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[SA] ~ CLEO Script Tutorial ~


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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 by ZAZ

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 by Maelubiyet
  • 2 weeks later...

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

  • 2 months later...

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 by Milford809
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 by ZAZ
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.

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 by Milford809
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 by ZAZ
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.

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. 

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 by Milford809

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 by Milford809
  • 1 year later...
damiano mauro
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 by damiano mauro
The Example Image Not Show i Inserting a Direct Link of the image
  • 3 months later...
  • 4 months later...

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🙏

  • 9 months later...
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.

 

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 by ZAZ
  • 5 months later...

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.

Posted (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 by ZAZ
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.

Another GTA Fan

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.

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