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Happy Holidays from the GTANet team!

Very small request


Yorpie
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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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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,

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