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Coding CLEO+ help please "0E2E: create_render_object_to_char_bone" it just crash


Takei01
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Takei01

{$USE CLEO+}
{$CLEO .cs}
:dgsaya_1
03A4: name_thread 'DGSAYA'
 
:dgsaya_2
0001: wait  0 ms
00D6: if 0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @dgsaya_2 
00D6: if
0491:   actor $PLAYER_ACTOR has_weapon 47
//02D8:   actor $PLAYER_ACTOR current_weapon ==  47
004D: jump_if_false @dgsaya_2
//end-----loop-----------------------------------------------------
 
0247: request_model 8

:Load_models_check
0001: wait  0 ms
00D6: if and
038B: load_requested_models 8
0781: get_weapon_with_ID 8 model_to [email protected] 
0555: remove_weapon 8 from_actor $PLAYER_ACTOR
jf @Load_models_check
0E2E: create_render_object_to_char_bone $PLAYER_CHAR model [email protected] bone 1 offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 store_to [email protected]
jf @Load_models_check
0E31: set_render_object_visible [email protected] true
jf @dgsaya_2
//01B2: give_actor $PLAYER_ACTOR weapon 0  ammo 0
0002: jump @dgsaya_2

---------------------------------------------------------------------------------------------------

//i have no idea how to coding cleo+

//i use sanny builder

Edited by Takei01
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ArmanCan
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Help & Support

Save N Play mission help, troubleshooting and technical support for GTA San Andreas.


When asking a question, be sure to include useful information about your computer such as: operating system, processor, RAM and graphics card.

 

If you have a modding issue, please direct your questions to the GTA SA Mods forum.

 

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Takei01
1 hour ago, Takei01 said:

{$USE CLEO+}
{$CLEO .cs}
:dgsaya_1
03A4: name_thread 'DGSAYA'
 
:dgsaya_2
0001: wait  0 ms
00D6: if 0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @dgsaya_2 
00D6: if
//0491:   actor $PLAYER_ACTOR has_weapon 47
02D8:   actor $PLAYER_ACTOR current_weapon == 8
004D: jump_if_false @dgsaya_2
//end-----loop-----------------------------------------------------
 
0247: request_model #KATANA

:Load_models_check
0001: wait  0 ms
00D6: if
0781: get_weapon_with_ID #KATANA model_to [email protected]
jf @Load_models_check
if
038B: load_requested_models #KATANA
//0555: remove_weapon #KATANA from_actor $PLAYER_ACTOR
jf @Load_models_check
0E2E: create_render_object_to_char_bone $PLAYER_ACTOR model [email protected] bone 5 offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 store_to [email protected]
jf @Load_models_check
if
0E31: set_render_object_visible [email protected] true
jf @Load_models_check
//01B2: give_actor $PLAYER_ACTOR weapon 0  ammo 0
0002: jump @dgsaya_2

i able to make it work but the object not render can someone help

1 minute ago, ArmanCan said:

 

thank

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ArmanCan
15 minutes ago, Takei01 said:

i able to make it work but the object not render can someone help

15 minutes ago, ArmanCan said:

 

I can not help but i can only say these...

 

{$USE CLEO+}
{$CLEO .cs}

:dgsaya_1
03A4: name_thread 'DGSAYA'
 
:dgsaya_2
wait 0 
if 
    Player.Defined($PLAYER_CHAR)
jump_if_false @dgsaya_2 
if
    0491: actor $PLAYER_ACTOR has_weapon 47
    //02D8: actor $PLAYER_ACTOR current_weapon ==  47
jump_if_false @dgsaya_2

//end-----loop-----------------------------------------------------
 
0247: request_model 8

:Load_models_check
wait  0
if and
    038B: load_requested_models 8
    0781: get_weapon_with_ID 8 model_to [email protected] 
    0555: remove_weapon 8 from_actor $PLAYER_ACTOR
jf @Load_models_check
    0E2E: create_render_object_to_char_bone $PLAYER_CHAR model [email protected] bone 1 offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 store_to [email protected]
jf @Load_models_check
    0E31: set_render_object_visible [email protected] true
jf @dgsaya_2
    //01B2: give_actor $PLAYER_ACTOR weapon 0  ammo 0
jump @dgsaya_2

 

This one looks more tidy than yours.. I've tried to compile/finalize but it didn't work and give me an error about conditions (if-then...) if you think you did a logical script than you should focus on your conditions.. there is also another useful conditional opcode called "gosub" and this one lets the hard work done for you..😉

 

Obviously i didn't solve your problem so you should open your request into the correct topic and ask a moderators to delete this request instead of moving it 🙂

Edited by ArmanCan
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Takei01
1 hour ago, ArmanCan said:

 

I can not help but i can only say these...

 

{$USE CLEO+}
{$CLEO .cs}

:dgsaya_1
03A4: name_thread 'DGSAYA'
 
:dgsaya_2
wait 0 
if 
    Player.Defined($PLAYER_CHAR)
jump_if_false @dgsaya_2 
if
    0491: actor $PLAYER_ACTOR has_weapon 47
    //02D8: actor $PLAYER_ACTOR current_weapon ==  47
jump_if_false @dgsaya_2

//end-----loop-----------------------------------------------------
 
0247: request_model 8

:Load_models_check
wait  0
if and
    038B: load_requested_models 8
    0781: get_weapon_with_ID 8 model_to [email protected] 
    0555: remove_weapon 8 from_actor $PLAYER_ACTOR
jf @Load_models_check
    0E2E: create_render_object_to_char_bone $PLAYER_CHAR model [email protected] bone 1 offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 store_to [email protected]
jf @Load_models_check
    0E31: set_render_object_visible [email protected] true
jf @dgsaya_2
    //01B2: give_actor $PLAYER_ACTOR weapon 0  ammo 0
jump @dgsaya_2

 

This one looks more tidy than yours.. I've tried to compile/finalize but it didn't work and give me an error about conditions (if-then...) if you think you did a logical script than you should focus on your conditions.. there is also another useful conditional opcode called "gosub" and this one lets the hard work done for you..😉

 

Obviously i didn't solve your problem so you should open your request into the correct topic and ask a moderators to delete this request instead of moving it 🙂

thank u verry much man i the beginner so i verry suck at these  nythe way thank man

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ArmanCan
3 hours ago, Takei01 said:

thank u verry much man i the beginner so i verry suck at these  nythe way thank man

 

i'm also a beginner 🙂

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