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Trying to fix Cleo script


KingL

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I installed the new cleo but all the coding is different and I don't know it I can't use @jump and now it's saying decompile error

ALso how would I use vehicle ID?

 

{$CLEO .cs}

:NONAME_2

if or

   not Model.Available(#MAJESTIC)

   not Model.Available(#STAFFORD)

   not Model.Available(#INFERNUS)

   not Model.Available(#SANDKING)

   not Model.Available(#CHEETAH)

   not Model.Available(#SUPERGT)

   not Model.Available(#ZR350)

   not Model.Available(#BULLET)

   not Model.Available(#TURISMO)

if and @NONAME_104

Model.Load(#MAJESTIC)

Model.Load(#STAFFORD)

Model.Load(#INFERNUS)

Model.Load(#SANDKING)

Model.Load(#CHEETAH)

Model.Load(#SUPERGT)

Model.Load(#ZR350)

Model.Load(#BULLET)

Model.Load(#TURISMO)

wait 0

jump @NONAME_104

:NONAME_104

Car.Create($60, #STAFFORD, 2485.508, -1680.087, 22.9531)

Car.Angle($60) = 285.0

Car.Create($HELP_TRUCKER_MISSIONS_SHOWN, #MAJESTIC, 2472.649, -1676.521, 13.3333)

Car.Angle($HELP_TRUCKER_MISSIONS_SHOWN) = 285.0

Car.Create($61, #INFERNUS, 2502.608, -1657.709, 13.4151)

Car.Angle($61) = 68.0

Car.Create($63, #SANDKING, 2463.375, -1663.128, 13.3046)

Car.Angle($63) = 20.0

Car.Create($63, #CHEETAH, 2475.356, -1655.112, 13.571)

Car.Angle($63) = 10.0

Car.Create($60, #SUPERGT, 2499.334, -1655.273, 13.4096)

Car.Angle($60) = 45.0

Car.Create($60, #ZR350, 2487.441, -1677.662, 13.3371)

Car.Angle($60) = 180.0

Car.Create($60, #BULLET, 2403.441, -1662.404, 13.3828)

Car.Angle($60) = 89.0

Car.Create($60, #TURISMO, 2493.474, -1677.713, 13.3370)

Car.Angle($60) = 89.0

end

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What happens when you try to compile it?
First of all if or/and can only have UP TO 8 condition checks.

Second "then" keyword is missing after if.

Thirdly, stop using global variables ($) and switch to locals (@) as currently you are storing car handle in $HELP_TRUCKER_MISSIONS_SHOWN which of course will make undesired effect in main game script and other scripts using this variable.

Four: custom scripts need 0A93: terminate_this_custom_script at the end (unless they stay in infinite loop).

 

Just load models without checking if available. Then instead of wait 0 use 038B: load_requested_models to ensure models are loaded and available to create.

Edited by MiranDMC
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2 hours ago, MiranDMC said:

stop using global variables ($) and switch to locals (@) as currently you are storing car handle in $HELP_TRUCKER_MISSIONS_SHOWN which of course will make undesired effect in main game script and other scripts using this variable.

He may convert this $HELP_TRUCKER_MISSIONS_SHOW into a local variable with const.. end.. he can also define coordinates at the header of this script 😉

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6 hours ago, KingL said:

ALso how would I use vehicle ID?

Just type # on a Sanny Builder page.. a pop up window will appear and if tou keep typing the model name you can find out the model id right next to it..

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4 hours ago, MiranDMC said:

What happens when you try to compile it?
First of all if or/and can only have UP TO 8 condition checks.

Second "then" keyword is missing after if.

Thirdly, stop using global variables ($) and switch to locals (@) as currently you are storing car handle in $HELP_TRUCKER_MISSIONS_SHOWN which of course will make undesired effect in main game script and other scripts using this variable.

Four: custom scripts need 0A93: terminate_this_custom_script at the end (unless they stay in infinite loop).

 

Just load models without checking if available. Then instead of wait 0 use 038B: load_requested_models to ensure models are loaded and available to create.

Unknown model ID

Compiled file has no header, so the model name #MAJESTIC can not be used. Use number ID instead.

 

Well I don't know how the trucker missions got there. And the $ were working before I upgraded.

 

{$CLEO .cs}

0000: "CarCreate01"

:CarCreate_01

if or

   not Model.Available(#MAJESTIC)

   not Model.Available(#STAFFORD)

   not Model.Available(#INFERNUS)

   not Model.Available(#SANDKING)

   not Model.Available(#CHEETAH)

   not Model.Available(#SUPERGT)

   not Model.Available(#ZR350)

   not Model.Available(#BULLET)

jf @CarCreate_02

Model.Load(#MAJESTIC)

Model.Load(#STAFFORD)

Model.Load(#INFERNUS)

Model.Load(#SANDKING)

Model.Load(#CHEETAH)

Model.Load(#SUPERGT)

Model.Load(#ZR350)

Model.Load(#BULLET)

wait 0

jump @CarCreate_01

:CarCreate_02

Car.Create($60, #STAFFORD, 2485.508, -1680.087, 22.9531)

Car.Angle($60) = 285.0

Car.Create($62, #MAJESTIC, 2472.649, -1676.5213, 13.3333)

Car.Angle($62) = 285.0

Car.Create($61, #INFERNUS, 2502.6081, -1657.709, 13.4151)

Car.Angle($61) = 68.0

Car.Create($63, #SANDKING, 2463.3750, -1663.128, 13.3046)

Car.Angle($63) = 20.0

Car.Create($63, #CHEETAH, 2475.3562, -1655.1123, 13.571)

Car.Angle($63) = 10.0

Car.Create($60, #SUPERGT, 2499.334, -1655.273, 13.4096)

Car.Angle($60) = 45.0

Car.Create($60, #ZR350, 2487.4414, -1677.6617, 13.3371)

Car.Angle($60) = 180.0

Car.Create($60, #BULLET, 2403.4414, -1662.4039, 13.3828)

Car.Angle($60) = 89.0

0A93: end_custom_thread

 

 

 

 

Edited by KingL
Compiled working code
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4 hours ago, MiranDMC said:

What happens when you try to compile it?
First of all if or/and can only have UP TO 8 condition checks.

Second "then" keyword is missing after if.

Thirdly, stop using global variables ($) and switch to locals (@) as currently you are storing car handle in $HELP_TRUCKER_MISSIONS_SHOWN which of course will make undesired effect in main game script and other scripts using this variable.

Four: custom scripts need 0A93: terminate_this_custom_script at the end (unless they stay in infinite loop).

 

Just load models without checking if available. Then instead of wait 0 use 038B: load_requested_models to ensure models are loaded and available to create.

Unknown model ID

Compiled file has no header, so the model name #MAJESTIC can not be used. Use number ID instead.

 

Well I don't know how the trucker missions got there. And the $ were working before I upgraded.

 

Also this is working only if I don't compiled it as I stated before the code was working before I upgraded.

 

{$CLEO .cs}

0000: "CarCreate01"

:CarCreate_01

if or

   not Model.Available(#MAJESTIC)

   not Model.Available(#STAFFORD)

   not Model.Available(#INFERNUS)

   not Model.Available(#SANDKING)

   not Model.Available(#CHEETAH)

jf @CarCreate_02

Model.Load(#MAJESTIC)

Model.Load(#STAFFORD)

Model.Load(#INFERNUS)

Model.Load(#SANDKING)

Model.Load(#CHEETAH)

wait 0

jump @CarCreate_01

:CarCreate_02

Car.Create($60, #STAFFORD, 2485.508, -1680.087, 22.9531)

Car.Angle($60) = 285.0

Car.Create($62, #MAJESTIC, 2472.649, -1676.5213, 13.3333)

Car.Angle($62) = 285.0

Car.Create($61, #INFERNUS, 2502.6081, -1657.709, 13.4151)

Car.Angle($61) = 68.0

Car.Create($63, #SANDKING, 2463.3750, -1663.128, 13.3046)

Car.Angle($63) = 20.0

Car.Create($63, #CHEETAH, 2475.3562, -1655.1123, 13.571)

Car.Angle($63) = 10.0

0A93: end_custom_thread

 

 

 

 

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Here is example spawning two cars at Grove Street

 

One using #NAME convention, and other using model id (400 = Landstalker)
 

{$CLEO .cs}


0247: load_model #MAJESTIC // request
038B: load_requested_models // force load
00A5: 0@ = create_car #MAJESTIC at 2472.649 -1676.5213 13.3333
0175: set_car 0@ Z_angle_to 285.0
0249: release_model #MAJESTIC


0247: load_model 400 // request
038B: load_requested_models // force load
00A5: 0@ = create_car 400 at 2502.6081 -1657.709 13.4151
0175: set_car 0@ Z_angle_to 285.0
0249: release_model 400


0A93: end_custom_thread 

 

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21 hours ago, MiranDMC said:

Here is example spawning two cars at Grove Street

 

One using #NAME convention, and other using model id (400 = Landstalker)
 

{$CLEO .cs}


0247: load_model #MAJESTIC // request
038B: load_requested_models // force load
00A5: 0@ = create_car #MAJESTIC at 2472.649 -1676.5213 13.3333
0175: set_car 0@ Z_angle_to 285.0
0249: release_model #MAJESTIC


0247: load_model 400 // request
038B: load_requested_models // force load
00A5: 0@ = create_car 400 at 2502.6081 -1657.709 13.4151
0175: set_car 0@ Z_angle_to 285.0
0249: release_model 400


0A93: end_custom_thread 

 

I typed it up still comes out error file header. Thanks anyway. Maybe it's my sanny builder or Cleo.

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Download Sanny Builder, install, paste the code in and it should compile (F6).

 

We are talking about GTA SA of course? (coords points to Ganton)

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It maybe helps, if you add a thread name

{$CLEO .cs}
thread 'MYMOD'// <---- ADD THIS

 

otherwise tell us the error message or make a screenshot

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On 7/4/2023 at 12:43 PM, ArmanCan said:

@KingL and post your codes with Code Button <> PLAYAAA 😃

{$CLEO .cs} 

thread 'Protect'

0000: NOP 
0000: NOP

:PROTEC_01
wait 0  
if and
   is_key_pressed 84 
   is_key_pressed 104 
jf @PROTEC_01    
jump @SERVE_01

:SERVE_01
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM1)
023C: load_special_actor 'OGLOC' as 3 // models 290-299
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 4.0 0.12 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(10@, PedType.Gang2, #FAM1, 7@, 8@, 9@)
0631: put_actor 10@ in_group $PLAYER_GROUP 
Actor.Health(10@) = 2000
03FE: set_actor 10@ money 1000000000000
Actor.Armour(10@) = 1000
Actor.SetMaxHealth(10@, 5000000)
Actor.WeaponAccuracy(10@) = 93
081A: set_actor 10@ weapon_skill_to 1 
0946: set_actor 10@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 10@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(10@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM2)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.3 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(11@, PedType.Gang2, #FAM2, 7@, 8@, 9@)
0631: put_actor 11@ in_group $PLAYER_GROUP 
Actor.Health(11@) = 2000
03FE: set_actor 11@ money 1000000000000
Actor.Armour(11@) = 1000
Actor.SetMaxHealth(11@, 5000000)
Actor.WeaponAccuracy(11@) = 93
081A: set_actor 11@ weapon_skill_to 1 
0946: set_actor 11@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 11@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(10@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM3)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 12.0 0.5 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(12@, PedType.Gang2, #FAM3, 7@, 8@, 9@)
0631: put_actor 12@ in_group $PLAYER_GROUP 
Actor.Health(12@) = 2000
03FE: set_actor 12@ money 1000000000000
Actor.Armour(12@) = 1000
Actor.WeaponAccuracy(11@) = 93
Actor.SetMaxHealth(12@, 5000000)
081A: set_actor 12@ weapon_skill_to 1 
0946: set_actor 12@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 12@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(12@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM4)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 16.0 0.7 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(13@, PedType.Gang2, #FAM4, 7@, 8@, 9@)
0631: put_actor 13@ in_group $PLAYER_GROUP 
Actor.Health(13@) = 2000
03FE: set_actor 13@ money 1000000000000
Actor.Armour(13@) = 1000
Actor.WeaponAccuracy(13@) = 93
Actor.SetMaxHealth(13@, 5000000)
081A: set_actor 13@ weapon_skill_to 1 
0946: set_actor 13@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 13@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(13@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM5)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.9 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(14@, PedType.Gang2, #FAM5, 7@, 8@, 9@)
0631: put_actor 14@ in_group $PLAYER_GROUP 
Actor.Health(14@) = 2000
03FE: set_actor 14@ money 50000000
Actor.Armour(14@) = 1000
Actor.WeaponAccuracy(14@) = 93
Actor.SetMaxHealth(14@, 5000000)
081A: set_actor 14@ weapon_skill_to 1 
0946: set_actor 14@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 14@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(14@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM1)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.9 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(15@, PedType.Gang2, #FAM1, 7@, 8@, 9@)
0631: put_actor 15@ in_group $PLAYER_GROUP 
Actor.Health(15@) = 2000
03FE: set_actor 15@ money 50000000
Actor.Armour(15@) = 1000
Actor.WeaponAccuracy(15@) = 93
Actor.SetMaxHealth(15@, 5000000)
081A: set_actor 15@ weapon_skill_to 1 
0946: set_actor 15@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 15@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(15@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM2)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.9 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(16@, PedType.Gang2, #FAM2, 7@, 8@, 9@)
0631: put_actor 16@ in_group $PLAYER_GROUP 
Actor.Health(16@) = 2000
03FE: set_actor 16@ money 50000000
Actor.Armour(16@) = 1000
Actor.WeaponAccuracy(16@) = 93
Actor.SetMaxHealth(16@, 5000000)
081A: set_actor 16@ weapon_skill_to 1 
0946: set_actor 16@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 16@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(16@, WeaponType.Spas12, 9999)
wait 0 ms
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -1.0 12.0 0.0 
009A: 17@ = create_actor_pedtype 8 model #SPECIAL03 at 1@ 2@ 3@ 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor 17@ in_group $PLAYER_GROUP    
03FE: set_actor 17@ money 50000000
Actor.Health(17@) = 5000
Actor.Armour(17@) = 50000
Actor.WeaponAccuracy(17@) = 93
0946: set_actor 17@ actions_uninterupted_by_weapon_fire 1
Actor.SetMaxHealth(17@, 5000000)
02E2: set_actor 17@ weapon_accuracy_to 90
07DD: set_actor 17@ attack_rate 100 // previously known as temper_to)
Actor.GiveWeaponAndAmmo(17@, WeaponType.M4, 9999)
0296: unload_special_actor 3
wait 800 ms
jump @ACT_01

///////////////////////////////////ENEMIES//////////////////////////////////////
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 28 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 29 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 30 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 14@ acquaintance 3 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 14@ acquaintance 3 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 15 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 16 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 28 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 29 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 30 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 13@ acquaintance 3 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 13@ acquaintance 3 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 15 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 16 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 28 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 29 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 30 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 12@ acquaintance 3 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 12@ acquaintance 3 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 15 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 16 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 28 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 29 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 30 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 11@ acquaintance 3 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 11@ acquaintance 3 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 15 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 16 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
///////////////////////////////////ENEMIES//////////////////////////////////////

:ACT_01
wait 0 
if and
   is_key_pressed 84 
   is_key_pressed 104 
jf @ACT_02 
jump @ACT_03 

:ACT_02
wait 500 ms 
if 
   Actor.Dead(10@)
   wait 500  ms 
if 
   Actor.Dead(11@)
   wait 500 ms 
if 
   Actor.Dead(12@)
   wait 500 ms 
if 
   Actor.Dead(13@)
if 
   Actor.Dead(14@)
   wait 500 ms
if 
   Actor.Dead(15@)
   wait 500 ms
if 
   Actor.Dead(16@)
   wait 500
if 
   Actor.Dead(17@)
   wait 500 ms   
jf @ACT_01
jump @ACT_03
   

:ACT_03   
wait 500 ms 
Actor.DestroyInstantly(10@)
wait 500 ms 
Actor.DestroyInstantly(11@)
wait 500 ms 
Actor.DestroyInstantly(12@)
wait 500 ms 
Actor.DestroyInstantly(13@)
wait 500 ms 
Actor.DestroyInstantly(14@)
wait 500 ms 
Actor.DestroyInstantly(15@)
wait 500 ms 
Actor.DestroyInstantly(16@)
wait 500 ms 
Actor.DestroyInstantly(17@)
01B7: release_weather 
wait 700 ms 
jump @PROTEC_01

for example 

 

 

its like all the scripts that worked before the update for whatever reason, are not working anymore :(

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I'm getting

Unknown model ID.
Compiled file has no header, so the model name #FAM4 can not be used. Use number ID instead.

 

After fixing I get same error as you and Sany scrolls to the line.

if 
   Actor.Dead(10@)
   wait 500  ms 

As you can see then keyword is missing, and wait command is threaten as second condition of if statement.

 

This whole block could be written more elegantly:

:ACT_01
wait 0 
while true
    if and
        is_key_pressed 84 // T 
        is_key_pressed 104 // NUM8 
    then
        break // keys pressed
    end 
     
    if and 
       Actor.Dead(10@)
       Actor.Dead(11@)
       Actor.Dead(12@)
       Actor.Dead(13@)
       Actor.Dead(14@)
       Actor.Dead(15@)
       Actor.Dead(16@)
       Actor.Dead(17@)
    then
       break // enemies terminated
    end
    
    wait 0 ms
end
   
Actor.DestroyInstantly(10@)
Actor.DestroyInstantly(11@)
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly(14@)
Actor.DestroyInstantly(15@)
Actor.DestroyInstantly(16@)
Actor.DestroyInstantly(17@)
01B7: release_weather 
wait 700 ms 
jump @PROTEC_01

 

It compiles now, I haven't tested it. I can also see you are loading special actor like OG Loc then ignore this fact and use some other model id for actor creation.

Seems like this code never worked. You copied id from somewhere? When developing code start from the beginning and slowly add more working elements. Same idea with the cars spawning code. First make one car working, then duplicate code 10 times.

Edited by MiranDMC
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@KingLx23 :

learn scripting by writing small scripts !

don't spawn so many stuff !

2 actors are enough

also, beginners should learn high level coding, look for tutorial in sannybuilder install directory,

sub folder help\tutorials\Tutorials_by_ZAZ\highlevel.htm

Spoiler
{$CLEO .cs} 

thread 'Protect'

0000: NOP 
0000: NOP

:PROTEC_01
wait 0  ///  <<<<<----------  $PLAYER_CHAR defined - check is missing
if and
   is_key_pressed 84 
   is_key_pressed 104 
jf @PROTEC_01    
jump @SERVE_01

:SERVE_01
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM1)
023C: load_special_actor 'OGLOC' as 3 // models 290-299
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 4.0 0.12 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(10@, PedType.Gang2, #FAM1, 7@, 8@, 9@)
0631: put_actor 10@ in_group $PLAYER_GROUP 
Actor.Health(10@) = 2000
03FE: set_actor 10@ money 1000000000000
Actor.Armour(10@) = 1000
Actor.SetMaxHealth(10@, 5000000)
Actor.WeaponAccuracy(10@) = 93
081A: set_actor 10@ weapon_skill_to 1 
0946: set_actor 10@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 10@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(10@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM2)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.3 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(11@, PedType.Gang2, #FAM2, 7@, 8@, 9@)
0631: put_actor 11@ in_group $PLAYER_GROUP 
Actor.Health(11@) = 2000
03FE: set_actor 11@ money 1000000000000
Actor.Armour(11@) = 1000
Actor.SetMaxHealth(11@, 5000000)
Actor.WeaponAccuracy(11@) = 93
081A: set_actor 11@ weapon_skill_to 1 
0946: set_actor 11@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 11@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(10@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM3)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 12.0 0.5 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(12@, PedType.Gang2, #FAM3, 7@, 8@, 9@)
0631: put_actor 12@ in_group $PLAYER_GROUP 
Actor.Health(12@) = 2000
03FE: set_actor 12@ money 1000000000000
Actor.Armour(12@) = 1000
Actor.WeaponAccuracy(11@) = 93
Actor.SetMaxHealth(12@, 5000000)
081A: set_actor 12@ weapon_skill_to 1 
0946: set_actor 12@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 12@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(12@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM4)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 16.0 0.7 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(13@, PedType.Gang2, #FAM4, 7@, 8@, 9@)
0631: put_actor 13@ in_group $PLAYER_GROUP 
Actor.Health(13@) = 2000
03FE: set_actor 13@ money 1000000000000
Actor.Armour(13@) = 1000
Actor.WeaponAccuracy(13@) = 93
Actor.SetMaxHealth(13@, 5000000)
081A: set_actor 13@ weapon_skill_to 1 
0946: set_actor 13@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 13@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(13@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM5)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.9 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(14@, PedType.Gang2, #FAM5, 7@, 8@, 9@)
0631: put_actor 14@ in_group $PLAYER_GROUP 
Actor.Health(14@) = 2000
03FE: set_actor 14@ money 50000000
Actor.Armour(14@) = 1000
Actor.WeaponAccuracy(14@) = 93
Actor.SetMaxHealth(14@, 5000000)
081A: set_actor 14@ weapon_skill_to 1 
0946: set_actor 14@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 14@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(14@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM1)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.9 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(15@, PedType.Gang2, #FAM1, 7@, 8@, 9@)
0631: put_actor 15@ in_group $PLAYER_GROUP 
Actor.Health(15@) = 2000
03FE: set_actor 15@ money 50000000
Actor.Armour(15@) = 1000
Actor.WeaponAccuracy(15@) = 93
Actor.SetMaxHealth(15@, 5000000)
081A: set_actor 15@ weapon_skill_to 1 
0946: set_actor 15@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 15@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(15@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM2)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.9 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(16@, PedType.Gang2, #FAM2, 7@, 8@, 9@)
0631: put_actor 16@ in_group $PLAYER_GROUP 
Actor.Health(16@) = 2000
03FE: set_actor 16@ money 50000000
Actor.Armour(16@) = 1000
Actor.WeaponAccuracy(16@) = 93
Actor.SetMaxHealth(16@, 5000000)
081A: set_actor 16@ weapon_skill_to 1 
0946: set_actor 16@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 16@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(16@, WeaponType.Spas12, 9999)
wait 0 ms
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -1.0 12.0 0.0 
009A: 17@ = create_actor_pedtype 8 model #SPECIAL03 at 1@ 2@ 3@ 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor 17@ in_group $PLAYER_GROUP    
03FE: set_actor 17@ money 50000000
Actor.Health(17@) = 5000
Actor.Armour(17@) = 50000
Actor.WeaponAccuracy(17@) = 93
0946: set_actor 17@ actions_uninterupted_by_weapon_fire 1
Actor.SetMaxHealth(17@, 5000000)
02E2: set_actor 17@ weapon_accuracy_to 90
07DD: set_actor 17@ attack_rate 100 // previously known as temper_to)
Actor.GiveWeaponAndAmmo(17@, WeaponType.M4, 9999)
0296: unload_special_actor 3
wait 800 ms
jump @ACT_01

///////////////////////////////////ENEMIES//////////////////////////////////////
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 28 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 29 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 30 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 14@ acquaintance 3 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 14@ acquaintance 3 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 15 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 16 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 28 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 29 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 30 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 13@ acquaintance 3 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 13@ acquaintance 3 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 15 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 16 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 28 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 29 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 30 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 12@ acquaintance 3 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 12@ acquaintance 3 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 15 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 16 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 28 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 29 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 30 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 11@ acquaintance 3 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 11@ acquaintance 3 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 15 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 16 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
///////////////////////////////////ENEMIES//////////////////////////////////////

:ACT_01
wait 0 
if and
   is_key_pressed 84 
   is_key_pressed 104 
jf @ACT_02 
jump @ACT_03 

:ACT_02
wait 500 ms     //  <<<<<---------- bullsh*t
if 
   Actor.Dead(10@)
   wait 500  ms      //  <<<<<---------- bullsh*t
if 
   Actor.Dead(11@)
   wait 500 ms       //  <<<<<---------- bullsh*t
if 
   Actor.Dead(12@)
   wait 500 ms      //  <<<<<---------- bullsh*t
if 
   Actor.Dead(13@)
if 
   Actor.Dead(14@)
   wait 500 ms       //  <<<<<---------- bullsh*t
if 
   Actor.Dead(15@)
   wait 500 ms    //  <<<<<---------- bullsh*t
if 
   Actor.Dead(16@)
   wait 500        //  <<<<<---------- bullsh*t
if 
   Actor.Dead(17@)
   wait 500 ms    //  <<<<<---------- bullsh*t
jf @ACT_01
jump @ACT_03
   

:ACT_03   
wait 500 ms     //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(10@)
wait 500 ms      //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(11@)
wait 500 ms         //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(12@)
wait 500 ms         //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(13@)
wait 500 ms        //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(14@)
wait 500 ms         //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(15@)
wait 500 ms         //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(16@)
wait 500 ms         //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(17@)
01B7: release_weather 
wait 700 ms         //  <<<<<---------- bullsh*t
jump @PROTEC_01

 

 

 

 

1 hour ago, MiranDMC said:

I'm getting

Unknown model ID.
Compiled file has no header, so the model name #FAM4 can not be used. Use number ID instead.

 

Fam4 and Fam5 don't exist as ped definition in default game

In case that he added Fam4 and Fam5 to peds.ide, he can get big problems,

because Fam4 and Fam5 exist as cutscene actor

cutscene actor can only be loaded by opcode 023C:

 

 

 

 

 

Edited by ZAZ
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On 7/7/2023 at 4:30 AM, ZAZ said:

@KingLx23 :

learn scripting by writing small scripts !

don't spawn so many stuff !

2 actors are enough

also, beginners should learn high level coding, look for tutorial in sannybuilder install directory,

sub folder help\tutorials\Tutorials_by_ZAZ\highlevel.htm

  Reveal hidden contents
{$CLEO .cs} 

thread 'Protect'

0000: NOP 
0000: NOP

:PROTEC_01
wait 0  ///  <<<<<----------  $PLAYER_CHAR defined - check is missing
if and
   is_key_pressed 84 
   is_key_pressed 104 
jf @PROTEC_01    
jump @SERVE_01

:SERVE_01
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM1)
023C: load_special_actor 'OGLOC' as 3 // models 290-299
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 4.0 0.12 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(10@, PedType.Gang2, #FAM1, 7@, 8@, 9@)
0631: put_actor 10@ in_group $PLAYER_GROUP 
Actor.Health(10@) = 2000
03FE: set_actor 10@ money 1000000000000
Actor.Armour(10@) = 1000
Actor.SetMaxHealth(10@, 5000000)
Actor.WeaponAccuracy(10@) = 93
081A: set_actor 10@ weapon_skill_to 1 
0946: set_actor 10@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 10@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(10@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM2)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.3 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(11@, PedType.Gang2, #FAM2, 7@, 8@, 9@)
0631: put_actor 11@ in_group $PLAYER_GROUP 
Actor.Health(11@) = 2000
03FE: set_actor 11@ money 1000000000000
Actor.Armour(11@) = 1000
Actor.SetMaxHealth(11@, 5000000)
Actor.WeaponAccuracy(11@) = 93
081A: set_actor 11@ weapon_skill_to 1 
0946: set_actor 11@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 11@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(10@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM3)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 12.0 0.5 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(12@, PedType.Gang2, #FAM3, 7@, 8@, 9@)
0631: put_actor 12@ in_group $PLAYER_GROUP 
Actor.Health(12@) = 2000
03FE: set_actor 12@ money 1000000000000
Actor.Armour(12@) = 1000
Actor.WeaponAccuracy(11@) = 93
Actor.SetMaxHealth(12@, 5000000)
081A: set_actor 12@ weapon_skill_to 1 
0946: set_actor 12@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 12@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(12@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM4)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 16.0 0.7 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(13@, PedType.Gang2, #FAM4, 7@, 8@, 9@)
0631: put_actor 13@ in_group $PLAYER_GROUP 
Actor.Health(13@) = 2000
03FE: set_actor 13@ money 1000000000000
Actor.Armour(13@) = 1000
Actor.WeaponAccuracy(13@) = 93
Actor.SetMaxHealth(13@, 5000000)
081A: set_actor 13@ weapon_skill_to 1 
0946: set_actor 13@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 13@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(13@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM5)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.9 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(14@, PedType.Gang2, #FAM5, 7@, 8@, 9@)
0631: put_actor 14@ in_group $PLAYER_GROUP 
Actor.Health(14@) = 2000
03FE: set_actor 14@ money 50000000
Actor.Armour(14@) = 1000
Actor.WeaponAccuracy(14@) = 93
Actor.SetMaxHealth(14@, 5000000)
081A: set_actor 14@ weapon_skill_to 1 
0946: set_actor 14@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 14@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(14@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM1)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.9 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(15@, PedType.Gang2, #FAM1, 7@, 8@, 9@)
0631: put_actor 15@ in_group $PLAYER_GROUP 
Actor.Health(15@) = 2000
03FE: set_actor 15@ money 50000000
Actor.Armour(15@) = 1000
Actor.WeaponAccuracy(15@) = 93
Actor.SetMaxHealth(15@, 5000000)
081A: set_actor 15@ weapon_skill_to 1 
0946: set_actor 15@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 15@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(15@, WeaponType.Spas12, 9999)
wait 0 
Model.Load(#SHOTGSPA)
Model.Load(#FAM2)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.9 
038B: load_requested_models 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Actor.Create(16@, PedType.Gang2, #FAM2, 7@, 8@, 9@)
0631: put_actor 16@ in_group $PLAYER_GROUP 
Actor.Health(16@) = 2000
03FE: set_actor 16@ money 50000000
Actor.Armour(16@) = 1000
Actor.WeaponAccuracy(16@) = 93
Actor.SetMaxHealth(16@, 5000000)
081A: set_actor 16@ weapon_skill_to 1 
0946: set_actor 16@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 16@ attack_rate 100 // previously known as temper_to 
Actor.GiveWeaponAndAmmo(16@, WeaponType.Spas12, 9999)
wait 0 ms
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -1.0 12.0 0.0 
009A: 17@ = create_actor_pedtype 8 model #SPECIAL03 at 1@ 2@ 3@ 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor 17@ in_group $PLAYER_GROUP    
03FE: set_actor 17@ money 50000000
Actor.Health(17@) = 5000
Actor.Armour(17@) = 50000
Actor.WeaponAccuracy(17@) = 93
0946: set_actor 17@ actions_uninterupted_by_weapon_fire 1
Actor.SetMaxHealth(17@, 5000000)
02E2: set_actor 17@ weapon_accuracy_to 90
07DD: set_actor 17@ attack_rate 100 // previously known as temper_to)
Actor.GiveWeaponAndAmmo(17@, WeaponType.M4, 9999)
0296: unload_special_actor 3
wait 800 ms
jump @ACT_01

///////////////////////////////////ENEMIES//////////////////////////////////////
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 28 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 29 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 30 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 14@ acquaintance 3 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 14@ acquaintance 3 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 14@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 15 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 16 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 28 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 29 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 30 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 13@ acquaintance 3 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 13@ acquaintance 3 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 13@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 15 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 16 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 28 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 29 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 30 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 12@ acquaintance 3 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 12@ acquaintance 3 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 12@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 15 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 16 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 28 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 29 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 30 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 11@ acquaintance 3 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 11@ acquaintance 3 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 11@ acquaintance 2 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 15 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 16 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
///////////////////////////////////ENEMIES//////////////////////////////////////

:ACT_01
wait 0 
if and
   is_key_pressed 84 
   is_key_pressed 104 
jf @ACT_02 
jump @ACT_03 

:ACT_02
wait 500 ms     //  <<<<<---------- bullsh*t
if 
   Actor.Dead(10@)
   wait 500  ms      //  <<<<<---------- bullsh*t
if 
   Actor.Dead(11@)
   wait 500 ms       //  <<<<<---------- bullsh*t
if 
   Actor.Dead(12@)
   wait 500 ms      //  <<<<<---------- bullsh*t
if 
   Actor.Dead(13@)
if 
   Actor.Dead(14@)
   wait 500 ms       //  <<<<<---------- bullsh*t
if 
   Actor.Dead(15@)
   wait 500 ms    //  <<<<<---------- bullsh*t
if 
   Actor.Dead(16@)
   wait 500        //  <<<<<---------- bullsh*t
if 
   Actor.Dead(17@)
   wait 500 ms    //  <<<<<---------- bullsh*t
jf @ACT_01
jump @ACT_03
   

:ACT_03   
wait 500 ms     //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(10@)
wait 500 ms      //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(11@)
wait 500 ms         //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(12@)
wait 500 ms         //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(13@)
wait 500 ms        //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(14@)
wait 500 ms         //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(15@)
wait 500 ms         //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(16@)
wait 500 ms         //  <<<<<---------- bullsh*t
Actor.DestroyInstantly(17@)
01B7: release_weather 
wait 700 ms         //  <<<<<---------- bullsh*t
jump @PROTEC_01

 

 

 

 

 

Fam4 and Fam5 don't exist as ped definition in default game

In case that he added Fam4 and Fam5 to peds.ide, he can get big problems,

because Fam4 and Fam5 exist as cutscene actor

cutscene actor can only be loaded by opcode 023C:

On 7/7/2023 at 4:30 AM, ZAZ said:

Example

so like i said thank you for everything you've shown me. i went to an older version of code because i don't understand the new one. i got it to work. fam4 and fam5 only work because of a mod. i tried then, break, end. didn't work for me.im just going to stick with this older version and have fun. here's the CODE.

 

 

 

 

 

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