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The Mod Showroom is only for posting previews/downloads of completed or near finished mods. All help topics should be posted in the Editing Discussion forums. Help topics and mod requests posted here will be locked or binned. Thank you.
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GTAGarage.com : Free mod hosting, attach your files and screenshots to your topics
GTAModding.com : A wiki for everything related to GTA modding, including documentation and tutorials
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CLEO3 MODS a sampler of my favorites scripts
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ZAZ  |
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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| QUOTE (gtasbigfoot @ Mar 24 2008, 13:14) | I mean when you are next to king kong he kills in two hits!
yes good idea be good if you could attach a player to another one to allow bigfoot to throw cj
anyway thx alot for making that ball it's done very nice. |
Look I made a script for an actor which throw a rock I used an special actor like in doom_spaces script to spawn an actor of a new img 023C: load_special_actor 'ogloc' as 1 // models 290-299 :BigBeast_5 0001: wait 0 ms 00D6: if 0 823D: NOT special_actor 1 loaded 004D: jump_if_false @BigBeast_7 023C: load_special_actor 'ogloc' as 1 // models 290-299 0002: jump @BigBeast_5 | CODE | {$CLEO .cs} :BigBeast_1 03A4: name_thread 'BF'
:BigBeast_2 0001: wait 0 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BigBeast_2 if and 0AB0: key_pressed 57//--------------------------------- key 9 80DF: NOT actor $PLAYER_ACTOR driving 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @BigBeast_2 077E: get_active_interior_to 29@ if 0039: 29@ == 0 // integer values 004D: jump_if_false @BigBeast_2 023C: load_special_actor 'ogloc' as 1 // models 290-299
:BigBeast_5 0001: wait 0 ms 00D6: if 0 823D: NOT special_actor 1 loaded 004D: jump_if_false @BigBeast_7 023C: load_special_actor 'ogloc' as 1 // models 290-299 0002: jump @BigBeast_5
:BigBeast_7 04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0.0 34.0 0.2 009A: 0@ = create_actor_pedtype 3 model #SPECIAL01 at 11@ 12@ 13@ Actor.Health(0@) = 10000 //Actor.Armour(0@) = 2000 0446: set_actor 0@ immune_to_headshots 0
Actor.Angle(0@) = 180.0 04D8: set_actor 0@ drowns_in_water 0 0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1 060B: set_actor 0@ decision_maker_to 32 0489: set_actor 0@ muted 1 03FE: set_actor 0@ money 0 //05DB: AS_actor 0@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 30000 //wait 5000 //05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 0296: unload_special_actor 1
:BigBeast_13 0001: wait 0 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BigBeast_52 if not Actor.Dead(0@) 004D: jump_if_false @BigBeast_55 if 00F2: actor $PLAYER_ACTOR near_actor 0@ radius 200.0 200.0 0 004D: jump_if_false @BigBeast_52 if 00F2: actor $PLAYER_ACTOR near_actor 0@ radius 25.0 25.0 0 004D: jump_if_false @BigBeast_13 if 0039: 28@ == 0 // integer values 004D: jump_if_false @BigBeast_35 if 0039: 27@ == 0 // integer values 004D: jump_if_false @BigBeast_27
04ED: load_animation "BSKTBALL"
:BigBeast_23 0001: wait 0 ms 00D6: if 0 04EE: animation "BSKTBALL" loaded 004D: jump_if_false @BigBeast_25 0002: jump @BigBeast_27
:BigBeast_25 04ED: load_animation "BSKTBALL" 0002: jump @BigBeast_23
:BigBeast_27 0247: request_model 3054 0247: request_model 1303
:BigBeast_28 0001: wait 0 ms 00D6: if 1 0248: model 3054 available 0248: model 1303 available 004D: jump_if_false @BigBeast_28 04C4: create_coordinate 11@ 12@ 13@ from_actor 0@ offset 2.5 -0.5 2.5 0107: 1@ = create_object 3054 at 11@ 12@ 100.8 0107: 19@ = create_object 1303 at 11@ 12@ 50.8 0107: 3@ = create_object 1303 at 11@ 12@ 60.8 04D9: object 1@ set_scripted_collision_check 1 0382: set_object 1@ collision_detection 1 0906: 1@ 3000.0//set_object mass 0908: 1@ 3000.0//set_object turn_mass 0750: toggle_object 1@ visibility 0 01C7: remove_object_from_mission_cleanup_list 1@ 0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 0001: wait 500 ms 04C4: create_coordinate 11@ 12@ 13@ from_actor 0@ offset 0.0 0.0 0.0 0172: 2@ = actor 0@ z_angle 0001: wait 0 ms 0804: unknown_action_sequence 0@ 11@ 12@ 13@ 2@ 1.0 "BBALL_PICKUP" "BSKTBALL" 4.0 0 1 1 1 700 ms 0001: wait 700 ms 0615: define_action_sequences 10@ 070A: unknown_action_sequence -1 19@ 0.3 -0.5 0.2 6 16 "NULL" "NULL" -1 0812: unknown_action_sequence -1 "BBALL_DEF_LOOP" "BSKTBALL" 4.0 0 0 0 0 300 0616: define_action_sequences_end 10@ 0618: assign_actor 0@ to_action_sequences 10@ 061B: 10@ 0001: wait 500 ms 04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 04C4: create_coordinate 9@ 17@ 20@ from_actor 0@ offset 0.0 0.0 0.0 0087: 20@ = 9@ // floating-point values only 0087: 30@ = 17@ // floating-point values only 0063: 20@ -= 11@ // floating-point values 0063: 30@ -= 12@ // floating-point values 0013: 20@ *= -2.0 // floating-point values 0013: 30@ *= -2.0 // floating-point values 005B: 9@ += 20@ // floating-point values 005B: 17@ += 30@ // floating-point values 0509: 20@ = distance between point 9@ 17@ and point 11@ 12@ 0063: 9@ -= 11@ // floating-point values 0063: 17@ -= 12@ // floating-point values 0013: 9@ *= 5.0 // floating-point values 0013: 17@ *= 5.0 // floating-point values 0604: 9@ 17@ 30@//get_point angle_to 0173: set_actor 0@ z_angle_to 30@
0006: 27@ = 1 // integer values 0812: unknown_action_sequence 0@ "BBALL_DEF_JUMP_SHOT" "BSKTBALL" 4.0 0 0 0 0 -1 0001: wait 500 ms 0108: destroy_object 19@ 04C4: create_coordinate 11@ 12@ 13@ from_actor 0@ offset 0.0 0.5 1.8 0172: 2@ = actor 0@ z_angle //04C4: create_coordinate 11@ 12@ 13@ from_actor 0@ offset 1.0 -0.5 1.3 01BC: put_object 1@ at 11@ 12@ 13@ 000B: 2@ += 270.0 // floating-point values 0177: set_object 1@ z_angle_to 2@ 069A: attach_object 3@ to_object 1@ with_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.0 0107: 19@ = create_object 1303 at 11@ 12@ 100.8 0172: 2@ = actor 0@ z_angle 0819: 18@ = actor 0@ distance_from_ground 0007: 4@ = 40.1 // floating-point values 02F6: 5@ = cosine 2@ // sinus swapped with cosine 02F7: 6@ = sinus 2@ // cosine swapped with sinus 006B: 5@ *= 4@ // floating-point values 006B: 6@ *= 4@ // floating-point values 0013: 5@ *= -1.0 // floating-point values 000B: 18@ += 1.0 // floating-point values 0392: object 1@ toggle_in_moving_list 1 0381: throw_object 1@ distance 5@ 6@ 18@ 0006: 28@ = 1 // integer values 0006: 33@ = 0 // integer values
:BigBeast_35 00D6: if 1 0039: 28@ == 1 // integer values 0019: 33@ > 50 // integer values 004D: jump_if_false @BigBeast_13 00D6: if 21 04DA: has_object 1@ collided 0019: 33@ > 7000 // integer values 004D: jump_if_false @BigBeast_13 //0400: create_coordinate 11@ 12@ 13@ from_object 1@ offset 0.0 0.0 0.0 //020C: create_explosion_with_radius 3 at 11@ 12@ 13@ //0565: create_temporary_explosion_fire 11@ 12@ 13@ 5
:BigBeast_41 0001: wait 500 ms 0682: detach_object 3@ 0.0 0.0 0.0 collision_detection 1 0001: wait 500 ms 01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 0002: jump @BigBeast_45
:BigBeast_43 01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away Object.Destroy(1@)
:BigBeast_45 0006: 28@ = 0 // integer values 0006: 33@ = 0 // integer values Object.Destroy(19@) 0249: release_model 3054 0249: release_model 1303 0002: jump @BigBeast_13
:BigBeast_47 0006: 27@ = 0 // integer values 04EF: release_animation "BSKTBALL" 0002: jump @BigBeast_13
:BigBeast_52 if 0039: 28@ == 1 // integer values 004D: jump_if_false @BigBeast_53 0006: 28@ = 0 // integer values 0006: 33@ = 0 // integer values 01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away Object.Destroy(1@) Object.Destroy(19@) 0249: release_model 3054 0249: release_model 1303
:BigBeast_53 if 0039: 27@ == 1 // integer values 004D: jump_if_false @BigBeast_54 0006: 27@ = 0 // integer values 04EF: release_animation "BSKTBALL"
:BigBeast_54 Actor.RemoveReferences(0@) 0002: jump @BigBeast_2
:BigBeast_55 if 0039: 28@ == 1 // integer values 004D: jump_if_false @BigBeast_56 0006: 28@ = 0 // integer values 0006: 33@ = 0 // integer values 01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away Object.Destroy(1@) Object.Destroy(19@) 0249: release_model 3054 0249: release_model 1303
:BigBeast_56 if 0039: 27@ == 1 // integer values 004D: jump_if_false @BigBeast_57 0006: 27@ = 0 // integer values 04EF: release_animation "BSKTBALL"
:BigBeast_57 Actor.RemoveReferences(0@) 0A93: end_custom_thread 0002: jump @BigBeast_2 004e: end_thread |
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InVion  |
Posted: Tuesday, Mar 25 2008, 17:08
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Player Hater

Group: Members
Joined: Mar 25, 2008

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thanks  But I just found it before that On every forum I go on, people critisize me, say I dunno how to search,  xD, and it's true! Thanks  ALSO! READ THIS PLEASE: didnt want to double post, so I edited. Where can I find the cleo3 LeatherFace mod? I couldnt find it on site! This post has been edited by InVion on Tuesday, Mar 25 2008, 17:16
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