CLEO script (Grand Theft Auto: San Andreas)
Is there such a (ready-made, in * .cs format) cleo-script so that swatvan and fbitruck are chased after you, at the desired wanted level, in addition to the original wheelbarrows? If anyone knows, can you give a link?OK, wait.
Here:
// This file was decompiled using sascm.ini published by Seemann (sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$ VERSION 3.1.0027}
{$ CLEO .cs}
// ----- -------- MAIN ---------------
thread 'NONAME_14'
: NONAME_14_19
wait 10
015D: set_gamespeed 1.0
if and
Player.Defined ($ PLAYER_CHAR)
not Actor.Driving ( $ PLAYER_ACTOR)
82D8: not actor $ PLAYER_ACTOR current_weapon == 34
else_jump @ NONAME_14_19
wait 10
if
0AB0: key_pressed 187
else_jump @ NONAME_14_19
015D: set_gamespeed 0.35
: NONAME_14_86
wait 10
if and
Player.Defined ($)
not Actor.Driving ($ PLAYER_ACTOR)
82D8: not actor $ PLAYER_ACTOR current_weapon == 34
else_jump @ NONAME_14_86
wait 10
if
0AB0: key_pressed 189
else_jump @ NONAME_14_86
015D: set_gamespeed 1.0
wait 25
jump @ NONAME tested_14_19
In the game.
GIVE A LINK TO THE LATEST VERSION of Street Love I had a striptease chick there before, she danced in her mouth, she took kissing at the house, he came in, and of course, you could just go, put it.
Alex4rever
is not Street Love, but a script version of Hot Coffee. search on LibertyCity.
The Crazy Grunge Girl no, it's Street Love v 2.0 or 2.2, but it's definitely Street Love
not this Street Love You meet a chick on the street, you can take it to your home there, you can fuck on the street
there you can fuck on the street,
the same can be done in a regular Street Love. I have not yet met the new version ...
DruGun
Can you change it to Backspace here? Please! I won't get it anymore.
// 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 ---------------
wait 0
thread 'VIKIN'
: VIKIN_15
wait 0
if
Player.Defined ($ PLAYER_CHAR)
jf @ VIKIN_15
if
$ ONMISSION == 0
jf @ VIKIN_15
if and
80E1: not player 0 pressed_key 6
not Actor.Driving ($ PLAYER_ACTOR)
jf @ VIKIN_15
if
00E1: player 0 pressed_key 8
jf @ VIKIN_15
if
82D8: not actor $ PLAYER_ACTOR current_weapon == 0
jf @ VIKIN_15
04C4: store_coords_to $ 12453 $ 12454 $ 12455 from_actor $ PLAYER_ACTOR with_offset 0.0 2.0 0.0
0470: $ AMMU_SELECTED_WEAPON = actor is $ PLAYER_ACTOR current_weapon
041A: $ 12456 = actor $ PLAYER_ACTOR weapon $ AMMU_SELECTED_WEAPON ammo
0781: get_weapon_with_ID $ AMMU_SELECTED_WEAPON model_to $ AMMU_SELECTED_WEAPON_MODEL
0555: $ remove_weapon AMMU_SELECTED_WEAPON from_actor PLAYER_ACTOR $
032B: $ 12457 = create_weapon_pickup $ AMMU_SELECTED_WEAPON_MODEL group 3 ammo AT $ 12456 $ 12453 $ 12454 $ 12455
wait 650
jump @ VIKIN_15
Zuhel
Hold:
{$ VERSION 3.1.0027}
{$ CLEO .cs}
// ------------- MAIN ---------------
wait 0
thread 'VIKIN'
: VIKIN_15
wait 0
if
Player.Defined ($ PLAYER_CHAR)
jf @ VIKIN_15
if
$ ONMISSION == 0
jf @ VIKIN_15
if and
80E1: not player 0 pressed_key 6
not Actor.Driving ($ PLAYER_ACTOR)
jf @ VIKIN_15
if
0AB0: key_pressed 8
jf @ VIKIN_15
if
82D8: not actor $ PLAYER_ACTOR current_weapon == 0
jf @ VIKIN_15
04C4: store_coords_to $ 12453 $ 12454 $ 12455 from_actor $ PLAYER_ACTOR with_offset 0.0 2.0 0.0
0470: $ AMMU_SELECTED_WEAPON = actor is $ PLAYER_ACTOR current_weapon
041A: $ 12456 = actor $ PLAYER_ACTOR weapon $ AMMU_SELECTED_WEAPON ammo
0781: get_weapon_with_ID $ AMMU_SELECTED_WEAPON model_to $ AMMU_SELECTED_WEAPON_MODEL
0555: remove_weapon $ AMMU_SELECTED_WEAPON from_actor $ PLAYER_ACTOR
032B: $ 12457 = create_weapon_pickup $ AMMU_SELECTED_WEAPON_MODEL group 3 ammo $ 12456 AT $ 12453 $ 12454 $ 12455
wait 650
jump @ VIKIN_15
Need, Need! Thank you very much! And the last request: in this script, activating ctrl + v, deactivating v. Can you change it to ctrl + c and c? PLEASE!
// 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 'CAM'
$ CAM = 0
$ SIDE = 0
0000: NOP
$ MX = 0.0
$ MY = 0.0
$ MZ = 0.0
: CAM_57
wait 0
$ OX = 0.0
$ OY = -0.1
$ OZ = 0.69
if
Actor.Driving ($ PLAYER_ACTOR)
else_jump @ CAM_396
if
$ CAM == 1
else_jump @ CAM_132
jump @ CAM_268
: CAM_132
if and
00E1: player 0 pressed_key 13
0AB0: key_pressed 17
Actor.Driving ($ PLAYER_ACTOR)
else_jump @ CAM_57
jump @ CAM_165
: CAM_165
$ CAM = 1
0059: $ OX + = $ MX // (float)
0059 : $ OY + = $ MY // (float)
0059: $ OZ + = $ MZ // (float)
067C: put_camera_on_actor $ PLAYER_ACTOR with_offset $ OX $ OY $ OZ rotation 0.0 90.0 0.0 0.0 2
$ SIDE = 0
if
00E1: player 0 pressed_key 13
else_jump @ CAM_57
wait 500
jump @ CAM_57
: CAM_268
if and
80E1: not player 0 pressed_key 5
80E1: not player 0 pressed_key 7
else_jump @ CAM_323
the if
$ 1 == view villas SIDE
else_jump @ CAM_436
$ SIDE = 0
jump @ CAM_165
: CAM_323
the if
84C8: actor is not $ PLAYER_ACTOR driving_flying_vehicle
else_jump @ CAM_57
Camera.Restore
09AD: set_vehicle_camera_mode 0
$ SIDE = 1
jump @ CAM_57
: CAM_359
the if
00E1: player 0 pressed_key 13
else_jump @ CAM_57
Camera.Restore_WithJumpCut
09AD: set_vehicle_camera_mode 2
$ CAM = 0
jump @ CAM_57
: CAM_396
the if
$ 1 == the CAM
else_jump @ CAM_57
Camera.Restore
09AD: set_vehicle_camera_mode 2
Camera.SetBehindPlayer
$ CAM = 0
@ CAM_57 jump
: CAM_436
wait 0
jump @ CAM_447
: CAM_447
if and
0AB0: key_pressed 18
0AB0: key_pressed 38
Actor.Driving ($ PLAYER_ACTOR)
else_jump CAM_488 @
$ + MZ = 0.1
jump @ CAM_165
: CAM_488
if and
0AB0: key_pressed 18
0AB0: key_pressed 40
Actor.Driving ($ PLAYER_ACTOR)
else_jump CAM_529 @
$ MZ - = 0.1
jump @ CAM_165
: CAM_529
if and
0AB0: key_pressed 17
0AB0: key_pressed 38
Actor.Driving ($ PLAYER_ACTOR)
else_jump CAM_570 @
$ + MY = 0.1
jump @ CAM_165
: CAM_570
if and
0AB0: key_pressed 17
0AB0: key_pressed 40
Actor.Driving ($ PLAYER_ACTOR)
else_jump CAM_611 @
$ MY - = 0.1
jump @ CAM_165
: CAM_611
if and
0AB0: key_pressed 17
0AB0: key_pressed 37
Actor.Driving ($ PLAYER_ACTOR)
else_jump CAM_652 @
$ MX - = 0.1
jump @ CAM_165
: CAM_652
if and
0AB0: key_pressed 17
0AB0: key_pressed 39
Actor.Driving ($ PLAYER_ACTOR)
else_jump @ CAM_359
$ MX + = 0.1
jump @ CAM_165
end_thread