#1 GTA Modding » Automatic car and plane control » 08-04-2010 12:57

gtasa player
Replies: 0

Hello again:P This CLEO 3 mod makes your car, bike, boat or plane Automatic controlled vehicle.
Usage is simply:^

1. Copy the three codes to SB and compile. MUST BE DIFFRENT FILES FOR THEM!

Plane code:

// 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---------------
03A4: name_thread 'TEST'

:TEST_11
0001: wait 0 ms
00D6: if
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle
004D: jump_if_false @TEST_11
03C0: 0@ = actor $PLAYER_ACTOR car
00D6: if
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle
004D: jump_if_false @TEST_11

:TEST_55
0001: wait 0 ms
00D6: if and
0AB0:   key_pressed 17
0AB0:   key_pressed 89
004D: jump_if_false @TEST_55
0001: wait 0 ms
0AB6: store_target_marker_coords_to 9@ 10@ 11@ // IF and SET
0001: wait 800 ms
00A9: set_car 0@ to_normal_driver
04D2: set_plane 0@ fly_autopilot_around_point 9@ 10@ 11@ altitude_between 280.0 and 280.0
00AD: set_car 0@ max_speed_to 500.0
06FD: set_car 0@ speed_on_path_to 100.0
0002: jump @TEST_11

And the car thing:

// 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---------------
03A4: name_thread 'TEST'

:TEST_11
0001: wait 0 ms
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @TEST_11
03C0: 7@ = actor $PLAYER_ACTOR car
00D6: if and
0AB0:   key_pressed 17
0AB0:   key_pressed 85
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @TEST_11
0001: wait 250 ms
00A9: set_car 7@ to_normal_driver
0AB6: store_target_marker_coords_to 4@ 5@ 6@ // IF and SET
00A7: car 7@ drive_to 4@ 5@ 6@
00AD: set_car 7@ max_speed_to 300.0
06FD: set_car 7@ speed_on_path_to 300.0

:TEST_118
0001: wait 0 ms
00D6: if and
0AB0:   key_pressed 17
0AB0:   key_pressed 85
004D: jump_if_false @TEST_118
01C3: remove_references_to_car 7@ // Like turning a car into any random car
0002: jump @TEST_11

And the heli code:

// 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---------------
03A4: name_thread 'TEST'

:TEST_11
0001: wait 0 ms
00D6: if
04A9:   actor $PLAYER_ACTOR driving_heli
004D: jump_if_false @TEST_11
03C0: 7@ = actor $PLAYER_ACTOR car
00D6: if and
0AB0:   key_pressed 17
0AB0:   key_pressed 86
04A9:   actor $PLAYER_ACTOR driving_heli
004D: jump_if_false @TEST_11
0001: wait 250 ms
00A9: set_car 7@ to_normal_driver
0AB6: store_target_marker_coords_to 4@ 5@ 6@ // IF and SET
04A2: set_heli 7@ fly_to 4@ 5@ 6@ altitude_between 200.0 and 280.0
00AD: set_car 7@ max_speed_to 300.0
06FD: set_car 7@ speed_on_path_to 300.0

:TEST_118
0001: wait 0 ms
00D6: if and
0AB0:   key_pressed 17
0AB0:   key_pressed 86
004D: jump_if_false @TEST_118
01C3: remove_references_to_car 7@ // Like turning a car into any random car
0002: jump @TEST_11

2. Run the game.
3. Place marker on the map. (The red thing)
4. Planes use keys CTRL + Y and cars, boats and bikes use CTRL + U and helis use CTRL + Z
5. Now the car, boat or bike should drive automatically to marker. The planes will do circle around the marker
6. Done:clap:

If you followed these easy steps and get this work, good

You can change destination by changing the place of the marker and pressing CTRL + Y for planes, ground vehicles use CTRL + U and helis use CTRL + Z to change destination.

Known bugs:
Sometimes when driving car or bike, and the marker is too far, the vehicle go straight to marker.

#2 Re: GTA Modding » Undamageable car CLEO 3 mod » 07-04-2010 08:57

knightrider1994 wrote:

Nice, but its your 12th mod?
You did easier mods before? Or harder ones and you got that idea later?
Parachute car would be nice, i also would like to do this for my KR mod!

I make CLEO 3 mods almost only for fun use. And the mod what i posted is modified from my third mod:D

And yes, i created harder mods first. (Modding main.scm as example)

#3 Re: GTA Modding » Undamageable car CLEO 3 mod » 01-04-2010 12:28

Sw[ee]t, did you mean that player can drive car (for example) down of the cliff, and the car can launch parachute like the player, and float to ground? I try that, but i don't know if that script can be created:D

#5 GTA Modding » Undamageable car CLEO 3 mod » 30-03-2010 14:32

gtasa player
Replies: 9

Hello! This is my CLEO 3 mod that makes the car that you are driving undamageable, even if it is upside down:D:D In fact, the car will be all proof.

The CLEO 3 code:

[q]// 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---------------
03A4: name_thread 'ENGINE'

:ENGINE_11
0001: wait 0 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @ENGINE_11
00D6: if
8118:   not actor $PLAYER_ACTOR dead
004D: jump_if_false @ENGINE_11
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @ENGINE_11
03C0: 0@ = actor $PLAYER_ACTOR car
0002: jump @ENGINE_78

:ENGINE_78
0001: wait 0 ms
02AC: set_car 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
03F5: set_car 0@ apply_damage_rules 0 
0002: jump @ENGINE_11[/q]


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