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Cleo Script Tutorial BAB 3


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BAB 3 : Contoh Script

Membuat Object
       : Lokasi kumpulan object (X, Y, Z, dan Jarak)
       : Model ID object yang dimunculkan
       : Lokasi Tiap Object (X, Y, Z)
       : Arah object menghadap (Derajat)

{$CLEO .cs}

thread "NAUFAL"

:NAUFAL_244
wait 0
if and
   Player.Defined($PLAYER_CHAR)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1923.396 -1783.39 13.9609 radius 150.0 150.0 150.0
jf @NAUFAL_244
Model.Load(3715)
Model.Load(1574)
Model.Load(17698)
Model.Load(1431)
Model.Load(709)
Model.Load(703)
Model.Load(711)
Model.Load(1216)
038B: load_requested_models
jump @NAUFAL_363

:NAUFAL_363
wait 10
if                                             
Model.Available(3715)
Model.Available(1574)
Model.Available(17698)
Model.Available(1431)
Model.Available(709)
Model.Available(703)
Model.Available(711)
Model.Available(1216)
jf @NAUFAL_363
jump @NAUFAL_400
                                                                 
:NAUFAL_400
Object.Create($Object1,3715,1941.6041,-1742.0812, 12.3828)
Object.Create($Object2,1574,1928.0861,-1766.4271, 12.9609)
Object.Create($Object3,17698,1894.8286,-1810.2676, 12.5469)
Object.Create($Object4,1431,1928.5834, -1782.2063, 12.9609)
Object.Create($Object5,709,1937.3932, -1810.0612, 11.5469)              
Object.Create($Object6,703,1930.0932, -1804.0612, 11.5469)                    
Object.Create($Object7,711,1950.3859, -1795.0652, 12.5469)
Object.Create($Object8,711,1946.1853, -1795.0652, 12.5469)
Object.Create($Object9,711,1942.1853, -1795.0652, 12.5469)
Object.Create($Object10,1216,1920.1647, -1766.3945, 12.9609)
Object.Create($Object11,1216,1923.8712, -1766.3807, 12.9609)                 
Object.Angle($Object1) = 270.0
Object.Angle($Object10) = 180.0
Object.Angle($Object11) = 180.0


:NAUFAL_1483
wait 0
if
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1923.396 -1783.39 13.9609 radius 150.0 150.0 150.0
jf @NAUFAL_1483
Object.Destroy($Object1)
Object.Destroy($Object2)
Object.Destroy($Object3)
Object.Destroy($Object4)
Object.Destroy($Object5)
Object.Destroy($Object6)
Object.Destroy($Object7)
Object.Destroy($Object8)
Object.Destroy($Object9)
Object.Destroy($Object10)
Object.Destroy($Object11)
wait 1000
jump @NAUFAL_244


Reog (Spawn Orang-Orang & Musik)
       : Lokasi kumpulan orang (X, Y, Z, dan Jarak)
       : Model ID Orang yang dimunculkan (biar mudah menggunakan #NAMA)
       : Lokasi Tiap Orang (X, Y, Z)
       : Arah tiap orang menghadap (Derajat)
       : Special Actor (Model baru di gta3.img misal reog.txd & reog.dff)
       : Gerakan tiap orang (Bisa dilihat pake Anim manager)
       : Nama IFP asal/sumber gerakan (Bisa dilihat pake Anim manager)
       : Lokasi file musik yang akan dimainkan (String)

{$CLEO .cs}

thread 'REOG'

:REOG_11
wait 0
if and
   Player.Defined($PLAYER_CHAR)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2706.311 368.95 4.388 radius 90.0 90.0 90.0
jf @REOG_11
Model.Load(#NURGRL3)
Model.Load(#MECGRL3)
Model.Load(#COPGRL3)
Model.Load(#WFYCLOT)
Model.Load(#WMYCLOT)
023C: load_special_actor 'REOG' as 1
023C: load_special_actor 'PENTUL' as 2
04ED: load_animation "DANCING"
04ED: load_animation "STRIP"
0@ = Audiostream.Load("CLEO\SOUND\REOG.MP3")
038B: load_requested_models

:REOG_34
wait 0
if and
Model.Available(#NURGRL3)
Model.Available(#MECGRL3)
Model.Available(#COPGRL3)
Model.Available(#WFYCLOT)
Model.Available(#WMYCLOT)
jf @REOG_34
if and
023D: special_actor 1 loaded
023D: special_actor 2 loaded
04EE: animation "DANCING" loaded
04EE: animation "STRIP" loaded
jf @REOG_34  
Audiostream.PerformAction(0@, PLAY)
1@ = Actor.Create(CivMale, #SPECIAL01, -2706.311, 368.95, 4.388)
Actor.Health(1@) = 500
Actor.Angle(1@) = 188.9
0812: AS_actor 1@ perform_animation "STRIP_E" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
04EF: release_animation "STRIP"
2@ = Actor.Create(CivMale, #SPECIAL02, -2702.951, 369.065, 4.388)
Actor.Health(2@) = 500
Actor.Angle(2@) = 202.9
0812: AS_actor 2@ perform_animation "DNCE_M_E" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
04EF: release_animation "DANCING"
3@ = Actor.Create(CivMale, #SPECIAL02, -2709.414, 368.406, 4.39)
Actor.Health(3@) = 500
Actor.Angle(3@) = 185.6
0812: AS_actor 3@ perform_animation "DNCE_M_E" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
04EF: release_animation "DANCING"
4@ = Actor.Create(CivMale, #SPECIAL02, -2714.521, 372.73, 4.384)
Actor.Health(4@) = 500
Actor.Angle(4@) = 97.0
0812: AS_actor 4@ perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
04EF: release_animation "DANCING"
5@ = Actor.Create(CivMale, #SPECIAL02, -2698.666, 372.611, 4.384)
Actor.Health(5@) = 500
Actor.Angle(5@) = 265.6
0812: AS_actor 5@ perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
04EF: release_animation "DANCING"
6@ = Actor.Create(CivFemale, #MECGRL3, -2706.847, 361.016, 4.413)
Actor.Health(6@) = 500
Actor.Angle(6@) = 356.7
0812: AS_actor 6@ perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
04EF: release_animation "DANCING"
7@ = Actor.Create(CivFemale, #NURGRL3, -2710.554, 361.503, 4.412)
Actor.Health(7@) = 500
Actor.Angle(7@) = 358.6
0812: AS_actor 7@ perform_animation "PUN_HOLLER" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
04EF: release_animation "STRIP"
8@ = Actor.Create(CivFemale, #COPGRL3, -2701.156, 362.116, 4.41)
Actor.Health(8@) = 500
Actor.Angle(8@) = 1.7
0812: AS_actor 8@ perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
04EF: release_animation "DANCING"
9@ = Actor.Create(CivMale, #WMYCLOT, -2701.156, 362.116, 4.41)
Actor.Health(9@) = 500
Actor.Angle(9@) = 1.7
0812: AS_actor 9@ perform_animation "PUN_HOLLER" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
04EF: release_animation "STRIP"
10@ = Actor.Create(CivFemale, #WFYCLOT, -2708.351, 358.75, 4.414)
Actor.Health(10@) = 500
Actor.Angle(10@) = 3.0
0812: AS_actor 10@ perform_animation "PUN_HOLLER" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
04EF: release_animation "STRIP"
Model.Destroy(#NURGRL3)
Model.Destroy(#COPGRL3)
Model.Destroy(#MECGRL3)
Model.Destroy(#WFYCLOT)
Model.Destroy(#WMYCLOT)
0296: unload_special_actor 1
0296: unload_special_actor 2

:REOG_1126
wait 0
if and
   Player.Defined($PLAYER_CHAR)
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2706.311 368.95 4.388 radius 90.0 90.0 90.0
jf @REOG_1126
wait 100
Actor.DestroyInstantly(1@)
Actor.DestroyInstantly(2@)
Actor.DestroyInstantly(3@)
Actor.DestroyInstantly(4@)
Actor.DestroyInstantly(5@)
Actor.DestroyInstantly(6@)
Actor.DestroyInstantly(7@)
Actor.DestroyInstantly(8@)
Actor.DestroyInstantly(9@)
Actor.DestroyInstantly(10@)
Audiostream.Release(0@)
wait 1000  //Tutorial by : Naufal Irfan
jump @REOG_11

Kagebunshin (Spawn Posisi relative)
       : Keypress, Tombol yang ditekan untuk mengaktifkan (list nya lihat disini)
       : Model ID Senjata yang akan dipakai (biar mudah menggunakan #NAMA)

Perhatikan bahwa kita tidak perlu mengatur koordinat munculnya karena koordinat didapatkan dari Opcode 04C4: yaitu menyimpan koordinat di dekat player actor kedalam $Variabel
Kita bebas mengganti nama $Variabel dengan apapun, contoh $KOORDINAT1, $A, $123, dsb


{$CLEO .cs}

thread 'TUTORIAL'

:TUTORIAL_19
wait 0
if and
not Actor.Driving($PLAYER_ACTOR)
Player.Defined($PLAYER_CHAR)
0AB0: key_pressed 9
else_jump @TUTORIAL_19
0665: get_actor $PLAYER_ACTOR model_to $MODEL
Model.Load($MODEL)
Model.Load(#M4)
jump @TUTORIAL_73

:TUTORIAL_73
wait 0
if
Model.Available($MODEL)
Model.Available(#M4)
else_jump @TUTORIAL_73
04C4: store_coords_to $X1 $Y1 $Z1 from_actor $PLAYER_ACTOR with_offset 2.0 0.0 0.0
04C4: store_coords_to $X2 $Y2 $Z2 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0
04C4: store_coords_to $X3 $Y3 $Z3 from_actor $PLAYER_ACTOR with_offset 2.0 2.0 0.0
04C4: store_coords_to $X4 $Y4 $Z4 from_actor $PLAYER_ACTOR with_offset -2.0 0.0 0.0
04C4: store_coords_to $X5 $Y5 $Z5 from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.0
$N1 = Actor.Create(CivMale, $MODEL, $X1, $Y1, $Z1)
095C: create_smoke_at $X1 $Y1 $Z1 velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 1.0 last_factor 0.1
wait 250
$N2 = Actor.Create(CivMale, $MODEL, $X2, $Y2, $Z2)
095C: create_smoke_at $X2 $Y2 $Z2 velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 1.0 last_factor 0.1
wait 250
$N3 = Actor.Create(CivMale, $MODEL, $X3, $Y3, $Z3)
095C: create_smoke_at $X3 $Y3 $Z3 velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 1.0 last_factor 0.1
wait 250
$N4 = Actor.Create(CivMale, $MODEL, $X4, $Y4, $Z4)
095C: create_smoke_at $X4 $Y4 $Z4 velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 1.0 last_factor 0.1
wait 250
$N5 = Actor.Create(CivMale, $MODEL, $X5, $Y5, $Z5)
095C: create_smoke_at $X5 $Y5 $Z5 velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 1.0 last_factor 0.1
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0630: put_actor $PLAYER_ACTOR in_group $PLAYER_GROUP as_leader
0631: put_actor $N1 in_group $PLAYER_GROUP
0631: put_actor $N2 in_group $PLAYER_GROUP
0631: put_actor $N3 in_group $PLAYER_GROUP
0631: put_actor $N4 in_group $PLAYER_GROUP
0631: put_actor $N5 in_group $PLAYER_GROUP
Actor.GiveWeaponAndAmmo($N1, #M4, 999)
Actor.GiveWeaponAndAmmo($N2, #M4, 999)
Actor.GiveWeaponAndAmmo($N3, #M4, 999)
Actor.GiveWeaponAndAmmo($N4, #M4, 999)
Actor.GiveWeaponAndAmmo($N5, #M4, 999)
wait 250
Model.Destroy($MODEL)
jump @TUTORIAL_243

:TUTORIAL_243
wait 0
if
0AB0: key_pressed 9
else_jump @TUTORIAL_243
Actor.StorePos($N1, $X1, $Y1, $Z1)
Actor.StorePos($N2, $X2, $Y2, $Z2)
Actor.StorePos($N3, $X3, $Y3, $Z3)
Actor.StorePos($N4, $X4, $Y4, $Z4)
Actor.StorePos($N5, $X5, $Y5, $Z5)
Actor.DestroyInstantly($N1)
095C: create_smoke_at $X1 $Y1 $Z1 velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 1.0 last_factor 0.1
wait 250
Actor.DestroyInstantly($N2)
095C: create_smoke_at $X2 $Y2 $Z2 velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 1.0 last_factor 0.1
wait 250
Actor.DestroyInstantly($N3)
095C: create_smoke_at $X3 $Y3 $Z3 velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 1.0 last_factor 0.1
wait 250
Actor.DestroyInstantly($N4)
095C: create_smoke_at $X4 $Y4 $Z4 velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 1.0 last_factor 0.1
wait 250
Actor.DestroyInstantly($N5)
095C: create_smoke_at $X5 $Y5 $Z5 velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 1.0 last_factor 0.1
wait 250
jump @TUTORIAL_19

Contoh Script lainnya menyusul....

Kalian bisa mencari contoh lain dengan membuka mod CLEO berupa file .cs dapat di buka oleh Sannybuilder

Tutorial Cleo BAB lainnya bisa Dilihat Disini


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58 Komentar

  1. Cara Mengetahui Tempat Untuk Memunculkan Cleo nya Dimana fal?
    Pke Software Ava?

    BalasHapus
  2. Buka Sannybuilder
    Buka GTA SA
    Pergi ke tempat yang dimaksud
    minimize GTA SA, buka sannybuilder
    Tekan Ctrl+Alt+1
    copas deh angka nya

    BalasHapus
  3. cara buat bangunan dari cleo itu gimana contohnya misteri bukit berhantu kan ada tambahan kuburannya gimana caranya?

    BalasHapus
  4. cara minimizenya gimana

    BalasHapus
  5. cara minimizenya gimana

    BalasHapus
  6. Gan Minimize GTA SA Kyak mana?

    BalasHapus
    Balasan
    1. ALT+TAB atau Windows key(yg kek logo windows)

      Hapus
  7. minimize kan tingal Alt+TAB atau pencet tombol windows

    BalasHapus
  8. cara tau kode object nya gmana ?

    BalasHapus
  9. Min Maksudnya "store_to" Itu apa sih ane bingung?
    Contoh :
    00A5: create_car #ELEGY at 2296.8511 -1525.4071 26.875 store_to ???
    Mohon penjelasannya ...

    BalasHapus
    Balasan
    1. kalau yg#elegy itu orang atau apa yg akan di munculkan kalau yg 2296.8511 -1525.4071 26.875 itu tempatnya dimana sayajuga baru blajaran wkwkwk

      Hapus
  10. Cara Mengetahui Model IDnya Gimana Min?

    BalasHapus
    Balasan
    1. nih gan caranya :
      saat agan ada di sanny builder, agan pencet F12
      trus agan pilih yg ada tulisan "SCM Documentation"
      nah agan pilih gta yg agan mainin
      pilihan >>> gta SA, gta VC, gta LCS, gta VCS <<<

      Mengerti ?

      Hapus
  11. gan ane mau nanya nih, fungsinya "else_jump" buat apa gan ?
    contoh :
    :TUTORIAL_19
    wait 0
    if and
    not Actor.Driving($PLAYER_ACTOR)
    Player.Defined($PLAYER_CHAR)
    0AB0: key_pressed 9
    else_jump @TUTORIAL_19 <<< ini fungsinya apa gan ?
    0665: get_actor $PLAYER_ACTOR model_to $MODEL
    Model.Load($MODEL)
    Model.Load(#M4)
    jump @TUTORIAL_73

    BalasHapus
    Balasan
    1. Ini mirip dgn kode pemprograman web PHP code

      Hapus
  12. rakha : jika kondisi diatas tidak terpenuhi maka lompat ke _19
    jadi _19 akan dibaca ber-ulang ulang, kalau tidak dikasih itu ya pembacaan nya terus kebawah

    BalasHapus
    Balasan
    1. trus kalo kondisi diatas terpenuhi dan terbaca semua berarti langsung kebawahnya else_jump ?

      Hapus
  13. mau tanya radiusnya maksimalnya berapa

    BalasHapus
  14. gak ngerti...tapi akan ane coba

    BalasHapus
  15. cara membuat save game jadi tambah pake itu gimana?? TOLONG BALAS

    BalasHapus
  16. Balasan
    1. Itu utk membuat hotkey kak

      Hapus
    2. Itu utk membuat hotkey kak

      Hapus
    3. Bagaimana cara menghapus key_pressed nya, apakah tidak akan berpengaruh jika itunya dihapus ?

      Hapus
  17. Cara buat player animation gi mana

    BalasHapus
  18. mau tanya ini cleonya mau di copy kemana

    BalasHapus
  19. kan saya sudah klik save as lalu di apain

    BalasHapus
  20. Gan kalau mau ngedit radiusnya rpg gimana ?

    BalasHapus
  21. Min,g mna cara buat cleo mission ( misi yang dari cleo itu)

    BalasHapus
  22. wow! susah amat gan! bisa pake tool lain atau tutorial lain gak! soalnya tutorialnya susah amat!

    BalasHapus
    Balasan
    1. Beginilah kehidupan programer nak.penuh dengan kode-kode dan angka :)

      Hapus
    2. Beginilah kehidupan programer nak.penuh dengan kode-kode dan angka :)

      Hapus
  23. gan ada tutorial vidionya nggak kalo ini gua kagak ngerti....?

    BalasHapus
  24. cara buat clea konser kaya konser goyang dumag gimna yah
    sama buat panggungnya

    BalasHapus
  25. kok punya saya kalau udah jadi scriptnya buat sendiri objectnya nggak di tanah ya tapi malah diatas tolong solusinya

    BalasHapus
  26. sama satu lagi saat sata tulis #BMYDRUG pada model load saat saya compile tidak bisa tulisannya (Berkas tersusun tidak punya header, jadi model bernama #BMYDRUG tidak bisa digunakan. Gunakan ID nomor.)tolong bantuannya ya mas naufal irfan

    BalasHapus
  27. cara buat cleo mission gimana ya, udah gak sabar nih

    BalasHapus
  28. Kalo mau bikin cleo yang buat nambahin model senjata di gta gimana kaka?

    BalasHapus
  29. cara buat mod cleo drag dan jalanannya gimana?

    BalasHapus
  30. Ampun... liat aja udah pusing. udh coba pelajari tetep nggak ngerti. cara tau xyz xyz nya gk ngerti. mungkin emg bukn bakat ane..

    BalasHapus
  31. bang scrip buat bus apa bang ane belum paham

    BalasHapus
  32. Komentar ini telah dihapus oleh pengarang.

    BalasHapus
  33. Bang, saya buat mod cleo sudah saya compile, tapi saya cari di folder cleo gta ndak ada. Terus hasil compile saya masuk di folder mana

    BalasHapus
  34. uy
    gimana cara buat cleo blur?
    saya mau coba buat gta andro

    BalasHapus
  35. Bang naufal, ini ada yg salah ga? soalnya crash trus


    {$CLEO}

    thread "kendaraan"

    :kendaraan_1
    wait 10
    if and
    Player.Defined($PLAYER_CHAR)
    00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2637.7697 -1518.7509 286.933 radius 100.0 100.0 100.0
    jf @kendaraan_1
    model.Load(#MAVERICK)
    model.Load(#NRG500)
    model.Load(#FCR900)
    model.Load(#FREEWAY)
    model.Load(#HUNTER)
    model.Load(#HYDRA)
    model.Load(#VCNMAV)
    model.Load(#SEASPAR)

    :kendaraan_2
    wait 10
    00A5: 1@ = create_car #MAVERICK at 2650.876 -1422.8153 288.5011
    00A5: 2@ = create_car #NRG500 at 2669.5195 -1506.2672 286.993
    00A5: 3@ = create_car #FCR900 at 2667.9348 -1510.5386 286.933
    00A5: 4@ = create_car #FREEWAY at 2670.8054 -1507.3024 286.933
    00A5: 5@ = create_car #HUNTER at 2658.2946 -1550.6978 287.1359
    00A5: 6@ = create_car #HYDRA at 2649.5888 -1579.8792 287.23
    00A5: 7@ = create_car #VCNMAV at 2648.5651 -1432.8325 288.5011
    00A5: 8@ = create_car #SEASPAR at 2648.7739 -1413.3703 288.5011
    wait 10
    0175: set_car 1@ Z_angle_to 87.0
    0175: set_car 2@ Z_angle_to 79.0
    0175: set_car 3@ Z_angle_to 79.0
    0175: set_car 4@ Z_angle_to 79.0
    0175: set_car 5@ Z_angle_to 162.0
    0175: set_car 6@ Z_angle_to 162.0
    0175: set_car 7@ Z_angle_to 87.0
    0175: set_car 8@ Z_angle_to 87.0
    wait 10
    0249: #MAVERICK
    0249: #NRG500
    0249: #FCR900
    0249: #FREEWAY
    0249: #HUNTER
    0249: #HYDRA
    0249: #VCNMAV
    0249: #SEASPAR
    0A93: end_custom_thread

    BalasHapus