Evil empire Posted May 15, 2018 Share Posted May 15, 2018 I found a solution with the missing Frosted winter bonus. I'd still like to know about unlocking the quadruple insane stunt through CLEO, please. Link to comment Share on other sites More sharing options...
ZAZ Posted May 17, 2018 Author Share Posted May 17, 2018 (edited) You can't modify main.scm code by cleo script have you read here and here? Spoiler On 2/21/2019 at 12:17 AM, JAJ said: I got the idea for the Chain Game from OrionSR in August 2005. Edited March 9, 2019 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
SonicFan99 Posted June 22, 2018 Share Posted June 22, 2018 The game crashes when fall1.mp3, fall2.mp3 & fall3.mp3 is heard after adding this voice mod: http://www.gamemodding.net/en/gta-san-andreas/gta-sa-cleo-scripts/55633-anime-girl-voice.htmlhttp://www.gamemodding.net/en/gta-san-andreas/gta-sa-cleo-scripts/55633-anime-girl-voice.html Please fix the problem. Link to comment Share on other sites More sharing options...
Another GTA Fan Posted June 22, 2018 Share Posted June 22, 2018 @MH-T88 I don't think Zaz's Cleo tutorial topic should be used for requesting. It's kind of rude to drop in here and demand someones cleo mod to be fixed. This is more suited: GTA 3D Era Modding Requests & Finds deltaCJ 1 Link to comment Share on other sites More sharing options...
SonicFan99 Posted June 23, 2018 Share Posted June 23, 2018 12 hours ago, Recommended said: @MH-T88 I don't think Zaz's Cleo tutorial topic should be used for requesting. It's kind of rude to drop in here and demand someones cleo mod to be fixed. This is more suited: GTA 3D Era Modding Requests & Finds Sorry, I didn't know this is not the suitable topic. My mistake. Link to comment Share on other sites More sharing options...
LordStarship Posted June 23, 2018 Share Posted June 23, 2018 On 5/3/2018 at 1:56 PM, Diegoti said: 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. For WC3 editor, the structure is this: Event Occur > Check Condition > Run Actions As someone that has experienced with the editor for a while, it does work as same as CLEO, but it is easier to do rather than using opcodes. For example: Event: A unit dies Condition: Owner of unit is Player 1(Red) and the unit-type is Thrall Action: Player 1(Red) defeat Player 2(Blue) victory That is the example of it, if you make it with SannyBuilder it would be like this: (sorry there are no opcodes and the words aren't as same as the original opcode because i have no time to check Sanny lol) {CLEO. cs} name_thread 'WC3EX' :WC3EX_12 wait 0 if Player.Defined ($PLAYER_CHAR) jf @WC3EX_12 :WC3EX_38 load_model #THRALL //Custom model Thrall load_requested_model :WC3EX_52 @12= (X Coord) @13= (Y Coord) @14= (Z Coord) wait 0 if model #THRALL available jf @WC3EX_52 jump @WC3EX_107 :WC3EX_107 @4= Actor.Create(CIVMALE, #THRALL, @12, @13, @14) set_actor @4 health_to 1000 AS_actor @4 attack $PLAYER_ACTOR //Event, Condition// repeat wait 0 until actor @4 dies //Action// play (Mission passed sound) show text 'MISSPAS' style 1 5000 ms The FXT 'MISSPAS' file can be like this: MISSPAS Mission Passed! The Horde is now your enemy! The Event is: Actor .... dies Which means that there is someone dies The Condition is: Actor @4 dies Which means the @4 actor dies. And then the action is like the mission pass text and the sound. Simple as that I still don't understand about array kinda hard to understand tbh Link to comment Share on other sites More sharing options...
electronicsfan Posted September 14, 2018 Share Posted September 14, 2018 hey good work. I wanted to ask how to run a wav file outside and near a vehicle(esp. trains) and change sounds as per the speed... Thanks. Link to comment Share on other sites More sharing options...
ZAZ Posted September 17, 2018 Author Share Posted September 17, 2018 On 9/14/2018 at 8:27 AM, electronicsfan said: hey good work. I wanted to ask how to run a wav file outside and near a vehicle(esp. trains) and change sounds as per the speed... Thanks. load wave, link wave to car and play wave Quote 040D: unload_wav 1 03CF: load_wav 19800 as 1 repeat wait 0 until 03D0: wav 1 loaded 0A16: link_wav 1 to_car [email protected] 03D1: play_wav 1 electronicsfan and Sloth- 2 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
electronicsfan Posted September 17, 2018 Share Posted September 17, 2018 16 minutes ago, ZAZ said: load wave, link wave to car and play wave Also anything we can do to change sound as per speed?? Thx Link to comment Share on other sites More sharing options...
ZAZ Posted September 17, 2018 Author Share Posted September 17, 2018 (edited) get car speed and build condtional checks to give different wav number 02E3: 1@ = car 0@ speed if 1@ > 20.0 then 03CF: load_wav <number> as 1 else 03CF: load_wav <number> as 1 end Edited September 17, 2018 by ZAZ electronicsfan 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
electronicsfan Posted September 18, 2018 Share Posted September 18, 2018 23 hours ago, ZAZ said: get car speed and build condtional checks to give different wav number 02E3: 1@ = car 0@ speed if 1@ > 20.0 then 03CF: load_wav <number> as 1 else 03CF: load_wav <number> as 1 end I came up with this code but it doesn't run... please give suggestion to improve the code. {$CLEO .cs} [email protected] = Car.Model(#FREIGHT) 02E3: [email protected] = car [email protected] speed if Actor.DrivingVehicleType($PLAYER_ACTOR, #FREIGHT) else_jump @WDGSOUND if [email protected] > 0.0 else_jump @WDGSOUND_66 [email protected] = Audiostream.Load("CLEO\HORN\WDM2_POWER_2.WAV") :WDGSOUND_66 if [email protected] > 20.0 else_jump @WDGSOUND_120 [email protected] = Audiostream.Load("CLEO\HORN\WDM2_POWER_3.WAV") :WDGSOUND_120 if [email protected] > 40.0 else_jump @WDGSOUND_174 [email protected] = Audiostream.Load("CLEO\HORN\WDM2_POWER_4.WAV") :WDGSOUND_174 if [email protected] > 60.0 else_jump @WDGSOUND_228 [email protected] = Audiostream.Load("CLEO\HORN\WDM2_POWER_5.WAV") :WDGSOUND_228 [email protected] = Audiostream.Length([email protected]) [email protected] *= 1000 Audiostream.PerformAction([email protected], STOP) Audiostream.PerformAction([email protected], PLAY) wait [email protected] :WDGSOUND return Link to comment Share on other sites More sharing options...
ZAZ Posted September 18, 2018 Author Share Posted September 18, 2018 That's nonsense [email protected] = Car.Model(#FREIGHT) 02E3: [email protected] = car [email protected] speed You have to learn first the coding basics I know the tutorial messed up because of forums software update, so start here: zazmahall CLEO_Script_Tutorial Sanmodder 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Grinch_ Posted October 5, 2018 Share Posted October 5, 2018 @ZAZ You should reformat all of your codes in previous posts tough. Link to comment Share on other sites More sharing options...
ZAZ Posted October 5, 2018 Author Share Posted October 5, 2018 (edited) i already did that in the past, as old forum changed to previous version now the newest agian, I'm too lazy for that, always again because the software can't convert the code format? also i don't like the new go here to read the tut scripts Edited October 5, 2018 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Grinch_ Posted October 10, 2018 Share Posted October 10, 2018 (edited) How to clear the buffer of 00E1? Edited October 10, 2018 by Grinch_ Link to comment Share on other sites More sharing options...
ZAZ Posted October 10, 2018 Author Share Posted October 10, 2018 what buffer? 00E1: player 0 pressed_key <key press function number> CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Grinch_ Posted October 10, 2018 Share Posted October 10, 2018 (edited) 5 minutes ago, ZAZ said: what buffer? 00E1: player 0 pressed_key <key press function number> forget that.That was stupid. Edited October 10, 2018 by Grinch_ Link to comment Share on other sites More sharing options...
Lancerator Posted November 22, 2018 Share Posted November 22, 2018 On 3/20/2009 at 7:17 PM, ZAZ said: To let something happen, when a button is selected needs to press another key to confirm the selection and this requires to script a keypress-check therefor we need the button ID Old as hell. In case of topic bumping let me know. I didn't get this part, how to make something to happen if I select a choice in the menu? Link to comment Share on other sites More sharing options...
Grinch_ Posted November 23, 2018 Share Posted November 23, 2018 (edited) @SMACKED!here Edited November 23, 2018 by Grinch_ Lancerator 1 Link to comment Share on other sites More sharing options...
ZAZ Posted November 23, 2018 Author Share Posted November 23, 2018 18 hours ago, SMACKED! said: Old as hell. In case of topic bumping let me know. I didn't get this part, how to make something to happen if I select a choice in the menu? the selected button is given by opcode 08D7 08D7: 2@ = panel 1@ active_row [email protected] = panel active_row it doesn't mater if there's a key_press to to confirm active_row ID will be given when you read it with opcode 08D7 Lancerator 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Lancerator Posted November 26, 2018 Share Posted November 26, 2018 On 11/23/2018 at 10:37 AM, ZAZ said: the selected button is given by opcode 08D7 08D7: 2@ = panel 1@ active_row [email protected] = panel active_row it doesn't mater if there's a key_press to to confirm active_row ID will be given when you read it with opcode 08D7 the @2 variable is actually the choice/button? and the [email protected] variable is the panel right? On 11/23/2018 at 3:06 AM, Grinch_ said: @SMACKED!here thanks! i know it all now Link to comment Share on other sites More sharing options...
Grinch_ Posted November 27, 2018 Share Posted November 27, 2018 @SMACKED! [email protected] is the panel handle and @1 is the currently selected panel/choice. Link to comment Share on other sites More sharing options...
Davve95 Posted December 12, 2018 Share Posted December 12, 2018 Sorry for bumping this one, but could you fix the links? Link to comment Share on other sites More sharing options...
ZAZ Posted December 12, 2018 Author Share Posted December 12, 2018 (edited) On 12/12/2018 at 3:53 PM, Davve95 said: Sorry for bumping this one, but could you fix the links? No sorry, the first 9 links are anchor links that worked for the old forum software and was linking to positions inside the first post Link 10 Additional Themes links to 2. post and link 11, 12, 13, 14, 15 are also anchor links that worked for the old forum software and was linking to positions inside the 2.post All others are working Edited December 19, 2018 by ZAZ Davve95 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Grinch_ Posted February 20, 2019 Share Posted February 20, 2019 How do I check if there is a specific object near player? Link to comment Share on other sites More sharing options...
ZAZ Posted February 20, 2019 Author Share Posted February 20, 2019 10 minutes ago, Grinch_ said: How do I check if there is a specific object near player? opcodes 0471: 0472: 0473: 0474: 0475: 0476: CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
[email protected]_ Posted June 14, 2019 Share Posted June 14, 2019 How can I make an animated mod that can be seen by other players in samp, that is, unmodified animations, those used in .ifp, some conditional to synchronize them? Link to comment Share on other sites More sharing options...
ZAZ Posted June 14, 2019 Author Share Posted June 14, 2019 write the script in this way {$CLEO .cs} thread 'LOWRID' :LOWR_1 wait 0 if 0256: player $PLAYER_CHAR defined jf @LOWR_1 if and 0AB0: key_pressed 80// p key 0AB0: key_pressed 49// 1 key Actor.Driving($PLAYER_ACTOR) else_jump @LOWR_1 gosub @LOWR_load1 0605: actor $PLAYER_ACTOR perform_animation "lrgirl_l0_to_l1" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 :LOWR_13 wait 0 if 0256: player $PLAYER_CHAR defined jf @LOWR_clean if Actor.Driving($PLAYER_ACTOR) else_jump @LOWR_clean if 0AB0: key_pressed 20// caps lock key else_jump @LOWR_13 gosub @LOWR_load1 0605: actor $PLAYER_ACTOR perform_animation "lrgirl_l12_to_l0" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 wait 2000 jump @LOWR_1 :LOWR_clean wait 0 if 0256: player $PLAYER_CHAR defined jf @LOWR_clean 0792: disembark_instantly_actor $PLAYER_ACTOR jump @LOWR_1 :LOWR_load1 if 84EE: not animation "LOWRIDER" loaded jf @LOWR_load2 04ED: load_animation "LOWRIDER" wait 0 jump @LOWR_load1 :LOWR_load2 return if other samp player can't see the anim, then this anim isn't supported by serverside script CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Ingramsl Posted July 4, 2019 Share Posted July 4, 2019 (edited) -snip- Edited July 4, 2019 by Ingramsl Link to comment Share on other sites More sharing options...
santosvagos Posted August 10, 2019 Share Posted August 10, 2019 Hi @ZAZ , recently i read your cleo tutorial on your website to make pickup script for added weapons but it caused bug which made CJ fall from the sky after completing some missions , especially 'nike and ak ' mission when CJ got out Binco store . I really need your help . Link to comment Share on other sites More sharing options...
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