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ha! ha! ha!

every cleo mod doesn't work while doing mission?

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ha! ha! ha!

I'm curious if every cleo mod do not work while doing mission....

I'm using few cleo mods which is my favorite, but it looks like all of them doesn't work while on missions.....

I hope they work while doing mission as well.....

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Dutchy3010

Some will work, others won't. Depends on the wishes of the creator of the cleo mod.

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TheGodfather.

No not all CLEO mods work in missions..you need to change the onmission trigger..

 

lol..Dutchy posted it first... tounge.gif

Edited by arijitsen

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ha! ha! ha!

so, where can I upload my cleo file(.cs) to see if it works in mission?

I wish someone can see it and edit for me so it works in mission.....

please...help... the only thing I can do is just open the file with sunny builder....

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Yezz007

No need to upload it, just post the whole code here or pastebin.com with link, so peoples here may help you.

If a CLEO script does not work in the mission, the developer might be afraid that it will crash the game because of a conflict with the mission script OR just because it will be considered as a cheat tounge.gif

 

What kind of mod is it?

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ha! ha! ha!

 

No need to upload it, just post the whole code here or pastebin.com with link, so peoples here may help you.

If a CLEO script does not work in the mission, the developer might be afraid that it will crash the game because of a conflict with the mission script OR just because it will be considered as a cheat tounge.gif

 

What kind of mod is it?

there are accually two .cs files one is engine, light on/off with door lock.

and the other is tow truck help.

 

1.tow truck

 

// 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---------------0000: NOP jump @NONAME_109 wait 2000 Model.Load(#ADMIRAL)038B: load_requested_models :NONAME_21wait 0 if and0AB0:   key_pressed 9   Model.Available(#ADMIRAL)jf @NONAME_21 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 6.0 0.0 [email protected] = Car.Create(#ADMIRAL, [email protected], [email protected], [email protected])Player.Money($PLAYER_CHAR) += 10000wait 1000 Car.RemoveReferences([email protected]):NONAME_109wait 0 if and84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 84A7:   not actor $PLAYER_ACTOR driving_boat   Actor.Driving($PLAYER_ACTOR)  Player.Defined($PLAYER_CHAR) $ONMISSION == 0 0AB0:   key_pressed 9 jf @NONAME_109 if and  not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)  not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)  not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)jf @NONAME_109 $ONMISSION = 1 wait 2000 03C0: [email protected] = actor $PLAYER_ACTOR car Car.RemoveReferences([email protected])03C0: [email protected] = actor $PLAYER_ACTOR car gosub @NONAME_582 gosub @NONAME_4369 Player.Money($PLAYER_CHAR) += -2560729: AS_actor $PLAYER_ACTOR hold_cellphone 1 wait 3000 03CF: load_wav 7006 as 1 09D6: set_actor $PLAYER_ACTOR sound 7006 flags 1 1 0 09F1: play_audio_at_actor $PLAYER_ACTOR event 1 054C: use_GXT_table 'CASINO1' 00BC: show_text_highpriority GXT 'CAS1_EL' time 5000 flag 1  // ~z~Somebody, anybody, HELP!wait 5000 03CF: load_wav 7221 as 1 09D6: set_actor $PLAYER_ACTOR sound 7221 flags 1 1 0 09F1: play_audio_at_actor $PLAYER_ACTOR event 1 00BC: show_text_highpriority GXT 'TOWTRUK' time 5000 flag 1  // Towtruck01E3: show_text_1number_styled GXT 'DOLLAR' number -256 time 3000 style 2  // $~1~wait 2000 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 wait 100 0208: [email protected] = random_float_in_ranges 50.0 50.0 0208: [email protected] = random_float_in_ranges 50.0 50.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] 0.0 02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected] [email protected] = Car.Create(#TOWTRUCK, [email protected], [email protected], [email protected])0129: [email protected] = create_actor_pedtype 4 model #WMYMECH in_car [email protected] driverseat Actor.SetImmunities([email protected], 1, 1, 1, 1, 1)Car.DoorStatus([email protected]) = 0Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 Car.SetDriverBehaviour([email protected], DriveToPlayer)[email protected] = Marker.CreateAboveCar([email protected])07E0: set_marker [email protected] type_to 1 Model.Destroy(#TOWTRUCK)Model.Destroy(#CELLPHONE)Model.Destroy(#WMYMECH)jump @NONAME_678 :NONAME_582wait 0 if   Player.Money($PLAYER_CHAR) > 256jf @NONAME_636 03C0: [email protected] = actor $PLAYER_ACTOR car 05CD: AS_actor $PLAYER_ACTOR exit_car [email protected] [email protected] = Marker.CreateAboveCar([email protected])wait 3000 return :NONAME_63600BC: show_text_highpriority GXT 'NOMONEY' time 3000 flag 1  // ~s~You need more cash!$ONMISSION = 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 01EB: set_traffic_density_multiplier_to 1.0 jump @NONAME_109 :NONAME_678wait 0 if and  not Actor.Driving($PLAYER_ACTOR)0206:   actor $PLAYER_ACTOR near_car [email protected] radius 10.0 10.0 6.0 flag 0 on_foot jf @NONAME_1472 Marker.Disable([email protected])Marker.Disable([email protected])[email protected] = Marker.CreateAboveCar([email protected])0633: AS_actor [email protected] exit_car wait 2000 00BC: show_text_highpriority GXT 'MWUZ05E' time 5000 flag 1  // ~z~What's the problem, friend?0615: define_AS_pack_begin [email protected] 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -2.0 -0.8 0.0 05D3: AS_actor -1 goto_point [email protected] [email protected] [email protected] mode 4 10000 ms // versionA [email protected] = Car.Angle([email protected])[email protected] -= 90.0 05D4: AS_actor -1 rotate_angle [email protected] 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 3.0 0.0 05D3: AS_actor -1 goto_point [email protected] [email protected] [email protected] mode 4 10000 ms // versionA [email protected] = Car.Angle([email protected])[email protected] -= 180.0 05D4: AS_actor -1 rotate_angle [email protected] 0605: actor -1 perform_animation_sequence "SC_LTOL" IFP_file "SCRATCHING" 4.0 loop 0 0 0 0 time -1 // versionA 0605: actor -1 perform_animation_sequence "POOL_MED_START" IFP_file "POOL" 4.0 loop 0 0 0 0 time -1 // versionA 0605: actor -1 perform_animation_sequence "SHP_SERVE_LOOP" IFP_file "SHOP" 4.0 loop 0 0 0 0 time -1 // versionA 0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" IFP_file "BAR" 4.0 loop 1 0 0 1 time -1 // versionA 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -2.0 -0.5 0.0 05D3: AS_actor -1 goto_point [email protected] [email protected] [email protected] mode 4 10000 ms // versionA 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] wait 2000 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.9 -5.0 [email protected] = Object.Create(3016, [email protected], [email protected], [email protected])070A: AS_actor [email protected] attach_to_object [email protected] offset 0.05 0.0 -0.25 on_bone 6 0 perform_animation "NULL" IFP_file "NULL" time -1 [email protected] = Actor.Angle($PLAYER_ACTOR)[email protected] -= 90.0 Object.Angle([email protected]) = [email protected]: car [email protected] open_componentA 4 wait 10000 0657: car [email protected] open_componentA 0 wait 10000 08A6: set_car [email protected] componentA 0 rotation_to 0.0 0615: define_AS_pack_begin [email protected] 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -2.0 -0.5 0.0 05D3: AS_actor -1 goto_point [email protected] [email protected] [email protected] mode 4 10000 ms // versionA [email protected] = Car.Angle([email protected])[email protected] -= 90.0 05D4: AS_actor -1 rotate_angle [email protected] 0605: actor -1 perform_animation_sequence "SHP_TRAY_RETURN" IFP_file "FOOD" 4.0 loop 0 0 0 0 time -1 // versionA 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] [email protected] = Car.Health([email protected])wait 10000 if   not [email protected] >= 300 jf @NONAME_1671 Car.Health([email protected]) = 500jump @NONAME_1671 :NONAME_1472wait 0 if or8205:   not actor $PLAYER_ACTOR near_car [email protected] radius 15.0 15.0 10.0 flag 0   Actor.Dead([email protected])  Actor.Dead($PLAYER_ACTOR)jf @NONAME_1614 $ONMISSION = 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 01EB: set_traffic_density_multiplier_to 0.0 Marker.Disable([email protected])Marker.Disable([email protected])Actor.RemoveReferences([email protected])Car.RemoveReferences([email protected])Car.RemoveReferences([email protected])wait 1000 Model.Destroy(#CELLPHONE)Model.Destroy(#TOWTRUCK)Model.Destroy(#WMYMECH)Model.Destroy(3016)wait 2000 $ONMISSION = 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here jump @NONAME_109 :NONAME_1614wait 0 if   Actor.Driving($PLAYER_ACTOR)jf @NONAME_678 Marker.Disable([email protected])Car.RemoveReferences([email protected])wait 0 03C0: [email protected] = actor $PLAYER_ACTOR car [email protected] = Marker.CreateAboveCar([email protected])jump @NONAME_678 :NONAME_1671wait 0 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -2.0 -0.5 0.0 if 00EC:   actor [email protected] 0 near_point [email protected] [email protected] radius 1.0 1.0 jf @NONAME_1671 Player.CanMove($PLAYER_CHAR) = Falsewait 4000 Object.Destroy([email protected])05CB: AS_actor [email protected] enter_car [email protected] as_driver 10000 ms 08A6: set_car [email protected] componentA 4 rotation_to 0.0 :NONAME_1778wait 0 if   Actor.Driving([email protected])jf @NONAME_1778 0893: put_trailer [email protected] on_cab [email protected] 01EB: set_traffic_density_multiplier_to 0.0 05CA: AS_actor $PLAYER_ACTOR enter_car [email protected] passenger_seat 0 1000 ms wait 1000 gosub @NONAME_1857 wait 2000 Player.CanMove($PLAYER_CHAR) = Truejump @NONAME_3770 :NONAME_1857wait 0 wait 0 if and  Car.Model([email protected]) == #COPCARLA00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3000.0 0.0 300.0 cornerB 0.0 -3000.0 0.0 jf @NONAME_2004 04E4: unknown_refresh_game_renderer_at 1588.488 -1413.827 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to 1588.488 -1413.827 13.217 [email protected] = 1588.488 [email protected] = -1413.827 [email protected] = 13.217 return :NONAME_2004wait 0 if or00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3000.0 -500.0 300.0 cornerB 1800.0 -3000.0 0.0 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1800.0 -1500.0 300.0 cornerB 1300.0 -3000.0 0.0 jf @NONAME_2164 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to 2077.554 -1837.201 13.1323 [email protected] = 2077.554 [email protected] = -1837.201 [email protected] = 13.1323 return :NONAME_2164wait 0 if or00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1800.0 0.0 300.0 cornerB -1500.0 -1500.0 0.0 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1500.0 -800.0 300.0 cornerB 500.0 -1500.0 0.0 jf @NONAME_2324 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to 1020.005 -1037.32 31.2063 [email protected] = 1020.005 [email protected] = -1037.32 [email protected] = 31.2063 return :NONAME_2324wait 0 if or00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1800.0 -1500.0 300.0 cornerB -1000.0 -3000.0 0.0 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 500.0 -800.0 300.0 cornerB -1000.0 -1500.0 0.0 jf @NONAME_2484 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to 484.1112 -1729.139 10.7355 [email protected] = 484.1112 [email protected] = -1729.139 [email protected] = 10.7355 return :NONAME_2484wait 0 if 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1000.0 600.0 300.0 cornerB -1000.0 -800.0 0.0 jf @NONAME_2607 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to 712.5187 -480.7007 17.012 [email protected] = 722.1771 [email protected] = -469.8153 [email protected] = 16.0607 return :NONAME_2607wait 0 if 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3000.0 600.0 300.0 cornerB 0.0 -800.0 0.0 jf @NONAME_2730 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to 1403.072 440.7102 19.7923 [email protected] = 1403.072 [email protected] = 440.7102 [email protected] = 19.7923 return :NONAME_2730wait 0 if 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1000.0 -1500.0 300.0 cornerB -3000.0 -3000.0 0.0 jf @NONAME_2853 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to -2248.167 -2552.093 31.9079 [email protected] = -2248.167 [email protected] = -2552.093 [email protected] = 31.9079 return :NONAME_2853wait 0 if 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1000.0 500.0 300.0 cornerB -3000.0 -1500.0 0.0 jf @NONAME_2976 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to -1996.488 227.1655 27.8263 [email protected] = -1996.488 [email protected] = 227.1655 [email protected] = 27.8263 return :NONAME_2976wait 0 if 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1000.0 1500.0 300.0 cornerB -2000.0 500.0 0.0 jf @NONAME_3099 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to -1779.226 1204.332 24.8109 [email protected] = -1779.226 [email protected] = 1204.332 [email protected] = 24.8109 return :NONAME_3099wait 0 if 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2000.0 2200.0 300.0 cornerB -3000.0 500.0 0.0 jf @NONAME_3222 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to -2437.275 1039.118 50.0718 [email protected] = -2437.275 [email protected] = 1039.118 [email protected] = 50.0718 return :NONAME_3222wait 0 if 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -500.0 3000.0 300.0 cornerB -3000.0 1500.0 0.0 jf @NONAME_3345 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to -1413.666 2598.229 55.3693 [email protected] = -1413.666 [email protected] = 2598.229 [email protected] = 55.3693 return :NONAME_3345wait 0 if 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 700.0 3000.0 300.0 cornerB -1000.0 300.0 0.0 jf @NONAME_3468 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to -107.9615 1105.027 19.4187 [email protected] = -107.9615 [email protected] = 1105.027 [email protected] = 19.4187 return :NONAME_3468wait 0 if 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3000.0 3000.0 300.0 cornerB 700.0 1700.0 0.0 jf @NONAME_3591 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to 1930.83 2153.205 10.3571 [email protected] = 1930.83 [email protected] = 2153.205 [email protected] = 10.3571 return :NONAME_3591wait 0 if 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3000.0 1700.0 300.0 cornerB 700.0 600.0 0.0 jf @NONAME_3714 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 20.0)00AE: set_car [email protected] traffic_behaviour_to 2 02C2: car [email protected] drive_to 2356.113 990.9146 10.405 [email protected] = 2356.113 [email protected] = 990.9146 [email protected] = 10.405 return :NONAME_3714wait 0 02C2: car [email protected] drive_to 1020.005 -1037.32 31.2063 [email protected] = 1020.005 [email protected] = -1037.32 [email protected] = 31.2063 return :NONAME_3770wait 0 if or80F2:   not actor $PLAYER_ACTOR near_actor [email protected] radius 40.0 40.0 0   Actor.Dead([email protected])  Actor.Dead($PLAYER_ACTOR)jf @NONAME_3917 054C: use_GXT_table 'BCESAR4' 00BC: show_text_highpriority GXT 'BCE5W15' time 5000 flag 1  // ~z~GOODBYE!Marker.Disable([email protected])Actor.RemoveReferences([email protected])Car.RemoveReferences([email protected])Car.RemoveReferences([email protected])wait 3000 Model.Destroy(#CELLPHONE)Model.Destroy(#TOWTRUCK)Model.Destroy(#WMYMECH)Model.Destroy(3016)01EB: set_traffic_density_multiplier_to 1.0 wait 2000 $ONMISSION = 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here jump @NONAME_109 :NONAME_3917wait 0 if 83C9:   not car [email protected] damaged jf @NONAME_4155 054C: use_GXT_table 'BCESAR4' 00BC: show_text_highpriority GXT 'BCE5W15' time 5000 flag 1  // ~z~GOODBYE!01EB: set_traffic_density_multiplier_to 1.0 072A: put_actor [email protected] into_car [email protected] driverseat 05D6: clear_scmpath Car.SetMaxSpeed([email protected], 15.0)00AE: set_car [email protected] traffic_behaviour_to 2 0208: [email protected] = random_float_in_ranges 660.0 660.0 0208: [email protected] = random_float_in_ranges 660.0 660.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] 0.0 02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected] Car.DriveTo([email protected], [email protected], [email protected], [email protected])wait 4000 Marker.Disable([email protected])Actor.RemoveReferences([email protected])Car.RemoveReferences([email protected])Car.RemoveReferences([email protected])Model.Destroy(#CELLPHONE)Model.Destroy(#TOWTRUCK)Model.Destroy(#WMYMECH)Model.Destroy(3016)wait 2000 $ONMISSION = 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here jump @NONAME_109 :NONAME_4155wait 0 if and87AB:   not trailer [email protected] attached_to_cab [email protected] 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere [email protected] [email protected] [email protected] radius 50.0 50.0 3.0 jf @NONAME_4229 0893: put_trailer [email protected] on_cab [email protected] wait 1000 jump @NONAME_3770 :NONAME_4229wait 0 if and  Actor.Driving($PLAYER_ACTOR)0AB0:   key_pressed 9 jf @NONAME_3770 0430: put_actor [email protected] into_car [email protected] passenger_seat 0 072A: put_actor $PLAYER_ACTOR into_car [email protected] driverseat Car.SetSpeedInstantly([email protected], 0.0)05D6: clear_scmpath wait 1000 if 0AB0:   key_pressed 9 jf @NONAME_3770 0430: put_actor $PLAYER_ACTOR into_car [email protected] passenger_seat 0 072A: put_actor [email protected] into_car [email protected] driverseat wait 1000 Car.SetMaxSpeed([email protected], 15.0)00AE: set_car [email protected] traffic_behaviour_to 2 Car.DriveTo([email protected], [email protected], [email protected], [email protected])wait 2000 jump @NONAME_4229 :NONAME_4369wait 100 Model.Load(#CELLPHONE)Model.Load(#TOWTRUCK)Model.Load(#WMYMECH)Model.Load(3016)04ED: load_animation "COP_AMBIENT" 04ED: load_animation "FOOD" 04ED: load_animation "MISC" 04ED: load_animation "SCRATCHING" 04ED: load_animation "SHOP" 04ED: load_animation "POOL" 04ED: load_animation "GHANDS" 04ED: load_animation "BAR" 04ED: load_animation "CAR" 038B: load_requested_models :NONAME_4479wait 100 if and  Model.Available(#CELLPHONE)  Model.Available(#TOWTRUCK)  Model.Available(#WMYMECH)  Model.Available(3016)04EE:   animation "PED" loaded jf @NONAME_4479 if and04EE:   animation "MISC" loaded 04EE:   animation "CAR" loaded 04EE:   animation "COP_AMBIENT" loaded 04EE:   animation "FOOD" loaded 04EE:   animation "SCRATCHING" loaded 04EE:   animation "SHOP" loaded 04EE:   animation "POOL" loaded 04EE:   animation "GHANDS" loaded 04EE:   animation "BAR" loaded jf @NONAME_4479 return 

 

 

2.engine

 

// 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}//[email protected] = 0 0AB3: var 0 = 0 :NONAME_13wait 250 if and  Actor.Driving($PLAYER_ACTOR) $ONMISSION == 0 89AE:   not actor $PLAYER_ACTOR driving_train   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)  not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)  not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)else_jump @NONAME_259 077E: get_active_interior_to $ACTIVE_INTERIOR 03C0: [email protected] = actor $PLAYER_ACTOR car 046C: [email protected] = car [email protected] driver if and $ACTIVE_INTERIOR == 0 003B:   [email protected] == $PLAYER_ACTOR // (int) else_jump @NONAME_259 if 0AB0:   key_pressed 190 else_jump @NONAME_140 gosub @NONAME_332 :NONAME_140if 0AB0:   key_pressed 76 else_jump @NONAME_162 gosub @NONAME_537 :NONAME_162if 0AB0:   key_pressed 79 else_jump @NONAME_184 gosub @NONAME_602 :NONAME_184if 0AB0:   key_pressed 70 else_jump @NONAME_206 gosub @NONAME_266 :NONAME_2060A97: [email protected] = car [email protected] struct [email protected] += 1064 0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0 if  [email protected] == 16 else_jump @NONAME_259 08C0: clear [email protected] bit 1 :NONAME_259jump @NONAME_13 :NONAME_266if and84A9:   not actor $PLAYER_ACTOR driving_heli 847A:   not actor $PLAYER_ACTOR driving_bike 84A7:   not actor $PLAYER_ACTOR driving_boat else_jump @NONAME_312 Car.DoorStatus([email protected]) = 102D4: car [email protected] turn_off_engine 0622: AS_actor $PLAYER_ACTOR bail_car [email protected] :NONAME_312wait 250 0AB3: var 0 = 0 [email protected] = 0 return :NONAME_332if 88B4:   not test [email protected] bit 1 else_jump @NONAME_446 if and84A9:   not actor $PLAYER_ACTOR driving_heli 84A7:   not actor $PLAYER_ACTOR driving_boat 847A:   not actor $PLAYER_ACTOR driving_bike else_jump @NONAME_412 051E: [email protected] = get_current_radio_station 0918: unknown_car [email protected] driver_flag 0 041E: set_radio_station 12 08BA: set [email protected] bit 1 0AB3: var 0 = 1 jump @NONAME_530 :NONAME_41202D4: car [email protected] turn_off_engine 051E: [email protected] = get_current_radio_station 041E: set_radio_station 12 08BA: set [email protected] bit 1 0AB3: var 0 = 1 jump @NONAME_530 :NONAME_446if and84A9:   not actor $PLAYER_ACTOR driving_heli 84A7:   not actor $PLAYER_ACTOR driving_boat 847A:   not actor $PLAYER_ACTOR driving_bike else_jump @NONAME_504 0918: unknown_car [email protected] driver_flag 1 041E: set_radio_station [email protected] 08C0: clear [email protected] bit 1 0AB3: var 0 = 0 jump @NONAME_530 :NONAME_504036A: put_actor $PLAYER_ACTOR in_car [email protected] 041E: set_radio_station [email protected] 08C0: clear [email protected] bit 1 0AB3: var 0 = 0 :NONAME_530wait 1000 return :NONAME_537if 88B4:   not test [email protected] bit 2 else_jump @NONAME_581 067F: set_car [email protected] lights 2 08BA: set [email protected] bit 2 wait 1000 jump @NONAME_600 :NONAME_581067F: set_car [email protected] lights 1 08C0: clear [email protected] bit 2 wait 1000 :NONAME_600return :NONAME_602if and847A:   not actor $PLAYER_ACTOR driving_bike 84A7:   not actor $PLAYER_ACTOR driving_boat else_jump @NONAME_761 if 88B4:   not test [email protected] bit 3 else_jump @NONAME_694 Car.DoorStatus([email protected]) = 4054C: use_GXT_table 'WUZI1' 00BC: show_text_highpriority GXT '[email protected]' time 3000 flag 1  // ~z~We're closed! Pokgai!08BA: set [email protected] bit 3 wait 1000 jump @NONAME_761 :NONAME_694if and84A7:   not actor $PLAYER_ACTOR driving_boat 847A:   not actor $PLAYER_ACTOR driving_bike else_jump @NONAME_761 Car.DoorStatus([email protected]) = 1054C: use_GXT_table 'HEIST3' 00BC: show_text_highpriority GXT 'HE3_DA' time 3000 flag 1  // ~z~The door's open, Master!08C0: clear [email protected] bit 3 wait 1000 :NONAME_761return 

 

 

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