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CLEO3 MODS a sampler of my favorites scripts
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ZAZ  |
Posted: Saturday, Aug 11 2012, 09:32
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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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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ZAZ  |
Posted: Thursday, Aug 30 2012, 04:50
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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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!  |
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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ZAZ  |
Posted: Thursday, Sep 13 2012, 15:31
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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| QUOTE (Grove Street Boy @ Monday, Sep 10 2012, 04:28) | Thanks ZAZ! It's awesome dude!  |
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!  |
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. |
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swapnil2809  |
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The Engineer

Group: Members
Joined: Dec 11, 2006


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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  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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ZAZ  |
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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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 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 SpawnerWeapon Menue NewTeleporer to markerPEDSpawnGangspawn_bigClothes This post has been edited by ZAZ on Friday, Oct 12 2012, 13:22
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