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Z
Zuhel 20.11.21 01:35 am

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?
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S
SANEKK 20.11.21

In general, there is a script "tuning a car", but for some reason it does not work for me, cars appear only with new wheels, but not with tuning.
Script
Can you help? There are two .cs files inside, one KolesaNEW.cs and tuning check.cs. The readme says that you need to extract only the first one, but at the same time the car only drives with wheels, if you add the second, then everything will remain the same. Can anyone advise what?

Z
Zuhel 20.11.21

I rocked it. I have the same. I then deleted it, tk. if you drove a car with new wheels (which appeared due to the script) into tuning and repaired it, after leaving the salon the game crashes.

c
correspondent 20.11.21

I have two scripts for a magic broom and a carpet of an airplane ((not mine))
who knows here they are already on the PG or you can fill them in (I don't remember where I downloaded them)


INARNING THANKS !!!

D
DruGun 20.11.21

They are already on PG.

c
correspondent 20.11.21

DruGan ATP for the answer

Z
Zuhel 20.11.21

Here is a script to recruit any PED to your gang, giving him your weapon. Who knows, help: HOW to increase the accuracy of the hired person?
Help, pliz, otherwise they hit point-blank from M4 from the 5th time !!!


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

: NONAME_2
wait 0
if
Player.Defined ($ PLAYER_CHAR)
else_jump @ NONAME_2
if and
00E1: player 0 pressed_key 6
00E1: player 0 pressed_key 8
not Actor.Driving ($ PLAYER_ACTOR)
else_jump @ NONAME_2
0AB5: store_actor $ PLAYER_ACTOR closest_vehicle_to 0 @ closest_ped_to 10 @
if
not == -1 10 @
else_jump @ NONAME_2
jump @ NONAME_98

: NONAME_86
Actor.RemoveReferences (10 @)
jump @ NONAME_2

: NONAME_98
0631: put_actor 10 @ in_group $ PLAYER_GROUP
0470: 20 @ = actor $ PLAYER_ACTOR current_weapon
01B2: give_actor 10 @ weapon 20 @ ammo 35 // Load the weapon model before using this
Player.Money ($ PLAYER_CHAR) + = -100
wait 0
jump @ NONAME_86

S
Skript47 20.11.21

Actor.WeaponAccuracy ($ Actor) = 95 - sets the shooting accuracy (percent).
If you want, you can set his skills higher!))

Z
Zuhel 20.11.21

Thanks dude.
PS: Dude, I'm just a beginner scriptwriter, I can do something, but I haven't contacted it yet, so I didn't know.

Z
Zuhel 20.11.21

Dude, help! Tell me one simple thing - here is a script for repairing a wheelbarrow. How to remake it so that CJ only repairs the engine (removes the smoke, but not the fire), and not the whole car?


// 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 'CAREPAIR'

: CAREPAIR_19
wait 0
if
Player.Defined ($ PLAYER_CHAR)
else_jump @ CAREPAIR_19
if
Actor.Driving ( $ PLAYER_ACTOR)
else_jump @ CAREPAIR_19
03C0: 1 @ = actor $ PLAYER_ACTOR car
wait 0
if
not Car.Wrecked (1 @)
else_jump @ CAREPAIR_822
wait 0
if and
84A7: not actor $ PLAYER_ACTOR driving_boat
84A9: not actor $ PLAYER_ACTOR driving_heli
not Actor.DrivingPlane ($ PLAYER_ACTOR)
84C8: not actor $ PLAYER_ACTOR driving_flying_vehicle
89AE: not actor $ PLAYER_ACTOR
driving_trainVector )
not Actor.DrivingVehicleType ($ PLAYER_ACTOR, #BIKE)
not Actor.DrivingVehicleType ($ PLAYER_ACTOR, #MTBIKE)
wait 0
if
not Actor.Dead ($ PLAYER_ACTOR)
else_jump @ CAREPAIR_822
wait 0
if @
8185>: 999 not car
else_jump @ CAREPAIR_19
wait 0
if
not Actor.Driving ($ PLAYER_ACTOR)
@ CAREPAIR_19 else_jump

: CAREPAIR_203
0407: store_coords_to 2 @ 3 @ 4 @ from_car 1 with_offset 0.0 3.0 @ 0.0
wait 0
if
not Actor.Driving ($ PLAYER_ACTOR)
else_jump @ CAREPAIR_822
wait 0
if
not Car.Wrecked (1 @)
else_jump @ CAREPAIR_822
wait 0
if
not Actor.Dead ($ PLAYER_ACTOR)
else_jump @ CAREPAIR_822
wait 0
if
00FE: actor $ PLAYER_ACTOR sphere 1 in_sphere 2 @ 3 @ 4 @ radius 2.0 2.0 2.0
else_jump @ CAREPAIR_203
wait 0
if
0AB0: key_pressed 82
else_jump @ CAREPAIRA_203

: CAREP
04 : load_animation "CAR"
wait 0
if
04EE: animation "CAR" loaded
else_jump @ CAREPAIR_357
0407: store_coords_to 2 @ 3 @ 4 @ from_car 1 @ with_offset 0.0 3.5 0.0
$ ANGLE = Car.Angle (1 @)
Player.CanMove ($ PLAYER_CHAR) = False
Car.LockInCurrentPosition (1 @) = True
03BF: set_player $ PLAYER_CHAR ignored_by_everyone 1
0407: store_coords_to 12 @ 13 @ 14 @ from_car 1 @ with_offset 2.6 5.5 0.0
0407: store_coords_to 22 @ 23 @ 24 @ from_car 1 @ with_offset 0.0 2.3 0.0
Camera.SetPosition (12 @, 13 @, 14 @, 0.0, 0.0, 0.0)
Camera.PointAt (22 @, 23 @, 24 @, 2)

: CAREPAIR_541
07CD: AS_actor $ PLAYER_ACTOR walk_to 2 @ 3 @ 4 @ stop_with_angle $ ANGLE within_radius 0.5
wait 0
if
not Actor.Driving ($ PLAYER_ACTOR)
else_jump @ CAREPAIR_822
wait 0
if
not Car.Wrecked (1 @)
else_jump @ CAREPAIR_822
wait 0
if
not Actor.Dead ($ PLAYER_ACTOR)
else_jump @ CAREPAIR_822
wait 0
if
00FE: actor $ PLAYER_ACTOR sphere 0 in_sphere 2 @ 3 @ 4 @ radius 0.5 0.5 0.5
else_jump @ CAREPAIR_541
0657: car 1 @ open_componentA 0
wait 300
Actor.Angle ($ PLAYER_ACTOR) = $ ANGLE
0812: AS_actor $ PLAYER_ACTOR perform_animation "FIXN_CAR_LOOP" IFP_file "CAR" 1.0 loop 0 lockFX 0 lock versionB
wait 3000
0A30: repair_car 1 @
0812: AS_actor $ PLAYER_ACTOR perform_animation "FIXN_CAR_OUT" IFP_file "CAR" 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000 // versionB
wait 2000
Player.CanMove ($ PLAYER_CHAR) = True
Camera.Restore
Car.LockInCurrentPosition (1 @) = False
03BF: set_player $ PLAYER_CHAR ignored_by_everyone 0
04EF: release_animation "CAR"
jump @ CAREPAIR_19

: CAREPAIR_822
Car.RemoveReferences (1 @)
wait 0
jump @ CAREPAIR_19

S
Skript47 20.11.21

Replace
0A30: repair_car 1 @
with opcode
Car.Health (1 @) = 1000

Z
Zuhel 20.11.21

Thank you very much! On +!

Z
Zuhel 20.11.21

And what, I will create a separate topic for each question ???

P
Pinokiaa 20.11.21

// This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$ CLEO .cs}

// ---------- --- MAIN ---------------
wait 0
thread 'VIKIN'

: VIKIN_15
wait 0
if
Player.Defined ($ PLAYER_CHAR)
jf @ VIKIN_15
if
$ = 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 $ 12456 at $ 12453 $ 12454 $ 12455
wait 650
jump @ VIKIN_15

How to make the weapon disappear after its drop in this script