CLEO Help AUTORUN CHECKPOINT CLEO

CLEO related
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JrJunioru

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Hello, is it possible to create an cleo mode that is auto-running towards a checkpoint?
This mode should be working like auto-driver cleo but without car only the character...
 

monday

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there are opcodes like this

HhIZYjd.png


important thing is whether there are any obstacles to avoid, like buildings or objects spawned by server
 

Parazitas

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Boring...
PHP:
{$CLEO .cs}

thread "Boring"

:ct
wait 0
if
0AB0: 89 {Y}
then    
if     
call @is_cp_active 0
then
    call @get_cp_pos 0 1@ 2@ 3@
    if
    044B: $PLAYER_ACTOR on_Foot
    then
        068D: get_camera_position_to 4@ 5@ 6@
        if
        06BD:   no_obstacles_between 4@ 5@ 6@ and 1@ 2@ 3@ solid 1 car 0 actor 0 object 1 particle 0
        then
            0AB1: call @char_goto 4 XYZ 1@ 2@ 3@  sprint true
        end 
    end    
end
end
jump @ct
    

:is_cp_active
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0x24
0A8D: 1@ = readMem 1@ sz 4 vp 0
IF 1@ == TRUE
THEN 0485:  return_true
ELSE 059A:  return_false
END
0AA3: freelib 0@
0AB2: ret 0

:get_cp_pos
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0xC
0A8D: 2@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 3@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 4@ = readMem 1@ sz 4 vp 0
0AA3: freelib 0@
0AB2: ret 3 2@ 3@ 4@

:char_goto
repeat
    wait 0
    00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 2@
    0063: 0@ -= 4@
    0063: 1@ -= 5@
    0604: get_Z_angle_for_point 0@ 1@ store_to 2@
    005B: 0@ += 4@
    005B: 1@ += 5@
    2@ *= 0.01745
    0A96: 4@ = actor $PLAYER_ACTOR struct
    4@ += 0x558
    0A8C: write_memory 4@ size 4 value 2@ virtual_protect 0
    0373: set_camera_directly_behind_player
    if
    3@ == true
    then
        if
        8118:   actor $PLAYER_ACTOR dead
        then
            4@ = 0xB73458
            4@ += 0x20
            0A8C: write_memory 4@ size 1 value 255 virtual_protect 0 // value 0 = disable sprint
            4@ = 0xB73458
            4@ += 0x3
            0A8C: write_memory 4@ size 1 value 255 virtual_protect 0 // walk
        else
            break
        end
    ////
    else
    ////
        if
        8118:   actor $PLAYER_ACTOR dead
        then
            4@ = 0xB73458
            4@ += 0x20
            0A8C: write_memory 4@ size 1 value 0 virtual_protect 0 // value 225 = enable sprint
            4@ = 0xB73458
            4@ += 0x3
            0A8C: write_memory 4@ size 1 value 255 virtual_protect 0 // walk
        else
            break
        end
    end
until 00ED: actor $PLAYER_ACTOR 0 near_point 0@ 1@ radius 1.0 1.0 on_foot
0AB2: ret 0
 

jpabelloren

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Boring...
PHP:
{$CLEO .cs}

thread "Boring"

:ct
wait 0
if
0AB0: 89 {Y}
then  
if   
call @is_cp_active 0
then
    call @get_cp_pos 0 1@ 2@ 3@
    if
    044B: $PLAYER_ACTOR on_Foot
    then
        068D: get_camera_position_to 4@ 5@ 6@
        if
        06BD:   no_obstacles_between 4@ 5@ 6@ and 1@ 2@ 3@ solid 1 car 0 actor 0 object 1 particle 0
        then
            0AB1: call @char_goto 4 XYZ 1@ 2@ 3@  sprint true
        end
    end  
end
end
jump @ct
  

:is_cp_active
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0x24
0A8D: 1@ = readMem 1@ sz 4 vp 0
IF 1@ == TRUE
THEN 0485:  return_true
ELSE 059A:  return_false
END
0AA3: freelib 0@
0AB2: ret 0

:get_cp_pos
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0xC
0A8D: 2@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 3@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 4@ = readMem 1@ sz 4 vp 0
0AA3: freelib 0@
0AB2: ret 3 2@ 3@ 4@

:char_goto
repeat
    wait 0
    00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 2@
    0063: 0@ -= 4@
    0063: 1@ -= 5@
    0604: get_Z_angle_for_point 0@ 1@ store_to 2@
    005B: 0@ += 4@
    005B: 1@ += 5@
    2@ *= 0.01745
    0A96: 4@ = actor $PLAYER_ACTOR struct
    4@ += 0x558
    0A8C: write_memory 4@ size 4 value 2@ virtual_protect 0
    0373: set_camera_directly_behind_player
    if
    3@ == true
    then
        if
        8118:   actor $PLAYER_ACTOR dead
        then
            4@ = 0xB73458
            4@ += 0x20
            0A8C: write_memory 4@ size 1 value 255 virtual_protect 0 // value 0 = disable sprint
            4@ = 0xB73458
            4@ += 0x3
            0A8C: write_memory 4@ size 1 value 255 virtual_protect 0 // walk
        else
            break
        end
    ////
    else
    ////
        if
        8118:   actor $PLAYER_ACTOR dead
        then
            4@ = 0xB73458
            4@ += 0x20
            0A8C: write_memory 4@ size 1 value 0 virtual_protect 0 // value 225 = enable sprint
            4@ = 0xB73458
            4@ += 0x3
            0A8C: write_memory 4@ size 1 value 255 virtual_protect 0 // walk
        else
            break
        end
    end
until 00ED: actor $PLAYER_ACTOR 0 near_point 0@ 1@ radius 1.0 1.0 on_foot
0AB2: ret 0

I have no idea how it work but I can't compile it.
 
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