CLEO Help Stopped working as it used to before

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KennyDixon

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I will be extremely grateful if you could help me out. One friend of mine made this cleo long time ago (aprox 3 years) and I doubt that it has been seen or available anywhere else. It used to simulate the car driving while standing still even without ignited engine. You just stayed in one place with your engine off and generated money in the server without anyone noticing. Sadly, when you turn it on now it starts to move slowly, at times beeping the horn, not standing still anymore. What have caused such issues and is there a way how we could solve it? Thank you so much!

Code:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'MKALIMAS' 
0000: NOP 

:MKALIMAS_21
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
00DF:   actor $PLAYER_ACTOR driving 
0AB0:   key_pressed 88 
0AB0:   key_pressed 77 
004D: jump_if_false @MKALIMAS_21 
0001: wait 500 ms 
018C: play_sound 1058 at 0.0 0.0 0.0 
03C0: 0@ = actor $PLAYER_ACTOR car 
00AE: set_car 0@ traffic_behaviour_to 2 
0423: set_car 0@ improved_handling_to 15.0 // (float) 
00AD: set_car 0@ max_speed_to 25.0 
0007: 1@ = 1213.901 
0007: 2@ = 984.8479 
0007: 3@ = 6.8125 
0007: 4@ = 2644.456 
0007: 5@ = 2506.696 
0007: 6@ = 6.6019 
0007: 7@ = 1891.167 
0007: 8@ = 2175.683 
0007: 9@ = 10.4512 
0007: 10@ = 1313.651 
0007: 11@ = 1813.706 
0007: 12@ = 10.6583 

:MKALIMAS_234
0001: wait 0 ms 
00A7: car 0@ drive_to 1@ 2@ 3@ 

:MKALIMAS_252
0001: wait 0 ms 
06BE: 17@ = car 0@ y_angle 
00D6: if 
0021:   17@ > 10.0 
004D: jump_if_false @MKALIMAS_295 
0731: set_car 0@ y_angle_to 0.0 

:MKALIMAS_295
0001: wait 0 ms 
00D6: if 
8031:   not  17@ >= -10.0 
004D: jump_if_false @MKALIMAS_330 
0731: set_car 0@ y_angle_to 0.0 

:MKALIMAS_330
0001: wait 0 ms 
00D6: if 
01AF:   car 0@ sphere 0 in_sphere 1@ 2@ 3@ radius 5.0 5.0 5.0 
004D: jump_if_false @MKALIMAS_390 
00A7: car 0@ drive_to 4@ 5@ 6@ 

:MKALIMAS_390
0001: wait 0 ms 
00D6: if 
01AF:   car 0@ sphere 0 in_sphere 4@ 5@ 6@ radius 5.0 5.0 5.0 
004D: jump_if_false @MKALIMAS_450 
00A7: car 0@ drive_to 7@ 8@ 9@ 

:MKALIMAS_450
0001: wait 0 ms 
00D6: if 
01AF:   car 0@ sphere 0 in_sphere 7@ 8@ 9@ radius 5.0 5.0 5.0 
004D: jump_if_false @MKALIMAS_510 
00A7: car 0@ drive_to 10@ 11@ 12@ 

:MKALIMAS_510
0001: wait 0 ms 
00D6: if 
01AF:   car 0@ sphere 0 in_sphere 10@ 11@ 12@ radius 5.0 5.0 5.0 
004D: jump_if_false @MKALIMAS_563 
0002: jump @MKALIMAS_234 

:MKALIMAS_563
0001: wait 0 ms 
00D6: if or
8AB0:   not key_pressed 88 
8AB0:   not key_pressed 77 
004D: jump_if_false @MKALIMAS_593 
0002: jump @MKALIMAS_252 

:MKALIMAS_593
0001: wait 500 ms 
018C: play_sound 1057 at 0.0 0.0 0.0 
072A: put_actor $PLAYER_ACTOR into_car 0@ driverseat 
0002: jump @MKALIMAS_21
 

KennyDixon

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Joined
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It is. There might have been some modified american.gxt files, I received it along with SAMFUNCS, but I doubt it's the issue. Is there any way to totally freeze the vehicle's movement while this script is on?
 
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