Yorpie Posted February 13, 2012 Share Posted February 13, 2012 Hello reader, I would like to ask for an errand. I downloaded a CLEO mod from 'ZAZ Mission mods for Cleo 3'. It will make four mafia members spawn in an admiral with micro uzi's and M4s who will come to kill you. If you kill them, a new car with four enemies will be spawned. I already changed the admiral to a patriot, the micro uzi to a MP5, the ak47 to a M4 and the mafia members to soldiers. Now my question for you modders is, can you add a line wich will make the enemies spawn when you have reached a six star wanted level and stop spawning them when you have less than 6 stars. As you will notice I already made an attempt by adding a line but it didn't work. Here is the script file // 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 'DEBT' [email protected] = 1 [email protected] = 3 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 [email protected] = 0 :DEBT_74 wait 250 if $ONMISSION == 0 else_jump @DEBT_74 if [email protected] == 0 else_jump @DEBT_172 if Player.Defined($PLAYER_CHAR) else_jump @DEBT_74 077E: get_active_interior_to [email protected] if [email protected] == 0 else_jump @DEBT_74 if Player.WantedLevel($PLAYER_CHAR) > 5 else_jump @DEBT_74 :DEBT_172 if [email protected] == 1 else_jump @DEBT_482 :DEBT_190 if Player.Defined($PLAYER_CHAR) else_jump @DEBT_468 Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected]) 0087: [email protected] = [email protected] // (float) [email protected] -= 200.0 [email protected] += 200.0 0208: [email protected] = random_float_in_ranges [email protected] [email protected] 0087: [email protected] = [email protected] // (float) [email protected] -= 200.0 [email protected] += 200.0 0208: [email protected] = random_float_in_ranges [email protected] [email protected] 03D3: get_route_nearest_for [email protected] [email protected] [email protected] store_to [email protected] [email protected] [email protected] Z_angle_to [email protected] Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected]) 0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY [email protected] [email protected] if 1.0 > [email protected] else_jump @DEBT_384 wait 0 jump @DEBT_190 :DEBT_384 if 50.0 > [email protected] else_jump @DEBT_416 wait 0 jump @DEBT_190 :DEBT_416 if 00C2: sphere_onscreen [email protected] [email protected] [email protected] radius 4.0 else_jump @DEBT_454 wait 0 jump @DEBT_190 :DEBT_454 [email protected] += 1 jump @DEBT_482 :DEBT_468 gosub @DEBT_3159 [email protected] = 0 :DEBT_482 if [email protected] == 2 else_jump @DEBT_1434 if and Model.Available(#PATRIOT) Model.Available(#ARMY) Model.Available(#MP5LNG) else_jump @DEBT_1238 if Model.Available(#M4) else_jump @DEBT_1203 [email protected] = Car.Create(#PATRIOT, [email protected], [email protected], [email protected]) Car.Angle([email protected]) = [email protected] 0229: set_car [email protected] primary_color_to 0 secondary_color_to 17 Car.Health([email protected]) = 1500 00AE: set_car [email protected] traffic_behaviour_to 2 072F: enable_car [email protected] stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC if [email protected] == 1 else_jump @DEBT_642 Model.Destroy(#PATRIOT) [email protected] = 0 :DEBT_642 0129: [email protected] = create_actor_pedtype 24 model #ARMY in_car [email protected] driverseat [email protected] = Marker.CreateAboveActor([email protected]) if [email protected] == 1 else_jump @DEBT_693 Model.Destroy(#ARMY) [email protected] = 0 :DEBT_693 if [email protected] > 0 else_jump @DEBT_919 062F: [email protected] = create_group_type 0 0630: put_actor [email protected] in_group [email protected] as_leader 07E6: copy_group_decision_maker -1 to [email protected] 0749: reset_group_decision_maker [email protected] event 41 06AD: set_group [email protected] group_decision_maker_to [email protected] 01C8: [email protected] = create_actor_pedtype 24 model #ARMY in_car [email protected] passenger_seat 0 if [email protected] == 1 else_jump @DEBT_793 Model.Destroy(#ARMY) [email protected] = 0 :DEBT_793 if [email protected] > 1 else_jump @DEBT_856 01C8: [email protected] = create_actor_pedtype 24 model #ARMY in_car [email protected] passenger_seat 1 if [email protected] == 1 else_jump @DEBT_856 Model.Destroy(#ARMY) [email protected] = 0 :DEBT_856 if [email protected] > 2 else_jump @DEBT_919 01C8: [email protected] = create_actor_pedtype 24 model #ARMY in_car [email protected] passenger_seat 2 if [email protected] == 1 else_jump @DEBT_919 Model.Destroy(#ARMY) [email protected] = 0 :DEBT_919 07E5: copy_decision_maker -1 to [email protected] 0708: reset_decision_maker [email protected] event 41 [email protected] = 0 :DEBT_940 if 4 > [email protected] else_jump @DEBT_1129 if not Actor.Dead([email protected]([email protected],4i)) else_jump @DEBT_1115 060B: set_actor [email protected]([email protected],4i) decision_maker_to [email protected] 02A9: set_actor [email protected]([email protected],4i) immune_to_nonplayer 1 077A: set_actor [email protected]([email protected],4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 03FE: set_actor [email protected]([email protected],4i) money 10000 0961: unknown_actor [email protected]([email protected],4i) flag 1 if or [email protected] == 0 [email protected] == 2 else_jump @DEBT_1076 01B2: give_actor [email protected]([email protected],4i) weapon 29 ammo 9999 // Load the weapon model before using this :DEBT_1076 if or [email protected] == 1 [email protected] == 3 else_jump @DEBT_1115 01B2: give_actor [email protected]([email protected],4i) weapon 31 ammo 9999 // Load the weapon model before using this :DEBT_1115 [email protected] += 1 jump @DEBT_940 :DEBT_1129 if [email protected] == 1 else_jump @DEBT_1159 Model.Destroy(#MP5LNG) [email protected] = 0 :DEBT_1159 if [email protected] == 1 else_jump @DEBT_1189 Model.Destroy(#M4) [email protected] = 0 :DEBT_1189 [email protected] += 1 jump @DEBT_1231 :DEBT_1203 if not Model.Available(#M4) else_jump @DEBT_1231 Model.Load(#M4) [email protected] = 1 :DEBT_1231 jump @DEBT_1434 :DEBT_1238 if not Model.Available(#PATRIOT) else_jump @DEBT_1266 Model.Load(#PATRIOT) [email protected] = 1 :DEBT_1266 if not Model.Available(#ARMY) else_jump @DEBT_1294 Model.Load(#ARMY) [email protected] = 1 :DEBT_1294 if not Model.Available(#ARMY) else_jump @DEBT_1322 Model.Load(#ARMY) [email protected] = 1 :DEBT_1322 if not Model.Available(#ARMY) else_jump @DEBT_1350 Model.Load(#ARMY) [email protected] = 1 :DEBT_1350 if not Model.Available(#ARMY) else_jump @DEBT_1378 Model.Load(#ARMY) [email protected] = 1 :DEBT_1378 if not Model.Available(#MP5LNG) else_jump @DEBT_1406 Model.Load(#MP5LNG) [email protected] = 1 :DEBT_1406 if not Model.Available(#M4) else_jump @DEBT_1434 Model.Load(#M4) [email protected] = 1 :DEBT_1434 if [email protected] == 3 else_jump @DEBT_3136 if $ONMISSION == 0 else_jump @DEBT_3077 if Player.Defined($PLAYER_CHAR) else_jump @DEBT_3056 077E: get_active_interior_to [email protected] if [email protected] == 0 else_jump @DEBT_3014 if not Actor.Dead([email protected]) else_jump @DEBT_2601 if 00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 500.0 500.0 0 else_jump @DEBT_2580 if 0449: actor [email protected] in_a_car else_jump @DEBT_2140 if not Car.Wrecked([email protected]) else_jump @DEBT_2128 if Actor.Driving($PLAYER_ACTOR) else_jump @DEBT_1780 0209: [email protected] = random_int_in_ranges 0 4 03C0: [email protected] = actor $PLAYER_ACTOR car if [email protected] == 0 else_jump @DEBT_1659 06E1: AS_actor [email protected] using_car [email protected] target_car [email protected] with_order 15 max_speed 100.0 traffic_flag 2 :DEBT_1659 if [email protected] == 1 else_jump @DEBT_1697 06E1: AS_actor [email protected] using_car [email protected] target_car [email protected] with_order 19 max_speed 100.0 traffic_flag 2 :DEBT_1697 if [email protected] == 2 else_jump @DEBT_1735 06E1: AS_actor [email protected] using_car [email protected] target_car [email protected] with_order 29 max_speed 100.0 traffic_flag 2 :DEBT_1735 if [email protected] == 3 else_jump @DEBT_1773 06E1: AS_actor [email protected] using_car [email protected] target_car [email protected] with_order 30 max_speed 100.0 traffic_flag 2 :DEBT_1773 jump @DEBT_1799 :DEBT_1780 06E1: AS_actor [email protected] using_car [email protected] target_car -1 with_order 2 max_speed 100.0 traffic_flag 2 :DEBT_1799 06AC: [email protected] = actor $PLAYER_ACTOR movement_speed if or 044B: actor $PLAYER_ACTOR on_foot 5.0 > [email protected] else_jump @DEBT_2008 if 00F2: actor [email protected] near_actor $PLAYER_ACTOR radius 15.0 15.0 0 else_jump @DEBT_2008 062E: unknown_get_actor [email protected] task 1560 status_store_to [email protected] // ret 7 if not found if 04A4: [email protected] == 7 // @ == any else_jump @DEBT_2008 0615: define_AS_pack_begin [email protected] 0209: [email protected] = random_int_in_ranges 0 2 if [email protected] == 0 else_jump @DEBT_1956 06C7: AS_actor -1 driver_of_car [email protected] perform_action 7 timelimit 200 06C7: AS_actor -1 driver_of_car [email protected] perform_action 4 timelimit 1000 jump @DEBT_1980 :DEBT_1956 06C7: AS_actor -1 driver_of_car [email protected] perform_action 8 timelimit 200 06C7: AS_actor -1 driver_of_car [email protected] perform_action 5 timelimit 1000 :DEBT_1980 07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 5000 ms 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] :DEBT_2008 if and 03CE: car [email protected] stuck 15.0 > [email protected] else_jump @DEBT_2121 if 0202: actor $PLAYER_ACTOR near_car [email protected] radius 30.0 30.0 flag 0 else_jump @DEBT_2121 if 02CA: car [email protected] bounding_sphere_visible else_jump @DEBT_2121 062E: unknown_get_actor [email protected] task 1957 status_store_to [email protected] // ret 7 if not found if 04A4: [email protected] == 7 // @ == any else_jump @DEBT_2121 07A5: AS_actor [email protected] attack_actor $PLAYER_ACTOR 5000 ms :DEBT_2121 jump @DEBT_2133 :DEBT_2128 Car.RemoveReferences([email protected]) :DEBT_2133 jump @DEBT_2573 :DEBT_2140 if 00F2: actor [email protected] near_actor $PLAYER_ACTOR radius 30.0 30.0 0 else_jump @DEBT_2218 062E: unknown_get_actor [email protected] task 1957 status_store_to [email protected] // ret 7 if not found if 04A4: [email protected] == 7 // @ == any else_jump @DEBT_2211 07A5: AS_actor [email protected] attack_actor $PLAYER_ACTOR 5000 ms :DEBT_2211 jump @DEBT_2573 :DEBT_2218 if not Car.Wrecked([email protected]) else_jump @DEBT_2319 062E: unknown_get_actor [email protected] task 1560 status_store_to [email protected] // ret 7 if not found if 04A4: [email protected] == 7 // @ == any else_jump @DEBT_2312 0615: define_AS_pack_begin [email protected] 0772: AS_actor -1 run_to_car [email protected] 99999 ms stop_at_distance 5.0 05CB: AS_actor -1 enter_car [email protected] as_driver -2 ms 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] :DEBT_2312 jump @DEBT_2573 :DEBT_2319 Car.RemoveReferences([email protected]) if 80F2: not actor $PLAYER_ACTOR near_actor [email protected] radius 60.0 60.0 0 else_jump @DEBT_2533 Actor.StorePos([email protected], [email protected], [email protected], [email protected]) 03D3: get_route_nearest_for [email protected] [email protected] [email protected] store_to [email protected] [email protected] [email protected] Z_angle_to [email protected] if 838A: not any_car_in_cube_cornerA [email protected] [email protected] [email protected] cornerB 4.0 4.0 4.0 else_jump @DEBT_2526 if 80C2: not sphere_onscreen [email protected] [email protected] [email protected] radius 4.0 else_jump @DEBT_2526 [email protected] = Car.Create(#PATRIOT, [email protected], [email protected], [email protected]) Car.Angle([email protected]) = [email protected] 0229: set_car [email protected] primary_color_to 75 secondary_color_to 0 Car.Health([email protected]) = 1500 00AE: set_car [email protected] traffic_behaviour_to 2 072F: enable_car [email protected] stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC :DEBT_2526 jump @DEBT_2573 :DEBT_2533 062E: unknown_get_actor [email protected] task 1957 status_store_to [email protected] // ret 7 if not found if 04A4: [email protected] == 7 // @ == any else_jump @DEBT_2573 07A5: AS_actor [email protected] attack_actor $PLAYER_ACTOR 5000 ms :DEBT_2573 jump @DEBT_2594 :DEBT_2580 gosub @DEBT_3159 [email protected] = 0 :DEBT_2594 jump @DEBT_2766 :DEBT_2601 Actor.RemoveReferences([email protected]) [email protected] = 1 :DEBT_2613 if 4 > [email protected] else_jump @DEBT_2766 if not Actor.Dead([email protected]([email protected],4i)) else_jump @DEBT_2743 if 07FD: group [email protected] alive else_jump @DEBT_2736 if 06EE: actor [email protected]([email protected],4i) in_group [email protected] else_jump @DEBT_2736 if 06EF: actor [email protected]([email protected],4i) leading_group [email protected] else_jump @DEBT_2736 0085: [email protected] = [email protected]([email protected],4i) // (int) [email protected]([email protected],4i) = -1 :DEBT_2736 jump @DEBT_2752 :DEBT_2743 Actor.RemoveReferences([email protected]([email protected],4i)) :DEBT_2752 [email protected] += 1 jump @DEBT_2613 :DEBT_2766 [email protected] = 1 :DEBT_2773 if 4 > [email protected] else_jump @DEBT_3007 if not Actor.Dead([email protected]) else_jump @DEBT_2993 if not Actor.Dead([email protected]([email protected],4i)) else_jump @DEBT_2984 if 07FD: group [email protected] alive else_jump @DEBT_2977 if 86EE: not actor [email protected]([email protected],4i) in_group [email protected] else_jump @DEBT_2977 if 00F2: actor [email protected]([email protected],4i) near_actor [email protected] radius 30.0 30.0 0 else_jump @DEBT_2920 0631: put_actor [email protected]([email protected],4i) in_group [email protected] jump @DEBT_2977 :DEBT_2920 062E: unknown_get_actor [email protected]([email protected],4i) task 1957 status_store_to [email protected] // ret 7 if not found if 04A4: [email protected] == 7 // @ == any else_jump @DEBT_2977 Actor.RemoveReferences([email protected]([email protected],4i)) 07A5: AS_actor [email protected]([email protected],4i) attack_actor $PLAYER_ACTOR 5000 ms :DEBT_2977 jump @DEBT_2993 :DEBT_2984 Actor.RemoveReferences([email protected]([email protected],4i)) :DEBT_2993 [email protected] += 1 jump @DEBT_2773 :DEBT_3007 jump @DEBT_3028 :DEBT_3014 gosub @DEBT_3159 [email protected] = 1 :DEBT_3028 jump @DEBT_3049 gosub @DEBT_3159 jump @DEBT_74 :DEBT_3049 jump @DEBT_3070 :DEBT_3056 gosub @DEBT_3159 [email protected] = 1 :DEBT_3070 jump @DEBT_3091 :DEBT_3077 gosub @DEBT_3159 [email protected] = 1 :DEBT_3091 if and Actor.Dead([email protected]) Actor.Dead([email protected]) Actor.Dead([email protected]) Actor.Dead([email protected]) else_jump @DEBT_3136 gosub @DEBT_3159 [email protected] = 1 :DEBT_3136 jump @DEBT_74 if 82CA: not car [email protected] bounding_sphere_visible else_jump @DEBT_3159 :DEBT_3159 Marker.Disable([email protected]) Actor.RemoveReferences([email protected]) Actor.RemoveReferences([email protected]) Actor.RemoveReferences([email protected]) Actor.RemoveReferences([email protected]) Car.RemoveReferences([email protected]) 065C: release_decision_maker [email protected] 065C: release_decision_maker [email protected] 0632: release_group [email protected] if [email protected] == 1 else_jump @DEBT_3234 Model.Destroy(#PATRIOT) [email protected] = 0 :DEBT_3234 if [email protected] == 1 else_jump @DEBT_3264 Model.Destroy(#ARMY) [email protected] = 0 :DEBT_3264 if [email protected] == 1 else_jump @DEBT_3294 Model.Destroy(#ARMY) [email protected] = 0 :DEBT_3294 if [email protected] == 1 else_jump @DEBT_3324 Model.Destroy(#ARMY) [email protected] = 0 :DEBT_3324 if [email protected] == 1 else_jump @DEBT_3354 Model.Destroy(#ARMY) [email protected] = 0 :DEBT_3354 if [email protected] == 1 else_jump @DEBT_3384 Model.Destroy(#MP5LNG) [email protected] = 0 :DEBT_3384 if [email protected] == 1 else_jump @DEBT_3414 Model.Destroy(#M4) [email protected] = 0 :DEBT_3414 return That is the end of it, if someone could help me, I would be very pleased. 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Ashwin.Star Posted February 15, 2012 Share Posted February 15, 2012 let me try! {$CLEO .cs}thread 'Ashwin':0wait 0if010F: player $PLAYER_CHAR wanted_level > 5 jf @0model.Load(#ARMY)model.Load(#Others)038B: load_requested_models :1wait 0if andmodel.Available(#ARMY)model.Available(#others)jf @1///////////////////////////////////////////////////////////////////////////////////////////////////////////// Do Anything you want to do, just make a Gusub @check in each loop of your code /////////////////////////////////////////////////////////////////////////////////////////////////////////////:checkif010F: player $PLAYER_CHAR wanted_level > 5jf @endreturn:end///////////////////////////////////////////////////////////////////////////////////////// Destroy the actors & vehicles you have created above in your code ////////////////////////////////////////////////////////////////////////////////////////model.Destroy(#ARMY)model.Destroy(#Others)jump @0 i have not explained fully as you are not a nob, Link to comment Share on other sites More sharing options...
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