ZAZ Posted November 7, 2021 Author Share Posted November 7, 2021 (edited) On 11/7/2021 at 10:46 AM, ED9M said: I don't understand why objects in GTA San Andreas disappear after being thrown. The SA objects have different behavior, depending to settings inside object.dat Many of them doesn't collide with map (ground, buildings) But the object of your script is 3065, BBALL_col It collides with everything and it's possible to check when it collides It doesn't disappear If it disappear, then it's because of your codes after the throwing On 11/7/2021 at 10:46 AM, ED9M said: After falling, the object must be in the place where it fell. I want everything to be realistic. In this case, the actor must throw the fire into the car. And the fire must not disappear. I already assume that it is possible to create the same object in its place after the fall. But I haven't tested how this will work yet. disable collision, when it collide then the object freeze at position in the moment of the collision if 04DA: has_object 0@ collided then 0382: set_object 0@ collision_detection 0 end or read position and create explosion or particle effect at the collisions position if 04DA: has_object 0@ collided then 01BB: store_object 0@ position_to 14@ 15@ 16@ 064B: 20@ = create_particle "explosion_molotov" at 14@ 15@ 16@ type 4 064F: make_temp_particle_visible_and_remove_references 20@ end Try the script below, it contains the codes of your post But this time it's a complete script Press backspace to spawn actor, car and object infront of player_actor The actor throws the BBALL_col to the car The object collision will be disabled for 1500ms, in the moment of collision and object position will be read 5 seconds later everything disappear, but an explosion effect appears at position of collision {$CLEO .cs} thread 'OBJCARA' while true wait 0 if 0256: player $PLAYER_CHAR defined then if 0AB0: key_pressed 8//--------------------------------- key backspace then 0247: request_model #SWMOCD 0247: request_model #ALPHA 0247: request_model 3065 038B: load_requested_models 04C4: create_coordinate 21@ 22@ 23@ from_actor $PLAYER_ACTOR offset 8.0 4.0 0.2 009A: 2@ = create_actor_pedtype 5 model #SWMOCD at 21@ 22@ 23@ 23@ += 2.5 0107: 0@ = create_object 3065 at 21@ 22@ 23@ 04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset -8.0 4.0 0.2 00A5: 1@ = create_car #ALPHA at 11@ 12@ 13@ 0175: set_car 1@ z_angle_to 90.0 06BA: AS_actor 2@ turn_to_and_look_at 11@ 12@ 13@ repeat wait 0 04ED: load_animation "GRENADE" until 04EE: animation "GRENADE" loaded //wait 1500 0392: make_object 0@ moveable 1 Object.SetImmunities(0@,1,1,1,1,1) 070A: AS_actor 2@ attach_to_object 0@ offset 0.04 0.1 -0.02 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 066E: create_particle "SMOKE_FLARE" attached_to_object 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 flag 1 handle_as 19@ 064C: make_particle 19@ visible wait 1500 00AA: store_car 1@ position_to 11@ 12@ 13@ wait 50 01BB: store_object 0@ position_to 14@ 15@ 16@ 0063: 11@ -= 14@ 0063: 12@ -= 15@ 13@ += 0.7 0605: actor 2@ perform_animation_sequence "WEAPON_throw" from_file "GRENADE" 4.0 loop 0 0 0 0 -1 ms wait 500 070B: set_actor 2@ onbone_attached_object_operation 0 0682: detach_object 0@ 0.0 0.0 0.0 collision_detection 0 Object.ToggleInMovingList(0@) = True Object.Throw(0@, 11@, 12@, 10.0) wait 500 04D9: object 0@ set_scripted_collision_check 1 0382: set_object 0@ collision_detection 1 0906: set_object 0@ mass_to 35.0 // float 0908: set_object 0@ turn_mass_to 35.0 // float 33@ = 0 while 7000 > 33@ wait 0 if 04DA: has_object 0@ collided then 0382: set_object 0@ collision_detection 0 01BB: store_object 0@ position_to 14@ 15@ 16@ break end end wait 1500 0382: set_object 0@ collision_detection 1 wait 5000 064B: 20@ = create_particle "explosion_molotov" at 14@ 15@ 16@ type 4 064F: make_temp_particle_visible_and_remove_references 20@ 0650: destroy_particle 19@ 0108: destroy_object 0@ 009B: destroy_actor 2@ 00A6: destroy_car 1@ 04EF: release_animation "GRENADE" end end end Spoiler {$CLEO .cs} {$USE ini} script_name 'INSTANC' wait 1000 while true wait 0 if 0AAB: file_exists "CLEO\INSTANCE_CHECK.ini" then 0AF0: 1@ = get_int_from_ini_file "CLEO\INSTANCE_CHECK.ini" section "INT" key "1" 1@ += 1 0AF1: write_int 1@ to_ini_file "CLEO\INSTANCE_CHECK.ini" section "INT" key "1" 0AF2: 2@ = read_float_from_ini_file "CLEO\INSTANCE_CHECK.ini" section "FLOAT" key "1" 2@ += 10.0 0AF3: write_float 2@ to_ini_file "CLEO\INSTANCE_CHECK.ini" section "FLOAT" key "1" break else 1@ = 1 2@ = 200.0 if 0A9A: 0@ = open_file "CLEO\INSTANCE_CHECK.ini" mode "w" // write Create a file for writing destroy contents create new then 0AF1: write_int 1@ to_ini_file "CLEO\INSTANCE_CHECK.ini" section "INT" key "1" 0AF3: write_float 2@ to_ini_file "CLEO\INSTANCE_CHECK.ini" section "FLOAT" key "1" break end end end while true wait 0 03F0: enable_text_draw 1 045A: draw_text_1number 20.0 2@ GXT 'NUMBER' number 1@ if and 1@ == 1 0AB0: key_pressed 8// press Backspace then 0A92: stream_custom_script "INSTANCE.cs" wait 1000 repeat wait 0 until 8AB0: not key_pressed 8// not press Backspace end end Edited June 3, 2024 by ZAZ Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071708264 Share on other sites More sharing options...
Maelubiyet Posted November 11, 2021 Share Posted November 11, 2021 (edited) Hey ZAZ. I know this is not the place but can't PM you and it seems you check this topic frequently. I wonder if you could share the source texts for your gta sa stripped main script with externscripts and submissions? The links on your website are dead. Edited November 11, 2021 by Maelubiyet Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071717163 Share on other sites More sharing options...
Komandan Z Posted November 24, 2021 Share Posted November 24, 2021 (edited) On 11/5/2021 at 7:09 PM, ZAZ said: stay in which place? also, you throw the object, how should it stay then? hello sir @ZAZ Edited November 24, 2021 by Komandan Z Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071733839 Share on other sites More sharing options...
Komandan Z Posted November 24, 2021 Share Posted November 24, 2021 Hello sir @ZAZ ,sir...can you help me...how to get X rotation...using opcode store position...? For example, I use this method.. :A wait 0 00AA: store_car 31@ position_to 36@ 37@ 38@ 01BB: store_object 0@ position_to 20@ 21@ 22@ 0063: 36@ -= 20@ // (float) 0063: 37@ -= 21@ // (float) 0063: 38@ -= 22@ // (float) 0604: get_Z_angle_for_point 36@ 37@ store_to 35@ 0453: set_object 0@ xyz_rotation 38@ 0.0 35@ Jump @A Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071733864 Share on other sites More sharing options...
ZAZ Posted November 25, 2021 Author Share Posted November 25, 2021 check out opcode 07C3: Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071735008 Share on other sites More sharing options...
Truong Vu Posted November 30, 2021 Share Posted November 30, 2021 Sorry for bump but is there any way to make traffic in gta agressive and police chase them in cleo code ? Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071737627 Share on other sites More sharing options...
ZAZ Posted November 30, 2021 Author Share Posted November 30, 2021 There isn't any code to realize it. It needs to write a script to create such a feature. Truong Vu 1 Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071737924 Share on other sites More sharing options...
MP5 Posted December 6, 2021 Share Posted December 6, 2021 Speaking of traffic, is it possible to write a script that spawns traffic vehicles with specific car parts from Transfender/Loco Low/Arch Angels? Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071742342 Share on other sites More sharing options...
ZAZ Posted December 6, 2021 Author Share Posted December 6, 2021 Yes MP5 1 Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071742468 Share on other sites More sharing options...
Milford809 Posted February 17, 2022 Share Posted February 17, 2022 (edited) How do I use CLEO4 and install SB3 on XP SP1? I am trying to use the CallFix Script for the hot coffee mod but don't know how to install of use any of these programs on XP. Quote That glitch was supposed to be fixed after v2.0. You may not have the version you think. I don't remember how compatible HG saves are with v1, but you might be able to fix your problem with the CallFix cleo script. If it gives a compatibility error then with a bit of effort it shouldn't be too tough to adapt the script to a HC main.scm. Edited February 17, 2022 by Milford809 Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071797291 Share on other sites More sharing options...
ZAZ Posted February 17, 2022 Author Share Posted February 17, 2022 (edited) 2 hours ago, Milford809 said: How do I use CLEO4 ? read this informations about cleo3 and cleo4 both should work an win xp, sp1 is not good, sp2 was better You game should be modable, did you already install and play with any mod? you need a nocd gta_sa.exe you need asi loader DOWNLOAD CLEO4 at https://cleo.li/download.html i recommand CLEO 4.1 an auto-installer of CLEO 4.1.1.30f by Alien for San Andreas CLEO 4: - cleo.asi - bass.dll - vorbisFile.dll - vorbisHooked.dll - CLEO-folder for Script-Mods - FileSystemOperations.cleo - IniFiles.cleo - IntOperations.cleo - CLEO_TEXT - folder watch GTA-Cleo4.jpg 2 hours ago, Milford809 said: How do I install SB3 on XP SP1? easy as pie download sanny at https://sannybuilder.com/downloads.html and run setup exe learn more about First Steps in Cleo scripting with Sannybuilder learn also about main script modding understand what is hardcoded and was is main.scm script 2 hours ago, Milford809 said: I am trying to use the CallFix Script for the hot coffee mod the unlock for hot coffee is only one entry in main.scm change this: $GF_CENSORE_FLAG = 1 to this $GF_CENSORE_FLAG = 0 this is the best way to do it should also work with save game loading but it needs one more fix to recompile the main.scm because Sannybuilder gives an error at compiling you need to find this Label: :SYND4_3650 and change this :SYND4_3650 if jf @SYND4_3672 wait 0 jump @SYND4_3650 or maybe it looks like this :SYND4_3650 00D6: if 004D: jump_if_false @SYND4_3672 0001: wait 0 ms 0002: jump @SYND4_3650 to this :SYND4_3650 //if //jf @SYND4_3672 wait 0 jump @SYND4_3650 Edited February 17, 2022 by ZAZ Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071797405 Share on other sites More sharing options...
Milford809 Posted February 17, 2022 Share Posted February 17, 2022 1 hour ago, ZAZ said: read this informations about cleo3 and cleo4 both should work an win xp, sp1 is not good, sp2 was better You game should be modable, did you already install and play with any mod? you need a nocd gta_sa.exe you need asi loader DOWNLOAD CLEO4 at https://cleo.li/download.html i recommand CLEO 4.1 an auto-installer of CLEO 4.1.1.30f by Alien for San Andreas CLEO 4: - cleo.asi - bass.dll - vorbisFile.dll - vorbisHooked.dll - CLEO-folder for Script-Mods - FileSystemOperations.cleo - IniFiles.cleo - IntOperations.cleo - CLEO_TEXT - folder watch GTA-Cleo4.jpg easy as pie download sanny at https://sannybuilder.com/downloads.html and run setup exe learn more about First Steps in Cleo scripting with Sannybuilder learn also about main script modding understand what is hardcoded and was is main.scm script the unlock for hot coffee is only one entry in main.scm change this: $GF_CENSORE_FLAG = 1 to this $GF_CENSORE_FLAG = 0 this is the best way to do it should also work with save game loading but it needs one more fix to recompile the main.scm because Sannybuilder gives an error at compiling you need to find this Label: :SYND4_3650 and change this :SYND4_3650 if jf @SYND4_3672 wait 0 jump @SYND4_3650 or maybe it looks like this :SYND4_3650 00D6: if 004D: jump_if_false @SYND4_3672 0001: wait 0 ms 0002: jump @SYND4_3650 to this :SYND4_3650 //if //jf @SYND4_3672 wait 0 jump @SYND4_3650 fyi I am running Windows XP Home Edition SP1 Version 2002. Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071797478 Share on other sites More sharing options...
Milford809 Posted February 17, 2022 Share Posted February 17, 2022 Sanny Builder 3 isn't installing on my OS unfortunately. Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071797486 Share on other sites More sharing options...
Milford809 Posted February 17, 2022 Share Posted February 17, 2022 (edited) So far I've downloaded the ASI Loader and CLEO 4.1. I've also downloaded Sanny Builder 3 but that version isn't Win32 compatible. Is there an older version I can use that will work? My issue isn't the Hot Coffee mod working. It works. I just can't take phone calls after "House Party" by OG LOC and I am locked out of the story because I can't get phone calls. OrionSR helped me with this with the CallFix Script. I'm just trying to figure out how to get that into the game now. Edited February 17, 2022 by Milford809 Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071797499 Share on other sites More sharing options...
Milford809 Posted February 17, 2022 Share Posted February 17, 2022 Sanny Builder 3.00 worked for me. Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071797508 Share on other sites More sharing options...
ZAZ Posted February 18, 2022 Author Share Posted February 18, 2022 (edited) 19 hours ago, Milford809 said: My issue isn't the Hot Coffee mod working. It works. I just can't take phone calls after "House Party" by OG LOC and I am locked out of the story because I can't get phone calls. OrionSR helped me with this with the CallFix Script. I'm just trying to figure out how to get that into the game now. fixing a bug that was caused by a fix your method to unlock hot coffee was bullsh*t Download SannyBuilder-v3.3.3.exe it works on my win xp laptop can we talk a little bit about win xp why and how do you use it? is it your only computer? or do you run a virtual machine? i have an old win xp laptop because some tools doesn't work on newer systems Edited February 18, 2022 by ZAZ Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071797984 Share on other sites More sharing options...
Milford809 Posted February 18, 2022 Share Posted February 18, 2022 37 minutes ago, ZAZ said: fixing a bug that was caused by a fix your method to unlock hot coffee was bullsh*t Download SannyBuilder-v3.3.3.exe it works on my win xp laptop can we talk a little bit about win xp why and how do you use it? is it your only computer? or do you run a virtual machine? i have an old win xp laptop because some tools doesn't work on newer systems but i can't serve the internet with it Just PM me. Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071798007 Share on other sites More sharing options...
OrionSR Posted February 18, 2022 Share Posted February 18, 2022 2 hours ago, ZAZ said: fixing a bug that was caused by a fix The CallFix script will not introduce additional bugs. It will refuse to work on a main.scm script not recognized as compatible with v1 or v2 or if the conditions aren't appropriate. CallFix was not designed for or tested on HCv2.x, but it might work anyway as HC scripts are v1 compliant. HC v1 was a simple tool for toggling the censor flag. HC v2.00 is a custom main that, in addition to enabling the nude girlfriend models, tried to unlock the other islands, properties, shops and girlfriends early, which causes the LS1 phone script to terminate early. This glitch was supposed to be fixed in HC v2.01 but by then the controversy had erupted so few links to the updated mod were ever available. HC v2.00 is the dominant version available for download, and is frequently misidentified as v2.1, so this annoying phone glitch continues to persist. In my opinion, any player that is so inexperienced that they require constant hand holding just to install and run a simple cleo script should wait a few years until they are mature enough to realize that the Hot Coffee mod is dumb as stone and not worth installing or fixing. @Milford809 Hot Coffee is still a taboo topic on these forums. Do not PM me with questions on HC or I will block you and petition that your public comments on this subject be moderated. Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071798118 Share on other sites More sharing options...
Milford809 Posted February 18, 2022 Share Posted February 18, 2022 (edited) 32 minutes ago, OrionSR said: The CallFix script will not introduce additional bugs. It will refuse to work on a main.scm script not recognized as compatible with v1 or v2 or if the conditions aren't appropriate. CallFix was not designed for or tested on HCv2.x, but it might work anyway as HC scripts are v1 compliant. HC v1 was a simple tool for toggling the censor flag. HC v2.00 is a custom main that, in addition to enabling the nude girlfriend models, tried to unlock the other islands, properties, shops and girlfriends early, which causes the LS1 phone script to terminate early. This glitch was supposed to be fixed in HC v2.01 but by then the controversy had erupted so few links to the updated mod were ever available. HC v2.00 is the dominant version available for download, and is frequently misidentified as v2.1, so this annoying phone glitch continues to persist. In my opinion, any player that is so inexperienced that they require constant hand holding just to install and run a simple cleo script should wait a few years until they are mature enough to realize that the Hot Coffee mod is dumb as stone and not worth installing or fixing. @Milford809 Hot Coffee is still a taboo topic on these forums. Do not PM me with questions on HC or I will block you and petition that your public comments on this subject be moderated. Ok. Well, how do I load mods with SannyBuilder then. IDK how to do any of that. everything else is installed. CLEO4.1 and The ASI Loader. 32 minutes ago, OrionSR said: The CallFix script will not introduce additional bugs. It will refuse to work on a main.scm script not recognized as compatible with v1 or v2 or if the conditions aren't appropriate. CallFix was not designed for or tested on HCv2.x, but it might work anyway as HC scripts are v1 compliant. HC v1 was a simple tool for toggling the censor flag. HC v2.00 is a custom main that, in addition to enabling the nude girlfriend models, tried to unlock the other islands, properties, shops and girlfriends early, which causes the LS1 phone script to terminate early. This glitch was supposed to be fixed in HC v2.01 but by then the controversy had erupted so few links to the updated mod were ever available. HC v2.00 is the dominant version available for download, and is frequently misidentified as v2.1, so this annoying phone glitch continues to persist. In my opinion, any player that is so inexperienced that they require constant hand holding just to install and run a simple cleo script should wait a few years until they are mature enough to realize that the Hot Coffee mod is dumb as stone and not worth installing or fixing. @Milford809 Hot Coffee is still a taboo topic on these forums. Do not PM me with questions on HC or I will block you and petition that your public comments on this subject be moderated. Right. Because blowing peoples heads off and chainsawing people to bits is totally acceptable, but a bit of nudity and everyone looses their sh*t. Grow up. Go for it. Block me. IDGAF. I don't give a rats ass what's considered "taboo" or not to you. I've already got the mod working anyways and I've seen it in action. Baseless censorship is retarded and pisses me off and I won't be tolerating any of it in my games. Edited February 18, 2022 by Milford809 Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071798119 Share on other sites More sharing options...
Milford809 Posted February 18, 2022 Share Posted February 18, 2022 (edited) I recommend everybody download the correct glitch free version of the Hot Coffee mod. It's located here. I just installed it and it lets phone calls through. Take a picture of you playing it and send it to those Boomer cunts Hillary Clinton and Jack Thompson while your at it. https://www.thegtaplace.com/downloads/f548-hot-coffee-v21 Replace the main.img and script files in the "Data" folder in your directory with the ones in the mod zip folder. Edited February 18, 2022 by Milford809 Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1071798239 Share on other sites More sharing options...
damiano mauro Posted May 31, 2023 Share Posted May 31, 2023 (edited) On 1/4/2011 at 7:53 PM, ZAZ said: 1. Oggetti che funzionano per il controllo delle collisioni con edifici, terreno, automobili, pedoni e oggetti ci sono solo pochi oggetti che funzionano per il controllo completo delle collisioni gli altri non possono controllare edifici e terreno sotto gli oggetti utili: Numero ID, nome del modello 1598, pallone da spiaggia 3065, BBALL_col 2891, pacchetto_kmb 3054, DYN_WREKING_BALL 1305, dyn_quarryrock01 1582, pizzabox, prop_pizzabox Hanno una funzione di collisione standard per impostazione predefinita, sono dinamiche di esplosione, lanciabili e funzionano per il controllo delle collisioni Prendi il beachball o il BBALL_col, hanno impostazioni in object.dat puoi aggiungere un riferimento all'oggetto in object.dat se ancora non esiste lì con le stesse impostazioni di BBALL_col per dare al tuo oggetto il comportamento richiesto per il controllo completo delle collisioni Oppure usa 2 oggetti, uno che dovrebbe essere mostrato come un razzo e uno che funziona con il controllo delle collisioni complete come BBALL_col, quindi attacca il razzo a BBALL_col, rendi invisibile BBALL_col e lancialo e fai un controllo delle collisioni per BBALL_col 2. l'oggetto mobile per il controllo delle collisioni necessita di ulteriori impostazioni Principalmente ha bisogno di lanciare l'oggetto con 0381: throw_object inoltre codici per attivare il controllo collisioni e renderlo mobile 3. lanciare oggetto Come prima cosa un semplice script di esempio per lanciare un oggetto il codice operativo dell'oggetto di lancio 0381: lancio_oggetto 1@ distanza 0.0 5.0 15.0 richiede x,y,z, valori float che forniscono l'orientamento in relazione all'oggetto per il lancio ma l'orientamento stesso dell'oggetto viene ignorato quindi l'esempio sopra (0.0 5.0 15.0) consente all'oggetto di spostarsi di 5.0 in direzione nord e di 15.0 in altezza per ottenere i valori per il codice operativo throw_object è necessario leggere l'angolo z del giocatore e calcolarlo con seno e coseno Lo script seguente lancia il pallone da spiaggia che mantiene la posizione per collisione per 1 secondo premi il tasto destro del mouse per lanciarlo un altro esempio, il Missilescript, sotto premi backspace per lanciare bball_col con missile allegato se bball_col collide, lo script lascia che il motore legga la posizione dell'oggetto ed esploda a questo punto Lo script controlla la collisione e l'ora Se l'oggetto non collide, il timer 33@ fa terminare lo script e ricomincia dopo 7 secondi Hello Zaz First of all I apologize for contacting you like this but I have a more or less strange Request So I would like to Make a Flare Spawn and despawn at will in CJ's or on this Skin head and in Scale 0 so that only the light beam is seen and not quite the flare and Command but you must be wondering why ??? I would like to get the same Effect or Similar of Freddy Fazbear of Fnaf with eyes before a Jumpscare but With another skin in this case a Female Version Frenni Fazclaire From Fapnaf an example of this Done with the mod menu of Zolika 1351 with the Object Spawner function then let me know ah sorry for the papyrus https://photos.app.goo.gl/iKaqaFRBrzu6PPqh7 Edited May 31, 2023 by damiano mauro The Example Image Not Show i Inserting a Direct Link of the image Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1072148203 Share on other sites More sharing options...
Strs Posted September 7, 2023 Share Posted September 7, 2023 (edited) sorry wrong page Edited September 7, 2023 by Strs i write in wrong page i have open many gtaforum pages i wrote here :( Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1072209236 Share on other sites More sharing options...
ICEBEARR Posted January 9, 2024 Share Posted January 9, 2024 Hello everyone, I'm a beginner modder and I'm currently trying to make a cleo jutsu, I'm confused about how to make a marker on the nearest ped and make the nearest ped the target of my jutsu (for example, putting a particle and reducing its blood), I've seen several cleos which makes one nearby ped the target but I don't understand it because the content is so complicated, please help Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1072331867 Share on other sites More sharing options...
kel584 Posted October 18, 2024 Share Posted October 18, 2024 08D4: L_PANEL_VAR = create_panel_with_title 'CHEAT7' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel L_PANEL_VAR column 0 header 'PLA_19' data 'DEBW1' 'DEBW2' 'DEBW3' 'DEBW4' 'DEBW5' 'DEBW6' 'DEBW7' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW11' 'DEBW12' L_PANEL_IS_SHOWN_VAR = 1 how do we change the labels in the menu what does DEBW1 mean, I know it represents the weather conditions, but I couldn't find any resources about it, what if I want to create my own custom label text. Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1072446223 Share on other sites More sharing options...
ZAZ Posted October 19, 2024 Author Share Posted October 19, 2024 (edited) 11 hours ago, kel584 said: 08D4: L_PANEL_VAR = create_panel_with_title 'CHEAT7' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel L_PANEL_VAR column 0 header 'PLA_19' data 'DEBW1' 'DEBW2' 'DEBW3' 'DEBW4' 'DEBW5' 'DEBW6' 'DEBW7' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW11' 'DEBW12' L_PANEL_IS_SHOWN_VAR = 1 how do we change the labels in the menu what does DEBW1 mean, I know it represents the weather conditions, but I couldn't find any resources about it These are existing gxt entries of vanilla game Look in Sannybuilder install directory\help\GXT Strings\ and open GTASA.text It is a text version of american.gxt There you can find these: CHEAT7 // Weather cheat PLA_19 // SELECT DEBW0 // EXTRA SUNNY LA DEBW1 // SUNNY LA DEBW10 // SUNNY VEGAS DEBW11 // EXTRA SUNNY VEGAS DEBW12 // CLOUDY VEGAS DEBW13 // EXTRA SUNNY COUNTRYSIDE DEBW14 // SUNNY COUNTRYSIDE DEBW15 // CLOUDY COUNTRYSIDE DEBW16 // RAINY COUNTRYSIDE DEBW17 // EXTRA SUNNY DESERT DEBW18 // SANDSTORN DESERT DEBW19 // EXTRA COLOURS 1 DEBW2 // EXTRA SUNNY SMOG LA DEBW20 // EXTRA COLOURS 2 DEBW3 // SUNNY SMOG LA DEBW4 // CLOUDY LA DEBW5 // SUNNY SF DEBW6 // EXTRA SUNNY SF DEBW7 // CLOUDY SF DEBW8 // RAINY SF DEBW9 // FOGGY SF change these entries 'DEBW1' 'DEBW2' 'DEBW3' 'DEBW4' 'DEBW5' 'DEBW6' 'DEBW7' 'DEBW8' 'DEBW9' to these 'PLA_3' 'PLA_4' 'PLA_5' 'PLA_6' 'PLA_7' 'PLA_8' 'PLA_9' 08DB: set_panel L_PANEL_VAR column 0 header 'PLA_19' data 'PLA_3' 'PLA_4' 'PLA_5' 'PLA_6' 'PLA_7' 'PLA_8' 'PLA_9' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW11' 'DEBW12' then you will have these button names MONDAY TUESDAY WEDNESDAY THURSDAY FRIDAY SATURDAY SUNDAY Quote what if I want to create my own custom label text. No problem, create fxt in cleo\cleo_text folder its called fake XT, according to the gxt file of the game The fxt file must be placed in Cleo_text folder Cleo\Cleo_text: text.fxt //------------------------ To create a fxt file needs to insert an entry name for the script and the real text to show, in a normal txt file Then rename the file by chaning the extension from .txt into .fxt Or create it directly with Sannybuilder and save it as .fxt , choose Any file (*.*) as extension The fxt file will be read by game start. If you have modified your fxt file it needs first to close the game complete and then start again to apply the changes Entry name for the script and the real text to show must be done in this way: <Entryname><space><text message> only 1 space between Entryname and text message Important: only 1 space between words of the text message are allowed and NO space at the end Maximum 7 symbols as entry name are allowed Example: Copy this line into a blanc page and save it as anyname.fxt TXT_01 This is text of Cleo fxt file Then use the script below to show the text by key_press $CLEO .cs} thread 'FXT' :FXT_01 wait 0 if 0AB0: key_pressed 84//--------- key = T jf @FXT_01 00BA: text_styled 'TXT_01' 1000 ms 1 0A93: end_custom_thread The opcodes to show text are the same like to show text of american.gxt There exist several opcodes to show text in different kinds. Look in opcode search tool. Or look in Dutchys coding tut This works with cleo 3 and 4 //------------------------------------------------------------- Another way works with minimum cleo 4 only or higher with opcode 0ADF: can you build a gxt entry inside your script also maximum 7 symbols as dynamic_GXT_entry name are allowed {$CLEO .cs} thread 'DYNTBOX' wait 1000 0ADF: add_dynamic_GXT_entry "T_XW00" text "Hallo World" while true wait 0 if 0256: player $PLAYER_CHAR defined then if 0AB0: key_pressed 8// press Backspace then 03E5: show_text_box "T_XW00" wait 1000 end end end Edited October 19, 2024 by ZAZ Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1072446305 Share on other sites More sharing options...
N1rauz Posted March 22 Share Posted March 22 Hi @ZAZ, wanted to ask a thing, do you know how to link a save garage with a safehouse/property? While adding garages with grgx (garage extender) i saw i needed Cleo for linking, and can't really understand what the Cleo has to contain for It, help would be appreciated. Thanks in advance. Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1072521858 Share on other sites More sharing options...
ZAZ Posted March 22 Author Share Posted March 22 (edited) 2 hours ago, N1rauz said: Hi @ZAZ, wanted to ask a thing, do you know how to link a save garage with a safehouse/property? While adding garages with grgx (garage extender) i saw i needed Cleo for linking, and can't really understand what the Cleo has to contain for It, help would be appreciated. Thanks in advance. Garage eXtender is an asi mod, made by Link2012 I haven't tested it, but i downloaded it at gtagarage There the author wrote: "San Andreas have 50 slots for garages, but those slots are already used by default, so no mapper can create custom garages for their maps, that's sad... This plugin solves this and also add more possibilities into garage system, like parking garages (as in GTA IV), new door movement styles, more garage opcodes... This plugin can be used by scripters and mappers. Wait, scripters? We can't create garages by script! Well, with grgx you can! It restores the create_garage opcode from III\VC, and other opcodes too, try it." That means, it is possible to create additional garages by ipl without script and it is no longer limited to 50 slots for garages The download contains an example.ipl Important! garage creation by ipl requires to START NEW GAME Optional: garages can be created by script Therefore the author (re)created these opcodes: 0219: create_garage 2497.3 -1677.37 12.1 2497.3 -1670.07 2504.08 -1677.37 16.3375 type -3 name 'TEST' 03BB: set_garage 'TEST' door_type_to_swing_open 03DA: set_garage 'TEST' camera_follows_player 057A: set_garage 'TEST' max_cars_to -1 0329: garage 'TEST' respray_done The download contains a test_script.cs that can be used as template and to test if your scripted garage works well If you ask for help making a garage cleo script, then please post your script Edited March 22 by ZAZ Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1072521866 Share on other sites More sharing options...
N1rauz Posted March 22 Share Posted March 22 11 hours ago, ZAZ said: Garage eXtender is an asi mod, made by Link2012 I haven't tested it, but i downloaded it at gtagarage There the author wrote: "San Andreas have 50 slots for garages, but those slots are already used by default, so no mapper can create custom garages for their maps, that's sad... This plugin solves this and also add more possibilities into garage system, like parking garages (as in GTA IV), new door movement styles, more garage opcodes... This plugin can be used by scripters and mappers. Wait, scripters? We can't create garages by script! Well, with grgx you can! It restores the create_garage opcode from III\VC, and other opcodes too, try it." That means, it is possible to create additional garages by ipl without script and it is no longer limited to 50 slots for garages The download contains an example.ipl Important! garage creation by ipl requires to START NEW GAME Optional: garages can be created by script Therefore the author (re)created these opcodes: 0219: create_garage 2497.3 -1677.37 12.1 2497.3 -1670.07 2504.08 -1677.37 16.3375 type -3 name 'TEST' 03BB: set_garage 'TEST' door_type_to_swing_open 03DA: set_garage 'TEST' camera_follows_player 057A: set_garage 'TEST' max_cars_to -1 0329: garage 'TEST' respray_done The download contains a test_script.cs that can be used as template and to test if your scripted garage works well If you ask for help making a garage cleo script, then please post your script Basically i would like to link an IPL garage to a property, using the active and deactive garage functions. Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1072522050 Share on other sites More sharing options...
ZAZ Posted March 22 Author Share Posted March 22 IPL garages are active by default 0299: activate_garage 'CESAFE1' 02B9: deactivate_garage 'CESAFE1' Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1072522098 Share on other sites More sharing options...
Another GTA Fan Posted March 24 Share Posted March 24 Is it possible to store the player actor into a local variable? Lets say I want to make a check if the player is driving a car. Could I store player into something like 0@, and then use '00DF: actor 0@ driving' to identify the player driving? I cannot find any opcode that does this. Link to comment https://gtaforums.com/topic/403594-sa-~-cleo-script-tutorial-~/?do=findComment&comment=1072522802 Share on other sites More sharing options...
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