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[SA] ~ CLEO Script Tutorial ~


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123iamking

How to active beach party in Life's a beach mission ? active the party anytime we want or 21pm-4am inlove.gif

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Silent

It's manually scripted. However, you can try to use:

 

 

0662: "ACTIVATE_COOL_BEACH_PARTY"

 

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I want to throw the beachball and  When the beachball collides, the beach ball is attached in ANY surface

i know only this opcode to check if there is a wall of a Map building

 

:PARAMOD_63470001: wait 0 ms 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 3.5 3.5 1.5 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -3.5 -3.5 0.0 00D6: if 06BD:   no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 0 actor 0 object 0 particle 0 004D: jump_if_false @PARAMOD_6461

 

 

Another way is to stop the thrown object when it collides

Have you read this chapter: Object - COLLISION - check?

there is an example script to stop the object for a moment when it collides.

 

Finaly could you merge both methods

 

 

 

 

How to active beach party in Life's a beach mission ? active the party anytime we want or 21pm-4am  inlove.gif

by using this code:

 

0417: start_mission 31

 

 

 

Edited by ZAZ
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123iamking
I want to throw the beachball and  When the beachball collides, the beach ball is attached in ANY surface

i know only this opcode to check if there is a wall of a Map building

 

:PARAMOD_63470001: wait 0 ms 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 3.5 3.5 1.5 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -3.5 -3.5 0.0 00D6: if 06BD:   no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 0 actor 0 object 0 particle 0 004D: jump_if_false @PARAMOD_6461

 

 

Another way is to stop the thrown object when it collides

Have you read this chapter: Object - COLLISION - check?

there is an example script to stop the object for a moment when it collides.

 

Finaly could you merge both methods

 

 

 

 

How to active beach party in Life's a beach mission ? active the party anytime we want or 21pm-4am  inlove.gif

by using this code:

 

0417: start_mission 31

 

Thank you , you're my hero ! inlove.gifinlove.gif

  • YEE 1
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123iamking

code 0417: start_mission 31 doesn't work as I expect ! first ,it starts the whole mission Life 's a beach ! second ,it get trouble with my old mod - my "blow up all car" mod activate when I go to beach party , my "skate board" activate too,every body hold a skate board ! cry.gifsad.gifconfused.gif Can I just activate "beach party" and deactivate it as well monocle.gif

Edited by 123iamking
  • KEKW 1
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hi, i just started cleo scripts yesterday.

i've been looking at your tuts for 12hrs straight now.. i think.

 

but could you tell me how to get actor i'm aiming at?

i'm guessing it's on the memory coding part, but i skipped that part.. i get a lot of crashes for tinkering.

 

thanks.

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123iamking

Plz explain this code :

[email protected]([email protected],16i) = Actor.Create(Prostitute, #SPECIAL06, 961.4539, -50.44983, 1001.117)

[email protected],16i = what’s this mean ?

Prostitute = what’s this for ? (sometimes this’s “Mission1”)

961.4539, -50.44983, 1001.117 = I know this set the actor appear at somewhere we want ,but I don’t know how they can make it !

thank

inlove.gif

 

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code 0417: start_mission 31 doesn't work as I expect ! first ,it starts the whole mission Life 's a beach ! second ,it get trouble with my old mod - my "blow up all car" mod activate when I go to beach party , my "skate board" activate too,every body hold a skate board !  cry.gif  sad.gif  confused.gif  Can I just activate "beach party" and deactivate it as well  monocle.gif

It's the only way to start this mission

 

If another script disturbs it needs to deactivate the other script.

Either remove the cleoscript or stop it with

0ABA: end_custom_thread_named 'DFTSMOK'

therefore you have to know the threadnames of the scripts "blow up all car" and "skate board"

If you have seen my example scripts, they all have a valid threadname

Valid threadname means they have maximum 7 charakter

 

thread 'MEMCAR'

 

03A4: name_thread 'TELE'

 

 

Plz  explain this code :

[email protected]([email protected],16i) = Actor.Create(Prostitute, #SPECIAL06, 961.4539, -50.44983, 1001.117)

[email protected],16i = what’s this mean ?

Prostitute = what’s this for ? (sometimes this’s “Mission1”)

961.4539, -50.44983, 1001.117 = I know this set the actor appear at somewhere we  want ,but I don’t know how they can make it !

[email protected]([email protected],16i) is an arry construct

Read here about arrays

Prostitute is the pedtype which can also be written by a number

The spawned actors have predefined execodet behaviors which is dependent by the pedtype parameter of the create_actor opcode.

Look for pedtypes in Sannybuilder HELP: SCM Documentation >> GTA SA >> PedTypes

PedType 22 will be a Prostitute

 

Sannybuilder allows scripting in different formats

by writing opcodes

or without opcodes

 

You should read the first chapter of the tutorial more exactly

There you will find this lesson:

 

Option: different view of the decompiled code

 

Choose TOOLS, then options

in option menu GENERAL you can find the feature to switch between 2 ways for decompiling

 

either decompile by writing opcodes

or decompiling without opcodes

 

user posted image

 

 

1. Writing Opcodes

All entries are shown with their opcodes

The opcodes are the real programm codes of the script functions

and by showing them is like to see the name of the command

Script with opcodes:

 

:CARSL_643900D6: if 00E1:   player 0 pressed_key 16 004D: jump_if_false @CARSL_6535 010B: [email protected] = player $PLAYER_CHAR money 00D6: if 002D:   [email protected] >= [email protected] // (int) 004D: jump_if_false @CARSL_6512 0012: [email protected] *= -1 0109: player $PLAYER_CHAR money += [email protected]  0002: jump @CARSL_6700

 

 

2. Without Opcodes

The script is more slim, maybe more clear (but not for me)

especially 004D: jump_if_false will be now jf

But not all opcodes are disappeared. Many codes must be used furthermore by applying their opcodes.

Script without opcodes:

 

:CARSL_6439if 00E1:   player 0 pressed_key 16 jf @CARSL_6535 [email protected] = Player.Money($PLAYER_CHAR)if 002D:   [email protected] >= [email protected] // (int) jf @CARSL_6512 [email protected] *= -1 Player.Money($PLAYER_CHAR) += [email protected] @CARSL_6700

 

 

By compiling it doesnt matter if you use codes with opcodes or without opcodes

You can merge everything and sanny compile it as well,

provided that the code is correct and codelines which includes opcodes by decompiling without opcodes

must be used furthermore by using opcodes

 

 

A special feature by decompiling without opcodes is to translate opcode based commands into

Classes and Keywords

 

For a couple of codes can be used CLASSES

Read more about classes in Sannybuilder-HELP theme: Coding >> Classes

 

This code by decompiling with writing opcodes

00AB: put_car [email protected] at -1577.942 52.6333 40.0

 

will by shown by decompiling with without opcodes in this kind:

 

Car.PutAt([email protected], -1577.942, 52.6333, 40.0)

 

the meaning of the code is defined by the class entries

 

Car= class-name

PutAt= class-member

name and member are combined with a dot in the middle

[email protected] = class-owner

class-owner and parameters are placed in brackets and separated with comma

(parameter = needed information for the command)

 

 

 

Sanny allows to use some KEYWORDS instead using opcodes

 

Opcode = Keyword

_____________

0001: = wait

00d6: = if

004d: = else_jump

004d: = jf

0002: = jump

0051: = return

0050: = gosub

016a: = fade

01B6: = set_weather

03a4: = thread

04BB: = select_interior

0417: = start_mission

00d8: = mission_cleanup

0317: = increment_mission_attempts

 

Instead writing

004D: jump_if_false @MAIN_6

can be written

jf @MAIN_6

or

else_jump @MAIN_6

you also can merge it

004D: jf @MAIN_6

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Prostitute = what’s this for ? (sometimes this’s “Mission1”)

 

It's the PedType.

 

 

PedType
0 PLAYER1
1 PLAYER2
2 PLAYER_NETWORK
3 PLAYER_UNUSED
4 CIVMALE
5 CIVFEMALE
6 COP
7 GANG1
8 GANG2
9 GANG3
10 GANG4
11 GANG5
12 GANG6
13 GANG7
14 GANG8
15 GANG9
16 GANG10
17 DEALER
18 MEDIC
19 FIREMAN
20 CRIMINAL
21 BUM*
22 PROSTITUTE
23 SPECIAL
24 MISSION1
25 MISSION2
26 MISSION3
27 MISSION4
28 MISSION5
29 MISSION6
30 MISSION7
31 MISSION8

 

EDIT: Damn the table took me too much time.

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EDIT: Damn the table took me too much time.

useless effort, the people should look into sannybuilder help

 

 

 

 

hi, i just started cleo scripts yesterday.

i've been looking at your tuts for 12hrs straight now.. i think.

 

but could you tell me how to get actor i'm aiming at?

i'm guessing it's on the memory coding part, but i skipped that part.. i get a lot of crashes for tinkering.

 

thanks.

Such an opcode is only available in cleo4

 

0AD2: [email protected] = player $PLAYER_CHAR targeted_actor //IF and SET  

 

this code should work as IF and SET which means that it checks if an actor is catched for the script by aiming

and submit his handle into the variable

 

if0AD2: [email protected] = player $PLAYER_CHAR targeted_actor //IF and SETelse_jump @searchloop05BE: AS_kill_actor [email protected]//  <-- effect to the found actor (actor dies)

 

 

please read also this post: sannybuilder.com/CLEO 4. Questions and bug reports

 

With cleo3 is it possible to get an random_actor and check then if player aims to that

I did it in the Bullet Show Time mod

But the standart get_random_actor opcodes won't catch every ped and never a mission actor

 

Wesser and Deji found a method to get every ped and actor

It's an advanced method, read here: Catch random actor

 

So i can write it in this way

script below applies a red marked marker above the aimed actor

 

{$CLEO .cs}:RandomActor_AIM_RAFSTEP2thread 'RACTAIM':RACTAIM_11wait 0 if   Player.Defined($PLAYER_CHAR)jf @[email protected] = 0 :RACTAIM_1550085: [email protected] = [email protected] // (int) [email protected] = 0 :RACTAIM_170if and  Actor.Defined([email protected])803C:   not  $PLAYER_ACTOR == [email protected] // (int) 8118:   not actor [email protected] deadjf @RACTAIM_302 if0457:   player $PLAYER_CHAR aiming_at_actor [email protected] @RACTAIM_302 [email protected] = Marker.CreateAboveActor([email protected]):RACTAIM_180wait 0 if   Player.Defined($PLAYER_CHAR)jf @RACTAIM_185if and8118:   not actor [email protected] dead0457:   player $PLAYER_CHAR aiming_at_actor [email protected] @RACTAIM_185jump @RACTAIM_180:RACTAIM_185Marker.Disable([email protected])Actor.RemoveReferences([email protected])jump @RACTAIM_11:[email protected] += 1 [email protected] += 1  [email protected] > 127 jf @RACTAIM_170 :[email protected] += 256 if  [email protected] > 35584 jf @RACTAIM_155 jump @RACTAIM_11

 

Edited by ZAZ
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Silent

Untested, but it may work better, just as CLEO4 opcode. Made is as a SCM func.

 

 

0AB1: call_scm_func @TargettedActor 0 store_targetted_actor_to [email protected]   // IF and SET

 

 

Use it as normal opcode, and at the end of your CLEO paste:

 

 

:TargettedActor0A8D: [email protected] = read_memory 0xB6FB54 size 4 virtual_protect 0if   0019:   [email protected] > 0then   0A8D: [email protected] = read_memory 0xC0EC24 size 4 virtual_protect 0   0AA8: call_function_method 0x4442D0 struct [email protected] num_params 1 pop 0 [email protected] [email protected]   0006: [email protected] = -1end0AB2: ret 1 [email protected]

 

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Untested, but it may work better

tested, but @TargettedActor returns allways -1 and 0xB6FB54 returns allways 0

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123iamking

This code by decompiling with writing opcodes

00AB: put_car [email protected] at -1577.942 52.6333 40.0

 

will by shown by decompiling with without opcodes in this kind:

 

Car.PutAt([email protected], -1577.942, 52.6333, 40.0)

 

 

I still don't understand how do you make this -1577.942 52.6333 40.0 ! at where ? how can I put a car (or a ped) in somewhere I want ? monocle.gif

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I still don't understand how do you make this -1577.942 52.6333 40.0 ! at where ? how can I put a car (or a ped) in somewhere I want ?  monocle.gif

-1577.942 52.6333 40.0 are the coordinates or coords X, Y and Z respectively.

 

if your code is to put a car in front of your, you must get your own coordinates first with offset:

 

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0

 

then use use those coords to put the car with a distance of 5.0 in front of you by replacing the

-1577.942 52.6333 40.0 with your newly created coords ([email protected] [email protected] [email protected]).

 

if you want put the car at a specific place:

1. go in game then go to the place where you wanted the car to be placed.

2. go back to your sannybuilder, then click on Tools > IDE Tools > Coords manager.

3. those coords shows where you're standing (in game).

4. use those coords in placing your car.

 

you can only use the code 00AB: put_car [email protected] at $float_X $float_Y $float_Z if the car is defined which is held by the [email protected] variable, in this example.

Edited by otakups
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This code by decompiling with writing opcodes

00AB: put_car [email protected] at -1577.942 52.6333 40.0

 

will by shown by decompiling with without opcodes in this kind:

 

Car.PutAt([email protected], -1577.942, 52.6333, 40.0)

 

 

I still don't understand how do you make this -1577.942 52.6333 40.0 ! at where ? how can I put a car (or a ped) in somewhere I want ? monocle.gif

As otakups described above

and please have look to >here<, scroll down to the explanation about Coordinate_system

Edited by ZAZ
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123iamking

I still don't understand how do you make this -1577.942 52.6333 40.0 ! at where ? how can I put a car (or a ped) in somewhere I want ?  monocle.gif

-1577.942 52.6333 40.0 are the coordinates or coords X, Y and Z respectively.

 

if your code is to put a car in front of your, you must get your own coordinates first with offset:

 

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0

 

then use use those coords to put the car with a distance of 5.0 in front of you by replacing the

-1577.942 52.6333 40.0 with your newly created coords ([email protected] [email protected] [email protected]).

 

if you want put the car at a specific place:

1. go in game then go to the place where you wanted the car to be placed.

2. go back to your sannybuilder, then click on Tools > IDE Tools > Coords manager.

3. those coords shows where you're standing (in game).

4. use those coords in placing your car.

 

you can only use the code 00AB: put_car [email protected] at $float_X $float_Y $float_Z if the car is defined which is held by the [email protected] variable, in this example.

thank you very much ! inlove.gifinlove.gif

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Can we make Mexican gang (vla1 ,vla2 ,vla3) respect us ? inlove.gifdevil.gif

Obviously no. It's possible with cops or ballas, even while gangwar, or with San Fiero Rifa, Da Nang Boys as well as Los Santos Vagos

but it won't work with vla1 ,vla2 ,vla3

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i got this on my code:

 

:land_standing00D6: if 0611:   actor $PLAYER_ACTOR performing_animation "FALL_COLLAPSE"004D: jump_if_false @land_standing0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_LAND" IFP_file "IFP" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB

 

the plan is to make CJ do the normal landing instead of him collapsing after jumping from a high place.

 

how do i force CJ to do the FALL_LAND animation instead of the FALL_COLLAPSE?

and in 0812:, what's the 4.0 and the time -1 for?

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i got this on my code:

 

:land_standing00D6: if 0611:   actor $PLAYER_ACTOR performing_animation "FALL_COLLAPSE"004D: jump_if_false @land_standing0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_LAND" IFP_file "IFP" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB

 

the plan is to make CJ do the normal landing instead of him collapsing after jumping from a high place.

 

how do i force CJ to do the FALL_LAND animation instead of the FALL_COLLAPSE?

and in 0812:, what's the 4.0 and the time -1 for?

4.0 is an internal sequence value of the animation

time -1 let him do the whole anim for one time

it allows also to insert a time in ms: time 250

it's more interessting if the anim has a longer duration, for example if the whole anim needs 5 seconds you can it increase to maybe 1 second: time 1000

 

you made a wrong entry for the ifp file

 

"FALL_LAND" is an animation of ifp file "ped"

so you have to write

 

0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_LAND" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB

 

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Silent

ZAZ, wait is missing here aswell, game will hang in an infinite loop tounge.gif

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you made a wrong entry for the ifp file

 

"FALL_LAND" is an animation of ifp file "ped"

so that's why it doesn't work. tounge.gif.

thanks for the info and the help with the actor catching thing. icon14.gif

 

 

ZAZ, wait is missing here aswell, game will hang in an infinite loop

oh yeah, let's not forget to at least 0001: wait 0 ms for every loop happy.gif or the game will do it so fast, it hurts. thanks.

Edited by otakups
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123iamking

I saw your King Kong mod ,ZAZ ! And I saw your Giant Monkey climb up the wall ! How can we make Cj climb up the wall ? biggrin.gifsly.gifsneaky2.gif

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I saw your King Kong mod ,ZAZ ! And I saw your Giant Monkey climb up the wall ! How can we make Cj climb up the wall ?  biggrin.gif  sly.gif  sneaky2.gif

by using the move opcode 083C:

look for the Airdance script

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123iamking

when I wanna affect to some ped , I use some opcode like "0321: kill_actor [email protected]" , "0332: set_actor [email protected] bleeding 1" ,... but I wanna affect to all ped I see , what can I replace with [email protected] ? and just a small question : how can I know the number in this opcode :"09F1: play_audio_at_actor [email protected] event 1189" may perform what sound ? biggrin.gifmonocle.gif

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when I wanna affect to some ped , I use some opcode like "0321: kill_actor [email protected]" , "0332: set_actor [email protected] bleeding 1" ,... but I wanna affect to all ped I see , what can I replace with [email protected] ?

 

04C4: create_coordinate [email protected] [email protected] [email protected] from_actor [email protected] offset 0.0 0.0  1.2095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 1.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 3.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 5.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red

 

 

 

and just a small question : how can I know the number in this opcode :"09F1: play_audio_at_actor [email protected] event 1189" may perform what sound ?  biggrin.gif   monocle.gif

write a soundcheck script and look into data\AudioEvents.txt

 

{$CLEO .cs}:Audio_Test03A4: name_thread "AUDIOTS"0006: [email protected] =  1002    // integer values:Audiotest_010001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @Audiotest_0103F0: text_draw_toggle  1045A: text_draw_1number  100.0  40.0 'NUMBER' [email protected]    // value if  80DF:   NOT   actor $PLAYER_ACTOR driving 004D: jump_if_false @Audiotest_01if  [email protected] > 10000AB0:   key_pressed 8//  Backspace004D: jump_if_false @[email protected] = 004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 0.0  1.0/////////////////////////////////////////////097A: play_audio_at [email protected] [email protected] [email protected] event [email protected] //////////////////////////////////////////////09F1: play_audio_at_actor $PLAYER_ACTOR event [email protected] ////////////////////////////////////////////018C: play_sound  [email protected] at  [email protected] [email protected] [email protected]:Audiotest_03if and1191 > [email protected]:   key_pressed 107//  add key004D: jump_if_false @[email protected] +=  1  // integer valueswait 2500002: jump @Audiotest_01:Audiotest_05if [email protected] > 10020AB0:   key_pressed 109//  subtract key004D: jump_if_false @[email protected] -=  1  // integer valueswait 2500002: jump @Audiotest_01

 

 

 

 

How can I turn people into object ?

actors are actors (charackter models with skeletton)

objects are objects(can be a very simple model like a pyramid with minmum 8 faces)

do you wanna replace a ped with an object?

so get coords of ped, destroy the ped and place object at coords

 

or do you wanna attach an object to ped?

just use attach object to actor opcode

object will also be unvisible if actor is unvisible

you could also attach actor to object and make actor unvisible then the object will still be visible

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123iamking

 

04C4: create_coordinate [email protected] [email protected] [email protected] from_actor [email protected] offset 0.0 0.0  1.2095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 1.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 3.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 5.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red

 

 

 

I still don't get it dontgetit.gif ! Can you make a example , a scrip can make all ped dead (like blow up all car cheat ) biggrin.gif plz

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