ZAZ Posted August 11, 2019 Author Share Posted August 11, 2019 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 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
santosvagos Posted August 12, 2019 Share Posted August 12, 2019 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 {$CLEO .cs} //-------------MAIN--------------- 032B: [email protected] = create_weapon_pickup 12401 15 ammo 60 at 2534.151367 -1700.671021 13.382813 110.921104 032B: [email protected] = create_weapon_pickup 12402 15 ammo 60 at 2531.899170 -1694.335571 13.572453 31.333500 032B: [email protected] = create_weapon_pickup 12403 15 ammo 60 at 2516.801514 -1710.537354 13.510969 92.073944 032B: [email protected] = create_weapon_pickup 12404 15 ammo 60 at 2513.222900 -1699.728882 13.415293 224.421219 032B: [email protected] = create_weapon_pickup 12405 15 ammo 60 at 2536.599609 -1705.414673 13.382813 89.090385 032B: [email protected] = create_weapon_pickup 12406 15 ammo 60 at 2513.323242 -1700.497559 13.414183 230.638931 032B: [email protected] = create_weapon_pickup 12407 15 ammo 60 at 2522.737061 -1632.836304 14.048697 267.902588 032B: [email protected] = create_weapon_pickup 12408 15 ammo 60 at 2514.721924 -1632.114380 14.019540 110.944481 032B: [email protected] = create_weapon_pickup 12409 15 ammo 60 at 2534.664795 -1642.573364 14.018139 94.000961 032B: [email protected] = create_weapon_pickup 12410 15 ammo 60 at 2505.777344 -1649.537476 13.746207 157.921555 032B: [email protected] = create_weapon_pickup 12411 15 ammo 60 at 2427.625977 -1633.406128 13.412933 193.014908 032B: [email protected] = create_weapon_pickup 12412 15 ammo 60 at 2435.921143 -1636.723877 13.433186 136.927643 0A93: end_custom_thread Link to comment Share on other sites More sharing options...
LordStarship Posted August 12, 2019 Share Posted August 12, 2019 4 hours ago, santosvagos said: Thank you for your reply . Here is the script . // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$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. Link to comment Share on other sites More sharing options...
ZAZ Posted August 13, 2019 Author Share Posted August 13, 2019 (edited) 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 August 13, 2019 by ZAZ santosvagos 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
santosvagos Posted August 13, 2019 Share Posted August 13, 2019 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 . Link to comment Share on other sites More sharing options...
ZAZ Posted August 13, 2019 Author Share Posted August 13, 2019 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 santosvagos 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
santosvagos Posted August 23, 2019 Share Posted August 23, 2019 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 . Link to comment Share on other sites More sharing options...
clivicTR Posted September 2, 2019 Share Posted September 2, 2019 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? Link to comment Share on other sites More sharing options...
ZAZ Posted September 3, 2019 Author Share Posted September 3, 2019 (edited) 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 $PLAYER_ACTOR driving? TRUE or FALSE? I couldn' find a conditional opcode which have a parameter for boolean variable just a good example, Seemanns Cleo opcodes to controle the car engine if 0ABE: vehicle 5@ engine_on then 0ABF: set_vehicle 5@ engine_state_to 0// <<-- last parameter is a boolean else 0ABF: set_vehicle 5@ engine_state_to 1// <<-- last parameter is a boolean end Edited September 4, 2019 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Dr. Prakamya Khare Posted September 7, 2019 Share Posted September 7, 2019 (edited) On Sat Aug 29 2009 at 6:52 PM, ZAZ said: Use Carrec Paths to let a vehicle move along a recorded route Record a path with Seemanns carrec.cs More informations at http://www.gtaforums.com/index.php?showtopic=297295 Its created then in GTASA\data\paths Rename it to carrec899.rrr and import it into carrec.img Then use the script below to assigne player car to the path {$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 $PLAYER_CHAR defined004D: jump_if_false @DRVCARC_2180373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut05EC: release_car 0@ from_path0873: release_path 8@01C3: remove_references_to_car 0@ // Like turning a car into any random car0001: wait 1000 ms0002: jump @DRVCARC_11 Hey respected zaz can u please convert carrec path rec for Android?! Edited September 8, 2019 by PrakamyaKhare RyanDri3957V 1 Link to comment Share on other sites More sharing options...
Nesthor Posted September 8, 2019 Share Posted September 8, 2019 Hi, I'm doing a little script to drive a bus on long trips, is there any way to get the player to receive a reward according to the time he was driving? that is, if you make short trips the reward is less than if you make a long trip Link to comment Share on other sites More sharing options...
Dr. Prakamya Khare Posted September 8, 2019 Share Posted September 8, 2019 (edited) On Sun Sep 08 2019 at 12:38 PM, Nesthor said: Hi, I'm doing a little script to drive a bus on long trips, is there any way to get the player to receive a reward according to the time he was driving? that is, if you make short trips the reward is less than if you make a long trip Hey bro if u want to give money to player at a particular time, may this opcodes can help u {$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 March 31, 2020 by Dr. Prakamya Khare Nesthor 1 Link to comment Share on other sites More sharing options...
ZAZ Posted September 30, 2019 Author Share Posted September 30, 2019 Deji's opcode data base at gtagmodding RestractPrime and RyanDri3957V 2 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Madhan158 Posted October 11, 2019 Share Posted October 11, 2019 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 Link to comment Share on other sites More sharing options...
ZAZ Posted October 15, 2019 Author Share Posted October 15, 2019 (edited) 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 October 15, 2019 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Grinch_ Posted December 5, 2019 Share Posted December 5, 2019 How can the camera rotation be set? Link to comment Share on other sites More sharing options...
ZAZ Posted December 8, 2019 Author Share Posted December 8, 2019 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 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
santosvagos Posted December 25, 2019 Share Posted December 25, 2019 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 Link to comment Share on other sites More sharing options...
ZAZ Posted December 26, 2019 Author Share Posted December 26, 2019 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 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
santosvagos Posted December 26, 2019 Share Posted December 26, 2019 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 . Link to comment Share on other sites More sharing options...
Grinch_ Posted December 27, 2019 Share Posted December 27, 2019 (edited) Is there a way to get all the installed component ids of a car? Edited December 27, 2019 by Grinch_ Link to comment Share on other sites More sharing options...
ZAZ Posted December 29, 2019 Author Share Posted December 29, 2019 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 deltaCJ and Grinch_ 2 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
santosvagos Posted January 5, 2020 Share Posted January 5, 2020 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 ?? Link to comment Share on other sites More sharing options...
ZAZ Posted January 5, 2020 Author Share Posted January 5, 2020 4 hours ago, santosvagos said: Those are the ID of added weapons why do you think that it will work for gang weapon setup? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
santosvagos Posted January 5, 2020 Share Posted January 5, 2020 (edited) @ZAZ , I didn't expect them to work but in the game , i can see gang members holding added weapons . Edited January 5, 2020 by santosvagos Link to comment Share on other sites More sharing options...
ZAZ Posted January 7, 2020 Author Share Posted January 7, 2020 (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 January 7, 2020 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
santosvagos Posted January 13, 2020 Share Posted January 13, 2020 (edited) 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 January 13, 2020 by santosvagos Link to comment Share on other sites More sharing options...
electronicsfan Posted March 6, 2020 Share Posted March 6, 2020 (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($PLAYER_ACTOR) 02E3: [email protected] = car [email protected] speed if [email protected] < 10.1 else_jump @WDGSOUND_10 [email protected] = Audiostream.Load("CLEO\TRAIN_SOUND\WDM2_IDLE.WAV") :WDGSOUND_10 if [email protected] < 10.1 else_jump @WDGSOUND_11 [email protected] = Audiostream.Load("CLEO\TRAIN_SOUND\WDM2_POWER_1.WAV") :WDGSOUND_11 if [email protected] > 10.0 else_jump @WDGSOUND_66 [email protected] = Audiostream.Load("CLEO\TRAIN_SOUND\WDM2_POWER_2.WAV") :WDGSOUND_66 if [email protected] > 30.0 else_jump @WDGSOUND_120 [email protected] = Audiostream.Load("CLEO\TRAIN_SOUND\WDM2_POWER_3.WAV") :WDGSOUND_120 if [email protected] > 50.0 else_jump @WDGSOUND_174 [email protected] = Audiostream.Load("CLEO\TRAIN_SOUND\WDM2_POWER_4.WAV") :WDGSOUND_174 if [email protected] > 70.0 else_jump @WDGSOUND_228 [email protected] = Audiostream.Load("CLEO\TRAIN_SOUND\WDM2_POWER_5.WAV") :WDGSOUND_228 [email protected] = Audiostream.Length([email protected]) [email protected] *= 1000 Audiostream.PerformAction([email protected], STOP) Audiostream.PerformAction([email protected], PLAY) wait [email protected] I know there might be a lot errors in this but if you can please correct it let me know. Also I want the volume to be changing depending upon camera position(eg. in cinematic mode). Edited March 6, 2020 by electronicsfan Small line of code missing... Link to comment Share on other sites More sharing options...
Robbert Posted March 30, 2020 Share Posted March 30, 2020 Can you help me to read lines from chat and after that check if a line is like "You died" or something like that. Link to comment Share on other sites More sharing options...
Robbert Posted March 30, 2020 Share Posted March 30, 2020 {$CLEO .cs} 0000: NOP :spec_test_01 03A4: name_thread 'ST' :spec 0001: wait 0 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @spec 0B75: samp get_chat_string 99{Last chat line} text_to [email protected] prefix_to [email protected] color_to [email protected] prefix_color_to [email protected] 00D6: if 0AD4: $NOT_USED = scan_string [email protected] format "%s (%d) is stuck" $NOT_USED [email protected] 004D: jump_if_false @spec 0001: wait 1000 0AF9: samp say_msg "/spec %d" [email protected] 0002: jump @spec When i start the game it crashes, why? Link to comment Share on other sites More sharing options...
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