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Please be aware that this is not a tutorial request forum! Use the appropriate topic for the effect.
ZAZ

[SA] ~ CLEO Script Tutorial ~

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santosvagos

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 .

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ZAZ
On 8/10/2019 at 2:23 PM, santosvagos said:

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 .

show the script, post it here

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santosvagos
6 hours ago, ZAZ said:

show the script, post it here

Thank you for your reply . Here is the script . 
 

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
032B: [email protected] = create_weapon_pickup 12401 15 ammo 60 at 2534.151367 -1700.671021 13.382813  110.921104
032B: [email protected] = create_weapon_pickup 12402 15 ammo 60 at 2531.899170 -1694.335571 13.572453  31.333500
032B: [email protected] = create_weapon_pickup 12403 15 ammo 60 at 2516.801514 -1710.537354 13.510969  92.073944 
032B: [email protected] = create_weapon_pickup 12404 15 ammo 60 at 2513.222900 -1699.728882 13.415293  224.421219
032B: [email protected] = create_weapon_pickup 12405 15 ammo 60 at 2536.599609 -1705.414673 13.382813  89.090385
032B: [email protected] = create_weapon_pickup 12406 15 ammo 60 at 2513.323242 -1700.497559 13.414183  230.638931
032B: [email protected] = create_weapon_pickup 12407 15 ammo 60 at 2522.737061 -1632.836304 14.048697  267.902588
032B: [email protected] = create_weapon_pickup 12408 15 ammo 60 at 2514.721924 -1632.114380 14.019540  110.944481
032B: [email protected] = create_weapon_pickup 12409 15 ammo 60 at 2534.664795 -1642.573364 14.018139  94.000961
032B: [email protected] = create_weapon_pickup 12410 15 ammo 60 at 2505.777344 -1649.537476 13.746207  157.921555
032B: [email protected] = create_weapon_pickup 12411 15 ammo 60 at 2427.625977 -1633.406128 13.412933  193.014908
032B: [email protected] = create_weapon_pickup 12412 15 ammo 60 at 2435.921143 -1636.723877 13.433186  136.927643 
0A93: end_custom_thread 

 

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LordStarship
4 hours ago, santosvagos said:

Thank you for your reply . Here is the script . 
 

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
032B: [email protected] = create_weapon_pickup 12401 15 ammo 60 at 2534.151367 -1700.671021 13.382813  110.921104
032B: [email protected] = create_weapon_pickup 12402 15 ammo 60 at 2531.899170 -1694.335571 13.572453  31.333500
032B: [email protected] = create_weapon_pickup 12403 15 ammo 60 at 2516.801514 -1710.537354 13.510969  92.073944 
032B: [email protected] = create_weapon_pickup 12404 15 ammo 60 at 2513.222900 -1699.728882 13.415293  224.421219
032B: [email protected] = create_weapon_pickup 12405 15 ammo 60 at 2536.599609 -1705.414673 13.382813  89.090385
032B: [email protected] = create_weapon_pickup 12406 15 ammo 60 at 2513.323242 -1700.497559 13.414183  230.638931
032B: [email protected] = create_weapon_pickup 12407 15 ammo 60 at 2522.737061 -1632.836304 14.048697  267.902588
032B: [email protected] = create_weapon_pickup 12408 15 ammo 60 at 2514.721924 -1632.114380 14.019540  110.944481
032B: [email protected] = create_weapon_pickup 12409 15 ammo 60 at 2534.664795 -1642.573364 14.018139  94.000961
032B: [email protected] = create_weapon_pickup 12410 15 ammo 60 at 2505.777344 -1649.537476 13.746207  157.921555
032B: [email protected] = create_weapon_pickup 12411 15 ammo 60 at 2427.625977 -1633.406128 13.412933  193.014908
032B: [email protected] = create_weapon_pickup 12412 15 ammo 60 at 2435.921143 -1636.723877 13.433186  136.927643 
0A93: end_custom_thread 

 

If i'm not mistaken, you must not assign 1 variable to more than 1 object. If you want to create the next pickup, use [email protected], [email protected], and so on. Though i recommend you wait for ZAZ's reply first.

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ZAZ

ID numbers from 12401 till 12412 don't exist

 

In addition, i showed that such a script should have this code at script beginn

0A95: enable_thread_saving

 

 

 

Edited by ZAZ
  • Like 1

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santosvagos
7 minutes ago, ZAZ said:

ID numbers from 12401 till 12412 doesn't exist

 

In addition, i showed that such a script should have this code at script beginn

0A95: enable_thread_saving

 

 I am aware of the existence of those id numbers that's why i used them to add more weapons  . I  will rewrite the script again and see if the problem still occur or not .
Thank you for your time and help .

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ZAZ

write the script first with existing weapon models to see that it works, then change one by one to new weapon to find the problem

  • Like 1

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santosvagos
On 8/14/2019 at 4:09 AM, ZAZ said:

write the script first with existing weapon models to see that it works, then change one by one to new weapon to find the problem

It works normally  when adding this line . 

0A95: enable_thread_saving

Now i also want to make menu mod for weapons spawner . It includes the added weapons , too but i don't know where to start . Can you help me this time , please ??
Thanks again for helping me making pickup script  .

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clivicTR

Okay I searched Google and the forum but didn't find a "negation" opcode. How do you negate a boolean variable?

Something like [email protected] = not [email protected]?

 

I also couldn't find a "mod" opcode. So I could not do like [email protected]=1, [email protected] = ([email protected]+1) mod 2

 

And also, is "true" actually an integer equal to 1, and "false" an  int equal to 0?

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ZAZ

 

The boolean data type have only 2 states : "ON" or  "OFF"

Google says: it's a binary variable, having two possible values called “true” and “false.”.

“true” and “false” is a popular version, used for many script languages

Basicly it's 0 or 1 , the real binary type
 

 

 

negate a boolean?

 

true / 1 / on = positiv

false / 0 / off = negativ


to give -1 will be invalid
 

 

 

conditional opcodes can have the opposite (nagation) meaning
example 

if
00DF: actor $PLAYER_ACTOR driving
then
<code>
end



to make the negation, needs to turn  the first digit into 8

00DF --> 80DF 
 

if
80DF:  not actor $PLAYER_ACTOR driving
then
<code>
end



such a condition works like a boolean

is actor $PLAYER_ACTOR driving?
TRUE or FALSE?

I couldn' find a conditional opcode which have a parameter for boolean variable 

just a good example, Seemanns Cleo opcodes to controle the car engine

 

 

 

if
0ABE: vehicle 5@ engine_on
then
0ABF: set_vehicle 5@ engine_state_to 0//  <<-- last parameter is a boolean
else
0ABF: set_vehicle 5@ engine_state_to 1//  <<-- last parameter is a boolean
end

 

 

 

 

Edited by ZAZ

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Dr.  Prakamya Khare
On Sat Aug 29 2009 at 6:52 PM, ZAZ said:

Use Carrec Paths to let a vehicle move along a recorded route

 

Record a path with Seemanns carrec.cs

More informations at http://www.gtaforums.com/index.php?showtopic=297295

 

Its created then in GTASA\data\paths

 

Rename it to carrec899.rrr and import it into carrec.img

Then use the script below to assigne player car to the path

 

 

 

{$CLEO .cs}:DrvCarrec_103A4: name_thread 'DRVCARC':DRVCARC_110001: wait 0 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @DRVCARC_1100D6: if and0AB0:   key_pressed 5700DF:   actor $PLAYER_ACTOR driving004D: jump_if_false @DRVCARC_1103C0: 0@ = actor $PLAYER_ACTOR car0A30: repair_car 0@0224: set_car 0@ health_to 10000006: 8@ = 89907C0: load_path 8@:DRVCARC_850001: wait 0 ms00D6: if07C1:   path 8@ available004D: jump_if_false @DRVCARC_8500D6: if8119:   not car 0@ wrecked004D: jump_if_false @DRVCARC_2180001: wait 500 ms05EB: assign_car 0@ to_path 8@:DRVCARC_1480001: wait 0 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @DRVCARC_21800D6: if or0AB0:   key_pressed 480119:   car 0@ wrecked004D: jump_if_false @DRVCARC_1950002: jump @DRVCARC_218:DRVCARC_19500D6: if00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false @DRVCARC_2180002: jump @DRVCARC_148:DRVCARC_2180001: wait 0 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @DRVCARC_2180373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut05EC: release_car 0@ from_path0873: release_path 8@01C3: remove_references_to_car 0@ // Like turning a car into any random car0001: wait 1000 ms0002: jump @DRVCARC_11

Hey respected zaz can please convert carrec path rec for Android?! 

On Sat Aug 29 2009 at 6:52 PM, ZAZ said:

Use Carrec Paths to let a vehicle move along a recorded route

 

Record a path with Seemanns carrec.cs

More informations at http://www.gtaforums.com/index.php?showtopic=297295

 

Its created then in GTASA\data\paths

 

Rename it to carrec899.rrr and import it into carrec.img

Then use the script below to assigne player car to the path

 

 

 

{$CLEO .cs}:DrvCarrec_103A4: name_thread 'DRVCARC':DRVCARC_110001: wait 0 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @DRVCARC_1100D6: if and0AB0:   key_pressed 5700DF:   actor $PLAYER_ACTOR driving004D: jump_if_false @DRVCARC_1103C0: 0@ = actor $PLAYER_ACTOR car0A30: repair_car 0@0224: set_car 0@ health_to 10000006: 8@ = 89907C0: load_path 8@:DRVCARC_850001: wait 0 ms00D6: if07C1:   path 8@ available004D: jump_if_false @DRVCARC_8500D6: if8119:   not car 0@ wrecked004D: jump_if_false @DRVCARC_2180001: wait 500 ms05EB: assign_car 0@ to_path 8@:DRVCARC_1480001: wait 0 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @DRVCARC_21800D6: if or0AB0:   key_pressed 480119:   car 0@ wrecked004D: jump_if_false @DRVCARC_1950002: jump @DRVCARC_218:DRVCARC_19500D6: if00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false @DRVCARC_2180002: jump @DRVCARC_148:DRVCARC_2180001: wait 0 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @DRVCARC_2180373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut05EC: release_car 0@ from_path0873: release_path 8@01C3: remove_references_to_car 0@ // Like turning a car into any random car0001: wait 1000 ms0002: jump @DRVCARC_11

Hey respected zaz can u please convert carrec path rec for Android?! 

Edited by PrakamyaKhare

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Nesthor

Hi, I'm doing a little script to drive a bus on long trips, is there any way to get the player to receive a reward according to the time he was driving?

 

 that is, if you make short trips the reward is less than if you make a long trip

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Dr.  Prakamya Khare
On Sun Sep 08 2019 at 12:38 PM, Nesthor said:

Hi, I'm doing a little script to drive a bus on long trips, is there any way to get the player to receive a reward according to the time he was driving?

 

 that is, if you make short trips the reward is less than if you make a long trip

Hey bro if u want to give money to player at a particular time, may this opcodes can help u

{$CLEO.cs}

//----------MAIN------------

: NONAME_1

wait 0

if 

0256:   player $PLAYER_CHAR defined

jf @NONAME_1

 

: NONAME_2

00BF: $TIMEHOURS = current_time_hours, $TIMEMINS = current_time_minutes 

if or

$TIMEHOURS > 0 (set time) 

not $TIMEHOURS >= 5

jf @NONAME_2

0109: player $PLAYER_CHAR money = +5000  

 

This may help you

Edited by Dr. Prakamya Khare
  • Like 1

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Madhan158

I installed sanny builder correctly opcode ist is showing empty what to do now i tried uninstalling and then reinstalling please someone help me

5 minutes ago, Madhan158 said:

I installed sanny builder correctly opcode ist is showing empty what to do now i tried uninstalling and then reinstalling please someone help me

Please some one help me when i open sanny builder in eight corner cleo button is in red when i click it it saying me to install cleo package but istall button is not working

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ZAZ

 

On 10/11/2019 at 5:27 PM, Madhan158 said:

I installed sanny builder correctly opcode ist is showing empty what to do now i tried uninstalling and then reinstalling please someone help me

Please some one help me when i open sanny builder in eight corner cleo button is in red when i click it it saying me to install cleo package but istall button is not working

 

 

Make some settings first,

look to sannybuilder main menue, click on Tools and select Options

 

Tools > Options > General:

- give path to your GTA SA directory

- set hook at "write opcodes"

- remove hook at "Add extra info to SCM" !!!

and click OK

 

Decompile now the main.scm of your GTA SA,

look to sannybuilder main menue, click on Run and select Decompile

navigate to GTA SA\data\script and select main.scm

 

Now the source text of main.scm and script.img appears in sannybuilder

Save the text as orig-main.txt

 

Make your opcode.txt

Look to sannybuilder main menue, click on Tools and select "make opcodes.text"

This creates opcodes.txt inside sannybuilder install directory,

Sanny Builder 3\data\sa\opcodes.txt

 

Use now the opcodes search feature:

Look to sannybuilder main menue, click on Tools > IDE Tools and select "Opcode search..."

a window appears, insert this word for searching: drive

 

Edited by ZAZ

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Grinch_

How can the camera rotation be set?

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ZAZ

what do you mean, position or speed?

the default camera is hardcoded, not possible to manipulate with script codes, maybe with memory hack

you can script your own camera like that default one with other parameter

 

for car camera exist a code to set position for specified models

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santosvagos

Hi @ZAZ , I am running into problems caused by some of my scripts but i haven't figured it out ho to fix them since i don't know the reasons . Could you have a look , please ??

Here is a video .

 

Here are the scripts :

{$CLEO .cs}
 :PaCar_1
03A4: name_thread "PACR"
0001: wait  1000 ms
0A95: enable_thread_saving
 //-------------MAIN---------------

014B: [email protected] = init_parked_car_generator 12500 144 9  1 alarm  0 door_lock  0  0  10000 at 2428.556641 -1672.875610 13.620121 267.902435  angle  90.0
014C: set_parked_car_generator [email protected] cars_to_generate_to  101
014B: [email protected] = init_parked_car_generator 12501 83 102  1 alarm  0 door_lock  0  0  10000 at 2291.541992 -1680.883301 14.060860 357.742065  angle  90.0
014C: set_parked_car_generator [email protected] cars_to_generate_to  101
014B: [email protected] = init_parked_car_generator 12502 6 0  1 alarm  0 door_lock  0  0  10000 at 2285.320801 -1682.287598 14.055458 356.789063  angle  90.0
014C: set_parked_car_generator [email protected] cars_to_generate_to  101
014B: [email protected] = init_parked_car_generator 536  1 6  1 alarm  0 door_lock  0  0  10000 at 2490.051270 -1683.513794 13.336315 280.099365  angle  90.0
014C: set_parked_car_generator [email protected] cars_to_generate_to  101
014B: [email protected] = init_parked_car_generator 12503  9 6  1 alarm  0 door_lock  0  0  10000 at 2298.305664 -1633.785400 14.681000 180.386536  angle  90.0
014C: set_parked_car_generator [email protected] cars_to_generate_to  101
014B: [email protected] = init_parked_car_generator 12504  8 0  1 alarm  0 door_lock  0  0  10000 at 2304.430664 -1636.423218 14.510771 174.096451  angle  90.0
014C: set_parked_car_generator [email protected] cars_to_generate_to  101
014B: [email protected] = init_parked_car_generator 12505  -1 -1  1 alarm  0 door_lock  0  0  10000 at -2041.897095 137.746048 28.843750 272.767029  angle  90.0
014C: set_parked_car_generator [email protected] cars_to_generate_to  101
014B: [email protected] = init_parked_car_generator 12506  -1 -1  1 alarm  0 door_lock  0  0  10000 at -2047.556274 144.234924 28.843750 179.102890  angle  90.0
014C: set_parked_car_generator [email protected] cars_to_generate_to  101
014B: [email protected] = init_parked_car_generator 12507  -1 -1  1 alarm  0 door_lock  0  0  10000 at -2055.856445 138.884262 28.843750 181.609589  angle  90.0
014C: set_parked_car_generator [email protected] cars_to_generate_to  101
0A93: end_custom_thread 
{$CLEO .cs}
 :AREAS_1
03A4: name_thread "AREAS"
0001: wait  1000 ms
0A95: enable_thread_saving
//-------------MAIN---------------
0767: set_zone 'DILLI' type 7 // Dillimore
0767: set_zone 'BLUEB' type 7 // Blueberry
0767: set_zone 'BLUEB1' type 7 // Blueberry
0767: set_zone 'VALLE' type 6 // Valle Ocultado
0A93: end_custom_thread 
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .CS}
:GANG_1
03A4: name_thread "GANG"
0001: wait  1000 ms
 0A95: enable_thread_saving
//-------------MAIN---------------

0237: set_gang 0 weapons_to 5 99 32
0237: set_gang 1 weapons_to 4 96 88
0237: set_gang 2 weapons_to 2 22 28
0237: set_gang 8 weapons_to 4 22 76
0237: set_gang 9 weapons_to 26 22 84
0237: set_gang 6 weapons_to 8 85 30
0237: set_gang 3 weapons_to 4 28 32
0237: set_gang 7 weapons_to 89 81 32
0237: set_gang 5 weapons_to 83 95 23
0237: set_gang 4 weapons_to 4 32 22  
0A93: end_custom_thread
// This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$CLEO .cs}
0A95: enable_thread_saving
//-------------MAIN---------------
thread "GW" 

:GW_6
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GW_6 
0237: set_gang 8 weapons_to 0 30 22 
0237: set_gang 9 weapons_to 22 32 29 
076C: set_zone 'LDOC1A' gang 8 density_to 60 
076C: set_zone 'LDOC1B' gang 8 density_to 60 
076C: set_zone 'LDOC2' gang 8 density_to 60 
076C: set_zone 'LDOC3A' gang 8 density_to 60 
076C: set_zone 'LDOC3B' gang 8 density_to 60 
076C: set_zone 'LDOC3C' gang 8 density_to 60 
076C: set_zone 'LDOC4' gang 8 density_to 60 
076c: set_zone 'VISA1' gang 5 density_to 50
076c: set_zone 'VISA2' gang 5 density_to 40 
076c: set_zone 'SFGLF1' gang 5 density_to 50
076c: set_zone 'SFGLF2' gang 5 density_to 40
076c: set_zone 'SFGLF4' gang 5 density_to 30
076c: set_zone 'SUNNN' gang 3 density_to 60
076c: set_zone 'SUNMA' gang 3 density_to 60
076C: set_zone 'STRIP1' gang 6 density_to 60 
076C: set_zone 'DRAG' gang 6 density_to 60  // The Four Dragons Casino
076C: set_zone 'PINK' gang 6 density_to 60  // The Pink Swan
076C: set_zone 'HIGH' gang 6 density_to 60  // The High Roller
076C: set_zone 'PIRA' gang 6 density_to 60  // Pirates in Men's Pants
076C: set_zone 'GLN1B' gang 8 density_to 60 
076C: set_zone 'ROY' gang 5 density_to 60  // Royal Casino
076C: set_zone 'CALI1' gang 5 density_to 60 
076C: set_zone 'CALI2' gang 5 density_to 60 
076c: set_zone 'LIND4C' gang 8 density_to 60 
076C: set_zone 'PILL1' gang 5 density_to 60 
076C: set_zone 'CAM' gang 6 density_to 60  // The Camel's Toe
076C: set_zone 'ROY' gang 5 density_to 60  // Royal Casino
076C: set_zone 'BFLD1' gang 8 density_to 60 
076C: set_zone 'BFLD2' gang 8 density_to 60 
076C: set_zone 'REDW1' gang 8 density_to 60 
076C: set_zone 'REDW2' gang 8 density_to 60 
076C: set_zone 'REDW3' gang 7 density_to 60 
076C: set_zone 'COM1A' gang 7 density_to 60 
076C: set_zone 'COM1B' gang 7 density_to 60 
076C: set_zone 'COM2' gang 7 density_to 60 
076C: set_zone 'COM3' gang 7 density_to 60 
076C: set_zone 'COM4' gang 7 density_to 60 
076C: set_zone 'COM1A' gang 7 density_to 60 
076C: set_zone 'COM1B' gang 7 density_to 60 
076C: set_zone 'COM2' gang 7 density_to 60 
076C: set_zone 'COM3' gang 7 density_to 60 
076C: set_zone 'COM4' gang 7 density_to 60 
076C: set_zone 'MUL5A' gang 2 density_to 60 
076C: set_zone 'MUL6' gang 2 density_to 60 
076C: set_zone 'MUL6' gang 2 density_to 60  
076C: set_zone 'BAYV' gang 3 density_to 60  // Palisades
076C: set_zone 'JUNIHI' gang 3 density_to 60  // Juniper Hill
076C: set_zone 'LDT6' gang 1 density_to 90 
076C: set_zone 'PER1' gang 7 density_to 90  // Pershing Square 
076C: set_zone 'PRP1' gang 8 density_to 90 
076C: set_zone 'PRP2' gang 0 density_to 90 
076C: set_zone 'PRP3' gang 7 density_to 90 
076C: set_zone 'PRP4' gang 0 density_to 90 
076C: set_zone 'SFDWT5' gang 3 density_to 90 
076C: set_zone 'LOT' gang 6 density_to 90  // Come-A-Lot
076C: set_zone 'MKT1' gang 2 density_to 90 
076C: set_zone 'MKT2' gang 2 density_to 90 
076C: set_zone 'MAR3' gang 1 density_to 90 
076C: set_zone 'THALL1' gang 7 density_to 90  
076C: set_zone 'ROCE1' gang 8 density_to 90 
076C: set_zone 'RSW1' gang 3 density_to 90 
076C: set_zone 'BFC1' gang 6 density_to 90 
076C: set_zone 'WWE' gang 1 density_to 90  // Whitewood Estates
076C: set_zone 'STAR1' gang 5 density_to 90 
076C: set_zone 'LDM' gang 3 density_to 90  // Last Dime Motel
076C: set_zone 'FINA' gang 6 density_to 90  // Financial
076c: set_zone 'ESPE1' gang 3 density_to 60
076C: set_zone 'SILLY1' gang 4 density_to 90 
076C: set_zone 'SILLY2' gang 4 density_to 90 
076C: set_zone 'SILLY4' gang 4 density_to 90 
076C: set_zone 'THEA1' gang 3 density_to 60
076C: set_zone 'RING' gang 5 density_to 90  // The Clown's Pocket
076C: set_zone 'YELLOW' gang 5 density_to 90  // Yellow Bell Station 
076C: set_zone 'OVS' gang 5 density_to 90  // Old Venturas Strip
076C: set_zone 'BLUF1B' gang 2 density_to 90 
076C: set_zone 'BLUF1A' gang 2 density_to 90 
076C: set_zone 'BLUF2' gang 7 density_to 90   
076C: set_zone 'MAR1' gang 1 density_to 90 
076C: set_zone 'MAR2' gang 1 density_to 90 
076C: set_zone 'LVA1' gang 8 density_to 90 
076C: set_zone 'LVA2' gang 8 density_to 90 
076C: set_zone 'LVA3' gang 8 density_to 90 
076C: set_zone 'LVA4' gang 8 density_to 90 
076C: set_zone 'LVA5' gang 8 density_to 90 
076C: set_zone 'CREE' gang 5 density_to 90  // Creek
076C: set_zone 'LIND4A' gang 8 density_to 90 
076C: set_zone 'CAM' gang 6 density_to 40  // The Camel's Toe
076C: set_zone 'PILL2' gang 5 density_to 30 
076C: set_zone 'PILL1' gang 5 density_to 30 
076C: set_zone 'SPIN' gang 1 density_to 90  // Spinybed
076C: set_zone 'REDW2' gang 4 density_to 30 
076C: set_zone 'PRP1' gang 0 density_to 30 
076C: set_zone 'REDW3' gang 7 density_to 30 
076C: set_zone 'CITYS' gang 3 density_to 90  // City Hall
076C: set_zone 'HASH' gang 3 density_to 30  // Hashbury 
076C: set_zone 'OVS' gang 5 density_to 30  // Old Venturas Strip
076C: set_zone 'REDE1' gang 1 density_to 90 
076C: set_zone 'ROD4A' gang 0 density_to 90 
076C: set_zone 'ROD3A' gang 1 density_to 90 
076C: set_zone 'LAIR1' gang 7 density_to 90 
076C: set_zone 'MKT3' gang 7 density_to 50 
076C: set_zone 'MKT4' gang 7 density_to 50 
076C: set_zone 'MARKST' gang 2 density_to 50  // Market Station 
076C: set_zone 'RIH6B' gang 9 density_to 90 
076C: set_zone 'ROD5A' gang 0 density_to 30 
076C: set_zone 'ROD3A' gang 0 density_to 90 
076C: set_zone 'UNITY' gang 7 density_to 90  // Unity Station
076C: set_zone 'CRANB' gang 3 density_to 90  // Cranberry Station
076C: set_zone 'SFGLF3' gang 3 density_to 30 
076C: set_zone 'WESTP3' gang 6 density_to 90 
076C: set_zone 'LDT1C' gang 7 density_to 90   
076C: set_zone 'LVA2' gang 5 density_to 90 
076C: set_zone 'PARA' gang 4 density_to 50  // Paradiso
076C: set_zone 'LDT4' gang 0 density_to 50 
076C: set_zone 'JUNIHO' gang 7 density_to 50  // Juniper Hollow
076C: set_zone 'EBAY' gang 4 density_to 50  // Easter Bay Chemicals 
076C: set_zone 'WWE1' gang 7 density_to 60
076C: set_zone 'LSINL' gang 2 density_to 50  // Los Santos Inlet
076c: set_zone 'CIVI' gang 2 density_to 60 
076c: set_zone 'VERO1' gang 4 density_to 60
076c: set_zone 'VERO2' gang 4 density_to 60
076c: set_zone 'VERO3' gang 4 density_to 60
076c: set_zone 'VERO4a' gang 4 density_to 60
076c: set_zone 'VERO4b' gang 4 density_to 60
076c: set_zone 'ESPN1' gang 3 density_to 60 
076C: set_zone 'RSE' gang 8 density_to 60
076c: set_zone 'REDE2' gang 1 density_to 60
076c: set_zone 'REDE3' gang 1 density_to 60
076c: set_zone 'ROCE2' gang 8 density_to 60
076c: set_zone 'CALT' gang 3 density_to 60
076C: set_zone 'WESTP1' gang 3 density_to 60
076c: set_zone 'WESTP2' gang 3 density_to 60
076c: set_zone 'THEA2' gang 3 density_to 60
076c: set_zone 'THEA3' gang 3 density_to 60
076c: set_zone 'STAR1' gang 5 density_to 40
076c: set_zone 'STAR2' gang 5 density_to 30
076c: set_zone 'CONST1' gang 5 density_to 40
076c: set_zone 'ESPN2' gang 3 density_to 60
076c: set_zone 'ESPN3' gang 3 density_to 40
076c: set_zone 'ESPE2' gang 4 density_to 60
076c: set_zone 'ESPE3' gang 4 density_to 60
076c: set_zone 'OCEAF2' gang 0 density_to 60
076c: set_zone 'OCEAF3' gang 0 density_to 60
076c: set_zone 'OCEAF1' gang 0 density_to 60
076c: set_zone 'SMB1' gang 1 density_to 60
076c: set_zone 'SMB2' gang 1 density_to 60
076c: set_zone 'SUNNN' gang 8 density_to 60
076c: set_zone 'BLUF2' gang 2 density_to 40
076c: set_zone 'OCEAF1' gang 1 density_to 60
076c: set_zone 'OCEAF2' gang 1 density_to 60
076c: set_zone 'OCEAF3' gang 1 density_to 40
076c: set_zone 'OCEAF1' gang 3 density_to 40
076c: set_zone 'OCEAF2' gang 3 density_to 40
076c: set_zone 'OCEAF3' gang 3 density_to 40
076c: set_zone 'OCEAF1' gang 2 density_to 60
076c: set_zone 'OCEAF2' gang 2 density_to 40
076c: set_zone 'OCEAF1' gang 7 density_to 60
076c: set_zone 'PAYAS' gang 9 density_to 60
076c: set_zone 'LDT1a' gang 8 density_to 40
076c: set_zone 'LDT3' gang 8 density_to 40
076c: set_zone 'LDT5' gang 8 density_to 40
076c: set_zone 'BLUEB' gang 9 density_to 40
076c: set_zone 'BLUEB1' gang 9 density_to 40
076c: set_zone 'DILLI' gang 9 density_to 40
076c: set_zone 'LFL1a' gang 1 density_to 60
076c: set_zone 'JEF1b' gang 1 density_to 60
076c: set_zone 'JEF2' gang 1 density_to 60
076c: set_zone 'IWD3b' gang 1 density_to 60
076c: set_zone 'IWD3a' gang 1 density_to 60
076c: set_zone 'ELS1a' gang 1 density_to 60
076c: set_zone 'ELS2' gang 8 density_to 60
076c: set_zone 'ELS3a' gang 8 density_to 60
076c: set_zone 'ELS2' gang 2 density_to 40
076c: set_zone 'ELS3a' gang 2 density_to 60
0A93: end_custom_thread 

 
 

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
:PICKUP_1
03A4: name_thread "PICKUP"
0001: wait  1000 ms
0A95: enable_thread_saving

//-------------MAIN---------------
032B: [email protected] = create_weapon_pickup 12401 15 ammo 60 at 2534.151367 -1700.671021 13.382813  110.921104
032B: [email protected] = create_weapon_pickup 12402 15 ammo 60 at 2531.899170 -1694.335571 13.572453  31.333500
032B: [email protected] = create_weapon_pickup 12403 15 ammo 60 at 2516.801514 -1710.537354 13.510969  92.073944 
032B: [email protected] = create_weapon_pickup 12404 15 ammo 60 at 2513.222900 -1699.728882 13.415293  224.421219
032B: [email protected] = create_weapon_pickup 12405 15 ammo 60 at 2536.599609 -1705.414673 13.382813  89.090385
032B: [email protected] = create_weapon_pickup 12406 15 ammo 60 at 2513.323242 -1700.497559 13.414183  230.638931
032B: [email protected] = create_weapon_pickup 12407 15 ammo 60 at 2522.737061 -1632.836304 14.048697  267.902588
032B: [email protected] = create_weapon_pickup 12408 15 ammo 60 at 2514.721924 -1632.114380 14.019540  110.944481
032B: [email protected] = create_weapon_pickup 12409 15 ammo 60 at 2534.664795 -1642.573364 14.018139  94.000961
032B: [email protected] = create_weapon_pickup 12410 15 ammo 60 at 2505.777344 -1649.537476 13.746207  157.921555
032B: [email protected] = create_weapon_pickup 12411 15 ammo 60 at 2427.625977 -1633.406128 13.412933  193.014908
032B: [email protected] = create_weapon_pickup 12412 15 ammo 60 at 2435.921143 -1636.723877 13.433186  136.927643
032B: [email protected] = create_weapon_pickup 12413 15 ammo 60 at 2427.221924 -1640.532349 13.472530  158.548141
032B: [email protected] = create_weapon_pickup 12414 15 ammo 60 at 2425.267334 -1646.001587 13.516605  186.435074
032B: [email protected] = create_weapon_pickup 12415 15 ammo 60 at 2433.342529 -1645.280884 13.510239  174.528259
032B: [email protected] = create_weapon_pickup 12417 15 ammo 60 at 2460.759277 -1671.471191 13.499351  354.383179
032B: [email protected] = create_weapon_pickup 12418 15 ammo 60 at 2447.283691 -1672.434570 13.494534  351.563141
032B: [email protected] = create_weapon_pickup 12419 15 ammo 60 at 2495.797607 -1711.655396 1018.297791 8.750153
032B: [email protected] = create_weapon_pickup 12420 15 ammo 60 at 2464.987061 -1775.935547 13.562243   174.109207
032B: [email protected] = create_weapon_pickup 12421 15 ammo 60 at 2471.282227 -1776.198242 13.555923  175.362579
032B: [email protected] = create_weapon_pickup 12422 15 ammo 60 at 2479.739990 -1775.989624 13.555319  161.575851
032B: [email protected] = create_weapon_pickup 12423 15 ammo 60 at 2487.411621 -1775.253784 13.553447  171.289291
032B: [email protected] = create_weapon_pickup 12424 15 ammo 60 at 2466.971680 -1781.057739 13.560587  188.941833
032B: [email protected] = create_weapon_pickup 12425 15 ammo 100 at 2471.422363 -1781.742188 13.554569  171.081650
032B: [email protected] = create_weapon_pickup 12426 15 ammo 100 at 2513.583008 -1685.950317 13.525338 44.473770
032B: [email protected] = create_weapon_pickup 12427 15 ammo 100 at 2495.058838 -1649.284180 13.541151 183.040939
032B: [email protected] = create_weapon_pickup 12428 15 ammo 100 at 2463.168701 -1682.354492 13.531961 305.772827
032B: [email protected] = create_weapon_pickup 12429 15 ammo 100 at 2463.193848 -1677.114502 13.506876 299.192749
032B: [email protected] = create_weapon_pickup 12430 15 ammo 100 at 2454.630127 -1671.125854 13.498339 354.676483
0A93: end_custom_thread 

 

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ZAZ

The code looks ok so far

but I would remove 0A95: enable_thread_saving from following scripts:

thread "AREAS"

thread "GW"

because there's no spawnement of any item

about the gang weapons, i didn't check if it's ok

i didn't test the scripts because you didn't told what's the problem

I watched the video more times, but couldn't see what you mean

please describe the problem exactly

 

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santosvagos
2 hours ago, ZAZ said:

The code looks ok so far

but I would remove 0A95: enable_thread_saving from following scripts:

thread "AREAS"

thread "GW"

because there's no spawnement of any item

about the gang weapons, i didn't check if it's ok

i didn't test the scripts because you didn't told what's the problem

I watched the video more times, but couldn't see what you mean

please describe the problem exactly

 

Thanks you for your reply @ZAZ . The problem is that after finishing Interdiction mission , the save screen automatically appeared and when i pressed Esc , CJ just suddenly jumped to Toreno's ranch anh when i used the save disk to save my game , CJ again jumped to Fern Ridge . You can see that from 1:03 to 1:20 in the video .

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Grinch_

Is there a way to get all the installed component ids of a car?

Edited by Grinch_

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ZAZ
On 12/26/2019 at 10:23 AM, santosvagos said:

Thanks you for your reply @ZAZ . The problem is that after finishing Interdiction mission , the save screen automatically appeared and when i pressed Esc , CJ just suddenly jumped to Toreno's ranch anh when i used the save disk to save my game , CJ again jumped to Fern Ridge . You can see that from 1:03 to 1:20 in the video .

and you're shure that it was caused by one of the scripts you've posted?

if yes, then remove all gang weapon settings

this looks suspect to me:

0237: set_gang 0 weapons_to 5 99 32

0237: set_gang 1 weapons_to 4 96 88

 

99 ? 96 ? 88 ?

 

 

 

On 12/27/2019 at 7:47 PM, Grinch_ said:

Is there a way to get all the installed component ids of a car?

do you mean tuningparts? study this script

tuningparts are separate models which fits to dummies on car models

 

components are additional model versions inside of identical model file

 

 

 

 

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santosvagos
On 12/30/2019 at 4:22 AM, ZAZ said:

and you're shure that it was caused by one of the scripts you've posted?

if yes, then remove all gang weapon settings

this looks suspect to me:

0237: set_gang 0 weapons_to 5 99 32

0237: set_gang 1 weapons_to 4 96 88

 

99 ? 96 ? 88 ?

 

Those are the ID of added weapons . This script causes me some trouble lately . So are there anyways i can use this script without having any bugs ??

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ZAZ
4 hours ago, santosvagos said:

Those are the ID of added weapons

why do you think that it will work for gang weapon setup?

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santosvagos
Posted (edited)

@ZAZ , I didn't expect them to work but in the game , i can see gang members holding added weapons .

Edited by santosvagos

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ZAZ
Posted (edited)

You have to make shure that every weapon works fine for gangweapons
99, 96, 88, 76, 84, 85, 89, 81, 83, 95

 

You can remove 0A95: enable_thread_saving
it's not needed for that script

 

But bassicly is it a very simple script.
It will be read in the first second at gameload and then terminated

 

Only problem can be that added weapon isn't suitable for the game to assign to gang

 

Edited by ZAZ

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santosvagos
On 1/7/2020 at 11:18 PM, ZAZ said:

You have to make shure that every weapon works fine for gangweapons
99, 96, 88, 76, 84, 85, 89, 81, 83, 95

 

You can remove 0A95: enable_thread_saving
it's not needed for that script

 

But bassicly is it a very simple script.
It will be read in the first second at gameload and then terminated

 

Only problem can be that added weapon isn't suitable for the game to assign to gang

 

That's the problem .Everything works fine with default weapon IDS  . Thank you so much for your time and help , @ZAZ . I really appreciate your help . 

Edited by santosvagos

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electronicsfan
Posted (edited)

Hey man. Sorry to bother again but I do not wish to learn coding in Cleo script but I want to make a code that plays different wav files based on different speeds of a train and even outside of it. The volume changes based on distance between camera and train. Here is the wav files I am using:

SNo.   Name and Location of .wav file                            Duration    Size

1.       CLEO\TRAIN_SOUND\WDM2_IDLE.WAV                00:17     374KB

2.       CLEO\TRAIN_SOUND\WDM2_POWER_1.WAV      00:41     903KB

3.       CLEO\TRAIN_SOUND\WDM2_POWER_2.WAV      00:16     348KB

4.       CLEO\TRAIN_SOUND\WDM2_POWER_3.WAV      00:10     233KB

5.       CLEO\TRAIN_SOUND\WDM2_POWER_4.WAV      00:09     201KB

6.       CLEO\TRAIN_SOUND\WDM2_POWER_5.WAV      00:09     197KB

 

Do let me know if any of these files can cause a problem while playing. Heres the code I came up with till now:

{$CLEO .cs}
0000: NOP
thread 'wdgsound'

:WDGSOUND
wait 0
if and
   Player.Defined($PLAYER_CHAR)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FREIGHT)
else_jump @WDGSOUND
[email protected] = Actor.CurrentCar($PLAYER_ACTOR)
02E3: [email protected] = car [email protected] speed

if 
  [email protected] < 10.1 
else_jump @WDGSOUND_10 
[email protected] = Audiostream.Load("CLEO\TRAIN_SOUND\WDM2_IDLE.WAV")

:WDGSOUND_10
if 
  [email protected] < 10.1 
else_jump @WDGSOUND_11 
[email protected] = Audiostream.Load("CLEO\TRAIN_SOUND\WDM2_POWER_1.WAV")

:WDGSOUND_11
if 
  [email protected] > 10.0 
else_jump @WDGSOUND_66 
[email protected] = Audiostream.Load("CLEO\TRAIN_SOUND\WDM2_POWER_2.WAV")

:WDGSOUND_66
if 
  [email protected] > 30.0 
else_jump @WDGSOUND_120 
[email protected] = Audiostream.Load("CLEO\TRAIN_SOUND\WDM2_POWER_3.WAV")

:WDGSOUND_120
if 
  [email protected] > 50.0 
else_jump @WDGSOUND_174 
[email protected] = Audiostream.Load("CLEO\TRAIN_SOUND\WDM2_POWER_4.WAV")

:WDGSOUND_174
if 
  [email protected] > 70.0 
else_jump @WDGSOUND_228 
[email protected] = Audiostream.Load("CLEO\TRAIN_SOUND\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]

I know there might be a lot errors in this but if you can please correct it let me know. Also I want the volume to be changing depending upon camera position(eg. in cinematic mode).

Edited by electronicsfan
Small line of code missing...

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Robbert

Can you help me to read lines from chat and after that check if a line is like "You died" or something like that.

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