goodModsRcool Posted December 14, 2014 Share Posted December 14, 2014 (edited) 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 December 14, 2014 by goodModsRcool Link to comment Share on other sites More sharing options...
TJGM Posted December 14, 2014 Share Posted December 14, 2014 So is this code your or what? You can't just upload the code of from someone's mod because you edited it. Link to comment Share on other sites More sharing options...
goodModsRcool Posted December 14, 2014 Author Share Posted December 14, 2014 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. Link to comment Share on other sites More sharing options...
TJGM Posted December 14, 2014 Share Posted December 14, 2014 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. Blackbird88 1 Link to comment Share on other sites More sharing options...
Silent Posted December 14, 2014 Share Posted December 14, 2014 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. Link to comment Share on other sites More sharing options...
goodModsRcool Posted December 14, 2014 Author Share Posted December 14, 2014 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. Link to comment Share on other sites More sharing options...
Silent Posted December 14, 2014 Share Posted December 14, 2014 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. Link to comment Share on other sites More sharing options...
goodModsRcool Posted December 14, 2014 Author Share Posted December 14, 2014 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. Link to comment Share on other sites More sharing options...
goodModsRcool Posted December 15, 2014 Author Share Posted December 15, 2014 @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 Link to comment Share on other sites More sharing options...
ThirteenAG Posted December 15, 2014 Share Posted December 15, 2014 (edited) 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 December 15, 2014 by ThirteenAG Claude_Lib, Silent, goodModsRcool and 1 other 4 Widescreen Fixes Pack || Project2DFX || SaveLoader || WindowedMode || CLEO Scripts Link to comment Share on other sites More sharing options...
goodModsRcool Posted December 15, 2014 Author Share Posted December 15, 2014 (edited) 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 December 15, 2014 by goodModsRcool Link to comment Share on other sites More sharing options...
Silent Posted December 15, 2014 Share Posted December 15, 2014 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. Link to comment Share on other sites More sharing options...
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