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 [CLEO|SA]Making your own very special savegame

 No save editing, just custom scripts!
 
gtasearcher  
Posted: Saturday, Feb 28 2009, 17:46
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No sh*t.
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What?
Let's say you want to make a savegame with custom objects, pick-ups, cars etc.

That also can be done with Hex Editing!
I know, but some people (such as me biggrin.gif) don't know how to do that.

The Guide

1. Adding custom cars
First make sure you have Sanny Builder and CLEO installed.

Open Sanny Builder and write
CODE
{$CLEO .cs}
in the first line.
Then, leave a blank line, and write
CODE
014B: $CAR_IN_GROVE = init_parked_car_generator #ADMIRAL color 7 -1 1 alarm 0 door_lock 0 0 10000 at 2474.671 -1670.463 13.3292 angle 184.3857

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.

Now write
CODE
014C: set_parked_car_generator $CAR_IN_GROVE cars_to_generate_to 101

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!
user posted image

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 biggrin.gif

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.
user posted image

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 sad.gif

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
with
CODE
$GROVE_OBJECT = Object.Create(#WHEEL_SR4, 2498.312, -1671.024, 13.3433)

Again, all the parameters, coords and variables can be changed...

Add the "0A93: end_custom_thread" as above.

Save and compile.
user posted imageAnd you got your own not-solid floating wheel biggrin.gif

Again, save the game, turn off cleo, fire up the game, load the savegame! The wheel will still be there.


4. Adding custom Unique Stunt Jumps
This is actually a bit easier than it may seem.

First, do the same as above to create a CLEO, but don't put in anything but {CLEO .cs}.

Then, write
CODE
0814: define_unique_jump_start 1551.926 -1337.629 330.0676 radius 2.5 2.728 3.17 land 1571.42 -1301.696 322.7709 radius 11.134 5.398 7.23 camera 1560.21 -1268.568 277.8686 reward 1000

Let me explain a bit.

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.
user posted imageuser posted imageuser posted image

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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goin-god  
Posted: Monday, Mar 2 2009, 02:40
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High Roller
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Actually, this is a Coding Tutorial. Not really a savegame editor or creator.

But its good icon14.gif
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gtasearcher  
Posted: Monday, Mar 2 2009, 06:09
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No sh*t.
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QUOTE (goin-god @ Mar 2 2009, 02:40)
Actually, this is a Coding Tutorial. Not really a savegame editor or creator.

But its good icon14.gif

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!

This post has been edited by gtasearcher on Monday, Mar 2 2009, 06:34
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enjoto  
Posted: Friday, Jul 17 2009, 06:56
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Player Hater
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So how do I find the coords so that I can spawn things in different places sarcasm.gif
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gtasearcher  
Posted: Friday, Jul 17 2009, 08:03
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No sh*t.
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QUOTE (enjoto @ Jul 17 2009, 09:56)
So how do I find the coords so that I can spawn things in different places sarcasm.gif

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.
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shantam777  
Posted: Friday, Jul 17 2009, 09:05
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Error 404 - Not Found
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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  sarcasm.gif

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.
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Alley  
Posted: Saturday, Aug 1 2009, 13:33
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Cool man. Thanks about enlighting smile.gif
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Spider-Vice  
Posted: Saturday, Aug 1 2009, 18:02
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Let's Bounce
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QUOTE (gtasearcher @ Mar 2 2009, 07:09)
QUOTE (goin-god @ Mar 2 2009, 02:40)
Actually, this is a Coding Tutorial. Not really a savegame editor or creator.

But its good icon14.gif

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. tounge.gif 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.
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Arman Ossi Loko  
Posted: Saturday, Jun 30 2012, 18:54
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Grand Theft Auto 2012/San Bugojno
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I expected 13 params. What must I do to fix?
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arijitsen  
Posted: Monday, Sep 10 2012, 00:33
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Modder,Gamer & GFX Artist
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QUOTE (Arman Ossi Loko @ Sunday, Jul 1 2012, 00:24)
I expected 13 params. What must I do to fix?

Paste the complete code so that anyone can find your mistake... sarcasm.gif
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