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Pages: (92) « First ... 89 90 [91] 92   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 CLEO3 MODS

 a sampler of my favorites scripts
 
ZAZ  
Posted: Saturday, Aug 11 2012, 09:32
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QUOTE (lolleroz @ Friday, Aug 10 2012, 18:56)
Hi ZAZ, I'm really sorry about bothering you again, but could you please try scripting 2 small things for me?
1. when u press + on numpad, menu opens with 2 options: 70 armor and 100 armor. when you press the first you get 70 armor, when u press the second u gain 100 armor, naturally pressing F will exit the menu since thats how menus work if I remember correctly

2. press 5 on numpad to put on speed limit like in Mafia games, limiting max speed to 75 kmph

ARMOUR_MENUE:
press +add key to show armour menue,
press [Ped SPRINT] or SHIFT to confirm selection
press [Vehicle Enter/Exit] to close the menue
CODE
{$CLEO .cs}
:ARMOUR_MENUE
03A4: name_thread 'ARMENUE'

const  
L_PANEL_VAR = 0@
L_ACTIVE_ROW_VAR = 1@
L_PANEL_IS_SHOWN_VAR = 2@
end


while true
wait 0
   if
       0256:   player $PLAYER_CHAR defined
   then
           if
               L_PANEL_IS_SHOWN_VAR  == 0
           then    
                   if
                       0AB0:   key_pressed 107//  add key +
                   then
                       gosub @ARMENUE_1
                   end
           else// if menue is shown, if L_PANEL_IS_SHOWN_VAR  == 1
                   if  or
                       00E1:   key_pressed  0  16//--- key = Ped SPRINT
                       0AB0:   key_pressed 16// --  shift key
                   then
                       gosub @ARMENUE_Selection
                   end
                   if
                       00E1:   key_pressed  0  15//--- key = Enter/Exit
                       then
                       gosub @ARMENUE_Remove_panel
                   end
           end
   else//if player dies or gets arrested
           if
               L_PANEL_IS_SHOWN_VAR  == 1
           then
               gosub @ARMENUE_Remove_panel//if player dies or gets arrested while meue is shown
           end    
   end
end

:ARMENUE_1
08D4: L_PANEL_VAR = create_panel_with_title 'dummy' position  200.0  120.0 width  200.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel L_PANEL_VAR column 0 header 'ARMOUR' data 'J_NUM10' 'J_NUM_7' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
L_PANEL_IS_SHOWN_VAR = 1
return

:ARMENUE_Remove_panel
08DA: remove_panel L_PANEL_VAR
L_PANEL_IS_SHOWN_VAR = 0  
return


:ARMENUE_Selection
4@ = 250
0945: get_player $PLAYER_CHAR max_armour_to 3@// total max armour = 250
0062: 4@ -= 3@ // (int)
08D7: L_ACTIVE_ROW_VAR = panel L_PANEL_VAR active_row
   if
       L_ACTIVE_ROW_VAR == 0
   then
       055F: set_player $PLAYER_CHAR max_armour += 4@
       jump @ARMEN_Sel_EXIT
   end

   if
       L_ACTIVE_ROW_VAR == 1
   then
       055F: set_player $PLAYER_CHAR max_armour += 4@
       035F: actor $PLAYER_ACTOR armour += -75
       jump @ARMEN_Sel_EXIT
   end

:ARMEN_Sel_EXIT
return





Speed_Limit_75
press Numpad 5 to enable speed limiter
press again Numpad 5 to disable speed limiter
CODE
{$CLEO .cs}
:Speed_Limit_75
03A4: name_thread 'SPDLM75'

while true
wait 0
   if
       0256:   player $PLAYER_CHAR defined
   then
       if
           0@ == 0
       then
               if  and
                   0AB0:   key_pressed 101//  numeric keypad 5 key
                   00DF:   actor $PLAYER_ACTOR driving
                   84C8:  not actor $PLAYER_ACTOR driving_flying_vehicle
                   84A7:  not actor $PLAYER_ACTOR driving_boat
               then    
                   03C0: 1@ = actor $PLAYER_ACTOR car
                   0@ = 1
                   gosub @SPDLM75_TT
               end    

       else
               if  and
                   00DF:   actor $PLAYER_ACTOR driving
                   8119:   not car 1@ wrecked
               then    
                   02E3: 2@ = car 1@ speed
                       if
                           2@ > 21.0
                       then
                           04BA: set_car 1@ speed_instantly  2@
                       end
               else
                   0@ = 0
               end                


               if  and
                   0@ == 1
                   8AB0:  not key_pressed 101//  numeric keypad 5 key
               then
                   0@ = 2
               end                
               if  and
                   0@ == 2
                   0AB0:   key_pressed 101//  numeric keypad 5 key
               then
                   0@ = 3
               end
               if  and
                   0@ == 3
                   8AB0:  not key_pressed 101//  numeric keypad 5 key
               then
                   0@ = 0
                   03E5: show_text_box 'fem_off'
               end                

       03F0: enable_text_draw 1
       045A: text_draw_1number  460.0  30.0 'NUMBER' 75    // value
                 
       end
   else
       0@ = 0    
   end
end

:SPDLM75_TT
0A9F: 20@ = current_thread_pointer
20@ += 16
0A8D: 20@ = read_memory 20@ size 4 virtual_protect 0
20@ -= @SPDLM75_T5
20@ += 4
   if
       0AA9:   is_game_version_original
   then
       0AA5: call 5802976 4 pop 4 0 0 0 20@
       jump @SPDLM75_2

   else
       0AA5: call 5804976 4 pop 4 0 0 0 20@
       jump @SPDLM75_2
   end

:SPDLM75_T5
0900: unknown_set_object "Speed Limit 75~n~enabled"
0000: NOP

:SPDLM75_2
return
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lolleroz  
Posted: Tuesday, Aug 14 2012, 23:48
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THANK YOU SO MUCH ZAZ!
you're a true life saver my german friend, greetings from poland
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Jur1zz  
Posted: Saturday, Aug 18 2012, 18:49
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Hey, is it possible to make script thats will kill ped every time when he is spawning (example id 26)
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ZAZ  
Posted: Sunday, Aug 19 2012, 06:23
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QUOTE (Jur1zz @ Saturday, Aug 18 2012, 19:49)
Hey, is it possible to make script thats will kill ped every time when he is spawning (example id 26)

yes
CODE
{$CLEO .cs}
:RandomActor_with_Model_ID_dies
thread 'RAFSTEP'

// press K and L to enable  "ped with specified model id dies"
// press again K and L to disableable the function
// change the ped id in line below
1@ =  281

while true
wait 0
   if
       0256:   player $PLAYER_CHAR defined
   then
       if   and
           0AB0:   key_pressed 75//------------   k key
           0AB0:   key_pressed 76//------------   l key
       then    
           if
               27@ == 0
           then    
           27@ = 1
           03E5: show_text_box 'fem_on'
           else
           27@ = 0
           03E5: show_text_box 'fem_off'
           end
           repeat
           wait 0
           until 8AB0: not  key_pressed 75//------------   k key

       end
       if
           27@ == 1
       then    
           31@ = 0
           gosub @RACTSMK_getSUB
       end
   end
end




:RACTSMK_getSUB
for 31@ = 0 to 35584 step 256
   0085: 30@ = 31@ // (int)
       for 29@ = 0 to 127
           if and
               056D:   actor 30@ defined  // if we've got an actor
               803C:   not $PLAYER_ACTOR == 30@  // make sure we've not got the player.
           then

               if   and
               8118:   not actor 30@ dead
               02F2:   actor 30@ model == 1@
               then
               0321: kill_actor 30@
               break
               end

           end
       000A: 30@ += 1
       end
end
return


This post has been edited by ZAZ on Sunday, Aug 19 2012, 06:25
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Jur1zz  
Posted: Sunday, Aug 19 2012, 21:03
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Nice, its works thanks cookie.gif
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CrazyRaisin  
Posted: Thursday, Aug 23 2012, 15:25
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Consoles suck, yeah I be hatin, problem?
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Thanks for sharing this stuff! Amazing!
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Grove Street Boy  
Posted: Wednesday, Aug 29 2012, 16:12
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Maggot for life!
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Hi ZAZ, can you make a cleo script where you can use any car to do "Vigilante" missions? I would like it to be based on the model id specified for variable 0@. For example, 0@ = 411 means that you can do vigilante using Infernus. Can that be done? Thanks in advance! biggrin.gif
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ZAZ  
Posted: Thursday, Aug 30 2012, 04:50
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QUOTE (Grove Street Boy @ Wednesday, Aug 29 2012, 17:12)
Hi ZAZ, can you make a cleo script where you can use any car to do "Vigilante" missions? I would like it to be based on the model id specified for variable 0@. For example, 0@ = 411 means that you can do vigilante using Infernus. Can that be done? Thanks in advance! biggrin.gif

Maybe at any time when i have good mood. It would be a lot of work because it needs to modify the Vigilante mission itself and covert them to a cleoscript, in detail: convertig tons of Global vars into Local vars.


DOWNLOAD Vigilante-special For Cleo3/4

This post has been edited by ZAZ on Friday, Aug 31 2012, 08:10
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methodunderg  
Posted: Thursday, Aug 30 2012, 07:57
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I heard that King Shady was after a scripter for his 50 Cent Bulletproof mod sly.gif
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ZAZ  
Posted: Thursday, Aug 30 2012, 14:45
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I had good mood to convert the Vigilante submission as cleo smile.gif

DOWNLOAD Vigilante-special For Cleo3/4
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zayd  
Posted: Thursday, Sep 6 2012, 18:39
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Player Hater
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Hi ZAZ could you convert some .txd files, some .dff files and a .ide file into a cleo file for grand theft auto san andreas pc
.txd + .dff + .ide files into cleo download link

Many Thanks a HUGE GTA FAN

biggrin.gif
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SilentPL  
Posted: Thursday, Sep 6 2012, 19:42
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Senior File Manager
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QUOTE (zayd @ Thursday, Sep 6 2012, 20:39)
Hi ZAZ could you convert some .txd files, some .dff files and a .ide file into a cleo file for grand theft auto san andreas pc
.txd + .dff + .ide files into cleo download link

Many Thanks a HUGE GTA FAN

biggrin.gif

I hope you are aware that you are asking for an impossible thing?
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arijitsen  
Posted: Friday, Sep 7 2012, 11:19
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Modder,Gamer & GFX Artist
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QUOTE (zayd @ Friday, Sep 7 2012, 00:09)
Hi ZAZ could you convert some .txd files, some .dff files and a .ide file into a cleo file for grand theft auto san andreas pc
.txd + .dff + .ide files into cleo download link

Many Thanks a HUGE GTA FAN

biggrin.gif

They all are different stuffs & so it i just impossible... notify.gif
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ZAZ  
Posted: Friday, Sep 7 2012, 12:47
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Kernlochbohrer
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QUOTE (zayd @ Thursday, Sep 6 2012, 19:39)
Hi ZAZ could you convert some .txd files, some .dff files and a .ide file into a cleo  file for grand theft auto san andreas pc
.txd + .dff + .ide files into cleo download link

Many Thanks a HUGE GTA FAN 

biggrin.gif

what's the reason that you post such nonsense?
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Grove Street Boy  
Posted: Monday, Sep 10 2012, 03:28
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Maggot for life!
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QUOTE (ZAZ @ Thursday, Aug 30 2012, 14:45)
I had good mood to convert the Vigilante submission as cleo smile.gif

DOWNLOAD Vigilante-special For Cleo3/4

Thanks ZAZ! It's awesome dude! biggrin.gif
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ZAZ  
Posted: Thursday, Sep 13 2012, 15:31
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QUOTE (Grove Street Boy @ Monday, Sep 10 2012, 04:28)
QUOTE (ZAZ @ Thursday, Aug 30 2012, 14:45)
I had good mood to convert the Vigilante submission as cleo  smile.gif

DOWNLOAD Vigilante-special For Cleo3/4

Thanks ZAZ! It's awesome dude! biggrin.gif


yep, was cool, i made it in a 10 hour session

QUOTE (ZAZ @ Thursday, Aug 30 2012, 05:50)
QUOTE (Grove Street Boy @ Wednesday, Aug 29 2012, 17:12)
Hi ZAZ, can you make a cleo script where you can use any car to do "Vigilante" missions? I would like it to be based on the model id specified for variable 0@. For example, 0@ = 411 means that you can do vigilante using Infernus. Can that be done? Thanks in advance! biggrin.gif

Maybe at any time when i have good mood. It would be a lot of work because it needs to modify the Vigilante mission itself and covert them to a cleoscript, in detail: convertig tons of Global vars into Local vars.


QUOTE (ZAZ @ Thursday, Aug 30 2012, 15:45)
I had good mood to convert the Vigilante submission as cleo  smile.gif

DOWNLOAD Vigilante-special For Cleo3/4
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swapnil2809  
Posted: Monday, Oct 1 2012, 20:21
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Heyy Zaz, one question I had asked in a thread I started sometime back, got a few answers, but got confused while trying- how to make a car spawn in only one city out of the 3. For eg. if I have 3 different bus models and want one each to spawn in each city, how do I prevent the other two from spawning in that city. This led me to an idea of mass transit in SA cities. No busses pick or drop people or stop at the stops to reduce complexity, they just roam around the respective city (just a touch of realism wink.gif May be if they follow some predefined route ( wider roads-not to interfere much with other traffic ), it'd be great.

Arijit and OrionSR suggested modifying cargrp.dat, pedgrp and main.scm, but didnt work out for me.
I created a RRR path too, but then anything driving on that path becomes virtually unstoppable.

See if this idea interests you, meanwhile I have created a nice SF MUNI skin for NFI D40 bus mod, DEUCE skin for the designx doubledecker and we already have MTA skin for Schaeffts GMC RTS.
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ThatsMyNameDude  
Posted: Friday, Oct 12 2012, 07:41
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Hey. I know this is the wrong place to post this, but no one sees my post. Could you guys recommend me a CLEO mod which replaces gta sa command centre?
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ZAZ  
Posted: Friday, Oct 12 2012, 13:15
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Kernlochbohrer
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QUOTE (swapnil2809 @ Monday, Oct 1 2012, 21:21)
Heyy Zaz, one question I had asked in a thread I started sometime back, got a few answers, but got confused while trying- how to make a car spawn in only one city out of the 3. For eg. if I have 3 different bus models and want one each to spawn in each city, how do I prevent the other two from spawning in that city. This led me to an idea of mass transit in SA cities. No busses pick or drop people or stop at the stops to reduce complexity, they just roam around the respective city (just a touch of realism wink.gif May be if they follow some predefined route ( wider roads-not to interfere much with other traffic ), it'd be great.

Arijit and OrionSR suggested modifying cargrp.dat, pedgrp and main.scm, but didnt work out for me.
I created a RRR path too, but then anything driving on that path becomes virtually unstoppable.

See if this idea interests you, meanwhile I have created a nice SF MUNI skin for NFI D40 bus mod, DEUCE skin for the designx doubledecker and we already have MTA skin for Schaeffts GMC RTS.

you want busses driving throgh the cities? for each town it's own model?
does your busmodels need to replace truck+trailer?
sounds like a new T_Trail version





QUOTE (ThatsMyNameDude @ Friday, Oct 12 2012, 08:41)
Hey. I know this is the wrong place to post this, but no one sees my post. Could you guys recommend me a CLEO mod which replaces gta sa command centre?

Collect several cleo script of your desire
Vehicle Spawner
Weapon Menue New
Teleporer to marker
PEDSpawn
Gangspawn_big
Clothes



This post has been edited by ZAZ on Friday, Oct 12 2012, 13:22
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scc208  
Posted: Saturday, Oct 13 2012, 11:57
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Hello ZAZ, i've found some problems in your script NEW NRACE MOD

I've found that at some point of the races, the AI cars won't go through the race checkpoints, instead they run straight along the other side of the road/highway for some distances, turn back and then trying to going through the original checkpoints, i found it annoying because most of the cars are stuck on the road, being unable to go through the checkpoints and just can't finish the race. THe race realism is lost in fact.

Here are the lists of races in which the above problem exists:

1.City Circuit (cars turn to the other side of the road on the highway near CJ house)
2.SF to LV (cars turn to the other side of the road on the highway on Tierra Robada)
3.Into the Country (cars stuck at the highway interchange near HankyPanky Point)


Here are the shots capped suicidal.gif
user posted image
user posted image
user posted image
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Please fix them ! thanks a lot !!
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