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Sign in to follow this  
theblackduck

please help :/

Recommended Posts

theblackduck

Hi,im making a cleo mod and i have 2 questions.. the first one is why my mod doest work and my second is that when i save and compile the mod i get a "scm" file aswell my code to my mod is

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

thread 'RES'

 

 

:RES_1

wait 0

if

 Player.Defined($PLAYER_CHAR)                                                                                                                                        

else_jump @RES_1

if

00EC:   actor $PLAYER_ACTOR 0 near_point 2543.39 -1465.22 radius 50.0 50.0

else_jump @RES_1

Model.Load(#BMORI)

Model.Load(#BMORI)

Model.Load(#BMORI)

Model.Load(#BMORI)

Model.Load(#BMORI)

Model.Load(#BMORI)

Model.Load(#BMORI)

Model.Load(#BMORI)  

Model.Load(#BMYRI)

Model.Load(#BMYRI)

Model.Load(#ARMY)

Model.Load(#ARMY)

Model.Load(#ARMY)

Model.Load(#ARMY)        

038B: load_requested_models

[email protected] = Actor.Create(GANG1, #BMORI,11 2517.64, -1468.06, 23.5437)  

[email protected] = Actor.Create(GANG1, #BMORI, 2529.96, -1466.23, 23.5437)

[email protected] = Actor.Create(GANG1, #BMORI, 2517.56, -1465.83, 23.5437)  

[email protected] = Actor.Create(GANG1, #BMORI, 2531.26, -1465.83, 23.5437)  

[email protected] = Actor.Create(GANG1, #BMORI, 2521.66, -1463.33, 23.5437)  

[email protected] = Actor.Create(GANG1, #BMORI, 2523.66, -1463.33, 23.5437)  

[email protected] = Actor.Create(GANG1, #BMORI, 2513.66, -1472.63, 23.5437)  

[email protected] = Actor.Create(GANG1, #BMORI, 2514.96, -1472.63, 23.5437)

[email protected] = Actor.Create(GANG3, #BMYRI, 2538.96,  -1474.83, 23.5437)

[email protected] = Actor.Create(GANG3, #BMYRI, 2538.65, -1475.59, 24.2437)

[email protected] = Actor.Create(GANG2, #ARMY, 2538.65, -1478.39, 29.1437)  

[email protected] = Actor.Create(GANG2, #ARMY, 2527.65, -1478.99, 33.4437)  

[email protected] = Actor.Create(GANG2, #ARMY, 2503.85, -1476.99, 33.4437)  

[email protected] = Actor.Create(GANG2, #ARMY, 2504.85, -1462.99, 32.4437)

Actor.Health([email protected]) = 999

Actor.Health([email protected]) = 999

Actor.Health([email protected]) = 999

Actor.Health([email protected]) = 999

Actor.Health([email protected]) = 999

Actor.Health([email protected]) = 999

Actor.Health([email protected]) = 999

Actor.Health([email protected]) = 999

Actor.Health([email protected]) = 100

Actor.Health([email protected]) = 100

Actor.Health([email protected]) = 100

Actor.Health([email protected]) = 100

Actor.Health([email protected]) = 100

Actor.Health([email protected]) = 100

Actor.WeaponAccuracy([email protected]) = 50

Actor.WeaponAccuracy([email protected]) = 50

Actor.WeaponAccuracy([email protected]) = 50

Actor.WeaponAccuracy([email protected]) = 50

Actor.WeaponAccuracy([email protected]) = 50

Actor.WeaponAccuracy([email protected]) = 50

Actor.WeaponAccuracy([email protected]) = 50

Actor.WeaponAccuracy([email protected]) = 50

Actor.WeaponAccuracy([email protected]) = 50

Actor.WeaponAccuracy([email protected]) = 50

Actor.WeaponAccuracy([email protected]) = 100

Actor.WeaponAccuracy([email protected]) = 100

Actor.WeaponAccuracy([email protected]) = 100

Actor.WeaponAccuracy([email protected]) = 100

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946:  set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

09B5: set_actor [email protected] signal_after_kill 1

09B5: set_actor [email protected] signal_after_kill 1

09B5: set_actor [email protected] signal_after_kill 1

09B5: set_actor [email protected] signal_after_kill 1

09B5: set_actor [email protected] signal_after_kill 1

09B5: set_actor [email protected] signal_after_kill 1

09B5: set_actor [email protected] signal_after_kill 1

09B5: set_actor [email protected] signal_after_kill 1

09B5: set_actor [email protected] signal_after_kill 1

09B5: set_actor [email protected] signal_after_kill 1

09B5: set_actor [email protected] signal_after_kill 1

09B5: set_actor [email protected] signal_after_kill 1

09B5: set_actor [email protected] signal_after_kill 1

09B5: set_actor [email protected] signal_after_kill 1

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 100 // see pedstats.dat

07DD: set_actor [email protected] temper_to 100 // see pedstats.dat

07DD: set_actor [email protected] temper_to 100 // see pedstats.dat

07DD: set_actor [email protected] temper_to 100 // see pedstats.dat

07DD: set_actor [email protected] temper_to 100 // see pedstats.dat

07DD: set_actor [email protected] temper_to 100 // see pedstats.dat

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 31 ammo 999 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 31 ammo 999 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 31 ammo 999 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 31 ammo 999 // Load the weapon model before using this

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

 

:RES_2

wait 0

if and

 Actor.Dead([email protected])

 Actor.Dead([email protected])

 Actor.Dead([email protected])

 Actor.Dead([email protected])

 Actor.Dead([email protected])

 Actor.Dead([email protected])

 Actor.Dead([email protected])

 Actor.Dead([email protected])

 Actor.Dead(9@)

 Actor.Dead([email protected])

 Actor.Dead([email protected])

 Actor.Dead([email protected])

 Actor.Dead([email protected])

 Actor.Dead([email protected])

Model.Destroy(#BMORI)

Model.Destroy(#BMORI)

Model.Destroy(#BMORI)

Model.Destroy(#BMORI)

Model.Destroy(#BMORI)

Model.Destroy(#BMORI)

Model.Destroy(#BMORI)

Model.Destroy(#BMORI)  

Model.Destroy(#BMYRI)

Model.Destroy(#BMYRI)

Model.Destroy(#ARMY)

Model.Destroy(#ARMY)

Model.Destroy(#ARMY)

Model.Destroy(#ARMY)

else_jump @RES_2

Actor.RemoveReferences([email protected])

Actor.RemoveReferences([email protected])

Actor.RemoveReferences([email protected])

Actor.RemoveReferences([email protected])

Actor.RemoveReferences([email protected])

Actor.RemoveReferences([email protected])

Actor.RemoveReferences([email protected])

Actor.RemoveReferences([email protected])

Actor.RemoveReferences([email protected])

Actor.RemoveReferences([email protected])

Actor.RemoveReferences([email protected])

Actor.RemoveReferences([email protected])

Actor.RemoveReferences([email protected])

jump @RES_2

 

 

 

and in the "scm" file it says

 

 

 

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

DEFINE OBJECTS 1

DEFINE OBJECT SANNY BUILDER 3.04

 

DEFINE MISSIONS 0

 

DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script

 

DEFINE UNKNOWN_EMPTY_SEGMENT 0

 

DEFINE UNKNOWN_THREADS_MEMORY 0

 

{$VERSION 3.1.0027}

 

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

03A4: name_thread 'RES'

 

:RES_11

0001: wait 0 ms

00D6: if

0256: player $PLAYER_CHAR defined

004D: jump_if_false @RES_11

00D6: if

00EC: actor $PLAYER_ACTOR 0 near_point 2543.39 -1465.22 radius 50.0 50.0

004D: jump_if_false @RES_11

0247: load_model #BMORI

0247: load_model #BMORI

0247: load_model #BMORI

0247: load_model #BMORI

0247: load_model #BMORI

0247: load_model #BMORI

0247: load_model #BMORI

0247: load_model #BMORI

0247: load_model #BMYRI

0247: load_model #BMYRI

0247: load_model #ARMY

0247: load_model #ARMY

0247: load_model #ARMY

0247: load_model #ARMY

038B: load_requested_models

009A: [email protected] = create_actor_pedtype 7 model #BMORI at 112517.6 -1468.06 23.5437

009A: [email protected] = create_actor_pedtype 7 model #BMORI at 2529.96 -1466.23 23.5437

009A: [email protected] = create_actor_pedtype 7 model #BMORI at 2517.56 -1465.83 23.5437

009A: [email protected] = create_actor_pedtype 7 model #BMORI at 2531.26 -1465.83 23.5437

009A: [email protected] = create_actor_pedtype 7 model #BMORI at 2521.66 -1463.33 23.5437

009A: [email protected] = create_actor_pedtype 7 model #BMORI at 2523.66 -1463.33 23.5437

009A: [email protected] = create_actor_pedtype 7 model #BMORI at 2513.66 -1472.63 23.5437

009A: [email protected] = create_actor_pedtype 7 model #BMORI at 2514.96 -1472.63 23.5437

009A: [email protected] = create_actor_pedtype 9 model #BMYRI at 2538.96 -1474.83 23.5437

009A: [email protected] = create_actor_pedtype 9 model #BMYRI at 2538.65 -1475.59 24.2437

009A: [email protected] = create_actor_pedtype 8 model #ARMY at 2538.65 -1478.39 29.1437

009A: [email protected] = create_actor_pedtype 8 model #ARMY at 2527.65 -1478.99 33.4437

009A: [email protected] = create_actor_pedtype 8 model #ARMY at 2503.85 -1476.99 33.4437

009A: [email protected] = create_actor_pedtype 8 model #ARMY at 2504.85 -1462.99 32.4437

0223: set_actor [email protected] health_to 999

0223: set_actor [email protected] health_to 999

0223: set_actor [email protected] health_to 999

0223: set_actor [email protected] health_to 999

0223: set_actor [email protected] health_to 999

0223: set_actor [email protected] health_to 999

0223: set_actor [email protected] health_to 999

0223: set_actor [email protected] health_to 999

0223: set_actor [email protected] health_to 100

0223: set_actor [email protected] health_to 100

0223: set_actor [email protected] health_to 100

0223: set_actor [email protected] health_to 100

0223: set_actor [email protected] health_to 100

0223: set_actor [email protected] health_to 100

02E2: set_actor [email protected] weapon_accuracy_to 50

02E2: set_actor [email protected] weapon_accuracy_to 50

02E2: set_actor [email protected] weapon_accuracy_to 50

02E2: set_actor [email protected] weapon_accuracy_to 50

02E2: set_actor [email protected] weapon_accuracy_to 50

02E2: set_actor [email protected] weapon_accuracy_to 50

02E2: set_actor [email protected] weapon_accuracy_to 50

02E2: set_actor [email protected] weapon_accuracy_to 50

02E2: set_actor [email protected] weapon_accuracy_to 50

02E2: set_actor [email protected] weapon_accuracy_to 50

02E2: set_actor [email protected] weapon_accuracy_to 100

02E2: set_actor [email protected] weapon_accuracy_to 100

02E2: set_actor [email protected] weapon_accuracy_to 100

02E2: set_actor [email protected] weapon_accuracy_to 100

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

02AB: set_actor [email protected] immunities BP 0 FP 1 EP 1 CP 1 MP 1

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

0446: set_actor [email protected] immune_to_headshots 9

09B5: unknown_actor [email protected] flag 1

09B5: unknown_actor [email protected] flag 1

09B5: unknown_actor [email protected] flag 1

09B5: unknown_actor [email protected] flag 1

09B5: unknown_actor [email protected] flag 1

09B5: unknown_actor [email protected] flag 1

09B5: unknown_actor [email protected] flag 1

09B5: unknown_actor [email protected] flag 1

09B5: unknown_actor [email protected] flag 1

09B5: unknown_actor [email protected] flag 1

09B5: unknown_actor [email protected] flag 1

09B5: unknown_actor [email protected] flag 1

09B5: unknown_actor [email protected] flag 1

09B5: unknown_actor [email protected] flag 1

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 0 // see pedstats.dat

07DD: set_actor [email protected] temper_to 100 // see pedstats.dat

07DD: set_actor [email protected] temper_to 100 // see pedstats.dat

07DD: set_actor [email protected] temper_to 100 // see pedstats.dat

07DD: set_actor [email protected] temper_to 100 // see pedstats.dat

07DD: set_actor [email protected] temper_to 100 // see pedstats.dat

07DD: set_actor [email protected] temper_to 100 // see pedstats.dat

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 31 ammo 999 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 31 ammo 999 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 31 ammo 999 // Load the weapon model before using this

01B2: give_actor [email protected] weapon 31 ammo 999 // Load the weapon model before using this

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

05E2: AS_actor [email protected] kill_actor [email protected]

 

:RES_1471

0001: wait 0 ms

00D6: if or

0118: actor [email protected] dead

0118: actor [email protected] dead

0118: actor [email protected] dead

0118: actor [email protected] dead

0118: actor [email protected] dead

0118: actor [email protected] dead

0118: actor [email protected] dead

0118: actor [email protected] dead

0118: actor [email protected] dead

0118: actor [email protected] dead

0118: actor [email protected] dead

0118: actor [email protected] dead

0118: actor [email protected] dead

0118: actor [email protected] dead

0249: release_model #BMORI

0249: release_model #BMORI

0249: release_model #BMORI

0249: release_model #BMORI

0249: release_model #BMORI

0249: release_model #BMORI

0249: release_model #BMORI

0249: release_model #BMORI

0249: release_model #BMYRI

0249: release_model #BMYRI

0249: release_model #ARMY

0249: release_model #ARMY

0249: release_model #ARMY

0249: release_model #ARMY

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

0002: jump @RES_1471

 

 

 

 

 

and now i got a script.img file o.o wtf?

Edited by theblackduck

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UNRATED69

You have to put {$CLEO .cs} at the beginning so that it compiles as a CLEO script.

 

 

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 9

 

 

This is only either 1 or 0. In this case, you would want it to be 1.

 

 

0446: set_actor [email protected] immune_to_headshots 9

 

 

Same thing with this one.

 

 

09B5: set_actor [email protected] signal_after_kill 1

 

 

You would want this one to be 0, but I guess that's my fault for putting it in last time.

 

 

01B2: give_actor [email protected] weapon 6 ammo 0 // Load the weapon model before using this

 

 

The ammo needs to be 1. Plus, you never loaded the models, for this or the M4.

 

 

 Actor.Dead([email protected])Model.Destroy(#BMORI)

 

 

You need to put the else_jump after the Actor.Dead checks.

 

Like this:

 

 

 Actor.Dead([email protected])else_jump @RES_2Model.Destroy(#BMORI)

 

 

Also, the maximum number of checks for one if and statement is 9.

 

So it would look like this.

 

 

// 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 'RES' :RES_11wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @RES_11 if 00EC:   actor $PLAYER_ACTOR 0 near_point 2543.39 -1465.22 radius 50.0 50.0 else_jump @RES_11 Model.Load(#BMORI)Model.Load(#BMORI)Model.Load(#BMORI)Model.Load(#BMORI)Model.Load(#BMORI)Model.Load(#BMORI)Model.Load(#BMORI)Model.Load(#BMORI)Model.Load(#BMYRI)Model.Load(#BMYRI)Model.Load(#ARMY)Model.Load(#ARMY)Model.Load(#ARMY)Model.Load(#ARMY)Model.Load(#SHOVEL)Model.Load(#M4)038B: load_requested_models [email protected] = Actor.Create(Gang1, #BMORI, 112517.6, -1468.06, 23.5437)[email protected] = Actor.Create(Gang1, #BMORI, 2529.96, -1466.23, 23.5437)[email protected] = Actor.Create(Gang1, #BMORI, 2517.56, -1465.83, 23.5437)[email protected] = Actor.Create(Gang1, #BMORI, 2531.26, -1465.83, 23.5437)[email protected] = Actor.Create(Gang1, #BMORI, 2521.66, -1463.33, 23.5437)[email protected] = Actor.Create(Gang1, #BMORI, 2523.66, -1463.33, 23.5437)[email protected] = Actor.Create(Gang1, #BMORI, 2513.66, -1472.63, 23.5437)[email protected] = Actor.Create(Gang1, #BMORI, 2514.96, -1472.63, 23.5437)[email protected] = Actor.Create(Gang2, #BMYRI, 2538.96, -1474.83, 23.5437)[email protected] = Actor.Create(Gang2, #BMYRI, 2538.65, -1475.59, 24.2437)[email protected] = Actor.Create(Gang2, #ARMY, 2538.65, -1478.39, 29.1437)[email protected] = Actor.Create(Gang2, #ARMY, 2527.65, -1478.99, 33.4437)[email protected] = Actor.Create(Gang2, #ARMY, 2503.85, -1476.99, 33.4437)[email protected] = Actor.Create(Gang2, #ARMY, 2504.85, -1462.99, 32.4437)Actor.Health([email protected]) = 999Actor.Health([email protected]) = 999Actor.Health([email protected]) = 999Actor.Health([email protected]) = 999Actor.Health([email protected]) = 999Actor.Health([email protected]) = 999Actor.Health([email protected]) = 999Actor.Health([email protected]) = 999Actor.Health([email protected]) = 100Actor.Health([email protected]) = 100Actor.Health([email protected]) = 100Actor.Health([email protected]) = 100Actor.Health([email protected]) = 100Actor.Health([email protected]) = 100Actor.WeaponAccuracy([email protected]) = 50Actor.WeaponAccuracy([email protected]) = 50Actor.WeaponAccuracy([email protected]) = 50Actor.WeaponAccuracy([email protected]) = 50Actor.WeaponAccuracy([email protected]) = 50Actor.WeaponAccuracy([email protected]) = 50Actor.WeaponAccuracy([email protected]) = 50Actor.WeaponAccuracy([email protected]) = 50Actor.WeaponAccuracy([email protected]) = 50Actor.WeaponAccuracy([email protected]) = 50Actor.WeaponAccuracy([email protected]) = 100Actor.WeaponAccuracy([email protected]) = 100Actor.WeaponAccuracy([email protected]) = 100Actor.WeaponAccuracy([email protected]) = 100Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 0446: set_actor [email protected] immune_to_headshots 1 0446: set_actor [email protected] immune_to_headshots 1 0446: set_actor [email protected] immune_to_headshots 1 0446: set_actor [email protected] immune_to_headshots 1 0446: set_actor [email protected] immune_to_headshots 1 0446: set_actor [email protected] immune_to_headshots 1 0446: set_actor [email protected] immune_to_headshots 1 0446: set_actor [email protected] immune_to_headshots 1 0446: set_actor [email protected] immune_to_headshots 1 0446: set_actor [email protected] immune_to_headshots 1 0446: set_actor [email protected] immune_to_headshots 1 0446: set_actor [email protected] immune_to_headshots 1 0446: set_actor [email protected] immune_to_headshots 1 0446: set_actor [email protected] immune_to_headshots 1 09B5: set_actor [email protected] signal_after_kill 0 09B5: set_actor [email protected] signal_after_kill 0 09B5: set_actor [email protected] signal_after_kill 0 09B5: set_actor [email protected] signal_after_kill 0 09B5: set_actor [email protected] signal_after_kill 0 09B5: set_actor [email protected] signal_after_kill 0 09B5: set_actor [email protected] signal_after_kill 0 09B5: set_actor [email protected] signal_after_kill 0 09B5: set_actor [email protected] signal_after_kill 0 09B5: set_actor [email protected] signal_after_kill 0 09B5: set_actor [email protected] signal_after_kill 0 09B5: set_actor [email protected] signal_after_kill 0 09B5: set_actor [email protected] signal_after_kill 0 09B5: set_actor [email protected] signal_after_kill 0 07DD: set_actor [email protected] temper_to 0 // see pedstats.dat 07DD: set_actor [email protected] temper_to 0 // see pedstats.dat 07DD: set_actor [email protected] temper_to 0 // see pedstats.dat 07DD: set_actor [email protected] temper_to 0 // see pedstats.dat 07DD: set_actor [email protected] temper_to 0 // see pedstats.dat 07DD: set_actor [email protected] temper_to 0 // see pedstats.dat 07DD: set_actor [email protected] temper_to 0 // see pedstats.dat 07DD: set_actor [email protected] temper_to 0 // see pedstats.dat 07DD: set_actor [email protected] temper_to 100 // see pedstats.dat 07DD: set_actor [email protected] temper_to 100 // see pedstats.dat 07DD: set_actor [email protected] temper_to 100 // see pedstats.dat 07DD: set_actor [email protected] temper_to 100 // see pedstats.dat 07DD: set_actor [email protected] temper_to 100 // see pedstats.dat 07DD: set_actor [email protected] temper_to 100 // see pedstats.dat 01B2: give_actor [email protected] weapon 6 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 6 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 6 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 6 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 6 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 6 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 6 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 6 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 6 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 6 ammo 1 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 31 ammo 999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 31 ammo 999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 31 ammo 999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 31 ammo 999 // Load the weapon model before using this 05E2: AS_actor [email protected] kill_actor [email protected] 05E2: AS_actor [email protected] kill_actor [email protected] 05E2: AS_actor [email protected] kill_actor [email protected] 05E2: AS_actor [email protected] kill_actor [email protected] 05E2: AS_actor [email protected] kill_actor [email protected] 05E2: AS_actor [email protected] kill_actor [email protected] 05E2: AS_actor [email protected] kill_actor [email protected] 05E2: AS_actor [email protected] kill_actor [email protected] :RES_1481wait 0 if and  Actor.Dead([email protected])  Actor.Dead([email protected])  Actor.Dead([email protected])  Actor.Dead([email protected])  Actor.Dead([email protected])  Actor.Dead([email protected])  Actor.Dead([email protected])else_jump @RES_1481 if and  Actor.Dead([email protected])  Actor.Dead([email protected])  Actor.Dead([email protected])  Actor.Dead([email protected])  Actor.Dead([email protected])  Actor.Dead([email protected])  Actor.Dead([email protected])else_jump @RES_1481 Model.Destroy(#BMORI)Model.Destroy(#BMORI)Model.Destroy(#BMORI)Model.Destroy(#BMORI)Model.Destroy(#BMORI)Model.Destroy(#BMORI)Model.Destroy(#BMORI)Model.Destroy(#BMORI)Model.Destroy(#BMYRI)Model.Destroy(#BMYRI)Model.Destroy(#ARMY)Model.Destroy(#ARMY)Model.Destroy(#ARMY)Model.Destroy(#ARMY)Model.Destroy(#SHOVEL)Model.Destroy(#M4)Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])Actor.RemoveReferences([email protected])jump @RES_1481

 

 

 

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theblackduck

Thank you,i really appreciate you helping me. tounge2.gif

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Adler

You could've used your other topic for this question though. notify.gif

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theblackduck

got another problem now xd,

{$CLEO .cs}

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

03A4: name_thread 'INFE'

 

:INFE_36

0001: wait 0 ms

00D6: if

0256: player $PLAYER_CHAR defined

004D: jump_if_false @INFE_36

00D6: if

00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 2035.29 -1405.92 16.1797 radius 5.0

004D: jump_if_false @INFE_36

0001: wait 3 ms

016A: fade 0 time 5000

0002: jump @INFE_38

 

 

:INFE_38

0247: load_actor #WMOSCI

0247: load_actor #LAEMT1

0247: load_actor #LAEMT1

[email protected] = Actor.Create(Gang1, #WMOSCI, 2034.29, -1405.92, 16.1797)

[email protected] = Actor.Create(Gang1, #LAEMT1, 2034.29, -1404.92, 16.1797)

[email protected] = Actor.Create(Gang1, #LAEMT1, 2034.29, -1407.42, 16.1797)

00A1: put_actor [email protected] at 345.5621 306.2212 998.4484

00A1: put_actor [email protected] at 345.5621 306.2212 998.4484

00A1: put_actor [email protected] at 345.5621 306.2212 998.4484

00A1: put_actor $PLAYER_ACTOR at 2030.59 -1405.82 16.1797

05BA: AS_actor [email protected] move_mouth -500 ms

05BA: AS_actor [email protected] move_mouth -500 ms

05BA: AS_actor [email protected] move_mouth -500 ms

05BA: AS_actor $PLAYER_ACTOR move_mouth -500 ms

004D: jump_if_false @INFE_38

00BB: show_text_lowpriority GXT 'HOS1' time 4500 flag 1

0001: wait 4000 ms

016A: fade 0 time 5000

00A1: put_actor $PLAYER_ACTOR at 2035.29 -1405.92 16.1797

0001: wait 60 ms

01B6: set_weather 5

0729: AS_actor $PLAYER_ACTOR hold_cellphone 1

00BB: show_text_lowpriority GXT 'HOS2' time 4500 flag 1

0729: AS_actor $PLAYER_ACTOR hold_cellphone 0

004D: jump_if_false @INFE_38

0001: wait 200 ms

0002: jump @INFE_150

 

 

:INFE_150

0001: wait 4000 ms

009B: destroy_actor [email protected]

009B: destroy_actor [email protected]

009B: destroy_actor [email protected]

0001: wait 700 ms

00BA: show_text_styled GXT 'HOS3' time 1000 style 2

0001: wait 200 ms

004E: end_thread

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UNRATED69

 

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

 

 

You don't need to add this. SB will do it when you compile the script.

 

 

00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 2035.29 -1405.92 16.1797 radius 5.0

 

 

The radius has three parameters. So it would be 5.0 5.0 5.0

 

 

016A: fade 0 time 5000 

 

 

You'd want a wait after this, so everything doesn't happen while it's fading. Also, you never faded back in.

 

 

0247: load_actor #WMOSCI0247: load_actor #LAEMT10247: load_actor #LAEMT1

 

 

You need to make sure the models are loaded. You can do this with either 038B: to load them instantly, or 0248: to check them all. And you only need to load #LAEMT1 once. Also, you have to load #cellphone in order to use it.

 

 

00A1: put_actor [email protected] at 345.5621 306.2212 998.448400A1: put_actor [email protected] at 345.5621 306.2212 998.448400A1: put_actor [email protected] at 345.5621 306.2212 998.4484

 

 

I have no idea what this is for. It would move them off camera, and defeat the purpose of creating them.

 

 

05BA: AS_actor [email protected] move_mouth -500 ms

 

 

I don't know what you want the -500 for. If you want them move their mouths forever, put -1. Else just put the time.

 

 

004D: jump_if_false @INFE_38

 

 

This has no purpose in either of the places you put it, since you're not checking anything.

 

 

0729: AS_actor $PLAYER_ACTOR hold_cellphone 0

 

 

You need a wait before this so the actor keeps the phone out long enough to finish talking.

 

 

004E: end_thread 

 

 

Don't use this in a CLEO script. Use 0A93: instead.

 

You should also remove references to the actors once you're done with them. And you need to destroy the models.

 

 

// 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 'INFE' :INFE_11wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @INFE_11 if 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2035.29 -1405.92 16.1797 radius 5.0 5.0 5.0 else_jump @INFE_11 fade 0 5000 Model.Load(#WMOSCI)Model.Load(#LAEMT1)Model.Load(#CELLPHONE)038B: load_requested_models wait 5000 [email protected] = Actor.Create(CivMale, #WMOSCI, 2034.29, -1405.92, 16.1797)[email protected] = Actor.Create(CivMale, #LAEMT1, 2034.29, -1404.92, 16.1797)[email protected] = Actor.Create(CivMale, #LAEMT1, 2034.29, -1407.42, 16.1797)Actor.Angle([email protected]) = 90.0Actor.Angle([email protected]) = 90.0Actor.Angle([email protected]) = 90.0Actor.PutAt($PLAYER_ACTOR, 2030.59, -1405.82, 16.1797)fade 1 5000 wait 4000 05BA: AS_actor [email protected] move_mouth -1 ms 05BA: AS_actor [email protected] move_mouth -1 ms 05BA: AS_actor [email protected] move_mouth -1 ms 05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 00BB: show_text_lowpriority GXT 'HOS1' time 4500 flag 1 wait 4000 fade 0 5000 wait 5000 Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.DestroyInstantly([email protected])Actor.PutAt($PLAYER_ACTOR, 2035.29, -1405.92, 16.1797)Actor.Angle($PLAYER_ACTOR) = 136.1422set_weather 5 fade 1 5000 wait 4000 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 wait 1000 00BB: show_text_lowpriority GXT 'HOS2' time 4500 flag 1 wait 4500 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 wait 4000 00BA: show_text_styled GXT 'HOS3' time 1000 style 2 wait 200 Model.Destroy(#WMOSCI)Model.Destroy(#LAEMT1)Model.Destroy(#CELLPHONE)0A93: end_custom_thread

 

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theblackduck

How can you see for example player 0 press 53,How can you see what keyboard numbers it is if you know what i mean confused.gif

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aStiffSausage

If you mean this opcode:

 

 

00E1:   player 0 pressed_key 19 

 

 

Then, the keys can be found from here:

SannyBuilder Help - Contents - SCM Documentation - GTA SA - Keypress numbers.

 

 

 

But if you mean this opcode:

 

 

0AB0:  key_pressed 0x73

 

 

Then, you kind find from here:

SannyBuilder Help - Contents - CLEO 3 Code Library - Virtual Key Codes (for 0AB0).

 

 

Hopefully this helped you. smile.gif

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theblackduck

Yes it worked,thank you tounge2.gif

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theblackduck

have another problem now >.<,the one that acctually manage too fix this will get credit when the mod is published

 

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'CELL'00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  918.36 -1342.85 12.4828 radius 50.0 50.0 50.0 0570: $630 = create_asset_radar_marker_with_icon 50 at 918.36 -1342.85 12.4828       :CELL_11                                                      0001: wait 50 ms00D6: if and0AB0:  key_pressed 67044B:   actor $PLAYER_ACTOR on_foot 004D: jump_if_false @CELL_110247: load_model #FAM10247: load_model #DESERT_EAGLE0247: load_model #CELLPHONE0247: load_model #LAPD10247: load model #COLT450247: load_model #COPCARLA0002: jump @CELL_12:CELL_120729: AS_actor $PLAYER_ACTOR hold_cellphone 1 05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 0001: wait 500 ms00BB: show_text_lowpriority GXT 'CELL0' time 500 flag 10001: wait 2000 ms00BB: show_text_lowpriority GXT 'CELL1' time 4000 flag 10001: wait 6000 ms00BB: show_text_lowpriority GXT 'CELL2' time 3000 flag 10001: wait 400000BB: show_text_lowpriority GXT 'CELL3' time 3000 flag 10001: wait 500 ms0729: AS_actor $PLAYER_ACTOR hold_cellphone 0004D: jump_if_false @CELL_1105BA: AS_actor $PLAYER_ACTOR move_mouth -0 ms 0002: jump @CELL_16:[email protected] = Actor.Create(Gang2, #FAM1, 2524.45, -1658.59, 14.8906)[email protected] = Actor.Create(Cop, #LAPD1, 912.96, -1392.75, 12.4828)00A5: [email protected] = create_car #COPCARLA at 910.36 -1392.75 12.48280173: set_actor [email protected] Z_angle_to 93 0223: set_actor [email protected] health_to 1000 0446: set_actor [email protected] immune_to_headshots 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 0 01B2: give_actor [email protected] weapon 24 ammo 999 // Load the weapon model before using this 081A: set_actor [email protected] weapon_skill_to 100 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR0175: set_car [email protected] Z_angle_to 12005BF: AS_actor [email protected] look_at_actor [email protected] 2000 ms01B2: give_actor [email protected] weapon 22 ammo 999 // Load the weapon model before using this 0223: set_actor [email protected] health_to 1000 05E2: AS_actor [email protected] kill_actor [email protected]: jump_if_false @CELL_11 0002: jump @CELL_14:CELL_1400D6: if 0118:   actor [email protected] dead 0118:   actor [email protected] dead004D: jump_if_false @CELL_110002: jump @CELL_15:CELL_150249: release_model #FAM1 0249: release_model #DESERT_EAGLE0249: release_model #COLT450249: release_model #LAPD10249: release_model #COPCARLA01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 004D: jump_if_false @CELL_11004E: end_thread 

 

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fireguy109

A few unnecessary jumps, some wrong labels, missing or incorrect "if" statements. Fixed.

 

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'CELL':CELL_00001: wait 0 ms00D6: if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  918.36 -1342.85 12.4828 radius 50.0 50.0 50.0 004D: jump_if_false @CELL_00570: $630 = create_asset_radar_marker_with_icon 50 at 918.36 -1342.85 12.4828:CELL_11                                                      0001: wait 50 ms00D6: if and0AB0:  key_pressed 67044B:   actor $PLAYER_ACTOR on_foot 004D: jump_if_false @CELL_110247: load_model #FAM10247: load_model #DESERT_EAGLE0247: load_model #CELLPHONE0247: load_model #LAPD10247: load model #COLT450247: load_model #COPCARLA0002: jump @CELL_12:CELL_120729: AS_actor $PLAYER_ACTOR hold_cellphone 1 05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 0001: wait 500 ms00BB: show_text_lowpriority GXT 'CELL0' time 500 flag 10001: wait 2000 ms00BB: show_text_lowpriority GXT 'CELL1' time 4000 flag 10001: wait 6000 ms00BB: show_text_lowpriority GXT 'CELL2' time 3000 flag 10001: wait 400000BB: show_text_lowpriority GXT 'CELL3' time 3000 flag 10001: wait 500 ms0729: AS_actor $PLAYER_ACTOR hold_cellphone 005BA: AS_actor $PLAYER_ACTOR move_mouth 0 ms :[email protected] = Actor.Create(Gang2, #FAM1, 2524.45, -1658.59, 14.8906)[email protected] = Actor.Create(Cop, #LAPD1, 912.96, -1392.75, 12.4828)00A5: [email protected] = create_car #COPCARLA at 910.36 -1392.75 12.48280173: set_actor [email protected] Z_angle_to 93 0223: set_actor [email protected] health_to 1000 0446: set_actor [email protected] immune_to_headshots 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 0 01B2: give_actor [email protected] weapon 24 ammo 999 // Load the weapon model before using this 081A: set_actor [email protected] weapon_skill_to 100 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR0175: set_car [email protected] Z_angle_to 12005BF: AS_actor [email protected] look_at_actor [email protected] 2000 ms01B2: give_actor [email protected] weapon 22 ammo 999 // Load the weapon model before using this 0223: set_actor [email protected] health_to 1000 05E2: AS_actor [email protected] kill_actor [email protected]: jump_if_false @CELL_11 :CELL_1400D6: if and0118:   actor [email protected] dead 0118:   actor [email protected] dead004D: jump_if_false @CELL_140002: jump @CELL_15:CELL_150249: release_model #FAM1 0249: release_model #DESERT_EAGLE0249: release_model #COLT450249: release_model #LAPD10249: release_model #COPCARLA01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 004E: end_thread 

 

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theblackduck

still some wrongs though..like the key press doesn´t work and it doesnt happen anything when carl is in sphere either bored.gif

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fireguy109

Hit "c" to begin.

 

Edited again- use new code below.

 

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'CELL'0570: [email protected] = create_asset_radar_marker_with_icon 50 at 918.36 -1342.85 12.482801F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR:CELL_11                                                      0001: wait 0 ms00D6: if and00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  918.36 -1342.85 12.4828 radius 15.0 15.0 15.00AB0:   key_pressed 0x67044B:   actor $PLAYER_ACTOR on_foot 004D: jump_if_false @CELL_110164: disable_marker [email protected]: load_model #FAM10247: load_model #DESERT_EAGLE0247: load_model #CELLPHONE0247: load_model #LAPD10247: load model #COLT450247: load_model #COPCARLA:CELL_120729: AS_actor $PLAYER_ACTOR hold_cellphone 1 05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 0001: wait 500 ms00BB: show_text_lowpriority GXT 'CELL0' time 500 flag 10001: wait 2000 ms00BB: show_text_lowpriority GXT 'CELL1' time 4000 flag 10001: wait 6000 ms00BB: show_text_lowpriority GXT 'CELL2' time 3000 flag 10001: wait 400000BB: show_text_lowpriority GXT 'CELL3' time 3000 flag 10001: wait 500 ms0729: AS_actor $PLAYER_ACTOR hold_cellphone 005BA: AS_actor $PLAYER_ACTOR move_mouth 0 ms :[email protected] = Actor.Create(Gang2, #FAM1, 2524.45, -1658.59, 14.8906)[email protected] = Actor.Create(Cop, #LAPD1, 912.96, -1392.75, 12.4828)00A5: [email protected] = create_car #COPCARLA at 910.36 -1392.75 12.48280173: set_actor [email protected] Z_angle_to 93 0223: set_actor [email protected] health_to 1000 0446: set_actor [email protected] immune_to_headshots 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 0 01B2: give_actor [email protected] weapon 24 ammo 999 // Load the weapon model before using this 081A: set_actor [email protected] weapon_skill_to 100 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR0175: set_car [email protected] Z_angle_to 12005BF: AS_actor [email protected] look_at_actor [email protected] 2000 ms01B2: give_actor [email protected] weapon 22 ammo 999 // Load the weapon model before using this 0223: set_actor [email protected] health_to 1000 05E2: AS_actor [email protected] kill_actor [email protected] :CELL_140001: wait 0 ms00D6: if and0118:   actor [email protected] dead 0118:   actor [email protected] dead004D: jump_if_false @CELL_160002: jump @CELL_15:CELL_1600D6: if0118:   actor $PLAYER_ACTOR dead004D: jump_if_false @CELL_14:CELL_150249: release_model #FAM1 0249: release_model #DESERT_EAGLE0249: release_model #COLT450249: release_model #LAPD10249: release_model #COPCARLA01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 004E: end_thread

 

Edited by fireguy109

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theblackduck

the call is suposed too be in grove st and the game crashes and the sphere is gonna be bigger and invisible sarcasm.gif

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fireguy109

-flame-

 

What's the matter with it? I changed the marker size now.

Edited by fireguy109

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theblackduck

Ok

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theblackduck

and also the coordinates wasen´t wrong just that in grove you´re suposed too press C because fam1 spawn there should have maybe said that a little earlier...and then the drive too cluck n bell and there they spot a cop and the cop recognize fam1 so he tries too kill him uhm yea and that´s basicly the mod

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fireguy109

If you give me the Cluckin' Bell coordinates, the coordinates for a spot on the sidewalk, and the coordinates for the place you want to start the mission I can help you.

 

Right now that mod doesn't do anything you want it to do.

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theblackduck

Right now i can't give you the coordinates whatsthat.gif because i´m on another computer but i can give you the coordinates tomarrow as soon as i wake up ok?

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theblackduck

cop car (near corner) 911.696 -1388.44 13.5672

z angle 217

 

and also spawn ped (cop) at 914.596 -1389.34 13.5672

 

and the sphere is gonna be long and invisible so the ped and the car spawn when CJ is a street away

and the ped (cop) see ped (fam1) he will look at fam1 uhm and thinking about taking wildscreen there aswell and put camera direct behind cj and twist it so cj see them looking at each other.

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fireguy109

Try this.

 

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'CELL'0570: [email protected] = create_asset_radar_marker_with_icon 50 at 2523.45, -1656.59, 14.890601F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR:CELL_11                                                      0001: wait 0 ms00D6: if and00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2523.45, -1656.59, 14.8906 radius 15.0 15.0 15.00AB0:   key_pressed 0x67044B:   actor $PLAYER_ACTOR on_foot 004D: jump_if_false @CELL_110164: disable_marker [email protected]: load_model #FAM10247: load_model #DESERT_EAGLE0247: load_model #CELLPHONE0247: load_model #LAPD10247: load model #COLT450247: load_model #COPCARLA:CELL_120729: AS_actor $PLAYER_ACTOR hold_cellphone 1 05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 0001: wait 500 ms00BB: show_text_lowpriority GXT 'CELL0' time 500 flag 10001: wait 2000 ms00BB: show_text_lowpriority GXT 'CELL1' time 4000 flag 10001: wait 6000 ms00BB: show_text_lowpriority GXT 'CELL2' time 3000 flag 10001: wait 400000BB: show_text_lowpriority GXT 'CELL3' time 3000 flag 10001: wait 500 ms0729: AS_actor $PLAYER_ACTOR hold_cellphone 005BA: AS_actor $PLAYER_ACTOR move_mouth 0 ms :[email protected] = Actor.Create(Gang2, #FAM1, 2524.45, -1658.59, 14.8906)[email protected] = Actor.Create(Cop, #LAPD1, 914.596 -1389.34 13.5672)00A5: [email protected] = create_car #COPCARLA at 911.696 -1388.44 13.56720173: set_actor [email protected] Z_angle_to 217 0223: set_actor [email protected] health_to 1000 0446: set_actor [email protected] immune_to_headshots 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 0 01B2: give_actor [email protected] weapon 24 ammo 999 // Load the weapon model before using this 081A: set_actor [email protected] weapon_skill_to 100 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR05BF: AS_actor [email protected] look_at_actor [email protected] 2000 ms01B2: give_actor [email protected] weapon 22 ammo 999 // Load the weapon model before using this 0223: set_actor [email protected] health_to 1000036A: put_actor [email protected] in_car [email protected]: [email protected] = create_marker_above_car [email protected] unknown 0 visibility 1:CELL_1340001: wait 0 ms00D6: if00F4:   actor [email protected] near_actor $PLAYER_ACTOR radius 6.0 6.0 sphere 0 in_car004D: jump_if_false @CELL_1340164: disable_marker [email protected]: AS_actor [email protected] exit_car [email protected]: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]: [email protected] += 10 // integer values 0008: [email protected] += 1 // integer values0008: [email protected] += 1 // integer values01B4: set_player $PLAYER_CHAR can_move 0015F: set_camera_position [email protected] [email protected] [email protected] rotation 0.0 0.0 0.00159: camera_on_ped [email protected] 15 205BF: AS_actor [email protected] look_at_actor [email protected] 0 ms05BF: AS_actor [email protected] look_at_actor [email protected] 0 ms05BF: AS_actor [email protected] look_at_actor [email protected] 1000 ms05BF: AS_actor [email protected] look_at_actor [email protected] 1000 ms0001: wait 500 ms05E2: AS_actor [email protected] kill_actor [email protected]: AS_actor [email protected] kill_actor [email protected]: restore_camera_with_jumpcut01B4: set_player $PLAYER_CHAR can_move 1:CELL_140001: wait 0 ms00D6: if or0118:   actor [email protected] dead 0118:   actor [email protected] dead004D: jump_if_false @CELL_160002: jump @CELL_15:CELL_1600D6: if0118:   actor $PLAYER_ACTOR dead004D: jump_if_false @CELL_14:CELL_150249: release_model #FAM1 0249: release_model #DESERT_EAGLE0249: release_model #COLT450249: release_model #LAPD10249: release_model #COPCARLA01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 004E: end_thread

 

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theblackduck

Can't compile it,not enough parameters whatsthat.gif

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fireguy109

Could you elaborate on this?

 

E: paste the exact error message it gives you?

Edited by fireguy109

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theblackduck

Yea I'll do that

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theblackduck

"Not enough actual parameters. Expected 5 params."

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fireguy109

It should link to a certain opcode or part of the script. Can you tell me which one is highlighted/referred to or whatever?

 

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'CELL'0570: [email protected] = create_asset_radar_marker_with_icon 50 at 2523.45, -1656.59, 14.890601F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR:CELL_11                                                      0001: wait 0 ms00D6: if and00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2523.45, -1656.59, 14.8906 radius 15.0 15.0 15.00AB0:   key_pressed 0x67044B:   actor $PLAYER_ACTOR on_foot 004D: jump_if_false @CELL_110164: disable_marker [email protected]: load_model #FAM10247: load_model #DESERT_EAGLE0247: load_model #CELLPHONE0247: load_model #LAPD10247: load model #COLT450247: load_model #COPCARLA:CELL_120729: AS_actor $PLAYER_ACTOR hold_cellphone 1 05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 0001: wait 500 ms00BB: show_text_lowpriority GXT 'CELL0' time 500 flag 10001: wait 2000 ms00BB: show_text_lowpriority GXT 'CELL1' time 4000 flag 10001: wait 6000 ms00BB: show_text_lowpriority GXT 'CELL2' time 3000 flag 10001: wait 400000BB: show_text_lowpriority GXT 'CELL3' time 3000 flag 10001: wait 500 ms0729: AS_actor $PLAYER_ACTOR hold_cellphone 005BA: AS_actor $PLAYER_ACTOR move_mouth 0 ms :[email protected] = Actor.Create(Gang2, #FAM1, 2524.45, -1658.59, 14.8906)[email protected] = Actor.Create(Cop, #LAPD1, 914.596 -1389.34 13.5672)00A5: [email protected] = create_car #COPCARLA at 911.696 -1388.44 13.56720173: set_actor [email protected] Z_angle_to 217 0223: set_actor [email protected] health_to 1000 0446: set_actor [email protected] immune_to_headshots 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 0 01B2: give_actor [email protected] weapon 24 ammo 999 // Load the weapon model before using this 081A: set_actor [email protected] weapon_skill_to 100 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR05BF: AS_actor [email protected] look_at_actor [email protected] 2000 ms01B2: give_actor [email protected] weapon 22 ammo 999 // Load the weapon model before using this 0223: set_actor [email protected] health_to 1000036A: put_actor [email protected] in_car [email protected]: [email protected] = create_marker_above_car [email protected] unknown 0 visibility 1:CELL_1340001: wait 0 ms00D6: if00F4:   actor [email protected] near_actor $PLAYER_ACTOR radius 6.0 6.0 sphere 0 in_car004D: jump_if_false @CELL_1340164: disable_marker [email protected]: AS_actor [email protected] exit_car [email protected]: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]: [email protected] += 10 // integer values 0008: [email protected] += 1 // integer values0008: [email protected] += 1 // integer values01B4: set_player $PLAYER_CHAR can_move 0015F: set_camera_position [email protected] [email protected] [email protected] rotation 0.0 0.0 0.00159: camera_on_ped [email protected] 15 205BF: AS_actor [email protected] look_at_actor [email protected] 0 ms05BF: AS_actor [email protected] look_at_actor [email protected] 0 ms05BF: AS_actor [email protected] look_at_actor [email protected] 1000 ms05BF: AS_actor [email protected] look_at_actor [email protected] 1000 ms0001: wait 500 ms05E2: AS_actor [email protected] kill_actor [email protected]: AS_actor [email protected] kill_actor [email protected]: restore_camera_with_jumpcut01B4: set_player $PLAYER_CHAR can_move 1:CELL_140001: wait 0 ms00D6: if or0118:   actor [email protected] dead 0118:   actor [email protected] dead004D: jump_if_false @CELL_200002: jump @CELL_15:CELL_2000D6: if0118:   actor $PLAYER_ACTOR dead004D: jump_if_false @CELL_14:CELL_150249: release_model #FAM1 0249: release_model #DESERT_EAGLE0249: release_model #COLT450249: release_model #LAPD10249: release_model #COPCARLA01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 004E: end_thread

 

Edited by fireguy109

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theblackduck

1. 0570: [email protected] = create_asset_radar_marker_with_icon 50 at 2523.45, -1656.59, 14.8906

 

2. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2523.45, -1656.59, 14.8906 radius 15.0 15.0 15.0

 

3. [email protected] = Actor.Create(Cop, #LAPD1, 914.596 -1389.34 13.5672)

 

and then Label "CELL_16" redeclared. at [email protected] = Actor.Create(Gang2, #FAM1, 2524.45, -1658.59, 14.8906)

and

Label "CELL_16" redeclared. at :CELL_16

bored.gif

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fireguy109

EDITED AGAIN

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'CELL'0570: [email protected] = create_asset_radar_marker_with_icon 50 at 2523.45 -1656.59 14.890601F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR:CELL_11                                                      0001: wait 0 ms00D6: if and00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2523.45 -1656.59 14.8906 radius 15.0 15.0 15.00AB0:   key_pressed 0x67044B:   actor $PLAYER_ACTOR on_foot 004D: jump_if_false @CELL_110164: disable_marker [email protected]: load_model #FAM10247: load_model #DESERT_EAGLE0247: load_model #CELLPHONE0247: load_model #LAPD10247: load model #COLT450247: load_model #COPCARLA:CELL_120729: AS_actor $PLAYER_ACTOR hold_cellphone 1 05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 0001: wait 500 ms00BB: show_text_lowpriority GXT 'CELL0' time 500 flag 10001: wait 2000 ms00BB: show_text_lowpriority GXT 'CELL1' time 4000 flag 10001: wait 6000 ms00BB: show_text_lowpriority GXT 'CELL2' time 3000 flag 10001: wait 400000BB: show_text_lowpriority GXT 'CELL3' time 3000 flag 10001: wait 500 ms0729: AS_actor $PLAYER_ACTOR hold_cellphone 005BA: AS_actor $PLAYER_ACTOR move_mouth 0 ms :[email protected] = Actor.Create(Gang2, #FAM1, 2524.45, -1658.59, 14.8906)[email protected] = Actor.Create(Cop, #LAPD1, 914.596, -1389.34, 13.5672)00A5: [email protected] = create_car #COPCARLA at 911.696 -1388.44 13.56720173: set_actor [email protected] Z_angle_to 217 0223: set_actor [email protected] health_to 1000 0446: set_actor [email protected] immune_to_headshots 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 0 01B2: give_actor [email protected] weapon 24 ammo 999 // Load the weapon model before using this 081A: set_actor [email protected] weapon_skill_to 100 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR05BF: AS_actor [email protected] look_at_actor [email protected] 2000 ms01B2: give_actor [email protected] weapon 22 ammo 999 // Load the weapon model before using this 0223: set_actor [email protected] health_to 1000036A: put_actor [email protected] in_car [email protected]: [email protected] = create_marker_above_car [email protected] unknown 0 visibility 1:CELL_1340001: wait 0 ms00D6: if00F4:   actor [email protected] near_actor $PLAYER_ACTOR radius 6.0 6.0 sphere 0 in_car004D: jump_if_false @CELL_1340164: disable_marker [email protected]: AS_actor [email protected] exit_car [email protected]: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]: [email protected] += 10 // integer values 0008: [email protected] += 1 // integer values0008: [email protected] += 1 // integer values01B4: set_player $PLAYER_CHAR can_move 0015F: set_camera_position [email protected] [email protected] [email protected] rotation 0.0 0.0 0.00159: camera_on_ped [email protected] 15 205BF: AS_actor [email protected] look_at_actor [email protected] 0 ms05BF: AS_actor [email protected] look_at_actor [email protected] 0 ms05BF: AS_actor [email protected] look_at_actor [email protected] 1000 ms05BF: AS_actor [email protected] look_at_actor [email protected] 1000 ms0001: wait 500 ms05E2: AS_actor [email protected] kill_actor [email protected]: AS_actor [email protected] kill_actor [email protected]: restore_camera_with_jumpcut01B4: set_player $PLAYER_CHAR can_move 1:CELL_140001: wait 0 ms00D6: if or0118:   actor [email protected] dead 0118:   actor [email protected] dead004D: jump_if_false @CELL_200002: jump @CELL_15:CELL_2000D6: if0118:   actor $PLAYER_ACTOR dead004D: jump_if_false @CELL_14:CELL_150249: release_model #FAM1 0249: release_model #DESERT_EAGLE0249: release_model #COLT450249: release_model #LAPD10249: release_model #COPCARLA01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 004E: end_thread

 

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theblackduck

fam1 doesnt enter cars that cj enter and that is neccary if they gonna travel that far so i edited the text and it needs to refind a little

 

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'CELL'0570: [email protected] = create_asset_radar_marker_with_icon 50 at 2523.45 -1656.59 14.890601F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR:CELL_11                                                      0001: wait 0 ms00D6: if and00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2523.45 -1656.59 14.8906 radius 15.0 15.0 15.00AB0:   key_pressed 67044B:   actor $PLAYER_ACTOR on_foot 004D: jump_if_false @CELL_110164: disable_marker [email protected]: load_model #FAM10247: load_model #DESERT_EAGLE0247: load_model #CELLPHONE0247: load_model #LAPD10247: load model #COLT450247: load_model #COPCARLA0247: load_mdoel #INFERNUS:CELL_120729: AS_actor $PLAYER_ACTOR hold_cellphone 1 05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 0001: wait 500 ms00BB: show_text_lowpriority GXT 'CELL0' time 500 flag 10001: wait 2000 ms00BB: show_text_lowpriority GXT 'CELL1' time 4000 flag 10001: wait 6000 ms00BB: show_text_lowpriority GXT 'CELL2' time 3000 flag 10001: wait 400000BB: show_text_lowpriority GXT 'CELL3' time 3000 flag 10001: wait 500 ms0729: AS_actor $PLAYER_ACTOR hold_cellphone 005BA: AS_actor $PLAYER_ACTOR move_mouth 0 ms :[email protected] = Actor.Create(Gang2, #FAM1, 2524.45, -1658.59, 14.8906)[email protected] = Actor.Create(Cop, #LAPD1, 914.596, -1389.34, 13.5672)00A5: [email protected] = create_car #COPCARLA at 911.696 -1388.44 13.567200A5: [email protected] = create_car #INFERNUS at 2508.91 -1667.87 12.29690173: set_actor [email protected] Z_angle_to 161 0173: set_actor [email protected] Z_angle_to 217 0223: set_actor [email protected] health_to 1000 0446: set_actor [email protected] immune_to_headshots 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 0 05CA: AS_actor [email protected] enter_car [email protected] passenger_seat 2 30000 ms00D6: if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2523.45 -1656.59 14.8906 radius 15.0 15.0 15.00633: AS_actor [email protected] exit_car 01B2: give_actor [email protected] weapon 24 ammo 999 // Load the weapon model before using this 081A: set_actor [email protected] weapon_skill_to 100 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR05BF: AS_actor [email protected] look_at_actor [email protected] 2000 ms01B2: give_actor [email protected] weapon 22 ammo 999 // Load the weapon model before using this 0223: set_actor [email protected] health_to 1000036A: put_actor [email protected] in_car [email protected]: [email protected] = create_marker_above_car [email protected] unknown 0 visibility 1:CELL_1340001: wait 0 ms00D6: if00F4:   actor [email protected] near_actor $PLAYER_ACTOR radius 6.0 6.0 sphere 0 in_car004D: jump_if_false @CELL_1340164: disable_marker [email protected]: AS_actor [email protected] exit_car [email protected]: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]: [email protected] += 10 // integer values 0008: [email protected] += 1 // integer values0008: [email protected] += 1 // integer values01B4: set_player $PLAYER_CHAR can_move 0015F: set_camera_position [email protected] [email protected] [email protected] rotation 0.0 0.0 0.00159: camera_on_ped [email protected] 15 205BF: AS_actor [email protected] look_at_actor [email protected] 0 ms05BF: AS_actor [email protected] look_at_actor [email protected] 0 ms05BF: AS_actor [email protected] look_at_actor [email protected] 1000 ms05BF: AS_actor [email protected] look_at_actor [email protected] 1000 ms0001: wait 500 ms05E2: AS_actor [email protected] kill_actor [email protected]: AS_actor [email protected] kill_actor [email protected]: restore_camera_with_jumpcut01B4: set_player $PLAYER_CHAR can_move 1:CELL_140001: wait 0 ms00D6: if or0118:   actor [email protected] dead 0118:   actor [email protected] dead004D: jump_if_false @CELL_200002: jump @CELL_15:CELL_2000D6: if0118:   actor $PLAYER_ACTOR dead004D: jump_if_false @CELL_14:CELL_150249: release_model #FAM1 0249: release_model #DESERT_EAGLE0249: release_model #COLT450249: release_model #LAPD10249: release_model #COPCARLA0249: release_model #INFERNUS01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 004E: end_thread

 

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fireguy109

facedesk.gif

 

EDITED AGAIN

 

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'CELL'0570: [email protected] = create_asset_radar_marker_with_icon 50 at 2523.45 -1656.59 14.890601F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR:CELL_11                                                      0001: wait 0 ms00D6: if and00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2523.45 -1656.59 14.8906 radius 15.0 15.0 15.00AB0:   key_pressed 67044B:   actor $PLAYER_ACTOR on_foot 004D: jump_if_false @CELL_110164: disable_marker [email protected]: load_model #FAM10247: load_model #DESERT_EAGLE0247: load_model #CELLPHONE0247: load_model #LAPD10247: load model #COLT450247: load_model #COPCARLA0247: load_mdoel #INFERNUS:CELL_120729: AS_actor $PLAYER_ACTOR hold_cellphone 1 05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 0001: wait 500 ms00BB: show_text_lowpriority GXT 'CELL0' time 500 flag 10001: wait 2000 ms00BB: show_text_lowpriority GXT 'CELL1' time 4000 flag 10001: wait 6000 ms00BB: show_text_lowpriority GXT 'CELL2' time 3000 flag 10001: wait 400000BB: show_text_lowpriority GXT 'CELL3' time 3000 flag 10001: wait 500 ms0729: AS_actor $PLAYER_ACTOR hold_cellphone 005BA: AS_actor $PLAYER_ACTOR move_mouth 0 ms :[email protected] = Actor.Create(Gang2, #FAM1, 2524.45, -1658.59, 14.8906)[email protected] = Actor.Create(Cop, #LAPD1, 914.596, -1389.34, 13.5672)00A5: [email protected] = create_car #COPCARLA at 911.696 -1388.44 13.567200A5: [email protected] = create_car #INFERNUS at 2508.91 -1667.87 12.29690223: set_actor [email protected] health_to 1000 0446: set_actor [email protected] immune_to_headshots 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 0 036A: put_actor [email protected] in_car [email protected]: give_actor [email protected] weapon 24 ammo 999 // Load the weapon model before using this 081A: set_actor [email protected] weapon_skill_to 100 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR05BF: AS_actor [email protected] look_at_actor [email protected] 2000 ms01B2: give_actor [email protected] weapon 22 ammo 999 // Load the weapon model before using this 0223: set_actor [email protected] health_to 1000036A: put_actor [email protected] in_car [email protected]: [email protected] = create_marker_above_car [email protected] unknown 0 visibility 1:CELL_1340001: wait 0 ms00D6: if00F4:   actor [email protected] near_actor $PLAYER_ACTOR radius 6.0 6.0 sphere 0 in_car004D: jump_if_false @CELL_1340164: disable_marker [email protected]: AS_actor [email protected] exit_car [email protected]: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]: [email protected] += 10 // integer values 0008: [email protected] += 1 // integer values0008: [email protected] += 1 // integer values01B4: set_player $PLAYER_CHAR can_move 0015F: set_camera_position [email protected] [email protected] [email protected] rotation 0.0 0.0 0.00159: camera_on_ped [email protected] 15 205BF: AS_actor [email protected] look_at_actor [email protected] 0 ms05BF: AS_actor [email protected] look_at_actor [email protected] 0 ms05BF: AS_actor [email protected] look_at_actor [email protected] 1000 ms05BF: AS_actor [email protected] look_at_actor [email protected] 1000 ms0001: wait 500 ms05E2: AS_actor [email protected] kill_actor [email protected]: AS_actor [email protected] kill_actor [email protected]: restore_camera_with_jumpcut01B4: set_player $PLAYER_CHAR can_move 105CD: AS_actor [email protected] exit_car $PLAYER_CAR:CELL_140001: wait 0 ms00D6: if or0118:   actor [email protected] dead 0118:   actor [email protected] dead004D: jump_if_false @CELL_200002: jump @CELL_15:CELL_2000D6: if0118:   actor $PLAYER_ACTOR dead004D: jump_if_false @CELL_14:CELL_150249: release_model #FAM1 0249: release_model #DESERT_EAGLE0249: release_model #COLT450249: release_model #LAPD10249: release_model #COPCARLA0249: release_model #INFERNUS01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian01C3: remove_references_to_car [email protected]: remove_references_to_car [email protected]: end_thread

 

Edited by fireguy109

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