PCjero Posted December 9, 2018 Share Posted December 9, 2018 Hi, this problem makes me very angry because when i create a CLEO spawning a special actor with +1MB .dff/so much polygons or something like that my game crashes, and now, if we talk of light skins, everything is Ok, if anyone can help me, i'll really appreciate it, thanks. OH! And when i use Skin Selector 2.1 everything is Ok, in both skin types. Link to comment Share on other sites More sharing options...
ZAZ Posted December 10, 2018 Share Posted December 10, 2018 Post your script CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
PCjero Posted December 10, 2018 Author Share Posted December 10, 2018 (edited) Alright men, take: Crash: // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- thread 'CHINOS247' :CHINOS247_33 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @CHINOS247_33 if 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 2001.8824 -1761.7261 13.5391 radius 2.0 2.0 2.0 on_foot else_jump @CHINOS247_33 023C: load_special_actor 'CHINANAVY' as 1 // models 290-299 023C: load_special_actor 'CHINAARMY' as 2 // models 290-299 Model.Load(#CWMOHB1) Model.Load(#PPSH41) // Added weapon i have Model.Load(#CWMYHB1) gosub @CHINOS247_228 :CHINOS247_228 wait 2000 if 023D: special_actor 1 loaded 023D: special_actor 2 loaded Model.Available(#CWMOHB1) Model.Available(#PPSH41) Model.Available(#CWMYHB1) else_jump @CHINOS247_228 select_interior 17 0860: link_actor $PLAYER_ACTOR to_interior 17 04E4: refresh_game_renderer_at -24.2671 -186.2262 Camera.SetAtPos(-24.2671, -186.2262, 1003.5469) Actor.PutAt($PLAYER_ACTOR, -24.2671, -186.2262, 1003.5469) Actor.Angle($PLAYER_ACTOR) = 312.164 07FB: set_interior 'X7_11D' access 0 $GILIPOLLAS = Actor.Create(Gang2, #CWMYHB1, -10.0521, -180.2121, 1003.5469) Actor.Health($GILIPOLLAS) = 350 Actor.Angle($GILIPOLLAS) = 359.0515 0245: set_actor $GILIPOLLAS walk_style_to "OLDMAN" 0446: set_actor $GILIPOLLAS dismemberment_possible 0 $MARULETE = Actor.Create(Gang2, #CWMOHB1, -28.9504, -186.8197, 1003.5469) Actor.Health($MARULETE) = 350 Actor.Angle($MARULETE) = 358.3288 0245: set_actor $MARULETE walk_style_to "OLDMAN" 0446: set_actor $MARULETE dismemberment_possible 0 $ALMIRANTE = Actor.Create(Criminal, #SPECIAL01, -10.3871, -178.2521, 1003.5469) Actor.Health($ALMIRANTE) = 750 Actor.Angle($ALMIRANTE) = 184.3548 0446: set_actor $ALMIRANTE dismemberment_possible 0 $CHINO1 = Actor.Create(Criminal, #SPECIAL02, -12.3818, -177.6119, 1003.5469) Actor.Health($CHINO1) = 370 Actor.Angle($CHINO1) = 91.0765 01B2: give_actor $CHINO1 weapon 55 ammo 99999 // Load the weapon model before using this 01B9: set_actor $CHINO1 armed_weapon_to 55 0446: set_actor $CHINO1 dismemberment_possible 0 $CHINO2 = Actor.Create(Criminal, #SPECIAL02, -10.1764, -175.8608, 1003.5469) Actor.Health($CHINO2) = 370 Actor.Angle($CHINO2) = 180.6906 01B2: give_actor $CHINO2 weapon 55 ammo 99999 // Load the weapon model before using this 01B9: set_actor $CHINO2 armed_weapon_to 55 0446: set_actor $CHINO2 dismemberment_possible 0 $CHINO3 = Actor.Create(Criminal, #SPECIAL02, -7.1556, -178.0066, 1003.5469) Actor.Health($CHINO3) = 370 Actor.Angle($CHINO3) = 93.502 01B2: give_actor $CHINO3 weapon 55 ammo 99999 // Load the weapon model before using this 01B9: set_actor $CHINO3 armed_weapon_to 55 0446: set_actor $CHINO3 dismemberment_possible 0 wait 2000 jump @CHINOS247_1291 :CHINOS247_1291 wait 0 if 0AB0: key_pressed 110 else_jump @CHINOS247_1291 wait 6500 07FB: set_interior 'X7_11D' access 1 wait 9990 Actor.DestroyInstantly($ALMIRANTE) Actor.DestroyInstantly($CHINO1) Actor.DestroyInstantly($CHINO2) Actor.DestroyInstantly($CHINO3) Actor.DestroyInstantly($GILIPOLLAS) Actor.DestroyInstantly($MARULETE) wait 250 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CWMOHB1) Model.Destroy(#PPSH41) Model.Destroy(#CWMYHB1) wait 2150 jump @CHINOS247_33 Spawning Good: // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- thread 'CHINOS247' :CHINOS247_33 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @CHINOS247_33 if 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 2001.8824 -1761.7261 13.5391 radius 2.0 2.0 2.0 on_foot else_jump @CHINOS247_33 Model.Load(#CWMOHB1) Model.Load(#PPSH41) // Added weapon i have Model.Load(#CWMYHB1) Model.Load(#ARMY) gosub @CHINOS247_228 :CHINOS247_228 wait 2000 if Model.Available(#CWMOHB1) Model.Available(#PPSH41) Model.Available(#CWMYHB1) Model.Available(#ARMY) else_jump @CHINOS247_228 select_interior 17 0860: link_actor $PLAYER_ACTOR to_interior 17 04E4: refresh_game_renderer_at -24.2671 -186.2262 Camera.SetAtPos(-24.2671, -186.2262, 1003.5469) Actor.PutAt($PLAYER_ACTOR, -24.2671, -186.2262, 1003.5469) Actor.Angle($PLAYER_ACTOR) = 312.164 07FB: set_interior 'X7_11D' access 0 $GILIPOLLAS = Actor.Create(Gang2, #CWMYHB1, -10.0521, -180.2121, 1003.5469) Actor.Health($GILIPOLLAS) = 350 Actor.Angle($GILIPOLLAS) = 359.0515 0245: set_actor $GILIPOLLAS walk_style_to "OLDMAN" 0446: set_actor $GILIPOLLAS dismemberment_possible 0 $MARULETE = Actor.Create(Gang2, #CWMOHB1, -28.9504, -186.8197, 1003.5469) Actor.Health($MARULETE) = 350 Actor.Angle($MARULETE) = 358.3288 0245: set_actor $MARULETE walk_style_to "OLDMAN" 0446: set_actor $MARULETE dismemberment_possible 0 $ALMIRANTE = Actor.Create(Criminal, #ARMY, -10.3871, -178.2521, 1003.5469) Actor.Health($ALMIRANTE) = 750 Actor.Angle($ALMIRANTE) = 184.3548 0446: set_actor $ALMIRANTE dismemberment_possible 0 $CHINO1 = Actor.Create(Criminal, #ARMY, -12.3818, -177.6119, 1003.5469) Actor.Health($CHINO1) = 370 Actor.Angle($CHINO1) = 91.0765 01B2: give_actor $CHINO1 weapon 55 ammo 99999 // Load the weapon model before using this 01B9: set_actor $CHINO1 armed_weapon_to 55 0446: set_actor $CHINO1 dismemberment_possible 0 $CHINO2 = Actor.Create(Criminal, #ARMY, -10.1764, -175.8608, 1003.5469) Actor.Health($CHINO2) = 370 Actor.Angle($CHINO2) = 180.6906 01B2: give_actor $CHINO2 weapon 55 ammo 99999 // Load the weapon model before using this 01B9: set_actor $CHINO2 armed_weapon_to 55 0446: set_actor $CHINO2 dismemberment_possible 0 $CHINO3 = Actor.Create(Criminal, #ARMY, -7.1556, -178.0066, 1003.5469) Actor.Health($CHINO3) = 370 Actor.Angle($CHINO3) = 93.502 01B2: give_actor $CHINO3 weapon 55 ammo 99999 // Load the weapon model before using this 01B9: set_actor $CHINO3 armed_weapon_to 55 0446: set_actor $CHINO3 dismemberment_possible 0 wait 2000 jump @CHINOS247_1291 :CHINOS247_1291 wait 0 if 0AB0: key_pressed 110 else_jump @CHINOS247_1291 wait 6500 07FB: set_interior 'X7_11D' access 1 wait 9990 Actor.DestroyInstantly($ALMIRANTE) Actor.DestroyInstantly($CHINO1) Actor.DestroyInstantly($CHINO2) Actor.DestroyInstantly($CHINO3) Actor.DestroyInstantly($GILIPOLLAS) Actor.DestroyInstantly($MARULETE) wait 250 Model.Destroy(#CWMOHB1) Model.Destroy(#PPSH41) Model.Destroy(#CWMYHB1) Model.Destroy(#ARMY) wait 2150 jump @CHINOS247_33 BTW, If you know a opcode for make the Skins keep position in 24/7 store, can serve too And sorry late my friend Edited December 10, 2018 by Gh1baudi Link to comment Share on other sites More sharing options...
ZAZ Posted December 10, 2018 Share Posted December 10, 2018 (edited) 1. don't use Global Var in cleo scripts, use locals insted 2. special actor name should have max. 7 charackter for example CHINAVY instead CHINANAVY 3. remove this: gosub @CHINOS247_228 Edited December 10, 2018 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
PCjero Posted December 10, 2018 Author Share Posted December 10, 2018 Doesn't work too, and now i remember, once i changed (.ifp and .cut) of Running Dog cutscene (HD) Vagos and crashed too. But thanks men, you tried Link to comment Share on other sites More sharing options...
Sanmodder Posted December 10, 2018 Share Posted December 10, 2018 in the first script these names are too difficult and besides, this opcode is 50% active because he does not accept much do so, get rid of this opcode 023C: load_special_actor 'CHINANAVY' as 1 // models 290-299 023C: load_special_actor 'CHINAARMY' as 2 // models 290-299 and load these id in the script #MAFFA #MAFFB #MAFBOSS and rename txd and dff to MAFFA, MAFFB, MAFBOSS in the second script you're loading the original skins, that's why it works only replace global variables such are the worst Get the Russian reliable tool to create fast const to convert global variables to local variables called the cleo optimizer is a poorly known tool and get rid of it GOSUB I need a return, and besides, they are unpredictable and not often used after the return command often finds no commands That is why it is worth giving return end_thread gosub @ CHINOS247_228 and besides, here waiting in the loop you will not protect you from crash, and besides, the loop checking has a delay but I know you're learning {$CLEO} 0A95: enable_thread_saving const _GILIPOLLAS = [email protected] _MARULETE = [email protected] _ALMIRANTE = [email protected] _CHINO1 = [email protected] _CHINO2 = [email protected] _CHINO3 = [email protected] end // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- thread 'CHINOS247' :CHINOS247_33 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @CHINOS247_33 if 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 2001.8824 -1761.7261 13.5391 radius 2.0 2.0 2.0 on_foot else_jump @CHINOS247_33 023C: load_special_actor 'CHINANAVY' as 1 // models 290-299 023C: load_special_actor 'CHINAARMY' as 2 // models 290-299 Model.Load(#CWMOHB1) Model.Load(#PPSH41) // Added weapon i have Model.Load(#CWMYHB1) gosub @CHINOS247_228 :CHINOS247_228 wait 2000 if 023D: special_actor 1 loaded 023D: special_actor 2 loaded Model.Available(#CWMOHB1) Model.Available(#PPSH41) Model.Available(#CWMYHB1) else_jump @CHINOS247_228 select_interior 17 0860: link_actor $PLAYER_ACTOR to_interior 17 04E4: refresh_game_renderer_at -24.2671 -186.2262 Camera.SetAtPos(-24.2671, -186.2262, 1003.5469) Actor.PutAt($PLAYER_ACTOR, -24.2671, -186.2262, 1003.5469) Actor.Angle($PLAYER_ACTOR) = 312.164 07FB: set_interior 'X7_11D' access 0 _GILIPOLLAS = Actor.Create(Gang2, #CWMYHB1, -10.0521, -180.2121, 1003.5469) Actor.Health(_GILIPOLLAS) = 350 Actor.Angle(_GILIPOLLAS) = 359.0515 0245: set_actor _GILIPOLLAS walk_style_to "OLDMAN" 0446: set_actor _GILIPOLLAS dismemberment_possible 0 _MARULETE = Actor.Create(Gang2, #CWMOHB1, -28.9504, -186.8197, 1003.5469) Actor.Health(_MARULETE) = 350 Actor.Angle(_MARULETE) = 358.3288 0245: set_actor _MARULETE walk_style_to "OLDMAN" 0446: set_actor _MARULETE dismemberment_possible 0 _ALMIRANTE = Actor.Create(Criminal, #SPECIAL01, -10.3871, -178.2521, 1003.5469) Actor.Health(_ALMIRANTE) = 750 Actor.Angle(_ALMIRANTE) = 184.3548 0446: set_actor _ALMIRANTE dismemberment_possible 0 _CHINO1 = Actor.Create(Criminal, #SPECIAL02, -12.3818, -177.6119, 1003.5469) Actor.Health(_CHINO1) = 370 Actor.Angle(_CHINO1) = 91.0765 01B2: give_actor _CHINO1 weapon 55 ammo 99999 // Load the weapon model before using this 01B9: set_actor _CHINO1 armed_weapon_to 55 0446: set_actor _CHINO1 dismemberment_possible 0 _CHINO2 = Actor.Create(Criminal, #SPECIAL02, -10.1764, -175.8608, 1003.5469) Actor.Health(_CHINO2) = 370 Actor.Angle(_CHINO2) = 180.6906 01B2: give_actor _CHINO2 weapon 55 ammo 99999 // Load the weapon model before using this 01B9: set_actor _CHINO2 armed_weapon_to 55 0446: set_actor _CHINO2 dismemberment_possible 0 _CHINO3 = Actor.Create(Criminal, #SPECIAL02, -7.1556, -178.0066, 1003.5469) Actor.Health(_CHINO3) = 370 Actor.Angle(_CHINO3) = 93.502 01B2: give_actor _CHINO3 weapon 55 ammo 99999 // Load the weapon model before using this 01B9: set_actor _CHINO3 armed_weapon_to 55 0446: set_actor _CHINO3 dismemberment_possible 0 wait 2000 jump @CHINOS247_1291 :CHINOS247_1291 wait 0 if 0AB0: key_pressed 110 else_jump @CHINOS247_1291 wait 6500 07FB: set_interior 'X7_11D' access 1 wait 9990 Actor.DestroyInstantly(_ALMIRANTE) Actor.DestroyInstantly(_CHINO1) Actor.DestroyInstantly(_CHINO2) Actor.DestroyInstantly(_CHINO3) Actor.DestroyInstantly(_GILIPOLLAS) Actor.DestroyInstantly(_MARULETE) wait 250 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CWMOHB1) Model.Destroy(#PPSH41) Model.Destroy(#CWMYHB1) wait 2150 jump @CHINOS247_33 Link to comment Share on other sites More sharing options...
PCjero Posted December 10, 2018 Author Share Posted December 10, 2018 1 hour ago, ZAZ said: 2. special actor name should have max. 7 charackter for example CHINAVY instead CHINANAVY Thanks men!!! You saved me!!!! Link to comment Share on other sites More sharing options...
PCjero Posted December 10, 2018 Author Share Posted December 10, 2018 39 minutes ago, Sanmodder said: in the first script these names are too difficult and besides, this opcode is 50% active because he does not accept much do so, get rid of this opcode 023C: load_special_actor 'CHINANAVY' as 1 // models 290-299 023C: load_special_actor 'CHINAARMY' as 2 // models 290-299 and load these id in the script #MAFFA #MAFFB #MAFBOSS and rename txd and dff to MAFFA, MAFFB, MAFBOSS in the second script you're loading the original skins, that's why it works only replace global variables such are the worst Get the Russian reliable tool to create fast const to convert global variables to local variables called the cleo optimizer is a poorly known tool and get rid of it GOSUB I need a return, and besides, they are unpredictable and not often used after the return command often finds no commands That is why it is worth giving return end_thread gosub @ CHINOS247_228 and besides, here waiting in the loop you will not protect you from crash, and besides, the loop checking has a delay but I know you're learning {$CLEO} 0A95: enable_thread_saving const _GILIPOLLAS = [email protected] _MARULETE = [email protected] _ALMIRANTE = [email protected] _CHINO1 = [email protected] _CHINO2 = [email protected] _CHINO3 = [email protected] end // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- thread 'CHINOS247' :CHINOS247_33 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @CHINOS247_33 if 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 2001.8824 -1761.7261 13.5391 radius 2.0 2.0 2.0 on_foot else_jump @CHINOS247_33 023C: load_special_actor 'CHINANAVY' as 1 // models 290-299 023C: load_special_actor 'CHINAARMY' as 2 // models 290-299 Model.Load(#CWMOHB1) Model.Load(#PPSH41) // Added weapon i have Model.Load(#CWMYHB1) gosub @CHINOS247_228 :CHINOS247_228 wait 2000 if 023D: special_actor 1 loaded 023D: special_actor 2 loaded Model.Available(#CWMOHB1) Model.Available(#PPSH41) Model.Available(#CWMYHB1) else_jump @CHINOS247_228 select_interior 17 0860: link_actor $PLAYER_ACTOR to_interior 17 04E4: refresh_game_renderer_at -24.2671 -186.2262 Camera.SetAtPos(-24.2671, -186.2262, 1003.5469) Actor.PutAt($PLAYER_ACTOR, -24.2671, -186.2262, 1003.5469) Actor.Angle($PLAYER_ACTOR) = 312.164 07FB: set_interior 'X7_11D' access 0 _GILIPOLLAS = Actor.Create(Gang2, #CWMYHB1, -10.0521, -180.2121, 1003.5469) Actor.Health(_GILIPOLLAS) = 350 Actor.Angle(_GILIPOLLAS) = 359.0515 0245: set_actor _GILIPOLLAS walk_style_to "OLDMAN" 0446: set_actor _GILIPOLLAS dismemberment_possible 0 _MARULETE = Actor.Create(Gang2, #CWMOHB1, -28.9504, -186.8197, 1003.5469) Actor.Health(_MARULETE) = 350 Actor.Angle(_MARULETE) = 358.3288 0245: set_actor _MARULETE walk_style_to "OLDMAN" 0446: set_actor _MARULETE dismemberment_possible 0 _ALMIRANTE = Actor.Create(Criminal, #SPECIAL01, -10.3871, -178.2521, 1003.5469) Actor.Health(_ALMIRANTE) = 750 Actor.Angle(_ALMIRANTE) = 184.3548 0446: set_actor _ALMIRANTE dismemberment_possible 0 _CHINO1 = Actor.Create(Criminal, #SPECIAL02, -12.3818, -177.6119, 1003.5469) Actor.Health(_CHINO1) = 370 Actor.Angle(_CHINO1) = 91.0765 01B2: give_actor _CHINO1 weapon 55 ammo 99999 // Load the weapon model before using this 01B9: set_actor _CHINO1 armed_weapon_to 55 0446: set_actor _CHINO1 dismemberment_possible 0 _CHINO2 = Actor.Create(Criminal, #SPECIAL02, -10.1764, -175.8608, 1003.5469) Actor.Health(_CHINO2) = 370 Actor.Angle(_CHINO2) = 180.6906 01B2: give_actor _CHINO2 weapon 55 ammo 99999 // Load the weapon model before using this 01B9: set_actor _CHINO2 armed_weapon_to 55 0446: set_actor _CHINO2 dismemberment_possible 0 _CHINO3 = Actor.Create(Criminal, #SPECIAL02, -7.1556, -178.0066, 1003.5469) Actor.Health(_CHINO3) = 370 Actor.Angle(_CHINO3) = 93.502 01B2: give_actor _CHINO3 weapon 55 ammo 99999 // Load the weapon model before using this 01B9: set_actor _CHINO3 armed_weapon_to 55 0446: set_actor _CHINO3 dismemberment_possible 0 wait 2000 jump @CHINOS247_1291 :CHINOS247_1291 wait 0 if 0AB0: key_pressed 110 else_jump @CHINOS247_1291 wait 6500 07FB: set_interior 'X7_11D' access 1 wait 9990 Actor.DestroyInstantly(_ALMIRANTE) Actor.DestroyInstantly(_CHINO1) Actor.DestroyInstantly(_CHINO2) Actor.DestroyInstantly(_CHINO3) Actor.DestroyInstantly(_GILIPOLLAS) Actor.DestroyInstantly(_MARULETE) wait 250 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CWMOHB1) Model.Destroy(#PPSH41) Model.Destroy(#CWMYHB1) wait 2150 jump @CHINOS247_33 Thank you but ZAZ gived me the solution: Maximum 7 characters Skins .dff/txd but thanks too Link to comment Share on other sites More sharing options...