Jump to content

cleo mods san andreas


nissan4x4

Recommended Posts

Hey all,new to forum been a modder of gta for a couple of years on pc.Now have moved to original xbox san andreas specifically,and cannot find an answer to the question.Can you somehow convert cleo mods to work on the xbox? and yes i have searched high and low for and answer but seems no one has ever asked as far as i can tell.So can you? if so what tools are needed to convert.Thanks Nissan colgate.gif

Link to comment
Share on other sites

No, you can't use CLEO on Xbox. You can convert your mods to threads in the main.scm though, so long as they don't use CLEO-only opcodes...

pkmTc.gif

Link to comment
Share on other sites

Thanks for the answer,mainly i was wanting to use the aldea_malvada skeleton mod and a few other grove street mods that i can only find in cleo format,is there a program to convert cleo to script so i can place it in the main.scm.or better yet is there a manual way to do it?thanks

Link to comment
Share on other sites

Well, basically open them up and check if they use CLEO opcodes.

 

Then, open your main.scm file and look for something like this, but with different names after the "@"

 

 

0417: start_mission 0  // Intro Movie004F: create_thread @I_SAVE_8DB0 004F: create_thread @C_SAVE_90C1 004F: create_thread @S_SAVE_946A 004F: create_thread @I_RSTRT_906E 004F: create_thread @C_RSTRT_9401004F: create_thread @IEDOOR_10004F: create_thread @UNFLIP 004F: create_thread @S_RSTRT_96DA 

 

Above the last one, type "004F: create_thread @CLEOMOD01"

 

Then, find a spot just above where it says //-----------MAIN------------------ in the scm and paste your code.

 

It should work fine, but your save games won't work. That's what happens when the main.scm is modded, I'm afraid. confused.gif

pkmTc.gif

Link to comment
Share on other sites

I opened the main scm here what i found.there is no 004f in front of it like yours is starts at 000982 ends 001001 is this the right spot in the file its the closet looking to yours and i found the main spot to post the code

 


 

 

create_thread @TPLAYER

create_thread @ODDVEH

create_thread @R3

create_thread @GYM

create_thread @SHOOT

create_thread @BLOODR

create_thread @HOTR

create_thread @KICKS

create_thread @PSAVE1

create_thread @FLOW

create_thread @HELP

create_thread @COLLS

create_thread @CRANES

create_thread @BUY_PRO

create_thread @VALET_L

create_thread @ADPLANE

create_thread @TRAINSL

create_thread @IMPND_L

create_thread @OPENUP

create_thread @TRI

 

 

Opened skeleton mod which has one file that is skeleton.cs

 

 

 

 

{$VERSION 3.1.0027}

{$CLEO .cs}

 

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

thread 'SKELETON_THREAD'

 

:SKELETON_THREAD_19

wait 0

if

Player.Defined($PLAYER_CHAR)

jf @SKELETON_THREAD_19

if

$ONMISSION == 0

jf @SKELETON_THREAD_19

if

00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -1317.184 2525.606 87.5162 radius 50.0 50.0 50.0

jf @SKELETON_THREAD_19

if and

00BF: 29@ = current_time_hours, 30@ = current_time_minutes

29@ >= 2

20 > 29@

jf @SKELETON_THREAD_145

jump @SKELETON_THREAD_19

 

:SKELETON_THREAD_145

Model.Load(#CELLPHONE)

038B: load_requested_models

 

:SKELETON_THREAD_152

wait 0

if

Model.Available(#CELLPHONE)

jf @SKELETON_THREAD_152

0729: AS_actor $PLAYER_ACTOR hold_cellphone 1

wait 2200

00BB: show_text_lowpriority GXT 'SKE1' time 2200 flag 1

wait 2400

00BB: show_text_lowpriority GXT 'SKE2' time 3000 flag 1

wait 3200

0729: AS_actor $PLAYER_ACTOR hold_cellphone 0

023C: load_special_actor 'SKE' as 6 // models 290-299

Model.Load(#FLAME)

Model.Load(#SHOVEL)

Model.Load(#KNIFECUR)

Model.Load(#BAT)

038B: load_requested_models

 

:SKELETON_THREAD_268

wait 0

if

023D: special_actor 6 loaded

jf @SKELETON_THREAD_268

0@ = Actor.Create(CivMale, #SPECIAL06, -1317.001, 2526.78, 87.5624)

Actor.Angle(0@) = 99.2446

Actor.Health(0@) = 6000

Actor.Armour(0@) = 2000

060B: set_actor 0@ decision_maker_to 32

060F: set_actor 0@ melee_accuracy_to 100.0

01B2: give_actor 0@ weapon 37 ammo 9999 // Load the weapon model before using this

0245: set_actor 0@ walk_style_to "MAN"

0446: set_actor 0@ immune_to_headshots 0

04D8: set_actor 0@ drowns_in_water 1

0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1

Actor.SetImmunities(0@, 1, 1, 0, 0, 0)

1@ = Actor.Create(CivMale, #SPECIAL06, -1304.045, 2543.661, 93.3047)

Actor.Angle(1@) = 99.2446

Actor.Health(1@) = 6000

Actor.Armour(1@) = 2000

060B: set_actor 1@ decision_maker_to 32

060F: set_actor 1@ melee_accuracy_to 100.0

01B2: give_actor 1@ weapon 6 ammo 9999 // Load the weapon model before using this

0245: set_actor 1@ walk_style_to "MAN"

0446: set_actor 1@ immune_to_headshots 0

04D8: set_actor 1@ drowns_in_water 1

0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1

Actor.SetImmunities(1@, 1, 1, 0, 0, 0)

2@ = Actor.Create(CivMale, #SPECIAL06, -1303.189, 2525.087, 87.4958)

Actor.Angle(2@) = 99.2446

Actor.Health(2@) = 6000

Actor.Armour(2@) = 2000

060B: set_actor 2@ decision_maker_to 32

060F: set_actor 2@ melee_accuracy_to 100.0

01B2: give_actor 2@ weapon 4 ammo 9999 // Load the weapon model before using this

0245: set_actor 2@ walk_style_to "OLDMAN"

0446: set_actor 2@ immune_to_headshots 0

04D8: set_actor 2@ drowns_in_water 1

0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1

Actor.SetImmunities(2@, 1, 1, 0, 0, 0)

3@ = Actor.Create(CivMale, #SPECIAL06, -1316.635, 2508.381, 87.042)

Actor.Health(3@) = 6000

Actor.Armour(3@) = 2000

060B: set_actor 3@ decision_maker_to 32

060F: set_actor 3@ melee_accuracy_to 100.0

01B2: give_actor 3@ weapon 5 ammo 9999 // Load the weapon model before using this

0245: set_actor 3@ walk_style_to "FATMAN"

0446: set_actor 3@ immune_to_headshots 0

04D8: set_actor 3@ drowns_in_water 1

0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1

Actor.SetImmunities(3@, 1, 1, 0, 0, 0)

0850: AS_actor 0@ follow_actor $PLAYER_ACTOR

0850: AS_actor 1@ follow_actor $PLAYER_ACTOR

0850: AS_actor 2@ follow_actor $PLAYER_ACTOR

0850: AS_actor 3@ follow_actor $PLAYER_ACTOR

05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR

05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR

05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR

05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR

Model.Destroy(#CELLPHONE)

Model.Destroy(#SPECIAL06)

0296: unload_special_actor 6

 

:SKELETON_THREAD_857

wait 0

if

Player.Defined($PLAYER_CHAR)

jf @SKELETON_THREAD_931

if

not Actor.Dead(0@)

jf @SKELETON_THREAD_943

if

00F2: actor $PLAYER_ACTOR near_actor 0@ radius 180.0 180.0 0

jf @SKELETON_THREAD_931

jump @SKELETON_THREAD_857

 

:SKELETON_THREAD_931

Actor.RemoveReferences(0@)

jump @SKELETON_THREAD_19

 

:SKELETON_THREAD_943

Actor.RemoveReferences(0@)

0A93: end_custom_thread

 

 

 

 

 

 

Link to comment
Share on other sites

First, turn on "write opcodes" in the settings. It makes things easier.

 

Second, to use code tags,

 

[code] script here [/code]

 

But enough lecturing. biggrin.gif

 

Use this.

 

004F: create_thread @SKELETON_THREAD_1

 

 

 

:SKELETON_THREAD_10006: 4@ = 0 // integer values:SKELETON_THREAD_190001: wait 0 ms00D6: if and0256:   player $PLAYER_CHAR defined0038:   $ONMISSION == 0 // integer values0038:   $4@ == 0 // integer values00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1317.184 2525.606 87.5162 radius 50.0 50.0 50.0 004D: jump_if_false @SKELETON_THREAD_19 00BF: 29@ = current_time_hours, 30@ = current_time_minutes 004D: if and0028:   29@ >= 2 001B:   20 > 29@ 004D: jump_if_false @SKELETON_THREAD_145 0002: jump @SKELETON_THREAD_19 :SKELETON_THREAD_1450247: request_model #CELLPHONE038B: load_requested_models :SKELETON_THREAD_1520001: wait 0 ms00D6: if 0248:   model #CELLPHONE available 004D: jump_if_false @SKELETON_THREAD_152 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 0001: wait 2200 ms00BB: show_text_lowpriority GXT 'SKE1' time 2200 flag 1 0001: wait 2400 ms00BB: show_text_lowpriority GXT 'SKE2' time 3000 flag 1 0001: wait 3200 ms0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 023C: load_special_actor 'SKE' as 6 // models 290-299 :SKELETON_THREAD_2680001: wait 0 ms00D6: if 023D:   special_actor 6 loaded 004D: jump_if_false @SKELETON_THREAD_268 009A: 0@ = create_actor 4 #SPECIAL06 at -1317.001, 2526.78, 87.56240173: set_actor 0@ z_angle_to 99.24460223: set_actor 0@ health_to 6000 035F: actor 0@ armour += 2000060B: set_actor 0@ decision_maker_to 32 060F: set_actor 0@ melee_accuracy_to 100.0 01B2: give_actor 0@ weapon 37 ammo 9999 // Load the weapon model before using this 0245: set_actor 0@ walk_style_to "MAN" 0446: set_actor 0@ immune_to_headshots 0 04D8: set_actor 0@ drowns_in_water 1 0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1 02AB: set_actor 0@ immunities 1 1 0 0 0 009A: 1@ = create_actor 4 #SPECIAL06 at  -1304.045, 2543.661, 93.30470173: set_actor 1@ z_angle_to 99.24460223: set_actor 1@ health_to 6000 035F: actor 1@ armour += 2000060B: set_actor 1@ decision_maker_to 32 060F: set_actor 1@ melee_accuracy_to 100.0 01B2: give_actor 1@ weapon 6 ammo 9999 // Load the weapon model before using this 0245: set_actor 1@ walk_style_to "MAN" 0446: set_actor 1@ immune_to_headshots 0 04D8: set_actor 1@ drowns_in_water 1 0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1 02AB: set_actor 1@ immunities 1 1 0 0 0 009A: 2@ = create_actor 4 #SPECIAL06 at -1303.189, 2525.087, 87.49580173: set_actor 2@ z_angle_to 99.24460223: set_actor 2@ health_to 6000 035F: actor 2@ armour += 2000060B: set_actor 2@ decision_maker_to 32 060F: set_actor 2@ melee_accuracy_to 100.0 01B2: give_actor 2@ weapon 4 ammo 9999 // Load the weapon model before using this 0245: set_actor 2@ walk_style_to "OLDMAN" 0446: set_actor 2@ immune_to_headshots 0 04D8: set_actor 2@ drowns_in_water 1 0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1 02AB: set_actor 2@ immunities 1 1 0 0 0009A: 3@ = create_actor 4 #SPECIAL06 at -1316.635, 2508.381, 87.0420223: set_actor 3@ health_to 6000 035F: actor 3@ armour += 2000060B: set_actor 3@ decision_maker_to 32 060F: set_actor 3@ melee_accuracy_to 100.0 01B2: give_actor 3@ weapon 5 ammo 9999 // Load the weapon model before using this 0245: set_actor 3@ walk_style_to "FATMAN" 0446: set_actor 3@ immune_to_headshots 0 04D8: set_actor 3@ drowns_in_water 1 0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1 02AB: set_actor 3@ immunities 1 1 0 0 00850: AS_actor 0@ follow_actor $PLAYER_ACTOR 0850: AS_actor 1@ follow_actor $PLAYER_ACTOR 0850: AS_actor 2@ follow_actor $PLAYER_ACTOR 0850: AS_actor 3@ follow_actor $PLAYER_ACTOR 05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR 05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR 0249: release_model #CELLPHONE0296: unload_special_actor 6 :SKELETON_THREAD_8570001: wait 0 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @SKELETON_THREAD_931 00D6: if and8118:   not actor 0@ dead8118:   not actor 1@ dead8118:   not actor 2@ dead8118:   not actor 3@ dead 004D: jump_if_false @SKELETON_THREAD_943 00D6: if 00F2:   actor $PLAYER_ACTOR near_actor 0@ radius 180.0 180.0 0 004D: jump_if_false @SKELETON_THREAD_931 0002: jump @SKELETON_THREAD_857 :SKELETON_THREAD_93101C2: remove_references_to_actor 0@01C2: remove_references_to_actor 1@01C2: remove_references_to_actor 2@01C2: remove_references_to_actor 3@ 0002: jump @SKELETON_THREAD_19 :SKELETON_THREAD_94301C2: remove_references_to_actor 0@01C2: remove_references_to_actor 1@01C2: remove_references_to_actor 2@01C2: remove_references_to_actor 3@0008: 4@ += 1 // integer values 0002: jump @SKELETON_THREAD_19

 

 

Yes, I did it by hand. It took forever.

Edited by fireguy109

pkmTc.gif

Link to comment
Share on other sites

thanks so much for taking the time to help me,but have ran into a few problems when trying to save it gives me error: The definition of unknown empty segment expected but :SKELETON_THREAD_1 found. in sanny builder and i have checked spacing to be correct what else should i look into?thanks again

 

 

fixed.....................but now it says 004d expected 1 params

 


004D: if and

Edited by nissan4x4
Link to comment
Share on other sites

No problem, always happy to help. If you have any problems putting it on Xbox or with errors just let me know.

pkmTc.gif

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.