Instant Teleport For Mobile 


With this script, you will be able to teleport to any place on the map. To do this, you need to put a mark on the map. Activation through CLEO-Menu, or by pressing the keys 1 and 6. Enjoy the game.

I want to make a script that will load another script in other folder (not in cleo folder, in gtadir/data/TC script (I made that folder)/TCscript.cs) so is this possible to even load new cleo SCRIPT, and even if it is not in CLEO folder and how ?


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Just don't know if it can go to the upper folder (which is game's root folder relatively to CLEO folder) with "..\". Just have tested down - i mean my script in CLEO folder which started with the game had a 0A92 opcode with "MOD\2ndscript.cs".

Hi everyone. What is the max limit of script inside cleo folder before these mods start to make my game unstable? I have +- 175 files inside cleo folder, and so far i didnt suffer random crash because i've been selective with the mod. Thanks

Problem 1: Opcode 01C0 is not a conditional check. Look for commands that are indented a little more than others.

Problem 2: The conditions of an If statement should always be follow by where to jump if the statement is not true.

Problem 3: The script would instantly end before CJ could cause any trouble. You need a loop that waits for a while.

I have now, and it worked as expected. But it only works the first time since the script ends after the messages is displayed. I would not expect this script to work properly if compiled with an SCR edit mode.

Now, I had already installed cleo library v4 and the border was black too, but in the lower corner, there some GTA games included (GTA SA SCR), which itwasn't SCR before just GTA SA. otherwise i selected it and a box shown says install cleo v4 again, i did install that and then i compiled it and it says COMPILE ERROR (wait 0 ms). what's wrong again ?!

Nice find, but it's not being used correctly. I searched through a main.scm (decompiled with Write Opcodes option enabled) and all examples of opcode 010F use a greater than format. Keep in mind that the text included in a command is ignored by Sanny. If keywords are used instead of opcodes (compare with a script without Write Opcodes enabled) then the text is important. The only important information is the data, in this case; opcode, $PLAYER_CHAR, and 0. The descriptors are just there to make the script easier to read by describing the purpose of the command.


Also, the forum software will strip the extra spaces in the conditional commands if you don't include them in code tags - use the tag_hash_107 icon next to the Quote tool in the toolbar. The proper format is:

When your script encounters this command it will stop running and won't run again unless you reload a save, start a new game, or re-launch it with another script. I've got other things to do this morning so I'm not ready to consider your larger script. In the meantime, I suggest that you revisit my example above (tweaked wait times) and replace the terminate script command with a loop that waits until the wanted level is 0 before jumping back to the beginning and waiting for another wanted level.

Tip: Practice executing the script in your head as you imagine game play and how your actions will change the variables. Keep track of the execution pointer as it jumps through the script at lightning speed until it encounters a wait command. You need to trap the execution pointer within your script and make sure it always has a place to go, wait, or end gracefully.


Tip: Describe what you want the script to do in plain text. Start with the general big picture and then start adding details. Do this before asking for help because describing the problem will often offer solutions. Also, broken code seldom explains what you were really trying to do. This isn't a criticism of what you've done, it's just good practice that leads to more efficient codes and quicker progress.


Added: Consider a strategy to save the current wanted level when a message is displayed, then compare the current wanted level with the saved wanted level to decide whether to wait, escalate, or de-escalate your messages.

work too. and the opcode text also i applied still didn't work, please tell me that you tested it again and it works on your computer ?! now my computer is allowing it to work but the first one only works, others are not changing. you see there, says JUMP IF FALSE, which means it will start from beginning but if it's TRUE, it DOESN'T JUMP TO THE NEXT LEVEL. please fix the whole script and share it. been waiting for to reply and also couldn't stop fixing this issue. Thanks

You script won't work properly even with the fixes suggested above. This goes to my tip on mentally tracing the execution flow. How would your script respond if a one star wanted level is cleared by a bribe? Or CJ skips level 1 by entering a police station or impound and earns a 2 or 3 star wanted level?

I don't know how to create loops. can you gimme an example please. i searched for it on the web but still no similar to this, the script i made is difficult, it's uncomfortable btw. needs high IQ to worked with.

Technical: Labels such as :Top_of_Loop are not actually compiled into the .cs script. Sanny keeps track of this offset, or total compiled bytes, from the start to that point in the script. Sanny will replace @Top_of_Loop with the value of that offset, in this case -2, since the NOP compiles as two empty bytes (0000).

Yeah, I know. I already gave you one example of a loop - the loop that waits until the player has a wanted level greater than 0. Now I'm trying to get you to build your own loop, or rather, extend the loop to the whole script so it doesn't end. In my opinion, you are trying to run before you've learned to walk. So please, try to build the script I described in my previous post. Don't try to expand it into what you want until it's working as described. I'm trying to guarantee your success - stick with me for a bit.

For perspective, this is not "your" script. Consider it an assignment. (I don't expect you to enjoy coding mod requests either, but this is a test to see if you will follow instructions.) This script has a clear description so you can tell if it has fulfilled the objectives. You haven't clearly described what your script should do. Each bulleted line in the detailed description represents a line in my test script. Much of the script is the same as the previous example. Some opcodes will need to be changed and you'll need to identify a couple of new opcodes, common ones like jump and local = local.

In the end you should have all three parts for the same script. A clear description; always include this when requesting help. A detailed description; when requesting help you need to include the details of where you are having problems, but not necessarily of the whole script. A working script; something you can build on.

Yes, jf is a keyword that can be used instead of opcode 004D:. Sanny will highlight keywords with bold text. When Sanny encounters this keyword it knows to convert the line with the 004D: opcode. Decompiling scripts without the Show Opcodes option enabled, the default setting, will result in a format with keywords and classes. I prefer to post codes with the Show Opcodes format, but for my own private use I frequently use keywords. For a list of keywords available in Sanny, check keywords.txt in the edit mode folder for that game. (else_jump is another keyword for 004D:)

Execution flow, I've been suggesting that you trace the execution order of the script in your head - maybe start with your finger. How to explain...? Let's try a train analogy, see how long it holds up. 2351a5e196

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