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GTA Modification Forums
cleo "sphere" script help
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spidermight  |
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Cleo Modder

Group: Members
Joined: Aug 14, 2008


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hi, i i made this Cleo 3 script that allows you to to get $100 when a certain actor dies but if i don't go in the sphere then none of the people walk away after actor 1@ dies so the Cleo script wont restart till i go in the sphere i want to make it so even if i don't want to go in the sphere the actors will still walk away after actor 1@ is dead here is the script : | CODE | thread 'DOGS4'
:barking_sound wait 0 if 00EC: actor $PLAYER_ACTOR 0 near_point 2692.4468 -1849.6704 radius 35.0000 35.0 else_jump @barking_sound 0AAC: $BARKING = load_mp3 "CLEO\PLAYLIST\barking.MP3" 0AAD: set_mp3 $BARKING perform_action 1 wait 0 jump @Los_santos_sphere
:Los_santos_sphere wait 0 if Player.Defined($PLAYER_CHAR) else_jump @Los_santos_sphere if 00EC: actor $PLAYER_ACTOR 0 near_point 2692.4468 -1849.6704 radius 100.0000 100.0 else_jump @Los_santos_sphere Model.Load(#DWMYLC2) Model.Load(#WMOTR1) Model.Load(#BMOTR1) Model.Load(#WMYCR) Model.Load(#WMYST) Model.Load(#FAM3) Model.Load(#SBMOTR2) Model.Load(#SWMOTR2) Model.Load(#SBMYTR3) Model.Load(#SBMYST) Model.Load(#WFYPRO) Model.Load(#WMYBE) Model.Load(#CWMYHB1) Model.Load(#CWFOHB) Model.Load(#CWFYFR1) Model.Load(#SBMOST) Model.Load(#SWFORI) Model.Load(#FAM1) Model.Load(#OFORI) Model.Load(#WMYBMX) Model.Load(#WMYDRUG)
:dog1spawn wait 0 if Model.Available(#DWMYLC2) else_jump @dog1spawn 1@ = Actor.Create(Mission1, #DWMYLC2, 2707.491, -1860.2445, 9.5033) //done Actor.Angle(1@) = 14.2431 Actor.WeaponAccuracy(1@) = 100 0446: set_actor 1@ immune_to_headshots 1 07DD: set_actor 1@ temper_to 100 // see pedstats.dat 0A09: set_actor 1@ muted 1 // versionB 03FE: set_actor 1@ money 0 Actor.Health(1@) = 600 Model.Destroy(#DWMYLC2)
:dog2spawn wait 0 if Model.Available(#DWMYLC2) else_jump @dog2spawn 2@ = Actor.Create(Mission1, #DWMYLC2, 2707.6292, -1858.0317, 9.5047) //done Actor.Angle(2@) = 176.4084 Actor.WeaponAccuracy(2@) = 100 0446: set_actor 2@ immune_to_headshots 1 07DD: set_actor 2@ temper_to 100 // see pedstats.dat 0A09: set_actor 2@ muted 1 // versionB 03FE: set_actor 2@ money 0 Actor.Health(2@) = 1000 05E2: AS_actor 1@ kill_actor 2@ 05E2: AS_actor 2@ kill_actor 1@ Model.Destroy(#DWMYLC2)
:person1spawn wait 0 if Model.Available(#WMOTR1) else_jump @person1spawn 3@ = Actor.Create(Mission1, #WMOTR1, 2708.9922, -1862.0585, 9.5089) //done Actor.Angle(3@) = 32.7771 Actor.WeaponAccuracy(3@) = 100 0446: set_actor 3@ immune_to_headshots 1 07DD: set_actor 3@ temper_to 0 // see pedstats.dat 03FE: set_actor 3@ money 1 Actor.Health(3@) = 250 Model.Destroy(#WMOTR1)
:person2spawn wait 0 if Model.Available(#BMOTR1) else_jump @person2spawn 4@ = Actor.Create(Mission1, #BMOTR1, 2709.5022, -1861.5398, 9.5113) //done Actor.Angle(4@) = 54.3025 Actor.WeaponAccuracy(4@) = 100 0446: set_actor 4@ immune_to_headshots 1 07DD: set_actor 4@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 4@ money 1 Actor.Health(4@) = 250 Model.Destroy(#BMOTR1)
:person3spawn wait 0 if Model.Available(#WMYCR) else_jump @person3spawn 5@ = Actor.Create(Mission1, #WMYCR, 2709.6594, -1860.7747, 9.5122) //done Actor.Angle(5@) = 100.2394 Actor.WeaponAccuracy(5@) = 100 0446: set_actor 5@ immune_to_headshots 1 07DD: set_actor 5@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 5@ money 1 Actor.Health(5@) = 250 Model.Destroy(#WMYCR)
:person4spawn wait 0 if Model.Available(#WMYST) else_jump @person4spawn 6@ = Actor.Create(Mission1, #WMYST, 2709.7664, -1860.1719, 9.5129) //done Actor.Angle(6@) = 79.4744 Actor.WeaponAccuracy(6@) = 100 0446: set_actor 6@ immune_to_headshots 1 07DD: set_actor 6@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 6@ money 1 Actor.Health(6@) = 250 Model.Destroy(#WMYST)
:person5spawn wait 0 if Model.Available(#FAM3) else_jump @person5spawn 7@ = Actor.Create(Mission1, #FAM3, 2709.9106, -1859.3849, 9.5138) //done Actor.Angle(7@) = 88.0754 Actor.WeaponAccuracy(7@) = 100 0446: set_actor 7@ immune_to_headshots 1 07DD: set_actor 7@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 7@ money 1 Actor.Health(7@) = 250 Model.Destroy(#FAM3)
:person6spawn wait 0 if Model.Available(#SBMOTR2) else_jump @person6spawn 8@ = Actor.Create(Mission1, #SBMOTR2, 2709.9478, -1858.8081, 9.5143) //done Actor.Angle(8@) = 96.8624 Actor.WeaponAccuracy(8@) = 100 0446: set_actor 8@ immune_to_headshots 1 07DD: set_actor 8@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 8@ money 1 Actor.Health(8@) = 250 Model.Destroy(#SBMOTR2)
:person7spawn wait 0 if Model.Available(#SWMOTR2) else_jump @person7spawn 9@ = Actor.Create(Mission1, #SWMOTR2, 2709.6099, -1858.1832, 9.513) //done Actor.Angle(9@) = 130.2686 Actor.WeaponAccuracy(9@) = 100 0446: set_actor 9@ immune_to_headshots 1 07DD: set_actor 9@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 9@ money 1 Actor.Health(9@) = 250 Model.Destroy(#SWMOTR2)
:person8spawn wait 0 if Model.Available(#SBMYTR3) else_jump @person8spawn 10@ = Actor.Create(Mission1, #SBMYTR3, 2709.261, -1857.639, 9.5117) //done Actor.Angle(10@) = 134.9799 Actor.WeaponAccuracy(10@) = 100 0446: set_actor 10@ immune_to_headshots 1 07DD: set_actor 10@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 10@ money 1 Actor.Health(10@) = 250 Model.Destroy(#SBMYTR3)
:person9spawn wait 0 if Model.Available(#SBMYST) else_jump @person9spawn 11@ = Actor.Create(Mission1, #SBMYST, 2708.1975, -1862.1595, 9.5056) //done Actor.Angle(11@) = 13.427 Actor.WeaponAccuracy(11@) = 100 0446: set_actor 11@ immune_to_headshots 1 07DD: set_actor 11@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 11@ money 1 Actor.Health(11@) = 250 Model.Destroy(#SBMYST)
:person10spawn wait 0 if Model.Available(#WFYPRO) else_jump @person10spawn 12@ = Actor.Create(Mission1, #WFYPRO, 2706.998, -1861.8716, 9.5006) //done Actor.Angle(12@) = 342.5495 Actor.WeaponAccuracy(12@) = 100 0446: set_actor 12@ immune_to_headshots 1 07DD: set_actor 12@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 12@ money 1 Actor.Health(12@) = 250 Model.Destroy(#WFYPRO)
:person11spawn wait 0 if Model.Available(#WMYBE) else_jump @person11spawn 13@ = Actor.Create(Mission1, #WMYBE, 2705.9429, -1861.375, 9.4964) //done Actor.Angle(13@) = 326.9459 Actor.WeaponAccuracy(13@) = 100 0446: set_actor 13@ immune_to_headshots 1 07DD: set_actor 13@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 13@ money 1 Actor.Health(13@) = 250 Model.Destroy(#WMYBE)
:person12spawn wait 0 if Model.Available(#CWMYHB1) else_jump @person12spawn 14@ = Actor.Create(Mission1, #CWMYHB1, 2705.2588, -1860.4137, 9.4939) //done Actor.Angle(14@) = 299.8055 Actor.WeaponAccuracy(14@) = 100 0446: set_actor 14@ immune_to_headshots 1 07DD: set_actor 14@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 14@ money 1 Actor.Health(14@) = 250 Model.Destroy(#CWMYHB1)
:person13spawn wait 0 if Model.Available(#CWFOHB) else_jump @person13spawn 15@ = Actor.Create(Mission1, #CWFOHB, 2705.0281, -1859.1995, 9.4933) //done Actor.Angle(15@) = 267.3981 Actor.WeaponAccuracy(15@) = 100 0446: set_actor 15@ immune_to_headshots 1 07DD: set_actor 15@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 15@ money 1 Actor.Health(15@) = 250 Model.Destroy(#CWFOHB)
:person14spawn wait 0 if Model.Available(#CWFYFR1) else_jump @person14spawn 16@ = Actor.Create(Mission1, #CWFYFR1, 2705.7461, -1858.0747, 9.4968) //done Actor.Angle(16@) = 236.5238 Actor.WeaponAccuracy(16@) = 100 0446: set_actor 16@ immune_to_headshots 1 07DD: set_actor 16@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 16@ money 1 Actor.Health(16@) = 250 Model.Destroy(#CWFYFR1)
:person15spawn wait 0 if Model.Available(#SBMOST) else_jump @person15spawn 17@ = Actor.Create(Mission1, #SBMOST, 2706.584, -1857.5215, 9.5005) //done Actor.Angle(17@) = 218.7502 Actor.WeaponAccuracy(17@) = 100 0446: set_actor 17@ immune_to_headshots 1 07DD: set_actor 17@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 17@ money 1 Actor.Health(17@) = 250 Model.Destroy(#SBMOST)
:person16spawn wait 0 if Model.Available(#SWFORI) else_jump @person16spawn 18@ = Actor.Create(Mission1, #SWFORI, 2707.3755, -1857.4116, 9.5038) //done Actor.Angle(18@) = 192.0697 Actor.WeaponAccuracy(18@) = 100 0446: set_actor 18@ immune_to_headshots 1 07DD: set_actor 18@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 18@ money 1 Actor.Health(18@) = 250 Model.Destroy(#SWFORI)
:person17spawn wait 0 if Model.Available(#FAM1) else_jump @person17spawn 19@ = Actor.Create(Mission1, #FAM1, 2708.1372, -1857.3878, 9.5071) //done Actor.Angle(19@) = 174.0556 Actor.WeaponAccuracy(19@) = 100 0446: set_actor 19@ immune_to_headshots 1 07DD: set_actor 19@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 19@ money 1 Actor.Health(19@) = 250 Model.Destroy(#FAM1)
:person18spawn wait 0 if Model.Available(#OFORI) else_jump @person18spawn 20@ = Actor.Create(Mission1, #OFORI, 2704.6677, -1853.1564, 9.494) //done Actor.Angle(20@) = 214.7514 Actor.WeaponAccuracy(20@) = 100 0446: set_actor 20@ immune_to_headshots 1 07DD: set_actor 20@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 20@ money 1 Actor.Health(20@) = 250 Model.Destroy(#OFORI)
:person19spawn wait 0 if Model.Available(#WMYBMX) else_jump @person19spawn 21@ = Actor.Create(Mission1, #WMYBMX, 2699.7437, -1861.8336, 9.4806) //done Actor.Angle(21@) = 279.6754 Actor.WeaponAccuracy(21@) = 100 0446: set_actor 21@ immune_to_headshots 1 07DD: set_actor 21@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 21@ money 1 Actor.Health(21@) = 250 Model.Destroy(#WMYBMX)
:person20spawn wait 0 if Model.Available(#WMYDRUG) else_jump @person20spawn 22@ = Actor.Create(Mission1, #WMYDRUG, 2711.9932, -1865.6837, 9.5202) //done Actor.Angle(22@) = 33.0805 Actor.WeaponAccuracy(22@) = 100 0446: set_actor 22@ immune_to_headshots 1 07DD: set_actor 22@ temper_to 0 // see pedstats.dat //spidermight 03FE: set_actor 22@ money 1 Actor.Health(22@) = 250 Model.Destroy(#WMYDRUG)
:betting_sphere wait 0 if 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 2712.0139 -1863.7783 9.521 radius 2.0 2.0 3.0 on_foot else_jump @betting_sphere 03E5: show_text_box 'BETTING' 05E2: AS_actor 2@ kill_actor 1@ else_jump @betting_sphere jump @dog1end
:dog1end wait 0 if not Actor.Dead(1@) else_jump @endpart1 if 0104: actor 1@ near_actor 2@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @dog1end
:dog2end wait 0 if not Actor.Dead(2@) else_jump @endpart1 if 0104: actor 2@ near_actor 1@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @dog2end
:PERSON1end wait 0 if not Actor.Dead(3@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 3@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person1end
:Person2end wait 0 if not Actor.Dead(4@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 4@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person2end
:Person3end wait 0 if not Actor.Dead(5@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 5@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person3end
:Person4end wait 0 if not Actor.Dead(6@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 6@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person4end
:Person5end wait 0 if not Actor.Dead(7@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 7@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person5end
:Person6end wait 0 if not Actor.Dead(8@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 8@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person6end
:Person7end wait 0 if not Actor.Dead(9@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 9@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person7end
:Person8end wait 0 if not Actor.Dead(10@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 10@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person8end
:Person9end wait 0 if not Actor.Dead(11@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 11@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person9end
:Person10end wait 0 if not Actor.Dead(12@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 12@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person10end
:Person11end wait 0 if not Actor.Dead(13@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 13@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person11end
:Person12end wait 0 if not Actor.Dead(14@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 14@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person12end
:Person13end wait 0 if not Actor.Dead(15@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 15@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person13end
:Person14end wait 0 if not Actor.Dead(16@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 16@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person14end
:Person15end wait 0 if not Actor.Dead(17@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 17@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person15end
:Person16end wait 0 if not Actor.Dead(18@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 18@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person16end
:Person17end wait 0 if not Actor.Dead(19@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 19@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person17end
:Person18end wait 0 if not Actor.Dead(20@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 20@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person18end
:Person19end wait 0 if not Actor.Dead(21@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 21@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person19end
:Person20end wait 0 if not Actor.Dead(22@) else_jump @endpart1 if 0104: actor $PLAYER_ACTOR near_actor 22@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @Person20end
:endpart1 Actor.RemoveReferences(1@) Actor.RemoveReferences(2@) Actor.RemoveReferences(3@) Actor.RemoveReferences(4@) Actor.RemoveReferences(5@) Actor.RemoveReferences(6@) Actor.RemoveReferences(7@) Actor.RemoveReferences(8@) Actor.RemoveReferences(9@) Actor.RemoveReferences(10@) Actor.RemoveReferences(11@) Actor.RemoveReferences(12@) Actor.RemoveReferences(13@) Actor.RemoveReferences(14@) Actor.RemoveReferences(15@) Actor.RemoveReferences(16@) Actor.RemoveReferences(17@) Actor.RemoveReferences(18@) Actor.RemoveReferences(19@) Actor.RemoveReferences(20@) Actor.RemoveReferences(21@) Actor.RemoveReferences(22@) 0AAE: release_mp3 $BARKING player.Money($PLAYER_CHAR) += 100 wait 30000 jump @barking_sound | This post has been edited by spidermight on Monday, Mar 26 2012, 12:43
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