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MAD BOSS

CLEO Script for Vice City

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spaceeinstein

Does it really work? I'm not clicking in an EXE link. Why not provide the main download page?

Edited by spaceeinstein

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TheSiggi

mercie_blink.gif wow... even available for GTA III .... is this really happen or am I on toxic mushrooms????

 

this Alien dude seems to be even more 'blessed' with skills than I thought

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MAD BOSS

 

Does it really work? I'm not clicking in an EXE link. Why not provide the main download page?

Don't worry man, it ain't a virus or smt. suicidal.gif

Yes it works, but no CLEO scripts are there for Vice City... This is so new guys, and I fought you'd want to give it a try smile.gif

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Deji

I was wondering how long it'd take for the VC and III CLEO to get noticed. You can get the official download on the Sanny Forums here and here.

 

As soon as I'm finished with some more things on SA, I'm definitely going to mod GTA III. It's like, the best game of the GTA Series... Well, I think SA is... But SA is on a different scale... literally.

 

I've always loved how when you walk past some peds, you hear them playing headphone music and such. The whole game design feels more deep than other GTA's.

 

 

The opcode database has already been packed with the III and VC opcodes. There were some problems getting them to work as well as the other opcode entries did, due to them sharing opcodes from San Andreas. I'll have to rethink another method.

 

 

Alien has been very busy, I guess smile.gif

Edited by Deji

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MAD BOSS

As I figured out, this CLEO uses ASI hook, the very best way to make VC load third-party libraries into its memory. So far, I've found 1 script for mission triggering. Hope you can make more, and try converting some of SA CLEOs to VC. blush.gif

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NTAuthority

sh*t. Firstly, I've failed to notice this being there for a while. Secondly, this would remove the need for SCRunner on those older games. Thirdly, it's surely not the first external modding method even for GTA III, but I guess the first publically released method (I've had GTAScriptHook working in III in February already).

 

Would the script engine limitations from III/VC apply to the CLEO script loader for them as well? (16 local variables, no arrays nor string variables) I think they would since CLEO usually just calls CRunningScript::Process to process its script stuff, nothing too hard about it... especially since III/VC are that well documented. smile.gif

 

Indeed, still long overdue anyway, and especially for III I can't see most advantages of the memory access feature since not many people have worked on documenting the locations in public. smile.gif Again, too bad I didn't use my hook to release a III mod earlier... I'm just out of ideas what to exactly mod on III. tounge.gif

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MAD BOSS
I'm just out of ideas what to exactly mod on III. tounge.gif

Personally, I'd like for some1 to convert a PIMP-MY-CAR CLEO mod for SA into VC, as that would be really cool. No need for any more conversions (as far as I am considered), maybe some swimming script or stuff like that.

 

Leave your ideas too, and we can talk about them. smile.gif

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Deji

I'm thinking random missions would mainly be the goal for III.

 

Opcodes are indeed very un-documented. However I was hoping the Opcode Database would sort that problem. People usually find the opcodes, use them a couple of times and then they are forgotten about. Even when releasing .ini's, chances are someone will release a more "updated" one, which doesn't have the opcodes the other person found.

 

But a lot of III opcodes are actually quite useless. Suprising how many of them are used to do very exact things. Unlike SA, they don't allow for very much use in other situations.

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james227uk

Just kinda retarded that Alien called it CLEO for VC and III as well. People search CLEO in google, youtube, gta garage etc and expect to find SA mods

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NTAuthority

 

Just kinda retarded that Alien called it CLEO for VC and III as well.

But it is actually a CLEO port for III/VC, right?

 

 

Opcodes are indeed very un-documented. However I was hoping the Opcode Database would sort that problem. People usually find the opcodes, use them a couple of times and then they are forgotten about. Even when releasing .ini's, chances are someone will release a more "updated" one, which doesn't have the opcodes the other person found.

 

 

I was talking about the memory addresses, the III/VC opcodes are very documented thanks to spaceeinstein. smile.gif (also, to the people (or 'person', people is too plural) blaming me for promoting 'own projects' everywhere, look at what Deji did?)

 

 

But a lot of III opcodes are actually quite useless. Suprising how many of them are used to do very exact things. Unlike SA, they don't allow for very much use in other situations.

 

Even in SA there are a ton of game-specific opcodes, it's just that III overall had less opcodes but still a similar amount of game-specific ones. smile.gif

 

 

I'm thinking random missions would mainly be the goal for III.

 

Random missions, funny. tounge.gif That's something I wouldn't expect to see with the limitations of III's scripting engine.

Edited by NTAuthority

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Deji
Just kinda retarded that Alien called it CLEO for VC and III as well. People search CLEO in google, youtube, gta garage etc and expect to find SA mods

Searching for CLEO on Google doesn't give SA mods smile.gif It gives a tonne of things called "CLEO".

 

Searching for "CLEO SA", however... That gives you loads of SA CLEO things.

 

 

I really don't think people are gonna care that much.

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MAD BOSS

 

I really don't think people are gonna care that much.

What do you mean exactly?

Edited by kikiboy95

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Deji

They won't care about having to add "SA" as a prefix or suffix in order to find CLEO mods that are only for San Andreas. Instead of CLEO mods for VC or III.

 

I doubt many III or VC mods are going to be made anyway. Hardly any are released for San Andreas. But it's nice to have the opportunity for VC and III smile.gif

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Gta Fishhead

Well, I was thinking{talking to the starter of the topic}, to make something like your bodyguards, in your estate, I know there are allready three of them but I have Spaceeinstein's scm file (all in one mod) so the gangs have much more powerfull weapons, so I was thinking to make bodyguards have more health and better weapons......

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MAD BOSS

 

Well, I was thinking{talking to the starter of the topic}, to make something like your bodyguards, in your estate, I know there are allready three of them but I have Spaceeinstein's scm file (all in one mod) so the gangs have much more powerfull weapons, so I was thinking to make bodyguards have more health and better weapons......

Not a problem. Give me your script and I will make them more hardcore wink.gif But, just to be clear, are you asking me to tweak Vercetti's gang stats, or real bodyguards created via main.scm?

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Gta Fishhead

Well, I made a script like this:

 

// This file was decompiled using VICESCM.INI published by GtaForums.com on 27.7.07{$VERSION 2.2.0000}{$CLEO .cs}//-------------MAIN---------------0000: :NONAME_2wait 15 if and  Player.Defined($PLAYER_CHAR)00F5:   player $PLAYER_CHAR 0 -387.441 -535.908 16.301 radius 20.0 20.0 4.0   Player.Money($PLAYER_CHAR) > 8000else_jump @NONAME_2 jump @NONAME_74 :NONAME_74wait 0 Model.Load(#WMOST)Model.Load(#M4)jump @NONAME_94 :NONAME_94wait 0 if and  Model.Available(#WMOST)  Model.Available(#M4)else_jump @NONAME_74 jump @NONAME_125 :NONAME_125wait 0 [email protected] = Actor.Create(CivMale, #WMOST, -387.441, -535.908, 16.301)Actor.Angle([email protected]) = 34001B2: give_actor [email protected] weapon 26 ammo 9999 // Load the weapon model before using this 0319: set_actor [email protected] wander_state_to 1 Actor.Health([email protected]) = 850Actor.WeaponAccuracy([email protected]) = 9503BC: [email protected] = create_sphere -386.441 -535.908 16.301 0.75 Model.Destroy(#WMOST)Model.Destroy(#M4)jump @NONAME_234 :NONAME_234wait 0 if 00F5:   player $PLAYER_CHAR 0 -386.441 -535.908 16.301 radius 1.0 1.0 2.0 else_jump @NONAME_234 jump @NONAME_293 :NONAME_293wait 0 Player.Money($PLAYER_CHAR) += -600001DF: tie_actor [email protected] to_player $PLAYER_CHAR 03BD: destroy_sphere [email protected] jump @NONAME_325 :NONAME_325wait 0 if and8320:   not actor [email protected] in_range_of_player $PLAYER_CHAR   Actor.Dead([email protected])else_jump @NONAME_325 jump @NONAME_360 :NONAME_360wait 0 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian jump @NONAME_2

 

This is the script, with a little help of scm file I made it, but there is one thing, when the actor is dead, and I get back to estate actor doesn't appear? everything else works fine

Thanks in advance lol.gif

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MAD BOSS

I think this should work, bro. smile.gif And don't put 95 as accuracy, CPU needs to calculate a lot for such a precision. 60-80 is ideal. icon14.gif

 

 

// This file was decompiled using VICESCM.INI published by GtaForums.com on 27.7.07{$VERSION 2.2.0000}{$CLEO .cs}//-------------MAIN---------------0000::NONAME_2wait 250if and Player.Defined($PLAYER_CHAR)00F5:   player $PLAYER_CHAR 0 -387.441 -535.908 16.301 radius 20.0 20.0 4.0 Player.Money($PLAYER_CHAR) > 7999else_jump @NONAME_2jump @NONAME_74:NONAME_74wait 0Model.Load(#WMOST)Model.Load(#M4)jump @NONAME_94:NONAME_94if and Model.Available(#WMOST) Model.Available(#M4)else_jump @NONAME_74jump @NONAME_125:[email protected] = Actor.Create(CivMale, #WMOST, -387.441, -535.908, 16.301)Actor.Angle([email protected]) = 34001B2: give_actor [email protected] weapon 26 ammo 9999 // Load the weapon model before using this0319: set_actor [email protected] wander_state_to 1Actor.Health([email protected]) = 850Actor.WeaponAccuracy([email protected]) = 7003BC: [email protected] = create_sphere -386.441 -535.908 16.301 0.75Model.Destroy(#WMOST)Model.Destroy(#M4)jump @NONAME_234:NONAME_234wait 50if Player.Defined($PLAYER_CHAR)else_jump @NONAME_2if00F5:   player $PLAYER_CHAR 0 -386.441 -535.908 16.301 radius 1.0 1.0 2.0else_jump @NONAME_234jump @NONAME_293:NONAME_293wait 0Player.Money($PLAYER_CHAR) += -800001DF: tie_actor [email protected] to_player $PLAYER_CHAR03BD: destroy_sphere [email protected] @NONAME_325:NONAME_325wait 0if and8320:   not actor [email protected] in_range_of_player $PLAYER_CHAR Actor.Dead([email protected])else_jump @NONAME_325jump @NONAME_360:NONAME_360wait 001C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrianjump @NONAME_2

 

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Gta Fishhead

Thanks and I have changed it a little bit and I'm planing to release it, is that ok with you?

and I'll mention you in the credits...

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MAD BOSS
Thanks and I have changed it a little bit and I'm planing to release it, is that ok with you?

and I'll mention you in the credits...

Just glad it works! smile.gif You can release it, of course, it's yours code wink.gif I just helped a bit blush.gif

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Deji
I think this should work, bro. smile.gif And don't put 95 as accuracy, CPU needs to calculate a lot for such a precision. 60-80 is ideal. icon14.gif

Actually not at all true. The precision only means that you'll get CJ killed easily.

 

I'm sure considering all the things that the computer does at one time, the accuracy isn't one of the most CPU consuming things. It takes up like, 8 bits? tounge.gif

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MAD BOSS
I think this should work, bro. smile.gif And don't put 95 as accuracy, CPU needs to calculate a lot for such a precision. 60-80 is ideal.  icon14.gif

Actually not at all true. The precision only means that you'll get CJ killed easily.

 

I'm sure considering all the things that the computer does at one time, the accuracy isn't one of the most CPU consuming things. It takes up like, 8 bits? tounge.gif

I know because I tested it. NPC with accuracy 90+ is really "pikky" on shooting. He just aims for the head, or if not possible at the moment, doesen't aim at all. Shoots 1 bullet at a time. On the other hand, "weaker" shooters do burst fire in other words, short rafals that kill the opponent, and they don't wait too long for a "perfect timing". That's why I like 60-80 accuracy, it's productive biggrin.gif

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Deji

Interesting to know actually. I had only tested it with enemies that carried MP5's, so they managed to get target pretty quickly and I got wasted after a few seconds.

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MAD BOSS
Interesting to know actually. I had only tested it with enemies that carried MP5's, so they managed to get target pretty quickly and I got wasted after a few seconds.

I don't know why, but NPCs correspond different to a player and to other NPCs. In easier said "player is more targetable", maybe because the whole game engine is focused on him...

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Paudge

Ah fantastic now lets hope Dutchy releases a DYOM for Vice City

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MAD BOSS
Ah fantastic now lets hope Dutchy releases a DYOM for Vice City

Can you please tell me what is DYOM? Thanks in advance smile.gif

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Paudge

Design Your Own Mission

 

Here's the link!

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MAD BOSS
Design Your Own Mission

 

Here's the link!

Oh..

 

Off topic:

Dutchy is cute biggrin.gif

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CosworthF1Motors

This Is Incredible! i Ever Dreamed about A Cleo 3 For GTA3 And Vice City,But i just heard about it today.

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MadcapSmoky22

Here's a script for health regenerating for VC (in cleo)

{$CLEO .cs}

 

//-------------MAIN---------------

0000:

 

:HEALTH_LISTENER

thread 'HLTHL'

var

[email protected]: int

end

 

while true

wait 0

if

not Player.Defined($PLAYER_CHAR)

then

continue

end

if

not Player.Controllable($PLAYER_CHAR)

then

continue

end

[email protected] = Actor.Health($PLAYER_ACTOR)

if

[email protected] > 75

then

continue

end

var

[email protected]: int

[email protected]: int

[email protected]: int

[email protected]: int

end

[email protected] = 0

[email protected] = 0

while true

wait 0

[email protected] = Actor.Health($PLAYER_ACTOR)

if

[email protected] < [email protected]

then

[email protected] = 0

end

if

not Player.Defined($PLAYER_CHAR)

then

break

end

if

not Player.Controllable($PLAYER_CHAR)

then

break

end

[email protected] = Actor.Health($PLAYER_ACTOR)

if

[email protected] > 75

then

break

end

[email protected] = [email protected]

[email protected] /= 10

[email protected] = 15000

[email protected] /= [email protected]

if

[email protected] > [email protected]

then

if

[email protected] > 500

then

[email protected] = Actor.Health($PLAYER_ACTOR)

[email protected] += 1

Actor.Health($PLAYER_ACTOR) = [email protected]

[email protected] = 0

end

end

end

end

end_thread

 

 

 

what I'm suspossed to make it work properly? I mean, seems it's written wrong.

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