Fu$10N
Expert
- Joined
- Mar 5, 2014
- Messages
- 1,101
- Reaction score
- 11
Hello there :ugbase: members.
Today I have a new cleo for you. The new auto_getmats.cs. Unfortunately, I made it with only one location, but you can change that any time you want ( also the command ). The cleo is coming with source and it's made by me with help of TH3RM4L.
Here is the code
Hope it works for you. Tested with cleo 4.1, sf 3.2 / 4.0 and SAMP 0.3Z R1!
This will not work if the server you're playing has samp 0.3.7 ! Use this on servers with 0.3z r4 .
Updated cleo download here in the attachment.
Updated cleo code here :
Edit : HUGE UPDATE !
Thanks to [member=111]springfield[/member] the script is now available without sampfuncs :somuchwin: Tried it and works for NG:RP and Lawless RP.
Code:
Probably the last update this year ( or until 0.4a )
If this is not working for you, try this version ( almost the same :trollface: )
Enjoy :trollface:
Today I have a new cleo for you. The new auto_getmats.cs. Unfortunately, I made it with only one location, but you can change that any time you want ( also the command ). The cleo is coming with source and it's made by me with help of TH3RM4L.
Here is the code
Code:
thread 'BoatGM'
:LOAD
wait 0
if
8AF7: get_samp_base_to 0@
then
0A93: end_custom_thread
end
repeat
wait 400
until 0AFA: is_samp_structures_available
:GetMats
wait 0
if and
Player.Defined($PLAYER_ACTOR)
Player.Defined($PLAYER_CHAR)
Actor.Driving($PLAYER_ACTOR)
else_jump @GetMats
wait 0
if
00EC: actor $PLAYER_ACTOR sphere 0 near_point 1423.7251 -1320.4540 radius 5.0 5.0
else_jump @GetMats
wait 0
0AF9: samp say_msg "/getmats"
wait 2000
JUMP @GetMats
{$CLEO}
Hope it works for you. Tested with cleo 4.1, sf 3.2 / 4.0 and SAMP 0.3Z R1!
This will not work if the server you're playing has samp 0.3.7 ! Use this on servers with 0.3z r4 .
Updated cleo download here in the attachment.
Updated cleo code here :
Code:
thread 'BoatGM'
:LOAD
wait 0
if
8AF7: get_samp_base_to 0@
then
0A93: end_custom_thread
end
repeat
wait 400
until 0AFA: is_samp_structures_available
:GetMats
wait 0
if and
Player.Defined($PLAYER_ACTOR)
Player.Defined($PLAYER_CHAR)
Actor.Driving($PLAYER_ACTOR)
else_jump @GetMats
wait 0
if or
00EC: actor $PLAYER_ACTOR sphere 0 near_point 1423.7251 -1320.4540 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point -1713.7140 1348.6115 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point -1495.4771 504.9980 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 594.6078 -1250.5634 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 1424.1467 -1319.0349 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point -1816.381 -179.5001 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 2390.36 -2008.191 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point -1520.42 2590.24 radius 5.0 5.0
else_jump @GetMats
wait 0
0AF9: samp say_msg "/getmats"
wait 2000
JUMP @GetMats
{$CLEO}
Edit : HUGE UPDATE !
Thanks to [member=111]springfield[/member] the script is now available without sampfuncs :somuchwin: Tried it and works for NG:RP and Lawless RP.
Code:
Code:
{$CLEO .cs}
thread 'BoatGM'
wait 5000
0ac8: 15@ = 260
0ad3: 15@ = "/getmats"
:GetMats
wait 0
if and
Player.Defined($PLAYER_CHAR)
Actor.Driving($PLAYER_ACTOR)
else_jump @GetMats
if or
00EC: actor $PLAYER_ACTOR sphere 0 near_point 598.1029 -1246.2056 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 1423.7251 -1320.4540 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point -1713.7140 1348.6115 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point -1495.4771 504.9980 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 594.6078 -1250.5634 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 1424.1467 -1319.0349 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point -1816.381 -179.5001 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 2390.36 -2008.191 radius 5.0 5.0
else_jump @GetMats
0ab1: @SAY 1 15@
wait 2000
JUMP @GetMats
:SAY
IF 0AA2: 1@ = "samp.dll"
THEN
1@ += 0x7BDD0
0AA5: call 1@ num_param 1 pop 0 0@
END
0AB2: 0
Probably the last update this year ( or until 0.4a )
Code:
{$CLEO .cs}
thread 'BoatGM'
wait 5000
0ac8: 15@ = 260
0ad3: 15@ = "/getmats"
:GetMats
wait 0
if and
Player.Defined($PLAYER_CHAR)
Actor.Driving($PLAYER_ACTOR)
else_jump @GetMats
if or
00EC: actor $PLAYER_ACTOR sphere 0 near_point 598.1029 -1246.2056 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 1423.7251 -1320.4540 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point -1713.7140 1348.6115 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point -1495.4771 504.9980 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 594.6078 -1250.5634 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 1424.1467 -1319.0349 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 2102.6089 -104.4225 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point -2481.4861 2290.2083 radius 5.0 5.0
else_jump @GetMats
0ab1: @SAY 1 15@
wait 2000
JUMP @GetMats
:SAY
IF 0AA2: 1@ = "samp.dll"
THEN
1@ += 0x65C60
0AA5: call 1@ num_param 1 pop 0 0@
END
0AB2: 0
If this is not working for you, try this version ( almost the same :trollface: )
Code:
{$CLEO}
thread 'BoatGM'
wait 5000
0ac8: 15@ = 260
0ad3: 15@ = "/getmats"
:GetMats
wait 0
if and
Player.Defined($PLAYER_CHAR)
Actor.Driving($PLAYER_ACTOR)
then
if or
00EC: actor $PLAYER_ACTOR sphere 0 near_point 598.1029 -1246.2056 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 1423.7251 -1320.4540 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point -1713.7140 1348.6115 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point -1495.4771 504.9980 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 594.6078 -1250.5634 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 1424.1467 -1319.0349 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point -1816.381 -179.5001 radius 5.0 5.0
00EC: actor $PLAYER_ACTOR sphere 0 near_point 2390.36 -2008.191 radius 5.0 5.0
then
0AB1: @SAY 1 15@
end
end
wait 2000
JUMP @GetMats
:SAY
IF 0AA2: 1@ = "samp.dll"
THEN
1@ += 0x65C60 // FUNC_SENDCMD for 0.3.7
0AA5: call 1@ num_param 1 pop 0 0@
END
0AB2: 0
Enjoy :trollface: