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Pages: (92) 1 2 [3] 4 5 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 CLEO3 MODS

 a sampler of my favorites scripts
 
gtasbigfoot  
Posted: Monday, Mar 24 2008, 13:14
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平和クールです
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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 lol.gif

anyway thx alot for making that ball it's done very nice.
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ZAZ  
Posted: Monday, Mar 24 2008, 13:30
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Kernlochbohrer
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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 lol.gif

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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gtasbigfoot  
Posted: Monday, Mar 24 2008, 17:09
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平和クールです
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ZAZ  
Posted: Monday, Mar 24 2008, 19:42
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Kernlochbohrer
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QUOTE (gtasbigfoot @ Mar 24 2008, 17:09)
here is a vid!!

http://www.youtube.com/watch?v=JUlHpcZQ1Ug

Thanks for the nice vid cookie.gif
Is the Bigfoot from your clip spawned as ped or as special actor ?
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gtasbigfoot  
Posted: Monday, Mar 24 2008, 19:46
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平和クールです
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actor


notice he's guns lol

This post has been edited by gtasbigfoot on Monday, Mar 24 2008, 20:39
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VinnyGouveia  
Posted: Monday, Mar 24 2008, 20:10
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Imma be a ONE-MAN, CHEEZBURGA APOCALYPSE
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Gonna download it when I get home. One question, is the first link packed with all the mods you made in this thread, also?
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ZAZ  
Posted: Monday, Mar 24 2008, 20:45
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QUOTE (VinnyGouveia @ Mar 24 2008, 20:10)
Gonna download it when I get home. One question, is the first link packed with all the mods you made in this thread, also?

No, I provide single script mods by each download
Which first link do mean? CLEO3BASIC_eng ? Its only a help description for Cleo installation.
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gtasbigfoot  
Posted: Monday, Mar 24 2008, 21:40
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平和クールです
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very nice scripts zaz i tryed all of them now!


your script works but he dosen't spawn i will try og loc see if bigfoot has anything to do with i like the way the speedometer

is nomal at day then turns blue and purple at night looks good.
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InVion  
Posted: Tuesday, Mar 25 2008, 16:49
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where do I download the CLEO folder, to go into the san andreas folder, where I put the cleo3 mods?
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gtasbigfoot  
Posted: Tuesday, Mar 25 2008, 17:05
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平和クールです
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QUOTE (InVion @ Mar 25 2008, 16:49)
where do I download the CLEO folder

sannybuilder.com zaz posted the link look at the first page!

once cleo is installed you put them in the cleo folder in your rockstar games folder.
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InVion  
Posted: Tuesday, Mar 25 2008, 17:08
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thanks biggrin.gif

But I just found it before that

On every forum I go on, people critisize me, say I dunno how to search, lol.gif xD, and it's true!

Thanks wink.gif


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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gtasbigfoot  
Posted: Tuesday, Mar 25 2008, 17:19
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平和クールです
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the cleo bigfoot leatherface and ghost cars mods are all doomed_space_marines mods.

http://www.freewebtown.com/devann/leatherface/download.html
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InVion  
Posted: Tuesday, Mar 25 2008, 19:45
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The bigfoot mod crashed my SA:MP, it wont open!
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gtasbigfoot  
Posted: Tuesday, Mar 25 2008, 20:04
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thats because samp use all actor slots bigfoot uses a slot when not on a mission 2 actors are trying to use the same slot!
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InVion  
Posted: Wednesday, Mar 26 2008, 17:04
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And where can I find the King kong mod?
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gtasbigfoot  
Posted: Wednesday, Mar 26 2008, 17:36
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QUOTE (InVion @ Mar 26 2008, 17:04)
And where can I find the King kong mod?

Look at zaz's Signature.
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InVion  
Posted: Wednesday, Mar 26 2008, 18:50
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QUOTE (gtasbigfoot @ Mar 26 2008, 17:36)
QUOTE (InVion @ Mar 26 2008, 17:04)
And where can I find the King kong mod?

Look at zaz's Signature.

I did, thanks ;')
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DJ Will  
Posted: Wednesday, Mar 26 2008, 21:04
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YOU MAD!!!
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nice!!!
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usfvampire  
Posted: Thursday, Mar 27 2008, 13:36
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ZAZ I have a problem with your cleo mod "Races and tuning":
user posted image
In the car saloon I can't see options for cars. Maybe your english/german text is not compatible with my italian san andreas. Help...
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Gunnie  
Posted: Thursday, Mar 27 2008, 13:46
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Put the file "GxtHook.cleo" in the Cleo folder.

Great mods ZAZ, I love you and your mods!! the Car Saloon... Have you got a version of that in Cleo without Races?

Greetings!
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