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CLEO3 SA help


Peppo_o'Paccio
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Peppo_o'Paccio

I'm searching a command like this one:

 

00EE:   actor [email protected] 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car

 

Strangely, this doesn't work in this CLEO script:

 

{$CLEO .cs}:CLEO03A4: name_thread 'CLEO':Mission0001: wait 0 msif and0256:   player $PLAYER_CHAR defined00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2472.9829 -1239.1008 32.3076 radius 2.0 2.0 2.0 on_foot 004D: jump_if_false @Mission0247: load_model #WASHING0247: load_model #BRAVURA 0247: load_model #WMYCH0247: load_model #WMOSCI :Mission20001: wait 3200 msif and0248:   model #WASHING available0248:   model #BRAVURA available 0248:   model #WMYCH available0248:   model #WMOSCI available004D: jump_if_false @Mission200BB: show_text_lowpriority GXT 'MISSIO4' time 3000 flag 100A5: [email protected] = create_car #WASHING at 2506.833 -1253.6798 34.87720175: set_car [email protected] Z_angle_to 89.88070229: set_car [email protected] primary_color_to 0 secondary_color_to 0 00A5: [email protected] = create_car #BRAVURA at 2466.8728 -1248.5874 25.59470175: set_car [email protected] Z_angle_to 179.51830229: set_car [email protected] primary_color_to 17 secondary_color_to 17 0129: [email protected] = create_actor_pedtype 8 model #WMYCH in_car [email protected] driverseat01C8: [email protected] = create_actor_pedtype 8 model #WMOSCI in_car [email protected] passenger_seat 20249: release_model #WASHING0249: release_model #BRAVURA 0249: release_model #WMYCH0249: release_model #WMOSCI0001: wait 0 ms 00A7: car [email protected] drive_to 1795.2922 -1268.2939 13.468700AD: set_car [email protected] max_speed_to 20.000AE: set_car [email protected] traffic_behaviour_to 2:Mission40001: wait 0 msif00EE:   actor [email protected] 0 near_point 1792.7294 -1267.8113 radius 15.0 15.0 in_car004D: jump_if_false @Mission40362: remove_actor [email protected] from_car_and_place_at 1792.7294 -1267.8113 13.47640173: set_actor [email protected] Z_angle_to 15.43570001: wait 500 ms 0605: actor [email protected] perform_animation_sequence "WALK_CIVI" IFP_file "PED" 4.0 loop 0 1 1 0 time 100000A93: end_custom_thread

 

 

The script is not finished, so don't say to me that there isn't the label that destroys vehicles and actors when I'm far from them etc..

 

The script works only if I replace the "00EE:" opcode with a "0001: wait 80000 ms" opcode, but it isn't so good to use it in a precise moment, because the lag can modify the time that the car uses to go in that point (I don't know if you understood this last phrase turn.gif ).

 

I tried to replace the 00EE: opcode with the 00EC: or the 00EF: one, too, but the effect is the same: the game stops and I must reset my pc sad.gifsuicidal.gif . Please help me cryani.gif .

Edited by Peppo_o'Paccio
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The script works only if I replace the "00EE:" opcode with a "0001: wait 80000 ms" opcode, but it isn't so good to use it in a precise moment, because the lag can modify the time that the car uses to go in that point (I don't know if you understood this last phrase  turn.gif ).

 

I tried to replace the 00EE: opcode with the 00EC: or the 00EF: one, too, but the effect is the same: the game stops and I must reset my pc  sad.gif  suicidal.gif . Please help me cryani.gif .

you mean this?

 

:Mission40001: wait 0 msif00EE:   actor [email protected] 0 near_point 1792.7294 -1267.8113 radius 15.0 15.0 in_car004D: jump_if_false @Mission4

 

it works for me

the washington drive to the street near Glenpark and when it stops, the scientist will be removed from car and placed there

 

 

Btw. don't make such long wait time in load model checks

 

:Mission20001: wait 3200 ms//--- wait 0 is enoughif and0248:   model #WASHING available0248:   model #BRAVURA available0248:   model #WMYCH available0248:   model #WMOSCI available004D: jump_if_false @Mission2

 

 

my tip: make a marker above car to see what happens

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Peppo_o'Paccio

It works for me, too, but that is only a part of my script: if I use my complete script, my game crashes, but if I use only this part, it doesn't crash. Now I'm beginning from this script to re-create the complete one. If you want to see the complete one (where my game crashes etc. etc. ), I can post it biggrin.gif.

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Peppo_o'Paccio

Here there is it:

 

{$CLEO .cs}:Mission03A4: name_thread 'MISSION':Marker0001: wait 0 ms0570: [email protected] = create_asset_radar_marker_with_icon 55 at 2472.9829 -1239.1008 32.3076if0256:   player $PLAYER_CHAR defined004D: jump_if_false @Markerif00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2472.9829 -1239.1008 32.3076 radius 2.0 2.0 2.0 on_foot 004D: jump_if_false @Marker0247: load_model #WASHING0247: load_model #BRAVURA 0247: load_model #WMYCH0247: load_model #WMOSCI  01B4: set_player $PLAYER_CHAR can_move 001EB: set_traffic_density_multiplier_to 0.0 00BA: show_text_styled GXT 'MISSION' time 1000 style 2  0001: wait 8500 ms00BB: show_text_lowpriority GXT 'MISSIO1' time 3000 flag 10001: wait 3200 ms00BB: show_text_lowpriority GXT 'MISSIO2' time 3000 flag 10001: wait 3200 ms00BB: show_text_lowpriority GXT 'MISSIO3' time 3000 flag 1:Mission20001: wait 3200 msif and0248:   model #WASHING available0248:   model #BRAVURA available 0248:   model #WMYCH available0248:   model #WMOSCI available004D: jump_if_false @Mission200BB: show_text_lowpriority GXT 'MISSIO4' time 3000 flag 101B4: set_player $PLAYER_CHAR can_move 100A5: [email protected] = create_car #WASHING at 2506.833 -1253.6798 34.87720175: set_car [email protected] Z_angle_to 89.88070229: set_car [email protected] primary_color_to 0 secondary_color_to 0 00A5: [email protected] = create_car #BRAVURA at 2466.8728 -1248.5874 25.59470175: set_car [email protected] Z_angle_to 179.51830229: set_car [email protected] primary_color_to 17 secondary_color_to 17 0129: [email protected] = create_actor_pedtype 8 model #WMYCH in_car [email protected] driverseat01C8: [email protected] = create_actor_pedtype 8 model #WMOSCI in_car [email protected] passenger_seat 20249: release_model #WASHING0249: release_model #BRAVURA 0249: release_model #WMYCH0249: release_model #WMOSCI:Mission30001: wait 1000 msif0256:   player $PLAYER_CHAR defined004D: jump_if_false @Mission3  0186: [email protected] = create_marker_above_car [email protected] 07E0: set_marker [email protected] type_to 10187: [email protected] = create_marker_above_actor [email protected]: set_marker [email protected] type_to 1 0001: wait 0 ms 00A7: car [email protected] drive_to 1795.2922 -1268.2939 13.468700AD: set_car [email protected] max_speed_to 20.000AE: set_car [email protected] traffic_behaviour_to 2:Mission4if00EE:   actor [email protected] 0 near_point 1792.7294 -1267.8113 radius 15.0 15.0 in_car004D: jump_if_false @Mission4 00BC: show_text_highpriority GXT 'MISSIO5' time 1000 flag 10001: wait 45000362: remove_actor [email protected] from_car_and_place_at 1792.7294 -1267.8113 13.47640173: set_actor [email protected] Z_angle_to 15.43570001: wait 500 ms 0605: actor [email protected] perform_animation_sequence "WALK_CIVI" IFP_file "PED" 4.0 loop 0 1 1 0 time 100000001: wait 3500 ms00BC: show_text_highpriority GXT 'MISSIO6' time 1000 flag 10001: wait 6500 ms0173: set_actor [email protected] Z_angle_to 2.29170605: actor [email protected] perform_animation_sequence "WALK_CIVI" IFP_file "PED" 4.0 loop 0 1 1 0 time 1000000A93: end_custom_thread

 

 

I think it's the opcode "01EB: set_traffic_density_multiplier_to 0.0 " the problem. Because when I did some changes and I deleted it, the script worked. lol.gif

 

EDIT: in this script the marker doesn't work. But now I'm doing a better one.

 

EDIT2: if you want, you can stop working on this, because I created a better script. Oh, and can you say me what's the command to use an actor different to CJ? I read in another topic that the command is

 

 

0247: request_model #BIKDRUG  :PlayerChange_3wait 0 if 0248:   model #BIKDRUG available jf @PlayerChange_3 09C7: $PLAYER_CHAR #BIKDRUG // change_player_model0249: release_model #BIKDRUG

 

 

But in Sanny Builder 3 I can't find the 09C7: opcode. Solved

Edited by Peppo_o'Paccio
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