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How can i convert a main.scm file into cleo script


Sgt. Snowball
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Ashwin.Star

Open the SCM,

look for the Thread responsible for he Mod,

Copy Its Stuff into a new file & add {$cleo} in the beginning,

then just Compile it,

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Sgt. Snowball

 

Open the SCM,

look for the Thread responsible for he Mod,

Copy Its Stuff into a new file & add {$cleo} in the beginning,

then just Compile it,

So i just copy everything in the file and then compile it into a script? Never knew it was that simple. I compiled it and i keep getting error messages. How can i force it to compile?

Edited by Sgt. Snowball
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Sgt. Snowball

I downloaded the source code and i copied the code and pasted what i copied into a new file. For some reason i keep getting errors most commonly unknown directories. The only thing that i changed is that i put {$cleo} in the beginning. What did i do wrong?

 

{$cleo}//Get CJ High and Drunk mod v1.15 Source CodeDEFINE OBJECTS  390DEFINE OBJECT cj_bear_bottle            ; Object number -389 added by rolla004F: create_thread ££DRUNK004F: create_thread ££SMOKE004F: create_thread ££DRINK:DRUNK03A4: name thread 'DRUNK'09E2: $rollacar = parked_car_generator_w_numberplate  567  93  03  0 alarm  0 door_lock  0  0  10000 plate "_ROLLA__" at 2504.047 -1678.798 13.37605 angle 16.0014C: set_parked_car_generator $rollacar cars_to_generate_to  1010004: $smokeon = 00004: $weednum = 104ED: load_animation "GANGS"0247: request model #CIGAR0006: @78 = 1:DRUNK30213: @2 = create_pickup  -201 type 3 at 2247.395 -1253.71  24.0 //game start (weed)0213: @3 = create_pickup  -201 type 3 at 2458.654 -1717.004  12.0 //ryders house (weed)0213: @4 = create_pickup  -201 type 3 at 511.1169 -72.95301  997.0 //bar (weed)0213: @6 = create_pickup  #CIGAR type 3 at 2463.143 -1712.092  13.50691 //ryders house (blunt)0213: @7 = create_pickup  #CIGAR type 3 at 2253.906 -1250.897  25.45253 //game start (blunt)0213: @8 = create_pickup  #CIGAR type 3 at 510.2982 -76.86326  998.7578 //bar (blunt):DRUNK40001: wait  500 ms00D6: if  220214: pickup @2 picked up0214: pickup @3 picked up0214: pickup @4 picked up004D: jump if false ££DRUNK410215: destroy pickup  @20215: destroy pickup  @30215: destroy pickup  @40004: $weednum = 00004: $bottlenum = 0016A: fade  0 ()  500 ms0001: wait  1000 ms0002: jump ££DRUNK42:DRUNK4100D6: if  220214: pickup @6 picked up0214: pickup @7 picked up0214: pickup @8 picked up004D: jump if false ££DRUNK80215: destroy pickup  @60215: destroy pickup  @70215: destroy pickup  @80004: $weednum = 10004: $bottlenum = 003FD: set player $PLAYER_CHAR handling responsiveness  1052C: set player $PLAYER_CHAR drunk visuals  0015D: set gamespeed  1.0016A: fade  0 ()  500 ms0001: wait  1000 ms0002: jump ££DRUNK5:DRUNK42; weed00D6: if  00038: $smokeon == 0004D: jump_if_false ££DRUNK4503FD: set player $PLAYER_CHAR handling responsiveness  5052C: set player $PLAYER_CHAR drunk visuals  255 015D: set gamespeed  .750002: jump ££DRUNK5:DRUNK45; if pickup already picked up, do this03FD: set player $PLAYER_CHAR handling responsiveness  1052C: set player $PLAYER_CHAR drunk visuals  0015D: set gamespeed  1.00004: $smokeon = 00108: destroy_object $blunt0004: $weednum = 10004: $blunton = 00004: $bottlenum = 0016A: fade  1 (back)  500 ms0001: wait 10000 ms0002: jump ££DRUNK3:DRUNK5; blunt goes straight here, weed goes here after effects are made00D6: if  00038: $smokeon == 0004D: jump_if_false ££DRUNK4504ED: load_animation "smoking"0247: request model #CIGAR0004: $smokeon = 1:DRUNK5500D6: if 00038: $drinkon == 1004D: jump if false ££DRUNK70004: $drinkon = 00108: destroy_object $bottle:DRUNK70001: wait 500 ms00A0: store_actor $PLAYER_ACTOR position_to $x $y $z0107: $blunt = create_object #CIGAR at  $x $y $z070A: unknown_action_sequence $PLAYER_ACTOR $blunt  .04  .1 .05  6  16 "NULL" "NULL" -10004: $blunton = 1016A: fade  1 (back)  500 ms0002: jump ££DRUNK3:DRUNK800D6: if 00038: $smokeon == 1004D: jump if false ££DRUNK4:DRUNK81234    ;this keeps the drunk effect going on, no more wearing off! 00D6: if  2 0038: $weednum == 00038: $drinkon == 00038: $smokeon == 1004D: jump_if_false ££DRUNK812:DRUNK80100D6: if  218039: NOT player $PLAYER_CHAR drunk visuals == 2558039: NOT player $PLAYER_CHAR handling responsiveness == 5004D: jump_if_false ££DRUNK81203FD: set player $PLAYER_CHAR handling responsiveness  5052C: set player $PLAYER_CHAR drunk visuals  255015D: set gamespeed  .75:DRUNK81200D6: if  20038: $blunton == 10038: $smokeon == 180DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££DRUNK85:DRUNK815  00D6: if 000E1:   key pressed  0  15; enter car004D: jump_if_false ££DRUNK810002: jump ££DRUNK82 :DRUNK8100D6: if 2102D8:   actor $PLAYER_ACTOR currentweapon ==  002D8:   actor $PLAYER_ACTOR currentweapon ==  1004D: jump_if_false ££DRUNK820002: jump ££DRUNK9 :DRUNK820108: destroy_object $blunt0004: $blunton = 00002: jump ££DRUNK9:DRUNK8500D6: if  20038: $blunton == 00038: $smokeon == 180DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££DRUNK9:DRUNK8600D6: if 2200E1: key pressed  0  15; enter car02D8: actor $PLAYER_ACTOR currentweapon ==  002D8: actor $PLAYER_ACTOR currentweapon ==  1004D: jump_if_false ££DRUNK9:DRUNK8700D6: if 2; if running to a car80E1:   NOT key pressed  0  0; move 80E1:   NOT key pressed  0  1;move82A0:   NOT actor $PLAYER_ACTOR stopped004D: jump_if_false ££DRUNK880002: jump ££DRUNK9:DRUNK8800A0: store_actor $PLAYER_ACTOR position_to $x $y $z0107: $blunt = create_object #CIGAR at  $x $y $z070A: unknown_action_sequence $PLAYER_ACTOR $blunt  .04  .1 .05  6  16 "NULL" "NULL" -10004: $blunton = 1:DRUNK900D6: if  2500E1:   key pressed  0  0; move 00E1:   key pressed  0  1;move00E1:   key pressed  0  15;enter/exit00E1:   key pressed  0  17;shoot00E1:   key pressed  0  14;jump00E1:   key pressed  0  18;crouch004D: jump_if_false ££DRUNK1000D6: if  00611: $PLAYER_ACTOR "SMKCIG_PRTL"004D: jump_if_false ££DRUNK1000D6: if  080DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££DRUNK100605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS"   1.0  0  0  0  0  1:DRUNK1000D6: if  2047A:    actor $PLAYER_ACTOR on_motorbike82A0:    NOT actor $PLAYER_ACTOR stopped0611:    $PLAYER_ACTOR "SMKCIG_PRTL"004D: jump_if_false ££DRUNK110605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS"   1.0  0  0  0  0  1:DRUNK1100D6: if  500DF: actor $PLAYER_ACTOR driving0038: $blunton == 00038: $smokeon == 180E1: NOT key pressed  0  17;shoot80E1: NOT key pressed  0  5;look l80E1: NOT key pressed  0  7;look r004D: jump_if_false ££DRUNK1200A0: store_actor $PLAYER_ACTOR position_to $x $y $z0107: $blunt = create_object #CIGAR at  $x $y $z070A: unknown_action_sequence $PLAYER_ACTOR $blunt  .04  .1 .05  6  16 "NULL" "NULL" -10004: $blunton = 1:DRUNK1200D6: if  200DF: actor $PLAYER_ACTOR driving0038: $blunton == 10038: $smokeon == 1004D: jump_if_false ££DRUNK4:DRUNK1300D6: if  2200E1: key pressed  0  17;shoot00E1: key pressed  0  5;look l00E1: key pressed  0  7;look r004D: jump_if_false ££DRUNK40605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS"   1.0  0  0  0  0 10108: destroy_object $blunt0004: $blunton = 00002: jump ££DRUNK4004E: end thread:SMOKE03A4: name thread 'SMOKE':SMOKE050004: $startcount = 00001: wait 250 ms0004: $smokecount = 150004: $drinkcount = 20:SMOKE100D6: if 080DF:   NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££SMOKE1500D6: if 2102D8:    actor $PLAYER_ACTOR currentweapon ==  002D8:    actor $PLAYER_ACTOR currentweapon ==  1004D: jump_if_false ££SMOKE05:SMOKE1500D6: if  2102A0:   actor $PLAYER_ACTOR stopped00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££SMOKE050001: wait 250 ms0008: $startcount +=  1;; integer values00D6: if  08038: NOT $smokecount == 15004D: jump_if_false ££SMOKE160008: $smokecount +=  1:SMOKE1600D6: if  08038: NOT $drinkcount == 20004D: jump_if_false ££SMOKE20008: $drinkcount +=  1 :SMOKE200D6: if  210031:    $startcount >= 1000DF:    actor $PLAYER_ACTOR driving004D: jump_if_false ££SMOKE100D6: if  00038: $smokeon == 1 004D: jump_if_false ££SMOKE3:SMOKE2200D6: if  00611: $PLAYER_ACTOR "SMKCIG_PRTL" 004D: jump_if_false ££SMOKE250613: $PLAYER_ACTOR "SMKCIG_PRTL" @6 00D6: if  10031:   @6 >=  .4;; floating-point values 0023:    .7 > @6;; floating-point values004D: jump_if_false ££SMOKE23 064C: @130669: "EXHALE" $PLAYER_ACTOR  0.0  0.0  0.0  1 @130883: @13 $PLAYER_ACTOR  5:SMOKE2300D6: if  00611: $PLAYER_ACTOR "SMKCIG_PRTL" 004D: jump_if_false ££SMOKE250613: $PLAYER_ACTOR "SMKCIG_PRTL" @6 00D6: if  00031:   @6 >=  .7;; floating-point values 004D: jump_if_false ££SMOKE240650: @13:SMOKE2400D6: if  000DF:    actor $PLAYER_ACTOR driving 004D: jump_if_false ££SMOKE1:SMOKE2500D6: if 700DF:    actor $PLAYER_ACTOR driving82A0:    NOT actor $PLAYER_ACTOR stopped847A:    NOT actor $PLAYER_ACTOR on_motorbike0038:    $blunton == 10038:    $smokecount == 1580E1:    NOT key pressed  0  17;shoot80E1:    NOT key pressed  0  5;look l80E1:    NOT key pressed  0  7;look r004D: jump_if_false ££SMOKE2550605: unknown_action_sequence $PLAYER_ACTOR "SMOKE_IN_CAR" "PED"   1.0  0  0  0  0 00004: $smokecount = 00002: jump ££SMOKE1:SMOKE25500D6: if 500DF:    actor $PLAYER_ACTOR driving02A0:    actor $PLAYER_ACTOR stopped0038:    $blunton == 180E1:    NOT key pressed  0  17;shoot80E1:    NOT key pressed  0  5;look l80E1:    NOT key pressed  0  7;look r004D: jump_if_false ££SMOKE260605: unknown_action_sequence $PLAYER_ACTOR "SMKCIG_PRTL" "GANGS"   1.0  0  0  0  0  00002: jump ££SMOKE1:SMOKE2600D6: if 580DF:    NOT actor $PLAYER_ACTOR driving02A0:    actor $PLAYER_ACTOR stopped80E1:    NOT key pressed  0  17;shoot80E1:    NOT key pressed  0  5;look l80E1:    NOT key pressed  0  7;look r0038:    $blunton == 1004D: jump_if_false ££SMOKE10605: unknown_action_sequence $PLAYER_ACTOR "SMKCIG_PRTL" "GANGS"   1.0  0  0  0  0 00002: jump ££SMOKE1:SMOKE300D6: if  70038:    $drinkon == 10038:    $bottleon == 18611:    NOT $PLAYER_ACTOR "DRNKBR_PRTL"847A:    NOT actor $PLAYER_ACTOR on_motorbike0038:    $drinkcount == 2080E1:    NOT key pressed  0  17;shoot80E1:    NOT key pressed  0  5;look l80E1:    NOT key pressed  0  7;look r004D: jump_if_false ££SMOKE10605: unknown_action_sequence $PLAYER_ACTOR "DRNKBR_PRTL" "GANGS"  1.0  0  0  0  0  00004: $drinkcount = 00002: jump ££SMOKE1004E: end thread:DRINK03A4: name thread 'DRINK'04ED: load_animation "GANGS"0247: request model #KB_BEER0247: request model #cj_bear_bottle0004: $drinkon = 00006: @30 = 10006: @31 = 10004: $bottlenum = 0:DRINK20213: @2 = create_pickup  #KB_BEER type 3 at 2251.814 -1255.919  25.45161 //game start (beer)0213: @3 = create_pickup  #KB_BEER type 3 at 2450.654 -1710.004  13.56381 //ryders house (beer)0213: @4 = create_pickup  #KB_BEER type 3 at 499.9867 -76.86562  999.6047 //bar (beer)0213: @6 = create_pickup  -389 type 3 at 2254.729 -1254.212  25.45676 //game start (wine)0213: @7 = create_pickup  -389 type 3 at 2450.213 -1716.74  13.6833 //ryders house (wine)0213: @8 = create_pickup  -389 type 3 at 499.0795 -73.34201  998.7578 //bar (wine):DRINK30001: wait  500 ms00D6: if  220214: pickup @6 picked up0214: pickup @7 picked up0214: pickup @8 picked up004D: jump if false ££DRINK410215: destroy pickup  @60215: destroy pickup  @70215: destroy pickup  @80004: $bottlenum = 2016A: fade  0 ()  500 ms0001: wait  1000 ms0002: jump ££DRINK42:DRINK4100D6: if  220214: pickup @2 picked up0214: pickup @3 picked up0214: pickup @4 picked up004D: jump if false ££DRINK60215: destroy pickup  @20215: destroy pickup  @30215: destroy pickup  @40004: $bottlenum = 1016A: fade  0 ()  500 ms0001: wait  1000 ms0006: @55 = -3890006: @30 = 00006: @31 = 003FD: set player $PLAYER_CHAR handling responsiveness  1052C: set player $PLAYER_CHAR drunk visuals  0015D: set gamespeed  1.00002: jump ££DRINK45:DRINK42;wine bottle pickup code00D6: if  00038: $drinkon == 0004D: jump_if_false ££DRINK3503FD: set player $PLAYER_CHAR handling responsiveness  5052C: set player $PLAYER_CHAR drunk visuals  255015D: set gamespeed  1.00006: @55 = -3890006: @30 = 00006: @31 = 00002: jump ££DRINK45:DRINK35;if bottle has been picked up, execute this00D6: if 00038: $drinkon == 1004D: jump if false ££DRINK30004: $drinkon = 00108: destroy_object $bottle0004: $bottlenum = 00004: $bottleon = 003FD: set player $PLAYER_CHAR handling responsiveness  1052C: set player $PLAYER_CHAR drunk visuals  0015D: set gamespeed  1.00006: @30 = 10006: @31 = 1016A: fade  1 (back)  500 ms0001: wait 10000 ms0002: jump ££DRINK2:DRINK45;beer bottle pickup code (and eventual wine code)00D6: if 00038: $drinkon == 0004D: jump if false ££DRINK350004: $drinkon = 1;set drink pickup picked up0004: $smokeon = 0;set weed pickup not picked up04C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset  0.0  0.0  0.00107: $bottle = create_object @55 at  $x $y $z0177: set_object $bottle z_angle_to  90.0035D: toggle_object $bottle targetable  1 0004: $bottleon = 1070A: unknown_action_sequence $PLAYER_ACTOR $bottle  @31  @31  @30  6  16 "NULL" "NULL" -1 //left016A: fade  1 (back)  500 ms0002: jump ££DRINK2:DRINK600D6: if  00038: $drinkon == 1004D: jump if false ££DRINK3:DRINK61    ;this keeps the drunk effect going on, no more wearing off! 00D6: if  2 0038: $bottlenum == 20038: $smokeon == 00038: $drinkon == 1004D: jump_if_false ££DRINK812:DRINK6200D6: if  218039: NOT player $PLAYER_CHAR drunk visuals == 2558039: NOT player $PLAYER_CHAR handling responsiveness == 5004D: jump_if_false ££DRINK81203FD: set player $PLAYER_CHAR handling responsiveness  5052C: set player $PLAYER_CHAR drunk visuals  255:DRINK81200D6: if  20038: $bottleon == 10038: $drinkon == 180DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££DRINK85:DRINK815  00D6: if 000E1:   key pressed  0  15; enter car004D: jump_if_false ££DRINK810002: jump ££DRINK82 :DRINK8100D6: if 2102D8:   actor $PLAYER_ACTOR currentweapon ==  002D8:   actor $PLAYER_ACTOR currentweapon ==  1004D: jump_if_false ££DRINK820002: jump ££DRINK9 :DRINK820108: destroy_object $bottle0004: $bottleon = 00002: jump ££DRINK9:DRINK8500D6: if  20038: $bottleon == 00038: $drinkon == 180DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££DRINK9:DRINK8600D6: if 2200E1: key pressed  0  15; enter car02D8: actor $PLAYER_ACTOR currentweapon ==  002D8: actor $PLAYER_ACTOR currentweapon ==  1004D: jump_if_false ££DRINK9:DRINK8700D6: if 2; if running to a car80E1:   NOT key pressed  0  0; move 80E1:   NOT key pressed  0  1;move82A0:   NOT actor $PLAYER_ACTOR stopped004D: jump_if_false ££DRINK880002: jump ££DRINK9:DRINK8800D6: if 00038: $drinkon == 104C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset  0.0  0.0  0.00107: $bottle = create_object @55 at  $x $y $z070A: unknown_action_sequence $PLAYER_ACTOR $bottle  @31  @31  @30  6  16 "NULL" "NULL" -10004: $bottleon = 1:DRINK900D6: if  2500E1:   key pressed  0  0; move 00E1:   key pressed  0  1;move00E1:   key pressed  0  15;enter/exit00E1:   key pressed  0  17;shoot00E1:   key pressed  0  14;jump00E1:   key pressed  0  18;crouch004D: jump_if_false ££DRINK1100D6: if  10611: $PLAYER_ACTOR "DRNKBR_PRTL"80DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false ££DRINK110605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS"   1.0  0  0  0  0 1:DRINK1100D6: if  500DF: actor $PLAYER_ACTOR driving0038: $bottleon == 00038: $drinkon == 180E1: NOT key pressed  0  17;shoot80E1: NOT key pressed  0  5;look l80E1: NOT key pressed  0  7;look r004D: jump_if_false ££DRINK1204C4: create_coordinate $x $y $z from_actor $PLAYER_ACTOR offset  0.0  0.0  0.00107: $bottle = create_object @55 at  $x $y $z070A: unknown_action_sequence $PLAYER_ACTOR $bottle  @31  @31  @30  6  16 "NULL" "NULL" -10004: $bottleon = 1:DRINK1200D6: if  200DF: actor $PLAYER_ACTOR driving0038: $bottleon == 10038: $drinkon == 1004D: jump_if_false ££DRINK3:DRINK1300D6: if  2200E1: key pressed  0  17;shoot00E1: key pressed  0  5;look l00E1: key pressed  0  7;look r004D: jump_if_false ££DRINK30605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS"   1.0  0  0  0  0 10108: destroy_object $bottle0004: $bottleon = 00002: jump ££DRINK3004E: end thread

 

Edited by Sgt. Snowball
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TheGodfather.

You decompiled the scm file in BW's mission builder whose format is not compactible with Sanny Builder.Open the scm in Sanny Builder then find the threads responsible for the mod then write a CLEO Script without adding the objects or creating the threads. If you could give me the link to the mod I might help you in making it into CLEO.

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Sgt. Snowball
You decompiled the scm file in BW's mission builder whose format is not compactible with Sanny Builder.Open the scm in Sanny Builder then find the threads responsible for the mod then write a CLEO Script without adding the objects or creating the threads. If you could give me the link to the mod I might help you in making it into CLEO.

Thank you, here's his mod

 

http://www.gtagarage.com/mods/show.php?id=201

 

the source code is in there as well

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Sgt. Snowball
You decompiled the scm file in BW's mission builder whose format is not compactible with Sanny Builder.Open the scm in Sanny Builder then find the threads responsible for the mod then write a CLEO Script without adding the objects or creating the threads. If you could give me the link to the mod I might help you in making it into CLEO.

Just wondering, have you tried making it into a cleo yet?

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Ashwin.Star

Why don't you do it your self ?

 

download sannybuilder from its website,

install it, then CLEO from bottom right corner of it,

then open the .scm file present in the Mod,

and do what i said earlier.

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No one has mentioned this yet but:

 

 

create_thread

 

 

Only works in main.scm scripts.

 

It will crash the game if you use it in a CLEO script, so you'll have to find another way around this.

 

In my opinion you'd be better of writing this mod from scratch in CLEO, with Sanny Builder.

Edited by The_Sorrow
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  • 8 months later...
thread "SUN" :SUN_29wait 0 if and0AB0:   key_pressed 0x72  jf @SUN_29 00C0: set_current_time_hours_to 7 minutes_to 30 052C: set player $PLAYER_CHAR drunk visuals  0set_weather 1 00BC: show_text_highpriority GXT 'CHEAT1' time 1000 flag 1  // Cheat activatedwait 350 :SUN_71wait 0 00C0: set_current_time_hours_to 7 minutes_to 30 052C: set player $PLAYER_CHAR drunk visuals  0 set_weather 1 if and0AB0:   key_pressed 0x79 jf @SUN_71 00BC: show_text_highpriority GXT 'CHEAT8' time 1000 flag 1  // Cheat deactivatedwait 350 jump @SUN_29 

Hello I have a question and i need help, if anyone can please edit this, I need that this cleo script not only change PLAYER_CHAR drunk visuals 0, I need that when player in car he drive normal, no drunk, but drive normal, because now i didint have drunk on player but in car my drunk level is hight and i cant drive normal, so if anyone can help me. Sorry, my english is bad.

Edited by knu159
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