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Testing CJ's clone abilities.

2.0K views
Jul 18, 2021
11:54

After the goto0, there will be a clone of CJ wandering the map, and this clone is actually really important. Since it is the boat school that triggered the goto 0 and I did almost nothing after that (bought a house nearby and saved the game), CJ clone is expected to be wandering around there. Goto 0 video: https://youtu.be/eoE6Qhp0RI0?t=1179 The clone will copy CJ's movement, like swimming, running, jumping crouching, aiming and firing weapons. -The clone CJ will keep the clothes you had on the original save - Clone CJ cannot use the jetpack - Clone CJ cannot enter vehicles (I believe if you are quick enough, it could be possible to enter a vehicle before the goto0 process and keep clone CJ inside this vehicle) - The clone CJ will keep the fighting style you had (in this video clone CJ has SF gym style and new CJ has the default original fighting style) - Clone CJ cannot aim properly. He can aim up and down, but not to the sides. - Clone CJ will keep all the weapons and ammo it had and will not be able to get new weapons. You all ammo is used the weapon can never be used again. - When the new CJ use a weapon from a given slot, clone CJ will also equip a weapon from the same slot, even if it is a different weapon There are 13 weapon slots: 1- Unarmed: Fist or Brass Knuckle 2- Melee weapons: Knife, Baseball bat, Nightstick, Pool cue, Golf Club, Shovel, Katana, Chainsaw 3- Shotgun: Normal shotgun, Sawn Off, Combat 4- Handguns: 9mm pistol, Silenced pistol, Desert eagle 5- Submachine guns: Tec9, micro SMG, SMG 6- Assault rifle: AK47 and M4 7- Rifles: Country Rifle and Sniper Rifle 8- Heavy Weapons: Flamethrower, Minigun, Rocket Launcher, Rocket Launcher (HS) 9- Thrown weapons: Tear gas, molotov, grenades, satchels 10- Consumables: Spay can, Camera, Fire Extinguisher 11- Gifts: Cane, flowers and kinky stuff 13- Special: Parachute, Infrared and Night Vision 13- Satchel charge detonator So for example, original CJ had a Minigun and new CJ tries to fire a Rocket Launcher, the clone will fire the minigun instead. If the clone uses all the ammo for a weapon, there is not way to recover it. This weapon should be unusable for ever. - You cannot use a weapon from a slot that the original CJ has no ammo, even if the new CJ gets more ammo for that weapon. If you try to select this slot CJ will immediately switch to another slot. - If you kill clone CJ you will also lose the ability to aim properly, but you will no longer have problems switching weapons and running/walking. Clone CJ cannot be revived. I think that the issues regarding your walking speed could be solved depending where you trap clone CJ - Clone CJ doesn't die drowned - If clone CJ enters a marker he doesn't start the mission - If either CJ attacks a ped, the ped will attack back the CJ that attacked him/her - If you enter an interior clone CJ location will change, making it useless to trap him - If you use a save editor to edit CJ's stats, weapons and location, it will should affect only the clone, and not the new CJ (this means a normal save editor is really useful for knowing where clone CJ is, even if you don't even want to edit your save). So instead of redoing a goto 0 with new weapons, you can just use an editor to change the clone's weapons and if it just too hard to find the clone you can use the editor to change his location. If the clone is close to death you can also restore his HP and armor using the editor - Cops don't chase clone CJ This is what I have tested so far. If I have more ideas I will test them.

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Testing CJ's clone abilities. | NatokHD