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[CLEO HELP] A-team Mod


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Hey guys,

 

i recently downloaded an awesome mod from moddb.com and it's an A-team mod, i also recently downloaded goin-god's player changer, i then had an idea.

 

Instead of replacing the .txds and .dff's, why not adapt goin-god's player changer so that it works with ped's too so when i spawn the gang members (that were to be replaced by the a-team mod pack skins) it will auto-change the skins to match other .dff's?

 

i have prgrammed it but it either does nothing when i press the buttons to spawn the ped's or it crashes,

 

here's the script:

http://pastebin.com/VfgEsNJ8

 

i anyone can help me out by giving me some hints that would be fantastic.

 

Cheers biggrin.gif

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// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'REPLACE' 0A95: enable_thread_saving :REPLACE_13wait 0 if and // missing and here00E1:   player 0 pressed_key 14 00E1:   player 0 pressed_key 18 else_jump @REPLACE_13 wait 0 Model.Load(#MP5LNG)Model.Load(#AK47)Model.Load(#M4)038B: load_requested_models while true   wait 20   if and   #MP5LNG.Available()   #AK47.Available()   #M4.Available()   then       break   endend023C: load_special_actor 'HANNIBAL' as 1 // models 290-299023C: load_special_actor 'FACEMAN' as 2 // models 290-299023C: load_special_actor 'MURDOCH' as 3 // models 290-299while true   wait 20   if and   023D:   special_actor 1 loaded   023D:   special_actor 2 loaded   023D:   special_actor 3 loaded   then       break   endend04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_CHAR with_offset 10.0 5.0 0.0 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_CHAR with_offset 5.0 5.0 0.0 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_CHAR with_offset 0.0 5.0 0.0 10@ = Actor.Create(Gang2, #SPECIAL01, 1@, 2@, 3@) // create the actors with their special actor models directly11@ = Actor.Create(Gang2, #SPECIAL02, 4@, 5@, 6@)12@ = Actor.Create(Gang2, #SPECIAL03, 7@, 8@, 9@)01B2: give_actor 10@ weapon 31 ammo 999 // Load the weapon model before using this 01B2: give_actor 11@ weapon 29 ammo 999 // Load the weapon model before using this 01B2: give_actor 12@ weapon 30 ammo 999 // Load the weapon model before using this Actor.SetImmunities($PLAYER_CHAR, 1, 1, 1, 1, 1)04D8: set_actor $PLAYER_CHAR drowns_in_water 0 Actor.SetImmunities(10@, 1, 1, 1, 1, 1)04D8: set_actor 10@ drowns_in_water 0 Actor.SetImmunities(11@, 1, 1, 1, 1, 1)04D8: set_actor 11@ drowns_in_water 0 Actor.SetImmunities(12@, 1, 1, 1, 1, 1)04D8: set_actor 12@ drowns_in_water 0 Player.SetClothes($PLAYER_CHAR, "MOHAWKBEARD", "MOHAWK", Head)Player.SetClothes($PLAYER_CHAR, "NECKGOLD", "NECK2", 13)Player.SetClothes($PLAYER_CHAR, "WATCHCRO", "WATCH", 14)Player.Build($PLAYER_CHAR)Player.CanMove($PLAYER_CHAR) = True//releasing models#MP5LNG.Destroy()#AK47.Destroy()#M4.Destroy()0296: unload_special_actor 1 0296: unload_special_actor 20296: unload_special_actor 3 // if the actors are dead, release their handleswhile true   wait 20   if   056D:   actor 10@ defined   then       if       Actor.Dead(10@)       then           Actor.RemoveReferences(10@)           0@ += 1       end   end   if   056D:   actor 11@ defined   then       if       Actor.Dead(11@)       then           Actor.RemoveReferences(11@)           0@ += 1       end   end       if   056D:   actor 12@ defined   then       if       Actor.Dead(12@)       then           Actor.RemoveReferences(12@)           0@ += 1       end   end   if    0@ == 3 // a counzter for checking whether all three are dead   then       break   endend0000:0000:jump @REPLACE_13//0A93: end_custom_thread  // ends the script

 

compile and decompile it and have a look at the low-level structure

 

also:

09C7: change_[b]player[/b] $PLAYER_ACTOR model_to #SPECIAL03 

 

only works for the player

 

http://pastebin.com/uAdrZ0UA

 

 

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