theblackduck 0 Posted July 29, 2011 (edited) 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 July 29, 2011 by theblackduck Quote Share this post Link to post Share on other sites
UNRATED69 8 Posted July 29, 2011 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 Quote Share this post Link to post Share on other sites
theblackduck 0 Posted July 29, 2011 Thank you,i really appreciate you helping me. Quote Share this post Link to post Share on other sites
Adler 54 Posted July 29, 2011 You could've used your other topic for this question though. Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 2, 2011 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 Quote Share this post Link to post Share on other sites
UNRATED69 8 Posted August 2, 2011 //-------------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 $PLAYER_ACTOR hold_cellphone 0 wait 4000 00BA: show_text_styled GXT 'HOS3' time 1000 style 2 wait 200 Model.Destroy(#WMOSCI)Model.Destroy(#LAEMT1)Model.Destroy(#CELLPHONE)0A93: end_custom_thread Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 2, 2011 How can you see for example player 0 press 53,How can you see what keyboard numbers it is if you know what i mean Quote Share this post Link to post Share on other sites
aStiffSausage 144 Posted August 2, 2011 If you mean this opcode: 00E1: player 0 pressed_key 19 Then, the keys can be found from here: SannyBuilder Help - Contents - SCM Documentation - GTA SA - Keypress numbers. But if you mean this opcode: 0AB0: key_pressed 0x73 Then, you kind find from here: SannyBuilder Help - Contents - CLEO 3 Code Library - Virtual Key Codes (for 0AB0). Hopefully this helped you. Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 2, 2011 Yes it worked,thank you Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 3, 2011 have another problem now >.<,the one that acctually manage too fix this will get credit when the mod is published {$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 $PLAYER_ACTOR0175: set_car [email protected] Z_angle_to 12005BF: AS_actor [email protected] look_at_actor [email protected] 2000 ms01B2: give_actor [email protected] weapon 22 ammo 999 // Load the weapon model before using this 0223: set_actor [email protected] health_to 1000 05E2: AS_actor [email protected] kill_actor [email protected]: jump_if_false @CELL_11 0002: jump @CELL_14:CELL_1400D6: if 0118: actor [email protected] dead 0118: actor [email protected] dead004D: jump_if_false @CELL_110002: jump @CELL_15:CELL_150249: release_model #FAM1 0249: release_model #DESERT_EAGLE0249: release_model #COLT450249: release_model #LAPD10249: release_model #COPCARLA01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 004D: jump_if_false @CELL_11004E: end_thread Quote Share this post Link to post Share on other sites
fireguy109 528 Posted August 3, 2011 A few unnecessary jumps, some wrong labels, missing or incorrect "if" statements. Fixed. {$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 $PLAYER_ACTOR0175: set_car [email protected] Z_angle_to 12005BF: AS_actor [email protected] look_at_actor [email protected] 2000 ms01B2: give_actor [email protected] weapon 22 ammo 999 // Load the weapon model before using this 0223: set_actor [email protected] health_to 1000 05E2: AS_actor [email protected] kill_actor [email protected]: jump_if_false @CELL_11 :CELL_1400D6: if and0118: actor [email protected] dead 0118: actor [email protected] dead004D: jump_if_false @CELL_140002: jump @CELL_15:CELL_150249: release_model #FAM1 0249: release_model #DESERT_EAGLE0249: release_model #COLT450249: release_model #LAPD10249: release_model #COPCARLA01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 004E: end_thread Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 3, 2011 still some wrongs though..like the key press doesn´t work and it doesnt happen anything when carl is in sphere either Quote Share this post Link to post Share on other sites
fireguy109 528 Posted August 3, 2011 (edited) Hit "c" to begin. Edited again- use new code below. {$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 August 3, 2011 by fireguy109 Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 3, 2011 the call is suposed too be in grove st and the game crashes and the sphere is gonna be bigger and invisible Quote Share this post Link to post Share on other sites
fireguy109 528 Posted August 3, 2011 (edited) -flame- What's the matter with it? I changed the marker size now. Edited August 3, 2011 by fireguy109 Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 3, 2011 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 Quote Share this post Link to post Share on other sites
fireguy109 528 Posted August 3, 2011 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. Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 3, 2011 Right now i can't give you the coordinates because i´m on another computer but i can give you the coordinates tomarrow as soon as i wake up ok? Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 4, 2011 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. Quote Share this post Link to post Share on other sites
fireguy109 528 Posted August 4, 2011 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 $PLAYER_ACTOR dead004D: jump_if_false @CELL_14:CELL_150249: release_model #FAM1 0249: release_model #DESERT_EAGLE0249: release_model #COLT450249: release_model #LAPD10249: release_model #COPCARLA01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 004E: end_thread Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 4, 2011 Can't compile it,not enough parameters Quote Share this post Link to post Share on other sites
fireguy109 528 Posted August 4, 2011 (edited) Could you elaborate on this? E: paste the exact error message it gives you? Edited August 4, 2011 by fireguy109 Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 4, 2011 Yea I'll do that Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 4, 2011 "Not enough actual parameters. Expected 5 params." Quote Share this post Link to post Share on other sites
fireguy109 528 Posted August 4, 2011 (edited) It should link to a certain opcode or part of the script. Can you tell me which one is highlighted/referred to or whatever? {$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 August 4, 2011 by fireguy109 Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 4, 2011 1. 0570: [email protected] = create_asset_radar_marker_with_icon 50 at 2523.45, -1656.59, 14.8906 2. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2523.45, -1656.59, 14.8906 radius 15.0 15.0 15.0 3. [email protected] = Actor.Create(Cop, #LAPD1, 914.596 -1389.34 13.5672) and then Label "CELL_16" redeclared. at [email protected] = Actor.Create(Gang2, #FAM1, 2524.45, -1658.59, 14.8906) and Label "CELL_16" redeclared. at :CELL_16 Quote Share this post Link to post Share on other sites
fireguy109 528 Posted August 4, 2011 EDITED AGAIN {$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 $PLAYER_ACTOR dead004D: jump_if_false @CELL_14:CELL_150249: release_model #FAM1 0249: release_model #DESERT_EAGLE0249: release_model #COLT450249: release_model #LAPD10249: release_model #COPCARLA01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 004E: end_thread Quote Share this post Link to post Share on other sites
theblackduck 0 Posted August 4, 2011 fam1 doesnt enter cars that cj enter and that is neccary if they gonna travel that far so i edited the text and it needs to refind a little {$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 $PLAYER_ACTOR dead004D: jump_if_false @CELL_14:CELL_150249: release_model #FAM1 0249: release_model #DESERT_EAGLE0249: release_model #COLT450249: release_model #LAPD10249: release_model #COPCARLA0249: release_model #INFERNUS01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 004E: end_thread Quote Share this post Link to post Share on other sites
fireguy109 528 Posted August 4, 2011 (edited) EDITED AGAIN {$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 August 4, 2011 by fireguy109 Quote Share this post Link to post Share on other sites