Gian_Yagami Posted December 8, 2011 Share Posted December 8, 2011 (edited) can you help me ? 1.I'm create mission, and I don't know how to create it. example : in mission big smoke, if CJ go to mark, there is a big yellow write "big smoke" how to do it ? what the code ? 2. how to remove other mission icon if we play our mission ? in my mission, CJ mark can't removed if I play my mission 3. how to $PLAYER_CHAR hitchhike with $PLAYER_ACTOR as Rider and $PLAYER_CHAR "Drive by" and vice versa ? 4. why the camera is can't back to @PLAYER_CHAR ? why that ? ok, I'll waiting for The Answer , thanks Edited December 8, 2011 by Gian_Yagami Link to comment Share on other sites More sharing options...
Node Posted December 11, 2011 Share Posted December 11, 2011 (edited) When cj steps into "Big smoke" marker, the game fades using: fade 0 500 Fade 0 - executes the fade 500 - This is how long it will fade for, 1000 = 1 second To fade out use: Fade 1 500 Dont forget to add a wait after the first fade, it works better As for the "Big smoke" text shown after fade this is executed using 00BA: show_text_styled GXT 'BEEFY' time 1000 style 2 // Beefy Baron 'BEEFY' - This is the name of the GXT shown when the code hits this line time 1000 - This is how long the text appears for Style 2 - Style 2 is the style of mission names how to remove other mission icon if we play our mission $ONMISSION = 1 why the camera is can't back to @PLAYER_CHAR ? use: 015A: restore_camera or 0373: set_camera_directly_behind_player Edited December 11, 2011 by The_Sorrow Link to comment Share on other sites More sharing options...
fireguy109 Posted December 11, 2011 Share Posted December 11, 2011 02EB: restore_camera_with_jumpcut That works better than simply using "restore camera". Link to comment Share on other sites More sharing options...
Node Posted December 11, 2011 Share Posted December 11, 2011 Okay thanks fireguy, atleast i know now Link to comment Share on other sites More sharing options...
Gian_Yagami Posted December 12, 2011 Author Share Posted December 12, 2011 (edited) 3. how to $PLAYER_CHAR hitchhike with $PLAYER_ACTOR as Rider and $PLAYER_CHAR "Drive by" and vice versa ? can you tell how to do it ? in normal mission's, Actor can follow Char. examples: #.Ryder follow CJ in he mission #.big smoke follow CJ in mission Tagging Up Turf sorry guys, i am talking same question, i am can't check it in main.scm i'm using code: 0850: AS_actor [email protected] follow_actor $PLAYER_CHAR07A3: AS_actor $10516([email protected],8i) run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 5.0 and 10.0 Edited December 12, 2011 by Gian_Yagami Link to comment Share on other sites More sharing options...
Node Posted December 12, 2011 Share Posted December 12, 2011 You need to define the actor first so, you spawn him using this code: 009A: [email protected] = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 [email protected] = The variable used to define the actor, your better changing this to $Actor1 or something Then use: 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR To get the actor to follow cj, @95 should be changed to the same as what you used in the spawning opcode, so i chose $Actor1, the two codes together look like this: 009A: $Actor1 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 0850: AS_actor $Actor 1 follow_actor $PLAYER_ACTOR The bits in bold both need to be the same Link to comment Share on other sites More sharing options...
Deji Posted December 12, 2011 Share Posted December 12, 2011 It's inadvisable to use new global variables in CLEO scripts/missions. It's also inadvisable to use new global variables in the SCM, without correctly configuring CustomVariables.ini in the Sanny Builder data folder. Link to comment Share on other sites More sharing options...
Gian_Yagami Posted December 13, 2011 Author Share Posted December 13, 2011 thanks all. I'll try one more, how to install and set CLEO in GTA sa Ps2 ? What data is the same as in the Pc ? Link to comment Share on other sites More sharing options...
Gian_Yagami Posted December 13, 2011 Author Share Posted December 13, 2011 (edited) the actor can't follow CJ, while CJ in car , and... how to CJ "drive by" like mission end of the line (3) ? CJ shooting enemy in fps camera and, how to create mission parameter Actor death and mission failed ? Edited December 13, 2011 by Gian_Yagami Link to comment Share on other sites More sharing options...
UNRATED69 Posted December 13, 2011 Share Posted December 13, 2011 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP Replace $ACTOR_RYDER with the variable of the actor you want to follow you. 0713: actor [email protected] driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 Use this for third person drive-bys. 06A7: put_actor $PLAYER_ACTOR into_turret_on_car [email protected] at_car_offset -0.2 0.5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 43 Use this for first person drive-bys. :IsActorDeadwait 0ifactor.Dead([email protected])jf @NotDeadjump @MissionFailed Replace the [email protected] with the actor's handle. Link to comment Share on other sites More sharing options...
Gian_Yagami Posted December 14, 2011 Author Share Posted December 14, 2011 $PLAYER_ACTOR ; $PLAYER_CHAR ; $PLAYER_RYDER ; $PLAYER_SWEET, and etc... what difference ? Anyone know how to install CLEO and mod to the PS2? and,,, now what do you think my skills? Link to comment Share on other sites More sharing options...
Junior. Posted December 14, 2011 Share Posted December 14, 2011 You can't install CLEO to PS2. But SCM mods works 100% using ps2 game. Click here to know how to mod PS2 San Andreas game. Link to comment Share on other sites More sharing options...
UNRATED69 Posted December 14, 2011 Share Posted December 14, 2011 $PLAYER_ACTOR ; $PLAYER_CHAR ; $PLAYER_RYDER ; $PLAYER_SWEET, and etc... what difference ? $PLAYER_ACTOR is used in opcodes that reference an actor, such as the following: 00A1: put_actor $PLAYER_ACTOR at 345.5621 306.2212 998.4484 00DF: actor $PLAYER_ACTOR driving $PLAYER_CHAR is used when the opcode references a player, like so: 0109: player $PLAYER_CHAR money += 1000000 010F: player $PLAYER_CHAR wanted_level > 0 The other two (I'm assuming you mean $ACTOR_RYDER and $ACTOR_SWEET) are global variables used in the main.scm file when Ryder or Sweet appear in a mission. You don't need to worry about them. Link to comment Share on other sites More sharing options...
Gian_Yagami Posted December 18, 2011 Author Share Posted December 18, 2011 hm.. yes I understand Thanks All Link to comment Share on other sites More sharing options...
Deji Posted December 18, 2011 Share Posted December 18, 2011 $PLAYER_CHAR always contains the value 0, as this is the first player. In the PS2 version, the second players var would contain the value 1. The size of the player data array is only enough to handle 2 players. So the handles are always the same. So you can basically use 0 instead of $PLAYER_CHAR for optimisation. Link to comment Share on other sites More sharing options...
Pie015 Posted December 19, 2011 Share Posted December 19, 2011 Hey thats my mission I uploaded on GTAGarage 'Kill the smoke' Link to comment Share on other sites More sharing options...
Gian_Yagami Posted June 1, 2013 Author Share Posted June 1, 2013 Hey thats my mission I uploaded on GTAGarage 'Kill the smoke' I am Very sorry, I did not mean to stealing your mission mod. Just for Examples Link to comment Share on other sites More sharing options...
TheGodfather. Posted June 2, 2013 Share Posted June 2, 2013 Gosh that was a useless BUMP dude Link to comment Share on other sites More sharing options...
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