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xelono

(HELP) I need to check what's wrong - CLEO

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xelono

I need to know what's wrong. Before it worked without any problem, then I made some modifications and now I do not remember the last thing I edited.

Something is wrong because the SA is crashing and everything is because of my cleo.

 

Quote

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP 
thread 'VENTURECREW' 

:VENTURECREW_21
wait 0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2842.06 -2683.93 4.5309 radius 200.0 200.0 200.0 on_foot 
jf @VENTURECREW_21 
Model.Load(#FAM1)
Model.Load(#FAM2)
Model.Load(#FAM3)
Model.Load(#BMYAP)
Model.Load(#WMYPLT)
Model.Load(#WMYCH)
Model.Load(#WMYCON)
Model.Load(#M4)
Model.Load(#MAVERICK)
Model.Load(#FBI)
038B: load_requested_models 
04ED: load_animation "PED" 
04ED: load_animation "INT_SHOP" 
04ED: load_animation "GANGS" 
04ED: load_animation "BOMBER" 
04ED: load_animation "COP_AMBIENT" 
04ED: load_animation "ON_LOOKERS" 
jump @VENTURECREW_193 

:VENTURECREW_193
wait 0 
[email protected] = Actor.Create(CivMale, #FAM2, 2845.152, -2656.588, 13.7275)
Actor.Angle([email protected]) = 268.112
Actor.Health([email protected]) = 200
0605: actor [email protected] perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
[email protected] = Actor.Create(CivMale, #WMYCON, 2846.411, -2642.183, 13.7419)
Actor.Angle([email protected]) = 271.296
Actor.Health([email protected]) = 200
0605: actor [email protected] perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
[email protected] = Actor.Create(CivMale, #FAM3, 2842.512, -2664.154, 13.721)
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 2842.927 -2664.412 13.7217 animation "ROADCROSS_GANG" IFP_file "PED" 
0755: add_animation_path_3D_coord 2842.717 -2643.469 13.7419 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor [email protected] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.Angle([email protected]) = 176.954
Actor.Health([email protected]) = 200
Actor.GiveWeaponAndAmmo([email protected], M4, 1000)
[email protected] = Actor.Create(CivMale, #FAM1, 2844.122, -2633.507, 17.8458)
Actor.Angle([email protected]) = 181.899
Actor.Health([email protected]) = 200
Actor.GiveWeaponAndAmmo([email protected], M4, 1000)
[email protected] = Actor.Create(CivMale, #WMYCON, 2844.336, -2684.406, 4.5309)
Actor.Angle([email protected]) = 185.593
Actor.Health([email protected]) = 200
0605: actor [email protected] perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
[email protected] = Actor.Create(CivMale, #FAM3, 2836.098, -2690.557, 11.5387)
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 2836.098 -2690.557 11.5387 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2836.31 -2661.906 11.5264 animation "ROADCROSS_GANG" IFP_file "PED" 
0817: assign_actor [email protected] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.Angle([email protected]) = 5.219
Actor.Health([email protected]) = 200
Actor.GiveWeaponAndAmmo([email protected], M4, 1000)
[email protected] = Actor.Create(CivMale, #FAM1, 2851.66, -2640.755, 13.7419)
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 2851.66 -2640.755 13.7419 animation "ROADCROSS_GANG" IFP_file "PED" 
0755: add_animation_path_3D_coord 2849.797 -2624.238 13.7358 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2836.23 -2624.09 13.7386 animation "ROADCROSS_GANG" IFP_file "PED" 
0755: add_animation_path_3D_coord 2834.752 -2641.422 13.7419 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2840.011 -2641.905 13.7419 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2846.421 -2639.487 13.7419 animation "ROADCROSS_GANG" IFP_file "PED" 
0755: add_animation_path_3D_coord 2851.238 -2639.216 13.7419 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor [email protected] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.Angle([email protected]) = 5.219
Actor.Health([email protected]) = 200
Actor.GiveWeaponAndAmmo([email protected], M4, 1000)
[email protected] = Actor.Create(CivMale, #WMYCH, 2849.641, -2627.313, 17.8459)
Actor.Angle([email protected]) = 14.803
Actor.Health([email protected]) = 200
0605: actor [email protected] perform_animation "LEANIDLE" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
[email protected] = Actor.Create(CivMale, #BMYAP, 2840.063, -2692.083, 11.5387)
Actor.Angle([email protected]) = 8.891
Actor.Health([email protected]) = 200
0605: actor [email protected] perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
[email protected] = Actor.Create(CivMale, #WMYPLT, 2850.693, -2625.779, 17.8512)
Actor.Angle([email protected]) = 175.108
Actor.Health([email protected]) = 200
0605: actor [email protected] perform_animation "INVITE_YES" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
[email protected] = Car.Create(#MAVERICK, 2842.789, -2690.741, 11.9298)
Car.Angle([email protected]) = 85.883
Car.DoorStatus([email protected]) = 1
Car.SetImmunities([email protected], 1, 1, 1, 1, 1)
0918: set_car [email protected] engine_operation 0 
[email protected] = Actor.Create(CivMale, #FBI, 2840.106, -2684.941, 11.5387)
Actor.Angle([email protected]) = 221.171
Actor.Health([email protected]) = 200
0605: actor [email protected] perform_animation "INVITE_YES" IFP "GANGS" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
[email protected] = Actor.CreateAsPassenger(CivMale, #FBI, [email protected], 0)
Actor.Health([email protected]) = 200
Actor.SetImmunities([email protected], 1, 1, 1, 1, 1)
[email protected] = Actor.Create(CivMale, #FAM1, 2841.782, -2685.795, 11.5387)
Actor.Angle([email protected]) = 103.158
Actor.Health([email protected]) = 200
Actor.GiveWeaponAndAmmo([email protected], M4, 1000)
[email protected] = Actor.Create(CivMale, #WMYCON, 2839.123, -2662.314, 13.7232)
Actor.Angle([email protected]) = 104.28
Actor.Health([email protected]) = 200
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 2839.123 -2662.314 13.7232 animation "SHOUT_LOOP" IFP_file "ON_LOOKERS" 
0755: add_animation_path_3D_coord 2841.43 -2657.416 13.7271 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2841.516 -2648.504 13.7393 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2848.047 -2647.736 13.7319 animation "SHOUT_LOOP" IFP_file "ON_LOOKERS" 
0755: add_animation_path_3D_coord 2847.867 -2657.405 14.0294 animation "COPBROWSE_LOOP" IFP_file "COP_AMBIENT" 
0755: add_animation_path_3D_coord 2847.544 -2662.073 13.7234 animation "SHOUT_LOOP" IFP_file "ON_LOOKERS" 
0817: assign_actor [email protected] to_animation_path_with_walk_mode 4 route_mode 3 
[email protected] = Actor.Create(CivMale, #FAM2, 2845.367, -2644.416, 15.6374)
Actor.Angle([email protected]) = 9.305
Actor.Health([email protected]) = 200
0605: actor [email protected] perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:VENTURECREW_1943
wait 0 
if or
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2842.06 -2683.93 4.5309 radius 200.0 200.0 200.0 
   Actor.Dead($PLAYER_ACTOR)
jf @VENTURECREW_1943 
jump @VENTURECREW_2007 

:VENTURECREW_2007
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Car.RemoveReferences([email protected])
04EF: release_animation "INT_SHOP" 
04EF: release_animation "PED" 
04EF: release_animation "GANGS" 
04EF: release_animation "BOMBER" 
04EF: release_animation "COP_AMBIENT" 
04EF: release_animation "ON_LOOKERS" 
jump @VENTURECREW_21 
end_thread 
 

 

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Sloth-

Looks like this single line is the cause of the problem:

04ED: load_animation "PED"

 

But i can suggest to remove this line also:

04EF: release_animation "PED"

 

I think is because the animation "PED" is always loaded by the game (all the player/peds walking/runing/idle animations come from here, so is good to not mess with it).

Edited by Sloth-

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ㅤㅤㅤ

you should put next in all @63

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xelono
4 hours ago, ㅤㅤㅤ said:

you should put next in all @63

what do you mean put everything in all @ 63 ??

 

 

Quote

Looks like this single line is the cause of the problem:

04ED: load_animation "PED"

 

But i can suggest to remove this line also:

04EF: release_animation "PED"

 

I think is because the animation "PED" is always loaded by the game (all the player/peds walking/runing/idle animations come from here, so is good to not mess with it).

@ Sloth-
I removed both load lines from the "PED" animation but nothing happened, the error remains the same, but as I remember before everything failed, this load line had not given me problems.

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Strs

try now

{$CLEO .cs}
03A4: name_thread 'VENTURECREW' 
0001: wait 10 ms

 

:VENTURECREW_21
0001: wait 10 ms 
00D6: if 
00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2842.06 -2683.93 4.5309 radius 200.0 200.0 200.0 on_foot 
004D: jump_if_false @VENTURECREW_21 
0247: load_model #FAM1 
0247: load_model #FAM2 
0247: load_model #FAM3 
0247: load_model #BMYAP 
0247: load_model #WMYPLT 
0247: load_model #WMYCH 
0247: load_model #WMYCON 
0247: load_model #M4 
0247: load_model #MAVERICK 
0247: load_model #FBI 
038B: load_requested_models 
//04ED: load_animation "PED" no need to load it its loaded by default and don't release it no need

 

:Load_Anim
0001: wait 0 ms 
00D6: if or
84EE: animation "GANGS" loaded
84EE: animation "BOMBER" loaded
84EE: animation "INT_SHOP" loaded
84EE: animation "ON_LOOKERS" loaded
84EE: animation "COP_AMBIENT" loaded
004D: jump_if_false @Create_peds
04ED: load_animation "GANGS" 
04ED: load_animation "BOMBER" 
04ED: load_animation "INT_SHOP" 
04ED: load_animation "ON_LOOKERS" 
04ED: load_animation "COP_AMBIENT"  
038B: load_requested_models
0002: @Load_Anim

 

:Create_peds
009A: [email protected] = create_actor_pedtype 4 model #FAM2 at 2845.152 -2656.588 13.7275 
0173: set_actor [email protected] Z_angle_to 268.112 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: [email protected] = create_actor_pedtype 4 model #WMYCON at 2846.411 -2642.183 13.7419 
0173: set_actor [email protected] Z_angle_to 271.296 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: [email protected] = create_actor_pedtype 4 model #FAM3 at 2842.512 -2664.154 13.721 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 2842.927 -2664.412 13.7217 animation "ROADCROSS_GANG" IFP_file "PED" 
0755: add_animation_path_3D_coord 2842.717 -2643.469 13.7419 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor [email protected] to_animation_path_with_walk_mode 4 route_mode 3 
0173: set_actor [email protected] Z_angle_to 176.954 
0223: set_actor [email protected] health_to 200 
01B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 
009A: [email protected] = create_actor_pedtype 4 model #FAM1 at 2844.122 -2633.507 17.8458 
0173: set_actor [email protected] Z_angle_to 181.899 
0223: set_actor [email protected] health_to 200 
01B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 
009A: [email protected] = create_actor_pedtype 4 model #WMYCON at 2844.336 -2684.406 4.5309 
0173: set_actor [email protected] Z_angle_to 185.593 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: [email protected] = create_actor_pedtype 4 model #FAM3 at 2836.098 -2690.557 11.5387 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 2836.098 -2690.557 11.5387 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2836.31 -2661.906 11.5264 animation "ROADCROSS_GANG" IFP_file "PED" 
0817: assign_actor [email protected] to_animation_path_with_walk_mode 4 route_mode 3 
0173: set_actor [email protected] Z_angle_to 5.219 
0223: set_actor [email protected] health_to 200 
01B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 
009A: [email protected] = create_actor_pedtype 4 model #FAM1 at 2851.66 -2640.755 13.7419 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 2851.66 -2640.755 13.7419 animation "ROADCROSS_GANG" IFP_file "PED" 
0755: add_animation_path_3D_coord 2849.797 -2624.238 13.7358 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2836.23 -2624.09 13.7386 animation "ROADCROSS_GANG" IFP_file "PED" 
0755: add_animation_path_3D_coord 2834.752 -2641.422 13.7419 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2840.011 -2641.905 13.7419 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2846.421 -2639.487 13.7419 animation "ROADCROSS_GANG" IFP_file "PED" 
0755: add_animation_path_3D_coord 2851.238 -2639.216 13.7419 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor [email protected] to_animation_path_with_walk_mode 4 route_mode 3 
0173: set_actor [email protected] Z_angle_to 5.219 
0223: set_actor [email protected] health_to 200 
01B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 
009A: [email protected] = create_actor_pedtype 4 model #WMYCH at 2849.641 -2627.313 17.8459 
0173: set_actor [email protected] Z_angle_to 14.803 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "LEANIDLE" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: [email protected] = create_actor_pedtype 4 model #BMYAP at 2840.063 -2692.083 11.5387 
0173: set_actor [email protected] Z_angle_to 8.891 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: [email protected] = create_actor_pedtype 4 model #WMYPLT at 2850.693 -2625.779 17.8512 
0173: set_actor [email protected] Z_angle_to 175.108 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "INVITE_YES" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
00A5: [email protected] = create_car #MAVERICK at 2842.789 -2690.741 11.9298 
0175: set_car [email protected] Z_angle_to 85.883 
020A: set_car [email protected] door_status_to 1 
02AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0918: set_car [email protected] engine_operation 0 
009A: [email protected] = create_actor_pedtype 4 model #FBI at 2840.106 -2684.941 11.5387 
0173: set_actor [email protected] Z_angle_to 221.171 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "INVITE_YES" IFP "GANGS" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
01C8: [email protected] = create_actor_pedtype 4 model #FBI in_car [email protected] passenger_seat 0 
0223: set_actor [email protected] health_to 200 
02AB: set_actor [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: [email protected] = create_actor_pedtype 4 model #FAM1 at 2841.782 -2685.795 11.5387 
0173: set_actor [email protected] Z_angle_to 103.158 
0223: set_actor [email protected] health_to 200 
01B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 
009A: [email protected] = create_actor_pedtype 4 model #WMYCON at 2839.123 -2662.314 13.7232 
0173: set_actor [email protected] Z_angle_to 104.28 
0223: set_actor [email protected] health_to 200 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 2839.123 -2662.314 13.7232 animation "SHOUT_LOOP" IFP_file "ON_LOOKERS" 
0755: add_animation_path_3D_coord 2841.43 -2657.416 13.7271 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2841.516 -2648.504 13.7393 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2848.047 -2647.736 13.7319 animation "SHOUT_LOOP" IFP_file "ON_LOOKERS" 
0755: add_animation_path_3D_coord 2847.867 -2657.405 14.0294 animation "COPBROWSE_LOOP" IFP_file "COP_AMBIENT" 
0755: add_animation_path_3D_coord 2847.544 -2662.073 13.7234 animation "SHOUT_LOOP" IFP_file "ON_LOOKERS" 
0817: assign_actor [email protected] to_animation_path_with_walk_mode 4 route_mode 3 
009A: [email protected] = create_actor_pedtype 4 model #FAM2 at 2845.367 -2644.416 15.6374 
0173: set_actor [email protected] Z_angle_to 9.305 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

 

:VENTURECREW_1943
0001: wait 10 ms 
00D6: if or
80FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2842.06 -2683.93 4.5309 radius 200.0 200.0 200.0 
0118: actor $PLAYER_ACTOR dead 
004D: jump_if_false @VENTURECREW_1943 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
01C3: remove_references_to_car [email protected] 
04EF: release_animation "INT_SHOP" 
//04EF: release_animation "PED" Don't need to release
04EF: release_animation "GANGS" 
04EF: release_animation "BOMBER" 
04EF: release_animation "COP_AMBIENT" 
04EF: release_animation "ON_LOOKERS" 
0002: jump @VENTURECREW_21 
004E: end_thread 

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xelono
7 hours ago, Strs said:

try now

{$CLEO .cs}
03A4: name_thread 'VENTURECREW' 
0001: wait 10 ms

 

:VENTURECREW_21
0001: wait 10 ms 
00D6: if 
00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2842.06 -2683.93 4.5309 radius 200.0 200.0 200.0 on_foot 
004D: jump_if_false @VENTURECREW_21 
0247: load_model #FAM1 
0247: load_model #FAM2 
0247: load_model #FAM3 
0247: load_model #BMYAP 
0247: load_model #WMYPLT 
0247: load_model #WMYCH 
0247: load_model #WMYCON 
0247: load_model #M4 
0247: load_model #MAVERICK 
0247: load_model #FBI 
038B: load_requested_models 
//04ED: load_animation "PED" no need to load it its loaded by default and don't release it no need

 

:Load_Anim
0001: wait 0 ms 
00D6: if or
84EE: animation "GANGS" loaded
84EE: animation "BOMBER" loaded
84EE: animation "INT_SHOP" loaded
84EE: animation "ON_LOOKERS" loaded
84EE: animation "COP_AMBIENT" loaded
004D: jump_if_false @Create_peds
04ED: load_animation "GANGS" 
04ED: load_animation "BOMBER" 
04ED: load_animation "INT_SHOP" 
04ED: load_animation "ON_LOOKERS" 
04ED: load_animation "COP_AMBIENT"  
038B: load_requested_models
0002: @Load_Anim

 

:Create_peds
009A: [email protected] = create_actor_pedtype 4 model #FAM2 at 2845.152 -2656.588 13.7275 
0173: set_actor [email protected] Z_angle_to 268.112 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: [email protected] = create_actor_pedtype 4 model #WMYCON at 2846.411 -2642.183 13.7419 
0173: set_actor [email protected] Z_angle_to 271.296 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: [email protected] = create_actor_pedtype 4 model #FAM3 at 2842.512 -2664.154 13.721 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 2842.927 -2664.412 13.7217 animation "ROADCROSS_GANG" IFP_file "PED" 
0755: add_animation_path_3D_coord 2842.717 -2643.469 13.7419 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor [email protected] to_animation_path_with_walk_mode 4 route_mode 3 
0173: set_actor [email protected] Z_angle_to 176.954 
0223: set_actor [email protected] health_to 200 
01B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 
009A: [email protected] = create_actor_pedtype 4 model #FAM1 at 2844.122 -2633.507 17.8458 
0173: set_actor [email protected] Z_angle_to 181.899 
0223: set_actor [email protected] health_to 200 
01B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 
009A: [email protected] = create_actor_pedtype 4 model #WMYCON at 2844.336 -2684.406 4.5309 
0173: set_actor [email protected] Z_angle_to 185.593 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: [email protected] = create_actor_pedtype 4 model #FAM3 at 2836.098 -2690.557 11.5387 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 2836.098 -2690.557 11.5387 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2836.31 -2661.906 11.5264 animation "ROADCROSS_GANG" IFP_file "PED" 
0817: assign_actor [email protected] to_animation_path_with_walk_mode 4 route_mode 3 
0173: set_actor [email protected] Z_angle_to 5.219 
0223: set_actor [email protected] health_to 200 
01B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 
009A: [email protected] = create_actor_pedtype 4 model #FAM1 at 2851.66 -2640.755 13.7419 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 2851.66 -2640.755 13.7419 animation "ROADCROSS_GANG" IFP_file "PED" 
0755: add_animation_path_3D_coord 2849.797 -2624.238 13.7358 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2836.23 -2624.09 13.7386 animation "ROADCROSS_GANG" IFP_file "PED" 
0755: add_animation_path_3D_coord 2834.752 -2641.422 13.7419 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2840.011 -2641.905 13.7419 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2846.421 -2639.487 13.7419 animation "ROADCROSS_GANG" IFP_file "PED" 
0755: add_animation_path_3D_coord 2851.238 -2639.216 13.7419 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor [email protected] to_animation_path_with_walk_mode 4 route_mode 3 
0173: set_actor [email protected] Z_angle_to 5.219 
0223: set_actor [email protected] health_to 200 
01B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 
009A: [email protected] = create_actor_pedtype 4 model #WMYCH at 2849.641 -2627.313 17.8459 
0173: set_actor [email protected] Z_angle_to 14.803 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "LEANIDLE" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: [email protected] = create_actor_pedtype 4 model #BMYAP at 2840.063 -2692.083 11.5387 
0173: set_actor [email protected] Z_angle_to 8.891 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: [email protected] = create_actor_pedtype 4 model #WMYPLT at 2850.693 -2625.779 17.8512 
0173: set_actor [email protected] Z_angle_to 175.108 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "INVITE_YES" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
00A5: [email protected] = create_car #MAVERICK at 2842.789 -2690.741 11.9298 
0175: set_car [email protected] Z_angle_to 85.883 
020A: set_car [email protected] door_status_to 1 
02AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0918: set_car [email protected] engine_operation 0 
009A: [email protected] = create_actor_pedtype 4 model #FBI at 2840.106 -2684.941 11.5387 
0173: set_actor [email protected] Z_angle_to 221.171 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "INVITE_YES" IFP "GANGS" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
01C8: [email protected] = create_actor_pedtype 4 model #FBI in_car [email protected] passenger_seat 0 
0223: set_actor [email protected] health_to 200 
02AB: set_actor [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: [email protected] = create_actor_pedtype 4 model #FAM1 at 2841.782 -2685.795 11.5387 
0173: set_actor [email protected] Z_angle_to 103.158 
0223: set_actor [email protected] health_to 200 
01B2: give_actor [email protected] weapon 31 ammo 1000 // Load the weapon model before using this 
009A: [email protected] = create_actor_pedtype 4 model #WMYCON at 2839.123 -2662.314 13.7232 
0173: set_actor [email protected] Z_angle_to 104.28 
0223: set_actor [email protected] health_to 200 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 2839.123 -2662.314 13.7232 animation "SHOUT_LOOP" IFP_file "ON_LOOKERS" 
0755: add_animation_path_3D_coord 2841.43 -2657.416 13.7271 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2841.516 -2648.504 13.7393 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 2848.047 -2647.736 13.7319 animation "SHOUT_LOOP" IFP_file "ON_LOOKERS" 
0755: add_animation_path_3D_coord 2847.867 -2657.405 14.0294 animation "COPBROWSE_LOOP" IFP_file "COP_AMBIENT" 
0755: add_animation_path_3D_coord 2847.544 -2662.073 13.7234 animation "SHOUT_LOOP" IFP_file "ON_LOOKERS" 
0817: assign_actor [email protected] to_animation_path_with_walk_mode 4 route_mode 3 
009A: [email protected] = create_actor_pedtype 4 model #FAM2 at 2845.367 -2644.416 15.6374 
0173: set_actor [email protected] Z_angle_to 9.305 
0223: set_actor [email protected] health_to 200 
0605: actor [email protected] perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

 

:VENTURECREW_1943
0001: wait 10 ms 
00D6: if or
80FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2842.06 -2683.93 4.5309 radius 200.0 200.0 200.0 
0118: actor $PLAYER_ACTOR dead 
004D: jump_if_false @VENTURECREW_1943 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
009B: destroy_actor [email protected] 
01C3: remove_references_to_car [email protected] 
04EF: release_animation "INT_SHOP" 
//04EF: release_animation "PED" Don't need to release
04EF: release_animation "GANGS" 
04EF: release_animation "BOMBER" 
04EF: release_animation "COP_AMBIENT" 
04EF: release_animation "ON_LOOKERS" 
0002: jump @VENTURECREW_21 
004E: end_thread 

Thank you very much friend, I think you ordered all the mess at home. Now my cleo works again.

A hug. (you don't know how much I needed this cleo) ...

 

Thanks also to the others who responded.

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Strs

NP :) you happy i am happy bro

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ㅤㅤㅤ
17 hours ago, xelono said:

what do you mean put everything in all @ 63 ??

This is to correct when you compress the script or cleo.

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