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ZAZ

[SA] ~ CLEO Script Tutorial ~

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KCAO

Yes they do. But they're very short and quick.

 

 

 

For the player_actor you can't really see a change.

 

For the girl you can see that arms and legs rotate quick, from doggy to missionary pose and also from the other front pose to doggy pose

 

See that's exactly what I'm referring to. There is actually an animation that should take about 1-1.5 seconds when switching positions. This should be in there IN PLACE of the quick rotation animation. If you look into the sex.ifp file, you will see that these animations exist under:

 

SEX_1TO2_P

SEX_1TO2_W

SEX_2TO3_P

SEX_2TO3_W

SEX_3TO1_P

SEX_3TO1_W

 

These are the animations I'm looking to replace that short and quick transition.

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ZAZ

yes

i think i should make a vid and send it to you

and you make also a vid and send it to me

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Wolf_

yes

i think i should make a vid and send it to you

and you make also a vid and send it to me

 

@ZAZ: could help me how to find brand code 2 point on the map?

 

2iazjo9.png

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ZAZ

what means brand code 2 point on the map?

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Hayate Kankichi

 

Hey guys, I want to make another script. but Don't know professonal. so I need help in making object attach to Player. like War Machine have Minigun on it's shoulder, so please tell me how I can mount any object or model to player?

First method: opcode 069B: attach object with offset to actor model center like parachute is done

object keeps position, while actor makes animation

 

0247: load_model #PARACHUTE :PLCHUTE_274 00D6: if 0248:   model #PARACHUTE available 004D: jump_if_false @PLCHUTE_377 0107: [email protected] = create_object #PARACHUTE at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0750: set_object [email protected] visibility 0
Second method: opcode 070A: attach object to bone, like smoking cigar

 

 

070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 999999
If 2 objects should be attached, then use 070A: for first object and 09A0: for second object

 

 

070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 99999909A0: actor $PLAYER_ACTOR attach_object [email protected] with_offset 0.0 0.0 -0.5 on_bone 5 1 perform_animation "NULL" IFP_file "NULL" time 999999
Bones ID list

 

Crashes the Game = 0

Chest = 1

Neck = 2

Left Shoulder = 3

Right Shoulder = 4

Left Hand = 5

Right Hand = 6

Root = 7

- = 8

Left Foot = 9

Right Foot = 10

Right Knee = 11

- = 12

Left Elbow = 13

Right Elbow = 14

Left Clavicle = 15

Right Clavicle = 16

Back of Neck = 17

Mouth or Chin = 18

Crashes the Game = 19

 

So I try to use your method but I need one more help.

I try to set a 3d model with that trick, but I got a huge problem.

I can't set it's rotation, and I want it collision, means to say it can avoid bullets.

I want to make a mod for gta sa where you wear a armor and helmet. like Soldiers. and they can stop the bullets too. I try to make the script. but I can't set it's rotation, I can set it's offset. but how to set rotation and make it collision true? (I don't know command for collision either)

<script data-cfasync="false" src="/cdn-cgi/scripts/d07b1474/cloudflare-static/email-decode.min.js"></script>

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ZAZ

I can't set it's rotation

It's not possible to adjust propper rotation at opcode 070A: as well 09A0:

 

7th parameter is for rotation

 

070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.0 0.0 -0.5 on_bone 6 1<--rotation
i found only two different rotations, either 1 or 16

 

070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.0 0.0 -0.5 on_bone 6 16<--rotation
try 16, maybe it helps, otherwise it needs to modify the models axis

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Wolf_

what means brand code 2 point on the map?

 

I was found this in the script and did not find it could help me will be grateful

 

sorry for my english

Edited by 1010

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Inan-Ahammad

can the signle local variable be used like this to take a array type data 06D2: [email protected] = "cheetah , infernus"?

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Hayate Kankichi

Ok Zaz Thanks for help.
Well I want to know for a script.
Which Could help me a bit in SAMP.

Like you know If I fly hunter and Have to fire rocket. I want to keep then rapidly fire. Just hold the LMB and let it rapidly fire. not like keep pressing the Buttons to keep firing.

do you have any idea to make a script like that. Because that would be very helpful indeed. to many pilots. who lose their chance by keep firing on target and missed because of that finger who is keep pressing LMB or any other firing button.

 

So in short. what about a script which could help me to just hold the fire button, and let the rocket rapidly fire. like as it should be.

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deltaCJ

Hey ZAZ, Do you know what the flags are for the Opcode 07E7?

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ZAZ

first flag have effect to path assignement, the others i don't know

0 0 5 let it drive on paths
2 0 5 ignore the paths

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deltaCJ

Thank you!

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deltaCJ

Hm I have another problem. I made a mission but every time theres a cutscene CJ and the actor I use attack each other!

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ZAZ

How should i help in this case if you don't show the script?

Btw. why don't you post in mission coding section

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deltaCJ

Sorry Im texting from my phone and I brought my laptop to school, but my school blocks gtaforums, so I cant access it. And I dont want to make too many topics in mission section.

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deltaCJ

My script:

 

 

{$CLEO .cm}:MIS01thread 'MIS01'gosub @MIS01_40ifwasted_or_bustedjf @MIS01_38gosub @MIS01_18145:MIS01_38$ONMISSION = 0mission_cleanupend_thread:MIS01_40increment_mission_attempts$ONMISSION = 101EB: set_traffic_density_multiplier_to 0.0model.Load(#M4)model.Load(#MICRO_UZI)model.Load(#HMYCM)model.Load(#HMORI)model.Load(#HMOST)model.Load(#COLT45)model.Load(#BMOST)model.Load(#BMORI)model.Load(#BMOTR1)model.Load(#ADMIRAL)model.Load(#SENTINEL)04ED: load_animation  "GANGS"038B: load_requested_models:MIS01_41wait 0if and    model.Available(#M4)    model.Available(#MICRO_UZI)    model.Available(#COLT45)    model.Available(#HMYCM)    model.Available(#HMORI)    model.Available(#HMOST)    model.Available(#BMORI)    model.Available(#BMOST)jf @MIS01_41if and    model.Available(#BMOTR1)    model.Available(#ADMIRAL)    model.Available(#SENTINEL)    04EE:   animation "GANGS" loadedjf @MIS01_41060A: create_decision_maker_type 0 store_to [email protected] // decision\allowed\m_.ped files 060A: create_decision_maker_type 2 store_to [email protected] // decision\allowed\m_.ped filesactor.PutAt($PLAYER_ACTOR, 1884.7585, -1359.4689, 19.1406)actor.Create([email protected], Mission1, #WMYBMX, 1883.7682, -1358.3635, 19.1406)actor.Angle([email protected]) = 41.117807BC: set_actor [email protected] decision_maker_to [email protected] // AS_pack_version 07BC: set_actor $PLAYER_ACTOR decision_maker_to [email protected] // AS_pack_version 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor [email protected] timelimit -2074D: AS_actor [email protected] turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2camera.SetPosition(1883.4781, -1362.5887, 19.1406, 0.0, 0.0, 0.0)camera.OnPed([email protected], 15, 2)wait 2000fade 1 1000:MIS01_420707: start_scene_skip_to @MIS01_43wait 10000812: AS_actor [email protected] perform_animation "f*ckU" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -10ACD: show_text_highpriority "Yo! You looking for some quick cash?" time 3000wait 30000812: AS_actor $PLAYER_ACTOR perform_animation "ENDCHAT_01" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 0ACD: show_text_highpriority "Sure." time 3000wait 30000812: AS_actor [email protected] perform_animation "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  0ACD: show_text_highpriority "Alright, so 2 rival gang tribes, trade here every week." time 3000camera.SetPosition(1880.9882, -1360.4763, 20.7445, 0.0, 0.0, 0.0)camera.OnPed([email protected], 15, 1)0460: set_camera_transverse_delay 0.0 time 12000wait 3000  0ACD: show_text_highpriority "I heard they have at least 3,000 RiT in items." time 3000wait 30000ACD: show_text_highpriority "Help me finesse the deal, and you'll earn your cut." time 3000wait 30000812: AS_actor [email protected] perform_animation "ENDCHAT_02" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 0ACD: show_text_highpriority "I have some weapons. Do not shoot until I say." time 3000wait 30000ACD: show_text_highpriority "You will shoot from the building across the street." time 3000camera.SetPosition(1880.9882, -1360.4763, 20.7445, 0.0, 0.0, 0.0)camera.PointAt(1882.3372, -1332.567, 38.0727, 1)0460: set_camera_transverse_delay 0.0 time 500006BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 1882.3372 -1332.567 38.072706BA: AS_actor [email protected] turn_to_and_look_at 1882.3372 -1332.567 38.0727wait 5000camera.SetPosition(1880.9882, -1360.4763, 20.7445, 0.0, 0.0, 0.0)camera.OnPed([email protected], 15, 2)074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor [email protected] timelimit -2074D: AS_actor [email protected] turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -20812: AS_actor [email protected] perform_animation "f*ckU" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -10ACD: show_text_highpriority "Let's get this show on the road!" time 3000wait 3000:MIS01_430701: end_scene_skipfade 0 1000wait 100002A3: enable_widescreen 000BE: text_clear_allactor.PutAt($PLAYER_ACTOR, 1884.0222, -1330.4634, 20.2505)actor.Angle($PLAYER_ACTOR) = 177.0292actor.PutAt([email protected], 1897.2557, -1352.0914, 13.4764)actor.Angle([email protected]) = 68.382704EB: AS_actor [email protected] crouch 1actor.GiveWeaponAndAmmo($PLAYER_ACTOR, 28, 350)actor.GiveWeaponAndAmmo([email protected], 28, 9999)car.Create([email protected], #ADMIRAL, 1836.7689, -1306.3579, 13.2442)car.Angle([email protected]) = 222.8098car.Create([email protected], #SENTINEL, 1825.8059, -1400.6409, 13.4944)car.Angle([email protected]) = 282.144actor.CreateAsDriver([email protected], Gang1, #BMORI, [email protected])[email protected] = actor.CreateAsPassenger(Gang1, #BMOST, [email protected], 0)[email protected] = actor.CreateAsPassenger(Gang1, #BMOTR1, [email protected], 1)actor.GiveWeaponAndAmmo([email protected], 28, 9999)actor.GiveWeaponAndAmmo([email protected], 31, 9999)actor.GiveWeaponAndAmmo([email protected], 28, 9999)actor.CreateAsDriver([email protected], Gang1, #HMORI, [email protected])[email protected] = actor.CreateAsPassenger(Gang1, #HMOST, [email protected], 1)[email protected] = actor.CreateAsPassenger(Gang1, #HMYCM, [email protected], 2)actor.GiveWeaponAndAmmo([email protected], 28, 9999)actor.GiveWeaponAndAmmo([email protected], 31, 9999)actor.GiveWeaponAndAmmo([email protected], 31, 9999)camera.SetPosition(1876.8929, -1404.1605, 13.5703, 0.0, 0.0, 0.0)camera.OnVehicle([email protected], 15, 2)02AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 102AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1wait 3005D6: clear_scmpath//Car 1 PATH START05D7: add_point_to_scmpath 1829.7544 -1400.3429 13.494605D7: add_point_to_scmpath 1856.0388 -1385.9448 13.448205D7: add_point_to_scmpath 1881.8572 -1380.4722 13.5723//Car 1 PATH ENDfade 1 1000wait 100007E7: AS_assign_scmpath_to_actor [email protected] in_car [email protected] speed 25.0 flags 2 0 5:MIS01_44wait 0if    00EE:   actor [email protected] sphere 0 near_point 1881.8572 -1380.4722 radius 3.0 3.0 in_carjf @MIS01_4406C7: AS_actor [email protected] driver_of_car [email protected] perform_action 6 timelimit 2000000wait 50005CD: AS_actor [email protected] exit_car [email protected] 50005CD: AS_actor [email protected] exit_car [email protected]: AS_actor [email protected] exit_car [email protected] 500camera.SetPosition(1916.1959, -1376.8459, 13.8156, 0.0, 0.0, 0.0)camera.OnVehicle([email protected], 15, 2)05D6: clear_scmpath//Car 2 PATH START05D7: add_point_to_scmpath 1846.8534 -1325.496 13.066605D7: add_point_to_scmpath 1855.0205 -1336.8727 13.07105D7: add_point_to_scmpath 1872.6152 -1342.5734 13.054405D7: add_point_to_scmpath 1897.7068 -1363.7179 13.175//Car 2 PATH END07E7: AS_assign_scmpath_to_actor [email protected] in_car [email protected] speed 25.0 flags 2 0 5:MIS01_45wait 0if    00EE:   actor [email protected] sphere 0 near_point 1897.7068 -1363.7179 radius 3.0 3.0 in_carjf @MIS01_4506C7: AS_actor [email protected] driver_of_car [email protected] perform_action 6 timelimit 2000000wait 50005CD: AS_actor [email protected] exit_car [email protected] 50005CD: AS_actor [email protected] exit_car [email protected]: AS_actor [email protected] exit_car [email protected] 2000fade 0 1000wait 1000actor.PutAt([email protected], 1900.1713, -1372.6191, 13.5667)actor.Angle([email protected]) = 117.2238actor.PutAt([email protected], 1901.913, -1373.205, 13.5648)actor.Angle([email protected]) = 119.7096actor.PutAt([email protected], 1900.2268, -1371.0428, 13.5593)actor.Angle([email protected]) = 124.6812camera.Restore_WithJumpCut()actor.PutAt([email protected], 1895.6459, -1374.6959, 13.5708)actor.Angle([email protected]) = 314.4794actor.PutAt([email protected], 1895.853, -1377.3037, 13.5715)actor.Angle([email protected]) = 316.6726actor.PutAt([email protected], 1894.127, -1375.3188, 13.571)actor.Angle([email protected]) = 314.9179wait 1000fade 1 1000wait 10000677: AS_actor [email protected] chat_with_actor [email protected] lead_speaker_flag 1 unknown_flag 1wait 30000ACD: show_text_highpriority "NOW!" time 200005BC: AS_actor $PLAYER_ACTOR jump 1 Player.CanMove($PLAYER_CHAR) = Truewait 200005E2: AS_actor [email protected] kill_actor [email protected]: AS_actor [email protected] crouch 0marker.CreateAboveActor([email protected], [email protected])marker.CreateAboveActor([email protected], [email protected])marker.CreateAboveActor([email protected], [email protected])marker.CreateAboveActor([email protected], [email protected])marker.CreateAboveActor([email protected], [email protected])marker.CreateAboveActor([email protected], [email protected])07BC: set_actor [email protected] decision_maker_to [email protected] // AS_pack_version07BC: set_actor [email protected] decision_maker_to [email protected] // AS_pack_version07BC: set_actor [email protected] decision_maker_to [email protected] // AS_pack_version07BC: set_actor [email protected] decision_maker_to [email protected] // AS_pack_version07BC: set_actor [email protected] decision_maker_to [email protected] // AS_pack_version07BC: set_actor [email protected] decision_maker_to [email protected] // AS_pack_version:MIS01_KILLwait 0if    02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 1858.4868 -1348.1195 cornerB 1980.9889 -1454.7551jf @MIS01_KILL05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR:MIS01_46wait 0if    not actor.Dead([email protected])jf @MIS01_18145if    actor.Dead([email protected])jf @MIS01_4705E2: AS_actor [email protected] kill_actor [email protected]([email protected]):MIS01_47wait 0if    not actor.Dead([email protected])jf @MIS01_18145if    actor.Dead([email protected])jf @MIS01_4805E2: AS_actor [email protected] kill_actor [email protected]([email protected]):MIS01_48wait 0if    not actor.Dead([email protected])jf @MIS01_18145if    actor.Dead([email protected])jf @MIS01_4905E2: AS_actor [email protected] kill_actor [email protected]([email protected]):MIS01_49wait 0if    not actor.Dead([email protected])jf @MIS01_18145if    actor.Dead(6@)jf @MIS01_5005E2: AS_actor [email protected] kill_actor [email protected]([email protected]):MIS01_50wait 0if    not actor.Dead([email protected])jf @MIS01_18145if    actor.Dead([email protected])jf @MIS01_5105E2: AS_actor [email protected] kill_actor [email protected]([email protected]):MIS01_51wait 0if    not actor.Dead([email protected])jf @MIS01_18145if    actor.Dead([email protected])jf @MIS01_46marker.Disable([email protected]):MIS01_52wait 0if    not actor.Dead([email protected])jf @MIS01_18145if and    actor.Dead([email protected])    actor.Dead([email protected])    actor.Dead([email protected])    actor.Dead([email protected])    actor.Dead([email protected])    actor.Dead([email protected])jf @MIS01_52player.CanMove($PLAYER_CHAR) = Falsefade 0 1000wait 10000687: clear_actor $PLAYER_ACTOR task0687: clear_actor [email protected] taskactor.PutAt([email protected], 1890.7375, -1363.5521, 13.5454)actor.Angle([email protected]) = 232.9626actor.PutAt($PLAYER_ACTOR, 1893.3879, -1365.4933, 13.5486)actor.Angle($PLAYER_ACTOR) = 50.623074D: AS_actor [email protected] turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor [email protected] timelimit -201B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 02AC: set_car [email protected] immunities BP 1 FP 0 EP 0 CP 1 MP 002AC: set_car [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 0camera.SetPosition(1885.939, -1377.2661, 13.5715, 0.0, 0.0, 0.0)camera.OnPed([email protected], 15, 2)wait 1000fade 1 1000wait 5000ACD: show_text_highpriority "Good job! Ill take one car you take the other." time 3000wait 300005CB: AS_actor [email protected] enter_car [email protected] as_driver 10000 ms:MIS01_53wait 0if    actor.InCar([email protected], [email protected])jf @MIS01_53camera.SetPosition(1882.3052, -1371.4659, 13.5701, 0.0, 0.0, 0.0)camera.OnPed([email protected], 15, 2)wait 20000ACD: show_text_highpriority "Hm...There's a weird black thing in here. What does it do-" time 2500wait 250008CB: explode_car [email protected] shake 1 effect 1 sound 1:MIS01_181000318: set_latest_mission_passed 'MIS01'01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 10998: add_respect 3Player.Money($PLAYER_CHAR) += 100Player.ClearWantedLevel($PLAYER_CHAR)0394: play_music 101EB: set_traffic_density_multiplier_to 1.0 wait 2500fade 0 1000wait 1000actor.DestroyWithFade([email protected])player.CanMove($PLAYER_CHAR) = Truecamera.Restore_WithJumpCut()wait 1000fade 1 1000wait 2000 mission_cleanupreturn:MIS01_18140 //if PLAYER_ACTOR wasted or busted01EB: set_traffic_density_multiplier_to 1.0mission_cleanupreturn:MIS01_1814500BA: text_styled 'M_FAIL' 5000 ms 1mission_cleanup01EB: set_traffic_density_multiplier_to 1.0return

 

 

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ZAZ

Opcode 074D: cause the glitch. Use 0A1D: instead and give a little bit wait time for the movement if neccesary

 

0A1D: AS_actor [email protected] rotate_to_and_look_at_actor $PLAYER_ACTOR0A1D: AS_actor $PLAYER_ACTOR rotate_to_and_look_at_actor [email protected] 500
Then the others

 

1. you forgot to load #WMYBMX

 

2. actor can only do one command,

in this case:

 

05E2: AS_actor [email protected] kill_actor [email protected]: AS_actor [email protected] crouch 0
actor doesn't kill [email protected], so delete 04EB:, especially because he is already crouching

 

3. your "actor.Dead kill actor loops"

look here:

 

:MIS01_46wait 0if    not actor.Dead([email protected])jf @MIS01_18145if    actor.Dead([email protected])jf @MIS01_4705E2: AS_actor [email protected] kill_actor [email protected]([email protected])
actor [email protected] can already be dead, then actor [email protected] kill should kill a dead actor, that's not a good idea

 

i would do it in one loop, in this way

 

 

 

:MIS01_46wait 0if    not actor.Dead([email protected])jf @MIS01_18145if    actor.Dead([email protected])jf @MIS01_48if and    [email protected] == 0    not actor.Dead([email protected])jf @MIS01_4705E2: AS_actor [email protected] kill_actor [email protected]@ = 1:MIS01_47if075C:   marker [email protected] enabledjf @MIS01_48marker.Disable([email protected]):MIS01_48if    actor.Dead([email protected])jf @MIS01_50if and    [email protected] == 0    not actor.Dead([email protected])jf @MIS01_4905E2: AS_actor [email protected] kill_actor [email protected]@ = 1:MIS01_49if075C:   marker [email protected] enabledjf @MIS01_50marker.Disable([email protected]):MIS01_50if    actor.Dead([email protected])jf @MIS01_52if and    [email protected] == 0    not actor.Dead([email protected])jf @MIS01_5105E2: AS_actor [email protected] kill_actor [email protected]@ = 1:MIS01_51if075C:   marker [email protected] enabledjf @MIS01_52marker.Disable([email protected]):MIS01_52if    actor.Dead([email protected])jf @MIS01_54if and    [email protected] == 0    not actor.Dead([email protected])jf @MIS01_5305E2: AS_actor [email protected] kill_actor [email protected]@ = 1:MIS01_53if075C:   marker [email protected] enabledjf @MIS01_54marker.Disable([email protected]):MIS01_54if    actor.Dead([email protected])jf @MIS01_56if and    [email protected] == 0    not actor.Dead([email protected])jf @MIS01_5505E2: AS_actor [email protected] kill_actor [email protected]@ = 1:MIS01_55if075C:   marker [email protected] enabledjf @MIS01_56marker.Disable([email protected]):MIS01_56if and    actor.Dead([email protected])075C:   marker [email protected] enabledjf @MIS01_57marker.Disable([email protected]):MIS01_57if and    actor.Dead([email protected])    actor.Dead([email protected])    actor.Dead([email protected])    actor.Dead([email protected])    actor.Dead([email protected])    actor.Dead([email protected])jf @MIS01_46

 

 

 

Your cleanup section must be done, there you can also use 075C: to remove only the available markes

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Garwan50
Posted (edited)

Hello, i'm looking for an OPCODE that would get the license plate from a vehicle in gta SA.

How can I do that ?

 

Thanks!

Edited by Garwan50

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Evil empire

Hello

 

I'm looking for a collectible item and don't know where it is so I would like to create a script that would show me its location, a bit like Demarest's Unique call for GTA Vice City.

 

To be more precise I would like to create this script for GTA 3's Frosted winter total conversion and its GTA 3 bonuses.

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ZAZ

Hello, i'm looking for an OPCODE that would get the license plate from a vehicle in gta SA.

there isn't any

 

 

Hello

 

I'm looking for a collectible item and don't know where it is so I would like to create a script that would show me its location, a bit like Demarest's Unique call for GTA Vice City.

 

To be more precise I would like to create this script for GTA 3's Frosted winter total conversion and its GTA 3 bonuses.

 

search for opcodes 0213: and 032B: in main.scm like these

0213: $656 = create_pickup #BAT type 2 at 883.5 -302.0625 8.0032B: $602 = create_weapon_pickup #AK47 14 ammo 60 at 1249.0 -858.5 20.5625

then write a script that places radar markers at these coords

example:

018A: [email protected] = create_checkpoint_at 883.5 -302.0625 8.0018A: [email protected] = create_checkpoint_at 1249.0 -858.5 20.5625

you should make the script in that way that the markers only will be shown if you hold a specified key

and if not key is pressed, then the markers should be removed

 

hmm... your looking for bonus, so maybe it just needs to look for lines like this

032B: $SHORESIDE_IE_GARAGE_PICKUP_1 = create_weapon_pickup #BONUS 3 ammo 17 at -1115.0 145.5 59.0

in main.scm

 

but it's a mod, so you don't know if it still have same filename BONUS and you don't know if they always used opcode 032B:

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Garwan50

Thanks for the answer ZAZ.

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ShudderRO
{$CLEO .cs}0000: NOPrepeatwait 0until 0AFA: is_samp_structures_available0B34: samp register_client_command "command" to_label @cmd_1while true wait 0   if [email protected] == true   then       0AF9: samp say_msg "test"       0001: wait 50000 ms   endend:[email protected] = true SAMP.CmdRet()

Hi! I want this script to stop when I type /command. How could I do that?

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ZAZ

This opcode terminates the running thread:
0A93: end_custom_thread

But you should ask here if you work with samp_funcs

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ShudderRO
Posted (edited)

This opcode terminates the running thread:

0A93: end_custom_thread

 

But you should ask here if you work with samp_funcs

Solved. 2 more questions:

  1. How could I get my current health?
  2. Is it possible to verify if a text is found in the last chat row?
Edited by ShudderRO

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ZAZ

How could I get my current health?

0226: [email protected] = actor $PLAYER_ACTOR health

Is it possible to verify if a text is found in the last chat row?

That's a samp_funcs question

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ShudderRO
Posted (edited)

 

How could I get my current health?

0226: [email protected] = actor $PLAYER_ACTOR health

Is it possible to verify if a text is found in the last chat row?

That's a samp_funcs question

 

Thank you very much for help. Where could I ask about that SampFuncs script? How could I verify if an ID (0 for example) is busy? I mean if a player has ID 0.

Edited by ShudderRO

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ZAZ

i already gave the answer in previous post

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Evil empire
Posted (edited)

Thanks for your fast answer, I'll take a look at the main.scm through sanny builder, hoping it won't be too complicated.

 

EDIT: Sorry to bother you again but I can't find the GTA 3 Frosted winter bonuses coordinates. Could you tell me the way I can identify their section and what my script should be like?

 

By the way I'd like to unlock the quadruple insane stunt at least in GTA 3 through CLEO is it feasible?

Edited by Evil empire

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Diegoti
Posted (edited)

Hello i have to said something:

I come from the Warcraft 3 world editor, where all the scripts had three factors.

Event -> Something that must happen for the script to run
examples: cj jumps, a car explodes, cj dies, cj enters X area. etc
Condition -> This is what decides to run or not to run the script (its like a IF)
example: cj dies -> if cj is in x area -> run action so
Action -> here is where you specify what will happen
example: cj enters a vehicle (event) -> the vehicle is a Rhino (condition or "if") -> explode vehicle (action)
Other example:
Cj enters to X area -> If cj is driving a Hydra -> Add 6 stars
""""""""""""""""""""""""---""""""""""""""""""""""""""""----"""""""""""""""

 

I can understand better if someone explains to me where the "event" and "condition" is.

Edited by Diegoti

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ZAZ

Hello i have to said something:

I come from the Warcraft 3 world editor, where all the scripts had three factors.

 

Event -> Something that must happen for the script to run

examples: cj jumps, a car explodes, cj dies, cj enters X area. etc

Standart Cleo scripts start automaticly as soon as ingame world is present, initialized by cleo.asi

 

As example a very simple script that displays the internal timer [email protected]

(local variable [email protected] and [email protected] are reserved for timer, never use it for anything else)

 

Low level script

 

{$CLEO .cs}thread 'TIMER':Runwait 003F0: enable_text_draw 1045A: text_draw_1number  100.0  200.0 'NUMBER' [email protected]    // valuejump @Run
High level script

 

{$CLEO .cs}thread 'timer'while truewait 003F0: enable_text_draw 1 045A: draw_text_1number 100.0  200.0 GXT 'NUMBER' number [email protected]

It's also possible to initialized a script by another script. In any way, it requires always a standart cleo script initialized by cleo.asi as trigger script

1. The mission script

 

The trigger script needs opcode 0A94: to start a mission script

 

{$CLEO .cs}thread 'Trigger'$ONMISSION =  10A94: start_custom_mission "MyMission"0A93: end_custom_thread
The mission script must have {$CLEO .cm} as *.cm file and the file must have the name that is called by the trigger script, in this case MyMission.cm

 

{$CLEO .cm}thread 'Mission'00BA: text_styled 'M_PASS'  5000 ms  1$ONMISSION =  0004E: end_thread

 

 

2. Another standart cleo script with extention *.s

 

The trigger script needs opcode 0A92: to start a another standart cleo script

 

{$CLEO .cs}thread 'Trigger'0A92: create_custom_thread "timer.s"0A93: end_custom_thread
The other script must have {$CLEO .s} as *.s file and the file must have the name that is called by the trigger script, in this case timer.s

 

{$CLEO .s}thread 'timer'while truewait 003F0: enable_text_draw 1 045A: draw_text_1number 100.0  200.0 GXT 'NUMBER' number [email protected]    if        [email protected] > 7000    then        [email protected] = 0    endend
you can also give other extensions by renaming the file manually, for example rename timer.s into timer.xxx

and use following in the trigger script:

 

0A92: create_custom_thread "timer.xxx"

 

 

Condition -> This is what decides to run or not to run the script (its like a IF)

example: cj dies -> if cj is in x area -> run action so

Condition isn't required to run a script but it's the propper way to let the code pass inside the the script to the action part.

Also should the trigger script have conditions in case if you want to start another script.

 

But mostly we have a standart Cleo script that starts automaticly

Best way is to build a loop, let's say a default loop that contains the main conditions, that needs to be passed and then can go to the action codes

Check always if player_char is present or ready with opcode 0256: and then the main condition, then the action

And in following an action loop that contains again 0256:

check the script inside the spoiler, it let the player_char do animation by keypress backspace

 

 

Low level script

 

{$CLEO .cs}:IFP_PARKthread 'IFPPARK':IFP_PARK_1wait 0if0256:   player $PLAYER_CHAR definedjf @IFP_PARK_1if0AB0:   key_pressed 8//-----------------key = Backspacejf @IFP_PARK_104ED: load_animation "PARK":IFP_PARK_5wait 0if04EE:   animation "PARK" loadedjf @IFP_PARK_50812: AS_actor $PLAYER_ACTOR perform_animation "Tai_Chi_Loop" IFP_file "PARK" 1.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB0001: wait 1000 ms:IFP_PARK_7wait 0if0256:   player $PLAYER_CHAR definedjf @IFP_PARK_12if and8AB0:   not key_pressed 8//-----------------key = Backspace80E1:   not player 0 pressed_key 15jf @IFP_PARK_12jump @IFP_PARK_7:IFP_PARK_120792: disembark_instantly_actor $PLAYER_ACTOR04EF: release_animation "PARK"0001: wait 1000 msjump @IFP_PARK_1
High level script

 

{$CLEO .cs}thread 'Tai_Chi'while truewait 0    if        0256:   player $PLAYER_CHAR defined    then        if            0AB0:   key_pressed 8//-----------------key = Backspace        then            04ED: load_animation "PARK"                    while 84EE:  not animation "PARK" loaded                wait 0            end            0812: AS_actor $PLAYER_ACTOR perform_animation "Tai_Chi_Loop" IFP_file "PARK" 1.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB            wait 1000                        while 0256:   player $PLAYER_CHAR defined                wait 0                if or                    0AB0:   key_pressed 8//-----------------key = Backspace                    00E1:   not player 0 pressed_key 15// --- key = Enter/Exit                then                    break                end                end                       0792: disembark_instantly_actor $PLAYER_ACTOR            04EF: release_animation "PARK"             wait 1000        end    endend

 

 

Note: it's important to check if the stuff is alive

check if actor isn't dead if he should do something

check if the car isn't wrecked if it do something of should give informaions

 

Other example:

Cj enters to X area -> If cj is driving a Hydra -> Add 6 stars

Ok, script below gives 6 stars in case if cj is driving a Hydra at Grovesstreet, if not it gives 0 stars

 

 

Low level script

 

{$CLEO .cs}thread 'HYDRA' :HYDRA_1wait 0 if 0256:   player $PLAYER_CHAR defined jf @HYDRA_1 if and00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2487.653 -1669.195 13.3359 radius 90.0 90.0 350.0 00DD:   actor $PLAYER_ACTOR driving_car_with_model #HYDRA jf @HYDRA_1 010D: set_player $PLAYER_CHAR wanted_level_to 6 :HYDRA_3wait 0if0256:   player $PLAYER_CHAR defined jf @HYDRA_5 if or80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2487.653 -1669.195 13.3359 radius 100.0 100.0 400.0 80DD:   not actor $PLAYER_ACTOR driving_car_with_model #HYDRA jf @HYDRA_3 :HYDRA_5010D: set_player $PLAYER_CHAR wanted_level_to 0 jump @HYDRA_1 
High level script

 

{$CLEO .cs}thread 'HYDRA'while truewait 0    if        0256:   player $PLAYER_CHAR defined    then        if and            00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2487.6528 -1669.1953 13.3359 radius 90.0 90.0 350.0            00DD:   actor $PLAYER_ACTOR driving_car_with_model #hydra        then            010D: set_player $PLAYER_CHAR wanted_level_to 6                        while 0256:   player $PLAYER_CHAR defined                wait 0                if or                    80FE:  not actor $PLAYER_ACTOR sphere 0 in_sphere 2487.6528 -1669.1953 13.3359 radius 100.0 100.0 400.0                    80DD:  not actor $PLAYER_ACTOR driving_car_with_model #hydra                then                    break                end                        end                        010D: set_player $PLAYER_CHAR wanted_level_to 0                    end    endend 

 

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