chrislogan Posted December 31, 2020 Share Posted December 31, 2020 (edited) Hi guys. So I was playing a Gta san cleo script called "Kingsglaive CJ" by "Sol's Random Stuff" and every time the script crashes after "Knife throw" animation after performing some teleport knife assassinations. Another problem of this mod is that when u try to teleport on some slant surface then the player (CJ) starts to fall below the map. I checked the script from "SCRlog" and the error popup box shows "0051: RETURN". Any help to fix this script will be appreciated. I love to play this script and this script can play a major role in any upcoming Gta san assassin mod like the "Dishonored" game teleport assassination, etc. and there is no intention of mine to steal or redistribute this mod by any means because I know how hard is it to write or edit a cleo script ?........This is just for having fun. Apart from that I just edited the script via "Sanny Builder" like changing hotkeys from "00E1" to "0AB0", the color of smoke particle and the cheat code. Actually the combination of this script with any teleport mod like "Nightcrawler v1.0 by Aguia x2" will give u the little bit feel of "Dishonored" game but still it hurts when the script suddenly crashes in the middle of gameplay. So, please I humbly request u to fix this script not just for me but for all Gta san fans out there !!!!!!!!........If not, then atleast suggest me any alternative/ substitute cleo script to this mod. The link and cleo script of the mentioned mod is given below. Please check it out guys and let me know in the comment section whether u are experiencing the mentioned problems or not.....? Mod link: https://www.gtainside.com/en/sanandreas/mods/149600-kingsglaive-cj/ The cleo script is here : **/ {$CLEO .cs} //-------------MAIN--------------- thread 'DAGGER' :DAGGER wait 0 if and 0ADC: test_cheat "YO" Player.Defined($PLAYER_CHAR) jf @DAGGER if Actor.HasWeapon($PLAYER_ACTOR, 4) jf @DAGGER_REQ 0992: set_player $PLAYER_CHAR weapons_scrollable 0 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4 wait 500 if 82D8: not actor $PLAYER_ACTOR currentweapon == 4 jf @DAGGER_ACTIVATE :DAGGER_REQ 0ADF: add_dynamic_GXT_entry "Knife" text "You need a knife!" 0512: show_permanent_text_box 'Knife' wait 2000 03E6: remove_text_box jump @DAGGER :DAGGER_ACTIVATE 0ADF: add_dynamic_GXT_entry "Kingsglaive" text "You can now perform awesome tricks with a knife!" 0512: show_permanent_text_box 'Kingsglaive' //06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 0992: set_player $PLAYER_CHAR weapons_scrollable 0 07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 1 0ACD: show_text_highpriority "KINGSGLAIVE ACTIVATED!" time 3000 :DAGGER_LOAD_ANIM wait 10 04ED: load_animation "KNIFE" 04ED: load_animation "BASEBALL" 04ED: load_animation "GRENADE" if and 04EE: animation "KNIFE" loaded 04EE: animation "BASEBALL" loaded 04EE: animation "GRENADE" loaded jf @DAGGER_LOAD_ANIM :DAGGER_ATTACK wait 10 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4 0992: set_player $PLAYER_CHAR weapons_scrollable 0 if and 0AB0: key_pressed 81 044B: actor $PLAYER_ACTOR on_foot jf @DAGGER_AIM gosub @DAGGER_KILL jump @DAGGER_ATTACK :DAGGER_AIM wait 10 if and 0AB0: key_pressed 69 044B: actor $PLAYER_ACTOR on_foot jf @DAGGER_DEACTIVATE gosub @DAGGER_ON_HAND gosub @DAGGER_THROW gosub @DAGGER_THROW_1 gosub @DAGGER_RELEASE gosub @DAGGER_STAB jump @DAGGER_ATTACK :DAGGER_DEACTIVATE wait 10 if 0ADC: test_cheat "YO" jf @DAGGER_ATTACK 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 0992: set_player $PLAYER_CHAR weapons_scrollable 1 0ACD: show_text_highpriority "DEACTIVATED!" time 3000 04EF: release_animation "GRENADE" 04EF: release_animation "BASEBALL" 04EF: release_animation "KNIFE" Object.Destroy([email protected]) Object.Destroy([email protected]) Model.Destroy(1938) Model.Destroy(#KNIFECUR) jump @DAGGER :DAGGER_ON_HAND 03E6: remove_text_box :DAGGER_LOAD_WEP wait 10 model.Load(1938) model.Load(#KNIFECUR) 038B: load_requested_models if and model.Available(1938) model.Available(#KNIFECUR) jf @DAGGER_LOAD_WEP [email protected] = Object.Create(1938, 0, 0, 0) [email protected] = Object.Create(335, 0, 0, 0) 070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 069A: attach_object [email protected] to_object [email protected] with_offset 0.3 -0.025 0.2 rotation 0.0 220.0 0.0 0750: set_object [email protected] visibility 0 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 0750: set_object [email protected] visibility 1 0051: return :DAGGER_THROW [email protected] = Object.Create(335, 0, 0, 0) [email protected] = Object.Create(1938, 0, 0, 0) 04D9: object [email protected] set_scripted_collision_check 1 0382: set_object [email protected] collision_detection 1 Object.CollisionDetection([email protected]) = True 0906: set_object [email protected] mass_to 3000.0 // float 0908: set_object [email protected] turn_mass_to 3000.0 // float 04D9: object [email protected] set_scripted_collision_check 1 0382: set_object [email protected] collision_detection 1 Object.CollisionDetection([email protected]) = True 0906: set_object [email protected] mass_to 3000.0 // float 0908: set_object [email protected] turn_mass_to 3000.0 // float 0750: set_object [email protected] visibility 0 0750: set_object [email protected] visibility 0 0792: disembark_instantly_actor $PLAYER_ACTOR 0051: return :DAGGER_THROW_3 0812: AS_actor $PLAYER_ACTOR perform_animation "Bat_3" IFP "BASEBALL" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB wait 500 0051: return :DAGGER_THROW_2 0812: AS_actor $PLAYER_ACTOR perform_animation "Bat_2" IFP "BASEBALL" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB wait 500 0051: return :DAGGER_THROW_1 0209: [email protected] = random_int_in_ranges 1 4 if [email protected] == 1 then 0812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_throw" IFP "GRENADE" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB else if [email protected] == 2 then 0812: AS_actor $PLAYER_ACTOR perform_animation "knife_1" IFP "KNIFE" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB else 0812: AS_actor $PLAYER_ACTOR perform_animation "knife_2" IFP "KNIFE" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB end end wait 650 0051: return :DAGGER_RELEASE 0750: set_object [email protected] visibility 0 01BB: store_object [email protected] position_to [email protected] [email protected] [email protected] 0750: set_object [email protected] visibility 1 [email protected] = Actor.Angle($PLAYER_ACTOR) Object.PutAt([email protected], [email protected], [email protected], [email protected]) [email protected] += 90.0 [email protected] = 15.0 0453: set_object [email protected] XYZ_rotation 0.0 [email protected] [email protected] 0908: set_object [email protected] turn_mass_to 0.0 Object.Angle([email protected]) = [email protected] 069A: attach_object [email protected] to_object [email protected] with_offset 0.0 0.0 0.0 rotation 90.0 270.0 0.0 wait 0 [email protected] = Actor.Angle($PLAYER_ACTOR) 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 02F6: [email protected] = sine [email protected] // (float) 02F7: [email protected] = cosine [email protected] // (float) [email protected] *= 80.1 [email protected] *= 80.1 [email protected] *= -1.0 [email protected] += 1.0 Object.ToggleInMovingList([email protected]) = True Object.Throw([email protected], [email protected], [email protected], [email protected]) [email protected] = 0 0051: return :DAGGER_THROWN wait 0 [email protected] += 90.0 0453: set_object [email protected] XYZ_rotation 0.0 [email protected] [email protected] if Player.Defined($PLAYER_CHAR) then if not [email protected] > 1000 then 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0 0AE2: [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 1.0 find_next 0 pass_wrecked 1 //IF and SET if 856E: not car [email protected] defined then 0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 1.0 find_next 0 pass_deads 1 //IF and SET if 056D: actor [email protected] defined jf @DAGGER_THROWN if and not Actor.Dead([email protected]) 044B: actor [email protected] on_foot jf @DAGGER_THROWN 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0 09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 500 on_actor [email protected] [email protected] += 0.1 wait 0 09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 1000 on_actor [email protected] [email protected] += 0.1 09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 500 on_actor [email protected] [email protected] += -0.2 09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 500 on_actor [email protected] [email protected] += 0.1 09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 500 on_actor [email protected] [email protected] += -0.2 09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 500 on_actor [email protected] [email protected] += 0.1 0332: set_actor [email protected] bleeding 1 wait 10 09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset 0.0 0.0 0.0 density 1000 on_actor [email protected] 0851: set_actor [email protected] decrease_health_by 10 flag 1 end end end 0051: return :DAGGER_DESTROY wait 10 Object.Destroy([email protected]) Object.Destroy([email protected]) Object.Destroy([email protected]) Object.Destroy([email protected]) Model.Destroy(1938) Model.Destroy(#KNIFECUR) 0249: release_model 1938 0249: release_model #KNIFECUR Object.RemoveReferences([email protected]) Object.RemoveReferences([email protected]) Object.RemoveReferences([email protected]) Object.RemoveReferences([email protected]) 0051: return :DAGGER_DESTROY2 wait 10 Object.Destroy([email protected]) Object.Destroy([email protected]) Object.Destroy([email protected]) Object.Destroy([email protected]) Model.Destroy(1938) Model.Destroy(#KNIFECUR) 0249: release_model 1938 0249: release_model #KNIFECUR Object.RemoveReferences([email protected]) Object.RemoveReferences([email protected]) Object.RemoveReferences([email protected]) Object.RemoveReferences([email protected]) jump @DAGGER_ATTACK :DAGGER_DEATHS wait 0 if 056D: actor [email protected] defined jf @DAGGER_DEATHS_RETURN :DAGGER_LOAD_WEP2 wait 10 model.Load(1938) model.Load(#KNIFECUR) 038B: load_requested_models if and model.Available(1938) model.Available(#KNIFECUR) jf @DAGGER_LOAD_WEP2 [email protected] = Object.Create(1938, 0, 0, 0) [email protected] = Object.Create(335, 0, 0, 0) 0750: set_object [email protected] visibility 0 0209: [email protected] = random_int_in_ranges 1 4 wait 5 :DAGGER_DEATHS_1 if [email protected] == 1 jf @DAGGER_DEATHS_2 070A: AS_actor [email protected] attach_to_object [email protected] offset 0.0 0.0 0.0 on_bone 2 16 perform_animation "NULL" IFP_file "NULL" time -1 069A: attach_object [email protected] to_object [email protected] with_offset 0.1 0.3 -0.05 rotation 86.0 -22.0 0.0 :DAGGER_DEATHS_11 wait 10 04ED: load_animation "BASEBALL" if 04EE: animation "BASEBALL" loaded jf @DAGGER_DEATHS_11 0851: set_actor [email protected] decrease_health_by 1000 flag 1 0792: disembark_instantly_actor [email protected] 0829: actor [email protected] perform_animation "Bat_Hit_3" IFP_file "BASEBALL" 4.0 time -1 and_dies 04EF: release_animation "BASEBALL" jump @DAGGER_DIE :DAGGER_DEATHS_2 if [email protected] == 2 jf @DAGGER_DEATHS_3 070A: AS_actor [email protected] attach_to_object [email protected] offset 0.2 -0.025 0.075 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time -1 069A: attach_object [email protected] to_object [email protected] with_offset 0.125 0.275 0.075 rotation -103.0 30.0 189.0 :DAGGER_DEATHS_21 wait 10 04ED: load_animation "SWORD" if 04EE: animation "SWORD" loaded jf @DAGGER_DEATHS_21 0792: disembark_instantly_actor [email protected] 0812: AS_actor [email protected] perform_animation "Sword_Hit_3" IFP "SWORD" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 04EF: release_animation "SWORD" 0851: set_actor [email protected] decrease_health_by 85 flag 1 wait 1500 0812: AS_actor [email protected] perform_animation "GETUP" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB wait 1500 jump @DAGGER_DIE :DAGGER_DEATHS_3 070A: AS_actor [email protected] attach_to_object [email protected] offset -0.15 0.125 0.05 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time -1 069A: attach_object [email protected] to_object [email protected] with_offset 0.125 0.075 0.075 rotation -112.0 17.0 179.0 :DAGGER_DEATHS_31 wait 10 04ED: load_animation "FIGHT_B" if 04EE: animation "FIGHT_B" loaded jf @DAGGER_DEATHS_31 0792: disembark_instantly_actor [email protected] 0812: AS_actor [email protected] perform_animation "HitB_3" IFP "FIGHT_B" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 04EF: release_animation "FIGHT_B" 0851: set_actor [email protected] decrease_health_by 45 flag 1 wait 1500 0812: AS_actor [email protected] perform_animation "GETUP" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB wait 1500 jump @DAGGER_DIE :DAGGER_DIE 0226: [email protected] = actor [email protected] health if [email protected] > 0 then 0209: [email protected] = random_int_in_ranges 1 3 if [email protected] == 1 then 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR else 0751: AS_actor [email protected] flee_from_actor $PLAYER_ACTOR run_distance 300.0 time 999999 unknown 1 3000 1000 away_radius 105.0 end end Object.RemoveReferences([email protected]) Object.RemoveReferences([email protected]) :DAGGER_DEATHS_RETURN 0051: return :DAGGER_DEATH_ANIM wait 50 04ED: load_animation "BASEBALL" 04ED: load_animation "SWORD" 04ED: load_animation "FIGHT_B" 04ED: load_animation "FIGHT_C" 04ED: load_animation "FIGHT_D" 04ED: load_animation "FIGHT_E" if and 04EE: animation "BASEBALL" loaded 04EE: animation "SWORD" loaded 04EE: animation "FIGHT_B" loaded 04EE: animation "FIGHT_C" loaded 04EE: animation "FIGHT_D" loaded 04EE: animation "FIGHT_E" loaded jf @DAGGER_DEATH_ANIM 0209: [email protected] = random_int_in_ranges 0 7 0792: disembark_instantly_actor [email protected] wait 0 if [email protected] == 0 jf @DAGGER_DEATH_ANIM2 0829: actor [email protected] perform_animation "Bat_Hit_3" IFP_file "BASEBALL" 2.0 time -1 and_dies jump @DAGGER_DEATH_ANIM_END :DAGGER_DEATH_ANIM2 wait 0 if [email protected] == 1 jf @DAGGER_DEATH_ANIM3 0829: actor [email protected] perform_animation "HitA_3" IFP_file "PED" 2.0 time -1 and_dies jump @DAGGER_DEATH_ANIM_END :DAGGER_DEATH_ANIM3 wait 0 if [email protected] == 2 jf @DAGGER_DEATH_ANIM4 0829: actor [email protected] perform_animation "Sword_Hit_3" IFP_file "SWORD" 2.0 time -1 and_dies jump @DAGGER_DEATH_ANIM_END :DAGGER_DEATH_ANIM4 wait 0 if [email protected] == 3 jf @DAGGER_DEATH_ANIM5 0829: actor [email protected] perform_animation "HitB_3" IFP_file "FIGHT_B" 2.0 time -1 and_dies jump @DAGGER_DEATH_ANIM_END :DAGGER_DEATH_ANIM5 wait 0 if [email protected] == 4 jf @DAGGER_DEATH_ANIM6 0829: actor [email protected] perform_animation "HitC_3" IFP_file "FIGHT_C" 2.0 time -1 and_dies jump @DAGGER_DEATH_ANIM_END :DAGGER_DEATH_ANIM6 wait 0 if [email protected] == 5 jf @DAGGER_DEATH_ANIM7 0829: actor [email protected] perform_animation "HitD_3" IFP_file "FIGHT_D" 2.0 time -1 and_dies jump @DAGGER_DEATH_ANIM_END :DAGGER_DEATH_ANIM7 wait 0 0829: actor [email protected] perform_animation "Hit_fightkick_B" IFP_file "FIGHT_E" 2.0 time -1 and_dies :DAGGER_DEATH_ANIM_END 04EF: release_animation "BASEBALL" 04EF: release_animation "SWORD" 04EF: release_animation "FIGHT_B" 04EF: release_animation "FIGHT_C" 04EF: release_animation "FIGHT_D" 04EF: release_animation "FIGHT_E" 0051: return :DAGGER_KILL 0209: [email protected] = random_int_in_ranges 1 4 if [email protected] == 1 jf @DAGGER_KILL_2 gosub @DAGGER_ON_HAND gosub @DAGGER_THROW gosub @DAGGER_THROW_2 gosub @DAGGER_RELEASE gosub @DAGGER_THROWN gosub @DAGGER_DESTROY gosub @DAGGER_ON_HAND gosub @DAGGER_THROW gosub @DAGGER_THROW_3 gosub @DAGGER_RELEASE gosub @DAGGER_THROWN gosub @DAGGER_DESTROY gosub @DAGGER_DEATHS jump @DAGGER_KILL_END :DAGGER_KILL_2 gosub @DAGGER_ON_HAND gosub @DAGGER_THROW gosub @DAGGER_THROW_1 gosub @DAGGER_RELEASE gosub @DAGGER_THROWN gosub @DAGGER_DESTROY gosub @DAGGER_DEATHS :DAGGER_KILL_END 0051: return :DAGGER_STAB wait 0 [email protected] += 90.0 0453: set_object [email protected] XYZ_rotation 0.0 [email protected] [email protected] 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0 if Player.Defined($PLAYER_CHAR) jf @DAGGER_DESTROY2 if not [email protected] > 1200 jf @DAGGER_TELE 0AE2: [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 1.0 find_next 0 pass_wrecked 1 //IF and SET if 856E: not car [email protected] defined jf @DAGGER_DESTROY2 0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 1.0 find_next 0 pass_deads 1 //IF and SET if 056D: actor [email protected] defined jf @DAGGER_STAB if and not Actor.Dead([email protected]) 044B: actor [email protected] on_foot jf @DAGGER_STAB if or 03CA: object [email protected] exists 03CA: object [email protected] exists jf @DAGGER_STAB_LOAD gosub @DAGGER_DESTROY :DAGGER_STAB_LOAD 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4 0792: disembark_instantly_actor [email protected] Actor.LockInCurrentPosition([email protected]) = True 0687: clear_actor [email protected] task 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 -0.7 0.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] = Actor.Angle([email protected]) 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 100.0 20.0 210.0 1.0 size 1.0 last_factor 0.1 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 100.0 20.0 210.0 1.0 size 1.0 last_factor 0.1 08C7: put_actor $PLAYER_ACTOR at [email protected] [email protected] [email protected] dont_warp_gang Actor.Angle($PLAYER_ACTOR) = [email protected] Actor.Angle([email protected]) = [email protected] Actor.LockInCurrentPosition($PLAYER_ACTOR) = True 0792: disembark_instantly_actor $PLAYER_ACTOR 0792: disembark_instantly_actor [email protected] 0812: AS_actor $PLAYER_ACTOR perform_animation "KILL_Knife_Player" IFP "KNIFE" framedelta 20.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB wait 500 0812: AS_actor [email protected] perform_animation "KILL_Knife_Ped_Damage" IFP "KNIFE" framedelta 20.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB wait 300 0812: AS_actor [email protected] perform_animation "KILL_Knife_Ped_Die" IFP "KNIFE" framedelta 20.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB wait 700 0619: enable_actor [email protected] collision_detection 1 0851: set_actor [email protected] decrease_health_by 50000 flag 1 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False wait 2500 0051: return :DAGGER_TELE wait 10 gosub @DAGGER_DESTROY 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 100.0 20.0 210.0 1.0 size 1.0 last_factor 0.1 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 100.0 20.0 210.0 1.0 size 1.0 last_factor 0.1 08C7: put_actor $PLAYER_ACTOR at [email protected] [email protected] [email protected] dont_warp_gang jump @DAGGER_ATTACK Edited January 3, 2021 by chrislogan Link to comment Share on other sites More sharing options...
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