Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

[CLEO]Change coordinates and Mean


Natso
 Share

Recommended Posts

Hello everyone

9 @ = 0 // transmitter

7 @ = -1 // plane

8 @ = -1 // Actor

10 @ = -1 // plane marker

11 @ = -1 // pathID

12 @ = -1 // pathDetector

27 @ = -1 // dragon angle

26 @ = -1 // Long coord

25 @ = -1 // Long coord

24 @ = -1 // Long coord


0 @ = -1 // coord

1 @ = -1 // coord

2 @ = -1 // coord

3 @ = -1 // temp value

4 @ = -1 // angle

5 @ = -1 // health

6 @ = -1 // speed

What does it mean, and I can earn 11 @ = -1 // pathID where and exactly 24 25 26 @ which is xyz, and how I can replace the coordinates of USS NIMITZ hydra to Landing?





{$CLEO .cs}
thread 'AI_HYDRA'
[email protected] = 0 //transmitter
[email protected] = -1 //plane
[email protected] = -1 //actor
[email protected] = -1 //plane marker
[email protected] = -1 //pathID
[email protected] = -1 //pathDetector
[email protected] = -1 //long angle
[email protected] = -1 //long coord
[email protected] = -1 //long coord
[email protected] = -1 //long coord

[email protected] = -1 //coord
[email protected] = -1 //coord
[email protected] = -1 //coord
[email protected] = -1 //temp value
[email protected] = -1 //angle
[email protected] = -1 //health
[email protected] = -1 //speed

:start
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @start
if
80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 1475.7020 1642.6296 10.7448 radius 250.0 250.0 250.0
jf @start

:ava
wait 10
if
Model.Available(#HYDRA)
jf @load
wait 10
if
Model.Available(#ARMY)
jf @load1
jump @available

:load
Model.Load(#HYDRA)
wait 10
jump @ava

:load1
Model.Load(#ARMY)
wait 10
jump @ava

:available
Car.Create([email protected], #HYDRA, 1475.7020, 1642.6296, 10.7448)
Car.Angle([email protected]) = 180.0
08E6: set_plane [email protected] landing_gear 0
020A: set_car [email protected] door_status_to 4
0129: [email protected] = create_actor_pedtype 4 model #ARMY in_car [email protected] driverseat
Model.Destroy(#ARMY)
Model.Destroy(#HYDRA)
[email protected] = 43
[email protected] = 0
[email protected] = 180.0
[email protected] = 1475.7020
[email protected] = 1642.6296
[email protected] = 10.7448
if
[email protected] == 1
jf @loadpath
0ACE: show_formatted_text_box "HYDRA respawned at Las Venturas."
Marker.CreateAboveaCTOR([email protected], [email protected])
Marker.SetColor([email protected], 2)

:loadpath
wait 10
if
07C1: path [email protected] available
jf @loadpath1
jump @movingon

:loadpath1
07C0: load_path [email protected]
wait 10
jump @loadpath

:movingon
05EB: assign_car [email protected] to_path [email protected]
0873: release_path [email protected]
if
[email protected] == 1
jf @checks
0ACE: show_formatted_text_box "HYDRA is now taking off."

:checks
gosub @dead
gosub @transmit
gosub @landinggear
if
860E: not car [email protected] assigned_to_path
jf @checks

:release
06C5: release_car [email protected] from_path
[email protected] += 1
if
0029: [email protected] >= 3
jf @detectpath
jump @repeat

:detectpath
[email protected] = 0
if
[email protected] == 1
jf @detectpath1
[email protected] = 135.0
[email protected] = -1542.3070
[email protected] = -47.1985
[email protected] = 14.0603
if
[email protected] == 1
jf @putat
0ACE: show_formatted_text_box "NEVADA is now in San Fierro."

:putat
gosub @dead
gosub @transmit
[email protected] += 1
[email protected] += -0.5
[email protected] += -0.5
Car.Angle([email protected]) = [email protected]
Car.PutAt([email protected], [email protected], [email protected], [email protected])
if
[email protected] == 170
jf @putat
gosub @angle
[email protected] = 315.0
[email protected] = -1627.5796
[email protected] = -138.8973
[email protected] = 14.0598
[email protected] = 49
jump @loadpath

:detectpath1
if
[email protected] == 2
jf @repeat
[email protected] = 1993.1895
[email protected] = -2488.1265
[email protected] = 13.4627
[email protected] = 270.0
gosub @angle
[email protected] = 90.0
if
[email protected] == 1
jf @putat1
0ACE: show_formatted_text_box "HYDRA is now in Los Santos."

:putat1
gosub @dead
gosub @transmit
[email protected] += 1
[email protected] += -0.5
Car.Angle([email protected]) = [email protected]
Car.PutAt([email protected], [email protected], [email protected], [email protected])
if
[email protected] == 831
else_jump @putat1
[email protected] = 1577.5233
[email protected] = -2493.5564
[email protected] = 13.4705
gosub @angle
[email protected] = 270.0
[email protected] = 46
jump @loadpath

:repeat
[email protected] = 1476.4661
[email protected] = 1718.7635
[email protected] = 10.7288
[email protected] = 0.0
gosub @angle
[email protected] = 180.0
if
[email protected] == 1
jf @repeat1
0ACE: show_formatted_text_box "HYDRA is now in Las Venturas."

:repeat1
gosub @dead
gosub @transmit
[email protected] += 1
[email protected] -= 0.5
Car.Angle([email protected]) = [email protected]
Car.PutAt([email protected], [email protected],[email protected],[email protected])
if
[email protected] == 152
jf @repeat1
[email protected] = 43
[email protected] = 0
[email protected] = 1475.7020
[email protected] = 1642.6296
[email protected] = 10.7448
jump @loadpath

:landinggear
Car.StorePos([email protected], [email protected], [email protected], [email protected])
if
[email protected] >= 50.0
jf @landinggear1
08E6: set_plane [email protected] landing_gear 1
return

:landinggear1
08E6: set_plane [email protected] landing_gear 0
return

:angle
[email protected] = 0

:angle2
gosub @dead
gosub @transmit
000B: [email protected] += 1.0
000A: [email protected] += 1
Car.Angle([email protected]) = [email protected]
Car.PutAt([email protected], [email protected], [email protected], [email protected])
if
[email protected] >= 180
else_jump @angle2
[email protected] = 0
return

:dead
wait 0
if and
not [email protected] == -1
not [email protected] == -1
jf @ende
if and
not Car.Wrecked([email protected])
0185: car [email protected] health >= 250
not Actor.Dead([email protected])
Actor.InCar([email protected], [email protected])
jf @end
return

:end
0ABF: set_vehicle [email protected] engine_state_to 0
Actor.RemoveReferences([email protected])
Car.RemoveReferences([email protected])
06C5: release_car [email protected] from_path
if
[email protected] == 1
jf @start
0ACE: show_formatted_text_box "Something very bad happened to the HYDRA."
Marker.Disable([email protected])
jump @start

:ende
Marker.Disable([email protected])
Actor.RemoveReferences([email protected])
Car.RemoveReferences([email protected])
jump @start

:transmit
if
0ADC: test_cheat "HYDRA"
jf @info
if
[email protected] == 0
jf @off
[email protected] = 1
Marker.CreateAboveActor([email protected], [email protected])
Marker.SetColor([email protected], 2)
0ACE: show_formatted_text_box "HYDRA transmitter online. Type HYDRA again to turn off or hold H and 3 to view info."
return

:off
[email protected] = 0
Marker.Disable([email protected])
0ACE: show_formatted_text_box "HYDRA transmitter offline. Type HYDRA to turn on."
return

:info
if
0AB0: key_pressed 72
0aa1:
if
0AB0: key_pressed 51
0aa1:
if
[email protected] == 1
0AA1: return_if_false
0227: [email protected] = car [email protected] health
02E3: [email protected] = car [email protected] speed
Car.StorePos([email protected], [email protected], [email protected], [email protected])
[email protected] = Car.Angle([email protected])
0ACE: show_formatted_text_box "HYDRA Health %d Speed %f at %f %f %f Angle %f" [email protected] [email protected] [email protected] [email protected] [email protected] [email protected]
return

Edited by Natso
Link to comment
Share on other sites

 

 

The plane will be assigned to carrec paths, 3 different paths will be used

[email protected] = [email protected] = [email protected] = 46
07C0: load_path [email protected]: assign_car [email protected] to_path [email protected]

Open data\Paths\carrec.img with img tool

The coords are just for spawning and maybe it will be put to the carrier after path ride is finished.

So it doesn't make sense to change coords without changing (or recording new) paths

 

 

Link to comment
Share on other sites

The plane will be assigned to carrec paths, 3 different paths will be used

[email protected] = [email protected] = [email protected] = 46
07C0: load_path [email protected]: assign_car [email protected] to_path [email protected]

Open data\Paths\carrec.img with img tool

The coords are just for spawning and maybe it will be put to the carrier after path ride is finished.

So it doesn't make sense to change coords without changing (or recording new) paths

 

 

So if I had my own way, code makes them take off and landing, and they will automatically run back where they started and fly again? My after they landed and flew away on its own

 

{$CLEO .cs}thread 'AI_HYDRA'[email protected] = 0 //[email protected] = -1 //[email protected] = -1 //[email protected] = -1 //plane [email protected] = -1 //[email protected] = -1 //[email protected] = -1 //long [email protected] = -1 //long [email protected] = -1 //long [email protected] = -1 //long coord [email protected] = -1 //[email protected] = -1 //[email protected] = -1 //[email protected] = -1 //temp [email protected] = -1 //[email protected] = -1 //[email protected] = -1 //speed :startwait 0ifPlayer.Defined($PLAYER_CHAR)jf @start :avawait 10ifModel.Available(#HYDRA)jf @loadwait 10ifModel.Available(#ARMY)jf @load1jump @available :loadModel.Load(#HYDRA)wait 10jump @ava :load1Model.Load(#ARMY)wait 10jump @ava :availableCar.Create([email protected], #HYDRA, 2534.7363, -2952.9294, 25.7871)Car.Angle([email protected]) = 91.60430129: [email protected] = create_actor_pedtype 4 model #ARMY in_car [email protected] driverseatwait 5000008E6: set_plane [email protected] landing_gear 0 020A: set_car [email protected] door_status_to 4Model.Destroy(#ARMY)Model.Destroy(#HYDRA)[email protected] = [email protected] = [email protected] = [email protected] = [email protected] = [email protected] = [email protected] == 1jf @loadpath0ACE: show_formatted_text_box "HYDRA respawned at Las Venturas."Marker.CreateAboveaCTOR([email protected], [email protected])Marker.SetColor([email protected], 2)  :loadpathwait 10if 07C1:   path [email protected] availablejf @loadpath1jump @movingon :loadpath107C0: load_path [email protected] 10jump @loadpath :movingon05EB: assign_car [email protected] to_path [email protected]: release_path [email protected]@ == 1jf @checks0ACE: show_formatted_text_box "HYDRA is now taking off." :checksgosub @deadgosub @transmitgosub @landinggearif and860E:   not car [email protected] assigned_to_path08E6: set_plane [email protected] landing_gear 1jf @checks :release06C5: release_car [email protected] [email protected] += 1if0029:   [email protected] >= 3jf @detectpatchjump @detectpatch  :[email protected] = [email protected] == [email protected] = [email protected] = [email protected] = [email protected] = [email protected] == 10ACE: show_formatted_text_box "NEVADA is now in San Fierro." :putatgosub @deadgosub @[email protected] += 1 [email protected] += [email protected] += -0.5Car.Angle([email protected]) = [email protected]([email protected], [email protected], [email protected], [email protected])if [email protected] == 170jf @putat gosub @angle jump @loadpath :landinggearCar.StorePos([email protected], [email protected], [email protected], [email protected])[email protected] >= 50.0jf @landinggear108E6: set_plane [email protected] landing_gear 0return :landinggear108E6: set_plane [email protected] landing_gear 0return :[email protected] = 0 :angle2gosub @deadgosub @transmit 000B: [email protected] += 1.0000A: [email protected] += 1Car.Angle([email protected]) = [email protected]([email protected], [email protected], [email protected], [email protected])if    [email protected] >= 180 else_jump @[email protected] = 0return :deadwait 0if andnot [email protected] == -1not [email protected] == -1jf @endeif andnot Car.Wrecked([email protected])0185:  car [email protected] health >= 250not Actor.Dead([email protected])Actor.InCar([email protected], [email protected])jf @endreturn :end0ABF: set_vehicle [email protected] engine_state_to 0Actor.RemoveReferences([email protected])Car.RemoveReferences([email protected])06C5: release_car [email protected] [email protected] == 1jf @start0ACE: show_formatted_text_box "Something very bad happened to the HYDRA." Marker.Disable([email protected])jump @start :endeMarker.Disable([email protected])Actor.RemoveReferences([email protected])Car.RemoveReferences([email protected])jf @endCar.PutAt([email protected],[email protected],[email protected],[email protected],[email protected])jump @loadpath :transmitif0ADC: test_cheat "HYDRA"[email protected] == [email protected] = 1Marker.CreateAboveActor([email protected], [email protected])Marker.SetColor([email protected], 2)0ACE: show_formatted_text_box "HYDRA transmitter online. Type HYDRA again to turn off or hold H and 3 to view info."return
Edited by Natso
Link to comment
Share on other sites

 

Exception

I could spend the first code to select SAM Missile?

 

ZAZ

 

You should use higher level constructs like if-then-else, loops (do, while, repeat) eventually with control flow alternation (e.g., break, continue), and gosubs. Furthermore, define the variables using const..end and var..end. Otherwise the code is hard to understand and it is easy to make mistakes.

Link to comment
Share on other sites

So if I had my own way, code makes them take off and landing, and they will automatically run back where they started and fly again? My after they landed and flew away on its own

The original script from first post works very well: It let Hydra fly around on paths of SA Airline feature, from LV to SF to LA to LV

Hydra starts at LV Airport and flies to SF Airport on path, lands there and make a turn by script,

then starts and flies to LA Airport on path, lands there and and make a turn by script

then starts and flies to LV Airport on path, lands there and and make a turn by script

Then script restarts and let Hydra fly again the route.

 

I didn't understand your changes of your modified script and i didn't understand your plan.

 

 

 

 

 

 

 

Exception

I could spend the first code to select SAM Missile?

 

ZAZ

You should use higher level constructs like if-then-else, loops (do, while, repeat) eventually with control flow alternation (e.g., break, continue), and gosubs. Furthermore, define the variables using const..end and var..end. Otherwise the code is hard to understand and it is easy to make mistakes.

 

You quoted Daniel_Absolu ... but by the hell, it's a sh*t question without context
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.