spyderblack66 Posted March 25, 2018 Share Posted March 25, 2018 (edited) someone to help me because I want to create but I saw that putting actors sometimes spawn that appears instead of an actor in doubles spawn is to show me 2 instead of one at the time of putting the script and put weapons to life etc if someone knows help me Thank you mystery I mean to create a skin like a monster and spawn it in one place and kill it I mean Edited March 25, 2018 by spyderblack66 Link to comment Share on other sites More sharing options...
Sanmodder Posted March 25, 2018 Share Posted March 25, 2018 easy what's your plan or do you have a script that does not work spyderblack66 1 Link to comment Share on other sites More sharing options...
spyderblack66 Posted March 25, 2018 Author Share Posted March 25, 2018 (edited) easy what's your plan or do you have a script that does not work I wanted to do mystery type because I do not know how to do missions scripts I do not like it in Cleo I like it to look like everything in a script I was going to call it bigfoot hunt Edited March 25, 2018 by spyderblack66 Link to comment Share on other sites More sharing options...
Sanmodder Posted March 26, 2018 Share Posted March 26, 2018 you must provide detailswhere this bigfoot hunt is to take placegive coordinateshow much is to bebigfootyou have a script or not Link to comment Share on other sites More sharing options...
spyderblack66 Posted March 26, 2018 Author Share Posted March 26, 2018 I want to make him put a character for example the bigfoot skin I put it in a certain place with coordinates just that to the mod style misterix could you pass me the code to create the actor Link to comment Share on other sites More sharing options...
Sanmodder Posted March 26, 2018 Share Posted March 26, 2018 I want to make him put a character for example the bigfoot skin I put it in a certain place with coordinates just that to the mod style misterix could you pass me the code to create the actor {$CLEO .cs}//-------------MAIN---------------thread 'test':startwait 0if player.Defined(0)jf @startif 00EC: actor $PLAYER_ACTOR sphere 0 near_point 0.0 0.0 radius 80.0 80.0 jf @startwait 20023C: load_special_actor 'bigfoot' as 1 // models 290-299 while if 823D: not special_actor 1 loaded wait [email protected] = actor.Create(special,#SPECIAL01,0.0,0.0,0.0)while if not actor.Dead([email protected])wait 0endactor.RemoveReferences([email protected])goto @start Link to comment Share on other sites More sharing options...
skatefilter5 Posted March 26, 2018 Share Posted March 26, 2018 try custom missions cleo but as for main.scm I don't have how multi threads work with save points and stuff but it's a lot of work to reload the game if your doing main.scm. for Custom missions you dont have to reload the game. Link to comment Share on other sites More sharing options...
deleted account Posted March 27, 2018 Share Posted March 27, 2018 This is the creature script I use // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- thread 'MYTH' :MYTH_THREAD_19 wait 0 if Player.Defined($PLAYER_CHAR) jf @MYTH_THREAD_19 if $ONMISSION == 0 jf @MYTH_THREAD_19 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 0.0 0.0 0.0 radius 0.0 0.0 0.0 jf @MYTH_THREAD_19 023C: load_special_actor '?' as 1 // models 290-299 :MYTH_THREAD_118 wait 0 if 023D: special_actor 1 loaded jf @MYTH_THREAD_118 [email protected] = Actor.Create(Mission1, #SPECIAL01, 0.0, 0.0, 0.0) Actor.Angle([email protected]) = 276.8935 Actor.Health([email protected]) = 18000 0446: set_actor [email protected] dismemberment_possible 0 04D8: set_actor [email protected] drowns_in_water 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 060B: set_actor [email protected] decision_maker_to 32 Actor.SetWalkStyle([email protected], "PLAYER") 03FE: set_actor [email protected] money 0 Actor.SetImmunities([email protected], 0, 0, 0, 0, 0) 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Model.Destroy(#SPECIAL01) :MYTH_THREAD_264 wait 0 if Player.Defined($PLAYER_CHAR) jf @MYTH_THREAD_338 if not Actor.Dead([email protected]) jf @MYTH_THREAD_350 if 00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 180.0 180.0 0 jf @MYTH_THREAD_338 jump @MYTH_THREAD_264 :MYTH_THREAD_338 Actor.RemoveReferences([email protected]) jump @MYTH_THREAD_19 :MYTH_THREAD_350 0A93: end_custom_thread spyderblack66 1 Link to comment Share on other sites More sharing options...
spyderblack66 Posted March 28, 2018 Author Share Posted March 28, 2018 This is the creature script I use // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- thread 'MYTH' :MYTH_THREAD_19 wait 0 if Player.Defined($PLAYER_CHAR) jf @MYTH_THREAD_19 if $ONMISSION == 0 jf @MYTH_THREAD_19 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 0.0 0.0 0.0 radius 0.0 0.0 0.0 jf @MYTH_THREAD_19 023C: load_special_actor '?' as 1 // models 290-299 :MYTH_THREAD_118 wait 0 if 023D: special_actor 1 loaded jf @MYTH_THREAD_118 [email protected] = Actor.Create(Mission1, #SPECIAL01, 0.0, 0.0, 0.0) Actor.Angle([email protected]) = 276.8935 Actor.Health([email protected]) = 18000 0446: set_actor [email protected] dismemberment_possible 0 04D8: set_actor [email protected] drowns_in_water 1 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 060B: set_actor [email protected] decision_maker_to 32 Actor.SetWalkStyle([email protected], "PLAYER") 03FE: set_actor [email protected] money 0 Actor.SetImmunities([email protected], 0, 0, 0, 0, 0) 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Model.Destroy(#SPECIAL01) :MYTH_THREAD_264 wait 0 if Player.Defined($PLAYER_CHAR) jf @MYTH_THREAD_338 if not Actor.Dead([email protected]) jf @MYTH_THREAD_350 if 00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 180.0 180.0 0 jf @MYTH_THREAD_338 jump @MYTH_THREAD_264 :MYTH_THREAD_338 Actor.RemoveReferences([email protected]) jump @MYTH_THREAD_19 :MYTH_THREAD_350 0A93: end_custom_thread thanks I will use it for the main.scm and I will erase what is above the cleo.cs and the name cleo.cs to avoid failures Link to comment Share on other sites More sharing options...
ZAZ Posted March 29, 2018 Share Posted March 29, 2018 this opcode is only for cleo 0A93: end_custom_thread in main.scm you have to use the equivalent 004E: end_thread spyderblack66 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
spyderblack66 Posted March 29, 2018 Author Share Posted March 29, 2018 I did not know thanks for the help Link to comment Share on other sites More sharing options...
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