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@JuniorDjjr
Created November 2, 2022 06:12
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// by Junior_Djjr - MixMods.com.br
// You need: https://forum.mixmods.com.br/f141-gta3script-cleo/t5206-como-criar-scripts-com-cleoplus
SCRIPT_START
{
LVAR_INT lList iPlayerId scplayer pLaddersArray i iFrontInput bWaitForInput bLastIsUp bLadderBotToTop iCurLadder pCurLadder iSizeEachLadder iTotalLadders
LVAR_FLOAT fAnimTime fAnimSpeed fAddAnimSpeed fMoveSpeed f x y z
LVAR_FLOAT fCfgBotX fCfgBotY fCfgBotZ fCfgBotMargin fCfgTopX fCfgTopY fCfgTopZ fCfgTopMargin fCfgAngle fCfgMoveSpeed
CONST_INT LADDER_PARAM_BOTTOM_X 0
CONST_INT LADDER_PARAM_BOTTOM_Y 1
CONST_INT LADDER_PARAM_BOTTOM_Z 2
CONST_INT LADDER_PARAM_BOTTOM_MARGIN 3
CONST_INT LADDER_PARAM_TOP_X 4
CONST_INT LADDER_PARAM_TOP_Y 5
CONST_INT LADDER_PARAM_TOP_Z 6
CONST_INT LADDER_PARAM_TOP_MARGIN 7
CONST_INT LADDER_PARAM_ANGLE 8
CONST_INT LADDER_PARAM_MOVE_SPEED 9
CONST_INT LADDER_PARAM_TOTAL 10
SCRIPT_NAME LADDERS
CREATE_LIST DATATYPE_INT (lList)
WAIT 0
WAIT 0 // give time to other scripts add ladders
WAIT 500
IF iPlayerId = 0
STREAM_CUSTOM_SCRIPT_FROM_LABEL Start lList iPlayerId
CLEO_CALL LoadIni 0 (lList)(pLaddersArray)
ENDIF
Start:
//SET_CHAR_COORDINATES scplayer -1361.1139 -699.0563 1.9609
//SET_CHAR_COORDINATES scplayer -2327.7239 1525.9205 0.1038
//SET_CHAR_COORDINATES scplayer -1357.1019 -2377.5803 33.9159
//SET_CHAR_HEADING scplayer 0.0
WHILE TRUE
WAIT 0
IF iPlayerId = 1
AND NOT IS_2PLAYER_GAME_GOING_ON
CONTINUE
ENDIF
GET_PLAYER_CHAR iPlayerId (scplayer)
IF iPlayerId = 0
IF TEST_CHEAT LADDERSRELOAD
FREE_MEMORY pLaddersArray
RESET_LIST lList
CLEO_CALL LoadIni 0 (lList)(pLaddersArray)
PRINT_STRING_NOW "~y~Ladders Mod: .ini reloaded." 1000
ENDIF
ENDIF
/*IF IS_KEY_JUST_PRESSED VK_KEY_R
SET_CHAR_COORDINATES_SIMPLE scplayer -1361.0435 -696.9363 1.9609
SET_CHAR_HEADING scplayer 0.0
ENDIF*/
IF GOSUB IsOkToStart
GET_LIST_SIZE lList (iTotalLadders)
//PRINT_FORMATTED_NOW "total ladders %i" 100 iTotalLadders
iCurLadder = 0
WHILE iCurLadder < iTotalLadders
GET_LIST_VALUE_BY_INDEX lList iCurLadder (pCurLadder)
READ_STRUCT_PARAM pCurLadder LADDER_PARAM_BOTTOM_X fCfgBotX
READ_STRUCT_PARAM pCurLadder LADDER_PARAM_BOTTOM_Y fCfgBotY
READ_STRUCT_PARAM pCurLadder LADDER_PARAM_BOTTOM_Z fCfgBotZ
IF LOCATE_CHAR_DISTANCE_TO_COORDINATES scplayer fCfgBotX fCfgBotY fCfgBotZ 400.0
READ_STRUCT_PARAM pCurLadder LADDER_PARAM_TOP_X fCfgTopX
READ_STRUCT_PARAM pCurLadder LADDER_PARAM_TOP_Y fCfgTopY
READ_STRUCT_PARAM pCurLadder LADDER_PARAM_TOP_Z fCfgTopZ
READ_STRUCT_PARAM pCurLadder LADDER_PARAM_ANGLE fCfgAngle
IF LOCATE_CHAR_DISTANCE_TO_COORDINATES scplayer fCfgBotX fCfgBotY fCfgBotZ 1.2
IF CLEO_CALL CheckCharAngleSimilar 0 (scplayer fCfgAngle 0)
bLadderBotToTop = TRUE
GOSUB ProcessLadder
ENDIF
ELSE
IF LOCATE_CHAR_DISTANCE_TO_COORDINATES scplayer fCfgTopX fCfgTopY fCfgTopZ 1.2
IF CLEO_CALL CheckCharAngleSimilar 0 (scplayer fCfgAngle 1)
bLadderBotToTop = FALSE
GOSUB ProcessLadder
ENDIF
ENDIF
IF LOCATE_CHAR_DISTANCE_TO_COORDINATES scplayer fCfgBotX fCfgBotY fCfgTopZ 1.2
IF CLEO_CALL CheckCharAngleSimilar 0 (scplayer fCfgAngle 1)
bLadderBotToTop = FALSE
GOSUB ProcessLadder
ENDIF
ENDIF
ENDIF
ENDIF
++iCurLadder
ENDWHILE
ENDIF
ENDWHILE
IsOkToStart:
IF IS_PLAYER_CONTROL_ON scplayer
GET_CHAR_SPEED scplayer f
IF f > 7.0
RETURN_FALSE
RETURN
ENDIF
IF IS_CHAR_DOING_ANY_IMPORTANT_TASK scplayer INCLUDE_ANIMS_NONE
// important task exceptions
IF IS_CHAR_DOING_TASK_ID scplayer TASK_SIMPLE_JUMP
RETURN_TRUE
RETURN
ENDIF
ENDIF
RETURN_TRUE
RETURN
ENDIF
RETURN_FALSE
RETURN
ProcessLadder:
READ_STRUCT_PARAM pCurLadder LADDER_PARAM_BOTTOM_MARGIN fCfgBotMargin
READ_STRUCT_PARAM pCurLadder LADDER_PARAM_TOP_MARGIN fCfgTopMargin
READ_STRUCT_PARAM pCurLadder LADDER_PARAM_MOVE_SPEED fCfgMoveSpeed
SET_PLAYER_CONTROL_PAD_MOVEMENT iPlayerId OFF
FREEZE_CHAR_POSITION scplayer ON
REQUEST_ANIMATION ladders_djjr
WHILE NOT HAS_ANIMATION_LOADED ladders_djjr
WAIT 0
ENDWHILE
IF IS_CHAR_DEAD scplayer
GOTO Release
ENDIF
IF bLadderBotToTop = TRUE
CLEO_CALL SlideToCoord 0 (scplayer 0.04 fCfgBotX fCfgBotY fCfgBotZ fCfgAngle)
ELSE
CLEO_CALL SlideToCoord 0 (scplayer 0.04 fCfgTopX fCfgTopY fCfgTopZ fCfgAngle)
ENDIF
IF IS_CHAR_DEAD scplayer
GOTO Release
ENDIF
IF bLadderBotToTop = TRUE
CLEO_CALL SlideToCoordBottom 0 (scplayer fCfgBotX fCfgBotY fCfgBotZ fCfgAngle fCfgBotMargin 1)
bLastIsUp = TRUE
ELSE
CLEO_CALL SlideToCoordTop 0 (scplayer fCfgBotX fCfgBotY fCfgTopX fCfgTopY fCfgTopZ fCfgAngle fCfgTopMargin 0)
bLastIsUp = FALSE
ENDIF
IF IS_CHAR_DEAD scplayer
GOTO Release
ENDIF
TASK_PLAY_ANIM_NON_INTERRUPTABLE scplayer "djjr_ladder_loop" "ladders_djjr" 2.0 FALSE FALSE FALSE TRUE 0
GET_CHAR_COORDINATES scplayer x y z
bWaitForInput = TRUE
fAnimTime = 0.0
WHILE NOT IS_BUTTON_JUST_PRESSED iPlayerId TRIANGLE
WAIT 0
IF IS_CHAR_DEAD scplayer
BREAK
ENDIF
SET_CHAR_ANIM_PLAYING_FLAG scplayer "djjr_ladder_loop" OFF
SET_CHAR_ANIM_CURRENT_TIME scplayer "djjr_ladder_loop" fAnimTime
GET_POSITION_OF_ANALOGUE_STICKS iPlayerId i iFrontInput i i
IF NOT iFrontInput = 0
IF bWaitForInput = TRUE
bWaitForInput = FALSE
ENDIF
iFrontInput *= -1
f = z - fCfgBotZ
IF f < fCfgBotMargin
//DRAW_STRING "Bottom" DRAW_EVENT_AFTER_FADE 100.0 300.0 0.3 0.6 TRUE FONT_SUBTITLES
IF iFrontInput < 0
CLEO_CALL SlideToCoordBottom 0 (scplayer fCfgBotX fCfgBotY fCfgBotZ fCfgAngle fCfgBotMargin 0)
BREAK
ENDIF
ENDIF
f = fCfgTopZ - z
IF f < fCfgTopMargin
//DRAW_STRING "Top" DRAW_EVENT_AFTER_FADE 100.0 300.0 0.3 0.6 TRUE FONT_SUBTITLES
IF iFrontInput > 0
CLEO_CALL SlideToCoordTop 0 (scplayer fCfgBotX fCfgBotY fCfgTopX fCfgTopY fCfgTopZ fCfgAngle fCfgTopMargin 1)
BREAK
ENDIF
ENDIF
ENDIF
IF bWaitForInput = FALSE
fAddAnimSpeed =# iFrontInput
fAddAnimSpeed *= 0.00001
IF NOT iFrontInput = 0
IF iFrontInput > 0
bLastIsUp = TRUE
ELSE
bLastIsUp = FALSE
ENDIF
ENDIF
fAnimSpeed +=@ fAddAnimSpeed
IF bLastIsUp = TRUE
IF fAnimSpeed > 0.03
fAnimSpeed = 0.03
ENDIF
ELSE
fAnimSpeed +=@ fAddAnimSpeed
IF fAnimSpeed < -0.03
fAnimSpeed = -0.03
ENDIF
ENDIF
ENDIF
IF iFrontInput = 0
IF bLastIsUp = TRUE
fAnimSpeed -=@ 0.0015
IF bWaitForInput = TRUE
IF fAnimSpeed < 0.0
fAnimSpeed = 0.0
ENDIF
ELSE
IF fAnimSpeed < 0.015
fAnimSpeed = 0.015
ENDIF
ENDIF
ELSE
fAnimSpeed +=@ 0.0015
IF bWaitForInput = TRUE
IF fAnimSpeed > 0.0
fAnimSpeed = 0.0
ENDIF
ELSE
IF fAnimSpeed > -0.015
fAnimSpeed = -0.015
ENDIF
ENDIF
ENDIF
ENDIF
fMoveSpeed = fAnimSpeed
fMoveSpeed *= fCfgMoveSpeed
z += fMoveSpeed
SET_CHAR_COORDINATES_SIMPLE scplayer x y z
fAnimTime +=@ fAnimSpeed
IF fAnimTime >= 1.0
fAnimTime -= 1.0
IF iFrontInput = 0
bWaitForInput = TRUE
fAnimSpeed = 0.0
ENDIF
ENDIF
IF fAnimTime < 0.0
fAnimTime += 1.0
IF iFrontInput = 0
bWaitForInput = TRUE
fAnimSpeed = 0.0
ENDIF
ENDIF
//PRINT_FORMATTED_NOW "input %i speed %.5f time %.2f wait %i" 1000 iFrontInput fAnimSpeed fAnimTime bWaitForInput
ENDWHILE
WAIT 100
Release:
SET_PLAYER_CONTROL_PAD_MOVEMENT iPlayerId ON
IF NOT IS_CHAR_DEAD scplayer
CLEAR_CHAR_TASKS_IMMEDIATELY scplayer
FREEZE_CHAR_POSITION scplayer OFF
WHILE LOCATE_CHAR_DISTANCE_TO_COORDINATES scplayer fCfgBotX fCfgBotY fCfgBotZ 1.3
WAIT 0
IF IS_CHAR_DEAD scplayer
BREAK
ENDIF
ENDWHILE
ENDIF
REMOVE_ANIMATION ladders_djjr
RETURN
}
SCRIPT_END
{
LVAR_INT lList //In
LVAR_INT i iTotalLadders iSizeEachLadder pLaddersArray pBuffer
LVAR_FLOAT fCfgBotX fCfgBotY fCfgBotZ fCfgBotMargin fCfgTopX fCfgTopY fCfgTopZ fCfgTopMargin fCfgAngle fCfgMoveSpeed
LoadIni:
GET_LABEL_POINTER Buffer (pBuffer)
i = 1
WHILE i <= 999
STRING_FORMAT pBuffer "Ladder%i" i
IF READ_FLOAT_FROM_INI_FILE "CLEO\Ladders.ini" $pBuffer "BottomX" (fCfgBotX)
++iTotalLadders
ENDIF
++i
ENDWHILE
iSizeEachLadder = 4 //size of each param
iSizeEachLadder *= LADDER_PARAM_TOTAL
i = iSizeEachLadder * iTotalLadders
ALLOCATE_MEMORY i (pLaddersArray)
i = 1
WHILE i <= iTotalLadders
STRING_FORMAT pBuffer "Ladder%i" i
READ_FLOAT_FROM_INI_FILE "CLEO\Ladders.ini" $pBuffer "BottomX" (fCfgBotX)
READ_FLOAT_FROM_INI_FILE "CLEO\Ladders.ini" $pBuffer "BottomY" (fCfgBotY)
READ_FLOAT_FROM_INI_FILE "CLEO\Ladders.ini" $pBuffer "BottomZ" (fCfgBotZ)
READ_FLOAT_FROM_INI_FILE "CLEO\Ladders.ini" $pBuffer "BottomMargin" (fCfgBotMargin)
READ_FLOAT_FROM_INI_FILE "CLEO\Ladders.ini" $pBuffer "TopX" (fCfgTopX)
READ_FLOAT_FROM_INI_FILE "CLEO\Ladders.ini" $pBuffer "TopY" (fCfgTopY)
READ_FLOAT_FROM_INI_FILE "CLEO\Ladders.ini" $pBuffer "TopZ" (fCfgTopZ)
READ_FLOAT_FROM_INI_FILE "CLEO\Ladders.ini" $pBuffer "TopMargin" (fCfgTopMargin)
READ_FLOAT_FROM_INI_FILE "CLEO\Ladders.ini" $pBuffer "Angle" (fCfgAngle)
READ_FLOAT_FROM_INI_FILE "CLEO\Ladders.ini" $pBuffer "MoveSpeed" (fCfgMoveSpeed)
WRITE_STRUCT_PARAM pLaddersArray LADDER_PARAM_BOTTOM_X fCfgBotX
WRITE_STRUCT_PARAM pLaddersArray LADDER_PARAM_BOTTOM_Y fCfgBotY
WRITE_STRUCT_PARAM pLaddersArray LADDER_PARAM_BOTTOM_Z fCfgBotZ
WRITE_STRUCT_PARAM pLaddersArray LADDER_PARAM_BOTTOM_MARGIN fCfgBotMargin
WRITE_STRUCT_PARAM pLaddersArray LADDER_PARAM_TOP_X fCfgTopX
WRITE_STRUCT_PARAM pLaddersArray LADDER_PARAM_TOP_Y fCfgTopY
WRITE_STRUCT_PARAM pLaddersArray LADDER_PARAM_TOP_Z fCfgTopZ
WRITE_STRUCT_PARAM pLaddersArray LADDER_PARAM_TOP_MARGIN fCfgTopMargin
WRITE_STRUCT_PARAM pLaddersArray LADDER_PARAM_ANGLE fCfgAngle
WRITE_STRUCT_PARAM pLaddersArray LADDER_PARAM_MOVE_SPEED fCfgMoveSpeed
LIST_ADD lList pLaddersArray
pLaddersArray += iSizeEachLadder
++i
ENDWHILE
CLEO_RETURN 0 (pLaddersArray)
}
{
LVAR_INT hChar //In
LVAR_FLOAT fSpeed fDestX fDestY fDestZ fDestAngle //In
LVAR_FLOAT fOriginX fOriginY fOriginZ fOriginAngle fNewX fNewY fNewZ fNewAngle fProgress fProgressEased
SlideToCoord:
GET_CHAR_COORDINATES hChar (fOriginX fOriginY fOriginZ)
GET_CHAR_HEADING hChar (fOriginAngle)
WHILE fDestAngle < 0.0
fDestAngle += 360.0
ENDWHILE
IF fOriginAngle >= 180.0
fOriginAngle -= 360.0
ENDIF
IF fDestAngle >= 180.0
fDestAngle -= 360.0
ENDIF
fProgress = 0.0
WHILE fProgress < 1.0
WAIT 0
IF IS_CHAR_DEAD hChar
BREAK
ENDIF
EASE fProgress EASE_MODE_QUADRATIC EASE_WAY_INOUT (fProgressEased)
LERP fOriginX fDestX fProgressEased (fNewX)
LERP fOriginY fDestY fProgressEased (fNewY)
LERP fOriginZ fDestZ fProgressEased (fNewZ)
LERP fOriginAngle fDestAngle fProgressEased (fNewAngle)
SET_CHAR_COORDINATES_SIMPLE hChar fNewX fNewY fNewZ
SET_CHAR_HEADING hChar fNewAngle
fProgress +=@ fSpeed
ENDWHILE
CLEO_RETURN 0 ()
}
{
LVAR_INT hChar //In
LVAR_FLOAT fBotX fBotY fBotZ fDestAngle fMargin //In
LVAR_INT bUp //In
LVAR_FLOAT fOriginX fOriginY fOriginZ fOriginAngle fDestX fDestY fDestZ fNewX fNewY fNewZ fNewAngle fProgress fProgressEased fSpeed
SlideToCoordBottom:
fSpeed = 0.016
TASK_PLAY_ANIM_NON_INTERRUPTABLE hChar "djjr_ladder_bot" "ladders_djjr" 2.0 FALSE FALSE FALSE TRUE 0
SET_CHAR_COLLISION hChar OFF
GET_CHAR_COORDINATES hChar (fOriginX fOriginY fOriginZ)
GET_CHAR_HEADING hChar (fOriginAngle)
WHILE fDestAngle < 0.0
fDestAngle += 360.0
ENDWHILE
IF fOriginAngle >= 180.0
fOriginAngle -= 360.0
ENDIF
IF fDestAngle >= 180.0
fDestAngle -= 360.0
ENDIF
IF bUp = TRUE
fProgress = 0.0
fDestX = fBotX
fDestY = fBotY
fDestZ = fBotZ + fMargin
ELSE
fProgress = 1.0
fDestX = fOriginX
fDestY = fOriginY
fDestZ = fOriginZ
fOriginX = fBotX
fOriginY = fBotY
fOriginZ = fBotZ
ENDIF
WHILE TRUE
WAIT 0
IF IS_CHAR_DEAD hChar
BREAK
ENDIF
EASE fProgress EASE_MODE_QUADRATIC EASE_WAY_INOUT (fProgressEased)
LERP fOriginX fDestX fProgressEased (fNewX)
LERP fOriginY fDestY fProgressEased (fNewY)
LERP fOriginZ fDestZ fProgressEased (fNewZ)
LERP fOriginAngle fDestAngle fProgressEased (fNewAngle)
SET_CHAR_COORDINATES_SIMPLE hChar fNewX fNewY fNewZ
SET_CHAR_HEADING hChar fNewAngle
SET_CHAR_ANIM_PLAYING_FLAG hChar "djjr_ladder_bot" OFF
SET_CHAR_ANIM_CURRENT_TIME hChar "djjr_ladder_bot" fProgressEased
IF bUp = TRUE
fProgress +=@ fSpeed
IF fProgress >= 1.0
BREAK
ENDIF
ELSE
fProgress -=@ fSpeed
IF fProgress <= 0.0
BREAK
ENDIF
ENDIF
ENDWHILE
IF DOES_CHAR_EXIST hChar
IF bUp = FALSE
TASK_STAND_STILL hChar 50
ENDIF
SET_CHAR_COLLISION hChar ON
ENDIF
CLEO_RETURN 0 ()
}
{
LVAR_INT hChar //In
LVAR_FLOAT fBotX fBotY fTopX fTopY fTopZ fDestAngle fMargin //In
LVAR_INT bUp //In
LVAR_FLOAT fOriginX fOriginY fOriginZ fOriginAngle fDestX fDestY fDestZ fNewX fNewY fNewZ fNewAngle fProgress fProgressEased fSpeed
SlideToCoordTop:
fSpeed = 0.007
TASK_PLAY_ANIM_NON_INTERRUPTABLE hChar "djjr_ladder_top" "ladders_djjr" 2.0 FALSE FALSE FALSE TRUE 0
SET_CHAR_COLLISION hChar OFF
GET_CHAR_COORDINATES hChar (fOriginX fOriginY fOriginZ)
GET_CHAR_HEADING hChar (fOriginAngle)
WHILE fDestAngle < 0.0
fDestAngle += 360.0
ENDWHILE
IF fOriginAngle >= 180.0
fOriginAngle -= 360.0
ENDIF
IF fDestAngle >= 180.0
fDestAngle -= 360.0
ENDIF
IF bUp = TRUE
fProgress = 0.0
fDestX = fTopX
fDestY = fTopY
fDestZ = fTopZ
ELSE
fProgress = 1.0
fDestX = fTopX
fDestY = fTopY
fDestZ = fTopZ
fOriginX = fBotX
fOriginY = fBotY
fOriginZ = fTopZ - fMargin
ENDIF
WHILE TRUE
WAIT 0
IF IS_CHAR_DEAD hChar
BREAK
ENDIF
EASE fProgress EASE_MODE_QUADRATIC EASE_WAY_INOUT (fProgressEased)
LERP fOriginX fDestX fProgressEased (fNewX)
LERP fOriginY fDestY fProgressEased (fNewY)
LERP fOriginZ fDestZ fProgressEased (fNewZ)
LERP fOriginAngle fDestAngle fProgressEased (fNewAngle)
SET_CHAR_COORDINATES_SIMPLE hChar fNewX fNewY fNewZ
SET_CHAR_HEADING hChar fNewAngle
SET_CHAR_ANIM_PLAYING_FLAG hChar "djjr_ladder_top" OFF
SET_CHAR_ANIM_CURRENT_TIME hChar "djjr_ladder_top" fProgressEased
IF bUp = TRUE
fProgress +=@ fSpeed
IF fProgress >= 1.0
BREAK
ENDIF
ELSE
fProgress -=@ fSpeed
IF fProgress <= 0.0
BREAK
ENDIF
ENDIF
ENDWHILE
IF DOES_CHAR_EXIST hChar
IF bUp = TRUE
TASK_STAND_STILL hChar 50
ENDIF
SET_CHAR_COLLISION hChar ON
ENDIF
CLEO_RETURN 0 ()
}
{
LVAR_INT hChar //In
LVAR_FLOAT fAngle //In
LVAR_INT bIsTop //In
LVAR_FLOAT fCharAngle f
CheckCharAngleSimilar:
GET_CHAR_HEADING hChar (fCharAngle)
IF bIsTop = TRUE
fCharAngle += 180.0
ENDIF
WHILE fAngle < 0.0
fAngle += 360.0
ENDWHILE
IF fCharAngle >= 180.0
fCharAngle -= 360.0
ENDIF
IF fAngle >= 180.0
fAngle -= 360.0
ENDIF
f = fCharAngle - fAngle
//PRINT_FORMATTED_NOW "check angle %f %f = %f" 1000 fCharAngle fAngle f
ABS_LVAR_FLOAT f
IF f < 50.0
RETURN_TRUE
CLEO_RETURN 0 ()
ENDIF
RETURN_FALSE
CLEO_RETURN 0 ()
}
Buffer:
DUMP
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
ENDDUMP
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