And yet, and this time, not even one technical cleo script, but a whole pack of technical cleo scripts for beginners and non-beginner scripters. And not only for them, but also a little more, for mapers. Because what this pack of technical cleo-scripts will do will be useful, not only for scripters, but also for mappers too. And this time, it will no longer be my next technical cleo-script, on the topic of displaying certain information about something on the screen. And it will be, almost, on a topic close in meaning to this topic, as I wrote above: a whole pack of technical cleo-scripts. On the topic on which I am making a technical cleo script for the first time, or rather, this time: a whole pack of technical cleo scripts. Namely, on the topic: writing information to: ini-file, and specifically game information. And specifically this time, it will be various information about the player and about everything and what and who surrounds him, namely, about: peds, transport and even about objects. ini file. After that, such information that has already been written to: ini-file, and not just displayed on the screen, can already be copied and pasted where necessary. Thus, saving time, for its unnecessary expenditure on manually recording this or that information that was remembered, having just been displayed on the screen. ---------------------------------------- Well, now for more details about what will be recorded and where and when and to which of the modmakers, this will come in handy. So, first, about what will be recorded: -Coordinates and angle of rotation: player, ped, vehicle and object. -Zone name, number and name of the current interior where the player is located. -Amount of health: player, ped, vehicle and object. -Number + maximum amount of armor, level + maximum wanted level of the player. -Current: weapon number, weapon group number, weapon ammo count: player and ped. -Ped type peda. -ID-numbers: peds and their weapons, vehicles and objects with the player.
-Masses: transport and facility. -Mass of the turn of the object. ---------------------------------------- And now about where and when and to which of the modmakers, most of all this, the above, will come in handy or will be needed. ---------------------------------------- Scripters: ---------------------------------------- -Now you no longer have to run one or another coordinate editor in order to find out the coordinates and turn angle of the player. -To, then copy and paste them into opcodes, for example: create, place and set the turn angle: peds, vehicles or objects. -Because now they are permanently written to: ini-file. ---------------------------------------- -And also you no longer have to rummage through the help for: Sanny Builder, in order to find out approximately by coordinates this or that name of the zone in which the player is located. -To, then, copy and paste it into opcodes, for example: checking for a player in a particular zone, assigning a zone, etc., etc. -Since, now it is also constantly written to: ini-file. ---------------------------------------- Sanny Builder, and looking for the interior number or memorize it if it is displayed on the screen. -To, then remember or copy and paste it into opcodes, for example: choosing an interior or a room in an interior: peds, transport or an object. -Since, he, too, is now constantly written to: ini-file. -In this regard, they will no longer be needed: not mine, not another author's technical cleo-script on the topic of displaying the number of the current interior on the screen. ---------------------------------------- -Also now, you no longer have to rummage through the edit in: Sanny Builder, looking for current: weapon numbers, weapon group numbers and player weapon ID numbers. -Because now they are also permanently written to: ini-file. -Perfect for those scripters who will give peds the same weapon in their script, for example, the same, ordinary pistol. ---------------------------------------- -Also, now you no longer have to rummage through: Ped Editor, looking for the ID number of the ped you like in the game or its pedtype. create a ped, or set the same pedtype to a completely different ped. -For example, to set him the same behavior and habits as: a woman or if a woman, then like a man, for example: gait, character, reaction, etc. -Because now they are also permanently written to: ini-file. ---------------------------------------- -Finally, now you no longer have to rummage through: GTA Garage Mod Manager, looking for the ID-number or model name of the vehicle you like. -To, then, copy and paste its ID-number or model name into opcodes, for example: create a transport, create a vehicle generator, etc., etc. -Because now they are also permanently written to: ini-file. ---------------------------------------- -All other recorded information not listed here, for which it is needed, is most of all an informer. - And most likely it is hardly useful for copying. ---------------------------------------- Maperam: ---------------------------------------- -Now you no longer have to scroll through IDE directories for a long time or comb through one or another piece of the map in: -What would then install it on the map. -Since, now (assuming that the object is dynamic), its ID-number is constantly written to: ini-file. -Perfect for novice mappers who urgently want to add or remove one or another liked or disliked object in the game. -For example, these could be: scattered cardboard boxes all over Grove Street, some small lights, drinks machines, etc. ---------------------------------------- -All other recorded information not listed here, for which it is needed, is most of all an informer. - And most likely it is hardly useful for copying. ---------------------------------------- Advantages and differences from programs: -Providing the greatest information about the transport and the object. -That the above programs for working with transport and objects will never provide. - And the most important advantage is the ability to copy information. Sanny Builder. ---------------------------------------- Advantages and differences from other similar scripts that also record information about the ped: -Information is recorded immediately about two, and not about one ped located next to the player. -About one that is near the player and another that the player is aiming at. - That is, the actual one sight, two peds are caught at once. ---------------------------------------- This pack of technical cleo-scripts was made as an alternative to one old, some or even most, non-working cleo-script. Namely, this: "Displaying various information on the screen." It doesn't work for me personally. Since I'm not good at working with: text draw, I did not try to fix it or create my own script based on it. And I decided to just make it like a remake in the form of another, possible, working version of the script and an alternative to the script itself. With a little effort, I succeeded. Control keys and your actions:
02.Just after waiting about 5 seconds, minimize the game. 03.Open the folder: cleo. 04.Open the file: zonename.ini. 05.Go to the topmost section, to the section: [PLAYER]. 06.Select the desired section cell. 07.For example: ZONE NAME=GAN1, where: ZONE NAME= is: ZONE NAME, and: GAN1 is the name of the current zone in which the player is or was. ---------------------------------------- 08. If you need to get information about some ped that is next to the player, then. 09. Go to this ped or make sure you are not too far away from it. 10.Wait about 5 seconds and close the game. 11.Also open the folder: cleo. 12. And also open the file: zonename.ini. 13. Go to the second section, section: [PED]. 14.Select the desired section cell. 15. For example: ID NUMBER=22, where: ID NUMBER= is: ID NUMBER, and: 22 is the ID number of the ped, next to which the player is or was. ---------------------------------------- 16. If you need to get information about a specific ped that is either near the player or far enough away from the player, then. 17. Aim at the ped you need by clicking on: 18.Wait while holding the ped at gunpoint for about 5 seconds and exit the game. 19. Also open the folder: cleo. 20. And also open the file: zonename.ini. 21.Go to the third section, section: [TARGET PED]. 22.Select the desired section cell. 23. For example: PEDTYPE=20, where: PEDTYPE= is: PEDTYPE, and: 20 is the number of the ped type of the ped that the player is aiming at or was aiming at. ---------------------------------------- 24. If you need to get information about some vehicle that is near or near the player, then. 25. Approach this transport or make sure that you are not so far from it. 26.Wait about 5 seconds and close the game. 27. Also open the folder: cleo. 28. And also open the file: zonename.ini. 29. Go to the fourth section, section: [VEHICLE]. 30.Select the desired section cell. 31. For example: MODEL NAME=GREENWO, where: MODEL NAME= is: MODEL NAME, and: GREENWO is the very name of the vehicle model next to which the player is located. ----------------------------------------
33. Approach this object or make sure that you are not too far away from it. 34.Wait about 5 seconds and close the game. 35.Also open the folder: cleo. 36.And also open the file: zonename.ini. 37.Go to the fifth section, section: [OBJECT]. 38.Select the desired section cell. 39. For example: MASS=150, where: MASS= is: MASS, and: 150 is the mass of the object. ---------------------------------------- 40.If you need to get more detailed information about the interior in which the player is currently located, then. 41.Enter any room, such as the player's house on: Grove Street. 42.Wait about 5 seconds and close the game. 43. Also open the folder: cleo. 44. And also open the file: zonename.ini. 45.Go to the last, lowest section, to the section: [INTERIOR]. 46.Select the desired section cell. 47. For example: NAME=CARLS, where: NAME= is: NAME, and: CARLS is the name of the interior itself. 48. All other information about all other cells of the sections is detailed in the screenshots. ======================================= (optional, if needed) 01. If you need to get the specific name of the model: peda, object, player's weapon or peda, then this will not be difficult. 02. Simply, just for everything, you will need to run: Sanny Builder, click on "Create File". 03. And in the first line, write or paste the copied: ID number of the ped, object or weapon of the player or ped. 04. After that, select it and press: Ctrl+Alt+H and the model name will immediately be displayed replacing it with the model ID number.