#1 Re: GTA Modding » Police Car Chase Cleo Script » 09-11-2008 20:49

I made some progress please look at script

#2 GTA Modding » Police Car Chase Cleo Script » 09-11-2008 00:28

cakuzma
Replies: 1

I need help on a cleo script i am makeing (base came from backup.cs)

ok so you hit the 4 button and it starts the chase
you hit it again and they stop / get out / gun fight
(if you hit it again ie make them stop please make shure they are close and not far from eachother as it WILL crash your game [it does mine])

I made some progress I got it working some what of how i wanted it

if you have any insight on how to make it better please let me know
CODE UPDATED 11/09/08 1:25 pm

also uploaded the cs file (place in your cleo dir)

Police_Car_Chase

// 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 'POLCHASE' 

:POLCHASE_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POLCHASE_11 
wait 0 
if 
0AB0:   key_pressed 52 
else_jump @POLCHASE_11 
Model.Load(#COPCARVG)
Model.Load(#FORTUNE)
Model.Load(#LAPD1)
Model.Load(#BFYPRO)
Model.Load(#SILENCED)
Model.Load(#CELLPHONE)
Model.Load(#MICRO_UZI)

04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -170.0 0.0 0.0 
02C1: store_to 1@ 2@ 3@ car_path_coords_closest_to 1@ 2@ 3@ 
04C4: store_coords_to 29@ 30@ 31@ from_actor $PLAYER_ACTOR with_offset -150.0 0.0 0.0 
02C1: store_to 29@ 30@ 31@ car_path_coords_closest_to 29@ 30@ 31@ 

04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset 0.0 10.0 0.0 
02C1: store_to 14@ 15@ 16@ car_path_coords_closest_to 14@ 15@ 16@ 

0662: NOP "POLICE CHASE" 
0662: NOP "COPYRIGHT 2008 CAKUZMA" 

:POLCHASE_196
wait 0 
if and
   Model.Available(#COPCARVG)
   Model.Available(#FORTUNE)
   Model.Available(#LAPD1)
   Model.Available(#BFYPRO)
   Model.Available(#SILENCED)
   Model.Available(#CELLPHONE)
   Model.Available(#MICRO_UZI)
else_jump @POLCHASE_196 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
wait 50 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
wait 100 
4@ = Car.Create(#COPCARVG, 1@, 2@, 3@)
5@ = Car.Create(#FORTUNE, 29@, 30@, 31@)

03CC: enable_car 4@ stuck_check_distance_to 2.0 time_to 2.0 
03CC: enable_car 5@ stuck_check_distance_to 2.0 time_to 2.0 
0129: 10@ = create_actor_pedtype 23 model #LAPD1 in_car 4@ driverseat 
0129: 11@ = create_actor_pedtype 24 model #BFYPRO in_car 5@ driverseat
0433: set_actor 11@ criminal_flag 1 
0982: unknown_actor 11@ flag 1 
062F: 27@ = create_group_type 4 
0630: put_actor 11@ in_group 27@ as_leader 

062F: 28@ = create_group_type 4 
0630: put_actor 10@ in_group 28@ as_leader 

:POLCHASE_408
Car.DriveTo(4@, 14@, 15@, 16@)
Car.DriveTo(5@, 14@, 15@, 16@)
067F: set_car 4@ lights 2 
Car.SetImmunities(4@, 1, 1, 1, 1, 1)
Car.SetImmunities(5@, 1, 1, 1, 1, 1)
00AD: 4@ set_car_max_speed 50.0
00AD: 5@ set_car_max_speed 30.0
00AE: unknown_set_car 4@ to_ignore_traffic_lights  2
00AE: unknown_set_car 5@ to_ignore_traffic_lights  2
0423: car 4@ improve_handling  2.0
0423: car 5@ improve_handling  1.0
0397: enable_car 4@ siren 1 
25@ = Marker.CreateAboveCar(4@)
26@ = Marker.CreateAboveCar(5@)
07E0: set_marker 25@ type_to 1
wait 2000
00AE: unknown_set_car 4@ to_ignore_traffic_lights  2
0423: car 4@ improve_handling  3.0
00AE: unknown_set_car 5@ to_ignore_traffic_lights  2
0423: car 5@ improve_handling  2.0

:POLCHASE_410
wait 0 
if 
00AD: 4@ set_car_max_speed 50.0
00AD: 5@ set_car_max_speed 30.0
0407: store_coords_to 14@ 15@ 16@ from_car 5@ with_offset 0.0 250.0 50.0 
02C1: store_to 14@ 15@ 16@ car_path_coords_closest_to 14@ 15@ 16@ 
0AB0:   key_pressed 52
Car.DriveTo(5@, 14@, 15@, 16@)
07F8: car 4@ follow_car 5@ radius 10.0
wait 50 
073C: car 4@ damage_component 7 // versionB 
wait 200 
0A30: repair_car 4@ 
wait 50 
073C: car 4@ damage_component 6 // versionB 
wait 200 
0A30: repair_car 4@ 
else_jump @POLCHASE_410 
05CD: AS_actor 11@ exit_car 5@ 
07F8: car 4@ follow_car 5@ radius 3.0
wait 900
05CD: AS_actor 10@ exit_car 4@ 
Marker.Disable(25@)
Marker.Disable(26@)
Car.SetImmunities(4@, 0, 0, 0, 0, 0)
Car.SetImmunities(5@, 0, 0, 0, 0, 0)
wait 500 
01B2: give_actor 10@ weapon 23 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 11@ weapon 23 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 999999 // Load the weapon model before using this 
jump @POLCHASE_411

:POLCHASE_411
0350: set_actor 10@ maintain_position_when_attacked 1
0350: set_actor 11@ maintain_position_when_attacked 1
05E2: AS_actor 10@ kill_actor 11@ 
05E2: AS_actor 11@ kill_actor 10@ 
wait 7000 
jump @POLCHASE_679 

:POLCHASE_679
wait 0 
if
06EE:   actor 11@ in_group 27@ 
else_jump @POLCHASE_412 
jump @POLCHASE_689 

:POLCHASE_689
if
06EE:   actor 10@ in_group 28@ 
else_jump @POLCHASE_512 
jump @POLCHASE_411 

:POLCHASE_412
if
8118: actor 10@ dead
else_jump @POLCHASE_11
05CB: AS_actor 10@ enter_car 4@ as_driver 10000 ms
0397: enable_car 4@ siren 0 
wait 1 1000
0407: store_coords_to 14@ 15@ 16@ from_car 4@ with_offset 0.0 500.0 90.0
02C1: store_to 14@ 15@ 16@ car_path_coords_closest_to 14@ 15@ 16@ 
0423: car 4@ improve_handling  2.0
Car.DriveTo(4@, 14@, 15@, 16@)
wait 5 1000
01c3: cleanup_car 4@
01c3: cleanup_car 5@
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
01c2: cleanup_actor 10@
01c2: cleanup_actor 11@
jump @POLCHASE_11

:POLCHASE_512
if
8118: actor 11@ dead
else_jump @POLCHASE_11

05CB: AS_actor 11@ enter_car 5@ as_driver -1 ms
wait 2 1000
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 -100.0 0.0 
02C1: store_to 1@ 2@ 3@ car_path_coords_closest_to 1@ 2@ 3@ 

0407: store_coords_to 14@ 15@ 16@ from_car 5@ with_offset 0.0 500.0 90.0
02C1: store_to 14@ 15@ 16@ car_path_coords_closest_to 14@ 15@ 16@ 
0423: car 5@ improve_handling  2.0
01c3: cleanup_car 4@
Actor.RemoveReferences(10@)
01c2: cleanup_actor 10@
wait 5 1000

4@ = Car.Create(#COPCARVG, 1@, 2@, 3@)
0129: 10@ = create_actor_pedtype 23 model #LAPD1 in_car 4@ driverseat 
0630: put_actor 10@ in_group 28@ as_leader 
07F8: car 4@ follow_car 5@ radius 10.0
wait 1000
Car.DriveTo(5@, 14@, 15@, 16@)
067F: set_car 4@ lights 2 
Car.SetImmunities(4@, 1, 1, 1, 1, 1)
Car.SetImmunities(5@, 1, 1, 1, 1, 1)
00AD: 4@ set_car_max_speed 50.0
00AD: 5@ set_car_max_speed 0.1
00AE: unknown_set_car 4@ to_ignore_traffic_lights  3
00AE: unknown_set_car 5@ to_ignore_traffic_lights  2
0423: car 4@ improve_handling  2.0
0423: car 5@ improve_handling  2.0
0397: enable_car 4@ siren 1 
25@ = Marker.CreateAboveCar(4@)
26@ = Marker.CreateAboveCar(5@)
07E0: set_marker 25@ type_to 1
wait 5000
jump @POLCHASE_410

#3 Re: GTA Modding » Cop siren location » 21-10-2008 01:17

cakuzma wrote:

I think i made some progress
now the problem i have is when i get next to a car that is not a police car they respown instead of just driveing by

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'POLLOC' 

:POLLOC_1
wait 10 
if
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
else_jump @POLLOC_1
//jump @POLLOC_2

:POLLOC_2
if
00A0: store actor $PLAYER_ACTOR position to 21@ 22@ 23@
08E5: get_actor_in_sphere 21@ 22@ 23@ radius 50.0 handle_as 1@
//wait 50
056c: is_actor_driving_policecar 1@
004D: jump_if_false @POLLOC_3
03C0: 2@ = actor 1@ car
if
0ABD: vehicle 2@ siren_on
004D: jump_if_false @POLLOC_4 //jf @POLLOC_2

25@ = Marker.CreateAboveCar(2@)
07E0: set_marker 25@ type_to 1

:POLLOC_3
Actor.RemoveReferences(1@)
Car.RemoveReferences(2@)
jump @POLLOC_1

:POLLOC_4
Actor.RemoveReferences(1@)
Car.RemoveReferences(2@)
jump @POLLOC_1

Im giving up...
anyone want a crack at this be my guest
i am just not cut out to do scripting.
by all

#4 Re: GTA Modding » Cop siren location » 14-10-2008 05:05

I think i made some progress
now the problem i have is when i get next to a car that is not a police car they respown instead of just driveing by

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'POLLOC' 

:POLLOC_1
wait 10 
if
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
else_jump @POLLOC_1
//jump @POLLOC_2

:POLLOC_2
if
00A0: store actor $PLAYER_ACTOR position to 21@ 22@ 23@
08E5: get_actor_in_sphere 21@ 22@ 23@ radius 50.0 handle_as 1@
//wait 50
056c: is_actor_driving_policecar 1@
004D: jump_if_false @POLLOC_3
03C0: 2@ = actor 1@ car
if
0ABD: vehicle 2@ siren_on
004D: jump_if_false @POLLOC_4 //jf @POLLOC_2

25@ = Marker.CreateAboveCar(2@)
07E0: set_marker 25@ type_to 1

:POLLOC_3
Actor.RemoveReferences(1@)
Car.RemoveReferences(2@)
jump @POLLOC_1

:POLLOC_4
Actor.RemoveReferences(1@)
Car.RemoveReferences(2@)
jump @POLLOC_1

#5 Re: GTA Modding » Cop siren location » 06-10-2008 16:56

well i tryed to work on it but every time i enter the police car the game crashes to desktop
can anyone help
this is what i got so far

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'POLLOC' 

:POLLOC_1
wait 10 
if
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
004D: jump_if_false @POLLOC_1//jf @POLLOC_1

:POLLOC_2
00A0: store actor $PLAYER_ACTOR position to 21@ 22@ 23@
08E5: get_actor_in_sphere 21@ 22@ 23@ radius 50.0 handle_as 1@
wait 50
//00DF: is_actor_driving 1@ // tried this but it does it for every car not only police cars

00dd: is_actor 1@ driving_car_model #COPCARSF OR
00dd: is_actor 1@ driving_car_model #COPCARLA OR
00dd: is_actor 1@ driving_car_model #COPCARVG OR
00dd: is_actor 1@ driving_car_model #COPCARRU OR

//056c: is_actor_driving_policecar 1@ // tried this but it keeps erroring

004D: jump_if_false @POLLOC_2 //jf @POLLOC_2

03C0: 2@ = actor 1@ car
//0ABD: vehicle 2@ siren_on
//004D: jump_if_false @POLLOC_2 //jf @POLLOC_2
25@ = Marker.CreateAboveCar(2@)
07E0: set_marker 25@ type_to 1
jump @POLLOC_1

#6 Re: GTA Modding » Cop siren location » 06-10-2008 05:52

can anyone please help i attempted to make the script but i am stumped
i dont know how to get if the police siren is on

here is what i got so far.
(didnt compile it yet as its not complete so its not tested)

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'POLLOC' 

:POLLOC_1
wait 10 
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
else jump @POLLOC_1

00A0: store actor $PLAYER_ACTOR position to 21@ 22@ 23@
08E5: get_actor_in_sphere 21@ 22@ 23@ radius 50.0 handle_as 1@
03C0: 2@ = actor 1@ car

some where in here i want to check if car 2@ has its siren on
then if it does it does it does what 25@ says
but i cant find the check for siren

i found check for horn but its for player only
anybody pleas help me

25@ = Marker.CreateAboveCar(2@)
07E0: set_marker 25@ type_to 1

#7 GTA Modding » Cop siren location » 30-09-2008 03:31

cakuzma
Replies: 5

I was Not shure where to put this so move it to the currect location if its in the wrong form...

now for my request

say you enter a police car / bike
you drive for a bit and here sirens but cant c them
can someone make a Cleo mod where if the other cops use there sirens
and your in a cop car you get a blue marker to there location on your mini map
thanks

#8 Re: GTA Modding » How do I...Follow » 26-09-2008 16:24

XotaBi4b wrote:
if  Actor.Driving($PLAYER_ACTOR)
then
03C0: 25@ = actor $PLAYER_ACTOR car
07F8: car 4@ follow_car 25@ radius 10.0
//Other Code
end

thank you verry much

#9 Re: GTA Modding » How do I...Follow » 26-09-2008 09:09

Rapier wrote:

Try to use:

07F8: car 1@ follow_car 2@ radius 50.0

ok i get that car 1 is me but how to i tell the game that car 2 is me every code i use it crashes to desktop

tryed
00da: $PLAYER_CHAR set players car 0@

07F8: car 4@ follow_car 0@ radius 10.0

im trying to replace this
01B0:   car 4@ sphere 0 in_sphere 14@ 15@ 16@ radius 5.0 5.0 5.0 stopped
04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset 0.0 -8.0 0.0
02C1: store_to 14@ 15@ 16@ car_path_coords_closest_to 14@ 15@ 16@
this looped but sometimes the 4@ would get stuck

thanks

#10 GTA Modding » How do I...Follow » 15-09-2008 03:13

cakuzma
Replies: 4

How do i make a Ped Follow Me in a car ex: the ped in one car and me in a different car
please i need some help

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