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2815.2 -2911.9 cornerB 7.9 -748.38

 

 

And This:

 

 

:NONAME_602

if or

80FE: not actor [email protected] near_point 0 in_sphere [email protected] [email protected] [email protected] radius 400.0 400.0 400.0

8104: not actor $PLAYER_ACTOR near_actor [email protected] radius 350.0 350.0 350.0 sphere 0

 

and now he spawns 100% no mess ups.

 

 

ONE last thing I need help with and that's it. I need him to spawn a little bit more without fog I think it has to do with not enough spawn places anyway I have him spawning in 16 places now and thats all i need here is the code for you to edit to make him spawn in fog and not in fog:

 

 

CODE:

 

wait 0

if

0256: player $PLAYER_CHAR defined

else_jump @NONAME_14

if and

[email protected] == -1

$ONMISSION == 0

00A3: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2815.2 -2911.9 cornerB 7.9 -748.38

else_jump @NONAME_14

0A8D: [email protected] = read_memory 13112092 size 4 virtual_protect 0-------Change This Somehow

0A8D: [email protected] = read_memory 13112096 size 4 virtual_protect 0-------And This Somehow

if or

[email protected] == 9-----This Somehow

[email protected] == 9-----And This Somehow

jump @NONAME_228

 

I don't know what to do with those, in a couple previous posts "gtasabigfoot" kinda new what those meant mabye he nows what to change. Please help with this last thing and it is done. wink.gifwink.gifwink.gifwink.gifwink.gif

Edited by tysman

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ZAZ

 

I need him to spawn a little bit more without fog I think it has to do with not enough spawn places anyway I have him spawning in 16 places now and thats all i need here is the code for you to edit to make him spawn in fog and not in fog:

What do you mean with "spawn a little bit more without fog" ?

 

Your first request was : "What I need help with is to know how to make a script where he will spawn using code for each place he spawns"

 

The original bigfoot script spawned the actor at random places in a defined area

By fog at random places but with smaller distance

 

But the new script spawnes him at one of more predefined locations as your request.

So this kind of spawning can not have the argument of a nearer distance by fog

 

Do you wonna use a smaller selection of the coords table in case of fog or to jump in an additional coords table ?

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tysman

Oh so it can't have that spawn with fog code using coord's table. I get it, so is there anyway to make it work cause that would be awesome or should I delete it?. Actually he is spawning with and without fog, I posted that last issue before I tried it without fog, sorry for that. sad.gif

Edited by tysman

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ZAZ

 

Oh so it can't have that spawn with fog code using coord's table. I get it, so is there anyway to make it work cause that would be awesome or should I delete it?. Actually he is spawning with and without fog, I posted that last issue before I tried it without fog, sorry for that. sad.gif

you can use 2 different coord table each one for with and one for without fog.

 

or use 2 different random codes each one for with and one for without fog.

 

 

if

weather is fog

jf @next

 

random int 0 8

gosub @coord table

jump @nextnext

 

:next

random int 9 16

gosub @coord table

jump @nextnext

 

:nextnext

 

 

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tysman

Oh ok that sound simple enough here is my spawn places coord's table (mine doesn't have a gosub but it works anyway) I would like to make lets just say 8 of 21 of these to spawn without fog here is the two sets of code to make him spawn:

 

This is the old fog code used in the original script so should I remove this?

 

[email protected] = -1

[email protected] = 0

 

:NONAME_14

wait 0

if

0256: player $PLAYER_CHAR defined

else_jump @NONAME_14

if and

[email protected] == -1

$ONMISSION == 0

00A3: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2815.2 -2911.9 cornerB 7.9 -748.38

else_jump @NONAME_556

0A8D: [email protected] = read_memory 13112092 size 4 virtual_protect 0-----------remove these

0A8D: [email protected] = read_memory 13112096 size 4 virtual_protect 0-----------remove these

if or

[email protected] == 9-----------these

[email protected] == 9-----------and these

jump @NONAME_228

 

or should I leave it?

 

 

Here is the code used to make him spawn in 21 places:

 

:NONAME_449

0209: [email protected] = random_int_in_ranges 0 21

 

if

[email protected] == 0

then

[email protected] = -770.1541

[email protected] = -2603.9326

[email protected] = 76.4731

end

 

if

[email protected] == 1

then

[email protected] = -974.4548

[email protected] = -2191.4028

[email protected] = 41.9802

end

 

if

[email protected] == 2

then

[email protected] = -938.9785

[email protected] = -2476.9148

[email protected] = 99.7217

end

 

if

[email protected] == 3

then

[email protected] = -311.0138

[email protected] = -2439.0476

[email protected] = 82.8302

end

 

if

[email protected] == 4

then

[email protected] = -1029.2430

[email protected] = -2513.3647

[email protected] = 73.5538

end

 

if

[email protected] == 5

then

[email protected] = -466.9081

[email protected] = -2652.2363

[email protected] = 156.8802

end

 

if

[email protected] == 6

then

[email protected] = -547.7392

[email protected] = -2070.1851

[email protected] = 56.9549

end

 

if

[email protected] == 7

then

[email protected] = -622.2756

[email protected] = -2065.6045

[email protected] = 34.2286

end

 

if

[email protected] == 8

then

[email protected] = -676.0599

[email protected] = -2677.7205

[email protected] = 99.8833

end

 

if

[email protected] == 9

then

[email protected] = -671.6389

[email protected] = -2151.2241

[email protected] = 24.2988

end

 

if

[email protected] == 10

then

[email protected] = -461.3366

[email protected] = -2459.3135

[email protected] = 115.0619

end

 

if

[email protected] == 11

then

[email protected] = -515.7287

[email protected] = -2747.2510

[email protected] = 142.9134

end

 

if

[email protected] == 12

then

[email protected] = -456.5660

[email protected] = -2534.4822

[email protected] = 116.3548

end

 

if

[email protected] == 13

then

[email protected] = -900.4506

[email protected] = -2241.9307

[email protected] = 35.9053

end

 

if

[email protected] == 14

then

[email protected] = -334.3784

[email protected] = -2379.8027

[email protected] = 85.0583

end

 

if

[email protected] == 15

then

[email protected] = -591.6149

[email protected] = -2460.8596

[email protected] = 53.7917

end

 

if

[email protected] == 16

then

[email protected] = -587.8453

[email protected] = -2611.1321

[email protected] = 138.2247

end

 

if

[email protected] == 17

then

[email protected] = -334.5219

[email protected] = -2588.4609

[email protected] = 129.1184

end

 

if

[email protected] == 18

then

[email protected] = -634.5715

[email protected] = -1938.0206

[email protected] = 23.0702

end

 

if

[email protected] == 19

then

[email protected] = -453.4247

[email protected] = -2370.8635

[email protected] = 76.7708

end

 

if

[email protected] == 20

then

[email protected] = -513.6439

[email protected] = -1965.6191

[email protected] = 41.6560

end

 

if

[email protected] == 21

then

[email protected] = -599.3848

[email protected] = -2314.4541

[email protected] = 29.2691

end

 

Can you do it for me or show me a template please and thanks again. smile.gifsmile.gif

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