fastman92 Posted November 12, 2010 Share Posted November 12, 2010 (edited) Car spawner 2.2 by fastman92 This CLEO mod is car spawner for GTA San Andreas.It has implemented sorting algorithms, advanced configuration in .ini file, thus it`s dedicated for those who add cars to GTA SA.In this case adding cars means adding car with ID not 400 <= ID <= 611, that is not replacing.Version 2.0 has been complety rewritten, panel with sorted list of vehicles is being created.They are sorted according to their actual GXT entries that appear when you enter a vehicle.Therefore list is not static and relies on vehicle names.Rotation of camera when car spawner is running works too if you hold on the \ slash key and move the mouse around.Fully compatible with GTA San Andreas v1.0 [uS] HOODLUM No-CD Fixed EXE & GTA: San Andreas v1.01 [EURO] No-CD/Fixed EXEFully compatible with any screen (4:3, 16:9, 16:10...)Partly Compatible with CLEO3- - - - - - - - - - - - - - - - - I am putting a lot of effort making sure that my projects meet the high quality requirements.That takes a significant amount of work.If you like any of my projects, you can consider making a donation. And keep on looking for what projects the future might bring. Download: http://www.mediafire.com/file/fmhxyaofdfyg2eb/Car_Spawner_1.1_by_Fastman92.rar ***** InstallationMake sure you are using one of the following gta_sa.exe versions:1. GTA San Andreas v1.0 [uS] HOODLUM No-CD Fixed EXE:EXE size: 14 383 616 bytes2. GTA: San Andreas v1.01 [EURO] No-CD/Fixed EXE:EXE size: 15 806 464 bytesCar spawner is fully compatible with both of them, 1.0 US and 1.01 Euro No-CD shortly.// Script requires CLEO3 or CLEO4 Library (best with IniFiles.cleo)// Beware when CLEO3 is used functionaly is greatly limited.// CarSpawner.ini and trailers won`t work. Static configuration will be used instead. Nothing can be changed.CLEO4 functionality works when these conditions return true: if and 8AAB: not file_exists "CLEO\GxtHook.cleo" 0AAB: file_exists "CLEO\IniFiles.cleo" then EnableCLEO4AdditionalOpcodeOperations = true// code....endBasically GxtHook.cleo is supposed to exist when CLEO3 is activated (it`s needed for FXT text files),while IniFiles.cleo and IntOperations.cleo are appropriate for CLEO4 and must exist for ability to read CarSpawner.ini If you haven`t CLEO Library then download it from here: http://cleo.sannybuilderThen:- Copy all files from put_to_root_of_GTASA to GTA San Andreas directory.- Eventually you can open CarSpawner.ini to change some options.- For boolean settings values (1, true, yes) are equivalent and will set to 1. Reading is not case-sensitive. Any other value than the following will cause setting to be false.***** Usage (after you installed mod)• Run the game.• Press 3 on left side of keyboard (can be altered within CarSpawner.ini• When car spawner is enabled:• press 3 again to quit car spawner and remove a vehicle• press Space to quit the car and put a player in spawned vehicle• press Enter to quit the car and leave a vehicle unimpaired** Why some names of vehicles with different IDs appear more than once on list of vehicles?They have the same GXT entry set up in vehicles.ide.For example there is 489 and 505 that have GXT key RANCHER.You can edit vehicles.ide and change the GXT key of such a vehicle. Create e.g vehicles.fxt with new GXT key and entry for that.***** Configuration (open CLEO\CarSpawner.ini)• Key options - they have assigned one of virtual key codes, see the list here: http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx• Boolean (true or false) options - they become true, if their string value is: - true - yes - 1 Checking a value is not case sensitive. "TRue" is the same compared to "true"• Each category can have specified type of vehicles, list of types and their numbers is included. Number of categories may vary.• There may be more ranges than range_1 with start and end. You can add range_2, range_3, range_4 and much more... Number of ranges is automatically calculated.• Vehicle can have trailers, configures as [trailer_%d] with 1=, 2=... where %d is vehicle ID Number of trailers specified for a vehicle is automatically calculated.***** Changes** 2.2- fully compatible with new ID limits** 2.1- Car spawner is partly compatible with CLEO3 now. It means CarSpawner.ini won`t work and spawning of trailers being put to their cab vehicles in result. Static configuration will be used instead. That is caused by lack of Ini opcodes in CLEO3.- pressing the spacebar caused crash because of incorrect sequence in main loop of running car spawner. By space a player was to be put in vehicle that didn`t exist yet. Pressing enter crashed a game too. Now if EnableCarSpawnerKey is pressed together with VK_RETURN || VK_SPACE - car spawner won`t get enabled.Copyright © 2017, fastman92All rights reserved.Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.***** Informations:Date of release: 05-07-2017 (d-m-Y)Author: fastman92Version: 2.2For: GTA San AndreasE-mail: [email protected]Visit fastman92.com Edited July 5, 2017 by fastman92 RyanDri3957V and cosmys 2 Link to comment Share on other sites More sharing options...
lolleroz Posted November 12, 2010 Share Posted November 12, 2010 This has been done before, but I tak niezła robota przyjacielu, jest wiele dodatkowych opcji z których fajnie jest skorzystać. Obecnie nie gram w SA to nie ściągam, ale innym powinno się spodobać. BTW, uploadnij lepiej na GTAGarage.com Link to comment Share on other sites More sharing options...
fastman92 Posted November 12, 2010 Author Share Posted November 12, 2010 It is already uploaded on GTAGarage, but not approved yet though. I`m going to add easy number typing in car spawner. Everything can be done better. Original source has about 1300 lines. Idk what to add more, anyone has idea? Link to comment Share on other sites More sharing options...
fastman92 Posted January 29, 2012 Author Share Posted January 29, 2012 (edited) Version 2.0 has been released, completely rewritten after 2 years. Edited January 29, 2012 by fastman92 Link to comment Share on other sites More sharing options...
SomeGuy86 Posted January 30, 2012 Share Posted January 30, 2012 (edited) Just what I need for my 600 (and something) new vehicles LOL, thanks!! Will test it out & give you my feedback EDIT Works like charm although for some reason, it seems to be crashing due to the large amount of extra vehicles. Still not sure about that one, will need to do more testing. Any way you could make a separation, customizable filters for each vehicle range? For example, vehicles 400-611 "standard vehicles", 18631-18700 "older classics" and 18701-18900 "GTA3 HD vehicles"? Obviously, I'm only using these numbers for an example, but you get the picture Edited January 30, 2012 by SomeGuy86 Link to comment Share on other sites More sharing options...
ZAZ Posted January 30, 2012 Share Posted January 30, 2012 ups , to less feedback for such excellent coding respect+ for your work CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
fastman92 Posted January 30, 2012 Author Share Posted January 30, 2012 Just what I need for my 600 (and something) new vehicles LOL, thanks!! Will test it out & give you my feedback EDIT Works like charm although for some reason, it seems to be crashing due to the large amount of extra vehicles. Still not sure about that one, will need to do more testing. Any way you could make a separation, customizable filters for each vehicle range? For example, vehicles 400-611 "standard vehicles", 18631-18700 "older classics" and 18701-18900 "GTA3 HD vehicles"? Obviously, I'm only using these numbers for an example, but you get the picture ok, i know. I set up limit up to 500 vehicles, when sorting is enabled (500+500 = 1000 DWORD values) I didn`t expect anyone will have more vehicles than that. I must release a new version with increased limit. 2000 vehicles would be enough? It will increase CarSpawner.cs size by 2 000 * 4 * 2 = 16 000 Link to comment Share on other sites More sharing options...
SomeGuy86 Posted January 30, 2012 Share Posted January 30, 2012 Just what I need for my 600 (and something) new vehicles LOL, thanks!! Will test it out & give you my feedback EDIT Works like charm although for some reason, it seems to be crashing due to the large amount of extra vehicles. Still not sure about that one, will need to do more testing. Any way you could make a separation, customizable filters for each vehicle range? For example, vehicles 400-611 "standard vehicles", 18631-18700 "older classics" and 18701-18900 "GTA3 HD vehicles"? Obviously, I'm only using these numbers for an example, but you get the picture ok, i know. I set up limit up to 500 vehicles, when sorting is enabled (500+500 = 1000 DWORD values) I must release a new version with increased limit. 2000 vehicles would be enough? It will increase CarSpawner.cs size by 2 000 * 4 * 2 = 16 000 Yes, that would be enough lol, thanks As for the size, I don't think it really matters... I mean, my game is over 10GB large, due to all the extra data, and it doesn't seem to affect anything. Link to comment Share on other sites More sharing options...
fastman92 Posted January 30, 2012 Author Share Posted January 30, 2012 Just what I need for my 600 (and something) new vehicles LOL, thanks!! Will test it out & give you my feedback EDIT Works like charm although for some reason, it seems to be crashing due to the large amount of extra vehicles. Still not sure about that one, will need to do more testing. Any way you could make a separation, customizable filters for each vehicle range? For example, vehicles 400-611 "standard vehicles", 18631-18700 "older classics" and 18701-18900 "GTA3 HD vehicles"? Obviously, I'm only using these numbers for an example, but you get the picture ok, i know. I set up limit up to 500 vehicles, when sorting is enabled (500+500 = 1000 DWORD values) I must release a new version with increased limit. 2000 vehicles would be enough? It will increase CarSpawner.cs size by 2 000 * 4 * 2 = 16 000 Yes, that would be enough lol, thanks As for the size, I don't think it really matters... I mean, my game is over 10GB large, due to all the extra data, and it doesn't seem to affect anything. http://www.mediafire.com/?5f74uhycln4dcyb Use all files from put_to_root_of_GTASA (you have them already), but replace CarSpawner.cs with this one. It`s 2.1 version with increased limit of vehicles: - up to 4000 vehicles when sorting by categories is disabled - up to 2000 vehicles when sorting by categories is enabled Link to comment Share on other sites More sharing options...
SomeGuy86 Posted January 30, 2012 Share Posted January 30, 2012 Just what I need for my 600 (and something) new vehicles LOL, thanks!! Will test it out & give you my feedback EDIT Works like charm although for some reason, it seems to be crashing due to the large amount of extra vehicles. Still not sure about that one, will need to do more testing. Any way you could make a separation, customizable filters for each vehicle range? For example, vehicles 400-611 "standard vehicles", 18631-18700 "older classics" and 18701-18900 "GTA3 HD vehicles"? Obviously, I'm only using these numbers for an example, but you get the picture ok, i know. I set up limit up to 500 vehicles, when sorting is enabled (500+500 = 1000 DWORD values) I must release a new version with increased limit. 2000 vehicles would be enough? It will increase CarSpawner.cs size by 2 000 * 4 * 2 = 16 000 Yes, that would be enough lol, thanks As for the size, I don't think it really matters... I mean, my game is over 10GB large, due to all the extra data, and it doesn't seem to affect anything. http://www.mediafire.com/?5f74uhycln4dcyb Use all files from put_to_root_of_GTASA (you have them already), but replace CarSpawner.cs with this one. It`s 2.1 version with increased limit of vehicles: - up to 4000 vehicles when sorting by categories is disabled - up to 2000 vehicles when sorting by categories is enabled Thanks, will give it a try Link to comment Share on other sites More sharing options...
fastman92 Posted January 30, 2012 Author Share Posted January 30, 2012 {$CLEO}{Description: Enables _addParkedGenerator function to use any vehicle ID. It`s used by 014B and 09E2 opcodes.Compatible with: GTA San Andreas v1.0 [uS] HOODLUM No-CD Fixed EXE}0A8C: write_memory 0x6F31A4 size 2 value 0x17EB virtual_protect true0A93: end_custom_thread Now parked generators work for added vehicles. It was: CCarGeneratorSAInterface *__cdecl addParkedGenerator(float x, float y, float z, float angle, signed int modelId, __int16 color1, __int16 color2, char dayTimeMask, char alarm, char doorLock, __int16 a11, __int16 moneyValue, char a13, char a14){ CCarGeneratorSAInterface *result; // [email protected] char *v15; // [email protected] CCarGeneratorSAInterface *v16; // [email protected] if ( modelId == -1 || modelId >= 400 && modelId <= 630 ) { v16 = 0; v15 = (char *)&CTheCarGenerators__CarGeneratorArray[0].m_used; while ( *v15 ) { v15 += 32; v16 = (CCarGeneratorSAInterface *)((char *)v16 + 1); if ( (signed int)v15 >= (signed int)((char *)&dword_C2B96C + 1) ) return (CCarGeneratorSAInterface *)-1; } CParkedGenerator__add( &CTheCarGenerators__CarGeneratorArray[(_DWORD)v16], x, y, z, angle, modelId, color1, color2, dayTimeMask, alarm, doorLock, a11, moneyValue, a13, a14); ++CParkedGenerator_count; result = v16; } else { result = (CCarGeneratorSAInterface *)-1; } return result;} This fix removes restriction of vehicle ID. Link to comment Share on other sites More sharing options...
Node Posted February 1, 2012 Share Posted February 1, 2012 Nice work fastman also I added you on msn Link to comment Share on other sites More sharing options...
SomeGuy86 Posted February 6, 2012 Share Posted February 6, 2012 Just what I need for my 600 (and something) new vehicles LOL, thanks!! Will test it out & give you my feedback EDIT Works like charm although for some reason, it seems to be crashing due to the large amount of extra vehicles. Still not sure about that one, will need to do more testing. Any way you could make a separation, customizable filters for each vehicle range? For example, vehicles 400-611 "standard vehicles", 18631-18700 "older classics" and 18701-18900 "GTA3 HD vehicles"? Obviously, I'm only using these numbers for an example, but you get the picture ok, i know. I set up limit up to 500 vehicles, when sorting is enabled (500+500 = 1000 DWORD values) I must release a new version with increased limit. 2000 vehicles would be enough? It will increase CarSpawner.cs size by 2 000 * 4 * 2 = 16 000 Yes, that would be enough lol, thanks As for the size, I don't think it really matters... I mean, my game is over 10GB large, due to all the extra data, and it doesn't seem to affect anything. http://www.mediafire.com/?5f74uhycln4dcyb Use all files from put_to_root_of_GTASA (you have them already), but replace CarSpawner.cs with this one. It`s 2.1 version with increased limit of vehicles: - up to 4000 vehicles when sorting by categories is disabled - up to 2000 vehicles when sorting by categories is enabled Just tried your spawner, and everything seems to be working OK. But I recommend that you change the "confirm" button to right shift (just like in original SA), the one that spawns selected vehicle & closes down the menu. Personally, I find your previous version somewhat easier to use, because you could choose between filtering the vehicles by categories & listing them all one by one. In this version you either have to set the category filtering on, or having no filters at all. At least that's how I understood, plz correct me if I'm wrong Oh, and I like the idea of having "lists", I find it a lot easier to locate the car, bike, boat I'm looking for. But sometimes, when I want a bike, or an airplane, having a category filter in the sub-menu would certainly make the things even easier IMHO. (just like in v1) Last but not least, here's a suggestion that might improve stability... Could you make the spawner go through the list without spawning every vehicle, one at the time (until you reach, find the car, vehicle you're looking for). Just to navigate though the menu, vehicle names, and then later, once you locate your car to press the right shift (or whatever button) and spawn your selection? Link to comment Share on other sites More sharing options...
anthsalmo Posted May 28, 2013 Share Posted May 28, 2013 Anyone know how to create a new category with added cars and the default cars. Example in a new category name Racer Cars, which appear only race cars including added and default cars?? Link to comment Share on other sites More sharing options...
fastman92 Posted May 28, 2013 Author Share Posted May 28, 2013 Anyone know how to create a new category with added cars and the default cars. Example in a new category name Racer Cars, which appear only race cars including added and default cars?? It's impossible. Categories work automatically. Their order may be configured according to type of vehicle: ; Names by type numbers:; 0 - car; 1 - mtruck; 2 - quad; 3 - heli & f_heli; 4 - plane; 5 - boat; 6 - train; 8 - f_plane; 9 - bike; 10 - bmx; 11 - trailer [Categories]Category_1 = 0Category_2 = 1Category_3 = 2Category_4 = 11Category_5 = 9Category_6 = 10Category_7 = 3Category_8 = 8Category_9 = 4Category_10 = 5Category_11 = 6 But it's impossible to do what you had an idea on. Link to comment Share on other sites More sharing options...
Nori Yaro Posted May 28, 2013 Share Posted May 28, 2013 Anyone know how to create a new category with added cars and the default cars. Example in a new category name Racer Cars, which appear only race cars including added and default cars?? Make a file vehicles.fxt in CLEO TEXT and write it like this TURISMO R CARNAME SUPERGT R CARNAME INFERNUS R CARNAME and they will appear like a category (at the same place) Link to comment Share on other sites More sharing options...
anthsalmo Posted May 29, 2013 Share Posted May 29, 2013 Anyone know how to create a new category with added cars and the default cars. Example in a new category name Racer Cars, which appear only race cars including added and default cars?? It's impossible. Categories work automatically. Their order may be configured according to type of vehicle: ; Names by type numbers:; 0 - car; 1 - mtruck; 2 - quad; 3 - heli & f_heli; 4 - plane; 5 - boat; 6 - train; 8 - f_plane; 9 - bike; 10 - bmx; 11 - trailer [Categories]Category_1 = 0Category_2 = 1Category_3 = 2Category_4 = 11Category_5 = 9Category_6 = 10Category_7 = 3Category_8 = 8Category_9 = 4Category_10 = 5Category_11 = 6 But it's impossible to do what you had an idea on. Thanks Fastman92. I personally use your carspawner version 1.1 and tried to do this with version 2.1. I thought that was implemented in this way, now I decided to use both versions depending on the need. I am grateful for your contributions really good. Thanks again Link to comment Share on other sites More sharing options...
anthsalmo Posted May 29, 2013 Share Posted May 29, 2013 Anyone know how to create a new category with added cars and the default cars. Example in a new category name Racer Cars, which appear only race cars including added and default cars?? Make a file vehicles.fxt in CLEO TEXT and write it like this TURISMO R CARNAME SUPERGT R CARNAME INFERNUS R CARNAME and they will appear like a category (at the same place) I had a similar idea but I do not know how to implement it. thank you so much for telling me how to do this ... Link to comment Share on other sites More sharing options...
nWo51289 Posted December 6, 2013 Share Posted December 6, 2013 I'm having problems getting this to work on Windows 8.1. My game crashes straight after the loading screen only when opcode_003E.cs is in the cleo folder, removing that file will make the game work but obviously crashes when I press 3 on the keyboard. I've installed the car spawner on a clean game, same problem. UAC is set to lowest and I run the game as admin. If I run my modded game on Windows 7 with opcode_003E.cs it works normally. Link to comment Share on other sites More sharing options...
fastman92 Posted December 6, 2013 Author Share Posted December 6, 2013 (edited) I'm having problems getting this to work on Windows 8.1. My game crashes straight after the loading screen only when opcode_003E.cs is in the cleo folder, removing that file will make the game work but obviously crashes when I press 3 on the keyboard. I've installed the car spawner on a clean game, same problem. UAC is set to lowest and I run the game as admin. If I run my modded game on Windows 7 with opcode_003E.cs it works normally.That's good, but could you collaborate with on Skype perhaps?If you could then i will surely fix it. Solved. It took several hours to figure out the root cause of a problem, but here it goes: http://gtaforums.com/topic/659392-why-some-correctly-written-cleo-scripts-may-crash-the-game-and-how-to-get-them-working/ In case of nWo51289 the DEP was a problem. Edited December 7, 2013 by fastman92 Link to comment Share on other sites More sharing options...
dxivilea Posted December 22, 2013 Share Posted December 22, 2013 There is a bug. If I spawn a car with this cleo and put it in a garage and save the game the car doesn't save in a garage. If I steal a car and save it it works but If I spawn it does not. Link to comment Share on other sites More sharing options...
fastman92 Posted December 23, 2013 Author Share Posted December 23, 2013 (edited) There is a bug. If I spawn a car with this cleo and put it in a garage and save the game the car doesn't save in a garage. If I steal a car and save it it works but If I spawn it does not.Thanks for the report. I may see it soon.I'm currently working on another project with higher priority. Edited December 23, 2013 by fastman92 Link to comment Share on other sites More sharing options...
operatie5 Posted August 2, 2014 Share Posted August 2, 2014 Car spawner 2.1 by fastman92 This CLEO mod is car spawner for GTA San Andreas. It has implemented sorting algorithms, advanced configuration in .ini file, thus it`s dedicated for those who add cars to GTA SA. In this case adding cars means adding car with ID not 400 <= ID <= 611, that is not replacing. Version 2.0 has been complety rewritten, panel with sorted list of vehicles is being created. They are sorted according to their actual GXT entries that appear when you enter a vehicle. Therefore list is not static and relies on vehicle names. Rotation of camera when car spawner is running works too if you hold on the \ slash key and move the mouse around. Fully compatible with GTA San Andreas v1.0 [uS] HOODLUM No-CD Fixed EXE & GTA: San Andreas v1.01 [EURO] No-CD/Fixed EXE Fully compatible with any screen (4:3, 16:9, 16:10...) Partly Compatible with CLEO3 - - - - - - - - - - - - - - - - - Download http://www.mediafire.com/?2511f6kme5ybbja ***** Installation Make sure you are using one of the following gta_sa.exe versions: 1. GTA San Andreas v1.0 [uS] HOODLUM No-CD Fixed EXE: EXE size: 14 383 616 bytes 2. GTA: San Andreas v1.01 [EURO] No-CD/Fixed EXE: EXE size: 15 806 464 bytes Car spawner is fully compatible with both of them, 1.0 US and 1.01 Euro No-CD shortly. // Script requires CLEO3 or CLEO4 Library (best with IniFiles.cleo) // Beware when CLEO3 is used functionaly is greatly limited. // CarSpawner.ini and trailers won`t work. Static configuration will be used instead. Nothing can be changed. CLEO4 functionality works when these conditions return true: if and 8AAB: not file_exists "CLEO\GxtHook.cleo" 0AAB: file_exists "CLEO\IniFiles.cleo" then EnableCLEO4AdditionalOpcodeOperations = true // code.... end Basically GxtHook.cleo is supposed to exist when CLEO3 is activated (it`s needed for FXT text files), while IniFiles.cleo and IntOperations.cleo are appropriate for CLEO4 and must exist for ability to read CarSpawner.ini If you haven`t CLEO Library then download it from here: http://cleo.sannybuilder Then: - Copy all files from put_to_root_of_GTASA to GTA San Andreas directory. - Eventually you can open CarSpawner.ini to change some options. - For boolean settings values (1, true, yes) are equivalent and will set to 1. Reading is not case-sensitive. Any other value than the following will cause setting to be false. ***** Usage (after you installed mod) • Run the game. • Press 3 on left side of keyboard (can be altered within CarSpawner.ini • When car spawner is enabled: • press 3 again to quit car spawner and remove a vehicle • press Space to quit the car and put a player in spawned vehicle • press Enter to quit the car and leave a vehicle unimpaired ** Why some names of vehicles with different IDs appear more than once on list of vehicles? They have the same GXT entry set up in vehicles.ide. For example there is 489 and 505 that have GXT key RANCHER. You can edit vehicles.ide and change the GXT key of such a vehicle. Create e.g vehicles.fxt with new GXT key and entry for that. ***** Configuration (open CLEO\CarSpawner.ini) • Key options - they have assigned one of virtual key codes, see the list here: http://msdn.microsoft.com/en-us/library/wi...1(v=vs.85).aspx • Boolean (true or false) options - they become true, if their string value is: - true - yes - 1 Checking a value is not case sensitive. "TRue" is the same compared to "true" • Each category can have specified type of vehicles, list of types and their numbers is included. Number of categories may vary. • There may be more ranges than range_1 with start and end. You can add range_2, range_3, range_4 and much more... Number of ranges is automatically calculated. • Vehicle can have trailers, configures as [trailer_%d] with 1=, 2=... where %d is vehicle ID Number of trailers specified for a vehicle is automatically calculated. ***** Changes ** 2.1 version - Car spawner is partly compatible with CLEO3 now. It means CarSpawner.ini won`t work and spawning of trailers being put to their cab vehicles in result. Static configuration will be used instead. That is caused by lack of Ini opcodes in CLEO3. - pressing the spacebar caused crash because of incorrect sequence in main loop of running car spawner. By space a player was to be put in vehicle that didn`t exist yet. Pressing enter crashed a game too. Now if EnableCarSpawnerKey is pressed together with VK_RETURN || VK_SPACE - car spawner won`t get enabled. Copyright © 2011, fastman92 All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ***** Informations: Date of release: 30-01-2012 Author: fastman92 Version: 2.1 For: GTA San Andreas Visit fastman92.tk **** ACTA, SOPA and PIPA: Who dares to censor Internet for protection of his own interests should reckon with consequences being attacked and getting the site down all over the time. Arguably governments occur to be the worst part of a civilization in present times. Hundreds of wealthy people called politicians rule the country and anything what people aren`t up to isn`t to be voted as a result is first off known. There are many votings, however it`s not the case for when people are opposed to subject of that voting. Many sites were blocked and many of them are meant to get locked until new form of government gets established. What`s even more alarming is governments and their supporters (police, FBI) go further concerning the Internet. Every next year more and more countries censor the Internet under the guise of fighting against piracy. Big corporations such as RIAA, MAFIAA lobby to take control over whole Internet for the best wishes. Therefore we should not become passive for what happens to Internet over upcoming years of current decade and possibly of the next. French government managed to introduce the HADOPI, three strikes and you`re out. It`s unacceptable and it happens though. Freedom is never free, it`s applies to Internet too. The problem is more complicated because it`s related to society. Government intends and signs the bills. Police and other law enforcement authorities are supposed to evaluate what they are obligated to by law. Dumb people respect police and authorities after all. To break the way it works people almost all people must join together and stop respecting of our government which do nothing for people at all other than getting too much of money. I hope at least some people will get motivated to fight against those who take up the Internet that has been created intentionally to be free and now its future is unclear. Hey Fast! great mod but i can't use it, wwhen i put it in cleo map in sa root and i start up the game, then when i press 3 the game crashe, i've tried everthing and nothing worked for me, i'm using latest cleo4 and i can't edit CarSpawner.cs with sanny builder ( also using the latest one ) can you please help me? RyanDri3957V 1 Link to comment Share on other sites More sharing options...
fastman92 Posted August 5, 2014 Author Share Posted August 5, 2014 It will work. Please read this topic carefully: http://gtaforums.com/topic/659392-why-some-correctly-written-cleo-scripts-may-crash-the-game-and-how-to-get-them-working/ The most likely reason is enabled DEP. Link to comment Share on other sites More sharing options...
priatnaadnyana Posted January 18, 2015 Share Posted January 18, 2015 plz help.... your car spawner doesnt show my added car ID code: [range_1]start = 400end = 611[range_2]start = 6258end = 6279[range_]start = 6526end = 6547 Link to comment Share on other sites More sharing options...
fastman92 Posted January 18, 2015 Author Share Posted January 18, 2015 [range_] That's incorrect. Please also read this: // Script requires CLEO3 or CLEO4 Library (best with IniFiles.cleo) // Beware when CLEO3 is used functionaly is greatly limited. // CarSpawner.ini and trailers won`t work. Static configuration will be used instead. Nothing can be changed. CLEO4 functionality works when these conditions return true: if and 8AAB: not file_exists "CLEO\GxtHook.cleo" 0AAB: file_exists "CLEO\IniFiles.cleo" then EnableCLEO4AdditionalOpcodeOperations = true // code.... end Basically GxtHook.cleo is supposed to exist when CLEO3 is activated (it`s needed for FXT text files), while IniFiles.cleo and IntOperations.cleo are appropriate for CLEO4 and must exist for ability to read CarSpawner.ini Link to comment Share on other sites More sharing options...
priatnaadnyana Posted January 18, 2015 Share Posted January 18, 2015 [range_] That's incorrect. Please also read this: // Script requires CLEO3 or CLEO4 Library (best with IniFiles.cleo) // Beware when CLEO3 is used functionaly is greatly limited. // CarSpawner.ini and trailers won`t work. Static configuration will be used instead. Nothing can be changed. CLEO4 functionality works when these conditions return true: if and 8AAB: not file_exists "CLEO\GxtHook.cleo" 0AAB: file_exists "CLEO\IniFiles.cleo" then EnableCLEO4AdditionalOpcodeOperations = true // code.... end Basically GxtHook.cleo is supposed to exist when CLEO3 is activated (it`s needed for FXT text files), while IniFiles.cleo and IntOperations.cleo are appropriate for CLEO4 and must exist for ability to read CarSpawner.ini this is mine carspawner.ini [MAIN] author = fastman92 EnableCarSpawnerKey = 51 EnableTrailers = true RotateCameraKey = 220 ; \ slash SortListAlphabetically = true SortListByCategories = true ; Names by type numbers: ; 0 - car ; 1 - mtruck ; 2 - quad ; 3 - heli & f_heli ; 4 - plane ; 5 - boat ; 6 - train ; 8 - f_plane ; 9 - bike ; 10 - bmx ; 11 - trailer ; Category_x = number_of_type ; Category number starts from 1, Category_1 is first ; = number_of_type. See the list of type numbers above. ; There`s no f_plane vehicle in standard game. ; Not all categories must be configured. Script will automatically increment counter and try to read next Category_%d ; If e.g Category_5 exists and there`s no Category_6 - there will be 5 active categories. [Categories] Category_1 = 0 Category_2 = 1 Category_3 = 2 Category_4 = 11 Category_5 = 9 Category_6 = 10 Category_7 = 3 Category_8 = 8 Category_9 = 4 Category_10 = 5 Category_11 = 6 [range_1] start = 400 end = 611 [range_2] start = 6258 end = 6279 [range_3] start = 6526 end = 6547 [trailer_403] 1 = 435 2 = 450 3 = 591 4 = 584 [trailer_485] 1 = 606 2 = 607 3 = 608 [trailer_514] 1 = 435 2 = 450 3 = 584 4 = 591 [trailer_515] trailers = 4 1 = 435 2 = 450 3 = 584 4 = 591 [trailer_531] 1 = 610 Link to comment Share on other sites More sharing options...
fastman92 Posted January 18, 2015 Author Share Posted January 18, 2015 (edited) [range_] That's incorrect. Please also read this: // Script requires CLEO3 or CLEO4 Library (best with IniFiles.cleo) // Beware when CLEO3 is used functionaly is greatly limited. // CarSpawner.ini and trailers won`t work. Static configuration will be used instead. Nothing can be changed. CLEO4 functionality works when these conditions return true: if and 8AAB: not file_exists "CLEO\GxtHook.cleo" 0AAB: file_exists "CLEO\IniFiles.cleo" then EnableCLEO4AdditionalOpcodeOperations = true // code.... end Basically GxtHook.cleo is supposed to exist when CLEO3 is activated (it`s needed for FXT text files), while IniFiles.cleo and IntOperations.cleo are appropriate for CLEO4 and must exist for ability to read CarSpawner.ini this is mine carspawner.ini [MAIN] author = fastman92 EnableCarSpawnerKey = 51 EnableTrailers = true RotateCameraKey = 220 ; \ slash SortListAlphabetically = true SortListByCategories = true ; Names by type numbers: ; 0 - car ; 1 - mtruck ; 2 - quad ; 3 - heli & f_heli ; 4 - plane ; 5 - boat ; 6 - train ; 8 - f_plane ; 9 - bike ; 10 - bmx ; 11 - trailer ; Category_x = number_of_type ; Category number starts from 1, Category_1 is first ; = number_of_type. See the list of type numbers above. ; There`s no f_plane vehicle in standard game. ; Not all categories must be configured. Script will automatically increment counter and try to read next Category_%d ; If e.g Category_5 exists and there`s no Category_6 - there will be 5 active categories. [Categories] Category_1 = 0 Category_2 = 1 Category_3 = 2 Category_4 = 11 Category_5 = 9 Category_6 = 10 Category_7 = 3 Category_8 = 8 Category_9 = 4 Category_10 = 5 Category_11 = 6 [range_1] start = 400 end = 611 [range_2] start = 6258 end = 6279 [range_3] start = 6526 end = 6547 [trailer_403] 1 = 435 2 = 450 3 = 591 4 = 584 [trailer_485] 1 = 606 2 = 607 3 = 608 [trailer_514] 1 = 435 2 = 450 3 = 584 4 = 591 [trailer_515] trailers = 4 1 = 435 2 = 450 3 = 584 4 = 591 [trailer_531] 1 = 610 .ini seems good. please read it // Script requires CLEO3 or CLEO4 Library (best with IniFiles.cleo) // Beware when CLEO3 is used functionaly is greatly limited. // CarSpawner.ini and trailers won`t work. Static configuration will be used instead. Nothing can be changed. CLEO4 functionality works when these conditions return true: if and 8AAB: not file_exists "CLEO\GxtHook.cleo" 0AAB: file_exists "CLEO\IniFiles.cleo" then EnableCLEO4AdditionalOpcodeOperations = true // code.... end Basically GxtHook.cleo is supposed to exist when CLEO3 is activated (it`s needed for FXT text files), while IniFiles.cleo and IntOperations.cleo are appropriate for CLEO4 and must exist for ability to read CarSpawner.ini Please remove CLEO\GxtHook.cleo if there is one Edited January 18, 2015 by fastman92 Link to comment Share on other sites More sharing options...
priatnaadnyana Posted January 18, 2015 Share Posted January 18, 2015 [range_] That's incorrect. Please also read this: // Script requires CLEO3 or CLEO4 Library (best with IniFiles.cleo) // Beware when CLEO3 is used functionaly is greatly limited. // CarSpawner.ini and trailers won`t work. Static configuration will be used instead. Nothing can be changed. CLEO4 functionality works when these conditions return true: if and 8AAB: not file_exists "CLEO\GxtHook.cleo" 0AAB: file_exists "CLEO\IniFiles.cleo" then EnableCLEO4AdditionalOpcodeOperations = true // code.... end Basically GxtHook.cleo is supposed to exist when CLEO3 is activated (it`s needed for FXT text files), while IniFiles.cleo and IntOperations.cleo are appropriate for CLEO4 and must exist for ability to read CarSpawner.ini this is mine carspawner.ini [MAIN] author = fastman92 EnableCarSpawnerKey = 51 EnableTrailers = true RotateCameraKey = 220 ; \ slash SortListAlphabetically = true SortListByCategories = true ; Names by type numbers: ; 0 - car ; 1 - mtruck ; 2 - quad ; 3 - heli & f_heli ; 4 - plane ; 5 - boat ; 6 - train ; 8 - f_plane ; 9 - bike ; 10 - bmx ; 11 - trailer ; Category_x = number_of_type ; Category number starts from 1, Category_1 is first ; = number_of_type. See the list of type numbers above. ; There`s no f_plane vehicle in standard game. ; Not all categories must be configured. Script will automatically increment counter and try to read next Category_%d ; If e.g Category_5 exists and there`s no Category_6 - there will be 5 active categories. [Categories] Category_1 = 0 Category_2 = 1 Category_3 = 2 Category_4 = 11 Category_5 = 9 Category_6 = 10 Category_7 = 3 Category_8 = 8 Category_9 = 4 Category_10 = 5 Category_11 = 6 [range_1] start = 400 end = 611 [range_2] start = 6258 end = 6279 [range_3] start = 6526 end = 6547 [trailer_403] 1 = 435 2 = 450 3 = 591 4 = 584 [trailer_485] 1 = 606 2 = 607 3 = 608 [trailer_514] 1 = 435 2 = 450 3 = 584 4 = 591 [trailer_515] trailers = 4 1 = 435 2 = 450 3 = 584 4 = 591 [trailer_531] 1 = 610 .ini seems good. please read it // Script requires CLEO3 or CLEO4 Library (best with IniFiles.cleo) // Beware when CLEO3 is used functionaly is greatly limited. // CarSpawner.ini and trailers won`t work. Static configuration will be used instead. Nothing can be changed. CLEO4 functionality works when these conditions return true: if and 8AAB: not file_exists "CLEO\GxtHook.cleo" 0AAB: file_exists "CLEO\IniFiles.cleo" then EnableCLEO4AdditionalOpcodeOperations = true // code.... end Basically GxtHook.cleo is supposed to exist when CLEO3 is activated (it`s needed for FXT text files), while IniFiles.cleo and IntOperations.cleo are appropriate for CLEO4 and must exist for ability to read CarSpawner.ini Please remove CLEO\GxtHook.cleo if there is one IT WORKS !!!! Link to comment Share on other sites More sharing options...
priatnaadnyana Posted January 22, 2015 Share Posted January 22, 2015 Hey... can you make a spawner for added weapons? Link to comment Share on other sites More sharing options...