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Matu1

GTA SA closes when I get in a car

Recommended Posts

Matu1

Hello everyone,

I wanted to help you, my game closes when I get into a car, I'm sure it's a mod installed (I already tried removing it and the game runs smoothly). But I like the mod, so I wanted to know if someone could help me correct, I leave the code. Excuse my english, it's bad:

 

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'MGUN' 

:MGUN_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MGUN_11 
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BARRACKS)
0AB0:   key_pressed 85 
else_jump @MGUN_11 
Model.Load(#SWAT)
Model.Load(#AK47)
04ED: load_animation "CRIB" 
[email protected] = Actor.CurrentCar($PLAYER_ACTOR)
wait 0 
if and
   Model.Available(#SWAT)
   Model.Available(#AK47)
04EE:   animation "CRIB" loaded 
else_jump @MGUN_11 
wait 500 
[email protected] = Actor.Create(Gang2, #SWAT, 0.0, 0.0, 0.0)
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -1.2 0.7 0.6 position 1 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
[email protected] = Actor.Create(Gang2, #SWAT, 0.0, 0.0, 0.0)
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -1.2 -0.5 0.6 position 1 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
[email protected] = Actor.Create(Gang2, #SWAT, 0.0, 0.0, 0.0)
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 1.2 0.7 0.6 position 3 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
[email protected] = Actor.Create(Gang2, #SWAT, 0.0, 0.0, 0.0)
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 1.2 -0.5 0.6 position 3 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
[email protected] = Actor.Create(Gang2, #SWAT, 0.0, 0.0, 0.0)
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -1.2 -1.7 0.6 position 1 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
[email protected] = Actor.Create(Gang2, #SWAT, 0.0, 0.0, 0.0)
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -1.2 -3.0 0.6 position 1 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
[email protected] = Actor.Create(Gang2, #SWAT, 0.0, 0.0, 0.0)
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 1.2 -1.7 0.6 position 3 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
[email protected] = Actor.Create(Gang2, #SWAT, 0.0, 0.0, 0.0)
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 1.2 -3.0 0.6 position 3 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 

:MGUN_1166
wait 0 
if 
0AB0:   key_pressed 82 
else_jump @MGUN_1166 
0812: AS_actor [email protected] perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor [email protected] from_turret_mode 
Actor.GiveWeaponAndAmmo([email protected], AK47, 9999)
0812: AS_actor [email protected] perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor [email protected] from_turret_mode 
Actor.GiveWeaponAndAmmo([email protected], AK47, 9999)
   Car.Wrecked([email protected])
0812: AS_actor [email protected] perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor [email protected] from_turret_mode 
Actor.GiveWeaponAndAmmo([email protected], AK47, 9999)
0812: AS_actor [email protected] perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor [email protected] from_turret_mode 
Actor.GiveWeaponAndAmmo([email protected], AK47, 9999)
0812: AS_actor [email protected] perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor [email protected] from_turret_mode 
Actor.GiveWeaponAndAmmo([email protected], AK47, 9999)
0812: AS_actor [email protected] perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor [email protected] from_turret_mode 
Actor.GiveWeaponAndAmmo([email protected], AK47, 9999)
0812: AS_actor [email protected] perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor [email protected] from_turret_mode 
Actor.GiveWeaponAndAmmo([email protected], AK47, 9999)
0812: AS_actor [email protected] perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor [email protected] from_turret_mode 
Actor.GiveWeaponAndAmmo([email protected], AK47, 9999)
else_jump @MGUN_1712 
wait 0 
jump @MGUN_11 

:MGUN_1712
wait 0 
if 
07AF: $MAPLAYAGANG = player $PLAYER_CHAR group 
0630: put_actor $PLAYER_ACTOR in_group $MAPLAYAGANG as_leader 
0631: put_actor [email protected] in_group $MAPLAYAGANG 
0850: AS_actor [email protected] follow_actor [email protected] 
0850: AS_actor [email protected] follow_actor [email protected] 
0850: AS_actor [email protected] follow_actor [email protected] 
0631: put_actor [email protected] in_group $MAPLAYAGANG 
0850: AS_actor [email protected] follow_actor [email protected] 
0850: AS_actor [email protected] follow_actor [email protected] 
0850: AS_actor [email protected] follow_actor [email protected] 
Actor.Health([email protected]) = 1000
Actor.Health([email protected]) = 5000
Actor.Health([email protected]) = 5000
Actor.Health([email protected]) = 5000
Actor.Health([email protected]) = 1000
Actor.Health([email protected]) = 5000
Actor.Health([email protected]) = 5000
Actor.Health([email protected]) = 5000
0446: set_actor [email protected] dismemberment_possible 0 
0446: set_actor [email protected] dismemberment_possible 0 
0446: set_actor [email protected] dismemberment_possible 0 
0446: set_actor [email protected] dismemberment_possible 0 
0446: set_actor [email protected] dismemberment_possible 0 
0446: set_actor [email protected] dismemberment_possible 0 
0446: set_actor [email protected] dismemberment_possible 0 
0446: set_actor [email protected] dismemberment_possible 0 
wait 50 
jump @MGUN_1931 

:MGUN_1931
wait 0 
if 
0AB0:   key_pressed 84 
else_jump @MGUN_1931 
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])
jump @MGUN_11 
 

Spoiler

 

 

Edited by Matu1

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Strs

{$CLEO .cs}
03A4: name_thread 'MGUN' 

 

:MGUN_11
0001: wait 0 ms 
00D6: if 
0256: player $PLAYER_CHAR defined 
004D: jump_if_false @MGUN_11 
00D6: if and
00DD: actor $PLAYER_ACTOR driving_car_with_model #BARRACKS 
0AB0: key_pressed 85 
004D: jump_if_false @MGUN_11 
03C0: [email protected] = actor $PLAYER_ACTOR car 
0247: load_model #SWAT 
0247: load_model #AK47 
04ED: load_animation "CRIB" 
038B: load_requested_models 

 

:MGUN_12
0001: wait 0 ms
00D6: if and
0248: model #SWAT available 
0248: model #AK47 available 
04EE: animation "CRIB" loaded 
004D: jump_if_false @MGUN_12 
0001: wait 500 ms 
009A: [email protected] = create_actor_pedtype 8 model #SWAT at 0.0 0.0 0.0 
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -1.2 0.7 0.6 position 1 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP_file "CRIB" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: [email protected] = create_actor_pedtype 8 model #SWAT at 0.0 0.0 0.0 
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -1.2 -0.5 0.6 position 1 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP_file "CRIB" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: [email protected] = create_actor_pedtype 8 model #SWAT at 0.0 0.0 0.0 
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 1.2 0.7 0.6 position 3 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP_file "CRIB" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: [email protected] = create_actor_pedtype 8 model #SWAT at 0.0 0.0 0.0 
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 1.2 -0.5 0.6 position 3 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP_file "CRIB" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: [email protected] = create_actor_pedtype 8 model #SWAT at 0.0 0.0 0.0 
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -1.2 -1.7 0.6 position 1 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP_file "CRIB" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: [email protected] = create_actor_pedtype 8 model #SWAT at 0.0 0.0 0.0 
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -1.2 -3.0 0.6 position 1 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP_file "CRIB" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: [email protected] = create_actor_pedtype 8 model #SWAT at 0.0 0.0 0.0 
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 1.2 -1.7 0.6 position 3 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP_file "CRIB" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: [email protected] = create_actor_pedtype 8 model #SWAT at 0.0 0.0 0.0 
0464: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 1.2 -3.0 0.6 position 3 shooting_angle_limit 0.0 with_weapon 30 
0812: AS_actor [email protected] perform_animation "CRIB_CONSOLE_LOOP" IFP_file "CRIB" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor [email protected] animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 

 

:MGUN_1166
0001: wait 10 ms 
00D6: if 
0AB0: key_pressed 82 
004D: jump_if_false @MGUN_1166 
0465: remove_actor [email protected] from_turret_mode 
01B2: give_actor [email protected] weapon 30 ammo 9999 // Load the weapon model before using this 
0465: remove_actor [email protected] from_turret_mode 
01B2: give_actor [email protected] weapon 30 ammo 9999 // Load the weapon model before using this 
0465: remove_actor [email protected] from_turret_mode 
01B2: give_actor [email protected] weapon 30 ammo 9999 // Load the weapon model before using this 
0465: remove_actor [email protected] from_turret_mode 
01B2: give_actor [email protected] weapon 30 ammo 9999 // Load the weapon model before using this 
0465: remove_actor [email protected] from_turret_mode 
01B2: give_actor [email protected] weapon 30 ammo 9999 // Load the weapon model before using this 
0465: remove_actor [email protected] from_turret_mode 
01B2: give_actor [email protected] weapon 30 ammo 9999 // Load the weapon model before using this 
0465: remove_actor [email protected] from_turret_mode 
01B2: give_actor [email protected] weapon 30 ammo 9999 // Load the weapon model before using this 
0465: remove_actor [email protected] from_turret_mode 
01B2: give_actor [email protected] weapon 30 ammo 9999 // Load the weapon model before using this 
07AF: [email protected] = player 0 group 
0630: put_actor $PLAYER_ACTOR in_group $MAPLAYAGANG as_leader 
0631: put_actor [email protected] in_group [email protected] 
0850: AS_actor [email protected] follow_actor [email protected] 
0850: AS_actor [email protected] follow_actor [email protected] 
0850: AS_actor [email protected] follow_actor [email protected] 
0631: put_actor [email protected] in_group [email protected] 
0850: AS_actor [email protected] follow_actor [email protected] 
0850: AS_actor [email protected] follow_actor [email protected] 
0850: AS_actor [email protected] follow_actor [email protected] 
0223: set_actor [email protected] health_to 1000 
0223: set_actor [email protected] health_to 5000 
0223: set_actor [email protected] health_to 5000 
0223: set_actor [email protected] health_to 5000 
0223: set_actor [email protected] health_to 1000 
0223: set_actor [email protected] health_to 5000 
0223: set_actor [email protected] health_to 5000 
0223: set_actor [email protected] health_to 5000 
0446: set_actor [email protected] immune_to_headshots 0 
0446: set_actor [email protected] immune_to_headshots 0 
0446: set_actor [email protected] immune_to_headshots 0 
0446: set_actor [email protected] immune_to_headshots 0 
0446: set_actor [email protected] immune_to_headshots 0 
0446: set_actor [email protected] immune_to_headshots 0 
0446: set_actor [email protected] immune_to_headshots 0 
0446: set_actor [email protected] immune_to_headshots 0 
0001: wait 50 ms 
0002: jump @MGUN_1931 

 

:MGUN_1931
0001: wait 10 ms 
00D6: if 
0AB0: key_pressed 84 
004D: jump_if_false @MGUN_1931 
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] 
0002: jump @MGUN_11 
 

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Matu1

Thanks, but the game still crashes, I begin to believe that it is one of the modifications, what do you say ?, I have the following:

 

- TM7 mouse correction
-WidesecreenFix
-SilentPatch
-Cleo4.

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Matu1

It doesn't work, it keeps crashing, just when I get in a vehicle and the image is enlarged. I already did everything, I can't think of anything else.

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Strs

image enlarged ? how can you show screenshot ?

 

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ZAZ

 

your script can only cause a crash if PLAYER_ACTOR driving_car_with_model #BARRACKS

maybe you have to many scripts inside cleo folder

 

20 hours ago, Matu1 said:

Thanks, but the game still crashes, I begin to believe that it is one of the modifications, what do you say ?, I have the following:

 

- TM7 mouse correction
-WidesecreenFix
-SilentPatch
-Cleo4.

 

-remove TM7 mouse correction

-remove WidesecreenFix

 

remove all cleo scripts

but keep the required files of Cleo4: FileSystemOperations.cleo, IniFiles.cleo, IntOperations.cleo

 

remove also the cleo save file of CLEO\CLEO_SAVES (cs3.sav).. IF POSSIBLE

this save file can have currupt data in case when you made a save with any invalid script inside cleo folder

or you made a save and then you removed scripts

so remove the associated sav file for that savegame you wanna load, unless you're shure that you need it

or just move it into another folder

or better: load a savegame that was made on unmodded game

or start a new game

 

 

keep only your script and test it

 

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Matu1
21 hours ago, Strs said:

imagen  ampliada? ¿Cómo puedes mostrar la captura de pantalla?

 

Yes, when you get in a vehicle and the image is moving away: https://drive.google.com/file/d/1kNCi7qFkHKt_mDSwsuKcLCBv4y2EDuUf/view?usp=sharing

https://drive.google.com/file/d/14IZQFiSumGz7S8I5BqkeQK2a17Huq4z7/view?usp=sharing

3 hours ago, ZAZ said:

 

your script can only cause a crash if PLAYER_ACTOR driving_car_with_model #BARRACKS

maybe you have to many scripts inside cleo folder

 

 

-remove TM7 mouse correction

-remove WidesecreenFix

 

remove all cleo scripts

but keep the required files of Cleo4: FileSystemOperations.cleo, IniFiles.cleo, IntOperations.cleo

 

remove also the cleo save file of CLEO\CLEO_SAVES (cs3.sav).. IF POSSIBLE

this save file can have currupt data in case when you made a save with any invalid script inside cleo folder

or you made a save and then you removed scripts

so remove the associated sav file for that savegame you wanna load, unless you're shure that you need it

or just move it into another folder

or better: load a savegame that was made on unmodded game

or start a new game

 

 

keep only your script and test it

 

Thanks for your answer. I don't really have a script, other than the menu mod and the one of the barracks (and the same code of the barracks but set for a patriot) that is, I have 3 in total. I will do what you tell me and try. Again, excuse my English.

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Matu1

And it still crashes, I've just put the silentpatch, cleo4 and that's it. I do not get it.

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Strs

i think you have problem with handling if not then uninstall and reinstall new gta sa that is last solution

man what kind of gta sa you have no mods still crashing throw that  

 

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Matu1
On 28/9/2019 at 10:06, Strs said:

Creo que tiene problemas con el manejo, si no, desinstale y vuelva a instalar el nuevo gta sa que es la última solución

hombre qué tipo de gta sa no tienes mods todavía estrellándose tirar eso  

 

I have the Rockstars, and I tried another unofficial and the same thing happens.

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