#76 28-10-2010 03:23

kzman
Registered: 28-10-2010
Posts: 4

Re: Sanny Builder / CLEO discussion

Den_spb wrote:

Pickups, entrance markers, objects and vehicle parkings are wrote into game save.

this pickup was a cleo script, it spawns in every new game instance (loaded game or new game)

Last edited by kzman (28-10-2010 03:25)

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#77 28-10-2010 03:31

Den_spb
From: Ленинград
Registered: 23-11-2008
Posts: 937
Website

Re: Sanny Builder / CLEO discussion

It's not important - pickup was created by cleo or by main.scm. If you saved game after installation of cleo-script, you should delete this game save.

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#78 28-10-2010 03:57

kzman
Registered: 28-10-2010
Posts: 4

Re: Sanny Builder / CLEO discussion

nothing happens, i deleted the save games, then i start a new game ,but thr pickup is still there, i also tried deleting the main.scm file, but the same thing happens, where and what is the file that keep the pickup there?

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#79 28-10-2010 11:44

Sw[ee]t
From: Нижний Новгород
Registered: 16-02-2009
Posts: 686
Website

Re: Sanny Builder / CLEO discussion

and if you go to "CLEO/CLEO_SAVE" folder you didnt see a savegame?

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#80 28-10-2010 23:44

kzman
Registered: 28-10-2010
Posts: 4

Re: Sanny Builder / CLEO discussion

this folder doesnt exist, and i uninstalled gtasa, deleting the C:\Program Files\Rockstar Games\GTA San Andreas directory, and My Documents\GTA San Andreas User Files folder too, and the pickup is still there, may be it is a registry problem, I also uninstall and delete sanny builder completely, but it doesnt help.

but there are something funny: i downloaded from the internet(http://www.gtasavegames.com/savegames/San_Andreas) a savegame, then i loaded this game and voila, the gun is not there (:D), but when i start a new game, the gun is there. after i loaded the savegame, i save that game, and i think it solve the problem but in a new game, the pickup is there again

Last edited by kzman (29-10-2010 00:11)

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#81 13-02-2011 14:09

Letrune
Registered: 31-01-2011
Posts: 8

Re: Sanny Builder / CLEO discussion

Hello, I am thinking on fetching a few good mods with Cleo. Can anyone suggest me a few good? One thing I wish to get is a female main character, for I got bored of playing males when not being one. grin
Thank you forwardly. smile

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#82 13-02-2011 15:34

Den_spb
From: Ленинград
Registered: 23-11-2008
Posts: 937
Website

Re: Sanny Builder / CLEO discussion

{$CLEO} 
model.Load(12) 
repeat 
     wait 0
     if and
        Player.Defined($PLAYER_CHAR)
        model.Available(12)
     then
        break
     end   
until false
09C7: change_player $PLAYER_CHAR model_to 12
model.Destroy(12) 
0A93:

12 - ID number of actor model (look file peds.ide)

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#83 22-02-2011 18:45

Letrune
Registered: 31-01-2011
Posts: 8

Re: Sanny Builder / CLEO discussion

Thank you for the answer! smile Is there any way to make the main characters sound to go off?
Another qestion: I wish to make this midway the main storyline... Not a clever idea, I guess...?

Crossquestion, to put it on the top: is there any CLEO mod suggested? smile And do CLEO works with total conversions? Just asking...

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#84 22-02-2011 20:56

Seemann
Registered: 07-08-2006
Posts: 2,050

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#85 27-02-2011 16:36

Letrune
Registered: 31-01-2011
Posts: 8

Re: Sanny Builder / CLEO discussion

Hello again... Is there a way to make the main character silent? This masculine voice ruins my feminine play. grin

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#86 27-02-2011 17:07

Den_spb
From: Ленинград
Registered: 23-11-2008
Posts: 937
Website

Re: Sanny Builder / CLEO discussion

Add command

0489: set_actor $PLAYER_ACTOR muted 1

before 0A93:

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#87 10-04-2011 18:10

Letrune
Registered: 31-01-2011
Posts: 8

Re: Sanny Builder / CLEO discussion

Den_spb wrote:

Add command

0489: set_actor $PLAYER_ACTOR muted 1

before 0A93:

Um, and how I should do this for the game, please...? I am unable to do it as much as I tried... Maybe I do badly. I did a sammybuilder script with this, but I hardly could do that, too.

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#88 10-04-2011 20:33

Den_spb
From: Ленинград
Registered: 23-11-2008
Posts: 937
Website

Re: Sanny Builder / CLEO discussion

I didn't understand - what is the problem. There is source code:

{$CLEO} 
model.Load(12) 
repeat 
     wait 0
     if and
        Player.Defined($PLAYER_CHAR)
        model.Available(12)
     then
        break
     end   
until false
09C7: change_player $PLAYER_CHAR model_to 12
model.Destroy(12) 
0489: set_actor $PLAYER_ACTOR muted 1
0A93:

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#89 19-04-2011 01:48

Sabudum
Registered: 19-04-2011
Posts: 3

Re: Sanny Builder / CLEO discussion

Uhm, hello everybody, i've been trying to make a loop code that continuously and indefinitely stores the player's positions to DIFFERENT variables, i've come up with a simple loop like this:

:OTHERYOU_02
wait 10000
00A0: store_actor $PLAYER_ACTOR position_to $550 $651 $652
if
80DF:   not actor $PLAYER_ACTOR driving
jf @DRIVING_02
jump @OTHERYOU_02

The question is: is there a way to and how do i change the variables names during a loop? the variables would be $550 $651 $652 in this case, i want to change their names upon each loop iteration, so the new player position will be stored into different variables, each 10 seconds, this way, i can duplicate the player's actions, any light to be shed here?

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#90 20-04-2011 15:17

Deji
From: UK
Registered: 09-11-2008
Posts: 189
Website

Re: Sanny Builder / CLEO discussion

Why do you need to? Eventually you'll run out of variables and the game will crash from overflow...

while true
    wait 10000
    00A0: store_actor $PLAYER_ACTOR position_to 1@(0@,1f) 2@(0@,1f) 3@(0@,1f)
    000A: 0@ += 3
    80DF:   not actor $PLAYER_ACTOR driving
    jf continue
end

In this example, if the loop runs for long enough, mission variables will be overwritten - which is safe as long as there is no mission running. But eventually, you'll pass the variable limit and start overwriting more important data.

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#91 23-04-2011 20:17

Planepics
Registered: 29-06-2010
Posts: 7

Re: Sanny Builder / CLEO discussion

This is a very odd problem. This code for VC CLEO

[c]{$CLEO .cs}
0247: request_model #RCBARON
:load
wait 0
if
0248:   model #RCBARON available
jf @load

046E: put_player $PLAYER_CHAR in_RC_mode_at 0.0 0.0 150.0 angle 182.29 RC_model #RCBARON

:loop
wait 10
jump @loop[/c]

works perfectly fine in the main script file but crashes while in the CLEO file. It crashes at 046E on address 0x59E6D3, why?

EDIT: I just made a workaround for this problem

[c]05DF: write_memory 0x4458E3 size 4 val #RCBARON virtual_protect 1  // work around 046E
010C: change_player_into_rc_buggy $PLAYER_CHAR at 0.0 0.0 150.0 182.29[/c]

so it's not a problem for me anymore but I still wonder why opcode 046E would crash CLEO...

Last edited by Planepics (23-04-2011 20:34)

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#92 24-04-2011 06:57

Alien
Registered: 12-10-2008
Posts: 564

Re: Sanny Builder / CLEO discussion

Check the player exists
[c]Player.Defined(0)[/c]

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#93 24-04-2011 08:45

Planepics
Registered: 29-06-2010
Posts: 7

Re: Sanny Builder / CLEO discussion

Wow, I can't reproduce the problem again. I don't know what happened but somehow the game doesn't crash anymore. Thanks anyway.

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#94 12-05-2011 08:59

Mike Brown
Registered: 09-05-2011
Posts: 1

Re: Sanny Builder / CLEO discussion

:clap:Nice touch with the comments field here.:^ I never thought that formatting comments much easier would be possible.Kudos to you!:P

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#95 11-06-2011 07:35

TinyTONY
Registered: 11-06-2011
Posts: 1

Re: Sanny Builder / CLEO discussion

hi....im a new user at this forum n i have a cleo problem....It is when i played gtasa in the middle with the installed cleo , gtasa will be suddenly crashed , even gtasa compact.exe is useless
WHAT should i do to prevent this kind of problem...? im sick with it

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#96 12-06-2011 11:45

William Brown
Registered: 11-06-2011
Posts: 1

Re: Sanny Builder / CLEO discussion

Hey, nice post. I really like it and already bookmark it to read. Thanks yaar

Vacation rental West Vancouver

Last edited by William Brown (12-06-2011 18:25)

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#97 27-11-2011 19:59

jani201
Registered: 27-11-2011
Posts: 1

Re: Sanny Builder / CLEO discussion

hi. im trying to create property buying pickups, but i need to know how to continue. so far it is:

{$VERSION 3.1.0027}
{$CLEO .cs}
//-------------MAIN---------------
thread "PARKMONSTER"
wait 1000
0A95: enable_thread_saving
032B:  Create_property_pickup  1273 group 15 property 435.625 2522.09 20.1797 price 130000
if
key_pressed 36
032B:  Create_savegame_pickup  1277 group 101 save  409.252 2526.93 16.5703

0A93: end_custom_thread

first of all, will that key pressing command work? also how can i edit the needed parameters amount?
i found a property creating command but im not sure how to use it correctly:

0518: $BUY_ASSET_PICKUPS[0] = create_available_asset_pickup 'PROP_1' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] price $120000  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.

maby i replace the _property_to_buy with coords? testing now....
also im pretty sure this wouldn't work as what it is now in any way...

and also apologies to bump this old thread, didn't think of finding similar....

Last edited by jani201 (27-11-2011 23:32)

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#98 28-11-2011 13:49

~AquaZ~
Registered: 01-03-2010
Posts: 726

Re: Sanny Builder / CLEO discussion

Key pressing comand won't work, cuz u checking key press once. Use that:

while 8AB0: not key_pressed 36
 wait 100
end

Last edited by ~AquaZ~ (28-11-2011 13:49)

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#99 23-12-2011 07:56

Testrarossa
Registered: 23-12-2011
Posts: 1

Re: Sanny Builder / CLEO discussion

Alright, I need some help with this:
I have this cleo script here:

//-------------MAIN---------------
0000: NOP 

:NONAME_2
wait 0 
if 
0AB0:   key_pressed 90 
else_jump @NONAME_36 
Actor.SetImmunities($PLAYER_ACTOR, 1, 0, 0, 0, 0)

:NONAME_36
if 
0AB0:   key_pressed 88 
else_jump @NONAME_66 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)

:NONAME_66
jump @NONAME_2

Now what I want to add is basically a timer, I press the key and the godmod actives for like 10 seconds then goes off and then goes on again, till I press the key to disable it.
Second what I want to add is one key to toggle it on and off. I hope someone can do this for me, because I'm newb when it comes to cleo scripting.

Much love, Testa

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#100 28-12-2011 21:27

iknowur
Registered: 28-12-2011
Posts: 1

Re: Sanny Builder / CLEO discussion

how do i change the command for a cleo script?

example: you type portal to get the portal gun how do you change it?

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