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Practicly the car generator isn't done yet - it only stores it's variable and spawn position (for the test, I spawend it in The Grove, you can spawn it anywhere, just change the coords. Also the $CAR_IN_GROVE variable can be changed.
If you changed the variable $CAR_IN_GROVE in the other line, make sure to change it here, too.
It's important to add in the last line
CODE
0A93: end_custom_thread
Now save and compile in your "CLEO" folder with any name. Now run the game!
Now save the game (it's easier to make sure you have the save anywhere cleo mod so you can save anywhere).
Then, rename "cleo.asi" (from your game folder) into "cleo.asi.cleo".
Now run the game! Voila! The car still spawns, and CLEO is practicly deactivated! The cars will only generate for that save, and you CAN'T make them disspaer from it EVER
2. Adding custom pick-ups Follow the same steps as above to create a cleo, but don't add the 2 car generator lines and end_custom_thread.
Now add
CODE
032B: $GUN_IN_GROVE = create_weapon_pickup #AK47 group 15 ammo 150 at 2492.342 -1657.895 13.3563
This will create an AK-47 in the Grove; note that "group 15" makes it spawn only once... Again, all the parameters and variables can be changed...
Add the "0A93: end_custom_thread" as above.
Save and compile.
Now do the same as with the custom cars, save the game, turn off cleo, fire up the game, and load the savegame! The pick-up will still be there, but because it's "group 15" once it's picked up, it will never spawn again
3. Adding custom objects Follow exactly the same steps as above, but replace
CODE
032B: $GUN_IN_GROVE = create_weapon_pickup #AK47 group 15 ammo 150 at 2492.342 -1657.895 13.3563
The define_unique_stunt_jump_start X Y Z will define where the player has to be to trigger the jump. The radius X Y Z will define the radius of the point specified above where the player has to be to trigger the jump.
The land X Y Z will define where the player has to PASS to get the reward; going further will not stop him from completing the jump; for some jumps where you can land in a large area it's best to put this airbone. The radius X Y Z will define the radius of the point specified above where the player has to pass to get the reward.
The camera X Y Z will define where the cinematic slow-mo camera will be; it will stay in the same position, but it will look in the direction of the player.
The reward 1000 defines the reward the player gets; in our case, I set it to $1000.
Now add
CODE
0A93: end_custom_thread
Save and compile.
Now save the game, turn off cleo, load the game - the jumps will still be there! Note as they don't in the normal game, they won't count towards 100%... and I think there's no limit of them.
Be creative!
This post has been edited by gtasearcher on Monday, Mar 2 2009, 07:07
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QUOTE (gtasearcher @ Jul 17 2009, 08:03)
QUOTE (enjoto @ Jul 17 2009, 09:56)
So how do I find the coords so that I can spawn things in different places
So how do you not BUMP?
Anyway while in Sanny Builder and while the game is running, press CTRL+SHIFT+C for coords, and CTRL+SHIFT+E for angle.
It's not a bump...It's a question regarding the usage of mod so you can't really call it a bump....It's not any stupid spam like "Nice Mod!" bla bla bla etc.
Actually, this is a Coding Tutorial. Not really a savegame editor or creator.
But its good
Thanks!
This was actually my first sucseded attempt to make a fully-working cleo. (sometimes it crashed, sometimes it didn't worked)
P.S. The first post is updated with unique stunt jumps!
I bet it crashed because you forgot the end_custom_thread. Happened to me too, and well I can do that for ages but it's still a good tut. Also it's not a special savegame as CLEO does allow you to play your normal savegames in every circunstance (CLEO mods), no big deal, only SCM needs a new game.