tysman 0 Posted March 20, 2009 (edited) 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 March 22, 2009 by tysman Quote Share this post Link to post Share on other sites
tysman 0 Posted March 22, 2009 (edited) 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 Edited March 22, 2009 by tysman Quote Share this post Link to post Share on other sites
Dutchy3010 309 Posted March 22, 2009 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. Quote Share this post Link to post Share on other sites
tysman 0 Posted March 22, 2009 (edited) 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 March 22, 2009 by tysman Quote Share this post Link to post Share on other sites
Dutchy3010 309 Posted March 22, 2009 (edited) 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 March 22, 2009 by Dutchy3010 Quote Share this post Link to post Share on other sites
tysman 0 Posted March 22, 2009 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 Quote Share this post Link to post Share on other sites
tysman 0 Posted March 22, 2009 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 Quote Share this post Link to post Share on other sites
Dutchy3010 309 Posted March 22, 2009 It will be random, because of opcode 0099. And yes, you have to add the x-coordinate after [email protected], the y-coordinate after [email protected] and the z-coordinate after [email protected] Quote Share this post Link to post Share on other sites
tysman 0 Posted March 22, 2009 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. Quote Share this post Link to post Share on other sites
tysman 0 Posted March 22, 2009 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 $PLAYER_ACTOR [email protected] = 1 :NONAME_708 jump @NONAME_14 Sorry for the confusion. Quote Share this post Link to post Share on other sites
tysman 0 Posted March 22, 2009 Hey "Dutchy3010" here is the full code for cleo can you please add your code in with this or change it around then this will totally work because i kept getting compile errors thanks. CODE: // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$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 Quote Share this post Link to post Share on other sites
ZAZ 538 Posted March 22, 2009 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. 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. Quote Share this post Link to post Share on other sites
gtasbigfoot 0 Posted March 22, 2009 What should the memory adresses check? ZAZ, those memory addresses check the current weather, and the up coming weather.. 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. Quote Share this post Link to post Share on other sites
ZAZ 538 Posted March 22, 2009 What should the memory adresses check? ZAZ, those memory addresses check the current weather, and the up coming weather.. 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 Quote Share this post Link to post Share on other sites
gtasbigfoot 0 Posted March 22, 2009 (edited) 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 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 March 22, 2009 by gtasbigfoot Quote Share this post Link to post Share on other sites
tysman 0 Posted March 22, 2009 (edited) 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. 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 $PLAYER_ACTOR sphere 0 in_sphere [email protected] [email protected] [email protected] radius 160.0 160.0 160.0 [email protected] > -3315.392 not [email protected] >= 163.3204 [email protected] > -3019.81 not [email protected] >= -704.2101 else_jump @NONAME_556 if 823D: not special_actor 1 loaded else_jump @NONAME_449 Edited March 23, 2009 by tysman Quote Share this post Link to post Share on other sites
tysman 0 Posted March 23, 2009 (edited) Ok here is the modified code with Dutchy3010's code added and it compiles fine but bigfoot I don't think spawns as well as the game freezes when setting weather to foggy. Please help with this issue CODE: // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$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 $PLAYER_ACTOR [email protected] = 1 :NONAME_708 jump @NONAME_14 Edited March 23, 2009 by tysman Quote Share this post Link to post Share on other sites
ZAZ 538 Posted March 23, 2009 (edited) Ok here is the modified code with Dutchy3010's code added and it compiles fine but bigfoot I don't think spawns as well as the game freezes when setting weather to foggy. Please help with this issue CODE: :NONAME_708 jump @NONAME_14 to view a script in codeform needs to insert a script between an open-tag [code*] and a close-tag [/code*] without starswithout stars it looks so: and a close-tag Do you have the model BIGFOOT in your IMG ? Dutchys random code 0099 is wrong. It must be used 0209 also I fixed other things like jump notes {$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 March 23, 2009 by ZAZ Quote Share this post Link to post Share on other sites
tysman 0 Posted March 23, 2009 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 Quote Share this post Link to post Share on other sites
ZAZ 538 Posted March 23, 2009 (edited) 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 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 ? Edited March 23, 2009 by ZAZ Quote Share this post Link to post Share on other sites
tysman 0 Posted March 23, 2009 (edited) 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 $PLAYER_ACTOR [email protected] = 1 jump @NONAME_556 :NONAME_708 jump @NONAME_14 Please tell me where to put that cause there is 2 of those type of codes in every cleo script. Please help me thanks. Edited March 24, 2009 by tysman Quote Share this post Link to post Share on other sites
tysman 0 Posted March 25, 2009 (edited) Never mind I got the trees and bushes to load in the game, I don't know what I did but it worked anyway everything works awesome except for two little things and this cleo script is finished. What one of the problems is, I have him spawning in 25 place this time and everything works fine except after killing him about 10 times (ruffly) he doesn't spawn anymore I go to all the places and he isn't there, is it because there is to many spawn points?. The other thing is he spawns 100% in the fog but not at all when there is no fog. Maybe there is some editing somebody can do to this code to get him to spawn a little bit when there is no fog. Please help me with these two issues and I am finally done. Thanks FOG CODE: [email protected] = -1 [email protected] = 0 :NONAME_14 wait 0 Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected]) if and [email protected] == -1 $ONMISSION == 0 else_jump @NONAME_14 0A8D: [email protected] = read_memory 13112092 size 4 virtual_protect 0 0A8D: [email protected] = read_memory 13112096 size 4 virtual_protect 0 if or [email protected] == 9 [email protected] == 9 else_jump @NONAME_14 Edited March 25, 2009 by tysman Quote Share this post Link to post Share on other sites
ZAZ 538 Posted March 25, 2009 I have him spawning in 25 place this time and everything works fine except after killing him about 10 times (ruffly) he doesn't spawn anymore I go to all the places and he isn't there, Thats the mysterium of Bigfoot Take this script: {$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 Quote Share this post Link to post Share on other sites
tysman 0 Posted March 25, 2009 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. Quote Share this post Link to post Share on other sites
ZAZ 538 Posted March 25, 2009 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. 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 Quote Share this post Link to post Share on other sites
tysman 0 Posted March 26, 2009 (edited) 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. Edited March 26, 2009 by tysman Quote Share this post Link to post Share on other sites
ZAZ 538 Posted March 26, 2009 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 ? Quote Share this post Link to post Share on other sites
tysman 0 Posted March 26, 2009 (edited) 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. Edited March 26, 2009 by tysman Quote Share this post Link to post Share on other sites
ZAZ 538 Posted March 26, 2009 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. 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 Quote Share this post Link to post Share on other sites
tysman 0 Posted March 26, 2009 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. Quote Share this post Link to post Share on other sites