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Glenstorm

CLEO 3 Mods cannot be undone!

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Glenstorm

Hi!

 

Im a newbie at CLEO 3 and I'm screwing around with the Sannybuilder software. I'm learning the scripting and ran across some very unusual error..

 

first: I created a .cs script for a weapon pickup. The weapon is there where its supposed to be but in the pause menu, it doesnt show the usual (1 scripts running) message on the bottom left.

 

second: I foolishly used enable_thread_saving on a test script which parks a bandito infront of the johnson house in los santos. I also saved the stupid game at that point and now im stuck with the bandito.. anyway to remove the script?.. will reinstalling gta:sa work?

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ZAZ

first: strange, don't know why

second: the parked car is stored in your savefile. It doesn't matter if you remove the script.

You need a savegame which was made before you have Cleo installed.

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Glenstorm

so will it persist after i reinstall gta:sa?

 

This is the script in question by the way.

 

---------------------------------

{$CLEO .cs}

:GroveCar_1

03A4: thread "GroveCar_1"

0001: wait 1000 ms

 

014B: [email protected] = init_parked_car_generator #CHEETAH -1 -1 1 alarm 0 door_lock 0 0 10000 at 2497.9226 -1680.6984 40.3565 angle 92.4343

014C: set_parked_car_generator [email protected] cars_to_generate_to 101

 

0213: [email protected] = create_pickup #CHNSAW type 15 at 2394.3281 -1708.3566 13.6586

//0662: NOP ""

0A93: end_custom_thread

----------------------------------

 

the cheetah code doesnt work bcoz the bandito is sitting in its place..

Edited by Glenstorm

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ZAZ

 

so will it persist after i reinstall gta:sa?

yes

don't reinstall your game

just use original savegames and delete the savefiles in GTASA\Cleo\cleo_saves

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TheSiggi

Whats the

 

//0662: NOP ""

 

for?

 

 

I mean why would yuo use it?

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Glenstorm

ok nvr mind... i dont mind the bandito

 

-------------

how do i bypass this thing in the future..?

 

just omitting the enable_thread_saving

 

will it work?

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Glenstorm

i dunno rly tounge.gif

 

its just a piece of code i saw in other cs scripts which didnt get saved into the savegame (which u could take out and put back anytime)

 

i thought that might be the line im missing

 

apparently not... sa crashes everytime i use it

 

i still dont get why my script is not recognised in the pause menu

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ZAZ

 

 

This is the script in question by the way.

 

---------------------------------

{$CLEO .cs}

:GroveCar_1

03A4: thread "GroveCar_1"

0001: wait  1000 ms

 

014B: [email protected] = init_parked_car_generator #CHEETAH -1 -1  1 alarm  0 door_lock  0  0  10000 at  2497.9226 -1680.6984 40.3565 angle  92.4343

014C: set_parked_car_generator [email protected] cars_to_generate_to  101

 

0213: [email protected] = create_pickup #CHNSAW type 15 at 2394.3281 -1708.3566 13.6586

//0662: NOP ""

0A93: end_custom_thread

----------------------------------

 

add 0A95: enable_thread_saving

 

{$CLEO .cs}:GroveCar_103A4: thread "GroveCar_1"0001: wait 1000 ms0A95: enable_thread_saving014B: [email protected] = init_parked_car_generator #CHEETAH -1 -1 1 alarm 0 door_lock 0 0 10000 at 2497.9226 -1680.6984 40.3565 angle 92.4343014C: set_parked_car_generator [email protected] cars_to_generate_to 1010213: [email protected] = create_pickup #CHNSAW type 15 at 2394.3281 -1708.3566 13.65860A93: end_custom_thread

 

 

 

the cheetah code doesnt work bcoz the bandito is sitting in its place..

the cheetah appears, the bandito seems caused by another script

 

 

 

 

 

 

 

 

 

The Cleo scripts with extension .cs are started allways from new by loading a save game or start new game,

If such a script includes for exemble a parked car generator and execute it and after this a save game is made,

and then this save game is loaded,

will be created a duplicate of the item, in this case a duplicate of a parked car generator.

This happens with parked car generator, pickups as well as placed objects.

 

To prevent this or to read the script state by using special special Cleo-variable

must be used following Cleo opcode:

 

0A95: enable_thread_saving

 

 

 

 

 

 

 

 

 

 

 

Edited by ZAZ

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Glenstorm

so if i use 0A95 then the bandito will be replaced by cheetah?

 

what if i want the bandito to disappear completely?

 

the bandito was created by the same script but with 0A95 and BANDITO instead of CHEETAH then i went and saved it.... and loaded it... and its been sitting there ever since... so it got integrated into my save game..

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Deji

You can use a save game editor to get rid of the car.

 

Also, by deleting all your CLEO Saves (inside the CLEO Save folder) you can stop anything else from being saved into the game wink.gif

 

If the "x scripts running" thing isn't showing up, it's probably to do with some .dll files. When I first installed CLEO I never knew that message existed until I reinstalled it properly.

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Glenstorm

where do u get a save game editor?

 

the only one i have is the GTA Save Game Editor 2.8 and that does not go for custom modifications (or bugs?) like this... as it only allows changes in the money... time... skills... etc etc...

 

do u know of any better one?

 

please tell me the name or link it here... thanx..

 

and yes... ill try reinstalling cleo and see if it works..

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Glenstorm

and there is another thing...

 

all cleo mods i downloaded from various sites allowed me the option to use and remove the .cs scripts at will. they did not go into the save game.. even if they did.. i could remove the .cs to get rid of that mod.. but somehow it doesnt work for the one i created... why?

 

of course... neither of them used a parked car generator either... if i remember right.

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TheSiggi

I think only scripts which contain

 

enable_thread_saving can mess up your savegames.....like spawning pickups and weapons/cars

 

Some scripts will create a file in CLEO/cleo saves for the savegame you used

 

for example cs5.sav if you saved slot 5

 

other scripts initilise something into your savegame 'GTA User files'

 

 

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NTAuthority
first: I created a .cs script for a weapon pickup. The weapon is there where its supposed to be but in the pause menu, it doesnt show the usual (1 scripts running) message on the bottom left.

 

Pickups, like car generators, are also saved in the save game. For removing these, try a save editor. smile.gif

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OrionSR

The save game editors don't include an option to remove car generators. The Japanese save editor might be able to flag a pickup as used so it get deleted, but I haven't had the best luck using that program to edit saves. However, it is very useful as a save game viewer.

 

http://gtasamod.web.fc2.com/tool/sase/index.html

 

If you can learn the index of your pickup then you can use opcode 0215 to remove it. Car Generators are a bit more difficult to remove since there isn't a known opcode for this purpose. However, I wrote a destroy car generator CLEO script that can unallocate car generators using memory writes. I posted it somewhere on this board, perhaps I can find it again.

 

Found it:

 

 

// Test code that unallocates the East LS Clover so that it won't be saved.{$CLEO .cs}0000:while truewait 250if  0AB0:   key_pressed 0x77    // F8  then                                                                            0085: [email protected] = $2766 // index of the East LS Clover  [email protected] *= 0x20       // cargen record size  [email protected] += 0x00c27ad0 // start of cargen structure  [email protected] += 0x1D       // offset to allocation byte (save offset -2)  0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0  wait 250  00BB: show_text_lowpriority GXT 'FESZ_LS' time 2000 flag 1  // Load Successful.endend

 

 

You'll need to change this line to assign the index of your misplaced car generator to [email protected]

 

   0085: [email protected] = $2766 // index of the East LS Clover

 

 

Use the line below and replace 499 with the index that you get from the save editor.

 

0006: [email protected] = 499 

 

 

Edited by OrionSR

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Glenstorm

hey thanx for the link... thats a cool editor!

 

back to this case,

 

You'll need to change this line to assign the index of your misplaced car generator to [email protected]

CODE

  0085: [email protected] = $2766 // index of the East LS Clover

 

 

Use the line below and replace 499 with the index that you get from the save editor.

CODE

0006: [email protected] = 499

 

which one should i use.. using them both will overwrite each other wouldn't it?

 

and thanks to the editor, i found my bandito(s). There are two of them there with indexes 0 and 1. I changed the 0 one to phoenix and the 1 to euros and now the phoenix is showing up... euros is not. too bad it doesnt provide info on how to delete that... sad.gif

 

so am i supposed to change [email protected] = 0? to get rid of the thing?

 

thanks for all your help guys.. i really appreciate it..

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Deji

I know you can add, edit, remove car generators... But maybe it was Seemanns Memory Editor?

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Glenstorm

i dunno abt that...

 

you can edit the car generator in that japanese save game editor...

 

remove it using the code given by Orion. Yes, I managed to make it work. Thanks Orion!

 

add using the CLEO code

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OrionSR

Great, it looks like you figured it all out. Yes, that Japanese editor is a very powerful tool, but it seems that not everything is exactly the same on the Japanese version so I worry about changes not working out quite right. It is possible to modify the unallocate codes to edit car generators, but I have found it much easier to remove the vehicle and then add a new one using the traditional codes.

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Glenstorm

hi ppl!

 

although the previous problem worked out fine... now im trying to have a good code for placing the car inside

 

how to create a script which uses a parked car generator, which does not save the car if the game is saved?

in other words, i want the car to be there, if the .cs script is in the CLEO folder, and not to be there when it is removed, regardless of the user saving his game in between...

 

pls dont explain in words... i used to program in java and this opcode thing is a bit different and new to me.. so can anyone post the code?

 

 

 

currently im trying with enable_thread_saving thing.... i removed the line and it still gets saved in the savegame... how to remove this stupid functionality?

 

this is the code im trying out. originally taken from the tutorial by ZAZ here: http://www.gtaforums.com/index.php?showtopic=403594

 

only difference being i took out the enable_thread_saving code thinking thats what saves the car to the save game.

 

and it wasnt...

 

this is the code:

--------------

{$CLEO .cs}

:Car_Parker

03A4: name_thread "Parker"

0001: wait 1000 ms

//0A95: enable_thread_saving

 

014B: [email protected] = init_parked_car_generator #NRG500 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2500.3389 -1682.0603 13.4097 angle 102.493

014C: set_parked_car_generator [email protected] cars_to_generate_to 101

 

 

0A93: end_custom_thread

--------------

 

 

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ZAZ
hi ppl!

 

although the previous problem worked out fine... now im trying to have a good code for placing the car inside

 

how to create a script which uses a parked car generator, which does not save the car if the game is saved?

in other words, i want the car to be there, if the .cs script is in the CLEO folder, and not to be there when it is removed, regardless of the user saving his game in between...

 

pls dont explain in words... i used to program in java and this opcode thing is a bit different and new to me.. so can anyone post the code?

 

 

 

currently im trying with enable_thread_saving thing.... i removed the line and it still gets saved in the savegame... how to remove this stupid functionality?

 

this is the code im trying out. originally taken from the tutorial by ZAZ here: http://www.gtaforums.com/index.php?showtopic=403594

 

only difference being i took out the enable_thread_saving code thinking thats what saves the car to the save game.

 

and it wasnt...

 

this is the code:

--------------

{$CLEO .cs}

:Car_Parker

03A4: name_thread "Parker"

0001: wait 1000 ms

//0A95: enable_thread_saving

 

014B: [email protected] = init_parked_car_generator #NRG500 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2500.3389 -1682.0603 13.4097 angle 102.493

014C: set_parked_car_generator [email protected] cars_to_generate_to 101

 

 

0A93: end_custom_thread

--------------

I tried to explain but again, please understand: parked_car_generators, pickups and objects will be saved by making a savegame in the original savegames of GTA San Andreas User Files.

It doesn't matter if you then delete the script or delete the save files of cleo_saves.

Also enable_thread_saving can not prevent that.

 

enable_thread_saving should prevent duplicates of parked_car_generators, pickups or placed objects by making savgames, load that save, save it again and so on.

 

The simpliest way to solve your problem is to use allways a savegame which was done before you have Cleo installed.

Write your parked car script including enable_thread_saving and test it allways with that original savegame.

Modify that script till it is perfect and than make a savegame and consider that these saved parked_cars nevermore can be changed.

 

Another way to place cars which are not saved is to write script which spawn cars by using

00A5: [email protected] = create_car #INFERNUS at 2487.5 -1660.5 13.35

look in CLEO Script Tutorial for "Spawn a 3D model"

 

or just use Vehicle Spawner Premium

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Glenstorm

ok fine so i cannot use parked_car_generator

 

i have been going thru your tutorial on requesting and placing 3d models in the "Spawn a 3D Model"

 

its having basically the same functionality except that the cars would only spawn in roads.

 

i tried to park it just outside johnson house and it turned up in the middle of grove street

 

i tried it someplace else a bit away from the road and it ended up coming right on top of the road. anyway to spawn it at the sides of the road or away from it? the parked_car_generator have no problem with this...

 

and btw, how do you code it such a way that when the guy is about 100 m away from the desired spot the car spawns and then is released?

 

 

oh and i think i found out why it doesnt show up in the bottom left of the pause menu... bcoz of end_custom_thread.. all others used a loop to keep it running... biggrin.gif

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ZAZ
ok fine so i cannot use parked_car_generator

 

i have been going thru your tutorial on requesting and placing 3d models in the "Spawn a 3D Model"

 

its having basically the same functionality except that the cars would only spawn in roads.

 

i tried to park it just outside johnson house and it turned up in the middle of grove street

 

i tried it someplace else a bit away from the road and it ended up coming right on top of the road. anyway to spawn it at the sides of the road or away from it? the parked_car_generator have no problem with this...

 

and btw, how do you code it such a way that when the guy is about 100 m away from the desired spot the car spawns and then is released?

 

 

oh and i think i found out why it doesnt show up in the bottom left of the pause menu... bcoz of end_custom_thread.. all others used a loop to keep it running... biggrin.gif

this is the simple car spawn script:

 

{$CLEO .cs}:3dModels_103A4: name_thread 'MODL':3dModels_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @3dModels_200D6: if  000FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot 2491.5  -1667.5  13.35 radius  1.0  1.0  1.0004D: jump_if_false @3dModels_20247: request_model #INFERNUS:Load_Model_Check0001: wait  0 ms00D6: if  00248:   model #INFERNUS available004D: jump_if_false @Load_Model_Check00A5: [email protected] = create_car #INFERNUS at 2487.5  -1660.5  13.350175: set_car [email protected] z_angle_to 90.00249: release_model #INFERNUS:3dModels_30001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @3dModels_300D6: if  080FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot 2491.5  -1667.5  13.35 radius  2.0  2.0  2.0004D: jump_if_false @3dModels_301C3: remove_references_to_car [email protected]  // Like turning a car into any random car0002: jump @3dModels_2

 

It spawns the car Infernus in Grovestreet if player goes into red marker(sphere)

If player leave the spot the car will be released from script and the reading process jumps back into 1.Loop

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