#2 GTA Modding » Custom Special Actors are Crashing the game... » 02-06-2011 18:34

Tawa_Hoda
Replies: 2

I had gotten it to load in the past but recently it refuses to load my own special actor models.
The Script

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'TEAM' 

:TEAM_5
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TEAM_5 
077E: get_active_interior_to 0@ 
if and
09E7:   player $PLAYER_CHAR not_frozen 
0AB0:   key_pressed 77 
0AB0:   key_pressed 9 
  0@ == 0 
else_jump @TEAM_5
023C: load_special_actor 'P1_CloneTrooper' as 5 // models 290-299 
Model.Load(#MP5LNG)
Model.Load(#SPECIAL05)
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0
038B: load_requested_models 
jump @TEAM_7 

:TEAM_7
wait 0 
if and
   Model.Available(#MP5LNG)
   Model.Available(#SPECIAL05)
else_jump @TEAM_7 
wait 0 
1@ += 300 
4@ = Actor.Create(Gang2, #SPECIAL05, 1@, 2@, 3@)
wait 10 
2@ += 300 
5@ = Actor.Create(Gang2, #SPECIAL05, 1@, 2@, 3@)
wait 10 
1@ -= 300 
6@ = Actor.Create(Gang2, #SPECIAL05, 1@, 2@, 3@)
wait 10 
11@ = Marker.CreateAboveActor(4@)
12@ = Marker.CreateAboveActor(5@)
13@ = Marker.CreateAboveActor(6@)
07E0: set_marker 18@ type_to 1 
07E0: set_marker 19@ type_to 1 
07E0: set_marker 20@ type_to 1 
Actor.Health(4@) = 500
Actor.Health(5@) = 500
Actor.Health(6@) = 500
01B2: give_actor 4@ weapon 29 ammo 1200 // Load the weapon model before using this 
01B2: give_actor 5@ weapon 29 ammo 1200 // Load the weapon model before using this 
01B2: give_actor 6@ weapon 29 ammo 1200 // Load the weapon model before using this 
Actor.WeaponAccuracy(4@) = 80
Actor.WeaponAccuracy(5@) = 80
Actor.WeaponAccuracy(6@) = 80


:TEAM_9
wait 0 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @TEAM_11 
Actor.DestroyInstantly(4@)
Actor.DestroyInstantly(5@)
Actor.DestroyInstantly(6@)
Marker.Disable(11@)
Marker.Disable(12@)
Marker.Disable(13@)

:TEAM_11
wait 0 
if 
   Actor.Dead(4@)
else_jump @TEAM_13 
Actor.DestroyWithFade(4@)
Marker.Disable(11@)
32@ += 1 

:TEAM_13
wait 0 
if 
   Actor.Dead(5@)
else_jump @TEAM_15 
Actor.DestroyWithFade(5@)
Marker.Disable(12@)
32@ += 1 

:TEAM_15
wait 0 
if 
   Actor.Dead(6@)
else_jump @TEAM_17
Actor.DestroyWithFade(6@)
Marker.Disable(13@)
32@ += 1
wait 0 
if 

:TEAM_17
wait 0 
if 
  32@ == 3 
else_jump @TEAM_19 
32@ = 0 
jump @TEAM_5 

:TEAM_19
wait 0 
077E: get_active_interior_to 0@ 
if and
09E7:   player $PLAYER_CHAR not_frozen 
0AB0:   key_pressed 77 
0AB0:   key_pressed 9 
  0@ == 0 
else_jump @TEAM_9 
Actor.DestroyInstantly(4@)
Actor.DestroyInstantly(5@)
Actor.DestroyInstantly(6@)
Marker.Disable(11@)
Marker.Disable(12@)
Marker.Disable(13@)
wait 3000 
jump @TEAM_5

It doesn't seem like it likes me very much anymore...  I've seen other scripts people have made, load special actors that have custom models... and work just fine. Is there like a limit or something?

#3 GTA Modding » Help with multiple questions with cleo. » 29-03-2010 21:02

Tawa_Hoda
Replies: 3

OK, I have a whole bunch of peds in 1 group and a whole bunch plus the player in another group, how do I make them start making 1 group attack another group?

Goes with the above, I don't know how to get individual actors in the groups to fade away when out of range or die. I don't want them to all the peds to disappear when 1 dies or gets out of range. And that's what happens or the script doesn't work... I want 1 to go away and the rest are still fighting then it repeats till there is no one or it's a mission success for the player.

And is there a thing that lets you view the map and where your courser is it tells you the x, y, and z coordinates?

Thanks in advance, and these need answered please!

#4 GTA Modding » Problems with cleo weapon limit plugin. » 28-03-2010 19:50

Tawa_Hoda
Replies: 0

I have been having problems ever since I started ADDING new weapons, on of my bigger problems is than when I get close to grove street PEDs the are weaponless and it crashes the game when they shoot. Now I did follow the tutorial right, and the other gangs have guns and and can shoot. Grove Street had pistols, and I've seen the police, Ballas, Vargos, and drug dealer use pistols, what's messing up grove street?

Another problem is they don't have the sniper or SMG hold animations, the new sniper rifle or the new SMG, like the game's orginals. Also when I added a 3rd weapon, a new sword, after a little bit the the game would also crash so had to remove that. The 4th problem is on a bike the added SMG doesn't show, and the 5th is when I get close and hit someone with the new SMG (or the Sniper Rifle), the target takes no damage! How do I fix these problems?

                                                                                                       Thanks,
                                                                                                             Tawa_Hoda

#5 GTA Modding » Request: Ally/Enemy Spawn Scripts » 28-01-2010 22:56

Tawa_Hoda
Replies: 1

I have a request, I am asking for a script, that you type BACKUP, 3 guys are spawned like normal peds, but appear at least 15 feet away, have weapons, run to you then just start walking like a normal PED, you can recuit them, and have 200 health, 85 armor, 2 have 1 mini uzi, and 1 has two tec-9s. Also they have to disappear when dead, or too far away plus you can only do it 2 times and all 3 from one time have to be gone for you to call another 3. I have tried doing this in the past but it crashes the game, and I have yet to succeed and I no longer have my script to try to fix.

Also I want a script to spawn 4 Peds that attack everything else but the others on their team. That also disappear when dead or too far away, and you have to type TROUBLE to activate it. Oh and Can't do it again till they are all dead... I have also tried this but it is the same case as above.

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