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Another GTA Fan

[SA]Firearms, but as a Cleo

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Another GTA Fan

Is it possible to create a cleo script to use firearms? So lets say I want to use the Desert Eagle, so it works exactly as the Desert Eagle normally works, but the whole thing runs from a cleo script including the ammo it has which can be stored as a variable all within a cleo script. Can this be done, and if so, how would I go about doing this?

It's something I've tried in the past but could never do this.

Edited by Recommended

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Strs

i don't get it what you mean and what you want ? you mean adding new weapons not replace using cleo ? 

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Another GTA Fan

I mean gun usage but as a cleo. So everything from switching to a firearm, aiming, shooting, it's ammo amount, etc all via a cleo script instead of the ingame inventory.

 

I honestly don't know any better way to explain what I mean.

 

I mean, I can figure out how to attach an object to CJs hand so I can attach a Pistol to his hand all via a cleo script, but I don't know how to script the aiming and shooting features.

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thalilmythos
On 8/8/2019 at 6:52 PM, Recommended said:

I mean gun usage but as a cleo. So everything from switching to a firearm, aiming, shooting, it's ammo amount, etc all via a cleo script instead of the ingame inventory.

 

I honestly don't know any better way to explain what I mean.

 

I mean, I can figure out how to attach an object to CJs hand so I can attach a Pistol to his hand all via a cleo script, but I don't know how to script the aiming and shooting features.

There must be a way, but it's not worth it, what are you trying to accomplish?

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Another GTA Fan

Yeah I know it would be simplier just to use the actual weapons in the game, but I want to attach a revolver to an inventory mod I'm using, and have the ammo stored in said inventory, so have the whole thing run from a cleo mod. The inventory is totally fine and I know what I'm doing with that, but making a revolver work fully via cleo mod is something I'm stumped over.

 

Main reason being is so I can control the ammo; Making the game RPGish so I can buy and store the ammo in the inventory mod I've got. Hopefully that makes better sense.

Edited by Recommended

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thalilmythos
6 hours ago, Recommended said:

Yeah I know it would be simplier just to use the actual weapons in the game, but I want to attach a revolver to an inventory mod I'm using, and have the ammo stored in said inventory, so have the whole thing run from a cleo mod. The inventory is totally fine and I know what I'm doing with that, but making a revolver work fully via cleo mod is something I'm stumped over.

 

Main reason being is so I can control the ammo; Making the game RPGish so I can buy and store the ammo in the inventory mod I've got. Hopefully that makes better sense.

Okay, you should then, add the revolver to the game, or change the desert eagle, however you prefer.

04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon [email protected] ammo [email protected] model [email protected]

0555: remove_weapon [email protected] from_actor $PLAYER_ACTOR

With these 2 opcodes you store:

The weapon, the ammo and the model, while at the same time removing it from the player, now you have them stored in these variables, to get them any time maybe in the form of.... an inventory, like you are doing...

I don't know how your inventory works, but having that, you can recover them any time just by loading the model [email protected] giving the player the weapon [email protected] and the ammo [email protected]

 

That's certainly more simple than remaking the whole shooting system.
 

Edited by thalilmythos

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Another GTA Fan

Okay I've tried the above codes and it works, no problem, apart from 1 thing; The 100% completions' infinite ammo reward is still applied :/

 

Yeah so... that's obviously not what I was after. Is there a way to disable the infinite ammo thing?

Edited by Recommended

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Another GTA Fan

That works as a good compromise; Was hoping to just disable the infinite ammo thing, but that still works. It's all good now.

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