ICy92 0 Posted November 7, 2009 Share Posted November 7, 2009 Hey ZAZ thanks for the Camera on carrec path tutorial its a good idea but the camera angle its stucking... if you know what i mean Is there a way to move the camera angle from A to B? cuz its looking only in a way... Link to post Share on other sites
ICy92 0 Posted November 7, 2009 Share Posted November 7, 2009 (edited) Ok i got it its pretty easy /e1:sry for double post edit 2: ahrrgg hmm its amazing how it looks but i can see the Nrg where the camera is placed how to make it invisible or something like that Edited November 7, 2009 by ICy92 Link to post Share on other sites
serabella 0 Posted January 19, 2010 Share Posted January 19, 2010 thanks for the tut, Zaz I have a question, is it possible to make a script which changes my criminal rating by pressing a certain button? Like,, click key 0 to get "king of san andreas" criminal rating Link to post Share on other sites
ZAZ 709 Posted January 20, 2010 Author Share Posted January 20, 2010 thanks for the tut, Zaz I have a question, is it possible to make a script which changes my criminal rating by pressing a certain button? Like,, click key 0 to get "king of san andreas" criminal rating search with opcode search tool for integer_stat look also in Sanny Builder Help: GTA SA Statistics ID integer_stat 152 = Criminals killed on Vigilante Mission Link to post Share on other sites
/!\ErManu/!\ 0 Posted February 5, 2010 Share Posted February 5, 2010 (edited) Edit for me for not providing the wished information to me Thanks for tutorials Edited February 7, 2010 by /!\ErManu/!\ Link to post Share on other sites
mode656 0 Posted February 11, 2010 Share Posted February 11, 2010 the sannybuilder site does not work for me any help :S Link to post Share on other sites
ZAZ 709 Posted February 11, 2010 Author Share Posted February 11, 2010 the sannybuilder site does not work for me any help :S sannybuilder.com is back from time to time the provider makes overhaul for a few days Link to post Share on other sites
Darkkeness 1 Posted February 12, 2010 Share Posted February 12, 2010 Hey Zaz, is possible make a blood splatter effect on the screen for gta sa? i mean cleo Link to post Share on other sites
ZAZ 709 Posted February 12, 2010 Author Share Posted February 12, 2010 Hey Zaz, is possible make a blood splatter effect on the screen for gta sa? i mean cleo Maybe. It needs texturs which looks like having splatter on the screen. Link to post Share on other sites
bmb 3 Posted March 27, 2010 Share Posted March 27, 2010 Great tutorial. Looking at other Cleo scripts I sometimes run across a code like "00E1: player 0 pressed_key 4" . Key 4 is not in the Virtual key codes in the help file. Link to post Share on other sites
ZAZ 709 Posted March 28, 2010 Author Share Posted March 28, 2010 Great tutorial. Looking at other Cleo scripts I sometimes run across a code like "00E1: player 0 pressed_key 4" . Key 4 is not in the Virtual key codes in the help file. opcode 00E1: is R*originally opcode for key_press and can be changed in options>controle config they are definded as controle functions, find it in Sanny Builder Help: SCM Documentation: GTA SA:Keypress numbers Virtual keycodes can only be used with cleo opcode 0AB0: 0AB0: key_pressed 8 look for cleo opcodes in Sanny Builder Help: CLEO 3 Code Library: CLEO 3: opcodes Link to post Share on other sites
bmb 3 Posted March 29, 2010 Share Posted March 29, 2010 Thanks ZAZ, didn't realize the opcodes were different. Paying more attention to the to the rest of the code. Right now just trying the basics like switching key_pressed so they don't use the same keys as other Cleo scripts. Link to post Share on other sites
kal-el5676 1 Posted May 16, 2010 Share Posted May 16, 2010 Ups, visitors. Thx friends. uhm how to make savepoints? cause I dont think I seen one from the tut. but if there is can you tell me wich bit is it.sorry for being a noob. Right, I forgot it. Here it is: The classic savescript with savedisk_pickup needs to insert 3 coords points. One for the savedisk_pickup One for the spawnpoint beside the pickup One for the radar marker(If the savedisk is in an interior the location of the radar marker can be very different to pickup) The savepoint of the script below is in the Atrium of Los Santos/Commerce {$CLEO .cs}:SAVE_103A4: name_thread 'SAVE'0A95: enable_thread_saving0570: [email protected] = create_asset_radar_marker_with_icon 35 at 1722.2682 -1647.6366 42.4687018B: show_on_radar [email protected] 2:SAVE_20001: wait 0 ms0213: [email protected] = create_pickup 1277 type 3 at 1720.7397 -1645.6292 20.2267:SAVE_50001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @SAVE_500D6: if 00214: pickup [email protected] picked_up004D: jump_if_false @SAVE_50050: gosub @SAVE_140002: jump @SAVE_2 :SAVE_1400D6: if 00038: $ONMISSION == 0 // integer values004D: jump_if_false @SAVE_170004: $ONMISSION = 1 // integer values01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0001: wait 350 ms03D8: show_SAVE_screen:SAVE_1500D6: if 083D9: NOT save_done004D: jump_if_false @SAVE_160001: wait 0 ms0002: jump @SAVE_15:SAVE_1600A1: put_actor $PLAYER_ACTOR at 1724.3228 -1646.5193 20.22720173: set_actor $PLAYER_ACTOR z_angle_to 176.801B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)0004: $ONMISSION = 1 // integer values0001: wait 350 ms0004: $ONMISSION = 0 // integer values:SAVE_170051: return So much $ONMISSION = 0 and $ONMISSION = 1 Yes its nesssary. Otherwise the colored gangwar teritories will not be shown if a save was done while gangwar is activ. And again the same script but in the kind of "decompilation without opcodes ": {$CLEO .cs}:SAVE_1thread 'SAVE' 0A95: enable_thread_saving 0570: [email protected] = create_asset_radar_marker_with_icon 35 at 1722.268 -1647.637 42.4687 018B: set_marker [email protected] radar_mode 2 :SAVE_42wait 0 [email protected] = Pickup.Create(1277, 3, 1720.74, -1645.629, 20.2267):SAVE_71wait 0 if Player.Defined($PLAYER_CHAR)else_jump @SAVE_71 if Pickup.Picked_up([email protected])else_jump @SAVE_71 gosub @SAVE_121 jump @SAVE_42 :SAVE_121if $ONMISSION == 0 else_jump @SAVE_240 $ONMISSION = 1 Player.CanMove($PLAYER_CHAR) = Falsewait 350 03D8: show_save_screen :SAVE_160if 83D9: not save_done else_jump @SAVE_184 wait 0 jump @SAVE_160 :SAVE_184Actor.PutAt($PLAYER_ACTOR, 1724.323, -1646.519, 20.2272)Actor.Angle($PLAYER_ACTOR) = 176.8Player.CanMove($PLAYER_CHAR) = True$ONMISSION = 1 wait 350 $ONMISSION = 0 :SAVE_240return This doesn't seem to work for me. i try to compile and it says not enough parameters, expected 5. Link to post Share on other sites
Dutchy3010 313 Posted May 16, 2010 Share Posted May 16, 2010 Are you sure? Because when I copy that code and compile it, I don't have any errors. Are you sure you copied it right? Link to post Share on other sites
kal-el5676 1 Posted May 16, 2010 Share Posted May 16, 2010 (edited) Yeah, i'm real nooby when it comes to coding. All i had to do was take the coma's out of the coordinates. Anyone know a good tutorial for armour and health pickups? Edited May 16, 2010 by kal-el5676 Link to post Share on other sites
ZAZ 709 Posted May 16, 2010 Author Share Posted May 16, 2010 Yeah, i'm real nooby when it comes to coding. All i had to do was take the coma's out of the coordinates. Anyone know a good tutorial for armour and health pickups? You made a failure by copy and paste take the coma's out? which commas do you mean? Link to post Share on other sites
kal-el5676 1 Posted May 16, 2010 Share Posted May 16, 2010 Yeah i did. The comma's that the coords manager automatically puts in. Link to post Share on other sites
ZAZ 709 Posted May 23, 2010 Author Share Posted May 23, 2010 Yeah i did. The comma's that the coords manager automatically puts in. post your script or does it work now? Link to post Share on other sites
kal-el5676 1 Posted May 23, 2010 Share Posted May 23, 2010 it works thanks! i was just being a moron. Link to post Share on other sites
bartuxx33 0 Posted June 16, 2010 Share Posted June 16, 2010 Hey nice but my need to enter to yhe enterior the point but i can't find the id for yellow arrow for interior can help me? if you help me take this Link to post Share on other sites
ZAZ 709 Posted June 19, 2010 Author Share Posted June 19, 2010 (edited) Hey nice but my need to enter to yhe enterior the point but i can't find the id for yellow arrow for interior can help me? You mean the entrance_marker 0A40: [email protected] = create_entrance_marker_at 2493.9 -1670.8 14.5 color 6to remove the entrance_marker:0A41: destroy_entrance_marker [email protected] But the yellow markers which we have in San Andreas to enter the interiors are not done with scm scripting because they are hardcoded in connection with ENEX - IPL -entries For example you will find in data\maps\LA\LAw.ipl following enex to enter the barber shop enex823.629, -1588.9, 12.5764, 0, 2, 2, 8, 822.629, -1590.4, 12.5784, -1297.58, 0, 4, "BARBER2", 0, 2, 0, 24 More informations at: [sA|DOC] IPL Definitions To modify or add enex entries requires to start a new game otherwise you will get buggy interior accesses Or use the GTASA SaveGame ENEX Updater tool Nevertheless is it possible to make an interior teleport and create therefor an entrance_marker like in script below Go to Grovestreet to find the entrance_marker with teleport {$CLEO .cs}:Entrance_marker_103A4: name_thread 'ENTRMK'0A95: enable_thread_saving 0A40: [email protected] = create_entrance_marker_at 2493.9 -1670.8 14.5 color 60A40: [email protected] = create_entrance_marker_at 2527.6 -1679.5 1016.5 color 6:Entrance_marker_30001: wait 0 ms if0256: player $PLAYER_CHAR defined 004D: jump_if_false @Entrance_marker_3if00FF: actor $PLAYER_ACTOR 0 (in-sphere)near_point_on_foot 2493.9 -1670.8 13.4 radius 2.0 2.0 2.0 004D: jump_if_false @Entrance_marker_5016A: fade 0 time 1000 0001: wait 1000 ms 04E4: unknown_refresh_game_renderer_at 2535.8301 -1674.675303CB: set_camera 2535.8301 -1674.6753 1015.498600A1: put_actor $PLAYER_ACTOR at 2535.8301 -1674.6753 1015.4986 0860: link_actor $PLAYER_ACTOR to_interior 1 04BB: select_interior 10001: wait 500 ms 016A: fade 1 time 10000002: jump @Entrance_marker_3:Entrance_marker_5if00FF: actor $PLAYER_ACTOR 0 (in-sphere)near_point_on_foot 2527.6 -1679.5 1015.5 radius 2.0 2.0 2.0 004D: jump_if_false @Entrance_marker_3016A: fade 0 time 1000 0001: wait 1000 ms 04E4: unknown_refresh_game_renderer_at 2494.5 -1679.203CB: set_camera 2494.5 -1679.2 13.400A1: put_actor $PLAYER_ACTOR at 2494.5 -1679.2 13.4 0860: link_actor $PLAYER_ACTOR to_interior 0 04BB: select_interior 00001: wait 500 ms 016A: fade 1 time 10000002: jump @Entrance_marker_3 Edited June 19, 2010 by ZAZ Link to post Share on other sites
bmb 3 Posted July 22, 2010 Share Posted July 22, 2010 Zaz, is there any way to select what sign loads on the side of a vehicle? for example the rumpo spawns with random business signs on it or none at all. I changed one of the panels for a cleo I am trying to make and if possible load that graphic every time it spawns. Tried looking at opcode search under rumpo and sign but no luck. Link to post Share on other sites
ZAZ 709 Posted July 22, 2010 Author Share Posted July 22, 2010 (edited) Zaz, is there any way to select what sign loads on the side of a vehicle? for example the rumpo spawns with random business signs on it or none at all. I changed one of the panels for a cleo I am trying to make and if possible load that graphic every time it spawns. Tried looking at opcode search under rumpo and sign but no luck. No, not in that kind. There exist an opcode to choose a model varaition 0506: set_car_model #PICADOR next_variation 4 4 // first param is useless you know, the truck trailers are coming in different variations and in addition every car can have a paintjop if it is made from the modelauthor 06ED: set_car [email protected] paintjob 0 Example: make the texturing for the Infernus to allow additional textures as paintjop the basic files would be: infernus.dff infernus.txd the paintjop textures would be: infernus1.txd = paintjob 0 infernus2.txd = paintjob 1 infernus3.txd = paintjob 2 infernus4.txd = paintjob 3 and so on another way would be to attach a graffiti object but it's not recomanded because it requires that the user have exactly that car model which must fit the positioning for the object furthermore is the positioning an annoying work script below spawns an BOXVILLE in SF north/west - Esplanade East - and attach the tag_azteca {$CLEO .cs}//1531, tag_azteca, tags_LAazteca, 50, 1048580thread 'GRFV' :GRFV_11wait 0 if Player.Defined($PLAYER_CHAR)jf @GRFV_11 if 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere -1558.284 1184.458 7.1875 radius 1.0 1.0 1.0 on_foot jf @GRFV_11 Model.Load(#BOXVILLE)Model.Load(1531):GRFV_89wait 0 if and Model.Available(#BOXVILLE) Model.Available(1531)jf @GRFV_89 [email protected] = Car.Create(#BOXVILLE, -1557.747, 1168.721, 7.1875)Car.Angle([email protected]) = [email protected] = Object.Create(1531, -1557.747, 1168.721, 7.1875)Object.RemoveFromMissionCleanupList([email protected])0681: attach_object [email protected] to_car [email protected] with_offset 1.3 0.0 0.8 rotation 180.0 180.0 0.0 Model.Destroy(#BOXVILLE)Model.Destroy(1531):GRFV_223wait 0 if Player.Defined($PLAYER_CHAR)jf @GRFV_223 if 80FF: not actor $PLAYER_ACTOR sphere 0 in_sphere -1558.284 1184.458 7.1875 radius 2.0 2.0 2.0 on_foot jf @GRFV_223 Car.RemoveReferences([email protected])jump @GRFV_11 Edited July 22, 2010 by ZAZ Link to post Share on other sites
bmb 3 Posted July 23, 2010 Share Posted July 23, 2010 Thanks Zaz, you've been an enormous help with this CLEO Script Tutorial. opcode 0506 looks interesting. The comment is kinda throwing me off though, // first param is useless Is that referring to the the first 4, and if so do I just leave it alone or if I wanted to change it would it be something like this: 0506: set_car_model #PICADOR next_variation 3 3 // first param is useless opcode 06ED answered another question I had. Thanks. The boxville script is a great idea, only problem is if you walk into the marker 2 or more times before driving off in it the tag floats in the air. Is there a way to correct it? In theory if I changed something like the bobo sign and put my texture on it, used its load # it should work right? Unrelated question Using your tutorials and other peoples Cleos as examples I was able to have Pulaski and Tenpeni randomly driving around SA in a copcarla and armed them with a colt and shotgun. The problem is they don't act like cops. I get a 1 star wanted level if I try to open the door but they get out and just stand there. Other cops in the area beat the crap out of me but they just watch.I tried using this code: $COP2 = Actor.Create(COP, #SPECIAL02, [email protected], [email protected], [email protected]) and this: 07DD: set_actor $COP2 temper_to 100 // see pedstats.dat with no luck. But they definitely hate criminals though! Link to post Share on other sites
ZAZ 709 Posted July 24, 2010 Author Share Posted July 24, 2010 (edited) opcode 0506 looks interesting. The comment is kinda throwing me off though, // first param is useless Is that referring to the the first 4, and if so do I just leave it alone or if I wanted to change it would it be something like this: 0506: set_car_model #PICADOR next_variation 3 3 // first param is useless the comment say, it doesn't matter which value the first param have, just work with the last param The boxville script is a great idea, only problem is if you walk into the marker 2 or more times before driving off in it the tag floats in the air. mercie_blink.gif Is there a way to correct it? You're right, the object won't be removed in that script we need now to keep the spawned BOXVILLE in focus till player drives another vehicle or is going away and gets bigger distance try the script below The problem is they don't act like cops. don't use global variables in cleo scripts like $COP2, it can cause bugs and crashes only $PLAYER_ACTOR, $PLAYER_CHAR and $ONMISSION are valid try 06E4: AS_actor [email protected] attempt_to_bust_actor $PLAYER_ACTOR Graffitionvehicle the boxville can be spawned in more ways: -press Tab and G to spawn infront of player -drive a boxville -go into red marker then the code run in a loop to check conditions to cleanup the car and object handle and start the script again from beginning the conditions are: -is player driving another vehicle -is player going away and gets bigger distance than 50.0 -press Tab and G when player is on foot -is $ONMISSION activ when player is on foot -is car wrecked -is player dead or arrested {$CLEO .cs}:Graffitionvehicle//03A4: name_thread 'GRFV'//1531, tag_azteca, tags_LAazteca, 50, 1048580:Grafonveh_10001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @Grafonveh_1if00FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot -1558.2838 1184.4581 7.1875 radius 1.0 1.0 1.0004D: jump_if_false @[email protected] = [email protected] = [email protected] = [email protected] = 270.0jump @Grafonveh_4:Grafonveh_2if and0AB0: key_pressed 9// TAB0AB0: key_pressed 71// G keyjf @Grafonveh_304C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 5.5 0.30172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] += 270.0 // floating-point valuesjump @Grafonveh_4:Grafonveh_3if00DD: actor $PLAYER_ACTOR driving_car_with_model #boxvillejf @Grafonveh_103C0: [email protected] = actor $PLAYER_ACTOR [email protected] = [email protected] = [email protected] = [email protected] = 270.0:Grafonveh_40247: request_model #boxville0247: request_model 1531:Grafonveh_50001: wait 0 msif and0248: model #boxville available0248: model 1531 available004D: jump_if_false @Grafonveh_5if80DD: not actor $PLAYER_ACTOR driving_car_with_model #boxvillejf @Grafonveh_600A5: [email protected] = create_car #boxville at [email protected] [email protected] [email protected]: set_car [email protected] z_angle_to 90.0:Grafonveh_60107: [email protected] = create_object 1531 at [email protected] [email protected] 180.0//08D2: object [email protected] scale_model 0.501C7: remove_object_from_mission_cleanup_list [email protected]: attach_object [email protected] to_car [email protected] with_offset 1.3 0.0 0.8 rotation 180.0 180.0 0.00249: release_model #boxville0249: release_model 1531wait 1000:Grafonveh_80001: wait 30 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @Grafonveh_13if8119: not car [email protected] wrecked004D: jump_if_false @Grafonveh_13if00DF: actor $PLAYER_ACTOR driving004D: jump_if_false @Grafonveh_9if00DB: actor $PLAYER_ACTOR in_car [email protected]: jump_if_false @Grafonveh_130002: jump @Grafonveh_10:Grafonveh_9if and0038: $ONMISSION == 0 // integer values0202: actor $PLAYER_ACTOR near_car [email protected] radius 50.0 50.0 unknown 0004D: jump_if_false @Grafonveh_13if and0AB0: key_pressed 9// TAB0AB0: key_pressed 71// G keyjf @Grafonveh_80002: jump @Grafonveh_13:Grafonveh_100002: jump @Grafonveh_8:Grafonveh_1301C4: remove_references_to_object [email protected]: remove_references_to_car [email protected] // Like turning a car into any random car00BC: text_highpriority 'fem_off' 2000 ms 1wait 10000002: jump @Grafonveh_1 Edited July 24, 2010 by ZAZ Link to post Share on other sites
Millinescence 0 Posted July 24, 2010 Share Posted July 24, 2010 (edited) Nice tutorials, ZAZ. You're doing a great job ^^. I have a question though; I'm trying to make a mod where if the player gets into a pickup truck (bobcat, picador, saddler, etc.) with people that follow you (gang members and the like), that one of them will get into the bed of the truck in turret mode like Ryder from the 'Catalyst' mission. How would you go about doing that? While searching through that mission in the .scm, I found this little bit of code: :RYDER3_14356 ifnot Actor.Dead($ACTOR_RYDER)jf @RYDER3_144090465: remove_actor $ACTOR_RYDER from_turret_mode0464: put_actor $ACTOR_RYDER into_turret_on_car [email protected] at_car_offset 0.0 -1.3 0.8 position 2 shooting_angle_limit 15.0 with_weapon 28 EDIT: Using your tutorials and the code snippet I found as a guide, I now have a test script that creates a GSF and puts him in the bed of a Picador once the player is in the vehicle. {$CLEO .cs}//-------------MAIN---------------thread 'TRUKTUR' :TRUKTUR_11wait 0 if Player.Defined($PLAYER_CHAR)else_jump @TRUKTUR_11 if Actor.DrivingVehicleType($PLAYER_ACTOR, #PICADOR)else_jump @TRUKTUR_11 Model.Load(#FAM1)Model.Load(#AK47):TRUKTUR_59wait 0 if and Model.Available(#FAM1) Model.Available(#AK47)else_jump @TRUKTUR_5903C0: [email protected] = actor $PLAYER_ACTOR car 009A: [email protected] = create_actor_pedtype 8 model #FAM1 at 0.0 0.0 0.001B2: give_actor [email protected] weapon 30 ammo 99999 // Load the weapon model before using this Actor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 10000464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 0.0 -1.3 0.8 position 2 shooting_angle_limit 30.0 with_weapon 30 Model.Destroy(#FAM1):TRUKTUR_170wait 0 if not Actor.Dead([email protected])else_jump @TRUKTUR_216 if 00DD: actor $PLAYER_ACTOR driving_car_with_model #PICADOR else_jump @TRUKTUR_216 jump @TRUKTUR_170 :TRUKTUR_216Actor.RemoveReferences([email protected])jump @TRUKTUR_11 But what I really want to do is make it so that instead of a GSF that appears out of thin air, I want a GSF that you recruit off the street to be put into turret mode instead. Can you please help? Thanks in advance. Take some cookies :3 Edited July 25, 2010 by Millinescence Link to post Share on other sites
ZAZ 709 Posted July 25, 2010 Author Share Posted July 25, 2010 I want a GSF that you recruit off the street to be put into turret mode instead. the gangmembers won't do this job test the script below recruit a homie and then enter a picador {$CLEO .cs}//-------------MAIN---------------thread 'TRUKTUR':TRUKTUR_11wait 0if Player.Defined($PLAYER_CHAR)else_jump @TRUKTUR_11if Actor.DrivingVehicleType($PLAYER_ACTOR, #PICADOR)else_jump @TRUKTUR_1107AF: [email protected] = player $PLAYER_CHAR group092B: [email protected] = group [email protected] member 0if056D: actor [email protected] defined 004D: jump_if_false @TRUKTUR_12if 8118: not actor [email protected] dead 004D: jump_if_false @TRUKTUR_12jump @TRUKTUR_13:TRUKTUR_12wait 1000jump @TRUKTUR_11:TRUKTUR_13Model.Load(#AK47):TRUKTUR_59wait 0if Model.Available(#AK47)else_jump @TRUKTUR_5903C0: [email protected] = actor $PLAYER_ACTOR car0687: clear_actor [email protected] task 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 060B: set_actor [email protected] decision_maker_to 3201B2: give_actor [email protected] weapon 30 ammo 99999 // Load the weapon model before using thisActor.WeaponAccuracy([email protected]) = 100Actor.Health([email protected]) = 1000wait 10000792: disembark_instantly_actor [email protected] 0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 0.0 -1.3 0.8 position 2 shooting_angle_limit 360.0 with_weapon 30077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 7 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // see ped.dat 077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 6 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 6 // see ped.dat:TRUKTUR_170wait 0if Player.Defined($PLAYER_CHAR)else_jump @TRUKTUR_216if and not Car.Wrecked([email protected]) not Actor.Dead([email protected])else_jump @TRUKTUR_216if00DD: actor $PLAYER_ACTOR driving_car_with_model #PICADORelse_jump @TRUKTUR_216jump @TRUKTUR_170:TRUKTUR_2160465: remove_actor [email protected] from_turret_modeActor.RemoveReferences([email protected])0632: release_group [email protected] @TRUKTUR_11 Link to post Share on other sites
Millinescence 0 Posted July 25, 2010 Share Posted July 25, 2010 (edited) I want a GSF that you recruit off the street to be put into turret mode instead. the gangmembers won't do this job That is so weird...once the first homie gets into turret mode, the second one becomes confused as to where to get into the truck when the passenger seat is wide open for them. And when I get out of the truck, they disband I'm also using the Gunslinger Girl CLEO, so I called them up and tried to see if they would get in the truck with me. Triela (blond hair) got into turret mode and Henrietta (brown hair) was confused at first like the homie, but I get out and get back in and then Henrietta managed to get into the passenger seat with me. EDIT: So then I approach some Ballas in the Picador with the two girls to see what they'll do. Henrietta gets out the truck and shoots them while Triella just watches. I noticed that you also cleared the homie's task (whatever that means) and changed his decision marker. Do you think that might be why? Edited July 25, 2010 by Millinescence Link to post Share on other sites
ZAZ 709 Posted July 26, 2010 Author Share Posted July 26, 2010 I want a GSF that you recruit off the street to be put into turret mode instead. the gangmembers won't do this job I noticed that you also cleared the homie's task (whatever that means) and changed his decision marker. Do you think that might be why? I tried a lot to get them working try yourself, remove the codes before put_in_turret, make commentslashes infront, play around //0687: clear_actor [email protected] task//0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1//060B: set_actor [email protected] decision_maker_to 32 <<<stops the ped-presettings01B2: give_actor [email protected] weapon 30 ammo 99999 // Load the weapon model before using this//Actor.WeaponAccuracy([email protected]) = 100//Actor.Health([email protected]) = 1000//wait 1000//0792: disembark_instantly_actor [email protected]: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 0.0 -1.3 0.8 position 2 shooting_angle_limit 360.0 with_weapon 30//077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 7 // see ped.dat//077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // see ped.dat//077A: set_actor [email protected] acquaintance 1 to_actors_pedtype 6 // see ped.dat//077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 6 // see ped.dat Link to post Share on other sites
bmb 3 Posted July 27, 2010 Share Posted July 27, 2010 Ok Zaz I need you expertise again. First off sorry about the global variables, I was just messing around with another cleo script to see if it would work. I have made my script without them. your code: 06E4: AS_actor [email protected] attempt_to_bust_actor $PLAYER_ACTOR works but as I suspected there already out of the car shooting at me before I get anywhere near them. I tried doing this: :GANG_TASK_UNIT_585 if or Player.WantedLevel($PLAYER_CHAR) = 1 Player.WantedLevel($PLAYER_CHAR) = 2 Player.WantedLevel($PLAYER_CHAR) = 3 Player.WantedLevel($PLAYER_CHAR) = 4 Player.WantedLevel($PLAYER_CHAR) = 5 else_jump @GANG_TASK_UNIT_585 06E4: AS_actor 7@ attempt_to_bust_actor $PLAYER_ACTOR 06E4: AS_actor [email protected] attempt_to_bust_actor $PLAYER_ACTOR Game crashes tried changing above to Player.WantedLevel($PLAYER_CHAR) > 0 Game crashes gave up on that for now and tried this if 8202: not actor $PLAYER_ACTOR near_car [email protected] radius 100.0 100.0 flag 0 else_jump @GANG_TASK_UNIT_585 wait 5000 if 8202: not actor $PLAYER_ACTOR near_car [email protected] radius 100.0 100.0 flag 0 else_jump @GANG_TASK_UNIT_585 Actor.DestroyWithFade([email protected]) Actor.DestroyWithFade([email protected]) Actor.DestroyWithFade([email protected]) Car.Destroy([email protected]) jump @GANG_TASK_UNIT_19 Game crashes This is the part of my script that works {$CLEO .cs} //-------------MAIN--------------- thread 'GANG_TASK_UNIT' :GANG_TASK_UNIT_19 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @GANG_TASK_UNIT_19 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1555.0 -1520.0 100.0 radius 1275.0 800.0 1000.0 else_jump @GANG_TASK_UNIT_19 073E: get_car_in_sphere 1555.0 -1520.0 100.0 radius 400.0 model -1 handle_as [email protected] if not [email protected] == -1 else_jump @GANG_TASK_UNIT_19 if 8202: not actor $PLAYER_ACTOR near_car [email protected] radius 100.0 100.0 flag 0 else_jump @GANG_TASK_UNIT_19 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 [email protected] = Car.Angle([email protected]) 023C: load_special_actor 'TENPEN' as 1 // models 290-299 023C: load_special_actor 'PULASKI' as 2 // models 290-299 Model.Load(#COPCARLA) Model.Load(#DESERT_EAGLE) Model.Load(#SHOTGSPA) Model.Load(#BALLAS3) 06E9: load_car_component #WHEEL_GN3 038B: load_requested_models wait 0 if and 023D: special_actor 1 loaded 023D: special_actor 2 loaded Model.Available(#COPCARLA) Model.Available(#DESERT_EAGLE) Model.Available(#SHOTGSPA) Model.Available(#BALLAS3) else_jump @GANG_TASK_UNIT_19 Car.Destroy([email protected]) [email protected] = Car.Create(#COPCARLA, [email protected], [email protected], [email protected]) 06E7: [email protected] = add_car_component #WHEEL_GN3 to_car [email protected] 0229: set_car [email protected] primary_color_to 0 secondary_color_to 1 Car.SetMaxSpeed([email protected], 20.0) Car.Angle([email protected]) = [email protected] Car.Health([email protected]) = 1000 Car.SetToNormalDriver([email protected]) Car.SetDriverBehaviour([email protected], FollowRoad) [email protected] = Actor.Create(Cop, #SPECIAL01, [email protected], [email protected], [email protected]) [email protected] = Actor.Create(Cop, #SPECIAL02, [email protected], [email protected], [email protected]) [email protected] = Actor.Create(gang1, #BALLAS3, [email protected], [email protected], [email protected]) 01B2: give_actor [email protected] weapon 27 ammo 9999 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 27 01B2: give_actor [email protected] weapon 24 ammo 9999 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 24 081A: set_actor [email protected] weapon_skill_to 1 Actor.WeaponAccuracy([email protected]) = 95 081A: set_actor [email protected] weapon_skill_to 1 Actor.WeaponAccuracy([email protected]) = 95 087E: set_actor [email protected] weapon_droppable 1 087E: set_actor [email protected] weapon_droppable 1 07DD: set_actor [email protected] temper_to 100 // see pedstats.dat 07DD: set_actor [email protected] temper_to 100 // see pedstats.dat 0245: set_actor [email protected] walk_style_to "SWAT" 0245: set_actor [email protected] walk_style_to "SWAT" 0245: set_actor [email protected] walk_style_to "GANG1" 072A: put_actor [email protected] into_car [email protected] driverseat 0430: put_actor [email protected] into_car [email protected] passenger_seat 0 0430: put_actor [email protected] into_car [email protected] passenger_seat 1 03FE: set_actor [email protected] money 2491 0249: release_model #SPECIAL01 0249: release_model #SPECIAL01 0249: release_model #BALLAS3 that all works, anything I put after it crashes the game. I don't know if its in the code above or I just Know enough yet. Probably both Link to post Share on other sites