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(VC) "Proper" Burnout Tire Pop CLEO


goodModsRcool
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goodModsRcool
A long, long time ago, somebody released a burnout tire pop cleo. I found it was full of ugly bugs and always thought a proper working script for this would be nice. Bugs it had included - Tires still popped if vehicle was flipped or airbourne - If you started burning out in one car, got out and got in another car and started burning out, the tires of your previous car would pop. I have fixed these bugs and decided why not share the source code. This code is set up for my vehicle mods, for example what you do on these lines, "not Actor.DrivingVehicleType($PLAYER_ACTOR, #_________)" just put the proper names of the cars you have in your game that do not "peel out". I hope you guys have fun with this!



{$CLEO .cs}


$DRIVEBYMODE = 0

$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)


:NONAME_15

wait 100

if

Player.Defined($PLAYER_CHAR)

else_jump @NONAME_15

if

Actor.Driving($PLAYER_ACTOR)

else_jump @NONAME_15

if and

not $PLAYER_ACTOR > 9

not Actor.DrivingVehicleType($PLAYER_ACTOR, #PHEONIX)

not Actor.DrivingVehicleType($PLAYER_ACTOR, #MANANA)

not Actor.DrivingVehicleType($PLAYER_ACTOR, #PONY)

not Actor.DrivingVehicleType($PLAYER_ACTOR, #MRWHOOP)


:NONAME_94

not Actor.DrivingVehicleType($PLAYER_ACTOR, #CABBIE)

not Actor.DrivingVehicleType($PLAYER_ACTOR, #HERMES)

not Actor.DrivingVehicleType($PLAYER_ACTOR, #GREENWOO)

else_jump @NONAME_15

:NONAME_96

if and

not Actor.DrivingVehicleType($PLAYER_ACTOR, #BLISTAC)

not Actor.DrivingVehicleType($PLAYER_ACTOR, #SPAND)

else_jump @NONAME_15

03C0: [email protected] = actor $PLAYER_ACTOR car

if and

81F4: not car [email protected] flipped

81F3: not car [email protected] airborne

0442: player $PLAYER_CHAR in_car [email protected]

00E1: key_pressed $PLAYER_CHAR 14

00E1: key_pressed $PLAYER_CHAR 16

else_jump @NONAME_15

wait 12000

if and

81F4: not car [email protected] flipped

81F3: not car [email protected] airborne

0442: player $PLAYER_CHAR in_car [email protected]

00E1: key_pressed $PLAYER_CHAR 14

00E1: key_pressed $PLAYER_CHAR 16

else_jump @NONAME_15

04FE: set_vehicle [email protected] deflate_tire 1

wait 4500

if and

81F4: not car [email protected] flipped

81F3: not car [email protected] airborne

0442: player $PLAYER_CHAR in_car [email protected]

00E1: key_pressed $PLAYER_CHAR 14

00E1: key_pressed $PLAYER_CHAR 16

else_jump @NONAME_15

04FE: set_vehicle [email protected] deflate_tire 3

jump @NONAME_15

Edited by goodModsRcool
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So is this code your or what? You can't just upload the code of from someone's mod because you edited it.

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goodModsRcool

Yes, I would call it my work since now the code is completely different. I used the old code as reference in remaking it. I don't see any other way to code a burnout tire pop mod to work correctly. Are you actually against someone being nice enough to share?


Just because someone has already had the idea in the past for a certain mod and made it, does not make it illegal to remake it to work way better.

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Yes, I would call it my work since now the code is completely different. I used the old code as reference in remaking it. I don't see any other way to code a burnout tire pop mod to work correctly. Are you actually against someone being nice enough to share?

It was a simple question, don't get so upset because I'm doing my job, you didn't exactly clarify if most of the work was yours or not in the op.

  • Like 1
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Seems to have some newbie CLEO mistakes, though. The biggest of them being custom global variables in a CLEO script. And you don't even use this global variable.

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goodModsRcool

Here we go again with global variables LOL. This script does not crash my game. All i know is when I code something or remake a code, I will work on it and work on it and then I will be satisfied when it works fine without it crashing my game. I dont understand the huge deal about a couple global variables.

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Here we go again with global variables LOL. This script does not crash my game. All i know is when I code something or remake a code, I will work on it and work on it and then I will be satisfied when it works fine without it crashing my game. I dont understand the huge deal about a couple global variables.

You could have broken the savegames and not even noticed it until the later part of the story ;)

 

If you don't know what you're doing when using them, just don't use them.

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goodModsRcool

Thanks for the info on the effects of using custom global variables Silent, I never knew. Thing is, I use a stripped main.scm, no story, I don't even save, ever. My total conversion I play is a free roam with rampages, hidden packages and side missions such as PCJ playground.

 

@TJGM

I'm sorry you feel that way. It was never my intention.

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goodModsRcool

@Silent

Would this be considered better?

 

 

{$CLEO .cs}
thread 'peelout'
:NONAME_15
wait 100
if
Player.Defined($2)
else_jump @NONAME_15
if
Actor.Driving($3)
else_jump @NONAME_15
if and
not $3 > 9
not Actor.DrivingVehicleType($3, #PHEONIX)
not Actor.DrivingVehicleType($3, #MANANA)
not Actor.DrivingVehicleType($3, #PONY)
not Actor.DrivingVehicleType($3, #MRWHOOP)
:NONAME_94
not Actor.DrivingVehicleType($3, #CABBIE)
not Actor.DrivingVehicleType($3, #HERMES)
not Actor.DrivingVehicleType($3, #GREENWOO)
else_jump @NONAME_15
:NONAME_96
if and
not Actor.DrivingVehicleType($3, #BLISTAC)
not Actor.DrivingVehicleType($3, #SPAND)
else_jump @NONAME_15
03C0: [email protected] = actor $3 car
if and
81F4: not car [email protected] flipped
81F3: not car [email protected] airborne
0442: player $2 in_car [email protected]
00E1: key_pressed $2 14
00E1: key_pressed $2 16
else_jump @NONAME_15
wait 12000
if and
81F4: not car [email protected] flipped
81F3: not car [email protected] airborne
0442: player $2 in_car [email protected]
00E1: key_pressed $2 14
00E1: key_pressed $2 16
else_jump @NONAME_15
04FE: set_vehicle [email protected] deflate_tire 1
wait 4500
if and
81F4: not car [email protected] flipped
81F3: not car [email protected] airborne
0442: player $2 in_car [email protected]
00E1: key_pressed $2 14
00E1: key_pressed $2 16
else_jump @NONAME_15
04FE: set_vehicle [email protected] deflate_tire 3
jump @NONAME_15
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thread 'post #10'

 

:NONAME_1545646845

I

jump @NONAME_1575486453

 

:NONAME_1645623894

this

jump @NONAME_166648464

 

:NONAME_1635568454

reading

jump @NONAME_1645623894

 

:NONAME_158461526

you

jump @NONAME_1598484684

 

:NONAME_160148644

had

jump @NONAME_1616546856

 

:NONAME_1575486453

hope

jump @NONAME_158461526

 

:NONAME_1616546856

a great

jump @NONAME_1625464854

 

:NONAME_1598484684

had

jump @NONAME_160148644

 

:NONAME_166648464

post.

jump @NONAME_1545646845

 

:NONAME_1625464854

time

[email protected]_1635568454

Edited by ThirteenAG
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goodModsRcool

String 'post #10' is too long. Max 7 symbols.

 

It's whatever though, I don't really understand if that post was a joke or an insult. It's all okay though because I got a good laugh out of it.

Edited by goodModsRcool
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That's better, but note I meant 'custom' global variables. $PLAYER_ACTOR and $PLAYER_CHAR are generally allocated on the same IDs for pretty much every SCM, so they're (relatively) safe to use.

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