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[SA] ~ CLEO Script Tutorial ~


ZAZ

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10 hours ago, 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

 

 

11 hours ago, 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

 

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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
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  • 2 weeks later...
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 by Komandan Z
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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

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Sorry for bump but is there any way to make traffic in gta agressive and police chase them in cleo code ? 

 

 

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There isn't any code to realize it. It needs to write a script to create such a feature.

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Speaking of traffic, is it possible to write a script that spawns traffic vehicles with specific car parts from Transfender/Loco Low/Arch Angels?

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  • 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
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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
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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.

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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
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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
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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.

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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. 

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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
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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
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  • 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
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  • 3 months later...

sorry wrong page

Edited by Strs
i write in wrong page i have open many gtaforum pages i wrote here :(
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  • 4 months later...
ICEBEARR

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🙏

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