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 [GTA SA] ~ CLEO Script Tutorial ~

 
stevendabuffman  
Posted: Wednesday, Aug 15 2012, 14:09
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Hi Zaz, I'm impressed on how you're helping everyone biggrin.gif lol
I have CLEO 4 and would like to know how to assign a certain music track when every they spawn that would loop, I'm making some missions and it's for a fight.
Any help would be appreciated smile.gif
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ZAZ  
Posted: Wednesday, Aug 15 2012, 17:13
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QUOTE (stevendabuffman @ Wednesday, Aug 15 2012, 15:09)
Hi Zaz, I'm impressed on how you're helping everyone biggrin.gif lol
I have CLEO 4 and would like to know how to assign a certain music track when every they spawn that would loop, I'm making some missions and it's for a fight.
Any help would be appreciated smile.gif

i assume that you mean mp3
but assign to what? and when every what spawn?

This post has been edited by ZAZ on Tuesday, Aug 28 2012, 11:13
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stevendabuffman  
Posted: Wednesday, Aug 15 2012, 23:58
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Yes, I have some music that I want to use and I'm trying to make it so when my character (Sweet) spawns the music will automatically come on (it will loop) then when he despawns or dies it will stop, is that possible ? Thank you for replying smile.gif
For what I'm making there are several characters that have their own music, It's a DYOM project, I can code but I'm having trouble doing this, lol.
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Michael-Knight1  
Posted: Thursday, Aug 16 2012, 00:18
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EDIT : No Problem lol.gif

This post has been edited by Michael-Knight1 on Thursday, Aug 16 2012, 06:42
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ZAZ  
Posted: Thursday, Aug 16 2012, 05:04
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@Michael-Knight1: please don't spam


QUOTE (stevendabuffman @ Thursday, Aug 16 2012, 00:58)
Yes, I have some music that I want to use and I'm trying to make it so when my character (Sweet) spawns the music will automatically come on (it will loop) then when he despawns or dies it will stop, is that possible ? Thank you for replying smile.gif
For what I'm making there are several characters that have their own music, It's a DYOM project, I can code but I'm having trouble doing this, lol.

CODE
//your conditions and actor spawn codes

if
0AAB:   file_exists "CLEO\mymusic.mp3"
else_jump @Exit

:Loop_1
wait 0
0AAC: 0@ = load_mp3 "CLEO\mymusic.mp3"
if
8039:   not   0@ ==  -1
else_jump @Loop_1
0AAD: set_mp3 0@ perform_action 1

:Loop_2
wait 0
0AB9: get_mp3 0@ state_to 1@
if
0038:   1@ == -1
else_jump @Loop_2
0AAD: set_audiostream 0@ perform_action 0
0AAE: release_mp3 0@

:Exit
jump @to_scriptbeginn
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stevendabuffman  
Posted: Thursday, Aug 16 2012, 17:36
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Thanks biggrin.gif
So do I just paste this in to sannybuilder ?, I've edited but I've never made my own.
Is there a tutorial somewhere, because all I want is when he spawns, whenever and however he spawns the music will start and loop until he's gone.
Thanks again smile.gif
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ZAZ  
Posted: Thursday, Aug 16 2012, 20:46
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QUOTE (stevendabuffman @ Thursday, Aug 16 2012, 18:36)
So do I just paste this in to sannybuilder ?, I've edited but I've never made my own.
Is there a tutorial somewhere, because all I want is when he spawns, whenever and however he spawns the music will start and loop until he's gone.

is that a joke? notify.gif
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stevendabuffman  
Posted: Thursday, Aug 16 2012, 20:55
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No, why ?
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ZAZ  
Posted: Thursday, Aug 16 2012, 21:17
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QUOTE (stevendabuffman @ Thursday, Aug 16 2012, 21:55)
No, why ?

because this is the tutorial but you have to start at the first post und study the lessons
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kalonkas  
Posted: Saturday, Aug 18 2012, 18:38
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Hello Zaz, i have just started modding and i would like to know if there any way to make an actor stand without moving on my coords and when i come near him he talk to me like drug dylers you can reply Y or N but if i press Y he give me beer and i can drink it. Is it possible? confused.gif

Sorry for bad english (if it's bad. )
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ZAZ  
Posted: Saturday, Aug 18 2012, 21:35
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QUOTE (kalonkas @ Saturday, Aug 18 2012, 19:38)
Hello Zaz, i have just started modding and i would like to know if there any way to make an actor stand without moving on my coords and when i come near him he talk to me like drug dylers you can reply Y or N but if i press Y he give me beer and i can drink it. Is it possible? confused.gif

Sorry for bad english (if it's bad. )

yes
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kalonkas  
Posted: Sunday, Aug 19 2012, 05:59
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QUOTE (ZAZ @ Saturday, Aug 18 2012, 21:35)
QUOTE (kalonkas @ Saturday, Aug 18 2012, 19:38)
Hello Zaz, i have just started modding and i would like to know if there any way to make an actor stand without moving on my coords and when i come near him he talk to me like drug dylers you can reply Y or N but if i press Y he give me beer and i can drink it. Is it possible? confused.gif

Sorry for bad english (if it's bad. )

yes

How I do it ? sarcasm.gif whatsthat.gif
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ZAZ  
Posted: Sunday, Aug 19 2012, 09:13
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QUOTE (kalonkas @ Sunday, Aug 19 2012, 06:59)
QUOTE (ZAZ @ Saturday, Aug 18 2012, 21:35)
QUOTE (kalonkas @ Saturday, Aug 18 2012, 19:38)
Hello Zaz, i have just started modding and i would like to know if there any way to make an actor stand without moving on my coords and when i come near him he talk to me like drug dylers you can reply Y or N but if i press Y he give me beer and i can drink it. Is it possible? confused.gif

Sorry for bad english (if it's bad. )

yes

How I do it ? sarcasm.gif whatsthat.gif

learn scripting, start at the first post und study the lessons
write a script to spawn actor, then come back and post your script
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kalonkas  
Posted: Sunday, Aug 19 2012, 11:20
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CODE
{$CLEO .cs}
:Actor
03A4: name_thread "ACTOR"
0001: wait  1000 ms
0A95: enable_thread_saving

0247: request_model #VBFYCRP

repeat
   wait 0
   if
       0248:   model #VBFYCRP available
   then
       break
   end
until false

009A: 0@ = create_actor 4 #VBFYCRP at -2347.7383 639.5254 42.0732 angle  180.0


0A93: end_custom_thread


Thats my script.

P.S. Angle doesnt work confused.gif
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SilentPL  
Posted: Sunday, Aug 19 2012, 11:26
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009A has no angle parameter. You have to set it using 0173.
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kalonkas  
Posted: Sunday, Aug 19 2012, 11:31
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If i use 0173 my gta crash when i load savegame. ;/
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SilentPL  
Posted: Sunday, Aug 19 2012, 11:47
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You use it wrong then.
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kalonkas  
Posted: Sunday, Aug 19 2012, 11:56
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Erm, i just change 009A to 0173. biggrin.gif
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ZAZ  
Posted: Sunday, Aug 19 2012, 12:13
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CODE
009A: 0@ = create_actor  4 #VBFYCRP at  -2347.7383 639.5254 42.07
0173: set_actor 0@ Z_angle_to 180.0


and remove 0A95: enable_thread_saving, you don't need it in this case
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SilentPL  
Posted: Sunday, Aug 19 2012, 12:34
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and add
CODE
0249: release_model #VBFYCRP

above 0A93, it will free up the model.
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